MD3
- rough support for multi-part player models. SceneCombiner - added support for cross-attachments of nodes in the whole graph git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@345 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
e6758ce923
commit
d70c092b71
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@ -153,8 +153,10 @@ struct LoadRequest
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, refCnt (1)
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, scene (NULL)
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, loaded (false)
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, map (*_map)
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{}
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{
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if (_map)
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map = *_map;
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}
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const std::string file;
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unsigned int flags;
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@ -163,8 +165,9 @@ struct LoadRequest
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bool loaded;
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BatchLoader::PropertyMap map;
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bool operator== (const std::string& f)
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{return file == f;}
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bool operator== (const std::string& f) {
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return file == f;
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}
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};
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// ------------------------------------------------------------------------------------------------
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@ -48,13 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "ByteSwap.h"
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#include "SceneCombiner.h"
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#include "GenericProperty.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD3Importer::MD3Importer()
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: configFrameID (0)
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, configHandleMP (true)
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{}
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// ------------------------------------------------------------------------------------------------
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@ -107,7 +110,7 @@ void MD3Importer::ValidateHeaderOffsets()
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void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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{
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// calculate the relative offset of the surface
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int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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@ -125,6 +128,13 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES)
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DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::GetExtensionList(std::string& append)
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{
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append.append("*.md3");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MD3Importer::SetupProperties(const Importer* pImp)
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@ -136,13 +146,107 @@ void MD3Importer::SetupProperties(const Importer* pImp)
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if(0xffffffff == configFrameID) {
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
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configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
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}
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// ------------------------------------------------------------------------------------------------
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// Read a multi-part Q3 player model
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bool MD3Importer::ReadMultipartFile()
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{
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std::string::size_type s = mFile.find_last_of('/');
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if (s == std::string::npos) {
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s = mFile.find_last_of('\\');
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}
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if (s == std::string::npos) {
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s = 0;
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}
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else ++s;
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std::string filename = mFile.substr(s), path = mFile.substr(0,s);
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for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
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*it = tolower( *it);
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if (filename == "lower.md3" || filename == "upper.md3" || filename == "head.md3"){
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std::string lower = path + "lower.md3";
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std::string upper = path + "upper.md3";
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std::string head = path + "head.md3";
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// ensure we won't try to load ourselves recursively
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BatchLoader::PropertyMap props;
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SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
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// now read these three files
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BatchLoader batch(mIOHandler);
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batch.AddLoadRequest(lower,0,&props);
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batch.AddLoadRequest(upper,0,&props);
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batch.AddLoadRequest(head,0,&props);
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batch.LoadAll();
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// now construct a dummy scene to place these three parts in
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aiScene* master = new aiScene();
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aiNode* nd = master->mRootNode = new aiNode();
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nd->mName.Set("<M3D_Player>");
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// ... and get them. We need all of them.
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aiScene* scene_lower = batch.GetImport(lower);
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if (!scene_lower)
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throw new ImportErrorException("M3D: Failed to read multipart model, lower.md3 fails to load");
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aiScene* scene_upper = batch.GetImport(upper);
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if (!scene_upper)
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throw new ImportErrorException("M3D: Failed to read multipart model, upper.md3 fails to load");
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aiScene* scene_head = batch.GetImport(head);
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if (!scene_head)
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throw new ImportErrorException("M3D: Failed to read multipart model, head.md3 fails to load");
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// build attachment infos. search for typical Q3 tags
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std::vector<AttachmentInfo> attach;
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// original root
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attach.push_back(AttachmentInfo(scene_lower, nd));
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// tag_torso
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aiNode* tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
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if (!tag_torso) {
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throw new ImportErrorException("M3D: Unable to find attachment tag: tag_torso expected");
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}
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attach.push_back(AttachmentInfo(scene_upper,tag_torso));
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// tag_head
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aiNode* tag_head = scene_upper->mRootNode->FindNode("tag_head");
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if (!tag_head) {
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throw new ImportErrorException("M3D: Unable to find attachment tag: tag_head expected");
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}
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attach.push_back(AttachmentInfo(scene_head,tag_head));
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// and merge the scenes
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SceneCombiner::MergeScenes(&mScene,master, attach,
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AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
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AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
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AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS);
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD3Importer::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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void MD3Importer::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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mFile = pFile;
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mScene = pScene;
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mIOHandler = pIOHandler;
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// Load multi-part model file, if necessary
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if (configHandleMP) {
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if (ReadMultipartFile())
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return;
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}
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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@ -301,8 +405,6 @@ void MD3Importer::InternReadFile(
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
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(float*)&pcMesh->mNormals[iCurrent]);
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//pcMesh->mNormals[iCurrent].y *= -1.0f;
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// read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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@ -355,18 +457,18 @@ void MD3Importer::InternReadFile(
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MaterialHelper* pcHelper = new MaterialHelper();
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if (szEndDir2) {
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if (szEndDir2[0]) {
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aiString szString;
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if (szEndDir2[0]) {
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const size_t iLen = ::strlen(szEndDir2);
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::memcpy(szString.data,szEndDir2,iLen);
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szString.data[iLen] = '\0';
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szString.length = iLen;
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else {
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DefaultLogger::get()->warn("Texture file name has zero length. Skipping");
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DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
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szString.Set("dummy_texture.bmp");
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}
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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int iMode = (int)aiShadingMode_Gouraud;
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@ -449,8 +551,8 @@ void MD3Importer::InternReadFile(
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// copy rest of transformation
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for (unsigned int a = 0; a < 3;++a) {
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for (unsigned int m = 0; m < 3;++m) {
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nd->mTransformation[a][m] = pcTags->orientation[a][m];
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AI_SWAP4(nd->mTransformation[a][m]);
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nd->mTransformation[m][a] = pcTags->orientation[a][m];
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AI_SWAP4(nd->mTransformation[m][a]);
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}
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}
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}
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@ -90,10 +90,7 @@ protected:
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/** Called by Importer::GetExtensionList() for each loaded importer.
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* See BaseImporter::GetExtensionList() for details
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*/
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void GetExtensionList(std::string& append)
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{
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append.append("*.md3");
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}
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void GetExtensionList(std::string& append);
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Validate offsets in the header
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*/
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void ValidateHeaderOffsets();
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void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
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// -------------------------------------------------------------------
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/** Read a Q3 multipart file
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* @return true if multi part has been processed
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*/
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bool ReadMultipartFile();
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protected:
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/** Configuration option: frame to be loaded */
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unsigned int configFrameID;
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/** Configuration option: process multi-part files */
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bool configHandleMP;
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/** Header of the MD3 file */
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BE_NCONST MD3::Header* pcHeader;
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@ -122,6 +127,15 @@ protected:
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/** Size of the file, in bytes */
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unsigned int fileSize;
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/** Current file name */
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std::string mFile;
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/** Output scene to be filled */
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aiScene* mScene;
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/** IO system to be used to access the data*/
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IOSystem* mIOHandler;
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};
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} // end of namespace Assimp
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@ -129,7 +129,6 @@ inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
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void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
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{
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ai_assert(NULL != prefix);
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PrefixString(node->mName,prefix,len);
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// Process all children recursively
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@ -177,8 +176,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
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master->mRootNode->mName.Set("<MergeRoot>");
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std::vector<AttachmentInfo> srcList (src.size());
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for (unsigned int i = 0; i < srcList.size();++i)
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{
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for (unsigned int i = 0; i < srcList.size();++i) {
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srcList[i] = AttachmentInfo(src[i],master->mRootNode);
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}
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@ -190,7 +188,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
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void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
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{
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unsigned int cnt;
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for (cnt = 0; cnt < attach->mNumChildren;++cnt)
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AttachToGraph(attach->mChildren[cnt],srcList);
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@ -198,15 +195,13 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
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for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
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it != srcList.end(); ++it)
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{
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if ((*it).attachToNode == attach)
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if ((*it).attachToNode == attach && !(*it).resolved)
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++cnt;
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}
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if (cnt)
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{
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if (cnt) {
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aiNode** n = new aiNode*[cnt+attach->mNumChildren];
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if (attach->mNumChildren)
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{
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if (attach->mNumChildren) {
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::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
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delete[] attach->mChildren;
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}
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@ -215,14 +210,15 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
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n += attach->mNumChildren;
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attach->mNumChildren += cnt;
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for (unsigned int i = 0; i < srcList.size();++i)
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{
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for (unsigned int i = 0; i < srcList.size();++i) {
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NodeAttachmentInfo& att = srcList[i];
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if (att.attachToNode == attach)
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{
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if (att.attachToNode == attach && !att.resolved) {
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*n = att.node;
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(**n).mParent = attach;
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++n;
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// mark this attachment as resolved
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att.resolved = true;
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}
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}
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}
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@ -261,8 +257,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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std::vector<SceneHelper> src (srcList.size()+1);
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src[0].scene = master;
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for (unsigned int i = 0; i < srcList.size();++i)
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{
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for (unsigned int i = 0; i < srcList.size();++i) {
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src[i+1] = SceneHelper( srcList[i].scene );
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}
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@ -272,7 +267,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// this helper array is used as lookup table several times
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std::vector<unsigned int> offset(src.size());
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// Find duplicate scenes
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for (unsigned int i = 0; i < src.size();++i)
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{
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@ -316,8 +310,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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{
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SceneHelper* cur = &src[n];
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if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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{
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if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
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dest->mNumTextures += (*cur)->mNumTextures;
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dest->mNumMaterials += (*cur)->mNumMaterials;
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dest->mNumMeshes += (*cur)->mNumMeshes;
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@ -378,11 +371,8 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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if ((*cur)->mNumTextures != dest->mNumTextures)
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{
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// We need to update all texture indices of the mesh.
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// So we need to search for a material property like
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// that follows the following pattern: "$tex.file.<s>.<n>"
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// where s is the texture type (i.e. diffuse) and n is
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// the index of the texture.
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// We need to update all texture indices of the mesh. So we need to search for
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// a material property called '$tex.file'
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for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
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{
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// In this case the property looks like this: *<n>,
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// where n is the index of the texture.
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aiString& s = *((aiString*)prop->mData);
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if ('*' == s.data[0])
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{
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if ('*' == s.data[0]) {
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// Offset the index and write it back ..
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const unsigned int idx = strtol10(&s.data[1]) + offset[n];
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ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
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@ -428,8 +417,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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SceneHelper* cur = &src[n];
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for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
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{
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if (n != duplicates[n])
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{
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if (n != duplicates[n]) {
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if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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Copy(pip, (*cur)->mMeshes[i]);
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@ -439,7 +427,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// update the material index of the mesh
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(*pip)->mMaterialIndex += offset[n];
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++pip;
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}
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@ -481,8 +468,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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{
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Copy( &node, (*cur)->mRootNode );
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if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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{
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if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
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// (note:) they are already 'offseted' by offset[duplicates[n]]
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OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
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}
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@ -493,7 +479,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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OffsetNodeMeshIndices(node,offset[n]);
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}
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if (n) // src[0] is the master node
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nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode ));
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nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
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// --------------------------------------------------------------------
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// Copy light sources
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@ -508,8 +494,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// --------------------------------------------------------------------
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// Copy cameras
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for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras)
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||||
{
|
||||
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
|
||||
if (n != duplicates[n]) // duplicate scene?
|
||||
{
|
||||
Copy(ppCameras, (*cur)->mCameras[i]);
|
||||
|
@ -519,8 +504,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
|
||||
// --------------------------------------------------------------------
|
||||
// Copy animations
|
||||
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims)
|
||||
{
|
||||
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
|
||||
if (n != duplicates[n]) // duplicate scene?
|
||||
{
|
||||
Copy(ppAnims, (*cur)->mAnimations[i]);
|
||||
|
@ -529,8 +513,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
}
|
||||
}
|
||||
|
||||
for ( unsigned int n = 1; n < src.size();++n )
|
||||
{
|
||||
for ( unsigned int n = 1; n < src.size();++n ) {
|
||||
SceneHelper* cur = &src[n];
|
||||
// --------------------------------------------------------------------
|
||||
// Add prefixes
|
||||
|
@ -542,8 +525,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i)
|
||||
PrefixString(dest->mCameras[i]->mName,(*cur).id,(*cur).idlen);
|
||||
|
||||
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i)
|
||||
{
|
||||
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i) {
|
||||
aiAnimation* anim = dest->mAnimations[i];
|
||||
PrefixString(anim->mName,(*cur).id,(*cur).idlen);
|
||||
|
||||
|
@ -551,7 +533,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
for (unsigned int a = 0; a < anim->mNumChannels;++a)
|
||||
PrefixString(anim->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
|
||||
}
|
||||
|
||||
AddNodePrefixes(nodes[n-1].node,(*cur).id,(*cur).idlen);
|
||||
}
|
||||
}
|
||||
|
@ -560,10 +541,31 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
|
|||
AttachToGraph ( master, nodes);
|
||||
dest->mRootNode = master->mRootNode;
|
||||
|
||||
// Check whether we succeeded at building the output graph
|
||||
for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
|
||||
it != nodes.end(); ++it)
|
||||
{
|
||||
if (!(*it).resolved) {
|
||||
if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
|
||||
// search for this attachment point in all other imported scenes, too.
|
||||
for ( unsigned int n = 0; n < src.size();++n ) {
|
||||
if (n != (*it).src_idx) {
|
||||
AttachToGraph(src[n].scene,nodes);
|
||||
if ((*it).resolved)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!(*it).resolved) {
|
||||
DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
|
||||
+ (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now delete all input scenes. Make sure duplicate scenes aren't
|
||||
// deleted more than one time
|
||||
for ( unsigned int n = 0; n < src.size();++n )
|
||||
{
|
||||
for ( unsigned int n = 0; n < src.size();++n ) {
|
||||
if (n != duplicates[n]) // duplicate scene?
|
||||
continue;
|
||||
|
||||
|
|
|
@ -75,33 +75,60 @@ struct NodeAttachmentInfo
|
|||
NodeAttachmentInfo()
|
||||
: node (NULL)
|
||||
, attachToNode (NULL)
|
||||
, resolved (false)
|
||||
, src_idx (0xffffffff)
|
||||
{}
|
||||
|
||||
NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode)
|
||||
NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx)
|
||||
: node (_scene)
|
||||
, attachToNode (_attachToNode)
|
||||
, resolved (false)
|
||||
, src_idx (idx)
|
||||
{}
|
||||
|
||||
aiNode* node;
|
||||
aiNode* attachToNode;
|
||||
bool resolved;
|
||||
size_t src_idx;
|
||||
};
|
||||
|
||||
// generate unique names for all named scene items
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES
|
||||
* Generate unique names for all named scene items
|
||||
*/
|
||||
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES 0x1
|
||||
// generate unique names for materials, too
|
||||
|
||||
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES
|
||||
* Generate unique names for materials, too.
|
||||
* This is not absolutely required to pass the validation.
|
||||
*/
|
||||
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES 0x2
|
||||
// use deep copies of duplicate scenes
|
||||
|
||||
/** @def AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY
|
||||
* Use deep copies of duplicate scenes
|
||||
*/
|
||||
#define AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY 0x4
|
||||
|
||||
/** @def AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS
|
||||
* If attachment nodes are not found in the given master scene,
|
||||
* search the other imported scenes for them in an any order.
|
||||
*/
|
||||
#define AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS 0x8
|
||||
|
||||
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY
|
||||
* Can be combined with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES.
|
||||
* Unique names are generated, but only if this is absolutely
|
||||
* required (if there would be conflicts otherwuse.)
|
||||
*/
|
||||
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY 0x10
|
||||
|
||||
|
||||
typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** \brief Helper data structure for SceneCombiner::MergeBones.
|
||||
*
|
||||
/** @brief Helper data structure for SceneCombiner::MergeBones.
|
||||
*/
|
||||
struct BoneWithHash : public std::pair<uint32_t,aiString*>
|
||||
{
|
||||
struct BoneWithHash : public std::pair<uint32_t,aiString*> {
|
||||
std::vector<BoneSrcIndex> pSrcBones;
|
||||
};
|
||||
|
||||
|
|
|
@ -136,6 +136,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS "imp.ase.reconn"
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Configures the M3D loader to process multi-part player models.
|
||||
*
|
||||
* These models usually consist of 3 files, lower.md3, upper.md3 and
|
||||
* head.md3. If this property is set to true, Assimp will try to load and
|
||||
* combine all three files if one of them is loaded.
|
||||
* Property type: integer (0: false; !0: true). Default value: true.
|
||||
*/
|
||||
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART "IMPORT_MD3_HANDLE_MULTIPART"
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Configures the LWO loader to load just one layer from the model.
|
||||
|
|
Loading…
Reference in New Issue