Merge branch 'master' into collada_unit_test_cleanup
commit
df9c09d9e1
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@ -1,4 +1,4 @@
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/*
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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|
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@ -1,4 +1,4 @@
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/*
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||||
/*
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||||
---------------------------------------------------------------------------
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||||
Open Asset Import Library (assimp)
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||||
---------------------------------------------------------------------------
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||||
|
|
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@ -1,4 +1,4 @@
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/*
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||||
/*
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||||
---------------------------------------------------------------------------
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||||
Open Asset Import Library (assimp)
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||||
---------------------------------------------------------------------------
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||||
|
|
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@ -1,4 +1,4 @@
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/*
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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||||
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@ -44,8 +44,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
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#include "ColladaExporter.h"
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#include <assimp/Bitmap.h>
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#include <assimp/ColladaMetaData.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Exceptional.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/StringUtils.h>
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@ -56,15 +59,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/Exporter.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exceptional.h>
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#include <ctime>
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#include <iostream>
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#include <memory>
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#include <set>
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#include <vector>
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using namespace Assimp;
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namespace Assimp {
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@ -91,8 +87,6 @@ void ExportSceneCollada(const char *pFile, IOSystem *pIOSystem, const aiScene *p
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outfile->Write(iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()), 1);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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// Encodes a string into a valid XML ID using the xsd:ID schema qualifications.
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static const std::string XMLIDEncode(const std::string &name) {
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@ -115,7 +109,7 @@ static const std::string XMLIDEncode(const std::string &name) {
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if (strchr(XML_ID_CHARS, *it) != nullptr) {
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idEncoded << *it;
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} else {
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// Select placeholder character based on invalid character to prevent name collisions
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// Select placeholder character based on invalid character to reduce ID collisions
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idEncoded << XML_ID_CHARS[(*it) % XML_ID_CHARS_COUNT];
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}
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}
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@ -126,7 +120,9 @@ static const std::string XMLIDEncode(const std::string &name) {
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// ------------------------------------------------------------------------------------------------
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// Constructor for a specific scene to export
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ColladaExporter::ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file) :
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mIOSystem(pIOSystem), mPath(path), mFile(file) {
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file) {
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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mOutput.imbue(std::locale("C"));
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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@ -161,6 +157,9 @@ void ColladaExporter::WriteFile() {
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WriteTextures();
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WriteHeader();
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// Add node names to the unique id database first so they are most likely to use their names as unique ids
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CreateNodeIds(mScene->mRootNode);
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|
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WriteCamerasLibrary();
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WriteLightsLibrary();
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WriteMaterials();
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@ -175,7 +174,7 @@ void ColladaExporter::WriteFile() {
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// useless Collada fu at the end, just in case we haven't had enough indirections, yet.
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mOutput << startstr << "<scene>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_visual_scene url=\"#" + XMLIDEncode(mScene->mRootNode->mName.C_Str()) + "\" />" << endstr;
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mOutput << startstr << "<instance_visual_scene url=\"#" + GetNodeUniqueId(mScene->mRootNode) + "\" />" << endstr;
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PopTag();
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mOutput << startstr << "</scene>" << endstr;
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||||
PopTag();
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||||
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@ -201,7 +200,7 @@ void ColladaExporter::WriteHeader() {
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|
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static const unsigned int date_nb_chars = 20;
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char date_str[date_nb_chars];
|
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std::time_t date = std::time(NULL);
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std::time_t date = std::time(nullptr);
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std::strftime(date_str, date_nb_chars, "%Y-%m-%dT%H:%M:%S", std::localtime(&date));
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|
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aiVector3D scaling;
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@ -352,7 +351,7 @@ void ColladaExporter::WriteTextures() {
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std::string name = mFile + "_texture_" + (i < 1000 ? "0" : "") + (i < 100 ? "0" : "") + (i < 10 ? "0" : "") + str + "." + ((const char *)texture->achFormatHint);
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|
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std::unique_ptr<IOStream> outfile(mIOSystem->Open(mPath + mIOSystem->getOsSeparator() + name, "wb"));
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if (outfile == NULL) {
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if (outfile == nullptr) {
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throw DeadlyExportError("could not open output texture file: " + mPath + name);
|
||||
}
|
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|
||||
|
@ -388,10 +387,10 @@ void ColladaExporter::WriteCamerasLibrary() {
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void ColladaExporter::WriteCamera(size_t pIndex) {
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||||
|
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const aiCamera *cam = mScene->mCameras[pIndex];
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const std::string cameraName = XMLEscape(cam->mName.C_Str());
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const std::string cameraId = XMLIDEncode(cam->mName.C_Str());
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const std::string cameraId = GetObjectUniqueId(AiObjectType::Camera, pIndex);
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const std::string cameraName = GetObjectName(AiObjectType::Camera, pIndex);
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mOutput << startstr << "<camera id=\"" << cameraId << "-camera\" name=\"" << cameraName << "\" >" << endstr;
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mOutput << startstr << "<camera id=\"" << cameraId << "\" name=\"" << cameraName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<optics>" << endstr;
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PushTag();
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|
@ -441,10 +440,10 @@ void ColladaExporter::WriteLightsLibrary() {
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void ColladaExporter::WriteLight(size_t pIndex) {
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const aiLight *light = mScene->mLights[pIndex];
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const std::string lightName = XMLEscape(light->mName.C_Str());
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const std::string lightId = XMLIDEncode(light->mName.C_Str());
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const std::string lightId = GetObjectUniqueId(AiObjectType::Light, pIndex);
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const std::string lightName = GetObjectName(AiObjectType::Light, pIndex);
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mOutput << startstr << "<light id=\"" << lightId << "-light\" name=\""
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mOutput << startstr << "<light id=\"" << lightId << "\" name=\""
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<< lightName << "\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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|
@ -561,12 +560,11 @@ void ColladaExporter::WriteAmbienttLight(const aiLight *const light) {
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// ------------------------------------------------------------------------------------------------
|
||||
// Reads a single surface entry from the given material keys
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void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *pSrcMat,
|
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aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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if (pSrcMat->GetTextureCount(pTexture) > 0) {
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bool ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex) {
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if (pSrcMat.GetTextureCount(pTexture) > 0) {
|
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aiString texfile;
|
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unsigned int uvChannel = 0;
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pSrcMat->GetTexture(pTexture, 0, &texfile, NULL, &uvChannel);
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pSrcMat.GetTexture(pTexture, 0, &texfile, nullptr, &uvChannel);
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std::string index_str(texfile.C_Str());
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@ -596,8 +594,9 @@ void ColladaExporter::ReadMaterialSurface(Surface &poSurface, const aiMaterial *
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|||
poSurface.exist = true;
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||||
} else {
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if (pKey)
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poSurface.exist = pSrcMat->Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
|
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poSurface.exist = pSrcMat.Get(pKey, static_cast<unsigned int>(pType), static_cast<unsigned int>(pIndex), poSurface.color) == aiReturn_SUCCESS;
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}
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return poSurface.exist;
|
||||
}
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|
||||
// ------------------------------------------------------------------------------------------------
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||||
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@ -608,9 +607,9 @@ static bool isalnum_C(char c) {
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|
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// ------------------------------------------------------------------------------------------------
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// Writes an image entry for the given surface
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &pNameAdd) {
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void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string &imageId) {
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<image id=\"" << XMLIDEncode(pNameAdd) << "\">" << endstr;
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mOutput << startstr << "<image id=\"" << imageId << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<init_from>";
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@ -631,14 +630,14 @@ void ColladaExporter::WriteImageEntry(const Surface &pSurface, const std::string
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// ------------------------------------------------------------------------------------------------
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// Writes a color-or-texture entry into an effect definition
|
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pImageName) {
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void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId) {
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if (pSurface.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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if (pSurface.texture.empty()) {
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mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
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} else {
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mOutput << startstr << "<texture texture=\"" << XMLIDEncode(pImageName) << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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mOutput << startstr << "<texture texture=\"" << imageId << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
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}
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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||||
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@ -647,24 +646,24 @@ void ColladaExporter::WriteTextureColorEntry(const Surface &pSurface, const std:
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// ------------------------------------------------------------------------------------------------
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// Writes the two parameters necessary for referencing a texture in an effect entry
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &pMatName) {
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void ColladaExporter::WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId) {
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// if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
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if (!pSurface.texture.empty()) {
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mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface\">" << endstr;
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mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-surface\">" << endstr;
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PushTag();
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mOutput << startstr << "<surface type=\"2D\">" << endstr;
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||||
PushTag();
|
||||
mOutput << startstr << "<init_from>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-image</init_from>" << endstr;
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mOutput << startstr << "<init_from>" << materialId << "-" << pTypeName << "-image</init_from>" << endstr;
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||||
PopTag();
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mOutput << startstr << "</surface>" << endstr;
|
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PopTag();
|
||||
mOutput << startstr << "</newparam>" << endstr;
|
||||
|
||||
mOutput << startstr << "<newparam sid=\"" << XMLIDEncode(pMatName) << "-" << pTypeName << "-sampler\">" << endstr;
|
||||
mOutput << startstr << "<newparam sid=\"" << materialId << "-" << pTypeName << "-sampler\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<sampler2D>" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<source>" << XMLIDEncode(pMatName) << "-" << pTypeName << "-surface</source>" << endstr;
|
||||
mOutput << startstr << "<source>" << materialId << "-" << pTypeName << "-surface</source>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</sampler2D>" << endstr;
|
||||
PopTag();
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||||
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@ -687,80 +686,63 @@ void ColladaExporter::WriteFloatEntry(const Property &pProperty, const std::stri
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|||
// ------------------------------------------------------------------------------------------------
|
||||
// Writes the material setup
|
||||
void ColladaExporter::WriteMaterials() {
|
||||
std::vector<Material> materials;
|
||||
materials.resize(mScene->mNumMaterials);
|
||||
|
||||
/// collect all materials from the scene
|
||||
size_t numTextures = 0;
|
||||
for (size_t a = 0; a < mScene->mNumMaterials; ++a) {
|
||||
const aiMaterial *mat = mScene->mMaterials[a];
|
||||
|
||||
aiString name;
|
||||
if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) {
|
||||
name = "mat";
|
||||
materials[a].name = std::string("m") + to_string(a) + name.C_Str();
|
||||
} else {
|
||||
// try to use the material's name if no other material has already taken it, else append #
|
||||
std::string testName = name.C_Str();
|
||||
size_t materialCountWithThisName = 0;
|
||||
for (size_t i = 0; i < a; i++) {
|
||||
if (materials[i].name == testName) {
|
||||
materialCountWithThisName++;
|
||||
}
|
||||
}
|
||||
if (materialCountWithThisName == 0) {
|
||||
materials[a].name = name.C_Str();
|
||||
} else {
|
||||
materials[a].name = std::string(name.C_Str()) + to_string(materialCountWithThisName);
|
||||
}
|
||||
}
|
||||
Material &material = materials[a];
|
||||
material.id = GetObjectUniqueId(AiObjectType::Material, a);
|
||||
material.name = GetObjectName(AiObjectType::Material, a);
|
||||
|
||||
const aiMaterial &mat = *(mScene->mMaterials[a]);
|
||||
aiShadingMode shading = aiShadingMode_Flat;
|
||||
materials[a].shading_model = "phong";
|
||||
if (mat->Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
|
||||
material.shading_model = "phong";
|
||||
if (mat.Get(AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
|
||||
if (shading == aiShadingMode_Phong) {
|
||||
materials[a].shading_model = "phong";
|
||||
material.shading_model = "phong";
|
||||
} else if (shading == aiShadingMode_Blinn) {
|
||||
materials[a].shading_model = "blinn";
|
||||
material.shading_model = "blinn";
|
||||
} else if (shading == aiShadingMode_NoShading) {
|
||||
materials[a].shading_model = "constant";
|
||||
material.shading_model = "constant";
|
||||
} else if (shading == aiShadingMode_Gouraud) {
|
||||
materials[a].shading_model = "lambert";
|
||||
material.shading_model = "lambert";
|
||||
}
|
||||
}
|
||||
|
||||
ReadMaterialSurface(materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
|
||||
if (!materials[a].ambient.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
|
||||
if (!materials[a].diffuse.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
|
||||
if (!materials[a].specular.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
|
||||
if (!materials[a].emissive.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
|
||||
if (!materials[a].reflective.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
|
||||
if (!materials[a].transparent.texture.empty()) numTextures++;
|
||||
ReadMaterialSurface(materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
|
||||
if (!materials[a].normal.texture.empty()) numTextures++;
|
||||
if (ReadMaterialSurface(material.ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT))
|
||||
++numTextures;
|
||||
if (ReadMaterialSurface(material.normal, mat, aiTextureType_NORMALS, nullptr, 0, 0))
|
||||
++numTextures;
|
||||
|
||||
materials[a].shininess.exist = mat->Get(AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
|
||||
materials[a].transparency.exist = mat->Get(AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
|
||||
materials[a].index_refraction.exist = mat->Get(AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
|
||||
material.shininess.exist = mat.Get(AI_MATKEY_SHININESS, material.shininess.value) == aiReturn_SUCCESS;
|
||||
material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_SUCCESS;
|
||||
material.index_refraction.exist = mat.Get(AI_MATKEY_REFRACTI, material.index_refraction.value) == aiReturn_SUCCESS;
|
||||
}
|
||||
|
||||
// output textures if present
|
||||
if (numTextures > 0) {
|
||||
mOutput << startstr << "<library_images>" << endstr;
|
||||
PushTag();
|
||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||
const Material &mat = *it;
|
||||
WriteImageEntry(mat.ambient, mat.name + "-ambient-image");
|
||||
WriteImageEntry(mat.diffuse, mat.name + "-diffuse-image");
|
||||
WriteImageEntry(mat.specular, mat.name + "-specular-image");
|
||||
WriteImageEntry(mat.emissive, mat.name + "-emission-image");
|
||||
WriteImageEntry(mat.reflective, mat.name + "-reflective-image");
|
||||
WriteImageEntry(mat.transparent, mat.name + "-transparent-image");
|
||||
WriteImageEntry(mat.normal, mat.name + "-normal-image");
|
||||
for (const Material &mat : materials) {
|
||||
WriteImageEntry(mat.ambient, mat.id + "-ambient-image");
|
||||
WriteImageEntry(mat.diffuse, mat.id + "-diffuse-image");
|
||||
WriteImageEntry(mat.specular, mat.id + "-specular-image");
|
||||
WriteImageEntry(mat.emissive, mat.id + "-emission-image");
|
||||
WriteImageEntry(mat.reflective, mat.id + "-reflective-image");
|
||||
WriteImageEntry(mat.transparent, mat.id + "-transparent-image");
|
||||
WriteImageEntry(mat.normal, mat.id + "-normal-image");
|
||||
}
|
||||
PopTag();
|
||||
mOutput << startstr << "</library_images>" << endstr;
|
||||
|
@ -770,40 +752,39 @@ void ColladaExporter::WriteMaterials() {
|
|||
if (!materials.empty()) {
|
||||
mOutput << startstr << "<library_effects>" << endstr;
|
||||
PushTag();
|
||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||
const Material &mat = *it;
|
||||
for (const Material &mat : materials) {
|
||||
// this is so ridiculous it must be right
|
||||
mOutput << startstr << "<effect id=\"" << XMLIDEncode(mat.name) << "-fx\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
||||
mOutput << startstr << "<effect id=\"" << mat.id << "-fx\" name=\"" << mat.name << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<profile_COMMON>" << endstr;
|
||||
PushTag();
|
||||
|
||||
// write sampler- and surface params for the texture entries
|
||||
WriteTextureParamEntry(mat.emissive, "emission", mat.name);
|
||||
WriteTextureParamEntry(mat.ambient, "ambient", mat.name);
|
||||
WriteTextureParamEntry(mat.diffuse, "diffuse", mat.name);
|
||||
WriteTextureParamEntry(mat.specular, "specular", mat.name);
|
||||
WriteTextureParamEntry(mat.reflective, "reflective", mat.name);
|
||||
WriteTextureParamEntry(mat.transparent, "transparent", mat.name);
|
||||
WriteTextureParamEntry(mat.normal, "normal", mat.name);
|
||||
WriteTextureParamEntry(mat.emissive, "emission", mat.id);
|
||||
WriteTextureParamEntry(mat.ambient, "ambient", mat.id);
|
||||
WriteTextureParamEntry(mat.diffuse, "diffuse", mat.id);
|
||||
WriteTextureParamEntry(mat.specular, "specular", mat.id);
|
||||
WriteTextureParamEntry(mat.reflective, "reflective", mat.id);
|
||||
WriteTextureParamEntry(mat.transparent, "transparent", mat.id);
|
||||
WriteTextureParamEntry(mat.normal, "normal", mat.id);
|
||||
|
||||
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
|
||||
PushTag();
|
||||
|
||||
WriteTextureColorEntry(mat.emissive, "emission", mat.name + "-emission-sampler");
|
||||
WriteTextureColorEntry(mat.ambient, "ambient", mat.name + "-ambient-sampler");
|
||||
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
|
||||
WriteTextureColorEntry(mat.specular, "specular", mat.name + "-specular-sampler");
|
||||
WriteTextureColorEntry(mat.emissive, "emission", mat.id + "-emission-sampler");
|
||||
WriteTextureColorEntry(mat.ambient, "ambient", mat.id + "-ambient-sampler");
|
||||
WriteTextureColorEntry(mat.diffuse, "diffuse", mat.id + "-diffuse-sampler");
|
||||
WriteTextureColorEntry(mat.specular, "specular", mat.id + "-specular-sampler");
|
||||
WriteFloatEntry(mat.shininess, "shininess");
|
||||
WriteTextureColorEntry(mat.reflective, "reflective", mat.name + "-reflective-sampler");
|
||||
WriteTextureColorEntry(mat.transparent, "transparent", mat.name + "-transparent-sampler");
|
||||
WriteTextureColorEntry(mat.reflective, "reflective", mat.id + "-reflective-sampler");
|
||||
WriteTextureColorEntry(mat.transparent, "transparent", mat.id + "-transparent-sampler");
|
||||
WriteFloatEntry(mat.transparency, "transparency");
|
||||
WriteFloatEntry(mat.index_refraction, "index_of_refraction");
|
||||
|
||||
if (!mat.normal.texture.empty()) {
|
||||
WriteTextureColorEntry(mat.normal, "bump", mat.name + "-normal-sampler");
|
||||
WriteTextureColorEntry(mat.normal, "bump", mat.id + "-normal-sampler");
|
||||
}
|
||||
|
||||
PopTag();
|
||||
|
@ -823,9 +804,9 @@ void ColladaExporter::WriteMaterials() {
|
|||
PushTag();
|
||||
for (std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it) {
|
||||
const Material &mat = *it;
|
||||
mOutput << startstr << "<material id=\"" << XMLIDEncode(mat.name) << "\" name=\"" << XMLEscape(mat.name) << "\">" << endstr;
|
||||
mOutput << startstr << "<material id=\"" << mat.id << "\" name=\"" << mat.name << "\">" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<instance_effect url=\"#" << XMLIDEncode(mat.name) << "-fx\"/>" << endstr;
|
||||
mOutput << startstr << "<instance_effect url=\"#" << mat.id << "-fx\"/>" << endstr;
|
||||
PopTag();
|
||||
mOutput << startstr << "</material>" << endstr;
|
||||
}
|
||||
|
@ -852,20 +833,18 @@ void ColladaExporter::WriteControllerLibrary() {
|
|||
// Writes a skin controller of the given mesh
|
||||
void ColladaExporter::WriteController(size_t pIndex) {
|
||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
|
||||
const std::string idstrEscaped = XMLIDEncode(idstr);
|
||||
|
||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
// Is there a skin controller?
|
||||
if (mesh->mNumBones == 0 || mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
return;
|
||||
|
||||
if (mesh->mNumBones == 0)
|
||||
return;
|
||||
const std::string idstr = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||
const std::string namestr = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||
|
||||
mOutput << startstr << "<controller id=\"" << idstrEscaped << "-skin\" ";
|
||||
mOutput << startstr << "<controller id=\"" << idstr << "-skin\" ";
|
||||
mOutput << "name=\"skinCluster" << pIndex << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<skin source=\"#" << idstrEscaped << "\">" << endstr;
|
||||
mOutput << startstr << "<skin source=\"#" << idstr << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
// bind pose matrix
|
||||
|
@ -882,20 +861,20 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
PopTag();
|
||||
mOutput << startstr << "</bind_shape_matrix>" << endstr;
|
||||
|
||||
mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
|
||||
mOutput << startstr << "<source id=\"" << idstr << "-skin-joints\" name=\"" << namestr << "-skin-joints\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
||||
mOutput << startstr << "<Name_array id=\"" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
|
||||
|
||||
for (size_t i = 0; i < mesh->mNumBones; ++i)
|
||||
mOutput << XMLIDEncode(mesh->mBones[i]->mName.C_Str()) << " ";
|
||||
mOutput << GetBoneUniqueId(mesh->mBones[i]) << ' ';
|
||||
|
||||
mOutput << "</Name_array>" << endstr;
|
||||
|
||||
mOutput << startstr << "<technique_common>" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
|
||||
mOutput << startstr << "<accessor source=\"#" << idstr << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr;
|
||||
|
@ -932,8 +911,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
mOutput << startstr << "<joints>" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstr << "-skin-bind_poses\"></input>" << endstr;
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</joints>" << endstr;
|
||||
|
@ -941,8 +920,8 @@ void ColladaExporter::WriteController(size_t pIndex) {
|
|||
mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstr << "-skin-joints\" offset=\"0\"></input>" << endstr;
|
||||
mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstr << "-skin-weights\" offset=\"1\"></input>" << endstr;
|
||||
|
||||
mOutput << startstr << "<vcount>";
|
||||
|
||||
|
@ -1017,9 +996,8 @@ void ColladaExporter::WriteGeometryLibrary() {
|
|||
// Writes the given mesh
|
||||
void ColladaExporter::WriteGeometry(size_t pIndex) {
|
||||
const aiMesh *mesh = mScene->mMeshes[pIndex];
|
||||
const std::string idstr = mesh->mName.length == 0 ? GetMeshId(pIndex) : mesh->mName.C_Str();
|
||||
const std::string geometryName = XMLEscape(idstr);
|
||||
const std::string geometryId = XMLIDEncode(idstr);
|
||||
const std::string geometryId = GetObjectUniqueId(AiObjectType::Mesh, pIndex);
|
||||
const std::string geometryName = GetObjectName(AiObjectType::Mesh, pIndex);
|
||||
|
||||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
return;
|
||||
|
@ -1032,15 +1010,15 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
PushTag();
|
||||
|
||||
// Positions
|
||||
WriteFloatArray(idstr + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
|
||||
WriteFloatArray(geometryId + "-positions", FloatType_Vector, (ai_real *)mesh->mVertices, mesh->mNumVertices);
|
||||
// Normals, if any
|
||||
if (mesh->HasNormals())
|
||||
WriteFloatArray(idstr + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
|
||||
WriteFloatArray(geometryId + "-normals", FloatType_Vector, (ai_real *)mesh->mNormals, mesh->mNumVertices);
|
||||
|
||||
// texture coords
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
|
||||
WriteFloatArray(idstr + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
||||
WriteFloatArray(geometryId + "-tex" + to_string(a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
|
||||
(ai_real *)mesh->mTextureCoords[a], mesh->mNumVertices);
|
||||
}
|
||||
}
|
||||
|
@ -1048,7 +1026,7 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
|
|||
// vertex colors
|
||||
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (mesh->HasVertexColors(static_cast<unsigned int>(a)))
|
||||
WriteFloatArray(idstr + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
|
||||
WriteFloatArray(geometryId + "-color" + to_string(a), FloatType_Color, (ai_real *)mesh->mColors[a], mesh->mNumVertices);
|
||||
}
|
||||
|
||||
// assemble vertex structure
|
||||
|
@ -1248,8 +1226,8 @@ void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataTyp
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Writes the scene library
|
||||
void ColladaExporter::WriteSceneLibrary() {
|
||||
const std::string sceneName = XMLEscape(mScene->mRootNode->mName.C_Str());
|
||||
const std::string sceneId = XMLIDEncode(mScene->mRootNode->mName.C_Str());
|
||||
const std::string sceneId = GetNodeUniqueId(mScene->mRootNode);
|
||||
const std::string sceneName = GetNodeName(mScene->mRootNode);
|
||||
|
||||
mOutput << startstr << "<library_visual_scenes>" << endstr;
|
||||
PushTag();
|
||||
|
@ -1258,7 +1236,7 @@ void ColladaExporter::WriteSceneLibrary() {
|
|||
|
||||
// start recursive write at the root node
|
||||
for (size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a)
|
||||
WriteNode(mScene, mScene->mRootNode->mChildren[a]);
|
||||
WriteNode(mScene->mRootNode->mChildren[a]);
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</visual_scene>" << endstr;
|
||||
|
@ -1272,20 +1250,10 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
|
|||
if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0)
|
||||
return;
|
||||
|
||||
const std::string animation_name_escaped = XMLEscape(anim->mName.C_Str());
|
||||
std::string idstr = anim->mName.C_Str();
|
||||
std::string ending = std::string("AnimId") + to_string(pIndex);
|
||||
if (idstr.length() >= ending.length()) {
|
||||
if (0 != idstr.compare(idstr.length() - ending.length(), ending.length(), ending)) {
|
||||
idstr = idstr + ending;
|
||||
}
|
||||
} else {
|
||||
idstr = idstr + ending;
|
||||
}
|
||||
const std::string animationNameEscaped = GetObjectName(AiObjectType::Animation, pIndex);
|
||||
const std::string idstrEscaped = GetObjectUniqueId(AiObjectType::Animation, pIndex);
|
||||
|
||||
const std::string idstrEscaped = XMLIDEncode(idstr);
|
||||
|
||||
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animation_name_escaped + "\">" << endstr;
|
||||
mOutput << startstr << "<animation id=\"" + idstrEscaped + "\" name=\"" + animationNameEscaped + "\">" << endstr;
|
||||
PushTag();
|
||||
|
||||
std::string cur_node_idstr;
|
||||
|
@ -1435,20 +1403,21 @@ void ColladaExporter::WriteAnimationsLibrary() {
|
|||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Helper to find a bone by name in the scene
|
||||
aiBone *findBone(const aiScene *scene, const char *name) {
|
||||
aiBone *findBone(const aiScene *scene, const aiString &name) {
|
||||
for (size_t m = 0; m < scene->mNumMeshes; m++) {
|
||||
aiMesh *mesh = scene->mMeshes[m];
|
||||
for (size_t b = 0; b < mesh->mNumBones; b++) {
|
||||
aiBone *bone = mesh->mBones[b];
|
||||
if (0 == strcmp(name, bone->mName.C_Str())) {
|
||||
if (name == bone->mName) {
|
||||
return bone;
|
||||
}
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Helper to find the node associated with a bone in the scene
|
||||
const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
|
||||
if (aNode && bone && aNode->mName == bone->mName) {
|
||||
return aNode;
|
||||
|
@ -1457,15 +1426,17 @@ const aiNode *findBoneNode(const aiNode *aNode, const aiBone *bone) {
|
|||
if (aNode && bone) {
|
||||
for (unsigned int i = 0; i < aNode->mNumChildren; ++i) {
|
||||
aiNode *aChild = aNode->mChildren[i];
|
||||
const aiNode *foundFromChild = 0;
|
||||
const aiNode *foundFromChild = nullptr;
|
||||
if (aChild) {
|
||||
foundFromChild = findBoneNode(aChild, bone);
|
||||
if (foundFromChild) return foundFromChild;
|
||||
if (foundFromChild) {
|
||||
return foundFromChild;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
||||
|
@ -1476,7 +1447,7 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
|||
|
||||
const aiNode *node = findBoneNode(scene->mRootNode, bone);
|
||||
if (node) {
|
||||
while (node->mParent && findBone(scene, node->mParent->mName.C_Str()) != 0) {
|
||||
while (node->mParent && findBone(scene, node->mParent->mName) != nullptr) {
|
||||
node = node->mParent;
|
||||
}
|
||||
topParentBoneNodes.insert(node);
|
||||
|
@ -1496,45 +1467,39 @@ const aiNode *findSkeletonRootNode(const aiScene *scene, const aiMesh *mesh) {
|
|||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively writes the given node
|
||||
void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
||||
// the node must have a name
|
||||
if (pNode->mName.length == 0) {
|
||||
std::stringstream ss;
|
||||
ss << "Node_" << pNode;
|
||||
pNode->mName.Set(ss.str());
|
||||
}
|
||||
|
||||
void ColladaExporter::WriteNode(const aiNode *pNode) {
|
||||
// If the node is associated with a bone, it is a joint node (JOINT)
|
||||
// otherwise it is a normal node (NODE)
|
||||
// Assimp-specific: nodes with no name cannot be associated with bones
|
||||
const char *node_type;
|
||||
bool is_joint, is_skeleton_root = false;
|
||||
if (nullptr == findBone(pScene, pNode->mName.C_Str())) {
|
||||
if (pNode->mName.length == 0 || nullptr == findBone(mScene, pNode->mName)) {
|
||||
node_type = "NODE";
|
||||
is_joint = false;
|
||||
} else {
|
||||
node_type = "JOINT";
|
||||
is_joint = true;
|
||||
if (!pNode->mParent || nullptr == findBone(pScene, pNode->mParent->mName.C_Str())) {
|
||||
if (!pNode->mParent || nullptr == findBone(mScene, pNode->mParent->mName)) {
|
||||
is_skeleton_root = true;
|
||||
}
|
||||
}
|
||||
|
||||
const std::string node_id = XMLIDEncode(pNode->mName.data);
|
||||
const std::string node_name = XMLEscape(pNode->mName.data);
|
||||
const std::string node_id = GetNodeUniqueId(pNode);
|
||||
const std::string node_name = GetNodeName(pNode);
|
||||
mOutput << startstr << "<node ";
|
||||
if (is_skeleton_root) {
|
||||
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\"" : ""); // For now, only support one skeleton in a scene.
|
||||
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : ""); // For now, only support one skeleton in a scene.
|
||||
mFoundSkeletonRootNodeID = node_id;
|
||||
} else {
|
||||
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\"" : "");
|
||||
mOutput << "id=\"" << node_id << "\" " << (is_joint ? "sid=\"" + node_id + "\" " : "");
|
||||
}
|
||||
|
||||
mOutput << " name=\"" << node_name
|
||||
mOutput << "name=\"" << node_name
|
||||
<< "\" type=\"" << node_type
|
||||
<< "\">" << endstr;
|
||||
PushTag();
|
||||
|
@ -1573,14 +1538,14 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
//check if it is a camera node
|
||||
for (size_t i = 0; i < mScene->mNumCameras; i++) {
|
||||
if (mScene->mCameras[i]->mName == pNode->mName) {
|
||||
mOutput << startstr << "<instance_camera url=\"#" << node_id << "-camera\"/>" << endstr;
|
||||
mOutput << startstr << "<instance_camera url=\"#" << GetObjectUniqueId(AiObjectType::Camera, i) << "\"/>" << endstr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
//check if it is a light node
|
||||
for (size_t i = 0; i < mScene->mNumLights; i++) {
|
||||
if (mScene->mLights[i]->mName == pNode->mName) {
|
||||
mOutput << startstr << "<instance_light url=\"#" << node_id << "-light\"/>" << endstr;
|
||||
mOutput << startstr << "<instance_light url=\"#" << GetObjectUniqueId(AiObjectType::Light, i) << "\"/>" << endstr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1593,22 +1558,22 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
if (mesh->mNumFaces == 0 || mesh->mNumVertices == 0)
|
||||
continue;
|
||||
|
||||
const std::string meshName = mesh->mName.length == 0 ? GetMeshId(pNode->mMeshes[a]) : mesh->mName.C_Str();
|
||||
const std::string meshId = GetObjectUniqueId(AiObjectType::Mesh, pNode->mMeshes[a]);
|
||||
|
||||
if (mesh->mNumBones == 0) {
|
||||
mOutput << startstr << "<instance_geometry url=\"#" << XMLIDEncode(meshName) << "\">" << endstr;
|
||||
mOutput << startstr << "<instance_geometry url=\"#" << meshId << "\">" << endstr;
|
||||
PushTag();
|
||||
} else {
|
||||
mOutput << startstr
|
||||
<< "<instance_controller url=\"#" << XMLIDEncode(meshName) << "-skin\">"
|
||||
<< "<instance_controller url=\"#" << meshId << "-skin\">"
|
||||
<< endstr;
|
||||
PushTag();
|
||||
|
||||
// note! this mFoundSkeletonRootNodeID some how affects animation, it makes the mesh attaches to armature skeleton root node.
|
||||
// use the first bone to find skeleton root
|
||||
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(pScene, mesh);
|
||||
const aiNode *skeletonRootBoneNode = findSkeletonRootNode(mScene, mesh);
|
||||
if (skeletonRootBoneNode) {
|
||||
mFoundSkeletonRootNodeID = XMLIDEncode(skeletonRootBoneNode->mName.C_Str());
|
||||
mFoundSkeletonRootNodeID = GetNodeUniqueId(skeletonRootBoneNode);
|
||||
}
|
||||
mOutput << startstr << "<skeleton>#" << mFoundSkeletonRootNodeID << "</skeleton>" << endstr;
|
||||
}
|
||||
|
@ -1616,7 +1581,7 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
PushTag();
|
||||
mOutput << startstr << "<technique_common>" << endstr;
|
||||
PushTag();
|
||||
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLIDEncode(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
|
||||
mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << GetObjectUniqueId(AiObjectType::Material, mesh->mMaterialIndex) << "\">" << endstr;
|
||||
PushTag();
|
||||
for (size_t aa = 0; aa < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++aa) {
|
||||
if (mesh->HasTextureCoords(static_cast<unsigned int>(aa)))
|
||||
|
@ -1641,11 +1606,152 @@ void ColladaExporter::WriteNode(const aiScene *pScene, aiNode *pNode) {
|
|||
|
||||
// recurse into subnodes
|
||||
for (size_t a = 0; a < pNode->mNumChildren; ++a)
|
||||
WriteNode(pScene, pNode->mChildren[a]);
|
||||
WriteNode(pNode->mChildren[a]);
|
||||
|
||||
PopTag();
|
||||
mOutput << startstr << "</node>" << endstr;
|
||||
}
|
||||
|
||||
inline bool IsUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idStr) {
|
||||
return (idSet.find(idStr) == idSet.end());
|
||||
}
|
||||
|
||||
inline std::string MakeUniqueId(const std::unordered_set<std::string> &idSet, const std::string &idPrefix, const std::string &postfix) {
|
||||
std::string result(idPrefix + postfix);
|
||||
if (!IsUniqueId(idSet, result)) {
|
||||
// Select a number to append
|
||||
size_t idnum = 1;
|
||||
do {
|
||||
result = idPrefix + '_' + to_string(idnum) + postfix;
|
||||
++idnum;
|
||||
} while (!IsUniqueId(idSet, result));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void ColladaExporter::CreateNodeIds(const aiNode *node) {
|
||||
GetNodeUniqueId(node);
|
||||
for (size_t a = 0; a < node->mNumChildren; ++a)
|
||||
CreateNodeIds(node->mChildren[a]);
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
|
||||
// Use the pointer as the key. This is safe because the scene is immutable.
|
||||
auto idIt = mNodeIdMap.find(node);
|
||||
if (idIt != mNodeIdMap.cend())
|
||||
return idIt->second;
|
||||
|
||||
// Prefer the requested Collada Id if extant
|
||||
std::string idStr;
|
||||
aiString origId;
|
||||
if (node->mMetaData && node->mMetaData->Get(AI_METADATA_COLLADA_ID, origId)) {
|
||||
idStr = origId.C_Str();
|
||||
} else {
|
||||
idStr = node->mName.C_Str();
|
||||
}
|
||||
// Make sure the requested id is valid
|
||||
if (idStr.empty())
|
||||
idStr = "node";
|
||||
else
|
||||
idStr = XMLIDEncode(idStr);
|
||||
|
||||
// Ensure it's unique
|
||||
idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
|
||||
mUniqueIds.insert(idStr);
|
||||
mNodeIdMap.insert(std::make_pair(node, idStr));
|
||||
return idStr;
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetNodeName(const aiNode *node) {
|
||||
|
||||
return XMLEscape(node->mName.C_Str());
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetBoneUniqueId(const aiBone *bone) {
|
||||
// Find the Node that is this Bone
|
||||
const aiNode *boneNode = findBoneNode(mScene->mRootNode, bone);
|
||||
if (boneNode == nullptr)
|
||||
return std::string();
|
||||
|
||||
return GetNodeUniqueId(boneNode);
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetObjectUniqueId(AiObjectType type, size_t pIndex) {
|
||||
auto idIt = GetObjectIdMap(type).find(pIndex);
|
||||
if (idIt != GetObjectIdMap(type).cend())
|
||||
return idIt->second;
|
||||
|
||||
// Not seen this object before, create and add
|
||||
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
|
||||
return result.second;
|
||||
}
|
||||
|
||||
std::string ColladaExporter::GetObjectName(AiObjectType type, size_t pIndex) {
|
||||
auto objectName = GetObjectNameMap(type).find(pIndex);
|
||||
if (objectName != GetObjectNameMap(type).cend())
|
||||
return objectName->second;
|
||||
|
||||
// Not seen this object before, create and add
|
||||
NameIdPair result = AddObjectIndexToMaps(type, pIndex);
|
||||
return result.first;
|
||||
}
|
||||
|
||||
// Determine unique id and add the name and id to the maps
|
||||
// @param type object type
|
||||
// @param index object index
|
||||
// @param name in/out. Caller to set the original name if known.
|
||||
// @param idStr in/out. Caller to set the preferred id if known.
|
||||
ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType type, size_t index) {
|
||||
|
||||
std::string name;
|
||||
std::string idStr;
|
||||
std::string idPostfix;
|
||||
|
||||
// Get the name and id postfix
|
||||
switch (type) {
|
||||
case AiObjectType::Mesh: name = mScene->mMeshes[index]->mName.C_Str(); break;
|
||||
case AiObjectType::Material: name = mScene->mMaterials[index]->GetName().C_Str(); break;
|
||||
case AiObjectType::Animation: name = mScene->mAnimations[index]->mName.C_Str(); break;
|
||||
case AiObjectType::Light:
|
||||
name = mScene->mLights[index]->mName.C_Str();
|
||||
idPostfix = "-light";
|
||||
break;
|
||||
case AiObjectType::Camera:
|
||||
name = mScene->mCameras[index]->mName.C_Str();
|
||||
idPostfix = "-camera";
|
||||
break;
|
||||
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
|
||||
}
|
||||
|
||||
if (name.empty()) {
|
||||
// Default ids if empty name
|
||||
switch (type) {
|
||||
case AiObjectType::Mesh: idStr = std::string("mesh_"); break;
|
||||
case AiObjectType::Material: idStr = std::string("material_"); break; // This one should never happen
|
||||
case AiObjectType::Animation: idStr = std::string("animation_"); break;
|
||||
case AiObjectType::Light: idStr = std::string("light_"); break;
|
||||
case AiObjectType::Camera: idStr = std::string("camera_"); break;
|
||||
case AiObjectType::Count: throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
|
||||
}
|
||||
idStr.append(to_string(index));
|
||||
} else {
|
||||
idStr = XMLIDEncode(name);
|
||||
}
|
||||
|
||||
if (!name.empty())
|
||||
name = XMLEscape(name);
|
||||
|
||||
idStr = MakeUniqueId(mUniqueIds, idStr, idPostfix);
|
||||
|
||||
// Add to maps
|
||||
mUniqueIds.insert(idStr);
|
||||
GetObjectIdMap(type).insert(std::make_pair(index, idStr));
|
||||
GetObjectNameMap(type).insert(std::make_pair(index, name));
|
||||
|
||||
return std::make_pair(name, idStr);
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
@ -48,28 +48,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/light.h>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
#include <assimp/StringUtils.h>
|
||||
#include <array>
|
||||
#include <map>
|
||||
#include <sstream>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
struct aiScene;
|
||||
struct aiNode;
|
||||
struct aiLight;
|
||||
struct aiBone;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
namespace Assimp {
|
||||
|
||||
class IOSystem;
|
||||
|
||||
/// Helper class to export a given scene to a Collada file. Just for my personal
|
||||
/// comfort when implementing it.
|
||||
class ColladaExporter
|
||||
{
|
||||
class ColladaExporter {
|
||||
public:
|
||||
/// Constructor for a specific scene to export
|
||||
ColladaExporter( const aiScene* pScene, IOSystem* pIOSystem, const std::string& path, const std::string& file);
|
||||
ColladaExporter(const aiScene *pScene, IOSystem *pIOSystem, const std::string &path, const std::string &file);
|
||||
|
||||
/// Destructor
|
||||
virtual ~ColladaExporter();
|
||||
|
@ -107,51 +107,87 @@ protected:
|
|||
void WriteControllerLibrary();
|
||||
|
||||
/// Writes a skin controller of the given mesh
|
||||
void WriteController( size_t pIndex);
|
||||
void WriteController(size_t pIndex);
|
||||
|
||||
/// Writes the geometry library
|
||||
void WriteGeometryLibrary();
|
||||
|
||||
/// Writes the given mesh
|
||||
void WriteGeometry( size_t pIndex);
|
||||
void WriteGeometry(size_t pIndex);
|
||||
|
||||
//enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight };
|
||||
// customized to add animation related type
|
||||
enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color, FloatType_Mat4x4, FloatType_Weight, FloatType_Time };
|
||||
enum FloatDataType { FloatType_Vector,
|
||||
FloatType_TexCoord2,
|
||||
FloatType_TexCoord3,
|
||||
FloatType_Color,
|
||||
FloatType_Mat4x4,
|
||||
FloatType_Weight,
|
||||
FloatType_Time };
|
||||
|
||||
/// Writes a float array of the given type
|
||||
void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const ai_real* pData, size_t pElementCount);
|
||||
void WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount);
|
||||
|
||||
/// Writes the scene library
|
||||
void WriteSceneLibrary();
|
||||
|
||||
// customized, Writes the animation library
|
||||
void WriteAnimationsLibrary();
|
||||
void WriteAnimationLibrary( size_t pIndex);
|
||||
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
|
||||
// customized, Writes the animation library
|
||||
void WriteAnimationsLibrary();
|
||||
void WriteAnimationLibrary(size_t pIndex);
|
||||
std::string mFoundSkeletonRootNodeID = "skeleton_root"; // will be replaced by found node id in the WriteNode call.
|
||||
|
||||
/// Recursively writes the given node
|
||||
void WriteNode( const aiScene* scene, aiNode* pNode);
|
||||
void WriteNode(const aiNode *pNode);
|
||||
|
||||
/// Enters a new xml element, which increases the indentation
|
||||
void PushTag() { startstr.append( " "); }
|
||||
void PushTag() { startstr.append(" "); }
|
||||
/// Leaves an element, decreasing the indentation
|
||||
void PopTag() {
|
||||
ai_assert( startstr.length() > 1);
|
||||
startstr.erase( startstr.length() - 2);
|
||||
ai_assert(startstr.length() > 1);
|
||||
startstr.erase(startstr.length() - 2);
|
||||
}
|
||||
|
||||
/// Creates a mesh ID for the given mesh
|
||||
std::string GetMeshId( size_t pIndex) const {
|
||||
return std::string( "meshId" ) + to_string(pIndex);
|
||||
}
|
||||
void CreateNodeIds(const aiNode *node);
|
||||
|
||||
/// Get or Create a unique Node ID string for the given Node
|
||||
std::string GetNodeUniqueId(const aiNode *node);
|
||||
std::string GetNodeName(const aiNode *node);
|
||||
|
||||
std::string GetBoneUniqueId(const aiBone *bone);
|
||||
|
||||
enum class AiObjectType {
|
||||
Mesh,
|
||||
Material,
|
||||
Animation,
|
||||
Light,
|
||||
Camera,
|
||||
Count,
|
||||
};
|
||||
/// Get or Create a unique ID string for the given scene object index
|
||||
std::string GetObjectUniqueId(AiObjectType type, size_t pIndex);
|
||||
/// Get or Create a name string for the given scene object index
|
||||
std::string GetObjectName(AiObjectType type, size_t pIndex);
|
||||
|
||||
typedef std::map<size_t, std::string> IndexIdMap;
|
||||
typedef std::pair<std::string, std::string> NameIdPair;
|
||||
NameIdPair AddObjectIndexToMaps(AiObjectType type, size_t pIndex);
|
||||
|
||||
// Helpers
|
||||
inline IndexIdMap &GetObjectIdMap(AiObjectType type) { return mObjectIdMap[static_cast<size_t>(type)]; }
|
||||
inline IndexIdMap &GetObjectNameMap(AiObjectType type) { return mObjectNameMap[static_cast<size_t>(type)]; }
|
||||
|
||||
private:
|
||||
std::unordered_set<std::string> mUniqueIds; // Cache of used unique ids
|
||||
std::map<const void *, std::string> mNodeIdMap; // Cache of encoded node and bone ids
|
||||
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectIdMap; // Cache of encoded unique IDs
|
||||
std::array<IndexIdMap, static_cast<size_t>(AiObjectType::Count)> mObjectNameMap; // Cache of encoded names
|
||||
|
||||
public:
|
||||
/// Stringstream to write all output into
|
||||
std::stringstream mOutput;
|
||||
|
||||
/// The IOSystem for output
|
||||
IOSystem* mIOSystem;
|
||||
IOSystem *mIOSystem;
|
||||
|
||||
/// Path of the directory where the scene will be exported
|
||||
const std::string mPath;
|
||||
|
@ -160,7 +196,7 @@ public:
|
|||
const std::string mFile;
|
||||
|
||||
/// The scene to be written
|
||||
const aiScene* mScene;
|
||||
const aiScene *mScene;
|
||||
bool mSceneOwned;
|
||||
|
||||
/// current line start string, contains the current indentation for simple stream insertion
|
||||
|
@ -168,55 +204,53 @@ public:
|
|||
/// current line end string for simple stream insertion
|
||||
std::string endstr;
|
||||
|
||||
// pair of color and texture - texture precedences color
|
||||
struct Surface
|
||||
{
|
||||
bool exist;
|
||||
aiColor4D color;
|
||||
std::string texture;
|
||||
size_t channel;
|
||||
Surface() { exist = false; channel = 0; }
|
||||
};
|
||||
// pair of color and texture - texture precedences color
|
||||
struct Surface {
|
||||
bool exist;
|
||||
aiColor4D color;
|
||||
std::string texture;
|
||||
size_t channel;
|
||||
Surface() {
|
||||
exist = false;
|
||||
channel = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct Property
|
||||
{
|
||||
bool exist;
|
||||
ai_real value;
|
||||
Property()
|
||||
: exist(false)
|
||||
, value(0.0)
|
||||
{}
|
||||
};
|
||||
struct Property {
|
||||
bool exist;
|
||||
ai_real value;
|
||||
Property() :
|
||||
exist(false),
|
||||
value(0.0) {}
|
||||
};
|
||||
|
||||
// summarize a material in an convenient way.
|
||||
struct Material
|
||||
{
|
||||
std::string name;
|
||||
std::string shading_model;
|
||||
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
|
||||
Property shininess, transparency, index_refraction;
|
||||
// summarize a material in an convenient way.
|
||||
struct Material {
|
||||
std::string id;
|
||||
std::string name;
|
||||
std::string shading_model;
|
||||
Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
|
||||
Property shininess, transparency, index_refraction;
|
||||
|
||||
Material() {}
|
||||
};
|
||||
Material() {}
|
||||
};
|
||||
|
||||
std::vector<Material> materials;
|
||||
|
||||
std::map<unsigned int, std::string> textures;
|
||||
std::map<unsigned int, std::string> textures;
|
||||
|
||||
public:
|
||||
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
|
||||
/// Reads a single surface entry from the given material keys
|
||||
void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
|
||||
/// Writes an image entry for the given surface
|
||||
void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
|
||||
/// Writes the two parameters necessary for referencing a texture in an effect entry
|
||||
void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
|
||||
/// Writes a color-or-texture entry into an effect definition
|
||||
void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
|
||||
/// Writes a scalar property
|
||||
void WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
|
||||
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
|
||||
/// Reads a single surface entry from the given material keys
|
||||
bool ReadMaterialSurface(Surface &poSurface, const aiMaterial &pSrcMat, aiTextureType pTexture, const char *pKey, size_t pType, size_t pIndex);
|
||||
/// Writes an image entry for the given surface
|
||||
void WriteImageEntry(const Surface &pSurface, const std::string &imageId);
|
||||
/// Writes the two parameters necessary for referencing a texture in an effect entry
|
||||
void WriteTextureParamEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &materialId);
|
||||
/// Writes a color-or-texture entry into an effect definition
|
||||
void WriteTextureColorEntry(const Surface &pSurface, const std::string &pTypeName, const std::string &imageId);
|
||||
/// Writes a scalar property
|
||||
void WriteFloatEntry(const Property &pProperty, const std::string &pTypeName);
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
#endif // !! AI_COLLADAEXPORTER_H_INC
|
||||
|
|
|
@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "ColladaHelper.h"
|
||||
|
||||
#include <assimp/commonMetaData.h>
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include <assimp/commonMetaData.h>
|
||||
|
||||
namespace Assimp {
|
||||
namespace Collada {
|
||||
|
@ -63,39 +63,32 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeys() {
|
|||
|
||||
const MetaKeyPairVector MakeColladaAssimpMetaKeysCamelCase() {
|
||||
MetaKeyPairVector result = MakeColladaAssimpMetaKeys();
|
||||
for (auto &val : result)
|
||||
{
|
||||
for (auto &val : result) {
|
||||
ToCamelCase(val.first);
|
||||
}
|
||||
return result;
|
||||
};
|
||||
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase()
|
||||
{
|
||||
const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase() {
|
||||
static const MetaKeyPairVector result = MakeColladaAssimpMetaKeysCamelCase();
|
||||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Convert underscore_separated to CamelCase: "authoring_tool" becomes "AuthoringTool"
|
||||
void ToCamelCase(std::string &text)
|
||||
{
|
||||
void ToCamelCase(std::string &text) {
|
||||
if (text.empty())
|
||||
return;
|
||||
// Capitalise first character
|
||||
auto it = text.begin();
|
||||
(*it) = ToUpper(*it);
|
||||
++it;
|
||||
for (/*started above*/ ; it != text.end(); /*iterated below*/)
|
||||
{
|
||||
if ((*it) == '_')
|
||||
{
|
||||
for (/*started above*/; it != text.end(); /*iterated below*/) {
|
||||
if ((*it) == '_') {
|
||||
it = text.erase(it);
|
||||
if (it != text.end())
|
||||
(*it) = ToUpper(*it);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// Make lower case
|
||||
(*it) = ToLower(*it);
|
||||
++it;
|
||||
|
|
|
@ -45,31 +45,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_COLLADAHELPER_H_INC
|
||||
#define AI_COLLADAHELPER_H_INC
|
||||
|
||||
#include <map>
|
||||
#include <vector>
|
||||
#include <set>
|
||||
#include <stdint.h>
|
||||
#include <assimp/light.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/mesh.h>
|
||||
#include <stdint.h>
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
struct aiMaterial;
|
||||
|
||||
namespace Assimp {
|
||||
namespace Collada {
|
||||
namespace Assimp {
|
||||
namespace Collada {
|
||||
|
||||
/** Collada file versions which evolved during the years ... */
|
||||
enum FormatVersion
|
||||
{
|
||||
enum FormatVersion {
|
||||
FV_1_5_n,
|
||||
FV_1_4_n,
|
||||
FV_1_3_n
|
||||
};
|
||||
|
||||
|
||||
/** Transformation types that can be applied to a node */
|
||||
enum TransformType
|
||||
{
|
||||
enum TransformType {
|
||||
TF_LOOKAT,
|
||||
TF_ROTATE,
|
||||
TF_TRANSLATE,
|
||||
|
@ -79,10 +76,9 @@ enum TransformType
|
|||
};
|
||||
|
||||
/** Different types of input data to a vertex or face */
|
||||
enum InputType
|
||||
{
|
||||
enum InputType {
|
||||
IT_Invalid,
|
||||
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
|
||||
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
|
||||
IT_Position,
|
||||
IT_Normal,
|
||||
IT_Texcoord,
|
||||
|
@ -92,15 +88,13 @@ enum InputType
|
|||
};
|
||||
|
||||
/** Supported controller types */
|
||||
enum ControllerType
|
||||
{
|
||||
enum ControllerType {
|
||||
Skin,
|
||||
Morph
|
||||
};
|
||||
|
||||
/** Supported morph methods */
|
||||
enum MorphMethod
|
||||
{
|
||||
enum MorphMethod {
|
||||
Normalized,
|
||||
Relative
|
||||
};
|
||||
|
@ -118,24 +112,21 @@ const MetaKeyPairVector &GetColladaAssimpMetaKeysCamelCase();
|
|||
void ToCamelCase(std::string &text);
|
||||
|
||||
/** Contains all data for one of the different transformation types */
|
||||
struct Transform
|
||||
{
|
||||
std::string mID; ///< SID of the transform step, by which anim channels address their target node
|
||||
struct Transform {
|
||||
std::string mID; ///< SID of the transform step, by which anim channels address their target node
|
||||
TransformType mType;
|
||||
ai_real f[16]; ///< Interpretation of data depends on the type of the transformation
|
||||
};
|
||||
|
||||
/** A collada camera. */
|
||||
struct Camera
|
||||
{
|
||||
Camera()
|
||||
: mOrtho (false)
|
||||
, mHorFov (10e10f)
|
||||
, mVerFov (10e10f)
|
||||
, mAspect (10e10f)
|
||||
, mZNear (0.1f)
|
||||
, mZFar (1000.f)
|
||||
{}
|
||||
struct Camera {
|
||||
Camera() :
|
||||
mOrtho(false),
|
||||
mHorFov(10e10f),
|
||||
mVerFov(10e10f),
|
||||
mAspect(10e10f),
|
||||
mZNear(0.1f),
|
||||
mZFar(1000.f) {}
|
||||
|
||||
// Name of camera
|
||||
std::string mName;
|
||||
|
@ -159,19 +150,17 @@ struct Camera
|
|||
#define ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET 1e9f
|
||||
|
||||
/** A collada light source. */
|
||||
struct Light
|
||||
{
|
||||
Light()
|
||||
: mType (aiLightSource_UNDEFINED)
|
||||
, mAttConstant (1.f)
|
||||
, mAttLinear (0.f)
|
||||
, mAttQuadratic (0.f)
|
||||
, mFalloffAngle (180.f)
|
||||
, mFalloffExponent (0.f)
|
||||
, mPenumbraAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
|
||||
, mOuterAngle (ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET)
|
||||
, mIntensity (1.f)
|
||||
{}
|
||||
struct Light {
|
||||
Light() :
|
||||
mType(aiLightSource_UNDEFINED),
|
||||
mAttConstant(1.f),
|
||||
mAttLinear(0.f),
|
||||
mAttQuadratic(0.f),
|
||||
mFalloffAngle(180.f),
|
||||
mFalloffExponent(0.f),
|
||||
mPenumbraAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
|
||||
mOuterAngle(ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET),
|
||||
mIntensity(1.f) {}
|
||||
|
||||
//! Type of the light source aiLightSourceType + ambient
|
||||
unsigned int mType;
|
||||
|
@ -180,7 +169,7 @@ struct Light
|
|||
aiColor3D mColor;
|
||||
|
||||
//! Light attenuation
|
||||
ai_real mAttConstant,mAttLinear,mAttQuadratic;
|
||||
ai_real mAttConstant, mAttLinear, mAttQuadratic;
|
||||
|
||||
//! Spot light falloff
|
||||
ai_real mFalloffAngle;
|
||||
|
@ -198,12 +187,10 @@ struct Light
|
|||
};
|
||||
|
||||
/** Short vertex index description */
|
||||
struct InputSemanticMapEntry
|
||||
{
|
||||
InputSemanticMapEntry()
|
||||
: mSet(0)
|
||||
, mType(IT_Invalid)
|
||||
{}
|
||||
struct InputSemanticMapEntry {
|
||||
InputSemanticMapEntry() :
|
||||
mSet(0),
|
||||
mType(IT_Invalid) {}
|
||||
|
||||
//! Index of set, optional
|
||||
unsigned int mSet;
|
||||
|
@ -213,8 +200,7 @@ struct InputSemanticMapEntry
|
|||
};
|
||||
|
||||
/** Table to map from effect to vertex input semantics */
|
||||
struct SemanticMappingTable
|
||||
{
|
||||
struct SemanticMappingTable {
|
||||
//! Name of material
|
||||
std::string mMatName;
|
||||
|
||||
|
@ -222,7 +208,7 @@ struct SemanticMappingTable
|
|||
std::map<std::string, InputSemanticMapEntry> mMap;
|
||||
|
||||
//! For std::find
|
||||
bool operator == (const std::string& s) const {
|
||||
bool operator==(const std::string &s) const {
|
||||
return s == mMatName;
|
||||
}
|
||||
};
|
||||
|
@ -230,8 +216,7 @@ struct SemanticMappingTable
|
|||
/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
|
||||
* The ID refers to either a mesh or a controller which specifies the mesh
|
||||
*/
|
||||
struct MeshInstance
|
||||
{
|
||||
struct MeshInstance {
|
||||
///< ID of the mesh or controller to be instanced
|
||||
std::string mMeshOrController;
|
||||
|
||||
|
@ -240,34 +225,30 @@ struct MeshInstance
|
|||
};
|
||||
|
||||
/** A reference to a camera inside a node*/
|
||||
struct CameraInstance
|
||||
{
|
||||
///< ID of the camera
|
||||
struct CameraInstance {
|
||||
///< ID of the camera
|
||||
std::string mCamera;
|
||||
};
|
||||
|
||||
/** A reference to a light inside a node*/
|
||||
struct LightInstance
|
||||
{
|
||||
///< ID of the camera
|
||||
struct LightInstance {
|
||||
///< ID of the camera
|
||||
std::string mLight;
|
||||
};
|
||||
|
||||
/** A reference to a node inside a node*/
|
||||
struct NodeInstance
|
||||
{
|
||||
///< ID of the node
|
||||
struct NodeInstance {
|
||||
///< ID of the node
|
||||
std::string mNode;
|
||||
};
|
||||
|
||||
/** A node in a scene hierarchy */
|
||||
struct Node
|
||||
{
|
||||
struct Node {
|
||||
std::string mName;
|
||||
std::string mID;
|
||||
std::string mSID;
|
||||
Node* mParent;
|
||||
std::vector<Node*> mChildren;
|
||||
Node *mParent;
|
||||
std::vector<Node *> mChildren;
|
||||
|
||||
/** Operations in order to calculate the resulting transformation to parent. */
|
||||
std::vector<Transform> mTransforms;
|
||||
|
@ -288,80 +269,83 @@ struct Node
|
|||
std::string mPrimaryCamera;
|
||||
|
||||
//! Constructor. Begin with a zero parent
|
||||
Node()
|
||||
: mParent( nullptr ){
|
||||
Node() :
|
||||
mParent(nullptr) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Destructor: delete all children subsequently
|
||||
~Node() {
|
||||
for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
|
||||
for (std::vector<Node *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
|
||||
delete *it;
|
||||
}
|
||||
};
|
||||
|
||||
/** Data source array: either floats or strings */
|
||||
struct Data
|
||||
{
|
||||
struct Data {
|
||||
bool mIsStringArray;
|
||||
std::vector<ai_real> mValues;
|
||||
std::vector<std::string> mStrings;
|
||||
};
|
||||
|
||||
/** Accessor to a data array */
|
||||
struct Accessor
|
||||
{
|
||||
size_t mCount; // in number of objects
|
||||
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
|
||||
size_t mOffset; // in number of values
|
||||
size_t mStride; // Stride in number of values
|
||||
struct Accessor {
|
||||
size_t mCount; // in number of objects
|
||||
size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
|
||||
size_t mOffset; // in number of values
|
||||
size_t mStride; // Stride in number of values
|
||||
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
|
||||
size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
|
||||
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
|
||||
std::string mSource; // URL of the source array
|
||||
mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
|
||||
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
|
||||
std::string mSource; // URL of the source array
|
||||
mutable const Data *mData; // Pointer to the source array, if resolved. NULL else
|
||||
|
||||
Accessor()
|
||||
{
|
||||
mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
|
||||
Accessor() {
|
||||
mCount = 0;
|
||||
mSize = 0;
|
||||
mOffset = 0;
|
||||
mStride = 0;
|
||||
mData = NULL;
|
||||
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
|
||||
}
|
||||
};
|
||||
|
||||
/** A single face in a mesh */
|
||||
struct Face
|
||||
{
|
||||
struct Face {
|
||||
std::vector<size_t> mIndices;
|
||||
};
|
||||
|
||||
/** An input channel for mesh data, referring to a single accessor */
|
||||
struct InputChannel
|
||||
{
|
||||
InputType mType; // Type of the data
|
||||
size_t mIndex; // Optional index, if multiple sets of the same data type are given
|
||||
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
|
||||
struct InputChannel {
|
||||
InputType mType; // Type of the data
|
||||
size_t mIndex; // Optional index, if multiple sets of the same data type are given
|
||||
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
|
||||
std::string mAccessor; // ID of the accessor where to read the actual values from.
|
||||
mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
|
||||
mutable const Accessor *mResolved; // Pointer to the accessor, if resolved. NULL else
|
||||
|
||||
InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
|
||||
InputChannel() {
|
||||
mType = IT_Invalid;
|
||||
mIndex = 0;
|
||||
mOffset = 0;
|
||||
mResolved = NULL;
|
||||
}
|
||||
};
|
||||
|
||||
/** Subset of a mesh with a certain material */
|
||||
struct SubMesh
|
||||
{
|
||||
struct SubMesh {
|
||||
std::string mMaterial; ///< subgroup identifier
|
||||
size_t mNumFaces; ///< number of faces in this submesh
|
||||
};
|
||||
|
||||
/** Contains data for a single mesh */
|
||||
struct Mesh
|
||||
{
|
||||
Mesh()
|
||||
{
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
||||
struct Mesh {
|
||||
Mesh(const std::string &id) :
|
||||
mId(id) {
|
||||
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i)
|
||||
mNumUVComponents[i] = 2;
|
||||
}
|
||||
|
||||
const std::string mId;
|
||||
std::string mName;
|
||||
|
||||
// just to check if there's some sophisticated addressing involved...
|
||||
|
@ -377,7 +361,7 @@ struct Mesh
|
|||
std::vector<aiVector3D> mTangents;
|
||||
std::vector<aiVector3D> mBitangents;
|
||||
std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
|
@ -394,8 +378,7 @@ struct Mesh
|
|||
};
|
||||
|
||||
/** Which type of primitives the ReadPrimitives() function is going to read */
|
||||
enum PrimitiveType
|
||||
{
|
||||
enum PrimitiveType {
|
||||
Prim_Invalid,
|
||||
Prim_Lines,
|
||||
Prim_LineStrip,
|
||||
|
@ -407,8 +390,7 @@ enum PrimitiveType
|
|||
};
|
||||
|
||||
/** A skeleton controller to deform a mesh with the use of joints */
|
||||
struct Controller
|
||||
{
|
||||
struct Controller {
|
||||
// controller type
|
||||
ControllerType mType;
|
||||
|
||||
|
@ -436,36 +418,32 @@ struct Controller
|
|||
std::vector<size_t> mWeightCounts;
|
||||
|
||||
// JointIndex-WeightIndex pairs for all vertices
|
||||
std::vector< std::pair<size_t, size_t> > mWeights;
|
||||
std::vector<std::pair<size_t, size_t>> mWeights;
|
||||
|
||||
std::string mMorphTarget;
|
||||
std::string mMorphWeight;
|
||||
};
|
||||
|
||||
/** A collada material. Pretty much the only member is a reference to an effect. */
|
||||
struct Material
|
||||
{
|
||||
struct Material {
|
||||
std::string mName;
|
||||
std::string mEffect;
|
||||
};
|
||||
|
||||
/** Type of the effect param */
|
||||
enum ParamType
|
||||
{
|
||||
enum ParamType {
|
||||
Param_Sampler,
|
||||
Param_Surface
|
||||
};
|
||||
|
||||
/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
|
||||
struct EffectParam
|
||||
{
|
||||
struct EffectParam {
|
||||
ParamType mType;
|
||||
std::string mReference; // to which other thing the param is referring to.
|
||||
};
|
||||
|
||||
/** Shading type supported by the standard effect spec of Collada */
|
||||
enum ShadeType
|
||||
{
|
||||
enum ShadeType {
|
||||
Shade_Invalid,
|
||||
Shade_Constant,
|
||||
Shade_Lambert,
|
||||
|
@ -474,18 +452,16 @@ enum ShadeType
|
|||
};
|
||||
|
||||
/** Represents a texture sampler in collada */
|
||||
struct Sampler
|
||||
{
|
||||
Sampler()
|
||||
: mWrapU (true)
|
||||
, mWrapV (true)
|
||||
, mMirrorU ()
|
||||
, mMirrorV ()
|
||||
, mOp (aiTextureOp_Multiply)
|
||||
, mUVId (UINT_MAX)
|
||||
, mWeighting (1.f)
|
||||
, mMixWithPrevious (1.f)
|
||||
{}
|
||||
struct Sampler {
|
||||
Sampler() :
|
||||
mWrapU(true),
|
||||
mWrapV(true),
|
||||
mMirrorU(),
|
||||
mMirrorV(),
|
||||
mOp(aiTextureOp_Multiply),
|
||||
mUVId(UINT_MAX),
|
||||
mWeighting(1.f),
|
||||
mMixWithPrevious(1.f) {}
|
||||
|
||||
/** Name of image reference
|
||||
*/
|
||||
|
@ -537,18 +513,17 @@ struct Sampler
|
|||
|
||||
/** A collada effect. Can contain about anything according to the Collada spec,
|
||||
but we limit our version to a reasonable subset. */
|
||||
struct Effect
|
||||
{
|
||||
struct Effect {
|
||||
// Shading mode
|
||||
ShadeType mShadeType;
|
||||
|
||||
// Colors
|
||||
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
|
||||
mTransparent, mReflective;
|
||||
mTransparent, mReflective;
|
||||
|
||||
// Textures
|
||||
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
|
||||
mTexTransparent, mTexBump, mTexReflective;
|
||||
mTexTransparent, mTexBump, mTexReflective;
|
||||
|
||||
// Scalar factory
|
||||
ai_real mShininess, mRefractIndex, mReflectivity;
|
||||
|
@ -566,30 +541,28 @@ struct Effect
|
|||
// Double-sided?
|
||||
bool mDoubleSided, mWireframe, mFaceted;
|
||||
|
||||
Effect()
|
||||
: mShadeType (Shade_Phong)
|
||||
, mEmissive ( 0, 0, 0, 1)
|
||||
, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
|
||||
, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
|
||||
, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
|
||||
, mTransparent ( 0, 0, 0, 1)
|
||||
, mShininess (10.0f)
|
||||
, mRefractIndex (1.f)
|
||||
, mReflectivity (0.f)
|
||||
, mTransparency (1.f)
|
||||
, mHasTransparency (false)
|
||||
, mRGBTransparency(false)
|
||||
, mInvertTransparency(false)
|
||||
, mDoubleSided (false)
|
||||
, mWireframe (false)
|
||||
, mFaceted (false)
|
||||
{
|
||||
Effect() :
|
||||
mShadeType(Shade_Phong),
|
||||
mEmissive(0, 0, 0, 1),
|
||||
mAmbient(0.1f, 0.1f, 0.1f, 1),
|
||||
mDiffuse(0.6f, 0.6f, 0.6f, 1),
|
||||
mSpecular(0.4f, 0.4f, 0.4f, 1),
|
||||
mTransparent(0, 0, 0, 1),
|
||||
mShininess(10.0f),
|
||||
mRefractIndex(1.f),
|
||||
mReflectivity(0.f),
|
||||
mTransparency(1.f),
|
||||
mHasTransparency(false),
|
||||
mRGBTransparency(false),
|
||||
mInvertTransparency(false),
|
||||
mDoubleSided(false),
|
||||
mWireframe(false),
|
||||
mFaceted(false) {
|
||||
}
|
||||
};
|
||||
|
||||
/** An image, meaning texture */
|
||||
struct Image
|
||||
{
|
||||
struct Image {
|
||||
std::string mFileName;
|
||||
|
||||
/** Embedded image data */
|
||||
|
@ -600,8 +573,7 @@ struct Image
|
|||
};
|
||||
|
||||
/** An animation channel. */
|
||||
struct AnimationChannel
|
||||
{
|
||||
struct AnimationChannel {
|
||||
/** URL of the data to animate. Could be about anything, but we support only the
|
||||
* "NodeID/TransformID.SubElement" notation
|
||||
*/
|
||||
|
@ -620,8 +592,7 @@ struct AnimationChannel
|
|||
};
|
||||
|
||||
/** An animation. Container for 0-x animation channels or 0-x animations */
|
||||
struct Animation
|
||||
{
|
||||
struct Animation {
|
||||
/** Anim name */
|
||||
std::string mName;
|
||||
|
||||
|
@ -629,96 +600,86 @@ struct Animation
|
|||
std::vector<AnimationChannel> mChannels;
|
||||
|
||||
/** the sub-animations, if any */
|
||||
std::vector<Animation*> mSubAnims;
|
||||
std::vector<Animation *> mSubAnims;
|
||||
|
||||
/** Destructor */
|
||||
~Animation()
|
||||
{
|
||||
for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
||||
~Animation() {
|
||||
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
||||
delete *it;
|
||||
}
|
||||
|
||||
/** Collect all channels in the animation hierarchy into a single channel list. */
|
||||
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels)
|
||||
{
|
||||
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
|
||||
/** Collect all channels in the animation hierarchy into a single channel list. */
|
||||
void CollectChannelsRecursively(std::vector<AnimationChannel> &channels) {
|
||||
channels.insert(channels.end(), mChannels.begin(), mChannels.end());
|
||||
|
||||
for (std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
|
||||
{
|
||||
Animation *pAnim = (*it);
|
||||
for (std::vector<Animation *>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it) {
|
||||
Animation *pAnim = (*it);
|
||||
|
||||
pAnim->CollectChannelsRecursively(channels);
|
||||
}
|
||||
}
|
||||
pAnim->CollectChannelsRecursively(channels);
|
||||
}
|
||||
}
|
||||
|
||||
/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
|
||||
void CombineSingleChannelAnimations()
|
||||
{
|
||||
CombineSingleChannelAnimationsRecursively(this);
|
||||
}
|
||||
/** Combine all single-channel animations' channel into the same (parent) animation channel list. */
|
||||
void CombineSingleChannelAnimations() {
|
||||
CombineSingleChannelAnimationsRecursively(this);
|
||||
}
|
||||
|
||||
void CombineSingleChannelAnimationsRecursively(Animation *pParent)
|
||||
{
|
||||
std::set<std::string> childrenTargets;
|
||||
bool childrenAnimationsHaveDifferentChannels = true;
|
||||
void CombineSingleChannelAnimationsRecursively(Animation *pParent) {
|
||||
std::set<std::string> childrenTargets;
|
||||
bool childrenAnimationsHaveDifferentChannels = true;
|
||||
|
||||
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
|
||||
{
|
||||
Animation *anim = *it;
|
||||
CombineSingleChannelAnimationsRecursively(anim);
|
||||
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
||||
Animation *anim = *it;
|
||||
CombineSingleChannelAnimationsRecursively(anim);
|
||||
|
||||
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
|
||||
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
|
||||
childrenTargets.insert(anim->mChannels[0].mTarget);
|
||||
} else {
|
||||
childrenAnimationsHaveDifferentChannels = false;
|
||||
}
|
||||
if (childrenAnimationsHaveDifferentChannels && anim->mChannels.size() == 1 &&
|
||||
childrenTargets.find(anim->mChannels[0].mTarget) == childrenTargets.end()) {
|
||||
childrenTargets.insert(anim->mChannels[0].mTarget);
|
||||
} else {
|
||||
childrenAnimationsHaveDifferentChannels = false;
|
||||
}
|
||||
|
||||
++it;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
|
||||
// We only want to combine animations if they have different channels
|
||||
if (childrenAnimationsHaveDifferentChannels)
|
||||
{
|
||||
for (std::vector<Animation*>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();)
|
||||
{
|
||||
Animation *anim = *it;
|
||||
// We only want to combine animations if they have different channels
|
||||
if (childrenAnimationsHaveDifferentChannels) {
|
||||
for (std::vector<Animation *>::iterator it = pParent->mSubAnims.begin(); it != pParent->mSubAnims.end();) {
|
||||
Animation *anim = *it;
|
||||
|
||||
pParent->mChannels.push_back(anim->mChannels[0]);
|
||||
pParent->mChannels.push_back(anim->mChannels[0]);
|
||||
|
||||
it = pParent->mSubAnims.erase(it);
|
||||
it = pParent->mSubAnims.erase(it);
|
||||
|
||||
delete anim;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
delete anim;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/** Description of a collada animation channel which has been determined to affect the current node */
|
||||
struct ChannelEntry
|
||||
{
|
||||
const Collada::AnimationChannel* mChannel; ///> the source channel
|
||||
struct ChannelEntry {
|
||||
const Collada::AnimationChannel *mChannel; ///> the source channel
|
||||
std::string mTargetId;
|
||||
std::string mTransformId; // the ID of the transformation step of the node which is influenced
|
||||
std::string mTransformId; // the ID of the transformation step of the node which is influenced
|
||||
size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
|
||||
size_t mSubElement; // starting index inside the transform data
|
||||
|
||||
// resolved data references
|
||||
const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
|
||||
const Collada::Data* mTimeData; ///> Source data array for the time values
|
||||
const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
|
||||
const Collada::Data* mValueData; ///> Source datat array for the key value values
|
||||
const Collada::Accessor *mTimeAccessor; ///> Collada accessor to the time values
|
||||
const Collada::Data *mTimeData; ///> Source data array for the time values
|
||||
const Collada::Accessor *mValueAccessor; ///> Collada accessor to the key value values
|
||||
const Collada::Data *mValueData; ///> Source datat array for the key value values
|
||||
|
||||
ChannelEntry()
|
||||
: mChannel()
|
||||
, mTransformIndex()
|
||||
, mSubElement()
|
||||
, mTimeAccessor()
|
||||
, mTimeData()
|
||||
, mValueAccessor()
|
||||
, mValueData()
|
||||
{}
|
||||
ChannelEntry() :
|
||||
mChannel(),
|
||||
mTransformIndex(),
|
||||
mSubElement(),
|
||||
mTimeAccessor(),
|
||||
mTimeData(),
|
||||
mValueAccessor(),
|
||||
mValueData() {}
|
||||
};
|
||||
|
||||
} // end of namespace Collada
|
||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -47,346 +47,345 @@
|
|||
#ifndef AI_COLLADAPARSER_H_INC
|
||||
#define AI_COLLADAPARSER_H_INC
|
||||
|
||||
#include <assimp/irrXMLWrapper.h>
|
||||
#include "ColladaHelper.h"
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/irrXMLWrapper.h>
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
class ZipArchiveIOSystem;
|
||||
namespace Assimp {
|
||||
class ZipArchiveIOSystem;
|
||||
|
||||
// ------------------------------------------------------------------------------------------
|
||||
/** Parser helper class for the Collada loader.
|
||||
// ------------------------------------------------------------------------------------------
|
||||
/** Parser helper class for the Collada loader.
|
||||
*
|
||||
* Does all the XML reading and builds internal data structures from it,
|
||||
* but leaves the resolving of all the references to the loader.
|
||||
*/
|
||||
class ColladaParser
|
||||
{
|
||||
friend class ColladaLoader;
|
||||
class ColladaParser {
|
||||
friend class ColladaLoader;
|
||||
|
||||
/** Converts a path read from a collada file to the usual representation */
|
||||
static void UriDecodePath(aiString& ss);
|
||||
/** Converts a path read from a collada file to the usual representation */
|
||||
static void UriDecodePath(aiString &ss);
|
||||
|
||||
protected:
|
||||
/** Map for generic metadata as aiString */
|
||||
typedef std::map<std::string, aiString> StringMetaData;
|
||||
protected:
|
||||
/** Map for generic metadata as aiString */
|
||||
typedef std::map<std::string, aiString> StringMetaData;
|
||||
|
||||
/** Constructor from XML file */
|
||||
ColladaParser(IOSystem* pIOHandler, const std::string& pFile);
|
||||
/** Constructor from XML file */
|
||||
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
|
||||
|
||||
/** Destructor */
|
||||
~ColladaParser();
|
||||
/** Destructor */
|
||||
~ColladaParser();
|
||||
|
||||
/** Attempts to read the ZAE manifest and returns the DAE to open */
|
||||
static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
|
||||
/** Attempts to read the ZAE manifest and returns the DAE to open */
|
||||
static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
|
||||
|
||||
/** Reads the contents of the file */
|
||||
void ReadContents();
|
||||
/** Reads the contents of the file */
|
||||
void ReadContents();
|
||||
|
||||
/** Reads the structure of the file */
|
||||
void ReadStructure();
|
||||
/** Reads the structure of the file */
|
||||
void ReadStructure();
|
||||
|
||||
/** Reads asset information such as coordinate system information and legal blah */
|
||||
void ReadAssetInfo();
|
||||
/** Reads asset information such as coordinate system information and legal blah */
|
||||
void ReadAssetInfo();
|
||||
|
||||
/** Reads contributor information such as author and legal blah */
|
||||
void ReadContributorInfo();
|
||||
/** Reads contributor information such as author and legal blah */
|
||||
void ReadContributorInfo();
|
||||
|
||||
/** Reads generic metadata into provided map and renames keys for Assimp */
|
||||
void ReadMetaDataItem(StringMetaData &metadata);
|
||||
/** Reads generic metadata into provided map and renames keys for Assimp */
|
||||
void ReadMetaDataItem(StringMetaData &metadata);
|
||||
|
||||
/** Reads the animation library */
|
||||
void ReadAnimationLibrary();
|
||||
/** Reads the animation library */
|
||||
void ReadAnimationLibrary();
|
||||
|
||||
/** Reads the animation clip library */
|
||||
void ReadAnimationClipLibrary();
|
||||
/** Reads the animation clip library */
|
||||
void ReadAnimationClipLibrary();
|
||||
|
||||
/** Unwrap controllers dependency hierarchy */
|
||||
void PostProcessControllers();
|
||||
/** Unwrap controllers dependency hierarchy */
|
||||
void PostProcessControllers();
|
||||
|
||||
/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
|
||||
void PostProcessRootAnimations();
|
||||
/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
|
||||
void PostProcessRootAnimations();
|
||||
|
||||
/** Reads an animation into the given parent structure */
|
||||
void ReadAnimation( Collada::Animation* pParent);
|
||||
/** Reads an animation into the given parent structure */
|
||||
void ReadAnimation(Collada::Animation *pParent);
|
||||
|
||||
/** Reads an animation sampler into the given anim channel */
|
||||
void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
|
||||
/** Reads an animation sampler into the given anim channel */
|
||||
void ReadAnimationSampler(Collada::AnimationChannel &pChannel);
|
||||
|
||||
/** Reads the skeleton controller library */
|
||||
void ReadControllerLibrary();
|
||||
/** Reads the skeleton controller library */
|
||||
void ReadControllerLibrary();
|
||||
|
||||
/** Reads a controller into the given mesh structure */
|
||||
void ReadController( Collada::Controller& pController);
|
||||
/** Reads a controller into the given mesh structure */
|
||||
void ReadController(Collada::Controller &pController);
|
||||
|
||||
/** Reads the joint definitions for the given controller */
|
||||
void ReadControllerJoints( Collada::Controller& pController);
|
||||
/** Reads the joint definitions for the given controller */
|
||||
void ReadControllerJoints(Collada::Controller &pController);
|
||||
|
||||
/** Reads the joint weights for the given controller */
|
||||
void ReadControllerWeights( Collada::Controller& pController);
|
||||
/** Reads the joint weights for the given controller */
|
||||
void ReadControllerWeights(Collada::Controller &pController);
|
||||
|
||||
/** Reads the image library contents */
|
||||
void ReadImageLibrary();
|
||||
/** Reads the image library contents */
|
||||
void ReadImageLibrary();
|
||||
|
||||
/** Reads an image entry into the given image */
|
||||
void ReadImage( Collada::Image& pImage);
|
||||
/** Reads an image entry into the given image */
|
||||
void ReadImage(Collada::Image &pImage);
|
||||
|
||||
/** Reads the material library */
|
||||
void ReadMaterialLibrary();
|
||||
/** Reads the material library */
|
||||
void ReadMaterialLibrary();
|
||||
|
||||
/** Reads a material entry into the given material */
|
||||
void ReadMaterial( Collada::Material& pMaterial);
|
||||
/** Reads a material entry into the given material */
|
||||
void ReadMaterial(Collada::Material &pMaterial);
|
||||
|
||||
/** Reads the camera library */
|
||||
void ReadCameraLibrary();
|
||||
/** Reads the camera library */
|
||||
void ReadCameraLibrary();
|
||||
|
||||
/** Reads a camera entry into the given camera */
|
||||
void ReadCamera( Collada::Camera& pCamera);
|
||||
/** Reads a camera entry into the given camera */
|
||||
void ReadCamera(Collada::Camera &pCamera);
|
||||
|
||||
/** Reads the light library */
|
||||
void ReadLightLibrary();
|
||||
/** Reads the light library */
|
||||
void ReadLightLibrary();
|
||||
|
||||
/** Reads a light entry into the given light */
|
||||
void ReadLight( Collada::Light& pLight);
|
||||
/** Reads a light entry into the given light */
|
||||
void ReadLight(Collada::Light &pLight);
|
||||
|
||||
/** Reads the effect library */
|
||||
void ReadEffectLibrary();
|
||||
/** Reads the effect library */
|
||||
void ReadEffectLibrary();
|
||||
|
||||
/** Reads an effect entry into the given effect*/
|
||||
void ReadEffect( Collada::Effect& pEffect);
|
||||
/** Reads an effect entry into the given effect*/
|
||||
void ReadEffect(Collada::Effect &pEffect);
|
||||
|
||||
/** Reads an COMMON effect profile */
|
||||
void ReadEffectProfileCommon( Collada::Effect& pEffect);
|
||||
/** Reads an COMMON effect profile */
|
||||
void ReadEffectProfileCommon(Collada::Effect &pEffect);
|
||||
|
||||
/** Read sampler properties */
|
||||
void ReadSamplerProperties( Collada::Sampler& pSampler);
|
||||
/** Read sampler properties */
|
||||
void ReadSamplerProperties(Collada::Sampler &pSampler);
|
||||
|
||||
/** Reads an effect entry containing a color or a texture defining that color */
|
||||
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
|
||||
/** Reads an effect entry containing a color or a texture defining that color */
|
||||
void ReadEffectColor(aiColor4D &pColor, Collada::Sampler &pSampler);
|
||||
|
||||
/** Reads an effect entry containing a float */
|
||||
void ReadEffectFloat( ai_real& pFloat);
|
||||
/** Reads an effect entry containing a float */
|
||||
void ReadEffectFloat(ai_real &pFloat);
|
||||
|
||||
/** Reads an effect parameter specification of any kind */
|
||||
void ReadEffectParam( Collada::EffectParam& pParam);
|
||||
/** Reads an effect parameter specification of any kind */
|
||||
void ReadEffectParam(Collada::EffectParam &pParam);
|
||||
|
||||
/** Reads the geometry library contents */
|
||||
void ReadGeometryLibrary();
|
||||
/** Reads the geometry library contents */
|
||||
void ReadGeometryLibrary();
|
||||
|
||||
/** Reads a geometry from the geometry library. */
|
||||
void ReadGeometry( Collada::Mesh* pMesh);
|
||||
/** Reads a geometry from the geometry library. */
|
||||
void ReadGeometry(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a mesh from the geometry library */
|
||||
void ReadMesh( Collada::Mesh* pMesh);
|
||||
/** Reads a mesh from the geometry library */
|
||||
void ReadMesh(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a source element - a combination of raw data and an accessor defining
|
||||
/** Reads a source element - a combination of raw data and an accessor defining
|
||||
* things that should not be redefinable. Yes, that's another rant.
|
||||
*/
|
||||
void ReadSource();
|
||||
void ReadSource();
|
||||
|
||||
/** Reads a data array holding a number of elements, and stores it in the global library.
|
||||
/** Reads a data array holding a number of elements, and stores it in the global library.
|
||||
* Currently supported are array of floats and arrays of strings.
|
||||
*/
|
||||
void ReadDataArray();
|
||||
void ReadDataArray();
|
||||
|
||||
/** Reads an accessor and stores it in the global library under the given ID -
|
||||
/** Reads an accessor and stores it in the global library under the given ID -
|
||||
* accessors use the ID of the parent <source> element
|
||||
*/
|
||||
void ReadAccessor( const std::string& pID);
|
||||
void ReadAccessor(const std::string &pID);
|
||||
|
||||
/** Reads input declarations of per-vertex mesh data into the given mesh */
|
||||
void ReadVertexData( Collada::Mesh* pMesh);
|
||||
/** Reads input declarations of per-vertex mesh data into the given mesh */
|
||||
void ReadVertexData(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads input declarations of per-index mesh data into the given mesh */
|
||||
void ReadIndexData( Collada::Mesh* pMesh);
|
||||
/** Reads input declarations of per-index mesh data into the given mesh */
|
||||
void ReadIndexData(Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads a single input channel element and stores it in the given array, if valid */
|
||||
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
|
||||
/** Reads a single input channel element and stores it in the given array, if valid */
|
||||
void ReadInputChannel(std::vector<Collada::InputChannel> &poChannels);
|
||||
|
||||
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
|
||||
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
|
||||
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
|
||||
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
|
||||
size_t ReadPrimitives(Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
|
||||
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
|
||||
|
||||
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
|
||||
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
|
||||
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
|
||||
size_t currentPrimitive, const std::vector<size_t>& indices);
|
||||
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
|
||||
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
|
||||
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
|
||||
size_t currentPrimitive, const std::vector<size_t> &indices);
|
||||
|
||||
/** Reads one triangle of a tristrip into the mesh */
|
||||
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
|
||||
std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
|
||||
/** Reads one triangle of a tristrip into the mesh */
|
||||
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
|
||||
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
|
||||
|
||||
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
|
||||
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
|
||||
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
|
||||
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
|
||||
|
||||
/** Reads the library of node hierarchies and scene parts */
|
||||
void ReadSceneLibrary();
|
||||
/** Reads the library of node hierarchies and scene parts */
|
||||
void ReadSceneLibrary();
|
||||
|
||||
/** Reads a scene node's contents including children and stores it in the given node */
|
||||
void ReadSceneNode( Collada::Node* pNode);
|
||||
/** Reads a scene node's contents including children and stores it in the given node */
|
||||
void ReadSceneNode(Collada::Node *pNode);
|
||||
|
||||
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
|
||||
void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
|
||||
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
|
||||
void ReadNodeTransformation(Collada::Node *pNode, Collada::TransformType pType);
|
||||
|
||||
/** Reads a mesh reference in a node and adds it to the node's mesh list */
|
||||
void ReadNodeGeometry( Collada::Node* pNode);
|
||||
/** Reads a mesh reference in a node and adds it to the node's mesh list */
|
||||
void ReadNodeGeometry(Collada::Node *pNode);
|
||||
|
||||
/** Reads the collada scene */
|
||||
void ReadScene();
|
||||
/** Reads the collada scene */
|
||||
void ReadScene();
|
||||
|
||||
// Processes bind_vertex_input and bind elements
|
||||
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
|
||||
// Processes bind_vertex_input and bind elements
|
||||
void ReadMaterialVertexInputBinding(Collada::SemanticMappingTable &tbl);
|
||||
|
||||
/** Reads embedded textures from a ZAE archive*/
|
||||
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
|
||||
/** Reads embedded textures from a ZAE archive*/
|
||||
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
|
||||
|
||||
protected:
|
||||
/** Aborts the file reading with an exception */
|
||||
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
|
||||
void ReportWarning(const char* msg,...);
|
||||
protected:
|
||||
/** Aborts the file reading with an exception */
|
||||
AI_WONT_RETURN void ThrowException(const std::string &pError) const AI_WONT_RETURN_SUFFIX;
|
||||
void ReportWarning(const char *msg, ...);
|
||||
|
||||
/** Skips all data until the end node of the current element */
|
||||
void SkipElement();
|
||||
/** Skips all data until the end node of the current element */
|
||||
void SkipElement();
|
||||
|
||||
/** Skips all data until the end node of the given element */
|
||||
void SkipElement( const char* pElement);
|
||||
/** Skips all data until the end node of the given element */
|
||||
void SkipElement(const char *pElement);
|
||||
|
||||
/** Compares the current xml element name to the given string and returns true if equal */
|
||||
bool IsElement( const char* pName) const;
|
||||
/** Compares the current xml element name to the given string and returns true if equal */
|
||||
bool IsElement(const char *pName) const;
|
||||
|
||||
/** Tests for the opening tag of the given element, throws an exception if not found */
|
||||
void TestOpening( const char* pName);
|
||||
/** Tests for the opening tag of the given element, throws an exception if not found */
|
||||
void TestOpening(const char *pName);
|
||||
|
||||
/** Tests for the closing tag of the given element, throws an exception if not found */
|
||||
void TestClosing( const char* pName);
|
||||
/** Tests for the closing tag of the given element, throws an exception if not found */
|
||||
void TestClosing(const char *pName);
|
||||
|
||||
/** Checks the present element for the presence of the attribute, returns its index
|
||||
/** Checks the present element for the presence of the attribute, returns its index
|
||||
or throws an exception if not found */
|
||||
int GetAttribute( const char* pAttr) const;
|
||||
int GetAttribute(const char *pAttr) const;
|
||||
|
||||
/** Returns the index of the named attribute or -1 if not found. Does not throw,
|
||||
/** Returns the index of the named attribute or -1 if not found. Does not throw,
|
||||
therefore useful for optional attributes */
|
||||
int TestAttribute( const char* pAttr) const;
|
||||
int TestAttribute(const char *pAttr) const;
|
||||
|
||||
/** Reads the text contents of an element, throws an exception if not given.
|
||||
/** Reads the text contents of an element, throws an exception if not given.
|
||||
Skips leading whitespace. */
|
||||
const char* GetTextContent();
|
||||
const char *GetTextContent();
|
||||
|
||||
/** Reads the text contents of an element, returns NULL if not given.
|
||||
/** Reads the text contents of an element, returns NULL if not given.
|
||||
Skips leading whitespace. */
|
||||
const char* TestTextContent();
|
||||
const char *TestTextContent();
|
||||
|
||||
/** Reads a single bool from current text content */
|
||||
bool ReadBoolFromTextContent();
|
||||
/** Reads a single bool from current text content */
|
||||
bool ReadBoolFromTextContent();
|
||||
|
||||
/** Reads a single float from current text content */
|
||||
ai_real ReadFloatFromTextContent();
|
||||
/** Reads a single float from current text content */
|
||||
ai_real ReadFloatFromTextContent();
|
||||
|
||||
/** Calculates the resulting transformation from all the given transform steps */
|
||||
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
|
||||
/** Calculates the resulting transformation from all the given transform steps */
|
||||
aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
|
||||
|
||||
/** Determines the input data type for the given semantic string */
|
||||
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
|
||||
/** Determines the input data type for the given semantic string */
|
||||
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
|
||||
|
||||
/** Finds the item in the given library by its reference, throws if not found */
|
||||
template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
|
||||
|
||||
protected:
|
||||
/** Filename, for a verbose error message */
|
||||
std::string mFileName;
|
||||
|
||||
/** XML reader, member for everyday use */
|
||||
irr::io::IrrXMLReader* mReader;
|
||||
|
||||
/** All data arrays found in the file by ID. Might be referred to by actually
|
||||
everyone. Collada, you are a steaming pile of indirection. */
|
||||
typedef std::map<std::string, Collada::Data> DataLibrary;
|
||||
DataLibrary mDataLibrary;
|
||||
|
||||
/** Same for accessors which define how the data in a data array is accessed. */
|
||||
typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
|
||||
AccessorLibrary mAccessorLibrary;
|
||||
|
||||
/** Mesh library: mesh by ID */
|
||||
typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
|
||||
MeshLibrary mMeshLibrary;
|
||||
|
||||
/** node library: root node of the hierarchy part by ID */
|
||||
typedef std::map<std::string, Collada::Node*> NodeLibrary;
|
||||
NodeLibrary mNodeLibrary;
|
||||
|
||||
/** Image library: stores texture properties by ID */
|
||||
typedef std::map<std::string, Collada::Image> ImageLibrary;
|
||||
ImageLibrary mImageLibrary;
|
||||
|
||||
/** Effect library: surface attributes by ID */
|
||||
typedef std::map<std::string, Collada::Effect> EffectLibrary;
|
||||
EffectLibrary mEffectLibrary;
|
||||
|
||||
/** Material library: surface material by ID */
|
||||
typedef std::map<std::string, Collada::Material> MaterialLibrary;
|
||||
MaterialLibrary mMaterialLibrary;
|
||||
|
||||
/** Light library: surface light by ID */
|
||||
typedef std::map<std::string, Collada::Light> LightLibrary;
|
||||
LightLibrary mLightLibrary;
|
||||
|
||||
/** Camera library: surface material by ID */
|
||||
typedef std::map<std::string, Collada::Camera> CameraLibrary;
|
||||
CameraLibrary mCameraLibrary;
|
||||
|
||||
/** Controller library: joint controllers by ID */
|
||||
typedef std::map<std::string, Collada::Controller> ControllerLibrary;
|
||||
ControllerLibrary mControllerLibrary;
|
||||
|
||||
/** Animation library: animation references by ID */
|
||||
typedef std::map<std::string, Collada::Animation*> AnimationLibrary;
|
||||
AnimationLibrary mAnimationLibrary;
|
||||
|
||||
/** Animation clip library: clip animation references by ID */
|
||||
typedef std::vector<std::pair<std::string, std::vector<std::string> > > AnimationClipLibrary;
|
||||
AnimationClipLibrary mAnimationClipLibrary;
|
||||
|
||||
/** Pointer to the root node. Don't delete, it just points to one of
|
||||
the nodes in the node library. */
|
||||
Collada::Node* mRootNode;
|
||||
|
||||
/** Root animation container */
|
||||
Collada::Animation mAnims;
|
||||
|
||||
/** Size unit: how large compared to a meter */
|
||||
ai_real mUnitSize;
|
||||
|
||||
/** Which is the up vector */
|
||||
enum { UP_X, UP_Y, UP_Z } mUpDirection;
|
||||
|
||||
/** Asset metadata (global for scene) */
|
||||
StringMetaData mAssetMetaData;
|
||||
|
||||
/** Collada file format version */
|
||||
Collada::FormatVersion mFormat;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Check for element match
|
||||
inline bool ColladaParser::IsElement( const char* pName) const
|
||||
{
|
||||
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
|
||||
return ::strcmp( mReader->getNodeName(), pName) == 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds the item in the given library by its reference, throws if not found
|
||||
/** Finds the item in the given library by its reference, throws if not found */
|
||||
template <typename Type>
|
||||
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
|
||||
{
|
||||
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
|
||||
if( it == pLibrary.end())
|
||||
ThrowException( Formatter::format() << "Unable to resolve library reference \"" << pURL << "\"." );
|
||||
return it->second;
|
||||
}
|
||||
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
|
||||
|
||||
protected:
|
||||
/** Filename, for a verbose error message */
|
||||
std::string mFileName;
|
||||
|
||||
/** XML reader, member for everyday use */
|
||||
irr::io::IrrXMLReader *mReader;
|
||||
|
||||
/** All data arrays found in the file by ID. Might be referred to by actually
|
||||
everyone. Collada, you are a steaming pile of indirection. */
|
||||
typedef std::map<std::string, Collada::Data> DataLibrary;
|
||||
DataLibrary mDataLibrary;
|
||||
|
||||
/** Same for accessors which define how the data in a data array is accessed. */
|
||||
typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
|
||||
AccessorLibrary mAccessorLibrary;
|
||||
|
||||
/** Mesh library: mesh by ID */
|
||||
typedef std::map<std::string, Collada::Mesh *> MeshLibrary;
|
||||
MeshLibrary mMeshLibrary;
|
||||
|
||||
/** node library: root node of the hierarchy part by ID */
|
||||
typedef std::map<std::string, Collada::Node *> NodeLibrary;
|
||||
NodeLibrary mNodeLibrary;
|
||||
|
||||
/** Image library: stores texture properties by ID */
|
||||
typedef std::map<std::string, Collada::Image> ImageLibrary;
|
||||
ImageLibrary mImageLibrary;
|
||||
|
||||
/** Effect library: surface attributes by ID */
|
||||
typedef std::map<std::string, Collada::Effect> EffectLibrary;
|
||||
EffectLibrary mEffectLibrary;
|
||||
|
||||
/** Material library: surface material by ID */
|
||||
typedef std::map<std::string, Collada::Material> MaterialLibrary;
|
||||
MaterialLibrary mMaterialLibrary;
|
||||
|
||||
/** Light library: surface light by ID */
|
||||
typedef std::map<std::string, Collada::Light> LightLibrary;
|
||||
LightLibrary mLightLibrary;
|
||||
|
||||
/** Camera library: surface material by ID */
|
||||
typedef std::map<std::string, Collada::Camera> CameraLibrary;
|
||||
CameraLibrary mCameraLibrary;
|
||||
|
||||
/** Controller library: joint controllers by ID */
|
||||
typedef std::map<std::string, Collada::Controller> ControllerLibrary;
|
||||
ControllerLibrary mControllerLibrary;
|
||||
|
||||
/** Animation library: animation references by ID */
|
||||
typedef std::map<std::string, Collada::Animation *> AnimationLibrary;
|
||||
AnimationLibrary mAnimationLibrary;
|
||||
|
||||
/** Animation clip library: clip animation references by ID */
|
||||
typedef std::vector<std::pair<std::string, std::vector<std::string>>> AnimationClipLibrary;
|
||||
AnimationClipLibrary mAnimationClipLibrary;
|
||||
|
||||
/** Pointer to the root node. Don't delete, it just points to one of
|
||||
the nodes in the node library. */
|
||||
Collada::Node *mRootNode;
|
||||
|
||||
/** Root animation container */
|
||||
Collada::Animation mAnims;
|
||||
|
||||
/** Size unit: how large compared to a meter */
|
||||
ai_real mUnitSize;
|
||||
|
||||
/** Which is the up vector */
|
||||
enum { UP_X,
|
||||
UP_Y,
|
||||
UP_Z } mUpDirection;
|
||||
|
||||
/** Asset metadata (global for scene) */
|
||||
StringMetaData mAssetMetaData;
|
||||
|
||||
/** Collada file format version */
|
||||
Collada::FormatVersion mFormat;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Check for element match
|
||||
inline bool ColladaParser::IsElement(const char *pName) const {
|
||||
ai_assert(mReader->getNodeType() == irr::io::EXN_ELEMENT);
|
||||
return ::strcmp(mReader->getNodeName(), pName) == 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Finds the item in the given library by its reference, throws if not found
|
||||
template <typename Type>
|
||||
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
|
||||
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
|
||||
if (it == pLibrary.end())
|
||||
ThrowException(Formatter::format() << "Unable to resolve library reference \"" << pURL << "\".");
|
||||
return it->second;
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
|
|
|
@ -3315,6 +3315,7 @@ void FBXConverter::InterpolateKeys(aiQuatKey *valOut, const KeyTimeList &keys, c
|
|||
// http://www.3dkingdoms.com/weekly/weekly.php?a=36
|
||||
if (quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0) {
|
||||
quat.Conjugate();
|
||||
quat.w = -quat.w;
|
||||
}
|
||||
lastq = quat;
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -1,114 +0,0 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
|
||||
#include "StepFileImporter.h"
|
||||
#include "../../Importer/STEPParser/STEPFileReader.h"
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <assimp/DefaultIOSystem.h>
|
||||
|
||||
namespace Assimp {
|
||||
namespace StepFile {
|
||||
|
||||
using namespace STEP;
|
||||
|
||||
static const aiImporterDesc desc = { "StepFile Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"stp" };
|
||||
|
||||
StepFileImporter::StepFileImporter()
|
||||
: BaseImporter() {
|
||||
|
||||
}
|
||||
|
||||
StepFileImporter::~StepFileImporter() {
|
||||
|
||||
}
|
||||
|
||||
bool StepFileImporter::CanRead(const std::string& file, IOSystem* pIOHandler, bool checkSig) const {
|
||||
const std::string &extension = GetExtension(file);
|
||||
if ( extension == "stp" || extension == "step" ) {
|
||||
return true;
|
||||
} else if ((!extension.length() || checkSig) && pIOHandler) {
|
||||
const char* tokens[] = { "ISO-10303-21" };
|
||||
const bool found(SearchFileHeaderForToken(pIOHandler, file, tokens, 1));
|
||||
return found;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
const aiImporterDesc *StepFileImporter::GetInfo() const {
|
||||
return &desc;
|
||||
}
|
||||
|
||||
static const std::string mode = "rb";
|
||||
static const std::string StepFileSchema = "CONFIG_CONTROL_DESIGN";
|
||||
|
||||
void StepFileImporter::InternReadFile(const std::string &file, aiScene*, IOSystem* pIOHandler) {
|
||||
// Read file into memory
|
||||
std::shared_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
|
||||
if (!fileStream.get()) {
|
||||
throw DeadlyImportError("Failed to open file " + file + ".");
|
||||
}
|
||||
|
||||
std::unique_ptr<STEP::DB> db(STEP::ReadFileHeader(fileStream));
|
||||
const STEP::HeaderInfo& head = static_cast<const STEP::DB&>(*db).GetHeader();
|
||||
if (!head.fileSchema.size() || head.fileSchema != StepFileSchema) {
|
||||
DeadlyImportError("Unrecognized file schema: " + head.fileSchema);
|
||||
}
|
||||
}
|
||||
|
||||
} // Namespace StepFile
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
|
File diff suppressed because it is too large
Load Diff
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -363,20 +363,44 @@ struct Object {
|
|||
// Classes for each glTF top-level object type
|
||||
//
|
||||
|
||||
//! Base class for types that access binary data from a BufferView, such as accessors
|
||||
//! or sparse accessors' indices.
|
||||
//! N.B. not a virtual class. All owned pointers to BufferViewClient instances should
|
||||
//! be to their most derived types (which may of course be just BufferViewClient).
|
||||
struct BufferViewClient : public Object {
|
||||
Ref<BufferView> bufferView; //!< The ID of the bufferView. (required)
|
||||
size_t byteOffset; //!< The offset relative to the start of the bufferView in bytes. (required)
|
||||
|
||||
inline uint8_t *GetPointer();
|
||||
|
||||
void Read(Value &obj, Asset &r);
|
||||
};
|
||||
|
||||
//! BufferViewClient with component type information.
|
||||
//! N.B. not a virtual class. All owned pointers to ComponentTypedBufferViewClient
|
||||
//! instances should be to their most derived types (which may of course be just
|
||||
//! ComponentTypedBufferViewClient).
|
||||
struct ComponentTypedBufferViewClient : public BufferViewClient {
|
||||
ComponentType componentType; //!< The datatype of components in the attribute. (required)
|
||||
|
||||
unsigned int GetBytesPerComponent();
|
||||
|
||||
void Read(Value &obj, Asset &r);
|
||||
};
|
||||
|
||||
//! A typed view into a BufferView. A BufferView contains raw binary data.
|
||||
//! An accessor provides a typed view into a BufferView or a subset of a BufferView
|
||||
//! similar to how WebGL's vertexAttribPointer() defines an attribute in a buffer.
|
||||
struct Accessor : public Object {
|
||||
Ref<BufferView> bufferView; //!< The ID of the bufferView. (required)
|
||||
size_t byteOffset; //!< The offset relative to the start of the bufferView in bytes. (required)
|
||||
ComponentType componentType; //!< The datatype of components in the attribute. (required)
|
||||
struct Accessor : public ComponentTypedBufferViewClient {
|
||||
struct Sparse;
|
||||
|
||||
size_t count; //!< The number of attributes referenced by this accessor. (required)
|
||||
AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required)
|
||||
std::vector<double> max; //!< Maximum value of each component in this attribute.
|
||||
std::vector<double> min; //!< Minimum value of each component in this attribute.
|
||||
std::unique_ptr<Sparse> sparse; //!< Sparse accessor information
|
||||
|
||||
unsigned int GetNumComponents();
|
||||
unsigned int GetBytesPerComponent();
|
||||
unsigned int GetElementSize();
|
||||
|
||||
inline uint8_t *GetPointer();
|
||||
|
@ -417,11 +441,61 @@ struct Accessor : public Object {
|
|||
}
|
||||
};
|
||||
|
||||
//! Sparse accessor information
|
||||
struct Sparse {
|
||||
size_t count;
|
||||
ComponentTypedBufferViewClient indices;
|
||||
BufferViewClient values;
|
||||
|
||||
std::vector<uint8_t> data; //!< Actual data, which may be defaulted to an array of zeros or the original data, with the sparse buffer view applied on top of it.
|
||||
|
||||
inline void PopulateData(size_t numBytes, uint8_t *bytes) {
|
||||
if (bytes) {
|
||||
data.assign(bytes, bytes + numBytes);
|
||||
} else {
|
||||
data.resize(numBytes, 0x00);
|
||||
}
|
||||
}
|
||||
|
||||
inline void PatchData(unsigned int elementSize)
|
||||
{
|
||||
uint8_t *pIndices = indices.GetPointer();
|
||||
const unsigned int indexSize = indices.GetBytesPerComponent();
|
||||
uint8_t *indicesEnd = pIndices + count * indexSize;
|
||||
|
||||
uint8_t *pValues = values.GetPointer();
|
||||
while (pIndices != indicesEnd) {
|
||||
size_t offset;
|
||||
switch (indices.componentType) {
|
||||
case ComponentType_UNSIGNED_BYTE:
|
||||
offset = *pIndices;
|
||||
break;
|
||||
case ComponentType_UNSIGNED_SHORT:
|
||||
offset = *reinterpret_cast<uint16_t *>(pIndices);
|
||||
break;
|
||||
case ComponentType_UNSIGNED_INT:
|
||||
offset = *reinterpret_cast<uint32_t *>(pIndices);
|
||||
break;
|
||||
default:
|
||||
// have fun with float and negative values from signed types as indices.
|
||||
throw DeadlyImportError("Unsupported component type in index.");
|
||||
}
|
||||
|
||||
offset *= elementSize;
|
||||
std::memcpy(data.data() + offset, pValues, elementSize);
|
||||
|
||||
pValues += elementSize;
|
||||
pIndices += indexSize;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
inline Indexer GetIndexer() {
|
||||
return Indexer(*this);
|
||||
}
|
||||
|
||||
Accessor() {}
|
||||
|
||||
void Read(Value &obj, Asset &r);
|
||||
};
|
||||
|
||||
|
|
|
@ -551,36 +551,10 @@ inline void BufferView::Read(Value &obj, Asset &r) {
|
|||
}
|
||||
|
||||
//
|
||||
// struct Accessor
|
||||
// struct BufferViewClient
|
||||
//
|
||||
|
||||
inline void Accessor::Read(Value &obj, Asset &r) {
|
||||
|
||||
if (Value *bufferViewVal = FindUInt(obj, "bufferView")) {
|
||||
bufferView = r.bufferViews.Retrieve(bufferViewVal->GetUint());
|
||||
}
|
||||
|
||||
byteOffset = MemberOrDefault(obj, "byteOffset", size_t(0));
|
||||
componentType = MemberOrDefault(obj, "componentType", ComponentType_BYTE);
|
||||
count = MemberOrDefault(obj, "count", size_t(0));
|
||||
|
||||
const char *typestr;
|
||||
type = ReadMember(obj, "type", typestr) ? AttribType::FromString(typestr) : AttribType::SCALAR;
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetNumComponents() {
|
||||
return AttribType::GetNumComponents(type);
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetBytesPerComponent() {
|
||||
return int(ComponentTypeSize(componentType));
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetElementSize() {
|
||||
return GetNumComponents() * GetBytesPerComponent();
|
||||
}
|
||||
|
||||
inline uint8_t *Accessor::GetPointer() {
|
||||
inline uint8_t *BufferViewClient::GetPointer() {
|
||||
if (!bufferView || !bufferView->buffer) return 0;
|
||||
uint8_t *basePtr = bufferView->buffer->GetPointer();
|
||||
if (!basePtr) return 0;
|
||||
|
@ -599,6 +573,76 @@ inline uint8_t *Accessor::GetPointer() {
|
|||
return basePtr + offset;
|
||||
}
|
||||
|
||||
inline void BufferViewClient::Read(Value &obj, Asset &r) {
|
||||
|
||||
if (Value *bufferViewVal = FindUInt(obj, "bufferView")) {
|
||||
bufferView = r.bufferViews.Retrieve(bufferViewVal->GetUint());
|
||||
}
|
||||
|
||||
byteOffset = MemberOrDefault(obj, "byteOffset", size_t(0));
|
||||
}
|
||||
|
||||
//
|
||||
// struct ComponentTypedBufferViewClient
|
||||
//
|
||||
|
||||
inline unsigned int ComponentTypedBufferViewClient::GetBytesPerComponent() {
|
||||
return int(ComponentTypeSize(componentType));
|
||||
}
|
||||
|
||||
inline void ComponentTypedBufferViewClient::Read(Value &obj, Asset &r) {
|
||||
|
||||
BufferViewClient::Read(obj, r);
|
||||
|
||||
componentType = MemberOrDefault(obj, "componentType", ComponentType_BYTE);
|
||||
}
|
||||
|
||||
//
|
||||
// struct Accessor
|
||||
//
|
||||
|
||||
inline uint8_t *Accessor::GetPointer() {
|
||||
if (!sparse) return BufferViewClient::GetPointer();
|
||||
|
||||
return sparse->data.data();
|
||||
}
|
||||
|
||||
inline void Accessor::Read(Value &obj, Asset &r) {
|
||||
|
||||
ComponentTypedBufferViewClient::Read(obj, r);
|
||||
|
||||
count = MemberOrDefault(obj, "count", size_t(0));
|
||||
|
||||
const char *typestr;
|
||||
type = ReadMember(obj, "type", typestr) ? AttribType::FromString(typestr) : AttribType::SCALAR;
|
||||
|
||||
if (Value *sparseValue = FindObject(obj, "sparse")) {
|
||||
sparse.reset(new Sparse);
|
||||
ReadMember(*sparseValue, "count", sparse->count);
|
||||
|
||||
if (Value *indicesValue = FindObject(*sparseValue, "indices")) {
|
||||
sparse->indices.Read(*indicesValue, r);
|
||||
}
|
||||
|
||||
if (Value *valuesValue = FindObject(*sparseValue, "values")) {
|
||||
sparse->values.Read(*valuesValue, r);
|
||||
}
|
||||
|
||||
const unsigned int elementSize = GetElementSize();
|
||||
const size_t dataSize = count * elementSize;
|
||||
sparse->PopulateData(dataSize, BufferViewClient::GetPointer());
|
||||
sparse->PatchData(elementSize);
|
||||
}
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetNumComponents() {
|
||||
return AttribType::GetNumComponents(type);
|
||||
}
|
||||
|
||||
inline unsigned int Accessor::GetElementSize() {
|
||||
return GetNumComponents() * GetBytesPerComponent();
|
||||
}
|
||||
|
||||
namespace {
|
||||
inline void CopyData(size_t count,
|
||||
const uint8_t *src, size_t src_stride,
|
||||
|
@ -635,7 +679,7 @@ void Accessor::ExtractData(T *&outData)
|
|||
const size_t targetElemSize = sizeof(T);
|
||||
ai_assert(elemSize <= targetElemSize);
|
||||
|
||||
ai_assert(count * stride <= bufferView->byteLength);
|
||||
ai_assert(count * stride <= (bufferView ? bufferView->byteLength : sparse->data.size()));
|
||||
|
||||
outData = new T[count];
|
||||
if (stride == elemSize && targetElemSize == elemSize) {
|
||||
|
@ -1002,7 +1046,7 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
|
|||
// Valid attribute semantics include POSITION, NORMAL, TANGENT
|
||||
int undPos = 0;
|
||||
Mesh::AccessorList *vec = 0;
|
||||
if (GetAttribTargetVector(prim, i, attr, vec, undPos)) {
|
||||
if (GetAttribTargetVector(prim, j, attr, vec, undPos)) {
|
||||
size_t idx = (attr[undPos] == '_') ? atoi(attr + undPos + 1) : 0;
|
||||
if ((*vec).size() <= idx) {
|
||||
(*vec).resize(idx + 1);
|
||||
|
@ -1067,10 +1111,10 @@ inline void Camera::Read(Value &obj, Asset & /*r*/) {
|
|||
cameraProperties.perspective.zfar = MemberOrDefault(*it, "zfar", 100.f);
|
||||
cameraProperties.perspective.znear = MemberOrDefault(*it, "znear", 0.01f);
|
||||
} else {
|
||||
cameraProperties.ortographic.xmag = MemberOrDefault(obj, "xmag", 1.f);
|
||||
cameraProperties.ortographic.ymag = MemberOrDefault(obj, "ymag", 1.f);
|
||||
cameraProperties.ortographic.zfar = MemberOrDefault(obj, "zfar", 100.f);
|
||||
cameraProperties.ortographic.znear = MemberOrDefault(obj, "znear", 0.01f);
|
||||
cameraProperties.ortographic.xmag = MemberOrDefault(*it, "xmag", 1.f);
|
||||
cameraProperties.ortographic.ymag = MemberOrDefault(*it, "ymag", 1.f);
|
||||
cameraProperties.ortographic.zfar = MemberOrDefault(*it, "zfar", 100.f);
|
||||
cameraProperties.ortographic.znear = MemberOrDefault(*it, "znear", 0.01f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -45,10 +45,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "CInterfaceIOWrapper.h"
|
||||
|
||||
namespace Assimp {
|
||||
namespace Assimp {
|
||||
|
||||
CIOStreamWrapper::~CIOStreamWrapper(void)
|
||||
{
|
||||
CIOStreamWrapper::~CIOStreamWrapper(void) {
|
||||
/* Various places depend on this destructor to close the file */
|
||||
if (mFile) {
|
||||
mIO->mFileSystem->CloseProc(mIO->mFileSystem, mFile);
|
||||
|
@ -57,28 +56,25 @@ CIOStreamWrapper::~CIOStreamWrapper(void)
|
|||
}
|
||||
|
||||
// ...................................................................
|
||||
size_t CIOStreamWrapper::Read(void* pvBuffer,
|
||||
size_t pSize,
|
||||
size_t pCount
|
||||
){
|
||||
size_t CIOStreamWrapper::Read(void *pvBuffer,
|
||||
size_t pSize,
|
||||
size_t pCount) {
|
||||
// need to typecast here as C has no void*
|
||||
return mFile->ReadProc(mFile,(char*)pvBuffer,pSize,pCount);
|
||||
return mFile->ReadProc(mFile, (char *)pvBuffer, pSize, pCount);
|
||||
}
|
||||
|
||||
// ...................................................................
|
||||
size_t CIOStreamWrapper::Write(const void* pvBuffer,
|
||||
size_t pSize,
|
||||
size_t pCount
|
||||
){
|
||||
size_t CIOStreamWrapper::Write(const void *pvBuffer,
|
||||
size_t pSize,
|
||||
size_t pCount) {
|
||||
// need to typecast here as C has no void*
|
||||
return mFile->WriteProc(mFile,(const char*)pvBuffer,pSize,pCount);
|
||||
return mFile->WriteProc(mFile, (const char *)pvBuffer, pSize, pCount);
|
||||
}
|
||||
|
||||
// ...................................................................
|
||||
aiReturn CIOStreamWrapper::Seek(size_t pOffset,
|
||||
aiOrigin pOrigin
|
||||
){
|
||||
return mFile->SeekProc(mFile,pOffset,pOrigin);
|
||||
aiOrigin pOrigin) {
|
||||
return mFile->SeekProc(mFile, pOffset, pOrigin);
|
||||
}
|
||||
|
||||
// ...................................................................
|
||||
|
@ -92,16 +88,16 @@ size_t CIOStreamWrapper::FileSize() const {
|
|||
}
|
||||
|
||||
// ...................................................................
|
||||
void CIOStreamWrapper::Flush () {
|
||||
void CIOStreamWrapper::Flush() {
|
||||
return mFile->FlushProc(mFile);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Custom IOStream implementation for the C-API
|
||||
bool CIOSystemWrapper::Exists( const char* pFile) const {
|
||||
aiFile* p = mFileSystem->OpenProc(mFileSystem,pFile,"rb");
|
||||
if (p){
|
||||
mFileSystem->CloseProc(mFileSystem,p);
|
||||
bool CIOSystemWrapper::Exists(const char *pFile) const {
|
||||
aiFile *p = mFileSystem->OpenProc(mFileSystem, pFile, "rb");
|
||||
if (p) {
|
||||
mFileSystem->CloseProc(mFileSystem, p);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -117,8 +113,8 @@ char CIOSystemWrapper::getOsSeparator() const {
|
|||
}
|
||||
|
||||
// ...................................................................
|
||||
IOStream* CIOSystemWrapper::Open(const char* pFile,const char* pMode) {
|
||||
aiFile* p = mFileSystem->OpenProc(mFileSystem,pFile,pMode);
|
||||
IOStream *CIOSystemWrapper::Open(const char *pFile, const char *pMode) {
|
||||
aiFile *p = mFileSystem->OpenProc(mFileSystem, pFile, pMode);
|
||||
if (!p) {
|
||||
return NULL;
|
||||
}
|
||||
|
@ -126,11 +122,11 @@ IOStream* CIOSystemWrapper::Open(const char* pFile,const char* pMode) {
|
|||
}
|
||||
|
||||
// ...................................................................
|
||||
void CIOSystemWrapper::Close( IOStream* pFile) {
|
||||
void CIOSystemWrapper::Close(IOStream *pFile) {
|
||||
if (!pFile) {
|
||||
return;
|
||||
}
|
||||
delete pFile;
|
||||
}
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -50,50 +48,47 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
|
||||
namespace Assimp {
|
||||
namespace Assimp {
|
||||
|
||||
class CIOSystemWrapper;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Custom IOStream implementation for the C-API
|
||||
class CIOStreamWrapper : public IOStream
|
||||
{
|
||||
class CIOStreamWrapper : public IOStream {
|
||||
public:
|
||||
explicit CIOStreamWrapper(aiFile* pFile, CIOSystemWrapper* io)
|
||||
: mFile(pFile),
|
||||
mIO(io)
|
||||
{}
|
||||
explicit CIOStreamWrapper(aiFile *pFile, CIOSystemWrapper *io) :
|
||||
mFile(pFile),
|
||||
mIO(io) {}
|
||||
~CIOStreamWrapper(void);
|
||||
|
||||
size_t Read(void* pvBuffer, size_t pSize, size_t pCount);
|
||||
size_t Write(const void* pvBuffer, size_t pSize, size_t pCount);
|
||||
size_t Read(void *pvBuffer, size_t pSize, size_t pCount);
|
||||
size_t Write(const void *pvBuffer, size_t pSize, size_t pCount);
|
||||
aiReturn Seek(size_t pOffset, aiOrigin pOrigin);
|
||||
size_t Tell(void) const;
|
||||
size_t FileSize() const;
|
||||
void Flush();
|
||||
|
||||
private:
|
||||
aiFile* mFile;
|
||||
CIOSystemWrapper* mIO;
|
||||
aiFile *mFile;
|
||||
CIOSystemWrapper *mIO;
|
||||
};
|
||||
|
||||
class CIOSystemWrapper : public IOSystem
|
||||
{
|
||||
class CIOSystemWrapper : public IOSystem {
|
||||
friend class CIOStreamWrapper;
|
||||
public:
|
||||
explicit CIOSystemWrapper(aiFileIO* pFile)
|
||||
: mFileSystem(pFile)
|
||||
{}
|
||||
|
||||
bool Exists( const char* pFile) const;
|
||||
public:
|
||||
explicit CIOSystemWrapper(aiFileIO *pFile) :
|
||||
mFileSystem(pFile) {}
|
||||
|
||||
bool Exists(const char *pFile) const;
|
||||
char getOsSeparator() const;
|
||||
IOStream* Open(const char* pFile,const char* pMode = "rb");
|
||||
void Close( IOStream* pFile);
|
||||
IOStream *Open(const char *pFile, const char *pMode = "rb");
|
||||
void Close(IOStream *pFile);
|
||||
|
||||
private:
|
||||
aiFileIO* mFileSystem;
|
||||
aiFileIO *mFileSystem;
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -66,6 +66,7 @@ SET( PUBLIC_HEADERS
|
|||
${HEADER_PATH}/color4.h
|
||||
${HEADER_PATH}/color4.inl
|
||||
${CMAKE_CURRENT_BINARY_DIR}/../include/assimp/config.h
|
||||
${HEADER_PATH}/ColladaMetaData.h
|
||||
${HEADER_PATH}/commonMetaData.h
|
||||
${HEADER_PATH}/defs.h
|
||||
${HEADER_PATH}/Defines.h
|
||||
|
@ -1232,7 +1233,7 @@ if (APPLE)
|
|||
# add ./Compiler/*.h to assimp.framework via copy command
|
||||
ADD_CUSTOM_COMMAND(TARGET assimp POST_BUILD
|
||||
COMMAND "${CMAKE_COMMAND}" -E copy_directory
|
||||
"../${HEADER_PATH}/Compiler"
|
||||
"${HEADER_PATH}/Compiler"
|
||||
assimp.framework/Headers/Compiler
|
||||
COMMENT "Copying public ./Compiler/ header files to framework bundle's Headers/Compiler/")
|
||||
ENDIF()
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
|
|
@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <limits>
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include <assimp/Exceptional.h>
|
||||
#include <set>
|
||||
|
||||
using namespace Assimp;
|
||||
using namespace Assimp::Formatter;
|
||||
|
@ -172,7 +173,15 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
const aiBone* bone = pMesh->mBones[a];
|
||||
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
|
||||
{
|
||||
vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
|
||||
if (bone->mWeights[b].mWeight > 0.0f)
|
||||
{
|
||||
int vertexId = bone->mWeights[b].mVertexId;
|
||||
vertexBones[vertexId].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
|
||||
if (vertexBones[vertexId].size() > mMaxBoneCount)
|
||||
{
|
||||
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -188,9 +197,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
subMeshFaces.reserve( pMesh->mNumFaces);
|
||||
// accumulated vertex count of all the faces in this submesh
|
||||
unsigned int numSubMeshVertices = 0;
|
||||
// a small local array of new bones for the current face. State of all used bones for that face
|
||||
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
|
||||
std::vector<unsigned int> newBonesAtCurrentFace;
|
||||
|
||||
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
|
||||
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
|
||||
|
@ -200,33 +206,25 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
{
|
||||
continue;
|
||||
}
|
||||
// a small local set of new bones for the current face. State of all used bones for that face
|
||||
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
|
||||
std::set<unsigned int> newBonesAtCurrentFace;
|
||||
|
||||
const aiFace& face = pMesh->mFaces[a];
|
||||
// check every vertex if its bones would still fit into the current submesh
|
||||
for( unsigned int b = 0; b < face.mNumIndices; ++b )
|
||||
{
|
||||
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
|
||||
for( unsigned int c = 0; c < vb.size(); ++c)
|
||||
const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
|
||||
for( unsigned int c = 0; c < vb.size(); ++c)
|
||||
{
|
||||
unsigned int boneIndex = vb[c].first;
|
||||
if( !isBoneUsed[boneIndex] )
|
||||
{
|
||||
unsigned int boneIndex = vb[c].first;
|
||||
// if the bone is already used in this submesh, it's ok
|
||||
if( isBoneUsed[boneIndex] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// if it's not used, yet, we would need to add it. Store its bone index
|
||||
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
|
||||
{
|
||||
newBonesAtCurrentFace.push_back( boneIndex);
|
||||
}
|
||||
newBonesAtCurrentFace.insert(boneIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (newBonesAtCurrentFace.size() > mMaxBoneCount)
|
||||
{
|
||||
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
|
||||
}
|
||||
// leave out the face if the new bones required for this face don't fit the bone count limit anymore
|
||||
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
|
||||
{
|
||||
|
@ -234,17 +232,13 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
|||
}
|
||||
|
||||
// mark all new bones as necessary
|
||||
while( !newBonesAtCurrentFace.empty() )
|
||||
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
|
||||
{
|
||||
unsigned int newIndex = newBonesAtCurrentFace.back();
|
||||
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
|
||||
if( isBoneUsed[newIndex] )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
isBoneUsed[newIndex] = true;
|
||||
if (!isBoneUsed[*it])
|
||||
{
|
||||
isBoneUsed[*it] = true;
|
||||
numBones++;
|
||||
}
|
||||
}
|
||||
|
||||
// store the face index and the vertex count
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
Copyright (c) 2013 Khaled Mammou - Advanced Micro Devices, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
==================
|
||||
==================
|
||||
INSTALLATION GUIDE
|
||||
==================
|
||||
|
||||
|
|
|
@ -196,10 +196,7 @@ if(MINGW)
|
|||
set(ZLIB_DLL_SRCS ${CMAKE_CURRENT_BINARY_DIR}/zlib1rc.obj)
|
||||
endif(MINGW)
|
||||
|
||||
add_library(zlib SHARED ${ZLIB_SRCS} ${ZLIB_ASMS} ${ZLIB_DLL_SRCS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
|
||||
add_library(zlibstatic STATIC ${ZLIB_SRCS} ${ZLIB_ASMS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
|
||||
set_target_properties(zlib PROPERTIES DEFINE_SYMBOL ZLIB_DLL)
|
||||
set_target_properties(zlib PROPERTIES SOVERSION 1)
|
||||
|
||||
INSTALL( TARGETS zlibstatic
|
||||
LIBRARY DESTINATION ${ASSIMP_LIB_INSTALL_DIR}
|
||||
|
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -40,30 +38,19 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
|
||||
#pragma once
|
||||
extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t dataSize) {
|
||||
aiLogStream stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
Importer importer;
|
||||
const aiScene *sc = importer.ReadFileFromMemory(data, dataSize,
|
||||
aiProcessPreset_TargetRealtime_Quality, nullptr );
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
aiDetachLogStream(&stream);
|
||||
|
||||
namespace Assimp {
|
||||
namespace StepFile {
|
||||
|
||||
class StepFileImporter : public BaseImporter {
|
||||
public:
|
||||
StepFileImporter();
|
||||
~StepFileImporter();
|
||||
bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
|
||||
const aiImporterDesc* GetInfo() const override;
|
||||
|
||||
protected:
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler ) override;
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
} // Namespace StepFile
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_STEP_IMPORTER
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file ColladaMetaData.h
|
||||
* Declares common metadata constants used by Collada files
|
||||
*/
|
||||
#pragma once
|
||||
#ifndef AI_COLLADAMETADATA_H_INC
|
||||
#define AI_COLLADAMETADATA_H_INC
|
||||
|
||||
#define AI_METADATA_COLLADA_ID "Collada_id"
|
||||
#define AI_METADATA_COLLADA_SID "Collada_sid"
|
||||
|
||||
#endif
|
|
@ -1030,10 +1030,10 @@ enum aiComponent
|
|||
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specifies whether the Collada loader should use Collada names as node names.
|
||||
/** @brief Specifies whether the Collada loader should use Collada names.
|
||||
*
|
||||
* If this property is set to true, the Collada names will be used as the
|
||||
* node name. The default is to use the id tag (resp. sid tag, if no id tag is present)
|
||||
* If this property is set to true, the Collada names will be used as the node and
|
||||
* mesh names. The default is to use the id tag (resp. sid tag, if no id tag is present)
|
||||
* instead.
|
||||
* Property type: Bool. Default value: false.
|
||||
*/
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
|
|
@ -4,5 +4,3 @@ http://assimp.sourceforge.net
|
|||
|
||||
Sourceforge.net project page:
|
||||
http://www.sourceforge.net/projects/assimp
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// ---------------------------------------------------------------------------
|
||||
// ---------------------------------------------------------------------------
|
||||
// Simple Assimp Directx11 Sample
|
||||
// This is a very basic sample and only reads diffuse texture
|
||||
// but this can load both embedded textures in fbx and non-embedded textures
|
||||
|
|
|
@ -41,16 +41,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "AbstractImportExportBase.h"
|
||||
#include "UnitTestPCH.h"
|
||||
|
||||
#include <assimp/ColladaMetaData.h>
|
||||
#include <assimp/commonMetaData.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/Importer.hpp>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
class utColladaImportExport : public AbstractImportExportBase {
|
||||
public:
|
||||
virtual bool importerTest() {
|
||||
virtual bool importerTest() final {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
|
||||
if (scene == nullptr)
|
||||
|
@ -80,15 +82,201 @@ public:
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
typedef std::pair<std::string, std::string> IdNameString;
|
||||
typedef std::map<std::string, std::string> IdNameMap;
|
||||
|
||||
template <typename T>
|
||||
static inline IdNameString GetColladaIdName(const T *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(T).name() << "@" << index;
|
||||
if (item->mMetaData) {
|
||||
aiString aiStr;
|
||||
if (item->mMetaData->Get(AI_METADATA_COLLADA_ID, aiStr))
|
||||
return std::make_pair(std::string(aiStr.C_Str()), stream.str());
|
||||
}
|
||||
return std::make_pair(std::string(), stream.str());
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static inline IdNameString GetItemIdName(const T *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(T).name() << "@" << index;
|
||||
return std::make_pair(std::string(item->mName.C_Str()), stream.str());
|
||||
}
|
||||
|
||||
// Specialisations
|
||||
static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(aiMaterial).name() << "@" << index;
|
||||
return std::make_pair(std::string(item->GetName().C_Str()), stream.str());
|
||||
}
|
||||
|
||||
static inline IdNameString GetItemIdName(aiTexture *item, size_t index) {
|
||||
std::ostringstream stream;
|
||||
stream << typeid(aiTexture).name() << "@" << index;
|
||||
return std::make_pair(std::string(item->mFilename.C_Str()), stream.str());
|
||||
}
|
||||
|
||||
static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) {
|
||||
const auto result = itemIdMap.insert(namePair);
|
||||
EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) {
|
||||
for (size_t idx = 0; idx < itemCount; ++idx) {
|
||||
IdNameString namePair = GetItemIdName(itemArray[idx], idx);
|
||||
ReportDuplicate(itemIdMap, namePair, typeid(T).name());
|
||||
}
|
||||
}
|
||||
|
||||
static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) {
|
||||
IdNameString namePair = GetItemIdName(parent, index);
|
||||
ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name());
|
||||
|
||||
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
|
||||
CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void CheckNodeIdNames(IdNameMap &nodeIdMap, IdNameMap &nodeNameMap, const aiNode *parent, size_t index) {
|
||||
IdNameString namePair = GetItemIdName(parent, index);
|
||||
const auto result = nodeNameMap.insert(namePair);
|
||||
IdNameString idPair = GetColladaIdName(parent, index);
|
||||
ReportDuplicate(nodeIdMap, idPair, typeid(aiNode).name());
|
||||
|
||||
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
|
||||
CheckNodeIdNames(nodeIdMap, nodeNameMap, parent->mChildren[idx], idx);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void SetAllNodeNames(const aiString &newName, aiNode *node) {
|
||||
node->mName = newName;
|
||||
for (size_t idx = 0; idx < node->mNumChildren; ++idx) {
|
||||
SetAllNodeNames(newName, node->mChildren[idx]);
|
||||
}
|
||||
}
|
||||
|
||||
void ImportAndCheckIds(const char *file, const aiScene *origScene) {
|
||||
// Import the Collada using the 'default' where aiNode and aiMesh names are the Collada ids
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
|
||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
|
||||
EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
|
||||
|
||||
// Check the ids are unique
|
||||
IdNameMap itemIdMap;
|
||||
// Recurse the Nodes
|
||||
CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
|
||||
// Check the lists
|
||||
CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
|
||||
// The remaining will come in using the name, which may not be unique
|
||||
// Check we have the right number
|
||||
EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
|
||||
EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
|
||||
EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
|
||||
EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
|
||||
EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
|
||||
}
|
||||
|
||||
void ImportAsNames(const char *file, const aiScene *origScene) {
|
||||
// Import the Collada but using the user-visible names for aiNode and aiMesh
|
||||
// Note that this mode may not support bones or animations
|
||||
Assimp::Importer importer;
|
||||
importer.SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1);
|
||||
|
||||
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
|
||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
|
||||
EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;
|
||||
|
||||
// Check the node ids are unique but the node names are not
|
||||
IdNameMap nodeIdMap;
|
||||
IdNameMap nodeNameMap;
|
||||
// Recurse the Nodes
|
||||
CheckNodeIdNames(nodeIdMap, nodeNameMap, scene->mRootNode, 0);
|
||||
|
||||
// nodeNameMap should have fewer than nodeIdMap
|
||||
EXPECT_LT(nodeNameMap.size(), nodeIdMap.size()) << "Some nodes should have the same names";
|
||||
// Check the counts haven't changed
|
||||
EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
|
||||
EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
|
||||
EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
|
||||
EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
|
||||
EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
|
||||
}
|
||||
};
|
||||
|
||||
TEST_F(utColladaImportExport, importBlenFromFileTest) {
|
||||
TEST_F(utColladaImportExport, importDaeFromFileTest) {
|
||||
EXPECT_TRUE(importerTest());
|
||||
}
|
||||
|
||||
TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
|
||||
Assimp::Importer importer;
|
||||
Assimp::Exporter exporter;
|
||||
const char *outFileEmpty = "exportMeshIdTest_empty_out.dae";
|
||||
const char *outFileNamed = "exportMeshIdTest_named_out.dae";
|
||||
|
||||
// Load a sample file containing multiple meshes
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/teapots.DAE", aiProcess_ValidateDataStructure);
|
||||
|
||||
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
|
||||
ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
|
||||
|
||||
// Clear all the names
|
||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
||||
scene->mMeshes[idx]->mName.Clear();
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
|
||||
scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME);
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
|
||||
scene->mAnimations[idx]->mName.Clear();
|
||||
}
|
||||
// Can't clear texture names
|
||||
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
|
||||
scene->mLights[idx]->mName.Clear();
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
|
||||
scene->mCameras[idx]->mName.Clear();
|
||||
}
|
||||
|
||||
SetAllNodeNames(aiString(), scene->mRootNode);
|
||||
|
||||
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
|
||||
|
||||
ImportAndCheckIds(outFileEmpty, scene);
|
||||
|
||||
// Force everything to have the same non-empty name
|
||||
aiString testName("test_name");
|
||||
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
|
||||
scene->mMeshes[idx]->mName = testName;
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
|
||||
scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME);
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
|
||||
scene->mAnimations[idx]->mName = testName;
|
||||
}
|
||||
// Can't clear texture names
|
||||
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
|
||||
scene->mLights[idx]->mName = testName;
|
||||
}
|
||||
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
|
||||
scene->mCameras[idx]->mName = testName;
|
||||
}
|
||||
|
||||
SetAllNodeNames(testName, scene->mRootNode);
|
||||
|
||||
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
|
||||
|
||||
ImportAndCheckIds(outFileNamed, scene);
|
||||
ImportAsNames(outFileNamed, scene);
|
||||
}
|
||||
|
||||
class utColladaZaeImportExport : public AbstractImportExportBase {
|
||||
public:
|
||||
virtual bool importerTest() {
|
||||
virtual bool importerTest() final {
|
||||
{
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure);
|
||||
|
|
|
@ -65,8 +65,7 @@ void TriangulateProcessTest::SetUp() {
|
|||
pcMesh->mFaces = new aiFace[1000];
|
||||
pcMesh->mVertices = new aiVector3D[10000];
|
||||
|
||||
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE |
|
||||
aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
|
||||
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
|
||||
|
||||
for (unsigned int m = 0, t = 0, q = 4; m < 1000; ++m) {
|
||||
++t;
|
||||
|
|
|
@ -47,10 +47,11 @@ using namespace AssimpView;
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor on a given animation.
|
||||
AnimEvaluator::AnimEvaluator( const aiAnimation *pAnim )
|
||||
: mAnim(pAnim)
|
||||
, mLastTime(0.0) {
|
||||
mLastPositions.resize( pAnim->mNumChannels, std::make_tuple( 0, 0, 0));
|
||||
AnimEvaluator::AnimEvaluator(const aiAnimation *pAnim) :
|
||||
mAnim(pAnim),
|
||||
mLastTime(0.0) {
|
||||
ai_assert(nullptr != pAnim);
|
||||
mLastPositions.resize(pAnim->mNumChannels, std::make_tuple(0, 0, 0));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -61,7 +62,7 @@ AnimEvaluator::~AnimEvaluator() {
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Evaluates the animation tracks for a given time stamp.
|
||||
void AnimEvaluator::Evaluate( double pTime ) {
|
||||
void AnimEvaluator::Evaluate(double pTime) {
|
||||
// extract ticks per second. Assume default value if not given
|
||||
double ticksPerSecond = mAnim->mTicksPerSecond != 0.0 ? mAnim->mTicksPerSecond : 25.0;
|
||||
// every following time calculation happens in ticks
|
||||
|
@ -78,16 +79,16 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
}
|
||||
|
||||
// calculate the transformations for each animation channel
|
||||
for( unsigned int a = 0; a < mAnim->mNumChannels; ++a ) {
|
||||
const aiNodeAnim* channel = mAnim->mChannels[a];
|
||||
for (unsigned int a = 0; a < mAnim->mNumChannels; ++a) {
|
||||
const aiNodeAnim *channel = mAnim->mChannels[a];
|
||||
|
||||
// ******** Position *****
|
||||
aiVector3D presentPosition( 0, 0, 0);
|
||||
if( channel->mNumPositionKeys > 0) {
|
||||
aiVector3D presentPosition(0, 0, 0);
|
||||
if (channel->mNumPositionKeys > 0) {
|
||||
// Look for present frame number. Search from last position if time is after the last time, else from beginning
|
||||
// Should be much quicker than always looking from start for the average use case.
|
||||
unsigned int frame = (time >= mLastTime) ? std::get<0>(mLastPositions[a]) : 0;
|
||||
while( frame < channel->mNumPositionKeys - 1) {
|
||||
while (frame < channel->mNumPositionKeys - 1) {
|
||||
if (time < channel->mPositionKeys[frame + 1].mTime) {
|
||||
break;
|
||||
}
|
||||
|
@ -96,14 +97,14 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
|
||||
// interpolate between this frame's value and next frame's value
|
||||
unsigned int nextFrame = (frame + 1) % channel->mNumPositionKeys;
|
||||
const aiVectorKey& key = channel->mPositionKeys[frame];
|
||||
const aiVectorKey& nextKey = channel->mPositionKeys[nextFrame];
|
||||
const aiVectorKey &key = channel->mPositionKeys[frame];
|
||||
const aiVectorKey &nextKey = channel->mPositionKeys[nextFrame];
|
||||
double diffTime = nextKey.mTime - key.mTime;
|
||||
if (diffTime < 0.0) {
|
||||
diffTime += mAnim->mDuration;
|
||||
}
|
||||
if( diffTime > 0) {
|
||||
float factor = float( (time - key.mTime) / diffTime);
|
||||
if (diffTime > 0) {
|
||||
float factor = float((time - key.mTime) / diffTime);
|
||||
presentPosition = key.mValue + (nextKey.mValue - key.mValue) * factor;
|
||||
} else {
|
||||
presentPosition = key.mValue;
|
||||
|
@ -113,10 +114,10 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
}
|
||||
|
||||
// ******** Rotation *********
|
||||
aiQuaternion presentRotation( 1, 0, 0, 0);
|
||||
if( channel->mNumRotationKeys > 0) {
|
||||
aiQuaternion presentRotation(1, 0, 0, 0);
|
||||
if (channel->mNumRotationKeys > 0) {
|
||||
unsigned int frame = (time >= mLastTime) ? std::get<1>(mLastPositions[a]) : 0;
|
||||
while( frame < channel->mNumRotationKeys - 1) {
|
||||
while (frame < channel->mNumRotationKeys - 1) {
|
||||
if (time < channel->mRotationKeys[frame + 1].mTime) {
|
||||
break;
|
||||
}
|
||||
|
@ -125,15 +126,15 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
|
||||
// interpolate between this frame's value and next frame's value
|
||||
unsigned int nextFrame = (frame + 1) % channel->mNumRotationKeys;
|
||||
const aiQuatKey& key = channel->mRotationKeys[frame];
|
||||
const aiQuatKey& nextKey = channel->mRotationKeys[nextFrame];
|
||||
const aiQuatKey &key = channel->mRotationKeys[frame];
|
||||
const aiQuatKey &nextKey = channel->mRotationKeys[nextFrame];
|
||||
double diffTime = nextKey.mTime - key.mTime;
|
||||
if (diffTime < 0.0) {
|
||||
diffTime += mAnim->mDuration;
|
||||
}
|
||||
if( diffTime > 0) {
|
||||
float factor = float( (time - key.mTime) / diffTime);
|
||||
aiQuaternion::Interpolate( presentRotation, key.mValue, nextKey.mValue, factor);
|
||||
if (diffTime > 0) {
|
||||
float factor = float((time - key.mTime) / diffTime);
|
||||
aiQuaternion::Interpolate(presentRotation, key.mValue, nextKey.mValue, factor);
|
||||
} else {
|
||||
presentRotation = key.mValue;
|
||||
}
|
||||
|
@ -142,10 +143,10 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
}
|
||||
|
||||
// ******** Scaling **********
|
||||
aiVector3D presentScaling( 1, 1, 1);
|
||||
if( channel->mNumScalingKeys > 0) {
|
||||
aiVector3D presentScaling(1, 1, 1);
|
||||
if (channel->mNumScalingKeys > 0) {
|
||||
unsigned int frame = (time >= mLastTime) ? std::get<2>(mLastPositions[a]) : 0;
|
||||
while( frame < channel->mNumScalingKeys - 1) {
|
||||
while (frame < channel->mNumScalingKeys - 1) {
|
||||
if (time < channel->mScalingKeys[frame + 1].mTime) {
|
||||
break;
|
||||
}
|
||||
|
@ -158,12 +159,20 @@ void AnimEvaluator::Evaluate( double pTime ) {
|
|||
}
|
||||
|
||||
// build a transformation matrix from it
|
||||
aiMatrix4x4& mat = mTransforms[a];
|
||||
mat = aiMatrix4x4( presentRotation.GetMatrix());
|
||||
mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x;
|
||||
mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
|
||||
mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
|
||||
mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
|
||||
aiMatrix4x4 &mat = mTransforms[a];
|
||||
mat = aiMatrix4x4(presentRotation.GetMatrix());
|
||||
mat.a1 *= presentScaling.x;
|
||||
mat.b1 *= presentScaling.x;
|
||||
mat.c1 *= presentScaling.x;
|
||||
mat.a2 *= presentScaling.y;
|
||||
mat.b2 *= presentScaling.y;
|
||||
mat.c2 *= presentScaling.y;
|
||||
mat.a3 *= presentScaling.z;
|
||||
mat.b3 *= presentScaling.z;
|
||||
mat.c3 *= presentScaling.z;
|
||||
mat.a4 = presentPosition.x;
|
||||
mat.b4 = presentPosition.y;
|
||||
mat.c4 = presentPosition.z;
|
||||
}
|
||||
|
||||
mLastTime = time;
|
||||
|
|
|
@ -58,7 +58,7 @@ public:
|
|||
/// the object.
|
||||
/// @param pAnim The animation to calculate poses for. Ownership of the animation object stays
|
||||
/// at the caller, the evaluator just keeps a reference to it as long as it persists.
|
||||
AnimEvaluator( const aiAnimation* pAnim);
|
||||
AnimEvaluator(const aiAnimation *pAnim);
|
||||
|
||||
/// @brief The class destructor.
|
||||
~AnimEvaluator();
|
||||
|
@ -68,16 +68,16 @@ public:
|
|||
* @param pTime The time for which you want to evaluate the animation, in seconds. Will be mapped into the animation cycle, so
|
||||
* it can be an arbitrary value. Best use with ever-increasing time stamps.
|
||||
*/
|
||||
void Evaluate( double pTime);
|
||||
void Evaluate(double pTime);
|
||||
|
||||
/** Returns the transform matrices calculated at the last Evaluate() call. The array matches the mChannels array of
|
||||
* the aiAnimation. */
|
||||
const std::vector<aiMatrix4x4>& GetTransformations() const { return mTransforms; }
|
||||
const std::vector<aiMatrix4x4> &GetTransformations() const { return mTransforms; }
|
||||
|
||||
protected:
|
||||
const aiAnimation* mAnim;
|
||||
const aiAnimation *mAnim;
|
||||
double mLastTime;
|
||||
std::vector<std::tuple<unsigned int, unsigned int, unsigned int> > mLastPositions;
|
||||
std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> mLastPositions;
|
||||
std::vector<aiMatrix4x4> mTransforms;
|
||||
};
|
||||
|
||||
|
|
|
@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
#if (!defined AV_ASSET_HELPER_H_INCLUDED)
|
||||
#define AV_ASSET_HELPER_H_INCLUDED
|
||||
|
||||
|
@ -51,200 +50,187 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
namespace AssimpView {
|
||||
|
||||
class SceneAnimator;
|
||||
class SceneAnimator;
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
/** \brief Class to wrap ASSIMP's asset output structures
|
||||
//-------------------------------------------------------------------------------
|
||||
/** \brief Class to wrap ASSIMP's asset output structures
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class AssetHelper
|
||||
{
|
||||
public:
|
||||
enum
|
||||
{
|
||||
// the original normal set will be used
|
||||
ORIGINAL = 0x0u,
|
||||
//-------------------------------------------------------------------------------
|
||||
class AssetHelper {
|
||||
public:
|
||||
enum {
|
||||
// the original normal set will be used
|
||||
ORIGINAL = 0x0u,
|
||||
|
||||
// a smoothed normal set will be used
|
||||
SMOOTH = 0x1u,
|
||||
// a smoothed normal set will be used
|
||||
SMOOTH = 0x1u,
|
||||
|
||||
// a hard normal set will be used
|
||||
HARD = 0x2u,
|
||||
};
|
||||
// a hard normal set will be used
|
||||
HARD = 0x2u,
|
||||
};
|
||||
|
||||
// default constructor
|
||||
AssetHelper()
|
||||
: iNormalSet( ORIGINAL )
|
||||
{
|
||||
mAnimator = NULL;
|
||||
apcMeshes = NULL;
|
||||
pcScene = NULL;
|
||||
// default constructor
|
||||
AssetHelper() :
|
||||
iNormalSet(ORIGINAL) {
|
||||
mAnimator = NULL;
|
||||
apcMeshes = NULL;
|
||||
pcScene = NULL;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// default vertex data structure
|
||||
// (even if tangents, bitangents or normals aren't
|
||||
// required by the shader they will be committed to the GPU)
|
||||
//---------------------------------------------------------------
|
||||
struct Vertex {
|
||||
aiVector3D vPosition;
|
||||
aiVector3D vNormal;
|
||||
|
||||
D3DCOLOR dColorDiffuse;
|
||||
aiVector3D vTangent;
|
||||
aiVector3D vBitangent;
|
||||
aiVector2D vTextureUV;
|
||||
aiVector2D vTextureUV2;
|
||||
unsigned char mBoneIndices[4];
|
||||
unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
|
||||
|
||||
/** Returns the vertex declaration elements to create a declaration from. */
|
||||
static D3DVERTEXELEMENT9 *GetDeclarationElements() {
|
||||
static D3DVERTEXELEMENT9 decl[] = {
|
||||
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
|
||||
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
|
||||
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
|
||||
{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
|
||||
{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
|
||||
{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
|
||||
{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
|
||||
{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
|
||||
{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
|
||||
D3DDECL_END()
|
||||
};
|
||||
|
||||
return decl;
|
||||
}
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// default vertex data structure
|
||||
// (even if tangents, bitangents or normals aren't
|
||||
// required by the shader they will be committed to the GPU)
|
||||
//---------------------------------------------------------------
|
||||
struct Vertex
|
||||
{
|
||||
aiVector3D vPosition;
|
||||
aiVector3D vNormal;
|
||||
//---------------------------------------------------------------
|
||||
// FVF vertex structure used for normals
|
||||
//---------------------------------------------------------------
|
||||
struct LineVertex {
|
||||
aiVector3D vPosition;
|
||||
DWORD dColorDiffuse;
|
||||
|
||||
D3DCOLOR dColorDiffuse;
|
||||
aiVector3D vTangent;
|
||||
aiVector3D vBitangent;
|
||||
aiVector2D vTextureUV;
|
||||
aiVector2D vTextureUV2;
|
||||
unsigned char mBoneIndices[ 4 ];
|
||||
unsigned char mBoneWeights[ 4 ]; // last Weight not used, calculated inside the vertex shader
|
||||
// retrieves the FVF code of the vertex type
|
||||
static DWORD GetFVF() {
|
||||
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
|
||||
}
|
||||
};
|
||||
|
||||
/** Returns the vertex declaration elements to create a declaration from. */
|
||||
static D3DVERTEXELEMENT9* GetDeclarationElements()
|
||||
{
|
||||
static D3DVERTEXELEMENT9 decl[] =
|
||||
{
|
||||
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
|
||||
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
|
||||
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
|
||||
{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
|
||||
{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
|
||||
{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
|
||||
{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
|
||||
{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
|
||||
{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
|
||||
D3DDECL_END()
|
||||
};
|
||||
|
||||
return decl;
|
||||
}
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// FVF vertex structure used for normals
|
||||
//---------------------------------------------------------------
|
||||
struct LineVertex
|
||||
{
|
||||
aiVector3D vPosition;
|
||||
DWORD dColorDiffuse;
|
||||
|
||||
// retrieves the FVF code of the vertex type
|
||||
static DWORD GetFVF()
|
||||
{
|
||||
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
|
||||
}
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Helper class to store GPU related resources created for
|
||||
// a given aiMesh
|
||||
//---------------------------------------------------------------
|
||||
class MeshHelper
|
||||
{
|
||||
public:
|
||||
|
||||
MeshHelper()
|
||||
:
|
||||
//---------------------------------------------------------------
|
||||
// Helper class to store GPU related resources created for
|
||||
// a given aiMesh
|
||||
//---------------------------------------------------------------
|
||||
class MeshHelper {
|
||||
public:
|
||||
MeshHelper() :
|
||||
eShadingMode(),
|
||||
piVB( NULL ),
|
||||
piIB( NULL ),
|
||||
piVBNormals( NULL ),
|
||||
piEffect( NULL ),
|
||||
bSharedFX( false ),
|
||||
piDiffuseTexture( NULL ),
|
||||
piSpecularTexture( NULL ),
|
||||
piAmbientTexture( NULL ),
|
||||
piEmissiveTexture( NULL ),
|
||||
piNormalTexture( NULL ),
|
||||
piOpacityTexture( NULL ),
|
||||
piShininessTexture( NULL ),
|
||||
piLightmapTexture( NULL ),
|
||||
piVB(NULL),
|
||||
piIB(NULL),
|
||||
piVBNormals(NULL),
|
||||
piEffect(NULL),
|
||||
bSharedFX(false),
|
||||
piDiffuseTexture(NULL),
|
||||
piSpecularTexture(NULL),
|
||||
piAmbientTexture(NULL),
|
||||
piEmissiveTexture(NULL),
|
||||
piNormalTexture(NULL),
|
||||
piOpacityTexture(NULL),
|
||||
piShininessTexture(NULL),
|
||||
piLightmapTexture(NULL),
|
||||
fOpacity(),
|
||||
fShininess(),
|
||||
fSpecularStrength(),
|
||||
twosided( false ),
|
||||
pvOriginalNormals( NULL )
|
||||
{}
|
||||
twosided(false),
|
||||
pvOriginalNormals(NULL) {}
|
||||
|
||||
~MeshHelper()
|
||||
{
|
||||
// NOTE: This is done in DeleteAssetData()
|
||||
// TODO: Make this a proper d'tor
|
||||
}
|
||||
~MeshHelper() {
|
||||
// NOTE: This is done in DeleteAssetData()
|
||||
// TODO: Make this a proper d'tor
|
||||
}
|
||||
|
||||
// shading mode to use. Either Lambert or otherwise phong
|
||||
// will be used in every case
|
||||
aiShadingMode eShadingMode;
|
||||
// shading mode to use. Either Lambert or otherwise phong
|
||||
// will be used in every case
|
||||
aiShadingMode eShadingMode;
|
||||
|
||||
// vertex buffer
|
||||
IDirect3DVertexBuffer9* piVB;
|
||||
// vertex buffer
|
||||
IDirect3DVertexBuffer9 *piVB;
|
||||
|
||||
// index buffer. For partially transparent meshes
|
||||
// created with dynamic usage to be able to update
|
||||
// the buffer contents quickly
|
||||
IDirect3DIndexBuffer9* piIB;
|
||||
// index buffer. For partially transparent meshes
|
||||
// created with dynamic usage to be able to update
|
||||
// the buffer contents quickly
|
||||
IDirect3DIndexBuffer9 *piIB;
|
||||
|
||||
// vertex buffer to be used to draw vertex normals
|
||||
// (vertex normals are generated in every case)
|
||||
IDirect3DVertexBuffer9* piVBNormals;
|
||||
// vertex buffer to be used to draw vertex normals
|
||||
// (vertex normals are generated in every case)
|
||||
IDirect3DVertexBuffer9 *piVBNormals;
|
||||
|
||||
// shader to be used
|
||||
ID3DXEffect* piEffect;
|
||||
bool bSharedFX;
|
||||
// shader to be used
|
||||
ID3DXEffect *piEffect;
|
||||
bool bSharedFX;
|
||||
|
||||
// material textures
|
||||
IDirect3DTexture9* piDiffuseTexture;
|
||||
IDirect3DTexture9* piSpecularTexture;
|
||||
IDirect3DTexture9* piAmbientTexture;
|
||||
IDirect3DTexture9* piEmissiveTexture;
|
||||
IDirect3DTexture9* piNormalTexture;
|
||||
IDirect3DTexture9* piOpacityTexture;
|
||||
IDirect3DTexture9* piShininessTexture;
|
||||
IDirect3DTexture9* piLightmapTexture;
|
||||
// material textures
|
||||
IDirect3DTexture9 *piDiffuseTexture;
|
||||
IDirect3DTexture9 *piSpecularTexture;
|
||||
IDirect3DTexture9 *piAmbientTexture;
|
||||
IDirect3DTexture9 *piEmissiveTexture;
|
||||
IDirect3DTexture9 *piNormalTexture;
|
||||
IDirect3DTexture9 *piOpacityTexture;
|
||||
IDirect3DTexture9 *piShininessTexture;
|
||||
IDirect3DTexture9 *piLightmapTexture;
|
||||
|
||||
// material colors
|
||||
D3DXVECTOR4 vDiffuseColor;
|
||||
D3DXVECTOR4 vSpecularColor;
|
||||
D3DXVECTOR4 vAmbientColor;
|
||||
D3DXVECTOR4 vEmissiveColor;
|
||||
// material colors
|
||||
D3DXVECTOR4 vDiffuseColor;
|
||||
D3DXVECTOR4 vSpecularColor;
|
||||
D3DXVECTOR4 vAmbientColor;
|
||||
D3DXVECTOR4 vEmissiveColor;
|
||||
|
||||
// opacity for the material
|
||||
float fOpacity;
|
||||
// opacity for the material
|
||||
float fOpacity;
|
||||
|
||||
// shininess for the material
|
||||
float fShininess;
|
||||
// shininess for the material
|
||||
float fShininess;
|
||||
|
||||
// strength of the specular highlight
|
||||
float fSpecularStrength;
|
||||
// strength of the specular highlight
|
||||
float fSpecularStrength;
|
||||
|
||||
// two-sided?
|
||||
bool twosided;
|
||||
// two-sided?
|
||||
bool twosided;
|
||||
|
||||
// Stores a pointer to the original normal set of the asset
|
||||
aiVector3D* pvOriginalNormals;
|
||||
};
|
||||
|
||||
// One instance per aiMesh in the globally loaded asset
|
||||
MeshHelper** apcMeshes;
|
||||
|
||||
// Scene wrapper instance
|
||||
aiScene* pcScene;
|
||||
|
||||
// Animation player to animate the scene if necessary
|
||||
SceneAnimator* mAnimator;
|
||||
|
||||
// Specifies the normal set to be used
|
||||
unsigned int iNormalSet;
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// set the normal set to be used
|
||||
void SetNormalSet( unsigned int iSet );
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// flip all normal vectors
|
||||
void FlipNormals();
|
||||
void FlipNormalsInt();
|
||||
// Stores a pointer to the original normal set of the asset
|
||||
aiVector3D *pvOriginalNormals;
|
||||
};
|
||||
}
|
||||
|
||||
// One instance per aiMesh in the globally loaded asset
|
||||
MeshHelper **apcMeshes;
|
||||
|
||||
// Scene wrapper instance
|
||||
aiScene *pcScene;
|
||||
|
||||
// Animation player to animate the scene if necessary
|
||||
SceneAnimator *mAnimator;
|
||||
|
||||
// Specifies the normal set to be used
|
||||
unsigned int iNormalSet;
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// set the normal set to be used
|
||||
void SetNormalSet(unsigned int iSet);
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// flip all normal vectors
|
||||
void FlipNormals();
|
||||
void FlipNormalsInt();
|
||||
};
|
||||
} // namespace AssimpView
|
||||
|
||||
#endif // !! IG
|
||||
|
|
|
@ -118,8 +118,9 @@ CBackgroundPainter CBackgroundPainter::s_cInstance;
|
|||
|
||||
//-------------------------------------------------------------------------------
|
||||
void CBackgroundPainter::SetColor(D3DCOLOR p_clrNew) {
|
||||
if (TEXTURE_CUBE == eMode)
|
||||
if (TEXTURE_CUBE == eMode) {
|
||||
RemoveSBDeps();
|
||||
}
|
||||
|
||||
clrColor = p_clrNew;
|
||||
eMode = SIMPLE_COLOR;
|
||||
|
|
|
@ -45,164 +45,154 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "AssetHelper.h"
|
||||
|
||||
namespace AssimpView
|
||||
{
|
||||
namespace AssimpView {
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
/* Helper class to create, access and destroy materials
|
||||
//-------------------------------------------------------------------------------
|
||||
/* Helper class to create, access and destroy materials
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CMaterialManager
|
||||
{
|
||||
private:
|
||||
//-------------------------------------------------------------------------------
|
||||
class CMaterialManager {
|
||||
private:
|
||||
friend class CDisplay;
|
||||
|
||||
friend class CDisplay;
|
||||
// default constructor
|
||||
CMaterialManager() :
|
||||
m_iShaderCount(0), sDefaultTexture() {}
|
||||
|
||||
// default constructor
|
||||
CMaterialManager()
|
||||
: m_iShaderCount( 0 ), sDefaultTexture() {}
|
||||
|
||||
~CMaterialManager() {
|
||||
if( sDefaultTexture ) {
|
||||
sDefaultTexture->Release();
|
||||
}
|
||||
Reset();
|
||||
~CMaterialManager() {
|
||||
if (sDefaultTexture) {
|
||||
sDefaultTexture->Release();
|
||||
}
|
||||
Reset();
|
||||
}
|
||||
|
||||
public:
|
||||
public:
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMaterialManager s_cInstance;
|
||||
inline static CMaterialManager &Instance() {
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMaterialManager s_cInstance;
|
||||
inline static CMaterialManager& Instance()
|
||||
{
|
||||
return s_cInstance;
|
||||
//------------------------------------------------------------------
|
||||
// Delete all resources of a given material
|
||||
//
|
||||
// Must be called before CreateMaterial() to prevent memory leaking
|
||||
void DeleteMaterial(AssetHelper::MeshHelper *pcIn);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Create the material for a mesh.
|
||||
//
|
||||
// The function checks whether an identical shader is already in use.
|
||||
// A shader is considered to be identical if it has the same input
|
||||
// signature and takes the same number of texture channels.
|
||||
int CreateMaterial(AssetHelper::MeshHelper *pcMesh,
|
||||
const aiMesh *pcSource);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Setup the material for a given mesh
|
||||
// pcMesh Mesh to be rendered
|
||||
// pcProj Projection matrix
|
||||
// aiMe Current world matrix
|
||||
// pcCam Camera matrix
|
||||
// vPos Position of the camera
|
||||
// TODO: Extract camera position from matrix ...
|
||||
//
|
||||
int SetupMaterial(AssetHelper::MeshHelper *pcMesh,
|
||||
const aiMatrix4x4 &pcProj,
|
||||
const aiMatrix4x4 &aiMe,
|
||||
const aiMatrix4x4 &pcCam,
|
||||
const aiVector3D &vPos);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// End the material for a given mesh
|
||||
// Called after mesh rendering is complete
|
||||
// pcMesh Mesh object
|
||||
int EndMaterial(AssetHelper::MeshHelper *pcMesh);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Recreate all specular materials depending on the current
|
||||
// specularity settings
|
||||
//
|
||||
// Diffuse-only materials are ignored.
|
||||
// Must be called after specular highlights have been toggled
|
||||
int UpdateSpecularMaterials();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// Handle 8.3 syntax correctly, search the environment of the
|
||||
// executable and the asset for a texture with a name very similar
|
||||
// to a given one
|
||||
int FindValidPath(aiString *p_szString);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Load a texture into memory and create a native D3D texture resource
|
||||
//
|
||||
// The function tries to find a valid path for a texture
|
||||
int LoadTexture(IDirect3DTexture9 **p_ppiOut, aiString *szPath);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Getter for m_iShaderCount
|
||||
//
|
||||
inline unsigned int GetShaderCount() {
|
||||
return this->m_iShaderCount;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Reset the state of the class
|
||||
// Called whenever a new asset is loaded
|
||||
inline void Reset() {
|
||||
this->m_iShaderCount = 0;
|
||||
for (TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it) {
|
||||
(*it).second->Release();
|
||||
}
|
||||
sCachedTextures.clear();
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Delete all resources of a given material
|
||||
//
|
||||
// Must be called before CreateMaterial() to prevent memory leaking
|
||||
void DeleteMaterial( AssetHelper::MeshHelper* pcIn );
|
||||
private:
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// Handle 8.3 syntax correctly, search the environment of the
|
||||
// executable and the asset for a texture with a name very similar
|
||||
// to a given one
|
||||
bool TryLongerPath(char *szTemp, aiString *p_szString);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Create the material for a mesh.
|
||||
//
|
||||
// The function checks whether an identical shader is already in use.
|
||||
// A shader is considered to be identical if it has the same input
|
||||
// signature and takes the same number of texture channels.
|
||||
int CreateMaterial( AssetHelper::MeshHelper* pcMesh,
|
||||
const aiMesh* pcSource );
|
||||
//------------------------------------------------------------------
|
||||
// Setup the default texture for a texture channel
|
||||
//
|
||||
// Generates a default checker pattern for a texture
|
||||
int SetDefaultTexture(IDirect3DTexture9 **p_ppiOut);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Setup the material for a given mesh
|
||||
// pcMesh Mesh to be rendered
|
||||
// pcProj Projection matrix
|
||||
// aiMe Current world matrix
|
||||
// pcCam Camera matrix
|
||||
// vPos Position of the camera
|
||||
// TODO: Extract camera position from matrix ...
|
||||
//
|
||||
int SetupMaterial( AssetHelper::MeshHelper* pcMesh,
|
||||
const aiMatrix4x4& pcProj,
|
||||
const aiMatrix4x4& aiMe,
|
||||
const aiMatrix4x4& pcCam,
|
||||
const aiVector3D& vPos );
|
||||
//------------------------------------------------------------------
|
||||
// Convert a height map to a normal map if necessary
|
||||
//
|
||||
// The function tries to detect the type of a texture automatically.
|
||||
// However, this won't work in every case.
|
||||
void HMtoNMIfNecessary(IDirect3DTexture9 *piTexture,
|
||||
IDirect3DTexture9 **piTextureOut,
|
||||
bool bWasOriginallyHM = true);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// End the material for a given mesh
|
||||
// Called after mesh rendering is complete
|
||||
// pcMesh Mesh object
|
||||
int EndMaterial( AssetHelper::MeshHelper* pcMesh );
|
||||
//------------------------------------------------------------------
|
||||
// Search for non-opaque pixels in a texture
|
||||
//
|
||||
// A pixel is considered to be non-opaque if its alpha value is
|
||||
// less than 255
|
||||
//------------------------------------------------------------------
|
||||
bool HasAlphaPixels(IDirect3DTexture9 *piTexture);
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Recreate all specular materials depending on the current
|
||||
// specularity settings
|
||||
//
|
||||
// Diffuse-only materials are ignored.
|
||||
// Must be called after specular highlights have been toggled
|
||||
int UpdateSpecularMaterials();
|
||||
private:
|
||||
//
|
||||
// Specifies the number of different shaders generated for
|
||||
// the current asset. This number is incremented by CreateMaterial()
|
||||
// each time a shader isn't found in cache and needs to be created
|
||||
//
|
||||
unsigned int m_iShaderCount;
|
||||
IDirect3DTexture9 *sDefaultTexture;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// Handle 8.3 syntax correctly, search the environment of the
|
||||
// executable and the asset for a texture with a name very similar
|
||||
// to a given one
|
||||
int FindValidPath( aiString* p_szString );
|
||||
typedef std::map<std::string, IDirect3DTexture9 *> TextureCache;
|
||||
TextureCache sCachedTextures;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Load a texture into memory and create a native D3D texture resource
|
||||
//
|
||||
// The function tries to find a valid path for a texture
|
||||
int LoadTexture( IDirect3DTexture9** p_ppiOut, aiString* szPath );
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Getter for m_iShaderCount
|
||||
//
|
||||
inline unsigned int GetShaderCount()
|
||||
{
|
||||
return this->m_iShaderCount;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Reset the state of the class
|
||||
// Called whenever a new asset is loaded
|
||||
inline void Reset()
|
||||
{
|
||||
this->m_iShaderCount = 0;
|
||||
for( TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it ) {
|
||||
( *it ).second->Release();
|
||||
}
|
||||
sCachedTextures.clear();
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// Handle 8.3 syntax correctly, search the environment of the
|
||||
// executable and the asset for a texture with a name very similar
|
||||
// to a given one
|
||||
bool TryLongerPath( char* szTemp, aiString* p_szString );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Setup the default texture for a texture channel
|
||||
//
|
||||
// Generates a default checker pattern for a texture
|
||||
int SetDefaultTexture( IDirect3DTexture9** p_ppiOut );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Convert a height map to a normal map if necessary
|
||||
//
|
||||
// The function tries to detect the type of a texture automatically.
|
||||
// However, this won't work in every case.
|
||||
void HMtoNMIfNecessary( IDirect3DTexture9* piTexture,
|
||||
IDirect3DTexture9** piTextureOut,
|
||||
bool bWasOriginallyHM = true );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Search for non-opaque pixels in a texture
|
||||
//
|
||||
// A pixel is considered to be non-opaque if its alpha value is
|
||||
// less than 255
|
||||
//------------------------------------------------------------------
|
||||
bool HasAlphaPixels( IDirect3DTexture9* piTexture );
|
||||
|
||||
private:
|
||||
|
||||
//
|
||||
// Specifies the number of different shaders generated for
|
||||
// the current asset. This number is incremented by CreateMaterial()
|
||||
// each time a shader isn't found in cache and needs to be created
|
||||
//
|
||||
unsigned int m_iShaderCount;
|
||||
IDirect3DTexture9* sDefaultTexture;
|
||||
|
||||
typedef std::map<std::string, IDirect3DTexture9*> TextureCache;
|
||||
TextureCache sCachedTextures;
|
||||
};
|
||||
|
||||
}
|
||||
} // namespace AssimpView
|
||||
|
|
|
@ -58,8 +58,8 @@ namespace AssimpView {
|
|||
*/
|
||||
struct SceneAnimNode {
|
||||
std::string mName;
|
||||
SceneAnimNode* mParent;
|
||||
std::vector<SceneAnimNode*> mChildren;
|
||||
SceneAnimNode *mParent;
|
||||
std::vector<SceneAnimNode *> mChildren;
|
||||
|
||||
//! most recently calculated local transform
|
||||
aiMatrix4x4 mLocalTransform;
|
||||
|
@ -71,30 +71,20 @@ struct SceneAnimNode {
|
|||
int mChannelIndex;
|
||||
|
||||
//! Default construction
|
||||
SceneAnimNode()
|
||||
: mName()
|
||||
, mParent(nullptr)
|
||||
, mChildren()
|
||||
, mLocalTransform()
|
||||
, mGlobalTransform()
|
||||
, mChannelIndex(-1) {
|
||||
SceneAnimNode() :
|
||||
mName(), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Construction from a given name
|
||||
SceneAnimNode( const std::string& pName)
|
||||
: mName( pName)
|
||||
, mParent(nullptr)
|
||||
, mChildren()
|
||||
, mLocalTransform()
|
||||
, mGlobalTransform()
|
||||
, mChannelIndex(-1) {
|
||||
SceneAnimNode(const std::string &pName) :
|
||||
mName(pName), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Destruct all children recursively
|
||||
~SceneAnimNode() {
|
||||
for (std::vector<SceneAnimNode*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
|
||||
for (std::vector<SceneAnimNode *>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) {
|
||||
delete *it;
|
||||
}
|
||||
}
|
||||
|
@ -112,7 +102,6 @@ struct SceneAnimNode {
|
|||
*/
|
||||
class SceneAnimator {
|
||||
public:
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Constructor for a given scene.
|
||||
*
|
||||
|
@ -122,7 +111,7 @@ public:
|
|||
* @param pAnimIndex [optional] Index of the animation to play. Assumed to
|
||||
* be 0 if not given.
|
||||
*/
|
||||
SceneAnimator( const aiScene* pScene, size_t pAnimIndex = 0);
|
||||
SceneAnimator(const aiScene *pScene, size_t pAnimIndex = 0);
|
||||
|
||||
/** Destructor */
|
||||
~SceneAnimator();
|
||||
|
@ -132,14 +121,14 @@ public:
|
|||
* mapping structures, which might take a few cycles.
|
||||
* @param pAnimIndex Index of the animation in the scene's animation array
|
||||
*/
|
||||
void SetAnimIndex( size_t pAnimIndex);
|
||||
void SetAnimIndex(size_t pAnimIndex);
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Calculates the node transformations for the scene. Call this to get
|
||||
* uptodate results before calling one of the getters.
|
||||
* @param pTime Current time. Can be an arbitrary range.
|
||||
*/
|
||||
void Calculate( double pTime);
|
||||
void Calculate(double pTime);
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Retrieves the most recent local transformation matrix for the given node.
|
||||
|
@ -154,7 +143,7 @@ public:
|
|||
* @return A reference to the node's most recently calculated local
|
||||
* transformation matrix.
|
||||
*/
|
||||
const aiMatrix4x4& GetLocalTransform( const aiNode* node) const;
|
||||
const aiMatrix4x4 &GetLocalTransform(const aiNode *node) const;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Retrieves the most recent global transformation matrix for the given node.
|
||||
|
@ -169,7 +158,7 @@ public:
|
|||
* @return A reference to the node's most recently calculated global
|
||||
* transformation matrix.
|
||||
*/
|
||||
const aiMatrix4x4& GetGlobalTransform( const aiNode* node) const;
|
||||
const aiMatrix4x4 &GetGlobalTransform(const aiNode *node) const;
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** Calculates the bone matrices for the given mesh.
|
||||
|
@ -187,8 +176,8 @@ public:
|
|||
* @return A reference to a vector of bone matrices. Stays stable till the
|
||||
* next call to GetBoneMatrices();
|
||||
*/
|
||||
const std::vector<aiMatrix4x4>& GetBoneMatrices( const aiNode* pNode,
|
||||
size_t pMeshIndex = 0);
|
||||
const std::vector<aiMatrix4x4> &GetBoneMatrices(const aiNode *pNode,
|
||||
size_t pMeshIndex = 0);
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
/** @brief Get the current animation index
|
||||
|
@ -200,44 +189,43 @@ public:
|
|||
// ----------------------------------------------------------------------------
|
||||
/** @brief Get the current animation or NULL
|
||||
*/
|
||||
aiAnimation* CurrentAnim() const {
|
||||
return static_cast<unsigned int>( mCurrentAnimIndex ) < mScene->mNumAnimations ? mScene->mAnimations[ mCurrentAnimIndex ] : NULL;
|
||||
aiAnimation *CurrentAnim() const {
|
||||
return static_cast<unsigned int>(mCurrentAnimIndex) < mScene->mNumAnimations ? mScene->mAnimations[mCurrentAnimIndex] : NULL;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
/** Recursively creates an internal node structure matching the
|
||||
* current scene and animation.
|
||||
*/
|
||||
SceneAnimNode* CreateNodeTree( aiNode* pNode, SceneAnimNode* pParent);
|
||||
SceneAnimNode *CreateNodeTree(aiNode *pNode, SceneAnimNode *pParent);
|
||||
|
||||
/** Recursively updates the internal node transformations from the
|
||||
* given matrix array
|
||||
*/
|
||||
void UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms);
|
||||
void UpdateTransforms(SceneAnimNode *pNode, const std::vector<aiMatrix4x4> &pTransforms);
|
||||
|
||||
/** Calculates the global transformation matrix for the given internal node */
|
||||
void CalculateGlobalTransform( SceneAnimNode* pInternalNode);
|
||||
void CalculateGlobalTransform(SceneAnimNode *pInternalNode);
|
||||
|
||||
protected:
|
||||
/** The scene we're operating on */
|
||||
const aiScene* mScene;
|
||||
const aiScene *mScene;
|
||||
|
||||
/** Current animation index */
|
||||
int mCurrentAnimIndex;
|
||||
|
||||
/** The AnimEvaluator we use to calculate the current pose for the current animation */
|
||||
AnimEvaluator* mAnimEvaluator;
|
||||
AnimEvaluator *mAnimEvaluator;
|
||||
|
||||
/** Root node of the internal scene structure */
|
||||
SceneAnimNode* mRootNode;
|
||||
SceneAnimNode *mRootNode;
|
||||
|
||||
/** Name to node map to quickly find nodes by their name */
|
||||
typedef std::map<const aiNode*, SceneAnimNode*> NodeMap;
|
||||
typedef std::map<const aiNode *, SceneAnimNode *> NodeMap;
|
||||
NodeMap mNodesByName;
|
||||
|
||||
/** Name to node map to quickly find nodes for given bones by their name */
|
||||
typedef std::map<const char*, const aiNode*> BoneMap;
|
||||
typedef std::map<const char *, const aiNode *> BoneMap;
|
||||
BoneMap mBoneNodesByName;
|
||||
|
||||
/** Array to return transformations results inside. */
|
||||
|
|
|
@ -1394,4 +1394,4 @@ std::string g_szCheckerBackgroundShader = std::string(
|
|||
"VertexShader = compile vs_3_0 DefaultVShader();\n"
|
||||
"}\n"
|
||||
"};\n");
|
||||
}; // namespace AssimpView
|
||||
} // namespace AssimpView
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -51,27 +51,27 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "resource.h"
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdlib.h>
|
||||
#include <malloc.h>
|
||||
#include <memory.h>
|
||||
#include <tchar.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <tchar.h>
|
||||
#include <time.h>
|
||||
|
||||
// Include ASSIMP headers (XXX: do we really need all of them?)
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/cfileio.h>
|
||||
#include <assimp/cimport.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/LogStream.hpp>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/LogStream.hpp>
|
||||
|
||||
#include "Material/MaterialSystem.h" // aiMaterial class
|
||||
#include <assimp/StringComparison.h> // ASSIMP_stricmp and ASSIMP_strincmp
|
||||
#include "Material/MaterialSystem.h" // aiMaterial class
|
||||
#include <assimp/StringComparison.h> // ASSIMP_stricmp and ASSIMP_strincmp
|
||||
|
||||
#include <time.h>
|
||||
|
||||
|
@ -79,33 +79,31 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define MOVE_SPEED 3.f
|
||||
|
||||
#include "AssetHelper.h"
|
||||
#include "Camera.h"
|
||||
#include "RenderOptions.h"
|
||||
#include "Shaders.h"
|
||||
#include "Background.h"
|
||||
#include "Camera.h"
|
||||
#include "Display.h"
|
||||
#include "LogDisplay.h"
|
||||
#include "LogWindow.h"
|
||||
#include "Display.h"
|
||||
#include "MeshRenderer.h"
|
||||
#include "MaterialManager.h"
|
||||
|
||||
#include "MeshRenderer.h"
|
||||
#include "RenderOptions.h"
|
||||
#include "Shaders.h"
|
||||
|
||||
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
|
||||
#include "AnimEvaluator.h"
|
||||
#include "SceneAnimator.h"
|
||||
|
||||
namespace AssimpView
|
||||
{
|
||||
namespace AssimpView {
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Function prototypes
|
||||
//-------------------------------------------------------------------------------
|
||||
int InitD3D(void);
|
||||
int ShutdownD3D(void);
|
||||
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample, bool bHW = true);
|
||||
int CreateDevice (void);
|
||||
int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW = true);
|
||||
int CreateDevice(void);
|
||||
int ShutdownDevice(void);
|
||||
int GetProjectionMatrix (aiMatrix4x4& p_mOut);
|
||||
int GetProjectionMatrix(aiMatrix4x4 &p_mOut);
|
||||
int LoadAsset(void);
|
||||
int CreateAssetData(void);
|
||||
int DeleteAssetData(bool bNoMaterials = false);
|
||||
|
@ -113,26 +111,25 @@ int ScaleAsset(void);
|
|||
int DeleteAsset(void);
|
||||
int SetupFPSView();
|
||||
|
||||
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut);
|
||||
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource);
|
||||
|
||||
void HandleMouseInputFPS( void );
|
||||
void HandleMouseInputLightRotate( void );
|
||||
void HandleMouseInputLocal( void );
|
||||
void HandleKeyboardInputFPS( void );
|
||||
void HandleMouseInputLightIntensityAndColor( void );
|
||||
void HandleMouseInputSkyBox( void );
|
||||
void HandleKeyboardInputTextureView( void );
|
||||
void HandleMouseInputTextureView( void );
|
||||
aiVector3D GetCameraMatrix(aiMatrix4x4 &p_mOut);
|
||||
int CreateMaterial(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource);
|
||||
|
||||
void HandleMouseInputFPS(void);
|
||||
void HandleMouseInputLightRotate(void);
|
||||
void HandleMouseInputLocal(void);
|
||||
void HandleKeyboardInputFPS(void);
|
||||
void HandleMouseInputLightIntensityAndColor(void);
|
||||
void HandleMouseInputSkyBox(void);
|
||||
void HandleKeyboardInputTextureView(void);
|
||||
void HandleMouseInputTextureView(void);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
//
|
||||
// Dialog procedure for the progress bar window
|
||||
//
|
||||
//-------------------------------------------------------------------------------
|
||||
INT_PTR CALLBACK ProgressMessageProc(HWND hwndDlg,UINT uMsg,
|
||||
WPARAM wParam,LPARAM lParam);
|
||||
INT_PTR CALLBACK ProgressMessageProc(HWND hwndDlg, UINT uMsg,
|
||||
WPARAM wParam, LPARAM lParam);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Main message procedure of the application
|
||||
|
@ -142,25 +139,24 @@ INT_PTR CALLBACK ProgressMessageProc(HWND hwndDlg,UINT uMsg,
|
|||
// NOTE: Due to the impossibility to process WM_CHAR messages in dialogs
|
||||
// properly the code for all hotkeys has been moved to the WndMain
|
||||
//-------------------------------------------------------------------------------
|
||||
INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
|
||||
WPARAM wParam,LPARAM lParam);
|
||||
INT_PTR CALLBACK MessageProc(HWND hwndDlg, UINT uMsg,
|
||||
WPARAM wParam, LPARAM lParam);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
//
|
||||
// Dialog procedure for the about dialog
|
||||
//
|
||||
//-------------------------------------------------------------------------------
|
||||
INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
|
||||
WPARAM wParam,LPARAM lParam);
|
||||
INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg, UINT uMsg,
|
||||
WPARAM wParam, LPARAM lParam);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
//
|
||||
// Dialog procedure for the help dialog
|
||||
//
|
||||
//-------------------------------------------------------------------------------
|
||||
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
|
||||
WPARAM wParam,LPARAM lParam);
|
||||
|
||||
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg, UINT uMsg,
|
||||
WPARAM wParam, LPARAM lParam);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Handle command line parameters
|
||||
|
@ -168,24 +164,20 @@ INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
|
|||
// The function loads an asset specified on the command line as first argument
|
||||
// Other command line parameters are not handled
|
||||
//-------------------------------------------------------------------------------
|
||||
void HandleCommandLine(char* p_szCommand);
|
||||
|
||||
void HandleCommandLine(char *p_szCommand);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
template <class type, class intype>
|
||||
type clamp(intype in)
|
||||
{
|
||||
type clamp(intype in) {
|
||||
// for unsigned types only ...
|
||||
intype mask = (0x1u << (sizeof(type)*8))-1;
|
||||
return (type)std::max((intype)0,std::min(in,mask));
|
||||
intype mask = (0x1u << (sizeof(type) * 8)) - 1;
|
||||
return (type)std::max((intype)0, std::min(in, mask));
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Position of the cursor relative to the 3ds max' like control circle
|
||||
//-------------------------------------------------------------------------------
|
||||
enum EClickPos
|
||||
{
|
||||
enum EClickPos {
|
||||
// The click was inside the inner circle (x,y axis)
|
||||
EClickPos_Circle,
|
||||
// The click was inside one of the vertical snap-ins
|
||||
|
@ -197,84 +189,82 @@ enum EClickPos
|
|||
};
|
||||
|
||||
#if (!defined AI_VIEW_CAPTION_BASE)
|
||||
# define AI_VIEW_CAPTION_BASE "Open Asset Import Library : Viewer "
|
||||
#define AI_VIEW_CAPTION_BASE "Open Asset Import Library : Viewer "
|
||||
#endif // !! AI_VIEW_CAPTION_BASE
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Evil globals
|
||||
//-------------------------------------------------------------------------------
|
||||
extern HINSTANCE g_hInstance /*= NULL*/;
|
||||
extern HWND g_hDlg /*= NULL*/;
|
||||
extern IDirect3D9* g_piD3D /*= NULL*/;
|
||||
extern IDirect3DDevice9* g_piDevice /*= NULL*/;
|
||||
extern IDirect3DVertexDeclaration9* gDefaultVertexDecl /*= NULL*/;
|
||||
extern double g_fFPS /*= 0.0f*/;
|
||||
extern char g_szFileName[MAX_PATH];
|
||||
extern ID3DXEffect* g_piDefaultEffect /*= NULL*/;
|
||||
extern ID3DXEffect* g_piNormalsEffect /*= NULL*/;
|
||||
extern ID3DXEffect* g_piPassThroughEffect /*= NULL*/;
|
||||
extern ID3DXEffect* g_piPatternEffect /*= NULL*/;
|
||||
extern bool g_bMousePressed /*= false*/;
|
||||
extern bool g_bMousePressedR /*= false*/;
|
||||
extern bool g_bMousePressedM /*= false*/;
|
||||
extern bool g_bMousePressedBoth /*= false*/;
|
||||
extern float g_fElpasedTime /*= 0.0f*/;
|
||||
extern D3DCAPS9 g_sCaps;
|
||||
extern bool g_bLoadingFinished /*= false*/;
|
||||
extern HANDLE g_hThreadHandle /*= NULL*/;
|
||||
extern float g_fWheelPos /*= -10.0f*/;
|
||||
extern bool g_bLoadingCanceled /*= false*/;
|
||||
extern IDirect3DTexture9* g_pcTexture /*= NULL*/;
|
||||
extern HINSTANCE g_hInstance /*= NULL*/;
|
||||
extern HWND g_hDlg /*= NULL*/;
|
||||
extern IDirect3D9 *g_piD3D /*= NULL*/;
|
||||
extern IDirect3DDevice9 *g_piDevice /*= NULL*/;
|
||||
extern IDirect3DVertexDeclaration9 *gDefaultVertexDecl /*= NULL*/;
|
||||
extern double g_fFPS /*= 0.0f*/;
|
||||
extern char g_szFileName[MAX_PATH];
|
||||
extern ID3DXEffect *g_piDefaultEffect /*= NULL*/;
|
||||
extern ID3DXEffect *g_piNormalsEffect /*= NULL*/;
|
||||
extern ID3DXEffect *g_piPassThroughEffect /*= NULL*/;
|
||||
extern ID3DXEffect *g_piPatternEffect /*= NULL*/;
|
||||
extern bool g_bMousePressed /*= false*/;
|
||||
extern bool g_bMousePressedR /*= false*/;
|
||||
extern bool g_bMousePressedM /*= false*/;
|
||||
extern bool g_bMousePressedBoth /*= false*/;
|
||||
extern float g_fElpasedTime /*= 0.0f*/;
|
||||
extern D3DCAPS9 g_sCaps;
|
||||
extern bool g_bLoadingFinished /*= false*/;
|
||||
extern HANDLE g_hThreadHandle /*= NULL*/;
|
||||
extern float g_fWheelPos /*= -10.0f*/;
|
||||
extern bool g_bLoadingCanceled /*= false*/;
|
||||
extern IDirect3DTexture9 *g_pcTexture /*= NULL*/;
|
||||
|
||||
extern aiMatrix4x4 g_mWorld;
|
||||
extern aiMatrix4x4 g_mWorldRotate;
|
||||
extern aiVector3D g_vRotateSpeed /*= aiVector3D(0.5f,0.5f,0.5f)*/;
|
||||
extern aiMatrix4x4 g_mWorld;
|
||||
extern aiMatrix4x4 g_mWorldRotate;
|
||||
extern aiVector3D g_vRotateSpeed /*= aiVector3D(0.5f,0.5f,0.5f)*/;
|
||||
|
||||
extern aiVector3D g_avLightDirs[1] /* =
|
||||
extern aiVector3D g_avLightDirs[1] /* =
|
||||
{ aiVector3D(-0.5f,0.6f,0.2f) ,
|
||||
aiVector3D(-0.5f,0.5f,0.5f)} */;
|
||||
aiVector3D(-0.5f,0.5f,0.5f)} */
|
||||
;
|
||||
|
||||
extern POINT g_mousePos /*= {0,0};*/;
|
||||
extern POINT g_LastmousePos /*= {0,0}*/;
|
||||
extern bool g_bFPSView /*= false*/;
|
||||
extern bool g_bInvert /*= false*/;
|
||||
extern EClickPos g_eClick;
|
||||
extern unsigned int g_iCurrentColor /*= 0*/;
|
||||
|
||||
extern POINT g_mousePos /*= {0,0};*/;
|
||||
extern POINT g_LastmousePos /*= {0,0}*/;
|
||||
extern bool g_bFPSView /*= false*/;
|
||||
extern bool g_bInvert /*= false*/;
|
||||
extern EClickPos g_eClick;
|
||||
extern unsigned int g_iCurrentColor /*= 0*/;
|
||||
// NOTE: The light intensity is separated from the color, it can
|
||||
// directly be manipulated using the middle mouse button.
|
||||
// When the user chooses a color from the palette the intensity
|
||||
// is reset to 1.0
|
||||
// index[2] is the ambient color
|
||||
extern float g_fLightIntensity /*=0.0f*/;
|
||||
extern D3DCOLOR g_avLightColors[3];
|
||||
|
||||
// NOTE: The light intensity is separated from the color, it can
|
||||
// directly be manipulated using the middle mouse button.
|
||||
// When the user chooses a color from the palette the intensity
|
||||
// is reset to 1.0
|
||||
// index[2] is the ambient color
|
||||
extern float g_fLightIntensity /*=0.0f*/;
|
||||
extern D3DCOLOR g_avLightColors[3];
|
||||
extern RenderOptions g_sOptions;
|
||||
extern Camera g_sCamera;
|
||||
extern AssetHelper *g_pcAsset /*= NULL*/;
|
||||
|
||||
extern RenderOptions g_sOptions;
|
||||
extern Camera g_sCamera;
|
||||
extern AssetHelper *g_pcAsset /*= NULL*/;
|
||||
//
|
||||
// Contains the mask image for the HUD
|
||||
// (used to determine the position of a click)
|
||||
//
|
||||
// The size of the image is identical to the size of the main
|
||||
// HUD texture
|
||||
//
|
||||
extern unsigned char *g_szImageMask /*= NULL*/;
|
||||
|
||||
extern float g_fACMR /*= 3.0f*/;
|
||||
extern IDirect3DQuery9 *g_piQuery;
|
||||
|
||||
//
|
||||
// Contains the mask image for the HUD
|
||||
// (used to determine the position of a click)
|
||||
//
|
||||
// The size of the image is identical to the size of the main
|
||||
// HUD texture
|
||||
//
|
||||
extern unsigned char* g_szImageMask /*= NULL*/;
|
||||
extern bool g_bPlay /*= false*/;
|
||||
|
||||
extern double g_dCurrent;
|
||||
extern float g_smoothAngle /*= 80.f*/;
|
||||
|
||||
extern float g_fACMR /*= 3.0f*/;
|
||||
extern IDirect3DQuery9* g_piQuery;
|
||||
|
||||
extern bool g_bPlay /*= false*/;
|
||||
|
||||
extern double g_dCurrent;
|
||||
extern float g_smoothAngle /*= 80.f*/;
|
||||
|
||||
extern unsigned int ppsteps,ppstepsdefault;
|
||||
extern bool nopointslines;
|
||||
}
|
||||
extern unsigned int ppsteps, ppstepsdefault;
|
||||
extern bool nopointslines;
|
||||
} // namespace AssimpView
|
||||
|
||||
#endif // !! AV_MAIN_H_INCLUDED
|
Loading…
Reference in New Issue