Fixed what kimkulling broke
parent
a2ef0b5bd5
commit
e434c63c31
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@ -110,8 +110,8 @@ using namespace std;
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// Default constructor
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M3DImporter::M3DImporter() :
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mScene(nullptr) {
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// empty
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}
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is a binary or ASCII Model 3D file.
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@ -128,8 +128,14 @@ bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
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if (!pIOHandler) {
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return true;
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}
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/*
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* don't use CheckMagicToken because that checks with swapped bytes too, leading to false
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* positives. This magic is not uint32_t, but char[4], so memcmp is the best way
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile, "rb"));
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const char* tokens[] = {"3DMO", "3dmo"};
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return CheckMagicToken(pIOHandler,pFile,tokens,2,0,4);
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*/
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std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile, "rb"));
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unsigned char data[4];
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if (4 != pStream->Read(data, 1, 4)) {
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return false;
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@ -140,8 +146,7 @@ bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
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#endif
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;
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}
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return false;
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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@ -247,53 +252,50 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d) {
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if (!m3d->nummaterial || !m3d->material) {
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return;
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}
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}
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for (i = 0; i < m3d->nummaterial; i++) {
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m = &m3d->material[i];
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aiMaterial *mat = new aiMaterial;
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name.Set(std::string(m->name));
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mat->AddProperty(&name, AI_MATKEY_NAME);
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for (j = 0; j < m->numprop; ++j) {
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for (j = 0; j < m->numprop; j++) {
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// look up property type
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// 0 - 127 scalar values,
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// 128 - 255 the same properties but for texture maps
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k = 256;
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for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); ++l) {
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for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++)
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if (m->prop[j].type == m3d_propertytypes[l].id ||
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m->prop[j].type == m3d_propertytypes[l].id + 128) {
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k = l;
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break;
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}
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// should never happen, but be safe than sorry
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if (k == 256) {
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continue;
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}
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// should never happen, but be safe than sorry
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if (k == 256) continue;
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// scalar properties
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if (m->prop[j].type < 128 && aiProps[k].pKey) {
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switch (m3d_propertytypes[k].format) {
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case m3dpf_color:
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c = mkColor(m->prop[j].value.color);
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mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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case m3dpf_float:
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f = m->prop[j].value.fnum;
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mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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default:
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n = m->prop[j].value.num;
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if (m->prop[j].type == m3dp_il) {
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switch (n) {
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case 0: n = aiShadingMode_NoShading; break;
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case 2: n = aiShadingMode_Phong; break;
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default: n = aiShadingMode_Gouraud; break;
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}
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}
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mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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}
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}
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// scalar properties
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if (m->prop[j].type < 128 && aiProps[k].pKey) {
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switch (m3d_propertytypes[k].format) {
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case m3dpf_color:
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c = mkColor(m->prop[j].value.color);
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mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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case m3dpf_float:
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f = m->prop[j].value.fnum;
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mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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default:
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n = m->prop[j].value.num;
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if (m->prop[j].type == m3dp_il) {
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switch (n) {
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case 0: n = aiShadingMode_NoShading; break;
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case 2: n = aiShadingMode_Phong; break;
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default: n = aiShadingMode_Gouraud; break;
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}
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}
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mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
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break;
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}
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}
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// texture map properties
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if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
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@ -314,11 +316,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d) {
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// import textures, this is the simplest of all
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void M3DImporter::importTextures(const M3DWrapper &m3d) {
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unsigned int i;
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static const char *formatHint[] = {
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"rgba0800",
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"rgba0808",
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"rgba8880",
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"rgba8888" };
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const char *formatHint[] = {
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"rgba0800",
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"rgba0808",
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"rgba8880",
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"rgba8888"
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};
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m3dtx_t *t;
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ai_assert(mScene != nullptr);
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@ -329,7 +332,7 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
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if (!m3d->numtexture || !m3d->texture) {
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return;
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}
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}
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mScene->mTextures = new aiTexture *[m3d->numtexture];
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for (i = 0; i < m3d->numtexture; i++) {
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@ -398,7 +401,7 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) {
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return;
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}
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}
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for (i = 0; i < m3d->numface; i++) {
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// we must switch mesh if material changes
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@ -482,12 +485,12 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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}
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delete meshes;
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delete faces;
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delete vertices;
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delete normals;
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delete texcoords;
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delete colors;
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delete vertexids;
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if (faces) delete faces;
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if (vertices) delete vertices;
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if (normals) delete normals;
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if (texcoords) delete texcoords;
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if (colors) delete colors;
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if (vertexids) delete vertexids;
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}
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// ------------------------------------------------------------------------------------------------
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@ -503,13 +506,13 @@ void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNo
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if (!m3d->numbone || !m3d->bone) {
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return;
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}
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}
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for (n = 0, i = parentid + 1; i < m3d->numbone; i++) {
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if (m3d->bone[i].parent == parentid) {
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n++;
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}
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}
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n++;
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}
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}
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pParent->mChildren = new aiNode *[n];
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for (i = parentid + 1; i < m3d->numbone; i++) {
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@ -544,7 +547,7 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) {
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if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) {
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return;
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}
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}
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mScene->mAnimations = new aiAnimation *[m3d->numaction];
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for (i = 0; i < m3d->numaction; i++) {
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@ -659,12 +662,13 @@ aiNode *M3DImporter::findNode(aiNode *pNode, aiString name) {
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if (pNode->mName == name) {
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return pNode;
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}
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for ( unsigned int i = 0; i < pNode->mNumChildren; i++) {
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}
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for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
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aiNode *pChild = findNode(pNode->mChildren[i], name);
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if (pChild) {
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return pChild;
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}
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return pChild;
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}
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}
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return nullptr;
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}
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@ -726,8 +730,7 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
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// this is complicated, because M3D stores a list of bone id / weight pairs per
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// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
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pMesh->mNumBones = m3d->numbone;
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// we need aiBone with mOffsetMatrix for bones without weights as well
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// we need aiBone with mOffsetMatrix for bones without weights as well
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if (pMesh->mNumBones && m3d->numbone && m3d->bone) {
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pMesh->mBones = new aiBone *[pMesh->mNumBones];
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for (unsigned int i = 0; i < m3d->numbone; i++) {
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@ -743,16 +746,17 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
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pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
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}
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if (vertexids->size() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) {
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unsigned int i, j;
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// first count how many vertices we have per bone
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for (unsigned int i = 0; i < vertexids->size(); i++) {
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if (vertexids->at(i) >= m3d->numvertex) {
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continue;
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}
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for (i = 0; i < vertexids->size(); i++) {
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if(vertexids->at(i) >= m3d->numvertex) {
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continue;
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}
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
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for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
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for (unsigned int j = 0; j < pMesh->mNumBones; j++) {
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for (j = 0; j < pMesh->mNumBones; j++) {
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if (pMesh->mBones[j]->mName == name) {
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pMesh->mBones[j]->mNumWeights++;
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break;
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@ -761,8 +765,7 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
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}
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}
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}
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// allocate mWeights
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// allocate mWeights
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for (j = 0; j < pMesh->mNumBones; j++) {
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aiBone *pBone = pMesh->mBones[j];
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if (pBone->mNumWeights) {
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