From fb5b01958a448e1c3dea9b6b2796b8bf9f98a5a7 Mon Sep 17 00:00:00 2001 From: Paul Arden Date: Tue, 25 Feb 2020 11:03:07 +1100 Subject: [PATCH 01/59] Fix to read orthographic camera data. Manual merge for this branch. Fixes #3028 --- code/glTF2/glTF2Asset.inl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/code/glTF2/glTF2Asset.inl b/code/glTF2/glTF2Asset.inl index 4259022e9..184ad7419 100644 --- a/code/glTF2/glTF2Asset.inl +++ b/code/glTF2/glTF2Asset.inl @@ -1087,10 +1087,10 @@ inline void Camera::Read(Value& obj, Asset& /*r*/) 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); } } From ae50c4ebdf23c7f6f61300dede5bf32e0d306eb2 Mon Sep 17 00:00:00 2001 From: Paul Arden Date: Tue, 25 Feb 2020 14:45:00 +1100 Subject: [PATCH 02/59] Add support for orthographic camera information and use in glTF2 importer. Fixes #3030. --- code/glTF2/glTF2Importer.cpp | 1 + include/assimp/camera.h | 23 +++++++++++++++++------ 2 files changed, 18 insertions(+), 6 deletions(-) diff --git a/code/glTF2/glTF2Importer.cpp b/code/glTF2/glTF2Importer.cpp index dd80aeba9..cd67e69b7 100644 --- a/code/glTF2/glTF2Importer.cpp +++ b/code/glTF2/glTF2Importer.cpp @@ -715,6 +715,7 @@ void glTF2Importer::ImportCameras(glTF2::Asset &r) { aicam->mClipPlaneFar = cam.cameraProperties.ortographic.zfar; aicam->mClipPlaneNear = cam.cameraProperties.ortographic.znear; aicam->mHorizontalFOV = 0.0; + aicam->mOrthographicWidth = cam.cameraProperties.ortographic.xmag; aicam->mAspect = 1.0f; if (0.f != cam.cameraProperties.ortographic.ymag) { aicam->mAspect = cam.cameraProperties.ortographic.xmag / cam.cameraProperties.ortographic.ymag; diff --git a/include/assimp/camera.h b/include/assimp/camera.h index adb749ff5..ef52fce71 100644 --- a/include/assimp/camera.h +++ b/include/assimp/camera.h @@ -171,15 +171,26 @@ struct aiCamera */ float mAspect; + /** Half horizontal orthographic width, in scene units. + * + * The orthographic width specifies the half width of the + * orthographic view box. If non-zero the camera is + * orthographic and the mAspect should define to the + * ratio between the orthographic width and height + * and mHorizontalFOV should be set to 0. + * The default value is 0 (not orthographic). + */ + float mOrthographicWidth; #ifdef __cplusplus aiCamera() AI_NO_EXCEPT - : mUp (0.f,1.f,0.f) - , mLookAt (0.f,0.f,1.f) - , mHorizontalFOV (0.25f * (float)AI_MATH_PI) - , mClipPlaneNear (0.1f) - , mClipPlaneFar (1000.f) - , mAspect (0.f) + : mUp (0.f,1.f,0.f) + , mLookAt (0.f,0.f,1.f) + , mHorizontalFOV (0.25f * (float)AI_MATH_PI) + , mClipPlaneNear (0.1f) + , mClipPlaneFar (1000.f) + , mAspect (0.f) + , mOrthographicWidth (0.f) {} /** @brief Get a *right-handed* camera matrix from me From e56def7585804f39ee4889d11afe2508207308d9 Mon Sep 17 00:00:00 2001 From: Paul Arden Date: Tue, 25 Feb 2020 14:52:59 +1100 Subject: [PATCH 03/59] Fix indentation. --- include/assimp/camera.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/include/assimp/camera.h b/include/assimp/camera.h index ef52fce71..e266119fe 100644 --- a/include/assimp/camera.h +++ b/include/assimp/camera.h @@ -180,7 +180,7 @@ struct aiCamera * and mHorizontalFOV should be set to 0. * The default value is 0 (not orthographic). */ - float mOrthographicWidth; + float mOrthographicWidth; #ifdef __cplusplus aiCamera() AI_NO_EXCEPT @@ -190,7 +190,7 @@ struct aiCamera , mClipPlaneNear (0.1f) , mClipPlaneFar (1000.f) , mAspect (0.f) - , mOrthographicWidth (0.f) + , mOrthographicWidth (0.f) {} /** @brief Get a *right-handed* camera matrix from me From 1529f9518fcf826c22f2840d584f6c4f39b6b2eb Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Sat, 21 Mar 2020 02:34:12 -0400 Subject: [PATCH 04/59] Make file formatting comply with POSIX and Unix standards UTF-8, LF, no BOM, and newlines at the end of files --- INSTALL | 100 +++++++++--------- code/AMF/AMFImporter_Geometry.cpp | 2 +- code/AMF/AMFImporter_Macro.hpp | 2 +- code/AMF/AMFImporter_Material.cpp | 2 +- code/AMF/AMFImporter_Node.hpp | 2 +- code/AMF/AMFImporter_Postprocess.cpp | 2 +- code/Common/ImporterRegistry.cpp | 2 +- code/MMD/MMDImporter.h | 2 +- code/PostProcessing/ArmaturePopulate.h | 2 +- code/PostProcessing/ScaleProcess.h | 2 +- code/PostProcessing/ValidateDataStructure.cpp | 2 +- code/glTF/glTFAsset.h | 2 +- code/glTF/glTFExporter.cpp | 2 +- code/glTF/glTFImporter.cpp | 2 +- code/glTF2/glTF2Asset.h | 2 +- code/glTF2/glTF2Exporter.cpp | 2 +- contrib/Open3DGC/o3dgcSC3DMCDecoder.h | 2 +- contrib/android-cmake/README.md | 2 +- contrib/gtest/docs/Documentation.md | 2 +- contrib/gtest/docs/V1_5_Documentation.md | 2 +- contrib/gtest/docs/V1_5_PumpManual.md | 2 +- contrib/gtest/docs/V1_5_XcodeGuide.md | 2 +- contrib/gtest/docs/V1_6_Documentation.md | 2 +- contrib/gtest/docs/V1_6_XcodeGuide.md | 2 +- contrib/gtest/docs/V1_7_Documentation.md | 2 +- contrib/gtest/docs/V1_7_XcodeGuide.md | 2 +- contrib/gtest/docs/XcodeGuide.md | 2 +- contrib/poly2tri/README | 4 +- contrib/poly2tri/poly2tri/common/shapes.cc | 2 +- contrib/poly2tri/poly2tri/common/shapes.h | 2 +- contrib/poly2tri/poly2tri/poly2tri.h | 2 +- .../poly2tri/sweep/advancing_front.cc | 2 +- .../poly2tri/poly2tri/sweep/advancing_front.h | 2 +- contrib/poly2tri/poly2tri/sweep/cdt.cc | 2 +- contrib/poly2tri/poly2tri/sweep/cdt.h | 2 +- contrib/poly2tri/poly2tri/sweep/sweep.h | 2 +- contrib/stb_image/stb_image.h | 2 +- contrib/zip/.travis.sh | 2 +- contrib/zip/.travis.yml | 2 +- contrib/zlib/contrib/blast/test.txt | 2 +- contrib/zlib/contrib/dotzlib/LICENSE_1_0.txt | 2 +- contrib/zlib/contrib/testzlib/testzlib.txt | 2 +- contrib/zlib_note.txt | 2 +- .../Assimp_Arch_Import.class.violet.html | 2 +- .../Assimp_Arch_export.class.violet.html | 2 +- doc/architecture/assimp.object.violet.html | 2 +- .../assimp_usecase.ucase.violet.html | 2 +- doc/architecture/process.class.violet.html | 2 +- include/assimp/scene.h | 2 +- packaging/windows-innosetup/WEB | 14 ++- .../readme_installer_vieweronly.txt | 2 +- packaging/windows-mkzip/bin_readme.txt | 2 +- port/PyAssimp/pyassimp/errors.py | 22 ++-- .../jassimp/src/jassimp/AiAnimation.java | 2 +- .../jassimp/src/jassimp/AiBlendMode.java | 2 +- .../jassimp/jassimp/src/jassimp/AiCamera.java | 2 +- .../src/jassimp/AiProgressHandler.java | 2 +- .../jassimp/src/jassimp/AiQuaternion.java | 2 +- .../jassimp/src/jassimp/AiTextureType.java | 2 +- port/swig/DONOTUSEYET | 2 +- samples/SimpleAssimpViewX/README | 2 +- .../SimpleTexturedDirectx11/main.cpp | 2 +- .../include/boost_includes.h | 2 +- test/models-nonbsd/3DS/jeep1.3ds.readme.txt | 2 +- test/models-nonbsd/3DS/pyramob.3ds.readme.txt | 2 +- test/models-nonbsd/ASE/Rifle.source.txt | 2 +- test/models-nonbsd/ASE/Rifle2.source.txt | 2 +- test/models-nonbsd/B3D/turtle.source.txt | 2 +- test/models-nonbsd/DXF/rifle.source.txt | 2 +- .../FBX/2013_ASCII/jeep1.fbx.readme.txt | 2 +- .../FBX/2013_ASCII/pyramob.fbx.readme.txt | 2 +- .../FBX/2013_BINARY/jeep1.fbx.readme.txt | 2 +- .../FBX/2013_BINARY/pyramob.fbx.readme.txt | 2 +- test/models-nonbsd/IFC/linklist.txt | 2 +- .../LWO2/LWSReferences/QuickDraw.source.txt | 2 +- test/models-nonbsd/LWO/LWO2/rifle.source.txt | 2 +- .../LWS/QuickDraw v2.2.source.txt | 2 +- .../kt_kubalwagon/readme_kubalwagon.txt | 2 +- test/models-nonbsd/MD3/readme_water.txt | 2 +- test/models-nonbsd/MMD/readme.txt | 2 +- test/models-nonbsd/NFF/NFFSense8/credits.txt | 2 +- test/models-nonbsd/OBJ/rifle.source.txt | 2 +- test/models-nonbsd/OBJ/segment.source.txt | 2 +- test/models-nonbsd/Ogre/OgreSDK/LICENSE | 2 +- test/models-nonbsd/Ogre/OgreSDK/README.md | 2 +- test/models-nonbsd/README.txt | 2 +- test/models/3DS/UVTransformTest/note.txt | 2 +- test/models/3DS/textures.txt | 2 +- test/models/ASE/MotionCaptureROM.source.txt | 2 +- test/models/BLEND/HUMAN.source.txt | 2 +- test/models/BVH/01_nn.bvh.source.txt | 2 +- test/models/CSM/ThomasFechten.source.txt | 2 +- test/models/IRRMesh/credits.txt | 2 +- .../LWO/LWO2/MappingModes/earthCylindric.txt | 2 +- .../MappingModes/earthSpherical.source.txt | 2 +- test/models/LWO/LWO2/concrete.source.txt | 2 +- test/models/LWO/LWO2/uvtest-source.txt | 2 +- test/models/MD2/faerie-source.txt | 2 +- test/models/MD2/sidney-source.txt | 2 +- test/models/MD5/SimpleCube.source.txt | 2 +- .../MDL/MDL3 (3DGS A4)/minigun_readme.txt | 2 +- .../MDL5 (3DGS A5)/minigun_mdl5_readme.txt | 2 +- test/models/MS3D/jeep1.readme.txt | 2 +- test/models/Q3D/E-AT-AT.source.txt | 2 +- test/models/Q3D/earth.source.txt | 2 +- test/models/X/BCN_Epileptic.txt | 2 +- test/models/X/anim_test.txt | 2 +- test/models/X/test.txt | 2 +- test/regression/result_checker.py | 2 +- test/unit/utImproveCacheLocality.cpp | 2 +- tools/assimp_view/Background.cpp | 2 +- tools/assimp_view/Camera.h | 2 +- tools/assimp_view/Display.h | 2 +- tools/assimp_view/Input.cpp | 2 +- tools/assimp_view/LogWindow.h | 2 +- tools/assimp_view/MeshRenderer.cpp | 2 +- tools/assimp_view/MeshRenderer.h | 2 +- tools/assimp_view/NOTE@help.rtf.txt | 2 +- tools/assimp_view/RenderOptions.h | 2 +- tools/assimp_view/SceneAnimator.h | 2 +- tools/assimp_view/Shaders.cpp | 2 +- tools/assimp_view/assimp_view.h | 2 +- 122 files changed, 187 insertions(+), 189 deletions(-) diff --git a/INSTALL b/INSTALL index 350a5f109..ecec2585b 100644 --- a/INSTALL +++ b/INSTALL @@ -1,50 +1,50 @@ - -======================================================================== -Open Asset Import Library (assimp) INSTALL -======================================================================== - ------------------------------- -Getting the documentation ------------------------------- - -A regularly-updated copy is available at -http://assimp.sourceforge.net/lib_html/index.html - -A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm. -To build the doxygen documentation on your own, follow these steps: - -a) download & install latest doxygen -b) make sure doxygen is in the executable search path -c) navigate to ./doc -d) and run 'doxygen' - -Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice. -Windows only: To generate the CHM doc, install 'Microsoft HTML Workshop' -and configure the path to it in the DOXYFILE first. - ------------------------------- -Building Assimp ------------------------------- - -More detailed build instructions can be found in the documentation, -this section is just for the inpatient among you. - -CMake is the preferred build system for Assimp. The minimum required version -is 2.6. If you don't have it yet, downloads for CMake can be found on -http://www.cmake.org/. - -For Unix: - -1. mkdir build && cd build -2. cmake .. -G 'Unix Makefiles' -3. make -j4 - -For Windows: -1. Open a command prompt -2. mkdir build -3. cd build -4. cmake .. -5. cmake --build . - -For iOS: -Just check the following project, which deploys a compiler toolchain for different iOS-versions: https://github.com/assimp/assimp/tree/master/port/iOS + +======================================================================== +Open Asset Import Library (assimp) INSTALL +======================================================================== + +------------------------------ +Getting the documentation +------------------------------ + +A regularly-updated copy is available at +http://assimp.sourceforge.net/lib_html/index.html + +A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm. +To build the doxygen documentation on your own, follow these steps: + +a) download & install latest doxygen +b) make sure doxygen is in the executable search path +c) navigate to ./doc +d) and run 'doxygen' + +Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice. +Windows only: To generate the CHM doc, install 'Microsoft HTML Workshop' +and configure the path to it in the DOXYFILE first. + +------------------------------ +Building Assimp +------------------------------ + +More detailed build instructions can be found in the documentation, +this section is just for the inpatient among you. + +CMake is the preferred build system for Assimp. The minimum required version +is 2.6. If you don't have it yet, downloads for CMake can be found on +http://www.cmake.org/. + +For Unix: + +1. mkdir build && cd build +2. cmake .. -G 'Unix Makefiles' +3. make -j4 + +For Windows: +1. Open a command prompt +2. mkdir build +3. cd build +4. cmake .. +5. cmake --build . + +For iOS: +Just check the following project, which deploys a compiler toolchain for different iOS-versions: https://github.com/assimp/assimp/tree/master/port/iOS diff --git a/code/AMF/AMFImporter_Geometry.cpp b/code/AMF/AMFImporter_Geometry.cpp index e9a50b656..45be05df1 100644 --- a/code/AMF/AMFImporter_Geometry.cpp +++ b/code/AMF/AMFImporter_Geometry.cpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/AMF/AMFImporter_Macro.hpp b/code/AMF/AMFImporter_Macro.hpp index ec06cb999..5877a62d2 100644 --- a/code/AMF/AMFImporter_Macro.hpp +++ b/code/AMF/AMFImporter_Macro.hpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/AMF/AMFImporter_Material.cpp b/code/AMF/AMFImporter_Material.cpp index 64da12dda..7ab5710da 100644 --- a/code/AMF/AMFImporter_Material.cpp +++ b/code/AMF/AMFImporter_Material.cpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/AMF/AMFImporter_Node.hpp b/code/AMF/AMFImporter_Node.hpp index b7b7836f3..ea65e106b 100644 --- a/code/AMF/AMFImporter_Node.hpp +++ b/code/AMF/AMFImporter_Node.hpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/AMF/AMFImporter_Postprocess.cpp b/code/AMF/AMFImporter_Postprocess.cpp index 8496d8ded..bdf13ac60 100644 --- a/code/AMF/AMFImporter_Postprocess.cpp +++ b/code/AMF/AMFImporter_Postprocess.cpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/Common/ImporterRegistry.cpp b/code/Common/ImporterRegistry.cpp index 41aa21979..4b9416663 100644 --- a/code/Common/ImporterRegistry.cpp +++ b/code/Common/ImporterRegistry.cpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/MMD/MMDImporter.h b/code/MMD/MMDImporter.h index 1cc91c782..b1fdb9f6a 100644 --- a/code/MMD/MMDImporter.h +++ b/code/MMD/MMDImporter.h @@ -93,4 +93,4 @@ private: } // Namespace Assimp -#endif \ No newline at end of file +#endif diff --git a/code/PostProcessing/ArmaturePopulate.h b/code/PostProcessing/ArmaturePopulate.h index 8985e1d1d..877d8b0d1 100644 --- a/code/PostProcessing/ArmaturePopulate.h +++ b/code/PostProcessing/ArmaturePopulate.h @@ -109,4 +109,4 @@ public: } // Namespace Assimp -#endif // SCALE_PROCESS_H_ \ No newline at end of file +#endif // SCALE_PROCESS_H_ diff --git a/code/PostProcessing/ScaleProcess.h b/code/PostProcessing/ScaleProcess.h index 9cc664c6a..5799dd22c 100644 --- a/code/PostProcessing/ScaleProcess.h +++ b/code/PostProcessing/ScaleProcess.h @@ -94,4 +94,4 @@ private: } // Namespace Assimp -#endif // SCALE_PROCESS_H_ \ No newline at end of file +#endif // SCALE_PROCESS_H_ diff --git a/code/PostProcessing/ValidateDataStructure.cpp b/code/PostProcessing/ValidateDataStructure.cpp index 6212bfb69..93f10598a 100644 --- a/code/PostProcessing/ValidateDataStructure.cpp +++ b/code/PostProcessing/ValidateDataStructure.cpp @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/code/glTF/glTFAsset.h b/code/glTF/glTFAsset.h index b918d456b..fdda6a615 100644 --- a/code/glTF/glTFAsset.h +++ b/code/glTF/glTFAsset.h @@ -1,4 +1,4 @@ -/* +/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- diff --git a/code/glTF/glTFExporter.cpp b/code/glTF/glTFExporter.cpp index 7c21b738b..e863b3f24 100644 --- a/code/glTF/glTFExporter.cpp +++ b/code/glTF/glTFExporter.cpp @@ -1,4 +1,4 @@ -/* +/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- diff --git a/code/glTF/glTFImporter.cpp b/code/glTF/glTFImporter.cpp index b410e1002..1f18850d2 100644 --- a/code/glTF/glTFImporter.cpp +++ b/code/glTF/glTFImporter.cpp @@ -1,4 +1,4 @@ -/* +/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- diff --git a/code/glTF2/glTF2Asset.h b/code/glTF2/glTF2Asset.h index d3c1654d0..2514a6fae 100644 --- a/code/glTF2/glTF2Asset.h +++ b/code/glTF2/glTF2Asset.h @@ -1,4 +1,4 @@ -/* +/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- diff --git a/code/glTF2/glTF2Exporter.cpp b/code/glTF2/glTF2Exporter.cpp index 7894f8adb..c4decdb49 100644 --- a/code/glTF2/glTF2Exporter.cpp +++ b/code/glTF2/glTF2Exporter.cpp @@ -1,4 +1,4 @@ -/* +/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- diff --git a/contrib/Open3DGC/o3dgcSC3DMCDecoder.h b/contrib/Open3DGC/o3dgcSC3DMCDecoder.h index f3f1617c4..e6f803b94 100644 --- a/contrib/Open3DGC/o3dgcSC3DMCDecoder.h +++ b/contrib/Open3DGC/o3dgcSC3DMCDecoder.h @@ -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 diff --git a/contrib/android-cmake/README.md b/contrib/android-cmake/README.md index ee6302128..395131daf 100644 --- a/contrib/android-cmake/README.md +++ b/contrib/android-cmake/README.md @@ -237,4 +237,4 @@ The _android-cmake_ should correctly handle projects with assembler sources (`*. ## Copying -_android-cmake_ is distributed under the terms of [BSD 3-Clause License](http://opensource.org/licenses/BSD-3-Clause) \ No newline at end of file +_android-cmake_ is distributed under the terms of [BSD 3-Clause License](http://opensource.org/licenses/BSD-3-Clause) diff --git a/contrib/gtest/docs/Documentation.md b/contrib/gtest/docs/Documentation.md index 8ca1aac75..e5d041f3a 100644 --- a/contrib/gtest/docs/Documentation.md +++ b/contrib/gtest/docs/Documentation.md @@ -11,4 +11,4 @@ documentation for that specific version instead.** To contribute code to Google Test, read: * [DevGuide](DevGuide.md) -- read this _before_ writing your first patch. - * [PumpManual](PumpManual.md) -- how we generate some of Google Test's source files. \ No newline at end of file + * [PumpManual](PumpManual.md) -- how we generate some of Google Test's source files. diff --git a/contrib/gtest/docs/V1_5_Documentation.md b/contrib/gtest/docs/V1_5_Documentation.md index 46bba2ec8..6febc65c9 100644 --- a/contrib/gtest/docs/V1_5_Documentation.md +++ b/contrib/gtest/docs/V1_5_Documentation.md @@ -9,4 +9,4 @@ This page lists all official documentation wiki pages for Google Test **1.5.0** To contribute code to Google Test, read: * DevGuide -- read this _before_ writing your first patch. - * [PumpManual](V1_5_PumpManual.md) -- how we generate some of Google Test's source files. \ No newline at end of file + * [PumpManual](V1_5_PumpManual.md) -- how we generate some of Google Test's source files. diff --git a/contrib/gtest/docs/V1_5_PumpManual.md b/contrib/gtest/docs/V1_5_PumpManual.md index 15710789d..e6485a01d 100644 --- a/contrib/gtest/docs/V1_5_PumpManual.md +++ b/contrib/gtest/docs/V1_5_PumpManual.md @@ -174,4 +174,4 @@ You can find real-world applications of Pump in [Google Test](http://www.google. ## Tips ## * If a meta variable is followed by a letter or digit, you can separate them using `[[]]`, which inserts an empty string. For example `Foo$j[[]]Helper` generate `Foo1Helper` when `j` is 1. - * To avoid extra-long Pump source lines, you can break a line anywhere you want by inserting `[[]]` followed by a new line. Since any new-line character next to `[[` or `]]` is ignored, the generated code won't contain this new line. \ No newline at end of file + * To avoid extra-long Pump source lines, you can break a line anywhere you want by inserting `[[]]` followed by a new line. Since any new-line character next to `[[` or `]]` is ignored, the generated code won't contain this new line. diff --git a/contrib/gtest/docs/V1_5_XcodeGuide.md b/contrib/gtest/docs/V1_5_XcodeGuide.md index bf24bf51b..21d7f5c05 100644 --- a/contrib/gtest/docs/V1_5_XcodeGuide.md +++ b/contrib/gtest/docs/V1_5_XcodeGuide.md @@ -90,4 +90,4 @@ The Debugger has exited with status 0. # Summary # -Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. \ No newline at end of file +Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. diff --git a/contrib/gtest/docs/V1_6_Documentation.md b/contrib/gtest/docs/V1_6_Documentation.md index ca924660a..1085673d1 100644 --- a/contrib/gtest/docs/V1_6_Documentation.md +++ b/contrib/gtest/docs/V1_6_Documentation.md @@ -11,4 +11,4 @@ documentation for that specific version instead.** To contribute code to Google Test, read: * [DevGuide](DevGuide.md) -- read this _before_ writing your first patch. - * [PumpManual](V1_6_PumpManual.md) -- how we generate some of Google Test's source files. \ No newline at end of file + * [PumpManual](V1_6_PumpManual.md) -- how we generate some of Google Test's source files. diff --git a/contrib/gtest/docs/V1_6_XcodeGuide.md b/contrib/gtest/docs/V1_6_XcodeGuide.md index bf24bf51b..21d7f5c05 100644 --- a/contrib/gtest/docs/V1_6_XcodeGuide.md +++ b/contrib/gtest/docs/V1_6_XcodeGuide.md @@ -90,4 +90,4 @@ The Debugger has exited with status 0. # Summary # -Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. \ No newline at end of file +Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. diff --git a/contrib/gtest/docs/V1_7_Documentation.md b/contrib/gtest/docs/V1_7_Documentation.md index 282697a50..6dc7d05b4 100644 --- a/contrib/gtest/docs/V1_7_Documentation.md +++ b/contrib/gtest/docs/V1_7_Documentation.md @@ -11,4 +11,4 @@ documentation for that specific version instead.** To contribute code to Google Test, read: * [DevGuide](DevGuide.md) -- read this _before_ writing your first patch. - * [PumpManual](V1_7_PumpManual.md) -- how we generate some of Google Test's source files. \ No newline at end of file + * [PumpManual](V1_7_PumpManual.md) -- how we generate some of Google Test's source files. diff --git a/contrib/gtest/docs/V1_7_XcodeGuide.md b/contrib/gtest/docs/V1_7_XcodeGuide.md index bf24bf51b..21d7f5c05 100644 --- a/contrib/gtest/docs/V1_7_XcodeGuide.md +++ b/contrib/gtest/docs/V1_7_XcodeGuide.md @@ -90,4 +90,4 @@ The Debugger has exited with status 0. # Summary # -Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. \ No newline at end of file +Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. diff --git a/contrib/gtest/docs/XcodeGuide.md b/contrib/gtest/docs/XcodeGuide.md index bf24bf51b..21d7f5c05 100644 --- a/contrib/gtest/docs/XcodeGuide.md +++ b/contrib/gtest/docs/XcodeGuide.md @@ -90,4 +90,4 @@ The Debugger has exited with status 0. # Summary # -Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. \ No newline at end of file +Unit testing is a valuable way to ensure your data model stays valid even during rapid development or refactoring. The Google Testing Framework is a great unit testing framework for C and C++ which integrates well with an Xcode development environment. diff --git a/contrib/poly2tri/README b/contrib/poly2tri/README index 2857e2983..883e9a581 100644 --- a/contrib/poly2tri/README +++ b/contrib/poly2tri/README @@ -1,4 +1,4 @@ -================== +================== INSTALLATION GUIDE ================== @@ -48,4 +48,4 @@ Examples: ./p2t nazca_monkey.dat 0 0 9 ./p2t random 10 100 5.0 - ./p2t random 1000 20000 0.025 \ No newline at end of file + ./p2t random 1000 20000 0.025 diff --git a/contrib/poly2tri/poly2tri/common/shapes.cc b/contrib/poly2tri/poly2tri/common/shapes.cc index d0de13e64..c94e11c03 100644 --- a/contrib/poly2tri/poly2tri/common/shapes.cc +++ b/contrib/poly2tri/poly2tri/common/shapes.cc @@ -362,4 +362,4 @@ void Triangle::DebugPrint() cout << points_[2]->x << "," << points_[2]->y << endl; } -} \ No newline at end of file +} diff --git a/contrib/poly2tri/poly2tri/common/shapes.h b/contrib/poly2tri/poly2tri/common/shapes.h index ac7389a2d..d3660f716 100644 --- a/contrib/poly2tri/poly2tri/common/shapes.h +++ b/contrib/poly2tri/poly2tri/common/shapes.h @@ -324,4 +324,4 @@ inline void Triangle::IsInterior(bool b) } -#endif \ No newline at end of file +#endif diff --git a/contrib/poly2tri/poly2tri/poly2tri.h b/contrib/poly2tri/poly2tri/poly2tri.h index 29a08d052..ba5cc159e 100644 --- a/contrib/poly2tri/poly2tri/poly2tri.h +++ b/contrib/poly2tri/poly2tri/poly2tri.h @@ -35,4 +35,4 @@ #include "common/shapes.h" #include "sweep/cdt.h" -#endif \ No newline at end of file +#endif diff --git a/contrib/poly2tri/poly2tri/sweep/advancing_front.cc b/contrib/poly2tri/poly2tri/sweep/advancing_front.cc index 38723beef..9739babce 100644 --- a/contrib/poly2tri/poly2tri/sweep/advancing_front.cc +++ b/contrib/poly2tri/poly2tri/sweep/advancing_front.cc @@ -105,4 +105,4 @@ AdvancingFront::~AdvancingFront() { } -} \ No newline at end of file +} diff --git a/contrib/poly2tri/poly2tri/sweep/advancing_front.h b/contrib/poly2tri/poly2tri/sweep/advancing_front.h index 645dcec97..3bfec5368 100644 --- a/contrib/poly2tri/poly2tri/sweep/advancing_front.h +++ b/contrib/poly2tri/poly2tri/sweep/advancing_front.h @@ -115,4 +115,4 @@ inline void AdvancingFront::set_search(Node* node) } -#endif \ No newline at end of file +#endif diff --git a/contrib/poly2tri/poly2tri/sweep/cdt.cc b/contrib/poly2tri/poly2tri/sweep/cdt.cc index 09d088ae3..b79f5a8de 100644 --- a/contrib/poly2tri/poly2tri/sweep/cdt.cc +++ b/contrib/poly2tri/poly2tri/sweep/cdt.cc @@ -68,4 +68,4 @@ CDT::~CDT() delete sweep_; } -} \ No newline at end of file +} diff --git a/contrib/poly2tri/poly2tri/sweep/cdt.h b/contrib/poly2tri/poly2tri/sweep/cdt.h index ea3286d9a..4a9a292d3 100644 --- a/contrib/poly2tri/poly2tri/sweep/cdt.h +++ b/contrib/poly2tri/poly2tri/sweep/cdt.h @@ -102,4 +102,4 @@ public: } -#endif \ No newline at end of file +#endif diff --git a/contrib/poly2tri/poly2tri/sweep/sweep.h b/contrib/poly2tri/poly2tri/sweep/sweep.h index 33e34a714..ad429fd96 100644 --- a/contrib/poly2tri/poly2tri/sweep/sweep.h +++ b/contrib/poly2tri/poly2tri/sweep/sweep.h @@ -282,4 +282,4 @@ private: } -#endif \ No newline at end of file +#endif diff --git a/contrib/stb_image/stb_image.h b/contrib/stb_image/stb_image.h index 571b0dcea..d9c21bc81 100644 --- a/contrib/stb_image/stb_image.h +++ b/contrib/stb_image/stb_image.h @@ -7459,4 +7459,4 @@ AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ -*/ \ No newline at end of file +*/ diff --git a/contrib/zip/.travis.sh b/contrib/zip/.travis.sh index 22974b1ff..9cb03ee87 100755 --- a/contrib/zip/.travis.sh +++ b/contrib/zip/.travis.sh @@ -15,4 +15,4 @@ else make -j 8 make install ASAN_OPTIONS=detect_leaks=0 LSAN_OPTIONS=verbosity=1:log_threads=1 ctest -V -fi \ No newline at end of file +fi diff --git a/contrib/zip/.travis.yml b/contrib/zip/.travis.yml index 86bac1cca..42f84dd25 100644 --- a/contrib/zip/.travis.yml +++ b/contrib/zip/.travis.yml @@ -19,4 +19,4 @@ after_success: - make - make test # Uploading report to CodeCov - - bash <(curl -s https://codecov.io/bash) \ No newline at end of file + - bash <(curl -s https://codecov.io/bash) diff --git a/contrib/zlib/contrib/blast/test.txt b/contrib/zlib/contrib/blast/test.txt index bfdf1c5dc..159002de5 100644 --- a/contrib/zlib/contrib/blast/test.txt +++ b/contrib/zlib/contrib/blast/test.txt @@ -1 +1 @@ -AIAIAIAIAIAIA \ No newline at end of file +AIAIAIAIAIAIA diff --git a/contrib/zlib/contrib/dotzlib/LICENSE_1_0.txt b/contrib/zlib/contrib/dotzlib/LICENSE_1_0.txt index 127a5bc39..36b7cd93c 100644 --- a/contrib/zlib/contrib/dotzlib/LICENSE_1_0.txt +++ b/contrib/zlib/contrib/dotzlib/LICENSE_1_0.txt @@ -20,4 +20,4 @@ FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER -DEALINGS IN THE SOFTWARE. \ No newline at end of file +DEALINGS IN THE SOFTWARE. diff --git a/contrib/zlib/contrib/testzlib/testzlib.txt b/contrib/zlib/contrib/testzlib/testzlib.txt index e508bb22f..ba1bb3db6 100644 --- a/contrib/zlib/contrib/testzlib/testzlib.txt +++ b/contrib/zlib/contrib/testzlib/testzlib.txt @@ -7,4 +7,4 @@ copy to a directory file from : - contrib/masmx64 - contrib/vstudio/vc7 -and open testzlib8.sln \ No newline at end of file +and open testzlib8.sln diff --git a/contrib/zlib_note.txt b/contrib/zlib_note.txt index cc274f0bf..a7ca98634 100644 --- a/contrib/zlib_note.txt +++ b/contrib/zlib_note.txt @@ -8,4 +8,4 @@ This is a heavily modified and shrinked version of zlib 1.2.3 Assimp itself does not use the compression part yet, so it needn't be compiled (trees.c, deflate.c, compress.c). -Currently these units are just used by assimp_cmd. \ No newline at end of file +Currently these units are just used by assimp_cmd. diff --git a/doc/architecture/Assimp_Arch_Import.class.violet.html b/doc/architecture/Assimp_Arch_Import.class.violet.html index 264468f98..b4e3a9a6e 100644 --- a/doc/architecture/Assimp_Arch_Import.class.violet.html +++ b/doc/architecture/Assimp_Arch_Import.class.violet.html @@ -351,4 +351,4 @@ BI8AxOURXedNEuG6jMiRPHKQsuuS4BGAuDzS0NCQlZV18JFlRI7qkRRdlwSPAHzCIynKaa5LgkcA ETwCgEfwCAAewSMAeASP4BEAPIJHAPAIHgFItrEBsYNHAD7BK4gZPAKAR/AIAB7BIwCQBvwfU/j0 jy2hMWgAAAAASUVORK5C" /> - \ No newline at end of file + diff --git a/doc/architecture/Assimp_Arch_export.class.violet.html b/doc/architecture/Assimp_Arch_export.class.violet.html index 85f68d68d..ee567caaa 100644 --- a/doc/architecture/Assimp_Arch_export.class.violet.html +++ b/doc/architecture/Assimp_Arch_export.class.violet.html @@ -645,4 +645,4 @@ tQ2gtkFtg9oGQG2jtkFtA6C2UduA2gZQ26C2QW0DoLZR26C2AVDbqG1AbQMoKg8CahvUNgBqG7UN ahsAtY3aBtQ2AGobtQ1qGwC1jdoGtQ2A2kZtA2obALWN2ga1DUA1igr2o7ZBbQPw0/wD+/DsALUN gNpGbYPaBkBto7ZBbQMAAD/R/wDNluGGIxSgmAAAAABJRU5ErkJg" /> - \ No newline at end of file + diff --git a/doc/architecture/assimp.object.violet.html b/doc/architecture/assimp.object.violet.html index 1d82fa05f..dee9d2208 100644 --- a/doc/architecture/assimp.object.violet.html +++ b/doc/architecture/assimp.object.violet.html @@ -104,4 +104,4 @@ tfMWuhaZfgHUw0Q32sDAwIcPH4I/C1fbaJVKRX0GBwft4RA5hXdkNepJqndpKD2R7TlrjeqmxkKh oLOf5O8VrfC7XlrtOvYCO77PYocddthhhx122GGHHXbYYYcddthhhx122GGHHXbYYYdd29q1c83s I9m5B21Yuxg77FJtRzQV/wEjVLA5JUDyfgAAAABJRU5ErkJg" /> - \ No newline at end of file + diff --git a/doc/architecture/assimp_usecase.ucase.violet.html b/doc/architecture/assimp_usecase.ucase.violet.html index 3045add42..c4df02533 100644 --- a/doc/architecture/assimp_usecase.ucase.violet.html +++ b/doc/architecture/assimp_usecase.ucase.violet.html @@ -872,4 +872,4 @@ DYMQQgghNAxCCCGEEBoGIYQQQmgYhBBCCKFhEEIIIYTQMAghhBBCwyCEEEIIDYMQQgghNAxCCCGE EBoGIYQQQmgYhBBCCKFhEEIIIYTQMAghhBBCwyCEEEJI/PP/A0zci3P89Qf2AAAAAElFTkSuQmCC " /> - \ No newline at end of file + diff --git a/doc/architecture/process.class.violet.html b/doc/architecture/process.class.violet.html index d4f77d909..662daf4a8 100644 --- a/doc/architecture/process.class.violet.html +++ b/doc/architecture/process.class.violet.html @@ -334,4 +334,4 @@ CQCsyZpgTQCsyZpgTQCsyZpgTQCsyZpgTQCsCdZkTQBgTdZkTQBgTdZkTQBgTdYEawJgTdYEawJg TdYEawJgTbAmawIAa7ImawIAa7ImawIAa7ImWBMAa7ImWBMAa7ImWBPAvDIByoc1WRMA/uU3lI1q YU0ArAnWZE0AYE3WZE0AABY4/wVVY1WTrOVxIAAAAABJRU5ErkJg" /> - \ No newline at end of file + diff --git a/include/assimp/scene.h b/include/assimp/scene.h index 93d04eee6..a189f5700 100644 --- a/include/assimp/scene.h +++ b/include/assimp/scene.h @@ -1,4 +1,4 @@ -/* +/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- diff --git a/packaging/windows-innosetup/WEB b/packaging/windows-innosetup/WEB index 8840d232d..d14d6ed9a 100644 --- a/packaging/windows-innosetup/WEB +++ b/packaging/windows-innosetup/WEB @@ -1,8 +1,6 @@ - -Project home page: -http://assimp.sourceforge.net - -Sourceforge.net project page: -http://www.sourceforge.net/projects/assimp - - + +Project home page: +http://assimp.sourceforge.net + +Sourceforge.net project page: +http://www.sourceforge.net/projects/assimp diff --git a/packaging/windows-innosetup/readme_installer_vieweronly.txt b/packaging/windows-innosetup/readme_installer_vieweronly.txt index bfa4f8c9e..1e84c577d 100644 --- a/packaging/windows-innosetup/readme_installer_vieweronly.txt +++ b/packaging/windows-innosetup/readme_installer_vieweronly.txt @@ -29,4 +29,4 @@ Reinstall Microsoft Visual C++ 2005 SP1 Redistributable (x86 or x64, depending o Add it to PATH. That's not a bug, the installer does not alter the PATH. 4. Crashes immediately -You CPU lacks SSE2 support. Build Assimp from scratch to suit your CPU, sorry. \ No newline at end of file +You CPU lacks SSE2 support. Build Assimp from scratch to suit your CPU, sorry. diff --git a/packaging/windows-mkzip/bin_readme.txt b/packaging/windows-mkzip/bin_readme.txt index 10839a3d9..5cff1f30e 100644 --- a/packaging/windows-mkzip/bin_readme.txt +++ b/packaging/windows-mkzip/bin_readme.txt @@ -26,4 +26,4 @@ Install the latest DirectX runtime or grab the file from somewhere (that's evil (Re)install Microsoft Visual C++ 2005 SP1 Redistributable (x86 or x64, depending on your system) 3. Crashes immediately -You CPU lacks SSE2 support. Build Assimp from scratch to suit your CPU, sorry. \ No newline at end of file +You CPU lacks SSE2 support. Build Assimp from scratch to suit your CPU, sorry. diff --git a/port/PyAssimp/pyassimp/errors.py b/port/PyAssimp/pyassimp/errors.py index 9d776860f..e017b5145 100644 --- a/port/PyAssimp/pyassimp/errors.py +++ b/port/PyAssimp/pyassimp/errors.py @@ -1,11 +1,11 @@ -#-*- coding: UTF-8 -*- - -""" -All possible errors. -""" - -class AssimpError(BaseException): - """ - If an internal error occurs. - """ - pass \ No newline at end of file +#-*- coding: UTF-8 -*- + +""" +All possible errors. +""" + +class AssimpError(BaseException): + """ + If an internal error occurs. + """ + pass diff --git a/port/jassimp/jassimp/src/jassimp/AiAnimation.java b/port/jassimp/jassimp/src/jassimp/AiAnimation.java index 239820aaf..856b918dd 100644 --- a/port/jassimp/jassimp/src/jassimp/AiAnimation.java +++ b/port/jassimp/jassimp/src/jassimp/AiAnimation.java @@ -172,4 +172,4 @@ public final class AiAnimation { public List getMeshChannels() { throw new UnsupportedOperationException("not implemented yet"); } -} \ No newline at end of file +} diff --git a/port/jassimp/jassimp/src/jassimp/AiBlendMode.java b/port/jassimp/jassimp/src/jassimp/AiBlendMode.java index 78cc5a5ed..d3a0e0e96 100644 --- a/port/jassimp/jassimp/src/jassimp/AiBlendMode.java +++ b/port/jassimp/jassimp/src/jassimp/AiBlendMode.java @@ -114,4 +114,4 @@ public enum AiBlendMode { * The mapped c/c++ integer enum value. */ private final int m_rawValue; -} \ No newline at end of file +} diff --git a/port/jassimp/jassimp/src/jassimp/AiCamera.java b/port/jassimp/jassimp/src/jassimp/AiCamera.java index 4445c34fc..b0f692eda 100644 --- a/port/jassimp/jassimp/src/jassimp/AiCamera.java +++ b/port/jassimp/jassimp/src/jassimp/AiCamera.java @@ -300,4 +300,4 @@ public final class AiCamera { * Aspect ratio. */ private final float m_aspect; -} \ No newline at end of file +} diff --git a/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java b/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java index 7998d1bcc..2987e5976 100644 --- a/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java +++ b/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java @@ -43,4 +43,4 @@ package jassimp; public interface AiProgressHandler { boolean update(float percentage); -} \ No newline at end of file +} diff --git a/port/jassimp/jassimp/src/jassimp/AiQuaternion.java b/port/jassimp/jassimp/src/jassimp/AiQuaternion.java index af10e6f91..a9ca7be79 100644 --- a/port/jassimp/jassimp/src/jassimp/AiQuaternion.java +++ b/port/jassimp/jassimp/src/jassimp/AiQuaternion.java @@ -162,4 +162,4 @@ public final class AiQuaternion { return "[" + getX() + ", " + getY() + ", " + getZ() + ", " + getW() + "]"; } -} \ No newline at end of file +} diff --git a/port/jassimp/jassimp/src/jassimp/AiTextureType.java b/port/jassimp/jassimp/src/jassimp/AiTextureType.java index 85b559c30..6b3e642e0 100644 --- a/port/jassimp/jassimp/src/jassimp/AiTextureType.java +++ b/port/jassimp/jassimp/src/jassimp/AiTextureType.java @@ -209,4 +209,4 @@ public enum AiTextureType { * The mapped c/c++ integer enum value. */ private final int m_rawValue; -} \ No newline at end of file +} diff --git a/port/swig/DONOTUSEYET b/port/swig/DONOTUSEYET index be9103007..87c6e0699 100644 --- a/port/swig/DONOTUSEYET +++ b/port/swig/DONOTUSEYET @@ -1 +1 @@ -The interface files are by no means complete yet and only work with the not-yet-released D SWIG backend, although adding support for other languages should not be too much of problem via #ifdefs. +The interface files are by no means complete yet and only work with the not-yet-released D SWIG backend, although adding support for other languages should not be too much of problem via #ifdefs. diff --git a/samples/SimpleAssimpViewX/README b/samples/SimpleAssimpViewX/README index 701a7cdce..dc513d7aa 100644 --- a/samples/SimpleAssimpViewX/README +++ b/samples/SimpleAssimpViewX/README @@ -19,4 +19,4 @@ Troubleshooting: - OSX workspaces are not updated too frequently, so same files may be missing. If you have any problems which you can't solve on your own, -please report them on the thread above. \ No newline at end of file +please report them on the thread above. diff --git a/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/main.cpp b/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/main.cpp index 781fe89e5..3aad81838 100644 --- a/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/main.cpp +++ b/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/main.cpp @@ -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 diff --git a/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/include/boost_includes.h b/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/include/boost_includes.h index 7b9c0860e..2ff6aff04 100644 --- a/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/include/boost_includes.h +++ b/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/include/boost_includes.h @@ -1 +1 @@ -#include \ No newline at end of file +#include diff --git a/test/models-nonbsd/3DS/jeep1.3ds.readme.txt b/test/models-nonbsd/3DS/jeep1.3ds.readme.txt index d17d5e0e9..f52ada0cc 100644 --- a/test/models-nonbsd/3DS/jeep1.3ds.readme.txt +++ b/test/models-nonbsd/3DS/jeep1.3ds.readme.txt @@ -12,4 +12,4 @@ http://xu1productions.com/3dstudio/index.html - 3D Game Resources http://www.psionicdesign.com - My Main 2D/3D Digital Art site -Psionic 2002 \ No newline at end of file +Psionic 2002 diff --git a/test/models-nonbsd/3DS/pyramob.3ds.readme.txt b/test/models-nonbsd/3DS/pyramob.3ds.readme.txt index bf1858410..2bf93aa64 100644 --- a/test/models-nonbsd/3DS/pyramob.3ds.readme.txt +++ b/test/models-nonbsd/3DS/pyramob.3ds.readme.txt @@ -9,4 +9,4 @@ http://www.elektrobar.com/lux/ or mail to: lux@elektrobar.com -have fun.....VIRLUX \ No newline at end of file +have fun.....VIRLUX diff --git a/test/models-nonbsd/ASE/Rifle.source.txt b/test/models-nonbsd/ASE/Rifle.source.txt index 04d40a85d..1b96f8564 100644 --- a/test/models-nonbsd/ASE/Rifle.source.txt +++ b/test/models-nonbsd/ASE/Rifle.source.txt @@ -22,4 +22,4 @@ tutorials. INFO ==== -CONVERTED FROM 3DS TO ASE WITH AC3D \ No newline at end of file +CONVERTED FROM 3DS TO ASE WITH AC3D diff --git a/test/models-nonbsd/ASE/Rifle2.source.txt b/test/models-nonbsd/ASE/Rifle2.source.txt index 2072ddf13..3fa628db4 100644 --- a/test/models-nonbsd/ASE/Rifle2.source.txt +++ b/test/models-nonbsd/ASE/Rifle2.source.txt @@ -21,4 +21,4 @@ tutorials. INFO ==== -CONVERTED FROM 3DS TO ASE WITH AC3D \ No newline at end of file +CONVERTED FROM 3DS TO ASE WITH AC3D diff --git a/test/models-nonbsd/B3D/turtle.source.txt b/test/models-nonbsd/B3D/turtle.source.txt index fab387bdc..cd93aa3d6 100644 --- a/test/models-nonbsd/B3D/turtle.source.txt +++ b/test/models-nonbsd/B3D/turtle.source.txt @@ -8,4 +8,4 @@ RESTRICTIONS: This model pack is available for use in freeware, shareware, commercial games/software with the following restrictions:- **You may not sell/re-sell this model pack or claim it as your own. -***You may not redistribute this pack in some other model pack through a website or on a compilation CD of any kind, without my written consent. \ No newline at end of file +***You may not redistribute this pack in some other model pack through a website or on a compilation CD of any kind, without my written consent. diff --git a/test/models-nonbsd/DXF/rifle.source.txt b/test/models-nonbsd/DXF/rifle.source.txt index 3e88f009f..a2585afad 100644 --- a/test/models-nonbsd/DXF/rifle.source.txt +++ b/test/models-nonbsd/DXF/rifle.source.txt @@ -20,4 +20,4 @@ tutorials. INFO ==== -COnverted from 3ds to DXF with Ac3D \ No newline at end of file +COnverted from 3ds to DXF with Ac3D diff --git a/test/models-nonbsd/FBX/2013_ASCII/jeep1.fbx.readme.txt b/test/models-nonbsd/FBX/2013_ASCII/jeep1.fbx.readme.txt index d17d5e0e9..f52ada0cc 100644 --- a/test/models-nonbsd/FBX/2013_ASCII/jeep1.fbx.readme.txt +++ b/test/models-nonbsd/FBX/2013_ASCII/jeep1.fbx.readme.txt @@ -12,4 +12,4 @@ http://xu1productions.com/3dstudio/index.html - 3D Game Resources http://www.psionicdesign.com - My Main 2D/3D Digital Art site -Psionic 2002 \ No newline at end of file +Psionic 2002 diff --git a/test/models-nonbsd/FBX/2013_ASCII/pyramob.fbx.readme.txt b/test/models-nonbsd/FBX/2013_ASCII/pyramob.fbx.readme.txt index bf1858410..2bf93aa64 100644 --- a/test/models-nonbsd/FBX/2013_ASCII/pyramob.fbx.readme.txt +++ b/test/models-nonbsd/FBX/2013_ASCII/pyramob.fbx.readme.txt @@ -9,4 +9,4 @@ http://www.elektrobar.com/lux/ or mail to: lux@elektrobar.com -have fun.....VIRLUX \ No newline at end of file +have fun.....VIRLUX diff --git a/test/models-nonbsd/FBX/2013_BINARY/jeep1.fbx.readme.txt b/test/models-nonbsd/FBX/2013_BINARY/jeep1.fbx.readme.txt index d17d5e0e9..f52ada0cc 100644 --- a/test/models-nonbsd/FBX/2013_BINARY/jeep1.fbx.readme.txt +++ b/test/models-nonbsd/FBX/2013_BINARY/jeep1.fbx.readme.txt @@ -12,4 +12,4 @@ http://xu1productions.com/3dstudio/index.html - 3D Game Resources http://www.psionicdesign.com - My Main 2D/3D Digital Art site -Psionic 2002 \ No newline at end of file +Psionic 2002 diff --git a/test/models-nonbsd/FBX/2013_BINARY/pyramob.fbx.readme.txt b/test/models-nonbsd/FBX/2013_BINARY/pyramob.fbx.readme.txt index bf1858410..2bf93aa64 100644 --- a/test/models-nonbsd/FBX/2013_BINARY/pyramob.fbx.readme.txt +++ b/test/models-nonbsd/FBX/2013_BINARY/pyramob.fbx.readme.txt @@ -9,4 +9,4 @@ http://www.elektrobar.com/lux/ or mail to: lux@elektrobar.com -have fun.....VIRLUX \ No newline at end of file +have fun.....VIRLUX diff --git a/test/models-nonbsd/IFC/linklist.txt b/test/models-nonbsd/IFC/linklist.txt index 06ad3844b..6971b7a45 100644 --- a/test/models-nonbsd/IFC/linklist.txt +++ b/test/models-nonbsd/IFC/linklist.txt @@ -1,4 +1,4 @@ Good IFC test cases =================== -http://www.iai.fzk.de/www-extern/index.php?id=1135 \ No newline at end of file +http://www.iai.fzk.de/www-extern/index.php?id=1135 diff --git a/test/models-nonbsd/LWO/LWO2/LWSReferences/QuickDraw.source.txt b/test/models-nonbsd/LWO/LWO2/LWSReferences/QuickDraw.source.txt index bb07f8e24..aaa244217 100644 --- a/test/models-nonbsd/LWO/LWO2/LWSReferences/QuickDraw.source.txt +++ b/test/models-nonbsd/LWO/LWO2/LWSReferences/QuickDraw.source.txt @@ -28,4 +28,4 @@ INFO These files belong to the QuickDraw model in the LWS folder - they are referenced -and loaded into the LWS scene. \ No newline at end of file +and loaded into the LWS scene. diff --git a/test/models-nonbsd/LWO/LWO2/rifle.source.txt b/test/models-nonbsd/LWO/LWO2/rifle.source.txt index 34576f0ca..5523bbc0c 100644 --- a/test/models-nonbsd/LWO/LWO2/rifle.source.txt +++ b/test/models-nonbsd/LWO/LWO2/rifle.source.txt @@ -21,4 +21,4 @@ tutorials. INFO ==== -CONVERTED FROM 3DS TO LWO2 WITH AC3D \ No newline at end of file +CONVERTED FROM 3DS TO LWO2 WITH AC3D diff --git a/test/models-nonbsd/LWS/QuickDraw v2.2.source.txt b/test/models-nonbsd/LWS/QuickDraw v2.2.source.txt index e0c7d0f7c..92ac5d882 100644 --- a/test/models-nonbsd/LWS/QuickDraw v2.2.source.txt +++ b/test/models-nonbsd/LWS/QuickDraw v2.2.source.txt @@ -12,4 +12,4 @@ In the future more 3d formats will be added and some other sections such as wall CHANGES: -Paths have been modified \ No newline at end of file +Paths have been modified diff --git a/test/models-nonbsd/MD3/q3root/models/mapobjects/kt_kubalwagon/readme_kubalwagon.txt b/test/models-nonbsd/MD3/q3root/models/mapobjects/kt_kubalwagon/readme_kubalwagon.txt index e0a978ee0..54fbcbd7f 100644 --- a/test/models-nonbsd/MD3/q3root/models/mapobjects/kt_kubalwagon/readme_kubalwagon.txt +++ b/test/models-nonbsd/MD3/q3root/models/mapobjects/kt_kubalwagon/readme_kubalwagon.txt @@ -23,4 +23,4 @@ ID software, eskimo roll, EMSIPE, QkenneyQ DISTRIBUTION as long as this readme is included...! --------------------------------------------------------------------------- \ No newline at end of file +-------------------------------------------------------------------------- diff --git a/test/models-nonbsd/MD3/readme_water.txt b/test/models-nonbsd/MD3/readme_water.txt index cdc318ff8..c5346261d 100644 --- a/test/models-nonbsd/MD3/readme_water.txt +++ b/test/models-nonbsd/MD3/readme_water.txt @@ -23,4 +23,4 @@ ID software, eskimo roll, EMSIPE, QkenneyQ DISTRIBUTION as long as this readme is included...! --------------------------------------------------------------------------- \ No newline at end of file +-------------------------------------------------------------------------- diff --git a/test/models-nonbsd/MMD/readme.txt b/test/models-nonbsd/MMD/readme.txt index d8c882420..909beee00 100644 --- a/test/models-nonbsd/MMD/readme.txt +++ b/test/models-nonbsd/MMD/readme.txt @@ -46,4 +46,4 @@ version 4 ◯ クレジット 企画: 株式会社ドワンゴ キャラクターデザイン: 黒星紅白 -モデリング: 雨刻 \ No newline at end of file +モデリング: 雨刻 diff --git a/test/models-nonbsd/NFF/NFFSense8/credits.txt b/test/models-nonbsd/NFF/NFFSense8/credits.txt index ff169151d..f3cef4d09 100644 --- a/test/models-nonbsd/NFF/NFFSense8/credits.txt +++ b/test/models-nonbsd/NFF/NFFSense8/credits.txt @@ -1,4 +1,4 @@ teapot.nff, home4.nff - http://www.martinreddy.net/ukvrsig/wtk.html cokecan.nff -www.vrupl.evl.uic.edu/Eng591_Pages/cokecan.nff -TODO: License status to be confirmed \ No newline at end of file +TODO: License status to be confirmed diff --git a/test/models-nonbsd/OBJ/rifle.source.txt b/test/models-nonbsd/OBJ/rifle.source.txt index b09dcda8c..1d2cec5cf 100644 --- a/test/models-nonbsd/OBJ/rifle.source.txt +++ b/test/models-nonbsd/OBJ/rifle.source.txt @@ -24,4 +24,4 @@ tutorials. INFO ==== -Converted from 3DS to OBJ with AC3D \ No newline at end of file +Converted from 3DS to OBJ with AC3D diff --git a/test/models-nonbsd/OBJ/segment.source.txt b/test/models-nonbsd/OBJ/segment.source.txt index 978d72d26..204bc140e 100644 --- a/test/models-nonbsd/OBJ/segment.source.txt +++ b/test/models-nonbsd/OBJ/segment.source.txt @@ -1,4 +1,4 @@ Obj exported from Blender http://toychest.in.tum.de/wiki/projects:kuka_lwr -License: Creative-Commons-by-Attribution-3.0 \ No newline at end of file +License: Creative-Commons-by-Attribution-3.0 diff --git a/test/models-nonbsd/Ogre/OgreSDK/LICENSE b/test/models-nonbsd/Ogre/OgreSDK/LICENSE index e7e8f4280..ccdfb00fa 100644 --- a/test/models-nonbsd/Ogre/OgreSDK/LICENSE +++ b/test/models-nonbsd/Ogre/OgreSDK/LICENSE @@ -18,4 +18,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. \ No newline at end of file +THE SOFTWARE. diff --git a/test/models-nonbsd/Ogre/OgreSDK/README.md b/test/models-nonbsd/Ogre/OgreSDK/README.md index e7a838cb0..864536558 100644 --- a/test/models-nonbsd/Ogre/OgreSDK/README.md +++ b/test/models-nonbsd/Ogre/OgreSDK/README.md @@ -7,4 +7,4 @@ This asset set is used to test the full functionality of both binary and XML Ass * Material file was created by copying the relevant material parts from the sample sources. See the file for further information. * Some textures were converted from .png to .jpg to reduce the file size. -See the LICENSE file in this folder for further copyright information about these assets. \ No newline at end of file +See the LICENSE file in this folder for further copyright information about these assets. diff --git a/test/models-nonbsd/README.txt b/test/models-nonbsd/README.txt index 8b244d2aa..aac170708 100644 --- a/test/models-nonbsd/README.txt +++ b/test/models-nonbsd/README.txt @@ -1,3 +1,3 @@ These models are not generally redistributable under the terms of Assimp's BSD license. Usually, an additional requirement on the use of the data is imposed (i.e. no commercial use, need credits, some creative commons variants, ...). -So, if you re-package Assimp for use in a 'clean' OSS package, consider removing this directory. \ No newline at end of file +So, if you re-package Assimp for use in a 'clean' OSS package, consider removing this directory. diff --git a/test/models/3DS/UVTransformTest/note.txt b/test/models/3DS/UVTransformTest/note.txt index dc4bd0789..4c8bfedd2 100644 --- a/test/models/3DS/UVTransformTest/note.txt +++ b/test/models/3DS/UVTransformTest/note.txt @@ -8,4 +8,4 @@ In other words: TO DO, but only if someone REALLY needs it. To see how it should look like - test/ReferenceImages Note that the viewer has no 'decal' texture mapping mode, so -the usual clamping is used. \ No newline at end of file +the usual clamping is used. diff --git a/test/models/3DS/textures.txt b/test/models/3DS/textures.txt index 18bbd8f90..136322bea 100644 --- a/test/models/3DS/textures.txt +++ b/test/models/3DS/textures.txt @@ -1 +1 @@ -All textures are from cgtextures.com and are free for commercial use \ No newline at end of file +All textures are from cgtextures.com and are free for commercial use diff --git a/test/models/ASE/MotionCaptureROM.source.txt b/test/models/ASE/MotionCaptureROM.source.txt index 222a3afbb..2b961906a 100644 --- a/test/models/ASE/MotionCaptureROM.source.txt +++ b/test/models/ASE/MotionCaptureROM.source.txt @@ -1,3 +1,3 @@ "MotionCaptureROM.ase" - Free for any purpose. -NOTE: The errors in the middle of the animation are caused by problems during recording, it's not an importer issue. \ No newline at end of file +NOTE: The errors in the middle of the animation are caused by problems during recording, it's not an importer issue. diff --git a/test/models/BLEND/HUMAN.source.txt b/test/models/BLEND/HUMAN.source.txt index 9409b46d3..a19c52468 100644 --- a/test/models/BLEND/HUMAN.source.txt +++ b/test/models/BLEND/HUMAN.source.txt @@ -1,3 +1,3 @@ HUMAN.blend (c) 2010, Tobias Rittig -Redistribution and reuse allowed for any purpose, credits appreciated. \ No newline at end of file +Redistribution and reuse allowed for any purpose, credits appreciated. diff --git a/test/models/BVH/01_nn.bvh.source.txt b/test/models/BVH/01_nn.bvh.source.txt index e538020a2..fc450d15d 100644 --- a/test/models/BVH/01_nn.bvh.source.txt +++ b/test/models/BVH/01_nn.bvh.source.txt @@ -47,4 +47,4 @@ Here's the relevant paragraph from mocap.cs.cmu.edu: obtained from mocap.cs.cmu.edu. The database was created with funding from NSF EIA-0196217." -[...] \ No newline at end of file +[...] diff --git a/test/models/CSM/ThomasFechten.source.txt b/test/models/CSM/ThomasFechten.source.txt index 529560ced..cf60674d8 100644 --- a/test/models/CSM/ThomasFechten.source.txt +++ b/test/models/CSM/ThomasFechten.source.txt @@ -1 +1 @@ -Recorded with vicon IQ, july 2008. Free for any purpose. \ No newline at end of file +Recorded with vicon IQ, july 2008. Free for any purpose. diff --git a/test/models/IRRMesh/credits.txt b/test/models/IRRMesh/credits.txt index a12163233..504746814 100644 --- a/test/models/IRRMesh/credits.txt +++ b/test/models/IRRMesh/credits.txt @@ -1,2 +1,2 @@ cellar.irrmesh - From irrlight/irrEdit. Irrlicht/irredit license (which?) -Textures resized to 400*400, improved JPEG compression to make them smaller \ No newline at end of file +Textures resized to 400*400, improved JPEG compression to make them smaller diff --git a/test/models/LWO/LWO2/MappingModes/earthCylindric.txt b/test/models/LWO/LWO2/MappingModes/earthCylindric.txt index 46660a486..18ea94ea2 100644 --- a/test/models/LWO/LWO2/MappingModes/earthCylindric.txt +++ b/test/models/LWO/LWO2/MappingModes/earthCylindric.txt @@ -2,4 +2,4 @@ Wikipedia Commons, downloaded November 25th 08 -http://upload.wikimedia.org/wikipedia/commons/0/01/Lambert-cylindrical-equal-area-projection.jpg \ No newline at end of file +http://upload.wikimedia.org/wikipedia/commons/0/01/Lambert-cylindrical-equal-area-projection.jpg diff --git a/test/models/LWO/LWO2/MappingModes/earthSpherical.source.txt b/test/models/LWO/LWO2/MappingModes/earthSpherical.source.txt index 218b339e1..db055ea0f 100644 --- a/test/models/LWO/LWO2/MappingModes/earthSpherical.source.txt +++ b/test/models/LWO/LWO2/MappingModes/earthSpherical.source.txt @@ -6,4 +6,4 @@ http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_monthlies.php Downloaded November 24, 08. -Rescaled to 2048 * 1024 with GIMP \ No newline at end of file +Rescaled to 2048 * 1024 with GIMP diff --git a/test/models/LWO/LWO2/concrete.source.txt b/test/models/LWO/LWO2/concrete.source.txt index 2904ae998..90fc73e2d 100644 --- a/test/models/LWO/LWO2/concrete.source.txt +++ b/test/models/LWO/LWO2/concrete.source.txt @@ -1,2 +1,2 @@ cgtextures.com - free, even for commercial use. See the licensing conditions and the FAQ the site for more details. -Great source for free textures, btw! \ No newline at end of file +Great source for free textures, btw! diff --git a/test/models/LWO/LWO2/uvtest-source.txt b/test/models/LWO/LWO2/uvtest-source.txt index 75e4878a7..654d62180 100644 --- a/test/models/LWO/LWO2/uvtest-source.txt +++ b/test/models/LWO/LWO2/uvtest-source.txt @@ -1,2 +1,2 @@ Regression file. -by Tom Speed, see http://groups.google.com/group/bmx3d/browse_thread/thread/36db3b191f81be36 \ No newline at end of file +by Tom Speed, see http://groups.google.com/group/bmx3d/browse_thread/thread/36db3b191f81be36 diff --git a/test/models/MD2/faerie-source.txt b/test/models/MD2/faerie-source.txt index ef0e4f196..4906ff4d1 100644 --- a/test/models/MD2/faerie-source.txt +++ b/test/models/MD2/faerie-source.txt @@ -21,4 +21,4 @@ The Irrlicht Engine License appreciated but is not required. 2. Altered source versions must be clearly marked as such, and must not be misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. \ No newline at end of file + 3. This notice may not be removed or altered from any source distribution. diff --git a/test/models/MD2/sidney-source.txt b/test/models/MD2/sidney-source.txt index ef0e4f196..4906ff4d1 100644 --- a/test/models/MD2/sidney-source.txt +++ b/test/models/MD2/sidney-source.txt @@ -21,4 +21,4 @@ The Irrlicht Engine License appreciated but is not required. 2. Altered source versions must be clearly marked as such, and must not be misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. \ No newline at end of file + 3. This notice may not be removed or altered from any source distribution. diff --git a/test/models/MD5/SimpleCube.source.txt b/test/models/MD5/SimpleCube.source.txt index 6f51bc1cf..77d151ed7 100644 --- a/test/models/MD5/SimpleCube.source.txt +++ b/test/models/MD5/SimpleCube.source.txt @@ -1 +1 @@ -From http://www.doom3world.org/phpbb2/viewtopic.php?f=3&t=16842 (thanks, Rayne, whoever you are) \ No newline at end of file +From http://www.doom3world.org/phpbb2/viewtopic.php?f=3&t=16842 (thanks, Rayne, whoever you are) diff --git a/test/models/MDL/MDL3 (3DGS A4)/minigun_readme.txt b/test/models/MDL/MDL3 (3DGS A4)/minigun_readme.txt index c2ca7c696..4d36f8cbb 100644 --- a/test/models/MDL/MDL3 (3DGS A4)/minigun_readme.txt +++ b/test/models/MDL/MDL3 (3DGS A4)/minigun_readme.txt @@ -3,4 +3,4 @@ Hi everybody!!! This is my first published model so it isn't very good,but i'm still learning!.. This model is free for everybody,but credit will be nice! You may reach me at rojkov91@mail.ru -P.S: Excuse my bad english \ No newline at end of file +P.S: Excuse my bad english diff --git a/test/models/MDL/MDL5 (3DGS A5)/minigun_mdl5_readme.txt b/test/models/MDL/MDL5 (3DGS A5)/minigun_mdl5_readme.txt index c2ca7c696..4d36f8cbb 100644 --- a/test/models/MDL/MDL5 (3DGS A5)/minigun_mdl5_readme.txt +++ b/test/models/MDL/MDL5 (3DGS A5)/minigun_mdl5_readme.txt @@ -3,4 +3,4 @@ Hi everybody!!! This is my first published model so it isn't very good,but i'm still learning!.. This model is free for everybody,but credit will be nice! You may reach me at rojkov91@mail.ru -P.S: Excuse my bad english \ No newline at end of file +P.S: Excuse my bad english diff --git a/test/models/MS3D/jeep1.readme.txt b/test/models/MS3D/jeep1.readme.txt index d17d5e0e9..f52ada0cc 100644 --- a/test/models/MS3D/jeep1.readme.txt +++ b/test/models/MS3D/jeep1.readme.txt @@ -12,4 +12,4 @@ http://xu1productions.com/3dstudio/index.html - 3D Game Resources http://www.psionicdesign.com - My Main 2D/3D Digital Art site -Psionic 2002 \ No newline at end of file +Psionic 2002 diff --git a/test/models/Q3D/E-AT-AT.source.txt b/test/models/Q3D/E-AT-AT.source.txt index 56a96f7d5..2df8826f1 100644 --- a/test/models/Q3D/E-AT-AT.source.txt +++ b/test/models/Q3D/E-AT-AT.source.txt @@ -5,4 +5,4 @@ Downloaded 4th November 08 (Obama ftw!) Copyright notice found on the page: Where do the models in the archive come from? -All 3D files available from the3darchive.com are from the public domain. \ No newline at end of file +All 3D files available from the3darchive.com are from the public domain. diff --git a/test/models/Q3D/earth.source.txt b/test/models/Q3D/earth.source.txt index 56a96f7d5..2df8826f1 100644 --- a/test/models/Q3D/earth.source.txt +++ b/test/models/Q3D/earth.source.txt @@ -5,4 +5,4 @@ Downloaded 4th November 08 (Obama ftw!) Copyright notice found on the page: Where do the models in the archive come from? -All 3D files available from the3darchive.com are from the public domain. \ No newline at end of file +All 3D files available from the3darchive.com are from the public domain. diff --git a/test/models/X/BCN_Epileptic.txt b/test/models/X/BCN_Epileptic.txt index 1538e59fb..398d21b86 100644 --- a/test/models/X/BCN_Epileptic.txt +++ b/test/models/X/BCN_Epileptic.txt @@ -1 +1 @@ -A human body separated into three meshes: lower body, upper body, head. A common bone hierarchy for all three meshes, plus an test animation that makes the body sort of jump. No material information exported. \ No newline at end of file +A human body separated into three meshes: lower body, upper body, head. A common bone hierarchy for all three meshes, plus an test animation that makes the body sort of jump. No material information exported. diff --git a/test/models/X/anim_test.txt b/test/models/X/anim_test.txt index 637ea0581..3d270dc7d 100644 --- a/test/models/X/anim_test.txt +++ b/test/models/X/anim_test.txt @@ -6,4 +6,4 @@ Frame 18 - 24: Zylinder-Spitze bewegt sich zu Position in Richtung x+ Remarks: The exporter failed here for some reasons... although the mesh referres to four bones, only two of them are stored in the corresponding node hierarchy. So you have a mesh with 4 bones, a hirarchy with 2 nodes and a animation that affects only those two nodes. -There is no timing given for the animation. You have to scale the animation manually. For this file, the timing seems to be 24 ticks per second. \ No newline at end of file +There is no timing given for the animation. You have to scale the animation manually. For this file, the timing seems to be 24 ticks per second. diff --git a/test/models/X/test.txt b/test/models/X/test.txt index 7a5e8e74b..eaf9d9c3c 100644 --- a/test/models/X/test.txt +++ b/test/models/X/test.txt @@ -1,3 +1,3 @@ Simple textured test cube exported from Maya. Has a texture that does label each cube side uniquely, but the sides do not match DirectX coordinate space. -Is not readable using D3DXLoadFrameHierarchy, needs custom text parsing. \ No newline at end of file +Is not readable using D3DXLoadFrameHierarchy, needs custom text parsing. diff --git a/test/regression/result_checker.py b/test/regression/result_checker.py index 19772f8af..1b01c52e6 100644 --- a/test/regression/result_checker.py +++ b/test/regression/result_checker.py @@ -110,4 +110,4 @@ def run(): if __name__ == "__main__": sys.exit(run()) -# vim: ai ts=4 sts=4 et sw=4 \ No newline at end of file +# vim: ai ts=4 sts=4 et sw=4 diff --git a/test/unit/utImproveCacheLocality.cpp b/test/unit/utImproveCacheLocality.cpp index 66ce0d6d8..803562dd2 100644 --- a/test/unit/utImproveCacheLocality.cpp +++ b/test/unit/utImproveCacheLocality.cpp @@ -41,4 +41,4 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ -#include "UnitTestPCH.h" \ No newline at end of file +#include "UnitTestPCH.h" diff --git a/tools/assimp_view/Background.cpp b/tools/assimp_view/Background.cpp index e5f4e2b96..33bb81f2e 100644 --- a/tools/assimp_view/Background.cpp +++ b/tools/assimp_view/Background.cpp @@ -468,4 +468,4 @@ void CBackgroundPainter::RecreateNativeResource() piSkyBoxEffect->SetTechnique("RenderImage2D"); } } -}; \ No newline at end of file +}; diff --git a/tools/assimp_view/Camera.h b/tools/assimp_view/Camera.h index dd82af029..9c3103827 100644 --- a/tools/assimp_view/Camera.h +++ b/tools/assimp_view/Camera.h @@ -82,4 +82,4 @@ class Camera } ; -#endif // !!IG \ No newline at end of file +#endif // !!IG diff --git a/tools/assimp_view/Display.h b/tools/assimp_view/Display.h index f52e65e42..1ca29f498 100644 --- a/tools/assimp_view/Display.h +++ b/tools/assimp_view/Display.h @@ -539,4 +539,4 @@ namespace AssimpView }; } -#endif // AV_DISPLAY_H_INCLUDE \ No newline at end of file +#endif // AV_DISPLAY_H_INCLUDE diff --git a/tools/assimp_view/Input.cpp b/tools/assimp_view/Input.cpp index 505433404..f9f463412 100644 --- a/tools/assimp_view/Input.cpp +++ b/tools/assimp_view/Input.cpp @@ -369,4 +369,4 @@ void HandleKeyboardInputTextureView( void ) if( keys[VK_RIGHT] & 0x80 ) CDisplay::Instance().SetTextureViewOffsetX ( -g_fElpasedTime * 150.0f ); } -}; \ No newline at end of file +}; diff --git a/tools/assimp_view/LogWindow.h b/tools/assimp_view/LogWindow.h index 671d8be8f..5b2a3d2d3 100644 --- a/tools/assimp_view/LogWindow.h +++ b/tools/assimp_view/LogWindow.h @@ -130,4 +130,4 @@ namespace AssimpView } -#endif // AV_LOG_DISPLA \ No newline at end of file +#endif // AV_LOG_DISPLA diff --git a/tools/assimp_view/MeshRenderer.cpp b/tools/assimp_view/MeshRenderer.cpp index 27bc6704f..d93bb4aea 100644 --- a/tools/assimp_view/MeshRenderer.cpp +++ b/tools/assimp_view/MeshRenderer.cpp @@ -161,4 +161,4 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld) { return 1; } -}; \ No newline at end of file +}; diff --git a/tools/assimp_view/MeshRenderer.h b/tools/assimp_view/MeshRenderer.h index 38cfa6326..d756a9984 100644 --- a/tools/assimp_view/MeshRenderer.h +++ b/tools/assimp_view/MeshRenderer.h @@ -96,4 +96,4 @@ namespace AssimpView { }; } -#endif //!! include guard \ No newline at end of file +#endif //!! include guard diff --git a/tools/assimp_view/NOTE@help.rtf.txt b/tools/assimp_view/NOTE@help.rtf.txt index f00962db6..dd20078e9 100644 --- a/tools/assimp_view/NOTE@help.rtf.txt +++ b/tools/assimp_view/NOTE@help.rtf.txt @@ -1,2 +1,2 @@ text1.bin is the corresponding bin file to be included with the executable file. -When updating the rich formatted text inside Visual Studio, a terminating 0 character must be appended \ No newline at end of file +When updating the rich formatted text inside Visual Studio, a terminating 0 character must be appended diff --git a/tools/assimp_view/RenderOptions.h b/tools/assimp_view/RenderOptions.h index bd9e8a871..69297419e 100644 --- a/tools/assimp_view/RenderOptions.h +++ b/tools/assimp_view/RenderOptions.h @@ -110,4 +110,4 @@ class RenderOptions bool bCulling,bSkeleton; }; -#endif // !! IG \ No newline at end of file +#endif // !! IG diff --git a/tools/assimp_view/SceneAnimator.h b/tools/assimp_view/SceneAnimator.h index 956edb3e3..82f3616c5 100644 --- a/tools/assimp_view/SceneAnimator.h +++ b/tools/assimp_view/SceneAnimator.h @@ -246,4 +246,4 @@ protected: } // end of namespace AssimpView -#endif // AV_SCENEANIMATOR_H_INCLUDED \ No newline at end of file +#endif // AV_SCENEANIMATOR_H_INCLUDED diff --git a/tools/assimp_view/Shaders.cpp b/tools/assimp_view/Shaders.cpp index f129b7cc6..9d80ac227 100644 --- a/tools/assimp_view/Shaders.cpp +++ b/tools/assimp_view/Shaders.cpp @@ -1407,4 +1407,4 @@ std::string g_szCheckerBackgroundShader = std::string( "}\n" "};\n" ); - }; \ No newline at end of file + }; diff --git a/tools/assimp_view/assimp_view.h b/tools/assimp_view/assimp_view.h index 3c519bb92..6b00f7f8c 100644 --- a/tools/assimp_view/assimp_view.h +++ b/tools/assimp_view/assimp_view.h @@ -279,4 +279,4 @@ enum EClickPos extern bool nopointslines; } -#endif // !! AV_MAIN_H_INCLUDED \ No newline at end of file +#endif // !! AV_MAIN_H_INCLUDED From 5e93b9ea8b7750e024d05d3991730ef04104a68d Mon Sep 17 00:00:00 2001 From: Alexey Medvedev Date: Mon, 30 Mar 2020 12:42:32 -0700 Subject: [PATCH 05/59] Fixed bone splitting with excessive amount of bones with 0 weight --- .../SplitByBoneCountProcess.cpp | 48 ++++++------------- 1 file changed, 15 insertions(+), 33 deletions(-) diff --git a/code/PostProcessing/SplitByBoneCountProcess.cpp b/code/PostProcessing/SplitByBoneCountProcess.cpp index ab7a1fe00..3ac0fe557 100644 --- a/code/PostProcessing/SplitByBoneCountProcess.cpp +++ b/code/PostProcessing/SplitByBoneCountProcess.cpp @@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include +#include using namespace Assimp; using namespace Assimp::Formatter; @@ -188,9 +189,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vectormNumFaces); // 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 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 +198,21 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector 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& vb = vertexBones[face.mIndices[b]]; - for( unsigned int c = 0; c < vb.size(); ++c) - { - 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); - } - } + const std::vector& vb = vertexBones[face.mIndices[b]]; + for( unsigned int c = 0; c < vb.size(); ++c) + { + newBonesAtCurrentFace.insert(vb[c].first); + } } - 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 +220,13 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector::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 From 3ef46b0eddbfdcd914da75c06b299e494a093317 Mon Sep 17 00:00:00 2001 From: Alexey Medvedev Date: Mon, 30 Mar 2020 16:56:33 -0700 Subject: [PATCH 06/59] Weights and bones count checks --- code/PostProcessing/SplitByBoneCountProcess.cpp | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/code/PostProcessing/SplitByBoneCountProcess.cpp b/code/PostProcessing/SplitByBoneCountProcess.cpp index 3ac0fe557..015ba9bf6 100644 --- a/code/PostProcessing/SplitByBoneCountProcess.cpp +++ b/code/PostProcessing/SplitByBoneCountProcess.cpp @@ -173,7 +173,15 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vectormBones[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!"); + } + } } } From c31e49198adfe2cff7dd12591c0378c7434b5178 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 31 Mar 2020 22:01:04 +0200 Subject: [PATCH 07/59] closes https://github.com/assimp/assimp/issues/3103: always enable warnings as errors . --- CMakeLists.txt | 24 +++++++++--------------- 1 file changed, 9 insertions(+), 15 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index ecd131b8c..ca6c3533a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -108,10 +108,6 @@ OPTION ( ASSIMP_ERROR_MAX "Enable all warnings." OFF ) -OPTION ( ASSIMP_WERROR - "Treat warnings as errors." - OFF -) OPTION ( ASSIMP_ASAN "Enable AddressSanitizer." OFF @@ -243,7 +239,15 @@ IF( UNIX ) INCLUDE(GNUInstallDirs) ENDIF() -# Grouped compiler settings +# enable warnings as errors ######################################## +IF (MSVC) + ADD_COMPILE_OPTIONS(/WX) +ELSE() + SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror") + SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror") +ENDIF() + +# Grouped compiler settings ######################################## IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW) IF(NOT ASSIMP_HUNTER_ENABLED) SET(CMAKE_CXX_FLAGS "-fPIC -std=c++0x ${CMAKE_CXX_FLAGS}") @@ -311,16 +315,6 @@ IF (ASSIMP_ERROR_MAX) ENDIF() ENDIF() -IF (ASSIMP_WERROR) - MESSAGE(STATUS "Treating warnings as errors") - IF (MSVC) - ADD_COMPILE_OPTIONS(/WX) - ELSE() - SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror") - SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror") - ENDIF() -ENDIF() - IF (ASSIMP_ASAN) MESSAGE(STATUS "AddressSanitizer enabled") SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address") From 53990ffa4243014692b3d325cbe7c18efa911459 Mon Sep 17 00:00:00 2001 From: Alexey Medvedev Date: Tue, 31 Mar 2020 14:18:51 -0700 Subject: [PATCH 08/59] Check for existed bone --- code/PostProcessing/SplitByBoneCountProcess.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/code/PostProcessing/SplitByBoneCountProcess.cpp b/code/PostProcessing/SplitByBoneCountProcess.cpp index 015ba9bf6..1fd26c757 100644 --- a/code/PostProcessing/SplitByBoneCountProcess.cpp +++ b/code/PostProcessing/SplitByBoneCountProcess.cpp @@ -217,7 +217,11 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector& vb = vertexBones[face.mIndices[b]]; for( unsigned int c = 0; c < vb.size(); ++c) { - newBonesAtCurrentFace.insert(vb[c].first); + unsigned int boneIndex = vb[c].first; + if( !isBoneUsed[boneIndex] ) + { + newBonesAtCurrentFace.insert(boneIndex); + } } } From 0f32f59dc3d1fa11f6b3afb53c2900d9150c474e Mon Sep 17 00:00:00 2001 From: jess Date: Wed, 15 Apr 2020 13:24:22 -0700 Subject: [PATCH 09/59] Add Open Collective MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Hi, I'm making updates for Open Collective. Either you or another core contributor signed this repository up for Open Collective. This pull request adds financial contributors from your Open Collective https://opencollective.com/assimp ❤️ What it does: - adds a badge to show the latest number of financial contributors - adds a banner displaying contributors to the project on GitHub - adds a banner displaying all individuals contributing financially on Open Collective - adds a section displaying all organizations contributing financially on Open Collective, with their logo and a link to their website P.S: As with any pull request, feel free to comment or suggest changes. Thank you for your great contribution to the Open Source community. You are awesome! 🙌 And welcome to the Open Collective community! 😊 Come chat with us in the #opensource channel on https://slack.opencollective.com - great place to ask questions and share best practices with other Open Source sustainers! --- Readme.md | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) diff --git a/Readme.md b/Readme.md index 61fff538f..15e76b9d2 100644 --- a/Readme.md +++ b/Readme.md @@ -2,6 +2,7 @@ Open Asset Import Library (assimp) ================================== A library to import and export various 3d-model-formats including scene-post-processing to generate missing render data. ### Current project status ### +[![Financial Contributors on Open Collective](https://opencollective.com/assimp/all/badge.svg?label=financial+contributors)](https://opencollective.com/assimp) ![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg) [![Linux Build Status](https://travis-ci.org/assimp/assimp.svg)](https://travis-ci.org/assimp/assimp) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/tmo433wax6u6cjp4?svg=true)](https://ci.appveyor.com/project/kimkulling/assimp) @@ -179,6 +180,28 @@ And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/a Contributions to assimp are highly appreciated. The easiest way to get involved is to submit a pull request with your changes against the main repository's `master` branch. +## Contributors + +### Code Contributors + +This project exists thanks to all the people who contribute. [[Contribute](CONTRIBUTING.md)]. + + + +### Financial Contributors + +Become a financial contributor and help us sustain our community. [[Contribute](https://opencollective.com/assimp/contribute)] + +#### Individuals + + + +#### Organizations + +Support this project with your organization. Your logo will show up here with a link to your website. [[Contribute](https://opencollective.com/assimp/contribute)] + + + ### License ### Our license is based on the modified, __3-clause BSD__-License. From bafb8e3189ec472fc9552bbf128047adb4247464 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Sun, 26 Apr 2020 08:59:52 +0200 Subject: [PATCH 10/59] closes https://github.com/assimp/assimp/issues/3165: remove deprecated code whch causes compiler warning. --- code/Common/SpatialSort.cpp | 238 ++++++++++++++--------------- include/assimp/SpatialSort.h | 52 +++---- test/CMakeLists.txt | 1 + test/unit/Common/utSpatialSort.cpp | 84 ++++++++++ test/unit/utStringUtils.cpp | 2 - 5 files changed, 220 insertions(+), 157 deletions(-) create mode 100644 test/unit/Common/utSpatialSort.cpp diff --git a/code/Common/SpatialSort.cpp b/code/Common/SpatialSort.cpp index a32ff5f90..352a36fba 100644 --- a/code/Common/SpatialSort.cpp +++ b/code/Common/SpatialSort.cpp @@ -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, @@ -50,71 +48,64 @@ using namespace Assimp; // CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8. #ifndef CHAR_BIT -# define CHAR_BIT 8 +#define CHAR_BIT 8 #endif #ifdef _WIN32 -# pragma warning(disable : 4127) +//# pragma warning(disable : 4127) #endif // _WIN32 -// ------------------------------------------------------------------------------------------------ -// Constructs a spatially sorted representation from the given position array. -SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset) +const aiVector3D PlaneInit( 0.8523f, 0.34321f, 0.5736f ); - // define the reference plane. We choose some arbitrary vector away from all basic axises - // in the hope that no model spreads all its vertices along this plane. - : mPlaneNormal(0.8523f, 0.34321f, 0.5736f) -{ + // ------------------------------------------------------------------------------------------------ +// Constructs a spatially sorted representation from the given position array. +// define the reference plane. We choose some arbitrary vector away from all basic axises +// in the hope that no model spreads all its vertices along this plane. +SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) : + mPlaneNormal(PlaneInit) { mPlaneNormal.Normalize(); - Fill(pPositions,pNumPositions,pElementOffset); + Fill(pPositions, pNumPositions, pElementOffset); } // ------------------------------------------------------------------------------------------------ -SpatialSort :: SpatialSort() -: mPlaneNormal(0.8523f, 0.34321f, 0.5736f) -{ +SpatialSort::SpatialSort() : + mPlaneNormal(PlaneInit) { mPlaneNormal.Normalize(); } // ------------------------------------------------------------------------------------------------ // Destructor -SpatialSort::~SpatialSort() -{ - // nothing to do here, everything destructs automatically +SpatialSort::~SpatialSort() { + // empty } // ------------------------------------------------------------------------------------------------ -void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset, - bool pFinalize /*= true */) -{ +void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions, + unsigned int pElementOffset, + bool pFinalize /*= true */) { mPositions.clear(); - Append(pPositions,pNumPositions,pElementOffset,pFinalize); + Append(pPositions, pNumPositions, pElementOffset, pFinalize); } // ------------------------------------------------------------------------------------------------ -void SpatialSort :: Finalize() -{ - std::sort( mPositions.begin(), mPositions.end()); +void SpatialSort::Finalize() { + std::sort(mPositions.begin(), mPositions.end()); } // ------------------------------------------------------------------------------------------------ -void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset, - bool pFinalize /*= true */) -{ +void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions, + unsigned int pElementOffset, + bool pFinalize /*= true */) { // store references to all given positions along with their distance to the reference plane const size_t initial = mPositions.size(); - mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2)); - for( unsigned int a = 0; a < pNumPositions; a++) - { - const char* tempPointer = reinterpret_cast (pPositions); - const aiVector3D* vec = reinterpret_cast (tempPointer + a * pElementOffset); + mPositions.reserve(initial + (pFinalize ? pNumPositions : pNumPositions * 2)); + for (unsigned int a = 0; a < pNumPositions; a++) { + const char *tempPointer = reinterpret_cast(pPositions); + const aiVector3D *vec = reinterpret_cast(tempPointer + a * pElementOffset); // store position by index and distance ai_real distance = *vec * mPlaneNormal; - mPositions.push_back( Entry( static_cast(a+initial), *vec, distance)); + mPositions.push_back(Entry(static_cast(a + initial), *vec, distance)); } if (pFinalize) { @@ -125,9 +116,8 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio // ------------------------------------------------------------------------------------------------ // Returns an iterator for all positions close to the given position. -void SpatialSort::FindPositions( const aiVector3D& pPosition, - ai_real pRadius, std::vector& poResults) const -{ +void SpatialSort::FindPositions(const aiVector3D &pPosition, + ai_real pRadius, std::vector &poResults) const { const ai_real dist = pPosition * mPlaneNormal; const ai_real minDist = dist - pRadius, maxDist = dist + pRadius; @@ -135,19 +125,18 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition, poResults.clear(); // quick check for positions outside the range - if( mPositions.size() == 0) + if (mPositions.size() == 0) return; - if( maxDist < mPositions.front().mDistance) + if (maxDist < mPositions.front().mDistance) return; - if( minDist > mPositions.back().mDistance) + if (minDist > mPositions.back().mDistance) return; // do a binary search for the minimal distance to start the iteration there unsigned int index = (unsigned int)mPositions.size() / 2; unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4; - while( binaryStepSize > 1) - { - if( mPositions[index].mDistance < minDist) + while (binaryStepSize > 1) { + if (mPositions[index].mDistance < minDist) index += binaryStepSize; else index -= binaryStepSize; @@ -157,21 +146,20 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition, // depending on the direction of the last step we need to single step a bit back or forth // to find the actual beginning element of the range - while( index > 0 && mPositions[index].mDistance > minDist) + while (index > 0 && mPositions[index].mDistance > minDist) index--; - while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist) + while (index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist) index++; // Mow start iterating from there until the first position lays outside of the distance range. // Add all positions inside the distance range within the given radius to the result aray std::vector::const_iterator it = mPositions.begin() + index; - const ai_real pSquared = pRadius*pRadius; - while( it->mDistance < maxDist) - { - if( (it->mPosition - pPosition).SquareLength() < pSquared) - poResults.push_back( it->mIndex); + const ai_real pSquared = pRadius * pRadius; + while (it->mDistance < maxDist) { + if ((it->mPosition - pPosition).SquareLength() < pSquared) + poResults.push_back(it->mIndex); ++it; - if( it == mPositions.end()) + if (it == mPositions.end()) break; } @@ -180,70 +168,71 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition, namespace { - // Binary, signed-integer representation of a single-precision floating-point value. - // IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are - // ordered the same way when their bits are reinterpreted as sign-magnitude integers." - // This allows us to convert all floating-point numbers to signed integers of arbitrary size - // and then use them to work with ULPs (Units in the Last Place, for high-precision - // computations) or to compare them (integer comparisons are faster than floating-point - // comparisons on many platforms). - typedef ai_int BinFloat; +// Binary, signed-integer representation of a single-precision floating-point value. +// IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are +// ordered the same way when their bits are reinterpreted as sign-magnitude integers." +// This allows us to convert all floating-point numbers to signed integers of arbitrary size +// and then use them to work with ULPs (Units in the Last Place, for high-precision +// computations) or to compare them (integer comparisons are faster than floating-point +// comparisons on many platforms). +typedef ai_int BinFloat; - // -------------------------------------------------------------------------------------------- - // Converts the bit pattern of a floating-point number to its signed integer representation. - BinFloat ToBinary( const ai_real & pValue) { +// -------------------------------------------------------------------------------------------- +// Converts the bit pattern of a floating-point number to its signed integer representation. +BinFloat ToBinary(const ai_real &pValue) { - // If this assertion fails, signed int is not big enough to store a float on your platform. - // Please correct the declaration of BinFloat a few lines above - but do it in a portable, - // #ifdef'd manner! - static_assert( sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)"); + // If this assertion fails, signed int is not big enough to store a float on your platform. + // Please correct the declaration of BinFloat a few lines above - but do it in a portable, + // #ifdef'd manner! + static_assert(sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)"); - #if defined( _MSC_VER) - // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this - // code has just become legacy code! Find out the current value of _MSC_VER and modify - // the #if above so it evaluates false on the current and all upcoming VC versions (or - // on the current platform, if LP64 or LLP64 are still used on other platforms). - static_assert( sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)"); +#if defined(_MSC_VER) + // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this + // code has just become legacy code! Find out the current value of _MSC_VER and modify + // the #if above so it evaluates false on the current and all upcoming VC versions (or + // on the current platform, if LP64 or LLP64 are still used on other platforms). + static_assert(sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)"); - // This works best on Visual C++, but other compilers have their problems with it. - const BinFloat binValue = reinterpret_cast(pValue); - #else - // On many compilers, reinterpreting a float address as an integer causes aliasing - // problems. This is an ugly but more or less safe way of doing it. - union { - ai_real asFloat; - BinFloat asBin; - } conversion; - conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float) - conversion.asFloat = pValue; - const BinFloat binValue = conversion.asBin; - #endif + // This works best on Visual C++, but other compilers have their problems with it. + const BinFloat binValue = reinterpret_cast(pValue); + //::memcpy(&binValue, &pValue, sizeof(pValue)); + //return binValue; +#else + // On many compilers, reinterpreting a float address as an integer causes aliasing + // problems. This is an ugly but more or less safe way of doing it. + union { + ai_real asFloat; + BinFloat asBin; + } conversion; + conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float) + conversion.asFloat = pValue; + const BinFloat binValue = conversion.asBin; +#endif - // floating-point numbers are of sign-magnitude format, so find out what signed number - // representation we must convert negative values to. - // See http://en.wikipedia.org/wiki/Signed_number_representations. + // floating-point numbers are of sign-magnitude format, so find out what signed number + // representation we must convert negative values to. + // See http://en.wikipedia.org/wiki/Signed_number_representations. - // Two's complement? - if( (-42 == (~42 + 1)) && (binValue & 0x80000000)) - return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue; - // One's complement? - else if ( (-42 == ~42) && (binValue & 0x80000000)) - return BinFloat(-0) - binValue; - // Sign-magnitude? - else if( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary - return binValue; - else - return binValue; - } + // Two's complement? + /*if ((-42 == (~42 + 1)) && (binValue & 0x80000000)) + return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue; + // One's complement? + else if ((-42 == ~42) && (binValue & 0x80000000)) + return BinFloat(-0) - binValue; + // Sign-magnitude? + else if ((-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary + return binValue; + else*/ + + return binValue; +} } // namespace // ------------------------------------------------------------------------------------------------ // Fills an array with indices of all positions identical to the given position. In opposite to // FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units. -void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, - std::vector& poResults) const -{ +void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector &poResults) const { // Epsilons have a huge disadvantage: they are of constant precision, while floating-point // values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but // if you apply it to 0.001, it is enormous. @@ -269,20 +258,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, // Convert the plane distance to its signed integer representation so the ULPs tolerance can be // applied. For some reason, VC won't optimize two calls of the bit pattern conversion. - const BinFloat minDistBinary = ToBinary( pPosition * mPlaneNormal) - distanceToleranceInULPs; + const BinFloat minDistBinary = ToBinary(pPosition * mPlaneNormal) - distanceToleranceInULPs; const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs; // clear the array in this strange fashion because a simple clear() would also deallocate // the array which we want to avoid - poResults.resize( 0 ); + poResults.resize(0); // do a binary search for the minimal distance to start the iteration there unsigned int index = (unsigned int)mPositions.size() / 2; unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4; - while( binaryStepSize > 1) - { + while (binaryStepSize > 1) { // Ugly, but conditional jumps are faster with integers than with floats - if( minDistBinary > ToBinary(mPositions[index].mDistance)) + if (minDistBinary > ToBinary(mPositions[index].mDistance)) index += binaryStepSize; else index -= binaryStepSize; @@ -292,20 +280,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, // depending on the direction of the last step we need to single step a bit back or forth // to find the actual beginning element of the range - while( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) ) + while (index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance)) index--; - while( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance)) + while (index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance)) index++; // Now start iterating from there until the first position lays outside of the distance range. // Add all positions inside the distance range within the tolerance to the result array std::vector::const_iterator it = mPositions.begin() + index; - while( ToBinary(it->mDistance) < maxDistBinary) - { - if( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength())) + while (ToBinary(it->mDistance) < maxDistBinary) { + if (distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength())) poResults.push_back(it->mIndex); ++it; - if( it == mPositions.end()) + if (it == mPositions.end()) break; } @@ -313,22 +300,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, } // ------------------------------------------------------------------------------------------------ -unsigned int SpatialSort::GenerateMappingTable(std::vector& fill, ai_real pRadius) const -{ - fill.resize(mPositions.size(),UINT_MAX); +unsigned int SpatialSort::GenerateMappingTable(std::vector &fill, ai_real pRadius) const { + fill.resize(mPositions.size(), UINT_MAX); ai_real dist, maxDist; - unsigned int t=0; - const ai_real pSquared = pRadius*pRadius; + unsigned int t = 0; + const ai_real pSquared = pRadius * pRadius; for (size_t i = 0; i < mPositions.size();) { dist = mPositions[i].mPosition * mPlaneNormal; maxDist = dist + pRadius; fill[mPositions[i].mIndex] = t; - const aiVector3D& oldpos = mPositions[i].mPosition; - for (++i; i < fill.size() && mPositions[i].mDistance < maxDist - && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) - { + const aiVector3D &oldpos = mPositions[i].mPosition; + for (++i; i < fill.size() && mPositions[i].mDistance < maxDist && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) { fill[mPositions[i].mIndex] = t; } ++t; @@ -338,7 +322,7 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector& fill, // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1 for (size_t i = 0; i < fill.size(); ++i) { - ai_assert(fill[i] #include +#include namespace Assimp { @@ -62,10 +62,8 @@ namespace Assimp { * time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen * so that it avoids common planes in usual data sets. */ // ------------------------------------------------------------------------------------------------ -class ASSIMP_API SpatialSort -{ +class ASSIMP_API SpatialSort { public: - SpatialSort(); // ------------------------------------------------------------------------------------ @@ -76,14 +74,12 @@ public: * @param pNumPositions Number of vectors to expect in that array. * @param pElementOffset Offset in bytes from the beginning of one vector in memory * to the beginning of the next vector. */ - SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset); + SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, + unsigned int pElementOffset); /** Destructor */ ~SpatialSort(); -public: - // ------------------------------------------------------------------------------------ /** Sets the input data for the SpatialSort. This replaces existing data, if any. * The new data receives new indices in ascending order. @@ -97,17 +93,15 @@ public: * required in order to use #FindPosition() or #GenerateMappingTable(). * If you don't finalize yet, you can use #Append() to add data from * other sources.*/ - void Fill( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset, - bool pFinalize = true); - + void Fill(const aiVector3D *pPositions, unsigned int pNumPositions, + unsigned int pElementOffset, + bool pFinalize = true); // ------------------------------------------------------------------------------------ /** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */ - void Append( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset, - bool pFinalize = true); - + void Append(const aiVector3D *pPositions, unsigned int pNumPositions, + unsigned int pElementOffset, + bool pFinalize = true); // ------------------------------------------------------------------------------------ /** Finalize the spatial hash data structure. This can be useful after @@ -123,8 +117,8 @@ public: * @param poResults The container to store the indices of the found positions. * Will be emptied by the call so it may contain anything. * @return An iterator to iterate over all vertices in the given area.*/ - void FindPositions( const aiVector3D& pPosition, ai_real pRadius, - std::vector& poResults) const; + void FindPositions(const aiVector3D &pPosition, ai_real pRadius, + std::vector &poResults) const; // ------------------------------------------------------------------------------------ /** Fills an array with indices of all positions identical to the given position. In @@ -133,8 +127,8 @@ public: * @param pPosition The position to look for vertices. * @param poResults The container to store the indices of the found positions. * Will be emptied by the call so it may contain anything.*/ - void FindIdenticalPositions( const aiVector3D& pPosition, - std::vector& poResults) const; + void FindIdenticalPositions(const aiVector3D &pPosition, + std::vector &poResults) const; // ------------------------------------------------------------------------------------ /** Compute a table that maps each vertex ID referring to a spatially close @@ -144,8 +138,8 @@ public: * @param pRadius Maximal distance from the position a vertex may have to * be counted in. * @return Number of unique vertices (n). */ - unsigned int GenerateMappingTable(std::vector& fill, - ai_real pRadius) const; + unsigned int GenerateMappingTable(std::vector &fill, + ai_real pRadius) const; protected: /** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */ @@ -159,15 +153,17 @@ protected: ai_real mDistance; ///< Distance of this vertex to the sorting plane Entry() AI_NO_EXCEPT - : mIndex( 999999999 ), mPosition(), mDistance( 99999. ) { - // empty + : mIndex(999999999), + mPosition(), + mDistance(99999.) { + // empty } - Entry( unsigned int pIndex, const aiVector3D& pPosition, ai_real pDistance) - : mIndex( pIndex), mPosition( pPosition), mDistance( pDistance) { + Entry(unsigned int pIndex, const aiVector3D &pPosition, ai_real pDistance) : + mIndex(pIndex), mPosition(pPosition), mDistance(pDistance) { // empty } - bool operator < (const Entry& e) const { return mDistance < e.mDistance; } + bool operator<(const Entry &e) const { return mDistance < e.mDistance; } }; // all positions, sorted by distance to the sorting plane diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index fac246d68..bf6694845 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -86,6 +86,7 @@ SET( COMMON unit/utStringUtils.cpp unit/Common/uiScene.cpp unit/Common/utLineSplitter.cpp + unit/Common/utSpatialSort.cpp ) SET( IMPORTERS diff --git a/test/unit/Common/utSpatialSort.cpp b/test/unit/Common/utSpatialSort.cpp new file mode 100644 index 000000000..0783cf5e2 --- /dev/null +++ b/test/unit/Common/utSpatialSort.cpp @@ -0,0 +1,84 @@ +/* +--------------------------------------------------------------------------- +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. +--------------------------------------------------------------------------- +*/ +#include "UnitTestPCH.h" + +#include + +using namespace Assimp; + +class utSpatialSort : public ::testing::Test { +public + : + aiVector3D *vecs; + +protected: + void SetUp() override { + ::srand(static_cast(time(0))); + vecs = new aiVector3D[100]; + for (size_t i = 0; i < 100; ++i) { + vecs[i].x = static_cast(rand()) / (static_cast(RAND_MAX / 100)); + vecs[i].y = static_cast(rand()) / (static_cast(RAND_MAX / 100)); + vecs[i].z = static_cast(rand()) / (static_cast(RAND_MAX / 100)); + } + } + + void TearDown() override { + delete[] vecs; + } +}; + +TEST_F( utSpatialSort, findIdenticalsTest ) { + SpatialSort sSort; + sSort.Fill(vecs, 100, sizeof(aiVector3D)); + + std::vector indices; + sSort.FindIdenticalPositions(vecs[0], indices); + EXPECT_EQ(1u, indices.size()); +} + +TEST_F(utSpatialSort, findPositionsTest) { + SpatialSort sSort; + sSort.Fill(vecs, 100, sizeof(aiVector3D)); + + std::vector indices; + sSort.FindPositions(vecs[0], 0.01f, indices); + EXPECT_EQ(1u, indices.size()); +} diff --git a/test/unit/utStringUtils.cpp b/test/unit/utStringUtils.cpp index c5493c502..cb91897e3 100644 --- a/test/unit/utStringUtils.cpp +++ b/test/unit/utStringUtils.cpp @@ -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, From 6c1e21d7548b4e36c5213aa0d40718161d89448b Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Sun, 26 Apr 2020 19:14:30 +0200 Subject: [PATCH 11/59] fix formatting. --- code/Common/SceneCombiner.cpp | 3 +- code/Common/SpatialSort.cpp | 23 +- test/unit/utImporter.cpp | 1381 ++------------------------------- 3 files changed, 77 insertions(+), 1330 deletions(-) diff --git a/code/Common/SceneCombiner.cpp b/code/Common/SceneCombiner.cpp index 29b6082a8..b7511ff4e 100644 --- a/code/Common/SceneCombiner.cpp +++ b/code/Common/SceneCombiner.cpp @@ -994,8 +994,7 @@ void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) { } else { *_dest = new aiScene(); } - - ::memcpy(*_dest,src,sizeof(aiScene)); + CopyScene(_dest, src, false); } // ------------------------------------------------------------------------------------------------ diff --git a/code/Common/SpatialSort.cpp b/code/Common/SpatialSort.cpp index 352a36fba..2bf6ce2e2 100644 --- a/code/Common/SpatialSort.cpp +++ b/code/Common/SpatialSort.cpp @@ -51,13 +51,9 @@ using namespace Assimp; #define CHAR_BIT 8 #endif -#ifdef _WIN32 -//# pragma warning(disable : 4127) -#endif // _WIN32 +const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f); -const aiVector3D PlaneInit( 0.8523f, 0.34321f, 0.5736f ); - - // ------------------------------------------------------------------------------------------------ +// ------------------------------------------------------------------------------------------------ // Constructs a spatially sorted representation from the given position array. // define the reference plane. We choose some arbitrary vector away from all basic axises // in the hope that no model spreads all its vertices along this plane. @@ -214,17 +210,20 @@ BinFloat ToBinary(const ai_real &pValue) { // See http://en.wikipedia.org/wiki/Signed_number_representations. // Two's complement? - /*if ((-42 == (~42 + 1)) && (binValue & 0x80000000)) + bool DefaultValue = ((-42 == (~42 + 1)) && (binValue & 0x80000000)); + bool OneComplement = ((-42 == ~42) && (binValue & 0x80000000)); + bool SignedMagnitude = ((-42 == (42 | (-0))) && (binValue & 0x80000000)); + + if (DefaultValue) return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue; // One's complement? - else if ((-42 == ~42) && (binValue & 0x80000000)) + else if (OneComplement) return BinFloat(-0) - binValue; // Sign-magnitude? - else if ((-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary + else if (SignedMagnitude) // -0 = 1000... binary + return binValue; + else return binValue; - else*/ - - return binValue; } } // namespace diff --git a/test/unit/utImporter.cpp b/test/unit/utImporter.cpp index c559819a2..0be0037df 100644 --- a/test/unit/utImporter.cpp +++ b/test/unit/utImporter.cpp @@ -51,1335 +51,84 @@ using namespace ::std; using namespace ::Assimp; class ImporterTest : public ::testing::Test { -public: - virtual void SetUp() { +protected: + void SetUp() override { pImp = new Importer(); } - virtual void TearDown() { + void TearDown() override { delete pImp; } -protected: Importer *pImp; }; #define InputData_BLOCK_SIZE 1310 +// clang-format off // test data for Importer::ReadFileFromMemory() - ./test/3DS/CameraRollAnim.3ds static unsigned char InputData_abRawBlock[1310] = { - 77, - 77, - 30, - 5, - 0, - 0, - 2, - 0, - 10, - 0, - 0, - 0, - 3, - 0, - 0, - 0, - 61, - 61, - 91, - 3, - 0, - 0, - 62, - 61, - 10, - 0, - 0, - 0, - 3, - 0, - 0, - 0, - 0, - 1, - 10, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 64, - 254, - 2, - 0, - 0, - 66, - 111, - 120, - 48, - 49, - 0, - 0, - 65, - 242, - 2, - 0, - 0, - 16, - 65, - 64, - 1, - 0, - 0, - 26, - 0, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 0, - 0, - 0, - 0, - 205, - 121, - 55, - 66, - 102, - 74, - 198, - 193, - 0, - 0, - 0, - 0, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 205, - 121, - 55, - 66, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 205, - 121, - 55, - 66, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 90, - 252, - 26, - 66, - 205, - 121, - 55, - 66, - 138, - 157, - 184, - 65, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 0, - 0, - 0, - 0, - 205, - 121, - 55, - 66, - 102, - 74, - 198, - 193, - 0, - 0, - 0, - 0, - 205, - 121, - 55, - 66, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 205, - 121, - 55, - 66, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 0, - 0, - 0, - 0, - 205, - 121, - 55, - 66, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 205, - 121, - 55, - 66, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 205, - 121, - 55, - 66, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 90, - 252, - 26, - 66, - 205, - 121, - 55, - 66, - 138, - 157, - 184, - 65, - 90, - 252, - 26, - 66, - 205, - 121, - 55, - 66, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 102, - 74, - 198, - 193, - 90, - 252, - 26, - 66, - 102, - 74, - 198, - 193, - 138, - 157, - 184, - 65, - 0, - 0, - 0, - 0, - 64, - 65, - 216, - 0, - 0, - 0, - 26, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 96, - 65, - 54, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 53, - 169, - 40, - 65, - 176, - 205, - 90, - 191, - 0, - 0, - 0, - 0, - 32, - 65, - 158, - 0, - 0, - 0, - 12, - 0, - 0, - 0, - 2, - 0, - 3, - 0, - 6, - 0, - 3, - 0, - 1, - 0, - 0, - 0, - 6, - 0, - 4, - 0, - 5, - 0, - 7, - 0, - 6, - 0, - 7, - 0, - 6, - 0, - 4, - 0, - 6, - 0, - 8, - 0, - 9, - 0, - 10, - 0, - 6, - 0, - 11, - 0, - 12, - 0, - 13, - 0, - 6, - 0, - 1, - 0, - 14, - 0, - 7, - 0, - 6, - 0, - 7, - 0, - 15, - 0, - 1, - 0, - 6, - 0, - 16, - 0, - 17, - 0, - 18, - 0, - 6, - 0, - 19, - 0, - 20, - 0, - 21, - 0, - 6, - 0, - 22, - 0, - 0, - 0, - 23, - 0, - 6, - 0, - 24, - 0, - 6, - 0, - 25, - 0, - 6, - 0, - 80, - 65, - 54, - 0, - 0, - 0, - 2, - 0, - 0, - 0, - 2, - 0, - 0, - 0, - 4, - 0, - 0, - 0, - 4, - 0, - 0, - 0, - 8, - 0, - 0, - 0, - 8, - 0, - 0, - 0, - 16, - 0, - 0, - 0, - 16, - 0, - 0, - 0, - 32, - 0, - 0, - 0, - 32, - 0, - 0, - 0, - 64, - 0, - 0, - 0, - 64, - 0, - 0, - 0, - 0, - 64, - 67, - 0, - 0, - 0, - 67, - 97, - 109, - 101, - 114, - 97, - 48, - 49, - 0, - 0, - 71, - 52, - 0, - 0, - 0, - 189, - 19, - 25, - 195, - 136, - 104, - 81, - 64, - 147, - 56, - 182, - 65, - 96, - 233, - 20, - 194, - 67, - 196, - 97, - 190, - 147, - 56, - 182, - 65, - 0, - 0, - 0, - 0, - 85, - 85, - 85, - 66, - 32, - 71, - 14, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 122, - 68, - 0, - 176, - 179, - 1, - 0, - 0, - 10, - 176, - 21, - 0, - 0, - 0, - 5, - 0, - 77, - 65, - 88, - 83, - 67, - 69, - 78, - 69, - 0, - 44, - 1, - 0, - 0, - 8, - 176, - 14, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 44, - 1, - 0, - 0, - 9, - 176, - 10, - 0, - 0, - 0, - 128, - 2, - 0, - 0, - 2, - 176, - 168, - 0, - 0, - 0, - 48, - 176, - 8, - 0, - 0, - 0, - 0, - 0, - 16, - 176, - 18, - 0, - 0, - 0, - 66, - 111, - 120, - 48, - 49, - 0, - 0, - 64, - 0, - 0, - 255, - 255, - 19, - 176, - 18, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 0, - 0, - 0, - 128, - 0, - 0, - 0, - 128, - 32, - 176, - 38, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 53, - 169, - 40, - 65, - 176, - 205, - 90, - 191, - 0, - 0, - 0, - 0, - 33, - 176, - 42, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 34, - 176, - 38, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 0, - 0, - 128, - 63, - 3, - 176, - 143, - 0, - 0, - 0, - 48, - 176, - 8, - 0, - 0, - 0, - 1, - 0, - 16, - 176, - 21, - 0, - 0, - 0, - 67, - 97, - 109, - 101, - 114, - 97, - 48, - 49, - 0, - 0, - 64, - 0, - 0, - 255, - 255, - 32, - 176, - 38, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 189, - 19, - 25, - 195, - 136, - 104, - 81, - 64, - 147, - 56, - 182, - 65, - 35, - 176, - 30, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 52, - 66, - 36, - 176, - 40, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 120, - 0, - 0, - 0, - 2, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 120, - 13, - 90, - 189, - 120, - 0, - 0, - 0, - 0, - 0, - 99, - 156, - 154, - 194, - 4, - 176, - 73, - 0, - 0, - 0, - 48, - 176, - 8, - 0, - 0, - 0, - 2, - 0, - 16, - 176, - 21, - 0, - 0, - 0, - 67, - 97, - 109, - 101, - 114, - 97, - 48, - 49, - 0, - 0, - 64, - 0, - 0, - 255, - 255, - 32, - 176, - 38, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 0, - 96, - 233, - 20, - 194, - 67, - 196, - 97, - 190, - 147, - 56, - 182, - 65, -}; - + 77, 77, 30, 5, 0, 0, 2, 0, 10, 0, 0, 0, 3, 0, 0, 0, 61, 61, 91, 3, 0, 0, + 62, 61, 10, 0, 0, 0, 3, 0, 0, 0, 0, 1, 10, 0, 0, 0, 0, 0,128, 63, 0, 64, + 254, 2, 0, 0, 66,111,120, 48, 49, 0, 0, 65,242, 2, 0, 0, 16, 65, 64, 1, 0, 0, + 26, 0,102, 74,198,193,102, 74,198,193, 0, 0, 0, 0,205,121, 55, 66,102, 74,198,193, + 0, 0, 0, 0,102, 74,198,193,138,157,184, 65, 0, 0, 0, 0,205,121, 55, 66,138,157, + 184, 65, 0, 0, 0, 0,102, 74,198,193,102, 74,198,193, 90,252, 26, 66,205,121, 55, 66, + 102, 74,198,193, 90,252, 26, 66,102, 74,198,193,138,157,184, 65, 90,252, 26, 66,205,121, + 55, 66,138,157,184, 65, 90,252, 26, 66,102, 74,198,193,102, 74,198,193, 0, 0, 0, 0, + 205,121, 55, 66,102, 74,198,193, 0, 0, 0, 0,205,121, 55, 66,102, 74,198,193, 90,252, + 26, 66,205,121, 55, 66,102, 74,198,193, 90,252, 26, 66,102, 74,198,193,102, 74,198,193, + 90, 252, 26, 66,102, 74,198,193,102, 74,198,193, 0, 0, 0, 0,205,121, 55, 66,138,157, + 184, 65, 0, 0, 0, 0,205,121, 55, 66,102, 74,198,193, 90,252, 26, 66,205,121, 55, 66, + 138,157,184, 65, 0, 0, 0, 0,102, 74,198,193,138,157,184, 65, 0, 0, 0, 0,102, 74, + 198,193,138,157,184, 65, 90,252, 26, 66,102, 74,198,193,138,157,184, 65, 90,252, 26, 66, + 205,121, 55, 66,138,157,184, 65, 90,252, 26, 66,205,121, 55, 66,138,157,184, 65, 0, 0, + 0, 0,102, 74,198,193,138,157,184, 65, 0, 0, 0, 0,102, 74,198,193,102, 74,198,193, + 90,252, 26, 66,102, 74,198,193,102, 74,198,193, 90,252, 26, 66,102, 74,198,193,138,157, + 184, 65, 0, 0, 0, 0, 64, 65,216, 0, 0, 0, 26, 0, 0, 0,128, 63, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,128, 63, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, + 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 128, 63, 0, 0, 0, 0, 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, + 0, 0, 0, 0, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,128, 63, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,128, 63, + 0, 0, 0, 0, 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 0, 0, + 0, 0, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, + 0, 0, 96, 65, 54, 0, 0, 0, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0,128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,128, 63, + 53,169, 40, 65,176,205, 90,191, 0, 0, 0, 0, 32, 65,158, 0, 0, 0, 12, 0, 0, 0, + 2, 0, 3, 0, 6, 0, 3, 0, 1, 0, 0, 0, 6, 0, 4, 0, 5, 0, 7, 0, 6, 0, + 7, 0, 6, 0, 4, 0, 6, 0, 8, 0, 9, 0, 10, 0, 6, 0, 11, 0, 12, 0, 13, 0, + 6, 0, 1, 0, 14, 0, 7, 0, 6, 0, 7, 0, 15, 0, 1, 0, 6, 0, 16, 0, 17, 0, + 18, 0, 6, 0, 19, 0, 20, 0, 21, 0, 6, 0, 22, 0, 0, 0, 23, 0, 6, 0, 24, 0, + 6, 0, 25, 0, 6, 0, 80, 65, 54, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 4, 0, + 0, 0, 4, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, + 32, 0, 0, 0, 32, 0, 0, 0, 64, 0, 0, 0, 64, 0, 0, 0, 0, 64, 67, 0, 0, 0, + 67, 97,109,101,114, 97, 48, 49, 0, 0, 71, 52, 0, 0, 0,189, 19, 25,195,136,104, 81, + 64,147, 56,182, 65, 96,233, 20,194, 67,196, 97,190,147, 56,182, 65, 0, 0, 0, 0, 85, + 85, 85, 66, 32, 71, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0,122, 68, 0,176,179, 1, 0, + 0, 10,176, 21, 0, 0, 0, 5, 0, 77, 65, 88, 83, 67, 69, 78, 69, 0, 44, 1, 0, 0, + 8,176, 14, 0, 0, 0, 0, 0, 0, 0, 44, 1, 0, 0, 9,176, 10, 0, 0, 0,128, 2, + 0, 0, 2,176,168, 0, 0, 0, 48,176, 8, 0, 0, 0, 0, 0, 16,176, 18, 0, 0, 0, + 66,111,120, 48, 49, 0, 0, 64, 0, 0,255,255, 19,176, 18, 0, 0, 0, 0, 0, 0,128, + 0, 0, 0,128, 0, 0, 0,128, 32,176, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 53,169, 40, 65,176,205, 90,191, 0, 0, + 0, 0, 33,176, 42, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 34,176, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0,128, 63, 0, 0,128, 63, 0, 0,128, 63, 3,176,143, 0, 0, 0, + 48,176, 8, 0, 0, 0, 1, 0, 16,176, 21, 0, 0, 0, 67, 97,109,101,114, 97, 48, 49, + 0, 0, 64, 0, 0,255,255, 32,176, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,189, 19, 25,195,136,104, 81, 64,147, 56,182, + 65, 35,176, 30, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 52, 66, 36,176, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0,120, + 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0,120, 13, 90,189,120, 0, 0, 0, 0, + 0, 99,156,154,194, 4,176, 73, 0, 0, 0, 48,176, 8, 0, 0, 0, 2, 0, 16,176, 21, + 0, 0, 0, 67, 97,109,101,114, 97, 48, 49, 0, 0, 64, 0, 0,255,255, 32,176, 38, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 96,233, 20,194, 67,196, 97,190,147, 56,182, 65 }; +// clang-format on #define AIUT_DEF_ERROR_TEXT "sorry, this is a test" static const aiImporterDesc desc = { From d98787f35bdb7d9385f619e3130b7d445cda71ba Mon Sep 17 00:00:00 2001 From: luca <681992+lukka@users.noreply.github.com> Date: Sun, 26 Apr 2020 12:19:59 -0700 Subject: [PATCH 12/59] CI: use clang on Unix, msvc on Windows;Remove explicit flags in CMakeLists.txt; --- .github/workflows/ccpp.yml | 72 +++++++++++++++++++++----------------- CMakeLists.txt | 6 ++-- code/glTF/glTFAsset.h | 7 +++- code/glTF2/glTF2Asset.h | 8 ++++- 4 files changed, 55 insertions(+), 38 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 60bfba170..dca0c3bea 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,40 +7,46 @@ on: branches: [ master ] jobs: - linux: - runs-on: ubuntu-latest - - steps: - - uses: actions/checkout@v2 - - name: configure - run: cmake CMakeLists.txt - - name: build - run: cmake --build . - - name: test - run: cd bin && ./unit - - mac: - runs-on: macos-latest - - steps: - - uses: actions/checkout@v2 - - name: configure - run: cmake CMakeLists.txt - - name: build - run: cmake --build . - - name: test - run: cd bin && ./unit + job: + name: ${{ matrix.os }}-build-and-test + runs-on: ${{ matrix.os }} + strategy: + fail-fast: false + matrix: + os: [ubuntu-latest, macos-latest, windows-latest] + # For Windows msvc, for Linux and macOS let's use the clang compiler + include: + - os: windows-latest + cxx: cl.exe + cc: cl.exe + - os: ubuntu-latest + cxx: clang++ + cc: clang + - os: macos-latest + cxx: clang++ + cc: clang - windows: - runs-on: windows-latest - steps: - uses: actions/checkout@v2 - - name: configure - run: cmake CMakeLists.txt - - name: build - run: cmake --build . --config Release + + - uses: lukka/get-cmake@latest + + - uses: ilammy/msvc-dev-cmd@v1 + + - uses: lukka/set-shell-env@v1 + with: + CXX: ${{ matrix.cxx }} + CC: ${{ matrix.cc }} + + - name: configure and build + uses: lukka/run-cmake@v2 + with: + cmakeListsOrSettingsJson: CMakeListsTxtAdvanced + cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release' + buildWithCMakeArgs: '-- -v' + buildDirectory: '${{ github.workspace }}/build/' + - name: test - run: | - cd bin\Release - .\unit + run: cd build/bin && ./unit + shell: bash diff --git a/CMakeLists.txt b/CMakeLists.txt index 3bfd5800f..d15e58dd4 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -267,10 +267,10 @@ ELSEIF(MSVC) SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od") ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" ) IF(NOT ASSIMP_HUNTER_ENABLED) - SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}") - SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}") + SET(CMAKE_CXX_STANDARD 11) + SET(CMAKE_POSITION_INDEPENDENT_CODE ON) ENDIF() - SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long ${CMAKE_CXX_FLAGS}" ) + SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long ${CMAKE_CXX_FLAGS}" ) SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}") ELSEIF( CMAKE_COMPILER_IS_MINGW ) IF (CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.0) diff --git a/code/glTF/glTFAsset.h b/code/glTF/glTFAsset.h index cd2e3166b..9673624f5 100644 --- a/code/glTF/glTFAsset.h +++ b/code/glTF/glTFAsset.h @@ -382,7 +382,12 @@ namespace glTF { friend struct Accessor; - Accessor& accessor; + // This field is reported as not used, making it protectd is the easiest way to work around it without going to the bottom of what the problem is: + // ../code/glTF2/glTF2Asset.h:392:19: error: private field 'accessor' is not used [-Werror,-Wunused-private-field] + protected: + Accessor &accessor; + + private: uint8_t* data; size_t elemSize, stride; diff --git a/code/glTF2/glTF2Asset.h b/code/glTF2/glTF2Asset.h index a78d6b53a..f9add768e 100644 --- a/code/glTF2/glTF2Asset.h +++ b/code/glTF2/glTF2Asset.h @@ -389,12 +389,18 @@ struct Accessor : public Object { class Indexer { friend struct Accessor; + // This field is reported as not used, making it protectd is the easiest way to work around it without going to the bottom of what the problem is: + // ../code/glTF2/glTF2Asset.h:392:19: error: private field 'accessor' is not used [-Werror,-Wunused-private-field] + protected: Accessor &accessor; + + private: uint8_t *data; size_t elemSize, stride; Indexer(Accessor &acc); - + + public: //! Accesses the i-th value as defined by the accessor template From 4c3aee1968c9fdb8f01d3da5850b1550df959607 Mon Sep 17 00:00:00 2001 From: kimkulling Date: Mon, 27 Apr 2020 12:54:17 +0200 Subject: [PATCH 13/59] add opencollective to funding --- .github/FUNDING.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml index e0c2bec9e..84e3123fe 100644 --- a/.github/FUNDING.yml +++ b/.github/FUNDING.yml @@ -1,2 +1,3 @@ patreon: assimp custom: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=4JRJVPXC4QJM4 +open_collective: assimp From 7db73182b025a079f27c4dc5e63e7afd1257ece2 Mon Sep 17 00:00:00 2001 From: luca <681992+lukka@users.noreply.github.com> Date: Mon, 27 Apr 2020 09:51:02 -0700 Subject: [PATCH 14/59] enable gcc build on Linux --- .github/workflows/ccpp.yml | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index dca0c3bea..ccfe31db3 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -8,13 +8,13 @@ on: jobs: job: - name: ${{ matrix.os }}-build-and-test + name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: fail-fast: false matrix: os: [ubuntu-latest, macos-latest, windows-latest] - # For Windows msvc, for Linux and macOS let's use the clang compiler + # For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux. include: - os: windows-latest cxx: cl.exe @@ -22,6 +22,9 @@ jobs: - os: ubuntu-latest cxx: clang++ cc: clang + - os: ubuntu-latest + cxx: g++ + cc: gcc - os: macos-latest cxx: clang++ cc: clang From 603a1200a2e0e7bcd0a60744c0c75501db786408 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Mon, 27 Apr 2020 19:51:59 +0200 Subject: [PATCH 15/59] add gcc build target --- .github/workflows/ccpp.yml | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index dca0c3bea..bdc6c9ec0 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -19,9 +19,12 @@ jobs: - os: windows-latest cxx: cl.exe cc: cl.exe - - os: ubuntu-latest + - os: ubuntu-latest.clang cxx: clang++ cc: clang + - os: ubuntu-latest.gcc + cxx: g++ + cc: gcc - os: macos-latest cxx: clang++ cc: clang From c1c80801438d913b59a093d3bc043f5e97b15b39 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Mon, 27 Apr 2020 19:55:58 +0200 Subject: [PATCH 16/59] Use correct name --- .github/workflows/ccpp.yml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index bdc6c9ec0..f61d99bb8 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -19,10 +19,10 @@ jobs: - os: windows-latest cxx: cl.exe cc: cl.exe - - os: ubuntu-latest.clang + - os: ubuntu-latest cxx: clang++ cc: clang - - os: ubuntu-latest.gcc + - os: ubuntu-latest cxx: g++ cc: gcc - os: macos-latest From 625cc9d096f59ff79c872ef3d7e1e5a1658ead0e Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Mon, 27 Apr 2020 21:30:06 +0200 Subject: [PATCH 17/59] Remove useless comparison --- contrib/irrXML/irrString.h | 3 --- 1 file changed, 3 deletions(-) diff --git a/contrib/irrXML/irrString.h b/contrib/irrXML/irrString.h index 1abf22b78..246348891 100644 --- a/contrib/irrXML/irrString.h +++ b/contrib/irrXML/irrString.h @@ -635,9 +635,6 @@ private: s32 amount = used < new_size ? used : new_size; for (s32 i=0; i Date: Mon, 27 Apr 2020 22:39:13 -0700 Subject: [PATCH 18/59] build on Linux with gcc and clang; warning as error only for 'assimp' target --- .github/workflows/ccpp.yml | 18 +++++++++++------- CMakeLists.txt | 14 +++----------- code/ASE/ASEParser.cpp | 4 ++-- code/Blender/BlenderBMesh.cpp | 1 + code/CApi/AssimpCExport.cpp | 6 +++--- code/CMakeLists.txt | 7 +++++++ code/Common/SceneCombiner.cpp | 22 +++++++++++----------- code/M3D/m3d.h | 6 +++--- contrib/irrXML/irrString.h | 3 --- 9 files changed, 41 insertions(+), 40 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index ccfe31db3..08292d55f 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -13,21 +13,25 @@ jobs: strategy: fail-fast: false matrix: - os: [ubuntu-latest, macos-latest, windows-latest] + name: [ubuntu-gcc, macos-clang, windows-msvc, ubuntu-clang] # For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux. include: - - os: windows-latest + - name: windows-msvc + os: windows-latest cxx: cl.exe cc: cl.exe - - os: ubuntu-latest + - name: ubuntu-clang + os: ubuntu-latest cxx: clang++ cc: clang - - os: ubuntu-latest + - name: macos-clang + os: macos-latest + cxx: clang++ + cc: clang + - name: ubuntu-gcc + os: ubuntu-latest cxx: g++ cc: gcc - - os: macos-latest - cxx: clang++ - cc: clang steps: - uses: actions/checkout@v2 diff --git a/CMakeLists.txt b/CMakeLists.txt index d15e58dd4..c631b7685 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -239,22 +239,14 @@ IF( UNIX ) INCLUDE(GNUInstallDirs) ENDIF() -# enable warnings as errors ######################################## -IF (MSVC) - ADD_COMPILE_OPTIONS(/WX) -ELSE() - SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror") - SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror") -ENDIF() - # Grouped compiler settings ######################################## IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW) IF(NOT ASSIMP_HUNTER_ENABLED) - SET(CMAKE_CXX_FLAGS "-fPIC -std=c++0x ${CMAKE_CXX_FLAGS}") - SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}") + SET(CMAKE_CXX_STANDARD 11) + SET(CMAKE_POSITION_INDEPENDENT_CODE ON) ENDIF() # hide all not-exported symbols - SET(CMAKE_CXX_FLAGS "-g -fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}") + SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall ${CMAKE_CXX_FLAGS}") SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}") SET(LIBSTDC++_LIBRARIES -lstdc++) ELSEIF(MSVC) diff --git a/code/ASE/ASEParser.cpp b/code/ASE/ASEParser.cpp index efc6ecd0d..72e8b3373 100644 --- a/code/ASE/ASEParser.cpp +++ b/code/ASE/ASEParser.cpp @@ -142,11 +142,11 @@ void Parser::LogWarning(const char* szWarn) { ai_assert(NULL != szWarn); - char szTemp[1024]; + char szTemp[2048]; #if _MSC_VER >= 1400 sprintf_s(szTemp, "Line %u: %s",iLineNumber,szWarn); #else - ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn); + ai_snprintf(szTemp,sizeof(szTemp),"Line %u: %s",iLineNumber,szWarn); #endif // output the warning to the logger ... diff --git a/code/Blender/BlenderBMesh.cpp b/code/Blender/BlenderBMesh.cpp index 039302e12..174725e82 100644 --- a/code/Blender/BlenderBMesh.cpp +++ b/code/Blender/BlenderBMesh.cpp @@ -181,6 +181,7 @@ void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 ) face.v2 = v2; face.v3 = v3; face.v4 = v4; + face.flag = 0; // TODO - Work out how materials work face.mat_nr = 0; triMesh->mface.push_back( face ); diff --git a/code/CApi/AssimpCExport.cpp b/code/CApi/AssimpCExport.cpp index 137cc2894..a6e7a304f 100644 --- a/code/CApi/AssimpCExport.cpp +++ b/code/CApi/AssimpCExport.cpp @@ -73,11 +73,11 @@ ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t index) aiExportFormatDesc *desc = new aiExportFormatDesc; desc->description = new char[ strlen( orig->description ) + 1 ](); - ::strncpy( (char*) desc->description, orig->description, strlen( orig->description ) ); + ::memcpy( (char*) desc->description, orig->description, strlen( orig->description ) ); desc->fileExtension = new char[ strlen( orig->fileExtension ) + 1 ](); - ::strncpy( ( char* ) desc->fileExtension, orig->fileExtension, strlen( orig->fileExtension ) ); + ::memcpy( ( char* ) desc->fileExtension, orig->fileExtension, strlen( orig->fileExtension ) ); desc->id = new char[ strlen( orig->id ) + 1 ](); - ::strncpy( ( char* ) desc->id, orig->id, strlen( orig->id ) ); + ::memcpy( ( char* ) desc->id, orig->id, strlen( orig->id ) ); return desc; } diff --git a/code/CMakeLists.txt b/code/CMakeLists.txt index 49583c0c8..6afed40f9 100644 --- a/code/CMakeLists.txt +++ b/code/CMakeLists.txt @@ -1134,6 +1134,13 @@ ENDIF () ADD_LIBRARY( assimp ${assimp_src} ) ADD_LIBRARY(assimp::assimp ALIAS assimp) +# enable warnings as errors ######################################## +IF (MSVC) + TARGET_COMPILE_OPTIONS(assimp PRIVATE /WX) +ELSE() + TARGET_COMPILE_OPTIONS(assimp PRIVATE -Werror) +ENDIF() + TARGET_INCLUDE_DIRECTORIES ( assimp PUBLIC $ $ diff --git a/code/Common/SceneCombiner.cpp b/code/Common/SceneCombiner.cpp index b7511ff4e..62efe2ece 100644 --- a/code/Common/SceneCombiner.cpp +++ b/code/Common/SceneCombiner.cpp @@ -979,7 +979,7 @@ void GetArrayCopy(Type*& dest, ai_uint num ) { dest = new Type[num]; ::memcpy(dest, old, sizeof(Type) * num); -} + } // ------------------------------------------------------------------------------------------------ void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) { @@ -1065,7 +1065,7 @@ void SceneCombiner::Copy( aiMesh** _dest, const aiMesh* src ) { aiMesh* dest = *_dest = new aiMesh(); // get a flat copy - ::memcpy(dest,src,sizeof(aiMesh)); + *dest = *src; // and reallocate all arrays GetArrayCopy( dest->mVertices, dest->mNumVertices ); @@ -1104,7 +1104,7 @@ void SceneCombiner::Copy(aiAnimMesh** _dest, const aiAnimMesh* src) { aiAnimMesh* dest = *_dest = new aiAnimMesh(); // get a flat copy - ::memcpy(dest, src, sizeof(aiAnimMesh)); + *dest = *src; // and reallocate all arrays GetArrayCopy(dest->mVertices, dest->mNumVertices); @@ -1161,7 +1161,7 @@ void SceneCombiner::Copy(aiTexture** _dest, const aiTexture* src) { aiTexture* dest = *_dest = new aiTexture(); // get a flat copy - ::memcpy(dest,src,sizeof(aiTexture)); + *dest = *src; // and reallocate all arrays. We must do it manually here const char* old = (const char*)dest->pcData; @@ -1191,7 +1191,7 @@ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) { aiAnimation* dest = *_dest = new aiAnimation(); // get a flat copy - ::memcpy(dest,src,sizeof(aiAnimation)); + *dest = *src; // and reallocate all arrays CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels ); @@ -1207,7 +1207,7 @@ void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) { aiNodeAnim* dest = *_dest = new aiNodeAnim(); // get a flat copy - ::memcpy(dest,src,sizeof(aiNodeAnim)); + *dest = *src; // and reallocate all arrays GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys ); @@ -1223,7 +1223,7 @@ void SceneCombiner::Copy(aiMeshMorphAnim** _dest, const aiMeshMorphAnim* src) { aiMeshMorphAnim* dest = *_dest = new aiMeshMorphAnim(); // get a flat copy - ::memcpy(dest,src,sizeof(aiMeshMorphAnim)); + *dest = *src; // and reallocate all arrays GetArrayCopy( dest->mKeys, dest->mNumKeys ); @@ -1244,7 +1244,7 @@ void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) { aiCamera* dest = *_dest = new aiCamera(); // get a flat copy, that's already OK - ::memcpy(dest,src,sizeof(aiCamera)); + *dest = *src; } // ------------------------------------------------------------------------------------------------ @@ -1256,7 +1256,7 @@ void SceneCombiner::Copy(aiLight** _dest, const aiLight* src) { aiLight* dest = *_dest = new aiLight(); // get a flat copy, that's already OK - ::memcpy(dest,src,sizeof(aiLight)); + *dest = *src; } // ------------------------------------------------------------------------------------------------ @@ -1268,7 +1268,7 @@ void SceneCombiner::Copy(aiBone** _dest, const aiBone* src) { aiBone* dest = *_dest = new aiBone(); // get a flat copy - ::memcpy(dest,src,sizeof(aiBone)); + *dest = *src; // and reallocate all arrays GetArrayCopy( dest->mWeights, dest->mNumWeights ); @@ -1282,7 +1282,7 @@ void SceneCombiner::Copy (aiNode** _dest, const aiNode* src) aiNode* dest = *_dest = new aiNode(); // get a flat copy - ::memcpy(dest,src,sizeof(aiNode)); + *dest = *src; if (src->mMetaData) { Copy(&dest->mMetaData, src->mMetaData); diff --git a/code/M3D/m3d.h b/code/M3D/m3d.h index 83c8d8a52..75bcdfeb7 100644 --- a/code/M3D/m3d.h +++ b/code/M3D/m3d.h @@ -1556,7 +1556,7 @@ static int _m3dstbi__create_png_image(_m3dstbi__png *a, unsigned char *image_dat return 1; } -static int _m3dstbi__compute_transparency(_m3dstbi__png *z, unsigned char tc[3], int out_n) { +static int _m3dstbi__compute_transparency(_m3dstbi__png *z, unsigned char* tc, int out_n) { _m3dstbi__context *s = z->s; _m3dstbi__uint32 i, pixel_count = s->img_x * s->img_y; unsigned char *p = z->out; @@ -1639,7 +1639,7 @@ static int _m3dstbi__expand_png_palette(_m3dstbi__png *a, unsigned char *palette static int _m3dstbi__parse_png_file(_m3dstbi__png *z, int scan, int req_comp) { unsigned char palette[1024], pal_img_n = 0; - unsigned char has_trans = 0, tc[3]; + unsigned char has_trans = 0, tc[3] = {}; _m3dstbi__uint16 tc16[3]; _m3dstbi__uint32 ioff = 0, idata_limit = 0, i, pal_len = 0; int first = 1, k, interlace = 0, color = 0; @@ -4350,7 +4350,7 @@ unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size M3D_INDEX last, *vrtxidx = NULL, *mtrlidx = NULL, *tmapidx = NULL, *skinidx = NULL; uint32_t idx, numcmap = 0, *cmap = NULL, numvrtx = 0, maxvrtx = 0, numtmap = 0, maxtmap = 0, numproc = 0; uint32_t numskin = 0, maxskin = 0, numstr = 0, maxt = 0, maxbone = 0, numgrp = 0, maxgrp = 0, *grpidx = NULL; - uint8_t *opa; + uint8_t *opa = nullptr; m3dcd_t *cd; m3dc_t *cmd; m3dstr_t *str = NULL; diff --git a/contrib/irrXML/irrString.h b/contrib/irrXML/irrString.h index 1abf22b78..246348891 100644 --- a/contrib/irrXML/irrString.h +++ b/contrib/irrXML/irrString.h @@ -635,9 +635,6 @@ private: s32 amount = used < new_size ? used : new_size; for (s32 i=0; i Date: Tue, 28 Apr 2020 09:14:53 +0200 Subject: [PATCH 19/59] Retrigger build --- code/Blender/BlenderBMesh.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/code/Blender/BlenderBMesh.cpp b/code/Blender/BlenderBMesh.cpp index 174725e82..937d9d073 100644 --- a/code/Blender/BlenderBMesh.cpp +++ b/code/Blender/BlenderBMesh.cpp @@ -42,7 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * @brief Conversion of Blender's new BMesh stuff */ - #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER #include "BlenderDNA.h" From 9107402bda805fee74da3e7fea9261b4d304548e Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 14:22:00 +0200 Subject: [PATCH 20/59] Add sanitizer job --- .github/workflows/ccpp.yml | 28 ++++++++++++++++++++++++++-- 1 file changed, 26 insertions(+), 2 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 08292d55f..46f060836 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,13 +7,13 @@ on: branches: [ master ] jobs: - job: + job-build: name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: fail-fast: false matrix: - name: [ubuntu-gcc, macos-clang, windows-msvc, ubuntu-clang] + name: [ubuntu-gcc, macos-clang, windows-msvc, ubuntu-clang, ubuntu-memory-sanitizer] # For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux. include: - name: windows-msvc @@ -57,3 +57,27 @@ jobs: - name: test run: cd build/bin && ./unit shell: bash + + job-sanitizer: + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v2 + - uses: lukka/get-cmake@latest + - uses: ilammy/msvc-dev-cmd@v1 + - uses: lukka/set-shell-env@v1 + with: + CXX: clang++ + CC: clang + + - name: configure and build + uses: lukka/run-cmake@v2 + with: + cmakeListsOrSettingsJson: CMakeListsTxtAdvanced + cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' + buildWithCMakeArgs: '-- -v' + buildDirectory: '${{ github.workspace }}/build/' + + - name: test + run: cd build/bin && ./unit + shell: bash From 24fc16336ac8d5089c530008d288e740f5f03112 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 14:24:21 +0200 Subject: [PATCH 21/59] Add build-dependency --- .github/workflows/ccpp.yml | 1 + 1 file changed, 1 insertion(+) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 46f060836..a1d81d0cc 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -59,6 +59,7 @@ jobs: shell: bash job-sanitizer: + needs: job-build runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 From 43df1d676a1871de9147f8ac6ea696c64b38db78 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 14:27:02 +0200 Subject: [PATCH 22/59] Fix dependency --- .github/workflows/ccpp.yml | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index a1d81d0cc..c96a628ce 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,7 +7,7 @@ on: branches: [ master ] jobs: - job-build: + job: name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: @@ -58,8 +58,7 @@ jobs: run: cd build/bin && ./unit shell: bash - job-sanitizer: - needs: job-build + sanitizer: runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 From 8240a11e1578c05aee6de9fa0bce68963a1b4eb9 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 14:41:44 +0200 Subject: [PATCH 23/59] Add undefined behavior sanitizer job --- .github/workflows/ccpp.yml | 26 +++++++++++++++++++++++++- 1 file changed, 25 insertions(+), 1 deletion(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index c96a628ce..0a3ca72ec 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -58,7 +58,31 @@ jobs: run: cd build/bin && ./unit shell: bash - sanitizer: + adress-sanitizer: + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v2 + - uses: lukka/get-cmake@latest + - uses: ilammy/msvc-dev-cmd@v1 + - uses: lukka/set-shell-env@v1 + with: + CXX: clang++ + CC: clang + + - name: configure and build + uses: lukka/run-cmake@v2 + with: + cmakeListsOrSettingsJson: CMakeListsTxtAdvanced + cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' + buildWithCMakeArgs: '-- -v' + buildDirectory: '${{ github.workspace }}/build/' + + - name: test + run: cd build/bin && ./unit + shell: bash + + undefined-behavior-sanitizer: runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 From 5cb4ac843d8434a6aaf9c5356f00324a34b55d11 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 14:43:12 +0200 Subject: [PATCH 24/59] Update ccpp.yml --- .github/workflows/ccpp.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 0a3ca72ec..418c100f3 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,7 +7,7 @@ on: branches: [ master ] jobs: - job: + builds: name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: From 8085e7555e378e7e975d123949b7d69517edf5b6 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 14:53:19 +0200 Subject: [PATCH 25/59] try something out to get builds back to job-list --- .github/workflows/ccpp.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 418c100f3..0a3ca72ec 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,7 +7,7 @@ on: branches: [ master ] jobs: - builds: + job: name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: From 8224cbeaad58c2d0b4d83af9e4ff85fecff1a53e Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 20:25:48 +0200 Subject: [PATCH 26/59] Try a different naming schema --- .github/workflows/ccpp.yml | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 0a3ca72ec..6d54e289e 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,7 +7,7 @@ on: branches: [ master ] jobs: - job: + job1: name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: @@ -58,7 +58,8 @@ jobs: run: cd build/bin && ./unit shell: bash - adress-sanitizer: + job2: + name: adress-sanitizer runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 @@ -82,7 +83,8 @@ jobs: run: cd build/bin && ./unit shell: bash - undefined-behavior-sanitizer: + job3: + name: undefined-behavior-sanitizer runs-on: ubuntu-latest steps: - uses: actions/checkout@v2 From 8888495d124636d8ca0d44febe87996a62cb0d72 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 20:30:59 +0200 Subject: [PATCH 27/59] Create sanitizer.yml --- .github/workflows/sanitizer.yml | 58 +++++++++++++++++++++++++++++++++ 1 file changed, 58 insertions(+) create mode 100644 .github/workflows/sanitizer.yml diff --git a/.github/workflows/sanitizer.yml b/.github/workflows/sanitizer.yml new file mode 100644 index 000000000..d6f09367f --- /dev/null +++ b/.github/workflows/sanitizer.yml @@ -0,0 +1,58 @@ +name: C/C++ CI + +on: + push: + branches: [ master ] + pull_request: + branches: [ master ] + +jobs: + job1: + name: adress-sanitizer + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v2 + - uses: lukka/get-cmake@latest + - uses: ilammy/msvc-dev-cmd@v1 + - uses: lukka/set-shell-env@v1 + with: + CXX: clang++ + CC: clang + + - name: configure and build + uses: lukka/run-cmake@v2 + with: + cmakeListsOrSettingsJson: CMakeListsTxtAdvanced + cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' + buildWithCMakeArgs: '-- -v' + buildDirectory: '${{ github.workspace }}/build/' + + - name: test + run: cd build/bin && ./unit + shell: bash + + job2: + name: undefined-behavior-sanitizer + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v2 + - uses: lukka/get-cmake@latest + - uses: ilammy/msvc-dev-cmd@v1 + - uses: lukka/set-shell-env@v1 + with: + CXX: clang++ + CC: clang + + - name: configure and build + uses: lukka/run-cmake@v2 + with: + cmakeListsOrSettingsJson: CMakeListsTxtAdvanced + cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' + buildWithCMakeArgs: '-- -v' + buildDirectory: '${{ github.workspace }}/build/' + + - name: test + run: cd build/bin && ./unit + shell: bash From a5a38c02a5b7d70facf97a58dc90271982fd0b00 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 20:31:42 +0200 Subject: [PATCH 28/59] move sanitizer into its own file --- .github/workflows/ccpp.yml | 50 -------------------------------------- 1 file changed, 50 deletions(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 6d54e289e..d46dbe6a0 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -57,53 +57,3 @@ jobs: - name: test run: cd build/bin && ./unit shell: bash - - job2: - name: adress-sanitizer - runs-on: ubuntu-latest - steps: - - uses: actions/checkout@v2 - - uses: lukka/get-cmake@latest - - uses: ilammy/msvc-dev-cmd@v1 - - uses: lukka/set-shell-env@v1 - with: - CXX: clang++ - CC: clang - - - name: configure and build - uses: lukka/run-cmake@v2 - with: - cmakeListsOrSettingsJson: CMakeListsTxtAdvanced - cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' - cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' - buildWithCMakeArgs: '-- -v' - buildDirectory: '${{ github.workspace }}/build/' - - - name: test - run: cd build/bin && ./unit - shell: bash - - job3: - name: undefined-behavior-sanitizer - runs-on: ubuntu-latest - steps: - - uses: actions/checkout@v2 - - uses: lukka/get-cmake@latest - - uses: ilammy/msvc-dev-cmd@v1 - - uses: lukka/set-shell-env@v1 - with: - CXX: clang++ - CC: clang - - - name: configure and build - uses: lukka/run-cmake@v2 - with: - cmakeListsOrSettingsJson: CMakeListsTxtAdvanced - cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' - cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' - buildWithCMakeArgs: '-- -v' - buildDirectory: '${{ github.workspace }}/build/' - - - name: test - run: cd build/bin && ./unit - shell: bash From 4afbe35e0775de4b31f88c790db5ee76b28cf93f Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 20:32:55 +0200 Subject: [PATCH 29/59] Use unique name for the sanitizer check --- .github/workflows/sanitizer.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/sanitizer.yml b/.github/workflows/sanitizer.yml index d6f09367f..7a8eb17fa 100644 --- a/.github/workflows/sanitizer.yml +++ b/.github/workflows/sanitizer.yml @@ -1,4 +1,4 @@ -name: C/C++ CI +name: C/C++ Sanitizer on: push: From 7b4ff0cb1c9775ee1fe899ea8e9b9ed8485afec0 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 20:39:13 +0200 Subject: [PATCH 30/59] Fix name --- .github/workflows/ccpp.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index d46dbe6a0..36fca3f29 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -7,7 +7,7 @@ on: branches: [ master ] jobs: - job1: + job: name: ${{ matrix.os }}-${{ matrix.cxx }}-build-and-test runs-on: ${{ matrix.os }} strategy: From 68efdcde883cf5f9e1b9cb42b4da211e443ee1fb Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 20:41:02 +0200 Subject: [PATCH 31/59] Remove deprecated step --- .github/workflows/ccpp.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/ccpp.yml b/.github/workflows/ccpp.yml index 36fca3f29..08292d55f 100644 --- a/.github/workflows/ccpp.yml +++ b/.github/workflows/ccpp.yml @@ -13,7 +13,7 @@ jobs: strategy: fail-fast: false matrix: - name: [ubuntu-gcc, macos-clang, windows-msvc, ubuntu-clang, ubuntu-memory-sanitizer] + name: [ubuntu-gcc, macos-clang, windows-msvc, ubuntu-clang] # For Windows msvc, for Linux and macOS let's use the clang compiler, use gcc for Linux. include: - name: windows-msvc From 1a440834ae455bf4d592500959cbee7559b1a69b Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Tue, 28 Apr 2020 21:11:21 +0200 Subject: [PATCH 32/59] Use debug configuration --- .github/workflows/sanitizer.yml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/.github/workflows/sanitizer.yml b/.github/workflows/sanitizer.yml index 7a8eb17fa..bfcad7867 100644 --- a/.github/workflows/sanitizer.yml +++ b/.github/workflows/sanitizer.yml @@ -24,7 +24,7 @@ jobs: with: cmakeListsOrSettingsJson: CMakeListsTxtAdvanced cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' - cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_ASAN=ON' buildWithCMakeArgs: '-- -v' buildDirectory: '${{ github.workspace }}/build/' @@ -49,7 +49,7 @@ jobs: with: cmakeListsOrSettingsJson: CMakeListsTxtAdvanced cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' - cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Release -DASSIMP_ASAN=ON' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_ASAN=ON' buildWithCMakeArgs: '-- -v' buildDirectory: '${{ github.workspace }}/build/' From fcdf88a74a948cf7c47e583bc0de524c3da15355 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 13:41:40 +0200 Subject: [PATCH 33/59] Use correct sanitizer --- .github/workflows/sanitizer.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/sanitizer.yml b/.github/workflows/sanitizer.yml index bfcad7867..c1fa62ff3 100644 --- a/.github/workflows/sanitizer.yml +++ b/.github/workflows/sanitizer.yml @@ -49,7 +49,7 @@ jobs: with: cmakeListsOrSettingsJson: CMakeListsTxtAdvanced cmakeListsTxtPath: '${{ github.workspace }}/CMakeLists.txt' - cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_ASAN=ON' + cmakeAppendedArgs: '-GNinja -DCMAKE_BUILD_TYPE=Debug -DASSIMP_UBSAN=ON' buildWithCMakeArgs: '-- -v' buildDirectory: '${{ github.workspace }}/build/' From b9c597d0553d5996c54ce414efb572d4c7778453 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 13:46:01 +0200 Subject: [PATCH 34/59] Fix review finding. --- .github/workflows/sanitizer.yml | 2 -- 1 file changed, 2 deletions(-) diff --git a/.github/workflows/sanitizer.yml b/.github/workflows/sanitizer.yml index c1fa62ff3..9bba5f6fd 100644 --- a/.github/workflows/sanitizer.yml +++ b/.github/workflows/sanitizer.yml @@ -13,7 +13,6 @@ jobs: steps: - uses: actions/checkout@v2 - uses: lukka/get-cmake@latest - - uses: ilammy/msvc-dev-cmd@v1 - uses: lukka/set-shell-env@v1 with: CXX: clang++ @@ -38,7 +37,6 @@ jobs: steps: - uses: actions/checkout@v2 - uses: lukka/get-cmake@latest - - uses: ilammy/msvc-dev-cmd@v1 - uses: lukka/set-shell-env@v1 with: CXX: clang++ From fd555a1349a1709565f536191f1c5f077702f504 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 20:33:37 +0200 Subject: [PATCH 35/59] review findings. --- include/assimp/ai_assert.h | 2 - include/assimp/anim.h | 2 - include/assimp/cexport.h | 94 +++++++++++++++++++------------------- 3 files changed, 48 insertions(+), 50 deletions(-) diff --git a/include/assimp/ai_assert.h b/include/assimp/ai_assert.h index f430e4ad3..f018163bf 100644 --- a/include/assimp/ai_assert.h +++ b/include/assimp/ai_assert.h @@ -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, diff --git a/include/assimp/anim.h b/include/assimp/anim.h index 7ef5355e6..b43991b80 100644 --- a/include/assimp/anim.h +++ b/include/assimp/anim.h @@ -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, diff --git a/include/assimp/cexport.h b/include/assimp/cexport.h index 959d4377e..badfd0a6f 100644 --- a/include/assimp/cexport.h +++ b/include/assimp/cexport.h @@ -47,42 +47,42 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #define AI_EXPORT_H_INC #ifdef __GNUC__ -# pragma GCC system_header +#pragma GCC system_header #endif #ifndef ASSIMP_BUILD_NO_EXPORT -// Public ASSIMP data structures #include #ifdef __cplusplus extern "C" { #endif -struct aiScene; // aiScene.h -struct aiFileIO; // aiFileIO.h +struct aiScene; +struct aiFileIO; // -------------------------------------------------------------------------------- -/** Describes an file format which Assimp can export to. Use #aiGetExportFormatCount() to -* learn how many export formats the current Assimp build supports and #aiGetExportFormatDescription() -* to retrieve a description of an export format option. -*/ -struct aiExportFormatDesc -{ +/** + * @brief Describes an file format which Assimp can export to. + * + * Use #aiGetExportFormatCount() to learn how many export-formats are supported by + * the current Assimp-build and #aiGetExportFormatDescription() to retrieve the + * description of the export format option. + */ +struct aiExportFormatDesc { /// a short string ID to uniquely identify the export format. Use this ID string to /// specify which file format you want to export to when calling #aiExportScene(). /// Example: "dae" or "obj" - const char* id; + const char *id; /// A short description of the file format to present to users. Useful if you want /// to allow the user to select an export format. - const char* description; + const char *description; /// Recommended file extension for the exported file in lower case. - const char* fileExtension; + const char *fileExtension; }; - // -------------------------------------------------------------------------------- /** Returns the number of export file formats available in the current Assimp build. * Use aiGetExportFormatDescription() to retrieve infos of a specific export format. @@ -97,14 +97,14 @@ ASSIMP_API size_t aiGetExportFormatCount(void); * 0 to #aiGetExportFormatCount() * @return A description of that specific export format. NULL if pIndex is out of range. */ -ASSIMP_API const C_STRUCT aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex); +ASSIMP_API const C_STRUCT aiExportFormatDesc *aiGetExportFormatDescription(size_t pIndex); // -------------------------------------------------------------------------------- /** Release a description of the nth export file format. Must be returned by * aiGetExportFormatDescription * @param desc Pointer to the description */ -ASSIMP_API void aiReleaseExportFormatDescription( const C_STRUCT aiExportFormatDesc *desc ); +ASSIMP_API void aiReleaseExportFormatDescription(const C_STRUCT aiExportFormatDesc *desc); // -------------------------------------------------------------------------------- /** Create a modifiable copy of a scene. @@ -115,13 +115,12 @@ ASSIMP_API void aiReleaseExportFormatDescription( const C_STRUCT aiExportFormatD * @param pOut Receives a modifyable copy of the scene. Use aiFreeScene() to * delete it again. */ -ASSIMP_API void aiCopyScene(const C_STRUCT aiScene* pIn, - C_STRUCT aiScene** pOut); - +ASSIMP_API void aiCopyScene(const C_STRUCT aiScene *pIn, + C_STRUCT aiScene **pOut); // -------------------------------------------------------------------------------- /** Frees a scene copy created using aiCopyScene() */ -ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn); +ASSIMP_API void aiFreeScene(const C_STRUCT aiScene *pIn); // -------------------------------------------------------------------------------- /** Exports the given scene to a chosen file format and writes the result file(s) to disk. @@ -154,19 +153,18 @@ ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn); * triangulate data so they would run the step anyway. * * If assimp detects that the input scene was directly taken from the importer side of -* the library (i.e. not copied using aiCopyScene and potetially modified afterwards), -* any postprocessing steps already applied to the scene will not be applied again, unless -* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and +* the library (i.e. not copied using aiCopyScene and potentially modified afterwards), +* any post-processing steps already applied to the scene will not be applied again, unless +* they show non-idempotent behavior (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and * #aiProcess_FlipWindingOrder). * @return a status code indicating the result of the export * @note Use aiCopyScene() to get a modifiable copy of a previously * imported scene. */ -ASSIMP_API aiReturn aiExportScene( const C_STRUCT aiScene* pScene, - const char* pFormatId, - const char* pFileName, - unsigned int pPreprocessing); - +ASSIMP_API aiReturn aiExportScene(const C_STRUCT aiScene *pScene, + const char *pFormatId, + const char *pFileName, + unsigned int pPreprocessing); // -------------------------------------------------------------------------------- /** Exports the given scene to a chosen file format using custom IO logic supplied by you. @@ -183,11 +181,11 @@ ASSIMP_API aiReturn aiExportScene( const C_STRUCT aiScene* pScene, * @note Use aiCopyScene() to get a modifiable copy of a previously * imported scene. */ -ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene, - const char* pFormatId, - const char* pFileName, - C_STRUCT aiFileIO* pIO, - unsigned int pPreprocessing ); +ASSIMP_API aiReturn aiExportSceneEx(const C_STRUCT aiScene *pScene, + const char *pFormatId, + const char *pFileName, + C_STRUCT aiFileIO *pIO, + unsigned int pPreprocessing); // -------------------------------------------------------------------------------- /** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an @@ -199,13 +197,12 @@ ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene, * This is used when exporters write more than one output file for a given #aiScene. See the remarks for * #aiExportDataBlob::name for more information. */ -struct aiExportDataBlob -{ +struct aiExportDataBlob { /// Size of the data in bytes size_t size; /// The data. - void* data; + void *data; /** Name of the blob. An empty string always indicates the first (and primary) blob, @@ -222,18 +219,23 @@ struct aiExportDataBlob C_STRUCT aiString name; /** Pointer to the next blob in the chain or NULL if there is none. */ - C_STRUCT aiExportDataBlob * next; + C_STRUCT aiExportDataBlob *next; #ifdef __cplusplus /// Default constructor - aiExportDataBlob() { size = 0; data = next = NULL; } + aiExportDataBlob() { + size = 0; + data = next = nullptr; + } /// Releases the data - ~aiExportDataBlob() { delete [] static_cast( data ); delete next; } + ~aiExportDataBlob() { + delete[] static_cast(data); + delete next; + } + + aiExportDataBlob(const aiExportDataBlob &) = delete; + aiExportDataBlob &operator=(const aiExportDataBlob &) = delete; -private: - // no copying - aiExportDataBlob(const aiExportDataBlob& ); - aiExportDataBlob& operator= (const aiExportDataBlob& ); #endif // __cplusplus }; @@ -247,15 +249,15 @@ private: * @param pPreprocessing Please see the documentation for #aiExportScene * @return the exported data or NULL in case of error */ -ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const C_STRUCT aiScene* pScene, const char* pFormatId, - unsigned int pPreprocessing ); +ASSIMP_API const C_STRUCT aiExportDataBlob *aiExportSceneToBlob(const C_STRUCT aiScene *pScene, const char *pFormatId, + unsigned int pPreprocessing); // -------------------------------------------------------------------------------- /** Releases the memory associated with the given exported data. Use this function to free a data blob * returned by aiExportScene(). * @param pData the data blob returned by #aiExportSceneToBlob */ -ASSIMP_API void aiReleaseExportBlob( const C_STRUCT aiExportDataBlob* pData ); +ASSIMP_API void aiReleaseExportBlob(const C_STRUCT aiExportDataBlob *pData); #ifdef __cplusplus } From c6131ce38ada7dd1d74b693e3979cb04a83d0df2 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 20:43:23 +0200 Subject: [PATCH 36/59] scenecombiner: fix leak. --- code/Common/SceneCombiner.cpp | 5 +---- include/assimp/mesh.h | 5 ++++- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/code/Common/SceneCombiner.cpp b/code/Common/SceneCombiner.cpp index 62efe2ece..4d2a411f2 100644 --- a/code/Common/SceneCombiner.cpp +++ b/code/Common/SceneCombiner.cpp @@ -979,7 +979,7 @@ void GetArrayCopy(Type*& dest, ai_uint num ) { dest = new Type[num]; ::memcpy(dest, old, sizeof(Type) * num); - } +} // ------------------------------------------------------------------------------------------------ void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) { @@ -1269,9 +1269,6 @@ void SceneCombiner::Copy(aiBone** _dest, const aiBone* src) { // get a flat copy *dest = *src; - - // and reallocate all arrays - GetArrayCopy( dest->mWeights, dest->mNumWeights ); } // ------------------------------------------------------------------------------------------------ diff --git a/include/assimp/mesh.h b/include/assimp/mesh.h index bd987bc88..4b5af97ce 100644 --- a/include/assimp/mesh.h +++ b/include/assimp/mesh.h @@ -308,7 +308,10 @@ struct aiBone { //! Copy constructor aiBone(const aiBone &other) : - mName(other.mName), mNumWeights(other.mNumWeights), mWeights(nullptr), mOffsetMatrix(other.mOffsetMatrix) { + mName(other.mName), + mNumWeights(other.mNumWeights), + mWeights(nullptr), + mOffsetMatrix(other.mOffsetMatrix) { if (other.mWeights && other.mNumWeights) { mWeights = new aiVertexWeight[mNumWeights]; ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight)); From f808ed9fb5879f4b11d46ace3599e262a6ef50ec Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 20:52:49 +0200 Subject: [PATCH 37/59] fbxconverter: fix memoryleak. --- code/FBX/FBXConverter.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/FBX/FBXConverter.cpp b/code/FBX/FBXConverter.cpp index 880b5de76..c22e3a50b 100644 --- a/code/FBX/FBXConverter.cpp +++ b/code/FBX/FBXConverter.cpp @@ -3392,7 +3392,7 @@ void FBXConverter::ConvertGlobalSettings() { const bool hasGenerator = !doc.Creator().empty(); - mSceneOut->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0)); + mSceneOut->mMetaData = aiMetadata::Alloc(17 + (hasGenerator ? 1 : 0)); mSceneOut->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis()); mSceneOut->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign()); mSceneOut->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis()); From da2bf5c7a43eacc7c1b4583790e0115951bfd560 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 21:13:46 +0200 Subject: [PATCH 38/59] fix wrong size --- code/FBX/FBXConverter.cpp | 2 +- include/assimp/metadata.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/code/FBX/FBXConverter.cpp b/code/FBX/FBXConverter.cpp index c22e3a50b..880b5de76 100644 --- a/code/FBX/FBXConverter.cpp +++ b/code/FBX/FBXConverter.cpp @@ -3392,7 +3392,7 @@ void FBXConverter::ConvertGlobalSettings() { const bool hasGenerator = !doc.Creator().empty(); - mSceneOut->mMetaData = aiMetadata::Alloc(17 + (hasGenerator ? 1 : 0)); + mSceneOut->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0)); mSceneOut->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis()); mSceneOut->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign()); mSceneOut->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis()); diff --git a/include/assimp/metadata.h b/include/assimp/metadata.h index 28ddce567..cd7569ffe 100644 --- a/include/assimp/metadata.h +++ b/include/assimp/metadata.h @@ -320,7 +320,7 @@ struct aiMetadata { } template - inline bool Set( const std::string &key, const T &value ) { + inline bool Set(const std::string &key, const T &value) { if (key.empty()) { return false; } From e0bc0f7fade58376a54a1374bf1e2cd0f0e15e69 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 21:19:15 +0200 Subject: [PATCH 39/59] try to fix double memleak. --- code/FBX/FBXConverter.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/FBX/FBXConverter.cpp b/code/FBX/FBXConverter.cpp index 880b5de76..e46e45c28 100644 --- a/code/FBX/FBXConverter.cpp +++ b/code/FBX/FBXConverter.cpp @@ -3401,7 +3401,8 @@ void FBXConverter::ConvertGlobalSettings() { mSceneOut->mMetaData->Set(5, "CoordAxisSign", doc.GlobalSettings().CoordAxisSign()); mSceneOut->mMetaData->Set(6, "OriginalUpAxis", doc.GlobalSettings().OriginalUpAxis()); mSceneOut->mMetaData->Set(7, "OriginalUpAxisSign", doc.GlobalSettings().OriginalUpAxisSign()); - mSceneOut->mMetaData->Set(8, "UnitScaleFactor", (double)doc.GlobalSettings().UnitScaleFactor()); + const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor(); + mSceneOut->mMetaData->Set(8, "UnitScaleFactor", unitScaleFactor); mSceneOut->mMetaData->Set(9, "OriginalUnitScaleFactor", doc.GlobalSettings().OriginalUnitScaleFactor()); mSceneOut->mMetaData->Set(10, "AmbientColor", doc.GlobalSettings().AmbientColor()); mSceneOut->mMetaData->Set(11, "FrameRate", (int)doc.GlobalSettings().TimeMode()); From 1c30b7bf8ed2a4cc02a1b33f52e46c05be815c60 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 21:31:01 +0200 Subject: [PATCH 40/59] tryout: check if leak is coupled to type double. --- code/FBX/FBXConverter.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/FBX/FBXConverter.cpp b/code/FBX/FBXConverter.cpp index e46e45c28..296d30398 100644 --- a/code/FBX/FBXConverter.cpp +++ b/code/FBX/FBXConverter.cpp @@ -3402,7 +3402,7 @@ void FBXConverter::ConvertGlobalSettings() { mSceneOut->mMetaData->Set(6, "OriginalUpAxis", doc.GlobalSettings().OriginalUpAxis()); mSceneOut->mMetaData->Set(7, "OriginalUpAxisSign", doc.GlobalSettings().OriginalUpAxisSign()); const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor(); - mSceneOut->mMetaData->Set(8, "UnitScaleFactor", unitScaleFactor); + mSceneOut->mMetaData->Set(8, "UnitScaleFactor", doc.GlobalSettings().UnitScaleFactor()); mSceneOut->mMetaData->Set(9, "OriginalUnitScaleFactor", doc.GlobalSettings().OriginalUnitScaleFactor()); mSceneOut->mMetaData->Set(10, "AmbientColor", doc.GlobalSettings().AmbientColor()); mSceneOut->mMetaData->Set(11, "FrameRate", (int)doc.GlobalSettings().TimeMode()); From 2d9d1120158197cb1e4a64d607b7aca413a1aa4f Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Wed, 29 Apr 2020 21:35:42 +0200 Subject: [PATCH 41/59] fix warning --- code/FBX/FBXConverter.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/FBX/FBXConverter.cpp b/code/FBX/FBXConverter.cpp index 296d30398..1bf977189 100644 --- a/code/FBX/FBXConverter.cpp +++ b/code/FBX/FBXConverter.cpp @@ -3401,7 +3401,7 @@ void FBXConverter::ConvertGlobalSettings() { mSceneOut->mMetaData->Set(5, "CoordAxisSign", doc.GlobalSettings().CoordAxisSign()); mSceneOut->mMetaData->Set(6, "OriginalUpAxis", doc.GlobalSettings().OriginalUpAxis()); mSceneOut->mMetaData->Set(7, "OriginalUpAxisSign", doc.GlobalSettings().OriginalUpAxisSign()); - const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor(); + //const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor(); mSceneOut->mMetaData->Set(8, "UnitScaleFactor", doc.GlobalSettings().UnitScaleFactor()); mSceneOut->mMetaData->Set(9, "OriginalUnitScaleFactor", doc.GlobalSettings().OriginalUnitScaleFactor()); mSceneOut->mMetaData->Set(10, "AmbientColor", doc.GlobalSettings().AmbientColor()); From a639221ededeb186c3f903b932594f8e7b44bd4c Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Thu, 30 Apr 2020 09:14:42 +0200 Subject: [PATCH 42/59] Update to float - Temporary change to analyze leak. --- test/unit/utFBXImporterExporter.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/test/unit/utFBXImporterExporter.cpp b/test/unit/utFBXImporterExporter.cpp index 88a3e067e..2f1ea79e8 100644 --- a/test/unit/utFBXImporterExporter.cpp +++ b/test/unit/utFBXImporterExporter.cpp @@ -210,13 +210,13 @@ TEST_F(utFBXImporterExporter, importUnitScaleFactor) { EXPECT_NE(nullptr, scene); EXPECT_NE(nullptr, scene->mMetaData); - double factor(0.0); + float factor(0.0f); scene->mMetaData->Get("UnitScaleFactor", factor); - EXPECT_DOUBLE_EQ(500.0, factor); + EXPECT_EQ(500.0f, factor); - scene->mMetaData->Set("UnitScaleFactor", factor * 2); + scene->mMetaData->Set("UnitScaleFactor", factor * 2.0f); scene->mMetaData->Get("UnitScaleFactor", factor); - EXPECT_DOUBLE_EQ(1000.0, factor); + EXPECT_EQ(1000.0f, factor); } TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) { From f8e6512a63c142ba69f654f60f05ad973664c73e Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Sat, 2 May 2020 15:14:38 +0200 Subject: [PATCH 43/59] Move format importer and exporter into its won folder. --- code/AMF/AMFImporter.cpp | 705 ------- code/AMF/AMFImporter_Postprocess.cpp | 978 ---------- code/{ => AssetLib}/3DS/3DSConverter.cpp | 552 +++--- code/{ => AssetLib}/3DS/3DSExporter.cpp | 233 ++- code/{ => AssetLib}/3DS/3DSExporter.h | 0 code/{ => AssetLib}/3DS/3DSHelper.h | 0 code/{ => AssetLib}/3DS/3DSLoader.cpp | 759 ++++---- code/{ => AssetLib}/3DS/3DSLoader.h | 0 code/{ => AssetLib}/3MF/3MFXmlTags.h | 0 code/{ => AssetLib}/3MF/D3MFExporter.cpp | 252 ++- code/{ => AssetLib}/3MF/D3MFExporter.h | 0 code/{ => AssetLib}/3MF/D3MFImporter.cpp | 280 ++- code/{ => AssetLib}/3MF/D3MFImporter.h | 0 code/{ => AssetLib}/3MF/D3MFOpcPackage.cpp | 0 code/{ => AssetLib}/3MF/D3MFOpcPackage.h | 0 code/{ => AssetLib}/AC/ACLoader.cpp | 72 +- code/{ => AssetLib}/AC/ACLoader.h | 95 +- code/AssetLib/AMF/AMFImporter.cpp | 672 +++++++ code/{ => AssetLib}/AMF/AMFImporter.hpp | 0 .../AMF/AMFImporter_Geometry.cpp | 0 code/{ => AssetLib}/AMF/AMFImporter_Macro.hpp | 0 .../AMF/AMFImporter_Material.cpp | 0 code/{ => AssetLib}/AMF/AMFImporter_Node.hpp | 0 code/AssetLib/AMF/AMFImporter_Postprocess.cpp | 872 +++++++++ code/{ => AssetLib}/ASE/ASELoader.cpp | 758 ++++---- code/{ => AssetLib}/ASE/ASELoader.h | 0 code/{ => AssetLib}/ASE/ASEParser.cpp | 1382 ++++++------- code/{ => AssetLib}/ASE/ASEParser.h | 2 +- code/{ => AssetLib}/Assbin/AssbinExporter.cpp | 1 - code/{ => AssetLib}/Assbin/AssbinExporter.h | 0 .../Assbin/AssbinFileWriter.cpp | 59 +- code/{ => AssetLib}/Assbin/AssbinFileWriter.h | 13 +- code/{ => AssetLib}/Assbin/AssbinLoader.cpp | 50 +- code/{ => AssetLib}/Assbin/AssbinLoader.h | 0 code/{ => AssetLib}/Assjson/cencode.c | 0 code/{ => AssetLib}/Assjson/cencode.h | 0 code/{ => AssetLib}/Assjson/json_exporter.cpp | 0 code/{ => AssetLib}/Assjson/mesh_splitter.cpp | 0 code/{ => AssetLib}/Assjson/mesh_splitter.h | 0 code/{ => AssetLib}/Assxml/AssxmlExporter.cpp | 0 code/{ => AssetLib}/Assxml/AssxmlExporter.h | 0 code/AssetLib/Assxml/AssxmlFileWriter.cpp | 659 +++++++ code/{ => AssetLib}/Assxml/AssxmlFileWriter.h | 0 code/AssetLib/B3D/B3DImporter.cpp | 744 +++++++ code/{ => AssetLib}/B3D/B3DImporter.h | 0 code/AssetLib/BVH/BVHLoader.cpp | 543 ++++++ code/{ => AssetLib}/BVH/BVHLoader.h | 51 +- code/{ => AssetLib}/Blender/BlenderBMesh.cpp | 142 +- code/{ => AssetLib}/Blender/BlenderBMesh.h | 0 code/AssetLib/Blender/BlenderCustomData.cpp | 181 ++ .../Blender/BlenderCustomData.h | 0 code/{ => AssetLib}/Blender/BlenderDNA.cpp | 163 +- code/{ => AssetLib}/Blender/BlenderDNA.h | 371 ++-- code/{ => AssetLib}/Blender/BlenderDNA.inl | 2 +- .../Blender/BlenderIntermediate.h | 0 code/{ => AssetLib}/Blender/BlenderLoader.cpp | 0 code/{ => AssetLib}/Blender/BlenderLoader.h | 0 .../Blender/BlenderModifier.cpp | 26 +- code/{ => AssetLib}/Blender/BlenderModifier.h | 0 code/AssetLib/Blender/BlenderScene.cpp | 838 ++++++++ code/{ => AssetLib}/Blender/BlenderScene.h | 523 +++-- code/{ => AssetLib}/Blender/BlenderSceneGen.h | 0 .../Blender/BlenderTessellator.cpp | 0 .../Blender/BlenderTessellator.h | 0 code/{ => AssetLib}/C4D/C4DImporter.cpp | 0 code/{ => AssetLib}/C4D/C4DImporter.h | 0 code/{ => AssetLib}/COB/COBLoader.cpp | 843 ++++---- code/{ => AssetLib}/COB/COBLoader.h | 0 code/{ => AssetLib}/COB/COBScene.h | 0 code/{ => AssetLib}/CSM/CSMLoader.cpp | 0 code/{ => AssetLib}/CSM/CSMLoader.h | 0 code/AssetLib/Collada/ColladaExporter.cpp | 1651 ++++++++++++++++ code/{ => AssetLib}/Collada/ColladaExporter.h | 0 code/{ => AssetLib}/Collada/ColladaHelper.cpp | 0 code/{ => AssetLib}/Collada/ColladaHelper.h | 0 code/{ => AssetLib}/Collada/ColladaLoader.cpp | 0 code/{ => AssetLib}/Collada/ColladaLoader.h | 0 code/{ => AssetLib}/Collada/ColladaParser.cpp | 0 code/{ => AssetLib}/Collada/ColladaParser.h | 0 code/{ => AssetLib}/DXF/DXFHelper.h | 0 code/{ => AssetLib}/DXF/DXFLoader.cpp | 4 +- code/{ => AssetLib}/DXF/DXFLoader.h | 0 code/{ => AssetLib}/FBX/FBXAnimation.cpp | 0 .../{ => AssetLib}/FBX/FBXBinaryTokenizer.cpp | 0 code/{ => AssetLib}/FBX/FBXCommon.h | 0 code/{ => AssetLib}/FBX/FBXCompileConfig.h | 0 code/{ => AssetLib}/FBX/FBXConverter.cpp | 0 code/{ => AssetLib}/FBX/FBXConverter.h | 0 code/{ => AssetLib}/FBX/FBXDeformer.cpp | 0 code/{ => AssetLib}/FBX/FBXDocument.cpp | 0 code/{ => AssetLib}/FBX/FBXDocument.h | 0 code/{ => AssetLib}/FBX/FBXDocumentUtil.cpp | 0 code/{ => AssetLib}/FBX/FBXDocumentUtil.h | 0 code/{ => AssetLib}/FBX/FBXExportNode.cpp | 0 code/{ => AssetLib}/FBX/FBXExportNode.h | 0 code/{ => AssetLib}/FBX/FBXExportProperty.cpp | 0 code/{ => AssetLib}/FBX/FBXExportProperty.h | 0 code/{ => AssetLib}/FBX/FBXExporter.cpp | 0 code/{ => AssetLib}/FBX/FBXExporter.h | 0 code/{ => AssetLib}/FBX/FBXImportSettings.h | 0 code/{ => AssetLib}/FBX/FBXImporter.cpp | 0 code/{ => AssetLib}/FBX/FBXImporter.h | 0 code/{ => AssetLib}/FBX/FBXMaterial.cpp | 0 code/{ => AssetLib}/FBX/FBXMeshGeometry.cpp | 0 code/{ => AssetLib}/FBX/FBXMeshGeometry.h | 0 code/{ => AssetLib}/FBX/FBXModel.cpp | 0 code/{ => AssetLib}/FBX/FBXNodeAttribute.cpp | 0 code/{ => AssetLib}/FBX/FBXParser.cpp | 0 code/{ => AssetLib}/FBX/FBXParser.h | 0 code/{ => AssetLib}/FBX/FBXProperties.cpp | 0 code/{ => AssetLib}/FBX/FBXProperties.h | 0 code/{ => AssetLib}/FBX/FBXTokenizer.cpp | 0 code/{ => AssetLib}/FBX/FBXTokenizer.h | 0 code/{ => AssetLib}/FBX/FBXUtil.cpp | 0 code/{ => AssetLib}/FBX/FBXUtil.h | 0 code/{ => AssetLib}/HMP/HMPFileData.h | 0 code/{ => AssetLib}/HMP/HMPLoader.cpp | 4 +- code/{ => AssetLib}/HMP/HMPLoader.h | 4 +- code/{ => AssetLib}/HMP/HalfLifeFileData.h | 0 .../{Importer => AssetLib}/IFC/IFCBoolean.cpp | 399 ++-- code/{Importer => AssetLib}/IFC/IFCCurve.cpp | 0 .../IFC/IFCGeometry.cpp | 0 code/{Importer => AssetLib}/IFC/IFCLoader.cpp | 0 code/{Importer => AssetLib}/IFC/IFCLoader.h | 0 .../IFC/IFCMaterial.cpp | 0 .../IFC/IFCOpenings.cpp | 0 .../{Importer => AssetLib}/IFC/IFCProfile.cpp | 0 .../IFC/IFCReaderGen1_2x3.cpp | 0 .../IFC/IFCReaderGen2_2x3.cpp | 0 .../IFC/IFCReaderGen_2x3.h | 2 +- .../IFC/IFCReaderGen_4.cpp | 0 .../IFC/IFCReaderGen_4.h | 0 code/{Importer => AssetLib}/IFC/IFCUtil.cpp | 2 +- code/{Importer => AssetLib}/IFC/IFCUtil.h | 7 +- code/{ => AssetLib}/Irr/IRRLoader.cpp | 2 +- code/{ => AssetLib}/Irr/IRRLoader.h | 2 +- code/{ => AssetLib}/Irr/IRRMeshLoader.cpp | 0 code/{ => AssetLib}/Irr/IRRMeshLoader.h | 0 code/{ => AssetLib}/Irr/IRRShared.cpp | 0 code/{ => AssetLib}/Irr/IRRShared.h | 0 code/{ => AssetLib}/LWO/LWOAnimation.cpp | 429 +++-- code/{ => AssetLib}/LWO/LWOAnimation.h | 0 code/{ => AssetLib}/LWO/LWOBLoader.cpp | 0 code/AssetLib/LWO/LWOFileData.h | 638 ++++++ code/{ => AssetLib}/LWO/LWOLoader.cpp | 2 +- code/{ => AssetLib}/LWO/LWOLoader.h | 0 code/{ => AssetLib}/LWO/LWOMaterial.cpp | 0 code/{ => AssetLib}/LWS/LWSLoader.cpp | 2 +- code/{ => AssetLib}/LWS/LWSLoader.h | 2 +- code/{ => AssetLib}/M3D/M3DExporter.cpp | 0 code/{ => AssetLib}/M3D/M3DExporter.h | 0 code/{ => AssetLib}/M3D/M3DImporter.cpp | 0 code/{ => AssetLib}/M3D/M3DImporter.h | 0 code/{ => AssetLib}/M3D/M3DMaterials.h | 0 code/{ => AssetLib}/M3D/M3DWrapper.cpp | 0 code/{ => AssetLib}/M3D/M3DWrapper.h | 0 code/{ => AssetLib}/M3D/m3d.h | 0 code/{ => AssetLib}/MD2/MD2FileData.h | 0 code/{ => AssetLib}/MD2/MD2Loader.cpp | 0 code/{ => AssetLib}/MD2/MD2Loader.h | 0 code/{ => AssetLib}/MD2/MD2NormalTable.h | 0 code/{ => AssetLib}/MD3/MD3FileData.h | 0 code/{ => AssetLib}/MD3/MD3Loader.cpp | 2 +- code/{ => AssetLib}/MD3/MD3Loader.h | 0 code/{ => AssetLib}/MD4/MD4FileData.h | 0 code/{ => AssetLib}/MD5/MD5Loader.cpp | 0 code/{ => AssetLib}/MD5/MD5Loader.h | 0 code/{ => AssetLib}/MD5/MD5Parser.cpp | 2 +- code/{ => AssetLib}/MD5/MD5Parser.h | 0 code/{ => AssetLib}/MDC/MDCFileData.h | 0 code/{ => AssetLib}/MDC/MDCLoader.cpp | 6 +- code/{ => AssetLib}/MDC/MDCLoader.h | 0 code/{ => AssetLib}/MDC/MDCNormalTable.h | 0 .../{ => AssetLib}/MDL/HalfLife/HL1FileData.h | 0 .../MDL/HalfLife/HL1ImportDefinitions.h | 0 .../MDL/HalfLife/HL1ImportSettings.h | 0 .../MDL/HalfLife/HL1MDLLoader.cpp | 0 .../MDL/HalfLife/HL1MDLLoader.h | 0 .../MDL/HalfLife/HL1MeshTrivert.h | 0 .../MDL/HalfLife/HalfLifeMDLBaseHeader.h | 0 .../MDL/HalfLife/LogFunctions.h | 0 .../MDL/HalfLife/UniqueNameGenerator.cpp | 0 .../MDL/HalfLife/UniqueNameGenerator.h | 0 code/{ => AssetLib}/MDL/MDLDefaultColorMap.h | 0 code/{ => AssetLib}/MDL/MDLFileData.h | 0 code/{ => AssetLib}/MDL/MDLLoader.cpp | 8 +- code/{ => AssetLib}/MDL/MDLLoader.h | 4 +- code/{ => AssetLib}/MDL/MDLMaterialLoader.cpp | 0 code/{ => AssetLib}/MMD/MMDCpp14.h | 0 code/AssetLib/MMD/MMDImporter.cpp | 373 ++++ code/{ => AssetLib}/MMD/MMDImporter.h | 0 code/{ => AssetLib}/MMD/MMDPmdParser.h | 0 code/{ => AssetLib}/MMD/MMDPmxParser.cpp | 0 code/{ => AssetLib}/MMD/MMDPmxParser.h | 0 code/{ => AssetLib}/MMD/MMDVmdParser.h | 0 code/{ => AssetLib}/MS3D/MS3DLoader.cpp | 0 code/{ => AssetLib}/MS3D/MS3DLoader.h | 0 code/{ => AssetLib}/NDO/NDOLoader.cpp | 0 code/{ => AssetLib}/NDO/NDOLoader.h | 0 code/{ => AssetLib}/NFF/NFFLoader.cpp | 0 code/{ => AssetLib}/NFF/NFFLoader.h | 0 code/{ => AssetLib}/OFF/OFFLoader.cpp | 0 code/{ => AssetLib}/OFF/OFFLoader.h | 0 code/{ => AssetLib}/Obj/ObjExporter.cpp | 0 code/{ => AssetLib}/Obj/ObjExporter.h | 0 code/{ => AssetLib}/Obj/ObjFileData.h | 0 code/{ => AssetLib}/Obj/ObjFileImporter.cpp | 0 code/{ => AssetLib}/Obj/ObjFileImporter.h | 0 .../{ => AssetLib}/Obj/ObjFileMtlImporter.cpp | 0 code/{ => AssetLib}/Obj/ObjFileMtlImporter.h | 0 code/{ => AssetLib}/Obj/ObjFileParser.cpp | 0 code/{ => AssetLib}/Obj/ObjFileParser.h | 0 code/{ => AssetLib}/Obj/ObjTools.h | 0 .../Ogre/OgreBinarySerializer.cpp | 0 .../Ogre/OgreBinarySerializer.h | 0 code/{ => AssetLib}/Ogre/OgreImporter.cpp | 0 code/{ => AssetLib}/Ogre/OgreImporter.h | 0 code/{ => AssetLib}/Ogre/OgreMaterial.cpp | 0 code/{ => AssetLib}/Ogre/OgreParsingUtils.h | 0 code/{ => AssetLib}/Ogre/OgreStructs.cpp | 0 code/{ => AssetLib}/Ogre/OgreStructs.h | 0 .../{ => AssetLib}/Ogre/OgreXmlSerializer.cpp | 0 code/{ => AssetLib}/Ogre/OgreXmlSerializer.h | 0 .../OpenGEX/OpenGEXExporter.cpp | 0 code/{ => AssetLib}/OpenGEX/OpenGEXExporter.h | 0 .../OpenGEX/OpenGEXImporter.cpp | 2 +- code/{ => AssetLib}/OpenGEX/OpenGEXImporter.h | 0 code/{ => AssetLib}/OpenGEX/OpenGEXStructs.h | 0 code/{ => AssetLib}/Ply/PlyExporter.cpp | 0 code/{ => AssetLib}/Ply/PlyExporter.h | 0 code/{ => AssetLib}/Ply/PlyLoader.cpp | 0 code/{ => AssetLib}/Ply/PlyLoader.h | 0 code/{ => AssetLib}/Ply/PlyParser.cpp | 0 code/{ => AssetLib}/Ply/PlyParser.h | 0 code/{ => AssetLib}/Q3BSP/Q3BSPFileData.h | 0 .../Q3BSP/Q3BSPFileImporter.cpp | 0 code/{ => AssetLib}/Q3BSP/Q3BSPFileImporter.h | 0 code/{ => AssetLib}/Q3BSP/Q3BSPFileParser.cpp | 0 code/{ => AssetLib}/Q3BSP/Q3BSPFileParser.h | 0 code/{ => AssetLib}/Q3D/Q3DLoader.cpp | 0 code/{ => AssetLib}/Q3D/Q3DLoader.h | 0 code/{ => AssetLib}/Raw/RawLoader.cpp | 0 code/{ => AssetLib}/Raw/RawLoader.h | 0 code/{ => AssetLib}/SIB/SIBImporter.cpp | 0 code/{ => AssetLib}/SIB/SIBImporter.h | 0 code/{ => AssetLib}/SMD/SMDLoader.cpp | 0 code/{ => AssetLib}/SMD/SMDLoader.h | 0 .../STEPParser/STEPFileEncoding.cpp | 0 .../STEPParser/STEPFileEncoding.h | 0 .../STEPParser/STEPFileReader.cpp | 0 .../STEPParser/STEPFileReader.h | 2 +- code/{ => AssetLib}/STL/STLExporter.cpp | 0 code/{ => AssetLib}/STL/STLExporter.h | 0 code/{ => AssetLib}/STL/STLLoader.cpp | 0 code/{ => AssetLib}/STL/STLLoader.h | 0 code/{ => AssetLib}/Step/STEPFile.h | 2 +- code/{ => AssetLib}/Step/StepExporter.cpp | 2 +- code/{ => AssetLib}/Step/StepExporter.h | 0 .../StepFile/StepFileGen1.cpp | 0 .../StepFile/StepFileGen2.cpp | 0 .../StepFile/StepFileGen3.cpp | 0 .../StepFile/StepFileImporter.cpp | 0 .../StepFile/StepFileImporter.h | 0 .../StepFile/StepReaderGen.h | 0 .../Terragen/TerragenLoader.cpp | 0 code/{ => AssetLib}/Terragen/TerragenLoader.h | 0 code/{ => AssetLib}/Unreal/UnrealLoader.cpp | 2 +- code/{ => AssetLib}/Unreal/UnrealLoader.h | 0 code/{ => AssetLib}/X/XFileExporter.cpp | 2 +- code/{ => AssetLib}/X/XFileExporter.h | 0 code/{ => AssetLib}/X/XFileHelper.h | 0 code/{ => AssetLib}/X/XFileImporter.cpp | 4 +- code/{ => AssetLib}/X/XFileImporter.h | 0 code/{ => AssetLib}/X/XFileParser.cpp | 0 code/{ => AssetLib}/X/XFileParser.h | 0 code/{ => AssetLib}/X3D/FIReader.cpp | 0 code/{ => AssetLib}/X3D/FIReader.hpp | 0 code/{ => AssetLib}/X3D/X3DExporter.cpp | 0 code/{ => AssetLib}/X3D/X3DExporter.hpp | 0 code/{ => AssetLib}/X3D/X3DImporter.cpp | 0 code/{ => AssetLib}/X3D/X3DImporter.hpp | 0 .../X3D/X3DImporter_Geometry2D.cpp | 0 .../X3D/X3DImporter_Geometry3D.cpp | 0 code/{ => AssetLib}/X3D/X3DImporter_Group.cpp | 0 code/{ => AssetLib}/X3D/X3DImporter_Light.cpp | 0 code/{ => AssetLib}/X3D/X3DImporter_Macro.hpp | 0 .../X3D/X3DImporter_Metadata.cpp | 0 .../X3D/X3DImporter_Networking.cpp | 0 code/{ => AssetLib}/X3D/X3DImporter_Node.hpp | 0 .../X3D/X3DImporter_Postprocess.cpp | 0 .../X3D/X3DImporter_Rendering.cpp | 0 code/{ => AssetLib}/X3D/X3DImporter_Shape.cpp | 0 .../X3D/X3DImporter_Texturing.cpp | 0 code/{ => AssetLib}/X3D/X3DVocabulary.cpp | 0 code/{ => AssetLib}/XGL/XGLLoader.cpp | 0 code/{ => AssetLib}/XGL/XGLLoader.h | 0 code/{ => AssetLib}/glTF/glTFAsset.h | 2 +- code/{ => AssetLib}/glTF/glTFAsset.inl | 0 code/{ => AssetLib}/glTF/glTFAssetWriter.h | 0 code/{ => AssetLib}/glTF/glTFAssetWriter.inl | 0 code/{ => AssetLib}/glTF/glTFCommon.cpp | 2 +- code/{ => AssetLib}/glTF/glTFCommon.h | 0 code/{ => AssetLib}/glTF/glTFExporter.cpp | 4 +- code/{ => AssetLib}/glTF/glTFExporter.h | 0 code/{ => AssetLib}/glTF/glTFImporter.cpp | 6 +- code/{ => AssetLib}/glTF/glTFImporter.h | 0 code/{ => AssetLib}/glTF2/glTF2Asset.h | 3 +- code/{ => AssetLib}/glTF2/glTF2Asset.inl | 5 +- code/{ => AssetLib}/glTF2/glTF2AssetWriter.h | 0 .../{ => AssetLib}/glTF2/glTF2AssetWriter.inl | 0 code/{ => AssetLib}/glTF2/glTF2Exporter.cpp | 4 +- code/{ => AssetLib}/glTF2/glTF2Exporter.h | 0 code/{ => AssetLib}/glTF2/glTF2Importer.cpp | 6 +- code/{ => AssetLib}/glTF2/glTF2Importer.h | 0 code/Assxml/AssxmlFileWriter.cpp | 664 ------- code/B3D/B3DImporter.cpp | 747 ------- code/BVH/BVHLoader.cpp | 578 ------ code/Blender/BlenderCustomData.cpp | 189 -- code/Blender/BlenderScene.cpp | 875 --------- code/CMakeLists.txt | 612 +++--- code/Collada/ColladaExporter.cpp | 1708 ----------------- code/Common/ImporterRegistry.cpp | 238 ++- code/LWO/LWOFileData.h | 703 ------- code/MMD/MMDImporter.cpp | 372 ---- .../MDL/utMDLImporter_HL1_ImportSettings.cpp | 2 +- .../MDL/utMDLImporter_HL1_Materials.cpp | 2 +- .../MDL/utMDLImporter_HL1_Nodes.cpp | 2 +- test/unit/utBlenderIntermediate.cpp | 2 +- test/unit/utD3MFImportExport.cpp | 2 +- test/unit/utObjTools.cpp | 4 +- test/unit/utPMXImporter.cpp | 2 +- test/unit/utSIBImporter.cpp | 2 +- test/unit/utSMDImportExport.cpp | 2 +- tools/assimp_cmd/WriteDump.cpp | 4 +- tools/assimp_view/Background.cpp | 381 ++-- tools/assimp_view/CMakeLists.txt | 5 +- tools/assimp_view/LogWindow.cpp | 110 +- tools/assimp_view/Normals.cpp | 34 +- tools/assimp_view/SceneAnimator.cpp | 106 +- tools/assimp_view/Shaders.cpp | 1299 +++++++------ tools/assimp_view/assimp_view.h | 2 - 341 files changed, 11958 insertions(+), 13103 deletions(-) delete mode 100644 code/AMF/AMFImporter.cpp delete mode 100644 code/AMF/AMFImporter_Postprocess.cpp rename code/{ => AssetLib}/3DS/3DSConverter.cpp (59%) rename code/{ => AssetLib}/3DS/3DSExporter.cpp (75%) rename code/{ => AssetLib}/3DS/3DSExporter.h (100%) rename code/{ => AssetLib}/3DS/3DSHelper.h (100%) rename code/{ => AssetLib}/3DS/3DSLoader.cpp (69%) rename code/{ => AssetLib}/3DS/3DSLoader.h (100%) rename code/{ => AssetLib}/3MF/3MFXmlTags.h (100%) rename code/{ => AssetLib}/3MF/D3MFExporter.cpp (55%) rename code/{ => AssetLib}/3MF/D3MFExporter.h (100%) rename code/{ => AssetLib}/3MF/D3MFImporter.cpp (58%) rename code/{ => AssetLib}/3MF/D3MFImporter.h (100%) rename code/{ => AssetLib}/3MF/D3MFOpcPackage.cpp (100%) rename code/{ => AssetLib}/3MF/D3MFOpcPackage.h (100%) rename code/{ => AssetLib}/AC/ACLoader.cpp (94%) rename code/{ => AssetLib}/AC/ACLoader.h (78%) create mode 100644 code/AssetLib/AMF/AMFImporter.cpp rename code/{ => AssetLib}/AMF/AMFImporter.hpp (100%) rename code/{ => AssetLib}/AMF/AMFImporter_Geometry.cpp (100%) rename code/{ => AssetLib}/AMF/AMFImporter_Macro.hpp (100%) rename code/{ => AssetLib}/AMF/AMFImporter_Material.cpp (100%) rename code/{ => AssetLib}/AMF/AMFImporter_Node.hpp (100%) create mode 100644 code/AssetLib/AMF/AMFImporter_Postprocess.cpp rename code/{ => AssetLib}/ASE/ASELoader.cpp (64%) rename code/{ => AssetLib}/ASE/ASELoader.h (100%) rename code/{ => AssetLib}/ASE/ASEParser.cpp (59%) rename code/{ => AssetLib}/ASE/ASEParser.h (99%) rename code/{ => AssetLib}/Assbin/AssbinExporter.cpp (99%) rename code/{ => AssetLib}/Assbin/AssbinExporter.h (100%) rename code/{ => AssetLib}/Assbin/AssbinFileWriter.cpp (96%) rename code/{ => AssetLib}/Assbin/AssbinFileWriter.h (92%) rename code/{ => AssetLib}/Assbin/AssbinLoader.cpp (96%) rename code/{ => AssetLib}/Assbin/AssbinLoader.h (100%) rename code/{ => AssetLib}/Assjson/cencode.c (100%) rename code/{ => AssetLib}/Assjson/cencode.h (100%) rename code/{ => AssetLib}/Assjson/json_exporter.cpp (100%) rename code/{ => AssetLib}/Assjson/mesh_splitter.cpp (100%) rename code/{ => AssetLib}/Assjson/mesh_splitter.h (100%) rename code/{ => AssetLib}/Assxml/AssxmlExporter.cpp (100%) rename code/{ => AssetLib}/Assxml/AssxmlExporter.h (100%) create mode 100644 code/AssetLib/Assxml/AssxmlFileWriter.cpp rename code/{ => AssetLib}/Assxml/AssxmlFileWriter.h (100%) create mode 100644 code/AssetLib/B3D/B3DImporter.cpp rename code/{ => AssetLib}/B3D/B3DImporter.h (100%) create mode 100644 code/AssetLib/BVH/BVHLoader.cpp rename code/{ => AssetLib}/BVH/BVHLoader.h (82%) rename code/{ => AssetLib}/Blender/BlenderBMesh.cpp (55%) rename code/{ => AssetLib}/Blender/BlenderBMesh.h (100%) create mode 100644 code/AssetLib/Blender/BlenderCustomData.cpp rename code/{ => AssetLib}/Blender/BlenderCustomData.h (100%) rename code/{ => AssetLib}/Blender/BlenderDNA.cpp (73%) rename code/{ => AssetLib}/Blender/BlenderDNA.h (76%) rename code/{ => AssetLib}/Blender/BlenderDNA.inl (99%) rename code/{ => AssetLib}/Blender/BlenderIntermediate.h (100%) rename code/{ => AssetLib}/Blender/BlenderLoader.cpp (100%) rename code/{ => AssetLib}/Blender/BlenderLoader.h (100%) rename code/{ => AssetLib}/Blender/BlenderModifier.cpp (94%) rename code/{ => AssetLib}/Blender/BlenderModifier.h (100%) create mode 100644 code/AssetLib/Blender/BlenderScene.cpp rename code/{ => AssetLib}/Blender/BlenderScene.h (67%) rename code/{ => AssetLib}/Blender/BlenderSceneGen.h (100%) rename code/{ => AssetLib}/Blender/BlenderTessellator.cpp (100%) rename code/{ => AssetLib}/Blender/BlenderTessellator.h (100%) rename code/{ => AssetLib}/C4D/C4DImporter.cpp (100%) rename code/{ => AssetLib}/C4D/C4DImporter.h (100%) rename code/{ => AssetLib}/COB/COBLoader.cpp (53%) rename code/{ => AssetLib}/COB/COBLoader.h (100%) rename code/{ => AssetLib}/COB/COBScene.h (100%) rename code/{ => AssetLib}/CSM/CSMLoader.cpp (100%) rename code/{ => AssetLib}/CSM/CSMLoader.h (100%) create mode 100644 code/AssetLib/Collada/ColladaExporter.cpp rename code/{ => AssetLib}/Collada/ColladaExporter.h (100%) rename code/{ => AssetLib}/Collada/ColladaHelper.cpp (100%) rename code/{ => AssetLib}/Collada/ColladaHelper.h (100%) rename code/{ => AssetLib}/Collada/ColladaLoader.cpp (100%) rename code/{ => AssetLib}/Collada/ColladaLoader.h (100%) rename code/{ => AssetLib}/Collada/ColladaParser.cpp (100%) rename code/{ => AssetLib}/Collada/ColladaParser.h (100%) rename code/{ => AssetLib}/DXF/DXFHelper.h (100%) rename code/{ => AssetLib}/DXF/DXFLoader.cpp (99%) rename code/{ => AssetLib}/DXF/DXFLoader.h (100%) rename code/{ => AssetLib}/FBX/FBXAnimation.cpp (100%) rename code/{ => AssetLib}/FBX/FBXBinaryTokenizer.cpp (100%) rename code/{ => AssetLib}/FBX/FBXCommon.h (100%) rename code/{ => AssetLib}/FBX/FBXCompileConfig.h (100%) rename code/{ => AssetLib}/FBX/FBXConverter.cpp (100%) rename code/{ => AssetLib}/FBX/FBXConverter.h (100%) rename code/{ => AssetLib}/FBX/FBXDeformer.cpp (100%) rename code/{ => AssetLib}/FBX/FBXDocument.cpp (100%) rename code/{ => AssetLib}/FBX/FBXDocument.h (100%) rename code/{ => AssetLib}/FBX/FBXDocumentUtil.cpp (100%) rename code/{ => AssetLib}/FBX/FBXDocumentUtil.h (100%) rename code/{ => AssetLib}/FBX/FBXExportNode.cpp (100%) rename code/{ => AssetLib}/FBX/FBXExportNode.h (100%) rename code/{ => AssetLib}/FBX/FBXExportProperty.cpp (100%) rename code/{ => AssetLib}/FBX/FBXExportProperty.h (100%) rename code/{ => AssetLib}/FBX/FBXExporter.cpp (100%) rename code/{ => AssetLib}/FBX/FBXExporter.h (100%) rename code/{ => AssetLib}/FBX/FBXImportSettings.h (100%) rename code/{ => AssetLib}/FBX/FBXImporter.cpp (100%) rename code/{ => AssetLib}/FBX/FBXImporter.h (100%) rename code/{ => AssetLib}/FBX/FBXMaterial.cpp (100%) rename code/{ => AssetLib}/FBX/FBXMeshGeometry.cpp (100%) rename code/{ => AssetLib}/FBX/FBXMeshGeometry.h (100%) rename code/{ => AssetLib}/FBX/FBXModel.cpp (100%) rename code/{ => AssetLib}/FBX/FBXNodeAttribute.cpp (100%) rename code/{ => AssetLib}/FBX/FBXParser.cpp (100%) rename code/{ => AssetLib}/FBX/FBXParser.h (100%) rename code/{ => AssetLib}/FBX/FBXProperties.cpp (100%) rename code/{ => AssetLib}/FBX/FBXProperties.h (100%) rename code/{ => AssetLib}/FBX/FBXTokenizer.cpp (100%) rename code/{ => AssetLib}/FBX/FBXTokenizer.h (100%) rename code/{ => AssetLib}/FBX/FBXUtil.cpp (100%) rename code/{ => AssetLib}/FBX/FBXUtil.h (100%) rename code/{ => AssetLib}/HMP/HMPFileData.h (100%) rename code/{ => AssetLib}/HMP/HMPLoader.cpp (99%) rename code/{ => AssetLib}/HMP/HMPLoader.h (98%) rename code/{ => AssetLib}/HMP/HalfLifeFileData.h (100%) rename code/{Importer => AssetLib}/IFC/IFCBoolean.cpp (74%) rename code/{Importer => AssetLib}/IFC/IFCCurve.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCGeometry.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCLoader.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCLoader.h (100%) rename code/{Importer => AssetLib}/IFC/IFCMaterial.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCOpenings.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCProfile.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCReaderGen1_2x3.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCReaderGen2_2x3.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCReaderGen_2x3.h (99%) rename code/{Importer => AssetLib}/IFC/IFCReaderGen_4.cpp (100%) rename code/{Importer => AssetLib}/IFC/IFCReaderGen_4.h (100%) rename code/{Importer => AssetLib}/IFC/IFCUtil.cpp (99%) rename code/{Importer => AssetLib}/IFC/IFCUtil.h (99%) rename code/{ => AssetLib}/Irr/IRRLoader.cpp (99%) rename code/{ => AssetLib}/Irr/IRRLoader.h (99%) rename code/{ => AssetLib}/Irr/IRRMeshLoader.cpp (100%) rename code/{ => AssetLib}/Irr/IRRMeshLoader.h (100%) rename code/{ => AssetLib}/Irr/IRRShared.cpp (100%) rename code/{ => AssetLib}/Irr/IRRShared.h (100%) rename code/{ => AssetLib}/LWO/LWOAnimation.cpp (56%) rename code/{ => AssetLib}/LWO/LWOAnimation.h (100%) rename code/{ => AssetLib}/LWO/LWOBLoader.cpp (100%) create mode 100644 code/AssetLib/LWO/LWOFileData.h rename code/{ => AssetLib}/LWO/LWOLoader.cpp (99%) rename code/{ => AssetLib}/LWO/LWOLoader.h (100%) rename code/{ => AssetLib}/LWO/LWOMaterial.cpp (100%) rename code/{ => AssetLib}/LWS/LWSLoader.cpp (99%) rename code/{ => AssetLib}/LWS/LWSLoader.h (99%) rename code/{ => AssetLib}/M3D/M3DExporter.cpp (100%) rename code/{ => AssetLib}/M3D/M3DExporter.h (100%) rename code/{ => AssetLib}/M3D/M3DImporter.cpp (100%) rename code/{ => AssetLib}/M3D/M3DImporter.h (100%) rename code/{ => AssetLib}/M3D/M3DMaterials.h (100%) rename code/{ => AssetLib}/M3D/M3DWrapper.cpp (100%) rename code/{ => AssetLib}/M3D/M3DWrapper.h (100%) rename code/{ => AssetLib}/M3D/m3d.h (100%) rename code/{ => AssetLib}/MD2/MD2FileData.h (100%) rename code/{ => AssetLib}/MD2/MD2Loader.cpp (100%) rename code/{ => AssetLib}/MD2/MD2Loader.h (100%) rename code/{ => AssetLib}/MD2/MD2NormalTable.h (100%) rename code/{ => AssetLib}/MD3/MD3FileData.h (100%) rename code/{ => AssetLib}/MD3/MD3Loader.cpp (99%) rename code/{ => AssetLib}/MD3/MD3Loader.h (100%) rename code/{ => AssetLib}/MD4/MD4FileData.h (100%) rename code/{ => AssetLib}/MD5/MD5Loader.cpp (100%) rename code/{ => AssetLib}/MD5/MD5Loader.h (100%) rename code/{ => AssetLib}/MD5/MD5Parser.cpp (99%) rename code/{ => AssetLib}/MD5/MD5Parser.h (100%) rename code/{ => AssetLib}/MDC/MDCFileData.h (100%) rename code/{ => AssetLib}/MDC/MDCLoader.cpp (99%) rename code/{ => AssetLib}/MDC/MDCLoader.h (100%) rename code/{ => AssetLib}/MDC/MDCNormalTable.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/HL1FileData.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/HL1ImportDefinitions.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/HL1ImportSettings.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/HL1MDLLoader.cpp (100%) rename code/{ => AssetLib}/MDL/HalfLife/HL1MDLLoader.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/HL1MeshTrivert.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/HalfLifeMDLBaseHeader.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/LogFunctions.h (100%) rename code/{ => AssetLib}/MDL/HalfLife/UniqueNameGenerator.cpp (100%) rename code/{ => AssetLib}/MDL/HalfLife/UniqueNameGenerator.h (100%) rename code/{ => AssetLib}/MDL/MDLDefaultColorMap.h (100%) rename code/{ => AssetLib}/MDL/MDLFileData.h (100%) rename code/{ => AssetLib}/MDL/MDLLoader.cpp (99%) rename code/{ => AssetLib}/MDL/MDLLoader.h (99%) rename code/{ => AssetLib}/MDL/MDLMaterialLoader.cpp (100%) rename code/{ => AssetLib}/MMD/MMDCpp14.h (100%) create mode 100644 code/AssetLib/MMD/MMDImporter.cpp rename code/{ => AssetLib}/MMD/MMDImporter.h (100%) rename code/{ => AssetLib}/MMD/MMDPmdParser.h (100%) rename code/{ => AssetLib}/MMD/MMDPmxParser.cpp (100%) rename code/{ => AssetLib}/MMD/MMDPmxParser.h (100%) rename code/{ => AssetLib}/MMD/MMDVmdParser.h (100%) rename code/{ => AssetLib}/MS3D/MS3DLoader.cpp (100%) rename code/{ => AssetLib}/MS3D/MS3DLoader.h (100%) rename code/{ => AssetLib}/NDO/NDOLoader.cpp (100%) rename code/{ => AssetLib}/NDO/NDOLoader.h (100%) rename code/{ => AssetLib}/NFF/NFFLoader.cpp (100%) rename code/{ => AssetLib}/NFF/NFFLoader.h (100%) rename code/{ => AssetLib}/OFF/OFFLoader.cpp (100%) rename code/{ => AssetLib}/OFF/OFFLoader.h (100%) rename code/{ => AssetLib}/Obj/ObjExporter.cpp (100%) rename code/{ => AssetLib}/Obj/ObjExporter.h (100%) rename code/{ => AssetLib}/Obj/ObjFileData.h (100%) rename code/{ => AssetLib}/Obj/ObjFileImporter.cpp (100%) rename code/{ => AssetLib}/Obj/ObjFileImporter.h (100%) rename code/{ => AssetLib}/Obj/ObjFileMtlImporter.cpp (100%) rename code/{ => AssetLib}/Obj/ObjFileMtlImporter.h (100%) rename code/{ => AssetLib}/Obj/ObjFileParser.cpp (100%) rename code/{ => AssetLib}/Obj/ObjFileParser.h (100%) rename code/{ => AssetLib}/Obj/ObjTools.h (100%) rename code/{ => AssetLib}/Ogre/OgreBinarySerializer.cpp (100%) rename code/{ => AssetLib}/Ogre/OgreBinarySerializer.h (100%) rename code/{ => AssetLib}/Ogre/OgreImporter.cpp (100%) rename code/{ => AssetLib}/Ogre/OgreImporter.h (100%) rename code/{ => AssetLib}/Ogre/OgreMaterial.cpp (100%) rename code/{ => AssetLib}/Ogre/OgreParsingUtils.h (100%) rename code/{ => AssetLib}/Ogre/OgreStructs.cpp (100%) rename code/{ => AssetLib}/Ogre/OgreStructs.h (100%) rename code/{ => AssetLib}/Ogre/OgreXmlSerializer.cpp (100%) rename code/{ => AssetLib}/Ogre/OgreXmlSerializer.h (100%) rename code/{ => AssetLib}/OpenGEX/OpenGEXExporter.cpp (100%) rename code/{ => AssetLib}/OpenGEX/OpenGEXExporter.h (100%) rename code/{ => AssetLib}/OpenGEX/OpenGEXImporter.cpp (99%) rename code/{ => AssetLib}/OpenGEX/OpenGEXImporter.h (100%) rename code/{ => AssetLib}/OpenGEX/OpenGEXStructs.h (100%) rename code/{ => AssetLib}/Ply/PlyExporter.cpp (100%) rename code/{ => AssetLib}/Ply/PlyExporter.h (100%) rename code/{ => AssetLib}/Ply/PlyLoader.cpp (100%) rename code/{ => AssetLib}/Ply/PlyLoader.h (100%) rename code/{ => AssetLib}/Ply/PlyParser.cpp (100%) rename code/{ => AssetLib}/Ply/PlyParser.h (100%) rename code/{ => AssetLib}/Q3BSP/Q3BSPFileData.h (100%) rename code/{ => AssetLib}/Q3BSP/Q3BSPFileImporter.cpp (100%) rename code/{ => AssetLib}/Q3BSP/Q3BSPFileImporter.h (100%) rename code/{ => AssetLib}/Q3BSP/Q3BSPFileParser.cpp (100%) rename code/{ => AssetLib}/Q3BSP/Q3BSPFileParser.h (100%) rename code/{ => AssetLib}/Q3D/Q3DLoader.cpp (100%) rename code/{ => AssetLib}/Q3D/Q3DLoader.h (100%) rename code/{ => AssetLib}/Raw/RawLoader.cpp (100%) rename code/{ => AssetLib}/Raw/RawLoader.h (100%) rename code/{ => AssetLib}/SIB/SIBImporter.cpp (100%) rename code/{ => AssetLib}/SIB/SIBImporter.h (100%) rename code/{ => AssetLib}/SMD/SMDLoader.cpp (100%) rename code/{ => AssetLib}/SMD/SMDLoader.h (100%) rename code/{Importer => AssetLib}/STEPParser/STEPFileEncoding.cpp (100%) rename code/{Importer => AssetLib}/STEPParser/STEPFileEncoding.h (100%) rename code/{Importer => AssetLib}/STEPParser/STEPFileReader.cpp (100%) rename code/{Importer => AssetLib}/STEPParser/STEPFileReader.h (98%) rename code/{ => AssetLib}/STL/STLExporter.cpp (100%) rename code/{ => AssetLib}/STL/STLExporter.h (100%) rename code/{ => AssetLib}/STL/STLLoader.cpp (100%) rename code/{ => AssetLib}/STL/STLLoader.h (100%) rename code/{ => AssetLib}/Step/STEPFile.h (99%) rename code/{ => AssetLib}/Step/StepExporter.cpp (99%) rename code/{ => AssetLib}/Step/StepExporter.h (100%) rename code/{Importer => AssetLib}/StepFile/StepFileGen1.cpp (100%) rename code/{Importer => AssetLib}/StepFile/StepFileGen2.cpp (100%) rename code/{Importer => AssetLib}/StepFile/StepFileGen3.cpp (100%) rename code/{Importer => AssetLib}/StepFile/StepFileImporter.cpp (100%) rename code/{Importer => AssetLib}/StepFile/StepFileImporter.h (100%) rename code/{Importer => AssetLib}/StepFile/StepReaderGen.h (100%) rename code/{ => AssetLib}/Terragen/TerragenLoader.cpp (100%) rename code/{ => AssetLib}/Terragen/TerragenLoader.h (100%) rename code/{ => AssetLib}/Unreal/UnrealLoader.cpp (99%) rename code/{ => AssetLib}/Unreal/UnrealLoader.h (100%) rename code/{ => AssetLib}/X/XFileExporter.cpp (99%) rename code/{ => AssetLib}/X/XFileExporter.h (100%) rename code/{ => AssetLib}/X/XFileHelper.h (100%) rename code/{ => AssetLib}/X/XFileImporter.cpp (99%) rename code/{ => AssetLib}/X/XFileImporter.h (100%) rename code/{ => AssetLib}/X/XFileParser.cpp (100%) rename code/{ => AssetLib}/X/XFileParser.h (100%) rename code/{ => AssetLib}/X3D/FIReader.cpp (100%) rename code/{ => AssetLib}/X3D/FIReader.hpp (100%) rename code/{ => AssetLib}/X3D/X3DExporter.cpp (100%) rename code/{ => AssetLib}/X3D/X3DExporter.hpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter.hpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Geometry2D.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Geometry3D.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Group.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Light.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Macro.hpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Metadata.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Networking.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Node.hpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Postprocess.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Rendering.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Shape.cpp (100%) rename code/{ => AssetLib}/X3D/X3DImporter_Texturing.cpp (100%) rename code/{ => AssetLib}/X3D/X3DVocabulary.cpp (100%) rename code/{ => AssetLib}/XGL/XGLLoader.cpp (100%) rename code/{ => AssetLib}/XGL/XGLLoader.h (100%) rename code/{ => AssetLib}/glTF/glTFAsset.h (99%) rename code/{ => AssetLib}/glTF/glTFAsset.inl (100%) rename code/{ => AssetLib}/glTF/glTFAssetWriter.h (100%) rename code/{ => AssetLib}/glTF/glTFAssetWriter.inl (100%) rename code/{ => AssetLib}/glTF/glTFCommon.cpp (99%) rename code/{ => AssetLib}/glTF/glTFCommon.h (100%) rename code/{ => AssetLib}/glTF/glTFExporter.cpp (99%) rename code/{ => AssetLib}/glTF/glTFExporter.h (100%) rename code/{ => AssetLib}/glTF/glTFImporter.cpp (99%) rename code/{ => AssetLib}/glTF/glTFImporter.h (100%) rename code/{ => AssetLib}/glTF2/glTF2Asset.h (99%) rename code/{ => AssetLib}/glTF2/glTF2Asset.inl (99%) rename code/{ => AssetLib}/glTF2/glTF2AssetWriter.h (100%) rename code/{ => AssetLib}/glTF2/glTF2AssetWriter.inl (100%) rename code/{ => AssetLib}/glTF2/glTF2Exporter.cpp (99%) rename code/{ => AssetLib}/glTF2/glTF2Exporter.h (100%) rename code/{ => AssetLib}/glTF2/glTF2Importer.cpp (99%) rename code/{ => AssetLib}/glTF2/glTF2Importer.h (100%) delete mode 100644 code/Assxml/AssxmlFileWriter.cpp delete mode 100644 code/B3D/B3DImporter.cpp delete mode 100644 code/BVH/BVHLoader.cpp delete mode 100644 code/Blender/BlenderCustomData.cpp delete mode 100644 code/Blender/BlenderScene.cpp delete mode 100644 code/Collada/ColladaExporter.cpp delete mode 100644 code/LWO/LWOFileData.h delete mode 100644 code/MMD/MMDImporter.cpp diff --git a/code/AMF/AMFImporter.cpp b/code/AMF/AMFImporter.cpp deleted file mode 100644 index df4324d4d..000000000 --- a/code/AMF/AMFImporter.cpp +++ /dev/null @@ -1,705 +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. ---------------------------------------------------------------------------- -*/ - -/// \file AMFImporter.cpp -/// \brief AMF-format files importer for Assimp: main algorithm implementation. -/// \date 2016 -/// \author smal.root@gmail.com - -#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER - -// Header files, Assimp. -#include "AMFImporter.hpp" -#include "AMFImporter_Macro.hpp" - -#include -#include - -// Header files, stdlib. -#include - -namespace Assimp -{ - -/// \var aiImporterDesc AMFImporter::Description -/// Conastant which hold importer description -const aiImporterDesc AMFImporter::Description = { - "Additive manufacturing file format(AMF) Importer", - "smalcom", - "", - "See documentation in source code. Chapter: Limitations.", - aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental, - 0, - 0, - 0, - 0, - "amf" -}; - -void AMFImporter::Clear() -{ - mNodeElement_Cur = nullptr; - mUnit.clear(); - mMaterial_Converted.clear(); - mTexture_Converted.clear(); - // Delete all elements - if(!mNodeElement_List.empty()) - { - for(CAMFImporter_NodeElement* ne: mNodeElement_List) { delete ne; } - - mNodeElement_List.clear(); - } -} - -AMFImporter::~AMFImporter() -{ - if(mReader != nullptr) delete mReader; - // Clear() is accounting if data already is deleted. So, just check again if all data is deleted. - Clear(); -} - -/*********************************************************************************************************************************************/ -/************************************************************ Functions: find set ************************************************************/ -/*********************************************************************************************************************************************/ - -bool AMFImporter::Find_NodeElement(const std::string& pID, const CAMFImporter_NodeElement::EType pType, CAMFImporter_NodeElement** pNodeElement) const -{ - for(CAMFImporter_NodeElement* ne: mNodeElement_List) - { - if((ne->ID == pID) && (ne->Type == pType)) - { - if(pNodeElement != nullptr) *pNodeElement = ne; - - return true; - } - }// for(CAMFImporter_NodeElement* ne: mNodeElement_List) - - return false; -} - -bool AMFImporter::Find_ConvertedNode(const std::string& pID, std::list& pNodeList, aiNode** pNode) const -{ -aiString node_name(pID.c_str()); - - for(aiNode* node: pNodeList) - { - if(node->mName == node_name) - { - if(pNode != nullptr) *pNode = node; - - return true; - } - }// for(aiNode* node: pNodeList) - - return false; -} - -bool AMFImporter::Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const -{ - for(const SPP_Material& mat: mMaterial_Converted) - { - if(mat.ID == pID) - { - if(pConvertedMaterial != nullptr) *pConvertedMaterial = &mat; - - return true; - } - }// for(const SPP_Material& mat: mMaterial_Converted) - - return false; -} - -/*********************************************************************************************************************************************/ -/************************************************************ Functions: throw set ***********************************************************/ -/*********************************************************************************************************************************************/ - -void AMFImporter::Throw_CloseNotFound(const std::string& pNode) -{ - throw DeadlyImportError("Close tag for node <" + pNode + "> not found. Seems file is corrupt."); -} - -void AMFImporter::Throw_IncorrectAttr(const std::string& pAttrName) -{ - throw DeadlyImportError("Node <" + std::string(mReader->getNodeName()) + "> has incorrect attribute \"" + pAttrName + "\"."); -} - -void AMFImporter::Throw_IncorrectAttrValue(const std::string& pAttrName) -{ - throw DeadlyImportError("Attribute \"" + pAttrName + "\" in node <" + std::string(mReader->getNodeName()) + "> has incorrect value."); -} - -void AMFImporter::Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription) -{ - throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + mReader->getNodeName() + ". Description: " + pDescription); -} - -void AMFImporter::Throw_ID_NotFound(const std::string& pID) const -{ - throw DeadlyImportError("Not found node with name \"" + pID + "\"."); -} - -/*********************************************************************************************************************************************/ -/************************************************************* Functions: XML set ************************************************************/ -/*********************************************************************************************************************************************/ - -void AMFImporter::XML_CheckNode_MustHaveChildren() -{ - if(mReader->isEmptyElement()) throw DeadlyImportError(std::string("Node <") + mReader->getNodeName() + "> must have children."); -} - -void AMFImporter::XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName) -{ - static const size_t Uns_Skip_Len = 3; - const char* Uns_Skip[Uns_Skip_Len] = { "composite", "edge", "normal" }; - - static bool skipped_before[Uns_Skip_Len] = { false, false, false }; - - std::string nn(mReader->getNodeName()); - bool found = false; - bool close_found = false; - size_t sk_idx; - - for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++) - { - if(nn != Uns_Skip[sk_idx]) continue; - - found = true; - if(mReader->isEmptyElement()) - { - close_found = true; - - goto casu_cres; - } - - while(mReader->read()) - { - if((mReader->getNodeType() == irr::io::EXN_ELEMENT_END) && (nn == mReader->getNodeName())) - { - close_found = true; - - goto casu_cres; - } - } - }// for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++) - -casu_cres: - - if(!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + "."); - if(!close_found) Throw_CloseNotFound(nn); - - if(!skipped_before[sk_idx]) - { - skipped_before[sk_idx] = true; - ASSIMP_LOG_WARN_F("Skipping node \"", nn, "\" in ", pParentNodeName, "."); - } -} - -bool AMFImporter::XML_SearchNode(const std::string& pNodeName) -{ - while(mReader->read()) - { - if((mReader->getNodeType() == irr::io::EXN_ELEMENT) && XML_CheckNode_NameEqual(pNodeName)) return true; - } - - return false; -} - -bool AMFImporter::XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx) -{ - std::string val(mReader->getAttributeValue(pAttrIdx)); - - if((val == "false") || (val == "0")) - return false; - else if((val == "true") || (val == "1")) - return true; - else - throw DeadlyImportError("Bool attribute value can contain \"false\"/\"0\" or \"true\"/\"1\" not the \"" + val + "\""); -} - -float AMFImporter::XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx) -{ - std::string val; - float tvalf; - - ParseHelper_FixTruncatedFloatString(mReader->getAttributeValue(pAttrIdx), val); - fast_atoreal_move(val.c_str(), tvalf, false); - - return tvalf; -} - -uint32_t AMFImporter::XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx) -{ - return strtoul10(mReader->getAttributeValue(pAttrIdx)); -} - -float AMFImporter::XML_ReadNode_GetVal_AsFloat() -{ - std::string val; - float tvalf; - - if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. No data, seems file is corrupt."); - if(mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. Invalid type of XML element, seems file is corrupt."); - - ParseHelper_FixTruncatedFloatString(mReader->getNodeData(), val); - fast_atoreal_move(val.c_str(), tvalf, false); - - return tvalf; -} - -uint32_t AMFImporter::XML_ReadNode_GetVal_AsU32() -{ - if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. No data, seems file is corrupt."); - if(mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. Invalid type of XML element, seems file is corrupt."); - - return strtoul10(mReader->getNodeData()); -} - -void AMFImporter::XML_ReadNode_GetVal_AsString(std::string& pValue) -{ - if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsString. No data, seems file is corrupt."); - if(mReader->getNodeType() != irr::io::EXN_TEXT) - throw DeadlyImportError("XML_ReadNode_GetVal_AsString. Invalid type of XML element, seems file is corrupt."); - - pValue = mReader->getNodeData(); -} - -/*********************************************************************************************************************************************/ -/************************************************************ Functions: parse set ***********************************************************/ -/*********************************************************************************************************************************************/ - -void AMFImporter::ParseHelper_Node_Enter(CAMFImporter_NodeElement* pNode) -{ - mNodeElement_Cur->Child.push_back(pNode);// add new element to current element child list. - mNodeElement_Cur = pNode;// switch current element to new one. -} - -void AMFImporter::ParseHelper_Node_Exit() -{ - // check if we can walk up. - if(mNodeElement_Cur != nullptr) mNodeElement_Cur = mNodeElement_Cur->Parent; -} - -void AMFImporter::ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString) -{ - size_t instr_len; - - pOutString.clear(); - instr_len = strlen(pInStr); - if(!instr_len) return; - - pOutString.reserve(instr_len * 3 / 2); - // check and correct floats in format ".x". Must be "x.y". - if(pInStr[0] == '.') pOutString.push_back('0'); - - pOutString.push_back(pInStr[0]); - for(size_t ci = 1; ci < instr_len; ci++) - { - if((pInStr[ci] == '.') && ((pInStr[ci - 1] == ' ') || (pInStr[ci - 1] == '-') || (pInStr[ci - 1] == '+') || (pInStr[ci - 1] == '\t'))) - { - pOutString.push_back('0'); - pOutString.push_back('.'); - } - else - { - pOutString.push_back(pInStr[ci]); - } - } -} - -static bool ParseHelper_Decode_Base64_IsBase64(const char pChar) -{ - return (isalnum(pChar) || (pChar == '+') || (pChar == '/')); -} - -void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector& pOutputData) const -{ - // With help from - // René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html - const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; - - uint8_t tidx = 0; - uint8_t arr4[4], arr3[3]; - - // check input data - if(pInputBase64.size() % 4) throw DeadlyImportError("Base64-encoded data must have size multiply of four."); - // prepare output place - pOutputData.clear(); - pOutputData.reserve(pInputBase64.size() / 4 * 3); - - for(size_t in_len = pInputBase64.size(), in_idx = 0; (in_len > 0) && (pInputBase64[in_idx] != '='); in_len--) - { - if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) - { - arr4[tidx++] = pInputBase64[in_idx++]; - if(tidx == 4) - { - for(tidx = 0; tidx < 4; tidx++) arr4[tidx] = (uint8_t)base64_chars.find(arr4[tidx]); - - arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4); - arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2); - arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3]; - for(tidx = 0; tidx < 3; tidx++) pOutputData.push_back(arr3[tidx]); - - tidx = 0; - }// if(tidx == 4) - }// if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) - else - { - in_idx++; - }// if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) else - } - - if(tidx) - { - for(uint8_t i = tidx; i < 4; i++) arr4[i] = 0; - for(uint8_t i = 0; i < 4; i++) arr4[i] = (uint8_t)(base64_chars.find(arr4[i])); - - arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4); - arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2); - arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3]; - for(uint8_t i = 0; i < (tidx - 1); i++) pOutputData.push_back(arr3[i]); - } -} - -void AMFImporter::ParseFile(const std::string& pFile, IOSystem* pIOHandler) -{ - irr::io::IrrXMLReader* OldReader = mReader;// store current XMLreader. - std::unique_ptr file(pIOHandler->Open(pFile, "rb")); - - // Check whether we can read from the file - if(file.get() == NULL) throw DeadlyImportError("Failed to open AMF file " + pFile + "."); - - // generate a XML reader for it - std::unique_ptr mIOWrapper(new CIrrXML_IOStreamReader(file.get())); - mReader = irr::io::createIrrXMLReader(mIOWrapper.get()); - if(!mReader) throw DeadlyImportError("Failed to create XML reader for file" + pFile + "."); - // - // start reading - // search for root tag - if(XML_SearchNode("amf")) - ParseNode_Root(); - else - throw DeadlyImportError("Root node \"amf\" not found."); - - delete mReader; - // restore old XMLreader - mReader = OldReader; -} - -// -// -// Root XML element. -// Multi elements - No. -void AMFImporter::ParseNode_Root() -{ - std::string unit, version; - CAMFImporter_NodeElement *ne( nullptr ); - - // Read attributes for node . - MACRO_ATTRREAD_LOOPBEG; - MACRO_ATTRREAD_CHECK_RET("unit", unit, mReader->getAttributeValue); - MACRO_ATTRREAD_CHECK_RET("version", version, mReader->getAttributeValue); - MACRO_ATTRREAD_LOOPEND_WSKIP; - - // Check attributes - if(!mUnit.empty()) - { - if((mUnit != "inch") && (mUnit != "millimeter") && (mUnit != "meter") && (mUnit != "feet") && (mUnit != "micron")) Throw_IncorrectAttrValue("unit"); - } - - // create root node element. - ne = new CAMFImporter_NodeElement_Root(nullptr); - mNodeElement_Cur = ne;// set first "current" element - // and assign attribute's values - ((CAMFImporter_NodeElement_Root*)ne)->Unit = unit; - ((CAMFImporter_NodeElement_Root*)ne)->Version = version; - - // Check for child nodes - if(!mReader->isEmptyElement()) - { - MACRO_NODECHECK_LOOPBEGIN("amf"); - if(XML_CheckNode_NameEqual("object")) { ParseNode_Object(); continue; } - if(XML_CheckNode_NameEqual("material")) { ParseNode_Material(); continue; } - if(XML_CheckNode_NameEqual("texture")) { ParseNode_Texture(); continue; } - if(XML_CheckNode_NameEqual("constellation")) { ParseNode_Constellation(); continue; } - if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; } - MACRO_NODECHECK_LOOPEND("amf"); - mNodeElement_Cur = ne;// force restore "current" element - }// if(!mReader->isEmptyElement()) - - mNodeElement_List.push_back(ne);// add to node element list because its a new object in graph. -} - -// -// -// A collection of objects or constellations with specific relative locations. -// Multi elements - Yes. -// Parent element - . -void AMFImporter::ParseNode_Constellation() -{ - std::string id; - CAMFImporter_NodeElement* ne( nullptr ); - - // Read attributes for node . - MACRO_ATTRREAD_LOOPBEG; - MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue); - MACRO_ATTRREAD_LOOPEND; - - // create and if needed - define new grouping object. - ne = new CAMFImporter_NodeElement_Constellation(mNodeElement_Cur); - - CAMFImporter_NodeElement_Constellation& als = *((CAMFImporter_NodeElement_Constellation*)ne);// alias for convenience - - if(!id.empty()) als.ID = id; - // Check for child nodes - if(!mReader->isEmptyElement()) - { - ParseHelper_Node_Enter(ne); - MACRO_NODECHECK_LOOPBEGIN("constellation"); - if(XML_CheckNode_NameEqual("instance")) { ParseNode_Instance(); continue; } - if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; } - MACRO_NODECHECK_LOOPEND("constellation"); - ParseHelper_Node_Exit(); - }// if(!mReader->isEmptyElement()) - else - { - mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element - }// if(!mReader->isEmptyElement()) else - - mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph. -} - -// -// -// A collection of objects or constellations with specific relative locations. -// Multi elements - Yes. -// Parent element - . -void AMFImporter::ParseNode_Instance() -{ - std::string objectid; - CAMFImporter_NodeElement* ne( nullptr ); - - // Read attributes for node . - MACRO_ATTRREAD_LOOPBEG; - MACRO_ATTRREAD_CHECK_RET("objectid", objectid, mReader->getAttributeValue); - MACRO_ATTRREAD_LOOPEND; - - // used object id must be defined, check that. - if(objectid.empty()) throw DeadlyImportError("\"objectid\" in must be defined."); - // create and define new grouping object. - ne = new CAMFImporter_NodeElement_Instance(mNodeElement_Cur); - - CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);// alias for convenience - - als.ObjectID = objectid; - // Check for child nodes - if(!mReader->isEmptyElement()) - { - bool read_flag[6] = { false, false, false, false, false, false }; - - als.Delta.Set(0, 0, 0); - als.Rotation.Set(0, 0, 0); - ParseHelper_Node_Enter(ne); - MACRO_NODECHECK_LOOPBEGIN("instance"); - MACRO_NODECHECK_READCOMP_F("deltax", read_flag[0], als.Delta.x); - MACRO_NODECHECK_READCOMP_F("deltay", read_flag[1], als.Delta.y); - MACRO_NODECHECK_READCOMP_F("deltaz", read_flag[2], als.Delta.z); - MACRO_NODECHECK_READCOMP_F("rx", read_flag[3], als.Rotation.x); - MACRO_NODECHECK_READCOMP_F("ry", read_flag[4], als.Rotation.y); - MACRO_NODECHECK_READCOMP_F("rz", read_flag[5], als.Rotation.z); - MACRO_NODECHECK_LOOPEND("instance"); - ParseHelper_Node_Exit(); - // also convert degrees to radians. - als.Rotation.x = AI_MATH_PI_F * als.Rotation.x / 180.0f; - als.Rotation.y = AI_MATH_PI_F * als.Rotation.y / 180.0f; - als.Rotation.z = AI_MATH_PI_F * als.Rotation.z / 180.0f; - }// if(!mReader->isEmptyElement()) - else - { - mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element - }// if(!mReader->isEmptyElement()) else - - mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph. -} - -// -// -// An object definition. -// Multi elements - Yes. -// Parent element - . -void AMFImporter::ParseNode_Object() -{ - std::string id; - CAMFImporter_NodeElement* ne( nullptr ); - - // Read attributes for node . - MACRO_ATTRREAD_LOOPBEG; - MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue); - MACRO_ATTRREAD_LOOPEND; - - // create and if needed - define new geometry object. - ne = new CAMFImporter_NodeElement_Object(mNodeElement_Cur); - - CAMFImporter_NodeElement_Object& als = *((CAMFImporter_NodeElement_Object*)ne);// alias for convenience - - if(!id.empty()) als.ID = id; - // Check for child nodes - if(!mReader->isEmptyElement()) - { - bool col_read = false; - - ParseHelper_Node_Enter(ne); - MACRO_NODECHECK_LOOPBEGIN("object"); - if(XML_CheckNode_NameEqual("color")) - { - // Check if color already defined for object. - if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for ."); - // read data and set flag about it - ParseNode_Color(); - col_read = true; - - continue; - } - - if(XML_CheckNode_NameEqual("mesh")) { ParseNode_Mesh(); continue; } - if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; } - MACRO_NODECHECK_LOOPEND("object"); - ParseHelper_Node_Exit(); - }// if(!mReader->isEmptyElement()) - else - { - mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element - }// if(!mReader->isEmptyElement()) else - - mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph. -} - -// -// -// Specify additional information about an entity. -// Multi elements - Yes. -// Parent element - , , , , . -// -// Reserved types are: -// "Name" - The alphanumeric label of the entity, to be used by the interpreter if interacting with the user. -// "Description" - A description of the content of the entity -// "URL" - A link to an external resource relating to the entity -// "Author" - Specifies the name(s) of the author(s) of the entity -// "Company" - Specifying the company generating the entity -// "CAD" - specifies the name of the originating CAD software and version -// "Revision" - specifies the revision of the entity -// "Tolerance" - specifies the desired manufacturing tolerance of the entity in entity's unit system -// "Volume" - specifies the total volume of the entity, in the entity's unit system, to be used for verification (object and volume only) -void AMFImporter::ParseNode_Metadata() -{ - std::string type, value; - CAMFImporter_NodeElement* ne( nullptr ); - - // read attribute - MACRO_ATTRREAD_LOOPBEG; - MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue); - MACRO_ATTRREAD_LOOPEND; - // and value of node. - value = mReader->getNodeData(); - // Create node element and assign read data. - ne = new CAMFImporter_NodeElement_Metadata(mNodeElement_Cur); - ((CAMFImporter_NodeElement_Metadata*)ne)->Type = type; - ((CAMFImporter_NodeElement_Metadata*)ne)->Value = value; - mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element - mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph. -} - -/*********************************************************************************************************************************************/ -/******************************************************** Functions: BaseImporter set ********************************************************/ -/*********************************************************************************************************************************************/ - -bool AMFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig) const -{ - const std::string extension = GetExtension(pFile); - - if ( extension == "amf" ) { - return true; - } - - if(!extension.length() || pCheckSig) - { - const char* tokens[] = { "& pExtensionList) -{ - pExtensionList.insert("amf"); -} - -const aiImporterDesc* AMFImporter::GetInfo () const -{ - return &Description; -} - -void AMFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) -{ - Clear();// delete old graph. - ParseFile(pFile, pIOHandler); - Postprocess_BuildScene(pScene); - // scene graph is ready, exit. -} - -}// namespace Assimp - -#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER diff --git a/code/AMF/AMFImporter_Postprocess.cpp b/code/AMF/AMFImporter_Postprocess.cpp deleted file mode 100644 index 273b8e0c4..000000000 --- a/code/AMF/AMFImporter_Postprocess.cpp +++ /dev/null @@ -1,978 +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. ---------------------------------------------------------------------------- -*/ - -/// \file AMFImporter_Postprocess.cpp -/// \brief Convert built scenegraph and objects to Assimp scenegraph. -/// \date 2016 -/// \author smal.root@gmail.com - -#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER - -#include "AMFImporter.hpp" - -// Header files, Assimp. -#include -#include -#include - -// Header files, stdlib. -#include - -namespace Assimp -{ - -aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const -{ - aiColor4D tcol; - - // Check if stored data are supported. - if(!Composition.empty()) - { - throw DeadlyImportError("IME. GetColor for composition"); - } - else if(Color->Composed) - { - throw DeadlyImportError("IME. GetColor, composed color"); - } - else - { - tcol = Color->Color; - } - - // Check if default color must be used - if((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0)) - { - tcol.r = 0.5f; - tcol.g = 0.5f; - tcol.b = 0.5f; - tcol.a = 1; - } - - return tcol; -} - -void AMFImporter::PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector& pVertexCoordinateArray, - std::vector& pVertexColorArray) const -{ - CAMFImporter_NodeElement_Vertices* vn = nullptr; - size_t col_idx; - - // All data stored in "vertices", search for it. - for(CAMFImporter_NodeElement* ne_child: pNodeElement.Child) - { - if(ne_child->Type == CAMFImporter_NodeElement::ENET_Vertices) vn = (CAMFImporter_NodeElement_Vertices*)ne_child; - } - - // If "vertices" not found then no work for us. - if(vn == nullptr) return; - - pVertexCoordinateArray.reserve(vn->Child.size());// all coordinates stored as child and we need to reserve space for future push_back's. - pVertexColorArray.resize(vn->Child.size());// colors count equal vertices count. - col_idx = 0; - // Inside vertices collect all data and place to arrays - for(CAMFImporter_NodeElement* vn_child: vn->Child) - { - // vertices, colors - if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex) - { - // by default clear color for current vertex - pVertexColorArray[col_idx] = nullptr; - - for(CAMFImporter_NodeElement* vtx: vn_child->Child) - { - if(vtx->Type == CAMFImporter_NodeElement::ENET_Coordinates) - { - pVertexCoordinateArray.push_back(((CAMFImporter_NodeElement_Coordinates*)vtx)->Coordinate); - - continue; - } - - if(vtx->Type == CAMFImporter_NodeElement::ENET_Color) - { - pVertexColorArray[col_idx] = (CAMFImporter_NodeElement_Color*)vtx; - - continue; - } - }// for(CAMFImporter_NodeElement* vtx: vn_child->Child) - - col_idx++; - }// if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex) - }// for(CAMFImporter_NodeElement* vn_child: vn->Child) -} - -size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, - const std::string& pID_A) -{ - size_t TextureConverted_Index; - std::string TextureConverted_ID; - - // check input data - if(pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty()) - throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined."); - - // Create ID - TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A; - // Check if texture specified by set of IDs is converted already. - TextureConverted_Index = 0; - for(const SPP_Texture& tex_convd: mTexture_Converted) - { - if ( tex_convd.ID == TextureConverted_ID ) { - return TextureConverted_Index; - } else { - ++TextureConverted_Index; - } - } - - // - // Converted texture not found, create it. - // - CAMFImporter_NodeElement_Texture* src_texture[4]{nullptr}; - std::vector src_texture_4check; - SPP_Texture converted_texture; - - {// find all specified source textures - CAMFImporter_NodeElement* t_tex; - - // R - if(!pID_R.empty()) - { - if(!Find_NodeElement(pID_R, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R); - - src_texture[0] = (CAMFImporter_NodeElement_Texture*)t_tex; - src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex); - } - else - { - src_texture[0] = nullptr; - } - - // G - if(!pID_G.empty()) - { - if(!Find_NodeElement(pID_G, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G); - - src_texture[1] = (CAMFImporter_NodeElement_Texture*)t_tex; - src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex); - } - else - { - src_texture[1] = nullptr; - } - - // B - if(!pID_B.empty()) - { - if(!Find_NodeElement(pID_B, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B); - - src_texture[2] = (CAMFImporter_NodeElement_Texture*)t_tex; - src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex); - } - else - { - src_texture[2] = nullptr; - } - - // A - if(!pID_A.empty()) - { - if(!Find_NodeElement(pID_A, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A); - - src_texture[3] = (CAMFImporter_NodeElement_Texture*)t_tex; - src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex); - } - else - { - src_texture[3] = nullptr; - } - }// END: find all specified source textures - - // check that all textures has same size - if(src_texture_4check.size() > 1) - { - for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++) - { - if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) || - (src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth)) - { - throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size."); - } - } - }// if(src_texture_4check.size() > 1) - - // set texture attributes - converted_texture.Width = src_texture_4check[0]->Width; - converted_texture.Height = src_texture_4check[0]->Height; - converted_texture.Depth = src_texture_4check[0]->Depth; - // if one of source texture is tiled then converted texture is tiled too. - converted_texture.Tiled = false; - for(uint8_t i = 0; i < src_texture_4check.size(); i++) converted_texture.Tiled |= src_texture_4check[i]->Tiled; - - // Create format hint. - strcpy(converted_texture.FormatHint, "rgba0000");// copy initial string. - if(!pID_R.empty()) converted_texture.FormatHint[4] = '8'; - if(!pID_G.empty()) converted_texture.FormatHint[5] = '8'; - if(!pID_B.empty()) converted_texture.FormatHint[6] = '8'; - if(!pID_A.empty()) converted_texture.FormatHint[7] = '8'; - - // - // Сopy data of textures. - // - size_t tex_size = 0; - size_t step = 0; - size_t off_g = 0; - size_t off_b = 0; - - // Calculate size of the target array and rule how data will be copied. - if(!pID_R.empty() && nullptr != src_texture[ 0 ] ) { - tex_size += src_texture[0]->Data.size(); step++, off_g++, off_b++; - } - if(!pID_G.empty() && nullptr != src_texture[ 1 ] ) { - tex_size += src_texture[1]->Data.size(); step++, off_b++; - } - if(!pID_B.empty() && nullptr != src_texture[ 2 ] ) { - tex_size += src_texture[2]->Data.size(); step++; - } - if(!pID_A.empty() && nullptr != src_texture[ 3 ] ) { - tex_size += src_texture[3]->Data.size(); step++; - } - - // Create target array. - converted_texture.Data = new uint8_t[tex_size]; - // And copy data - auto CopyTextureData = [&](const std::string& pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void - { - if(!pID.empty()) - { - for(size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) { - CAMFImporter_NodeElement_Texture* tex = src_texture[pSrcTexNum]; - ai_assert(tex); - converted_texture.Data[idx_target] = tex->Data.at(idx_src); - } - } - };// auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void - - CopyTextureData(pID_R, 0, step, 0); - CopyTextureData(pID_G, off_g, step, 1); - CopyTextureData(pID_B, off_b, step, 2); - CopyTextureData(pID_A, step - 1, step, 3); - - // Store new converted texture ID - converted_texture.ID = TextureConverted_ID; - // Store new converted texture - mTexture_Converted.push_back(converted_texture); - - return TextureConverted_Index; -} - -void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list& pInputList, std::list >& pOutputList_Separated) -{ - auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap* pTexMap1, const CAMFImporter_NodeElement_TexMap* pTexMap2) -> bool - { - if((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true; - if(pTexMap1 == nullptr) return false; - if(pTexMap2 == nullptr) return false; - - if(pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false; - if(pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false; - if(pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false; - if(pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false; - - return true; - }; - - pOutputList_Separated.clear(); - if(pInputList.empty()) return; - - do - { - SComplexFace face_start = pInputList.front(); - std::list face_list_cur; - - for(std::list::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;) - { - if(texmap_is_equal(face_start.TexMap, it->TexMap)) - { - auto it_old = it; - - ++it; - face_list_cur.push_back(*it_old); - pInputList.erase(it_old); - } - else - { - ++it; - } - } - - if(!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur); - - } while(!pInputList.empty()); -} - -void AMFImporter::Postprocess_AddMetadata(const std::list& metadataList, aiNode& sceneNode) const -{ - if ( !metadataList.empty() ) - { - if(sceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong."); - - // copy collected metadata to output node. - sceneNode.mMetaData = aiMetadata::Alloc( static_cast(metadataList.size()) ); - size_t meta_idx( 0 ); - - for(const CAMFImporter_NodeElement_Metadata& metadata: metadataList) - { - sceneNode.mMetaData->Set(static_cast(meta_idx++), metadata.Type, aiString(metadata.Value)); - } - }// if(!metadataList.empty()) -} - -void AMFImporter::Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list& pMeshList, aiNode** pSceneNode) -{ -CAMFImporter_NodeElement_Color* object_color = nullptr; - - // create new aiNode and set name as has. - *pSceneNode = new aiNode; - (*pSceneNode)->mName = pNodeElement.ID; - // read mesh and color - for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child) - { - std::vector vertex_arr; - std::vector color_arr; - - // color for object - if(ne_child->Type == CAMFImporter_NodeElement::ENET_Color) object_color = (CAMFImporter_NodeElement_Color*)ne_child; - - if(ne_child->Type == CAMFImporter_NodeElement::ENET_Mesh) - { - // Create arrays from children of mesh: vertices. - PostprocessHelper_CreateMeshDataArray(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr); - // Use this arrays as a source when creating every aiMesh - Postprocess_BuildMeshSet(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode); - } - }// for(const CAMFImporter_NodeElement* ne_child: pNodeElement) -} - -void AMFImporter::Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector& pVertexCoordinateArray, - const std::vector& pVertexColorArray, - const CAMFImporter_NodeElement_Color* pObjectColor, std::list& pMeshList, aiNode& pSceneNode) -{ -std::list mesh_idx; - - // all data stored in "volume", search for it. - for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child) - { - const CAMFImporter_NodeElement_Color* ne_volume_color = nullptr; - const SPP_Material* cur_mat = nullptr; - - if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume) - { - /******************* Get faces *******************/ - const CAMFImporter_NodeElement_Volume* ne_volume = reinterpret_cast(ne_child); - - std::list complex_faces_list;// List of the faces of the volume. - std::list > complex_faces_toplist;// List of the face list for every mesh. - - // check if volume use material - if(!ne_volume->MaterialID.empty()) - { - if(!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID); - } - - // inside "volume" collect all data and place to arrays or create new objects - for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child) - { - // color for volume - if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Color) - { - ne_volume_color = reinterpret_cast(ne_volume_child); - } - else if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Triangle)// triangles, triangles colors - { - const CAMFImporter_NodeElement_Triangle& tri_al = *reinterpret_cast(ne_volume_child); - - SComplexFace complex_face; - - // initialize pointers - complex_face.Color = nullptr; - complex_face.TexMap = nullptr; - // get data from triangle children: color, texture coordinates. - if(tri_al.Child.size()) - { - for(const CAMFImporter_NodeElement* ne_triangle_child: tri_al.Child) - { - if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_Color) - complex_face.Color = reinterpret_cast(ne_triangle_child); - else if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_TexMap) - complex_face.TexMap = reinterpret_cast(ne_triangle_child); - } - }// if(tri_al.Child.size()) - - // create new face and store it. - complex_face.Face.mNumIndices = 3; - complex_face.Face.mIndices = new unsigned int[3]; - complex_face.Face.mIndices[0] = static_cast(tri_al.V[0]); - complex_face.Face.mIndices[1] = static_cast(tri_al.V[1]); - complex_face.Face.mIndices[2] = static_cast(tri_al.V[2]); - complex_faces_list.push_back(complex_face); - } - }// for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child) - - /**** Split faces list: one list per mesh ****/ - PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist); - - /***** Create mesh for every faces list ******/ - for(std::list& face_list_cur: complex_faces_toplist) - { - auto VertexIndex_GetMinimal = [](const std::list& pFaceList, const size_t* pBiggerThan) -> size_t - { - size_t rv=0; - - if(pBiggerThan != nullptr) - { - bool found = false; - - for(const SComplexFace& face: pFaceList) - { - for(size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++) - { - if(face.Face.mIndices[idx_vert] > *pBiggerThan) - { - rv = face.Face.mIndices[idx_vert]; - found = true; - - break; - } - } - - if(found) break; - } - - if(!found) return *pBiggerThan; - } - else - { - rv = pFaceList.front().Face.mIndices[0]; - }// if(pBiggerThan != nullptr) else - - for(const SComplexFace& face: pFaceList) - { - for(size_t vi = 0; vi < face.Face.mNumIndices; vi++) - { - if(face.Face.mIndices[vi] < rv) - { - if(pBiggerThan != nullptr) - { - if(face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi]; - } - else - { - rv = face.Face.mIndices[vi]; - } - } - } - }// for(const SComplexFace& face: pFaceList) - - return rv; - };// auto VertexIndex_GetMinimal = [](const std::list& pFaceList, const size_t* pBiggerThan) -> size_t - - auto VertexIndex_Replace = [](std::list& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void - { - for(const SComplexFace& face: pFaceList) - { - for(size_t vi = 0; vi < face.Face.mNumIndices; vi++) - { - if(face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast(pIdx_To); - } - } - };// auto VertexIndex_Replace = [](std::list& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void - - auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D - { - // Color priorities(In descending order): - // 1. triangle color; - // 2. vertex color; - // 3. volume color; - // 4. object color; - // 5. material; - // 6. default - invisible coat. - // - // Fill vertices colors in color priority list above that's points from 1 to 6. - if((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr))// check for vertex color - { - if(pVertexColorArray[pIdx]->Composed) - throw DeadlyImportError("IME: vertex color composed"); - else - return pVertexColorArray[pIdx]->Color; - } - else if(ne_volume_color != nullptr)// check for volume color - { - if(ne_volume_color->Composed) - throw DeadlyImportError("IME: volume color composed"); - else - return ne_volume_color->Color; - } - else if(pObjectColor != nullptr)// check for object color - { - if(pObjectColor->Composed) - throw DeadlyImportError("IME: object color composed"); - else - return pObjectColor->Color; - } - else if(cur_mat != nullptr)// check for material - { - return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z); - } - else// set default color. - { - return {0, 0, 0, 0}; - }// if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else - - };// auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D - - aiMesh* tmesh = new aiMesh; - - tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;// Only triangles is supported by AMF. - // - // set geometry and colors (vertices) - // - // copy faces/triangles - tmesh->mNumFaces = static_cast(face_list_cur.size()); - tmesh->mFaces = new aiFace[tmesh->mNumFaces]; - - // Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume - // can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10. - // Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous. - size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles. - std::vector vert_arr, texcoord_arr; - std::vector col_arr; - - vert_arr.reserve(VertexCount_Max * 2);// "* 2" - see below TODO. - col_arr.reserve(VertexCount_Max * 2); - - {// fill arrays - size_t vert_idx_from, vert_idx_to; - - // first iteration. - vert_idx_to = 0; - vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr); - vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); - col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); - if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to); - - // rest iterations - do - { - vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to); - if(vert_idx_from == vert_idx_to) break;// all indices are transferred, - - vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); - col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); - vert_idx_to++; - if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to); - - } while(true); - }// fill arrays. END. - - // - // check if triangle colors are used and create additional faces if needed. - // - for(const SComplexFace& face_cur: face_list_cur) - { - if(face_cur.Color != nullptr) - { - aiColor4D face_color; - size_t vert_idx_new = vert_arr.size(); - - if(face_cur.Color->Composed) - throw DeadlyImportError("IME: face color composed"); - else - face_color = face_cur.Color->Color; - - for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) - { - vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind])); - col_arr.push_back(face_color); - face_cur.Face.mIndices[idx_ind] = static_cast(vert_idx_new++); - } - }// if(face_cur.Color != nullptr) - }// for(const SComplexFace& face_cur: face_list_cur) - - // - // if texture is used then copy texture coordinates too. - // - if(face_list_cur.front().TexMap != nullptr) - { - size_t idx_vert_new = vert_arr.size(); - ///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for - /// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about - /// optimisation. - bool* idx_vert_used; - - idx_vert_used = new bool[VertexCount_Max * 2]; - for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false; - - // This ID's will be used when set materials ID in scene. - tmesh->mMaterialIndex = static_cast(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R, - face_list_cur.front().TexMap->TextureID_G, - face_list_cur.front().TexMap->TextureID_B, - face_list_cur.front().TexMap->TextureID_A)); - texcoord_arr.resize(VertexCount_Max * 2); - for(const SComplexFace& face_cur: face_list_cur) - { - for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) - { - const size_t idx_vert = face_cur.Face.mIndices[idx_ind]; - - if(!idx_vert_used[idx_vert]) - { - texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind]; - idx_vert_used[idx_vert] = true; - } - else if(texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind]) - { - // in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture - // coordinates. - vert_arr.push_back(vert_arr.at(idx_vert)); - col_arr.push_back(col_arr.at(idx_vert)); - texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind]; - face_cur.Face.mIndices[idx_ind] = static_cast(idx_vert_new++); - } - }// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) - }// for(const SComplexFace& face_cur: face_list_cur) - - delete [] idx_vert_used; - // shrink array - texcoord_arr.resize(idx_vert_new); - }// if(face_list_cur.front().TexMap != nullptr) - - // - // copy collected data to mesh - // - tmesh->mNumVertices = static_cast(vert_arr.size()); - tmesh->mVertices = new aiVector3D[tmesh->mNumVertices]; - tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices]; - - memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D)); - memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D)); - if(texcoord_arr.size() > 0) - { - tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices]; - memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D)); - tmesh->mNumUVComponents[0] = 2;// U and V stored in "x", "y" of aiVector3D. - } - - size_t idx_face = 0; - for(const SComplexFace& face_cur: face_list_cur) tmesh->mFaces[idx_face++] = face_cur.Face; - - // store new aiMesh - mesh_idx.push_back(static_cast(pMeshList.size())); - pMeshList.push_back(tmesh); - }// for(const std::list& face_list_cur: complex_faces_toplist) - }// if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume) - }// for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child) - - // if meshes was created then assign new indices with current aiNode - if(!mesh_idx.empty()) - { - std::list::const_iterator mit = mesh_idx.begin(); - - pSceneNode.mNumMeshes = static_cast(mesh_idx.size()); - pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes]; - for(size_t i = 0; i < pSceneNode.mNumMeshes; i++) pSceneNode.mMeshes[i] = *mit++; - }// if(mesh_idx.size() > 0) -} - -void AMFImporter::Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial) -{ -SPP_Material new_mat; - - new_mat.ID = pMaterial.ID; - for(const CAMFImporter_NodeElement* mat_child: pMaterial.Child) - { - if(mat_child->Type == CAMFImporter_NodeElement::ENET_Color) - { - new_mat.Color = (CAMFImporter_NodeElement_Color*)mat_child; - } - else if(mat_child->Type == CAMFImporter_NodeElement::ENET_Metadata) - { - new_mat.Metadata.push_back((CAMFImporter_NodeElement_Metadata*)mat_child); - } - }// for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child) - - // place converted material to special list - mMaterial_Converted.push_back(new_mat); -} - -void AMFImporter::Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list& pNodeList) const -{ -aiNode* con_node; -std::list ch_node; - - // We will build next hierarchy: - // aiNode as parent () for set of nodes as a children - // |- aiNode for transformation ( -> , ) - aiNode for pointing to object ("objectid") - // ... - // \_ aiNode for transformation ( -> , ) - aiNode for pointing to object ("objectid") - con_node = new aiNode; - con_node->mName = pConstellation.ID; - // Walk through children and search for instances of another objects, constellations. - for(const CAMFImporter_NodeElement* ne: pConstellation.Child) - { - aiMatrix4x4 tmat; - aiNode* t_node; - aiNode* found_node; - - if(ne->Type == CAMFImporter_NodeElement::ENET_Metadata) continue; - if(ne->Type != CAMFImporter_NodeElement::ENET_Instance) throw DeadlyImportError("Only nodes can be in ."); - - // create alias for conveniance - CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne); - // find referenced object - if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID); - - // create node for applying transformation - t_node = new aiNode; - t_node->mParent = con_node; - // apply transformation - aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat; - aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat; - aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat; - aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat; - // create array for one child node - t_node->mNumChildren = 1; - t_node->mChildren = new aiNode*[t_node->mNumChildren]; - SceneCombiner::Copy(&t_node->mChildren[0], found_node); - t_node->mChildren[0]->mParent = t_node; - ch_node.push_back(t_node); - }// for(const CAMFImporter_NodeElement* ne: pConstellation.Child) - - // copy found aiNode's as children - if(ch_node.empty()) throw DeadlyImportError(" must have at least one ."); - - size_t ch_idx = 0; - - con_node->mNumChildren = static_cast(ch_node.size()); - con_node->mChildren = new aiNode*[con_node->mNumChildren]; - for(aiNode* node: ch_node) con_node->mChildren[ch_idx++] = node; - - // and place "root" of node to node list - pNodeList.push_back(con_node); -} - -void AMFImporter::Postprocess_BuildScene(aiScene* pScene) -{ -std::list node_list; -std::list mesh_list; -std::list meta_list; - - // - // Because for AMF "material" is just complex colors mixing so aiMaterial will not be used. - // For building aiScene we are must to do few steps: - // at first creating root node for aiScene. - pScene->mRootNode = new aiNode; - pScene->mRootNode->mParent = nullptr; - pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED; - // search for root() element - CAMFImporter_NodeElement* root_el = nullptr; - - for(CAMFImporter_NodeElement* ne: mNodeElement_List) - { - if(ne->Type != CAMFImporter_NodeElement::ENET_Root) continue; - - root_el = ne; - - break; - }// for(const CAMFImporter_NodeElement* ne: mNodeElement_List) - - // Check if root element are found. - if(root_el == nullptr) throw DeadlyImportError("Root() element not found."); - - // after that walk through children of root and collect data. Five types of nodes can be placed at top level - in : , , , - // and . But at first we must read and because they will be used in . can be read - // at any moment. - // - // 1. - // 2. will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet - for(const CAMFImporter_NodeElement* root_child: root_el->Child) - { - if(root_child->Type == CAMFImporter_NodeElement::ENET_Material) Postprocess_BuildMaterial(*((CAMFImporter_NodeElement_Material*)root_child)); - } - - // After "appearance" nodes we must read because it will be used in -> . - // - // 3. - for(const CAMFImporter_NodeElement* root_child: root_el->Child) - { - if(root_child->Type == CAMFImporter_NodeElement::ENET_Object) - { - aiNode* tnode = nullptr; - - // for mesh and node must be built: object ID assigned to aiNode name and will be used in future for - Postprocess_BuildNodeAndObject(*((CAMFImporter_NodeElement_Object*)root_child), mesh_list, &tnode); - if(tnode != nullptr) node_list.push_back(tnode); - - } - }// for(const CAMFImporter_NodeElement* root_child: root_el->Child) - - // And finally read rest of nodes. - // - for(const CAMFImporter_NodeElement* root_child: root_el->Child) - { - // 4. - if(root_child->Type == CAMFImporter_NodeElement::ENET_Constellation) - { - // and at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's. - Postprocess_BuildConstellation(*((CAMFImporter_NodeElement_Constellation*)root_child), node_list); - } - - // 5, - if(root_child->Type == CAMFImporter_NodeElement::ENET_Metadata) meta_list.push_back((CAMFImporter_NodeElement_Metadata*)root_child); - }// for(const CAMFImporter_NodeElement* root_child: root_el->Child) - - // at now we can add collected metadata to root node - Postprocess_AddMetadata(meta_list, *pScene->mRootNode); - // - // Check constellation children - // - // As said in specification: - // "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing." - // What that means? For example: if some object is used in constellation then you must show only constellation but not original object. - // And at this step we are checking that relations. -nl_clean_loop: - - if(node_list.size() > 1) - { - // walk through all nodes - for(std::list::iterator nl_it = node_list.begin(); nl_it != node_list.end(); ++nl_it) - { - // and try to find them in another top nodes. - std::list::const_iterator next_it = nl_it; - - ++next_it; - for(; next_it != node_list.end(); ++next_it) - { - if((*next_it)->FindNode((*nl_it)->mName) != nullptr) - { - // if current top node(nl_it) found in another top node then erase it from node_list and restart search loop. - node_list.erase(nl_it); - - goto nl_clean_loop; - } - }// for(; next_it != node_list.end(); next_it++) - }// for(std::list::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++) - } - - // - // move created objects to aiScene - // - // - // Nodes - if(!node_list.empty()) - { - std::list::const_iterator nl_it = node_list.begin(); - - pScene->mRootNode->mNumChildren = static_cast(node_list.size()); - pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren]; - for(size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) - { - // Objects and constellation that must be showed placed at top of hierarchy in node. So all aiNode's in node_list must have - // mRootNode only as parent. - (*nl_it)->mParent = pScene->mRootNode; - pScene->mRootNode->mChildren[i] = *nl_it++; - } - }// if(node_list.size() > 0) - - // - // Meshes - if(!mesh_list.empty()) - { - std::list::const_iterator ml_it = mesh_list.begin(); - - pScene->mNumMeshes = static_cast(mesh_list.size()); - pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; - for(size_t i = 0; i < pScene->mNumMeshes; i++) pScene->mMeshes[i] = *ml_it++; - }// if(mesh_list.size() > 0) - - // - // Textures - pScene->mNumTextures = static_cast(mTexture_Converted.size()); - if(pScene->mNumTextures > 0) - { - size_t idx; - - idx = 0; - pScene->mTextures = new aiTexture*[pScene->mNumTextures]; - for(const SPP_Texture& tex_convd: mTexture_Converted) - { - pScene->mTextures[idx] = new aiTexture; - pScene->mTextures[idx]->mWidth = static_cast(tex_convd.Width); - pScene->mTextures[idx]->mHeight = static_cast(tex_convd.Height); - pScene->mTextures[idx]->pcData = (aiTexel*)tex_convd.Data; - // texture format description. - strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint); - idx++; - }// for(const SPP_Texture& tex_convd: mTexture_Converted) - - // Create materials for embedded textures. - idx = 0; - pScene->mNumMaterials = static_cast(mTexture_Converted.size()); - pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; - for(const SPP_Texture& tex_convd: mTexture_Converted) - { - const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx)); - const int mode = aiTextureOp_Multiply; - const int repeat = tex_convd.Tiled ? 1 : 0; - - pScene->mMaterials[idx] = new aiMaterial; - pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0)); - pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0)); - pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0)); - pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0)); - idx++; - } - }// if(pScene->mNumTextures > 0) -}// END: after that walk through children of root and collect data - -}// namespace Assimp - -#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER diff --git a/code/3DS/3DSConverter.cpp b/code/AssetLib/3DS/3DSConverter.cpp similarity index 59% rename from code/3DS/3DSConverter.cpp rename to code/AssetLib/3DS/3DSConverter.cpp index 8c8a8200a..1004c74a5 100644 --- a/code/3DS/3DSConverter.cpp +++ b/code/AssetLib/3DS/3DSConverter.cpp @@ -46,11 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // internal headers #include "3DSLoader.h" #include "Common/TargetAnimation.h" +#include #include #include -#include -#include #include +#include using namespace Assimp; @@ -58,75 +58,66 @@ static const unsigned int NotSet = 0xcdcdcdcd; // ------------------------------------------------------------------------------------------------ // Setup final material indices, generae a default material if necessary -void Discreet3DSImporter::ReplaceDefaultMaterial() -{ +void Discreet3DSImporter::ReplaceDefaultMaterial() { // Try to find an existing material that matches the // typical default material setting: // - no textures // - diffuse color (in grey!) // NOTE: This is here to workaround the fact that some // exporters are writing a default material, too. - unsigned int idx( NotSet ); - for (unsigned int i = 0; i < mScene->mMaterials.size();++i) - { + unsigned int idx(NotSet); + for (unsigned int i = 0; i < mScene->mMaterials.size(); ++i) { std::string s = mScene->mMaterials[i].mName; - for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) { - *it = static_cast< char >( ::tolower( *it ) ); + for (std::string::iterator it = s.begin(); it != s.end(); ++it) { + *it = static_cast(::tolower(*it)); } - if (std::string::npos == s.find("default"))continue; + if (std::string::npos == s.find("default")) continue; if (mScene->mMaterials[i].mDiffuse.r != - mScene->mMaterials[i].mDiffuse.g || - mScene->mMaterials[i].mDiffuse.r != - mScene->mMaterials[i].mDiffuse.b)continue; + mScene->mMaterials[i].mDiffuse.g || + mScene->mMaterials[i].mDiffuse.r != + mScene->mMaterials[i].mDiffuse.b) continue; - if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 || - mScene->mMaterials[i].sTexBump.mMapName.length() != 0 || - mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 || - mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 || - mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 || - mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 ) - { + if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 || + mScene->mMaterials[i].sTexBump.mMapName.length() != 0 || + mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 || + mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 || + mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 || + mScene->mMaterials[i].sTexShininess.mMapName.length() != 0) { continue; } idx = i; } - if ( NotSet == idx ) { - idx = ( unsigned int )mScene->mMaterials.size(); + if (NotSet == idx) { + idx = (unsigned int)mScene->mMaterials.size(); } // now iterate through all meshes and through all faces and // find all faces that are using the default material unsigned int cnt = 0; for (std::vector::iterator - i = mScene->mMeshes.begin(); - i != mScene->mMeshes.end();++i) - { + i = mScene->mMeshes.begin(); + i != mScene->mMeshes.end(); ++i) { for (std::vector::iterator - a = (*i).mFaceMaterials.begin(); - a != (*i).mFaceMaterials.end();++a) - { + a = (*i).mFaceMaterials.begin(); + a != (*i).mFaceMaterials.end(); ++a) { // NOTE: The additional check seems to be necessary, // some exporters seem to generate invalid data here - if (0xcdcdcdcd == (*a)) - { + if (0xcdcdcdcd == (*a)) { (*a) = idx; ++cnt; - } - else if ( (*a) >= mScene->mMaterials.size()) - { + } else if ((*a) >= mScene->mMaterials.size()) { (*a) = idx; ASSIMP_LOG_WARN("Material index overflow in 3DS file. Using default material"); ++cnt; } } } - if (cnt && idx == mScene->mMaterials.size()) - { + if (cnt && idx == mScene->mMaterials.size()) { // We need to create our own default material D3DS::Material sMat("%%%DEFAULT"); - sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f); + sMat.mDiffuse = aiColor3D(0.3f, 0.3f, 0.3f); mScene->mMaterials.push_back(sMat); ASSIMP_LOG_INFO("3DS: Generating default material"); @@ -135,22 +126,17 @@ void Discreet3DSImporter::ReplaceDefaultMaterial() // ------------------------------------------------------------------------------------------------ // Check whether all indices are valid. Otherwise we'd crash before the validation step is reached -void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh) -{ - for (std::vector< D3DS::Face >::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i) - { +void Discreet3DSImporter::CheckIndices(D3DS::Mesh &sMesh) { + for (std::vector::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end(); ++i) { // check whether all indices are in range - for (unsigned int a = 0; a < 3;++a) - { - if ((*i).mIndices[a] >= sMesh.mPositions.size()) - { + for (unsigned int a = 0; a < 3; ++a) { + if ((*i).mIndices[a] >= sMesh.mPositions.size()) { ASSIMP_LOG_WARN("3DS: Vertex index overflow)"); - (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1; + (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size() - 1; } - if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size()) - { + if (!sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size()) { ASSIMP_LOG_WARN("3DS: Texture coordinate index overflow)"); - (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1; + (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size() - 1; } } } @@ -158,24 +144,21 @@ void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh) // ------------------------------------------------------------------------------------------------ // Generate out unique verbose format representation -void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh) -{ +void Discreet3DSImporter::MakeUnique(D3DS::Mesh &sMesh) { // TODO: really necessary? I don't think. Just a waste of memory and time // to do it now in a separate buffer. // Allocate output storage - std::vector vNew (sMesh.mFaces.size() * 3); + std::vector vNew(sMesh.mFaces.size() * 3); std::vector vNew2; if (sMesh.mTexCoords.size()) vNew2.resize(sMesh.mFaces.size() * 3); - for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i) - { - D3DS::Face& face = sMesh.mFaces[i]; + for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size(); ++i) { + D3DS::Face &face = sMesh.mFaces[i]; // Positions - for (unsigned int a = 0; a < 3;++a,++base) - { + for (unsigned int a = 0; a < 3; ++a, ++base) { vNew[base] = sMesh.mPositions[face.mIndices[a]]; if (sMesh.mTexCoords.size()) vNew2[base] = sMesh.mTexCoords[face.mIndices[a]]; @@ -189,26 +172,24 @@ void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh) // ------------------------------------------------------------------------------------------------ // Convert a 3DS texture to texture keys in an aiMaterial -void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type) -{ +void CopyTexture(aiMaterial &mat, D3DS::Texture &texture, aiTextureType type) { // Setup the texture name aiString tex; - tex.Set( texture.mMapName); - mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0)); + tex.Set(texture.mMapName); + mat.AddProperty(&tex, AI_MATKEY_TEXTURE(type, 0)); // Setup the texture blend factor if (is_not_qnan(texture.mTextureBlend)) - mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); + mat.AddProperty(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0)); // Setup the texture mapping mode int mapMode = static_cast(texture.mMapMode); - mat.AddProperty(&mapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0)); - mat.AddProperty(&mapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0)); + mat.AddProperty(&mapMode, 1, AI_MATKEY_MAPPINGMODE_U(type, 0)); + mat.AddProperty(&mapMode, 1, AI_MATKEY_MAPPINGMODE_V(type, 0)); // Mirroring - double the scaling values // FIXME: this is not really correct ... - if (texture.mMapMode == aiTextureMapMode_Mirror) - { + if (texture.mMapMode == aiTextureMapMode_Mirror) { texture.mScaleU *= 2.0; texture.mScaleV *= 2.0; texture.mOffsetU /= 2.0; @@ -216,21 +197,19 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type) } // Setup texture UV transformations - mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); + mat.AddProperty(&texture.mOffsetU, 5, AI_MATKEY_UVTRANSFORM(type, 0)); } // ------------------------------------------------------------------------------------------------ // Convert a 3DS material to an aiMaterial -void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat, - aiMaterial& mat) -{ +void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat, + aiMaterial &mat) { // NOTE: Pass the background image to the viewer by bypassing the // material system. This is an evil hack, never do it again! - if (0 != mBackgroundImage.length() && bHasBG) - { + if (0 != mBackgroundImage.length() && bHasBG) { aiString tex; - tex.Set( mBackgroundImage); - mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE); + tex.Set(mBackgroundImage); + mat.AddProperty(&tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE); // Be sure this is only done for the first material mBackgroundImage = std::string(""); @@ -242,143 +221,138 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat, oldMat.mAmbient.b += mClrAmbient.b; aiString name; - name.Set( oldMat.mName); - mat.AddProperty( &name, AI_MATKEY_NAME); + name.Set(oldMat.mName); + mat.AddProperty(&name, AI_MATKEY_NAME); // Material colors - mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); - mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); - mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); - mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); + mat.AddProperty(&oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); + mat.AddProperty(&oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); + mat.AddProperty(&oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); + mat.AddProperty(&oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); // Phong shininess and shininess strength if (D3DS::Discreet3DS::Phong == oldMat.mShading || - D3DS::Discreet3DS::Metal == oldMat.mShading) - { - if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength) - { + D3DS::Discreet3DS::Metal == oldMat.mShading) { + if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength) { oldMat.mShading = D3DS::Discreet3DS::Gouraud; - } - else - { - mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS); - mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH); + } else { + mat.AddProperty(&oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS); + mat.AddProperty(&oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH); } } // Opacity - mat.AddProperty( &oldMat.mTransparency,1,AI_MATKEY_OPACITY); + mat.AddProperty(&oldMat.mTransparency, 1, AI_MATKEY_OPACITY); // Bump height scaling - mat.AddProperty( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING); + mat.AddProperty(&oldMat.mBumpHeight, 1, AI_MATKEY_BUMPSCALING); // Two sided rendering? - if (oldMat.mTwoSided) - { + if (oldMat.mTwoSided) { int i = 1; - mat.AddProperty(&i,1,AI_MATKEY_TWOSIDED); + mat.AddProperty(&i, 1, AI_MATKEY_TWOSIDED); } // Shading mode aiShadingMode eShading = aiShadingMode_NoShading; - switch (oldMat.mShading) - { - case D3DS::Discreet3DS::Flat: - eShading = aiShadingMode_Flat; break; + switch (oldMat.mShading) { + case D3DS::Discreet3DS::Flat: + eShading = aiShadingMode_Flat; + break; - // I don't know what "Wire" shading should be, - // assume it is simple lambertian diffuse shading - case D3DS::Discreet3DS::Wire: - { - // Set the wireframe flag - unsigned int iWire = 1; - mat.AddProperty( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME); - } + // I don't know what "Wire" shading should be, + // assume it is simple lambertian diffuse shading + case D3DS::Discreet3DS::Wire: { + // Set the wireframe flag + unsigned int iWire = 1; + mat.AddProperty((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME); + } - case D3DS::Discreet3DS::Gouraud: - eShading = aiShadingMode_Gouraud; break; + case D3DS::Discreet3DS::Gouraud: + eShading = aiShadingMode_Gouraud; + break; - // assume cook-torrance shading for metals. - case D3DS::Discreet3DS::Phong : - eShading = aiShadingMode_Phong; break; + // assume cook-torrance shading for metals. + case D3DS::Discreet3DS::Phong: + eShading = aiShadingMode_Phong; + break; - case D3DS::Discreet3DS::Metal : - eShading = aiShadingMode_CookTorrance; break; + case D3DS::Discreet3DS::Metal: + eShading = aiShadingMode_CookTorrance; + break; - // FIX to workaround a warning with GCC 4 who complained - // about a missing case Blinn: here - Blinn isn't a valid - // value in the 3DS Loader, it is just needed for ASE - case D3DS::Discreet3DS::Blinn : - eShading = aiShadingMode_Blinn; break; + // FIX to workaround a warning with GCC 4 who complained + // about a missing case Blinn: here - Blinn isn't a valid + // value in the 3DS Loader, it is just needed for ASE + case D3DS::Discreet3DS::Blinn: + eShading = aiShadingMode_Blinn; + break; } int eShading_ = static_cast(eShading); mat.AddProperty(&eShading_, 1, AI_MATKEY_SHADING_MODEL); // DIFFUSE texture - if( oldMat.sTexDiffuse.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE); + if (oldMat.sTexDiffuse.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexDiffuse, aiTextureType_DIFFUSE); // SPECULAR texture - if( oldMat.sTexSpecular.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR); + if (oldMat.sTexSpecular.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexSpecular, aiTextureType_SPECULAR); // OPACITY texture - if( oldMat.sTexOpacity.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY); + if (oldMat.sTexOpacity.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexOpacity, aiTextureType_OPACITY); // EMISSIVE texture - if( oldMat.sTexEmissive.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE); + if (oldMat.sTexEmissive.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexEmissive, aiTextureType_EMISSIVE); // BUMP texture - if( oldMat.sTexBump.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT); + if (oldMat.sTexBump.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexBump, aiTextureType_HEIGHT); // SHININESS texture - if( oldMat.sTexShininess.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS); + if (oldMat.sTexShininess.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexShininess, aiTextureType_SHININESS); // REFLECTION texture - if( oldMat.sTexReflective.mMapName.length() > 0) - CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION); + if (oldMat.sTexReflective.mMapName.length() > 0) + CopyTexture(mat, oldMat.sTexReflective, aiTextureType_REFLECTION); // Store the name of the material itself, too - if( oldMat.mName.length()) { + if (oldMat.mName.length()) { aiString tex; - tex.Set( oldMat.mName); - mat.AddProperty( &tex, AI_MATKEY_NAME); + tex.Set(oldMat.mName); + mat.AddProperty(&tex, AI_MATKEY_NAME); } } // ------------------------------------------------------------------------------------------------ // Split meshes by their materials and generate output aiMesh'es -void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut) -{ - std::vector avOutMeshes; +void Discreet3DSImporter::ConvertMeshes(aiScene *pcOut) { + std::vector avOutMeshes; avOutMeshes.reserve(mScene->mMeshes.size() * 2); - unsigned int iFaceCnt = 0,num = 0; + unsigned int iFaceCnt = 0, num = 0; aiString name; // we need to split all meshes by their materials - for (std::vector::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) { - std::unique_ptr< std::vector[] > aiSplit(new std::vector[mScene->mMaterials.size()]); + for (std::vector::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end(); ++i) { + std::unique_ptr[]> aiSplit(new std::vector[mScene->mMaterials.size()]); - name.length = ASSIMP_itoa10(name.data,num++); + name.length = ASSIMP_itoa10(name.data, num++); unsigned int iNum = 0; - for (std::vector::const_iterator a = (*i).mFaceMaterials.begin(); - a != (*i).mFaceMaterials.end();++a,++iNum) - { + for (std::vector::const_iterator a = (*i).mFaceMaterials.begin(); + a != (*i).mFaceMaterials.end(); ++a, ++iNum) { aiSplit[*a].push_back(iNum); } // now generate submeshes - for (unsigned int p = 0; p < mScene->mMaterials.size();++p) - { + for (unsigned int p = 0; p < mScene->mMaterials.size(); ++p) { if (aiSplit[p].empty()) { continue; } - aiMesh* meshOut = new aiMesh(); + aiMesh *meshOut = new aiMesh(); meshOut->mName = name; meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; @@ -386,36 +360,33 @@ void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut) meshOut->mMaterialIndex = p; // use the color data as temporary storage - meshOut->mColors[0] = (aiColor4D*)(&*i); + meshOut->mColors[0] = (aiColor4D *)(&*i); avOutMeshes.push_back(meshOut); // convert vertices meshOut->mNumFaces = (unsigned int)aiSplit[p].size(); - meshOut->mNumVertices = meshOut->mNumFaces*3; + meshOut->mNumVertices = meshOut->mNumFaces * 3; // allocate enough storage for faces meshOut->mFaces = new aiFace[meshOut->mNumFaces]; iFaceCnt += meshOut->mNumFaces; meshOut->mVertices = new aiVector3D[meshOut->mNumVertices]; - meshOut->mNormals = new aiVector3D[meshOut->mNumVertices]; - if ((*i).mTexCoords.size()) - { + meshOut->mNormals = new aiVector3D[meshOut->mNumVertices]; + if ((*i).mTexCoords.size()) { meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices]; } - for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q) - { + for (unsigned int q = 0, base = 0; q < aiSplit[p].size(); ++q) { unsigned int index = aiSplit[p][q]; - aiFace& face = meshOut->mFaces[q]; + aiFace &face = meshOut->mFaces[q]; face.mIndices = new unsigned int[3]; face.mNumIndices = 3; - for (unsigned int a = 0; a < 3;++a,++base) - { + for (unsigned int a = 0; a < 3; ++a, ++base) { unsigned int idx = (*i).mFaces[index].mIndices[a]; - meshOut->mVertices[base] = (*i).mPositions[idx]; - meshOut->mNormals [base] = (*i).mNormals[idx]; + meshOut->mVertices[base] = (*i).mPositions[idx]; + meshOut->mNormals[base] = (*i).mNormals[idx]; if ((*i).mTexCoords.size()) meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx]; @@ -428,8 +399,8 @@ void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut) // Copy them to the output array pcOut->mNumMeshes = (unsigned int)avOutMeshes.size(); - pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes](); - for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) { + pcOut->mMeshes = new aiMesh *[pcOut->mNumMeshes](); + for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) { pcOut->mMeshes[a] = avOutMeshes[a]; } @@ -441,47 +412,44 @@ void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut) // ------------------------------------------------------------------------------------------------ // Add a node to the scenegraph and setup its final transformation -void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut, - D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/) -{ +void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut, + D3DS::Node *pcIn, aiMatrix4x4 & /*absTrafo*/) { std::vector iArray; iArray.reserve(3); aiMatrix4x4 abs; // Find all meshes with the same name as the node - for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a) - { - const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0]; - ai_assert(NULL != pcMesh); + for (unsigned int a = 0; a < pcSOut->mNumMeshes; ++a) { + const D3DS::Mesh *pcMesh = (const D3DS::Mesh *)pcSOut->mMeshes[a]->mColors[0]; + ai_assert(nullptr != pcMesh); if (pcIn->mName == pcMesh->mName) iArray.push_back(a); } - if (!iArray.empty()) - { + if (!iArray.empty()) { // The matrix should be identical for all meshes with the // same name. It HAS to be identical for all meshes ..... - D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]); + D3DS::Mesh *imesh = ((D3DS::Mesh *)pcSOut->mMeshes[iArray[0]]->mColors[0]); // Compute the inverse of the transformation matrix to move the // vertices back to their relative and local space aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat; - mInv.Inverse();mInvTransposed.Transpose(); + mInv.Inverse(); + mInvTransposed.Transpose(); aiVector3D pivot = pcIn->vPivot; pcOut->mNumMeshes = (unsigned int)iArray.size(); pcOut->mMeshes = new unsigned int[iArray.size()]; - for (unsigned int i = 0;i < iArray.size();++i) { + for (unsigned int i = 0; i < iArray.size(); ++i) { const unsigned int iIndex = iArray[i]; - aiMesh* const mesh = pcSOut->mMeshes[iIndex]; + aiMesh *const mesh = pcSOut->mMeshes[iIndex]; - if (mesh->mColors[1] == NULL) - { + if (mesh->mColors[1] == nullptr) { // Transform the vertices back into their local space // fixme: consider computing normals after this, so we don't need to transform them - const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices; - aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals; + const aiVector3D *const pvEnd = mesh->mVertices + mesh->mNumVertices; + aiVector3D *pvCurrent = mesh->mVertices, *t2 = mesh->mNormals; for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) { *pvCurrent = mInv * (*pvCurrent); @@ -489,8 +457,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut, } // Handle negative transformation matrix determinant -> invert vertex x - if (imesh->mMat.Determinant() < 0.0f) - { + if (imesh->mMat.Determinant() < 0.0f) { /* we *must* have normals */ for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) { pvCurrent->x *= -1.f; @@ -500,17 +467,15 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut, } // Handle pivot point - if (pivot.x || pivot.y || pivot.z) - { - for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) { + if (pivot.x || pivot.y || pivot.z) { + for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) { *pvCurrent -= pivot; } } - mesh->mColors[1] = (aiColor4D*)1; - } - else - mesh->mColors[1] = (aiColor4D*)1; + mesh->mColors[1] = (aiColor4D *)1; + } else + mesh->mColors[1] = (aiColor4D *)1; // Setup the mesh index pcOut->mMeshes[i] = iIndex; @@ -519,78 +484,75 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut, // Setup the name of the node // First instance keeps its name otherwise something might break, all others will be postfixed with their instance number - if (pcIn->mInstanceNumber > 1) - { + if (pcIn->mInstanceNumber > 1) { char tmp[12]; ASSIMP_itoa10(tmp, pcIn->mInstanceNumber); std::string tempStr = pcIn->mName + "_inst_"; tempStr += tmp; pcOut->mName.Set(tempStr); - } - else + } else pcOut->mName.Set(pcIn->mName); // Now build the transformation matrix of the node // ROTATION - if (pcIn->aRotationKeys.size()){ + if (pcIn->aRotationKeys.size()) { // FIX to get to Assimp's quaternion conventions for (std::vector::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) { (*it).mValue.w *= -1.f; } - pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() ); - } - else if (pcIn->aCameraRollKeys.size()) - { - aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue), - pcOut->mTransformation); + pcOut->mTransformation = aiMatrix4x4(pcIn->aRotationKeys[0].mValue.GetMatrix()); + } else if (pcIn->aCameraRollKeys.size()) { + aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(-pcIn->aCameraRollKeys[0].mValue), + pcOut->mTransformation); } // SCALING - aiMatrix4x4& m = pcOut->mTransformation; - if (pcIn->aScalingKeys.size()) - { - const aiVector3D& v = pcIn->aScalingKeys[0].mValue; - m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x; - m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y; - m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z; + aiMatrix4x4 &m = pcOut->mTransformation; + if (pcIn->aScalingKeys.size()) { + const aiVector3D &v = pcIn->aScalingKeys[0].mValue; + m.a1 *= v.x; + m.b1 *= v.x; + m.c1 *= v.x; + m.a2 *= v.y; + m.b2 *= v.y; + m.c2 *= v.y; + m.a3 *= v.z; + m.b3 *= v.z; + m.c3 *= v.z; } // TRANSLATION - if (pcIn->aPositionKeys.size()) - { - const aiVector3D& v = pcIn->aPositionKeys[0].mValue; + if (pcIn->aPositionKeys.size()) { + const aiVector3D &v = pcIn->aPositionKeys[0].mValue; m.a4 += v.x; m.b4 += v.y; m.c4 += v.z; } // Generate animation channels for the node - if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 || - pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 || - pcIn->aTargetPositionKeys.size() > 1) - { - aiAnimation* anim = pcSOut->mAnimations[0]; + if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 || + pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 || + pcIn->aTargetPositionKeys.size() > 1) { + aiAnimation *anim = pcSOut->mAnimations[0]; ai_assert(nullptr != anim); - if (pcIn->aCameraRollKeys.size() > 1) - { + if (pcIn->aCameraRollKeys.size() > 1) { ASSIMP_LOG_DEBUG("3DS: Converting camera roll track ..."); // Camera roll keys - in fact they're just rotations // around the camera's z axis. The angles are given // in degrees (and they're clockwise). pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size()); - for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i) - { - aiQuatKey& q = pcIn->aRotationKeys[i]; - aiFloatKey& f = pcIn->aCameraRollKeys[i]; + for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size(); ++i) { + aiQuatKey &q = pcIn->aRotationKeys[i]; + aiFloatKey &f = pcIn->aCameraRollKeys[i]; - q.mTime = f.mTime; + q.mTime = f.mTime; // FIX to get to Assimp quaternion conventions - q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue)); + q.mValue = aiQuaternion(0.f, 0.f, AI_DEG_TO_RAD(/*-*/ f.mValue)); } } #if 0 @@ -636,102 +598,93 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut, // Cameras or lights define their transformation in their parent node and in the // corresponding light or camera chunks. However, we read and process the latter // to to be able to return valid cameras/lights even if no scenegraph is given. - for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) { + for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) { if (pcSOut->mCameras[n]->mName == pcOut->mName) { - pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f); + pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f); } } - for (unsigned int n = 0; n < pcSOut->mNumLights;++n) { + for (unsigned int n = 0; n < pcSOut->mNumLights; ++n) { if (pcSOut->mLights[n]->mName == pcOut->mName) { - pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f); + pcSOut->mLights[n]->mDirection = aiVector3D(0.f, 0.f, 1.f); } } // Allocate a new node anim and setup its name - aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); + aiNodeAnim *nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); nda->mNodeName.Set(pcIn->mName); // POSITION keys - if (pcIn->aPositionKeys.size() > 0) - { + if (pcIn->aPositionKeys.size() > 0) { nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size(); nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys]; - ::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0], - sizeof(aiVectorKey)*nda->mNumPositionKeys); + ::memcpy(nda->mPositionKeys, &pcIn->aPositionKeys[0], + sizeof(aiVectorKey) * nda->mNumPositionKeys); } // ROTATION keys - if (pcIn->aRotationKeys.size() > 0) - { + if (pcIn->aRotationKeys.size() > 0) { nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size(); nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys]; // Rotations are quaternion offsets aiQuaternion abs1; - for (unsigned int n = 0; n < nda->mNumRotationKeys;++n) - { - const aiQuatKey& q = pcIn->aRotationKeys[n]; + for (unsigned int n = 0; n < nda->mNumRotationKeys; ++n) { + const aiQuatKey &q = pcIn->aRotationKeys[n]; abs1 = (n ? abs1 * q.mValue : q.mValue); - nda->mRotationKeys[n].mTime = q.mTime; + nda->mRotationKeys[n].mTime = q.mTime; nda->mRotationKeys[n].mValue = abs1.Normalize(); } } // SCALING keys - if (pcIn->aScalingKeys.size() > 0) - { + if (pcIn->aScalingKeys.size() > 0) { nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size(); nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys]; - ::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0], - sizeof(aiVectorKey)*nda->mNumScalingKeys); + ::memcpy(nda->mScalingKeys, &pcIn->aScalingKeys[0], + sizeof(aiVectorKey) * nda->mNumScalingKeys); } } // Allocate storage for children pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size(); - pcOut->mChildren = new aiNode*[pcIn->mChildren.size()]; + pcOut->mChildren = new aiNode *[pcIn->mChildren.size()]; // Recursively process all children const unsigned int size = static_cast(pcIn->mChildren.size()); - for (unsigned int i = 0; i < size;++i) - { + for (unsigned int i = 0; i < size; ++i) { pcOut->mChildren[i] = new aiNode(); pcOut->mChildren[i]->mParent = pcOut; - AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs); + AddNodeToGraph(pcSOut, pcOut->mChildren[i], pcIn->mChildren[i], abs); } } // ------------------------------------------------------------------------------------------------ // Find out how many node animation channels we'll have finally -void CountTracks(D3DS::Node* node, unsigned int& cnt) -{ +void CountTracks(D3DS::Node *node, unsigned int &cnt) { ////////////////////////////////////////////////////////////////////////////// // We will never generate more than one channel for a node, so // this is rather easy here. - if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 || - node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 || - node->aTargetPositionKeys.size() > 1) - { + if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 || + node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 || + node->aTargetPositionKeys.size() > 1) { ++cnt; // account for the additional channel for the camera/spotlight target position - if (node->aTargetPositionKeys.size() > 1)++cnt; + if (node->aTargetPositionKeys.size() > 1) ++cnt; } // Recursively process all children - for (unsigned int i = 0; i < node->mChildren.size();++i) - CountTracks(node->mChildren[i],cnt); + for (unsigned int i = 0; i < node->mChildren.size(); ++i) + CountTracks(node->mChildren[i], cnt); } // ------------------------------------------------------------------------------------------------ // Generate the output node graph -void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut) -{ +void Discreet3DSImporter::GenerateNodeGraph(aiScene *pcOut) { pcOut->mRootNode = new aiNode(); - if (0 == mRootNode->mChildren.size()) - { + if (0 == mRootNode->mChildren.size()) { ////////////////////////////////////////////////////////////////////////////// // It seems the file is so messed up that it has not even a hierarchy. // generate a flat hiearachy which looks like this: @@ -745,29 +698,27 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut) ASSIMP_LOG_WARN("No hierarchy information has been found in the file. "); pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes + - static_cast(mScene->mCameras.size() + mScene->mLights.size()); + static_cast(mScene->mCameras.size() + mScene->mLights.size()); - pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ]; + pcOut->mRootNode->mChildren = new aiNode *[pcOut->mRootNode->mNumChildren]; pcOut->mRootNode->mName.Set("<3DSDummyRoot>"); // Build dummy nodes for all meshes unsigned int a = 0; - for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a) - { - aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); + for (unsigned int i = 0; i < pcOut->mNumMeshes; ++i, ++a) { + aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); pcNode->mParent = pcOut->mRootNode; pcNode->mMeshes = new unsigned int[1]; pcNode->mMeshes[0] = i; pcNode->mNumMeshes = 1; // Build a name for the node - pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u",i); + pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u", i); } // Build dummy nodes for all cameras - for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a) - { - aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); + for (unsigned int i = 0; i < (unsigned int)mScene->mCameras.size(); ++i, ++a) { + aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); pcNode->mParent = pcOut->mRootNode; // Build a name for the node @@ -775,75 +726,68 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut) } // Build dummy nodes for all lights - for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a) - { - aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); + for (unsigned int i = 0; i < (unsigned int)mScene->mLights.size(); ++i, ++a) { + aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); pcNode->mParent = pcOut->mRootNode; // Build a name for the node pcNode->mName = mScene->mLights[i]->mName; } - } - else - { + } else { // First of all: find out how many scaling, rotation and translation // animation tracks we'll have afterwards unsigned int numChannel = 0; - CountTracks(mRootNode,numChannel); + CountTracks(mRootNode, numChannel); - if (numChannel) - { + if (numChannel) { // Allocate a primary animation channel pcOut->mNumAnimations = 1; - pcOut->mAnimations = new aiAnimation*[1]; - aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation(); + pcOut->mAnimations = new aiAnimation *[1]; + aiAnimation *anim = pcOut->mAnimations[0] = new aiAnimation(); anim->mName.Set("3DSMasterAnim"); // Allocate enough storage for all node animation channels, // but don't set the mNumChannels member - we'll use it to // index into the array - anim->mChannels = new aiNodeAnim*[numChannel]; + anim->mChannels = new aiNodeAnim *[numChannel]; } aiMatrix4x4 m; - AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m); + AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode, m); } // We used the first and second vertex color set to store some temporary values so we need to cleanup here - for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) - { - pcOut->mMeshes[a]->mColors[0] = NULL; - pcOut->mMeshes[a]->mColors[1] = NULL; + for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) { + pcOut->mMeshes[a]->mColors[0] = nullptr; + pcOut->mMeshes[a]->mColors[1] = nullptr; } pcOut->mRootNode->mTransformation = aiMatrix4x4( - 1.f,0.f,0.f,0.f, - 0.f,0.f,1.f,0.f, - 0.f,-1.f,0.f,0.f, - 0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation; + 1.f, 0.f, 0.f, 0.f, + 0.f, 0.f, 1.f, 0.f, + 0.f, -1.f, 0.f, 0.f, + 0.f, 0.f, 0.f, 1.f) * + pcOut->mRootNode->mTransformation; // If the root node is unnamed name it "<3DSRoot>" - if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) || - (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') ) - { + if (::strstr(pcOut->mRootNode->mName.data, "UNNAMED") || + (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')) { pcOut->mRootNode->mName.Set("<3DSRoot>"); } } // ------------------------------------------------------------------------------------------------ // Convert all meshes in the scene and generate the final output scene. -void Discreet3DSImporter::ConvertScene(aiScene* pcOut) -{ +void Discreet3DSImporter::ConvertScene(aiScene *pcOut) { // Allocate enough storage for all output materials pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size(); - pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials]; + pcOut->mMaterials = new aiMaterial *[pcOut->mNumMaterials]; // ... and convert the 3DS materials to aiMaterial's - for (unsigned int i = 0; i < pcOut->mNumMaterials;++i) - { - aiMaterial* pcNew = new aiMaterial(); - ConvertMaterial(mScene->mMaterials[i],*pcNew); + for (unsigned int i = 0; i < pcOut->mNumMaterials; ++i) { + aiMaterial *pcNew = new aiMaterial(); + ConvertMaterial(mScene->mMaterials[i], *pcNew); pcOut->mMaterials[i] = pcNew; } @@ -852,18 +796,16 @@ void Discreet3DSImporter::ConvertScene(aiScene* pcOut) // Now copy all light sources to the output scene pcOut->mNumLights = (unsigned int)mScene->mLights.size(); - if (pcOut->mNumLights) - { - pcOut->mLights = new aiLight*[pcOut->mNumLights]; - ::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights); + if (pcOut->mNumLights) { + pcOut->mLights = new aiLight *[pcOut->mNumLights]; + ::memcpy(pcOut->mLights, &mScene->mLights[0], sizeof(void *) * pcOut->mNumLights); } // Now copy all cameras to the output scene pcOut->mNumCameras = (unsigned int)mScene->mCameras.size(); - if (pcOut->mNumCameras) - { - pcOut->mCameras = new aiCamera*[pcOut->mNumCameras]; - ::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras); + if (pcOut->mNumCameras) { + pcOut->mCameras = new aiCamera *[pcOut->mNumCameras]; + ::memcpy(pcOut->mCameras, &mScene->mCameras[0], sizeof(void *) * pcOut->mNumCameras); } } diff --git a/code/3DS/3DSExporter.cpp b/code/AssetLib/3DS/3DSExporter.cpp similarity index 75% rename from code/3DS/3DSExporter.cpp rename to code/AssetLib/3DS/3DSExporter.cpp index 403ca20a2..5f3d955da 100644 --- a/code/3DS/3DSExporter.cpp +++ b/code/AssetLib/3DS/3DSExporter.cpp @@ -43,120 +43,117 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_3DS_EXPORTER -#include "3DS/3DSExporter.h" -#include "3DS/3DSLoader.h" -#include "3DS/3DSHelper.h" +#include "AssetLib/3DS/3DSExporter.h" +#include "AssetLib/3DS/3DSHelper.h" +#include "AssetLib/3DS/3DSLoader.h" #include "PostProcessing/SplitLargeMeshes.h" #include #include -#include #include #include +#include #include using namespace Assimp; -namespace Assimp { +namespace Assimp { using namespace D3DS; namespace { - ////////////////////////////////////////////////////////////////////////////////////// - // Scope utility to write a 3DS file chunk. - // - // Upon construction, the chunk header is written with the chunk type (flags) - // filled out, but the chunk size left empty. Upon destruction, the correct chunk - // size based on the then-position of the output stream cursor is filled in. - class ChunkWriter { - enum { - CHUNK_SIZE_NOT_SET = 0xdeadbeef - , SIZE_OFFSET = 2 - }; - public: - - ChunkWriter(StreamWriterLE& writer, uint16_t chunk_type) - : writer(writer) - { - chunk_start_pos = writer.GetCurrentPos(); - writer.PutU2(chunk_type); - writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET); - } - - ~ChunkWriter() { - std::size_t head_pos = writer.GetCurrentPos(); - - ai_assert(head_pos > chunk_start_pos); - const std::size_t chunk_size = head_pos - chunk_start_pos; - - writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET); - writer.PutU4(static_cast(chunk_size)); - writer.SetCurrentPos(head_pos); - } - - private: - StreamWriterLE& writer; - std::size_t chunk_start_pos; +////////////////////////////////////////////////////////////////////////////////////// +// Scope utility to write a 3DS file chunk. +// +// Upon construction, the chunk header is written with the chunk type (flags) +// filled out, but the chunk size left empty. Upon destruction, the correct chunk +// size based on the then-position of the output stream cursor is filled in. +class ChunkWriter { + enum { + CHUNK_SIZE_NOT_SET = 0xdeadbeef, + SIZE_OFFSET = 2 }; - - // Return an unique name for a given |mesh| attached to |node| that - // preserves the mesh's given name if it has one. |index| is the index - // of the mesh in |aiScene::mMeshes|. - std::string GetMeshName(const aiMesh& mesh, unsigned int index, const aiNode& node) { - static const std::string underscore = "_"; - char postfix[10] = {0}; - ASSIMP_itoa10(postfix, index); - - std::string result = node.mName.C_Str(); - if (mesh.mName.length > 0) { - result += underscore + mesh.mName.C_Str(); - } - return result + underscore + postfix; +public: + ChunkWriter(StreamWriterLE &writer, uint16_t chunk_type) : + writer(writer) { + chunk_start_pos = writer.GetCurrentPos(); + writer.PutU2(chunk_type); + writer.PutU4((uint32_t)CHUNK_SIZE_NOT_SET); } - // Return an unique name for a given |mat| with original position |index| - // in |aiScene::mMaterials|. The name preserves the original material - // name if possible. - std::string GetMaterialName(const aiMaterial& mat, unsigned int index) { - static const std::string underscore = "_"; - char postfix[10] = {0}; - ASSIMP_itoa10(postfix, index); + ~ChunkWriter() { + std::size_t head_pos = writer.GetCurrentPos(); - aiString mat_name; - if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) { - return mat_name.C_Str() + underscore + postfix; - } + ai_assert(head_pos > chunk_start_pos); + const std::size_t chunk_size = head_pos - chunk_start_pos; - return "Material" + underscore + postfix; + writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET); + writer.PutU4(static_cast(chunk_size)); + writer.SetCurrentPos(head_pos); } - // Collect world transformations for each node - void CollectTrafos(const aiNode* node, std::map& trafos) { - const aiMatrix4x4& parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4(); - trafos[node] = parent * node->mTransformation; - for (unsigned int i = 0; i < node->mNumChildren; ++i) { - CollectTrafos(node->mChildren[i], trafos); - } +private: + StreamWriterLE &writer; + std::size_t chunk_start_pos; +}; + +// Return an unique name for a given |mesh| attached to |node| that +// preserves the mesh's given name if it has one. |index| is the index +// of the mesh in |aiScene::mMeshes|. +std::string GetMeshName(const aiMesh &mesh, unsigned int index, const aiNode &node) { + static const std::string underscore = "_"; + char postfix[10] = { 0 }; + ASSIMP_itoa10(postfix, index); + + std::string result = node.mName.C_Str(); + if (mesh.mName.length > 0) { + result += underscore + mesh.mName.C_Str(); + } + return result + underscore + postfix; +} + +// Return an unique name for a given |mat| with original position |index| +// in |aiScene::mMaterials|. The name preserves the original material +// name if possible. +std::string GetMaterialName(const aiMaterial &mat, unsigned int index) { + static const std::string underscore = "_"; + char postfix[10] = { 0 }; + ASSIMP_itoa10(postfix, index); + + aiString mat_name; + if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) { + return mat_name.C_Str() + underscore + postfix; } - // Generate a flat list of the meshes (by index) assigned to each node - void CollectMeshes(const aiNode* node, std::multimap& meshes) { - for (unsigned int i = 0; i < node->mNumMeshes; ++i) { - meshes.insert(std::make_pair(node, node->mMeshes[i])); - } - for (unsigned int i = 0; i < node->mNumChildren; ++i) { - CollectMeshes(node->mChildren[i], meshes); - } + return "Material" + underscore + postfix; +} + +// Collect world transformations for each node +void CollectTrafos(const aiNode *node, std::map &trafos) { + const aiMatrix4x4 &parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4(); + trafos[node] = parent * node->mTransformation; + for (unsigned int i = 0; i < node->mNumChildren; ++i) { + CollectTrafos(node->mChildren[i], trafos); } } +// Generate a flat list of the meshes (by index) assigned to each node +void CollectMeshes(const aiNode *node, std::multimap &meshes) { + for (unsigned int i = 0; i < node->mNumMeshes; ++i) { + meshes.insert(std::make_pair(node, node->mMeshes[i])); + } + for (unsigned int i = 0; i < node->mNumChildren; ++i) { + CollectMeshes(node->mChildren[i], meshes); + } +} +} // namespace + // ------------------------------------------------------------------------------------------------ // Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp -void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) -{ - std::shared_ptr outfile (pIOSystem->Open(pFile, "wb")); - if(!outfile) { +void ExportScene3DS(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) { + std::shared_ptr outfile(pIOSystem->Open(pFile, "wb")); + if (!outfile) { throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile)); } @@ -167,8 +164,8 @@ void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScen // SplitLargeMeshes can do this, but it requires the correct limit to be set // which is not possible with the current way of specifying preprocess steps // in |Exporter::ExportFormatEntry|. - aiScene* scenecopy_tmp; - SceneCombiner::CopyScene(&scenecopy_tmp,pScene); + aiScene *scenecopy_tmp; + SceneCombiner::CopyScene(&scenecopy_tmp, pScene); std::unique_ptr scenecopy(scenecopy_tmp); SplitLargeMeshesProcess_Triangle tri_splitter; @@ -186,10 +183,8 @@ void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScen } // end of namespace Assimp // ------------------------------------------------------------------------------------------------ -Discreet3DSExporter:: Discreet3DSExporter(std::shared_ptr &outfile, const aiScene* scene) -: scene(scene) -, writer(outfile) -{ +Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr &outfile, const aiScene *scene) : + scene(scene), writer(outfile) { CollectTrafos(scene->mRootNode, trafos); CollectMeshes(scene->mRootNode, meshes); @@ -217,10 +212,8 @@ Discreet3DSExporter::~Discreet3DSExporter() { // empty } - // ------------------------------------------------------------------------------------------------ -int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling_level) -{ +int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) { // 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec { ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_TRACKINFO); @@ -237,7 +230,7 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling int16_t hierarchy_pos = static_cast(seq); if (sibling_level != -1) { - hierarchy_pos =(uint16_t) sibling_level; + hierarchy_pos = (uint16_t)sibling_level; } // Write the hierarchy position @@ -260,7 +253,7 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling const bool first_child = node.mNumChildren == 0 && i == 0; const unsigned int mesh_idx = node.mMeshes[i]; - const aiMesh& mesh = *scene->mMeshes[mesh_idx]; + const aiMesh &mesh = *scene->mMeshes[mesh_idx]; ChunkWriter curChunk(writer, Discreet3DS::CHUNK_TRACKINFO); { @@ -276,15 +269,14 @@ int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteMaterials() -{ +void Discreet3DSExporter::WriteMaterials() { for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL); - const aiMaterial& mat = *scene->mMaterials[i]; + const aiMaterial &mat = *scene->mMaterials[i]; { ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME); - const std::string& name = GetMaterialName(mat, i); + const std::string &name = GetMaterialName(mat, i); WriteString(name); } @@ -314,7 +306,7 @@ void Discreet3DSExporter::WriteMaterials() ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING); Discreet3DS::shadetype3ds shading_mode_out; - switch(shading_mode) { + switch (shading_mode) { case aiShadingMode_Flat: case aiShadingMode_NoShading: shading_mode_out = Discreet3DS::Flat; @@ -341,7 +333,6 @@ void Discreet3DSExporter::WriteMaterials() writer.PutU2(static_cast(shading_mode_out)); } - float f; if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) { ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS); @@ -370,8 +361,7 @@ void Discreet3DSExporter::WriteMaterials() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags) -{ +void Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) { aiString path; aiTextureMapMode map_mode[2] = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap @@ -400,8 +390,7 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type uint16_t val = 0; // WRAP if (map_mode[0] == aiTextureMapMode_Mirror) { val = 0x2; - } - else if (map_mode[0] == aiTextureMapMode_Decal) { + } else if (map_mode[0] == aiTextureMapMode_Decal) { val = 0x10; } writer.PutU2(val); @@ -410,8 +399,7 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteMeshes() -{ +void Discreet3DSExporter::WriteMeshes() { // NOTE: 3DS allows for instances. However: // i) not all importers support reading them // ii) instances are not as flexible as they are in assimp, in particular, @@ -423,25 +411,24 @@ void Discreet3DSExporter::WriteMeshes() // Furthermore, the TRIMESH is transformed into world space so that it will // appear correctly if importers don't read the scene hierarchy at all. for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) { - const aiNode& node = *(*it).first; + const aiNode &node = *(*it).first; const unsigned int mesh_idx = (*it).second; - const aiMesh& mesh = *scene->mMeshes[mesh_idx]; + const aiMesh &mesh = *scene->mMeshes[mesh_idx]; // This should not happen if the SLM step is correctly executed // before the scene is handed to the exporter ai_assert(mesh.mNumVertices <= 0xffff); ai_assert(mesh.mNumFaces <= 0xffff); - const aiMatrix4x4& trafo = trafos[&node]; + const aiMatrix4x4 &trafo = trafos[&node]; ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK); // Mesh name is tied to the node it is attached to so it can later be referenced - const std::string& name = GetMeshName(mesh, mesh_idx, node); + const std::string &name = GetMeshName(mesh, mesh_idx, node); WriteString(name); - // TRIMESH chunk ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH); @@ -452,7 +439,7 @@ void Discreet3DSExporter::WriteMeshes() const uint16_t count = static_cast(mesh.mNumVertices); writer.PutU2(count); for (unsigned int i = 0; i < mesh.mNumVertices; ++i) { - const aiVector3D& v = trafo * mesh.mVertices[i]; + const aiVector3D &v = trafo * mesh.mVertices[i]; writer.PutF4(v.x); writer.PutF4(v.y); writer.PutF4(v.z); @@ -466,7 +453,7 @@ void Discreet3DSExporter::WriteMeshes() writer.PutU2(count); for (unsigned int i = 0; i < mesh.mNumVertices; ++i) { - const aiVector3D& v = mesh.mTextureCoords[0][i]; + const aiVector3D &v = mesh.mTextureCoords[0][i]; writer.PutF4(v.x); writer.PutF4(v.y); } @@ -481,7 +468,7 @@ void Discreet3DSExporter::WriteMeshes() // Count triangles, discard lines and points uint16_t count = 0; for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { - const aiFace& f = mesh.mFaces[i]; + const aiFace &f = mesh.mFaces[i]; if (f.mNumIndices < 3) { continue; } @@ -492,7 +479,7 @@ void Discreet3DSExporter::WriteMeshes() writer.PutU2(count); for (unsigned int i = 0; i < mesh.mNumFaces; ++i) { - const aiFace& f = mesh.mFaces[i]; + const aiFace &f = mesh.mFaces[i]; if (f.mNumIndices < 3) { continue; } @@ -524,10 +511,9 @@ void Discreet3DSExporter::WriteMeshes() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh& mesh) -{ +void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh &mesh) { ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT); - const std::string& name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex); + const std::string &name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex); WriteString(name); // Because assimp splits meshes by material, only a single @@ -542,7 +528,7 @@ void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh& mesh) } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteString(const std::string& s) { +void Discreet3DSExporter::WriteString(const std::string &s) { for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) { writer.PutI1(*it); } @@ -550,7 +536,7 @@ void Discreet3DSExporter::WriteString(const std::string& s) { } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteString(const aiString& s) { +void Discreet3DSExporter::WriteString(const aiString &s) { for (std::size_t i = 0; i < s.length; ++i) { writer.PutI1(s.data[i]); } @@ -558,7 +544,7 @@ void Discreet3DSExporter::WriteString(const aiString& s) { } // ------------------------------------------------------------------------------------------------ -void Discreet3DSExporter::WriteColor(const aiColor3D& color) { +void Discreet3DSExporter::WriteColor(const aiColor3D &color) { ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF); writer.PutF4(color.r); writer.PutF4(color.g); @@ -577,6 +563,5 @@ void Discreet3DSExporter::WritePercentChunk(double f) { writer.PutF8(f); } - #endif // ASSIMP_BUILD_NO_3DS_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT diff --git a/code/3DS/3DSExporter.h b/code/AssetLib/3DS/3DSExporter.h similarity index 100% rename from code/3DS/3DSExporter.h rename to code/AssetLib/3DS/3DSExporter.h diff --git a/code/3DS/3DSHelper.h b/code/AssetLib/3DS/3DSHelper.h similarity index 100% rename from code/3DS/3DSHelper.h rename to code/AssetLib/3DS/3DSHelper.h diff --git a/code/3DS/3DSLoader.cpp b/code/AssetLib/3DS/3DSLoader.cpp similarity index 69% rename from code/3DS/3DSLoader.cpp rename to code/AssetLib/3DS/3DSLoader.cpp index 13cef3a39..e1a6d0f89 100644 --- a/code/3DS/3DSLoader.cpp +++ b/code/AssetLib/3DS/3DSLoader.cpp @@ -45,15 +45,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * http://www.the-labs.com/Blender/3DS-details.html */ - #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER #include "3DSLoader.h" -#include +#include +#include #include #include -#include -#include +#include using namespace Assimp; @@ -67,26 +66,25 @@ static const aiImporterDesc desc = { 0, 0, 0, - "3ds prj" + "3ds prj" }; // ------------------------------------------------------------------------------------------------ // Begins a new parsing block // - Reads the current chunk and validates it // - computes its length -#define ASSIMP_3DS_BEGIN_CHUNK() \ - while (true) { \ - if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \ - return; \ - } \ - Discreet3DS::Chunk chunk; \ - ReadChunk(&chunk); \ - int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \ - if(chunkSize <= 0) \ - continue; \ - const unsigned int oldReadLimit = stream->SetReadLimit( \ - stream->GetCurrentPos() + chunkSize); \ - +#define ASSIMP_3DS_BEGIN_CHUNK() \ + while (true) { \ + if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)) { \ + return; \ + } \ + Discreet3DS::Chunk chunk; \ + ReadChunk(&chunk); \ + int chunkSize = chunk.Size - sizeof(Discreet3DS::Chunk); \ + if (chunkSize <= 0) \ + continue; \ + const unsigned int oldReadLimit = stream->SetReadLimit( \ + stream->GetCurrentPos() + chunkSize); // ------------------------------------------------------------------------------------------------ // End a parsing block @@ -100,15 +98,8 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer -Discreet3DSImporter::Discreet3DSImporter() -: stream() -, mLastNodeIndex() -, mCurrentNode() -, mRootNode() -, mScene() -, mMasterScale() -, bHasBG() -, bIsPrj() { +Discreet3DSImporter::Discreet3DSImporter() : + stream(), mLastNodeIndex(), mCurrentNode(), mRootNode(), mScene(), mMasterScale(), bHasBG(), bIsPrj() { // empty } @@ -120,9 +111,9 @@ Discreet3DSImporter::~Discreet3DSImporter() { // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. -bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const { +bool Discreet3DSImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const { std::string extension = GetExtension(pFile); - if(extension == "3ds" || extension == "prj") { + if (extension == "3ds" || extension == "prj") { return true; } @@ -131,29 +122,28 @@ bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandle token[0] = 0x4d4d; token[1] = 0x3dc2; //token[2] = 0x3daa; - return CheckMagicToken(pIOHandler,pFile,token,2,0,2); + return CheckMagicToken(pIOHandler, pFile, token, 2, 0, 2); } return false; } // ------------------------------------------------------------------------------------------------ // Loader registry entry -const aiImporterDesc* Discreet3DSImporter::GetInfo () const { +const aiImporterDesc *Discreet3DSImporter::GetInfo() const { return &desc; } // ------------------------------------------------------------------------------------------------ // Setup configuration properties -void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/) { +void Discreet3DSImporter::SetupProperties(const Importer * /*pImp*/) { // nothing to be done for the moment } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. -void Discreet3DSImporter::InternReadFile( const std::string& pFile, - aiScene* pScene, IOSystem* pIOHandler) -{ - StreamReaderLE theStream(pIOHandler->Open(pFile,"rb")); +void Discreet3DSImporter::InternReadFile(const std::string &pFile, + aiScene *pScene, IOSystem *pIOHandler) { + StreamReaderLE theStream(pIOHandler->Open(pFile, "rb")); // We should have at least one chunk if (theStream.GetRemainingSize() < 16) { @@ -167,16 +157,16 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile, // Initialize members D3DS::Node _rootNode("UNNAMED"); - mLastNodeIndex = -1; - mCurrentNode = &_rootNode; - mRootNode = mCurrentNode; - mRootNode->mHierarchyPos = -1; + mLastNodeIndex = -1; + mCurrentNode = &_rootNode; + mRootNode = mCurrentNode; + mRootNode->mHierarchyPos = -1; mRootNode->mHierarchyIndex = -1; - mRootNode->mParent = NULL; - mMasterScale = 1.0f; - mBackgroundImage = ""; - bHasBG = false; - bIsPrj = false; + mRootNode->mParent = nullptr; + mMasterScale = 1.0f; + mBackgroundImage = ""; + bHasBG = false; + bIsPrj = false; // Parse the file ParseMainChunk(); @@ -187,11 +177,11 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile, // vectors from the smoothing groups we read from the // file. for (auto &mesh : mScene->mMeshes) { - if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0) { + if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0) { throw DeadlyImportError("3DS file contains faces but no vertices: " + pFile); } CheckIndices(mesh); - MakeUnique (mesh); + MakeUnique(mesh); ComputeNormalsWithSmoothingsGroups(mesh); } @@ -222,25 +212,26 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile, // ------------------------------------------------------------------------------------------------ // Applies a master-scaling factor to the imported scene -void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene) { +void Discreet3DSImporter::ApplyMasterScale(aiScene *pScene) { // There are some 3DS files with a zero scaling factor - if (!mMasterScale)mMasterScale = 1.0f; - else mMasterScale = 1.0f / mMasterScale; + if (!mMasterScale) + mMasterScale = 1.0f; + else + mMasterScale = 1.0f / mMasterScale; // Construct an uniform scaling matrix and multiply with it pScene->mRootNode->mTransformation *= aiMatrix4x4( - mMasterScale,0.0f, 0.0f, 0.0f, - 0.0f, mMasterScale,0.0f, 0.0f, - 0.0f, 0.0f, mMasterScale,0.0f, - 0.0f, 0.0f, 0.0f, 1.0f); + mMasterScale, 0.0f, 0.0f, 0.0f, + 0.0f, mMasterScale, 0.0f, 0.0f, + 0.0f, 0.0f, mMasterScale, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f); // Check whether a scaling track is assigned to the root node. } // ------------------------------------------------------------------------------------------------ // Reads a new chunk from the file -void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut) -{ +void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk *pcOut) { ai_assert(pcOut != nullptr); pcOut->Flag = stream->GetI2(); @@ -257,24 +248,21 @@ void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut) // ------------------------------------------------------------------------------------------------ // Skip a chunk -void Discreet3DSImporter::SkipChunk() -{ +void Discreet3DSImporter::SkipChunk() { Discreet3DS::Chunk psChunk; ReadChunk(&psChunk); - stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk)); + stream->IncPtr(psChunk.Size - sizeof(Discreet3DS::Chunk)); return; } // ------------------------------------------------------------------------------------------------ // Process the primary chunk of the file -void Discreet3DSImporter::ParseMainChunk() -{ +void Discreet3DSImporter::ParseMainChunk() { ASSIMP_3DS_BEGIN_CHUNK(); // get chunk type - switch (chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_PRJ: bIsPrj = true; @@ -289,13 +277,11 @@ void Discreet3DSImporter::ParseMainChunk() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseEditorChunk() -{ +void Discreet3DSImporter::ParseEditorChunk() { ASSIMP_3DS_BEGIN_CHUNK(); // get chunk type - switch (chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_OBJMESH: ParseObjectChunk(); @@ -308,36 +294,31 @@ void Discreet3DSImporter::ParseEditorChunk() ParseKeyframeChunk(); break; - case Discreet3DS::CHUNK_VERSION: - { + case Discreet3DS::CHUNK_VERSION: { // print the version number char buff[10]; - ASSIMP_itoa10(buff,stream->GetI2()); + ASSIMP_itoa10(buff, stream->GetI2()); ASSIMP_LOG_INFO_F(std::string("3DS file format version: "), buff); - } - break; + } break; }; ASSIMP_3DS_END_CHUNK(); } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseObjectChunk() -{ +void Discreet3DSImporter::ParseObjectChunk() { ASSIMP_3DS_BEGIN_CHUNK(); // get chunk type - switch (chunk.Flag) - { - case Discreet3DS::CHUNK_OBJBLOCK: - { + switch (chunk.Flag) { + case Discreet3DS::CHUNK_OBJBLOCK: { unsigned int cnt = 0; - const char* sz = (const char*)stream->GetPtr(); + const char *sz = (const char *)stream->GetPtr(); // Get the name of the geometry object - while (stream->GetI1())++cnt; - ParseChunk(sz,cnt); - } - break; + while (stream->GetI1()) + ++cnt; + ParseChunk(sz, cnt); + } break; case Discreet3DS::CHUNK_MAT_MATERIAL: @@ -350,25 +331,23 @@ void Discreet3DSImporter::ParseObjectChunk() // This is the ambient base color of the scene. // We add it to the ambient color of all materials - ParseColorChunk(&mClrAmbient,true); - if (is_qnan(mClrAmbient.r)) - { + ParseColorChunk(&mClrAmbient, true); + if (is_qnan(mClrAmbient.r)) { // We failed to read the ambient base color. ASSIMP_LOG_ERROR("3DS: Failed to read ambient base color"); mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f; } break; - case Discreet3DS::CHUNK_BIT_MAP: - { + case Discreet3DS::CHUNK_BIT_MAP: { // Specifies the background image. The string should already be // properly 0 terminated but we need to be sure unsigned int cnt = 0; - const char* sz = (const char*)stream->GetPtr(); - while (stream->GetI1())++cnt; - mBackgroundImage = std::string(sz,cnt); - } - break; + const char *sz = (const char *)stream->GetPtr(); + while (stream->GetI1()) + ++cnt; + mBackgroundImage = std::string(sz, cnt); + } break; case Discreet3DS::CHUNK_BIT_MAP_EXISTS: bHasBG = true; @@ -383,8 +362,7 @@ void Discreet3DSImporter::ParseObjectChunk() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) -{ +void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) { ASSIMP_3DS_BEGIN_CHUNK(); // IMPLEMENTATION NOTE; @@ -393,22 +371,18 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) // to to be able to return valid cameras/lights even if no scenegraph is given. // get chunk type - switch (chunk.Flag) - { - case Discreet3DS::CHUNK_TRIMESH: - { + switch (chunk.Flag) { + case Discreet3DS::CHUNK_TRIMESH: { // this starts a new triangle mesh mScene->mMeshes.push_back(D3DS::Mesh(std::string(name, num))); // Read mesh chunks ParseMeshChunk(); - } - break; + } break; - case Discreet3DS::CHUNK_LIGHT: - { + case Discreet3DS::CHUNK_LIGHT: { // This starts a new light - aiLight* light = new aiLight(); + aiLight *light = new aiLight(); mScene->mLights.push_back(light); light->mName.Set(std::string(name, num)); @@ -418,7 +392,7 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) light->mPosition.y = stream->GetF4(); light->mPosition.z = stream->GetF4(); - light->mColorDiffuse = aiColor3D(1.f,1.f,1.f); + light->mColorDiffuse = aiColor3D(1.f, 1.f, 1.f); // Now check for further subchunks if (!bIsPrj) /* fixme */ @@ -427,19 +401,17 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) // The specular light color is identical the the diffuse light color. The ambient light color // is equal to the ambient base color of the whole scene. light->mColorSpecular = light->mColorDiffuse; - light->mColorAmbient = mClrAmbient; + light->mColorAmbient = mClrAmbient; - if (light->mType == aiLightSource_UNDEFINED) - { + if (light->mType == aiLightSource_UNDEFINED) { // It must be a point light light->mType = aiLightSource_POINT; - }} - break; + } + } break; - case Discreet3DS::CHUNK_CAMERA: - { + case Discreet3DS::CHUNK_CAMERA: { // This starts a new camera - aiCamera* camera = new aiCamera(); + aiCamera *camera = new aiCamera(); mScene->mCameras.push_back(camera); camera->mName.Set(std::string(name, num)); @@ -457,40 +429,38 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) // There are some files with lookat == position. Don't know why or whether it's ok or not. ASSIMP_LOG_ERROR("3DS: Unable to read proper camera look-at vector"); - camera->mLookAt = aiVector3D(0.0,1.0,0.0); + camera->mLookAt = aiVector3D(0.0, 1.0, 0.0); - } - else camera->mLookAt /= len; + } else + camera->mLookAt /= len; // And finally - the camera rotation angle, in counter clockwise direction - const ai_real angle = AI_DEG_TO_RAD( stream->GetF4() ); - aiQuaternion quat(camera->mLookAt,angle); - camera->mUp = quat.GetMatrix() * aiVector3D(0.0,1.0,0.0); + const ai_real angle = AI_DEG_TO_RAD(stream->GetF4()); + aiQuaternion quat(camera->mLookAt, angle); + camera->mUp = quat.GetMatrix() * aiVector3D(0.0, 1.0, 0.0); // Read the lense angle - camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() ); - if (camera->mHorizontalFOV < 0.001f) { + camera->mHorizontalFOV = AI_DEG_TO_RAD(stream->GetF4()); + if (camera->mHorizontalFOV < 0.001f) { camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f); } // Now check for further subchunks if (!bIsPrj) /* fixme */ { ParseCameraChunk(); - }} - break; + } + } break; }; ASSIMP_3DS_END_CHUNK(); } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseLightChunk() -{ +void Discreet3DSImporter::ParseLightChunk() { ASSIMP_3DS_BEGIN_CHUNK(); - aiLight* light = mScene->mLights.back(); + aiLight *light = mScene->mLights.back(); // get chunk type - switch (chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_DL_SPOTLIGHT: // Now we can be sure that the light is a spot light light->mType = aiLightSource_SPOT; @@ -502,10 +472,10 @@ void Discreet3DSImporter::ParseLightChunk() light->mDirection.Normalize(); // Now the hotspot and falloff angles - in degrees - light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() ); + light->mAngleInnerCone = AI_DEG_TO_RAD(stream->GetF4()); // FIX: the falloff angle is just an offset - light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() ); + light->mAngleOuterCone = light->mAngleInnerCone + AI_DEG_TO_RAD(stream->GetF4()); break; // intensity multiplier @@ -531,18 +501,16 @@ void Discreet3DSImporter::ParseLightChunk() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseCameraChunk() -{ +void Discreet3DSImporter::ParseCameraChunk() { ASSIMP_3DS_BEGIN_CHUNK(); - aiCamera* camera = mScene->mCameras.back(); + aiCamera *camera = mScene->mCameras.back(); // get chunk type - switch (chunk.Flag) - { + switch (chunk.Flag) { // near and far clip plane case Discreet3DS::CHUNK_CAM_RANGES: camera->mClipPlaneNear = stream->GetF4(); - camera->mClipPlaneFar = stream->GetF4(); + camera->mClipPlaneFar = stream->GetF4(); break; } @@ -550,13 +518,11 @@ void Discreet3DSImporter::ParseCameraChunk() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseKeyframeChunk() -{ +void Discreet3DSImporter::ParseKeyframeChunk() { ASSIMP_3DS_BEGIN_CHUNK(); // get chunk type - switch (chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_TRACKCAMTGT: case Discreet3DS::CHUNK_TRACKSPOTL: case Discreet3DS::CHUNK_TRACKCAMERA: @@ -574,31 +540,30 @@ void Discreet3DSImporter::ParseKeyframeChunk() // ------------------------------------------------------------------------------------------------ // Little helper function for ParseHierarchyChunk -void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent) -{ +void Discreet3DSImporter::InverseNodeSearch(D3DS::Node *pcNode, D3DS::Node *pcCurrent) { if (!pcCurrent) { mRootNode->push_back(pcNode); return; } - if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) { - if(pcCurrent->mParent) { + if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) { + if (pcCurrent->mParent) { pcCurrent->mParent->push_back(pcNode); - } - else pcCurrent->push_back(pcNode); + } else + pcCurrent->push_back(pcNode); return; } - return InverseNodeSearch(pcNode,pcCurrent->mParent); + return InverseNodeSearch(pcNode, pcCurrent->mParent); } // ------------------------------------------------------------------------------------------------ // Find a node with a specific name in the import hierarchy -D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) { +D3DS::Node *FindNode(D3DS::Node *root, const std::string &name) { if (root->mName == name) { return root; } - for (std::vector::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) { + for (std::vector::iterator it = root->mChildren.begin(); it != root->mChildren.end(); ++it) { D3DS::Node *nd = FindNode(*it, name); if (nullptr != nd) { return nd; @@ -611,15 +576,13 @@ D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) { // ------------------------------------------------------------------------------------------------ // Binary predicate for std::unique() template -bool KeyUniqueCompare(const T& first, const T& second) -{ +bool KeyUniqueCompare(const T &first, const T &second) { return first.mTime == second.mTime; } // ------------------------------------------------------------------------------------------------ // Skip some additional import data. -void Discreet3DSImporter::SkipTCBInfo() -{ +void Discreet3DSImporter::SkipTCBInfo() { unsigned int flags = stream->GetI2(); if (!flags) { @@ -649,73 +612,68 @@ void Discreet3DSImporter::SkipTCBInfo() // ------------------------------------------------------------------------------------------------ // Read hierarchy and keyframe info -void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) -{ +void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) { ASSIMP_3DS_BEGIN_CHUNK(); // get chunk type - switch (chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_TRACKOBJNAME: // This is the name of the object to which the track applies. The chunk also // defines the position of this object in the hierarchy. { - // First of all: get the name of the object - unsigned int cnt = 0; - const char* sz = (const char*)stream->GetPtr(); + // First of all: get the name of the object + unsigned int cnt = 0; + const char *sz = (const char *)stream->GetPtr(); - while (stream->GetI1())++cnt; - std::string name = std::string(sz,cnt); + while (stream->GetI1()) + ++cnt; + std::string name = std::string(sz, cnt); - // Now find out whether we have this node already (target animation channels - // are stored with a separate object ID) - D3DS::Node* pcNode = FindNode(mRootNode,name); - int instanceNumber = 1; + // Now find out whether we have this node already (target animation channels + // are stored with a separate object ID) + D3DS::Node *pcNode = FindNode(mRootNode, name); + int instanceNumber = 1; - if ( pcNode) - { - // if the source is not a CHUNK_TRACKINFO block it won't be an object instance - if (parent != Discreet3DS::CHUNK_TRACKINFO) - { - mCurrentNode = pcNode; - break; + if (pcNode) { + // if the source is not a CHUNK_TRACKINFO block it won't be an object instance + if (parent != Discreet3DS::CHUNK_TRACKINFO) { + mCurrentNode = pcNode; + break; + } + pcNode->mInstanceCount++; + instanceNumber = pcNode->mInstanceCount; } - pcNode->mInstanceCount++; - instanceNumber = pcNode->mInstanceCount; - } - pcNode = new D3DS::Node(name); - pcNode->mInstanceNumber = instanceNumber; + pcNode = new D3DS::Node(name); + pcNode->mInstanceNumber = instanceNumber; - // There are two unknown values which we can safely ignore - stream->IncPtr(4); + // There are two unknown values which we can safely ignore + stream->IncPtr(4); - // Now read the hierarchy position of the object - uint16_t hierarchy = stream->GetI2() + 1; - pcNode->mHierarchyPos = hierarchy; - pcNode->mHierarchyIndex = mLastNodeIndex; + // Now read the hierarchy position of the object + uint16_t hierarchy = stream->GetI2() + 1; + pcNode->mHierarchyPos = hierarchy; + pcNode->mHierarchyIndex = mLastNodeIndex; - // And find a proper position in the graph for it - if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) { + // And find a proper position in the graph for it + if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) { - // add to the parent of the last touched node - mCurrentNode->mParent->push_back(pcNode); - mLastNodeIndex++; - } - else if(hierarchy >= mLastNodeIndex) { + // add to the parent of the last touched node + mCurrentNode->mParent->push_back(pcNode); + mLastNodeIndex++; + } else if (hierarchy >= mLastNodeIndex) { - // place it at the current position in the hierarchy - mCurrentNode->push_back(pcNode); - mLastNodeIndex = hierarchy; - } - else { - // need to go back to the specified position in the hierarchy. - InverseNodeSearch(pcNode,mCurrentNode); - mLastNodeIndex++; - } - // Make this node the current node - mCurrentNode = pcNode; + // place it at the current position in the hierarchy + mCurrentNode->push_back(pcNode); + mLastNodeIndex = hierarchy; + } else { + // need to go back to the specified position in the hierarchy. + InverseNodeSearch(pcNode, mCurrentNode); + mLastNodeIndex++; + } + // Make this node the current node + mCurrentNode = pcNode; } break; @@ -723,11 +681,12 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) // This is the "real" name of a $$$DUMMY object { - const char* sz = (const char*) stream->GetPtr(); - while (stream->GetI1()); + const char *sz = (const char *)stream->GetPtr(); + while (stream->GetI1()) + ; // If object name is DUMMY, take this one instead - if (mCurrentNode->mName == "$$$DUMMY") { + if (mCurrentNode->mName == "$$$DUMMY") { mCurrentNode->mName = std::string(sz); break; } @@ -736,8 +695,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) case Discreet3DS::CHUNK_TRACKPIVOT: - if ( Discreet3DS::CHUNK_TRACKINFO != parent) - { + if (Discreet3DS::CHUNK_TRACKINFO != parent) { ASSIMP_LOG_WARN("3DS: Skipping pivot subchunk for non usual object"); break; } @@ -748,25 +706,23 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) mCurrentNode->vPivot.z = stream->GetF4(); break; - // //////////////////////////////////////////////////////////////////// // POSITION KEYFRAME - case Discreet3DS::CHUNK_TRACKPOS: - { + case Discreet3DS::CHUNK_TRACKPOS: { stream->IncPtr(10); const unsigned int numFrames = stream->GetI4(); bool sortKeys = false; // This could also be meant as the target position for // (targeted) lights and cameras - std::vector* l; - if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) { - l = & mCurrentNode->aTargetPositionKeys; - } - else l = & mCurrentNode->aPositionKeys; + std::vector *l; + if (Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) { + l = &mCurrentNode->aTargetPositionKeys; + } else + l = &mCurrentNode->aPositionKeys; l->reserve(numFrames); - for (unsigned int i = 0; i < numFrames;++i) { + for (unsigned int i = 0; i < numFrames; ++i) { const unsigned int fidx = stream->GetI4(); // Setup a new position key @@ -787,29 +743,29 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) } // Sort all keys with ascending time values and remove duplicates? - if (sortKeys) { - std::stable_sort(l->begin(),l->end()); - l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); - }} + if (sortKeys) { + std::stable_sort(l->begin(), l->end()); + l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare), l->end()); + } + } - break; + break; // //////////////////////////////////////////////////////////////////// // CAMERA ROLL KEYFRAME - case Discreet3DS::CHUNK_TRACKROLL: - { + case Discreet3DS::CHUNK_TRACKROLL: { // roll keys are accepted for cameras only - if (parent != Discreet3DS::CHUNK_TRACKCAMERA) { + if (parent != Discreet3DS::CHUNK_TRACKCAMERA) { ASSIMP_LOG_WARN("3DS: Ignoring roll track for non-camera object"); break; } bool sortKeys = false; - std::vector* l = &mCurrentNode->aCameraRollKeys; + std::vector *l = &mCurrentNode->aCameraRollKeys; stream->IncPtr(10); const unsigned int numFrames = stream->GetI4(); l->reserve(numFrames); - for (unsigned int i = 0; i < numFrames;++i) { + for (unsigned int i = 0; i < numFrames; ++i) { const unsigned int fidx = stream->GetI4(); // Setup a new position key @@ -829,35 +785,30 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) } // Sort all keys with ascending time values and remove duplicates? - if (sortKeys) { - std::stable_sort(l->begin(),l->end()); - l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); - }} - break; - + if (sortKeys) { + std::stable_sort(l->begin(), l->end()); + l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare), l->end()); + } + } break; // //////////////////////////////////////////////////////////////////// // CAMERA FOV KEYFRAME - case Discreet3DS::CHUNK_TRACKFOV: - { - ASSIMP_LOG_ERROR("3DS: Skipping FOV animation track. " - "This is not supported"); - } - break; - + case Discreet3DS::CHUNK_TRACKFOV: { + ASSIMP_LOG_ERROR("3DS: Skipping FOV animation track. " + "This is not supported"); + } break; // //////////////////////////////////////////////////////////////////// // ROTATION KEYFRAME - case Discreet3DS::CHUNK_TRACKROTATE: - { + case Discreet3DS::CHUNK_TRACKROTATE: { stream->IncPtr(10); const unsigned int numFrames = stream->GetI4(); bool sortKeys = false; - std::vector* l = &mCurrentNode->aRotationKeys; + std::vector *l = &mCurrentNode->aRotationKeys; l->reserve(numFrames); - for (unsigned int i = 0; i < numFrames;++i) { + for (unsigned int i = 0; i < numFrames; ++i) { const unsigned int fidx = stream->GetI4(); SkipTCBInfo(); @@ -875,7 +826,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) axis.y = 1.f; // Construct a rotation quaternion from the axis-angle pair - v.mValue = aiQuaternion(axis,rad); + v.mValue = aiQuaternion(axis, rad); // Check whether we'll need to sort the keys if (!l->empty() && v.mTime <= l->back().mTime) @@ -885,25 +836,24 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) l->push_back(v); } // Sort all keys with ascending time values and remove duplicates? - if (sortKeys) { - std::stable_sort(l->begin(),l->end()); - l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); - }} - break; + if (sortKeys) { + std::stable_sort(l->begin(), l->end()); + l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare), l->end()); + } + } break; // //////////////////////////////////////////////////////////////////// // SCALING KEYFRAME - case Discreet3DS::CHUNK_TRACKSCALE: - { + case Discreet3DS::CHUNK_TRACKSCALE: { stream->IncPtr(10); const unsigned int numFrames = stream->GetI2(); stream->IncPtr(2); bool sortKeys = false; - std::vector* l = &mCurrentNode->aScalingKeys; + std::vector *l = &mCurrentNode->aScalingKeys; l->reserve(numFrames); - for (unsigned int i = 0; i < numFrames;++i) { + for (unsigned int i = 0; i < numFrames; ++i) { const unsigned int fidx = stream->GetI4(); SkipTCBInfo(); @@ -928,11 +878,11 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) l->push_back(v); } // Sort all keys with ascending time values and remove duplicates? - if (sortKeys) { - std::stable_sort(l->begin(),l->end()); - l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); - }} - break; + if (sortKeys) { + std::stable_sort(l->begin(), l->end()); + l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare), l->end()); + } + } break; }; ASSIMP_3DS_END_CHUNK(); @@ -940,92 +890,85 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) // ------------------------------------------------------------------------------------------------ // Read a face chunk - it contains smoothing groups and material assignments -void Discreet3DSImporter::ParseFaceChunk() -{ +void Discreet3DSImporter::ParseFaceChunk() { ASSIMP_3DS_BEGIN_CHUNK(); // Get the mesh we're currently working on - D3DS::Mesh& mMesh = mScene->mMeshes.back(); + D3DS::Mesh &mMesh = mScene->mMeshes.back(); // Get chunk type - switch (chunk.Flag) - { - case Discreet3DS::CHUNK_SMOOLIST: - { + switch (chunk.Flag) { + case Discreet3DS::CHUNK_SMOOLIST: { // This is the list of smoothing groups - a bitfield for every face. // Up to 32 smoothing groups assigned to a single face. - unsigned int num = chunkSize/4, m = 0; - if (num > mMesh.mFaces.size()) { + unsigned int num = chunkSize / 4, m = 0; + if (num > mMesh.mFaces.size()) { throw DeadlyImportError("3DS: More smoothing groups than faces"); } - for (std::vector::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) { + for (std::vector::iterator i = mMesh.mFaces.begin(); m != num; ++i, ++m) { // nth bit is set for nth smoothing group (*i).iSmoothGroup = stream->GetI4(); - }} - break; + } + } break; - case Discreet3DS::CHUNK_FACEMAT: - { + case Discreet3DS::CHUNK_FACEMAT: { // at fist an asciiz with the material name - const char* sz = (const char*)stream->GetPtr(); - while (stream->GetI1()); + const char *sz = (const char *)stream->GetPtr(); + while (stream->GetI1()) + ; // find the index of the material unsigned int idx = 0xcdcdcdcd, cnt = 0; - for (std::vector::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) { + for (std::vector::const_iterator i = mScene->mMaterials.begin(); i != mScene->mMaterials.end(); ++i, ++cnt) { // use case independent comparisons. hopefully it will work. if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) { idx = cnt; break; } } - if (0xcdcdcdcd == idx) { - ASSIMP_LOG_ERROR_F( "3DS: Unknown material: ", sz); + if (0xcdcdcdcd == idx) { + ASSIMP_LOG_ERROR_F("3DS: Unknown material: ", sz); } // Now continue and read all material indices cnt = (uint16_t)stream->GetI2(); - for (unsigned int i = 0; i < cnt;++i) { + for (unsigned int i = 0; i < cnt; ++i) { unsigned int fidx = (uint16_t)stream->GetI2(); // check range - if (fidx >= mMesh.mFaceMaterials.size()) { + if (fidx >= mMesh.mFaceMaterials.size()) { ASSIMP_LOG_ERROR("3DS: Invalid face index in face material list"); - } - else mMesh.mFaceMaterials[fidx] = idx; - }} - break; + } else + mMesh.mFaceMaterials[fidx] = idx; + } + } break; }; ASSIMP_3DS_END_CHUNK(); } // ------------------------------------------------------------------------------------------------ // Read a mesh chunk. Here's the actual mesh data -void Discreet3DSImporter::ParseMeshChunk() -{ +void Discreet3DSImporter::ParseMeshChunk() { ASSIMP_3DS_BEGIN_CHUNK(); // Get the mesh we're currently working on - D3DS::Mesh& mMesh = mScene->mMeshes.back(); + D3DS::Mesh &mMesh = mScene->mMeshes.back(); // get chunk type - switch (chunk.Flag) - { - case Discreet3DS::CHUNK_VERTLIST: - { + switch (chunk.Flag) { + case Discreet3DS::CHUNK_VERTLIST: { // This is the list of all vertices in the current mesh int num = (int)(uint16_t)stream->GetI2(); mMesh.mPositions.reserve(num); - while (num-- > 0) { + while (num-- > 0) { aiVector3D v; v.x = stream->GetF4(); v.y = stream->GetF4(); v.z = stream->GetF4(); mMesh.mPositions.push_back(v); - }} - break; - case Discreet3DS::CHUNK_TRMATRIX: - { + } + } break; + case Discreet3DS::CHUNK_TRMATRIX: { // This is the RLEATIVE transformation matrix of the current mesh. Vertices are // pretransformed by this matrix wonder. mMesh.mMat.a1 = stream->GetF4(); @@ -1040,31 +983,28 @@ void Discreet3DSImporter::ParseMeshChunk() mMesh.mMat.a4 = stream->GetF4(); mMesh.mMat.b4 = stream->GetF4(); mMesh.mMat.c4 = stream->GetF4(); - } - break; + } break; - case Discreet3DS::CHUNK_MAPLIST: - { + case Discreet3DS::CHUNK_MAPLIST: { // This is the list of all UV coords in the current mesh int num = (int)(uint16_t)stream->GetI2(); mMesh.mTexCoords.reserve(num); - while (num-- > 0) { + while (num-- > 0) { aiVector3D v; v.x = stream->GetF4(); v.y = stream->GetF4(); mMesh.mTexCoords.push_back(v); - }} - break; + } + } break; - case Discreet3DS::CHUNK_FACELIST: - { + case Discreet3DS::CHUNK_FACELIST: { // This is the list of all faces in the current mesh int num = (int)(uint16_t)stream->GetI2(); mMesh.mFaces.reserve(num); - while (num-- > 0) { + while (num-- > 0) { // 3DS faces are ALWAYS triangles mMesh.mFaces.push_back(D3DS::Face()); - D3DS::Face& sFace = mMesh.mFaces.back(); + D3DS::Face &sFace = mMesh.mFaces.back(); sFace.mIndices[0] = (uint16_t)stream->GetI2(); sFace.mIndices[1] = (uint16_t)stream->GetI2(); @@ -1075,103 +1015,93 @@ void Discreet3DSImporter::ParseMeshChunk() // Resize the material array (0xcdcdcdcd marks the default material; so if a face is // not referenced by a material, $$DEFAULT will be assigned to it) - mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd); + mMesh.mFaceMaterials.resize(mMesh.mFaces.size(), 0xcdcdcdcd); // Larger 3DS files could have multiple FACE chunks here chunkSize = (int)stream->GetRemainingSizeToLimit(); - if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) ) + if (chunkSize > (int)sizeof(Discreet3DS::Chunk)) ParseFaceChunk(); - } - break; + } break; }; ASSIMP_3DS_END_CHUNK(); } // ------------------------------------------------------------------------------------------------ // Read a 3DS material chunk -void Discreet3DSImporter::ParseMaterialChunk() -{ +void Discreet3DSImporter::ParseMaterialChunk() { ASSIMP_3DS_BEGIN_CHUNK(); - switch (chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_MAT_MATNAME: - { + { // The material name string is already zero-terminated, but we need to be sure ... - const char* sz = (const char*)stream->GetPtr(); + const char *sz = (const char *)stream->GetPtr(); unsigned int cnt = 0; while (stream->GetI1()) ++cnt; - if (!cnt) { + if (!cnt) { // This may not be, we use the default name instead ASSIMP_LOG_ERROR("3DS: Empty material name"); - } - else mScene->mMaterials.back().mName = std::string(sz,cnt); - } - break; + } else + mScene->mMaterials.back().mName = std::string(sz, cnt); + } break; - case Discreet3DS::CHUNK_MAT_DIFFUSE: - { + case Discreet3DS::CHUNK_MAT_DIFFUSE: { // This is the diffuse material color - aiColor3D* pc = &mScene->mMaterials.back().mDiffuse; + aiColor3D *pc = &mScene->mMaterials.back().mDiffuse; ParseColorChunk(pc); if (is_qnan(pc->r)) { // color chunk is invalid. Simply ignore it ASSIMP_LOG_ERROR("3DS: Unable to read DIFFUSE chunk"); pc->r = pc->g = pc->b = 1.0f; - }} - break; + } + } break; - case Discreet3DS::CHUNK_MAT_SPECULAR: - { + case Discreet3DS::CHUNK_MAT_SPECULAR: { // This is the specular material color - aiColor3D* pc = &mScene->mMaterials.back().mSpecular; + aiColor3D *pc = &mScene->mMaterials.back().mSpecular; ParseColorChunk(pc); if (is_qnan(pc->r)) { // color chunk is invalid. Simply ignore it ASSIMP_LOG_ERROR("3DS: Unable to read SPECULAR chunk"); pc->r = pc->g = pc->b = 1.0f; - }} - break; + } + } break; - case Discreet3DS::CHUNK_MAT_AMBIENT: - { + case Discreet3DS::CHUNK_MAT_AMBIENT: { // This is the ambient material color - aiColor3D* pc = &mScene->mMaterials.back().mAmbient; + aiColor3D *pc = &mScene->mMaterials.back().mAmbient; ParseColorChunk(pc); if (is_qnan(pc->r)) { // color chunk is invalid. Simply ignore it ASSIMP_LOG_ERROR("3DS: Unable to read AMBIENT chunk"); pc->r = pc->g = pc->b = 0.0f; - }} - break; + } + } break; - case Discreet3DS::CHUNK_MAT_SELF_ILLUM: - { + case Discreet3DS::CHUNK_MAT_SELF_ILLUM: { // This is the emissive material color - aiColor3D* pc = &mScene->mMaterials.back().mEmissive; + aiColor3D *pc = &mScene->mMaterials.back().mEmissive; ParseColorChunk(pc); if (is_qnan(pc->r)) { // color chunk is invalid. Simply ignore it ASSIMP_LOG_ERROR("3DS: Unable to read EMISSIVE chunk"); pc->r = pc->g = pc->b = 0.0f; - }} - break; - - case Discreet3DS::CHUNK_MAT_TRANSPARENCY: - { - // This is the material's transparency - ai_real* pcf = &mScene->mMaterials.back().mTransparency; - *pcf = ParsePercentageChunk(); - - // NOTE: transparency, not opacity - if (is_qnan(*pcf)) - *pcf = ai_real( 1.0 ); - else - *pcf = ai_real( 1.0 ) - *pcf * (ai_real)0xFFFF / ai_real( 100.0 ); } - break; + } break; + + case Discreet3DS::CHUNK_MAT_TRANSPARENCY: { + // This is the material's transparency + ai_real *pcf = &mScene->mMaterials.back().mTransparency; + *pcf = ParsePercentageChunk(); + + // NOTE: transparency, not opacity + if (is_qnan(*pcf)) + *pcf = ai_real(1.0); + else + *pcf = ai_real(1.0) - *pcf * (ai_real)0xFFFF / ai_real(100.0); + } break; case Discreet3DS::CHUNK_MAT_SHADING: // This is the material shading mode @@ -1183,37 +1113,32 @@ void Discreet3DSImporter::ParseMaterialChunk() mScene->mMaterials.back().mTwoSided = true; break; - case Discreet3DS::CHUNK_MAT_SHININESS: - { // This is the shininess of the material - ai_real* pcf = &mScene->mMaterials.back().mSpecularExponent; + case Discreet3DS::CHUNK_MAT_SHININESS: { // This is the shininess of the material + ai_real *pcf = &mScene->mMaterials.back().mSpecularExponent; *pcf = ParsePercentageChunk(); if (is_qnan(*pcf)) *pcf = 0.0; - else *pcf *= (ai_real)0xFFFF; - } - break; + else + *pcf *= (ai_real)0xFFFF; + } break; - case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT: - { // This is the shininess strength of the material - ai_real* pcf = &mScene->mMaterials.back().mShininessStrength; - *pcf = ParsePercentageChunk(); - if (is_qnan(*pcf)) - *pcf = ai_real( 0.0 ); - else - *pcf *= (ai_real)0xffff / ai_real( 100.0 ); - } - break; + case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT: { // This is the shininess strength of the material + ai_real *pcf = &mScene->mMaterials.back().mShininessStrength; + *pcf = ParsePercentageChunk(); + if (is_qnan(*pcf)) + *pcf = ai_real(0.0); + else + *pcf *= (ai_real)0xffff / ai_real(100.0); + } break; - case Discreet3DS::CHUNK_MAT_SELF_ILPCT: - { // This is the self illumination strength of the material - ai_real f = ParsePercentageChunk(); - if (is_qnan(f)) - f = ai_real( 0.0 ); - else - f *= (ai_real)0xFFFF / ai_real( 100.0 ); - mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f); - } - break; + case Discreet3DS::CHUNK_MAT_SELF_ILPCT: { // This is the self illumination strength of the material + ai_real f = ParsePercentageChunk(); + if (is_qnan(f)) + f = ai_real(0.0); + else + f *= (ai_real)0xFFFF / ai_real(100.0); + mScene->mMaterials.back().mEmissive = aiColor3D(f, f, f); + } break; // Parse texture chunks case Discreet3DS::CHUNK_MAT_TEXTURE: @@ -1249,28 +1174,23 @@ void Discreet3DSImporter::ParseMaterialChunk() } // ------------------------------------------------------------------------------------------------ -void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) -{ +void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture *pcOut) { ASSIMP_3DS_BEGIN_CHUNK(); // get chunk type - switch (chunk.Flag) - { - case Discreet3DS::CHUNK_MAPFILE: - { + switch (chunk.Flag) { + case Discreet3DS::CHUNK_MAPFILE: { // The material name string is already zero-terminated, but we need to be sure ... - const char* sz = (const char*)stream->GetPtr(); + const char *sz = (const char *)stream->GetPtr(); unsigned int cnt = 0; while (stream->GetI1()) ++cnt; - pcOut->mMapName = std::string(sz,cnt); - } - break; - + pcOut->mMapName = std::string(sz, cnt); + } break; case Discreet3DS::CHUNK_PERCENTD: // Manually parse the blend factor - pcOut->mTextureBlend = ai_real( stream->GetF8() ); + pcOut->mTextureBlend = ai_real(stream->GetF8()); break; case Discreet3DS::CHUNK_PERCENTF: @@ -1280,14 +1200,13 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) case Discreet3DS::CHUNK_PERCENTW: // Manually parse the blend factor - pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real( 100.0 ); + pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real(100.0); break; case Discreet3DS::CHUNK_MAT_MAP_USCALE: // Texture coordinate scaling in the U direction pcOut->mScaleU = stream->GetF4(); - if (0.0f == pcOut->mScaleU) - { + if (0.0f == pcOut->mScaleU) { ASSIMP_LOG_WARN("Texture coordinate scaling in the x direction is zero. Assuming 1."); pcOut->mScaleU = 1.0f; } @@ -1295,8 +1214,7 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) case Discreet3DS::CHUNK_MAT_MAP_VSCALE: // Texture coordinate scaling in the V direction pcOut->mScaleV = stream->GetF4(); - if (0.0f == pcOut->mScaleV) - { + if (0.0f == pcOut->mScaleV) { ASSIMP_LOG_WARN("Texture coordinate scaling in the y direction is zero. Assuming 1."); pcOut->mScaleV = 1.0f; } @@ -1314,11 +1232,10 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) case Discreet3DS::CHUNK_MAT_MAP_ANG: // Texture coordinate rotation, CCW in DEGREES - pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() ); + pcOut->mRotation = -AI_DEG_TO_RAD(stream->GetF4()); break; - case Discreet3DS::CHUNK_MAT_MAP_TILING: - { + case Discreet3DS::CHUNK_MAT_MAP_TILING: { const uint16_t iFlags = stream->GetI2(); // Get the mapping mode (for both axes) @@ -1329,9 +1246,9 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) pcOut->mMapMode = aiTextureMapMode_Decal; // wrapping in all remaining cases - else pcOut->mMapMode = aiTextureMapMode_Wrap; - } - break; + else + pcOut->mMapMode = aiTextureMapMode_Wrap; + } break; }; ASSIMP_3DS_END_CHUNK(); @@ -1354,13 +1271,12 @@ ai_real Discreet3DSImporter::ParsePercentageChunk() { // ------------------------------------------------------------------------------------------------ // Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color -void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent ) -{ - ai_assert(out != NULL); +void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) { + ai_assert(out != nullptr); // error return value const ai_real qnan = get_qnan(); - static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan); + static const aiColor3D clrError = aiColor3D(qnan, qnan, qnan); Discreet3DS::Chunk chunk; ReadChunk(&chunk); @@ -1369,13 +1285,12 @@ void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent ) bool bGamma = false; // Get the type of the chunk - switch(chunk.Flag) - { + switch (chunk.Flag) { case Discreet3DS::CHUNK_LINRGBF: bGamma = true; case Discreet3DS::CHUNK_RGBF: - if (sizeof(float) * 3 > diff) { + if (sizeof(float) * 3 > diff) { *out = clrError; return; } @@ -1386,18 +1301,16 @@ void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent ) case Discreet3DS::CHUNK_LINRGBB: bGamma = true; - case Discreet3DS::CHUNK_RGBB: - { - if ( sizeof( char ) * 3 > diff ) { - *out = clrError; - return; - } - const ai_real invVal = ai_real( 1.0 ) / ai_real( 255.0 ); - out->r = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal; - out->g = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal; - out->b = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal; + case Discreet3DS::CHUNK_RGBB: { + if (sizeof(char) * 3 > diff) { + *out = clrError; + return; } - break; + const ai_real invVal = ai_real(1.0) / ai_real(255.0); + out->r = (ai_real)(uint8_t)stream->GetI1() * invVal; + out->g = (ai_real)(uint8_t)stream->GetI1() * invVal; + out->b = (ai_real)(uint8_t)stream->GetI1() * invVal; + } break; // Percentage chunks are accepted, too. case Discreet3DS::CHUNK_PERCENTF: @@ -1410,7 +1323,7 @@ void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent ) case Discreet3DS::CHUNK_PERCENTW: if (acceptPercent && 1 <= diff) { - out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real( 255.0 ); + out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real(255.0); break; } *out = clrError; @@ -1419,7 +1332,7 @@ void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent ) default: stream->IncPtr(diff); // Skip unknown chunks, hope this won't cause any problems. - return ParseColorChunk(out,acceptPercent); + return ParseColorChunk(out, acceptPercent); }; (void)bGamma; } diff --git a/code/3DS/3DSLoader.h b/code/AssetLib/3DS/3DSLoader.h similarity index 100% rename from code/3DS/3DSLoader.h rename to code/AssetLib/3DS/3DSLoader.h diff --git a/code/3MF/3MFXmlTags.h b/code/AssetLib/3MF/3MFXmlTags.h similarity index 100% rename from code/3MF/3MFXmlTags.h rename to code/AssetLib/3MF/3MFXmlTags.h diff --git a/code/3MF/D3MFExporter.cpp b/code/AssetLib/3MF/D3MFExporter.cpp similarity index 55% rename from code/3MF/D3MFExporter.cpp rename to code/AssetLib/3MF/D3MFExporter.cpp index 83036b236..5b85d275b 100644 --- a/code/3MF/D3MFExporter.cpp +++ b/code/AssetLib/3MF/D3MFExporter.cpp @@ -44,81 +44,74 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "D3MFExporter.h" -#include -#include -#include -#include -#include -#include #include +#include +#include +#include +#include +#include +#include #include "3MFXmlTags.h" #include "D3MFOpcPackage.h" #ifdef ASSIMP_USE_HUNTER -# include +#include #else -# include +#include #endif namespace Assimp { -void ExportScene3MF( const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/ ) { - if ( nullptr == pIOSystem ) { - throw DeadlyExportError( "Could not export 3MP archive: " + std::string( pFile ) ); +void ExportScene3MF(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) { + if (nullptr == pIOSystem) { + throw DeadlyExportError("Could not export 3MP archive: " + std::string(pFile)); } - D3MF::D3MFExporter myExporter( pFile, pScene ); - if ( myExporter.validate() ) { - if ( pIOSystem->Exists( pFile ) ) { - if ( !pIOSystem->DeleteFile( pFile ) ) { - throw DeadlyExportError( "File exists, cannot override : " + std::string( pFile ) ); + D3MF::D3MFExporter myExporter(pFile, pScene); + if (myExporter.validate()) { + if (pIOSystem->Exists(pFile)) { + if (!pIOSystem->DeleteFile(pFile)) { + throw DeadlyExportError("File exists, cannot override : " + std::string(pFile)); } } bool ok = myExporter.exportArchive(pFile); - if ( !ok ) { - throw DeadlyExportError( "Could not export 3MP archive: " + std::string( pFile ) ); + if (!ok) { + throw DeadlyExportError("Could not export 3MP archive: " + std::string(pFile)); } } } namespace D3MF { -D3MFExporter::D3MFExporter( const char* pFile, const aiScene* pScene ) -: mArchiveName( pFile ) -, m_zipArchive( nullptr ) -, mScene( pScene ) -, mModelOutput() -, mRelOutput() -, mContentOutput() -, mBuildItems() -, mRelations() { +D3MFExporter::D3MFExporter(const char *pFile, const aiScene *pScene) : + mArchiveName(pFile), m_zipArchive(nullptr), mScene(pScene), mModelOutput(), mRelOutput(), mContentOutput(), mBuildItems(), mRelations() { // empty } D3MFExporter::~D3MFExporter() { - for ( size_t i = 0; i < mRelations.size(); ++i ) { - delete mRelations[ i ]; + for (size_t i = 0; i < mRelations.size(); ++i) { + delete mRelations[i]; } mRelations.clear(); } bool D3MFExporter::validate() { - if ( mArchiveName.empty() ) { + if (mArchiveName.empty()) { return false; } - if ( nullptr == mScene ) { + if (nullptr == mScene) { return false; } return true; } -bool D3MFExporter::exportArchive( const char *file ) { - bool ok( true ); +bool D3MFExporter::exportArchive(const char *file) { + bool ok(true); - m_zipArchive = zip_open( file, ZIP_DEFAULT_COMPRESSION_LEVEL, 'w' ); - if ( nullptr == m_zipArchive ) { + m_zipArchive = zip_open(file, ZIP_DEFAULT_COMPRESSION_LEVEL, 'w'); + if (nullptr == m_zipArchive) { return false; } @@ -126,7 +119,7 @@ bool D3MFExporter::exportArchive( const char *file ) { ok |= export3DModel(); ok |= exportRelations(); - zip_close( m_zipArchive ); + zip_close(m_zipArchive); m_zipArchive = nullptr; return ok; @@ -145,7 +138,7 @@ bool D3MFExporter::exportContentTypes() { mContentOutput << std::endl; mContentOutput << ""; mContentOutput << std::endl; - exportContentTyp( XmlTag::CONTENT_TYPES_ARCHIVE ); + exportContentTyp(XmlTag::CONTENT_TYPES_ARCHIVE); return true; } @@ -157,20 +150,20 @@ bool D3MFExporter::exportRelations() { mRelOutput << std::endl; mRelOutput << ""; - for ( size_t i = 0; i < mRelations.size(); ++i ) { - if ( mRelations[ i ]->target[ 0 ] == '/' ) { - mRelOutput << "target << "\" "; + for (size_t i = 0; i < mRelations.size(); ++i) { + if (mRelations[i]->target[0] == '/') { + mRelOutput << "target << "\" "; } else { - mRelOutput << "target << "\" "; + mRelOutput << "target << "\" "; } mRelOutput << "Id=\"" << mRelations[i]->id << "\" "; - mRelOutput << "Type=\"" << mRelations[ i ]->type << "\" />"; + mRelOutput << "Type=\"" << mRelations[i]->type << "\" />"; mRelOutput << std::endl; } mRelOutput << ""; mRelOutput << std::endl; - writeRelInfoToFile( "_rels", ".rels" ); + writeRelInfoToFile("_rels", ".rels"); mRelOutput.flush(); return true; @@ -181,8 +174,8 @@ bool D3MFExporter::export3DModel() { writeHeader(); mModelOutput << "<" << XmlTag::model << " " << XmlTag::model_unit << "=\"millimeter\"" - << " xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">" - << std::endl; + << " xmlns=\"http://schemas.microsoft.com/3dmanufacturing/core/2015/02\">" + << std::endl; mModelOutput << "<" << XmlTag::resources << ">"; mModelOutput << std::endl; @@ -192,7 +185,6 @@ bool D3MFExporter::export3DModel() { writeObjects(); - mModelOutput << ""; mModelOutput << std::endl; writeBuild(); @@ -203,9 +195,9 @@ bool D3MFExporter::export3DModel() { info->id = "rel0"; info->target = "/3D/3DModel.model"; info->type = XmlTag::PACKAGE_START_PART_RELATIONSHIP_TYPE; - mRelations.push_back( info ); + mRelations.push_back(info); - writeModelToArchive( "3D", "3DModel.model" ); + writeModelToArchive("3D", "3DModel.model"); mModelOutput.flush(); return true; @@ -217,22 +209,22 @@ void D3MFExporter::writeHeader() { } void D3MFExporter::writeMetaData() { - if ( nullptr == mScene->mMetaData ) { + if (nullptr == mScene->mMetaData) { return; } - const unsigned int numMetaEntries( mScene->mMetaData->mNumProperties ); - if ( 0 == numMetaEntries ) { + const unsigned int numMetaEntries(mScene->mMetaData->mNumProperties); + if (0 == numMetaEntries) { return; } - const aiString *key = nullptr; + const aiString *key = nullptr; const aiMetadataEntry *entry(nullptr); - for ( size_t i = 0; i < numMetaEntries; ++i ) { - mScene->mMetaData->Get( i, key, entry ); - std::string k( key->C_Str() ); + for (size_t i = 0; i < numMetaEntries; ++i) { + mScene->mMetaData->Get(i, key, entry); + std::string k(key->C_Str()); aiString value; - mScene->mMetaData->Get( k, value ); + mScene->mMetaData->Get(k, value); mModelOutput << "<" << XmlTag::meta << " " << XmlTag::meta_name << "=\"" << key->C_Str() << "\">"; mModelOutput << value.C_Str(); mModelOutput << "" << std::endl; @@ -241,115 +233,114 @@ void D3MFExporter::writeMetaData() { void D3MFExporter::writeBaseMaterials() { mModelOutput << "\n"; - std::string strName, hexDiffuseColor , tmp; - for ( size_t i = 0; i < mScene->mNumMaterials; ++i ) { - aiMaterial *mat = mScene->mMaterials[ i ]; + std::string strName, hexDiffuseColor, tmp; + for (size_t i = 0; i < mScene->mNumMaterials; ++i) { + aiMaterial *mat = mScene->mMaterials[i]; aiString name; - if ( mat->Get( AI_MATKEY_NAME, name ) != aiReturn_SUCCESS ) { - strName = "basemat_" + to_string( i ); + if (mat->Get(AI_MATKEY_NAME, name) != aiReturn_SUCCESS) { + strName = "basemat_" + to_string(i); } else { strName = name.C_Str(); } aiColor4D color; - if ( mat->Get( AI_MATKEY_COLOR_DIFFUSE, color ) == aiReturn_SUCCESS ) { + if (mat->Get(AI_MATKEY_COLOR_DIFFUSE, color) == aiReturn_SUCCESS) { hexDiffuseColor.clear(); tmp.clear(); // rgbs % - if(color.r <= 1 && color.g <= 1 && color.b <= 1 && color.a <= 1){ - - hexDiffuseColor = Rgba2Hex( - (int)((ai_real)color.r)*255, - (int)((ai_real)color.g)*255, - (int)((ai_real)color.b)*255, - (int)((ai_real)color.a)*255, - true - ); - - }else{ - hexDiffuseColor = "#"; - tmp = DecimalToHexa( (ai_real) color.r ); - hexDiffuseColor += tmp; - tmp = DecimalToHexa((ai_real)color.g); - hexDiffuseColor += tmp; - tmp = DecimalToHexa((ai_real)color.b); - hexDiffuseColor += tmp; - tmp = DecimalToHexa((ai_real)color.a); - hexDiffuseColor += tmp; - } + if (color.r <= 1 && color.g <= 1 && color.b <= 1 && color.a <= 1) { + + hexDiffuseColor = Rgba2Hex( + (int)((ai_real)color.r) * 255, + (int)((ai_real)color.g) * 255, + (int)((ai_real)color.b) * 255, + (int)((ai_real)color.a) * 255, + true); + + } else { + hexDiffuseColor = "#"; + tmp = DecimalToHexa((ai_real)color.r); + hexDiffuseColor += tmp; + tmp = DecimalToHexa((ai_real)color.g); + hexDiffuseColor += tmp; + tmp = DecimalToHexa((ai_real)color.b); + hexDiffuseColor += tmp; + tmp = DecimalToHexa((ai_real)color.a); + hexDiffuseColor += tmp; + } } else { hexDiffuseColor = "#FFFFFFFF"; } - mModelOutput << "\n"; + mModelOutput << "\n"; } mModelOutput << "\n"; } void D3MFExporter::writeObjects() { - if ( nullptr == mScene->mRootNode ) { + if (nullptr == mScene->mRootNode) { return; } aiNode *root = mScene->mRootNode; - for ( unsigned int i = 0; i < root->mNumChildren; ++i ) { - aiNode *currentNode( root->mChildren[ i ] ); - if ( nullptr == currentNode ) { + for (unsigned int i = 0; i < root->mNumChildren; ++i) { + aiNode *currentNode(root->mChildren[i]); + if (nullptr == currentNode) { continue; } mModelOutput << "<" << XmlTag::object << " id=\"" << i + 2 << "\" type=\"model\">"; mModelOutput << std::endl; - for ( unsigned int j = 0; j < currentNode->mNumMeshes; ++j ) { - aiMesh *currentMesh = mScene->mMeshes[ currentNode->mMeshes[ j ] ]; - if ( nullptr == currentMesh ) { + for (unsigned int j = 0; j < currentNode->mNumMeshes; ++j) { + aiMesh *currentMesh = mScene->mMeshes[currentNode->mMeshes[j]]; + if (nullptr == currentMesh) { continue; } - writeMesh( currentMesh ); + writeMesh(currentMesh); } - mBuildItems.push_back( i ); + mBuildItems.push_back(i); mModelOutput << ""; mModelOutput << std::endl; } } -void D3MFExporter::writeMesh( aiMesh *mesh ) { - if ( nullptr == mesh ) { +void D3MFExporter::writeMesh(aiMesh *mesh) { + if (nullptr == mesh) { return; } mModelOutput << "<" << XmlTag::mesh << ">" << std::endl; mModelOutput << "<" << XmlTag::vertices << ">" << std::endl; - for ( unsigned int i = 0; i < mesh->mNumVertices; ++i ) { - writeVertex( mesh->mVertices[ i ] ); + for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { + writeVertex(mesh->mVertices[i]); } mModelOutput << "" << std::endl; - const unsigned int matIdx( mesh->mMaterialIndex ); + const unsigned int matIdx(mesh->mMaterialIndex); - writeFaces( mesh, matIdx ); + writeFaces(mesh, matIdx); mModelOutput << "" << std::endl; } -void D3MFExporter::writeVertex( const aiVector3D &pos ) { +void D3MFExporter::writeVertex(const aiVector3D &pos) { mModelOutput << "<" << XmlTag::vertex << " x=\"" << pos.x << "\" y=\"" << pos.y << "\" z=\"" << pos.z << "\" />"; mModelOutput << std::endl; } -void D3MFExporter::writeFaces( aiMesh *mesh, unsigned int matIdx ) { - if ( nullptr == mesh ) { +void D3MFExporter::writeFaces(aiMesh *mesh, unsigned int matIdx) { + if (nullptr == mesh) { return; } - if ( !mesh->HasFaces() ) { + if (!mesh->HasFaces()) { return; } mModelOutput << "<" << XmlTag::triangles << ">" << std::endl; - for ( unsigned int i = 0; i < mesh->mNumFaces; ++i ) { - aiFace ¤tFace = mesh->mFaces[ i ]; - mModelOutput << "<" << XmlTag::triangle << " v1=\"" << currentFace.mIndices[ 0 ] << "\" v2=\"" - << currentFace.mIndices[ 1 ] << "\" v3=\"" << currentFace.mIndices[ 2 ] - << "\" pid=\"1\" p1=\""+to_string(matIdx)+"\" />"; + for (unsigned int i = 0; i < mesh->mNumFaces; ++i) { + aiFace ¤tFace = mesh->mFaces[i]; + mModelOutput << "<" << XmlTag::triangle << " v1=\"" << currentFace.mIndices[0] << "\" v2=\"" + << currentFace.mIndices[1] << "\" v3=\"" << currentFace.mIndices[2] + << "\" pid=\"1\" p1=\"" + to_string(matIdx) + "\" />"; mModelOutput << std::endl; } mModelOutput << ""; @@ -359,7 +350,7 @@ void D3MFExporter::writeFaces( aiMesh *mesh, unsigned int matIdx ) { void D3MFExporter::writeBuild() { mModelOutput << "<" << XmlTag::build << ">" << std::endl; - for ( size_t i = 0; i < mBuildItems.size(); ++i ) { + for (size_t i = 0; i < mBuildItems.size(); ++i) { mModelOutput << "<" << XmlTag::item << " objectid=\"" << i + 2 << "\"/>"; mModelOutput << std::endl; } @@ -367,46 +358,45 @@ void D3MFExporter::writeBuild() { mModelOutput << std::endl; } -void D3MFExporter::exportContentTyp( const std::string &filename ) { - if ( nullptr == m_zipArchive ) { - throw DeadlyExportError( "3MF-Export: Zip archive not valid, nullptr." ); +void D3MFExporter::exportContentTyp(const std::string &filename) { + if (nullptr == m_zipArchive) { + throw DeadlyExportError("3MF-Export: Zip archive not valid, nullptr."); } const std::string entry = filename; - zip_entry_open( m_zipArchive, entry.c_str() ); + zip_entry_open(m_zipArchive, entry.c_str()); - const std::string &exportTxt( mContentOutput.str() ); - zip_entry_write( m_zipArchive, exportTxt.c_str(), exportTxt.size() ); + const std::string &exportTxt(mContentOutput.str()); + zip_entry_write(m_zipArchive, exportTxt.c_str(), exportTxt.size()); - zip_entry_close( m_zipArchive ); + zip_entry_close(m_zipArchive); } -void D3MFExporter::writeModelToArchive( const std::string &folder, const std::string &modelName ) { - if ( nullptr == m_zipArchive ) { - throw DeadlyExportError( "3MF-Export: Zip archive not valid, nullptr." ); +void D3MFExporter::writeModelToArchive(const std::string &folder, const std::string &modelName) { + if (nullptr == m_zipArchive) { + throw DeadlyExportError("3MF-Export: Zip archive not valid, nullptr."); } const std::string entry = folder + "/" + modelName; - zip_entry_open( m_zipArchive, entry.c_str() ); + zip_entry_open(m_zipArchive, entry.c_str()); - const std::string &exportTxt( mModelOutput.str() ); - zip_entry_write( m_zipArchive, exportTxt.c_str(), exportTxt.size() ); + const std::string &exportTxt(mModelOutput.str()); + zip_entry_write(m_zipArchive, exportTxt.c_str(), exportTxt.size()); - zip_entry_close( m_zipArchive ); + zip_entry_close(m_zipArchive); } -void D3MFExporter::writeRelInfoToFile( const std::string &folder, const std::string &relName ) { - if ( nullptr == m_zipArchive ) { - throw DeadlyExportError( "3MF-Export: Zip archive not valid, nullptr." ); +void D3MFExporter::writeRelInfoToFile(const std::string &folder, const std::string &relName) { + if (nullptr == m_zipArchive) { + throw DeadlyExportError("3MF-Export: Zip archive not valid, nullptr."); } const std::string entry = folder + "/" + relName; - zip_entry_open( m_zipArchive, entry.c_str() ); + zip_entry_open(m_zipArchive, entry.c_str()); - const std::string &exportTxt( mRelOutput.str() ); - zip_entry_write( m_zipArchive, exportTxt.c_str(), exportTxt.size() ); + const std::string &exportTxt(mRelOutput.str()); + zip_entry_write(m_zipArchive, exportTxt.c_str(), exportTxt.size()); - zip_entry_close( m_zipArchive ); + zip_entry_close(m_zipArchive); } - } // Namespace D3MF } // Namespace Assimp diff --git a/code/3MF/D3MFExporter.h b/code/AssetLib/3MF/D3MFExporter.h similarity index 100% rename from code/3MF/D3MFExporter.h rename to code/AssetLib/3MF/D3MFExporter.h diff --git a/code/3MF/D3MFImporter.cpp b/code/AssetLib/3MF/D3MFImporter.cpp similarity index 58% rename from code/3MF/D3MFImporter.cpp rename to code/AssetLib/3MF/D3MFImporter.cpp index 2f30c4fc0..9fc9a653d 100644 --- a/code/3MF/D3MFImporter.cpp +++ b/code/AssetLib/3MF/D3MFImporter.cpp @@ -44,24 +44,24 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "D3MFImporter.h" -#include -#include -#include -#include #include #include #include +#include +#include +#include +#include +#include +#include +#include #include #include -#include -#include -#include -#include "D3MFOpcPackage.h" -#include #include "3MFXmlTags.h" +#include "D3MFOpcPackage.h" #include +#include #include @@ -70,90 +70,90 @@ namespace D3MF { class XmlSerializer { public: - using MatArray = std::vector; + using MatArray = std::vector; using MatId2MatArray = std::map>; - XmlSerializer(XmlReader* xmlReader) - : mMeshes() - , mMatArray() - , mActiveMatGroup( 99999999 ) - , mMatId2MatArray() - , xmlReader(xmlReader){ - // empty + XmlSerializer(XmlReader *xmlReader) : + mMeshes(), + mMatArray(), + mActiveMatGroup(99999999), + mMatId2MatArray(), + xmlReader(xmlReader) { + // empty } ~XmlSerializer() { // empty } - void ImportXml(aiScene* scene) { - if ( nullptr == scene ) { + void ImportXml(aiScene *scene) { + if (nullptr == scene) { return; } scene->mRootNode = new aiNode(); - std::vector children; + std::vector children; std::string nodeName; - while(ReadToEndElement(D3MF::XmlTag::model)) { + while (ReadToEndElement(D3MF::XmlTag::model)) { nodeName = xmlReader->getNodeName(); - if( nodeName == D3MF::XmlTag::object) { + if (nodeName == D3MF::XmlTag::object) { children.push_back(ReadObject(scene)); - } else if( nodeName == D3MF::XmlTag::build) { - // - } else if ( nodeName == D3MF::XmlTag::basematerials ) { + } else if (nodeName == D3MF::XmlTag::build) { + // + } else if (nodeName == D3MF::XmlTag::basematerials) { ReadBaseMaterials(); - } else if ( nodeName == D3MF::XmlTag::meta ) { + } else if (nodeName == D3MF::XmlTag::meta) { ReadMetadata(); } } - if ( scene->mRootNode->mName.length == 0 ) { - scene->mRootNode->mName.Set( "3MF" ); + if (scene->mRootNode->mName.length == 0) { + scene->mRootNode->mName.Set("3MF"); } // import the metadata - if ( !mMetaData.empty() ) { - const size_t numMeta( mMetaData.size() ); - scene->mMetaData = aiMetadata::Alloc(static_cast( numMeta ) ); - for ( size_t i = 0; i < numMeta; ++i ) { - aiString val( mMetaData[ i ].value ); - scene->mMetaData->Set(static_cast( i ), mMetaData[ i ].name, val ); + if (!mMetaData.empty()) { + const size_t numMeta(mMetaData.size()); + scene->mMetaData = aiMetadata::Alloc(static_cast(numMeta)); + for (size_t i = 0; i < numMeta; ++i) { + aiString val(mMetaData[i].value); + scene->mMetaData->Set(static_cast(i), mMetaData[i].name, val); } } // import the meshes - scene->mNumMeshes = static_cast( mMeshes.size()); - scene->mMeshes = new aiMesh*[scene->mNumMeshes](); - std::copy( mMeshes.begin(), mMeshes.end(), scene->mMeshes); + scene->mNumMeshes = static_cast(mMeshes.size()); + scene->mMeshes = new aiMesh *[scene->mNumMeshes](); + std::copy(mMeshes.begin(), mMeshes.end(), scene->mMeshes); // import the materials - scene->mNumMaterials = static_cast( mMatArray.size() ); - if ( 0 != scene->mNumMaterials ) { - scene->mMaterials = new aiMaterial*[ scene->mNumMaterials ]; - std::copy( mMatArray.begin(), mMatArray.end(), scene->mMaterials ); + scene->mNumMaterials = static_cast(mMatArray.size()); + if (0 != scene->mNumMaterials) { + scene->mMaterials = new aiMaterial *[scene->mNumMaterials]; + std::copy(mMatArray.begin(), mMatArray.end(), scene->mMaterials); } // create the scenegraph scene->mRootNode->mNumChildren = static_cast(children.size()); - scene->mRootNode->mChildren = new aiNode*[scene->mRootNode->mNumChildren](); + scene->mRootNode->mChildren = new aiNode *[scene->mRootNode->mNumChildren](); std::copy(children.begin(), children.end(), scene->mRootNode->mChildren); } private: - aiNode* ReadObject(aiScene* scene) { + aiNode *ReadObject(aiScene *scene) { std::unique_ptr node(new aiNode()); std::vector meshIds; - const char *attrib( nullptr ); + const char *attrib(nullptr); std::string name, type; - attrib = xmlReader->getAttributeValue( D3MF::XmlTag::id.c_str() ); - if ( nullptr != attrib ) { + attrib = xmlReader->getAttributeValue(D3MF::XmlTag::id.c_str()); + if (nullptr != attrib) { name = attrib; } - attrib = xmlReader->getAttributeValue( D3MF::XmlTag::type.c_str() ); - if ( nullptr != attrib ) { + attrib = xmlReader->getAttributeValue(D3MF::XmlTag::type.c_str()); + if (nullptr != attrib) { type = attrib; } @@ -162,8 +162,8 @@ private: size_t meshIdx = mMeshes.size(); - while(ReadToEndElement(D3MF::XmlTag::object)) { - if(xmlReader->getNodeName() == D3MF::XmlTag::mesh) { + while (ReadToEndElement(D3MF::XmlTag::object)) { + if (xmlReader->getNodeName() == D3MF::XmlTag::mesh) { auto mesh = ReadMesh(); mesh->mName.Set(name); @@ -183,11 +183,11 @@ private: } aiMesh *ReadMesh() { - aiMesh* mesh = new aiMesh(); - while(ReadToEndElement(D3MF::XmlTag::mesh)) { - if(xmlReader->getNodeName() == D3MF::XmlTag::vertices) { + aiMesh *mesh = new aiMesh(); + while (ReadToEndElement(D3MF::XmlTag::mesh)) { + if (xmlReader->getNodeName() == D3MF::XmlTag::vertices) { ImportVertices(mesh); - } else if(xmlReader->getNodeName() == D3MF::XmlTag::triangles) { + } else if (xmlReader->getNodeName() == D3MF::XmlTag::triangles) { ImportTriangles(mesh); } } @@ -196,24 +196,24 @@ private: } void ReadMetadata() { - const std::string name = xmlReader->getAttributeValue( D3MF::XmlTag::meta_name.c_str() ); + const std::string name = xmlReader->getAttributeValue(D3MF::XmlTag::meta_name.c_str()); xmlReader->read(); const std::string value = xmlReader->getNodeData(); - if ( name.empty() ) { + if (name.empty()) { return; } MetaEntry entry; entry.name = name; entry.value = value; - mMetaData.push_back( entry ); + mMetaData.push_back(entry); } - void ImportVertices(aiMesh* mesh) { + void ImportVertices(aiMesh *mesh) { std::vector vertices; - while(ReadToEndElement(D3MF::XmlTag::vertices)) { - if(xmlReader->getNodeName() == D3MF::XmlTag::vertex) { + while (ReadToEndElement(D3MF::XmlTag::vertices)) { + if (xmlReader->getNodeName() == D3MF::XmlTag::vertex) { vertices.push_back(ReadVertex()); } } @@ -233,20 +233,20 @@ private: return vertex; } - void ImportTriangles(aiMesh* mesh) { - std::vector faces; + void ImportTriangles(aiMesh *mesh) { + std::vector faces; - while(ReadToEndElement(D3MF::XmlTag::triangles)) { - const std::string nodeName( xmlReader->getNodeName() ); - if(xmlReader->getNodeName() == D3MF::XmlTag::triangle) { - faces.push_back(ReadTriangle()); - const char *pidToken( xmlReader->getAttributeValue( D3MF::XmlTag::p1.c_str() ) ); - if ( nullptr != pidToken ) { - int matIdx( std::atoi( pidToken ) ); - mesh->mMaterialIndex = matIdx; - } - } - } + while (ReadToEndElement(D3MF::XmlTag::triangles)) { + const std::string nodeName(xmlReader->getNodeName()); + if (xmlReader->getNodeName() == D3MF::XmlTag::triangle) { + faces.push_back(ReadTriangle()); + const char *pidToken(xmlReader->getAttributeValue(D3MF::XmlTag::p1.c_str())); + if (nullptr != pidToken) { + int matIdx(std::atoi(pidToken)); + mesh->mMaterialIndex = matIdx; + } + } + } mesh->mNumFaces = static_cast(faces.size()); mesh->mFaces = new aiFace[mesh->mNumFaces]; @@ -269,117 +269,115 @@ private: void ReadBaseMaterials() { std::vector MatIdArray; - const char *baseMaterialId( xmlReader->getAttributeValue( D3MF::XmlTag::basematerials_id.c_str() ) ); - if ( nullptr != baseMaterialId ) { - unsigned int id = std::atoi( baseMaterialId ); - const size_t newMatIdx( mMatArray.size() ); - if ( id != mActiveMatGroup ) { + const char *baseMaterialId(xmlReader->getAttributeValue(D3MF::XmlTag::basematerials_id.c_str())); + if (nullptr != baseMaterialId) { + unsigned int id = std::atoi(baseMaterialId); + const size_t newMatIdx(mMatArray.size()); + if (id != mActiveMatGroup) { mActiveMatGroup = id; - MatId2MatArray::const_iterator it( mMatId2MatArray.find( id ) ); - if ( mMatId2MatArray.end() == it ) { + MatId2MatArray::const_iterator it(mMatId2MatArray.find(id)); + if (mMatId2MatArray.end() == it) { MatIdArray.clear(); - mMatId2MatArray[ id ] = MatIdArray; + mMatId2MatArray[id] = MatIdArray; } else { MatIdArray = it->second; } } - MatIdArray.push_back( static_cast( newMatIdx ) ); - mMatId2MatArray[ mActiveMatGroup ] = MatIdArray; + MatIdArray.push_back(static_cast(newMatIdx)); + mMatId2MatArray[mActiveMatGroup] = MatIdArray; } - while ( ReadToEndElement( D3MF::XmlTag::basematerials ) ) { - mMatArray.push_back( readMaterialDef() ); + while (ReadToEndElement(D3MF::XmlTag::basematerials)) { + mMatArray.push_back(readMaterialDef()); } } - bool parseColor( const char *color, aiColor4D &diffuse ) { - if ( nullptr == color ) { + bool parseColor(const char *color, aiColor4D &diffuse) { + if (nullptr == color) { return false; } //format of the color string: #RRGGBBAA or #RRGGBB (3MF Core chapter 5.1.1) - const size_t len( strlen( color ) ); - if ( 9 != len && 7 != len) { + const size_t len(strlen(color)); + if (9 != len && 7 != len) { return false; } - const char *buf( color ); - if ( '#' != *buf ) { + const char *buf(color); + if ('#' != *buf) { return false; } ++buf; - char comp[ 3 ] = { 0,0,'\0' }; + char comp[3] = { 0, 0, '\0' }; - comp[ 0 ] = *buf; + comp[0] = *buf; ++buf; - comp[ 1 ] = *buf; + comp[1] = *buf; ++buf; - diffuse.r = static_cast( strtol( comp, NULL, 16 ) ) / ai_real(255.0); + diffuse.r = static_cast(strtol(comp, NULL, 16)) / ai_real(255.0); + comp[0] = *buf; + ++buf; + comp[1] = *buf; + ++buf; + diffuse.g = static_cast(strtol(comp, NULL, 16)) / ai_real(255.0); - comp[ 0 ] = *buf; + comp[0] = *buf; ++buf; - comp[ 1 ] = *buf; + comp[1] = *buf; ++buf; - diffuse.g = static_cast< ai_real >( strtol( comp, NULL, 16 ) ) / ai_real(255.0); + diffuse.b = static_cast(strtol(comp, NULL, 16)) / ai_real(255.0); - comp[ 0 ] = *buf; - ++buf; - comp[ 1 ] = *buf; - ++buf; - diffuse.b = static_cast< ai_real >( strtol( comp, NULL, 16 ) ) / ai_real(255.0); - - if(7 == len) + if (7 == len) return true; - comp[ 0 ] = *buf; + comp[0] = *buf; ++buf; - comp[ 1 ] = *buf; + comp[1] = *buf; ++buf; - diffuse.a = static_cast< ai_real >( strtol( comp, NULL, 16 ) ) / ai_real(255.0); + diffuse.a = static_cast(strtol(comp, NULL, 16)) / ai_real(255.0); return true; } - void assignDiffuseColor( aiMaterial *mat ) { - const char *color = xmlReader->getAttributeValue( D3MF::XmlTag::basematerials_displaycolor.c_str() ); + void assignDiffuseColor(aiMaterial *mat) { + const char *color = xmlReader->getAttributeValue(D3MF::XmlTag::basematerials_displaycolor.c_str()); aiColor4D diffuse; - if ( parseColor( color, diffuse ) ) { - mat->AddProperty( &diffuse, 1, AI_MATKEY_COLOR_DIFFUSE ); + if (parseColor(color, diffuse)) { + mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE); } - } aiMaterial *readMaterialDef() { - aiMaterial *mat( nullptr ); - const char *name( nullptr ); - const std::string nodeName( xmlReader->getNodeName() ); - if ( nodeName == D3MF::XmlTag::basematerials_base ) { - name = xmlReader->getAttributeValue( D3MF::XmlTag::basematerials_name.c_str() ); + aiMaterial *mat(nullptr); + const char *name(nullptr); + const std::string nodeName(xmlReader->getNodeName()); + if (nodeName == D3MF::XmlTag::basematerials_base) { + name = xmlReader->getAttributeValue(D3MF::XmlTag::basematerials_name.c_str()); std::string stdMatName; aiString matName; - std::string strId( to_string( mActiveMatGroup ) ); + std::string strId(to_string(mActiveMatGroup)); stdMatName += "id"; stdMatName += strId; stdMatName += "_"; - if ( nullptr != name ) { - stdMatName += std::string( name ); + if (nullptr != name) { + stdMatName += std::string(name); } else { stdMatName += "basemat"; } - matName.Set( stdMatName ); + matName.Set(stdMatName); mat = new aiMaterial; - mat->AddProperty( &matName, AI_MATKEY_NAME ); + mat->AddProperty(&matName, AI_MATKEY_NAME); - assignDiffuseColor( mat ); + assignDiffuseColor(mat); } return mat; } private: - bool ReadToStartElement(const std::string& startTag) { - while(xmlReader->read()) { - const std::string &nodeName( xmlReader->getNodeName() ); + bool ReadToStartElement(const std::string &startTag) { + while (xmlReader->read()) { + const std::string &nodeName(xmlReader->getNodeName()); if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT && nodeName == startTag) { return true; } else if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT_END && nodeName == startTag) { @@ -390,9 +388,9 @@ private: return false; } - bool ReadToEndElement(const std::string& closeTag) { - while(xmlReader->read()) { - const std::string &nodeName( xmlReader->getNodeName() ); + bool ReadToEndElement(const std::string &closeTag) { + while (xmlReader->read()) { + const std::string &nodeName(xmlReader->getNodeName()); if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT) { return true; } else if (xmlReader->getNodeType() == irr::io::EXN_ELEMENT_END && nodeName == closeTag) { @@ -410,11 +408,11 @@ private: std::string value; }; std::vector mMetaData; - std::vector mMeshes; + std::vector mMeshes; MatArray mMatArray; unsigned int mActiveMatGroup; MatId2MatArray mMatId2MatArray; - XmlReader* xmlReader; + XmlReader *xmlReader; }; } //namespace D3MF @@ -432,8 +430,8 @@ static const aiImporterDesc desc = { "3mf" }; -D3MFImporter::D3MFImporter() -: BaseImporter() { +D3MFImporter::D3MFImporter() : + BaseImporter() { // empty } @@ -442,17 +440,17 @@ D3MFImporter::~D3MFImporter() { } bool D3MFImporter::CanRead(const std::string &filename, IOSystem *pIOHandler, bool checkSig) const { - const std::string extension( GetExtension( filename ) ); - if(extension == desc.mFileExtensions ) { + const std::string extension(GetExtension(filename)); + if (extension == desc.mFileExtensions) { return true; - } else if ( !extension.length() || checkSig ) { - if ( nullptr == pIOHandler ) { + } else if (!extension.length() || checkSig) { + if (nullptr == pIOHandler) { return false; } - if ( !ZipArchiveIOSystem::isZipArchive( pIOHandler, filename ) ) { + if (!ZipArchiveIOSystem::isZipArchive(pIOHandler, filename)) { return false; } - D3MF::D3MFOpcPackage opcPackage( pIOHandler, filename ); + D3MF::D3MFOpcPackage opcPackage(pIOHandler, filename); return opcPackage.validate(); } @@ -467,7 +465,7 @@ const aiImporterDesc *D3MFImporter::GetInfo() const { return &desc; } -void D3MFImporter::InternReadFile( const std::string &filename, aiScene *pScene, IOSystem *pIOHandler ) { +void D3MFImporter::InternReadFile(const std::string &filename, aiScene *pScene, IOSystem *pIOHandler) { D3MF::D3MFOpcPackage opcPackage(pIOHandler, filename); std::unique_ptr xmlStream(new CIrrXML_IOStreamReader(opcPackage.RootStream())); diff --git a/code/3MF/D3MFImporter.h b/code/AssetLib/3MF/D3MFImporter.h similarity index 100% rename from code/3MF/D3MFImporter.h rename to code/AssetLib/3MF/D3MFImporter.h diff --git a/code/3MF/D3MFOpcPackage.cpp b/code/AssetLib/3MF/D3MFOpcPackage.cpp similarity index 100% rename from code/3MF/D3MFOpcPackage.cpp rename to code/AssetLib/3MF/D3MFOpcPackage.cpp diff --git a/code/3MF/D3MFOpcPackage.h b/code/AssetLib/3MF/D3MFOpcPackage.h similarity index 100% rename from code/3MF/D3MFOpcPackage.h rename to code/AssetLib/3MF/D3MFOpcPackage.h diff --git a/code/AC/ACLoader.cpp b/code/AssetLib/AC/ACLoader.cpp similarity index 94% rename from code/AC/ACLoader.cpp rename to code/AssetLib/AC/ACLoader.cpp index 85aee7e3a..40ff8dc86 100644 --- a/code/AC/ACLoader.cpp +++ b/code/AssetLib/AC/ACLoader.cpp @@ -192,7 +192,7 @@ void AC3DImporter::LoadObjectSection(std::vector &objects) { objects.push_back(Object()); Object &obj = objects.back(); - aiLight *light = NULL; + aiLight *light = nullptr; if (!ASSIMP_strincmp(buffer, "light", 5)) { // This is a light source. Add it to the list mLights->push_back(light = new aiLight()); @@ -472,29 +472,29 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object, } switch ((*it).flags & 0xf) { - // closed line - case 0x1: - needMat[idx].first += (unsigned int)(*it).entries.size(); - needMat[idx].second += (unsigned int)(*it).entries.size() << 1u; - break; + // closed line + case 0x1: + needMat[idx].first += (unsigned int)(*it).entries.size(); + needMat[idx].second += (unsigned int)(*it).entries.size() << 1u; + break; - // unclosed line - case 0x2: - needMat[idx].first += (unsigned int)(*it).entries.size() - 1; - needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u; - break; + // unclosed line + case 0x2: + needMat[idx].first += (unsigned int)(*it).entries.size() - 1; + needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u; + break; - // 0 == polygon, else unknown - default: - if ((*it).flags & 0xf) { - ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown"); - (*it).flags &= ~(0xf); - } + // 0 == polygon, else unknown + default: + if ((*it).flags & 0xf) { + ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown"); + (*it).flags &= ~(0xf); + } - // the number of faces increments by one, the number - // of vertices by surface.numref. - needMat[idx].first++; - needMat[idx].second += (unsigned int)(*it).entries.size(); + // the number of faces increments by one, the number + // of vertices by surface.numref. + needMat[idx].first++; + needMat[idx].second += (unsigned int)(*it).entries.size(); }; } unsigned int *pip = node->mMeshes = new unsigned int[node->mNumMeshes]; @@ -535,7 +535,7 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object, // allocate UV coordinates, but only if the texture name for the // surface is not empty - aiVector3D *uv = NULL; + aiVector3D *uv = nullptr; if (object.texture.length()) { uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; mesh->mNumUVComponents[0] = 2; @@ -644,20 +644,20 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object, else { // generate a name depending on the type of the node switch (object.type) { - case Object::Group: - node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i", mGroupsCounter++); - break; - case Object::Poly: - node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i", mPolysCounter++); - break; - case Object::Light: - node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i", mLightsCounter++); - break; + case Object::Group: + node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i", mGroupsCounter++); + break; + case Object::Poly: + node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i", mPolysCounter++); + break; + case Object::Light: + node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i", mLightsCounter++); + break; - // there shouldn't be more than one world, but we don't care - case Object::World: - node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i", mWorldsCounter++); - break; + // there shouldn't be more than one world, but we don't care + case Object::World: + node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i", mWorldsCounter++); + break; } } @@ -696,7 +696,7 @@ void AC3DImporter::InternReadFile(const std::string &pFile, std::unique_ptr file(pIOHandler->Open(pFile, "rb")); // Check whether we can read from the file - if ( file.get() == nullptr ) { + if (file.get() == nullptr) { throw DeadlyImportError("Failed to open AC3D file " + pFile + "."); } diff --git a/code/AC/ACLoader.h b/code/AssetLib/AC/ACLoader.h similarity index 78% rename from code/AC/ACLoader.h rename to code/AssetLib/AC/ACLoader.h index b32cc7ee3..e330ddf1b 100644 --- a/code/AC/ACLoader.h +++ b/code/AssetLib/AC/ACLoader.h @@ -56,27 +56,20 @@ struct aiMesh; struct aiMaterial; struct aiLight; - -namespace Assimp { +namespace Assimp { // --------------------------------------------------------------------------- /** AC3D (*.ac) importer class */ -class AC3DImporter : public BaseImporter -{ +class AC3DImporter : public BaseImporter { public: AC3DImporter(); ~AC3DImporter(); // Represents an AC3D material - struct Material - { - Material() - : rgb (0.6f,0.6f,0.6f) - , spec (1.f,1.f,1.f) - , shin (0.f) - , trans (0.f) - {} + struct Material { + Material() : + rgb(0.6f, 0.6f, 0.6f), spec(1.f, 1.f, 1.f), shin(0.f), trans(0.f) {} // base color of the material aiColor3D rgb; @@ -101,43 +94,25 @@ public: }; // Represents an AC3D surface - struct Surface - { - Surface() - : mat (0) - , flags (0) - {} + struct Surface { + Surface() : + mat(0), flags(0) {} - unsigned int mat,flags; + unsigned int mat, flags; - typedef std::pair SurfaceEntry; - std::vector< SurfaceEntry > entries; + typedef std::pair SurfaceEntry; + std::vector entries; }; // Represents an AC3D object - struct Object - { - Object() - : type (World) - , name( "" ) - , children() - , texture( "" ) - , texRepeat( 1.f, 1.f ) - , texOffset( 0.0f, 0.0f ) - , rotation() - , translation() - , vertices() - , surfaces() - , numRefs (0) - , subDiv (0) - , crease() - {} + struct Object { + Object() : + type(World), name(""), children(), texture(""), texRepeat(1.f, 1.f), texOffset(0.0f, 0.0f), rotation(), translation(), vertices(), surfaces(), numRefs(0), subDiv(0), crease() {} // Type description - enum Type - { + enum Type { World = 0x0, - Poly = 0x1, + Poly = 0x1, Group = 0x2, Light = 0x4 } type; @@ -177,37 +152,33 @@ public: float crease; }; - public: - // ------------------------------------------------------------------- /** Returns whether the class can handle the format of the given file. * See BaseImporter::CanRead() for details. */ - bool CanRead( const std::string& pFile, IOSystem* pIOHandler, - bool checkSig) const; + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, + bool checkSig) const; protected: - // ------------------------------------------------------------------- /** Return importer meta information. * See #BaseImporter::GetInfo for the details */ - const aiImporterDesc* GetInfo () const; + const aiImporterDesc *GetInfo() const; // ------------------------------------------------------------------- /** Imports the given file into the given scene structure. * See BaseImporter::InternReadFile() for details*/ - void InternReadFile( const std::string& pFile, aiScene* pScene, - IOSystem* pIOHandler); + void InternReadFile(const std::string &pFile, aiScene *pScene, + IOSystem *pIOHandler); // ------------------------------------------------------------------- /** Called prior to ReadFile(). * The function is a request to the importer to update its configuration * basing on the Importer's configuration property list.*/ - void SetupProperties(const Importer* pImp); + void SetupProperties(const Importer *pImp); private: - // ------------------------------------------------------------------- /** Get the next line from the file. * @return false if the end of the file was reached*/ @@ -218,7 +189,7 @@ private: * load subobjects, the method returns after a 'kids 0' was * encountered. * @objects List of output objects*/ - void LoadObjectSection(std::vector& objects); + void LoadObjectSection(std::vector &objects); // ------------------------------------------------------------------- /** Convert all objects into meshes and nodes. @@ -227,24 +198,24 @@ private: * @param outMaterials List of output materials * @param materials Material list * @param Scenegraph node for the object */ - aiNode* ConvertObjectSection(Object& object, - std::vector& meshes, - std::vector& outMaterials, - const std::vector& materials, - aiNode* parent = NULL); + aiNode *ConvertObjectSection(Object &object, + std::vector &meshes, + std::vector &outMaterials, + const std::vector &materials, + aiNode *parent = nullptr); // ------------------------------------------------------------------- /** Convert a material * @param object Current object * @param matSrc Source material description * @param matDest Destination material to be filled */ - void ConvertMaterial(const Object& object, - const Material& matSrc, - aiMaterial& matDest); + void ConvertMaterial(const Object &object, + const Material &matSrc, + aiMaterial &matDest); private: // points to the next data line - const char* buffer; + const char *buffer; // Configuration option: if enabled, up to two meshes // are generated per material: those faces who have @@ -261,7 +232,7 @@ private: unsigned int mNumMeshes; // current list of light sources - std::vector* mLights; + std::vector *mLights; // name counters unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter; diff --git a/code/AssetLib/AMF/AMFImporter.cpp b/code/AssetLib/AMF/AMFImporter.cpp new file mode 100644 index 000000000..3bb18b0ab --- /dev/null +++ b/code/AssetLib/AMF/AMFImporter.cpp @@ -0,0 +1,672 @@ +/* +--------------------------------------------------------------------------- +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 AMFImporter.cpp +/// \brief AMF-format files importer for Assimp: main algorithm implementation. +/// \date 2016 +/// \author smal.root@gmail.com + +#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER + +// Header files, Assimp. +#include "AMFImporter.hpp" +#include "AMFImporter_Macro.hpp" + +#include +#include + +// Header files, stdlib. +#include + +namespace Assimp { + +/// \var aiImporterDesc AMFImporter::Description +/// Conastant which hold importer description +const aiImporterDesc AMFImporter::Description = { + "Additive manufacturing file format(AMF) Importer", + "smalcom", + "", + "See documentation in source code. Chapter: Limitations.", + aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental, + 0, + 0, + 0, + 0, + "amf" +}; + +void AMFImporter::Clear() { + mNodeElement_Cur = nullptr; + mUnit.clear(); + mMaterial_Converted.clear(); + mTexture_Converted.clear(); + // Delete all elements + if (!mNodeElement_List.empty()) { + for (CAMFImporter_NodeElement *ne : mNodeElement_List) { + delete ne; + } + + mNodeElement_List.clear(); + } +} + +AMFImporter::~AMFImporter() { + if (mReader != nullptr) delete mReader; + // Clear() is accounting if data already is deleted. So, just check again if all data is deleted. + Clear(); +} + +/*********************************************************************************************************************************************/ +/************************************************************ Functions: find set ************************************************************/ +/*********************************************************************************************************************************************/ + +bool AMFImporter::Find_NodeElement(const std::string &pID, const CAMFImporter_NodeElement::EType pType, CAMFImporter_NodeElement **pNodeElement) const { + for (CAMFImporter_NodeElement *ne : mNodeElement_List) { + if ((ne->ID == pID) && (ne->Type == pType)) { + if (pNodeElement != nullptr) *pNodeElement = ne; + + return true; + } + } // for(CAMFImporter_NodeElement* ne: mNodeElement_List) + + return false; +} + +bool AMFImporter::Find_ConvertedNode(const std::string &pID, std::list &pNodeList, aiNode **pNode) const { + aiString node_name(pID.c_str()); + + for (aiNode *node : pNodeList) { + if (node->mName == node_name) { + if (pNode != nullptr) *pNode = node; + + return true; + } + } // for(aiNode* node: pNodeList) + + return false; +} + +bool AMFImporter::Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const { + for (const SPP_Material &mat : mMaterial_Converted) { + if (mat.ID == pID) { + if (pConvertedMaterial != nullptr) *pConvertedMaterial = &mat; + + return true; + } + } // for(const SPP_Material& mat: mMaterial_Converted) + + return false; +} + +/*********************************************************************************************************************************************/ +/************************************************************ Functions: throw set ***********************************************************/ +/*********************************************************************************************************************************************/ + +void AMFImporter::Throw_CloseNotFound(const std::string &pNode) { + throw DeadlyImportError("Close tag for node <" + pNode + "> not found. Seems file is corrupt."); +} + +void AMFImporter::Throw_IncorrectAttr(const std::string &pAttrName) { + throw DeadlyImportError("Node <" + std::string(mReader->getNodeName()) + "> has incorrect attribute \"" + pAttrName + "\"."); +} + +void AMFImporter::Throw_IncorrectAttrValue(const std::string &pAttrName) { + throw DeadlyImportError("Attribute \"" + pAttrName + "\" in node <" + std::string(mReader->getNodeName()) + "> has incorrect value."); +} + +void AMFImporter::Throw_MoreThanOnceDefined(const std::string &pNodeType, const std::string &pDescription) { + throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + mReader->getNodeName() + ". Description: " + pDescription); +} + +void AMFImporter::Throw_ID_NotFound(const std::string &pID) const { + throw DeadlyImportError("Not found node with name \"" + pID + "\"."); +} + +/*********************************************************************************************************************************************/ +/************************************************************* Functions: XML set ************************************************************/ +/*********************************************************************************************************************************************/ + +void AMFImporter::XML_CheckNode_MustHaveChildren() { + if (mReader->isEmptyElement()) throw DeadlyImportError(std::string("Node <") + mReader->getNodeName() + "> must have children."); +} + +void AMFImporter::XML_CheckNode_SkipUnsupported(const std::string &pParentNodeName) { + static const size_t Uns_Skip_Len = 3; + const char *Uns_Skip[Uns_Skip_Len] = { "composite", "edge", "normal" }; + + static bool skipped_before[Uns_Skip_Len] = { false, false, false }; + + std::string nn(mReader->getNodeName()); + bool found = false; + bool close_found = false; + size_t sk_idx; + + for (sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++) { + if (nn != Uns_Skip[sk_idx]) continue; + + found = true; + if (mReader->isEmptyElement()) { + close_found = true; + + goto casu_cres; + } + + while (mReader->read()) { + if ((mReader->getNodeType() == irr::io::EXN_ELEMENT_END) && (nn == mReader->getNodeName())) { + close_found = true; + + goto casu_cres; + } + } + } // for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++) + +casu_cres: + + if (!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + "."); + if (!close_found) Throw_CloseNotFound(nn); + + if (!skipped_before[sk_idx]) { + skipped_before[sk_idx] = true; + ASSIMP_LOG_WARN_F("Skipping node \"", nn, "\" in ", pParentNodeName, "."); + } +} + +bool AMFImporter::XML_SearchNode(const std::string &pNodeName) { + while (mReader->read()) { + if ((mReader->getNodeType() == irr::io::EXN_ELEMENT) && XML_CheckNode_NameEqual(pNodeName)) return true; + } + + return false; +} + +bool AMFImporter::XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx) { + std::string val(mReader->getAttributeValue(pAttrIdx)); + + if ((val == "false") || (val == "0")) + return false; + else if ((val == "true") || (val == "1")) + return true; + else + throw DeadlyImportError("Bool attribute value can contain \"false\"/\"0\" or \"true\"/\"1\" not the \"" + val + "\""); +} + +float AMFImporter::XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx) { + std::string val; + float tvalf; + + ParseHelper_FixTruncatedFloatString(mReader->getAttributeValue(pAttrIdx), val); + fast_atoreal_move(val.c_str(), tvalf, false); + + return tvalf; +} + +uint32_t AMFImporter::XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx) { + return strtoul10(mReader->getAttributeValue(pAttrIdx)); +} + +float AMFImporter::XML_ReadNode_GetVal_AsFloat() { + std::string val; + float tvalf; + + if (!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. No data, seems file is corrupt."); + if (mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. Invalid type of XML element, seems file is corrupt."); + + ParseHelper_FixTruncatedFloatString(mReader->getNodeData(), val); + fast_atoreal_move(val.c_str(), tvalf, false); + + return tvalf; +} + +uint32_t AMFImporter::XML_ReadNode_GetVal_AsU32() { + if (!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. No data, seems file is corrupt."); + if (mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. Invalid type of XML element, seems file is corrupt."); + + return strtoul10(mReader->getNodeData()); +} + +void AMFImporter::XML_ReadNode_GetVal_AsString(std::string &pValue) { + if (!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsString. No data, seems file is corrupt."); + if (mReader->getNodeType() != irr::io::EXN_TEXT) + throw DeadlyImportError("XML_ReadNode_GetVal_AsString. Invalid type of XML element, seems file is corrupt."); + + pValue = mReader->getNodeData(); +} + +/*********************************************************************************************************************************************/ +/************************************************************ Functions: parse set ***********************************************************/ +/*********************************************************************************************************************************************/ + +void AMFImporter::ParseHelper_Node_Enter(CAMFImporter_NodeElement *pNode) { + mNodeElement_Cur->Child.push_back(pNode); // add new element to current element child list. + mNodeElement_Cur = pNode; // switch current element to new one. +} + +void AMFImporter::ParseHelper_Node_Exit() { + // check if we can walk up. + if (mNodeElement_Cur != nullptr) mNodeElement_Cur = mNodeElement_Cur->Parent; +} + +void AMFImporter::ParseHelper_FixTruncatedFloatString(const char *pInStr, std::string &pOutString) { + size_t instr_len; + + pOutString.clear(); + instr_len = strlen(pInStr); + if (!instr_len) return; + + pOutString.reserve(instr_len * 3 / 2); + // check and correct floats in format ".x". Must be "x.y". + if (pInStr[0] == '.') pOutString.push_back('0'); + + pOutString.push_back(pInStr[0]); + for (size_t ci = 1; ci < instr_len; ci++) { + if ((pInStr[ci] == '.') && ((pInStr[ci - 1] == ' ') || (pInStr[ci - 1] == '-') || (pInStr[ci - 1] == '+') || (pInStr[ci - 1] == '\t'))) { + pOutString.push_back('0'); + pOutString.push_back('.'); + } else { + pOutString.push_back(pInStr[ci]); + } + } +} + +static bool ParseHelper_Decode_Base64_IsBase64(const char pChar) { + return (isalnum(pChar) || (pChar == '+') || (pChar == '/')); +} + +void AMFImporter::ParseHelper_Decode_Base64(const std::string &pInputBase64, std::vector &pOutputData) const { + // With help from + // René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html + const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"; + + uint8_t tidx = 0; + uint8_t arr4[4], arr3[3]; + + // check input data + if (pInputBase64.size() % 4) throw DeadlyImportError("Base64-encoded data must have size multiply of four."); + // prepare output place + pOutputData.clear(); + pOutputData.reserve(pInputBase64.size() / 4 * 3); + + for (size_t in_len = pInputBase64.size(), in_idx = 0; (in_len > 0) && (pInputBase64[in_idx] != '='); in_len--) { + if (ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) { + arr4[tidx++] = pInputBase64[in_idx++]; + if (tidx == 4) { + for (tidx = 0; tidx < 4; tidx++) + arr4[tidx] = (uint8_t)base64_chars.find(arr4[tidx]); + + arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4); + arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2); + arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3]; + for (tidx = 0; tidx < 3; tidx++) + pOutputData.push_back(arr3[tidx]); + + tidx = 0; + } // if(tidx == 4) + } // if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) + else { + in_idx++; + } // if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) else + } + + if (tidx) { + for (uint8_t i = tidx; i < 4; i++) + arr4[i] = 0; + for (uint8_t i = 0; i < 4; i++) + arr4[i] = (uint8_t)(base64_chars.find(arr4[i])); + + arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4); + arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2); + arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3]; + for (uint8_t i = 0; i < (tidx - 1); i++) + pOutputData.push_back(arr3[i]); + } +} + +void AMFImporter::ParseFile(const std::string &pFile, IOSystem *pIOHandler) { + irr::io::IrrXMLReader *OldReader = mReader; // store current XMLreader. + std::unique_ptr file(pIOHandler->Open(pFile, "rb")); + + // Check whether we can read from the file + if (file.get() == NULL) throw DeadlyImportError("Failed to open AMF file " + pFile + "."); + + // generate a XML reader for it + std::unique_ptr mIOWrapper(new CIrrXML_IOStreamReader(file.get())); + mReader = irr::io::createIrrXMLReader(mIOWrapper.get()); + if (!mReader) throw DeadlyImportError("Failed to create XML reader for file" + pFile + "."); + // + // start reading + // search for root tag + if (XML_SearchNode("amf")) + ParseNode_Root(); + else + throw DeadlyImportError("Root node \"amf\" not found."); + + delete mReader; + // restore old XMLreader + mReader = OldReader; +} + +// +// +// Root XML element. +// Multi elements - No. +void AMFImporter::ParseNode_Root() { + std::string unit, version; + CAMFImporter_NodeElement *ne(nullptr); + + // Read attributes for node . + MACRO_ATTRREAD_LOOPBEG; + MACRO_ATTRREAD_CHECK_RET("unit", unit, mReader->getAttributeValue); + MACRO_ATTRREAD_CHECK_RET("version", version, mReader->getAttributeValue); + MACRO_ATTRREAD_LOOPEND_WSKIP; + + // Check attributes + if (!mUnit.empty()) { + if ((mUnit != "inch") && (mUnit != "millimeter") && (mUnit != "meter") && (mUnit != "feet") && (mUnit != "micron")) Throw_IncorrectAttrValue("unit"); + } + + // create root node element. + ne = new CAMFImporter_NodeElement_Root(nullptr); + mNodeElement_Cur = ne; // set first "current" element + // and assign attribute's values + ((CAMFImporter_NodeElement_Root *)ne)->Unit = unit; + ((CAMFImporter_NodeElement_Root *)ne)->Version = version; + + // Check for child nodes + if (!mReader->isEmptyElement()) { + MACRO_NODECHECK_LOOPBEGIN("amf"); + if (XML_CheckNode_NameEqual("object")) { + ParseNode_Object(); + continue; + } + if (XML_CheckNode_NameEqual("material")) { + ParseNode_Material(); + continue; + } + if (XML_CheckNode_NameEqual("texture")) { + ParseNode_Texture(); + continue; + } + if (XML_CheckNode_NameEqual("constellation")) { + ParseNode_Constellation(); + continue; + } + if (XML_CheckNode_NameEqual("metadata")) { + ParseNode_Metadata(); + continue; + } + MACRO_NODECHECK_LOOPEND("amf"); + mNodeElement_Cur = ne; // force restore "current" element + } // if(!mReader->isEmptyElement()) + + mNodeElement_List.push_back(ne); // add to node element list because its a new object in graph. +} + +// +// +// A collection of objects or constellations with specific relative locations. +// Multi elements - Yes. +// Parent element - . +void AMFImporter::ParseNode_Constellation() { + std::string id; + CAMFImporter_NodeElement *ne(nullptr); + + // Read attributes for node . + MACRO_ATTRREAD_LOOPBEG; + MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue); + MACRO_ATTRREAD_LOOPEND; + + // create and if needed - define new grouping object. + ne = new CAMFImporter_NodeElement_Constellation(mNodeElement_Cur); + + CAMFImporter_NodeElement_Constellation &als = *((CAMFImporter_NodeElement_Constellation *)ne); // alias for convenience + + if (!id.empty()) als.ID = id; + // Check for child nodes + if (!mReader->isEmptyElement()) { + ParseHelper_Node_Enter(ne); + MACRO_NODECHECK_LOOPBEGIN("constellation"); + if (XML_CheckNode_NameEqual("instance")) { + ParseNode_Instance(); + continue; + } + if (XML_CheckNode_NameEqual("metadata")) { + ParseNode_Metadata(); + continue; + } + MACRO_NODECHECK_LOOPEND("constellation"); + ParseHelper_Node_Exit(); + } // if(!mReader->isEmptyElement()) + else { + mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element + } // if(!mReader->isEmptyElement()) else + + mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph. +} + +// +// +// A collection of objects or constellations with specific relative locations. +// Multi elements - Yes. +// Parent element - . +void AMFImporter::ParseNode_Instance() { + std::string objectid; + CAMFImporter_NodeElement *ne(nullptr); + + // Read attributes for node . + MACRO_ATTRREAD_LOOPBEG; + MACRO_ATTRREAD_CHECK_RET("objectid", objectid, mReader->getAttributeValue); + MACRO_ATTRREAD_LOOPEND; + + // used object id must be defined, check that. + if (objectid.empty()) throw DeadlyImportError("\"objectid\" in must be defined."); + // create and define new grouping object. + ne = new CAMFImporter_NodeElement_Instance(mNodeElement_Cur); + + CAMFImporter_NodeElement_Instance &als = *((CAMFImporter_NodeElement_Instance *)ne); // alias for convenience + + als.ObjectID = objectid; + // Check for child nodes + if (!mReader->isEmptyElement()) { + bool read_flag[6] = { false, false, false, false, false, false }; + + als.Delta.Set(0, 0, 0); + als.Rotation.Set(0, 0, 0); + ParseHelper_Node_Enter(ne); + MACRO_NODECHECK_LOOPBEGIN("instance"); + MACRO_NODECHECK_READCOMP_F("deltax", read_flag[0], als.Delta.x); + MACRO_NODECHECK_READCOMP_F("deltay", read_flag[1], als.Delta.y); + MACRO_NODECHECK_READCOMP_F("deltaz", read_flag[2], als.Delta.z); + MACRO_NODECHECK_READCOMP_F("rx", read_flag[3], als.Rotation.x); + MACRO_NODECHECK_READCOMP_F("ry", read_flag[4], als.Rotation.y); + MACRO_NODECHECK_READCOMP_F("rz", read_flag[5], als.Rotation.z); + MACRO_NODECHECK_LOOPEND("instance"); + ParseHelper_Node_Exit(); + // also convert degrees to radians. + als.Rotation.x = AI_MATH_PI_F * als.Rotation.x / 180.0f; + als.Rotation.y = AI_MATH_PI_F * als.Rotation.y / 180.0f; + als.Rotation.z = AI_MATH_PI_F * als.Rotation.z / 180.0f; + } // if(!mReader->isEmptyElement()) + else { + mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element + } // if(!mReader->isEmptyElement()) else + + mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph. +} + +// +// +// An object definition. +// Multi elements - Yes. +// Parent element - . +void AMFImporter::ParseNode_Object() { + std::string id; + CAMFImporter_NodeElement *ne(nullptr); + + // Read attributes for node . + MACRO_ATTRREAD_LOOPBEG; + MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue); + MACRO_ATTRREAD_LOOPEND; + + // create and if needed - define new geometry object. + ne = new CAMFImporter_NodeElement_Object(mNodeElement_Cur); + + CAMFImporter_NodeElement_Object &als = *((CAMFImporter_NodeElement_Object *)ne); // alias for convenience + + if (!id.empty()) als.ID = id; + // Check for child nodes + if (!mReader->isEmptyElement()) { + bool col_read = false; + + ParseHelper_Node_Enter(ne); + MACRO_NODECHECK_LOOPBEGIN("object"); + if (XML_CheckNode_NameEqual("color")) { + // Check if color already defined for object. + if (col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for ."); + // read data and set flag about it + ParseNode_Color(); + col_read = true; + + continue; + } + + if (XML_CheckNode_NameEqual("mesh")) { + ParseNode_Mesh(); + continue; + } + if (XML_CheckNode_NameEqual("metadata")) { + ParseNode_Metadata(); + continue; + } + MACRO_NODECHECK_LOOPEND("object"); + ParseHelper_Node_Exit(); + } // if(!mReader->isEmptyElement()) + else { + mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element + } // if(!mReader->isEmptyElement()) else + + mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph. +} + +// +// +// Specify additional information about an entity. +// Multi elements - Yes. +// Parent element - , , , , . +// +// Reserved types are: +// "Name" - The alphanumeric label of the entity, to be used by the interpreter if interacting with the user. +// "Description" - A description of the content of the entity +// "URL" - A link to an external resource relating to the entity +// "Author" - Specifies the name(s) of the author(s) of the entity +// "Company" - Specifying the company generating the entity +// "CAD" - specifies the name of the originating CAD software and version +// "Revision" - specifies the revision of the entity +// "Tolerance" - specifies the desired manufacturing tolerance of the entity in entity's unit system +// "Volume" - specifies the total volume of the entity, in the entity's unit system, to be used for verification (object and volume only) +void AMFImporter::ParseNode_Metadata() { + std::string type, value; + CAMFImporter_NodeElement *ne(nullptr); + + // read attribute + MACRO_ATTRREAD_LOOPBEG; + MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue); + MACRO_ATTRREAD_LOOPEND; + // and value of node. + value = mReader->getNodeData(); + // Create node element and assign read data. + ne = new CAMFImporter_NodeElement_Metadata(mNodeElement_Cur); + ((CAMFImporter_NodeElement_Metadata *)ne)->Type = type; + ((CAMFImporter_NodeElement_Metadata *)ne)->Value = value; + mNodeElement_Cur->Child.push_back(ne); // Add element to child list of current element + mNodeElement_List.push_back(ne); // and to node element list because its a new object in graph. +} + +/*********************************************************************************************************************************************/ +/******************************************************** Functions: BaseImporter set ********************************************************/ +/*********************************************************************************************************************************************/ + +bool AMFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool pCheckSig) const { + const std::string extension = GetExtension(pFile); + + if (extension == "amf") { + return true; + } + + if (!extension.length() || pCheckSig) { + const char *tokens[] = { " &pExtensionList) { + pExtensionList.insert("amf"); +} + +const aiImporterDesc *AMFImporter::GetInfo() const { + return &Description; +} + +void AMFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { + Clear(); // delete old graph. + ParseFile(pFile, pIOHandler); + Postprocess_BuildScene(pScene); + // scene graph is ready, exit. +} + +} // namespace Assimp + +#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER diff --git a/code/AMF/AMFImporter.hpp b/code/AssetLib/AMF/AMFImporter.hpp similarity index 100% rename from code/AMF/AMFImporter.hpp rename to code/AssetLib/AMF/AMFImporter.hpp diff --git a/code/AMF/AMFImporter_Geometry.cpp b/code/AssetLib/AMF/AMFImporter_Geometry.cpp similarity index 100% rename from code/AMF/AMFImporter_Geometry.cpp rename to code/AssetLib/AMF/AMFImporter_Geometry.cpp diff --git a/code/AMF/AMFImporter_Macro.hpp b/code/AssetLib/AMF/AMFImporter_Macro.hpp similarity index 100% rename from code/AMF/AMFImporter_Macro.hpp rename to code/AssetLib/AMF/AMFImporter_Macro.hpp diff --git a/code/AMF/AMFImporter_Material.cpp b/code/AssetLib/AMF/AMFImporter_Material.cpp similarity index 100% rename from code/AMF/AMFImporter_Material.cpp rename to code/AssetLib/AMF/AMFImporter_Material.cpp diff --git a/code/AMF/AMFImporter_Node.hpp b/code/AssetLib/AMF/AMFImporter_Node.hpp similarity index 100% rename from code/AMF/AMFImporter_Node.hpp rename to code/AssetLib/AMF/AMFImporter_Node.hpp diff --git a/code/AssetLib/AMF/AMFImporter_Postprocess.cpp b/code/AssetLib/AMF/AMFImporter_Postprocess.cpp new file mode 100644 index 000000000..596b0235c --- /dev/null +++ b/code/AssetLib/AMF/AMFImporter_Postprocess.cpp @@ -0,0 +1,872 @@ +/* +--------------------------------------------------------------------------- +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 AMFImporter_Postprocess.cpp +/// \brief Convert built scenegraph and objects to Assimp scenegraph. +/// \date 2016 +/// \author smal.root@gmail.com + +#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER + +#include "AMFImporter.hpp" + +// Header files, Assimp. +#include +#include +#include + +// Header files, stdlib. +#include + +namespace Assimp { + +aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const { + aiColor4D tcol; + + // Check if stored data are supported. + if (!Composition.empty()) { + throw DeadlyImportError("IME. GetColor for composition"); + } else if (Color->Composed) { + throw DeadlyImportError("IME. GetColor, composed color"); + } else { + tcol = Color->Color; + } + + // Check if default color must be used + if ((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0)) { + tcol.r = 0.5f; + tcol.g = 0.5f; + tcol.b = 0.5f; + tcol.a = 1; + } + + return tcol; +} + +void AMFImporter::PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh &pNodeElement, std::vector &pVertexCoordinateArray, + std::vector &pVertexColorArray) const { + CAMFImporter_NodeElement_Vertices *vn = nullptr; + size_t col_idx; + + // All data stored in "vertices", search for it. + for (CAMFImporter_NodeElement *ne_child : pNodeElement.Child) { + if (ne_child->Type == CAMFImporter_NodeElement::ENET_Vertices) vn = (CAMFImporter_NodeElement_Vertices *)ne_child; + } + + // If "vertices" not found then no work for us. + if (vn == nullptr) return; + + pVertexCoordinateArray.reserve(vn->Child.size()); // all coordinates stored as child and we need to reserve space for future push_back's. + pVertexColorArray.resize(vn->Child.size()); // colors count equal vertices count. + col_idx = 0; + // Inside vertices collect all data and place to arrays + for (CAMFImporter_NodeElement *vn_child : vn->Child) { + // vertices, colors + if (vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex) { + // by default clear color for current vertex + pVertexColorArray[col_idx] = nullptr; + + for (CAMFImporter_NodeElement *vtx : vn_child->Child) { + if (vtx->Type == CAMFImporter_NodeElement::ENET_Coordinates) { + pVertexCoordinateArray.push_back(((CAMFImporter_NodeElement_Coordinates *)vtx)->Coordinate); + + continue; + } + + if (vtx->Type == CAMFImporter_NodeElement::ENET_Color) { + pVertexColorArray[col_idx] = (CAMFImporter_NodeElement_Color *)vtx; + + continue; + } + } // for(CAMFImporter_NodeElement* vtx: vn_child->Child) + + col_idx++; + } // if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex) + } // for(CAMFImporter_NodeElement* vn_child: vn->Child) +} + +size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &pID_R, const std::string &pID_G, const std::string &pID_B, + const std::string &pID_A) { + size_t TextureConverted_Index; + std::string TextureConverted_ID; + + // check input data + if (pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty()) + throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined."); + + // Create ID + TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A; + // Check if texture specified by set of IDs is converted already. + TextureConverted_Index = 0; + for (const SPP_Texture &tex_convd : mTexture_Converted) { + if (tex_convd.ID == TextureConverted_ID) { + return TextureConverted_Index; + } else { + ++TextureConverted_Index; + } + } + + // + // Converted texture not found, create it. + // + CAMFImporter_NodeElement_Texture *src_texture[4]{ nullptr }; + std::vector src_texture_4check; + SPP_Texture converted_texture; + + { // find all specified source textures + CAMFImporter_NodeElement *t_tex; + + // R + if (!pID_R.empty()) { + if (!Find_NodeElement(pID_R, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R); + + src_texture[0] = (CAMFImporter_NodeElement_Texture *)t_tex; + src_texture_4check.push_back((CAMFImporter_NodeElement_Texture *)t_tex); + } else { + src_texture[0] = nullptr; + } + + // G + if (!pID_G.empty()) { + if (!Find_NodeElement(pID_G, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G); + + src_texture[1] = (CAMFImporter_NodeElement_Texture *)t_tex; + src_texture_4check.push_back((CAMFImporter_NodeElement_Texture *)t_tex); + } else { + src_texture[1] = nullptr; + } + + // B + if (!pID_B.empty()) { + if (!Find_NodeElement(pID_B, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B); + + src_texture[2] = (CAMFImporter_NodeElement_Texture *)t_tex; + src_texture_4check.push_back((CAMFImporter_NodeElement_Texture *)t_tex); + } else { + src_texture[2] = nullptr; + } + + // A + if (!pID_A.empty()) { + if (!Find_NodeElement(pID_A, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A); + + src_texture[3] = (CAMFImporter_NodeElement_Texture *)t_tex; + src_texture_4check.push_back((CAMFImporter_NodeElement_Texture *)t_tex); + } else { + src_texture[3] = nullptr; + } + } // END: find all specified source textures + + // check that all textures has same size + if (src_texture_4check.size() > 1) { + for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++) { + if ((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) || + (src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth)) { + throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size."); + } + } + } // if(src_texture_4check.size() > 1) + + // set texture attributes + converted_texture.Width = src_texture_4check[0]->Width; + converted_texture.Height = src_texture_4check[0]->Height; + converted_texture.Depth = src_texture_4check[0]->Depth; + // if one of source texture is tiled then converted texture is tiled too. + converted_texture.Tiled = false; + for (uint8_t i = 0; i < src_texture_4check.size(); i++) + converted_texture.Tiled |= src_texture_4check[i]->Tiled; + + // Create format hint. + strcpy(converted_texture.FormatHint, "rgba0000"); // copy initial string. + if (!pID_R.empty()) converted_texture.FormatHint[4] = '8'; + if (!pID_G.empty()) converted_texture.FormatHint[5] = '8'; + if (!pID_B.empty()) converted_texture.FormatHint[6] = '8'; + if (!pID_A.empty()) converted_texture.FormatHint[7] = '8'; + + // + // Сopy data of textures. + // + size_t tex_size = 0; + size_t step = 0; + size_t off_g = 0; + size_t off_b = 0; + + // Calculate size of the target array and rule how data will be copied. + if (!pID_R.empty() && nullptr != src_texture[0]) { + tex_size += src_texture[0]->Data.size(); + step++, off_g++, off_b++; + } + if (!pID_G.empty() && nullptr != src_texture[1]) { + tex_size += src_texture[1]->Data.size(); + step++, off_b++; + } + if (!pID_B.empty() && nullptr != src_texture[2]) { + tex_size += src_texture[2]->Data.size(); + step++; + } + if (!pID_A.empty() && nullptr != src_texture[3]) { + tex_size += src_texture[3]->Data.size(); + step++; + } + + // Create target array. + converted_texture.Data = new uint8_t[tex_size]; + // And copy data + auto CopyTextureData = [&](const std::string &pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void { + if (!pID.empty()) { + for (size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) { + CAMFImporter_NodeElement_Texture *tex = src_texture[pSrcTexNum]; + ai_assert(tex); + converted_texture.Data[idx_target] = tex->Data.at(idx_src); + } + } + }; // auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void + + CopyTextureData(pID_R, 0, step, 0); + CopyTextureData(pID_G, off_g, step, 1); + CopyTextureData(pID_B, off_b, step, 2); + CopyTextureData(pID_A, step - 1, step, 3); + + // Store new converted texture ID + converted_texture.ID = TextureConverted_ID; + // Store new converted texture + mTexture_Converted.push_back(converted_texture); + + return TextureConverted_Index; +} + +void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list &pInputList, std::list> &pOutputList_Separated) { + auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap *pTexMap1, const CAMFImporter_NodeElement_TexMap *pTexMap2) -> bool { + if ((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true; + if (pTexMap1 == nullptr) return false; + if (pTexMap2 == nullptr) return false; + + if (pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false; + if (pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false; + if (pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false; + if (pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false; + + return true; + }; + + pOutputList_Separated.clear(); + if (pInputList.empty()) return; + + do { + SComplexFace face_start = pInputList.front(); + std::list face_list_cur; + + for (std::list::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;) { + if (texmap_is_equal(face_start.TexMap, it->TexMap)) { + auto it_old = it; + + ++it; + face_list_cur.push_back(*it_old); + pInputList.erase(it_old); + } else { + ++it; + } + } + + if (!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur); + + } while (!pInputList.empty()); +} + +void AMFImporter::Postprocess_AddMetadata(const std::list &metadataList, aiNode &sceneNode) const { + if (!metadataList.empty()) { + if (sceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong."); + + // copy collected metadata to output node. + sceneNode.mMetaData = aiMetadata::Alloc(static_cast(metadataList.size())); + size_t meta_idx(0); + + for (const CAMFImporter_NodeElement_Metadata &metadata : metadataList) { + sceneNode.mMetaData->Set(static_cast(meta_idx++), metadata.Type, aiString(metadata.Value)); + } + } // if(!metadataList.empty()) +} + +void AMFImporter::Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object &pNodeElement, std::list &pMeshList, aiNode **pSceneNode) { + CAMFImporter_NodeElement_Color *object_color = nullptr; + + // create new aiNode and set name as has. + *pSceneNode = new aiNode; + (*pSceneNode)->mName = pNodeElement.ID; + // read mesh and color + for (const CAMFImporter_NodeElement *ne_child : pNodeElement.Child) { + std::vector vertex_arr; + std::vector color_arr; + + // color for object + if (ne_child->Type == CAMFImporter_NodeElement::ENET_Color) object_color = (CAMFImporter_NodeElement_Color *)ne_child; + + if (ne_child->Type == CAMFImporter_NodeElement::ENET_Mesh) { + // Create arrays from children of mesh: vertices. + PostprocessHelper_CreateMeshDataArray(*((CAMFImporter_NodeElement_Mesh *)ne_child), vertex_arr, color_arr); + // Use this arrays as a source when creating every aiMesh + Postprocess_BuildMeshSet(*((CAMFImporter_NodeElement_Mesh *)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode); + } + } // for(const CAMFImporter_NodeElement* ne_child: pNodeElement) +} + +void AMFImporter::Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh &pNodeElement, const std::vector &pVertexCoordinateArray, + const std::vector &pVertexColorArray, + const CAMFImporter_NodeElement_Color *pObjectColor, std::list &pMeshList, aiNode &pSceneNode) { + std::list mesh_idx; + + // all data stored in "volume", search for it. + for (const CAMFImporter_NodeElement *ne_child : pNodeElement.Child) { + const CAMFImporter_NodeElement_Color *ne_volume_color = nullptr; + const SPP_Material *cur_mat = nullptr; + + if (ne_child->Type == CAMFImporter_NodeElement::ENET_Volume) { + /******************* Get faces *******************/ + const CAMFImporter_NodeElement_Volume *ne_volume = reinterpret_cast(ne_child); + + std::list complex_faces_list; // List of the faces of the volume. + std::list> complex_faces_toplist; // List of the face list for every mesh. + + // check if volume use material + if (!ne_volume->MaterialID.empty()) { + if (!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID); + } + + // inside "volume" collect all data and place to arrays or create new objects + for (const CAMFImporter_NodeElement *ne_volume_child : ne_volume->Child) { + // color for volume + if (ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Color) { + ne_volume_color = reinterpret_cast(ne_volume_child); + } else if (ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Triangle) // triangles, triangles colors + { + const CAMFImporter_NodeElement_Triangle &tri_al = *reinterpret_cast(ne_volume_child); + + SComplexFace complex_face; + + // initialize pointers + complex_face.Color = nullptr; + complex_face.TexMap = nullptr; + // get data from triangle children: color, texture coordinates. + if (tri_al.Child.size()) { + for (const CAMFImporter_NodeElement *ne_triangle_child : tri_al.Child) { + if (ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_Color) + complex_face.Color = reinterpret_cast(ne_triangle_child); + else if (ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_TexMap) + complex_face.TexMap = reinterpret_cast(ne_triangle_child); + } + } // if(tri_al.Child.size()) + + // create new face and store it. + complex_face.Face.mNumIndices = 3; + complex_face.Face.mIndices = new unsigned int[3]; + complex_face.Face.mIndices[0] = static_cast(tri_al.V[0]); + complex_face.Face.mIndices[1] = static_cast(tri_al.V[1]); + complex_face.Face.mIndices[2] = static_cast(tri_al.V[2]); + complex_faces_list.push_back(complex_face); + } + } // for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child) + + /**** Split faces list: one list per mesh ****/ + PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist); + + /***** Create mesh for every faces list ******/ + for (std::list &face_list_cur : complex_faces_toplist) { + auto VertexIndex_GetMinimal = [](const std::list &pFaceList, const size_t *pBiggerThan) -> size_t { + size_t rv = 0; + + if (pBiggerThan != nullptr) { + bool found = false; + + for (const SComplexFace &face : pFaceList) { + for (size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++) { + if (face.Face.mIndices[idx_vert] > *pBiggerThan) { + rv = face.Face.mIndices[idx_vert]; + found = true; + + break; + } + } + + if (found) break; + } + + if (!found) return *pBiggerThan; + } else { + rv = pFaceList.front().Face.mIndices[0]; + } // if(pBiggerThan != nullptr) else + + for (const SComplexFace &face : pFaceList) { + for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) { + if (face.Face.mIndices[vi] < rv) { + if (pBiggerThan != nullptr) { + if (face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi]; + } else { + rv = face.Face.mIndices[vi]; + } + } + } + } // for(const SComplexFace& face: pFaceList) + + return rv; + }; // auto VertexIndex_GetMinimal = [](const std::list& pFaceList, const size_t* pBiggerThan) -> size_t + + auto VertexIndex_Replace = [](std::list &pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void { + for (const SComplexFace &face : pFaceList) { + for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) { + if (face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast(pIdx_To); + } + } + }; // auto VertexIndex_Replace = [](std::list& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void + + auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D { + // Color priorities(In descending order): + // 1. triangle color; + // 2. vertex color; + // 3. volume color; + // 4. object color; + // 5. material; + // 6. default - invisible coat. + // + // Fill vertices colors in color priority list above that's points from 1 to 6. + if ((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr)) // check for vertex color + { + if (pVertexColorArray[pIdx]->Composed) + throw DeadlyImportError("IME: vertex color composed"); + else + return pVertexColorArray[pIdx]->Color; + } else if (ne_volume_color != nullptr) // check for volume color + { + if (ne_volume_color->Composed) + throw DeadlyImportError("IME: volume color composed"); + else + return ne_volume_color->Color; + } else if (pObjectColor != nullptr) // check for object color + { + if (pObjectColor->Composed) + throw DeadlyImportError("IME: object color composed"); + else + return pObjectColor->Color; + } else if (cur_mat != nullptr) // check for material + { + return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z); + } else // set default color. + { + return { 0, 0, 0, 0 }; + } // if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else + }; // auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D + + aiMesh *tmesh = new aiMesh; + + tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // Only triangles is supported by AMF. + // + // set geometry and colors (vertices) + // + // copy faces/triangles + tmesh->mNumFaces = static_cast(face_list_cur.size()); + tmesh->mFaces = new aiFace[tmesh->mNumFaces]; + + // Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume + // can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10. + // Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous. + size_t VertexCount_Max = tmesh->mNumFaces * 3; // 3 - triangles. + std::vector vert_arr, texcoord_arr; + std::vector col_arr; + + vert_arr.reserve(VertexCount_Max * 2); // "* 2" - see below TODO. + col_arr.reserve(VertexCount_Max * 2); + + { // fill arrays + size_t vert_idx_from, vert_idx_to; + + // first iteration. + vert_idx_to = 0; + vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr); + vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); + col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); + if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to); + + // rest iterations + do { + vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to); + if (vert_idx_from == vert_idx_to) break; // all indices are transferred, + + vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); + col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); + vert_idx_to++; + if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to); + + } while (true); + } // fill arrays. END. + + // + // check if triangle colors are used and create additional faces if needed. + // + for (const SComplexFace &face_cur : face_list_cur) { + if (face_cur.Color != nullptr) { + aiColor4D face_color; + size_t vert_idx_new = vert_arr.size(); + + if (face_cur.Color->Composed) + throw DeadlyImportError("IME: face color composed"); + else + face_color = face_cur.Color->Color; + + for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) { + vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind])); + col_arr.push_back(face_color); + face_cur.Face.mIndices[idx_ind] = static_cast(vert_idx_new++); + } + } // if(face_cur.Color != nullptr) + } // for(const SComplexFace& face_cur: face_list_cur) + + // + // if texture is used then copy texture coordinates too. + // + if (face_list_cur.front().TexMap != nullptr) { + size_t idx_vert_new = vert_arr.size(); + ///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for + /// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about + /// optimisation. + bool *idx_vert_used; + + idx_vert_used = new bool[VertexCount_Max * 2]; + for (size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) + idx_vert_used[i] = false; + + // This ID's will be used when set materials ID in scene. + tmesh->mMaterialIndex = static_cast(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R, + face_list_cur.front().TexMap->TextureID_G, + face_list_cur.front().TexMap->TextureID_B, + face_list_cur.front().TexMap->TextureID_A)); + texcoord_arr.resize(VertexCount_Max * 2); + for (const SComplexFace &face_cur : face_list_cur) { + for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) { + const size_t idx_vert = face_cur.Face.mIndices[idx_ind]; + + if (!idx_vert_used[idx_vert]) { + texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind]; + idx_vert_used[idx_vert] = true; + } else if (texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind]) { + // in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture + // coordinates. + vert_arr.push_back(vert_arr.at(idx_vert)); + col_arr.push_back(col_arr.at(idx_vert)); + texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind]; + face_cur.Face.mIndices[idx_ind] = static_cast(idx_vert_new++); + } + } // for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) + } // for(const SComplexFace& face_cur: face_list_cur) + + delete[] idx_vert_used; + // shrink array + texcoord_arr.resize(idx_vert_new); + } // if(face_list_cur.front().TexMap != nullptr) + + // + // copy collected data to mesh + // + tmesh->mNumVertices = static_cast(vert_arr.size()); + tmesh->mVertices = new aiVector3D[tmesh->mNumVertices]; + tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices]; + + memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D)); + memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D)); + if (texcoord_arr.size() > 0) { + tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices]; + memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D)); + tmesh->mNumUVComponents[0] = 2; // U and V stored in "x", "y" of aiVector3D. + } + + size_t idx_face = 0; + for (const SComplexFace &face_cur : face_list_cur) + tmesh->mFaces[idx_face++] = face_cur.Face; + + // store new aiMesh + mesh_idx.push_back(static_cast(pMeshList.size())); + pMeshList.push_back(tmesh); + } // for(const std::list& face_list_cur: complex_faces_toplist) + } // if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume) + } // for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child) + + // if meshes was created then assign new indices with current aiNode + if (!mesh_idx.empty()) { + std::list::const_iterator mit = mesh_idx.begin(); + + pSceneNode.mNumMeshes = static_cast(mesh_idx.size()); + pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes]; + for (size_t i = 0; i < pSceneNode.mNumMeshes; i++) + pSceneNode.mMeshes[i] = *mit++; + } // if(mesh_idx.size() > 0) +} + +void AMFImporter::Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material &pMaterial) { + SPP_Material new_mat; + + new_mat.ID = pMaterial.ID; + for (const CAMFImporter_NodeElement *mat_child : pMaterial.Child) { + if (mat_child->Type == CAMFImporter_NodeElement::ENET_Color) { + new_mat.Color = (CAMFImporter_NodeElement_Color *)mat_child; + } else if (mat_child->Type == CAMFImporter_NodeElement::ENET_Metadata) { + new_mat.Metadata.push_back((CAMFImporter_NodeElement_Metadata *)mat_child); + } + } // for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child) + + // place converted material to special list + mMaterial_Converted.push_back(new_mat); +} + +void AMFImporter::Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation &pConstellation, std::list &pNodeList) const { + aiNode *con_node; + std::list ch_node; + + // We will build next hierarchy: + // aiNode as parent () for set of nodes as a children + // |- aiNode for transformation ( -> , ) - aiNode for pointing to object ("objectid") + // ... + // \_ aiNode for transformation ( -> , ) - aiNode for pointing to object ("objectid") + con_node = new aiNode; + con_node->mName = pConstellation.ID; + // Walk through children and search for instances of another objects, constellations. + for (const CAMFImporter_NodeElement *ne : pConstellation.Child) { + aiMatrix4x4 tmat; + aiNode *t_node; + aiNode *found_node; + + if (ne->Type == CAMFImporter_NodeElement::ENET_Metadata) continue; + if (ne->Type != CAMFImporter_NodeElement::ENET_Instance) throw DeadlyImportError("Only nodes can be in ."); + + // create alias for conveniance + CAMFImporter_NodeElement_Instance &als = *((CAMFImporter_NodeElement_Instance *)ne); + // find referenced object + if (!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID); + + // create node for applying transformation + t_node = new aiNode; + t_node->mParent = con_node; + // apply transformation + aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat; + aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat; + aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat; + aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat; + // create array for one child node + t_node->mNumChildren = 1; + t_node->mChildren = new aiNode *[t_node->mNumChildren]; + SceneCombiner::Copy(&t_node->mChildren[0], found_node); + t_node->mChildren[0]->mParent = t_node; + ch_node.push_back(t_node); + } // for(const CAMFImporter_NodeElement* ne: pConstellation.Child) + + // copy found aiNode's as children + if (ch_node.empty()) throw DeadlyImportError(" must have at least one ."); + + size_t ch_idx = 0; + + con_node->mNumChildren = static_cast(ch_node.size()); + con_node->mChildren = new aiNode *[con_node->mNumChildren]; + for (aiNode *node : ch_node) + con_node->mChildren[ch_idx++] = node; + + // and place "root" of node to node list + pNodeList.push_back(con_node); +} + +void AMFImporter::Postprocess_BuildScene(aiScene *pScene) { + std::list node_list; + std::list mesh_list; + std::list meta_list; + + // + // Because for AMF "material" is just complex colors mixing so aiMaterial will not be used. + // For building aiScene we are must to do few steps: + // at first creating root node for aiScene. + pScene->mRootNode = new aiNode; + pScene->mRootNode->mParent = nullptr; + pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED; + // search for root() element + CAMFImporter_NodeElement *root_el = nullptr; + + for (CAMFImporter_NodeElement *ne : mNodeElement_List) { + if (ne->Type != CAMFImporter_NodeElement::ENET_Root) continue; + + root_el = ne; + + break; + } // for(const CAMFImporter_NodeElement* ne: mNodeElement_List) + + // Check if root element are found. + if (root_el == nullptr) throw DeadlyImportError("Root() element not found."); + + // after that walk through children of root and collect data. Five types of nodes can be placed at top level - in : , , , + // and . But at first we must read and because they will be used in . can be read + // at any moment. + // + // 1. + // 2. will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet + for (const CAMFImporter_NodeElement *root_child : root_el->Child) { + if (root_child->Type == CAMFImporter_NodeElement::ENET_Material) Postprocess_BuildMaterial(*((CAMFImporter_NodeElement_Material *)root_child)); + } + + // After "appearance" nodes we must read because it will be used in -> . + // + // 3. + for (const CAMFImporter_NodeElement *root_child : root_el->Child) { + if (root_child->Type == CAMFImporter_NodeElement::ENET_Object) { + aiNode *tnode = nullptr; + + // for mesh and node must be built: object ID assigned to aiNode name and will be used in future for + Postprocess_BuildNodeAndObject(*((CAMFImporter_NodeElement_Object *)root_child), mesh_list, &tnode); + if (tnode != nullptr) node_list.push_back(tnode); + } + } // for(const CAMFImporter_NodeElement* root_child: root_el->Child) + + // And finally read rest of nodes. + // + for (const CAMFImporter_NodeElement *root_child : root_el->Child) { + // 4. + if (root_child->Type == CAMFImporter_NodeElement::ENET_Constellation) { + // and at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's. + Postprocess_BuildConstellation(*((CAMFImporter_NodeElement_Constellation *)root_child), node_list); + } + + // 5, + if (root_child->Type == CAMFImporter_NodeElement::ENET_Metadata) meta_list.push_back((CAMFImporter_NodeElement_Metadata *)root_child); + } // for(const CAMFImporter_NodeElement* root_child: root_el->Child) + + // at now we can add collected metadata to root node + Postprocess_AddMetadata(meta_list, *pScene->mRootNode); + // + // Check constellation children + // + // As said in specification: + // "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing." + // What that means? For example: if some object is used in constellation then you must show only constellation but not original object. + // And at this step we are checking that relations. +nl_clean_loop: + + if (node_list.size() > 1) { + // walk through all nodes + for (std::list::iterator nl_it = node_list.begin(); nl_it != node_list.end(); ++nl_it) { + // and try to find them in another top nodes. + std::list::const_iterator next_it = nl_it; + + ++next_it; + for (; next_it != node_list.end(); ++next_it) { + if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) { + // if current top node(nl_it) found in another top node then erase it from node_list and restart search loop. + node_list.erase(nl_it); + + goto nl_clean_loop; + } + } // for(; next_it != node_list.end(); next_it++) + } // for(std::list::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++) + } + + // + // move created objects to aiScene + // + // + // Nodes + if (!node_list.empty()) { + std::list::const_iterator nl_it = node_list.begin(); + + pScene->mRootNode->mNumChildren = static_cast(node_list.size()); + pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren]; + for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) { + // Objects and constellation that must be showed placed at top of hierarchy in node. So all aiNode's in node_list must have + // mRootNode only as parent. + (*nl_it)->mParent = pScene->mRootNode; + pScene->mRootNode->mChildren[i] = *nl_it++; + } + } // if(node_list.size() > 0) + + // + // Meshes + if (!mesh_list.empty()) { + std::list::const_iterator ml_it = mesh_list.begin(); + + pScene->mNumMeshes = static_cast(mesh_list.size()); + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + for (size_t i = 0; i < pScene->mNumMeshes; i++) + pScene->mMeshes[i] = *ml_it++; + } // if(mesh_list.size() > 0) + + // + // Textures + pScene->mNumTextures = static_cast(mTexture_Converted.size()); + if (pScene->mNumTextures > 0) { + size_t idx; + + idx = 0; + pScene->mTextures = new aiTexture *[pScene->mNumTextures]; + for (const SPP_Texture &tex_convd : mTexture_Converted) { + pScene->mTextures[idx] = new aiTexture; + pScene->mTextures[idx]->mWidth = static_cast(tex_convd.Width); + pScene->mTextures[idx]->mHeight = static_cast(tex_convd.Height); + pScene->mTextures[idx]->pcData = (aiTexel *)tex_convd.Data; + // texture format description. + strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint); + idx++; + } // for(const SPP_Texture& tex_convd: mTexture_Converted) + + // Create materials for embedded textures. + idx = 0; + pScene->mNumMaterials = static_cast(mTexture_Converted.size()); + pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; + for (const SPP_Texture &tex_convd : mTexture_Converted) { + const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx)); + const int mode = aiTextureOp_Multiply; + const int repeat = tex_convd.Tiled ? 1 : 0; + + pScene->mMaterials[idx] = new aiMaterial; + pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0)); + pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0)); + pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0)); + pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0)); + idx++; + } + } // if(pScene->mNumTextures > 0) +} // END: after that walk through children of root and collect data + +} // namespace Assimp + +#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER diff --git a/code/ASE/ASELoader.cpp b/code/AssetLib/ASE/ASELoader.cpp similarity index 64% rename from code/ASE/ASELoader.cpp rename to code/AssetLib/ASE/ASELoader.cpp index b2155d5e5..47b357248 100644 --- a/code/ASE/ASELoader.cpp +++ b/code/AssetLib/ASE/ASELoader.cpp @@ -51,15 +51,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // internal headers #include "ASELoader.h" -#include -#include #include "Common/TargetAnimation.h" +#include +#include -#include -#include -#include -#include #include +#include +#include +#include +#include #include @@ -84,12 +84,8 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer -ASEImporter::ASEImporter() -: mParser() -, mBuffer() -, pcScene() -, configRecomputeNormals() -, noSkeletonMesh() { +ASEImporter::ASEImporter() : + mParser(), mBuffer(), pcScene(), configRecomputeNormals(), noSkeletonMesh() { // empty } @@ -101,7 +97,7 @@ ASEImporter::~ASEImporter() { // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. -bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const { +bool ASEImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const { // check file extension const std::string extension = GetExtension(pFile); @@ -110,41 +106,43 @@ bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool } if ((!extension.length() || cs) && pIOHandler) { - const char* tokens[] = {"*3dsmax_asciiexport"}; - return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); + const char *tokens[] = { "*3dsmax_asciiexport" }; + return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1); } return false; } // ------------------------------------------------------------------------------------------------ // Loader meta information -const aiImporterDesc* ASEImporter::GetInfo () const { +const aiImporterDesc *ASEImporter::GetInfo() const { return &desc; } // ------------------------------------------------------------------------------------------------ // Setup configuration options -void ASEImporter::SetupProperties(const Importer* pImp) { +void ASEImporter::SetupProperties(const Importer *pImp) { configRecomputeNormals = (pImp->GetPropertyInteger( - AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false); + AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS, 1) ? + true : + false); - noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; + noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. -void ASEImporter::InternReadFile( const std::string& pFile, - aiScene* pScene, IOSystem* pIOHandler) { - std::unique_ptr file( pIOHandler->Open( pFile, "rb")); +void ASEImporter::InternReadFile(const std::string &pFile, + aiScene *pScene, IOSystem *pIOHandler) { + std::unique_ptr file(pIOHandler->Open(pFile, "rb")); // Check whether we can read from the file - if( file.get() == nullptr) { - throw DeadlyImportError( "Failed to open ASE file " + pFile + "."); + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open ASE file " + pFile + "."); } // Allocate storage and copy the contents of the file to a memory buffer std::vector mBuffer2; - TextFileToBuffer(file.get(),mBuffer2); + TextFileToBuffer(file.get(), mBuffer2); this->mBuffer = &mBuffer2[0]; this->pcScene = pScene; @@ -155,8 +153,8 @@ void ASEImporter::InternReadFile( const std::string& pFile, // ASE is the actual version 200 (that is currently written by max) // ------------------------------------------------------------------ unsigned int defaultFormat; - std::string::size_type s = pFile.length()-1; - switch (pFile.c_str()[s]) { + std::string::size_type s = pFile.length() - 1; + switch (pFile.c_str()[s]) { case 'C': case 'c': @@ -167,7 +165,7 @@ void ASEImporter::InternReadFile( const std::string& pFile, }; // Construct an ASE parser and parse the file - ASE::Parser parser(mBuffer,defaultFormat); + ASE::Parser parser(mBuffer, defaultFormat); mParser = &parser; mParser->Parse(); @@ -175,7 +173,7 @@ void ASEImporter::InternReadFile( const std::string& pFile, // Check whether we god at least one mesh. If we did - generate // materials and copy meshes. // ------------------------------------------------------------------ - if ( !mParser->m_vMeshes.empty()) { + if (!mParser->m_vMeshes.empty()) { // If absolutely no material has been loaded from the file // we need to generate a default material @@ -183,32 +181,32 @@ void ASEImporter::InternReadFile( const std::string& pFile, // process all meshes bool tookNormals = false; - std::vector avOutMeshes; - avOutMeshes.reserve(mParser->m_vMeshes.size()*2); - for (std::vector::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) { + std::vector avOutMeshes; + avOutMeshes.reserve(mParser->m_vMeshes.size() * 2); + for (std::vector::iterator i = mParser->m_vMeshes.begin(); i != mParser->m_vMeshes.end(); ++i) { if ((*i).bSkip) { continue; } BuildUniqueRepresentation(*i); // Need to generate proper vertex normals if necessary - if(GenerateNormals(*i)) { + if (GenerateNormals(*i)) { tookNormals = true; } // Convert all meshes to aiMesh objects - ConvertMeshes(*i,avOutMeshes); + ConvertMeshes(*i, avOutMeshes); } - if (tookNormals) { + if (tookNormals) { ASSIMP_LOG_DEBUG("ASE: Taking normals from the file. Use " - "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you " - "experience problems"); + "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you " + "experience problems"); } // Now build the output mesh list. Remove dummies pScene->mNumMeshes = (unsigned int)avOutMeshes.size(); - aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; - for (std::vector::const_iterator i = avOutMeshes.begin();i != avOutMeshes.end();++i) { + aiMesh **pp = pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + for (std::vector::const_iterator i = avOutMeshes.begin(); i != avOutMeshes.end(); ++i) { if (!(*i)->mNumFaces) { continue; } @@ -225,18 +223,21 @@ void ASEImporter::InternReadFile( const std::string& pFile, // Copy all scene graph nodes - lights, cameras, dummies and meshes // into one huge list. //------------------------------------------------------------------ - std::vector nodes; - nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size() - + mParser->m_vCameras.size() + mParser->m_vDummies.size()); + std::vector nodes; + nodes.reserve(mParser->m_vMeshes.size() + mParser->m_vLights.size() + mParser->m_vCameras.size() + mParser->m_vDummies.size()); // Lights - for (auto &light : mParser->m_vLights)nodes.push_back(&light); + for (auto &light : mParser->m_vLights) + nodes.push_back(&light); // Cameras - for (auto &camera : mParser->m_vCameras)nodes.push_back(&camera); + for (auto &camera : mParser->m_vCameras) + nodes.push_back(&camera); // Meshes - for (auto &mesh : mParser->m_vMeshes)nodes.push_back(&mesh); + for (auto &mesh : mParser->m_vMeshes) + nodes.push_back(&mesh); // Dummies - for (auto &dummy : mParser->m_vDummies)nodes.push_back(&dummy); + for (auto &dummy : mParser->m_vDummies) + nodes.push_back(&dummy); // build the final node graph BuildNodes(nodes); @@ -255,7 +256,7 @@ void ASEImporter::InternReadFile( const std::string& pFile, // to build a mesh for the animation skeleton // FIXME: very strange results // ------------------------------------------------------------------ - if (!pScene->mNumMeshes) { + if (!pScene->mNumMeshes) { pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; if (!noSkeletonMesh) { SkeletonMeshBuilder skeleton(pScene); @@ -263,82 +264,80 @@ void ASEImporter::InternReadFile( const std::string& pFile, } } // ------------------------------------------------------------------------------------------------ -void ASEImporter::GenerateDefaultMaterial() -{ - ai_assert(NULL != mParser); +void ASEImporter::GenerateDefaultMaterial() { + ai_assert(nullptr != mParser); bool bHas = false; - for (std::vector::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) { - if ((*i).bSkip)continue; + for (std::vector::iterator i = mParser->m_vMeshes.begin(); i != mParser->m_vMeshes.end(); ++i) { + if ((*i).bSkip) continue; if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) { (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size(); bHas = true; } } - if (bHas || mParser->m_vMaterials.empty()) { + if (bHas || mParser->m_vMaterials.empty()) { // add a simple material without submaterials to the parser's list - mParser->m_vMaterials.push_back ( ASE::Material(AI_DEFAULT_MATERIAL_NAME) ); - ASE::Material& mat = mParser->m_vMaterials.back(); + mParser->m_vMaterials.push_back(ASE::Material(AI_DEFAULT_MATERIAL_NAME)); + ASE::Material &mat = mParser->m_vMaterials.back(); - mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f); - mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f); - mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f); - mat.mShading = Discreet3DS::Gouraud; + mat.mDiffuse = aiColor3D(0.6f, 0.6f, 0.6f); + mat.mSpecular = aiColor3D(1.0f, 1.0f, 1.0f); + mat.mAmbient = aiColor3D(0.05f, 0.05f, 0.05f); + mat.mShading = Discreet3DS::Gouraud; } } // ------------------------------------------------------------------------------------------------ -void ASEImporter::BuildAnimations(const std::vector& nodes) -{ +void ASEImporter::BuildAnimations(const std::vector &nodes) { // check whether we have at least one mesh which has animations - std::vector::const_iterator i = nodes.begin(); + std::vector::const_iterator i = nodes.begin(); unsigned int iNum = 0; - for (;i != nodes.end();++i) { + for (; i != nodes.end(); ++i) { // TODO: Implement Bezier & TCB support if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) { ASSIMP_LOG_WARN("ASE: Position controller uses Bezier/TCB keys. " - "This is not supported."); + "This is not supported."); } if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) { ASSIMP_LOG_WARN("ASE: Rotation controller uses Bezier/TCB keys. " - "This is not supported."); + "This is not supported."); } - if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) { + if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) { ASSIMP_LOG_WARN("ASE: Position controller uses Bezier/TCB keys. " - "This is not supported."); + "This is not supported."); } // We compare against 1 here - firstly one key is not // really an animation and secondly MAX writes dummies // that represent the node transformation. - if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){ + if ((*i)->mAnim.akeyPositions.size() > 1 || (*i)->mAnim.akeyRotations.size() > 1 || (*i)->mAnim.akeyScaling.size() > 1) { ++iNum; } - if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) { + if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan((*i)->mTargetPosition.x)) { ++iNum; } } - if (iNum) { + if (iNum) { // Generate a new animation channel and setup everything for it pcScene->mNumAnimations = 1; - pcScene->mAnimations = new aiAnimation*[1]; - aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation(); - pcAnim->mNumChannels = iNum; - pcAnim->mChannels = new aiNodeAnim*[iNum]; + pcScene->mAnimations = new aiAnimation *[1]; + aiAnimation *pcAnim = pcScene->mAnimations[0] = new aiAnimation(); + pcAnim->mNumChannels = iNum; + pcAnim->mChannels = new aiNodeAnim *[iNum]; pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame; iNum = 0; // Now iterate through all meshes and collect all data we can find - for (i = nodes.begin();i != nodes.end();++i) { + for (i = nodes.begin(); i != nodes.end(); ++i) { - ASE::BaseNode* me = *i; - if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x )) { + ASE::BaseNode *me = *i; + if (me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan(me->mTargetPosition.x)) { // Generate an extra channel for the camera/light target. // BuildNodes() does also generate an extra node, named // .Target. - aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); + aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); nd->mNodeName.Set(me->mName + ".Target"); // If there is no input position channel we will need @@ -357,32 +356,31 @@ void ASEImporter::BuildAnimations(const std::vector& nodes) helper.Process(&me->mTargetAnim.akeyPositions);*/ // Allocate the key array and fill it - nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size(); + nd->mNumPositionKeys = (unsigned int)me->mTargetAnim.akeyPositions.size(); nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; - ::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0], - nd->mNumPositionKeys * sizeof(aiVectorKey)); + ::memcpy(nd->mPositionKeys, &me->mTargetAnim.akeyPositions[0], + nd->mNumPositionKeys * sizeof(aiVectorKey)); } - if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) { + if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) { // Begin a new node animation channel for this node - aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); + aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); nd->mNodeName.Set(me->mName); // copy position keys - if (me->mAnim.akeyPositions.size() > 1 ) - { + if (me->mAnim.akeyPositions.size() > 1) { // Allocate the key array and fill it - nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size(); + nd->mNumPositionKeys = (unsigned int)me->mAnim.akeyPositions.size(); nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; - ::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0], - nd->mNumPositionKeys * sizeof(aiVectorKey)); + ::memcpy(nd->mPositionKeys, &me->mAnim.akeyPositions[0], + nd->mNumPositionKeys * sizeof(aiVectorKey)); } // copy rotation keys - if (me->mAnim.akeyRotations.size() > 1 ) { + if (me->mAnim.akeyRotations.size() > 1) { // Allocate the key array and fill it - nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size(); + nd->mNumRotationKeys = (unsigned int)me->mAnim.akeyRotations.size(); nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys]; // -------------------------------------------------------------------- @@ -395,11 +393,11 @@ void ASEImporter::BuildAnimations(const std::vector& nodes) // -------------------------------------------------------------------- aiQuaternion cur; - for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { + for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) { aiQuatKey q = me->mAnim.akeyRotations[a]; if (mParser->iFileFormat > 110) { - cur = (a ? cur*q.mValue : q.mValue); + cur = (a ? cur * q.mValue : q.mValue); q.mValue = cur.Normalize(); } nd->mRotationKeys[a] = q; @@ -409,13 +407,13 @@ void ASEImporter::BuildAnimations(const std::vector& nodes) } } // copy scaling keys - if (me->mAnim.akeyScaling.size() > 1 ) { + if (me->mAnim.akeyScaling.size() > 1) { // Allocate the key array and fill it - nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size(); + nd->mNumScalingKeys = (unsigned int)me->mAnim.akeyScaling.size(); nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys]; - ::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0], - nd->mNumScalingKeys * sizeof(aiVectorKey)); + ::memcpy(nd->mScalingKeys, &me->mAnim.akeyScaling[0], + nd->mNumScalingKeys * sizeof(aiVectorKey)); } } } @@ -424,18 +422,17 @@ void ASEImporter::BuildAnimations(const std::vector& nodes) // ------------------------------------------------------------------------------------------------ // Build output cameras -void ASEImporter::BuildCameras() -{ - if (!mParser->m_vCameras.empty()) { +void ASEImporter::BuildCameras() { + if (!mParser->m_vCameras.empty()) { pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size(); - pcScene->mCameras = new aiCamera*[pcScene->mNumCameras]; + pcScene->mCameras = new aiCamera *[pcScene->mNumCameras]; - for (unsigned int i = 0; i < pcScene->mNumCameras;++i) { - aiCamera* out = pcScene->mCameras[i] = new aiCamera(); - ASE::Camera& in = mParser->m_vCameras[i]; + for (unsigned int i = 0; i < pcScene->mNumCameras; ++i) { + aiCamera *out = pcScene->mCameras[i] = new aiCamera(); + ASE::Camera &in = mParser->m_vCameras[i]; // copy members - out->mClipPlaneFar = in.mFar; + out->mClipPlaneFar = in.mFar; out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f); out->mHorizontalFOV = in.mFOV; @@ -446,24 +443,22 @@ void ASEImporter::BuildCameras() // ------------------------------------------------------------------------------------------------ // Build output lights -void ASEImporter::BuildLights() -{ - if (!mParser->m_vLights.empty()) { +void ASEImporter::BuildLights() { + if (!mParser->m_vLights.empty()) { pcScene->mNumLights = (unsigned int)mParser->m_vLights.size(); - pcScene->mLights = new aiLight*[pcScene->mNumLights]; + pcScene->mLights = new aiLight *[pcScene->mNumLights]; - for (unsigned int i = 0; i < pcScene->mNumLights;++i) { - aiLight* out = pcScene->mLights[i] = new aiLight(); - ASE::Light& in = mParser->m_vLights[i]; + for (unsigned int i = 0; i < pcScene->mNumLights; ++i) { + aiLight *out = pcScene->mLights[i] = new aiLight(); + ASE::Light &in = mParser->m_vLights[i]; // The direction is encoded in the transformation matrix of the node. // In 3DS MAX the light source points into negative Z direction if // the node transformation is the identity. - out->mDirection = aiVector3D(0.f,0.f,-1.f); + out->mDirection = aiVector3D(0.f, 0.f, -1.f); out->mName.Set(in.mName); - switch (in.mLightType) - { + switch (in.mLightType) { case ASE::Light::TARGET: out->mType = aiLightSource_SPOT; out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle); @@ -475,7 +470,7 @@ void ASEImporter::BuildLights() break; default: - //case ASE::Light::OMNI: + //case ASE::Light::OMNI: out->mType = aiLightSource_POINT; break; }; @@ -485,57 +480,55 @@ void ASEImporter::BuildLights() } // ------------------------------------------------------------------------------------------------ -void ASEImporter::AddNodes(const std::vector& nodes, - aiNode* pcParent,const char* szName) -{ +void ASEImporter::AddNodes(const std::vector &nodes, + aiNode *pcParent, const char *szName) { aiMatrix4x4 m; - AddNodes(nodes,pcParent,szName,m); + AddNodes(nodes, pcParent, szName, m); } // ------------------------------------------------------------------------------------------------ // Add meshes to a given node -void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node) -{ - for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) { +void ASEImporter::AddMeshes(const ASE::BaseNode *snode, aiNode *node) { + for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) { // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color) - const aiMesh* pcMesh = pcScene->mMeshes[i]; - const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2]; + const aiMesh *pcMesh = pcScene->mMeshes[i]; + const ASE::Mesh *mesh = (const ASE::Mesh *)pcMesh->mColors[2]; if (mesh == snode) { ++node->mNumMeshes; } } - if(node->mNumMeshes) { + if (node->mNumMeshes) { node->mMeshes = new unsigned int[node->mNumMeshes]; - for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i) { + for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes; ++i) { - const aiMesh* pcMesh = pcScene->mMeshes[i]; - const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2]; - if (mesh == snode) { + const aiMesh *pcMesh = pcScene->mMeshes[i]; + const ASE::Mesh *mesh = (const ASE::Mesh *)pcMesh->mColors[2]; + if (mesh == snode) { node->mMeshes[p++] = i; // Transform all vertices of the mesh back into their local space -> // at the moment they are pretransformed - aiMatrix4x4 m = mesh->mTransform; + aiMatrix4x4 m = mesh->mTransform; m.Inverse(); - aiVector3D* pvCurPtr = pcMesh->mVertices; - const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices; - while (pvCurPtr != pvEndPtr) { + aiVector3D *pvCurPtr = pcMesh->mVertices; + const aiVector3D *pvEndPtr = pvCurPtr + pcMesh->mNumVertices; + while (pvCurPtr != pvEndPtr) { *pvCurPtr = m * (*pvCurPtr); pvCurPtr++; } // Do the same for the normal vectors, if we have them. // As always, inverse transpose. - if (pcMesh->mNormals) { - aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform ); + if (pcMesh->mNormals) { + aiMatrix3x3 m3 = aiMatrix3x3(mesh->mTransform); m3.Transpose(); pvCurPtr = pcMesh->mNormals; pvEndPtr = pvCurPtr + pcMesh->mNumVertices; - while (pvCurPtr != pvEndPtr) { + while (pvCurPtr != pvEndPtr) { *pvCurPtr = m3 * (*pvCurPtr); pvCurPtr++; } @@ -547,68 +540,65 @@ void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node) // ------------------------------------------------------------------------------------------------ // Add child nodes to a given parent node -void ASEImporter::AddNodes (const std::vector& nodes, - aiNode* pcParent, const char* szName, - const aiMatrix4x4& mat) -{ +void ASEImporter::AddNodes(const std::vector &nodes, + aiNode *pcParent, const char *szName, + const aiMatrix4x4 &mat) { const size_t len = szName ? ::strlen(szName) : 0; ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS); // Receives child nodes for the pcParent node - std::vector apcNodes; + std::vector apcNodes; // Now iterate through all nodes in the scene and search for one // which has *us* as parent. - for (std::vector::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) { - const BaseNode* snode = *it; + for (std::vector::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) { + const BaseNode *snode = *it; if (szName) { - if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str())) + if (len != snode->mParent.length() || ::strcmp(szName, snode->mParent.c_str())) continue; - } - else if (snode->mParent.length()) + } else if (snode->mParent.length()) continue; (*it)->mProcessed = true; // Allocate a new node and add it to the output data structure apcNodes.push_back(new aiNode()); - aiNode* node = apcNodes.back(); + aiNode *node = apcNodes.back(); node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node")); node->mParent = pcParent; // Setup the transformation matrix of the node - aiMatrix4x4 mParentAdjust = mat; + aiMatrix4x4 mParentAdjust = mat; mParentAdjust.Inverse(); - node->mTransformation = mParentAdjust*snode->mTransform; + node->mTransformation = mParentAdjust * snode->mTransform; // Add sub nodes - prevent stack overflow due to recursive parenting - if (node->mName != node->mParent->mName && node->mName != node->mParent->mParent->mName ) { - AddNodes(nodes,node,node->mName.data,snode->mTransform); + if (node->mName != node->mParent->mName && node->mName != node->mParent->mParent->mName) { + AddNodes(nodes, node, node->mName.data, snode->mTransform); } // Further processing depends on the type of the node - if (snode->mType == ASE::BaseNode::Mesh) { + if (snode->mType == ASE::BaseNode::Mesh) { // If the type of this node is "Mesh" we need to search // the list of output meshes in the data structure for // all those that belonged to this node once. This is // slightly inconvinient here and a better solution should // be used when this code is refactored next. - AddMeshes(snode,node); - } - else if (is_not_qnan( snode->mTargetPosition.x )) { + AddMeshes(snode, node); + } else if (is_not_qnan(snode->mTargetPosition.x)) { // If this is a target camera or light we generate a small // child node which marks the position of the camera // target (the direction information is contained in *this* // node's animation track but the exact target position // would be lost otherwise) - if (!node->mNumChildren) { - node->mChildren = new aiNode*[1]; + if (!node->mNumChildren) { + node->mChildren = new aiNode *[1]; } - aiNode* nd = new aiNode(); + aiNode *nd = new aiNode(); - nd->mName.Set ( snode->mName + ".Target" ); + nd->mName.Set(snode->mName + ".Target"); nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4; nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4; @@ -617,14 +607,14 @@ void ASEImporter::AddNodes (const std::vector& nodes, nd->mParent = node; // The .Target node is always the first child node - for (unsigned int m = 0; m < node->mNumChildren;++m) - node->mChildren[m+1] = node->mChildren[m]; + for (unsigned int m = 0; m < node->mNumChildren; ++m) + node->mChildren[m + 1] = node->mChildren[m]; node->mChildren[0] = nd; node->mNumChildren++; // What we did is so great, it is at least worth a debug message - ASSIMP_LOG_DEBUG("ASE: Generating separate target node ("+snode->mName+")"); + ASSIMP_LOG_DEBUG("ASE: Generating separate target node (" + snode->mName + ")"); } } @@ -632,10 +622,10 @@ void ASEImporter::AddNodes (const std::vector& nodes, // We allocate one slot more in case this is a target camera/light pcParent->mNumChildren = (unsigned int)apcNodes.size(); if (pcParent->mNumChildren) { - pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */]; + pcParent->mChildren = new aiNode *[apcNodes.size() + 1 /* PLUS ONE !!! */]; // now build all nodes for our nice new children - for (unsigned int p = 0; p < apcNodes.size();++p) + for (unsigned int p = 0; p < apcNodes.size(); ++p) pcParent->mChildren[p] = apcNodes[p]; } return; @@ -643,32 +633,32 @@ void ASEImporter::AddNodes (const std::vector& nodes, // ------------------------------------------------------------------------------------------------ // Build the output node graph -void ASEImporter::BuildNodes(std::vector& nodes) { - ai_assert(NULL != pcScene); +void ASEImporter::BuildNodes(std::vector &nodes) { + ai_assert(nullptr != pcScene); // allocate the one and only root node - aiNode* root = pcScene->mRootNode = new aiNode(); + aiNode *root = pcScene->mRootNode = new aiNode(); root->mName.Set(""); // Setup the coordinate system transformation pcScene->mRootNode->mNumChildren = 1; - pcScene->mRootNode->mChildren = new aiNode*[1]; - aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode(); + pcScene->mRootNode->mChildren = new aiNode *[1]; + aiNode *ch = pcScene->mRootNode->mChildren[0] = new aiNode(); ch->mParent = root; // Change the transformation matrix of all nodes for (BaseNode *node : nodes) { - aiMatrix4x4& m = node->mTransform; + aiMatrix4x4 &m = node->mTransform; m.Transpose(); // row-order vs column-order } // add all nodes - AddNodes(nodes,ch,NULL); + AddNodes(nodes, ch, nullptr); // now iterate through al nodes and find those that have not yet // been added to the nodegraph (= their parent could not be recognized) - std::vector aiList; - for (std::vector::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) { + std::vector aiList; + for (std::vector::iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) { if ((*it)->mProcessed) { continue; } @@ -678,54 +668,54 @@ void ASEImporter::BuildNodes(std::vector& nodes) { // search the list another time, starting *here* and try to find out whether // there is a node that references *us* as a parent - for (std::vector::const_iterator it2 = nodes.begin();it2 != end; ++it2) { + for (std::vector::const_iterator it2 = nodes.begin(); it2 != end; ++it2) { if (it2 == it) { continue; } - if ((*it2)->mName == (*it)->mParent) { + if ((*it2)->mName == (*it)->mParent) { bKnowParent = true; break; } } - if (!bKnowParent) { + if (!bKnowParent) { aiList.push_back(*it); } } // Are there ane orphaned nodes? - if (!aiList.empty()) { - std::vector apcNodes; + if (!aiList.empty()) { + std::vector apcNodes; apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren); - for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i) + for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren; ++i) apcNodes.push_back(pcScene->mRootNode->mChildren[i]); delete[] pcScene->mRootNode->mChildren; - for (std::vector::/*const_*/iterator i = aiList.begin();i != aiList.end();++i) { - const ASE::BaseNode* src = *i; + for (std::vector::/*const_*/ iterator i = aiList.begin(); i != aiList.end(); ++i) { + const ASE::BaseNode *src = *i; // The parent is not known, so we can assume that we must add // this node to the root node of the whole scene - aiNode* pcNode = new aiNode(); + aiNode *pcNode = new aiNode(); pcNode->mParent = pcScene->mRootNode; pcNode->mName.Set(src->mName); - AddMeshes(src,pcNode); - AddNodes(nodes,pcNode,pcNode->mName.data); + AddMeshes(src, pcNode); + AddNodes(nodes, pcNode, pcNode->mName.data); apcNodes.push_back(pcNode); } // Regenerate our output array - pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()]; - for (unsigned int i = 0; i < apcNodes.size();++i) + pcScene->mRootNode->mChildren = new aiNode *[apcNodes.size()]; + for (unsigned int i = 0; i < apcNodes.size(); ++i) pcScene->mRootNode->mChildren[i] = apcNodes[i]; pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size(); } - // Reset the third color set to NULL - we used this field to store a temporary pointer - for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) - pcScene->mMeshes[i]->mColors[2] = NULL; + // Reset the third color set to nullptr - we used this field to store a temporary pointer + for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) + pcScene->mMeshes[i]->mColors[2] = nullptr; // The root node should not have at least one child or the file is valid if (!pcScene->mRootNode->mNumChildren) { @@ -733,17 +723,17 @@ void ASEImporter::BuildNodes(std::vector& nodes) { } // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system - pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f, - 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f); + pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f, + 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f); } // ------------------------------------------------------------------------------------------------ // Convert the imported data to the internal verbose representation -void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) { +void ASEImporter::BuildUniqueRepresentation(ASE::Mesh &mesh) { // allocate output storage std::vector mPositions; std::vector amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; - std::vector mVertexColors; + std::vector mVertexColors; std::vector mNormals; std::vector mBoneVertices; @@ -751,13 +741,13 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) { mPositions.resize(iSize); // optional texture coordinates - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) { - if (!mesh.amTexCoords[i].empty()) { + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { + if (!mesh.amTexCoords[i].empty()) { amTexCoords[i].resize(iSize); } } // optional vertex colors - if (!mesh.mVertexColors.empty()) { + if (!mesh.mVertexColors.empty()) { mVertexColors.resize(iSize); } @@ -766,38 +756,37 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) { mNormals.resize(iSize); } // bone vertices. There is no need to change the bone list - if (!mesh.mBoneVertices.empty()) { + if (!mesh.mBoneVertices.empty()) { mBoneVertices.resize(iSize); } // iterate through all faces in the mesh unsigned int iCurrent = 0, fi = 0; - for (std::vector::iterator i = mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi) { - for (unsigned int n = 0; n < 3;++n,++iCurrent) - { + for (std::vector::iterator i = mesh.mFaces.begin(); i != mesh.mFaces.end(); ++i, ++fi) { + for (unsigned int n = 0; n < 3; ++n, ++iCurrent) { mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]]; // add texture coordinates - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { - if (mesh.amTexCoords[c].empty())break; + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) { + if (mesh.amTexCoords[c].empty()) break; amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]]; } // add vertex colors - if (!mesh.mVertexColors.empty()) { + if (!mesh.mVertexColors.empty()) { mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]]; } // add normal vectors if (!mesh.mNormals.empty()) { - mNormals[iCurrent] = mesh.mNormals[fi*3+n]; + mNormals[iCurrent] = mesh.mNormals[fi * 3 + n]; mNormals[iCurrent].Normalize(); } // handle bone vertices - if ((*i).mIndices[n] < mesh.mBoneVertices.size()) { + if ((*i).mIndices[n] < mesh.mBoneVertices.size()) { // (sometimes this will cause bone verts to be duplicated // however, I' quite sure Schrompf' JoinVerticesStep // will fix that again ...) - mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]]; + mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]]; } (*i).mIndices[n] = iCurrent; } @@ -808,31 +797,29 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) { mesh.mPositions = mPositions; mesh.mVertexColors = mVertexColors; - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) mesh.amTexCoords[c] = amTexCoords[c]; } // ------------------------------------------------------------------------------------------------ // Copy a texture from the ASE structs to the output material -void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type) -{ +void CopyASETexture(aiMaterial &mat, ASE::Texture &texture, aiTextureType type) { // Setup the texture name aiString tex; - tex.Set( texture.mMapName); - mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0)); + tex.Set(texture.mMapName); + mat.AddProperty(&tex, AI_MATKEY_TEXTURE(type, 0)); // Setup the texture blend factor if (is_not_qnan(texture.mTextureBlend)) - mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); + mat.AddProperty(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0)); // Setup texture UV transformations - mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); + mat.AddProperty(&texture.mOffsetU, 5, AI_MATKEY_UVTRANSFORM(type, 0)); } // ------------------------------------------------------------------------------------------------ // Convert from ASE material to output material -void ASEImporter::ConvertMaterial(ASE::Material& mat) -{ +void ASEImporter::ConvertMaterial(ASE::Material &mat) { // LARGE TODO: Much code her is copied from 3DS ... join them maybe? // Allocate the output material @@ -845,135 +832,134 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat) mat.mAmbient.b += mParser->m_clrAmbient.b; aiString name; - name.Set( mat.mName); - mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME); + name.Set(mat.mName); + mat.pcInstance->AddProperty(&name, AI_MATKEY_NAME); // material colors - mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); - mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); - mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); - mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); + mat.pcInstance->AddProperty(&mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); + mat.pcInstance->AddProperty(&mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); + mat.pcInstance->AddProperty(&mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); + mat.pcInstance->AddProperty(&mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); // shininess - if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength) - { - mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS); - mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH); + if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength) { + mat.pcInstance->AddProperty(&mat.mSpecularExponent, 1, AI_MATKEY_SHININESS); + mat.pcInstance->AddProperty(&mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH); } // If there is no shininess, we can disable phong lighting else if (D3DS::Discreet3DS::Metal == mat.mShading || - D3DS::Discreet3DS::Phong == mat.mShading || - D3DS::Discreet3DS::Blinn == mat.mShading) - { + D3DS::Discreet3DS::Phong == mat.mShading || + D3DS::Discreet3DS::Blinn == mat.mShading) { mat.mShading = D3DS::Discreet3DS::Gouraud; } // opacity - mat.pcInstance->AddProperty( &mat.mTransparency,1,AI_MATKEY_OPACITY); + mat.pcInstance->AddProperty(&mat.mTransparency, 1, AI_MATKEY_OPACITY); // Two sided rendering? - if (mat.mTwoSided) - { + if (mat.mTwoSided) { int i = 1; - mat.pcInstance->AddProperty(&i,1,AI_MATKEY_TWOSIDED); + mat.pcInstance->AddProperty(&i, 1, AI_MATKEY_TWOSIDED); } // shading mode aiShadingMode eShading = aiShadingMode_NoShading; - switch (mat.mShading) - { - case D3DS::Discreet3DS::Flat: - eShading = aiShadingMode_Flat; break; - case D3DS::Discreet3DS::Phong : - eShading = aiShadingMode_Phong; break; - case D3DS::Discreet3DS::Blinn : - eShading = aiShadingMode_Blinn; break; + switch (mat.mShading) { + case D3DS::Discreet3DS::Flat: + eShading = aiShadingMode_Flat; + break; + case D3DS::Discreet3DS::Phong: + eShading = aiShadingMode_Phong; + break; + case D3DS::Discreet3DS::Blinn: + eShading = aiShadingMode_Blinn; + break; - // I don't know what "Wire" shading should be, - // assume it is simple lambertian diffuse (L dot N) shading - case D3DS::Discreet3DS::Wire: - { - // set the wireframe flag - unsigned int iWire = 1; - mat.pcInstance->AddProperty( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME); - } - case D3DS::Discreet3DS::Gouraud: - eShading = aiShadingMode_Gouraud; break; - case D3DS::Discreet3DS::Metal : - eShading = aiShadingMode_CookTorrance; break; + // I don't know what "Wire" shading should be, + // assume it is simple lambertian diffuse (L dot N) shading + case D3DS::Discreet3DS::Wire: { + // set the wireframe flag + unsigned int iWire = 1; + mat.pcInstance->AddProperty((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME); } - mat.pcInstance->AddProperty( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL); + case D3DS::Discreet3DS::Gouraud: + eShading = aiShadingMode_Gouraud; + break; + case D3DS::Discreet3DS::Metal: + eShading = aiShadingMode_CookTorrance; + break; + } + mat.pcInstance->AddProperty((int *)&eShading, 1, AI_MATKEY_SHADING_MODEL); // DIFFUSE texture - if( mat.sTexDiffuse.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE); + if (mat.sTexDiffuse.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexDiffuse, aiTextureType_DIFFUSE); // SPECULAR texture - if( mat.sTexSpecular.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR); + if (mat.sTexSpecular.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexSpecular, aiTextureType_SPECULAR); // AMBIENT texture - if( mat.sTexAmbient.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT); + if (mat.sTexAmbient.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexAmbient, aiTextureType_AMBIENT); // OPACITY texture - if( mat.sTexOpacity.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY); + if (mat.sTexOpacity.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexOpacity, aiTextureType_OPACITY); // EMISSIVE texture - if( mat.sTexEmissive.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE); + if (mat.sTexEmissive.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexEmissive, aiTextureType_EMISSIVE); // BUMP texture - if( mat.sTexBump.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT); + if (mat.sTexBump.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexBump, aiTextureType_HEIGHT); // SHININESS texture - if( mat.sTexShininess.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS); + if (mat.sTexShininess.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance, mat.sTexShininess, aiTextureType_SHININESS); // store the name of the material itself, too - if( mat.mName.length() > 0) { - aiString tex;tex.Set( mat.mName); - mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME); + if (mat.mName.length() > 0) { + aiString tex; + tex.Set(mat.mName); + mat.pcInstance->AddProperty(&tex, AI_MATKEY_NAME); } return; } // ------------------------------------------------------------------------------------------------ // Build output meshes -void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMeshes) -{ +void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector &avOutMeshes) { // validate the material index of the mesh - if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) { - mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1; + if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) { + mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size() - 1; ASSIMP_LOG_WARN("Material index is out of range"); } // If the material the mesh is assigned to is consisting of submeshes, split it if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) { - std::vector vSubMaterials = mParser-> - m_vMaterials[mesh.iMaterialIndex].avSubMaterials; + std::vector vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials; - std::vector* aiSplit = new std::vector[vSubMaterials.size()]; + std::vector *aiSplit = new std::vector[vSubMaterials.size()]; // build a list of all faces per sub-material - for (unsigned int i = 0; i < mesh.mFaces.size();++i) { + for (unsigned int i = 0; i < mesh.mFaces.size(); ++i) { // check range if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) { ASSIMP_LOG_WARN("Submaterial index is out of range"); // use the last material instead - aiSplit[vSubMaterials.size()-1].push_back(i); - } - else aiSplit[mesh.mFaces[i].iMaterial].push_back(i); + aiSplit[vSubMaterials.size() - 1].push_back(i); + } else + aiSplit[mesh.mFaces[i].iMaterial].push_back(i); } // now generate submeshes - for (unsigned int p = 0; p < vSubMaterials.size();++p) { - if (!aiSplit[p].empty()) { + for (unsigned int p = 0; p < vSubMaterials.size(); ++p) { + if (!aiSplit[p].empty()) { - aiMesh* p_pcOut = new aiMesh(); + aiMesh *p_pcOut = new aiMesh(); p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // let the sub material index @@ -983,55 +969,55 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true; // store the real index here ... color channel 3 - p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex; + p_pcOut->mColors[3] = (aiColor4D *)(uintptr_t)mesh.iMaterialIndex; // store a pointer to the mesh in color channel 2 - p_pcOut->mColors[2] = (aiColor4D*) &mesh; + p_pcOut->mColors[2] = (aiColor4D *)&mesh; avOutMeshes.push_back(p_pcOut); // convert vertices - p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3; + p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size() * 3; p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size(); // receive output vertex weights - std::vector > *avOutputBones = NULL; - if (!mesh.mBones.empty()) { - avOutputBones = new std::vector >[mesh.mBones.size()]; + std::vector> *avOutputBones = nullptr; + if (!mesh.mBones.empty()) { + avOutputBones = new std::vector>[mesh.mBones.size()]; } // allocate enough storage for faces p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces]; - unsigned int iBase = 0,iIndex; - if (p_pcOut->mNumVertices) { + unsigned int iBase = 0, iIndex; + if (p_pcOut->mNumVertices) { p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices]; - p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices]; - for (unsigned int q = 0; q < aiSplit[p].size();++q) { + p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices]; + for (unsigned int q = 0; q < aiSplit[p].size(); ++q) { iIndex = aiSplit[p][q]; p_pcOut->mFaces[q].mIndices = new unsigned int[3]; p_pcOut->mFaces[q].mNumIndices = 3; - for (unsigned int t = 0; t < 3;++t, ++iBase) { + for (unsigned int t = 0; t < 3; ++t, ++iBase) { const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t]; - p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2]; - p_pcOut->mNormals [iBase] = mesh.mNormals [iIndex2]; + p_pcOut->mVertices[iBase] = mesh.mPositions[iIndex2]; + p_pcOut->mNormals[iBase] = mesh.mNormals[iIndex2]; // convert bones, if existing if (!mesh.mBones.empty()) { ai_assert(avOutputBones); // check whether there is a vertex weight for this vertex index - if (iIndex2 < mesh.mBoneVertices.size()) { + if (iIndex2 < mesh.mBoneVertices.size()) { - for (std::vector >::const_iterator - blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin(); - blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb) { + for (std::vector>::const_iterator + blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin(); + blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end(); ++blubb) { // NOTE: illegal cases have already been filtered out avOutputBones[(*blubb).first].push_back(std::pair( - iBase,(*blubb).second)); + iBase, (*blubb).second)); } } } @@ -1040,14 +1026,13 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh } } // convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported) - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { - if (!mesh.amTexCoords[c].empty()) - { + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) { + if (!mesh.amTexCoords[c].empty()) { p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices]; iBase = 0; - for (unsigned int q = 0; q < aiSplit[p].size();++q) { + for (unsigned int q = 0; q < aiSplit[p].size(); ++q) { iIndex = aiSplit[p][q]; - for (unsigned int t = 0; t < 3;++t) { + for (unsigned int t = 0; t < 3; ++t) { p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]]; } } @@ -1057,38 +1042,36 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh } // Convert vertex colors (only one set supported) - if (!mesh.mVertexColors.empty()){ + if (!mesh.mVertexColors.empty()) { p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices]; iBase = 0; - for (unsigned int q = 0; q < aiSplit[p].size();++q) { + for (unsigned int q = 0; q < aiSplit[p].size(); ++q) { iIndex = aiSplit[p][q]; - for (unsigned int t = 0; t < 3;++t) { + for (unsigned int t = 0; t < 3; ++t) { p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]]; } } } // Copy bones - if (!mesh.mBones.empty()) { + if (!mesh.mBones.empty()) { p_pcOut->mNumBones = 0; - for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock) - if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++; + for (unsigned int mrspock = 0; mrspock < mesh.mBones.size(); ++mrspock) + if (!avOutputBones[mrspock].empty()) p_pcOut->mNumBones++; - p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ]; - aiBone** pcBone = p_pcOut->mBones; - for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock) - { - if (!avOutputBones[mrspock].empty()) { + p_pcOut->mBones = new aiBone *[p_pcOut->mNumBones]; + aiBone **pcBone = p_pcOut->mBones; + for (unsigned int mrspock = 0; mrspock < mesh.mBones.size(); ++mrspock) { + if (!avOutputBones[mrspock].empty()) { // we will need this bone. add it to the output mesh and // add all per-vertex weights - aiBone* pc = *pcBone = new aiBone(); + aiBone *pc = *pcBone = new aiBone(); pc->mName.Set(mesh.mBones[mrspock].mName); pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size(); pc->mWeights = new aiVertexWeight[pc->mNumWeights]; - for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk) - { - const std::pair& ref = avOutputBones[mrspock][captainkirk]; + for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights; ++captainkirk) { + const std::pair &ref = avOutputBones[mrspock][captainkirk]; pc->mWeights[captainkirk].mVertexId = ref.first; pc->mWeights[captainkirk].mWeight = ref.second; } @@ -1102,15 +1085,13 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh } // delete storage delete[] aiSplit; - } - else - { + } else { // Otherwise we can simply copy the data to one output mesh // This codepath needs less memory and uses fast memcpy()s // to do the actual copying. So I think it is worth the // effort here. - aiMesh* p_pcOut = new aiMesh(); + aiMesh *p_pcOut = new aiMesh(); p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // set an empty sub material index @@ -1118,10 +1099,10 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true; // store the real index here ... in color channel 3 - p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex; + p_pcOut->mColors[3] = (aiColor4D *)(uintptr_t)mesh.iMaterialIndex; // store a pointer to the mesh in color channel 2 - p_pcOut->mColors[2] = (aiColor4D*) &mesh; + p_pcOut->mColors[2] = (aiColor4D *)&mesh; avOutMeshes.push_back(p_pcOut); // If the mesh hasn't faces or vertices, there are two cases @@ -1140,20 +1121,20 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh // copy vertices p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()]; - memcpy(p_pcOut->mVertices,&mesh.mPositions[0], - mesh.mPositions.size() * sizeof(aiVector3D)); + memcpy(p_pcOut->mVertices, &mesh.mPositions[0], + mesh.mPositions.size() * sizeof(aiVector3D)); // copy normals p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()]; - memcpy(p_pcOut->mNormals,&mesh.mNormals[0], - mesh.mNormals.size() * sizeof(aiVector3D)); + memcpy(p_pcOut->mNormals, &mesh.mNormals[0], + mesh.mNormals.size() * sizeof(aiVector3D)); // copy texture coordinates - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { - if (!mesh.amTexCoords[c].empty()) { + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) { + if (!mesh.amTexCoords[c].empty()) { p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()]; - memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0], - mesh.amTexCoords[c].size() * sizeof(aiVector3D)); + memcpy(p_pcOut->mTextureCoords[c], &mesh.amTexCoords[c][0], + mesh.amTexCoords[c].size() * sizeof(aiVector3D)); // setup the number of valid vertex components p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c]; @@ -1161,14 +1142,14 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh } // copy vertex colors - if (!mesh.mVertexColors.empty()) { + if (!mesh.mVertexColors.empty()) { p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()]; - memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0], - mesh.mVertexColors.size() * sizeof(aiColor4D)); + memcpy(p_pcOut->mColors[0], &mesh.mVertexColors[0], + mesh.mVertexColors.size() * sizeof(aiColor4D)); } // copy faces - for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace) { + for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces; ++iFace) { p_pcOut->mFaces[iFace].mNumIndices = 3; p_pcOut->mFaces[iFace].mIndices = new unsigned int[3]; @@ -1179,18 +1160,17 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh } // copy vertex bones - if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) { - std::vector > avBonesOut( mesh.mBones.size() ); + if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) { + std::vector> avBonesOut(mesh.mBones.size()); // find all vertex weights for this bone unsigned int quak = 0; - for (std::vector::const_iterator harrypotter = mesh.mBoneVertices.begin(); - harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak) { + for (std::vector::const_iterator harrypotter = mesh.mBoneVertices.begin(); + harrypotter != mesh.mBoneVertices.end(); ++harrypotter, ++quak) { - for (std::vector >::const_iterator - ronaldweasley = (*harrypotter).mBoneWeights.begin(); - ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley) - { + for (std::vector>::const_iterator + ronaldweasley = (*harrypotter).mBoneWeights.begin(); + ronaldweasley != (*harrypotter).mBoneWeights.end(); ++ronaldweasley) { aiVertexWeight weight; weight.mVertexId = quak; weight.mWeight = (*ronaldweasley).second; @@ -1200,19 +1180,19 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh // now build a final bone list p_pcOut->mNumBones = 0; - for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) - if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++; + for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size(); ++jfkennedy) + if (!avBonesOut[jfkennedy].empty()) p_pcOut->mNumBones++; - p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones]; - aiBone** pcBone = p_pcOut->mBones; - for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) { + p_pcOut->mBones = new aiBone *[p_pcOut->mNumBones]; + aiBone **pcBone = p_pcOut->mBones; + for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size(); ++jfkennedy) { if (!avBonesOut[jfkennedy].empty()) { - aiBone* pc = *pcBone = new aiBone(); + aiBone *pc = *pcBone = new aiBone(); pc->mName.Set(mesh.mBones[jfkennedy].mName); pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size(); pc->mWeights = new aiVertexWeight[pc->mNumWeights]; - ::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0], - sizeof(aiVertexWeight) * pc->mNumWeights); + ::memcpy(pc->mWeights, &avBonesOut[jfkennedy][0], + sizeof(aiVertexWeight) * pc->mNumWeights); ++pcBone; } } @@ -1222,23 +1202,20 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMesh // ------------------------------------------------------------------------------------------------ // Setup proper material indices and build output materials -void ASEImporter::BuildMaterialIndices() -{ - ai_assert(NULL != pcScene); +void ASEImporter::BuildMaterialIndices() { + ai_assert(nullptr != pcScene); // iterate through all materials and check whether we need them - for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) - { - ASE::Material& mat = mParser->m_vMaterials[iMat]; - if (mat.bNeed) { + for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size(); ++iMat) { + ASE::Material &mat = mParser->m_vMaterials[iMat]; + if (mat.bNeed) { // Convert it to the aiMaterial layout ConvertMaterial(mat); ++pcScene->mNumMaterials; } - for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) - { - ASE::Material& submat = mat.avSubMaterials[iSubMat]; - if (submat.bNeed) { + for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size(); ++iSubMat) { + ASE::Material &submat = mat.avSubMaterials[iSubMat]; + if (submat.bNeed) { // Convert it to the aiMaterial layout ConvertMaterial(submat); ++pcScene->mNumMaterials; @@ -1247,15 +1224,14 @@ void ASEImporter::BuildMaterialIndices() } // allocate the output material array - pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials]; - D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials]; + pcScene->mMaterials = new aiMaterial *[pcScene->mNumMaterials]; + D3DS::Material **pcIntMaterials = new D3DS::Material *[pcScene->mNumMaterials]; unsigned int iNum = 0; - for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) { - ASE::Material& mat = mParser->m_vMaterials[iMat]; - if (mat.bNeed) - { - ai_assert(NULL != mat.pcInstance); + for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size(); ++iMat) { + ASE::Material &mat = mParser->m_vMaterials[iMat]; + if (mat.bNeed) { + ai_assert(nullptr != mat.pcInstance); pcScene->mMaterials[iNum] = mat.pcInstance; // Store the internal material, too @@ -1263,22 +1239,20 @@ void ASEImporter::BuildMaterialIndices() // Iterate through all meshes and search for one which is using // this top-level material index - for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh) - { - aiMesh* mesh = pcScene->mMeshes[iMesh]; + for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes; ++iMesh) { + aiMesh *mesh = pcScene->mMeshes[iMesh]; if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex && - iMat == (uintptr_t)mesh->mColors[3]) - { + iMat == (uintptr_t)mesh->mColors[3]) { mesh->mMaterialIndex = iNum; - mesh->mColors[3] = NULL; + mesh->mColors[3] = nullptr; } } iNum++; } - for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) { - ASE::Material& submat = mat.avSubMaterials[iSubMat]; - if (submat.bNeed) { - ai_assert(NULL != submat.pcInstance); + for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size(); ++iSubMat) { + ASE::Material &submat = mat.avSubMaterials[iSubMat]; + if (submat.bNeed) { + ai_assert(nullptr != submat.pcInstance); pcScene->mMaterials[iNum] = submat.pcInstance; // Store the internal material, too @@ -1286,12 +1260,12 @@ void ASEImporter::BuildMaterialIndices() // Iterate through all meshes and search for one which is using // this sub-level material index - for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh) { - aiMesh* mesh = pcScene->mMeshes[iMesh]; + for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes; ++iMesh) { + aiMesh *mesh = pcScene->mMeshes[iMesh]; if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) { mesh->mMaterialIndex = iNum; - mesh->mColors[3] = NULL; + mesh->mColors[3] = nullptr; } } iNum++; @@ -1305,15 +1279,13 @@ void ASEImporter::BuildMaterialIndices() // ------------------------------------------------------------------------------------------------ // Generate normal vectors basing on smoothing groups -bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) { +bool ASEImporter::GenerateNormals(ASE::Mesh &mesh) { - if (!mesh.mNormals.empty() && !configRecomputeNormals) - { + if (!mesh.mNormals.empty() && !configRecomputeNormals) { // Check whether there are only uninitialized normals. If there are // some, skip all normals from the file and compute them on our own - for (std::vector::const_iterator qq = mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) { - if ((*qq).x || (*qq).y || (*qq).z) - { + for (std::vector::const_iterator qq = mesh.mNormals.begin(); qq != mesh.mNormals.end(); ++qq) { + if ((*qq).x || (*qq).y || (*qq).z) { return true; } } diff --git a/code/ASE/ASELoader.h b/code/AssetLib/ASE/ASELoader.h similarity index 100% rename from code/ASE/ASELoader.h rename to code/AssetLib/ASE/ASELoader.h diff --git a/code/ASE/ASEParser.cpp b/code/AssetLib/ASE/ASEParser.cpp similarity index 59% rename from code/ASE/ASEParser.cpp rename to code/AssetLib/ASE/ASEParser.cpp index 72e8b3373..09ad2ab1d 100644 --- a/code/ASE/ASEParser.cpp +++ b/code/AssetLib/ASE/ASEParser.cpp @@ -49,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER // internal headers -#include "PostProcessing/TextureTransform.h" #include "ASELoader.h" +#include "PostProcessing/TextureTransform.h" #include #include @@ -67,26 +67,23 @@ using namespace Assimp::ASE; // ------------------------------------------------------------------------------------------------ // Handle a "top-level" section in the file. EOF is no error in this case. -#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \ - else if ('{' == *filePtr)iDepth++; \ - else if ('}' == *filePtr) \ - { \ - if (0 == --iDepth) \ - { \ - ++filePtr; \ - SkipToNextToken(); \ - return; \ - } \ - } \ - else if ('\0' == *filePtr) \ - { \ - return; \ - } \ - if(IsLineEnd(*filePtr) && !bLastWasEndLine) \ - { \ - ++iLineNumber; \ - bLastWasEndLine = true; \ - } else bLastWasEndLine = false; \ +#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \ + else if ('{' == *filePtr) iDepth++; \ + else if ('}' == *filePtr) { \ + if (0 == --iDepth) { \ + ++filePtr; \ + SkipToNextToken(); \ + return; \ + } \ + } \ + else if ('\0' == *filePtr) { \ + return; \ + } \ + if (IsLineEnd(*filePtr) && !bLastWasEndLine) { \ + ++iLineNumber; \ + bLastWasEndLine = true; \ + } else \ + bLastWasEndLine = false; \ ++filePtr; // ------------------------------------------------------------------------------------------------ @@ -94,59 +91,54 @@ using namespace Assimp::ASE; // @param level "Depth" of the section // @param msg Full name of the section (including the asterisk) -#define AI_ASE_HANDLE_SECTION(level, msg) \ - if ('{' == *filePtr)iDepth++; \ - else if ('}' == *filePtr) \ - { \ - if (0 == --iDepth) \ - { \ - ++filePtr; \ - SkipToNextToken(); \ - return; \ - } \ - } \ - else if ('\0' == *filePtr) \ - { \ +#define AI_ASE_HANDLE_SECTION(level, msg) \ + if ('{' == *filePtr) \ + iDepth++; \ + else if ('}' == *filePtr) { \ + if (0 == --iDepth) { \ + ++filePtr; \ + SkipToNextToken(); \ + return; \ + } \ + } else if ('\0' == *filePtr) { \ LogError("Encountered unexpected EOL while parsing a " msg \ - " chunk (Level " level ")"); \ - } \ - if(IsLineEnd(*filePtr) && !bLastWasEndLine) \ - { \ - ++iLineNumber; \ - bLastWasEndLine = true; \ - } else bLastWasEndLine = false; \ + " chunk (Level " level ")"); \ + } \ + if (IsLineEnd(*filePtr) && !bLastWasEndLine) { \ + ++iLineNumber; \ + bLastWasEndLine = true; \ + } else \ + bLastWasEndLine = false; \ ++filePtr; // ------------------------------------------------------------------------------------------------ -Parser::Parser (const char* szFile, unsigned int fileFormatDefault) -{ - ai_assert(NULL != szFile); +Parser::Parser(const char *szFile, unsigned int fileFormatDefault) { + ai_assert(nullptr != szFile); filePtr = szFile; iFileFormat = fileFormatDefault; // make sure that the color values are invalid m_clrBackground.r = get_qnan(); - m_clrAmbient.r = get_qnan(); + m_clrAmbient.r = get_qnan(); // setup some default values iLineNumber = 0; iFirstFrame = 0; iLastFrame = 0; - iFrameSpeed = 30; // use 30 as default value for this property - iTicksPerFrame = 1; // use 1 as default value for this property + iFrameSpeed = 30; // use 30 as default value for this property + iTicksPerFrame = 1; // use 1 as default value for this property bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping } // ------------------------------------------------------------------------------------------------ -void Parser::LogWarning(const char* szWarn) -{ - ai_assert(NULL != szWarn); +void Parser::LogWarning(const char *szWarn) { + ai_assert(nullptr != szWarn); char szTemp[2048]; #if _MSC_VER >= 1400 - sprintf_s(szTemp, "Line %u: %s",iLineNumber,szWarn); + sprintf_s(szTemp, "Line %u: %s", iLineNumber, szWarn); #else - ai_snprintf(szTemp,sizeof(szTemp),"Line %u: %s",iLineNumber,szWarn); + ai_snprintf(szTemp, sizeof(szTemp), "Line %u: %s", iLineNumber, szWarn); #endif // output the warning to the logger ... @@ -154,15 +146,14 @@ void Parser::LogWarning(const char* szWarn) } // ------------------------------------------------------------------------------------------------ -void Parser::LogInfo(const char* szWarn) -{ - ai_assert(NULL != szWarn); +void Parser::LogInfo(const char *szWarn) { + ai_assert(nullptr != szWarn); char szTemp[1024]; #if _MSC_VER >= 1400 - sprintf_s(szTemp,"Line %u: %s",iLineNumber,szWarn); + sprintf_s(szTemp, "Line %u: %s", iLineNumber, szWarn); #else - ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn); + ai_snprintf(szTemp, 1024, "Line %u: %s", iLineNumber, szWarn); #endif // output the information to the logger ... @@ -170,15 +161,14 @@ void Parser::LogInfo(const char* szWarn) } // ------------------------------------------------------------------------------------------------ -AI_WONT_RETURN void Parser::LogError(const char* szWarn) -{ - ai_assert(NULL != szWarn); +AI_WONT_RETURN void Parser::LogError(const char *szWarn) { + ai_assert(nullptr != szWarn); char szTemp[1024]; #if _MSC_VER >= 1400 - sprintf_s(szTemp,"Line %u: %s",iLineNumber,szWarn); + sprintf_s(szTemp, "Line %u: %s", iLineNumber, szWarn); #else - ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn); + ai_snprintf(szTemp, 1024, "Line %u: %s", iLineNumber, szWarn); #endif // throw an exception @@ -186,76 +176,60 @@ AI_WONT_RETURN void Parser::LogError(const char* szWarn) } // ------------------------------------------------------------------------------------------------ -bool Parser::SkipToNextToken() -{ - while (true) - { +bool Parser::SkipToNextToken() { + while (true) { char me = *filePtr; // increase the line number counter if necessary - if (IsLineEnd(me) && !bLastWasEndLine) - { + if (IsLineEnd(me) && !bLastWasEndLine) { ++iLineNumber; bLastWasEndLine = true; - } - else bLastWasEndLine = false; - if ('*' == me || '}' == me || '{' == me)return true; - if ('\0' == me)return false; + } else + bLastWasEndLine = false; + if ('*' == me || '}' == me || '{' == me) return true; + if ('\0' == me) return false; ++filePtr; } } // ------------------------------------------------------------------------------------------------ -bool Parser::SkipSection() -{ +bool Parser::SkipSection() { // must handle subsections ... int iCnt = 0; - while (true) - { - if ('}' == *filePtr) - { + while (true) { + if ('}' == *filePtr) { --iCnt; - if (0 == iCnt) - { + if (0 == iCnt) { // go to the next valid token ... ++filePtr; SkipToNextToken(); return true; } - } - else if ('{' == *filePtr) - { + } else if ('{' == *filePtr) { ++iCnt; - } - else if ('\0' == *filePtr) - { + } else if ('\0' == *filePtr) { LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]"); return false; - } - else if(IsLineEnd(*filePtr))++iLineNumber; + } else if (IsLineEnd(*filePtr)) + ++iLineNumber; ++filePtr; } } // ------------------------------------------------------------------------------------------------ -void Parser::Parse() -{ +void Parser::Parse() { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Version should be 200. Validate this ... - if (TokenMatch(filePtr,"3DSMAX_ASCIIEXPORT",18)) - { + if (TokenMatch(filePtr, "3DSMAX_ASCIIEXPORT", 18)) { unsigned int fmt; ParseLV4MeshLong(fmt); - if (fmt > 200) - { + if (fmt > 200) { LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \ be <= 200"); } @@ -266,32 +240,29 @@ void Parser::Parse() // at the file extension (ASE, ASK, ASC) // ************************************************************* - if ( fmt ) { + if (fmt) { iFileFormat = fmt; } continue; } // main scene information - if (TokenMatch(filePtr,"SCENE",5)) - { + if (TokenMatch(filePtr, "SCENE", 5)) { ParseLV1SceneBlock(); continue; } // "group" - no implementation yet, in facte // we're just ignoring them for the moment - if (TokenMatch(filePtr,"GROUP",5)) - { + if (TokenMatch(filePtr, "GROUP", 5)) { Parse(); continue; } // material list - if (TokenMatch(filePtr,"MATERIAL_LIST",13)) - { + if (TokenMatch(filePtr, "MATERIAL_LIST", 13)) { ParseLV1MaterialListBlock(); continue; } // geometric object (mesh) - if (TokenMatch(filePtr,"GEOMOBJECT",10)) + if (TokenMatch(filePtr, "GEOMOBJECT", 10)) { m_vMeshes.push_back(Mesh("UNNAMED")); @@ -299,7 +270,7 @@ void Parser::Parse() continue; } // helper object = dummy in the hierarchy - if (TokenMatch(filePtr,"HELPEROBJECT",12)) + if (TokenMatch(filePtr, "HELPEROBJECT", 12)) { m_vDummies.push_back(Dummy()); @@ -307,7 +278,7 @@ void Parser::Parse() continue; } // light object - if (TokenMatch(filePtr,"LIGHTOBJECT",11)) + if (TokenMatch(filePtr, "LIGHTOBJECT", 11)) { m_vLights.push_back(Light("UNNAMED")); @@ -315,23 +286,20 @@ void Parser::Parse() continue; } // camera object - if (TokenMatch(filePtr,"CAMERAOBJECT",12)) - { + if (TokenMatch(filePtr, "CAMERAOBJECT", 12)) { m_vCameras.push_back(Camera("UNNAMED")); ParseLV1ObjectBlock(m_vCameras.back()); continue; } // comment - print it on the console - if (TokenMatch(filePtr,"COMMENT",7)) - { + if (TokenMatch(filePtr, "COMMENT", 7)) { std::string out = ""; - ParseString(out,"*COMMENT"); + ParseString(out, "*COMMENT"); LogInfo(("Comment: " + out).c_str()); continue; } // ASC bone weights - if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr,"MESH_SOFTSKINVERTS",18)) - { + if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr, "MESH_SOFTSKINVERTS", 18)) { ParseLV1SoftSkinBlock(); } } @@ -341,8 +309,7 @@ void Parser::Parse() } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV1SoftSkinBlock() -{ +void Parser::ParseLV1SoftSkinBlock() { // TODO: fix line counting here // ************************************************************** @@ -364,80 +331,77 @@ void Parser::ParseLV1SoftSkinBlock() FORMAT END */ // ************************************************************** - while (true) - { - if (*filePtr == '}' ) {++filePtr;return;} - else if (*filePtr == '\0') return; - else if (*filePtr == '{' ) ++filePtr; + while (true) { + if (*filePtr == '}') { + ++filePtr; + return; + } else if (*filePtr == '\0') + return; + else if (*filePtr == '{') + ++filePtr; else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr)) { - ASE::Mesh* curMesh = NULL; - unsigned int numVerts = 0; + ASE::Mesh *curMesh = nullptr; + unsigned int numVerts = 0; - const char* sz = filePtr; - while (!IsSpaceOrNewLine(*filePtr))++filePtr; + const char *sz = filePtr; + while (!IsSpaceOrNewLine(*filePtr)) + ++filePtr; - const unsigned int diff = (unsigned int)(filePtr-sz); - if (diff) - { - std::string name = std::string(sz,diff); + const unsigned int diff = (unsigned int)(filePtr - sz); + if (diff) { + std::string name = std::string(sz, diff); for (std::vector::iterator it = m_vMeshes.begin(); - it != m_vMeshes.end(); ++it) - { - if ((*it).mName == name) - { - curMesh = & (*it); + it != m_vMeshes.end(); ++it) { + if ((*it).mName == name) { + curMesh = &(*it); break; } } - if (!curMesh) - { + if (!curMesh) { LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section"); // Skip the mesh data - until we find a new mesh // or the end of the *MESH_SOFTSKINVERTS section - while (true) - { + while (true) { SkipSpacesAndLineEnd(&filePtr); - if (*filePtr == '}') - {++filePtr;return;} - else if (!IsNumeric(*filePtr)) + if (*filePtr == '}') { + ++filePtr; + return; + } else if (!IsNumeric(*filePtr)) break; SkipLine(&filePtr); } - } - else - { + } else { SkipSpacesAndLineEnd(&filePtr); ParseLV4MeshLong(numVerts); // Reserve enough storage curMesh->mBoneVertices.reserve(numVerts); - for (unsigned int i = 0; i < numVerts;++i) - { + for (unsigned int i = 0; i < numVerts; ++i) { SkipSpacesAndLineEnd(&filePtr); unsigned int numWeights; ParseLV4MeshLong(numWeights); curMesh->mBoneVertices.push_back(ASE::BoneVertex()); - ASE::BoneVertex& vert = curMesh->mBoneVertices.back(); + ASE::BoneVertex &vert = curMesh->mBoneVertices.back(); // Reserve enough storage vert.mBoneWeights.reserve(numWeights); std::string bone; - for (unsigned int w = 0; w < numWeights;++w) { + for (unsigned int w = 0; w < numWeights; ++w) { bone.clear(); - ParseString(bone,"*MESH_SOFTSKINVERTS.Bone"); + ParseString(bone, "*MESH_SOFTSKINVERTS.Bone"); // Find the bone in the mesh's list - std::pair me; + std::pair me; me.first = -1; - for (unsigned int n = 0; n < curMesh->mBones.size();++n) { + for (unsigned int n = 0; n < curMesh->mBones.size(); ++n) { if (curMesh->mBones[n].mName == bone) { me.first = n; break; @@ -445,10 +409,10 @@ void Parser::ParseLV1SoftSkinBlock() } if (-1 == me.first) { // We don't have this bone yet, so add it to the list - me.first = static_cast( curMesh->mBones.size() ); - curMesh->mBones.push_back( ASE::Bone( bone ) ); + me.first = static_cast(curMesh->mBones.size()); + curMesh->mBones.push_back(ASE::Bone(bone)); } - ParseLV4MeshFloat( me.second ); + ParseLV4MeshFloat(me.second); // Add the new bone weight to list vert.mBoneWeights.push_back(me); @@ -463,45 +427,38 @@ void Parser::ParseLV1SoftSkinBlock() } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV1SceneBlock() -{ +void Parser::ParseLV1SceneBlock() { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (TokenMatch(filePtr,"SCENE_BACKGROUND_STATIC",23)) + if (TokenMatch(filePtr, "SCENE_BACKGROUND_STATIC", 23)) { // parse a color triple and assume it is really the bg color - ParseLV4MeshFloatTriple( &m_clrBackground.r ); + ParseLV4MeshFloatTriple(&m_clrBackground.r); continue; } - if (TokenMatch(filePtr,"SCENE_AMBIENT_STATIC",20)) + if (TokenMatch(filePtr, "SCENE_AMBIENT_STATIC", 20)) { // parse a color triple and assume it is really the bg color - ParseLV4MeshFloatTriple( &m_clrAmbient.r ); + ParseLV4MeshFloatTriple(&m_clrAmbient.r); continue; } - if (TokenMatch(filePtr,"SCENE_FIRSTFRAME",16)) - { + if (TokenMatch(filePtr, "SCENE_FIRSTFRAME", 16)) { ParseLV4MeshLong(iFirstFrame); continue; } - if (TokenMatch(filePtr,"SCENE_LASTFRAME",15)) - { + if (TokenMatch(filePtr, "SCENE_LASTFRAME", 15)) { ParseLV4MeshLong(iLastFrame); continue; } - if (TokenMatch(filePtr,"SCENE_FRAMESPEED",16)) - { + if (TokenMatch(filePtr, "SCENE_FRAMESPEED", 16)) { ParseLV4MeshLong(iFrameSpeed); continue; } - if (TokenMatch(filePtr,"SCENE_TICKSPERFRAME",19)) - { + if (TokenMatch(filePtr, "SCENE_TICKSPERFRAME", 19)) { ParseLV4MeshLong(iTicksPerFrame); continue; } @@ -511,38 +468,32 @@ void Parser::ParseLV1SceneBlock() } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV1MaterialListBlock() -{ +void Parser::ParseLV1MaterialListBlock() { AI_ASE_PARSER_INIT(); unsigned int iMaterialCount = 0; unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (TokenMatch(filePtr,"MATERIAL_COUNT",14)) - { + if (TokenMatch(filePtr, "MATERIAL_COUNT", 14)) { ParseLV4MeshLong(iMaterialCount); // now allocate enough storage to hold all materials - m_vMaterials.resize(iOldMaterialCount+iMaterialCount, Material("INVALID")); + m_vMaterials.resize(iOldMaterialCount + iMaterialCount, Material("INVALID")); continue; } - if (TokenMatch(filePtr,"MATERIAL",8)) - { + if (TokenMatch(filePtr, "MATERIAL", 8)) { unsigned int iIndex = 0; ParseLV4MeshLong(iIndex); - if (iIndex >= iMaterialCount) - { + if (iIndex >= iMaterialCount) { LogWarning("Out of range: material index is too large"); - iIndex = iMaterialCount-1; + iIndex = iMaterialCount - 1; } // get a reference to the material - Material& sMat = m_vMaterials[iIndex+iOldMaterialCount]; + Material &sMat = m_vMaterials[iIndex + iOldMaterialCount]; // parse the material block ParseLV2MaterialBlock(sMat); continue; @@ -553,61 +504,44 @@ void Parser::ParseLV1MaterialListBlock() } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV2MaterialBlock(ASE::Material& mat) -{ +void Parser::ParseLV2MaterialBlock(ASE::Material &mat) { AI_ASE_PARSER_INIT(); unsigned int iNumSubMaterials = 0; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (TokenMatch(filePtr,"MATERIAL_NAME",13)) - { - if (!ParseString(mat.mName,"*MATERIAL_NAME")) + if (TokenMatch(filePtr, "MATERIAL_NAME", 13)) { + if (!ParseString(mat.mName, "*MATERIAL_NAME")) SkipToNextToken(); continue; } // ambient material color - if (TokenMatch(filePtr,"MATERIAL_AMBIENT",16)) - { + if (TokenMatch(filePtr, "MATERIAL_AMBIENT", 16)) { ParseLV4MeshFloatTriple(&mat.mAmbient.r); continue; } // diffuse material color - if (TokenMatch(filePtr,"MATERIAL_DIFFUSE",16) ) - { + if (TokenMatch(filePtr, "MATERIAL_DIFFUSE", 16)) { ParseLV4MeshFloatTriple(&mat.mDiffuse.r); continue; } // specular material color - if (TokenMatch(filePtr,"MATERIAL_SPECULAR",17)) - { + if (TokenMatch(filePtr, "MATERIAL_SPECULAR", 17)) { ParseLV4MeshFloatTriple(&mat.mSpecular.r); continue; } // material shading type - if (TokenMatch(filePtr,"MATERIAL_SHADING",16)) - { - if (TokenMatch(filePtr,"Blinn",5)) - { + if (TokenMatch(filePtr, "MATERIAL_SHADING", 16)) { + if (TokenMatch(filePtr, "Blinn", 5)) { mat.mShading = Discreet3DS::Blinn; - } - else if (TokenMatch(filePtr,"Phong",5)) - { + } else if (TokenMatch(filePtr, "Phong", 5)) { mat.mShading = Discreet3DS::Phong; - } - else if (TokenMatch(filePtr,"Flat",4)) - { + } else if (TokenMatch(filePtr, "Flat", 4)) { mat.mShading = Discreet3DS::Flat; - } - else if (TokenMatch(filePtr,"Wire",4)) - { + } else if (TokenMatch(filePtr, "Wire", 4)) { mat.mShading = Discreet3DS::Wire; - } - else - { + } else { // assume gouraud shading mat.mShading = Discreet3DS::Gouraud; SkipToNextToken(); @@ -615,15 +549,13 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat) continue; } // material transparency - if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21)) - { + if (TokenMatch(filePtr, "MATERIAL_TRANSPARENCY", 21)) { ParseLV4MeshFloat(mat.mTransparency); - mat.mTransparency = ai_real( 1.0 ) - mat.mTransparency; + mat.mTransparency = ai_real(1.0) - mat.mTransparency; continue; } // material self illumination - if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18)) - { + if (TokenMatch(filePtr, "MATERIAL_SELFILLUM", 18)) { ai_real f = 0.0; ParseLV4MeshFloat(f); @@ -633,108 +565,94 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat) continue; } // material shininess - if (TokenMatch(filePtr,"MATERIAL_SHINE",14) ) - { + if (TokenMatch(filePtr, "MATERIAL_SHINE", 14)) { ParseLV4MeshFloat(mat.mSpecularExponent); mat.mSpecularExponent *= 15; continue; } // two-sided material - if (TokenMatch(filePtr,"MATERIAL_TWOSIDED",17) ) - { + if (TokenMatch(filePtr, "MATERIAL_TWOSIDED", 17)) { mat.mTwoSided = true; continue; } // material shininess strength - if (TokenMatch(filePtr,"MATERIAL_SHINESTRENGTH",22)) - { + if (TokenMatch(filePtr, "MATERIAL_SHINESTRENGTH", 22)) { ParseLV4MeshFloat(mat.mShininessStrength); continue; } // diffuse color map - if (TokenMatch(filePtr,"MAP_DIFFUSE",11)) - { + if (TokenMatch(filePtr, "MAP_DIFFUSE", 11)) { // parse the texture block ParseLV3MapBlock(mat.sTexDiffuse); continue; } // ambient color map - if (TokenMatch(filePtr,"MAP_AMBIENT",11)) - { + if (TokenMatch(filePtr, "MAP_AMBIENT", 11)) { // parse the texture block ParseLV3MapBlock(mat.sTexAmbient); continue; } // specular color map - if (TokenMatch(filePtr,"MAP_SPECULAR",12)) - { + if (TokenMatch(filePtr, "MAP_SPECULAR", 12)) { // parse the texture block ParseLV3MapBlock(mat.sTexSpecular); continue; } // opacity map - if (TokenMatch(filePtr,"MAP_OPACITY",11)) - { + if (TokenMatch(filePtr, "MAP_OPACITY", 11)) { // parse the texture block ParseLV3MapBlock(mat.sTexOpacity); continue; } // emissive map - if (TokenMatch(filePtr,"MAP_SELFILLUM",13)) - { + if (TokenMatch(filePtr, "MAP_SELFILLUM", 13)) { // parse the texture block ParseLV3MapBlock(mat.sTexEmissive); continue; } // bump map - if (TokenMatch(filePtr,"MAP_BUMP",8)) - { + if (TokenMatch(filePtr, "MAP_BUMP", 8)) { // parse the texture block ParseLV3MapBlock(mat.sTexBump); } // specular/shininess map - if (TokenMatch(filePtr,"MAP_SHINESTRENGTH",17)) - { + if (TokenMatch(filePtr, "MAP_SHINESTRENGTH", 17)) { // parse the texture block ParseLV3MapBlock(mat.sTexShininess); continue; } // number of submaterials - if (TokenMatch(filePtr,"NUMSUBMTLS",10)) - { + if (TokenMatch(filePtr, "NUMSUBMTLS", 10)) { ParseLV4MeshLong(iNumSubMaterials); // allocate enough storage mat.avSubMaterials.resize(iNumSubMaterials, Material("INVALID SUBMATERIAL")); } // submaterial chunks - if (TokenMatch(filePtr,"SUBMATERIAL",11)) - { + if (TokenMatch(filePtr, "SUBMATERIAL", 11)) { unsigned int iIndex = 0; ParseLV4MeshLong(iIndex); - if (iIndex >= iNumSubMaterials) - { + if (iIndex >= iNumSubMaterials) { LogWarning("Out of range: submaterial index is too large"); - iIndex = iNumSubMaterials-1; + iIndex = iNumSubMaterials - 1; } // get a reference to the material - Material& sMat = mat.avSubMaterials[iIndex]; + Material &sMat = mat.avSubMaterials[iIndex]; // parse the material block ParseLV2MaterialBlock(sMat); continue; } } - AI_ASE_HANDLE_SECTION("2","*MATERIAL"); + AI_ASE_HANDLE_SECTION("2", "*MATERIAL"); } } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MapBlock(Texture& map) -{ +void Parser::ParseLV3MapBlock(Texture &map) { AI_ASE_PARSER_INIT(); // *********************************************************** @@ -744,32 +662,26 @@ void Parser::ParseLV3MapBlock(Texture& map) // *********************************************************** bool parsePath = true; std::string temp; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // type of map - if (TokenMatch(filePtr,"MAP_CLASS" ,9)) - { + if (TokenMatch(filePtr, "MAP_CLASS", 9)) { temp.clear(); - if(!ParseString(temp,"*MAP_CLASS")) + if (!ParseString(temp, "*MAP_CLASS")) SkipToNextToken(); - if (temp != "Bitmap" && temp != "Normal Bump") - { + if (temp != "Bitmap" && temp != "Normal Bump") { ASSIMP_LOG_WARN_F("ASE: Skipping unknown map type: ", temp); parsePath = false; } continue; } // path to the texture - if (parsePath && TokenMatch(filePtr,"BITMAP" ,6)) - { - if(!ParseString(map.mMapName,"*BITMAP")) + if (parsePath && TokenMatch(filePtr, "BITMAP", 6)) { + if (!ParseString(map.mMapName, "*BITMAP")) SkipToNextToken(); - if (map.mMapName == "None") - { + if (map.mMapName == "None") { // Files with 'None' as map name are produced by // an Maja to ASE exporter which name I forgot .. ASSIMP_LOG_WARN("ASE: Skipping invalid map entry"); @@ -779,198 +691,157 @@ void Parser::ParseLV3MapBlock(Texture& map) continue; } // offset on the u axis - if (TokenMatch(filePtr,"UVW_U_OFFSET" ,12)) - { + if (TokenMatch(filePtr, "UVW_U_OFFSET", 12)) { ParseLV4MeshFloat(map.mOffsetU); continue; } // offset on the v axis - if (TokenMatch(filePtr,"UVW_V_OFFSET" ,12)) - { + if (TokenMatch(filePtr, "UVW_V_OFFSET", 12)) { ParseLV4MeshFloat(map.mOffsetV); continue; } // tiling on the u axis - if (TokenMatch(filePtr,"UVW_U_TILING" ,12)) - { + if (TokenMatch(filePtr, "UVW_U_TILING", 12)) { ParseLV4MeshFloat(map.mScaleU); continue; } // tiling on the v axis - if (TokenMatch(filePtr,"UVW_V_TILING" ,12)) - { + if (TokenMatch(filePtr, "UVW_V_TILING", 12)) { ParseLV4MeshFloat(map.mScaleV); continue; } // rotation around the z-axis - if (TokenMatch(filePtr,"UVW_ANGLE" ,9)) - { + if (TokenMatch(filePtr, "UVW_ANGLE", 9)) { ParseLV4MeshFloat(map.mRotation); continue; } // map blending factor - if (TokenMatch(filePtr,"MAP_AMOUNT" ,10)) - { + if (TokenMatch(filePtr, "MAP_AMOUNT", 10)) { ParseLV4MeshFloat(map.mTextureBlend); continue; } } - AI_ASE_HANDLE_SECTION("3","*MAP_XXXXXX"); + AI_ASE_HANDLE_SECTION("3", "*MAP_XXXXXX"); } return; } // ------------------------------------------------------------------------------------------------ -bool Parser::ParseString(std::string& out,const char* szName) -{ +bool Parser::ParseString(std::string &out, const char *szName) { char szBuffer[1024]; - if (!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { - ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Unexpected EOL",szName); + ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Unexpected EOL", szName); LogWarning(szBuffer); return false; } // there must be '"' - if ('\"' != *filePtr) - { + if ('\"' != *filePtr) { ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Strings are expected " - "to be enclosed in double quotation marks",szName); + "to be enclosed in double quotation marks", + szName); LogWarning(szBuffer); return false; } ++filePtr; - const char* sz = filePtr; - while (true) - { - if ('\"' == *sz)break; - else if ('\0' == *sz) - { + const char *sz = filePtr; + while (true) { + if ('\"' == *sz) + break; + else if ('\0' == *sz) { ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Strings are expected to " - "be enclosed in double quotation marks but EOF was reached before " - "a closing quotation mark was encountered",szName); + "be enclosed in double quotation marks but EOF was reached before " + "a closing quotation mark was encountered", + szName); LogWarning(szBuffer); return false; } sz++; } - out = std::string(filePtr,(uintptr_t)sz-(uintptr_t)filePtr); - filePtr = sz+1; + out = std::string(filePtr, (uintptr_t)sz - (uintptr_t)filePtr); + filePtr = sz + 1; return true; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node) -{ +void Parser::ParseLV1ObjectBlock(ASE::BaseNode &node) { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // first process common tokens such as node name and transform // name of the mesh/node - if (TokenMatch(filePtr,"NODE_NAME" ,9)) - { - if(!ParseString(node.mName,"*NODE_NAME")) + if (TokenMatch(filePtr, "NODE_NAME", 9)) { + if (!ParseString(node.mName, "*NODE_NAME")) SkipToNextToken(); continue; } // name of the parent of the node - if (TokenMatch(filePtr,"NODE_PARENT" ,11) ) - { - if(!ParseString(node.mParent,"*NODE_PARENT")) + if (TokenMatch(filePtr, "NODE_PARENT", 11)) { + if (!ParseString(node.mParent, "*NODE_PARENT")) SkipToNextToken(); continue; } // transformation matrix of the node - if (TokenMatch(filePtr,"NODE_TM" ,7)) - { + if (TokenMatch(filePtr, "NODE_TM", 7)) { ParseLV2NodeTransformBlock(node); continue; } // animation data of the node - if (TokenMatch(filePtr,"TM_ANIMATION" ,12)) - { + if (TokenMatch(filePtr, "TM_ANIMATION", 12)) { ParseLV2AnimationBlock(node); continue; } - if (node.mType == BaseNode::Light) - { + if (node.mType == BaseNode::Light) { // light settings - if (TokenMatch(filePtr,"LIGHT_SETTINGS" ,14)) - { - ParseLV2LightSettingsBlock((ASE::Light&)node); + if (TokenMatch(filePtr, "LIGHT_SETTINGS", 14)) { + ParseLV2LightSettingsBlock((ASE::Light &)node); continue; } // type of the light source - if (TokenMatch(filePtr,"LIGHT_TYPE" ,10)) - { - if (!ASSIMP_strincmp("omni",filePtr,4)) - { - ((ASE::Light&)node).mLightType = ASE::Light::OMNI; - } - else if (!ASSIMP_strincmp("target",filePtr,6)) - { - ((ASE::Light&)node).mLightType = ASE::Light::TARGET; - } - else if (!ASSIMP_strincmp("free",filePtr,4)) - { - ((ASE::Light&)node).mLightType = ASE::Light::FREE; - } - else if (!ASSIMP_strincmp("directional",filePtr,11)) - { - ((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL; - } - else - { + if (TokenMatch(filePtr, "LIGHT_TYPE", 10)) { + if (!ASSIMP_strincmp("omni", filePtr, 4)) { + ((ASE::Light &)node).mLightType = ASE::Light::OMNI; + } else if (!ASSIMP_strincmp("target", filePtr, 6)) { + ((ASE::Light &)node).mLightType = ASE::Light::TARGET; + } else if (!ASSIMP_strincmp("free", filePtr, 4)) { + ((ASE::Light &)node).mLightType = ASE::Light::FREE; + } else if (!ASSIMP_strincmp("directional", filePtr, 11)) { + ((ASE::Light &)node).mLightType = ASE::Light::DIRECTIONAL; + } else { LogWarning("Unknown kind of light source"); } continue; } - } - else if (node.mType == BaseNode::Camera) - { + } else if (node.mType == BaseNode::Camera) { // Camera settings - if (TokenMatch(filePtr,"CAMERA_SETTINGS" ,15)) - { - ParseLV2CameraSettingsBlock((ASE::Camera&)node); + if (TokenMatch(filePtr, "CAMERA_SETTINGS", 15)) { + ParseLV2CameraSettingsBlock((ASE::Camera &)node); continue; - } - else if (TokenMatch(filePtr,"CAMERA_TYPE" ,11)) - { - if (!ASSIMP_strincmp("target",filePtr,6)) - { - ((ASE::Camera&)node).mCameraType = ASE::Camera::TARGET; - } - else if (!ASSIMP_strincmp("free",filePtr,4)) - { - ((ASE::Camera&)node).mCameraType = ASE::Camera::FREE; - } - else - { + } else if (TokenMatch(filePtr, "CAMERA_TYPE", 11)) { + if (!ASSIMP_strincmp("target", filePtr, 6)) { + ((ASE::Camera &)node).mCameraType = ASE::Camera::TARGET; + } else if (!ASSIMP_strincmp("free", filePtr, 4)) { + ((ASE::Camera &)node).mCameraType = ASE::Camera::FREE; + } else { LogWarning("Unknown kind of camera"); } continue; } - } - else if (node.mType == BaseNode::Mesh) - { + } else if (node.mType == BaseNode::Mesh) { // mesh data // FIX: Older files use MESH_SOFTSKIN - if (TokenMatch(filePtr,"MESH" ,4) || - TokenMatch(filePtr,"MESH_SOFTSKIN",13)) - { - ParseLV2MeshBlock((ASE::Mesh&)node); + if (TokenMatch(filePtr, "MESH", 4) || + TokenMatch(filePtr, "MESH_SOFTSKIN", 13)) { + ParseLV2MeshBlock((ASE::Mesh &)node); continue; } // mesh material index - if (TokenMatch(filePtr,"MATERIAL_REF" ,12)) - { - ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex); + if (TokenMatch(filePtr, "MATERIAL_REF", 12)) { + ParseLV4MeshLong(((ASE::Mesh &)node).iMaterialIndex); continue; } } @@ -981,156 +852,131 @@ void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node) } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV2CameraSettingsBlock(ASE::Camera& camera) -{ +void Parser::ParseLV2CameraSettingsBlock(ASE::Camera &camera) { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (TokenMatch(filePtr,"CAMERA_NEAR" ,11)) - { + if (TokenMatch(filePtr, "CAMERA_NEAR", 11)) { ParseLV4MeshFloat(camera.mNear); continue; } - if (TokenMatch(filePtr,"CAMERA_FAR" ,10)) - { + if (TokenMatch(filePtr, "CAMERA_FAR", 10)) { ParseLV4MeshFloat(camera.mFar); continue; } - if (TokenMatch(filePtr,"CAMERA_FOV" ,10)) - { + if (TokenMatch(filePtr, "CAMERA_FOV", 10)) { ParseLV4MeshFloat(camera.mFOV); continue; } } - AI_ASE_HANDLE_SECTION("2","CAMERA_SETTINGS"); + AI_ASE_HANDLE_SECTION("2", "CAMERA_SETTINGS"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV2LightSettingsBlock(ASE::Light& light) -{ +void Parser::ParseLV2LightSettingsBlock(ASE::Light &light) { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (TokenMatch(filePtr,"LIGHT_COLOR" ,11)) - { + if (TokenMatch(filePtr, "LIGHT_COLOR", 11)) { ParseLV4MeshFloatTriple(&light.mColor.r); continue; } - if (TokenMatch(filePtr,"LIGHT_INTENS" ,12)) - { + if (TokenMatch(filePtr, "LIGHT_INTENS", 12)) { ParseLV4MeshFloat(light.mIntensity); continue; } - if (TokenMatch(filePtr,"LIGHT_HOTSPOT" ,13)) - { + if (TokenMatch(filePtr, "LIGHT_HOTSPOT", 13)) { ParseLV4MeshFloat(light.mAngle); continue; } - if (TokenMatch(filePtr,"LIGHT_FALLOFF" ,13)) - { + if (TokenMatch(filePtr, "LIGHT_FALLOFF", 13)) { ParseLV4MeshFloat(light.mFalloff); continue; } } - AI_ASE_HANDLE_SECTION("2","LIGHT_SETTINGS"); + AI_ASE_HANDLE_SECTION("2", "LIGHT_SETTINGS"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV2AnimationBlock(ASE::BaseNode& mesh) -{ +void Parser::ParseLV2AnimationBlock(ASE::BaseNode &mesh) { AI_ASE_PARSER_INIT(); - ASE::Animation* anim = &mesh.mAnim; - while (true) - { - if ('*' == *filePtr) - { + ASE::Animation *anim = &mesh.mAnim; + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (TokenMatch(filePtr,"NODE_NAME" ,9)) - { + if (TokenMatch(filePtr, "NODE_NAME", 9)) { std::string temp; - if(!ParseString(temp,"*NODE_NAME")) + if (!ParseString(temp, "*NODE_NAME")) SkipToNextToken(); // If the name of the node contains .target it // represents an animated camera or spot light // target. - if (std::string::npos != temp.find(".Target")) - { - if ((mesh.mType != BaseNode::Camera || ((ASE::Camera&)mesh).mCameraType != ASE::Camera::TARGET) && - ( mesh.mType != BaseNode::Light || ((ASE::Light&)mesh).mLightType != ASE::Light::TARGET)) - { + if (std::string::npos != temp.find(".Target")) { + if ((mesh.mType != BaseNode::Camera || ((ASE::Camera &)mesh).mCameraType != ASE::Camera::TARGET) && + (mesh.mType != BaseNode::Light || ((ASE::Light &)mesh).mLightType != ASE::Light::TARGET)) { ASSIMP_LOG_ERROR("ASE: Found target animation channel " - "but the node is neither a camera nor a spot light"); + "but the node is neither a camera nor a spot light"); anim = NULL; - } - else anim = &mesh.mTargetAnim; + } else + anim = &mesh.mTargetAnim; } continue; } // position keyframes - if (TokenMatch(filePtr,"CONTROL_POS_TRACK" ,17) || - TokenMatch(filePtr,"CONTROL_POS_BEZIER" ,18) || - TokenMatch(filePtr,"CONTROL_POS_TCB" ,15)) - { - if (!anim)SkipSection(); - else ParseLV3PosAnimationBlock(*anim); + if (TokenMatch(filePtr, "CONTROL_POS_TRACK", 17) || + TokenMatch(filePtr, "CONTROL_POS_BEZIER", 18) || + TokenMatch(filePtr, "CONTROL_POS_TCB", 15)) { + if (!anim) + SkipSection(); + else + ParseLV3PosAnimationBlock(*anim); continue; } // scaling keyframes - if (TokenMatch(filePtr,"CONTROL_SCALE_TRACK" ,19) || - TokenMatch(filePtr,"CONTROL_SCALE_BEZIER" ,20) || - TokenMatch(filePtr,"CONTROL_SCALE_TCB" ,17)) - { - if (!anim || anim == &mesh.mTargetAnim) - { + if (TokenMatch(filePtr, "CONTROL_SCALE_TRACK", 19) || + TokenMatch(filePtr, "CONTROL_SCALE_BEZIER", 20) || + TokenMatch(filePtr, "CONTROL_SCALE_TCB", 17)) { + if (!anim || anim == &mesh.mTargetAnim) { // Target animation channels may have no rotation channels ASSIMP_LOG_ERROR("ASE: Ignoring scaling channel in target animation"); SkipSection(); - } - else ParseLV3ScaleAnimationBlock(*anim); + } else + ParseLV3ScaleAnimationBlock(*anim); continue; } // rotation keyframes - if (TokenMatch(filePtr,"CONTROL_ROT_TRACK" ,17) || - TokenMatch(filePtr,"CONTROL_ROT_BEZIER" ,18) || - TokenMatch(filePtr,"CONTROL_ROT_TCB" ,15)) - { - if (!anim || anim == &mesh.mTargetAnim) - { + if (TokenMatch(filePtr, "CONTROL_ROT_TRACK", 17) || + TokenMatch(filePtr, "CONTROL_ROT_BEZIER", 18) || + TokenMatch(filePtr, "CONTROL_ROT_TCB", 15)) { + if (!anim || anim == &mesh.mTargetAnim) { // Target animation channels may have no rotation channels ASSIMP_LOG_ERROR("ASE: Ignoring rotation channel in target animation"); SkipSection(); - } - else ParseLV3RotAnimationBlock(*anim); + } else + ParseLV3RotAnimationBlock(*anim); continue; } } - AI_ASE_HANDLE_SECTION("2","TM_ANIMATION"); + AI_ASE_HANDLE_SECTION("2", "TM_ANIMATION"); } } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim) -{ +void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation &anim) { AI_ASE_PARSER_INIT(); unsigned int iIndex; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; bool b = false; @@ -1139,44 +985,37 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim) // we ignore the additional information for bezier's and TCBs // simple scaling keyframe - if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20)) - { + if (TokenMatch(filePtr, "CONTROL_SCALE_SAMPLE", 20)) { b = true; anim.mScalingType = ASE::Animation::TRACK; } // Bezier scaling keyframe - if (TokenMatch(filePtr,"CONTROL_BEZIER_SCALE_KEY" ,24)) - { + if (TokenMatch(filePtr, "CONTROL_BEZIER_SCALE_KEY", 24)) { b = true; anim.mScalingType = ASE::Animation::BEZIER; } // TCB scaling keyframe - if (TokenMatch(filePtr,"CONTROL_TCB_SCALE_KEY" ,21)) - { + if (TokenMatch(filePtr, "CONTROL_TCB_SCALE_KEY", 21)) { b = true; anim.mScalingType = ASE::Animation::TCB; } - if (b) - { + if (b) { anim.akeyScaling.push_back(aiVectorKey()); - aiVectorKey& key = anim.akeyScaling.back(); - ParseLV4MeshFloatTriple(&key.mValue.x,iIndex); + aiVectorKey &key = anim.akeyScaling.back(); + ParseLV4MeshFloatTriple(&key.mValue.x, iIndex); key.mTime = (double)iIndex; } } - AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK"); + AI_ASE_HANDLE_SECTION("3", "*CONTROL_POS_TRACK"); } } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim) -{ +void Parser::ParseLV3PosAnimationBlock(ASE::Animation &anim) { AI_ASE_PARSER_INIT(); unsigned int iIndex; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; bool b = false; @@ -1185,44 +1024,37 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim) // we ignore the additional information for bezier's and TCBs // simple scaling keyframe - if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18)) - { + if (TokenMatch(filePtr, "CONTROL_POS_SAMPLE", 18)) { b = true; anim.mPositionType = ASE::Animation::TRACK; } // Bezier scaling keyframe - if (TokenMatch(filePtr,"CONTROL_BEZIER_POS_KEY" ,22)) - { + if (TokenMatch(filePtr, "CONTROL_BEZIER_POS_KEY", 22)) { b = true; anim.mPositionType = ASE::Animation::BEZIER; } // TCB scaling keyframe - if (TokenMatch(filePtr,"CONTROL_TCB_POS_KEY" ,19)) - { + if (TokenMatch(filePtr, "CONTROL_TCB_POS_KEY", 19)) { b = true; anim.mPositionType = ASE::Animation::TCB; } - if (b) - { + if (b) { anim.akeyPositions.push_back(aiVectorKey()); - aiVectorKey& key = anim.akeyPositions.back(); - ParseLV4MeshFloatTriple(&key.mValue.x,iIndex); + aiVectorKey &key = anim.akeyPositions.back(); + ParseLV4MeshFloatTriple(&key.mValue.x, iIndex); key.mTime = (double)iIndex; } } - AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK"); + AI_ASE_HANDLE_SECTION("3", "*CONTROL_POS_TRACK"); } } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim) -{ +void Parser::ParseLV3RotAnimationBlock(ASE::Animation &anim) { AI_ASE_PARSER_INIT(); unsigned int iIndex; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; bool b = false; @@ -1231,150 +1063,126 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim) // we ignore the additional information for bezier's and TCBs // simple scaling keyframe - if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18)) - { + if (TokenMatch(filePtr, "CONTROL_ROT_SAMPLE", 18)) { b = true; anim.mRotationType = ASE::Animation::TRACK; } // Bezier scaling keyframe - if (TokenMatch(filePtr,"CONTROL_BEZIER_ROT_KEY" ,22)) - { + if (TokenMatch(filePtr, "CONTROL_BEZIER_ROT_KEY", 22)) { b = true; anim.mRotationType = ASE::Animation::BEZIER; } // TCB scaling keyframe - if (TokenMatch(filePtr,"CONTROL_TCB_ROT_KEY" ,19)) - { + if (TokenMatch(filePtr, "CONTROL_TCB_ROT_KEY", 19)) { b = true; anim.mRotationType = ASE::Animation::TCB; } - if (b) - { + if (b) { anim.akeyRotations.push_back(aiQuatKey()); - aiQuatKey& key = anim.akeyRotations.back(); - aiVector3D v;ai_real f; - ParseLV4MeshFloatTriple(&v.x,iIndex); + aiQuatKey &key = anim.akeyRotations.back(); + aiVector3D v; + ai_real f; + ParseLV4MeshFloatTriple(&v.x, iIndex); ParseLV4MeshFloat(f); key.mTime = (double)iIndex; - key.mValue = aiQuaternion(v,f); + key.mValue = aiQuaternion(v, f); } } - AI_ASE_HANDLE_SECTION("3","*CONTROL_ROT_TRACK"); + AI_ASE_HANDLE_SECTION("3", "*CONTROL_ROT_TRACK"); } } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh) -{ +void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode &mesh) { AI_ASE_PARSER_INIT(); - int mode = 0; - while (true) - { - if ('*' == *filePtr) - { + int mode = 0; + while (true) { + if ('*' == *filePtr) { ++filePtr; // name of the node - if (TokenMatch(filePtr,"NODE_NAME" ,9)) - { + if (TokenMatch(filePtr, "NODE_NAME", 9)) { std::string temp; - if(!ParseString(temp,"*NODE_NAME")) + if (!ParseString(temp, "*NODE_NAME")) SkipToNextToken(); std::string::size_type s; - if (temp == mesh.mName) - { + if (temp == mesh.mName) { mode = 1; - } - else if (std::string::npos != (s = temp.find(".Target")) && - mesh.mName == temp.substr(0,s)) - { + } else if (std::string::npos != (s = temp.find(".Target")) && + mesh.mName == temp.substr(0, s)) { // This should be either a target light or a target camera - if ( (mesh.mType == BaseNode::Light && ((ASE::Light&)mesh) .mLightType == ASE::Light::TARGET) || - (mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET)) - { + if ((mesh.mType == BaseNode::Light && ((ASE::Light &)mesh).mLightType == ASE::Light::TARGET) || + (mesh.mType == BaseNode::Camera && ((ASE::Camera &)mesh).mCameraType == ASE::Camera::TARGET)) { mode = 2; - } - else { + } else { ASSIMP_LOG_ERROR("ASE: Ignoring target transform, " - "this is no spot light or target camera"); + "this is no spot light or target camera"); } - } - else - { + } else { ASSIMP_LOG_ERROR("ASE: Unknown node transformation: " + temp); // mode = 0 } continue; } - if (mode) - { + if (mode) { // fourth row of the transformation matrix - and also the // only information here that is interesting for targets - if (TokenMatch(filePtr,"TM_ROW3" ,7)) - { + if (TokenMatch(filePtr, "TM_ROW3", 7)) { ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x)); continue; } - if (mode == 1) - { + if (mode == 1) { // first row of the transformation matrix - if (TokenMatch(filePtr,"TM_ROW0" ,7)) - { + if (TokenMatch(filePtr, "TM_ROW0", 7)) { ParseLV4MeshFloatTriple(mesh.mTransform[0]); continue; } // second row of the transformation matrix - if (TokenMatch(filePtr,"TM_ROW1" ,7)) - { + if (TokenMatch(filePtr, "TM_ROW1", 7)) { ParseLV4MeshFloatTriple(mesh.mTransform[1]); continue; } // third row of the transformation matrix - if (TokenMatch(filePtr,"TM_ROW2" ,7)) - { + if (TokenMatch(filePtr, "TM_ROW2", 7)) { ParseLV4MeshFloatTriple(mesh.mTransform[2]); continue; } // inherited position axes - if (TokenMatch(filePtr,"INHERIT_POS" ,11)) - { + if (TokenMatch(filePtr, "INHERIT_POS", 11)) { unsigned int aiVal[3]; ParseLV4MeshLongTriple(aiVal); - for (unsigned int i = 0; i < 3;++i) + for (unsigned int i = 0; i < 3; ++i) mesh.inherit.abInheritPosition[i] = aiVal[i] != 0; continue; } // inherited rotation axes - if (TokenMatch(filePtr,"INHERIT_ROT" ,11)) - { + if (TokenMatch(filePtr, "INHERIT_ROT", 11)) { unsigned int aiVal[3]; ParseLV4MeshLongTriple(aiVal); - for (unsigned int i = 0; i < 3;++i) + for (unsigned int i = 0; i < 3; ++i) mesh.inherit.abInheritRotation[i] = aiVal[i] != 0; continue; } // inherited scaling axes - if (TokenMatch(filePtr,"INHERIT_SCL" ,11)) - { + if (TokenMatch(filePtr, "INHERIT_SCL", 11)) { unsigned int aiVal[3]; ParseLV4MeshLongTriple(aiVal); - for (unsigned int i = 0; i < 3;++i) + for (unsigned int i = 0; i < 3; ++i) mesh.inherit.abInheritScaling[i] = aiVal[i] != 0; continue; } } } } - AI_ASE_HANDLE_SECTION("2","*NODE_TM"); + AI_ASE_HANDLE_SECTION("2", "*NODE_TM"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh) -{ +void Parser::ParseLV2MeshBlock(ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); unsigned int iNumVertices = 0; @@ -1383,386 +1191,327 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh) unsigned int iNumTFaces = 0; unsigned int iNumCVertices = 0; unsigned int iNumCFaces = 0; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Number of vertices in the mesh - if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14)) - { + if (TokenMatch(filePtr, "MESH_NUMVERTEX", 14)) { ParseLV4MeshLong(iNumVertices); continue; } // Number of texture coordinates in the mesh - if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15)) - { + if (TokenMatch(filePtr, "MESH_NUMTVERTEX", 15)) { ParseLV4MeshLong(iNumTVertices); continue; } // Number of vertex colors in the mesh - if (TokenMatch(filePtr,"MESH_NUMCVERTEX" ,15)) - { + if (TokenMatch(filePtr, "MESH_NUMCVERTEX", 15)) { ParseLV4MeshLong(iNumCVertices); continue; } // Number of regular faces in the mesh - if (TokenMatch(filePtr,"MESH_NUMFACES" ,13)) - { + if (TokenMatch(filePtr, "MESH_NUMFACES", 13)) { ParseLV4MeshLong(iNumFaces); continue; } // Number of UVWed faces in the mesh - if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15)) - { + if (TokenMatch(filePtr, "MESH_NUMTVFACES", 15)) { ParseLV4MeshLong(iNumTFaces); continue; } // Number of colored faces in the mesh - if (TokenMatch(filePtr,"MESH_NUMCVFACES" ,15)) - { + if (TokenMatch(filePtr, "MESH_NUMCVFACES", 15)) { ParseLV4MeshLong(iNumCFaces); continue; } // mesh vertex list block - if (TokenMatch(filePtr,"MESH_VERTEX_LIST" ,16)) - { - ParseLV3MeshVertexListBlock(iNumVertices,mesh); + if (TokenMatch(filePtr, "MESH_VERTEX_LIST", 16)) { + ParseLV3MeshVertexListBlock(iNumVertices, mesh); continue; } // mesh face list block - if (TokenMatch(filePtr,"MESH_FACE_LIST" ,14)) - { - ParseLV3MeshFaceListBlock(iNumFaces,mesh); + if (TokenMatch(filePtr, "MESH_FACE_LIST", 14)) { + ParseLV3MeshFaceListBlock(iNumFaces, mesh); continue; } // mesh texture vertex list block - if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14)) - { - ParseLV3MeshTListBlock(iNumTVertices,mesh); + if (TokenMatch(filePtr, "MESH_TVERTLIST", 14)) { + ParseLV3MeshTListBlock(iNumTVertices, mesh); continue; } // mesh texture face block - if (TokenMatch(filePtr,"MESH_TFACELIST" ,14)) - { - ParseLV3MeshTFaceListBlock(iNumTFaces,mesh); + if (TokenMatch(filePtr, "MESH_TFACELIST", 14)) { + ParseLV3MeshTFaceListBlock(iNumTFaces, mesh); continue; } // mesh color vertex list block - if (TokenMatch(filePtr,"MESH_CVERTLIST" ,14)) - { - ParseLV3MeshCListBlock(iNumCVertices,mesh); + if (TokenMatch(filePtr, "MESH_CVERTLIST", 14)) { + ParseLV3MeshCListBlock(iNumCVertices, mesh); continue; } // mesh color face block - if (TokenMatch(filePtr,"MESH_CFACELIST" ,14)) - { - ParseLV3MeshCFaceListBlock(iNumCFaces,mesh); + if (TokenMatch(filePtr, "MESH_CFACELIST", 14)) { + ParseLV3MeshCFaceListBlock(iNumCFaces, mesh); continue; } // mesh normals - if (TokenMatch(filePtr,"MESH_NORMALS" ,12)) - { + if (TokenMatch(filePtr, "MESH_NORMALS", 12)) { ParseLV3MeshNormalListBlock(mesh); continue; } // another mesh UV channel ... - if (TokenMatch(filePtr,"MESH_MAPPINGCHANNEL" ,19)) { - unsigned int iIndex( 0 ); + if (TokenMatch(filePtr, "MESH_MAPPINGCHANNEL", 19)) { + unsigned int iIndex(0); ParseLV4MeshLong(iIndex); - if ( 0 == iIndex ) { - LogWarning( "Mapping channel has an invalid index. Skipping UV channel" ); + if (0 == iIndex) { + LogWarning("Mapping channel has an invalid index. Skipping UV channel"); // skip it ... SkipSection(); } else { - if ( iIndex < 2 ) { - LogWarning( "Mapping channel has an invalid index. Skipping UV channel" ); + if (iIndex < 2) { + LogWarning("Mapping channel has an invalid index. Skipping UV channel"); // skip it ... SkipSection(); } - if ( iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS ) { - LogWarning( "Too many UV channels specified. Skipping channel .." ); + if (iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS) { + LogWarning("Too many UV channels specified. Skipping channel .."); // skip it ... SkipSection(); } else { // parse the mapping channel - ParseLV3MappingChannel( iIndex - 1, mesh ); + ParseLV3MappingChannel(iIndex - 1, mesh); } continue; } } // mesh animation keyframe. Not supported - if (TokenMatch(filePtr,"MESH_ANIMATION" ,14)) - { + if (TokenMatch(filePtr, "MESH_ANIMATION", 14)) { LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. " - "Keyframe animation is not supported by Assimp, this element " - "will be ignored"); + "Keyframe animation is not supported by Assimp, this element " + "will be ignored"); //SkipSection(); continue; } - if (TokenMatch(filePtr,"MESH_WEIGHTS" ,12)) - { - ParseLV3MeshWeightsBlock(mesh);continue; + if (TokenMatch(filePtr, "MESH_WEIGHTS", 12)) { + ParseLV3MeshWeightsBlock(mesh); + continue; } } - AI_ASE_HANDLE_SECTION("2","*MESH"); + AI_ASE_HANDLE_SECTION("2", "*MESH"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh) -{ +void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); unsigned int iNumVertices = 0, iNumBones = 0; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Number of bone vertices ... - if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14)) - { + if (TokenMatch(filePtr, "MESH_NUMVERTEX", 14)) { ParseLV4MeshLong(iNumVertices); continue; } // Number of bones - if (TokenMatch(filePtr,"MESH_NUMBONE" ,12)) - { + if (TokenMatch(filePtr, "MESH_NUMBONE", 12)) { ParseLV4MeshLong(iNumBones); continue; } // parse the list of bones - if (TokenMatch(filePtr,"MESH_BONE_LIST" ,14)) - { - ParseLV4MeshBones(iNumBones,mesh); + if (TokenMatch(filePtr, "MESH_BONE_LIST", 14)) { + ParseLV4MeshBones(iNumBones, mesh); continue; } // parse the list of bones vertices - if (TokenMatch(filePtr,"MESH_BONE_VERTEX_LIST" ,21) ) - { - ParseLV4MeshBonesVertices(iNumVertices,mesh); + if (TokenMatch(filePtr, "MESH_BONE_VERTEX_LIST", 21)) { + ParseLV4MeshBonesVertices(iNumVertices, mesh); continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_WEIGHTS"); + AI_ASE_HANDLE_SECTION("3", "*MESH_WEIGHTS"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshBones(unsigned int iNumBones,ASE::Mesh& mesh) -{ +void Parser::ParseLV4MeshBones(unsigned int iNumBones, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); mesh.mBones.resize(iNumBones, Bone("UNNAMED")); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Mesh bone with name ... - if (TokenMatch(filePtr,"MESH_BONE_NAME" ,14)) - { + if (TokenMatch(filePtr, "MESH_BONE_NAME", 14)) { // parse an index ... - if(SkipSpaces(&filePtr)) - { - unsigned int iIndex = strtoul10(filePtr,&filePtr); - if (iIndex >= iNumBones) - { + if (SkipSpaces(&filePtr)) { + unsigned int iIndex = strtoul10(filePtr, &filePtr); + if (iIndex >= iNumBones) { LogWarning("Bone index is out of bounds"); continue; } - if (!ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME")) + if (!ParseString(mesh.mBones[iIndex].mName, "*MESH_BONE_NAME")) SkipToNextToken(); continue; } } } - AI_ASE_HANDLE_SECTION("3","*MESH_BONE_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_BONE_LIST"); } } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh) -{ +void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); mesh.mBoneVertices.resize(iNumVertices); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Mesh bone vertex - if (TokenMatch(filePtr,"MESH_BONE_VERTEX" ,16)) - { + if (TokenMatch(filePtr, "MESH_BONE_VERTEX", 16)) { // read the vertex index - unsigned int iIndex = strtoul10(filePtr,&filePtr); - if (iIndex >= mesh.mPositions.size()) - { - iIndex = (unsigned int)mesh.mPositions.size()-1; + unsigned int iIndex = strtoul10(filePtr, &filePtr); + if (iIndex >= mesh.mPositions.size()) { + iIndex = (unsigned int)mesh.mPositions.size() - 1; LogWarning("Bone vertex index is out of bounds. Using the largest valid " - "bone vertex index instead"); + "bone vertex index instead"); } // --- ignored ai_real afVert[3]; ParseLV4MeshFloatTriple(afVert); - std::pair pairOut; - while (true) - { + std::pair pairOut; + while (true) { // first parse the bone index ... - if (!SkipSpaces(&filePtr))break; - pairOut.first = strtoul10(filePtr,&filePtr); + if (!SkipSpaces(&filePtr)) break; + pairOut.first = strtoul10(filePtr, &filePtr); // then parse the vertex weight - if (!SkipSpaces(&filePtr))break; - filePtr = fast_atoreal_move(filePtr,pairOut.second); + if (!SkipSpaces(&filePtr)) break; + filePtr = fast_atoreal_move(filePtr, pairOut.second); // -1 marks unused entries - if (-1 != pairOut.first) - { + if (-1 != pairOut.first) { mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut); } } continue; } } - AI_ASE_HANDLE_SECTION("4","*MESH_BONE_VERTEX"); + AI_ASE_HANDLE_SECTION("4", "*MESH_BONE_VERTEX"); } return; } // ------------------------------------------------------------------------------------------------ void Parser::ParseLV3MeshVertexListBlock( - unsigned int iNumVertices, ASE::Mesh& mesh) -{ + unsigned int iNumVertices, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); // allocate enough storage in the array mesh.mPositions.resize(iNumVertices); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Vertex entry - if (TokenMatch(filePtr,"MESH_VERTEX" ,11)) - { + if (TokenMatch(filePtr, "MESH_VERTEX", 11)) { aiVector3D vTemp; unsigned int iIndex; - ParseLV4MeshFloatTriple(&vTemp.x,iIndex); + ParseLV4MeshFloatTriple(&vTemp.x, iIndex); - if (iIndex >= iNumVertices) - { + if (iIndex >= iNumVertices) { LogWarning("Invalid vertex index. It will be ignored"); - } - else mesh.mPositions[iIndex] = vTemp; + } else + mesh.mPositions[iIndex] = vTemp; continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_VERTEX_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_VERTEX_LIST"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh) -{ +void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); // allocate enough storage in the face array mesh.mFaces.resize(iNumFaces); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Face entry - if (TokenMatch(filePtr,"MESH_FACE" ,9)) - { + if (TokenMatch(filePtr, "MESH_FACE", 9)) { ASE::Face mFace; ParseLV4MeshFace(mFace); - if (mFace.iFace >= iNumFaces) - { + if (mFace.iFace >= iNumFaces) { LogWarning("Face has an invalid index. It will be ignored"); - } - else mesh.mFaces[mFace.iFace] = mFace; + } else + mesh.mFaces[mFace.iFace] = mFace; continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_FACE_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_FACE_LIST"); } return; } // ------------------------------------------------------------------------------------------------ void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices, - ASE::Mesh& mesh, unsigned int iChannel) -{ + ASE::Mesh &mesh, unsigned int iChannel) { AI_ASE_PARSER_INIT(); // allocate enough storage in the array mesh.amTexCoords[iChannel].resize(iNumVertices); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Vertex entry - if (TokenMatch(filePtr,"MESH_TVERT" ,10)) - { + if (TokenMatch(filePtr, "MESH_TVERT", 10)) { aiVector3D vTemp; unsigned int iIndex; - ParseLV4MeshFloatTriple(&vTemp.x,iIndex); + ParseLV4MeshFloatTriple(&vTemp.x, iIndex); - if (iIndex >= iNumVertices) - { + if (iIndex >= iNumVertices) { LogWarning("Tvertex has an invalid index. It will be ignored"); - } - else mesh.amTexCoords[iChannel][iIndex] = vTemp; + } else + mesh.amTexCoords[iChannel][iIndex] = vTemp; - if (0.0f != vTemp.z) - { + if (0.0f != vTemp.z) { // we need 3 coordinate channels mesh.mNumUVComponents[iChannel] = 3; } continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_TVERT_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_TVERT_LIST"); } return; } // ------------------------------------------------------------------------------------------------ void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces, - ASE::Mesh& mesh, unsigned int iChannel) -{ + ASE::Mesh &mesh, unsigned int iChannel) { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Face entry - if (TokenMatch(filePtr,"MESH_TFACE" ,10)) - { + if (TokenMatch(filePtr, "MESH_TFACE", 10)) { unsigned int aiValues[3]; unsigned int iIndex = 0; - ParseLV4MeshLongTriple(aiValues,iIndex); - if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) - { + ParseLV4MeshLongTriple(aiValues, iIndex); + if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) { LogWarning("UV-Face has an invalid index. It will be ignored"); - } - else - { + } else { // copy UV indices mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0]; mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1]; @@ -1771,108 +1520,89 @@ void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces, continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_TFACE_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_TFACE_LIST"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh) -{ +void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); unsigned int iNumTVertices = 0; unsigned int iNumTFaces = 0; - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Number of texture coordinates in the mesh - if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15)) - { + if (TokenMatch(filePtr, "MESH_NUMTVERTEX", 15)) { ParseLV4MeshLong(iNumTVertices); continue; } // Number of UVWed faces in the mesh - if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15)) - { + if (TokenMatch(filePtr, "MESH_NUMTVFACES", 15)) { ParseLV4MeshLong(iNumTFaces); continue; } // mesh texture vertex list block - if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14)) - { - ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel); + if (TokenMatch(filePtr, "MESH_TVERTLIST", 14)) { + ParseLV3MeshTListBlock(iNumTVertices, mesh, iChannel); continue; } // mesh texture face block - if (TokenMatch(filePtr,"MESH_TFACELIST" ,14)) - { - ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel); + if (TokenMatch(filePtr, "MESH_TFACELIST", 14)) { + ParseLV3MeshTFaceListBlock(iNumTFaces, mesh, iChannel); continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_MAPPING_CHANNEL"); + AI_ASE_HANDLE_SECTION("3", "*MESH_MAPPING_CHANNEL"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh) -{ +void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); // allocate enough storage in the array mesh.mVertexColors.resize(iNumVertices); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Vertex entry - if (TokenMatch(filePtr,"MESH_VERTCOL" ,12)) - { + if (TokenMatch(filePtr, "MESH_VERTCOL", 12)) { aiColor4D vTemp; vTemp.a = 1.0f; unsigned int iIndex; - ParseLV4MeshFloatTriple(&vTemp.r,iIndex); + ParseLV4MeshFloatTriple(&vTemp.r, iIndex); - if (iIndex >= iNumVertices) - { + if (iIndex >= iNumVertices) { LogWarning("Vertex color has an invalid index. It will be ignored"); - } - else mesh.mVertexColors[iIndex] = vTemp; + } else + mesh.mVertexColors[iIndex] = vTemp; continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_CVERTEX_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_CVERTEX_LIST"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh) -{ +void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh &mesh) { AI_ASE_PARSER_INIT(); - while (true) - { - if ('*' == *filePtr) - { + while (true) { + if ('*' == *filePtr) { ++filePtr; // Face entry - if (TokenMatch(filePtr,"MESH_CFACE" ,10)) - { + if (TokenMatch(filePtr, "MESH_CFACE", 10)) { unsigned int aiValues[3]; unsigned int iIndex = 0; - ParseLV4MeshLongTriple(aiValues,iIndex); - if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) - { + ParseLV4MeshLongTriple(aiValues, iIndex); + if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) { LogWarning("UV-Face has an invalid index. It will be ignored"); - } - else - { + } else { // copy color indices mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0]; mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1]; @@ -1881,17 +1611,16 @@ void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh) continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_CFACE_LIST"); + AI_ASE_HANDLE_SECTION("3", "*MESH_CFACE_LIST"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh) -{ +void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh &sMesh) { AI_ASE_PARSER_INIT(); // Allocate enough storage for the normals - sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f )); + sMesh.mNormals.resize(sMesh.mFaces.size() * 3, aiVector3D(0.f, 0.f, 0.f)); unsigned int index, faceIdx = UINT_MAX; // FIXME: rewrite this and find out how to interpret the normals @@ -1899,34 +1628,34 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh) // Smooth the vertex and face normals together. The result // will be edgy then, but otherwise everything would be soft ... - while (true) { - if ('*' == *filePtr) { + while (true) { + if ('*' == *filePtr) { ++filePtr; - if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) { + if (faceIdx != UINT_MAX && TokenMatch(filePtr, "MESH_VERTEXNORMAL", 17)) { aiVector3D vNormal; - ParseLV4MeshFloatTriple(&vNormal.x,index); - if (faceIdx >= sMesh.mFaces.size()) + ParseLV4MeshFloatTriple(&vNormal.x, index); + if (faceIdx >= sMesh.mFaces.size()) continue; // Make sure we assign it to the correct face - const ASE::Face& face = sMesh.mFaces[faceIdx]; + const ASE::Face &face = sMesh.mFaces[faceIdx]; if (index == face.mIndices[0]) index = 0; else if (index == face.mIndices[1]) index = 1; else if (index == face.mIndices[2]) index = 2; - else { + else { ASSIMP_LOG_ERROR("ASE: Invalid vertex index in MESH_VERTEXNORMAL section"); continue; } // We'll renormalize later - sMesh.mNormals[faceIdx*3+index] += vNormal; + sMesh.mNormals[faceIdx * 3 + index] += vNormal; continue; } - if (TokenMatch(filePtr,"MESH_FACENORMAL",15)) { + if (TokenMatch(filePtr, "MESH_FACENORMAL", 15)) { aiVector3D vNormal; - ParseLV4MeshFloatTriple(&vNormal.x,faceIdx); + ParseLV4MeshFloatTriple(&vNormal.x, faceIdx); if (faceIdx >= sMesh.mFaces.size()) { ASSIMP_LOG_ERROR("ASE: Invalid vertex index in MESH_FACENORMAL section"); @@ -1934,53 +1663,47 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh) } // We'll renormalize later - sMesh.mNormals[faceIdx*3] += vNormal; - sMesh.mNormals[faceIdx*3+1] += vNormal; - sMesh.mNormals[faceIdx*3+2] += vNormal; + sMesh.mNormals[faceIdx * 3] += vNormal; + sMesh.mNormals[faceIdx * 3 + 1] += vNormal; + sMesh.mNormals[faceIdx * 3 + 2] += vNormal; continue; } } - AI_ASE_HANDLE_SECTION("3","*MESH_NORMALS"); + AI_ASE_HANDLE_SECTION("3", "*MESH_NORMALS"); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshFace(ASE::Face& out) -{ +void Parser::ParseLV4MeshFace(ASE::Face &out) { // skip spaces and tabs - if(!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]"); SkipToNextToken(); return; } // parse the face index - out.iFace = strtoul10(filePtr,&filePtr); + out.iFace = strtoul10(filePtr, &filePtr); // next character should be ':' - if(!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { // FIX: there are some ASE files which haven't got : here .... LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]"); SkipToNextToken(); return; } // FIX: There are some ASE files which haven't got ':' here - if(':' == *filePtr)++filePtr; + if (':' == *filePtr) ++filePtr; // Parse all mesh indices - for (unsigned int i = 0; i < 3;++i) - { + for (unsigned int i = 0; i < 3; ++i) { unsigned int iIndex = 0; - if(!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL"); SkipToNextToken(); return; } - switch (*filePtr) - { + switch (*filePtr) { case 'A': case 'a': break; @@ -1994,38 +1717,34 @@ void Parser::ParseLV4MeshFace(ASE::Face& out) break; default: LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. " - "A,B or C expected [#3]"); + "A,B or C expected [#3]"); SkipToNextToken(); return; }; ++filePtr; // next character should be ':' - if(!SkipSpaces(&filePtr) || ':' != *filePtr) - { + if (!SkipSpaces(&filePtr) || ':' != *filePtr) { LogWarning("Unable to parse *MESH_FACE Element: " - "Unexpected EOL. \':\' expected [#2]"); + "Unexpected EOL. \':\' expected [#2]"); SkipToNextToken(); return; } ++filePtr; - if(!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. " - "Vertex index ecpected [#4]"); + "Vertex index ecpected [#4]"); SkipToNextToken(); return; } - out.mIndices[iIndex] = strtoul10(filePtr,&filePtr); + out.mIndices[iIndex] = strtoul10(filePtr, &filePtr); } // now we need to skip the AB, BC, CA blocks. - while (true) - { - if ('*' == *filePtr)break; - if (IsLineEnd(*filePtr)) - { + while (true) { + if ('*' == *filePtr) break; + if (IsLineEnd(*filePtr)) { //iLineNumber++; return; } @@ -2033,27 +1752,22 @@ void Parser::ParseLV4MeshFace(ASE::Face& out) } // parse the smoothing group of the face - if (TokenMatch(filePtr,"*MESH_SMOOTHING",15)) - { - if(!SkipSpaces(&filePtr)) - { + if (TokenMatch(filePtr, "*MESH_SMOOTHING", 15)) { + if (!SkipSpaces(&filePtr)) { LogWarning("Unable to parse *MESH_SMOOTHING Element: " - "Unexpected EOL. Smoothing group(s) expected [#5]"); + "Unexpected EOL. Smoothing group(s) expected [#5]"); SkipToNextToken(); return; } // Parse smoothing groups until we don't anymore see commas // FIX: There needn't always be a value, sad but true - while (true) - { - if (*filePtr < '9' && *filePtr >= '0') - { - out.iSmoothGroup |= (1 << strtoul10(filePtr,&filePtr)); + while (true) { + if (*filePtr < '9' && *filePtr >= '0') { + out.iSmoothGroup |= (1 << strtoul10(filePtr, &filePtr)); } SkipSpaces(&filePtr); - if (',' != *filePtr) - { + if (',' != *filePtr) { break; } ++filePtr; @@ -2062,40 +1776,34 @@ void Parser::ParseLV4MeshFace(ASE::Face& out) } // *MESH_MTLID is optional, too - while (true) - { - if ('*' == *filePtr)break; - if (IsLineEnd(*filePtr)) - { + while (true) { + if ('*' == *filePtr) break; + if (IsLineEnd(*filePtr)) { return; } filePtr++; } - if (TokenMatch(filePtr,"*MESH_MTLID",11)) - { - if(!SkipSpaces(&filePtr)) - { + if (TokenMatch(filePtr, "*MESH_MTLID", 11)) { + if (!SkipSpaces(&filePtr)) { LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. " - "Material index expected [#6]"); + "Material index expected [#6]"); SkipToNextToken(); return; } - out.iMaterial = strtoul10(filePtr,&filePtr); + out.iMaterial = strtoul10(filePtr, &filePtr); } return; } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshLongTriple(unsigned int* apOut) -{ +void Parser::ParseLV4MeshLongTriple(unsigned int *apOut) { ai_assert(NULL != apOut); - for (unsigned int i = 0; i < 3;++i) + for (unsigned int i = 0; i < 3; ++i) ParseLV4MeshLong(apOut[i]); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut) -{ +void Parser::ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut) { ai_assert(NULL != apOut); // parse the index @@ -2105,8 +1813,7 @@ void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut ParseLV4MeshLongTriple(apOut); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut) -{ +void Parser::ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut) { ai_assert(NULL != apOut); // parse the index @@ -2116,19 +1823,16 @@ void Parser::ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut) ParseLV4MeshFloatTriple(apOut); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshFloatTriple(ai_real* apOut) -{ +void Parser::ParseLV4MeshFloatTriple(ai_real *apOut) { ai_assert(NULL != apOut); - for (unsigned int i = 0; i < 3;++i) + for (unsigned int i = 0; i < 3; ++i) ParseLV4MeshFloat(apOut[i]); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshFloat(ai_real& fOut) -{ +void Parser::ParseLV4MeshFloat(ai_real &fOut) { // skip spaces and tabs - if(!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { // LOG LogWarning("Unable to parse float: unexpected EOL [#1]"); fOut = 0.0; @@ -2136,14 +1840,12 @@ void Parser::ParseLV4MeshFloat(ai_real& fOut) return; } // parse the first float - filePtr = fast_atoreal_move(filePtr,fOut); + filePtr = fast_atoreal_move(filePtr, fOut); } // ------------------------------------------------------------------------------------------------ -void Parser::ParseLV4MeshLong(unsigned int& iOut) -{ +void Parser::ParseLV4MeshLong(unsigned int &iOut) { // Skip spaces and tabs - if(!SkipSpaces(&filePtr)) - { + if (!SkipSpaces(&filePtr)) { // LOG LogWarning("Unable to parse long: unexpected EOL [#1]"); iOut = 0; @@ -2151,7 +1853,7 @@ void Parser::ParseLV4MeshLong(unsigned int& iOut) return; } // parse the value - iOut = strtoul10(filePtr,&filePtr); + iOut = strtoul10(filePtr, &filePtr); } #endif // ASSIMP_BUILD_NO_3DS_IMPORTER diff --git a/code/ASE/ASEParser.h b/code/AssetLib/ASE/ASEParser.h similarity index 99% rename from code/ASE/ASEParser.h rename to code/AssetLib/ASE/ASEParser.h index aba37d38f..c94c8e3aa 100644 --- a/code/ASE/ASEParser.h +++ b/code/AssetLib/ASE/ASEParser.h @@ -57,7 +57,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include // ASE is quite similar to 3ds. We can reuse some structures -#include "3DS/3DSLoader.h" +#include "AssetLib/3DS/3DSLoader.h" namespace Assimp { namespace ASE { diff --git a/code/Assbin/AssbinExporter.cpp b/code/AssetLib/Assbin/AssbinExporter.cpp similarity index 99% rename from code/Assbin/AssbinExporter.cpp rename to code/AssetLib/Assbin/AssbinExporter.cpp index 0b99afbda..e86a6526d 100644 --- a/code/Assbin/AssbinExporter.cpp +++ b/code/AssetLib/Assbin/AssbinExporter.cpp @@ -4,7 +4,6 @@ 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, diff --git a/code/Assbin/AssbinExporter.h b/code/AssetLib/Assbin/AssbinExporter.h similarity index 100% rename from code/Assbin/AssbinExporter.h rename to code/AssetLib/Assbin/AssbinExporter.h diff --git a/code/Assbin/AssbinFileWriter.cpp b/code/AssetLib/Assbin/AssbinFileWriter.cpp similarity index 96% rename from code/Assbin/AssbinFileWriter.cpp rename to code/AssetLib/Assbin/AssbinFileWriter.cpp index 7fceaa1ad..431be4d3a 100644 --- a/code/Assbin/AssbinFileWriter.cpp +++ b/code/AssetLib/Assbin/AssbinFileWriter.cpp @@ -4,7 +4,6 @@ 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, @@ -54,16 +53,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #ifdef ASSIMP_BUILD_NO_OWN_ZLIB -# include +#include #else -# include "../contrib/zlib/zlib.h" +#include "../contrib/zlib/zlib.h" #endif #include #ifdef _WIN32 -# pragma warning(push) -# pragma warning(disable : 4706) +#pragma warning(push) +#pragma warning(disable : 4706) #endif // _WIN32 namespace Assimp { @@ -269,7 +268,7 @@ private: public: AssbinChunkWriter(IOStream *container, uint32_t magic, size_t initial = 4096) : - buffer(NULL), + buffer(nullptr), magic(magic), container(container), cur_size(0), @@ -362,32 +361,32 @@ protected: Write(&chunk, (uint16_t)type); switch (type) { - case AI_BOOL: - Write(&chunk, *((bool *)value)); - break; - case AI_INT32: - Write(&chunk, *((int32_t *)value)); - break; - case AI_UINT64: - Write(&chunk, *((uint64_t *)value)); - break; - case AI_FLOAT: - Write(&chunk, *((float *)value)); - break; - case AI_DOUBLE: - Write(&chunk, *((double *)value)); - break; - case AI_AISTRING: - Write(&chunk, *((aiString *)value)); - break; - case AI_AIVECTOR3D: - Write(&chunk, *((aiVector3D *)value)); - break; + case AI_BOOL: + Write(&chunk, *((bool *)value)); + break; + case AI_INT32: + Write(&chunk, *((int32_t *)value)); + break; + case AI_UINT64: + Write(&chunk, *((uint64_t *)value)); + break; + case AI_FLOAT: + Write(&chunk, *((float *)value)); + break; + case AI_DOUBLE: + Write(&chunk, *((double *)value)); + break; + case AI_AISTRING: + Write(&chunk, *((aiString *)value)); + break; + case AI_AIVECTOR3D: + Write(&chunk, *((aiVector3D *)value)); + break; #ifdef SWIG case FORCE_32BIT: #endif // SWIG - default: - break; + default: + break; } } } @@ -827,7 +826,7 @@ void DumpSceneToAssbin( fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene); } #ifdef _WIN32 -# pragma warning(pop) +#pragma warning(pop) #endif // _WIN32 } // end of namespace Assimp diff --git a/code/Assbin/AssbinFileWriter.h b/code/AssetLib/Assbin/AssbinFileWriter.h similarity index 92% rename from code/Assbin/AssbinFileWriter.h rename to code/AssetLib/Assbin/AssbinFileWriter.h index 25db6db2d..25cbc8106 100644 --- a/code/Assbin/AssbinFileWriter.h +++ b/code/AssetLib/Assbin/AssbinFileWriter.h @@ -4,7 +4,6 @@ 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, @@ -54,12 +53,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. namespace Assimp { void ASSIMP_API DumpSceneToAssbin( - const char* pFile, - const char* cmd, - IOSystem* pIOSystem, - const aiScene* pScene, - bool shortened, - bool compressed); + const char *pFile, + const char *cmd, + IOSystem *pIOSystem, + const aiScene *pScene, + bool shortened, + bool compressed); } diff --git a/code/Assbin/AssbinLoader.cpp b/code/AssetLib/Assbin/AssbinLoader.cpp similarity index 96% rename from code/Assbin/AssbinLoader.cpp rename to code/AssetLib/Assbin/AssbinLoader.cpp index 4293cae29..5ee87e952 100644 --- a/code/Assbin/AssbinLoader.cpp +++ b/code/AssetLib/Assbin/AssbinLoader.cpp @@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER // internal headers -#include "Assbin/AssbinLoader.h" +#include "AssetLib/Assbin/AssbinLoader.h" #include "Common/assbin_chunks.h" #include #include @@ -253,32 +253,32 @@ void AssbinImporter::ReadBinaryNode(IOStream *stream, aiNode **onode, aiNode *pa void *data = nullptr; switch (node->mMetaData->mValues[i].mType) { - case AI_BOOL: - data = new bool(Read(stream)); - break; - case AI_INT32: - data = new int32_t(Read(stream)); - break; - case AI_UINT64: - data = new uint64_t(Read(stream)); - break; - case AI_FLOAT: - data = new ai_real(Read(stream)); - break; - case AI_DOUBLE: - data = new double(Read(stream)); - break; - case AI_AISTRING: - data = new aiString(Read(stream)); - break; - case AI_AIVECTOR3D: - data = new aiVector3D(Read(stream)); - break; + case AI_BOOL: + data = new bool(Read(stream)); + break; + case AI_INT32: + data = new int32_t(Read(stream)); + break; + case AI_UINT64: + data = new uint64_t(Read(stream)); + break; + case AI_FLOAT: + data = new ai_real(Read(stream)); + break; + case AI_DOUBLE: + data = new double(Read(stream)); + break; + case AI_AISTRING: + data = new aiString(Read(stream)); + break; + case AI_AIVECTOR3D: + data = new aiVector3D(Read(stream)); + break; #ifndef SWIG - case FORCE_32BIT: + case FORCE_32BIT: #endif // SWIG - default: - break; + default: + break; } node->mMetaData->mValues[i].mData = data; diff --git a/code/Assbin/AssbinLoader.h b/code/AssetLib/Assbin/AssbinLoader.h similarity index 100% rename from code/Assbin/AssbinLoader.h rename to code/AssetLib/Assbin/AssbinLoader.h diff --git a/code/Assjson/cencode.c b/code/AssetLib/Assjson/cencode.c similarity index 100% rename from code/Assjson/cencode.c rename to code/AssetLib/Assjson/cencode.c diff --git a/code/Assjson/cencode.h b/code/AssetLib/Assjson/cencode.h similarity index 100% rename from code/Assjson/cencode.h rename to code/AssetLib/Assjson/cencode.h diff --git a/code/Assjson/json_exporter.cpp b/code/AssetLib/Assjson/json_exporter.cpp similarity index 100% rename from code/Assjson/json_exporter.cpp rename to code/AssetLib/Assjson/json_exporter.cpp diff --git a/code/Assjson/mesh_splitter.cpp b/code/AssetLib/Assjson/mesh_splitter.cpp similarity index 100% rename from code/Assjson/mesh_splitter.cpp rename to code/AssetLib/Assjson/mesh_splitter.cpp diff --git a/code/Assjson/mesh_splitter.h b/code/AssetLib/Assjson/mesh_splitter.h similarity index 100% rename from code/Assjson/mesh_splitter.h rename to code/AssetLib/Assjson/mesh_splitter.h diff --git a/code/Assxml/AssxmlExporter.cpp b/code/AssetLib/Assxml/AssxmlExporter.cpp similarity index 100% rename from code/Assxml/AssxmlExporter.cpp rename to code/AssetLib/Assxml/AssxmlExporter.cpp diff --git a/code/Assxml/AssxmlExporter.h b/code/AssetLib/Assxml/AssxmlExporter.h similarity index 100% rename from code/Assxml/AssxmlExporter.h rename to code/AssetLib/Assxml/AssxmlExporter.h diff --git a/code/AssetLib/Assxml/AssxmlFileWriter.cpp b/code/AssetLib/Assxml/AssxmlFileWriter.cpp new file mode 100644 index 000000000..b175265b5 --- /dev/null +++ b/code/AssetLib/Assxml/AssxmlFileWriter.cpp @@ -0,0 +1,659 @@ +/* +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 AssxmlFileWriter.cpp + * @brief Implementation of Assxml file writer. + */ + +#include "AssxmlFileWriter.h" + +#include "PostProcessing/ProcessHelper.h" + +#include +#include +#include +#include + +#include + +#ifdef ASSIMP_BUILD_NO_OWN_ZLIB +#include +#else +#include +#endif + +#include +#include +#include + +using namespace Assimp; + +namespace Assimp { + +namespace AssxmlFileWriter { + +// ----------------------------------------------------------------------------------- +static int ioprintf(IOStream *io, const char *format, ...) { + using namespace std; + if (nullptr == io) { + return -1; + } + + static const int Size = 4096; + char sz[Size]; + ::memset(sz, '\0', Size); + va_list va; + va_start(va, format); + const unsigned int nSize = vsnprintf(sz, Size - 1, format, va); + ai_assert(nSize < Size); + va_end(va); + + io->Write(sz, sizeof(char), nSize); + + return nSize; +} + +// ----------------------------------------------------------------------------------- +// Convert a name to standard XML format +static void ConvertName(aiString &out, const aiString &in) { + out.length = 0; + for (unsigned int i = 0; i < in.length; ++i) { + switch (in.data[i]) { + case '<': + out.Append("<"); + break; + case '>': + out.Append(">"); + break; + case '&': + out.Append("&"); + break; + case '\"': + out.Append("""); + break; + case '\'': + out.Append("'"); + break; + default: + out.data[out.length++] = in.data[i]; + } + } + out.data[out.length] = 0; +} + +// ----------------------------------------------------------------------------------- +// Write a single node as text dump +static void WriteNode(const aiNode *node, IOStream *io, unsigned int depth) { + char prefix[512]; + for (unsigned int i = 0; i < depth; ++i) + prefix[i] = '\t'; + prefix[depth] = '\0'; + + const aiMatrix4x4 &m = node->mTransformation; + + aiString name; + ConvertName(name, node->mName); + ioprintf(io, "%s \n" + "%s\t \n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t \n", + prefix, name.data, prefix, + prefix, m.a1, m.a2, m.a3, m.a4, + prefix, m.b1, m.b2, m.b3, m.b4, + prefix, m.c1, m.c2, m.c3, m.c4, + prefix, m.d1, m.d2, m.d3, m.d4, prefix); + + if (node->mNumMeshes) { + ioprintf(io, "%s\t\n%s\t", + prefix, node->mNumMeshes, prefix); + + for (unsigned int i = 0; i < node->mNumMeshes; ++i) { + ioprintf(io, "%u ", node->mMeshes[i]); + } + ioprintf(io, "\n%s\t\n", prefix); + } + + if (node->mNumChildren) { + ioprintf(io, "%s\t\n", + prefix, node->mNumChildren); + + for (unsigned int i = 0; i < node->mNumChildren; ++i) { + WriteNode(node->mChildren[i], io, depth + 2); + } + ioprintf(io, "%s\t\n", prefix); + } + ioprintf(io, "%s\n", prefix); +} + +// ----------------------------------------------------------------------------------- +// Some chuncks of text will need to be encoded for XML +// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377 +static std::string encodeXML(const std::string &data) { + std::string buffer; + buffer.reserve(data.size()); + for (size_t pos = 0; pos != data.size(); ++pos) { + switch (data[pos]) { + case '&': buffer.append("&"); break; + case '\"': buffer.append("""); break; + case '\'': buffer.append("'"); break; + case '<': buffer.append("<"); break; + case '>': buffer.append(">"); break; + default: buffer.append(&data[pos], 1); break; + } + } + return buffer; +} + +// ----------------------------------------------------------------------------------- +// Write a text model dump +static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene, IOStream *io, bool shortened) { + time_t tt = ::time(NULL); +#if _WIN32 + tm *p = gmtime(&tt); +#else + struct tm now; + tm *p = gmtime_r(&tt, &now); +#endif + ai_assert(nullptr != p); + + std::string c = cmd; + std::string::size_type s; + + // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632 + // -- not allowed in XML comments + while ((s = c.find("--")) != std::string::npos) { + c[s] = '?'; + } + + // write header + std::string header( + "\n" + "\n\n" + "" + " \n\n" + "\n"); + + const unsigned int majorVersion(aiGetVersionMajor()); + const unsigned int minorVersion(aiGetVersionMinor()); + const unsigned int rev(aiGetVersionRevision()); + const char *curtime(asctime(p)); + ioprintf(io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u); + + // write the node graph + WriteNode(scene->mRootNode, io, 0); + +#if 0 + // write cameras + for (unsigned int i = 0; i < scene->mNumCameras;++i) { + aiCamera* cam = scene->mCameras[i]; + ConvertName(name,cam->mName); + + // camera header + ioprintf(io,"\t\n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\n", + name.data, + cam->mUp.x,cam->mUp.y,cam->mUp.z, + cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z, + cam->mPosition.x,cam->mPosition.y,cam->mPosition.z, + cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i); + } + + // write lights + for (unsigned int i = 0; i < scene->mNumLights;++i) { + aiLight* l = scene->mLights[i]; + ConvertName(name,l->mName); + + // light header + ioprintf(io,"\t type=\"%s\"\n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n", + name.data, + (l->mType == aiLightSource_DIRECTIONAL ? "directional" : + (l->mType == aiLightSource_POINT ? "point" : "spot" )), + l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b, + l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b, + l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b); + + if (l->mType != aiLightSource_DIRECTIONAL) { + ioprintf(io, + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n", + l->mPosition.x,l->mPosition.y,l->mPosition.z, + l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic); + } + + if (l->mType != aiLightSource_POINT) { + ioprintf(io, + "\t\t %0 8f %0 8f %0 8f \n", + l->mDirection.x,l->mDirection.y,l->mDirection.z); + } + + if (l->mType == aiLightSource_SPOT) { + ioprintf(io, + "\t\t %f \n" + "\t\t %f \n", + l->mAngleOuterCone,l->mAngleInnerCone); + } + ioprintf(io,"\t\n"); + } +#endif + aiString name; + + // write textures + if (scene->mNumTextures) { + ioprintf(io, "\n", scene->mNumTextures); + for (unsigned int i = 0; i < scene->mNumTextures; ++i) { + aiTexture *tex = scene->mTextures[i]; + bool compressed = (tex->mHeight == 0); + + // mesh header + ioprintf(io, "\t \n", + (compressed ? -1 : tex->mWidth), (compressed ? -1 : tex->mHeight), + (compressed ? "true" : "false")); + + if (compressed) { + ioprintf(io, "\t\t \n", tex->mWidth); + + if (!shortened) { + for (unsigned int n = 0; n < tex->mWidth; ++n) { + ioprintf(io, "\t\t\t%2x", reinterpret_cast(tex->pcData)[n]); + if (n && !(n % 50)) { + ioprintf(io, "\n"); + } + } + } + } else if (!shortened) { + ioprintf(io, "\t\t \n", tex->mWidth * tex->mHeight * 4); + + // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1; + for (unsigned int y = 0; y < tex->mHeight; ++y) { + for (unsigned int x = 0; x < tex->mWidth; ++x) { + aiTexel *tx = tex->pcData + y * tex->mWidth + x; + unsigned int r = tx->r, g = tx->g, b = tx->b, a = tx->a; + ioprintf(io, "\t\t\t%2x %2x %2x %2x", r, g, b, a); + + // group by four for readability + if (0 == (x + y * tex->mWidth) % 4) { + ioprintf(io, "\n"); + } + } + } + } + ioprintf(io, "\t\t\n\t\n"); + } + ioprintf(io, "\n"); + } + + // write materials + if (scene->mNumMaterials) { + ioprintf(io, "\n", scene->mNumMaterials); + for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { + const aiMaterial *mat = scene->mMaterials[i]; + + ioprintf(io, "\t\n"); + ioprintf(io, "\t\t\n", mat->mNumProperties); + for (unsigned int n = 0; n < mat->mNumProperties; ++n) { + + const aiMaterialProperty *prop = mat->mProperties[n]; + const char *sz = ""; + if (prop->mType == aiPTI_Float) { + sz = "float"; + } else if (prop->mType == aiPTI_Integer) { + sz = "integer"; + } else if (prop->mType == aiPTI_String) { + sz = "string"; + } else if (prop->mType == aiPTI_Buffer) { + sz = "binary_buffer"; + } + + ioprintf(io, "\t\t\tmKey.data, sz, + ::TextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex); + + if (prop->mType == aiPTI_Float) { + ioprintf(io, " size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength / sizeof(float))); + + for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(float); ++pp) { + ioprintf(io, "%f ", *((float *)(prop->mData + pp * sizeof(float)))); + } + } else if (prop->mType == aiPTI_Integer) { + ioprintf(io, " size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength / sizeof(int))); + + for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(int); ++pp) { + ioprintf(io, "%i ", *((int *)(prop->mData + pp * sizeof(int)))); + } + } else if (prop->mType == aiPTI_Buffer) { + ioprintf(io, " size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength)); + + for (unsigned int pp = 0; pp < prop->mDataLength; ++pp) { + ioprintf(io, "%2x ", prop->mData[pp]); + if (pp && 0 == pp % 30) { + ioprintf(io, "\n\t\t\t\t"); + } + } + } else if (prop->mType == aiPTI_String) { + ioprintf(io, ">\n\t\t\t\t\"%s\"", encodeXML(prop->mData + 4).c_str() /* skip length */); + } + ioprintf(io, "\n\t\t\t\n"); + } + ioprintf(io, "\t\t\n"); + ioprintf(io, "\t\n"); + } + ioprintf(io, "\n"); + } + + // write animations + if (scene->mNumAnimations) { + ioprintf(io, "\n", scene->mNumAnimations); + for (unsigned int i = 0; i < scene->mNumAnimations; ++i) { + aiAnimation *anim = scene->mAnimations[i]; + + // anim header + ConvertName(name, anim->mName); + ioprintf(io, "\t\n", + name.data, anim->mDuration, anim->mTicksPerSecond); + + // write bone animation channels + if (anim->mNumChannels) { + ioprintf(io, "\t\t\n", anim->mNumChannels); + for (unsigned int n = 0; n < anim->mNumChannels; ++n) { + aiNodeAnim *nd = anim->mChannels[n]; + + // node anim header + ConvertName(name, nd->mNodeName); + ioprintf(io, "\t\t\t\n", name.data); + + if (!shortened) { + // write position keys + if (nd->mNumPositionKeys) { + ioprintf(io, "\t\t\t\t\n", nd->mNumPositionKeys); + for (unsigned int a = 0; a < nd->mNumPositionKeys; ++a) { + aiVectorKey *vc = nd->mPositionKeys + a; + ioprintf(io, "\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z); + } + ioprintf(io, "\t\t\t\t\n"); + } + + // write scaling keys + if (nd->mNumScalingKeys) { + ioprintf(io, "\t\t\t\t\n", nd->mNumScalingKeys); + for (unsigned int a = 0; a < nd->mNumScalingKeys; ++a) { + aiVectorKey *vc = nd->mScalingKeys + a; + ioprintf(io, "\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z); + } + ioprintf(io, "\t\t\t\t\n"); + } + + // write rotation keys + if (nd->mNumRotationKeys) { + ioprintf(io, "\t\t\t\t\n", nd->mNumRotationKeys); + for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) { + aiQuatKey *vc = nd->mRotationKeys + a; + ioprintf(io, "\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z, vc->mValue.w); + } + ioprintf(io, "\t\t\t\t\n"); + } + } + ioprintf(io, "\t\t\t\n"); + } + ioprintf(io, "\t\t\n"); + } + ioprintf(io, "\t\n"); + } + ioprintf(io, "\n"); + } + + // write meshes + if (scene->mNumMeshes) { + ioprintf(io, "\n", scene->mNumMeshes); + for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { + aiMesh *mesh = scene->mMeshes[i]; + // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1; + + // mesh header + ioprintf(io, "\t\n", + (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""), + mesh->mMaterialIndex); + + // bones + if (mesh->mNumBones) { + ioprintf(io, "\t\t\n", mesh->mNumBones); + + for (unsigned int n = 0; n < mesh->mNumBones; ++n) { + aiBone *bone = mesh->mBones[n]; + + ConvertName(name, bone->mName); + // bone header + ioprintf(io, "\t\t\t\n" + "\t\t\t\t \n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t \n", + name.data, + bone->mOffsetMatrix.a1, bone->mOffsetMatrix.a2, bone->mOffsetMatrix.a3, bone->mOffsetMatrix.a4, + bone->mOffsetMatrix.b1, bone->mOffsetMatrix.b2, bone->mOffsetMatrix.b3, bone->mOffsetMatrix.b4, + bone->mOffsetMatrix.c1, bone->mOffsetMatrix.c2, bone->mOffsetMatrix.c3, bone->mOffsetMatrix.c4, + bone->mOffsetMatrix.d1, bone->mOffsetMatrix.d2, bone->mOffsetMatrix.d3, bone->mOffsetMatrix.d4); + + if (!shortened && bone->mNumWeights) { + ioprintf(io, "\t\t\t\t\n", bone->mNumWeights); + + // bone weights + for (unsigned int a = 0; a < bone->mNumWeights; ++a) { + aiVertexWeight *wght = bone->mWeights + a; + + ioprintf(io, "\t\t\t\t\t\n\t\t\t\t\t\t%f\n\t\t\t\t\t\n", + wght->mVertexId, wght->mWeight); + } + ioprintf(io, "\t\t\t\t\n"); + } + ioprintf(io, "\t\t\t\n"); + } + ioprintf(io, "\t\t\n"); + } + + // faces + if (!shortened && mesh->mNumFaces) { + ioprintf(io, "\t\t\n", mesh->mNumFaces); + for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { + aiFace &f = mesh->mFaces[n]; + ioprintf(io, "\t\t\t\n" + "\t\t\t\t", + f.mNumIndices); + + for (unsigned int j = 0; j < f.mNumIndices; ++j) + ioprintf(io, "%u ", f.mIndices[j]); + + ioprintf(io, "\n\t\t\t\n"); + } + ioprintf(io, "\t\t\n"); + } + + // vertex positions + if (mesh->HasPositions()) { + ioprintf(io, "\t\t \n", mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n", + mesh->mVertices[n].x, + mesh->mVertices[n].y, + mesh->mVertices[n].z); + } + } + ioprintf(io, "\t\t\n"); + } + + // vertex normals + if (mesh->HasNormals()) { + ioprintf(io, "\t\t \n", mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n", + mesh->mNormals[n].x, + mesh->mNormals[n].y, + mesh->mNormals[n].z); + } + } + ioprintf(io, "\t\t\n"); + } + + // vertex tangents and bitangents + if (mesh->HasTangentsAndBitangents()) { + ioprintf(io, "\t\t \n", mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n", + mesh->mTangents[n].x, + mesh->mTangents[n].y, + mesh->mTangents[n].z); + } + } + ioprintf(io, "\t\t\n"); + + ioprintf(io, "\t\t \n", mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n", + mesh->mBitangents[n].x, + mesh->mBitangents[n].y, + mesh->mBitangents[n].z); + } + } + ioprintf(io, "\t\t\n"); + } + + // texture coordinates + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { + if (!mesh->mTextureCoords[a]) + break; + + ioprintf(io, "\t\t \n", mesh->mNumVertices, + a, mesh->mNumUVComponents[a]); + + if (!shortened) { + if (mesh->mNumUVComponents[a] == 3) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n", + mesh->mTextureCoords[a][n].x, + mesh->mTextureCoords[a][n].y, + mesh->mTextureCoords[a][n].z); + } + } else { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f\n", + mesh->mTextureCoords[a][n].x, + mesh->mTextureCoords[a][n].y); + } + } + } + ioprintf(io, "\t\t\n"); + } + + // vertex colors + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { + if (!mesh->mColors[a]) + break; + ioprintf(io, "\t\t \n", mesh->mNumVertices, a); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + ioprintf(io, "\t\t%0 8f %0 8f %0 8f %0 8f\n", + mesh->mColors[a][n].r, + mesh->mColors[a][n].g, + mesh->mColors[a][n].b, + mesh->mColors[a][n].a); + } + } + ioprintf(io, "\t\t\n"); + } + ioprintf(io, "\t\n"); + } + ioprintf(io, "\n"); + } + ioprintf(io, "\n"); +} + +} // end of namespace AssxmlFileWriter + +void DumpSceneToAssxml( + const char *pFile, const char *cmd, IOSystem *pIOSystem, + const aiScene *pScene, bool shortened) { + std::unique_ptr file(pIOSystem->Open(pFile, "wt")); + if (!file.get()) { + throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n'); + } + + AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened); +} + +} // end of namespace Assimp diff --git a/code/Assxml/AssxmlFileWriter.h b/code/AssetLib/Assxml/AssxmlFileWriter.h similarity index 100% rename from code/Assxml/AssxmlFileWriter.h rename to code/AssetLib/Assxml/AssxmlFileWriter.h diff --git a/code/AssetLib/B3D/B3DImporter.cpp b/code/AssetLib/B3D/B3DImporter.cpp new file mode 100644 index 000000000..ff595aaf1 --- /dev/null +++ b/code/AssetLib/B3D/B3DImporter.cpp @@ -0,0 +1,744 @@ +/* +--------------------------------------------------------------------------- +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 B3DImporter.cpp + * @brief Implementation of the b3d importer class + */ + +#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER + +// internal headers +#include "AssetLib/B3D/B3DImporter.h" +#include "PostProcessing/ConvertToLHProcess.h" +#include "PostProcessing/TextureTransform.h" + +#include +#include +#include +#include +#include +#include + +#include + +using namespace Assimp; +using namespace std; + +static const aiImporterDesc desc = { + "BlitzBasic 3D Importer", + "", + "", + "http://www.blitzbasic.com/", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "b3d" +}; + +#ifdef _MSC_VER +#pragma warning(disable : 4018) +#endif + +//#define DEBUG_B3D + +template +void DeleteAllBarePointers(std::vector &x) { + for (auto p : x) { + delete p; + } +} + +B3DImporter::~B3DImporter() { +} + +// ------------------------------------------------------------------------------------------------ +bool B3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const { + + size_t pos = pFile.find_last_of('.'); + if (pos == string::npos) { + return false; + } + + string ext = pFile.substr(pos + 1); + if (ext.size() != 3) { + return false; + } + + return (ext[0] == 'b' || ext[0] == 'B') && (ext[1] == '3') && (ext[2] == 'd' || ext[2] == 'D'); +} + +// ------------------------------------------------------------------------------------------------ +// Loader meta information +const aiImporterDesc *B3DImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { + std::unique_ptr file(pIOHandler->Open(pFile)); + + // Check whether we can read from the file + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open B3D file " + pFile + "."); + } + + // check whether the .b3d file is large enough to contain + // at least one chunk. + size_t fileSize = file->FileSize(); + if (fileSize < 8) { + throw DeadlyImportError("B3D File is too small."); + } + + _pos = 0; + _buf.resize(fileSize); + file->Read(&_buf[0], 1, fileSize); + _stack.clear(); + + ReadBB3D(pScene); +} + +// ------------------------------------------------------------------------------------------------ +AI_WONT_RETURN void B3DImporter::Oops() { + throw DeadlyImportError("B3D Importer - INTERNAL ERROR"); +} + +// ------------------------------------------------------------------------------------------------ +AI_WONT_RETURN void B3DImporter::Fail(string str) { +#ifdef DEBUG_B3D + ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str); +#endif + throw DeadlyImportError("B3D Importer - error in B3D file data: " + str); +} + +// ------------------------------------------------------------------------------------------------ +int B3DImporter::ReadByte() { + if (_pos > _buf.size()) { + Fail("EOF"); + } + + return _buf[_pos++]; +} + +// ------------------------------------------------------------------------------------------------ +int B3DImporter::ReadInt() { + if (_pos + 4 > _buf.size()) { + Fail("EOF"); + } + + int n; + memcpy(&n, &_buf[_pos], 4); + _pos += 4; + + return n; +} + +// ------------------------------------------------------------------------------------------------ +float B3DImporter::ReadFloat() { + if (_pos + 4 > _buf.size()) { + Fail("EOF"); + } + + float n; + memcpy(&n, &_buf[_pos], 4); + _pos += 4; + + return n; +} + +// ------------------------------------------------------------------------------------------------ +aiVector2D B3DImporter::ReadVec2() { + float x = ReadFloat(); + float y = ReadFloat(); + return aiVector2D(x, y); +} + +// ------------------------------------------------------------------------------------------------ +aiVector3D B3DImporter::ReadVec3() { + float x = ReadFloat(); + float y = ReadFloat(); + float z = ReadFloat(); + return aiVector3D(x, y, z); +} + +// ------------------------------------------------------------------------------------------------ +aiQuaternion B3DImporter::ReadQuat() { + // (aramis_acg) Fix to adapt the loader to changed quat orientation + float w = -ReadFloat(); + float x = ReadFloat(); + float y = ReadFloat(); + float z = ReadFloat(); + return aiQuaternion(w, x, y, z); +} + +// ------------------------------------------------------------------------------------------------ +string B3DImporter::ReadString() { + if (_pos > _buf.size()) { + Fail("EOF"); + } + string str; + while (_pos < _buf.size()) { + char c = (char)ReadByte(); + if (!c) { + return str; + } + str += c; + } + return string(); +} + +// ------------------------------------------------------------------------------------------------ +string B3DImporter::ReadChunk() { + string tag; + for (int i = 0; i < 4; ++i) { + tag += char(ReadByte()); + } +#ifdef DEBUG_B3D + ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag); +#endif + unsigned sz = (unsigned)ReadInt(); + _stack.push_back(_pos + sz); + return tag; +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ExitChunk() { + _pos = _stack.back(); + _stack.pop_back(); +} + +// ------------------------------------------------------------------------------------------------ +size_t B3DImporter::ChunkSize() { + return _stack.back() - _pos; +} +// ------------------------------------------------------------------------------------------------ + +template +T *B3DImporter::to_array(const vector &v) { + if (v.empty()) { + return 0; + } + T *p = new T[v.size()]; + for (size_t i = 0; i < v.size(); ++i) { + p[i] = v[i]; + } + return p; +} + +// ------------------------------------------------------------------------------------------------ +template +T **unique_to_array(vector> &v) { + if (v.empty()) { + return 0; + } + T **p = new T *[v.size()]; + for (size_t i = 0; i < v.size(); ++i) { + p[i] = v[i].release(); + } + return p; +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadTEXS() { + while (ChunkSize()) { + string name = ReadString(); + /*int flags=*/ReadInt(); + /*int blend=*/ReadInt(); + /*aiVector2D pos=*/ReadVec2(); + /*aiVector2D scale=*/ReadVec2(); + /*float rot=*/ReadFloat(); + + _textures.push_back(name); + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadBRUS() { + int n_texs = ReadInt(); + if (n_texs < 0 || n_texs > 8) { + Fail("Bad texture count"); + } + while (ChunkSize()) { + string name = ReadString(); + aiVector3D color = ReadVec3(); + float alpha = ReadFloat(); + float shiny = ReadFloat(); + /*int blend=**/ ReadInt(); + int fx = ReadInt(); + + std::unique_ptr mat(new aiMaterial); + + // Name + aiString ainame(name); + mat->AddProperty(&ainame, AI_MATKEY_NAME); + + // Diffuse color + mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE); + + // Opacity + mat->AddProperty(&alpha, 1, AI_MATKEY_OPACITY); + + // Specular color + aiColor3D speccolor(shiny, shiny, shiny); + mat->AddProperty(&speccolor, 1, AI_MATKEY_COLOR_SPECULAR); + + // Specular power + float specpow = shiny * 128; + mat->AddProperty(&specpow, 1, AI_MATKEY_SHININESS); + + // Double sided + if (fx & 0x10) { + int i = 1; + mat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED); + } + + //Textures + for (int i = 0; i < n_texs; ++i) { + int texid = ReadInt(); + if (texid < -1 || (texid >= 0 && texid >= static_cast(_textures.size()))) { + Fail("Bad texture id"); + } + if (i == 0 && texid >= 0) { + aiString texname(_textures[texid]); + mat->AddProperty(&texname, AI_MATKEY_TEXTURE_DIFFUSE(0)); + } + } + _materials.emplace_back(std::move(mat)); + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadVRTS() { + _vflags = ReadInt(); + _tcsets = ReadInt(); + _tcsize = ReadInt(); + if (_tcsets < 0 || _tcsets > 4 || _tcsize < 0 || _tcsize > 4) { + Fail("Bad texcoord data"); + } + + int sz = 12 + (_vflags & 1 ? 12 : 0) + (_vflags & 2 ? 16 : 0) + (_tcsets * _tcsize * 4); + size_t n_verts = ChunkSize() / sz; + + int v0 = static_cast(_vertices.size()); + _vertices.resize(v0 + n_verts); + + for (unsigned int i = 0; i < n_verts; ++i) { + Vertex &v = _vertices[v0 + i]; + + memset(v.bones, 0, sizeof(v.bones)); + memset(v.weights, 0, sizeof(v.weights)); + + v.vertex = ReadVec3(); + + if (_vflags & 1) { + v.normal = ReadVec3(); + } + + if (_vflags & 2) { + ReadQuat(); //skip v 4bytes... + } + + for (int j = 0; j < _tcsets; ++j) { + float t[4] = { 0, 0, 0, 0 }; + for (int k = 0; k < _tcsize; ++k) { + t[k] = ReadFloat(); + } + t[1] = 1 - t[1]; + if (!j) { + v.texcoords = aiVector3D(t[0], t[1], t[2]); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadTRIS(int v0) { + int matid = ReadInt(); + if (matid == -1) { + matid = 0; + } else if (matid < 0 || matid >= (int)_materials.size()) { +#ifdef DEBUG_B3D + ASSIMP_LOG_ERROR_F("material id=", matid); +#endif + Fail("Bad material id"); + } + + std::unique_ptr mesh(new aiMesh); + + mesh->mMaterialIndex = matid; + mesh->mNumFaces = 0; + mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + size_t n_tris = ChunkSize() / 12; + aiFace *face = mesh->mFaces = new aiFace[n_tris]; + + for (unsigned int i = 0; i < n_tris; ++i) { + int i0 = ReadInt() + v0; + int i1 = ReadInt() + v0; + int i2 = ReadInt() + v0; + if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) { +#ifdef DEBUG_B3D + ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2); +#endif + Fail("Bad triangle index"); + continue; + } + face->mNumIndices = 3; + face->mIndices = new unsigned[3]; + face->mIndices[0] = i0; + face->mIndices[1] = i1; + face->mIndices[2] = i2; + ++mesh->mNumFaces; + ++face; + } + + _meshes.emplace_back(std::move(mesh)); +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadMESH() { + /*int matid=*/ReadInt(); + + int v0 = static_cast(_vertices.size()); + + while (ChunkSize()) { + string t = ReadChunk(); + if (t == "VRTS") { + ReadVRTS(); + } else if (t == "TRIS") { + ReadTRIS(v0); + } + ExitChunk(); + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadBONE(int id) { + while (ChunkSize()) { + int vertex = ReadInt(); + float weight = ReadFloat(); + if (vertex < 0 || vertex >= (int)_vertices.size()) { + Fail("Bad vertex index"); + } + + Vertex &v = _vertices[vertex]; + for (int i = 0; i < 4; ++i) { + if (!v.weights[i]) { + v.bones[i] = static_cast(id); + v.weights[i] = weight; + break; + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadKEYS(aiNodeAnim *nodeAnim) { + vector trans, scale; + vector rot; + int flags = ReadInt(); + while (ChunkSize()) { + int frame = ReadInt(); + if (flags & 1) { + trans.push_back(aiVectorKey(frame, ReadVec3())); + } + if (flags & 2) { + scale.push_back(aiVectorKey(frame, ReadVec3())); + } + if (flags & 4) { + rot.push_back(aiQuatKey(frame, ReadQuat())); + } + } + + if (flags & 1) { + nodeAnim->mNumPositionKeys = static_cast(trans.size()); + nodeAnim->mPositionKeys = to_array(trans); + } + + if (flags & 2) { + nodeAnim->mNumScalingKeys = static_cast(scale.size()); + nodeAnim->mScalingKeys = to_array(scale); + } + + if (flags & 4) { + nodeAnim->mNumRotationKeys = static_cast(rot.size()); + nodeAnim->mRotationKeys = to_array(rot); + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadANIM() { + /*int flags=*/ReadInt(); + int frames = ReadInt(); + float fps = ReadFloat(); + + std::unique_ptr anim(new aiAnimation); + + anim->mDuration = frames; + anim->mTicksPerSecond = fps; + _animations.emplace_back(std::move(anim)); +} + +// ------------------------------------------------------------------------------------------------ +aiNode *B3DImporter::ReadNODE(aiNode *parent) { + + string name = ReadString(); + aiVector3D t = ReadVec3(); + aiVector3D s = ReadVec3(); + aiQuaternion r = ReadQuat(); + + aiMatrix4x4 trans, scale, rot; + + aiMatrix4x4::Translation(t, trans); + aiMatrix4x4::Scaling(s, scale); + rot = aiMatrix4x4(r.GetMatrix()); + + aiMatrix4x4 tform = trans * rot * scale; + + int nodeid = static_cast(_nodes.size()); + + aiNode *node = new aiNode(name); + _nodes.push_back(node); + + node->mParent = parent; + node->mTransformation = tform; + + std::unique_ptr nodeAnim; + vector meshes; + vector children; + + while (ChunkSize()) { + const string chunk = ReadChunk(); + if (chunk == "MESH") { + unsigned int n = static_cast(_meshes.size()); + ReadMESH(); + for (unsigned int i = n; i < static_cast(_meshes.size()); ++i) { + meshes.push_back(i); + } + } else if (chunk == "BONE") { + ReadBONE(nodeid); + } else if (chunk == "ANIM") { + ReadANIM(); + } else if (chunk == "KEYS") { + if (!nodeAnim) { + nodeAnim.reset(new aiNodeAnim); + nodeAnim->mNodeName = node->mName; + } + ReadKEYS(nodeAnim.get()); + } else if (chunk == "NODE") { + aiNode *child = ReadNODE(node); + children.push_back(child); + } + ExitChunk(); + } + + if (nodeAnim) { + _nodeAnims.emplace_back(std::move(nodeAnim)); + } + + node->mNumMeshes = static_cast(meshes.size()); + node->mMeshes = to_array(meshes); + + node->mNumChildren = static_cast(children.size()); + node->mChildren = to_array(children); + + return node; +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadBB3D(aiScene *scene) { + + _textures.clear(); + + _materials.clear(); + + _vertices.clear(); + + _meshes.clear(); + + DeleteAllBarePointers(_nodes); + _nodes.clear(); + + _nodeAnims.clear(); + + _animations.clear(); + + string t = ReadChunk(); + if (t == "BB3D") { + int version = ReadInt(); + + if (!DefaultLogger::isNullLogger()) { + char dmp[128]; + ai_snprintf(dmp, 128, "B3D file format version: %i", version); + ASSIMP_LOG_INFO(dmp); + } + + while (ChunkSize()) { + const string chunk = ReadChunk(); + if (chunk == "TEXS") { + ReadTEXS(); + } else if (chunk == "BRUS") { + ReadBRUS(); + } else if (chunk == "NODE") { + ReadNODE(0); + } + ExitChunk(); + } + } + ExitChunk(); + + if (!_nodes.size()) { + Fail("No nodes"); + } + + if (!_meshes.size()) { + Fail("No meshes"); + } + + // Fix nodes/meshes/bones + for (size_t i = 0; i < _nodes.size(); ++i) { + aiNode *node = _nodes[i]; + + for (size_t j = 0; j < node->mNumMeshes; ++j) { + aiMesh *mesh = _meshes[node->mMeshes[j]].get(); + + int n_tris = mesh->mNumFaces; + int n_verts = mesh->mNumVertices = n_tris * 3; + + aiVector3D *mv = mesh->mVertices = new aiVector3D[n_verts], *mn = 0, *mc = 0; + if (_vflags & 1) { + mn = mesh->mNormals = new aiVector3D[n_verts]; + } + if (_tcsets) { + mc = mesh->mTextureCoords[0] = new aiVector3D[n_verts]; + } + + aiFace *face = mesh->mFaces; + + vector> vweights(_nodes.size()); + + for (int vertIdx = 0; vertIdx < n_verts; vertIdx += 3) { + for (int faceIndex = 0; faceIndex < 3; ++faceIndex) { + Vertex &v = _vertices[face->mIndices[faceIndex]]; + + *mv++ = v.vertex; + if (mn) *mn++ = v.normal; + if (mc) *mc++ = v.texcoords; + + face->mIndices[faceIndex] = vertIdx + faceIndex; + + for (int k = 0; k < 4; ++k) { + if (!v.weights[k]) + break; + + int bone = v.bones[k]; + float weight = v.weights[k]; + + vweights[bone].push_back(aiVertexWeight(vertIdx + faceIndex, weight)); + } + } + ++face; + } + + vector bones; + for (size_t weightIndx = 0; weightIndx < vweights.size(); ++weightIndx) { + vector &weights = vweights[weightIndx]; + if (!weights.size()) { + continue; + } + + aiBone *bone = new aiBone; + bones.push_back(bone); + + aiNode *bnode = _nodes[weightIndx]; + + bone->mName = bnode->mName; + bone->mNumWeights = static_cast(weights.size()); + bone->mWeights = to_array(weights); + + aiMatrix4x4 mat = bnode->mTransformation; + while (bnode->mParent) { + bnode = bnode->mParent; + mat = bnode->mTransformation * mat; + } + bone->mOffsetMatrix = mat.Inverse(); + } + mesh->mNumBones = static_cast(bones.size()); + mesh->mBones = to_array(bones); + } + } + + //nodes + scene->mRootNode = _nodes[0]; + _nodes.clear(); // node ownership now belongs to scene + + //material + if (!_materials.size()) { + _materials.emplace_back(std::unique_ptr(new aiMaterial)); + } + scene->mNumMaterials = static_cast(_materials.size()); + scene->mMaterials = unique_to_array(_materials); + + //meshes + scene->mNumMeshes = static_cast(_meshes.size()); + scene->mMeshes = unique_to_array(_meshes); + + //animations + if (_animations.size() == 1 && _nodeAnims.size()) { + + aiAnimation *anim = _animations.back().get(); + anim->mNumChannels = static_cast(_nodeAnims.size()); + anim->mChannels = unique_to_array(_nodeAnims); + + scene->mNumAnimations = static_cast(_animations.size()); + scene->mAnimations = unique_to_array(_animations); + } + + // convert to RH + MakeLeftHandedProcess makeleft; + makeleft.Execute(scene); + + FlipWindingOrderProcess flip; + flip.Execute(scene); +} + +#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER diff --git a/code/B3D/B3DImporter.h b/code/AssetLib/B3D/B3DImporter.h similarity index 100% rename from code/B3D/B3DImporter.h rename to code/AssetLib/B3D/B3DImporter.h diff --git a/code/AssetLib/BVH/BVHLoader.cpp b/code/AssetLib/BVH/BVHLoader.cpp new file mode 100644 index 000000000..9c22879d2 --- /dev/null +++ b/code/AssetLib/BVH/BVHLoader.cpp @@ -0,0 +1,543 @@ +/** Implementation of the BVH loader */ +/* +--------------------------------------------------------------------------- +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_BVH_IMPORTER + +#include "BVHLoader.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include + +using namespace Assimp; +using namespace Assimp::Formatter; + +static const aiImporterDesc desc = { + "BVH Importer (MoCap)", + "", + "", + "", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "bvh" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +BVHLoader::BVHLoader() : + mLine(), + mAnimTickDuration(), + mAnimNumFrames(), + noSkeletonMesh() {} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +BVHLoader::~BVHLoader() {} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool BVHLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const { + // check file extension + const std::string extension = GetExtension(pFile); + + if (extension == "bvh") + return true; + + if ((!extension.length() || cs) && pIOHandler) { + const char *tokens[] = { "HIERARCHY" }; + return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1); + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +void BVHLoader::SetupProperties(const Importer *pImp) { + noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Loader meta information +const aiImporterDesc *BVHLoader::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void BVHLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { + mFileName = pFile; + + // read file into memory + std::unique_ptr file(pIOHandler->Open(pFile)); + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open file " + pFile + "."); + } + + size_t fileSize = file->FileSize(); + if (fileSize == 0) { + throw DeadlyImportError("File is too small."); + } + + mBuffer.resize(fileSize); + file->Read(&mBuffer.front(), 1, fileSize); + + // start reading + mReader = mBuffer.begin(); + mLine = 1; + ReadStructure(pScene); + + if (!noSkeletonMesh) { + // build a dummy mesh for the skeleton so that we see something at least + SkeletonMeshBuilder meshBuilder(pScene); + } + + // construct an animation from all the motion data we read + CreateAnimation(pScene); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the file +void BVHLoader::ReadStructure(aiScene *pScene) { + // first comes hierarchy + std::string header = GetNextToken(); + if (header != "HIERARCHY") + ThrowException("Expected header string \"HIERARCHY\"."); + ReadHierarchy(pScene); + + // then comes the motion data + std::string motion = GetNextToken(); + if (motion != "MOTION") + ThrowException("Expected beginning of motion data \"MOTION\"."); + ReadMotion(pScene); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the hierarchy +void BVHLoader::ReadHierarchy(aiScene *pScene) { + std::string root = GetNextToken(); + if (root != "ROOT") + ThrowException("Expected root node \"ROOT\"."); + + // Go read the hierarchy from here + pScene->mRootNode = ReadNode(); +} + +// ------------------------------------------------------------------------------------------------ +// Reads a node and recursively its childs and returns the created node; +aiNode *BVHLoader::ReadNode() { + // first token is name + std::string nodeName = GetNextToken(); + if (nodeName.empty() || nodeName == "{") + ThrowException(format() << "Expected node name, but found \"" << nodeName << "\"."); + + // then an opening brace should follow + std::string openBrace = GetNextToken(); + if (openBrace != "{") + ThrowException(format() << "Expected opening brace \"{\", but found \"" << openBrace << "\"."); + + // Create a node + aiNode *node = new aiNode(nodeName); + std::vector childNodes; + + // and create an bone entry for it + mNodes.push_back(Node(node)); + Node &internNode = mNodes.back(); + + // now read the node's contents + std::string siteToken; + while (1) { + std::string token = GetNextToken(); + + // node offset to parent node + if (token == "OFFSET") + ReadNodeOffset(node); + else if (token == "CHANNELS") + ReadNodeChannels(internNode); + else if (token == "JOINT") { + // child node follows + aiNode *child = ReadNode(); + child->mParent = node; + childNodes.push_back(child); + } else if (token == "End") { + // The real symbol is "End Site". Second part comes in a separate token + siteToken.clear(); + siteToken = GetNextToken(); + if (siteToken != "Site") + ThrowException(format() << "Expected \"End Site\" keyword, but found \"" << token << " " << siteToken << "\"."); + + aiNode *child = ReadEndSite(nodeName); + child->mParent = node; + childNodes.push_back(child); + } else if (token == "}") { + // we're done with that part of the hierarchy + break; + } else { + // everything else is a parse error + ThrowException(format() << "Unknown keyword \"" << token << "\"."); + } + } + + // add the child nodes if there are any + if (childNodes.size() > 0) { + node->mNumChildren = static_cast(childNodes.size()); + node->mChildren = new aiNode *[node->mNumChildren]; + std::copy(childNodes.begin(), childNodes.end(), node->mChildren); + } + + // and return the sub-hierarchy we built here + return node; +} + +// ------------------------------------------------------------------------------------------------ +// Reads an end node and returns the created node. +aiNode *BVHLoader::ReadEndSite(const std::string &pParentName) { + // check opening brace + std::string openBrace = GetNextToken(); + if (openBrace != "{") + ThrowException(format() << "Expected opening brace \"{\", but found \"" << openBrace << "\"."); + + // Create a node + aiNode *node = new aiNode("EndSite_" + pParentName); + + // now read the node's contents. Only possible entry is "OFFSET" + std::string token; + while (1) { + token.clear(); + token = GetNextToken(); + + // end node's offset + if (token == "OFFSET") { + ReadNodeOffset(node); + } else if (token == "}") { + // we're done with the end node + break; + } else { + // everything else is a parse error + ThrowException(format() << "Unknown keyword \"" << token << "\"."); + } + } + + // and return the sub-hierarchy we built here + return node; +} +// ------------------------------------------------------------------------------------------------ +// Reads a node offset for the given node +void BVHLoader::ReadNodeOffset(aiNode *pNode) { + // Offset consists of three floats to read + aiVector3D offset; + offset.x = GetNextTokenAsFloat(); + offset.y = GetNextTokenAsFloat(); + offset.z = GetNextTokenAsFloat(); + + // build a transformation matrix from it + pNode->mTransformation = aiMatrix4x4(1.0f, 0.0f, 0.0f, offset.x, + 0.0f, 1.0f, 0.0f, offset.y, + 0.0f, 0.0f, 1.0f, offset.z, + 0.0f, 0.0f, 0.0f, 1.0f); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the animation channels for the given node +void BVHLoader::ReadNodeChannels(BVHLoader::Node &pNode) { + // number of channels. Use the float reader because we're lazy + float numChannelsFloat = GetNextTokenAsFloat(); + unsigned int numChannels = (unsigned int)numChannelsFloat; + + for (unsigned int a = 0; a < numChannels; a++) { + std::string channelToken = GetNextToken(); + + if (channelToken == "Xposition") + pNode.mChannels.push_back(Channel_PositionX); + else if (channelToken == "Yposition") + pNode.mChannels.push_back(Channel_PositionY); + else if (channelToken == "Zposition") + pNode.mChannels.push_back(Channel_PositionZ); + else if (channelToken == "Xrotation") + pNode.mChannels.push_back(Channel_RotationX); + else if (channelToken == "Yrotation") + pNode.mChannels.push_back(Channel_RotationY); + else if (channelToken == "Zrotation") + pNode.mChannels.push_back(Channel_RotationZ); + else + ThrowException(format() << "Invalid channel specifier \"" << channelToken << "\"."); + } +} + +// ------------------------------------------------------------------------------------------------ +// Reads the motion data +void BVHLoader::ReadMotion(aiScene * /*pScene*/) { + // Read number of frames + std::string tokenFrames = GetNextToken(); + if (tokenFrames != "Frames:") + ThrowException(format() << "Expected frame count \"Frames:\", but found \"" << tokenFrames << "\"."); + + float numFramesFloat = GetNextTokenAsFloat(); + mAnimNumFrames = (unsigned int)numFramesFloat; + + // Read frame duration + std::string tokenDuration1 = GetNextToken(); + std::string tokenDuration2 = GetNextToken(); + if (tokenDuration1 != "Frame" || tokenDuration2 != "Time:") + ThrowException(format() << "Expected frame duration \"Frame Time:\", but found \"" << tokenDuration1 << " " << tokenDuration2 << "\"."); + + mAnimTickDuration = GetNextTokenAsFloat(); + + // resize value vectors for each node + for (std::vector::iterator it = mNodes.begin(); it != mNodes.end(); ++it) + it->mChannelValues.reserve(it->mChannels.size() * mAnimNumFrames); + + // now read all the data and store it in the corresponding node's value vector + for (unsigned int frame = 0; frame < mAnimNumFrames; ++frame) { + // on each line read the values for all nodes + for (std::vector::iterator it = mNodes.begin(); it != mNodes.end(); ++it) { + // get as many values as the node has channels + for (unsigned int c = 0; c < it->mChannels.size(); ++c) + it->mChannelValues.push_back(GetNextTokenAsFloat()); + } + + // after one frame worth of values for all nodes there should be a newline, but we better don't rely on it + } +} + +// ------------------------------------------------------------------------------------------------ +// Retrieves the next token +std::string BVHLoader::GetNextToken() { + // skip any preceding whitespace + while (mReader != mBuffer.end()) { + if (!isspace(*mReader)) + break; + + // count lines + if (*mReader == '\n') + mLine++; + + ++mReader; + } + + // collect all chars till the next whitespace. BVH is easy in respect to that. + std::string token; + while (mReader != mBuffer.end()) { + if (isspace(*mReader)) + break; + + token.push_back(*mReader); + ++mReader; + + // little extra logic to make sure braces are counted correctly + if (token == "{" || token == "}") + break; + } + + // empty token means end of file, which is just fine + return token; +} + +// ------------------------------------------------------------------------------------------------ +// Reads the next token as a float +float BVHLoader::GetNextTokenAsFloat() { + std::string token = GetNextToken(); + if (token.empty()) + ThrowException("Unexpected end of file while trying to read a float"); + + // check if the float is valid by testing if the atof() function consumed every char of the token + const char *ctoken = token.c_str(); + float result = 0.0f; + ctoken = fast_atoreal_move(ctoken, result); + + if (ctoken != token.c_str() + token.length()) + ThrowException(format() << "Expected a floating point number, but found \"" << token << "\"."); + + return result; +} + +// ------------------------------------------------------------------------------------------------ +// Aborts the file reading with an exception +AI_WONT_RETURN void BVHLoader::ThrowException(const std::string &pError) { + throw DeadlyImportError(format() << mFileName << ":" << mLine << " - " << pError); +} + +// ------------------------------------------------------------------------------------------------ +// Constructs an animation for the motion data and stores it in the given scene +void BVHLoader::CreateAnimation(aiScene *pScene) { + // create the animation + pScene->mNumAnimations = 1; + pScene->mAnimations = new aiAnimation *[1]; + aiAnimation *anim = new aiAnimation; + pScene->mAnimations[0] = anim; + + // put down the basic parameters + anim->mName.Set("Motion"); + anim->mTicksPerSecond = 1.0 / double(mAnimTickDuration); + anim->mDuration = double(mAnimNumFrames - 1); + + // now generate the tracks for all nodes + anim->mNumChannels = static_cast(mNodes.size()); + anim->mChannels = new aiNodeAnim *[anim->mNumChannels]; + + // FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown + for (unsigned int i = 0; i < anim->mNumChannels; ++i) + anim->mChannels[i] = NULL; + + for (unsigned int a = 0; a < anim->mNumChannels; a++) { + const Node &node = mNodes[a]; + const std::string nodeName = std::string(node.mNode->mName.data); + aiNodeAnim *nodeAnim = new aiNodeAnim; + anim->mChannels[a] = nodeAnim; + nodeAnim->mNodeName.Set(nodeName); + std::map channelMap; + + //Build map of channels + for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel) { + channelMap[node.mChannels[channel]] = channel; + } + + // translational part, if given + if (node.mChannels.size() == 6) { + nodeAnim->mNumPositionKeys = mAnimNumFrames; + nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames]; + aiVectorKey *poskey = nodeAnim->mPositionKeys; + for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) { + poskey->mTime = double(fr); + + // Now compute all translations + for (BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel + 1)) { + //Find channel in node + std::map::iterator mapIter = channelMap.find(channel); + + if (mapIter == channelMap.end()) + throw DeadlyImportError("Missing position channel in node " + nodeName); + else { + int channelIdx = mapIter->second; + switch (channel) { + case Channel_PositionX: + poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx]; + break; + case Channel_PositionY: + poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx]; + break; + case Channel_PositionZ: + poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx]; + break; + + default: + break; + } + } + } + ++poskey; + } + } else { + // if no translation part is given, put a default sequence + aiVector3D nodePos(node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4); + nodeAnim->mNumPositionKeys = 1; + nodeAnim->mPositionKeys = new aiVectorKey[1]; + nodeAnim->mPositionKeys[0].mTime = 0.0; + nodeAnim->mPositionKeys[0].mValue = nodePos; + } + + // rotation part. Always present. First find value offsets + { + + // Then create the number of rotation keys + nodeAnim->mNumRotationKeys = mAnimNumFrames; + nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames]; + aiQuatKey *rotkey = nodeAnim->mRotationKeys; + for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) { + aiMatrix4x4 temp; + aiMatrix3x3 rotMatrix; + for (BVHLoader::ChannelType channel = Channel_RotationX; channel <= Channel_RotationZ; channel = (BVHLoader::ChannelType)(channel + 1)) { + //Find channel in node + std::map::iterator mapIter = channelMap.find(channel); + + if (mapIter == channelMap.end()) + throw DeadlyImportError("Missing rotation channel in node " + nodeName); + else { + int channelIdx = mapIter->second; + // translate ZXY euler angels into a quaternion + const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f; + + // Compute rotation transformations in the right order + switch (channel) { + case Channel_RotationX: + aiMatrix4x4::RotationX(angle, temp); + rotMatrix *= aiMatrix3x3(temp); + break; + case Channel_RotationY: + aiMatrix4x4::RotationY(angle, temp); + rotMatrix *= aiMatrix3x3(temp); + break; + case Channel_RotationZ: + aiMatrix4x4::RotationZ(angle, temp); + rotMatrix *= aiMatrix3x3(temp); + break; + default: + break; + } + } + } + + rotkey->mTime = double(fr); + rotkey->mValue = aiQuaternion(rotMatrix); + ++rotkey; + } + } + + // scaling part. Always just a default track + { + nodeAnim->mNumScalingKeys = 1; + nodeAnim->mScalingKeys = new aiVectorKey[1]; + nodeAnim->mScalingKeys[0].mTime = 0.0; + nodeAnim->mScalingKeys[0].mValue.Set(1.0f, 1.0f, 1.0f); + } + } +} + +#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER diff --git a/code/BVH/BVHLoader.h b/code/AssetLib/BVH/BVHLoader.h similarity index 82% rename from code/BVH/BVHLoader.h rename to code/AssetLib/BVH/BVHLoader.h index 93a3e5e83..c2ecbd102 100644 --- a/code/BVH/BVHLoader.h +++ b/code/AssetLib/BVH/BVHLoader.h @@ -53,8 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. struct aiNode; -namespace Assimp -{ +namespace Assimp { // -------------------------------------------------------------------------------- /** Loader class to read Motion Capturing data from a .bvh file. @@ -63,12 +62,10 @@ namespace Assimp * the hierarchy. It contains no actual mesh data, but we generate a dummy mesh * inside the loader just to be able to see something. */ -class BVHLoader : public BaseImporter -{ +class BVHLoader : public BaseImporter { /** Possible animation channels for which the motion data holds the values */ - enum ChannelType - { + enum ChannelType { Channel_PositionX, Channel_PositionY, Channel_PositionZ, @@ -78,61 +75,57 @@ class BVHLoader : public BaseImporter }; /** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */ - struct Node - { - const aiNode* mNode; + struct Node { + const aiNode *mNode; std::vector mChannels; std::vector mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames - Node() - : mNode(nullptr) - { } + Node() : + mNode(nullptr) {} - explicit Node( const aiNode* pNode) : mNode( pNode) { } + explicit Node(const aiNode *pNode) : + mNode(pNode) {} }; public: - BVHLoader(); ~BVHLoader(); public: /** Returns whether the class can handle the format of the given file. * See BaseImporter::CanRead() for details. */ - bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const; + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const; - void SetupProperties(const Importer* pImp); - const aiImporterDesc* GetInfo () const; + void SetupProperties(const Importer *pImp); + const aiImporterDesc *GetInfo() const; protected: - - /** Imports the given file into the given scene structure. * See BaseImporter::InternReadFile() for details */ - void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); + void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler); protected: /** Reads the file */ - void ReadStructure( aiScene* pScene); + void ReadStructure(aiScene *pScene); /** Reads the hierarchy */ - void ReadHierarchy( aiScene* pScene); + void ReadHierarchy(aiScene *pScene); /** Reads a node and recursively its childs and returns the created node. */ - aiNode* ReadNode(); + aiNode *ReadNode(); /** Reads an end node and returns the created node. */ - aiNode* ReadEndSite( const std::string& pParentName); + aiNode *ReadEndSite(const std::string &pParentName); /** Reads a node offset for the given node */ - void ReadNodeOffset( aiNode* pNode); + void ReadNodeOffset(aiNode *pNode); /** Reads the animation channels into the given node */ - void ReadNodeChannels( BVHLoader::Node& pNode); + void ReadNodeChannels(BVHLoader::Node &pNode); /** Reads the motion data */ - void ReadMotion( aiScene* pScene); + void ReadMotion(aiScene *pScene); /** Retrieves the next token */ std::string GetNextToken(); @@ -141,10 +134,10 @@ protected: float GetNextTokenAsFloat(); /** Aborts the file reading with an exception */ - AI_WONT_RETURN void ThrowException( const std::string& pError) AI_WONT_RETURN_SUFFIX; + AI_WONT_RETURN void ThrowException(const std::string &pError) AI_WONT_RETURN_SUFFIX; /** Constructs an animation for the motion data and stores it in the given scene */ - void CreateAnimation( aiScene* pScene); + void CreateAnimation(aiScene *pScene); protected: /** Filename, for a verbose error message */ diff --git a/code/Blender/BlenderBMesh.cpp b/code/AssetLib/Blender/BlenderBMesh.cpp similarity index 55% rename from code/Blender/BlenderBMesh.cpp rename to code/AssetLib/Blender/BlenderBMesh.cpp index 937d9d073..b20f108bb 100644 --- a/code/Blender/BlenderBMesh.cpp +++ b/code/AssetLib/Blender/BlenderBMesh.cpp @@ -44,137 +44,117 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER +#include "BlenderBMesh.h" #include "BlenderDNA.h" #include "BlenderScene.h" -#include "BlenderBMesh.h" #include "BlenderTessellator.h" -namespace Assimp -{ - template< > const char* LogFunctions< BlenderBMeshConverter >::Prefix() - { - static auto prefix = "BLEND_BMESH: "; - return prefix; - } +namespace Assimp { +template <> +const char *LogFunctions::Prefix() { + static auto prefix = "BLEND_BMESH: "; + return prefix; } +} // namespace Assimp using namespace Assimp; using namespace Assimp::Blender; using namespace Assimp::Formatter; // ------------------------------------------------------------------------------------------------ -BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ): - BMesh( mesh ), - triMesh( NULL ) -{ +BlenderBMeshConverter::BlenderBMeshConverter(const Mesh *mesh) : + BMesh(mesh), + triMesh(nullptr) { + // empty } // ------------------------------------------------------------------------------------------------ -BlenderBMeshConverter::~BlenderBMeshConverter( ) -{ - DestroyTriMesh( ); +BlenderBMeshConverter::~BlenderBMeshConverter() { + DestroyTriMesh(); } // ------------------------------------------------------------------------------------------------ -bool BlenderBMeshConverter::ContainsBMesh( ) const -{ +bool BlenderBMeshConverter::ContainsBMesh() const { // TODO - Should probably do some additional verification here return BMesh->totpoly && BMesh->totloop && BMesh->totvert; } // ------------------------------------------------------------------------------------------------ -const Mesh* BlenderBMeshConverter::TriangulateBMesh( ) -{ - AssertValidMesh( ); - AssertValidSizes( ); - PrepareTriMesh( ); +const Mesh *BlenderBMeshConverter::TriangulateBMesh() { + AssertValidMesh(); + AssertValidSizes(); + PrepareTriMesh(); - for ( int i = 0; i < BMesh->totpoly; ++i ) - { - const MPoly& poly = BMesh->mpoly[ i ]; - ConvertPolyToFaces( poly ); + for (int i = 0; i < BMesh->totpoly; ++i) { + const MPoly &poly = BMesh->mpoly[i]; + ConvertPolyToFaces(poly); } return triMesh; } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::AssertValidMesh( ) -{ - if ( !ContainsBMesh( ) ) - { - ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" ); +void BlenderBMeshConverter::AssertValidMesh() { + if (!ContainsBMesh()) { + ThrowException("BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first"); } } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::AssertValidSizes( ) -{ - if ( BMesh->totpoly != static_cast( BMesh->mpoly.size( ) ) ) - { - ThrowException( "BMesh poly array has incorrect size" ); +void BlenderBMeshConverter::AssertValidSizes() { + if (BMesh->totpoly != static_cast(BMesh->mpoly.size())) { + ThrowException("BMesh poly array has incorrect size"); } - if ( BMesh->totloop != static_cast( BMesh->mloop.size( ) ) ) - { - ThrowException( "BMesh loop array has incorrect size" ); + if (BMesh->totloop != static_cast(BMesh->mloop.size())) { + ThrowException("BMesh loop array has incorrect size"); } } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::PrepareTriMesh( ) -{ - if ( triMesh ) - { - DestroyTriMesh( ); +void BlenderBMeshConverter::PrepareTriMesh() { + if (triMesh) { + DestroyTriMesh(); } - triMesh = new Mesh( *BMesh ); + triMesh = new Mesh(*BMesh); triMesh->totface = 0; - triMesh->mface.clear( ); + triMesh->mface.clear(); } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::DestroyTriMesh( ) -{ +void BlenderBMeshConverter::DestroyTriMesh() { delete triMesh; - triMesh = NULL; + triMesh = nullptr; } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly ) -{ - const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ]; +void BlenderBMeshConverter::ConvertPolyToFaces(const MPoly &poly) { + const MLoop *polyLoop = &BMesh->mloop[poly.loopstart]; - if ( poly.totloop == 3 || poly.totloop == 4 ) - { - AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 ); + if (poly.totloop == 3 || poly.totloop == 4) { + AddFace(polyLoop[0].v, polyLoop[1].v, polyLoop[2].v, poly.totloop == 4 ? polyLoop[3].v : 0); // UVs are optional, so only convert when present. - if ( BMesh->mloopuv.size() ) - { - if ( (poly.loopstart + poly.totloop ) > static_cast( BMesh->mloopuv.size() ) ) - { - ThrowException( "BMesh uv loop array has incorrect size" ); + if (BMesh->mloopuv.size()) { + if ((poly.loopstart + poly.totloop) > static_cast(BMesh->mloopuv.size())) { + ThrowException("BMesh uv loop array has incorrect size"); } - const MLoopUV* loopUV = &BMesh->mloopuv[ poly.loopstart ]; - AddTFace( loopUV[ 0 ].uv, loopUV[ 1 ].uv, loopUV[ 2 ].uv, poly.totloop == 4 ? loopUV[ 3 ].uv : 0 ); + const MLoopUV *loopUV = &BMesh->mloopuv[poly.loopstart]; + AddTFace(loopUV[0].uv, loopUV[1].uv, loopUV[2].uv, poly.totloop == 4 ? loopUV[3].uv : 0); } - } - else if ( poly.totloop > 4 ) - { + } else if (poly.totloop > 4) { #if ASSIMP_BLEND_WITH_GLU_TESSELLATE - BlenderTessellatorGL tessGL( *this ); - tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert ); + BlenderTessellatorGL tessGL(*this); + tessGL.Tessellate(polyLoop, poly.totloop, triMesh->mvert); #elif ASSIMP_BLEND_WITH_POLY_2_TRI - BlenderTessellatorP2T tessP2T( *this ); - tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert ); + BlenderTessellatorP2T tessP2T(*this); + tessP2T.Tessellate(polyLoop, poly.totloop, triMesh->mvert); #endif } } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 ) -{ +void BlenderBMeshConverter::AddFace(int v1, int v2, int v3, int v4) { MFace face; face.v1 = v1; face.v2 = v2; @@ -183,24 +163,22 @@ void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 ) face.flag = 0; // TODO - Work out how materials work face.mat_nr = 0; - triMesh->mface.push_back( face ); - triMesh->totface = static_cast(triMesh->mface.size( )); + triMesh->mface.push_back(face); + triMesh->totface = static_cast(triMesh->mface.size()); } // ------------------------------------------------------------------------------------------------ -void BlenderBMeshConverter::AddTFace( const float* uv1, const float *uv2, const float *uv3, const float* uv4 ) -{ +void BlenderBMeshConverter::AddTFace(const float *uv1, const float *uv2, const float *uv3, const float *uv4) { MTFace mtface; - memcpy( &mtface.uv[ 0 ], uv1, sizeof(float) * 2 ); - memcpy( &mtface.uv[ 1 ], uv2, sizeof(float) * 2 ); - memcpy( &mtface.uv[ 2 ], uv3, sizeof(float) * 2 ); + memcpy(&mtface.uv[0], uv1, sizeof(float) * 2); + memcpy(&mtface.uv[1], uv2, sizeof(float) * 2); + memcpy(&mtface.uv[2], uv3, sizeof(float) * 2); - if ( uv4 ) - { - memcpy( &mtface.uv[ 3 ], uv4, sizeof(float) * 2 ); + if (uv4) { + memcpy(&mtface.uv[3], uv4, sizeof(float) * 2); } - triMesh->mtface.push_back( mtface ); + triMesh->mtface.push_back(mtface); } #endif // ASSIMP_BUILD_NO_BLEND_IMPORTER diff --git a/code/Blender/BlenderBMesh.h b/code/AssetLib/Blender/BlenderBMesh.h similarity index 100% rename from code/Blender/BlenderBMesh.h rename to code/AssetLib/Blender/BlenderBMesh.h diff --git a/code/AssetLib/Blender/BlenderCustomData.cpp b/code/AssetLib/Blender/BlenderCustomData.cpp new file mode 100644 index 000000000..c752da4e0 --- /dev/null +++ b/code/AssetLib/Blender/BlenderCustomData.cpp @@ -0,0 +1,181 @@ +#include "BlenderCustomData.h" +#include "BlenderDNA.h" +#include +#include + +namespace Assimp { +namespace Blender { +/** + * @brief read/convert of Structure array to memory + */ +template +bool read(const Structure &s, T *p, const size_t cnt, const FileDatabase &db) { + for (size_t i = 0; i < cnt; ++i) { + T read; + s.Convert(read, db); + *p = read; + p++; + } + return true; +} + +/** + * @brief pointer to function read memory for n CustomData types + */ +typedef bool (*PRead)(ElemBase *pOut, const size_t cnt, const FileDatabase &db); +typedef ElemBase *(*PCreate)(const size_t cnt); +typedef void (*PDestroy)(ElemBase *); + +#define IMPL_STRUCT_READ(ty) \ + bool read##ty(ElemBase *v, const size_t cnt, const FileDatabase &db) { \ + ty *ptr = dynamic_cast(v); \ + if (nullptr == ptr) { \ + return false; \ + } \ + return read(db.dna[#ty], ptr, cnt, db); \ + } + +#define IMPL_STRUCT_CREATE(ty) \ + ElemBase *create##ty(const size_t cnt) { \ + return new ty[cnt]; \ + } + +#define IMPL_STRUCT_DESTROY(ty) \ + void destroy##ty(ElemBase *pE) { \ + ty *p = dynamic_cast(pE); \ + delete[] p; \ + } + +/** + * @brief helper macro to define Structure functions + */ +#define IMPL_STRUCT(ty) \ + IMPL_STRUCT_READ(ty) \ + IMPL_STRUCT_CREATE(ty) \ + IMPL_STRUCT_DESTROY(ty) + +// supported structures for CustomData +IMPL_STRUCT(MVert) +IMPL_STRUCT(MEdge) +IMPL_STRUCT(MFace) +IMPL_STRUCT(MTFace) +IMPL_STRUCT(MTexPoly) +IMPL_STRUCT(MLoopUV) +IMPL_STRUCT(MLoopCol) +IMPL_STRUCT(MPoly) +IMPL_STRUCT(MLoop) + +/** + * @brief describes the size of data and the read function to be used for single CustomerData.type + */ +struct CustomDataTypeDescription { + PRead Read; ///< function to read one CustomData type element + PCreate Create; ///< function to allocate n type elements + PDestroy Destroy; + + CustomDataTypeDescription(PRead read, PCreate create, PDestroy destroy) : + Read(read), Create(create), Destroy(destroy) {} +}; + +/** + * @brief helper macro to define Structure type specific CustomDataTypeDescription + * @note IMPL_STRUCT_READ for same ty must be used earlier to implement the typespecific read function + */ +#define DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(ty) \ + CustomDataTypeDescription { &read##ty, &create##ty, &destroy##ty } + +/** + * @brief helper macro to define CustomDataTypeDescription for UNSUPPORTED type + */ +#define DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION \ + CustomDataTypeDescription { nullptr, nullptr, nullptr } + +/** + * @brief descriptors for data pointed to from CustomDataLayer.data + * @note some of the CustomData uses already well defined Structures + * other (like CD_ORCO, ...) uses arrays of rawtypes or even arrays of Structures + * use a special readfunction for that cases + */ +std::array customDataTypeDescriptions = { { DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MVert), + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MEdge), + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MFace), + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MTFace), + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MTexPoly), + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MLoopUV), + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MLoopCol), + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MPoly), + DECL_STRUCT_CUSTOMDATATYPEDESCRIPTION(MLoop), + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION, + DECL_UNSUPPORTED_CUSTOMDATATYPEDESCRIPTION } }; + +bool isValidCustomDataType(const int cdtype) { + return cdtype >= 0 && cdtype < CD_NUMTYPES; +} + +bool readCustomData(std::shared_ptr &out, const int cdtype, const size_t cnt, const FileDatabase &db) { + if (!isValidCustomDataType(cdtype)) { + throw Error((Formatter::format(), "CustomData.type ", cdtype, " out of index")); + } + + const CustomDataTypeDescription cdtd = customDataTypeDescriptions[cdtype]; + if (cdtd.Read && cdtd.Create && cdtd.Destroy && cnt > 0) { + // allocate cnt elements and parse them from file + out.reset(cdtd.Create(cnt), cdtd.Destroy); + return cdtd.Read(out.get(), cnt, db); + } + return false; +} + +std::shared_ptr getCustomDataLayer(const CustomData &customdata, const CustomDataType cdtype, const std::string &name) { + for (auto it = customdata.layers.begin(); it != customdata.layers.end(); ++it) { + if (it->get()->type == cdtype && name == it->get()->name) { + return *it; + } + } + return nullptr; +} + +const ElemBase *getCustomDataLayerData(const CustomData &customdata, const CustomDataType cdtype, const std::string &name) { + const std::shared_ptr pLayer = getCustomDataLayer(customdata, cdtype, name); + if (pLayer && pLayer->data) { + return pLayer->data.get(); + } + return nullptr; +} +} // namespace Blender +} // namespace Assimp diff --git a/code/Blender/BlenderCustomData.h b/code/AssetLib/Blender/BlenderCustomData.h similarity index 100% rename from code/Blender/BlenderCustomData.h rename to code/AssetLib/Blender/BlenderCustomData.h diff --git a/code/Blender/BlenderDNA.cpp b/code/AssetLib/Blender/BlenderDNA.cpp similarity index 73% rename from code/Blender/BlenderDNA.cpp rename to code/AssetLib/Blender/BlenderDNA.cpp index 53fb84824..69f139ec5 100644 --- a/code/Blender/BlenderDNA.cpp +++ b/code/AssetLib/Blender/BlenderDNA.cpp @@ -45,25 +45,24 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * serialized set of data structures. */ - #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER #include "BlenderDNA.h" #include -#include #include +#include using namespace Assimp; using namespace Assimp::Blender; using namespace Assimp::Formatter; -static bool match4(StreamReaderAny& stream, const char* string) { - ai_assert( nullptr != string ); +static bool match4(StreamReaderAny &stream, const char *string) { + ai_assert(nullptr != string); char tmp[4]; - tmp[ 0 ] = ( stream ).GetI1(); - tmp[ 1 ] = ( stream ).GetI1(); - tmp[ 2 ] = ( stream ).GetI1(); - tmp[ 3 ] = ( stream ).GetI1(); - return (tmp[0]==string[0] && tmp[1]==string[1] && tmp[2]==string[2] && tmp[3]==string[3]); + tmp[0] = (stream).GetI1(); + tmp[1] = (stream).GetI1(); + tmp[2] = (stream).GetI1(); + tmp[3] = (stream).GetI1(); + return (tmp[0] == string[0] && tmp[1] == string[1] && tmp[2] == string[2] && tmp[3] == string[3]); } struct Type { @@ -72,75 +71,76 @@ struct Type { }; // ------------------------------------------------------------------------------------------------ -void DNAParser::Parse () -{ - StreamReaderAny& stream = *db.reader.get(); - DNA& dna = db.dna; +void DNAParser::Parse() { + StreamReaderAny &stream = *db.reader.get(); + DNA &dna = db.dna; - if(!match4(stream,"SDNA")) { + if (!match4(stream, "SDNA")) { throw DeadlyImportError("BlenderDNA: Expected SDNA chunk"); } // name dictionary - if(!match4(stream,"NAME")) { + if (!match4(stream, "NAME")) { throw DeadlyImportError("BlenderDNA: Expected NAME field"); } - std::vector names (stream.GetI4()); - for(std::string& s : names) { + std::vector names(stream.GetI4()); + for (std::string &s : names) { while (char c = stream.GetI1()) { s += c; } } // type dictionary - for (;stream.GetCurrentPos() & 0x3; stream.GetI1()); - if(!match4(stream,"TYPE")) { + for (; stream.GetCurrentPos() & 0x3; stream.GetI1()) + ; + if (!match4(stream, "TYPE")) { throw DeadlyImportError("BlenderDNA: Expected TYPE field"); } - std::vector types (stream.GetI4()); - for(Type& s : types) { + std::vector types(stream.GetI4()); + for (Type &s : types) { while (char c = stream.GetI1()) { s.name += c; } } // type length dictionary - for (;stream.GetCurrentPos() & 0x3; stream.GetI1()); - if(!match4(stream,"TLEN")) { + for (; stream.GetCurrentPos() & 0x3; stream.GetI1()) + ; + if (!match4(stream, "TLEN")) { throw DeadlyImportError("BlenderDNA: Expected TLEN field"); } - for(Type& s : types) { + for (Type &s : types) { s.size = stream.GetI2(); } // structures dictionary - for (;stream.GetCurrentPos() & 0x3; stream.GetI1()); - if(!match4(stream,"STRC")) { + for (; stream.GetCurrentPos() & 0x3; stream.GetI1()) + ; + if (!match4(stream, "STRC")) { throw DeadlyImportError("BlenderDNA: Expected STRC field"); } size_t end = stream.GetI4(), fields = 0; dna.structures.reserve(end); - for(size_t i = 0; i != end; ++i) { + for (size_t i = 0; i != end; ++i) { uint16_t n = stream.GetI2(); if (n >= types.size()) { throw DeadlyImportError((format(), - "BlenderDNA: Invalid type index in structure name" ,n, - " (there are only ", types.size(), " entries)" - )); + "BlenderDNA: Invalid type index in structure name", n, + " (there are only ", types.size(), " entries)")); } // maintain separate indexes dna.indices[types[n].name] = dna.structures.size(); dna.structures.push_back(Structure()); - Structure& s = dna.structures.back(); - s.name = types[n].name; + Structure &s = dna.structures.back(); + s.name = types[n].name; //s.index = dna.structures.size()-1; n = stream.GetI2(); @@ -152,12 +152,11 @@ void DNAParser::Parse () uint16_t j = stream.GetI2(); if (j >= types.size()) { throw DeadlyImportError((format(), - "BlenderDNA: Invalid type index in structure field ", j, - " (there are only ", types.size(), " entries)" - )); + "BlenderDNA: Invalid type index in structure field ", j, + " (there are only ", types.size(), " entries)")); } s.fields.push_back(Field()); - Field& f = s.fields.back(); + Field &f = s.fields.back(); f.offset = offset; f.type = types[j].name; @@ -166,9 +165,8 @@ void DNAParser::Parse () j = stream.GetI2(); if (j >= names.size()) { throw DeadlyImportError((format(), - "BlenderDNA: Invalid name index in structure field ", j, - " (there are only ", names.size(), " entries)" - )); + "BlenderDNA: Invalid name index in structure field ", j, + " (there are only ", names.size(), " entries)")); } f.name = names[j]; @@ -191,26 +189,25 @@ void DNAParser::Parse () const std::string::size_type rb = f.name.find('['); if (rb == std::string::npos) { throw DeadlyImportError((format(), - "BlenderDNA: Encountered invalid array declaration ", - f.name - )); + "BlenderDNA: Encountered invalid array declaration ", + f.name)); } f.flags |= FieldFlag_Array; - DNA::ExtractArraySize(f.name,f.array_sizes); - f.name = f.name.substr(0,rb); + DNA::ExtractArraySize(f.name, f.array_sizes); + f.name = f.name.substr(0, rb); f.size *= f.array_sizes[0] * f.array_sizes[1]; } // maintain separate indexes - s.indices[f.name] = s.fields.size()-1; + s.indices[f.name] = s.fields.size() - 1; offset += f.size; } s.size = offset; } - ASSIMP_LOG_DEBUG_F( "BlenderDNA: Got ", dna.structures.size()," structures with totally ",fields," fields"); + ASSIMP_LOG_DEBUG_F("BlenderDNA: Got ", dna.structures.size(), " structures with totally ", fields, " fields"); #ifdef ASSIMP_BUILD_BLENDER_DEBUG dna.DumpToFile(); @@ -220,13 +217,11 @@ void DNAParser::Parse () dna.RegisterConverters(); } - #ifdef ASSIMP_BUILD_BLENDER_DEBUG #include // ------------------------------------------------------------------------------------------------ -void DNA :: DumpToFile() -{ +void DNA ::DumpToFile() { // we don't bother using the VFS here for this is only for debugging. // (and all your bases are belong to us). @@ -235,12 +230,14 @@ void DNA :: DumpToFile() ASSIMP_LOG_ERROR("Could not dump dna to dna.txt"); return; } - f << "Field format: type name offset size" << "\n"; - f << "Structure format: name size" << "\n"; + f << "Field format: type name offset size" + << "\n"; + f << "Structure format: name size" + << "\n"; - for(const Structure& s : structures) { + for (const Structure &s : structures) { f << s.name << " " << s.size << "\n\n"; - for(const Field& ff : s.fields) { + for (const Field &ff : s.fields) { f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << "\n"; } f << "\n"; @@ -252,11 +249,9 @@ void DNA :: DumpToFile() #endif // ------------------------------------------------------------------------------------------------ -/*static*/ void DNA :: ExtractArraySize( - const std::string& out, - size_t array_sizes[2] -) -{ +/*static*/ void DNA ::ExtractArraySize( + const std::string &out, + size_t array_sizes[2]) { array_sizes[0] = array_sizes[1] = 1; std::string::size_type pos = out.find('['); if (pos++ == std::string::npos) { @@ -264,7 +259,7 @@ void DNA :: DumpToFile() } array_sizes[0] = strtoul10(&out[pos]); - pos = out.find('[',pos); + pos = out.find('[', pos); if (pos++ == std::string::npos) { return; } @@ -272,36 +267,32 @@ void DNA :: DumpToFile() } // ------------------------------------------------------------------------------------------------ -std::shared_ptr< ElemBase > DNA :: ConvertBlobToStructure( - const Structure& structure, - const FileDatabase& db -) const -{ - std::map::const_iterator it = converters.find(structure.name); +std::shared_ptr DNA ::ConvertBlobToStructure( + const Structure &structure, + const FileDatabase &db) const { + std::map::const_iterator it = converters.find(structure.name); if (it == converters.end()) { - return std::shared_ptr< ElemBase >(); + return std::shared_ptr(); } - std::shared_ptr< ElemBase > ret = (structure.*((*it).second.first))(); - (structure.*((*it).second.second))(ret,db); + std::shared_ptr ret = (structure.*((*it).second.first))(); + (structure.*((*it).second.second))(ret, db); return ret; } // ------------------------------------------------------------------------------------------------ -DNA::FactoryPair DNA :: GetBlobToStructureConverter( - const Structure& structure, - const FileDatabase& /*db*/ -) const -{ - std::map::const_iterator it = converters.find(structure.name); +DNA::FactoryPair DNA ::GetBlobToStructureConverter( + const Structure &structure, + const FileDatabase & /*db*/ +) const { + std::map::const_iterator it = converters.find(structure.name); return it == converters.end() ? FactoryPair() : (*it).second; } // basing on http://www.blender.org/development/architecture/notes-on-sdna/ // ------------------------------------------------------------------------------------------------ -void DNA :: AddPrimitiveStructures() -{ +void DNA ::AddPrimitiveStructures() { // NOTE: these are just dummies. Their presence enforces // Structure::Convert to be called on these // empty structures. These converters are special @@ -311,30 +302,27 @@ void DNA :: AddPrimitiveStructures() // in question. indices["int"] = structures.size(); - structures.push_back( Structure() ); + structures.push_back(Structure()); structures.back().name = "int"; structures.back().size = 4; indices["short"] = structures.size(); - structures.push_back( Structure() ); + structures.push_back(Structure()); structures.back().name = "short"; structures.back().size = 2; - indices["char"] = structures.size(); - structures.push_back( Structure() ); + structures.push_back(Structure()); structures.back().name = "char"; structures.back().size = 1; - indices["float"] = structures.size(); - structures.push_back( Structure() ); + structures.push_back(Structure()); structures.back().name = "float"; structures.back().size = 4; - indices["double"] = structures.size(); - structures.push_back( Structure() ); + structures.push_back(Structure()); structures.back().name = "double"; structures.back().size = 8; @@ -342,8 +330,7 @@ void DNA :: AddPrimitiveStructures() } // ------------------------------------------------------------------------------------------------ -void SectionParser :: Next() -{ +void SectionParser ::Next() { stream.SetCurrentPos(current.start + current.size); const char tmp[] = { @@ -352,7 +339,7 @@ void SectionParser :: Next() (const char)stream.GetI1(), (const char)stream.GetI1() }; - current.id = std::string(tmp,tmp[3]?4:tmp[2]?3:tmp[1]?2:1); + current.id = std::string(tmp, tmp[3] ? 4 : tmp[2] ? 3 : tmp[1] ? 2 : 1); current.size = stream.GetI4(); current.address.val = ptr64 ? stream.GetU8() : stream.GetU4(); @@ -370,6 +357,4 @@ void SectionParser :: Next() #endif } - - #endif diff --git a/code/Blender/BlenderDNA.h b/code/AssetLib/Blender/BlenderDNA.h similarity index 76% rename from code/Blender/BlenderDNA.h rename to code/AssetLib/Blender/BlenderDNA.h index 16ce960e2..7e04bad19 100644 --- a/code/Blender/BlenderDNA.h +++ b/code/AssetLib/Blender/BlenderDNA.h @@ -49,26 +49,27 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include -#include #include -#include +#include #include +#include // enable verbose log output. really verbose, so be careful. #ifdef ASSIMP_BUILD_DEBUG -# define ASSIMP_BUILD_BLENDER_DEBUG +#define ASSIMP_BUILD_BLENDER_DEBUG #endif // #define ASSIMP_BUILD_BLENDER_NO_STATS -namespace Assimp { +namespace Assimp { -template class StreamReader; -typedef StreamReader StreamReaderAny; +template +class StreamReader; +typedef StreamReader StreamReaderAny; namespace Blender { -class FileDatabase; +class FileDatabase; struct FileBlockHead; template