745 lines
22 KiB
C++
745 lines
22 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file B3DImporter.cpp
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* @brief Implementation of the b3d importer class
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*/
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#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
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// internal headers
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#include "AssetLib/B3D/B3DImporter.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include "PostProcessing/TextureTransform.h"
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#include <assimp/StringUtils.h>
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#include <assimp/anim.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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using namespace std;
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static const aiImporterDesc desc = {
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"BlitzBasic 3D Importer",
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"",
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"",
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"http://www.blitzbasic.com/",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"b3d"
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};
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#ifdef _MSC_VER
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#pragma warning(disable : 4018)
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#endif
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//#define DEBUG_B3D
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template <typename T>
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void DeleteAllBarePointers(std::vector<T> &x) {
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for (auto p : x) {
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delete p;
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}
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}
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B3DImporter::~B3DImporter() {
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}
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// ------------------------------------------------------------------------------------------------
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bool B3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
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size_t pos = pFile.find_last_of('.');
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if (pos == string::npos) {
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return false;
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}
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string ext = pFile.substr(pos + 1);
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if (ext.size() != 3) {
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return false;
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}
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return (ext[0] == 'b' || ext[0] == 'B') && (ext[1] == '3') && (ext[2] == 'd' || ext[2] == 'D');
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}
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// ------------------------------------------------------------------------------------------------
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// Loader meta information
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const aiImporterDesc *B3DImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file.get() == nullptr) {
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throw DeadlyImportError("Failed to open B3D file " + pFile + ".");
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}
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// check whether the .b3d file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if (fileSize < 8) {
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throw DeadlyImportError("B3D File is too small.");
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}
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_pos = 0;
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_buf.resize(fileSize);
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file->Read(&_buf[0], 1, fileSize);
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_stack.clear();
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ReadBB3D(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Oops() {
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throw DeadlyImportError("B3D Importer - INTERNAL ERROR");
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}
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Fail(string str) {
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#ifdef DEBUG_B3D
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ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str);
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#endif
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throw DeadlyImportError("B3D Importer - error in B3D file data: " + str);
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte() {
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if (_pos > _buf.size()) {
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Fail("EOF");
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}
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return _buf[_pos++];
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadInt() {
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if (_pos + 4 > _buf.size()) {
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Fail("EOF");
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}
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int n;
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memcpy(&n, &_buf[_pos], 4);
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_pos += 4;
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return n;
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}
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// ------------------------------------------------------------------------------------------------
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float B3DImporter::ReadFloat() {
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if (_pos + 4 > _buf.size()) {
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Fail("EOF");
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}
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float n;
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memcpy(&n, &_buf[_pos], 4);
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_pos += 4;
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return n;
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}
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// ------------------------------------------------------------------------------------------------
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aiVector2D B3DImporter::ReadVec2() {
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float x = ReadFloat();
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float y = ReadFloat();
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return aiVector2D(x, y);
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}
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// ------------------------------------------------------------------------------------------------
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aiVector3D B3DImporter::ReadVec3() {
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float x = ReadFloat();
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float y = ReadFloat();
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float z = ReadFloat();
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return aiVector3D(x, y, z);
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}
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// ------------------------------------------------------------------------------------------------
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aiQuaternion B3DImporter::ReadQuat() {
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// (aramis_acg) Fix to adapt the loader to changed quat orientation
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float w = -ReadFloat();
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float x = ReadFloat();
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float y = ReadFloat();
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float z = ReadFloat();
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return aiQuaternion(w, x, y, z);
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}
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadString() {
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if (_pos > _buf.size()) {
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Fail("EOF");
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}
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string str;
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while (_pos < _buf.size()) {
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char c = (char)ReadByte();
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if (!c) {
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return str;
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}
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str += c;
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}
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return string();
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}
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadChunk() {
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string tag;
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for (int i = 0; i < 4; ++i) {
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tag += char(ReadByte());
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}
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#ifdef DEBUG_B3D
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ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag);
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#endif
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unsigned sz = (unsigned)ReadInt();
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_stack.push_back(_pos + sz);
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return tag;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ExitChunk() {
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_pos = _stack.back();
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_stack.pop_back();
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}
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// ------------------------------------------------------------------------------------------------
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size_t B3DImporter::ChunkSize() {
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return _stack.back() - _pos;
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}
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// ------------------------------------------------------------------------------------------------
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template <class T>
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T *B3DImporter::to_array(const vector<T> &v) {
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if (v.empty()) {
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return 0;
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}
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T *p = new T[v.size()];
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for (size_t i = 0; i < v.size(); ++i) {
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p[i] = v[i];
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}
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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template <class T>
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T **unique_to_array(vector<std::unique_ptr<T>> &v) {
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if (v.empty()) {
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return 0;
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}
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T **p = new T *[v.size()];
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for (size_t i = 0; i < v.size(); ++i) {
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p[i] = v[i].release();
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}
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS() {
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while (ChunkSize()) {
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string name = ReadString();
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/*int flags=*/ReadInt();
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/*int blend=*/ReadInt();
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/*aiVector2D pos=*/ReadVec2();
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/*aiVector2D scale=*/ReadVec2();
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/*float rot=*/ReadFloat();
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_textures.push_back(name);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBRUS() {
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int n_texs = ReadInt();
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if (n_texs < 0 || n_texs > 8) {
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Fail("Bad texture count");
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}
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while (ChunkSize()) {
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string name = ReadString();
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aiVector3D color = ReadVec3();
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float alpha = ReadFloat();
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float shiny = ReadFloat();
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/*int blend=**/ ReadInt();
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int fx = ReadInt();
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std::unique_ptr<aiMaterial> mat(new aiMaterial);
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// Name
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aiString ainame(name);
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mat->AddProperty(&ainame, AI_MATKEY_NAME);
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// Diffuse color
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mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
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// Opacity
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mat->AddProperty(&alpha, 1, AI_MATKEY_OPACITY);
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// Specular color
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aiColor3D speccolor(shiny, shiny, shiny);
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mat->AddProperty(&speccolor, 1, AI_MATKEY_COLOR_SPECULAR);
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// Specular power
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float specpow = shiny * 128;
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mat->AddProperty(&specpow, 1, AI_MATKEY_SHININESS);
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// Double sided
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if (fx & 0x10) {
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int i = 1;
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mat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED);
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}
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//Textures
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for (int i = 0; i < n_texs; ++i) {
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int texid = ReadInt();
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if (texid < -1 || (texid >= 0 && texid >= static_cast<int>(_textures.size()))) {
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Fail("Bad texture id");
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}
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if (i == 0 && texid >= 0) {
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aiString texname(_textures[texid]);
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mat->AddProperty(&texname, AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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}
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_materials.emplace_back(std::move(mat));
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadVRTS() {
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_vflags = ReadInt();
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_tcsets = ReadInt();
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_tcsize = ReadInt();
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if (_tcsets < 0 || _tcsets > 4 || _tcsize < 0 || _tcsize > 4) {
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Fail("Bad texcoord data");
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}
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int sz = 12 + (_vflags & 1 ? 12 : 0) + (_vflags & 2 ? 16 : 0) + (_tcsets * _tcsize * 4);
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size_t n_verts = ChunkSize() / sz;
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int v0 = static_cast<int>(_vertices.size());
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_vertices.resize(v0 + n_verts);
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for (unsigned int i = 0; i < n_verts; ++i) {
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Vertex &v = _vertices[v0 + i];
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memset(v.bones, 0, sizeof(v.bones));
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memset(v.weights, 0, sizeof(v.weights));
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v.vertex = ReadVec3();
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if (_vflags & 1) {
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v.normal = ReadVec3();
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}
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if (_vflags & 2) {
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ReadQuat(); //skip v 4bytes...
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}
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for (int j = 0; j < _tcsets; ++j) {
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float t[4] = { 0, 0, 0, 0 };
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for (int k = 0; k < _tcsize; ++k) {
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t[k] = ReadFloat();
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}
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t[1] = 1 - t[1];
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if (!j) {
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v.texcoords = aiVector3D(t[0], t[1], t[2]);
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTRIS(int v0) {
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int matid = ReadInt();
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if (matid == -1) {
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matid = 0;
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} else if (matid < 0 || matid >= (int)_materials.size()) {
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#ifdef DEBUG_B3D
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ASSIMP_LOG_ERROR_F("material id=", matid);
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#endif
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Fail("Bad material id");
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}
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std::unique_ptr<aiMesh> mesh(new aiMesh);
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mesh->mMaterialIndex = matid;
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mesh->mNumFaces = 0;
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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size_t n_tris = ChunkSize() / 12;
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aiFace *face = mesh->mFaces = new aiFace[n_tris];
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for (unsigned int i = 0; i < n_tris; ++i) {
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int i0 = ReadInt() + v0;
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int i1 = ReadInt() + v0;
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int i2 = ReadInt() + v0;
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if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
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#ifdef DEBUG_B3D
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ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
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#endif
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Fail("Bad triangle index");
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continue;
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}
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face->mNumIndices = 3;
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face->mIndices = new unsigned[3];
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face->mIndices[0] = i0;
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face->mIndices[1] = i1;
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face->mIndices[2] = i2;
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++mesh->mNumFaces;
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++face;
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}
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_meshes.emplace_back(std::move(mesh));
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadMESH() {
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/*int matid=*/ReadInt();
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int v0 = static_cast<int>(_vertices.size());
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while (ChunkSize()) {
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string t = ReadChunk();
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if (t == "VRTS") {
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ReadVRTS();
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} else if (t == "TRIS") {
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ReadTRIS(v0);
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}
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ExitChunk();
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBONE(int id) {
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while (ChunkSize()) {
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int vertex = ReadInt();
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float weight = ReadFloat();
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if (vertex < 0 || vertex >= (int)_vertices.size()) {
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Fail("Bad vertex index");
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}
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Vertex &v = _vertices[vertex];
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for (int i = 0; i < 4; ++i) {
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if (!v.weights[i]) {
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v.bones[i] = static_cast<unsigned char>(id);
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v.weights[i] = weight;
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break;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadKEYS(aiNodeAnim *nodeAnim) {
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vector<aiVectorKey> trans, scale;
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vector<aiQuatKey> rot;
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int flags = ReadInt();
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while (ChunkSize()) {
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int frame = ReadInt();
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if (flags & 1) {
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trans.push_back(aiVectorKey(frame, ReadVec3()));
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}
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if (flags & 2) {
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scale.push_back(aiVectorKey(frame, ReadVec3()));
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}
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if (flags & 4) {
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rot.push_back(aiQuatKey(frame, ReadQuat()));
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}
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}
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if (flags & 1) {
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nodeAnim->mNumPositionKeys = static_cast<unsigned int>(trans.size());
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nodeAnim->mPositionKeys = to_array(trans);
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}
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if (flags & 2) {
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nodeAnim->mNumScalingKeys = static_cast<unsigned int>(scale.size());
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nodeAnim->mScalingKeys = to_array(scale);
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}
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if (flags & 4) {
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nodeAnim->mNumRotationKeys = static_cast<unsigned int>(rot.size());
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nodeAnim->mRotationKeys = to_array(rot);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadANIM() {
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/*int flags=*/ReadInt();
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int frames = ReadInt();
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float fps = ReadFloat();
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std::unique_ptr<aiAnimation> anim(new aiAnimation);
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anim->mDuration = frames;
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anim->mTicksPerSecond = fps;
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_animations.emplace_back(std::move(anim));
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}
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// ------------------------------------------------------------------------------------------------
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aiNode *B3DImporter::ReadNODE(aiNode *parent) {
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string name = ReadString();
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aiVector3D t = ReadVec3();
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aiVector3D s = ReadVec3();
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aiQuaternion r = ReadQuat();
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aiMatrix4x4 trans, scale, rot;
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aiMatrix4x4::Translation(t, trans);
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aiMatrix4x4::Scaling(s, scale);
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rot = aiMatrix4x4(r.GetMatrix());
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aiMatrix4x4 tform = trans * rot * scale;
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int nodeid = static_cast<int>(_nodes.size());
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aiNode *node = new aiNode(name);
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_nodes.push_back(node);
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node->mParent = parent;
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node->mTransformation = tform;
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std::unique_ptr<aiNodeAnim> nodeAnim;
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vector<unsigned> meshes;
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vector<aiNode *> children;
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while (ChunkSize()) {
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const string chunk = ReadChunk();
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if (chunk == "MESH") {
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unsigned int n = static_cast<unsigned int>(_meshes.size());
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ReadMESH();
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for (unsigned int i = n; i < static_cast<unsigned int>(_meshes.size()); ++i) {
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meshes.push_back(i);
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}
|
|
} 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<unsigned int>(meshes.size());
|
|
node->mMeshes = to_array(meshes);
|
|
|
|
node->mNumChildren = static_cast<unsigned int>(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<vector<aiVertexWeight>> 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<aiBone *> bones;
|
|
for (size_t weightIndx = 0; weightIndx < vweights.size(); ++weightIndx) {
|
|
vector<aiVertexWeight> &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<unsigned int>(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<unsigned int>(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<aiMaterial>(new aiMaterial));
|
|
}
|
|
scene->mNumMaterials = static_cast<unsigned int>(_materials.size());
|
|
scene->mMaterials = unique_to_array(_materials);
|
|
|
|
//meshes
|
|
scene->mNumMeshes = static_cast<unsigned int>(_meshes.size());
|
|
scene->mMeshes = unique_to_array(_meshes);
|
|
|
|
//animations
|
|
if (_animations.size() == 1 && _nodeAnims.size()) {
|
|
|
|
aiAnimation *anim = _animations.back().get();
|
|
anim->mNumChannels = static_cast<unsigned int>(_nodeAnims.size());
|
|
anim->mChannels = unique_to_array(_nodeAnims);
|
|
|
|
scene->mNumAnimations = static_cast<unsigned int>(_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
|