689 lines
30 KiB
C++
689 lines
30 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) 2006-2022, 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 XFileImporter.cpp
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* @brief Implementation of the XFile importer class
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*/
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#ifndef ASSIMP_BUILD_NO_X_IMPORTER
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#include "AssetLib/X/XFileImporter.h"
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#include "AssetLib/X/XFileParser.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include <assimp/TinyFormatter.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <cctype>
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#include <memory>
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namespace Assimp {
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using namespace Assimp::Formatter;
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static constexpr aiImporterDesc desc = {
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"Direct3D XFile Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
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1,
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3,
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1,
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5,
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"x"
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};
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool XFileImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const uint32_t token[] = { AI_MAKE_MAGIC("xof ") };
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return CheckMagicToken(pIOHandler, pFile, token, AI_COUNT_OF(token));
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}
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// ------------------------------------------------------------------------------------------------
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// Get file extension list
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const aiImporterDesc *XFileImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void XFileImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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// read file into memory
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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if (file == nullptr) {
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throw DeadlyImportError("Failed to open file ", pFile, ".");
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}
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static const size_t MinSize = 16;
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size_t fileSize = file->FileSize();
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if (fileSize < MinSize) {
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throw DeadlyImportError("XFile is too small.");
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}
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// in the hope that binary files will never start with a BOM ...
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mBuffer.resize(fileSize + 1);
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file->Read(&mBuffer.front(), 1, fileSize);
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ConvertToUTF8(mBuffer);
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// parse the file into a temporary representation
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XFileParser parser(mBuffer);
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// and create the proper return structures out of it
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CreateDataRepresentationFromImport(pScene, parser.GetImportedData());
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// if nothing came from it, report it as error
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if (!pScene->mRootNode) {
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throw DeadlyImportError("XFile is ill-formatted - no content imported.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs the return data structure out of the imported data.
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void XFileImporter::CreateDataRepresentationFromImport(aiScene *pScene, XFile::Scene *pData) {
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// Read the global materials first so that meshes referring to them can find them later
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ConvertMaterials(pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes(pScene, nullptr, pData->mRootNode);
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// extract animations
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CreateAnimations(pScene, pData);
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// read the global meshes that were stored outside of any node
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if (!pData->mGlobalMeshes.empty()) {
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// create a root node to hold them if there isn't any, yet
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if (pScene->mRootNode == nullptr) {
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set("$dummy_node");
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}
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// convert all global meshes and store them in the root node.
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// If there was one before, the global meshes now suddenly have its transformation matrix...
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// Don't know what to do there, I don't want to insert another node under the present root node
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// just to avoid this.
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CreateMeshes(pScene, pScene->mRootNode, pData->mGlobalMeshes);
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}
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if (!pScene->mRootNode) {
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throw DeadlyImportError("No root node");
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}
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// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute(pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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// finally: create a dummy material if not material was imported
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if (pScene->mNumMaterials == 0) {
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pScene->mNumMaterials = 1;
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// create the Material
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aiMaterial *mat = new aiMaterial;
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int shadeMode = (int)aiShadingMode_Gouraud;
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mat->AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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int specExp = 1;
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aiColor3D clr = aiColor3D(0, 0, 0);
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mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr = aiColor3D(0.5f, 0.5f, 0.5f);
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mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS);
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pScene->mMaterials = new aiMaterial *[1];
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pScene->mMaterials[0] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode *XFileImporter::CreateNodes(aiScene *pScene, aiNode *pParent, const XFile::Node *pNode) {
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if (!pNode) {
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return nullptr;
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}
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// create node
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aiNode *node = new aiNode;
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node->mName.length = (ai_uint32)pNode->mName.length();
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node->mParent = pParent;
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memcpy(node->mName.data, pNode->mName.c_str(), pNode->mName.length());
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node->mName.data[node->mName.length] = 0;
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node->mTransformation = pNode->mTrafoMatrix;
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// convert meshes from the source node
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CreateMeshes(pScene, node, pNode->mMeshes);
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// handle children
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if (!pNode->mChildren.empty()) {
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node->mNumChildren = (unsigned int)pNode->mChildren.size();
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node->mChildren = new aiNode *[node->mNumChildren];
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for (unsigned int a = 0; a < pNode->mChildren.size(); ++a) {
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node->mChildren[a] = CreateNodes(pScene, node, pNode->mChildren[a]);
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}
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}
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the meshes for the given node.
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void XFileImporter::CreateMeshes(aiScene *pScene, aiNode *pNode, const std::vector<XFile::Mesh *> &pMeshes) {
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if (pMeshes.empty()) {
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return;
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}
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// create a mesh for each mesh-material combination in the source node
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std::vector<aiMesh *> meshes;
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for (unsigned int a = 0; a < pMeshes.size(); ++a) {
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XFile::Mesh *sourceMesh = pMeshes[a];
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if (nullptr == sourceMesh) {
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continue;
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}
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// first convert its materials so that we can find them with their index afterwards
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ConvertMaterials(pScene, sourceMesh->mMaterials);
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unsigned int numMaterials = std::max((unsigned int)sourceMesh->mMaterials.size(), 1u);
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for (unsigned int b = 0; b < numMaterials; ++b) {
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// collect the faces belonging to this material
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std::vector<unsigned int> faces;
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unsigned int numVertices = 0;
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if (!sourceMesh->mFaceMaterials.empty()) {
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// if there is a per-face material defined, select the faces with the corresponding material
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for (unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); ++c) {
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if (sourceMesh->mFaceMaterials[c] == b) {
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faces.push_back(c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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} else {
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// if there is no per-face material, place everything into one mesh
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for (unsigned int c = 0; c < sourceMesh->mPosFaces.size(); ++c) {
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faces.push_back(c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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// no faces/vertices using this material? strange...
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if (numVertices == 0) {
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continue;
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}
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// create a submesh using this material
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aiMesh *mesh = new aiMesh;
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meshes.push_back(mesh);
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// find the material in the scene's material list. Either own material
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// or referenced material, it should already have a valid index
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if (!sourceMesh->mFaceMaterials.empty()) {
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mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
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} else {
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mesh->mMaterialIndex = 0;
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}
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// Create properly sized data arrays in the mesh. We store unique vertices per face,
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// as specified
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNumFaces = (unsigned int)faces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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// name
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mesh->mName.Set(sourceMesh->mName);
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// normals?
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if (sourceMesh->mNormals.size() > 0) {
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mesh->mNormals = new aiVector3D[numVertices];
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}
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// texture coords
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
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if (!sourceMesh->mTexCoords[c].empty()) {
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mesh->mTextureCoords[c] = new aiVector3D[numVertices];
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}
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}
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// vertex colors
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
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if (!sourceMesh->mColors[c].empty()) {
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mesh->mColors[c] = new aiColor4D[numVertices];
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}
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}
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// now collect the vertex data of all data streams present in the imported mesh
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unsigned int newIndex(0);
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std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
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orgPoints.resize(numVertices, 0);
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for (unsigned int c = 0; c < faces.size(); ++c) {
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unsigned int f = faces[c]; // index of the source face
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const XFile::Face &pf = sourceMesh->mPosFaces[f]; // position source face
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// create face. either triangle or triangle fan depending on the index count
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aiFace &df = mesh->mFaces[c]; // destination face
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df.mNumIndices = (unsigned int)pf.mIndices.size();
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df.mIndices = new unsigned int[df.mNumIndices];
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// collect vertex data for indices of this face
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for (unsigned int d = 0; d < df.mNumIndices; ++d) {
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df.mIndices[d] = newIndex;
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const unsigned int newIdx = pf.mIndices[d];
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if (newIdx >= sourceMesh->mPositions.size()) {
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continue;
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}
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orgPoints[newIndex] = pf.mIndices[d];
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// Position
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if (mesh->HasNormals()) {
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if (sourceMesh->mNormFaces[f].mIndices.size() > d) {
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const size_t idx(sourceMesh->mNormFaces[f].mIndices[d]);
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if (idx < sourceMesh->mNormals.size()) {
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mesh->mNormals[newIndex] = sourceMesh->mNormals[idx];
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}
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}
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}
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// texture coord sets
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for (unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++e) {
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if (mesh->HasTextureCoords(e)) {
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aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
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mesh->mTextureCoords[e][newIndex] = aiVector3D(tex.x, 1.0f - tex.y, 0.0f);
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}
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}
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// vertex color sets
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for (unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; ++e) {
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if (mesh->HasVertexColors(e)) {
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mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
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}
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}
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newIndex++;
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}
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}
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// there should be as much new vertices as we calculated before
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ai_assert(newIndex == numVertices);
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// convert all bones of the source mesh which influence vertices in this newly created mesh
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const std::vector<XFile::Bone> &bones = sourceMesh->mBones;
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std::vector<aiBone *> newBones;
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for (unsigned int c = 0; c < bones.size(); ++c) {
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const XFile::Bone &obone = bones[c];
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// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
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std::vector<ai_real> oldWeights(sourceMesh->mPositions.size(), 0.0);
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for (unsigned int d = 0; d < obone.mWeights.size(); ++d) {
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// TODO The conditional against boneIdx which was added in commit f844c33
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// TODO (https://github.com/assimp/assimp/commit/f844c3397d7726477ab0fdca8efd3df56c18366b)
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// TODO causes massive breakage as detailed in:
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// TODO https://github.com/assimp/assimp/issues/5332
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// TODO In cases like this unit tests are less useful, since the model still has
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// TODO meshes, textures, animations etc. and asserts against these values may pass;
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// TODO when touching importer code, it is crucial that developers also run manual, visual
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// TODO checks to ensure there's no obvious breakage _before_ commiting to main branch
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//const unsigned int boneIdx = obone.mWeights[d].mVertex;
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//if (boneIdx < obone.mWeights.size()) {
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oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
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//}
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}
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// collect all vertex weights that influence a vertex in the new mesh
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve(numVertices);
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for (unsigned int d = 0; d < orgPoints.size(); ++d) {
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// does the new vertex stem from an old vertex which was influenced by this bone?
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ai_real w = oldWeights[orgPoints[d]];
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if (w > 0.0) {
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newWeights.emplace_back(d, w);
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}
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}
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// if the bone has no weights in the newly created mesh, ignore it
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if (newWeights.empty()) {
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continue;
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}
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// create
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aiBone *nbone = new aiBone;
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newBones.push_back(nbone);
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// copy name and matrix
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nbone->mName.Set(obone.mName);
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nbone->mOffsetMatrix = obone.mOffsetMatrix;
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nbone->mNumWeights = (unsigned int)newWeights.size();
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nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
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for (unsigned int d = 0; d < newWeights.size(); ++d) {
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nbone->mWeights[d] = newWeights[d];
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}
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}
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// store the bones in the mesh
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mesh->mNumBones = (unsigned int)newBones.size();
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if (!newBones.empty()) {
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mesh->mBones = new aiBone *[mesh->mNumBones];
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std::copy(newBones.begin(), newBones.end(), mesh->mBones);
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}
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}
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}
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// reallocate scene mesh array to be large enough
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aiMesh **prevArray = pScene->mMeshes;
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes + meshes.size()];
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if (prevArray) {
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memcpy(pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof(aiMesh *));
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delete[] prevArray;
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}
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// allocate mesh index array in the node
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pNode->mNumMeshes = (unsigned int)meshes.size();
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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// store all meshes in the mesh library of the scene and store their indices in the node
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for (unsigned int a = 0; a < meshes.size(); a++) {
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pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
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pNode->mMeshes[a] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the animations from the given imported data and creates them in the scene.
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void XFileImporter::CreateAnimations(aiScene *pScene, const XFile::Scene *pData) {
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std::vector<aiAnimation *> newAnims;
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for (unsigned int a = 0; a < pData->mAnims.size(); ++a) {
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const XFile::Animation *anim = pData->mAnims[a];
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// some exporters mock me with empty animation tags.
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if (anim->mAnims.empty()) {
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continue;
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}
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// create a new animation to hold the data
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aiAnimation *nanim = new aiAnimation;
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newAnims.push_back(nanim);
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nanim->mName.Set(anim->mName);
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// duration will be determined by the maximum length
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nanim->mDuration = 0;
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nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
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nanim->mNumChannels = (unsigned int)anim->mAnims.size();
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nanim->mChannels = new aiNodeAnim *[nanim->mNumChannels];
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for (unsigned int b = 0; b < anim->mAnims.size(); ++b) {
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const XFile::AnimBone *bone = anim->mAnims[b];
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aiNodeAnim *nbone = new aiNodeAnim;
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nbone->mNodeName.Set(bone->mBoneName);
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nanim->mChannels[b] = nbone;
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// key-frames are given as combined transformation matrix keys
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if (!bone->mTrafoKeys.empty()) {
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nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
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nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
|
nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
|
|
for (unsigned int c = 0; c < bone->mTrafoKeys.size(); ++c) {
|
|
// deconstruct each matrix into separate position, rotation and scaling
|
|
double time = bone->mTrafoKeys[c].mTime;
|
|
aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
|
|
|
|
// extract position
|
|
aiVector3D pos(trafo.a4, trafo.b4, trafo.c4);
|
|
|
|
nbone->mPositionKeys[c].mTime = time;
|
|
nbone->mPositionKeys[c].mValue = pos;
|
|
|
|
// extract scaling
|
|
aiVector3D scale;
|
|
scale.x = aiVector3D(trafo.a1, trafo.b1, trafo.c1).Length();
|
|
scale.y = aiVector3D(trafo.a2, trafo.b2, trafo.c2).Length();
|
|
scale.z = aiVector3D(trafo.a3, trafo.b3, trafo.c3).Length();
|
|
nbone->mScalingKeys[c].mTime = time;
|
|
nbone->mScalingKeys[c].mValue = scale;
|
|
|
|
// reconstruct rotation matrix without scaling
|
|
aiMatrix3x3 rotmat(
|
|
trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
|
|
trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
|
|
trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
|
|
|
|
// and convert it into a quaternion
|
|
nbone->mRotationKeys[c].mTime = time;
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion(rotmat);
|
|
}
|
|
|
|
// longest lasting key sequence determines duration
|
|
nanim->mDuration = std::max(nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
|
} else {
|
|
// separate key sequences for position, rotation, scaling
|
|
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
|
|
if (nbone->mNumPositionKeys != 0) {
|
|
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
|
for (unsigned int c = 0; c < nbone->mNumPositionKeys; ++c) {
|
|
aiVector3D pos = bone->mPosKeys[c].mValue;
|
|
|
|
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
|
nbone->mPositionKeys[c].mValue = pos;
|
|
}
|
|
}
|
|
|
|
// rotation
|
|
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
|
if (nbone->mNumRotationKeys != 0) {
|
|
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
|
for (unsigned int c = 0; c < nbone->mNumRotationKeys; ++c) {
|
|
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
|
|
|
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion(rotmat);
|
|
nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
|
|
}
|
|
}
|
|
|
|
// scaling
|
|
nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
|
|
if (nbone->mNumScalingKeys != 0) {
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
for (unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
|
|
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
|
|
}
|
|
|
|
// longest lasting key sequence determines duration
|
|
if (bone->mPosKeys.size() > 0)
|
|
nanim->mDuration = std::max(nanim->mDuration, bone->mPosKeys.back().mTime);
|
|
if (bone->mRotKeys.size() > 0)
|
|
nanim->mDuration = std::max(nanim->mDuration, bone->mRotKeys.back().mTime);
|
|
if (bone->mScaleKeys.size() > 0)
|
|
nanim->mDuration = std::max(nanim->mDuration, bone->mScaleKeys.back().mTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
// store all converted animations in the scene
|
|
if (newAnims.size() > 0) {
|
|
pScene->mNumAnimations = (unsigned int)newAnims.size();
|
|
pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations];
|
|
for (unsigned int a = 0; a < newAnims.size(); a++)
|
|
pScene->mAnimations[a] = newAnims[a];
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Converts all materials in the given array and stores them in the scene's material list.
|
|
void XFileImporter::ConvertMaterials(aiScene *pScene, std::vector<XFile::Material> &pMaterials) {
|
|
// count the non-referrer materials in the array
|
|
unsigned int numNewMaterials(0);
|
|
for (unsigned int a = 0; a < pMaterials.size(); ++a) {
|
|
if (!pMaterials[a].mIsReference) {
|
|
++numNewMaterials;
|
|
}
|
|
}
|
|
|
|
// resize the scene's material list to offer enough space for the new materials
|
|
if (numNewMaterials > 0) {
|
|
aiMaterial **prevMats = pScene->mMaterials;
|
|
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials + numNewMaterials];
|
|
if (nullptr != prevMats) {
|
|
::memcpy(pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof(aiMaterial *));
|
|
delete[] prevMats;
|
|
}
|
|
}
|
|
|
|
// convert all the materials given in the array
|
|
for (unsigned int a = 0; a < pMaterials.size(); ++a) {
|
|
XFile::Material &oldMat = pMaterials[a];
|
|
if (oldMat.mIsReference) {
|
|
// find the material it refers to by name, and store its index
|
|
for (size_t b = 0; b < pScene->mNumMaterials; ++b) {
|
|
aiString name;
|
|
pScene->mMaterials[b]->Get(AI_MATKEY_NAME, name);
|
|
if (strcmp(name.C_Str(), oldMat.mName.data()) == 0) {
|
|
oldMat.sceneIndex = b;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (oldMat.sceneIndex == SIZE_MAX) {
|
|
ASSIMP_LOG_WARN("Could not resolve global material reference \"", oldMat.mName, "\"");
|
|
oldMat.sceneIndex = 0;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
aiMaterial *mat = new aiMaterial;
|
|
aiString name;
|
|
name.Set(oldMat.mName);
|
|
mat->AddProperty(&name, AI_MATKEY_NAME);
|
|
|
|
// Shading model: hard-coded to PHONG, there is no such information in an XFile
|
|
// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
|
|
// for some models in the SDK (e.g. good old tiny.x)
|
|
int shadeMode = (int)oldMat.mSpecularExponent == 0.0f ? aiShadingMode_Gouraud : aiShadingMode_Phong;
|
|
|
|
mat->AddProperty<int>(&shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
// material colours
|
|
// Unclear: there's no ambient colour, but emissive. What to put for ambient?
|
|
// Probably nothing at all, let the user select a suitable default.
|
|
mat->AddProperty(&oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
mat->AddProperty(&oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat->AddProperty(&oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat->AddProperty(&oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
|
|
// texture, if there is one
|
|
if (1 == oldMat.mTextures.size()) {
|
|
const XFile::TexEntry &otex = oldMat.mTextures.back();
|
|
if (otex.mName.length()) {
|
|
// if there is only one texture assume it contains the diffuse color
|
|
aiString tex(otex.mName);
|
|
if (otex.mIsNormalMap) {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
} else {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
} else {
|
|
// Otherwise ... try to search for typical strings in the
|
|
// texture's file name like 'bump' or 'diffuse'
|
|
unsigned int iHM = 0, iNM = 0, iDM = 0, iSM = 0, iAM = 0, iEM = 0;
|
|
for (unsigned int b = 0; b < oldMat.mTextures.size(); ++b) {
|
|
const XFile::TexEntry &otex = oldMat.mTextures[b];
|
|
std::string sz = otex.mName;
|
|
if (!sz.length()) {
|
|
continue;
|
|
}
|
|
|
|
// find the file name
|
|
std::string::size_type s = sz.find_last_of("\\/");
|
|
if (std::string::npos == s) {
|
|
s = 0;
|
|
}
|
|
|
|
// cut off the file extension
|
|
std::string::size_type sExt = sz.find_last_of('.');
|
|
if (std::string::npos != sExt) {
|
|
sz[sExt] = '\0';
|
|
}
|
|
|
|
// convert to lower case for easier comparison
|
|
for (unsigned int c = 0; c < sz.length(); ++c) {
|
|
sz[c] = (char)tolower((unsigned char)sz[c]);
|
|
}
|
|
|
|
// Place texture filename property under the corresponding name
|
|
aiString tex(oldMat.mTextures[b].mName);
|
|
|
|
// bump map
|
|
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s)) {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
|
|
} else if (otex.mIsNormalMap || std::string::npos != sz.find("normal", s) || std::string::npos != sz.find("nm", s)) {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
|
|
} else if (std::string::npos != sz.find("spec", s) || std::string::npos != sz.find("glanz", s)) {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
|
|
} else if (std::string::npos != sz.find("ambi", s) || std::string::npos != sz.find("env", s)) {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
|
|
} else if (std::string::npos != sz.find("emissive", s) || std::string::npos != sz.find("self", s)) {
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
|
|
} else {
|
|
// Assume it is a diffuse texture
|
|
mat->AddProperty(&tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
|
|
}
|
|
}
|
|
}
|
|
|
|
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
|
oldMat.sceneIndex = pScene->mNumMaterials;
|
|
pScene->mNumMaterials++;
|
|
}
|
|
}
|
|
|
|
} // namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
|