521 lines
17 KiB
C++
521 lines
17 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) 2006-2010, ASSIMP Development 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 Development 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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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
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#include "DefaultIOSystem.h"
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#include "ObjFileImporter.h"
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#include "ObjFileParser.h"
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#include "ObjFileData.h"
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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ObjFileImporter::ObjFileImporter() :
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m_Buffer(),
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m_pRootObject( NULL ),
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m_strAbsPath( "" )
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{
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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ObjFileImporter::~ObjFileImporter()
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{
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// Release root object instance
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if (NULL != m_pRootObject)
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{
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delete m_pRootObject;
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m_pRootObject = NULL;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an obj file.
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bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
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{
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if(!checkSig) //Check File Extension
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{
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return SimpleExtensionCheck(pFile,"obj");
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}
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else //Check file Header
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{
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const char* tokens[] = {"mtllib","usemtl","vt ","vn ","o "};
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 5);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Obj-file import implementation
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void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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DefaultIOSystem io;
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// Read file into memory
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const std::string mode = "rb";
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
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if (NULL == file.get())
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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// Get the filesize and vaslidate it, throwing an exception when failes
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw DeadlyImportError( "OBJ-file is too small.");
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// Allocate buffer and read file into it
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TextFileToBuffer(file.get(),m_Buffer);
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// Get the model name
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std::string strModelName;
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std::string::size_type pos = pFile.find_last_of( "\\/" );
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if ( pos != std::string::npos )
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{
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strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
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}
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else
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{
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strModelName = pFile;
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}
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// parse the file into a temporary representation
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ObjFileParser parser(m_Buffer, strModelName, pIOHandler);
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// And create the proper return structures out of it
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CreateDataFromImport(parser.GetModel(), pScene);
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// Clean up allocated storage for the next import
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m_Buffer.clear();
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}
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// ------------------------------------------------------------------------------------------------
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// Create the data from parsed obj-file
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void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene)
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{
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if (0L == pModel)
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return;
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// Create the root node of the scene
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pScene->mRootNode = new aiNode;
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if ( !pModel->m_ModelName.empty() )
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{
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// Set the name of the scene
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pScene->mRootNode->mName.Set(pModel->m_ModelName);
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}
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else
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{
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// This is an error, so break down the application
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ai_assert(false);
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}
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// Create nodes for the whole scene
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std::vector<aiMesh*> MeshArray;
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for (size_t index = 0; index < pModel->m_Objects.size(); index++)
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{
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createNodes(pModel, pModel->m_Objects[ index ], index, pScene->mRootNode, pScene, MeshArray);
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}
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0)
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{
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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for (size_t index =0; index < MeshArray.size(); index++)
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{
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pScene->mMeshes [ index ] = MeshArray[ index ];
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}
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}
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// Create all materials
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createMaterials( pModel, pScene );
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all nodes of the model
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aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
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unsigned int uiMeshIndex,
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aiNode *pParent, aiScene* pScene,
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std::vector<aiMesh*> &MeshArray )
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{
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ai_assert( NULL != pModel );
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if ( NULL == pObject )
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return NULL;
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// Store older mesh size to be able to computate mesh offsets for new mesh instances
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const size_t oldMeshSize = MeshArray.size();
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aiNode *pNode = new aiNode;
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if (pParent != NULL)
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appendChildToParentNode(pParent, pNode);
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for ( unsigned int i=0; i< pObject->m_Meshes.size(); i++ )
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{
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unsigned int meshId = pObject->m_Meshes[ i ];
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aiMesh *pMesh = new aiMesh;
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createTopology( pModel, pObject, meshId, pMesh );
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if ( pMesh->mNumVertices > 0 )
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{
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MeshArray.push_back( pMesh );
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}
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else
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{
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delete pMesh;
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}
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}
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// Create all nodes from the sub-objects stored in the current object
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if ( !pObject->m_SubObjects.empty() )
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{
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size_t numChilds = pObject->m_SubObjects.size();
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pNode->mNumChildren = static_cast<unsigned int>( numChilds );
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pNode->mChildren = new aiNode*[ numChilds ];
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[ 1 ];
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}
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// Set mesh instances into scene- and node-instances
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const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
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if ( meshSizeDiff > 0 )
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{
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pNode->mMeshes = new unsigned int[ meshSizeDiff ];
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pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
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size_t index = 0;
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for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
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{
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pNode->mMeshes[ index ] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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index++;
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}
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}
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Create topology data
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void ObjFileImporter::createTopology(const ObjFile::Model* pModel,
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const ObjFile::Object* pData,
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unsigned int uiMeshIndex,
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aiMesh* pMesh )
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{
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// Checking preconditions
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ai_assert( NULL != pModel );
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if (NULL == pData)
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return;
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// Create faces
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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ai_assert( NULL != pObjMesh );
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pMesh->mNumFaces = static_cast<unsigned int>( pObjMesh->m_Faces.size() );
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if ( pMesh->mNumFaces > 0 )
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{
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial )
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{
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pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
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}
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// Copy all data from all stored meshes
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
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{
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aiFace *pFace = &pMesh->mFaces[ index ];
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const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
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pFace->mNumIndices = (unsigned int) uiNumIndices;
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if (pFace->mNumIndices > 0)
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{
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pFace->mIndices = new unsigned int[ uiNumIndices ];
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ObjFile::Face::IndexArray *pIndexArray = pObjMesh->m_Faces[ index ]->m_pVertices;
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ai_assert ( NULL != pIndexArray );
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for ( size_t a=0; a<pFace->mNumIndices; a++ )
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{
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pFace->mIndices[ a ] = pIndexArray->at( a );
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}
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}
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else
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{
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pFace->mIndices = NULL;
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}
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}
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, uiMeshIndex, pMesh);
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a vertex array
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void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex,
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aiMesh* pMesh)
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{
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// Checking preconditions
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ai_assert( NULL != pCurrentObject );
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// Break, if no faces are stored in object
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if ( pCurrentObject->m_Meshes.empty() )
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return;
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// Get current mesh
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1)
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return;
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// Copy vertices of this mesh instance
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pMesh->mNumVertices = (unsigned int) pObjMesh->m_uiNumIndices;
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for normal vectors
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if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for texture coordinates
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if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
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{
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pMesh->mNumUVComponents[ 0 ] = 2;
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
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}
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// Copy vertices, normals and textures into aiMesh instance
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unsigned int newIndex = 0;
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for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
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{
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// Get destination face
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aiFace *pDestFace = &pMesh->mFaces[ index ];
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// Get source face
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ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
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// Copy all index arrays
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for ( size_t vertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
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{
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unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
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ai_assert( vertex < pModel->m_Vertices.size() );
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pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
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// Copy all normals
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if ( !pSourceFace->m_pNormals->empty() )
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{
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const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
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ai_assert( normal < pModel->m_Normals.size() );
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pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
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}
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// Copy all texture coordinates
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if ( !pModel->m_TextureCoord.empty() )
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{
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if ( !pSourceFace->m_pTexturCoords->empty() )
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{
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const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
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ai_assert( tex < pModel->m_TextureCoord.size() );
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for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++)
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{
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if ( pMesh->mNumUVComponents[ i ] > 0 )
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{
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aiVector2D coord2d = pModel->m_TextureCoord[ tex ];
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pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 );
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}
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}
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}
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}
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ai_assert( pMesh->mNumVertices > newIndex );
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pDestFace->mIndices[ vertexIndex ] = newIndex;
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++newIndex;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Counts all stored meshes
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void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
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{
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iNumMeshes = 0;
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if ( rObjects.empty() )
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return;
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iNumMeshes += static_cast<unsigned int>( rObjects.size() );
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for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
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it != rObjects.end();
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++it)
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{
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if (!(*it)->m_SubObjects.empty())
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{
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countObjects((*it)->m_SubObjects, iNumMeshes);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the material
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void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene )
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{
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ai_assert( NULL != pScene );
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if ( NULL == pScene )
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return;
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const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
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pScene->mNumMaterials = 0;
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if ( pModel->m_MaterialLib.empty() )
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return;
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pScene->mMaterials = new aiMaterial*[ numMaterials ];
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for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
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{
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper();
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// Store material name
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std::map<std::string, ObjFile::Material*>::const_iterator it;
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it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
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// No material found, use the default material
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if ( pModel->m_MaterialMap.end() == it )
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continue;
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ObjFile::Material *pCurrentMaterial = (*it).second;
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mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
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// convert illumination model
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int sm = 0;
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switch (pCurrentMaterial->illumination_model)
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{
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case 0:
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sm = aiShadingMode_NoShading;
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break;
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case 1:
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sm = aiShadingMode_Gouraud;
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break;
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case 2:
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sm = aiShadingMode_Phong;
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break;
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default:
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sm = aiShadingMode_Gouraud;
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DefaultLogger::get()->error("OBJ/MTL: Unexpected illumination model (0-2 recognized)");
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}
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mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
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// multiplying the specular exponent with 2 seems to yield better results
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pCurrentMaterial->shineness *= 4.f;
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// Adding material colors
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mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
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mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
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mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
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mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
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mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
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// Adding refraction index
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mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
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// Adding textures
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if ( 0 != pCurrentMaterial->texture.length )
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mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
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if ( 0 != pCurrentMaterial->textureAmbient.length )
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mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
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if ( 0 != pCurrentMaterial->textureSpecular.length )
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mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
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if ( 0 != pCurrentMaterial->textureBump.length )
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mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
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if ( 0 != pCurrentMaterial->textureOpacity.length )
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mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
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if ( 0 != pCurrentMaterial->textureSpecularity.length )
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mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
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// Store material property info in material array in scene
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pScene->mMaterials[ pScene->mNumMaterials ] = mat;
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pScene->mNumMaterials++;
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}
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// Test number of created materials.
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ai_assert( pScene->mNumMaterials == numMaterials );
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}
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// ------------------------------------------------------------------------------------------------
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// Appends this node to the parent node
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void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild)
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{
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// Checking preconditions
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ai_assert( NULL != pParent );
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ai_assert( NULL != pChild );
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// Assign parent to child
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pChild->mParent = pParent;
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size_t sNumChildren = 0;
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// If already children was assigned to the parent node, store them in a
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std::vector<aiNode*> temp;
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if (pParent->mChildren != NULL)
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{
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sNumChildren = pParent->mNumChildren;
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ai_assert( 0 != sNumChildren );
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for (size_t index = 0; index < pParent->mNumChildren; index++)
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{
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temp.push_back(pParent->mChildren [ index ] );
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}
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delete [] pParent->mChildren;
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}
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// Copy node instances into parent node
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pParent->mNumChildren++;
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pParent->mChildren = new aiNode*[ pParent->mNumChildren ];
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for (size_t index = 0; index < pParent->mNumChildren-1; index++)
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{
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pParent->mChildren[ index ] = temp [ index ];
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|
}
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pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER
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