576 lines
21 KiB
C++
576 lines
21 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 Q3DLoader.cpp
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* @brief Implementation of the Q3D importer class
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*/
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#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
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// internal headers
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#include "Q3DLoader.h"
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#include <assimp/StringUtils.h>
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#include <assimp/StreamReader.h>
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#include <assimp/fast_atof.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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namespace Assimp {
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static constexpr aiImporterDesc desc = {
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"Quick3D Importer",
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"",
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"",
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"http://www.quick3d.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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"q3o q3s"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Q3DImporter::Q3DImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Q3DImporter::~Q3DImporter() = default;
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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 Q3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const char *tokens[] = { "quick3Do", "quick3Ds" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *Q3DImporter::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 Q3DImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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auto file = pIOHandler->Open(pFile, "rb");
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if (!file)
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throw DeadlyImportError("Quick3D: Could not open ", pFile);
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StreamReaderLE stream(file);
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// The header is 22 bytes large
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if (stream.GetRemainingSize() < 22)
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throw DeadlyImportError("File is either empty or corrupt: ", pFile);
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// Check the file's signature
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if (ASSIMP_strincmp((const char *)stream.GetPtr(), "quick3Do", 8) &&
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ASSIMP_strincmp((const char *)stream.GetPtr(), "quick3Ds", 8)) {
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throw DeadlyImportError("Not a Quick3D file. Signature string is: ", ai_str_toprintable((const char *)stream.GetPtr(), 8));
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}
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// Print the file format version
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ASSIMP_LOG_INFO("Quick3D File format version: ",
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std::string(&((const char *)stream.GetPtr())[8], 2));
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// ... an store it
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char major = ((const char *)stream.GetPtr())[8];
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char minor = ((const char *)stream.GetPtr())[9];
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stream.IncPtr(10);
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unsigned int numMeshes = (unsigned int)stream.GetI4();
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unsigned int numMats = (unsigned int)stream.GetI4();
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unsigned int numTextures = (unsigned int)stream.GetI4();
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std::vector<Material> materials;
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try {
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materials.reserve(numMats);
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} catch (const std::bad_alloc &) {
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ASSIMP_LOG_ERROR("Invalid alloc for materials.");
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throw DeadlyImportError("Invalid Quick3D-file, material allocation failed.");
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}
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std::vector<Mesh> meshes;
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try {
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meshes.reserve(numMeshes);
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} catch (const std::bad_alloc &) {
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ASSIMP_LOG_ERROR("Invalid alloc for meshes.");
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throw DeadlyImportError("Invalid Quick3D-file, mesh allocation failed.");
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}
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// Allocate the scene root node
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pScene->mRootNode = new aiNode();
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aiColor3D fgColor(0.6f, 0.6f, 0.6f);
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// Now read all file chunks
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while (true) {
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if (stream.GetRemainingSize() < 1) break;
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char c = stream.GetI1();
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switch (c) {
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// Meshes chunk
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case 'm': {
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for (unsigned int quak = 0; quak < numMeshes; ++quak) {
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meshes.emplace_back();
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Mesh &mesh = meshes.back();
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// read all vertices
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unsigned int numVerts = (unsigned int)stream.GetI4();
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if (!numVerts)
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throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
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std::vector<aiVector3D> &verts = mesh.verts;
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verts.resize(numVerts);
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for (unsigned int i = 0; i < numVerts; ++i) {
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verts[i].x = stream.GetF4();
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verts[i].y = stream.GetF4();
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verts[i].z = stream.GetF4();
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}
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// read all faces
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numVerts = (unsigned int)stream.GetI4();
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if (!numVerts)
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throw DeadlyImportError("Quick3D: Found mesh with zero faces");
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std::vector<Face> &faces = mesh.faces;
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faces.reserve(numVerts);
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// number of indices
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for (unsigned int i = 0; i < numVerts; ++i) {
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faces.emplace_back(stream.GetI2());
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if (faces.back().indices.empty())
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throw DeadlyImportError("Quick3D: Found face with zero indices");
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}
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// indices
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for (unsigned int i = 0; i < numVerts; ++i) {
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Face &vec = faces[i];
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for (unsigned int a = 0; a < (unsigned int)vec.indices.size(); ++a)
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vec.indices[a] = stream.GetI4();
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}
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// material indices
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for (unsigned int i = 0; i < numVerts; ++i) {
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faces[i].mat = (unsigned int)stream.GetI4();
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}
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// read all normals
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numVerts = (unsigned int)stream.GetI4();
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std::vector<aiVector3D> &normals = mesh.normals;
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normals.resize(numVerts);
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for (unsigned int i = 0; i < numVerts; ++i) {
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normals[i].x = stream.GetF4();
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normals[i].y = stream.GetF4();
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normals[i].z = stream.GetF4();
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}
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numVerts = (unsigned int)stream.GetI4();
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if (numTextures && numVerts) {
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// read all texture coordinates
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std::vector<aiVector3D> &uv = mesh.uv;
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uv.resize(numVerts);
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for (unsigned int i = 0; i < numVerts; ++i) {
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uv[i].x = stream.GetF4();
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uv[i].y = stream.GetF4();
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}
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// UV indices
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for (unsigned int i = 0; i < (unsigned int)faces.size(); ++i) {
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Face &vec = faces[i];
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for (unsigned int a = 0; a < (unsigned int)vec.indices.size(); ++a) {
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vec.uvindices[a] = stream.GetI4();
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if (!i && !a)
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mesh.prevUVIdx = vec.uvindices[a];
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else if (vec.uvindices[a] != mesh.prevUVIdx)
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mesh.prevUVIdx = UINT_MAX;
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}
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}
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}
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// we don't need the rest, but we need to get to the next chunk
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stream.IncPtr(36);
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if (minor > '0' && major == '3')
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stream.IncPtr(mesh.faces.size());
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}
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} break;
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// materials chunk
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case 'c':
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for (unsigned int i = 0; i < numMats; ++i) {
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materials.emplace_back();
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Material &mat = materials.back();
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// read the material name
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c = stream.GetI1();
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while (c) {
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mat.name.data[mat.name.length++] = c;
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c = stream.GetI1();
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}
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// add the terminal character
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mat.name.data[mat.name.length] = '\0';
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// read the ambient color
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mat.ambient.r = stream.GetF4();
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mat.ambient.g = stream.GetF4();
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mat.ambient.b = stream.GetF4();
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// read the diffuse color
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mat.diffuse.r = stream.GetF4();
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mat.diffuse.g = stream.GetF4();
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mat.diffuse.b = stream.GetF4();
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// read the ambient color
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mat.specular.r = stream.GetF4();
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mat.specular.g = stream.GetF4();
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mat.specular.b = stream.GetF4();
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// read the transparency
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mat.transparency = stream.GetF4();
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// FIX: it could be the texture index ...
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mat.texIdx = (unsigned int)stream.GetI4();
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}
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break;
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// texture chunk
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case 't':
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pScene->mNumTextures = numTextures;
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if (!numTextures) {
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break;
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}
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pScene->mTextures = new aiTexture *[pScene->mNumTextures];
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// to make sure we won't crash if we leave through an exception
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::memset(pScene->mTextures, 0, sizeof(void *) * pScene->mNumTextures);
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for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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aiTexture *tex = pScene->mTextures[i] = new aiTexture;
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// skip the texture name
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while (stream.GetI1())
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;
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// read texture width and height
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tex->mWidth = (unsigned int)stream.GetI4();
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tex->mHeight = (unsigned int)stream.GetI4();
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if (!tex->mWidth || !tex->mHeight) {
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throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
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}
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unsigned int mul = tex->mWidth * tex->mHeight;
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aiTexel *begin = tex->pcData = new aiTexel[mul];
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aiTexel *const end = &begin[mul - 1] + 1;
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for (; begin != end; ++begin) {
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begin->r = stream.GetI1();
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begin->g = stream.GetI1();
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begin->b = stream.GetI1();
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begin->a = 0xff;
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}
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}
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break;
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// scene chunk
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case 's': {
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// skip position and rotation
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stream.IncPtr(12);
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for (unsigned int i = 0; i < 4; ++i)
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for (unsigned int a = 0; a < 4; ++a)
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pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
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stream.IncPtr(16);
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// now setup a single camera
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pScene->mNumCameras = 1;
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pScene->mCameras = new aiCamera *[1];
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aiCamera *cam = pScene->mCameras[0] = new aiCamera();
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cam->mPosition.x = stream.GetF4();
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cam->mPosition.y = stream.GetF4();
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cam->mPosition.z = stream.GetF4();
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cam->mName.Set("Q3DCamera");
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// skip eye rotation for the moment
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stream.IncPtr(12);
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// read the default material color
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fgColor.r = stream.GetF4();
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fgColor.g = stream.GetF4();
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fgColor.b = stream.GetF4();
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// skip some unimportant properties
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stream.IncPtr(29);
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// setup a single point light with no attenuation
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pScene->mNumLights = 1;
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pScene->mLights = new aiLight *[1];
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aiLight *light = pScene->mLights[0] = new aiLight();
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light->mName.Set("Q3DLight");
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light->mType = aiLightSource_POINT;
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light->mAttenuationConstant = 1;
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light->mAttenuationLinear = 0;
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light->mAttenuationQuadratic = 0;
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light->mColorDiffuse.r = stream.GetF4();
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light->mColorDiffuse.g = stream.GetF4();
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light->mColorDiffuse.b = stream.GetF4();
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light->mColorSpecular = light->mColorDiffuse;
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// We don't need the rest, but we need to know where this chunk ends.
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unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
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// skip the background file name
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while (stream.GetI1())
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;
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// skip background texture data + the remaining fields
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stream.IncPtr(temp * 3 + 20); // 4 bytes of unknown data here
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// TODO
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goto outer;
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}
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default:
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throw DeadlyImportError("Quick3D: Unknown chunk");
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};
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}
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outer:
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// If we have no mesh loaded - break here
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if (meshes.empty())
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throw DeadlyImportError("Quick3D: No meshes loaded");
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// If we have no materials loaded - generate a default mat
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if (materials.empty()) {
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ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
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materials.emplace_back();
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materials.back().diffuse = fgColor;
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}
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// find out which materials we'll need
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typedef std::pair<unsigned int, unsigned int> FaceIdx;
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typedef std::vector<FaceIdx> FaceIdxArray;
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FaceIdxArray *fidx = new FaceIdxArray[materials.size()];
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unsigned int p = 0;
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for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
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it != end; ++it, ++p) {
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unsigned int q = 0;
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for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
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fit != fend; ++fit, ++q) {
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if ((*fit).mat >= materials.size()) {
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ASSIMP_LOG_WARN("Quick3D: Material index overflow");
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(*fit).mat = 0;
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}
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if (fidx[(*fit).mat].empty()) ++pScene->mNumMeshes;
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fidx[(*fit).mat].emplace_back(p, q);
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}
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}
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pScene->mNumMaterials = pScene->mNumMeshes;
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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pScene->mMeshes = new aiMesh *[pScene->mNumMaterials];
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for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i) {
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if (fidx[i].empty())
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continue;
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// Allocate a mesh and a material
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aiMesh *mesh = pScene->mMeshes[real] = new aiMesh();
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aiMaterial *mat = new aiMaterial();
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pScene->mMaterials[real] = mat;
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mesh->mMaterialIndex = real;
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// Build the output material
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Material &srcMat = materials[i];
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mat->AddProperty(&srcMat.diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty(&srcMat.specular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty(&srcMat.ambient, 1, AI_MATKEY_COLOR_AMBIENT);
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// NOTE: Ignore transparency for the moment - it seems
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// unclear how to interpret the data
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#if 0
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if (!(minor > '0' && major == '3'))
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srcMat.transparency = 1.0f - srcMat.transparency;
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mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
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#endif
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// add shininess - Quick3D seems to use it ins its viewer
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srcMat.transparency = 16.f;
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mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
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int m = (int)aiShadingMode_Phong;
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mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
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if (srcMat.name.length)
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mat->AddProperty(&srcMat.name, AI_MATKEY_NAME);
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// Add a texture
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if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures) {
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srcMat.name.data[0] = '*';
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srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1], 1000,
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(srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
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mat->AddProperty(&srcMat.name, AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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mesh->mNumFaces = (unsigned int)fidx[i].size();
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aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
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// Now build the output mesh. First find out how many
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// vertices we'll need
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for (FaceIdxArray::const_iterator it = fidx[i].begin(), end = fidx[i].end();
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it != end; ++it) {
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mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[(*it).second].indices.size();
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}
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aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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aiVector3D *norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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aiVector3D *uv = nullptr;
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if (real < pScene->mNumTextures) {
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uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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mesh->mNumUVComponents[0] = 2;
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}
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// Build the final array
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unsigned int cnt = 0;
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for (FaceIdxArray::const_iterator it = fidx[i].begin(), end = fidx[i].end();
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it != end; ++it, ++faces) {
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Mesh &curMesh = meshes[(*it).first];
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Face &face = curMesh.faces[(*it).second];
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faces->mNumIndices = (unsigned int)face.indices.size();
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faces->mIndices = new unsigned int[faces->mNumIndices];
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aiVector3D faceNormal;
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bool fnOK = false;
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for (unsigned int n = 0; n < faces->mNumIndices; ++n, ++cnt, ++norms, ++verts) {
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if (face.indices[n] >= curMesh.verts.size()) {
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ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
|
|
face.indices[n] = 0;
|
|
}
|
|
|
|
// copy vertices
|
|
*verts = curMesh.verts[face.indices[n]];
|
|
|
|
if (face.indices[n] >= curMesh.normals.size() && faces->mNumIndices >= 3) {
|
|
// we have no normal here - assign the face normal
|
|
if (!fnOK) {
|
|
const aiVector3D &pV1 = curMesh.verts[face.indices[0]];
|
|
const aiVector3D &pV2 = curMesh.verts[face.indices[1]];
|
|
const aiVector3D &pV3 = curMesh.verts[face.indices.size() - 1];
|
|
faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
|
|
fnOK = true;
|
|
}
|
|
*norms = faceNormal;
|
|
} else {
|
|
*norms = curMesh.normals[face.indices[n]];
|
|
}
|
|
|
|
// copy texture coordinates
|
|
if (uv && curMesh.uv.size()) {
|
|
if (curMesh.prevUVIdx != 0xffffffff && curMesh.uv.size() >= curMesh.verts.size()) // workaround
|
|
{
|
|
*uv = curMesh.uv[face.indices[n]];
|
|
} else {
|
|
if (face.uvindices[n] >= curMesh.uv.size()) {
|
|
ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
|
|
face.uvindices[n] = 0;
|
|
}
|
|
*uv = curMesh.uv[face.uvindices[n]];
|
|
}
|
|
uv->y = 1.f - uv->y;
|
|
++uv;
|
|
}
|
|
|
|
// setup the new vertex index
|
|
faces->mIndices[n] = cnt;
|
|
}
|
|
}
|
|
++real;
|
|
}
|
|
|
|
// Delete our nice helper array
|
|
delete[] fidx;
|
|
|
|
// Now we need to attach the meshes to the root node of the scene
|
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
}
|
|
|
|
// Add cameras and light sources to the scene root node
|
|
pScene->mRootNode->mNumChildren = pScene->mNumLights + pScene->mNumCameras;
|
|
if (pScene->mRootNode->mNumChildren) {
|
|
pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
|
|
|
|
// the light source
|
|
aiNode *nd = pScene->mRootNode->mChildren[0] = new aiNode();
|
|
nd->mParent = pScene->mRootNode;
|
|
nd->mName.Set("Q3DLight");
|
|
nd->mTransformation = pScene->mRootNode->mTransformation;
|
|
nd->mTransformation.Inverse();
|
|
|
|
// camera
|
|
nd = pScene->mRootNode->mChildren[1] = new aiNode();
|
|
nd->mParent = pScene->mRootNode;
|
|
nd->mName.Set("Q3DCamera");
|
|
nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
|
|
}
|
|
}
|
|
|
|
} // namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER
|