966 lines
31 KiB
C++
966 lines
31 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) 2006-2008, 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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/** @file Implementation of the 3ds importer class */
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#include "3DSLoader.h"
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#include "MaterialSystem.h"
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#include "../include/DefaultLogger.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ReplaceDefaultMaterial()
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{
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// try to find an existing material that matches the
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// typical default material setting:
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// - no textures
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// - diffuse color (in grey!)
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// NOTE: This is here to workaround the fact that some
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// exporters are writing a default material, too.
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unsigned int iIndex = 0xcdcdcdcd;
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for (unsigned int i = 0; i < this->mScene->mMaterials.size();++i)
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{
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if (std::string::npos == this->mScene->mMaterials[i].mName.find("default") &&
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std::string::npos == this->mScene->mMaterials[i].mName.find("DEFAULT"))continue;
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if (this->mScene->mMaterials[i].mDiffuse.r !=
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this->mScene->mMaterials[i].mDiffuse.g ||
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this->mScene->mMaterials[i].mDiffuse.r !=
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this->mScene->mMaterials[i].mDiffuse.b)continue;
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if (this->mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
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this->mScene->mMaterials[i].sTexBump.mMapName.length()!= 0 ||
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this->mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
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this->mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
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this->mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
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this->mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )continue;
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iIndex = i;
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}
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if (0xcdcdcdcd == iIndex)iIndex = this->mScene->mMaterials.size();
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// now iterate through all meshes and through all faces and
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// find all faces that are using the default material
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unsigned int iCnt = 0;
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for (std::vector<Dot3DS::Mesh>::iterator
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i = this->mScene->mMeshes.begin();
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i != this->mScene->mMeshes.end();++i)
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{
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for (std::vector<unsigned int>::iterator
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a = (*i).mFaceMaterials.begin();
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a != (*i).mFaceMaterials.end();++a)
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{
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// NOTE: The additional check seems to be necessary,
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// some exporters seem to generate invalid data here
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if (0xcdcdcdcd == (*a))
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{
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(*a) = iIndex;
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++iCnt;
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}
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else if ( (*a) >= this->mScene->mMaterials.size())
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{
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(*a) = iIndex;
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++iCnt;
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DefaultLogger::get()->warn("Material index overflow in 3DS file. Assigning "
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"default material ...");
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}
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}
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}
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if (0 != iCnt && iIndex == this->mScene->mMaterials.size())
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{
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// we need to create our own default material
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Dot3DS::Material sMat;
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sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
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sMat.mName = "%%%DEFAULT";
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this->mScene->mMaterials.push_back(sMat);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
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{
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for (std::vector< Dot3DS::Face >::iterator
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i = sMesh->mFaces.begin();
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i != sMesh->mFaces.end();++i)
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{
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// check whether all indices are in range
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if ((*i).i1 >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
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(*i).i1 = sMesh->mPositions.size()-1;
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}
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if ((*i).i2 >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
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(*i).i2 = sMesh->mPositions.size()-1;
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}
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if ((*i).i3 >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
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(*i).i3 = sMesh->mPositions.size()-1;
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}
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
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{
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std::vector<aiVector3D> vNew;
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vNew.resize(sMesh->mFaces.size() * 3);
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std::vector<aiVector2D> vNew2;
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// TODO: Remove this step. By maintaining a small LUT it
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// would be possible to do this directly in the parsing step
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unsigned int iBase = 0;
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if (0 != sMesh->mTexCoords.size())
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{
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vNew2.resize(sMesh->mFaces.size() * 3);
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for (unsigned int i = 0; i < sMesh->mFaces.size();++i)
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{
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uint32_t iTemp1,iTemp2;
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// position and texture coordinates
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i3];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].i3];
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iTemp1 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i2];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].i2];
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iTemp2 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i1];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].i1];
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sMesh->mFaces[i].i3 = iBase++;
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sMesh->mFaces[i].i1 = iTemp1;
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sMesh->mFaces[i].i2 = iTemp2;
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// handle the face order ...
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/*if (iTemp1 > iTemp2)
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{
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sMesh->mFaces[i].bFlipped = true;
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}*/
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}
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}
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else
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{
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for (unsigned int i = 0; i < sMesh->mFaces.size();++i)
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{
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uint32_t iTemp1,iTemp2;
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// position only
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i3];
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iTemp1 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i2];
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iTemp2 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i1];
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sMesh->mFaces[i].i3 = iBase++;
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sMesh->mFaces[i].i1 = iTemp1;
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sMesh->mFaces[i].i2 = iTemp2;
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// handle the face order ...
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/*if (iTemp1 > iTemp2)
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{
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sMesh->mFaces[i].bFlipped = true;
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}*/
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}
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}
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sMesh->mPositions = vNew;
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sMesh->mTexCoords = vNew2;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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MaterialHelper& mat)
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{
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// NOTE: Pass the background image to the viewer by bypassing the
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// material system. This is an evil hack, never do it again!
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if (0 != this->mBackgroundImage.length() && this->bHasBG)
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{
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aiString tex;
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tex.Set( this->mBackgroundImage);
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mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
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// be sure this is only done for the first material
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this->mBackgroundImage = std::string("");
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}
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// At first add the base ambient color of the
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// scene to the material
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oldMat.mAmbient.r += this->mClrAmbient.r;
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oldMat.mAmbient.g += this->mClrAmbient.g;
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oldMat.mAmbient.b += this->mClrAmbient.b;
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aiString name;
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name.Set( oldMat.mName);
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mat.AddProperty( &name, AI_MATKEY_NAME);
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// material colors
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mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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// phong shininess and shininess strength
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if (Dot3DS::Dot3DSFile::Phong == oldMat.mShading ||
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Dot3DS::Dot3DSFile::Metal == oldMat.mShading)
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{
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mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
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mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
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}
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// opacity
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mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
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// bump height scaling
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mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
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// shading mode
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aiShadingMode eShading = aiShadingMode_NoShading;
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switch (oldMat.mShading)
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{
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case Dot3DS::Dot3DSFile::Flat:
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eShading = aiShadingMode_Flat; break;
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// I don't know what "Wire" shading should be,
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// assume it is simple lambertian diffuse (L dot N) shading
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case Dot3DS::Dot3DSFile::Wire:
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case Dot3DS::Dot3DSFile::Gouraud:
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eShading = aiShadingMode_Gouraud; break;
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// assume cook-torrance shading for metals.
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// NOTE: I assume the real shader inside 3ds max is an anisotropic
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// Phong-Blinn shader, but this is a good approximation too
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case Dot3DS::Dot3DSFile::Phong :
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eShading = aiShadingMode_Phong; break;
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case Dot3DS::Dot3DSFile::Metal :
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eShading = aiShadingMode_CookTorrance; break;
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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if (Dot3DS::Dot3DSFile::Wire == oldMat.mShading)
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{
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// set the wireframe flag
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unsigned int iWire = 1;
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mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
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}
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// texture, if there is one
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.sTexDiffuse.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
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if (is_not_qnan(oldMat.sTexDiffuse.mTextureBlend))
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mat.AddProperty<float>( &oldMat.sTexDiffuse.mTextureBlend, 1, AI_MATKEY_TEXBLEND_DIFFUSE(0));
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}
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if( oldMat.sTexSpecular.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.sTexSpecular.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
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if (is_not_qnan(oldMat.sTexSpecular.mTextureBlend))
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mat.AddProperty<float>( &oldMat.sTexSpecular.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SPECULAR(0));
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}
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if( oldMat.sTexOpacity.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.sTexOpacity.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
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if (is_not_qnan(oldMat.sTexOpacity.mTextureBlend))
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mat.AddProperty<float>( &oldMat.sTexOpacity.mTextureBlend, 1,AI_MATKEY_TEXBLEND_OPACITY(0));
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}
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if( oldMat.sTexEmissive.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.sTexEmissive.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
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if (is_not_qnan(oldMat.sTexEmissive.mTextureBlend))
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mat.AddProperty<float>( &oldMat.sTexEmissive.mTextureBlend, 1, AI_MATKEY_TEXBLEND_EMISSIVE(0));
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}
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if( oldMat.sTexBump.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.sTexBump.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
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if (is_not_qnan(oldMat.sTexBump.mTextureBlend))
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mat.AddProperty<float>( &oldMat.sTexBump.mTextureBlend, 1, AI_MATKEY_TEXBLEND_HEIGHT(0));
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}
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if( oldMat.sTexShininess.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.sTexShininess.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
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if (is_not_qnan(oldMat.sTexShininess.mTextureBlend))
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mat.AddProperty<float>( &oldMat.sTexShininess.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SHININESS(0));
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}
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// store the name of the material itself, too
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if( oldMat.mName.length() > 0)
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{
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aiString tex;
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tex.Set( oldMat.mName);
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mat.AddProperty( &tex, AI_MATKEY_NAME);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
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{
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MaterialHelper* pcHelper = (MaterialHelper*)pcMat;
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pcHelper->AddProperty<int>(&pcMatIn->sTexDiffuse.iUVSrc,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexSpecular.iUVSrc,1,AI_MATKEY_UVWSRC_SPECULAR(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexEmissive.iUVSrc,1,AI_MATKEY_UVWSRC_EMISSIVE(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexBump.iUVSrc,1,AI_MATKEY_UVWSRC_HEIGHT(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexShininess.iUVSrc,1,AI_MATKEY_UVWSRC_SHININESS(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexOpacity.iUVSrc,1,AI_MATKEY_UVWSRC_OPACITY(0));
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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{
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std::vector<aiMesh*> avOutMeshes;
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avOutMeshes.reserve(this->mScene->mMeshes.size() * 2);
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unsigned int iFaceCnt = 0;
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// we need to split all meshes by their materials
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for (std::vector<Dot3DS::Mesh>::iterator
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i = this->mScene->mMeshes.begin();
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i != this->mScene->mMeshes.end();++i)
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{
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std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
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this->mScene->mMaterials.size()];
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unsigned int iNum = 0;
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for (std::vector<unsigned int>::const_iterator
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a = (*i).mFaceMaterials.begin();
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a != (*i).mFaceMaterials.end();++a,++iNum)
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{
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// check range
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if ((*a) >= this->mScene->mMaterials.size())
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{
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// use the last material instead
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aiSplit[this->mScene->mMaterials.size()-1].push_back(iNum);
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}
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else aiSplit[*a].push_back(iNum);
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}
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// now generate submeshes
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bool bFirst = true;
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for (unsigned int p = 0; p < this->mScene->mMaterials.size();++p)
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{
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if (aiSplit[p].size() != 0)
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{
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aiMesh* p_pcOut = new aiMesh();
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// be sure to setup the correct material index
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p_pcOut->mMaterialIndex = p;
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// use the color data as temporary storage
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p_pcOut->mColors[0] = (aiColor4D*)new std::string((*i).mName);
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avOutMeshes.push_back(p_pcOut);
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if (bFirst)
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{
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p_pcOut->mColors[1] = (aiColor4D*)new aiMatrix4x4();
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*((aiMatrix4x4*)p_pcOut->mColors[1]) = (*i).mMat;
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bFirst = false;
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}
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// convert vertices
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p_pcOut->mNumVertices = aiSplit[p].size()*3;
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p_pcOut->mNumFaces = aiSplit[p].size();
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// allocate enough storage for faces
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p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
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iFaceCnt += p_pcOut->mNumFaces;
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if (p_pcOut->mNumVertices != 0)
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{
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p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
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p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
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unsigned int iBase = 0;
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for (unsigned int q = 0; q < aiSplit[p].size();++q)
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{
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unsigned int iIndex = aiSplit[p][q];
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p_pcOut->mFaces[q].mIndices = new unsigned int[3];
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p_pcOut->mFaces[q].mNumIndices = 3;
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p_pcOut->mFaces[q].mIndices[2] = iBase;
|
|
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].i1];
|
|
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].i1];
|
|
|
|
p_pcOut->mFaces[q].mIndices[1] = iBase;
|
|
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].i2];
|
|
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].i2];
|
|
|
|
p_pcOut->mFaces[q].mIndices[0] = iBase;
|
|
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].i3];
|
|
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].i3];
|
|
}
|
|
}
|
|
// convert texture coordinates
|
|
if ((*i).mTexCoords.size() != 0)
|
|
{
|
|
p_pcOut->mTextureCoords[0] = new aiVector3D[p_pcOut->mNumVertices];
|
|
|
|
unsigned int iBase = 0;
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
{
|
|
unsigned int iIndex2 = aiSplit[p][q];
|
|
|
|
unsigned int iIndex = (*i).mFaces[iIndex2].i1;
|
|
aiVector2D& pc = (*i).mTexCoords[iIndex];
|
|
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
|
|
|
|
iIndex = (*i).mFaces[iIndex2].i2;
|
|
pc = (*i).mTexCoords[iIndex];
|
|
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
|
|
|
|
iIndex = (*i).mFaces[iIndex2].i3;
|
|
pc = (*i).mTexCoords[iIndex];
|
|
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
|
|
}
|
|
// apply texture coordinate scalings
|
|
this->BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
|
|
p_pcOut->mMaterialIndex] );
|
|
|
|
// setup bitflags to indicate which texture coordinate
|
|
// channels are used
|
|
p_pcOut->mNumUVComponents[0] = 2;
|
|
if (p_pcOut->HasTextureCoords(1))
|
|
p_pcOut->mNumUVComponents[1] = 2;
|
|
if (p_pcOut->HasTextureCoords(2))
|
|
p_pcOut->mNumUVComponents[2] = 2;
|
|
if (p_pcOut->HasTextureCoords(3))
|
|
p_pcOut->mNumUVComponents[3] = 2;
|
|
}
|
|
}
|
|
}
|
|
delete[] aiSplit;
|
|
}
|
|
pcOut->mNumMeshes = avOutMeshes.size();
|
|
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
|
|
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
|
|
{
|
|
pcOut->mMeshes[a] = avOutMeshes[a];
|
|
}
|
|
|
|
if (0 == iFaceCnt)
|
|
{
|
|
throw new ImportErrorException("No faces loaded. The mesh is empty");
|
|
}
|
|
|
|
// for each material in the scene we need to setup the UV source
|
|
// set for each texture
|
|
for (unsigned int a = 0; a < pcOut->mNumMaterials;++a)
|
|
{
|
|
SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn)
|
|
{
|
|
// find the corresponding mesh indices
|
|
std::vector<unsigned int> iArray;
|
|
|
|
if (pcIn->mName != "$$$DUMMY")
|
|
{
|
|
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
|
|
{
|
|
if (0 == ASSIMP_stricmp(pcIn->mName.c_str(),
|
|
((std::string*)pcSOut->mMeshes[a]->mColors[0])->c_str()))
|
|
{
|
|
iArray.push_back(a);
|
|
}
|
|
}
|
|
}
|
|
pcOut->mName.Set(pcIn->mName);
|
|
pcOut->mNumMeshes = iArray.size();
|
|
pcOut->mMeshes = new unsigned int[iArray.size()];
|
|
|
|
for (unsigned int i = 0;i < iArray.size();++i)
|
|
{
|
|
const unsigned int iIndex = iArray[i];
|
|
|
|
if (NULL != pcSOut->mMeshes[iIndex]->mColors[1])
|
|
{
|
|
pcOut->mTransformation = *((aiMatrix4x4*)
|
|
(pcSOut->mMeshes[iIndex]->mColors[1]));
|
|
|
|
delete (aiMatrix4x4*)pcSOut->mMeshes[iIndex]->mColors[1];
|
|
pcSOut->mMeshes[iIndex]->mColors[1] = NULL;
|
|
}
|
|
|
|
pcOut->mMeshes[i] = iIndex;
|
|
}
|
|
|
|
// (code for keyframe animation. however, this is currently not supported by Assimp)
|
|
#if 0
|
|
// build the scaling matrix. Toggle y and z axis
|
|
aiMatrix4x4 mS;
|
|
mS.a1 = pcIn->vScaling.x;
|
|
mS.b2 = pcIn->vScaling.z;
|
|
mS.c3 = pcIn->vScaling.y;
|
|
|
|
// build the translation matrix. Toggle y and z axis
|
|
aiMatrix4x4 mT;
|
|
mT.a4 = pcIn->vPosition.x;
|
|
mT.b4 = pcIn->vPosition.z;
|
|
mT.c4 = pcIn->vPosition.y;
|
|
|
|
// build the pivot matrix. Toggle y and z axis
|
|
aiMatrix4x4 mP;
|
|
mP.a4 = -pcIn->vPivot.x;
|
|
mP.b4 = -pcIn->vPivot.z;
|
|
mP.c4 = -pcIn->vPivot.y;
|
|
|
|
|
|
#endif
|
|
// build a matrix to flip the z coordinate of the vertices
|
|
aiMatrix4x4 mF;
|
|
mF.c3 = -1.0f;
|
|
|
|
|
|
// build the final matrix
|
|
// NOTE: This should be the identity. Theoretically. In reality
|
|
// there are many models with very funny local matrices and
|
|
// very different keyframe values ... this is the only reason
|
|
// why we extract the data from the first keyframe.
|
|
pcOut->mTransformation = mF; /* mF * mT * pcIn->mRotation * mS * mP *
|
|
pcOut->mTransformation.Inverse(); */
|
|
|
|
// (code for keyframe animation. however, this is currently not supported by Assimp)
|
|
#if 0
|
|
if (pcOut->mTransformation != mF)
|
|
{
|
|
DefaultLogger::get()->warn("The local transformation matrix of the "
|
|
"3ds file does not match the first keyframe. Using the "
|
|
"information from the keyframe.");
|
|
}
|
|
#endif
|
|
|
|
pcOut->mNumChildren = pcIn->mChildren.size();
|
|
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
|
|
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
|
|
{
|
|
pcOut->mChildren[i] = new aiNode();
|
|
pcOut->mChildren[i]->mParent = pcOut;
|
|
AddNodeToGraph(pcSOut,pcOut->mChildren[i],
|
|
pcIn->mChildren[i]);
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
inline bool HasUVTransform(const Dot3DS::Texture& rcIn)
|
|
{
|
|
return (0.0f != rcIn.mOffsetU ||
|
|
0.0f != rcIn.mOffsetV ||
|
|
1.0f != rcIn.mScaleU ||
|
|
1.0f != rcIn.mScaleV ||
|
|
0.0f != rcIn.mRotation);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ApplyScaleNOffset()
|
|
{
|
|
unsigned int iNum = 0;
|
|
for (std::vector<Dot3DS::Material>::iterator
|
|
i = this->mScene->mMaterials.begin();
|
|
i != this->mScene->mMaterials.end();++i,++iNum)
|
|
{
|
|
unsigned int iCnt = 0;
|
|
Dot3DS::Texture* pcTexture = NULL;
|
|
if (HasUVTransform((*i).sTexDiffuse))
|
|
{
|
|
(*i).sTexDiffuse.bPrivate = true;
|
|
pcTexture = &(*i).sTexDiffuse;
|
|
++iCnt;
|
|
}
|
|
if (HasUVTransform((*i).sTexSpecular))
|
|
{
|
|
(*i).sTexSpecular.bPrivate = true;
|
|
pcTexture = &(*i).sTexSpecular;
|
|
++iCnt;
|
|
}
|
|
if (HasUVTransform((*i).sTexOpacity))
|
|
{
|
|
(*i).sTexOpacity.bPrivate = true;
|
|
pcTexture = &(*i).sTexOpacity;
|
|
++iCnt;
|
|
}
|
|
if (HasUVTransform((*i).sTexEmissive))
|
|
{
|
|
(*i).sTexEmissive.bPrivate = true;
|
|
pcTexture = &(*i).sTexEmissive;
|
|
++iCnt;
|
|
}
|
|
if (HasUVTransform((*i).sTexBump))
|
|
{
|
|
(*i).sTexBump.bPrivate = true;
|
|
pcTexture = &(*i).sTexBump;
|
|
++iCnt;
|
|
}
|
|
if (HasUVTransform((*i).sTexShininess))
|
|
{
|
|
(*i).sTexShininess.bPrivate = true;
|
|
pcTexture = &(*i).sTexShininess;
|
|
++iCnt;
|
|
}
|
|
if (0 != iCnt)
|
|
{
|
|
// if only one texture needs scaling/offset operations
|
|
// we can apply them directly to the first texture
|
|
// coordinate sets of all meshes referencing *this* material
|
|
// However, we can't do it now. We need to wait until
|
|
// everything is sorted by materials.
|
|
if (1 == iCnt)
|
|
{
|
|
(*i).iBakeUVTransform = 1;
|
|
(*i).pcSingleTexture = pcTexture;
|
|
}
|
|
// we will need to generate a separate new texture channel
|
|
// for each texture.
|
|
// However, we can't do it now. We need to wait until
|
|
// everything is sorted by materials.
|
|
else (*i).iBakeUVTransform = 2;
|
|
}
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
struct STransformVecInfo
|
|
{
|
|
float fScaleU;
|
|
float fScaleV;
|
|
float fOffsetU;
|
|
float fOffsetV;
|
|
float fRotation;
|
|
|
|
std::vector<Dot3DS::Texture*> pcTextures;
|
|
};
|
|
// ------------------------------------------------------------------------------------------------
|
|
void AddToList(std::vector<STransformVecInfo>& rasVec,Dot3DS::Texture* pcTex)
|
|
{
|
|
if (0 == pcTex->mMapName.length())return;
|
|
|
|
for (std::vector<STransformVecInfo>::iterator
|
|
i = rasVec.begin();
|
|
i != rasVec.end();++i)
|
|
{
|
|
if ((*i).fOffsetU == pcTex->mOffsetU &&
|
|
(*i).fOffsetV == pcTex->mOffsetV &&
|
|
(*i).fScaleU == pcTex->mScaleU &&
|
|
(*i).fScaleV == pcTex->mScaleV &&
|
|
(*i).fRotation == pcTex->mRotation)
|
|
{
|
|
(*i).pcTextures.push_back(pcTex);
|
|
return;
|
|
}
|
|
}
|
|
STransformVecInfo sInfo;
|
|
sInfo.fScaleU = pcTex->mScaleU;
|
|
sInfo.fScaleV = pcTex->mScaleV;
|
|
sInfo.fOffsetU = pcTex->mOffsetU;
|
|
sInfo.fOffsetV = pcTex->mOffsetV;
|
|
sInfo.fRotation = pcTex->mRotation;
|
|
sInfo.pcTextures.push_back(pcTex);
|
|
|
|
rasVec.push_back(sInfo);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::BakeScaleNOffset(
|
|
aiMesh* pcMesh, Dot3DS::Material* pcSrc)
|
|
{
|
|
if (!pcMesh->mTextureCoords[0])return;
|
|
if (1 == pcSrc->iBakeUVTransform)
|
|
{
|
|
if (0.0f == pcSrc->pcSingleTexture->mRotation)
|
|
{
|
|
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
|
|
{
|
|
pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
|
|
pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
|
|
|
|
pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
|
|
pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const float fSin = sinf(pcSrc->pcSingleTexture->mRotation);
|
|
const float fCos = cosf(pcSrc->pcSingleTexture->mRotation);
|
|
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
|
|
{
|
|
pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
|
|
pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
|
|
|
|
pcMesh->mTextureCoords[0][i].x *= fCos;
|
|
pcMesh->mTextureCoords[0][i].y *= fSin;
|
|
|
|
pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
|
|
pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
|
|
}
|
|
}
|
|
}
|
|
else if (2 == pcSrc->iBakeUVTransform)
|
|
{
|
|
// now we need to find all textures in the material
|
|
// which require scaling/offset operations
|
|
std::vector<STransformVecInfo> sOps;
|
|
AddToList(sOps,&pcSrc->sTexDiffuse);
|
|
AddToList(sOps,&pcSrc->sTexSpecular);
|
|
AddToList(sOps,&pcSrc->sTexEmissive);
|
|
AddToList(sOps,&pcSrc->sTexOpacity);
|
|
AddToList(sOps,&pcSrc->sTexBump);
|
|
AddToList(sOps,&pcSrc->sTexShininess);
|
|
|
|
const aiVector3D* _pvBase;
|
|
if (0.0f == sOps[0].fOffsetU && 0.0f == sOps[0].fOffsetV &&
|
|
1.0f == sOps[0].fScaleU && 1.0f == sOps[0].fScaleV &&
|
|
0.0f == sOps[0].fRotation)
|
|
{
|
|
// we'll have an unmodified set, so we can use *this* one
|
|
_pvBase = pcMesh->mTextureCoords[0];
|
|
}
|
|
else
|
|
{
|
|
_pvBase = new aiVector3D[pcMesh->mNumVertices];
|
|
memcpy(const_cast<aiVector3D*>(_pvBase),pcMesh->mTextureCoords[0],
|
|
pcMesh->mNumVertices * sizeof(aiVector3D));
|
|
}
|
|
|
|
unsigned int iCnt = 0;
|
|
for (std::vector<STransformVecInfo>::iterator
|
|
i = sOps.begin();
|
|
i != sOps.end();++i,++iCnt)
|
|
{
|
|
if (!pcMesh->mTextureCoords[iCnt])
|
|
{
|
|
pcMesh->mTextureCoords[iCnt] = new aiVector3D[pcMesh->mNumVertices];
|
|
}
|
|
// more than 4 UV texture channels are not available
|
|
if (iCnt > 3)
|
|
{
|
|
for (std::vector<Dot3DS::Texture*>::iterator
|
|
a = (*i).pcTextures.begin();
|
|
a != (*i).pcTextures.end();++a)
|
|
{
|
|
(*a)->iUVSrc = 0;
|
|
}
|
|
DefaultLogger::get()->error("There are too many "
|
|
"combinations of different UV scaling/offset/rotation operations "
|
|
"to generate an UV channel for each (maximum is 4). Using the "
|
|
"first UV channel ...");
|
|
continue;
|
|
}
|
|
const aiVector3D* pvBase = _pvBase;
|
|
|
|
if (0.0f == (*i).fRotation)
|
|
{
|
|
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
|
|
{
|
|
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
|
|
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
|
|
|
|
pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
|
|
pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
|
|
|
|
pvBase++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const float fSin = sinf((*i).fRotation);
|
|
const float fCos = cosf((*i).fRotation);
|
|
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
|
|
{
|
|
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
|
|
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
|
|
|
|
pcMesh->mTextureCoords[iCnt][n].x *= fCos;
|
|
pcMesh->mTextureCoords[iCnt][n].y *= fSin;
|
|
|
|
pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
|
|
pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
|
|
|
|
pvBase++;
|
|
}
|
|
}
|
|
// setup UV source
|
|
for (std::vector<Dot3DS::Texture*>::iterator
|
|
a = (*i).pcTextures.begin();
|
|
a != (*i).pcTextures.end();++a)
|
|
{
|
|
(*a)->iUVSrc = iCnt;
|
|
}
|
|
}
|
|
|
|
// release temporary storage
|
|
if (_pvBase != pcMesh->mTextureCoords[0])
|
|
delete[] _pvBase;
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
|
|
{
|
|
pcOut->mRootNode = new aiNode();
|
|
|
|
if (0 == this->mRootNode->mChildren.size())
|
|
{
|
|
// seems the file has not even a hierarchy.
|
|
// generate a flat hiearachy which looks like this:
|
|
//
|
|
// ROOT_NODE
|
|
// |
|
|
// ----------------------------------------
|
|
// | | | |
|
|
// MESH_0 MESH_1 MESH_2 ... MESH_N
|
|
//
|
|
unsigned int iCnt = 0;
|
|
|
|
DefaultLogger::get()->warn("No hierarchy information has been "
|
|
"found in the file. A flat hierarchy tree is built ...");
|
|
|
|
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes;
|
|
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mNumMeshes ];
|
|
|
|
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i)
|
|
{
|
|
aiNode* pcNode = new aiNode();
|
|
pcNode->mParent = pcOut->mRootNode;
|
|
pcNode->mNumChildren = 0;
|
|
pcNode->mChildren = 0;
|
|
pcNode->mMeshes = new unsigned int[1];
|
|
pcNode->mMeshes[0] = i;
|
|
pcNode->mNumMeshes = 1;
|
|
|
|
std::string s;
|
|
std::stringstream ss(s);
|
|
ss << "UNNAMED[" << i << + "]";
|
|
|
|
pcNode->mName.Set(s);
|
|
|
|
// add the new child to the parent node
|
|
pcOut->mRootNode->mChildren[i] = pcNode;
|
|
}
|
|
}
|
|
else this->AddNodeToGraph(pcOut, pcOut->mRootNode, this->mRootNode);
|
|
|
|
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
|
|
{
|
|
delete (std::string*)pcOut->mMeshes[a]->mColors[0];
|
|
pcOut->mMeshes[a]->mColors[0] = NULL;
|
|
|
|
// may be NULL
|
|
delete (aiMatrix4x4*)pcOut->mMeshes[a]->mColors[1];
|
|
pcOut->mMeshes[a]->mColors[1] = NULL;
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ConvertScene(aiScene* pcOut)
|
|
{
|
|
pcOut->mNumMaterials = this->mScene->mMaterials.size();
|
|
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
|
|
|
|
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
|
|
{
|
|
MaterialHelper* pcNew = new MaterialHelper();
|
|
this->ConvertMaterial(this->mScene->mMaterials[i],*pcNew);
|
|
pcOut->mMaterials[i] = pcNew;
|
|
}
|
|
this->ConvertMeshes(pcOut);
|
|
return;
|
|
}
|
|
#if 0
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::GenTexCoord (Dot3DS::Texture* pcTexture,
|
|
const std::vector<aiVector2D>& p_vIn,
|
|
std::vector<aiVector2D>& p_vOut)
|
|
{
|
|
p_vOut.resize(p_vIn.size());
|
|
|
|
std::vector<aiVector2D>::const_iterator i = p_vIn.begin();
|
|
std::vector<aiVector2D>::iterator a = p_vOut.begin();
|
|
for(;i != p_vOut.end();++i,++a)
|
|
{
|
|
// TODO: Find out in which order 3ds max is performing
|
|
// scaling and translation. However it seems reasonable to
|
|
// scale first.
|
|
//
|
|
// TODO: http://www.jalix.org/ressources/graphics/3DS/_specifications/3ds-0.1.htm
|
|
// says it is not u and v scale but 1/u and 1/v scale. Other sources
|
|
// tell different things. Believe this one, the author seems to be funny
|
|
// or drunken or both ;-)
|
|
(*a) = (*i);
|
|
(*a).x /= pcTexture->mScaleU;
|
|
(*a).y /= pcTexture->mScaleV;
|
|
(*a).x += pcTexture->mOffsetU;
|
|
(*a).y += pcTexture->mOffsetV;
|
|
}
|
|
return;
|
|
}
|
|
#endif
|