611 lines
18 KiB
C++
611 lines
18 KiB
C++
/*
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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
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following 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_Q3BSP_IMPORTER
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//#include <windows.h>
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#include "DefaultIOSystem.h"
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#include "Q3BSPFileImporter.h"
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#include "Q3BSPZipArchive.h"
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#include "Q3BSPFileParser.h"
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#include "Q3BSPFileData.h"
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include "../contrib/zlib/zlib.h"
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#endif
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include <vector>
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namespace Assimp
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{
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using namespace Q3BSP;
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static const std::string Q3BSPExtention = "pk3";
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// ------------------------------------------------------------------------------------------------
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// Local fnction to create a material keyname.
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static void createKey( int id1, int id2, std::string &rKey )
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{
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std::stringstream str;
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str << id1 << "." << id2;
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rKey = str.str();
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}
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// ------------------------------------------------------------------------------------------------
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// Local function to extract the texture ids from a material keyname.
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static void extractIds( const std::string &rKey, int &rId1, int &rId2 )
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{
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rId1 = -1;
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rId2 = -1;
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if ( rKey.empty() )
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return;
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std::string::size_type pos = rKey.find( "." );
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if ( std::string::npos == pos )
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return;
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std::string tmp1 = rKey.substr( 0, pos );
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std::string tmp2 = rKey.substr( pos + 1, rKey.size() - pos - 1 );
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rId1 = atoi( tmp1.c_str() );
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rId2 = atoi( tmp2.c_str() );
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}
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// ------------------------------------------------------------------------------------------------
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static void normalizePathName( const std::string &rPath, std::string &rNormalizedPath )
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{
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rNormalizedPath = "";
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if ( rPath.empty() )
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return;
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#ifdef _WIN32
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std::string sep = "\\";
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#else
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std::string sep = "/";
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#endif
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static const unsigned int numDelimiters = 2;
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const char delimiters[ numDelimiters ] = { '/', '\\' };
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rNormalizedPath = rPath;
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for ( unsigned int i=0; i<numDelimiters; i++ )
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{
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for ( size_t j=0; j<rNormalizedPath.size(); j++ )
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{
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if ( rNormalizedPath[j] == delimiters[ i ] )
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{
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rNormalizedPath[ j ] = sep[0];
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor.
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Q3BSPFileImporter::Q3BSPFileImporter() :
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m_pCurrentMesh( NULL ),
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m_pCurrentFace( NULL ),
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m_MaterialLookupMap()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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Q3BSPFileImporter::~Q3BSPFileImporter()
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{
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// For lint
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m_pCurrentMesh = NULL;
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m_pCurrentFace = NULL;
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// Clear face-to-material map
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for ( FaceMap::iterator it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
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++it )
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{
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const std::string matName = (*it).first;
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if ( matName.empty() )
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{
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continue;
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}
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std::vector<Q3BSP::sQ3BSPFace*> *pCurFaceArray = (*it).second;
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if ( NULL != pCurFaceArray )
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{
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delete pCurFaceArray;
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}
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}
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m_MaterialLookupMap.clear();
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if the loader can read this.
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bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* pIOHandler, bool checkSig ) const
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{
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bool isBSPData = false;
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if ( checkSig )
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isBSPData = SimpleExtensionCheck( rFile, Q3BSPExtention.c_str() );
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return isBSPData;
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}
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// ------------------------------------------------------------------------------------------------
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// Adds extensions.
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void Q3BSPFileImporter::GetExtensionList( std::set<std::string>& extensions )
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{
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extensions.insert( Q3BSPExtention );
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}
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// ------------------------------------------------------------------------------------------------
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// Import method.
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void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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Q3BSPZipArchive Archive( rFile );
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if ( !Archive.isOpen() )
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{
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throw new DeadlyImportError( "Failed to open file " + rFile + "." );
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}
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std::string archiveName( "" ), mapName( "" );
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separateMapName( rFile, archiveName, mapName );
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if ( mapName.empty() )
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{
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if ( !findFirstMapInArchive( Archive, mapName ) )
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{
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return;
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}
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}
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Q3BSPFileParser fileParser( mapName, &Archive );
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Q3BSPModel *pBSPModel = fileParser.getModel();
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if ( NULL != pBSPModel )
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{
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CreateDataFromImport( pBSPModel, pScene );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Separates the map name from the import name.
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void Q3BSPFileImporter::separateMapName( const std::string &rImportName, std::string &rArchiveName,
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std::string &rMapName )
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{
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rArchiveName = "";
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rMapName = "";
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if ( rImportName.empty() )
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return;
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std::string::size_type pos = rImportName.rfind( "," );
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if ( std::string::npos == pos )
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{
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rArchiveName = rImportName;
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return;
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}
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rArchiveName = rImportName.substr( 0, pos );
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rMapName = rImportName.substr( pos, rImportName.size() - pos - 1 );
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}
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// ------------------------------------------------------------------------------------------------
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// Returns the first map in the map archive.
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bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::string &rMapName )
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{
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rMapName = "";
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std::vector<std::string> fileList;
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rArchive.getFileList( fileList );
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if ( fileList.empty() )
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return false;
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for ( std::vector<std::string>::iterator it = fileList.begin(); it != fileList.end();
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++it )
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{
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std::string::size_type pos = (*it).find( "maps/" );
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if ( std::string::npos != pos )
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{
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std::string::size_type extPos = (*it).find( ".bsp" );
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if ( std::string::npos != extPos )
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{
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rMapName = *it;
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return true;
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}
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the assimp specific data.
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void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
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{
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if ( NULL == pModel || NULL == pScene )
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return;
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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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pScene->mRootNode->mName.Set( pModel->m_ModelName );
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}
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// Create the face to material relation map
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createMaterialMap( pModel );
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// Create all nodes
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CreateNodes( pModel, pScene, pScene->mRootNode );
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// Create the assigned materials
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createMaterials( pModel, pScene );
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all assimp nodes.
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void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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aiNode *pParent )
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{
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ai_assert( NULL != pModel );
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if ( NULL == pModel )
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return;
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unsigned int matIdx = 0;
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std::vector<aiMesh*> MeshArray;
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std::vector<aiNode*> NodeArray;
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it )
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{
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std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
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size_t numVerts = countData( *pArray );
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if ( 0 != numVerts )
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{
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aiMesh* pMesh = new aiMesh;
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aiNode *pNode = CreateTopology( pModel, matIdx, *pArray, pMesh );
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if ( NULL != pNode )
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{
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NodeArray.push_back( pNode );
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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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matIdx++;
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}
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pScene->mNumMeshes = MeshArray.size();
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if ( pScene->mNumMeshes > 0 )
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{
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
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for ( size_t i = 0; i < MeshArray.size(); i++ )
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{
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aiMesh *pMesh = MeshArray[ i ];
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if ( NULL != pMesh )
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{
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pScene->mMeshes[ i ] = pMesh;
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}
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}
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}
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pParent->mNumChildren = MeshArray.size();
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pParent->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren ];
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for ( size_t i=0; i<NodeArray.size(); i++ )
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{
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aiNode *pNode = NodeArray[ i ];
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pNode->mParent = pParent;
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pParent->mChildren[ i ] = pNode;
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pParent->mChildren[ i ]->mMeshes[ 0 ] = i;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the topology.
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aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
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unsigned int materialIdx,
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std::vector<sQ3BSPFace*> &rArray,
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aiMesh* pMesh )
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{
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size_t numVerts = countData( rArray );
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if ( 0 == numVerts )
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return NULL;
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size_t numFaces = countFaces( rArray );
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if ( 0 == numFaces )
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return NULL;
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size_t numTriangles = countTriangles( rArray );
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pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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pMesh->mFaces = new aiFace[ numTriangles ];
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pMesh->mNumFaces = numTriangles;
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pMesh->mNumVertices = numVerts;
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pMesh->mVertices = new aiVector3D[ numVerts ];
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pMesh->mNormals = new aiVector3D[ numVerts ];
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ numVerts ];
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pMesh->mTextureCoords[ 1 ] = new aiVector3D[ numVerts ];
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pMesh->mMaterialIndex = materialIdx;
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unsigned int faceIdx = 0;
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unsigned int vertIdx = 0;
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pMesh->mNumUVComponents[ 0 ] = 2;
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pMesh->mNumUVComponents[ 1 ] = 2;
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for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end(); ++it )
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{
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Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
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ai_assert( NULL != pQ3BSPFace );
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if ( NULL == pQ3BSPFace )
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{
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continue;
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}
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if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
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{
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if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
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{
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createTriangleTopology( pModel, pQ3BSPFace, pMesh, faceIdx, vertIdx );
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}
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}
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}
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aiNode *pNode = new aiNode;
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[ 1 ];
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the triangle topology from a face array.
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void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
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Q3BSP::sQ3BSPFace *pQ3BSPFace,
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aiMesh* pMesh,
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unsigned int &rFaceIdx,
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unsigned int &rVertIdx )
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{
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ai_assert( rFaceIdx < pMesh->mNumFaces );
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m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
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ai_assert( NULL != m_pCurrentFace );
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if ( NULL == m_pCurrentFace )
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return;
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
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size_t idx = 0;
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for ( size_t i = 0; i < (size_t) pQ3BSPFace->iNumOfFaceVerts; i++ )
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{
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const size_t index = pQ3BSPFace->iVertexIndex + pModel->m_Indices[ pQ3BSPFace->iFaceVertexIndex + i ];
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ai_assert( index < pModel->m_Vertices.size() );
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if ( index >= pModel->m_Vertices.size() )
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{
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continue;
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}
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sQ3BSPVertex *pVertex = pModel->m_Vertices[ index ];
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ai_assert( NULL != pVertex );
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if ( NULL == pVertex )
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{
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continue;
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}
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pMesh->mVertices[ rVertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
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pMesh->mNormals[ rVertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
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pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
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pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
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m_pCurrentFace->mIndices[ idx ] = rVertIdx;
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rVertIdx++;
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idx++;
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if ( idx > 2 )
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{
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idx = 0;
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m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
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if ( NULL != m_pCurrentFace )
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{
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[ 3 ];
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}
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}
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}
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rFaceIdx--;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all referenced materials.
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void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene )
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{
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if ( m_MaterialLookupMap.empty() )
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return;
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pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ];
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
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++it )
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{
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const std::string matName = (*it).first;
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if ( matName.empty() )
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{
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continue;
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}
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aiString aiMatName;
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aiMatName.Set( matName );
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Assimp::MaterialHelper *pMatHelper = new Assimp::MaterialHelper;
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pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
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int textureId, lightmapId;
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extractIds( matName, textureId, lightmapId );
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// Adding the texture
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if ( -1 != textureId )
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{
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sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
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if ( NULL != pTexture )
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{
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std::string tmp( pTexture->strName ), texName( "" );
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tmp += ".jpg";
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normalizePathName( tmp, texName );
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aiString textureName( texName.c_str() );
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pMatHelper->AddProperty( &textureName, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
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}
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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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}
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pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper;
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pScene->mNumMaterials++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Counts the number of referenced verices
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size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) const
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{
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size_t numVerts = 0;
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for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
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++it )
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{
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sQ3BSPFace *pQ3BSPFace = *it;
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if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
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{
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Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
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ai_assert( NULL != pQ3BSPFace );
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numVerts += pQ3BSPFace->iNumOfFaceVerts;
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}
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}
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return numVerts;
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}
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// ------------------------------------------------------------------------------------------------
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// Counts the faces with vertices.
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size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
|
|
{
|
|
size_t numFaces = 0;
|
|
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
|
|
++it )
|
|
{
|
|
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
|
|
if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
|
|
{
|
|
numFaces++;
|
|
}
|
|
}
|
|
|
|
return numFaces;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Counts the number of triangles in a Q3-facearray.
|
|
size_t Q3BSPFileImporter::countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
|
|
{
|
|
size_t numTriangles = 0;
|
|
for ( std::vector<Q3BSP::sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
|
|
++it )
|
|
{
|
|
const Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
|
|
if ( NULL != pQ3BSPFace )
|
|
{
|
|
numTriangles += pQ3BSPFace->iNumOfFaceVerts / 3;
|
|
}
|
|
}
|
|
|
|
return numTriangles;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates the faces-to-material map.
|
|
void Q3BSPFileImporter::createMaterialMap( const Q3BSP::Q3BSPModel *pModel )
|
|
{
|
|
std::string key( "" );
|
|
std::vector<sQ3BSPFace*> *pCurFaceArray = NULL;
|
|
for ( size_t idx = 0; idx < pModel->m_Faces.size(); idx++ )
|
|
{
|
|
Q3BSP::sQ3BSPFace *pQ3BSPFace = pModel->m_Faces[ idx ];
|
|
const int texId = pQ3BSPFace->iTextureID;
|
|
const int lightMapId = pQ3BSPFace->iLightmapID;
|
|
createKey( texId, lightMapId, key );
|
|
FaceMapIt it = m_MaterialLookupMap.find( key );
|
|
if ( m_MaterialLookupMap.end() == it )
|
|
{
|
|
pCurFaceArray = new std::vector<Q3BSP::sQ3BSPFace*>;
|
|
m_MaterialLookupMap[ key ] = pCurFaceArray;
|
|
}
|
|
else
|
|
{
|
|
pCurFaceArray = (*it).second;
|
|
}
|
|
ai_assert( NULL != pCurFaceArray );
|
|
if ( NULL != pCurFaceArray )
|
|
{
|
|
pCurFaceArray->push_back( pQ3BSPFace );
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns the next face.
|
|
aiFace *Q3BSPFileImporter::getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx )
|
|
{
|
|
aiFace *pFace = NULL;
|
|
if ( rFaceIdx < pMesh->mNumFaces )
|
|
{
|
|
pFace = &pMesh->mFaces[ rFaceIdx ];
|
|
rFaceIdx++;
|
|
}
|
|
else
|
|
{
|
|
pFace = NULL;
|
|
}
|
|
|
|
return pFace;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif // ASSIMP_BUILD_NO_Q3BSP_IMPORTER
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