872 lines
32 KiB
C++
872 lines
32 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) 2006-2017, 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 Implementation of the 3ds importer class */
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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// internal headers
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#include "3DSLoader.h"
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#include "TargetAnimation.h"
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/StringComparison.h>
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#include <memory>
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#include <cctype>
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using namespace Assimp;
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static const unsigned int NotSet = 0xcdcdcdcd;
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// ------------------------------------------------------------------------------------------------
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// Setup final material indices, generae a default material if necessary
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void Discreet3DSImporter::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 idx( NotSet );
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for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
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{
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std::string s = mScene->mMaterials[i].mName;
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for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) {
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*it = static_cast< char >( ::tolower( *it ) );
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}
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if (std::string::npos == s.find("default"))continue;
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if (mScene->mMaterials[i].mDiffuse.r !=
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mScene->mMaterials[i].mDiffuse.g ||
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mScene->mMaterials[i].mDiffuse.r !=
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mScene->mMaterials[i].mDiffuse.b)continue;
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if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
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mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
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{
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continue;
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}
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idx = i;
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}
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if ( NotSet == idx ) {
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idx = ( unsigned int )mScene->mMaterials.size();
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}
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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 cnt = 0;
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for (std::vector<D3DS::Mesh>::iterator
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i = mScene->mMeshes.begin();
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i != 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) = idx;
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++cnt;
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}
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else if ( (*a) >= mScene->mMaterials.size())
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{
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(*a) = idx;
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DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
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++cnt;
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}
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}
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}
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if (cnt && idx == mScene->mMaterials.size())
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{
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// We need to create our own default material
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D3DS::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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mScene->mMaterials.push_back(sMat);
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DefaultLogger::get()->info("3DS: Generating default material");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
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void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
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{
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for (std::vector< D3DS::Face >::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i)
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{
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// check whether all indices are in range
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for (unsigned int a = 0; a < 3;++a)
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{
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if ((*i).mIndices[a] >= sMesh.mPositions.size())
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{
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DefaultLogger::get()->warn("3DS: Vertex index overflow)");
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(*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
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}
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if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
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{
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DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
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(*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Generate out unique verbose format representation
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void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
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{
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// TODO: really necessary? I don't think. Just a waste of memory and time
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// to do it now in a separate buffer.
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// Allocate output storage
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std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
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std::vector<aiVector3D> vNew2;
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if (sMesh.mTexCoords.size())
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vNew2.resize(sMesh.mFaces.size() * 3);
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for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i)
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{
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D3DS::Face& face = sMesh.mFaces[i];
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// Positions
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for (unsigned int a = 0; a < 3;++a,++base)
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{
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vNew[base] = sMesh.mPositions[face.mIndices[a]];
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if (sMesh.mTexCoords.size())
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vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
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face.mIndices[a] = base;
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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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}
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// ------------------------------------------------------------------------------------------------
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// Convert a 3DS texture to texture keys in an aiMaterial
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void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
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{
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// Setup the texture name
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aiString tex;
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tex.Set( texture.mMapName);
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mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
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// Setup the texture blend factor
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if (is_not_qnan(texture.mTextureBlend))
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mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
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// Setup the texture mapping mode
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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// Mirroring - double the scaling values
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// FIXME: this is not really correct ...
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if (texture.mMapMode == aiTextureMapMode_Mirror)
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{
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texture.mScaleU *= 2.0;
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texture.mScaleV *= 2.0;
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texture.mOffsetU /= 2.0;
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texture.mOffsetV /= 2.0;
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}
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// Setup texture UV transformations
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mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
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}
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// ------------------------------------------------------------------------------------------------
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// Convert a 3DS material to an aiMaterial
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void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
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aiMaterial& 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 != mBackgroundImage.length() && bHasBG)
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{
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aiString tex;
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tex.Set( 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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mBackgroundImage = std::string("");
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}
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// At first add the base ambient color of the scene to the material
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oldMat.mAmbient.r += mClrAmbient.r;
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oldMat.mAmbient.g += mClrAmbient.g;
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oldMat.mAmbient.b += 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 (D3DS::Discreet3DS::Phong == oldMat.mShading ||
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D3DS::Discreet3DS::Metal == oldMat.mShading)
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{
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if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
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{
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oldMat.mShading = D3DS::Discreet3DS::Gouraud;
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}
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else
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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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}
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// Opacity
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mat.AddProperty<ai_real>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
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// Bump height scaling
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mat.AddProperty<ai_real>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
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// Two sided rendering?
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if (oldMat.mTwoSided)
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{
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int i = 1;
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mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
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}
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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 D3DS::Discreet3DS::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 shading
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case D3DS::Discreet3DS::Wire:
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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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case D3DS::Discreet3DS::Gouraud:
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eShading = aiShadingMode_Gouraud; break;
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// assume cook-torrance shading for metals.
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case D3DS::Discreet3DS::Phong :
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eShading = aiShadingMode_Phong; break;
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case D3DS::Discreet3DS::Metal :
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eShading = aiShadingMode_CookTorrance; break;
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// FIX to workaround a warning with GCC 4 who complained
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// about a missing case Blinn: here - Blinn isn't a valid
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// value in the 3DS Loader, it is just needed for ASE
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case D3DS::Discreet3DS::Blinn :
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eShading = aiShadingMode_Blinn; break;
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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// DIFFUSE texture
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
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// SPECULAR texture
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if( oldMat.sTexSpecular.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR);
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// OPACITY texture
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if( oldMat.sTexOpacity.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY);
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// EMISSIVE texture
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if( oldMat.sTexEmissive.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE);
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// BUMP texture
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if( oldMat.sTexBump.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT);
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// SHININESS texture
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if( oldMat.sTexShininess.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
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// REFLECTION texture
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if( oldMat.sTexReflective.mMapName.length() > 0)
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CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
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// Store the name of the material itself, too
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if( oldMat.mName.length()) {
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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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}
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// ------------------------------------------------------------------------------------------------
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// Split meshes by their materials and generate output aiMesh'es
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void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
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{
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std::vector<aiMesh*> avOutMeshes;
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avOutMeshes.reserve(mScene->mMeshes.size() * 2);
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unsigned int iFaceCnt = 0,num = 0;
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aiString name;
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// we need to split all meshes by their materials
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for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) {
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std::unique_ptr< std::vector<unsigned int>[] > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
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name.length = ASSIMP_itoa10(name.data,num++);
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unsigned int iNum = 0;
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for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
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a != (*i).mFaceMaterials.end();++a,++iNum)
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{
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aiSplit[*a].push_back(iNum);
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}
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// now generate submeshes
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for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
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{
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if (aiSplit[p].empty()) {
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continue;
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}
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aiMesh* meshOut = new aiMesh();
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meshOut->mName = name;
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meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// be sure to setup the correct material index
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meshOut->mMaterialIndex = p;
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// use the color data as temporary storage
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meshOut->mColors[0] = (aiColor4D*)(&*i);
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avOutMeshes.push_back(meshOut);
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// convert vertices
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meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
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meshOut->mNumVertices = meshOut->mNumFaces*3;
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// allocate enough storage for faces
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meshOut->mFaces = new aiFace[meshOut->mNumFaces];
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iFaceCnt += meshOut->mNumFaces;
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meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
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meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
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if ((*i).mTexCoords.size())
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{
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meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
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}
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for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
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{
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unsigned int index = aiSplit[p][q];
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aiFace& face = meshOut->mFaces[q];
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face.mIndices = new unsigned int[3];
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face.mNumIndices = 3;
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for (unsigned int a = 0; a < 3;++a,++base)
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{
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unsigned int idx = (*i).mFaces[index].mIndices[a];
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meshOut->mVertices[base] = (*i).mPositions[idx];
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meshOut->mNormals [base] = (*i).mNormals[idx];
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if ((*i).mTexCoords.size())
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meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
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face.mIndices[a] = base;
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}
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}
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}
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}
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// Copy them to the output array
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pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
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pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
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for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
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pcOut->mMeshes[a] = avOutMeshes[a];
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}
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// We should have at least one face here
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if (!iFaceCnt) {
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throw DeadlyImportError("No faces loaded. The mesh is empty");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Add a node to the scenegraph and setup its final transformation
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void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
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D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/)
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{
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std::vector<unsigned int> iArray;
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iArray.reserve(3);
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aiMatrix4x4 abs;
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// Find all meshes with the same name as the node
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for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
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{
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const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
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ai_assert(NULL != pcMesh);
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if (pcIn->mName == pcMesh->mName)
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iArray.push_back(a);
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}
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if (!iArray.empty())
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{
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// The matrix should be identical for all meshes with the
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// same name. It HAS to be identical for all meshes .....
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D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
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// Compute the inverse of the transformation matrix to move the
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// vertices back to their relative and local space
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aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
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mInv.Inverse();mInvTransposed.Transpose();
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aiVector3D pivot = pcIn->vPivot;
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pcOut->mNumMeshes = (unsigned int)iArray.size();
|
|
pcOut->mMeshes = new unsigned int[iArray.size()];
|
|
for (unsigned int i = 0;i < iArray.size();++i) {
|
|
const unsigned int iIndex = iArray[i];
|
|
aiMesh* const mesh = pcSOut->mMeshes[iIndex];
|
|
|
|
if (mesh->mColors[1] == NULL)
|
|
{
|
|
// Transform the vertices back into their local space
|
|
// fixme: consider computing normals after this, so we don't need to transform them
|
|
const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices;
|
|
aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
|
|
|
|
for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
|
|
*pvCurrent = mInv * (*pvCurrent);
|
|
*t2 = mInvTransposed * (*t2);
|
|
}
|
|
|
|
// Handle negative transformation matrix determinant -> invert vertex x
|
|
if (imesh->mMat.Determinant() < 0.0f)
|
|
{
|
|
/* we *must* have normals */
|
|
for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
|
|
pvCurrent->x *= -1.f;
|
|
t2->x *= -1.f;
|
|
}
|
|
DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
|
|
}
|
|
|
|
// Handle pivot point
|
|
if (pivot.x || pivot.y || pivot.z)
|
|
{
|
|
for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) {
|
|
*pvCurrent -= pivot;
|
|
}
|
|
}
|
|
|
|
mesh->mColors[1] = (aiColor4D*)1;
|
|
}
|
|
else
|
|
mesh->mColors[1] = (aiColor4D*)1;
|
|
|
|
// Setup the mesh index
|
|
pcOut->mMeshes[i] = iIndex;
|
|
}
|
|
}
|
|
|
|
// Setup the name of the node
|
|
// First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
|
|
if (pcIn->mInstanceNumber > 1)
|
|
{
|
|
char tmp[12];
|
|
ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
|
|
std::string tempStr = pcIn->mName + "_inst_";
|
|
tempStr += tmp;
|
|
pcOut->mName.Set(tempStr);
|
|
}
|
|
else
|
|
pcOut->mName.Set(pcIn->mName);
|
|
|
|
// Now build the transformation matrix of the node
|
|
// ROTATION
|
|
if (pcIn->aRotationKeys.size()){
|
|
|
|
// FIX to get to Assimp's quaternion conventions
|
|
for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
|
|
(*it).mValue.w *= -1.f;
|
|
}
|
|
|
|
pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
|
|
}
|
|
else if (pcIn->aCameraRollKeys.size())
|
|
{
|
|
aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
|
|
pcOut->mTransformation);
|
|
}
|
|
|
|
// SCALING
|
|
aiMatrix4x4& m = pcOut->mTransformation;
|
|
if (pcIn->aScalingKeys.size())
|
|
{
|
|
const aiVector3D& v = pcIn->aScalingKeys[0].mValue;
|
|
m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x;
|
|
m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y;
|
|
m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z;
|
|
}
|
|
|
|
// TRANSLATION
|
|
if (pcIn->aPositionKeys.size())
|
|
{
|
|
const aiVector3D& v = pcIn->aPositionKeys[0].mValue;
|
|
m.a4 += v.x;
|
|
m.b4 += v.y;
|
|
m.c4 += v.z;
|
|
}
|
|
|
|
// Generate animation channels for the node
|
|
if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
|
|
pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
|
|
pcIn->aTargetPositionKeys.size() > 1)
|
|
{
|
|
aiAnimation* anim = pcSOut->mAnimations[0];
|
|
ai_assert(NULL != anim);
|
|
|
|
if (pcIn->aCameraRollKeys.size() > 1)
|
|
{
|
|
DefaultLogger::get()->debug("3DS: Converting camera roll track ...");
|
|
|
|
// Camera roll keys - in fact they're just rotations
|
|
// around the camera's z axis. The angles are given
|
|
// in degrees (and they're clockwise).
|
|
pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
|
|
for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i)
|
|
{
|
|
aiQuatKey& q = pcIn->aRotationKeys[i];
|
|
aiFloatKey& f = pcIn->aCameraRollKeys[i];
|
|
|
|
q.mTime = f.mTime;
|
|
|
|
// FIX to get to Assimp quaternion conventions
|
|
q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue));
|
|
}
|
|
}
|
|
#if 0
|
|
if (pcIn->aTargetPositionKeys.size() > 1)
|
|
{
|
|
DefaultLogger::get()->debug("3DS: Converting target track ...");
|
|
|
|
// Camera or spot light - need to convert the separate
|
|
// target position channel to our representation
|
|
TargetAnimationHelper helper;
|
|
|
|
if (pcIn->aPositionKeys.empty())
|
|
{
|
|
// We can just pass zero here ...
|
|
helper.SetFixedMainAnimationChannel(aiVector3D());
|
|
}
|
|
else helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
|
|
helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
|
|
|
|
// Do the conversion
|
|
std::vector<aiVectorKey> distanceTrack;
|
|
helper.Process(&distanceTrack);
|
|
|
|
// Now add a new node as child, name it <ourName>.Target
|
|
// and assign the distance track to it. This is that the
|
|
// information where the target is and how it moves is
|
|
// not lost
|
|
D3DS::Node* nd = new D3DS::Node();
|
|
pcIn->push_back(nd);
|
|
|
|
nd->mName = pcIn->mName + ".Target";
|
|
|
|
aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
|
|
nda->mNodeName.Set(nd->mName);
|
|
|
|
nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
|
|
nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
|
|
::memcpy(nda->mPositionKeys,&distanceTrack[0],
|
|
sizeof(aiVectorKey)*nda->mNumPositionKeys);
|
|
}
|
|
#endif
|
|
|
|
// Cameras or lights define their transformation in their parent node and in the
|
|
// corresponding light or camera chunks. However, we read and process the latter
|
|
// to to be able to return valid cameras/lights even if no scenegraph is given.
|
|
for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) {
|
|
if (pcSOut->mCameras[n]->mName == pcOut->mName) {
|
|
pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
|
|
}
|
|
}
|
|
for (unsigned int n = 0; n < pcSOut->mNumLights;++n) {
|
|
if (pcSOut->mLights[n]->mName == pcOut->mName) {
|
|
pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
|
|
}
|
|
}
|
|
|
|
// Allocate a new node anim and setup its name
|
|
aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
|
|
nda->mNodeName.Set(pcIn->mName);
|
|
|
|
// POSITION keys
|
|
if (pcIn->aPositionKeys.size() > 0)
|
|
{
|
|
nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
|
|
nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
|
|
::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0],
|
|
sizeof(aiVectorKey)*nda->mNumPositionKeys);
|
|
}
|
|
|
|
// ROTATION keys
|
|
if (pcIn->aRotationKeys.size() > 0)
|
|
{
|
|
nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
|
|
nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
|
|
|
|
// Rotations are quaternion offsets
|
|
aiQuaternion abs1;
|
|
for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
|
|
{
|
|
const aiQuatKey& q = pcIn->aRotationKeys[n];
|
|
|
|
abs1 = (n ? abs1 * q.mValue : q.mValue);
|
|
nda->mRotationKeys[n].mTime = q.mTime;
|
|
nda->mRotationKeys[n].mValue = abs1.Normalize();
|
|
}
|
|
}
|
|
|
|
// SCALING keys
|
|
if (pcIn->aScalingKeys.size() > 0)
|
|
{
|
|
nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
|
|
nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
|
|
::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0],
|
|
sizeof(aiVectorKey)*nda->mNumScalingKeys);
|
|
}
|
|
}
|
|
|
|
// Allocate storage for children
|
|
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
|
|
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
|
|
|
|
// Recursively process all children
|
|
const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
|
|
for (unsigned int i = 0; i < size;++i)
|
|
{
|
|
pcOut->mChildren[i] = new aiNode();
|
|
pcOut->mChildren[i]->mParent = pcOut;
|
|
AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Find out how many node animation channels we'll have finally
|
|
void CountTracks(D3DS::Node* node, unsigned int& cnt)
|
|
{
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// We will never generate more than one channel for a node, so
|
|
// this is rather easy here.
|
|
|
|
if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 ||
|
|
node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 ||
|
|
node->aTargetPositionKeys.size() > 1)
|
|
{
|
|
++cnt;
|
|
|
|
// account for the additional channel for the camera/spotlight target position
|
|
if (node->aTargetPositionKeys.size() > 1)++cnt;
|
|
}
|
|
|
|
// Recursively process all children
|
|
for (unsigned int i = 0; i < node->mChildren.size();++i)
|
|
CountTracks(node->mChildren[i],cnt);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Generate the output node graph
|
|
void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
|
|
{
|
|
pcOut->mRootNode = new aiNode();
|
|
if (0 == mRootNode->mChildren.size())
|
|
{
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// It seems the file is so messed up that it has not even a hierarchy.
|
|
// generate a flat hiearachy which looks like this:
|
|
//
|
|
// ROOT_NODE
|
|
// |
|
|
// ----------------------------------------
|
|
// | | | | |
|
|
// MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
|
|
//
|
|
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
|
|
|
|
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
|
|
static_cast<unsigned int>(mScene->mCameras.size() + mScene->mLights.size());
|
|
|
|
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
|
|
pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
|
|
|
|
// Build dummy nodes for all meshes
|
|
unsigned int a = 0;
|
|
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
|
|
{
|
|
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
|
|
pcNode->mParent = pcOut->mRootNode;
|
|
pcNode->mMeshes = new unsigned int[1];
|
|
pcNode->mMeshes[0] = i;
|
|
pcNode->mNumMeshes = 1;
|
|
|
|
// Build a name for the node
|
|
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u",i);
|
|
}
|
|
|
|
// Build dummy nodes for all cameras
|
|
for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
|
|
{
|
|
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
|
|
pcNode->mParent = pcOut->mRootNode;
|
|
|
|
// Build a name for the node
|
|
pcNode->mName = mScene->mCameras[i]->mName;
|
|
}
|
|
|
|
// Build dummy nodes for all lights
|
|
for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
|
|
{
|
|
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
|
|
pcNode->mParent = pcOut->mRootNode;
|
|
|
|
// Build a name for the node
|
|
pcNode->mName = mScene->mLights[i]->mName;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// First of all: find out how many scaling, rotation and translation
|
|
// animation tracks we'll have afterwards
|
|
unsigned int numChannel = 0;
|
|
CountTracks(mRootNode,numChannel);
|
|
|
|
if (numChannel)
|
|
{
|
|
// Allocate a primary animation channel
|
|
pcOut->mNumAnimations = 1;
|
|
pcOut->mAnimations = new aiAnimation*[1];
|
|
aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation();
|
|
|
|
anim->mName.Set("3DSMasterAnim");
|
|
|
|
// Allocate enough storage for all node animation channels,
|
|
// but don't set the mNumChannels member - we'll use it to
|
|
// index into the array
|
|
anim->mChannels = new aiNodeAnim*[numChannel];
|
|
}
|
|
|
|
aiMatrix4x4 m;
|
|
AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
|
|
}
|
|
|
|
// We used the first and second vertex color set to store some temporary values so we need to cleanup here
|
|
for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a)
|
|
{
|
|
pcOut->mMeshes[a]->mColors[0] = NULL;
|
|
pcOut->mMeshes[a]->mColors[1] = NULL;
|
|
}
|
|
|
|
pcOut->mRootNode->mTransformation = aiMatrix4x4(
|
|
1.f,0.f,0.f,0.f,
|
|
0.f,0.f,1.f,0.f,
|
|
0.f,-1.f,0.f,0.f,
|
|
0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
|
|
|
|
// If the root node is unnamed name it "<3DSRoot>"
|
|
if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
|
|
(pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') )
|
|
{
|
|
pcOut->mRootNode->mName.Set("<3DSRoot>");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Convert all meshes in the scene and generate the final output scene.
|
|
void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
|
|
{
|
|
// Allocate enough storage for all output materials
|
|
pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
|
|
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
|
|
|
|
// ... and convert the 3DS materials to aiMaterial's
|
|
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
|
|
{
|
|
aiMaterial* pcNew = new aiMaterial();
|
|
ConvertMaterial(mScene->mMaterials[i],*pcNew);
|
|
pcOut->mMaterials[i] = pcNew;
|
|
}
|
|
|
|
// Generate the output mesh list
|
|
ConvertMeshes(pcOut);
|
|
|
|
// Now copy all light sources to the output scene
|
|
pcOut->mNumLights = (unsigned int)mScene->mLights.size();
|
|
if (pcOut->mNumLights)
|
|
{
|
|
pcOut->mLights = new aiLight*[pcOut->mNumLights];
|
|
::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
|
|
}
|
|
|
|
// Now copy all cameras to the output scene
|
|
pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
|
|
if (pcOut->mNumCameras)
|
|
{
|
|
pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
|
|
::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
|