673 lines
24 KiB
C++
673 lines
24 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file XFileImporter.cpp
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* @brief Implementation of the XFile importer class
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_X_IMPORTER
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#include "XFileImporter.h"
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#include "XFileParser.h"
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#include "ConvertToLHProcess.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XFileImporter::XFileImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XFileImporter::~XFileImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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std::string extension = GetExtension(pFile);
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if(extension == "x") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint32_t token[1];
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token[0] = AI_MAKE_MAGIC("xof ");
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return CheckMagicToken(pIOHandler,pFile,token,1,0);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void XFileImporter::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert("x");
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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// read file into memory
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw DeadlyImportError( "XFile is too small.");
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// need to clear members - this method might be called multiple
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// times on a single XFileImporter instance.
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mImportedMats.clear();
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// in the hope that binary files will never start with a BOM ...
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mBuffer.resize( fileSize + 1);
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file->Read( &mBuffer.front(), 1, fileSize);
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ConvertToUTF8(mBuffer);
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// parse the file into a temporary representation
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XFileParser parser( mBuffer);
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// and create the proper return structures out of it
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CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
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// if nothing came from it, report it as error
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if( !pScene->mRootNode)
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throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs the return data structure out of the imported data.
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void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
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{
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// Read the global materials first so that meshes referring to them can find them later
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ConvertMaterials( pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
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// extract animations
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CreateAnimations( pScene, pData);
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// read the global meshes that were stored outside of any node
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if( pData->mGlobalMeshes.size() > 0)
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{
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// create a root node to hold them if there isn't any, yet
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if( pScene->mRootNode == NULL)
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{
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set( "$dummy_node");
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}
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// convert all global meshes and store them in the root node.
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// If there was one before, the global meshes now suddenly have its transformation matrix...
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// Don't know what to do there, I don't want to insert another node under the present root node
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// just to avoid this.
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CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
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}
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// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute( pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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// finally: create a dummy material if not material was imported
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if( pScene->mNumMaterials == 0)
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{
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pScene->mNumMaterials = 1;
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// create the Material
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aiMaterial* mat = new aiMaterial;
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int shadeMode = (int) aiShadingMode_Gouraud;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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int specExp = 1;
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aiColor3D clr = aiColor3D( 0, 0, 0);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr = aiColor3D( 0.5f, 0.5f, 0.5f);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
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{
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if( !pNode)
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return NULL;
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// create node
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aiNode* node = new aiNode;
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node->mName.length = pNode->mName.length();
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node->mParent = pParent;
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memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
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node->mName.data[node->mName.length] = 0;
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node->mTransformation = pNode->mTrafoMatrix;
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// convert meshes from the source node
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CreateMeshes( pScene, node, pNode->mMeshes);
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// handle childs
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if( pNode->mChildren.size() > 0)
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{
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node->mNumChildren = (unsigned int)pNode->mChildren.size();
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node->mChildren = new aiNode* [node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
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}
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the meshes for the given node.
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void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
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{
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if( pMeshes.size() == 0)
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return;
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// create a mesh for each mesh-material combination in the source node
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std::vector<aiMesh*> meshes;
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for( unsigned int a = 0; a < pMeshes.size(); a++)
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{
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const XFile::Mesh* sourceMesh = pMeshes[a];
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// first convert its materials so that we can find them when searching by name afterwards
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ConvertMaterials( pScene, sourceMesh->mMaterials);
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unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
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for( unsigned int b = 0; b < numMaterials; b++)
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{
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// collect the faces belonging to this material
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std::vector<unsigned int> faces;
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unsigned int numVertices = 0;
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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// if there is a per-face material defined, select the faces with the corresponding material
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for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
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{
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if( sourceMesh->mFaceMaterials[c] == b)
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{
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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} else
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{
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// if there is no per-face material, place everything into one mesh
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for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
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{
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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// no faces/vertices using this material? strange...
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if( numVertices == 0)
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continue;
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// create a submesh using this material
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aiMesh* mesh = new aiMesh;
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meshes.push_back( mesh);
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// find the material by name in the scene's material list. Either own material
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// or referenced material, it should already be found there
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
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if( matIt == mImportedMats.end())
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mesh->mMaterialIndex = 0;
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else
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mesh->mMaterialIndex = matIt->second;
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} else
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{
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mesh->mMaterialIndex = 0;
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}
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// Create properly sized data arrays in the mesh. We store unique vertices per face,
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// as specified
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNumFaces = (unsigned int)faces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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// normals?
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if( sourceMesh->mNormals.size() > 0)
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mesh->mNormals = new aiVector3D[numVertices];
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// texture coords
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
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{
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if( sourceMesh->mTexCoords[c].size() > 0)
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mesh->mTextureCoords[c] = new aiVector3D[numVertices];
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}
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// vertex colors
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
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{
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if( sourceMesh->mColors[c].size() > 0)
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mesh->mColors[c] = new aiColor4D[numVertices];
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}
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// now collect the vertex data of all data streams present in the imported mesh
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unsigned int newIndex = 0;
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std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
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orgPoints.resize( numVertices, 0);
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for( unsigned int c = 0; c < faces.size(); c++)
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{
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unsigned int f = faces[c]; // index of the source face
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const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
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// create face. either triangle or triangle fan depending on the index count
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aiFace& df = mesh->mFaces[c]; // destination face
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df.mNumIndices = (unsigned int)pf.mIndices.size();
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df.mIndices = new unsigned int[ df.mNumIndices];
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// collect vertex data for indices of this face
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for( unsigned int d = 0; d < df.mNumIndices; d++)
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{
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df.mIndices[d] = newIndex;
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orgPoints[newIndex] = pf.mIndices[d];
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// Position
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if( mesh->HasNormals())
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mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
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// texture coord sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
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{
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if( mesh->HasTextureCoords( e))
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{
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aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
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mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
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}
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}
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// vertex color sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
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if( mesh->HasVertexColors( e))
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mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
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newIndex++;
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}
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}
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// there should be as much new vertices as we calculated before
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assert( newIndex == numVertices);
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// convert all bones of the source mesh which influence vertices in this newly created mesh
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const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
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std::vector<aiBone*> newBones;
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for( unsigned int c = 0; c < bones.size(); c++)
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{
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const XFile::Bone& obone = bones[c];
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// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
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std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
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for( unsigned int d = 0; d < obone.mWeights.size(); d++)
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oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
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// collect all vertex weights that influence a vertex in the new mesh
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve( numVertices);
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for( unsigned int d = 0; d < orgPoints.size(); d++)
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{
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// does the new vertex stem from an old vertex which was influenced by this bone?
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float w = oldWeights[orgPoints[d]];
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if( w > 0.0f)
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newWeights.push_back( aiVertexWeight( d, w));
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}
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// if the bone has no weights in the newly created mesh, ignore it
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if( newWeights.size() == 0)
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continue;
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// create
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aiBone* nbone = new aiBone;
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newBones.push_back( nbone);
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// copy name and matrix
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nbone->mName.Set( obone.mName);
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nbone->mOffsetMatrix = obone.mOffsetMatrix;
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nbone->mNumWeights = (unsigned int)newWeights.size();
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nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
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for( unsigned int d = 0; d < newWeights.size(); d++)
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nbone->mWeights[d] = newWeights[d];
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}
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// store the bones in the mesh
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mesh->mNumBones = (unsigned int)newBones.size();
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if( newBones.size() > 0)
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{
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mesh->mBones = new aiBone*[mesh->mNumBones];
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std::copy( newBones.begin(), newBones.end(), mesh->mBones);
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}
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}
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}
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// reallocate scene mesh array to be large enough
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aiMesh** prevArray = pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
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if( prevArray)
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{
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memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
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delete [] prevArray;
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}
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// allocate mesh index array in the node
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pNode->mNumMeshes = (unsigned int)meshes.size();
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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// store all meshes in the mesh library of the scene and store their indices in the node
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for( unsigned int a = 0; a < meshes.size(); a++)
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{
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pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
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pNode->mMeshes[a] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the animations from the given imported data and creates them in the scene.
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void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
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{
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std::vector<aiAnimation*> newAnims;
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for( unsigned int a = 0; a < pData->mAnims.size(); a++)
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{
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const XFile::Animation* anim = pData->mAnims[a];
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// some exporters mock me with empty animation tags.
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if( anim->mAnims.size() == 0)
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continue;
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// create a new animation to hold the data
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aiAnimation* nanim = new aiAnimation;
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newAnims.push_back( nanim);
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nanim->mName.Set( anim->mName);
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// duration will be determined by the maximum length
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nanim->mDuration = 0;
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nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
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nanim->mNumChannels = (unsigned int)anim->mAnims.size();
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nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
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for( unsigned int b = 0; b < anim->mAnims.size(); b++)
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{
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const XFile::AnimBone* bone = anim->mAnims[b];
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aiNodeAnim* nbone = new aiNodeAnim;
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nbone->mNodeName.Set( bone->mBoneName);
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nanim->mChannels[b] = nbone;
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// keyframes are given as combined transformation matrix keys
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if( bone->mTrafoKeys.size() > 0)
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{
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nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
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nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
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nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
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for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
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{
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// deconstruct each matrix into separate position, rotation and scaling
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double time = bone->mTrafoKeys[c].mTime;
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aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
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// extract position
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aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
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nbone->mPositionKeys[c].mTime = time;
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nbone->mPositionKeys[c].mValue = pos;
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// extract scaling
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aiVector3D scale;
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scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
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scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
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scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
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nbone->mScalingKeys[c].mTime = time;
|
|
nbone->mScalingKeys[c].mValue = scale;
|
|
|
|
// reconstruct rotation matrix without scaling
|
|
aiMatrix3x3 rotmat(
|
|
trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
|
|
trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
|
|
trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
|
|
|
|
// and convert it into a quaternion
|
|
nbone->mRotationKeys[c].mTime = time;
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
|
}
|
|
|
|
// longest lasting key sequence determines duration
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
|
} else
|
|
{
|
|
// separate key sequences for position, rotation, scaling
|
|
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
|
|
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
|
|
{
|
|
aiVector3D pos = bone->mPosKeys[c].mValue;
|
|
|
|
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
|
nbone->mPositionKeys[c].mValue = pos;
|
|
}
|
|
|
|
// rotation
|
|
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
|
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
|
|
{
|
|
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
|
|
|
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
|
nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
|
|
}
|
|
|
|
// scaling
|
|
nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
|
|
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
|
|
|
|
// longest lasting key sequence determines duration
|
|
if( bone->mPosKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
|
|
if( bone->mRotKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
|
|
if( bone->mScaleKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
// store all converted animations in the scene
|
|
if( newAnims.size() > 0)
|
|
{
|
|
pScene->mNumAnimations = (unsigned int)newAnims.size();
|
|
pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
|
|
for( unsigned int a = 0; a < newAnims.size(); a++)
|
|
pScene->mAnimations[a] = newAnims[a];
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Converts all materials in the given array and stores them in the scene's material list.
|
|
void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials)
|
|
{
|
|
// count the non-referrer materials in the array
|
|
unsigned int numMaterials = 0;
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
if( !pMaterials[a].mIsReference)
|
|
numMaterials++;
|
|
|
|
if( numMaterials == 0)
|
|
return;
|
|
|
|
// resize the scene's material list to offer enough space for the new materials
|
|
aiMaterial** prevMats = pScene->mMaterials;
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numMaterials];
|
|
if( prevMats)
|
|
{
|
|
memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
|
delete [] prevMats;
|
|
}
|
|
|
|
// convert all the materials given in the array
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
{
|
|
const XFile::Material& oldMat = pMaterials[a];
|
|
if( oldMat.mIsReference)
|
|
continue;
|
|
|
|
aiMaterial* mat = new aiMaterial;
|
|
aiString name;
|
|
name.Set( oldMat.mName);
|
|
mat->AddProperty( &name, AI_MATKEY_NAME);
|
|
|
|
// Shading model: hardcoded to PHONG, there is no such information in an XFile
|
|
// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
|
|
// for some models in the SDK (e.g. good old tiny.x)
|
|
int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
|
|
? aiShadingMode_Gouraud : aiShadingMode_Phong;
|
|
|
|
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
// material colours
|
|
// FIX: Setup this as ambient not as emissive color
|
|
mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
|
|
|
|
// texture, if there is one
|
|
if (1 == oldMat.mTextures.size())
|
|
{
|
|
const XFile::TexEntry& otex = oldMat.mTextures.back();
|
|
if (otex.mName.length())
|
|
{
|
|
// if there is only one texture assume it contains the diffuse color
|
|
aiString tex( otex.mName);
|
|
if( otex.mIsNormalMap)
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
else
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise ... try to search for typical strings in the
|
|
// texture's file name like 'bump' or 'diffuse'
|
|
unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
|
|
for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
|
|
{
|
|
const XFile::TexEntry& otex = oldMat.mTextures[b];
|
|
std::string sz = otex.mName;
|
|
if (!sz.length())continue;
|
|
|
|
|
|
// find the file name
|
|
//const size_t iLen = sz.length();
|
|
std::string::size_type s = sz.find_last_of("\\/");
|
|
if (std::string::npos == s)
|
|
s = 0;
|
|
|
|
// cut off the file extension
|
|
std::string::size_type sExt = sz.find_last_of('.');
|
|
if (std::string::npos != sExt){
|
|
sz[sExt] = '\0';
|
|
}
|
|
|
|
// convert to lower case for easier comparision
|
|
for( unsigned int c = 0; c < sz.length(); c++)
|
|
if( isalpha( sz[c]))
|
|
sz[c] = tolower( sz[c]);
|
|
|
|
|
|
// Place texture filename property under the corresponding name
|
|
aiString tex( oldMat.mTextures[b].mName);
|
|
|
|
// bump map
|
|
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
|
|
{
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
|
|
} else
|
|
if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
|
|
{
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
|
|
} else
|
|
if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
|
|
{
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
|
|
} else
|
|
if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
|
|
{
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
|
|
} else
|
|
if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
|
|
{
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
|
|
} else
|
|
{
|
|
// Assume it is a diffuse texture
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
|
|
}
|
|
}
|
|
}
|
|
|
|
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
|
mImportedMats[oldMat.mName] = pScene->mNumMaterials;
|
|
pScene->mNumMaterials++;
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
|
|
|