531 lines
20 KiB
C++
531 lines
20 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the IrrMesh importer class */
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#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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#include "IRRMeshLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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static constexpr aiImporterDesc desc = {
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"Irrlicht Mesh Reader",
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"",
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"",
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"http://irrlicht.sourceforge.net/",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"xml irrmesh"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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IRRMeshImporter::~IRRMeshImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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static const char *tokens[] = { "irrmesh" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all file extensions which are handled by this class
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const aiImporterDesc *IRRMeshImporter::GetInfo() const {
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return &desc;
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}
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static void releaseMaterial(aiMaterial **mat) {
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if (*mat != nullptr) {
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delete *mat;
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*mat = nullptr;
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}
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}
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static void releaseMesh(aiMesh **mesh) {
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if (*mesh != nullptr) {
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delete *mesh;
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*mesh = nullptr;
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}
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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 IRRMeshImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file == nullptr)
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throw DeadlyImportError("Failed to open IRRMESH file ", pFile);
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// Construct the irrXML parser
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XmlParser parser;
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if (!parser.parse(file.get())) {
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throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
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}
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XmlNode root = parser.getRootNode();
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// final data
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std::vector<aiMaterial *> materials;
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std::vector<aiMesh *> meshes;
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materials.reserve(5);
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meshes.reserve(5);
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// temporary data - current mesh buffer
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// TODO move all these to inside loop
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aiMaterial *curMat = nullptr;
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aiMesh *curMesh = nullptr;
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unsigned int curMatFlags = 0;
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std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs, curUV2s;
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// some temporary variables
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// textMeaning is a 15 year old variable, that could've been an enum
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// int textMeaning = 0; // 0=none? 1=vertices 2=indices
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// int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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/*
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** irrmesh files have a top level <mesh> owning multiple <buffer> nodes.
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** Each <buffer> contains <material>, <vertices>, and <indices>
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** <material> tags here directly owns the material data specs
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** <vertices> are a vertex per line, contains position, UV1 coords, maybe UV2, normal, tangent, bitangent
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** <boundingbox> is ignored, I think assimp recalculates those?
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*/
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// Parse the XML file
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pugi::xml_node const &meshNode = root.child("mesh");
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for (pugi::xml_node bufferNode : meshNode.children()) {
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if (ASSIMP_stricmp(bufferNode.name(), "buffer")) {
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// Might be a useless warning
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ASSIMP_LOG_WARN("IRRMESH: Ignoring non buffer node <", bufferNode.name(), "> in mesh declaration");
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continue;
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}
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curMat = nullptr;
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curMesh = nullptr;
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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// TODO ensure all three nodes are present and populated
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// before allocating everything
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// Get first material node
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pugi::xml_node materialNode = bufferNode.child("material");
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if (materialNode) {
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curMat = ParseMaterial(materialNode, curMatFlags);
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// Warn if there's more materials
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if (materialNode.next_sibling("material")) {
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ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
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}
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} else {
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ASSIMP_LOG_ERROR("IRRMESH: Buffer must contain one material");
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continue;
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}
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// Get first vertices node
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pugi::xml_node verticesNode = bufferNode.child("vertices");
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if (verticesNode) {
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pugi::xml_attribute vertexCountAttrib = verticesNode.attribute("vertexCount");
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int vertexCount = vertexCountAttrib.as_int();
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if (vertexCount == 0) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
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releaseMaterial(&curMat);
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// releaseMesh(&curMesh);
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continue; // Bail out early
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};
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curVertices.reserve(vertexCount);
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curNormals.reserve(vertexCount);
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curColors.reserve(vertexCount);
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curUVs.reserve(vertexCount);
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VertexFormat vertexFormat;
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// Determine the file format
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pugi::xml_attribute typeAttrib = verticesNode.attribute("type");
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if (!ASSIMP_stricmp("2tcoords", typeAttrib.value())) {
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curUV2s.reserve(vertexCount);
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vertexFormat = VertexFormat::t2coord;
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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aiMaterial *mat = (aiMaterial *)curMat;
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if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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} else if (!ASSIMP_stricmp("tangents", typeAttrib.value())) {
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curTangents.reserve(vertexCount);
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curBitangents.reserve(vertexCount);
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vertexFormat = VertexFormat::tangent;
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} else if (!ASSIMP_stricmp("standard", typeAttrib.value())) {
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vertexFormat = VertexFormat::standard;
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} else {
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// Unsupported format, discard whole buffer/mesh
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// Assuming we have a correct material, then release it
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// We don't have a correct mesh for sure here
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releaseMaterial(&curMat);
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ASSIMP_LOG_ERROR("IRRMESH: Unknown vertex format");
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continue; // Skip rest of buffer
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};
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// We know what format buffer is, collect numbers
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std::string v = verticesNode.text().get();
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const char *end = v.c_str() + v.size();
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ParseBufferVertices(v.c_str(), end, vertexFormat,
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curVertices, curNormals,
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curTangents, curBitangents,
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curUVs, curUV2s, curColors, useColors);
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}
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// Get indices
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// At this point we have some vertices and a valid material
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// Collect indices and create aiMesh at the same time
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pugi::xml_node indicesNode = bufferNode.child("indices");
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if (indicesNode) {
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// start a new mesh
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curMesh = new aiMesh();
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// allocate storage for all faces
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pugi::xml_attribute attr = indicesNode.attribute("indexCount");
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curMesh->mNumVertices = attr.as_int();
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if (!curMesh->mNumVertices) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
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// mesh - away
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releaseMesh(&curMesh);
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// material - away
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releaseMaterial(&curMat);
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continue; // Go to next buffer
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}
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if (curMesh->mNumVertices % 3) {
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ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
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}
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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if (curNormals.size() == curVertices.size()) {
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size()) {
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size()) {
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors) {
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curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
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}
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if (curUVs.size() == curVertices.size()) {
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curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
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}
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if (curUV2s.size() == curVertices.size()) {
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curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
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}
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// read indices
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aiFace *curFace = curMesh->mFaces;
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aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
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aiVector3D *pcV = curMesh->mVertices;
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aiVector3D *pcN = curMesh->mNormals;
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aiVector3D *pcT = curMesh->mTangents;
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aiVector3D *pcB = curMesh->mBitangents;
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aiColor4D *pcC0 = curMesh->mColors[0];
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aiVector3D *pcT0 = curMesh->mTextureCoords[0];
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aiVector3D *pcT1 = curMesh->mTextureCoords[1];
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unsigned int curIdx = 0;
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unsigned int total = 0;
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// NOTE this might explode for UTF-16 and wchars
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const char *sz = indicesNode.text().get();
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const char *end = sz + std::strlen(sz) + 1;
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// For each index loop over aiMesh faces
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while (SkipSpacesAndLineEnd(&sz, end)) {
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if (curFace >= faceEnd) {
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ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
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break;
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}
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// if new face
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if (!curIdx) {
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curFace->mNumIndices = 3;
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curFace->mIndices = new unsigned int[3];
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}
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// Read index base 10
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// function advances the pointer
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unsigned int idx = strtoul10(sz, &sz);
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if (idx >= curVertices.size()) {
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ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
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idx = 0;
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}
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// make up our own indices?
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curFace->mIndices[curIdx] = total++;
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// Copy over data to aiMesh
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*pcV++ = curVertices[idx];
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if (pcN)
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*pcN++ = curNormals[idx];
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if (pcT)
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*pcT++ = curTangents[idx];
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if (pcB)
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*pcB++ = curBitangents[idx];
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if (pcC0)
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*pcC0++ = curColors[idx];
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if (pcT0)
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*pcT0++ = curUVs[idx];
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if (pcT1)
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*pcT1++ = curUV2s[idx];
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// start new face
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if (++curIdx == 3) {
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++curFace;
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curIdx = 0;
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}
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}
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// We should be at the end of mFaces
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if (curFace != faceEnd)
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ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
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}
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// Finish processing the mesh - do some small material workarounds
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if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
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// Take the opacity value of the current material
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// from the common vertex color alpha
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aiMaterial *mat = (aiMaterial *)curMat;
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mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
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}
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// textMeaning = 2;
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// end of previous buffer. A material and a mesh should be there
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if (!curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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}
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// If one is empty then so is the other
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if (materials.empty() || meshes.empty()) {
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throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
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}
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// now generate the output scene
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pScene->mNumMeshes = (unsigned int)meshes.size();
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mMeshes[i] = meshes[i];
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// clean this value ...
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pScene->mMeshes[i]->mNumUVComponents[3] = 0;
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}
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pScene->mNumMaterials = (unsigned int)materials.size();
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<IRRMesh>");
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mRootNode->mMeshes[i] = i;
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};
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}
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void IRRMeshImporter::ParseBufferVertices(const char *sz, const char *end, VertexFormat vertexFormat,
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std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
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std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
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std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
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std::vector<aiColor4D> &colors, bool &useColors) {
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// read vertices
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do {
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SkipSpacesAndLineEnd(&sz, end);
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aiVector3D temp;
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aiColor4D c;
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// Read the vertex position
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz, end);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz, end);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz, end);
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vertices.push_back(temp);
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// Read the vertex normals
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz, end);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz, end);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz, end);
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normals.push_back(temp);
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// read the vertex colors
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uint32_t clr = strtoul16(sz, &sz);
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ColorFromARGBPacked(clr, c);
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// If we're pushing more than one distinct color
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if (!colors.empty() && c != *(colors.end() - 1))
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useColors = true;
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colors.push_back(c);
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SkipSpaces(&sz, end);
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// read the first UV coordinate set
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz, end);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz, end);
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temp.z = 0.f;
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temp.y = 1.f - temp.y; // DX to OGL
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UVs.push_back(temp);
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// NOTE these correspond to specific S3DVertex* structs in irr sourcecode
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// So by definition, all buffers have either UV2 or tangents or neither
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// read the (optional) second UV coordinate set
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if (vertexFormat == VertexFormat::t2coord) {
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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|
SkipSpaces(&sz, end);
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|
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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temp.y = 1.f - temp.y; // DX to OGL
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UV2s.push_back(temp);
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|
}
|
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// read optional tangent and bitangent vectors
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|
else if (vertexFormat == VertexFormat::tangent) {
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|
// tangents
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|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
SkipSpaces(&sz, end);
|
|
|
|
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
|
SkipSpaces(&sz, end);
|
|
|
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
SkipSpaces(&sz, end);
|
|
temp.y *= -1.0f;
|
|
tangents.push_back(temp);
|
|
|
|
// bitangents
|
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
SkipSpaces(&sz, end);
|
|
|
|
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
|
SkipSpaces(&sz, end);
|
|
|
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
SkipSpaces(&sz, end);
|
|
temp.y *= -1.0f;
|
|
bitangents.push_back(temp);
|
|
}
|
|
} while (SkipLine(&sz, end));
|
|
// IMPORTANT: We assume that each vertex is specified in one
|
|
// line. So we can skip the rest of the line - unknown vertex
|
|
// elements are ignored.
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
|