1385 lines
46 KiB
C++
1385 lines
46 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the ASE importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "ASELoader.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "TextureTransform.h"
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#include "SkeletonMeshBuilder.h"
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// utilities
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#include "fast_atof.h"
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#include "qnan.h"
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using namespace Assimp;
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using namespace Assimp::ASE;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ASEImporter::ASEImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ASEImporter::~ASEImporter()
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{
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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 ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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// Either ASE, ASC or ASK
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return !(extension.length() < 4 || extension[0] != '.' ||
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extension[1] != 'a' && extension[1] != 'A' ||
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extension[2] != 's' && extension[2] != 'S' ||
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extension[3] != 'e' && extension[3] != 'E' &&
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extension[3] != 'k' && extension[3] != 'K' &&
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extension[3] != 'c' && extension[3] != 'C');
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration options
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void ASEImporter::SetupProperties(const Importer* pImp)
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{
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configRecomputeNormals = (pImp->GetPropertyInteger(
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AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,0) ? true : false);
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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 ASEImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
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size_t fileSize = file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2(fileSize+1);
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file->Read( &mBuffer2[0], 1, fileSize);
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mBuffer2[fileSize] = '\0';
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this->mBuffer = &mBuffer2[0];
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this->pcScene = pScene;
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// construct an ASE parser and parse the file
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// TODO: clean this up, mParser should be a reference, not a pointer ...
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ASE::Parser parser(this->mBuffer);
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mParser = &parser;
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mParser->Parse();
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// Check whether we loaded at least one mesh. If we did - generate
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// materials and copy meshes.
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if ( !mParser->m_vMeshes.empty())
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{
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// if absolutely no material has been loaded from the file
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// we need to generate a default material
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GenerateDefaultMaterial();
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// process all meshes
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bool tookNormals = false;
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std::vector<aiMesh*> avOutMeshes;
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avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
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for (std::vector<ASE::Mesh>::iterator
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i = mParser->m_vMeshes.begin();
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i != mParser->m_vMeshes.end();++i)
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{
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if ((*i).bSkip)continue;
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// now we need to create proper meshes from the import we
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// need to split them by materials, build valid vertex/
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// face lists ...
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BuildUniqueRepresentation(*i);
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// need to generate proper vertex normals if necessary
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if(GenerateNormals(*i))
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tookNormals = true;
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// convert all meshes to aiMesh objects
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ConvertMeshes(*i,avOutMeshes);
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}
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if (tookNormals)
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{
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DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
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"the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS option if you "
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"experience problems");
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}
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// now build the output mesh list. Remove dummies
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pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
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aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (std::vector<aiMesh*>::const_iterator
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i = avOutMeshes.begin();
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i != avOutMeshes.end();++i)
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{
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if (!(*i)->mNumFaces)continue;
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*pp++ = *i;
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}
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pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
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// build final material indices (remove submaterials and setup
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// the final list)
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BuildMaterialIndices();
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}
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// Copy all scene graph nodes - lights, cameras, dummies and meshes
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// into one large array
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nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
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+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
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for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
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end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
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for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
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end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
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for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
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end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
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for (std::vector<ASE::Dummy>::iterator it = mParser->m_vDummies.begin(),
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end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
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// process target cameras and target lights (
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// generate animation channels for them and adjust the node graph)
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// ProcessTargets();
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// build the final node graph
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BuildNodes();
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// build output animations
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BuildAnimations();
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// build output cameras
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BuildCameras();
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// build output lights
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BuildLights();
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// TODO: STRANGE RESULTS ATM
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// If we have no meshes use the SkeletonMeshBuilder helper class
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// to build a mesh for the animation skeleton
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if (!pScene->mNumMeshes)
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{
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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SkeletonMeshBuilder skeleton(pScene);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::GenerateDefaultMaterial()
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{
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ai_assert(NULL != mParser);
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bool bHas = false;
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for (std::vector<ASE::Mesh>::iterator
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i = mParser->m_vMeshes.begin();
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i != mParser->m_vMeshes.end();++i)
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{
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if ((*i).bSkip)continue;
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if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex)
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{
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(*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
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bHas = true;
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}
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}
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if (bHas || mParser->m_vMaterials.empty())
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{
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// add a simple material without submaterials to the parser's list
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mParser->m_vMaterials.push_back ( ASE::Material() );
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ASE::Material& mat = mParser->m_vMaterials.back();
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mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
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mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
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mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
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mat.mShading = Discreet3DS::Gouraud;
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mat.mName = AI_DEFAULT_MATERIAL_NAME;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildAnimations()
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{
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// check whether we have at least one mesh which has animations
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std::vector<ASE::BaseNode*>::iterator i = nodes.begin();
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unsigned int iNum = 0;
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for (;i != nodes.end();++i)
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{
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// TODO: Implement Bezier & TCB support
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if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK)
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{
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DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
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"This is not supported.");
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}
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if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK)
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{
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DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
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"This is not supported.");
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}
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if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK)
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{
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DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
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"This is not supported.");
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}
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// We compare against 1 here - firstly one key is not
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// really an animation and secondly MAX writes dummies
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// that represent the node transformation.
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if ((*i)->mAnim.akeyPositions.size() > 1 ||
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(*i)->mAnim.akeyRotations.size() > 1 ||
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(*i)->mAnim.akeyScaling.size() > 1)
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{
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++iNum;
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}
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}
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if (iNum)
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{
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// Generate a new animation channel and setup everything for it
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pcScene->mNumAnimations = 1;
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pcScene->mAnimations = new aiAnimation*[1];
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aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
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pcAnim->mNumChannels = iNum;
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pcAnim->mChannels = new aiNodeAnim*[iNum];
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pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
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iNum = 0;
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// Now iterate through all meshes and collect all data we can find
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for (i = nodes.begin();i != nodes.end();++i)
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{
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if ((*i)->mAnim.akeyPositions.size() > 1 || (*i)->mAnim.akeyRotations.size() > 1)
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{
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// Begin a new node animation channel for this node
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aiNodeAnim* pcNodeAnim = pcAnim->mChannels[iNum++] = new aiNodeAnim();
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pcNodeAnim->mNodeName.Set((*i)->mName);
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// copy position keys
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if ((*i)->mAnim.akeyPositions.size() > 1 )
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{
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// Allocate the key array and fill it
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pcNodeAnim->mNumPositionKeys = (unsigned int) (*i)->mAnim.akeyPositions.size();
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pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
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::memcpy(pcNodeAnim->mPositionKeys,&(*i)->mAnim.akeyPositions[0],
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pcNodeAnim->mNumPositionKeys * sizeof(aiVectorKey));
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// get the longest node anim channel
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for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq)
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{
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pcAnim->mDuration = std::max(pcAnim->mDuration,
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pcNodeAnim->mPositionKeys[qq].mTime);
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}
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}
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// copy rotation keys
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if ((*i)->mAnim.akeyRotations.size() > 1 )
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{
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// Allocate the key array and fill it
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pcNodeAnim->mNumRotationKeys = (unsigned int) (*i)->mAnim.akeyRotations.size();
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pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumRotationKeys];
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::memcpy(pcNodeAnim->mRotationKeys,&(*i)->mAnim.akeyRotations[0],
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pcNodeAnim->mNumRotationKeys * sizeof(aiQuatKey));
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// get the longest node anim channel
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for (unsigned int qq = 0; qq < pcNodeAnim->mNumRotationKeys;++qq)
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{
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pcAnim->mDuration = std::max(pcAnim->mDuration,
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pcNodeAnim->mRotationKeys[qq].mTime);
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}
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}
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// copy scaling keys
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if ((*i)->mAnim.akeyScaling.size() > 1 )
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{
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// Allocate the key array and fill it
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pcNodeAnim->mNumScalingKeys = (unsigned int) (*i)->mAnim.akeyScaling.size();
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pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumScalingKeys];
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::memcpy(pcNodeAnim->mScalingKeys,&(*i)->mAnim.akeyScaling[0],
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pcNodeAnim->mNumScalingKeys * sizeof(aiVectorKey));
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// get the longest node anim channel
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for (unsigned int qq = 0; qq < pcNodeAnim->mNumScalingKeys;++qq)
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{
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pcAnim->mDuration = std::max(pcAnim->mDuration,
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pcNodeAnim->mScalingKeys[qq].mTime);
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}
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildCameras()
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{
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if (!mParser->m_vCameras.empty())
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{
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pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
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pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
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for (unsigned int i = 0; i < pcScene->mNumCameras;++i)
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{
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aiCamera* out = pcScene->mCameras[i] = new aiCamera();
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ASE::Camera& in = mParser->m_vCameras[i];
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// copy members
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out->mClipPlaneFar = in.mFar;
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out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
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out->mHorizontalFOV = in.mFOV;
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// TODO: Implement proper camera target
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out->mName.Set(in.mName);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildLights()
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{
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if (!mParser->m_vLights.empty())
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{
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pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
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pcScene->mLights = new aiLight*[pcScene->mNumLights];
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for (unsigned int i = 0; i < pcScene->mNumLights;++i)
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{
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aiLight* out = pcScene->mLights[i] = new aiLight();
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ASE::Light& in = mParser->m_vLights[i];
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// The direction is encoded in the transformation
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// matrix of the node. In 3DS MAX the light source
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// points in negative Z direction if the node
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// transformation is the identity.
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out->mDirection = aiVector3D(0.f,0.f,-1.f);
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out->mName.Set(in.mName);
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switch (in.mLightType)
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{
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case ASE::Light::TARGET:
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out->mType = aiLightSource_SPOT;
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out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
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out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff)
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: out->mAngleInnerCone);
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break;
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case ASE::Light::DIRECTIONAL:
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out->mType = aiLightSource_DIRECTIONAL;
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break;
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default:
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//case ASE::Light::OMNI:
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out->mType = aiLightSource_POINT;
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break;
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};
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out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::AddNodes(std::vector<BaseNode*>& nodes,
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aiNode* pcParent,const char* szName)
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{
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aiMatrix4x4 m;
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this->AddNodes(nodes,pcParent,szName,m);
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
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{
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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// Get the name of the mesh (the mesh instance has been temporarily
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// stored in the third vertex color)
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const aiMesh* pcMesh = pcScene->mMeshes[i];
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const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
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if (mesh == snode)++node->mNumMeshes;
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}
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if(node->mNumMeshes)
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{
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node->mMeshes = new unsigned int[node->mNumMeshes];
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for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i)
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{
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const aiMesh* pcMesh = pcScene->mMeshes[i];
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const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
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if (mesh == snode)
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{
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node->mMeshes[p++] = i;
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// Transform all vertices of the mesh back into their local space ->
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// at the moment they are pretransformed
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aiMatrix4x4 m = mesh->mTransform;
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m.Inverse();
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aiVector3D* pvCurPtr = pcMesh->mVertices;
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const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
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while (pvCurPtr != pvEndPtr)
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{
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*pvCurPtr = m * (*pvCurPtr);
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pvCurPtr++;
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}
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// Do the same for the normal vectors if we have them
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// Here we need to use the (Inverse)Transpose of a 3x3
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// matrix without the translational component.
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if (pcMesh->mNormals)
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{
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aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
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m3.Transpose();
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pvCurPtr = pcMesh->mNormals;
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pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
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while (pvCurPtr != pvEndPtr)
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{
|
|
*pvCurPtr = m3 * (*pvCurPtr);
|
|
pvCurPtr++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
|
|
aiNode* pcParent, const char* szName,
|
|
const aiMatrix4x4& mat)
|
|
{
|
|
const size_t len = szName ? ::strlen(szName) : 0;
|
|
ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
|
|
|
|
// Receives child nodes for the pcParent node
|
|
std::vector<aiNode*> apcNodes;
|
|
|
|
// Now iterate through all nodes in the scene and search for one
|
|
// which has *us* as parent.
|
|
for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end();
|
|
it != end; ++it)
|
|
{
|
|
const BaseNode* snode = *it;
|
|
if (szName)
|
|
{
|
|
if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
|
|
continue;
|
|
}
|
|
else if (snode->mParent.length())
|
|
continue;
|
|
|
|
(*it)->mProcessed = true;
|
|
|
|
// Allocate a new node and add it to the output data structure
|
|
apcNodes.push_back(new aiNode());
|
|
aiNode* node = apcNodes.back();
|
|
|
|
node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
|
|
node->mParent = pcParent;
|
|
|
|
// Setup the transformation matrix of the node
|
|
aiMatrix4x4 mParentAdjust = mat;
|
|
mParentAdjust.Inverse();
|
|
node->mTransformation = mParentAdjust*snode->mTransform;
|
|
|
|
// If the type of this node is "Mesh" we need to search
|
|
// the list of output meshes in the data structure for
|
|
// all those that belonged to this node once. This is
|
|
// slightly inconvinient here and a better solution should
|
|
// be used when this code is refactored next.
|
|
if (snode->mType == BaseNode::Mesh)
|
|
{
|
|
AddMeshes(snode,node);
|
|
}
|
|
|
|
// add sub nodes
|
|
// aiMatrix4x4 mNewAbs = mat * node->mTransformation;
|
|
|
|
// prevent stack overflow
|
|
if (node->mName != node->mParent->mName)
|
|
{
|
|
AddNodes(nodes,node,node->mName.data,snode->mTransform);
|
|
}
|
|
}
|
|
|
|
// allocate enough space for the child nodes
|
|
pcParent->mNumChildren = (unsigned int)apcNodes.size();
|
|
pcParent->mChildren = new aiNode*[apcNodes.size()];
|
|
|
|
// now build all nodes for our nice new children
|
|
for (unsigned int p = 0; p < apcNodes.size();++p)
|
|
{
|
|
pcParent->mChildren[p] = apcNodes[p];
|
|
}
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::BuildNodes()
|
|
{
|
|
ai_assert(NULL != pcScene);
|
|
|
|
// allocate the one and only root node
|
|
pcScene->mRootNode = new aiNode();
|
|
pcScene->mRootNode->mNumMeshes = 0;
|
|
pcScene->mRootNode->mMeshes = 0;
|
|
pcScene->mRootNode->mName.Set("<root>");
|
|
|
|
// Setup the coordinate system transformation
|
|
pcScene->mRootNode->mTransformation.c3 *= -1.f;
|
|
pcScene->mRootNode->mNumChildren = 1;
|
|
pcScene->mRootNode->mChildren = new aiNode*[1];
|
|
pcScene->mRootNode->mChildren[0] = new aiNode();
|
|
|
|
// Change the transformation matrix of all nodes
|
|
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();
|
|
it != end; ++it)
|
|
{
|
|
aiMatrix4x4& m = (*it)->mTransform;
|
|
m.Transpose(); // row-order vs column-order
|
|
}
|
|
|
|
// add all nodes
|
|
AddNodes(nodes,pcScene->mRootNode->mChildren[0],NULL);
|
|
|
|
// now iterate through al nodes and find those that have not yet
|
|
// been added to the nodegraph (= their parent could not be recognized)
|
|
std::vector<const BaseNode*> aiList;
|
|
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();
|
|
it != end; ++it)
|
|
{
|
|
if ((*it)->mProcessed)continue;
|
|
|
|
// check whether our parent is known
|
|
bool bKnowParent = false;
|
|
|
|
// research the list, beginning from now and try to find out whether
|
|
// there is a node that references *us* as a parent
|
|
for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();
|
|
it2 != end; ++it2)
|
|
{
|
|
if (it2 == it)continue;
|
|
|
|
if ((*it2)->mName == (*it)->mParent)
|
|
{
|
|
bKnowParent = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!bKnowParent)
|
|
{
|
|
aiList.push_back(*it);
|
|
}
|
|
}
|
|
|
|
// Are there ane orphaned nodes?
|
|
if (!aiList.empty())
|
|
{
|
|
std::vector<aiNode*> apcNodes;
|
|
apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
|
|
|
|
for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
|
|
apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
|
|
|
|
delete[] pcScene->mRootNode->mChildren;
|
|
for (std::vector<const BaseNode*>::/*const_*/iterator
|
|
i = aiList.begin();
|
|
i != aiList.end();++i)
|
|
{
|
|
const ASE::BaseNode* src = *i;
|
|
|
|
// the parent is not known, so we can assume that we must add
|
|
// this node to the root node of the whole scene
|
|
aiNode* pcNode = new aiNode();
|
|
pcNode->mParent = pcScene->mRootNode;
|
|
pcNode->mName.Set(src->mName);
|
|
AddMeshes(src,pcNode);
|
|
AddNodes(nodes,pcNode,pcNode->mName.data);
|
|
apcNodes.push_back(pcNode);
|
|
}
|
|
|
|
// Regenerate our output array
|
|
pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
|
|
for (unsigned int i = 0; i < apcNodes.size();++i)
|
|
pcScene->mRootNode->mChildren[i] = apcNodes[i];
|
|
|
|
pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
|
|
}
|
|
|
|
// Reset the third color set to NULL - we used this field to
|
|
// store a temporary pointer
|
|
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
|
pcScene->mMeshes[i]->mColors[2] = NULL;
|
|
|
|
// if there is only one subnode, set it as root node
|
|
// FIX: The sub node may not have animations assigned
|
|
if (1 == pcScene->mRootNode->mNumChildren && !pcScene->mNumAnimations)
|
|
{
|
|
aiNode* cc = pcScene->mRootNode->mChildren[0];
|
|
aiNode* pc = pcScene->mRootNode;
|
|
|
|
pcScene->mRootNode = cc;
|
|
pcScene->mRootNode->mParent = NULL;
|
|
cc->mTransformation = pc->mTransformation * cc->mTransformation;
|
|
|
|
// make sure the destructor won't delete us ...
|
|
delete[] pc->mChildren;
|
|
pc->mChildren = NULL;
|
|
pc->mNumChildren = 0;
|
|
delete pc;
|
|
}
|
|
// The root node should not have at least one child or the file is invalid
|
|
else if (!pcScene->mRootNode->mNumChildren)
|
|
{
|
|
throw new ImportErrorException("No nodes loaded. The ASE/ASK file is either empty or corrupt");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
|
{
|
|
// allocate output storage
|
|
std::vector<aiVector3D> mPositions;
|
|
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
|
std::vector<aiColor4D> mVertexColors;
|
|
std::vector<aiVector3D> mNormals;
|
|
std::vector<BoneVertex> mBoneVertices;
|
|
|
|
unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
|
|
mPositions.resize(iSize);
|
|
|
|
// optional texture coordinates
|
|
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
|
{
|
|
if (!mesh.amTexCoords[i].empty())
|
|
{
|
|
amTexCoords[i].resize(iSize);
|
|
}
|
|
}
|
|
// optional vertex colors
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
mVertexColors.resize(iSize);
|
|
}
|
|
|
|
// optional vertex normals (vertex normals can simply be copied)
|
|
if (!mesh.mNormals.empty())
|
|
{
|
|
mNormals.resize(iSize);
|
|
}
|
|
// bone vertices. There is no need to change the bone list
|
|
if (!mesh.mBoneVertices.empty())
|
|
{
|
|
mBoneVertices.resize(iSize);
|
|
}
|
|
|
|
// iterate through all faces in the mesh
|
|
unsigned int iCurrent = 0, fi = 0;
|
|
for (std::vector<ASE::Face>::iterator
|
|
i = mesh.mFaces.begin();
|
|
i != mesh.mFaces.end();++i,++fi)
|
|
{
|
|
for (unsigned int n = 0; n < 3;++n,++iCurrent)
|
|
{
|
|
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
|
|
//std::swap((float&)mPositions[iCurrent].z,(float&)mPositions[iCurrent].y); // DX-to-OGL
|
|
//mPositions[iCurrent].y *= -1.f;
|
|
|
|
// add texture coordinates
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
{
|
|
if (!mesh.amTexCoords[c].empty())
|
|
{
|
|
amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
|
|
amTexCoords[c][iCurrent].y = 1.0f - amTexCoords[c][iCurrent].y; // DX-to-OGL
|
|
}
|
|
}
|
|
// add vertex colors
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
|
|
}
|
|
// add normal vectors
|
|
if (!mesh.mNormals.empty())
|
|
{
|
|
mNormals[iCurrent] = mesh.mNormals[fi*3+n];
|
|
mNormals[iCurrent].Normalize();
|
|
|
|
//std::swap((float&)mNormals[iCurrent].z,(float&)mNormals[iCurrent].y); // DX-to-OGL
|
|
//mNormals[iCurrent].y *= -1.0f;
|
|
}
|
|
|
|
// handle bone vertices
|
|
if ((*i).mIndices[n] < mesh.mBoneVertices.size())
|
|
{
|
|
// (sometimes this will cause bone verts to be duplicated
|
|
// however, I' quite sure Schrompf' JoinVerticesStep
|
|
// will fix that again ...)
|
|
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
|
|
}
|
|
}
|
|
// we need to flip the order of the indices
|
|
(*i).mIndices[0] = iCurrent-1;
|
|
(*i).mIndices[1] = iCurrent-2;
|
|
(*i).mIndices[2] = iCurrent-3;
|
|
}
|
|
|
|
// replace the old arrays
|
|
mesh.mNormals = mNormals;
|
|
mesh.mPositions = mPositions;
|
|
mesh.mVertexColors = mVertexColors;
|
|
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
mesh.amTexCoords[c] = amTexCoords[c];
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
|
{
|
|
// allocate the output material
|
|
mat.pcInstance = new MaterialHelper();
|
|
|
|
// At first add the base ambient color of the
|
|
// scene to the material
|
|
mat.mAmbient.r += this->mParser->m_clrAmbient.r;
|
|
mat.mAmbient.g += this->mParser->m_clrAmbient.g;
|
|
mat.mAmbient.b += this->mParser->m_clrAmbient.b;
|
|
|
|
aiString name;
|
|
name.Set( mat.mName);
|
|
mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
|
|
|
|
// material colors
|
|
mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
// shininess
|
|
if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
|
|
{
|
|
mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
|
|
}
|
|
// if there is no shininess, we can disable phong lighting
|
|
else if (D3DS::Discreet3DS::Metal == mat.mShading ||
|
|
D3DS::Discreet3DS::Phong == mat.mShading ||
|
|
D3DS::Discreet3DS::Blinn == mat.mShading)
|
|
{
|
|
mat.mShading = D3DS::Discreet3DS::Gouraud;
|
|
}
|
|
|
|
// opacity
|
|
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
|
|
|
|
|
|
// shading mode
|
|
aiShadingMode eShading = aiShadingMode_NoShading;
|
|
switch (mat.mShading)
|
|
{
|
|
case D3DS::Discreet3DS::Flat:
|
|
eShading = aiShadingMode_Flat; break;
|
|
case D3DS::Discreet3DS::Phong :
|
|
eShading = aiShadingMode_Phong; break;
|
|
case D3DS::Discreet3DS::Blinn :
|
|
eShading = aiShadingMode_Blinn; break;
|
|
|
|
// I don't know what "Wire" shading should be,
|
|
// assume it is simple lambertian diffuse (L dot N) shading
|
|
case D3DS::Discreet3DS::Wire:
|
|
case D3DS::Discreet3DS::Gouraud:
|
|
eShading = aiShadingMode_Gouraud; break;
|
|
case D3DS::Discreet3DS::Metal :
|
|
eShading = aiShadingMode_CookTorrance; break;
|
|
}
|
|
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
|
|
|
|
if (D3DS::Discreet3DS::Wire == mat.mShading)
|
|
{
|
|
// set the wireframe flag
|
|
unsigned int iWire = 1;
|
|
mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
|
|
}
|
|
|
|
// texture, if there is one
|
|
if( mat.sTexDiffuse.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexDiffuse.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
|
if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_DIFFUSE(0));
|
|
}
|
|
if( mat.sTexSpecular.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexSpecular.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
|
|
|
|
if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_SPECULAR(0));
|
|
}
|
|
if( mat.sTexOpacity.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexOpacity.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
|
|
|
|
if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_OPACITY(0));
|
|
}
|
|
if( mat.sTexEmissive.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexEmissive.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
|
|
|
if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexEmissive.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_EMISSIVE(0));
|
|
}
|
|
if( mat.sTexAmbient.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexAmbient.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(0));
|
|
|
|
if (is_not_qnan(mat.sTexAmbient.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexAmbient.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_AMBIENT(0));
|
|
}
|
|
if( mat.sTexBump.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexBump.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
|
|
|
|
if (is_not_qnan(mat.sTexBump.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_HEIGHT(0));
|
|
}
|
|
if( mat.sTexShininess.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexShininess.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
|
|
|
|
if (is_not_qnan(mat.sTexShininess.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_SHININESS(0));
|
|
}
|
|
|
|
// store the name of the material itself, too
|
|
if( mat.mName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.mName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
|
|
{
|
|
// validate the material index of the mesh
|
|
if (mesh.iMaterialIndex >= mParser->m_vMaterials.size())
|
|
{
|
|
mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
|
|
DefaultLogger::get()->warn("Material index is out of range");
|
|
}
|
|
|
|
// if the material the mesh is assigned to is consisting of submeshes
|
|
// we'll need to split it ... Quak.
|
|
if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())
|
|
{
|
|
std::vector<ASE::Material> vSubMaterials = mParser->
|
|
m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
|
|
|
|
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
|
|
vSubMaterials.size()];
|
|
|
|
// build a list of all faces per submaterial
|
|
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
|
|
{
|
|
// check range
|
|
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
|
|
{
|
|
DefaultLogger::get()->warn("Submaterial index is out of range");
|
|
|
|
// use the last material instead
|
|
aiSplit[vSubMaterials.size()-1].push_back(i);
|
|
}
|
|
else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
|
|
}
|
|
|
|
// now generate submeshes
|
|
for (unsigned int p = 0; p < vSubMaterials.size();++p)
|
|
{
|
|
if (!aiSplit[p].empty())
|
|
{
|
|
aiMesh* p_pcOut = new aiMesh();
|
|
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
// let the sub material index
|
|
p_pcOut->mMaterialIndex = p;
|
|
|
|
// we will need this material
|
|
mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
|
|
|
|
// store the real index here ... color channel 3
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
|
|
|
// store a pointer to the mesh in color channel 2
|
|
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
// convert vertices
|
|
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
|
|
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
|
|
|
|
// receive output vertex weights
|
|
std::vector<std::pair<unsigned int, float> >* avOutputBones;
|
|
if (!mesh.mBones.empty())
|
|
{
|
|
avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
|
|
}
|
|
|
|
// allocate enough storage for faces
|
|
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
|
|
|
unsigned int iBase = 0,iIndex;
|
|
if (p_pcOut->mNumVertices)
|
|
{
|
|
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
|
|
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
{
|
|
iIndex = aiSplit[p][q];
|
|
|
|
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
|
|
p_pcOut->mFaces[q].mNumIndices = 3;
|
|
|
|
for (unsigned int t = 0; t < 3;++t)
|
|
{
|
|
const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
|
|
|
|
p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2];
|
|
p_pcOut->mNormals [iBase] = mesh.mNormals [iIndex2];
|
|
|
|
// convert bones, if existing
|
|
if (!mesh.mBones.empty())
|
|
{
|
|
// check whether there is a vertex weight that is using
|
|
// this vertex index ...
|
|
if (iIndex2 < mesh.mBoneVertices.size())
|
|
{
|
|
for (std::vector<std::pair<int,float> >::const_iterator
|
|
blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
|
|
blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)
|
|
{
|
|
// NOTE: illegal cases have already been filtered out
|
|
avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
|
|
iBase,(*blubb).second));
|
|
}
|
|
}
|
|
}
|
|
++iBase;
|
|
}
|
|
|
|
// Flip the face order
|
|
p_pcOut->mFaces[q].mIndices[0] = iBase-3;
|
|
p_pcOut->mFaces[q].mIndices[1] = iBase-2;
|
|
p_pcOut->mFaces[q].mIndices[2] = iBase-1;
|
|
}
|
|
}
|
|
// convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
{
|
|
if (!mesh.amTexCoords[c].empty())
|
|
{
|
|
p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
|
|
iBase = 0;
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
{
|
|
iIndex = aiSplit[p][q];
|
|
for (unsigned int t = 0; t < 3;++t)
|
|
{
|
|
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
|
|
}
|
|
}
|
|
// setup the number of valid vertex components
|
|
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
|
}
|
|
}
|
|
|
|
// convert vertex colors (only one set supported)
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
|
|
iBase = 0;
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
{
|
|
iIndex = aiSplit[p][q];
|
|
for (unsigned int t = 0; t < 3;++t)
|
|
{
|
|
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
|
|
}
|
|
}
|
|
}
|
|
if (!mesh.mBones.empty())
|
|
{
|
|
p_pcOut->mNumBones = 0;
|
|
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
|
|
if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
|
|
|
|
p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
|
|
aiBone** pcBone = p_pcOut->mBones;
|
|
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
|
|
{
|
|
if (!avOutputBones[mrspock].empty())
|
|
{
|
|
// we will need this bone. add it to the output mesh and
|
|
// add all per-vertex weights
|
|
aiBone* pc = *pcBone = new aiBone();
|
|
pc->mName.Set(mesh.mBones[mrspock].mName);
|
|
|
|
pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
|
|
|
for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
|
|
{
|
|
const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
|
|
pc->mWeights[captainkirk].mVertexId = ref.first;
|
|
pc->mWeights[captainkirk].mWeight = ref.second;
|
|
}
|
|
++pcBone;
|
|
}
|
|
}
|
|
// delete allocated storage
|
|
delete[] avOutputBones;
|
|
}
|
|
}
|
|
}
|
|
// delete storage
|
|
delete[] aiSplit;
|
|
}
|
|
else
|
|
{
|
|
// Otherwise we can simply copy the data to one output mesh
|
|
// This codepath needs less memory and uses fast memcpy()s
|
|
// to do the actual copying. So I think it is worth the
|
|
// effort here.
|
|
|
|
aiMesh* p_pcOut = new aiMesh();
|
|
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
// set an empty sub material index
|
|
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
|
|
mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
|
|
|
|
// store the real index here ... in color channel 3
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
|
|
|
// store a pointer to the mesh in color channel 2
|
|
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
// if the mesh hasn't faces or vertices, there are two cases
|
|
// possible: 1. the model is invalid. 2. This is a dummy
|
|
// helper object which we are going to remove later ...
|
|
if (mesh.mFaces.empty() || mesh.mPositions.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// convert vertices
|
|
p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
|
|
p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
|
|
|
|
// allocate enough storage for faces
|
|
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
|
|
|
// copy vertices
|
|
p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
|
|
memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
|
|
mesh.mPositions.size() * sizeof(aiVector3D));
|
|
|
|
// copy normals
|
|
p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
|
|
memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
|
|
mesh.mNormals.size() * sizeof(aiVector3D));
|
|
|
|
// copy texture coordinates
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
{
|
|
if (!mesh.amTexCoords[c].empty())
|
|
{
|
|
p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
|
|
memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
|
|
mesh.amTexCoords[c].size() * sizeof(aiVector3D));
|
|
|
|
// setup the number of valid vertex components
|
|
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
|
}
|
|
}
|
|
|
|
// copy vertex colors
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
|
|
memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
|
|
mesh.mVertexColors.size() * sizeof(aiColor4D));
|
|
}
|
|
|
|
// copy faces
|
|
for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)
|
|
{
|
|
p_pcOut->mFaces[iFace].mNumIndices = 3;
|
|
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
|
|
|
|
// copy indices (flip the face order, too)
|
|
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[2];
|
|
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
|
|
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[0];
|
|
}
|
|
|
|
// copy vertex bones
|
|
if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty())
|
|
{
|
|
std::vector<aiVertexWeight>* avBonesOut = new
|
|
std::vector<aiVertexWeight>[mesh.mBones.size()];
|
|
|
|
// find all vertex weights for this bone
|
|
unsigned int quak = 0;
|
|
for (std::vector<BoneVertex>::const_iterator
|
|
harrypotter = mesh.mBoneVertices.begin();
|
|
harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)
|
|
{
|
|
for (std::vector<std::pair<int,float> >::const_iterator
|
|
ronaldweasley = (*harrypotter).mBoneWeights.begin();
|
|
ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
|
|
{
|
|
aiVertexWeight weight;
|
|
weight.mVertexId = quak;
|
|
weight.mWeight = (*ronaldweasley).second;
|
|
avBonesOut[(*ronaldweasley).first].push_back(weight);
|
|
}
|
|
}
|
|
|
|
// now build a final bone list
|
|
p_pcOut->mNumBones = 0;
|
|
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
|
|
if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
|
|
|
|
p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
|
|
aiBone** pcBone = p_pcOut->mBones;
|
|
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
|
|
{
|
|
if (!avBonesOut[jfkennedy].empty())
|
|
{
|
|
aiBone* pc = *pcBone = new aiBone();
|
|
pc->mName.Set(mesh.mBones[jfkennedy].mName);
|
|
pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
|
::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
|
|
sizeof(aiVertexWeight) * pc->mNumWeights);
|
|
++pcBone;
|
|
}
|
|
}
|
|
|
|
// delete allocated storage
|
|
delete[] avBonesOut;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::BuildMaterialIndices()
|
|
{
|
|
ai_assert(NULL != pcScene);
|
|
|
|
// iterate through all materials and check whether we need them
|
|
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
|
|
{
|
|
if (mParser->m_vMaterials[iMat].bNeed)
|
|
{
|
|
// convert it to the aiMaterial layout
|
|
ASE::Material& mat = mParser->m_vMaterials[iMat];
|
|
ConvertMaterial(mat);
|
|
TextureTransform::ApplyScaleNOffset(mat);
|
|
++pcScene->mNumMaterials;
|
|
}
|
|
for (unsigned int iSubMat = 0; iSubMat < mParser->m_vMaterials[
|
|
iMat].avSubMaterials.size();++iSubMat)
|
|
{
|
|
if (mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
|
{
|
|
// convert it to the aiMaterial layout
|
|
ASE::Material& mat = mParser->m_vMaterials[iMat].avSubMaterials[iSubMat];
|
|
ConvertMaterial(mat);
|
|
TextureTransform::ApplyScaleNOffset(mat);
|
|
++pcScene->mNumMaterials;
|
|
}
|
|
}
|
|
}
|
|
|
|
// allocate the output material array
|
|
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
|
D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
|
|
|
|
unsigned int iNum = 0;
|
|
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
|
|
{
|
|
if (mParser->m_vMaterials[iMat].bNeed)
|
|
{
|
|
ai_assert(NULL != mParser->m_vMaterials[iMat].pcInstance);
|
|
pcScene->mMaterials[iNum] = mParser->m_vMaterials[iMat].pcInstance;
|
|
|
|
// store the internal material, too
|
|
pcIntMaterials[iNum] = &mParser->m_vMaterials[iMat];
|
|
|
|
// iterate through all meshes and search for one which is using
|
|
// this top-level material index
|
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
|
{
|
|
if (ASE::Face::DEFAULT_MATINDEX == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
|
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
|
{
|
|
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
|
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
|
}
|
|
}
|
|
iNum++;
|
|
}
|
|
for (unsigned int iSubMat = 0; iSubMat < mParser->m_vMaterials[iMat].avSubMaterials.size();++iSubMat)
|
|
{
|
|
if (mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
|
{
|
|
ai_assert(NULL != mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].pcInstance);
|
|
pcScene->mMaterials[iNum] = mParser->m_vMaterials[iMat].
|
|
avSubMaterials[iSubMat].pcInstance;
|
|
|
|
// store the internal material, too
|
|
pcIntMaterials[iNum] = &mParser->m_vMaterials[iMat].avSubMaterials[iSubMat];
|
|
|
|
// iterate through all meshes and search for one which is using
|
|
// this sub-level material index
|
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
|
{
|
|
if (iSubMat == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
|
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
|
{
|
|
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
|
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
|
}
|
|
}
|
|
iNum++;
|
|
}
|
|
}
|
|
}
|
|
// prepare for the next step
|
|
for (unsigned int hans = 0; hans < mParser->m_vMaterials.size();++hans)
|
|
TextureTransform::ApplyScaleNOffset(mParser->m_vMaterials[hans]);
|
|
|
|
// now we need to iterate through all meshes,
|
|
// generating correct texture coordinates and material uv indices
|
|
for (unsigned int curie = 0; curie < pcScene->mNumMeshes;++curie)
|
|
{
|
|
aiMesh* pcMesh = pcScene->mMeshes[curie];
|
|
|
|
// apply texture coordinate transformations
|
|
TextureTransform::BakeScaleNOffset(pcMesh,pcIntMaterials[pcMesh->mMaterialIndex]);
|
|
}
|
|
for (unsigned int hans = 0; hans < pcScene->mNumMaterials;++hans)
|
|
{
|
|
// setup the correct UV indices for each material
|
|
TextureTransform::SetupMatUVSrc(pcScene->mMaterials[hans],
|
|
pcIntMaterials[hans]);
|
|
}
|
|
delete[] pcIntMaterials;
|
|
|
|
// finished!
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Generate normal vectors basing on smoothing groups
|
|
bool ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
|
{
|
|
if (!mesh.mNormals.empty() && !configRecomputeNormals)
|
|
{
|
|
// check whether there are only uninitialized normals. If there are
|
|
// some, skip all normals from the file and compute them on our own
|
|
for (std::vector<aiVector3D>::const_iterator
|
|
qq = mesh.mNormals.begin();
|
|
qq != mesh.mNormals.end();++qq)
|
|
{
|
|
if ((*qq).x || (*qq).y || (*qq).z)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
// The array will be reused
|
|
ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
|
|
return false;
|
|
}
|