assimp/code/3DSConverter.cpp

707 lines
23 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the 3ds importer class */
// internal headers
#include "3DSLoader.h"
#include "MaterialSystem.h"
#include "TextureTransform.h"
#include "StringComparison.h"
#include "qnan.h"
// public ASSIMP headers
#include "../include/DefaultLogger.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ReplaceDefaultMaterial()
{
// try to find an existing material that matches the
// typical default material setting:
// - no textures
// - diffuse color (in grey!)
// NOTE: This is here to workaround the fact that some
// exporters are writing a default material, too.
unsigned int iIndex = 0xcdcdcdcd;
for (unsigned int i = 0; i < this->mScene->mMaterials.size();++i)
{
if (std::string::npos == this->mScene->mMaterials[i].mName.find("default") &&
std::string::npos == this->mScene->mMaterials[i].mName.find("DEFAULT"))continue;
if (this->mScene->mMaterials[i].mDiffuse.r !=
this->mScene->mMaterials[i].mDiffuse.g ||
this->mScene->mMaterials[i].mDiffuse.r !=
this->mScene->mMaterials[i].mDiffuse.b)continue;
if (this->mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexBump.mMapName.length()!= 0 ||
this->mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
this->mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )continue;
iIndex = i;
}
if (0xcdcdcdcd == iIndex)iIndex = (unsigned int)this->mScene->mMaterials.size();
// now iterate through all meshes and through all faces and
// find all faces that are using the default material
unsigned int iCnt = 0;
for (std::vector<Dot3DS::Mesh>::iterator
i = this->mScene->mMeshes.begin();
i != this->mScene->mMeshes.end();++i)
{
for (std::vector<unsigned int>::iterator
a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end();++a)
{
// NOTE: The additional check seems to be necessary,
// some exporters seem to generate invalid data here
if (0xcdcdcdcd == (*a))
{
(*a) = iIndex;
++iCnt;
}
else if ( (*a) >= this->mScene->mMaterials.size())
{
(*a) = iIndex;
++iCnt;
DefaultLogger::get()->warn("Material index overflow in 3DS file. Assigning "
"default material ...");
}
}
}
if (iCnt && iIndex == this->mScene->mMaterials.size())
{
// we need to create our own default material
Dot3DS::Material sMat;
sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
sMat.mName = "%%%DEFAULT";
this->mScene->mMaterials.push_back(sMat);
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
{
for (std::vector< Dot3DS::Face >::iterator
i = sMesh->mFaces.begin();
i != sMesh->mFaces.end();++i)
{
// check whether all indices are in range
if ((*i).mIndices[0] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
(*i).mIndices[0] = (uint32_t)sMesh->mPositions.size()-1;
}
if ((*i).mIndices[1] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
(*i).mIndices[1] = (uint32_t)sMesh->mPositions.size()-1;
}
if ((*i).mIndices[2] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
(*i).mIndices[2] = (uint32_t)sMesh->mPositions.size()-1;
}
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
{
std::vector<aiVector3D> vNew;
vNew.resize(sMesh->mFaces.size() * 3);
std::vector<aiVector2D> vNew2;
// TODO: Remove this step. By maintaining a small LUT it
// would be possible to do this directly in the parsing step
unsigned int iBase = 0;
if (0 != sMesh->mTexCoords.size())
{
vNew2.resize(sMesh->mFaces.size() * 3);
for (unsigned int i = 0; i < sMesh->mFaces.size();++i)
{
uint32_t iTemp1,iTemp2;
// position and texture coordinates
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[2]];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[2]];
iTemp1 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[1]];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[1]];
iTemp2 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[0]];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[0]];
sMesh->mFaces[i].mIndices[2] = iBase++;
sMesh->mFaces[i].mIndices[0] = iTemp1;
sMesh->mFaces[i].mIndices[1] = iTemp2;
}
}
else
{
for (unsigned int i = 0; i < sMesh->mFaces.size();++i)
{
uint32_t iTemp1,iTemp2;
// position only
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[2]];
iTemp1 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[1]];
iTemp2 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[0]];
sMesh->mFaces[i].mIndices[2] = iBase++;
sMesh->mFaces[i].mIndices[0] = iTemp1;
sMesh->mFaces[i].mIndices[1] = iTemp2;
}
}
sMesh->mPositions = vNew;
sMesh->mTexCoords = vNew2;
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
MaterialHelper& mat)
{
// NOTE: Pass the background image to the viewer by bypassing the
// material system. This is an evil hack, never do it again!
if (0 != this->mBackgroundImage.length() && this->bHasBG)
{
aiString tex;
tex.Set( this->mBackgroundImage);
mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
// be sure this is only done for the first material
this->mBackgroundImage = std::string("");
}
// At first add the base ambient color of the
// scene to the material
oldMat.mAmbient.r += this->mClrAmbient.r;
oldMat.mAmbient.g += this->mClrAmbient.g;
oldMat.mAmbient.b += this->mClrAmbient.b;
aiString name;
name.Set( oldMat.mName);
mat.AddProperty( &name, AI_MATKEY_NAME);
// material colors
mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// phong shininess and shininess strength
if (Dot3DS::Dot3DSFile::Phong == oldMat.mShading ||
Dot3DS::Dot3DSFile::Metal == oldMat.mShading)
{
if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
{
oldMat.mShading = Dot3DS::Dot3DSFile::Gouraud;
}
else
{
mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
}
}
// opacity
mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
// bump height scaling
mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
// two sided rendering?
if (oldMat.mTwoSided)
{
int i = 0;
mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
}
// shading mode
aiShadingMode eShading = aiShadingMode_NoShading;
switch (oldMat.mShading)
{
case Dot3DS::Dot3DSFile::Flat:
eShading = aiShadingMode_Flat; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse (L dot N) shading
case Dot3DS::Dot3DSFile::Wire:
case Dot3DS::Dot3DSFile::Gouraud:
eShading = aiShadingMode_Gouraud; break;
// assume cook-torrance shading for metals.
// NOTE: I assume the real shader inside 3ds max is an anisotropic
// Phong-Blinn shader, but this is a good approximation too
case Dot3DS::Dot3DSFile::Phong :
eShading = aiShadingMode_Phong; break;
case Dot3DS::Dot3DSFile::Metal :
eShading = aiShadingMode_CookTorrance; break;
}
mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
if (Dot3DS::Dot3DSFile::Wire == oldMat.mShading)
{
// set the wireframe flag
unsigned int iWire = 1;
mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
}
// texture, if there is one
if( oldMat.sTexDiffuse.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexDiffuse.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
if (is_not_qnan(oldMat.sTexDiffuse.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexDiffuse.mTextureBlend, 1, AI_MATKEY_TEXBLEND_DIFFUSE(0));
if (aiTextureMapMode_Clamp != oldMat.sTexDiffuse.mMapMode)
{
int i = (int)oldMat.sTexSpecular.mMapMode;
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
}
}
if( oldMat.sTexSpecular.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexSpecular.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
if (is_not_qnan(oldMat.sTexSpecular.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexSpecular.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SPECULAR(0));
if (aiTextureMapMode_Clamp != oldMat.sTexSpecular.mMapMode)
{
int i = (int)oldMat.sTexSpecular.mMapMode;
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_U_SPECULAR(0));
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_SPECULAR(0));
}
}
if( oldMat.sTexOpacity.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexOpacity.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
if (is_not_qnan(oldMat.sTexOpacity.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexOpacity.mTextureBlend, 1,AI_MATKEY_TEXBLEND_OPACITY(0));
if (aiTextureMapMode_Clamp != oldMat.sTexOpacity.mMapMode)
{
int i = (int)oldMat.sTexOpacity.mMapMode;
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_U_OPACITY(0));
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_OPACITY(0));
}
}
if( oldMat.sTexEmissive.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexEmissive.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
if (is_not_qnan(oldMat.sTexEmissive.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexEmissive.mTextureBlend, 1, AI_MATKEY_TEXBLEND_EMISSIVE(0));
if (aiTextureMapMode_Clamp != oldMat.sTexEmissive.mMapMode)
{
int i = (int)oldMat.sTexEmissive.mMapMode;
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_U_EMISSIVE(0));
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_EMISSIVE(0));
}
}
if( oldMat.sTexBump.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexBump.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
if (is_not_qnan(oldMat.sTexBump.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexBump.mTextureBlend, 1, AI_MATKEY_TEXBLEND_HEIGHT(0));
if (aiTextureMapMode_Clamp != oldMat.sTexBump.mMapMode)
{
int i = (int)oldMat.sTexBump.mMapMode;
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_U_HEIGHT(0));
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_HEIGHT(0));
}
}
if( oldMat.sTexShininess.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexShininess.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
if (is_not_qnan(oldMat.sTexShininess.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexShininess.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SHININESS(0));
if (aiTextureMapMode_Clamp != oldMat.sTexShininess.mMapMode)
{
int i = (int)oldMat.sTexShininess.mMapMode;
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_U_SHININESS(0));
mat.AddProperty<int>(&i,1,AI_MATKEY_MAPPINGMODE_V_SHININESS(0));
}
}
// store the name of the material itself, too
if( oldMat.mName.length() > 0)
{
aiString tex;
tex.Set( oldMat.mName);
mat.AddProperty( &tex, AI_MATKEY_NAME);
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
{
std::vector<aiMesh*> avOutMeshes;
avOutMeshes.reserve(this->mScene->mMeshes.size() * 2);
unsigned int iFaceCnt = 0;
// we need to split all meshes by their materials
for (std::vector<Dot3DS::Mesh>::iterator
i = this->mScene->mMeshes.begin();
i != this->mScene->mMeshes.end();++i)
{
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
this->mScene->mMaterials.size()];
unsigned int iNum = 0;
for (std::vector<unsigned int>::const_iterator
a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end();++a,++iNum)
{
// check range
if ((*a) >= this->mScene->mMaterials.size())
{
DefaultLogger::get()->error("3DS face material index is out of range");
// use the last material instead
aiSplit[this->mScene->mMaterials.size()-1].push_back(iNum);
}
else aiSplit[*a].push_back(iNum);
}
// now generate submeshes
bool bFirst = true;
for (unsigned int p = 0; p < this->mScene->mMaterials.size();++p)
{
if (aiSplit[p].size() != 0)
{
aiMesh* p_pcOut = new aiMesh();
// be sure to setup the correct material index
p_pcOut->mMaterialIndex = p;
// use the color data as temporary storage
p_pcOut->mColors[0] = (aiColor4D*)(&*i);
avOutMeshes.push_back(p_pcOut);
// convert vertices
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
iFaceCnt += p_pcOut->mNumFaces;
if (p_pcOut->mNumVertices != 0)
{
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
unsigned int iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q)
{
unsigned int iIndex = aiSplit[p][q];
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
p_pcOut->mFaces[q].mNumIndices = 3;
p_pcOut->mFaces[q].mIndices[2] = iBase;
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[0]];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[0]];
p_pcOut->mFaces[q].mIndices[1] = iBase;
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[1]];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[1]];
p_pcOut->mFaces[q].mIndices[0] = iBase;
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[2]];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[2]];
}
}
// convert texture coordinates
if ((*i).mTexCoords.size() != 0)
{
p_pcOut->mTextureCoords[0] = new aiVector3D[p_pcOut->mNumVertices];
unsigned int iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q)
{
unsigned int iIndex2 = aiSplit[p][q];
unsigned int iIndex = (*i).mFaces[iIndex2].mIndices[0];
aiVector2D& pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
iIndex = (*i).mFaces[iIndex2].mIndices[1];
pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
iIndex = (*i).mFaces[iIndex2].mIndices[2];
pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
}
// apply texture coordinate scalings
TextureTransform::BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
p_pcOut->mMaterialIndex] );
}
}
}
delete[] aiSplit;
}
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
{
pcOut->mMeshes[a] = avOutMeshes[a];
}
if (0 == iFaceCnt)
{
throw new ImportErrorException("No faces loaded. The mesh is empty");
}
// for each material in the scene we need to setup the UV source
// set for each texture
for (unsigned int a = 0; a < pcOut->mNumMaterials;++a)
{
TextureTransform::SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn)
{
std::vector<unsigned int> iArray;
iArray.reserve(3);
if (pcIn->mName != "$$$DUMMY")
{
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
{
const Dot3DS::Mesh* pcMesh = (const Dot3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
ai_assert(NULL != pcMesh);
if (0 == ASSIMP_stricmp(pcIn->mName.c_str(),pcMesh->mName.c_str()))
{
iArray.push_back(a);
}
}
if (!iArray.empty())
{
aiMatrix4x4& mTrafo = ((Dot3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0])->mMat;
aiMatrix4x4 mInv = mTrafo;
mInv.Inverse();
pcOut->mName.Set(pcIn->mName);
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i)
{
const unsigned int iIndex = iArray[i];
aiMesh* const mesh = pcSOut->mMeshes[iIndex];
// http://www.zfx.info/DisplayThread.php?MID=235690#235690
const aiVector3D& pivot = pcIn->vPivot;
const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
aiVector3D* pvCurrent = mesh->mVertices;
if(pivot.x || pivot.y || pivot.z)
{
while (pvCurrent != pvEnd)
{
*pvCurrent = mInv * (*pvCurrent);
pvCurrent->x -= pivot.x;
pvCurrent->y -= pivot.y;
pvCurrent->z -= pivot.z;
*pvCurrent = mTrafo * (*pvCurrent);
std::swap( pvCurrent->y, pvCurrent->z );
++pvCurrent;
}
}
else
{
while (pvCurrent != pvEnd)
{
std::swap( pvCurrent->y, pvCurrent->z );
//pvCurrent->y *= -1.0f;
++pvCurrent;
}
}
pcOut->mMeshes[i] = iIndex;
}
}
/*else
{
DefaultLogger::get()->warn("A node that is not a dummy does not "
"reference a valid mesh.");
}*/
}
pcOut->mTransformation = aiMatrix4x4();
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
{
pcOut->mChildren[i] = new aiNode();
pcOut->mChildren[i]->mParent = pcOut;
AddNodeToGraph(pcSOut,pcOut->mChildren[i],
pcIn->mChildren[i]);
}
return;
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
{
pcOut->mRootNode = new aiNode();
if (0 == this->mRootNode->mChildren.size())
{
// seems the file has not even a hierarchy.
// generate a flat hiearachy which looks like this:
//
// ROOT_NODE
// |
// ----------------------------------------
// | | | |
// MESH_0 MESH_1 MESH_2 ... MESH_N
//
unsigned int iCnt = 0;
DefaultLogger::get()->warn("No hierarchy information has been "
"found in the file. A flat hierarchy tree is built ...");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes;
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mNumMeshes ];
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i)
{
aiNode* pcNode = new aiNode();
pcNode->mParent = pcOut->mRootNode;
pcNode->mNumChildren = 0;
pcNode->mChildren = 0;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
pcNode->mNumMeshes = 1;
char szBuffer[128];
int iLen;
#if _MSC_VER >= 1400
iLen = sprintf_s(szBuffer,"UNNAMED_%i",i);
#else
iLen = sprintf(szBuffer,"UNNAMED_%i",i);
#endif
ai_assert(0 < iLen);
::memcpy(pcNode->mName.data,szBuffer,iLen);
pcNode->mName.data[iLen] = '\0';
pcNode->mName.length = iLen;
// add the new child to the parent node
pcOut->mRootNode->mChildren[i] = pcNode;
}
}
else this->AddNodeToGraph(pcOut, pcOut->mRootNode, this->mRootNode);
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
pcOut->mMeshes[a]->mColors[0] = NULL;
// if the root node has only one child ... set the child as root node
if (1 == pcOut->mRootNode->mNumChildren)
{
aiNode* pcOld = pcOut->mRootNode;
pcOut->mRootNode = pcOut->mRootNode->mChildren[0];
pcOut->mRootNode->mParent = NULL;
pcOld->mChildren[0] = NULL;
delete pcOld;
}
// if the root node is a default node setup a name for it
if (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')
{
pcOut->mRootNode->mName.Set("<root>");
}
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertScene(aiScene* pcOut)
{
pcOut->mNumMaterials = (unsigned int)this->mScene->mMaterials.size();
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
{
MaterialHelper* pcNew = new MaterialHelper();
this->ConvertMaterial(this->mScene->mMaterials[i],*pcNew);
pcOut->mMaterials[i] = pcNew;
}
this->ConvertMeshes(pcOut);
return;
}