518 lines
18 KiB
C++
518 lines
18 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) 2006-2021, 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 UnrealLoader.cpp
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* @brief Implementation of the UNREAL (*.3D) importer class
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*
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* Sources:
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* http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
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*/
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#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
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#include "AssetLib/Unreal/UnrealLoader.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/StreamReader.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.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 <assimp/Importer.hpp>
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#include <stdint.h>
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#include <memory>
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using namespace Assimp;
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namespace Unreal {
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/*
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0 = Normal one-sided
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1 = Normal two-sided
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2 = Translucent two-sided
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3 = Masked two-sided
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4 = Modulation blended two-sided
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8 = Placeholder triangle for weapon positioning (invisible)
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*/
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enum MeshFlags {
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MF_NORMAL_OS = 0,
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MF_NORMAL_TS = 1,
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MF_NORMAL_TRANS_TS = 2,
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MF_NORMAL_MASKED_TS = 3,
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MF_NORMAL_MOD_TS = 4,
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MF_WEAPON_PLACEHOLDER = 8
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};
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// a single triangle
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struct Triangle {
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uint16_t mVertex[3]; // Vertex indices
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char mType; // James' Mesh Type
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char mColor; // Color for flat and Gourand Shaded
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unsigned char mTex[3][2]; // Texture UV coordinates
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unsigned char mTextureNum; // Source texture offset
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char mFlags; // Unreal Mesh Flags (unused)
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unsigned int matIndex;
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};
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// temporary representation for a material
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struct TempMat {
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TempMat() :
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type(MF_NORMAL_OS), tex(), numFaces(0) {}
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explicit TempMat(const Triangle &in) :
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type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
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// type of mesh
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Unreal::MeshFlags type;
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// index of texture
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unsigned int tex;
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// number of faces using us
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unsigned int numFaces;
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// for std::find
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bool operator==(const TempMat &o) {
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return (tex == o.tex && type == o.type);
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}
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};
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struct Vertex {
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int32_t X : 11;
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int32_t Y : 11;
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int32_t Z : 10;
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};
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// UNREAL vertex compression
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inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
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union {
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Vertex n;
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int32_t t;
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};
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t = 0;
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n.X = (int32_t)v.x;
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n.Y = (int32_t)v.y;
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n.Z = (int32_t)v.z;
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::memcpy(&out, &t, sizeof(int32_t));
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}
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// UNREAL vertex decompression
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inline void DecompressVertex(aiVector3D &v, int32_t in) {
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union {
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Vertex n;
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int32_t i;
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};
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i = in;
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v.x = (float)n.X;
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v.y = (float)n.Y;
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v.z = (float)n.Z;
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}
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} // end namespace Unreal
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static const aiImporterDesc desc = {
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"Unreal Mesh Importer",
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"",
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"",
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"",
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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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"3d uc"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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UnrealImporter::UnrealImporter() :
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mConfigFrameID(0), mConfigHandleFlags(true) {}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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UnrealImporter::~UnrealImporter() {}
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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 UnrealImporter::CanRead(const std::string & /*pFile*/, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc *UnrealImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void UnrealImporter::SetupProperties(const Importer *pImp) {
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// The
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// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1);
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if (static_cast<unsigned int>(-1) == mConfigFrameID) {
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mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
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}
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// AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
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mConfigHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, 1));
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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 UnrealImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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// For any of the 3 files being passed get the three correct paths
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// First of all, determine file extension
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std::string::size_type pos = pFile.find_last_of('.');
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std::string extension = GetExtension(pFile);
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std::string d_path, a_path, uc_path;
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if (extension == "3d") {
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// jjjj_d.3d
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// jjjj_a.3d
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pos = pFile.find_last_of('_');
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if (std::string::npos == pos) {
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throw DeadlyImportError("UNREAL: Unexpected naming scheme");
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}
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extension = pFile.substr(0, pos);
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} else {
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extension = pFile.substr(0, pos);
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}
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// build proper paths
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d_path = extension + "_d.3d";
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a_path = extension + "_a.3d";
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uc_path = extension + ".uc";
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ASSIMP_LOG_DEBUG_F("UNREAL: data file is ", d_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: aniv file is ", a_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: uc file is ", uc_path);
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// and open the files ... we can't live without them
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std::unique_ptr<IOStream> p(pIOHandler->Open(d_path));
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if (!p)
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throw DeadlyImportError("UNREAL: Unable to open _d file");
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StreamReaderLE d_reader(pIOHandler->Open(d_path));
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const uint16_t numTris = d_reader.GetI2();
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const uint16_t numVert = d_reader.GetI2();
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d_reader.IncPtr(44);
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if (!numTris || numVert < 3)
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throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
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// maximum texture index
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unsigned int maxTexIdx = 0;
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// collect triangles
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std::vector<Unreal::Triangle> triangles(numTris);
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for (auto &tri : triangles) {
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for (unsigned int i = 0; i < 3; ++i) {
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tri.mVertex[i] = d_reader.GetI2();
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if (tri.mVertex[i] >= numTris) {
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ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
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tri.mVertex[i] = 0;
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}
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}
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tri.mType = d_reader.GetI1();
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// handle mesh flagss?
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if (mConfigHandleFlags)
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tri.mType = Unreal::MF_NORMAL_OS;
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else {
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// ignore MOD and MASKED for the moment, treat them as two-sided
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if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
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tri.mType = Unreal::MF_NORMAL_TS;
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}
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d_reader.IncPtr(1);
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for (unsigned int i = 0; i < 3; ++i)
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for (unsigned int i2 = 0; i2 < 2; ++i2)
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tri.mTex[i][i2] = d_reader.GetI1();
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tri.mTextureNum = d_reader.GetI1();
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maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
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d_reader.IncPtr(1);
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}
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p.reset(pIOHandler->Open(a_path));
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if (!p)
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throw DeadlyImportError("UNREAL: Unable to open _a file");
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StreamReaderLE a_reader(pIOHandler->Open(a_path));
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// read number of frames
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const uint32_t numFrames = a_reader.GetI2();
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if (mConfigFrameID >= numFrames) {
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throw DeadlyImportError("UNREAL: The requested frame does not exist");
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}
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uint32_t st = a_reader.GetI2();
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if (st != numVert * 4u)
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throw DeadlyImportError("UNREAL: Unexpected aniv file length");
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// skip to our frame
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a_reader.IncPtr(mConfigFrameID * numVert * 4);
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// collect vertices
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std::vector<aiVector3D> vertices(numVert);
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for (auto &vertex : vertices) {
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int32_t val = a_reader.GetI4();
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Unreal::DecompressVertex(vertex, val);
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}
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// list of textures.
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std::vector<std::pair<unsigned int, std::string>> textures;
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// allocate the output scene
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aiNode *nd = pScene->mRootNode = new aiNode();
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nd->mName.Set("<UnrealRoot>");
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// we can live without the uc file if necessary
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std::unique_ptr<IOStream> pb(pIOHandler->Open(uc_path));
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if (pb.get()) {
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std::vector<char> _data;
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TextFileToBuffer(pb.get(), _data);
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const char *data = &_data[0];
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std::vector<std::pair<std::string, std::string>> tempTextures;
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// do a quick search in the UC file for some known, usually texture-related, tags
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for (; *data; ++data) {
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if (TokenMatchI(data, "#exec", 5)) {
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SkipSpacesAndLineEnd(&data);
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// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
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if (TokenMatchI(data, "TEXTURE", 7)) {
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data, "IMPORT", 6)) {
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tempTextures.push_back(std::pair<std::string, std::string>());
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std::pair<std::string, std::string> &me = tempTextures.back();
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for (; !IsLineEnd(*data); ++data) {
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if (!::ASSIMP_strincmp(data, "NAME=", 5)) {
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const char *d = data += 5;
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for (; !IsSpaceOrNewLine(*data); ++data)
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;
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me.first = std::string(d, (size_t)(data - d));
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} else if (!::ASSIMP_strincmp(data, "FILE=", 5)) {
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const char *d = data += 5;
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for (; !IsSpaceOrNewLine(*data); ++data)
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;
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me.second = std::string(d, (size_t)(data - d));
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}
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}
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if (!me.first.length() || !me.second.length())
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tempTextures.pop_back();
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}
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}
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// #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
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// #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
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else if (TokenMatchI(data, "MESHMAP", 7)) {
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data, "SETTEXTURE", 10)) {
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textures.push_back(std::pair<unsigned int, std::string>());
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std::pair<unsigned int, std::string> &me = textures.back();
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for (; !IsLineEnd(*data); ++data) {
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if (!::ASSIMP_strincmp(data, "NUM=", 4)) {
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data += 4;
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me.first = strtoul10(data, &data);
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} else if (!::ASSIMP_strincmp(data, "TEXTURE=", 8)) {
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data += 8;
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const char *d = data;
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for (; !IsSpaceOrNewLine(*data); ++data)
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;
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me.second = std::string(d, (size_t)(data - d));
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// try to find matching path names, doesn't care if we don't find them
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for (std::vector<std::pair<std::string, std::string>>::const_iterator it = tempTextures.begin();
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it != tempTextures.end(); ++it) {
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if ((*it).first == me.second) {
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me.second = (*it).second;
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break;
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}
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}
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}
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}
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} else if (TokenMatchI(data, "SCALE", 5)) {
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for (; !IsLineEnd(*data); ++data) {
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if (data[0] == 'X' && data[1] == '=') {
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data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1);
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} else if (data[0] == 'Y' && data[1] == '=') {
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data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2);
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} else if (data[0] == 'Z' && data[1] == '=') {
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data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3);
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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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} else {
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ASSIMP_LOG_ERROR("Unable to open .uc file");
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}
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std::vector<Unreal::TempMat> materials;
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materials.reserve(textures.size() * 2 + 5);
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// find out how many output meshes and materials we'll have and build material indices
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for (Unreal::Triangle &tri : triangles) {
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Unreal::TempMat mat(tri);
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std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
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if (nt == materials.end()) {
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// add material
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tri.matIndex = static_cast<unsigned int>(materials.size());
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mat.numFaces = 1;
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materials.push_back(mat);
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++pScene->mNumMeshes;
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} else {
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tri.matIndex = static_cast<unsigned int>(nt - materials.begin());
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++nt->numFaces;
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}
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}
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if (!pScene->mNumMeshes) {
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throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
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}
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// allocate meshes and bind them to the node graph
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes];
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nd->mNumMeshes = pScene->mNumMeshes;
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nd->mMeshes = new unsigned int[nd->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *m = pScene->mMeshes[i] = new aiMesh();
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m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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const unsigned int num = materials[i].numFaces;
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m->mFaces = new aiFace[num];
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m->mVertices = new aiVector3D[num * 3];
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m->mTextureCoords[0] = new aiVector3D[num * 3];
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nd->mMeshes[i] = i;
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// create materials, too
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aiMaterial *mat = new aiMaterial();
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pScene->mMaterials[i] = mat;
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// all white by default - texture rulez
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aiColor3D color(1.f, 1.f, 1.f);
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aiString s;
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::ai_snprintf(s.data, MAXLEN, "mat%u_tx%u_", i, materials[i].tex);
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// set the two-sided flag
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if (materials[i].type == Unreal::MF_NORMAL_TS) {
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const int twosided = 1;
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mat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
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::strcat(s.data, "ts_");
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} else
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::strcat(s.data, "os_");
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// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
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if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
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const float opac = 0.9f;
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mat->AddProperty(&opac, 1, AI_MATKEY_OPACITY);
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::strcat(s.data, "tran_");
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} else
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::strcat(s.data, "opaq_");
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// a special name for the weapon attachment point
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if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
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s.length = ::ai_snprintf(s.data, MAXLEN, "$WeaponTag$");
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color = aiColor3D(0.f, 0.f, 0.f);
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}
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// set color and name
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mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
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s.length = static_cast<ai_uint32>(::strlen(s.data));
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mat->AddProperty(&s, AI_MATKEY_NAME);
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// set texture, if any
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const unsigned int tex = materials[i].tex;
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for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
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if ((*it).first == tex) {
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s.Set((*it).second);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
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break;
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}
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}
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}
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|
|
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// fill them.
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|
for (const Unreal::Triangle &tri : triangles) {
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|
Unreal::TempMat mat(tri);
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|
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
|
|
|
|
aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
|
|
aiFace &f = mesh->mFaces[mesh->mNumFaces++];
|
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f.mIndices = new unsigned int[f.mNumIndices = 3];
|
|
|
|
for (unsigned int i = 0; i < 3; ++i, mesh->mNumVertices++) {
|
|
f.mIndices[i] = mesh->mNumVertices;
|
|
|
|
mesh->mVertices[mesh->mNumVertices] = vertices[tri.mVertex[i]];
|
|
mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D(tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
|
|
}
|
|
}
|
|
|
|
// convert to RH
|
|
MakeLeftHandedProcess hero;
|
|
hero.Execute(pScene);
|
|
|
|
FlipWindingOrderProcess flipper;
|
|
flipper.Execute(pScene);
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER
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