diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/code/AssetLib/ASE/ASELoader.cpp | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/code/AssetLib/ASE/ASELoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/ASE/ASELoader.cpp | 1288 |
1 files changed, 0 insertions, 1288 deletions
diff --git a/libs/assimp/code/AssetLib/ASE/ASELoader.cpp b/libs/assimp/code/AssetLib/ASE/ASELoader.cpp deleted file mode 100644 index caa7089..0000000 --- a/libs/assimp/code/AssetLib/ASE/ASELoader.cpp +++ /dev/null @@ -1,1288 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp 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 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 ASELoader.cpp - * @brief Implementation of the ASE importer class - */ - -#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER - -#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER - -// internal headers -#include "ASELoader.h" -#include "Common/TargetAnimation.h" -#include <assimp/SkeletonMeshBuilder.h> -#include <assimp/StringComparison.h> - -#include <assimp/importerdesc.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/IOSystem.hpp> -#include <assimp/Importer.hpp> - -#include <memory> - -// utilities -#include <assimp/fast_atof.h> - -using namespace Assimp; -using namespace Assimp::ASE; - -static const aiImporterDesc desc = { - "ASE Importer", - "", - "", - "Similar to 3DS but text-encoded", - aiImporterFlags_SupportTextFlavour, - 0, - 0, - 0, - 0, - "ase ask" -}; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -ASEImporter::ASEImporter() : - mParser(), mBuffer(), pcScene(), configRecomputeNormals(), noSkeletonMesh() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -ASEImporter::~ASEImporter() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool ASEImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { - static const char *tokens[] = { "*3dsmax_asciiexport" }; - return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); -} - -// ------------------------------------------------------------------------------------------------ -// Loader meta information -const aiImporterDesc *ASEImporter::GetInfo() const { - return &desc; -} - -// ------------------------------------------------------------------------------------------------ -// Setup configuration options -void ASEImporter::SetupProperties(const Importer *pImp) { - configRecomputeNormals = (pImp->GetPropertyInteger( - AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS, 1) ? - true : - false); - - noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Imports the given file into the given scene structure. -void ASEImporter::InternReadFile(const std::string &pFile, - aiScene *pScene, IOSystem *pIOHandler) { - std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb")); - - // Check whether we can read from the file - if (file.get() == nullptr) { - throw DeadlyImportError("Failed to open ASE file ", pFile, "."); - } - - // Allocate storage and copy the contents of the file to a memory buffer - std::vector<char> mBuffer2; - TextFileToBuffer(file.get(), mBuffer2); - - this->mBuffer = &mBuffer2[0]; - this->pcScene = pScene; - - // ------------------------------------------------------------------ - // Guess the file format by looking at the extension - // ASC is considered to be the older format 110, - // ASE is the actual version 200 (that is currently written by max) - // ------------------------------------------------------------------ - unsigned int defaultFormat; - std::string::size_type s = pFile.length() - 1; - switch (pFile.c_str()[s]) { - - case 'C': - case 'c': - defaultFormat = AI_ASE_OLD_FILE_FORMAT; - break; - default: - defaultFormat = AI_ASE_NEW_FILE_FORMAT; - }; - - // Construct an ASE parser and parse the file - ASE::Parser parser(mBuffer, defaultFormat); - mParser = &parser; - mParser->Parse(); - - //------------------------------------------------------------------ - // Check whether we god at least one mesh. If we did - generate - // materials and copy meshes. - // ------------------------------------------------------------------ - if (!mParser->m_vMeshes.empty()) { - - // If absolutely no material has been loaded from the file - // we need to generate a default material - GenerateDefaultMaterial(); - - // process all meshes - bool tookNormals = false; - std::vector<aiMesh *> avOutMeshes; - avOutMeshes.reserve(mParser->m_vMeshes.size() * 2); - for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin(); i != mParser->m_vMeshes.end(); ++i) { - if ((*i).bSkip) { - continue; - } - BuildUniqueRepresentation(*i); - - // Need to generate proper vertex normals if necessary - if (GenerateNormals(*i)) { - tookNormals = true; - } - - // Convert all meshes to aiMesh objects - ConvertMeshes(*i, avOutMeshes); - } - if (tookNormals) { - ASSIMP_LOG_DEBUG("ASE: Taking normals from the file. Use " - "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you " - "experience problems"); - } - - // Now build the output mesh list. Remove dummies - pScene->mNumMeshes = (unsigned int)avOutMeshes.size(); - aiMesh **pp = pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; - for (std::vector<aiMesh *>::const_iterator i = avOutMeshes.begin(); i != avOutMeshes.end(); ++i) { - if (!(*i)->mNumFaces) { - continue; - } - *pp++ = *i; - } - pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes); - - // Build final material indices (remove submaterials and setup - // the final list) - BuildMaterialIndices(); - } - - // ------------------------------------------------------------------ - // Copy all scene graph nodes - lights, cameras, dummies and meshes - // into one huge list. - //------------------------------------------------------------------ - std::vector<BaseNode *> nodes; - nodes.reserve(mParser->m_vMeshes.size() + mParser->m_vLights.size() + mParser->m_vCameras.size() + mParser->m_vDummies.size()); - - // Lights - for (auto &light : mParser->m_vLights) - nodes.push_back(&light); - // Cameras - for (auto &camera : mParser->m_vCameras) - nodes.push_back(&camera); - // Meshes - for (auto &mesh : mParser->m_vMeshes) - nodes.push_back(&mesh); - // Dummies - for (auto &dummy : mParser->m_vDummies) - nodes.push_back(&dummy); - - // build the final node graph - BuildNodes(nodes); - - // build output animations - BuildAnimations(nodes); - - // build output cameras - BuildCameras(); - - // build output lights - BuildLights(); - - // ------------------------------------------------------------------ - // If we have no meshes use the SkeletonMeshBuilder helper class - // to build a mesh for the animation skeleton - // FIXME: very strange results - // ------------------------------------------------------------------ - if (!pScene->mNumMeshes) { - pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; - if (!noSkeletonMesh) { - SkeletonMeshBuilder skeleton(pScene); - } - } -} -// ------------------------------------------------------------------------------------------------ -void ASEImporter::GenerateDefaultMaterial() { - ai_assert(nullptr != mParser); - - bool bHas = false; - for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin(); i != mParser->m_vMeshes.end(); ++i) { - if ((*i).bSkip) continue; - if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) { - (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size(); - bHas = true; - } - } - if (bHas || mParser->m_vMaterials.empty()) { - // add a simple material without submaterials to the parser's list - mParser->m_vMaterials.push_back(ASE::Material(AI_DEFAULT_MATERIAL_NAME)); - ASE::Material &mat = mParser->m_vMaterials.back(); - - mat.mDiffuse = aiColor3D(0.6f, 0.6f, 0.6f); - mat.mSpecular = aiColor3D(1.0f, 1.0f, 1.0f); - mat.mAmbient = aiColor3D(0.05f, 0.05f, 0.05f); - mat.mShading = Discreet3DS::Gouraud; - } -} - -// ------------------------------------------------------------------------------------------------ -void ASEImporter::BuildAnimations(const std::vector<BaseNode *> &nodes) { - // check whether we have at least one mesh which has animations - std::vector<ASE::BaseNode *>::const_iterator i = nodes.begin(); - unsigned int iNum = 0; - for (; i != nodes.end(); ++i) { - - // TODO: Implement Bezier & TCB support - if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) { - ASSIMP_LOG_WARN("ASE: Position controller uses Bezier/TCB keys. " - "This is not supported."); - } - if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) { - ASSIMP_LOG_WARN("ASE: Rotation controller uses Bezier/TCB keys. " - "This is not supported."); - } - if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) { - ASSIMP_LOG_WARN("ASE: Position controller uses Bezier/TCB keys. " - "This is not supported."); - } - - // We compare against 1 here - firstly one key is not - // really an animation and secondly MAX writes dummies - // that represent the node transformation. - if ((*i)->mAnim.akeyPositions.size() > 1 || (*i)->mAnim.akeyRotations.size() > 1 || (*i)->mAnim.akeyScaling.size() > 1) { - ++iNum; - } - if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan((*i)->mTargetPosition.x)) { - ++iNum; - } - } - if (iNum) { - // Generate a new animation channel and setup everything for it - pcScene->mNumAnimations = 1; - pcScene->mAnimations = new aiAnimation *[1]; - aiAnimation *pcAnim = pcScene->mAnimations[0] = new aiAnimation(); - pcAnim->mNumChannels = iNum; - pcAnim->mChannels = new aiNodeAnim *[iNum]; - pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame; - - iNum = 0; - - // Now iterate through all meshes and collect all data we can find - for (i = nodes.begin(); i != nodes.end(); ++i) { - - ASE::BaseNode *me = *i; - if (me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan(me->mTargetPosition.x)) { - // Generate an extra channel for the camera/light target. - // BuildNodes() does also generate an extra node, named - // <baseName>.Target. - aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); - nd->mNodeName.Set(me->mName + ".Target"); - - // If there is no input position channel we will need - // to supply the default position from the node's - // local transformation matrix. - /*TargetAnimationHelper helper; - if (me->mAnim.akeyPositions.empty()) - { - aiMatrix4x4& mat = (*i)->mTransform; - helper.SetFixedMainAnimationChannel(aiVector3D( - mat.a4, mat.b4, mat.c4)); - } - else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions); - helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions); - - helper.Process(&me->mTargetAnim.akeyPositions);*/ - - // Allocate the key array and fill it - nd->mNumPositionKeys = (unsigned int)me->mTargetAnim.akeyPositions.size(); - nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; - - ::memcpy(nd->mPositionKeys, &me->mTargetAnim.akeyPositions[0], - nd->mNumPositionKeys * sizeof(aiVectorKey)); - } - - if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) { - // Begin a new node animation channel for this node - aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); - nd->mNodeName.Set(me->mName); - - // copy position keys - if (me->mAnim.akeyPositions.size() > 1) { - // Allocate the key array and fill it - nd->mNumPositionKeys = (unsigned int)me->mAnim.akeyPositions.size(); - nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; - - ::memcpy(nd->mPositionKeys, &me->mAnim.akeyPositions[0], - nd->mNumPositionKeys * sizeof(aiVectorKey)); - } - // copy rotation keys - if (me->mAnim.akeyRotations.size() > 1) { - // Allocate the key array and fill it - nd->mNumRotationKeys = (unsigned int)me->mAnim.akeyRotations.size(); - nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys]; - - // -------------------------------------------------------------------- - // Rotation keys are offsets to the previous keys. - // We have the quaternion representations of all - // of them, so we just need to concatenate all - // (unit-length) quaternions to get the absolute - // rotations. - // Rotation keys are ABSOLUTE for older files - // -------------------------------------------------------------------- - - aiQuaternion cur; - for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) { - aiQuatKey q = me->mAnim.akeyRotations[a]; - - if (mParser->iFileFormat > 110) { - cur = (a ? cur * q.mValue : q.mValue); - q.mValue = cur.Normalize(); - } - nd->mRotationKeys[a] = q; - - // need this to get to Assimp quaternion conventions - nd->mRotationKeys[a].mValue.w *= -1.f; - } - } - // copy scaling keys - if (me->mAnim.akeyScaling.size() > 1) { - // Allocate the key array and fill it - nd->mNumScalingKeys = (unsigned int)me->mAnim.akeyScaling.size(); - nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys]; - - ::memcpy(nd->mScalingKeys, &me->mAnim.akeyScaling[0], - nd->mNumScalingKeys * sizeof(aiVectorKey)); - } - } - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Build output cameras -void ASEImporter::BuildCameras() { - if (!mParser->m_vCameras.empty()) { - pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size(); - pcScene->mCameras = new aiCamera *[pcScene->mNumCameras]; - - for (unsigned int i = 0; i < pcScene->mNumCameras; ++i) { - aiCamera *out = pcScene->mCameras[i] = new aiCamera(); - ASE::Camera &in = mParser->m_vCameras[i]; - - // copy members - out->mClipPlaneFar = in.mFar; - out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f); - out->mHorizontalFOV = in.mFOV; - - out->mName.Set(in.mName); - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Build output lights -void ASEImporter::BuildLights() { - if (!mParser->m_vLights.empty()) { - pcScene->mNumLights = (unsigned int)mParser->m_vLights.size(); - pcScene->mLights = new aiLight *[pcScene->mNumLights]; - - for (unsigned int i = 0; i < pcScene->mNumLights; ++i) { - aiLight *out = pcScene->mLights[i] = new aiLight(); - ASE::Light &in = mParser->m_vLights[i]; - - // The direction is encoded in the transformation matrix of the node. - // In 3DS MAX the light source points into negative Z direction if - // the node transformation is the identity. - out->mDirection = aiVector3D(0.f, 0.f, -1.f); - - out->mName.Set(in.mName); - switch (in.mLightType) { - case ASE::Light::TARGET: - out->mType = aiLightSource_SPOT; - out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle); - out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone); - break; - - case ASE::Light::DIRECTIONAL: - out->mType = aiLightSource_DIRECTIONAL; - break; - - default: - //case ASE::Light::OMNI: - out->mType = aiLightSource_POINT; - break; - }; - out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity; - } - } -} - -// ------------------------------------------------------------------------------------------------ -void ASEImporter::AddNodes(const std::vector<BaseNode *> &nodes, - aiNode *pcParent, const char *szName) { - aiMatrix4x4 m; - AddNodes(nodes, pcParent, szName, m); -} - -// ------------------------------------------------------------------------------------------------ -// Add meshes to a given node -void ASEImporter::AddMeshes(const ASE::BaseNode *snode, aiNode *node) { - for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) { - // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color) - const aiMesh *pcMesh = pcScene->mMeshes[i]; - const ASE::Mesh *mesh = (const ASE::Mesh *)pcMesh->mColors[2]; - - if (mesh == snode) { - ++node->mNumMeshes; - } - } - - if (node->mNumMeshes) { - node->mMeshes = new unsigned int[node->mNumMeshes]; - for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes; ++i) { - - const aiMesh *pcMesh = pcScene->mMeshes[i]; - const ASE::Mesh *mesh = (const ASE::Mesh *)pcMesh->mColors[2]; - if (mesh == snode) { - node->mMeshes[p++] = i; - - // Transform all vertices of the mesh back into their local space -> - // at the moment they are pretransformed - aiMatrix4x4 m = mesh->mTransform; - m.Inverse(); - - aiVector3D *pvCurPtr = pcMesh->mVertices; - const aiVector3D *pvEndPtr = pvCurPtr + pcMesh->mNumVertices; - while (pvCurPtr != pvEndPtr) { - *pvCurPtr = m * (*pvCurPtr); - pvCurPtr++; - } - - // Do the same for the normal vectors, if we have them. - // As always, inverse transpose. - if (pcMesh->mNormals) { - aiMatrix3x3 m3 = aiMatrix3x3(mesh->mTransform); - m3.Transpose(); - - pvCurPtr = pcMesh->mNormals; - pvEndPtr = pvCurPtr + pcMesh->mNumVertices; - while (pvCurPtr != pvEndPtr) { - *pvCurPtr = m3 * (*pvCurPtr); - pvCurPtr++; - } - } - } - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Add child nodes to a given parent node -void ASEImporter::AddNodes(const 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; - - // Add sub nodes - prevent stack overflow due to recursive parenting - if (node->mName != node->mParent->mName && node->mName != node->mParent->mParent->mName) { - AddNodes(nodes, node, node->mName.data, snode->mTransform); - } - - // Further processing depends on the type of the node - if (snode->mType == ASE::BaseNode::Mesh) { - // 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. - AddMeshes(snode, node); - } else if (is_not_qnan(snode->mTargetPosition.x)) { - // If this is a target camera or light we generate a small - // child node which marks the position of the camera - // target (the direction information is contained in *this* - // node's animation track but the exact target position - // would be lost otherwise) - if (!node->mNumChildren) { - node->mChildren = new aiNode *[1]; - } - - aiNode *nd = new aiNode(); - - nd->mName.Set(snode->mName + ".Target"); - - nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4; - nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4; - nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4; - - nd->mParent = node; - - // The .Target node is always the first child node - for (unsigned int m = 0; m < node->mNumChildren; ++m) - node->mChildren[m + 1] = node->mChildren[m]; - - node->mChildren[0] = nd; - node->mNumChildren++; - - // What we did is so great, it is at least worth a debug message - ASSIMP_LOG_VERBOSE_DEBUG("ASE: Generating separate target node (", snode->mName, ")"); - } - } - - // Allocate enough space for the child nodes - // We allocate one slot more in case this is a target camera/light - pcParent->mNumChildren = (unsigned int)apcNodes.size(); - if (pcParent->mNumChildren) { - pcParent->mChildren = new aiNode *[apcNodes.size() + 1 /* PLUS ONE !!! */]; - - // now build all nodes for our nice new children - for (unsigned int p = 0; p < apcNodes.size(); ++p) - pcParent->mChildren[p] = apcNodes[p]; - } - return; -} - -// ------------------------------------------------------------------------------------------------ -// Build the output node graph -void ASEImporter::BuildNodes(std::vector<BaseNode *> &nodes) { - ai_assert(nullptr != pcScene); - - // allocate the one and only root node - aiNode *root = pcScene->mRootNode = new aiNode(); - root->mName.Set("<ASERoot>"); - - // Setup the coordinate system transformation - pcScene->mRootNode->mNumChildren = 1; - pcScene->mRootNode->mChildren = new aiNode *[1]; - aiNode *ch = pcScene->mRootNode->mChildren[0] = new aiNode(); - ch->mParent = root; - - // Change the transformation matrix of all nodes - for (BaseNode *node : nodes) { - aiMatrix4x4 &m = node->mTransform; - m.Transpose(); // row-order vs column-order - } - - // add all nodes - AddNodes(nodes, ch, nullptr); - - // 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; - - // search the list another time, starting *here* 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 any 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 nullptr - we used this field to store a temporary pointer - for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) - pcScene->mMeshes[i]->mColors[2] = nullptr; - - // The root node should not have at least one child or the file is valid - if (!pcScene->mRootNode->mNumChildren) { - throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt"); - } - - // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system - pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f, - 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f); -} - -// ------------------------------------------------------------------------------------------------ -// Convert the imported data to the internal verbose representation -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]]; - - // add texture coordinates - for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) { - if (mesh.amTexCoords[c].empty()) break; - amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]]; - } - // 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(); - } - - // 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]]; - } - (*i).mIndices[n] = iCurrent; - } - } - - // 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]; -} - -// ------------------------------------------------------------------------------------------------ -// Copy a texture from the ASE structs to the output material -void CopyASETexture(aiMaterial &mat, ASE::Texture &texture, aiTextureType type) { - // Setup the texture name - aiString tex; - tex.Set(texture.mMapName); - mat.AddProperty(&tex, AI_MATKEY_TEXTURE(type, 0)); - - // Setup the texture blend factor - if (is_not_qnan(texture.mTextureBlend)) - mat.AddProperty<ai_real>(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0)); - - // Setup texture UV transformations - mat.AddProperty<ai_real>(&texture.mOffsetU, 5, AI_MATKEY_UVTRANSFORM(type, 0)); -} - -// ------------------------------------------------------------------------------------------------ -// Convert from ASE material to output material -void ASEImporter::ConvertMaterial(ASE::Material &mat) { - // LARGE TODO: Much code her is copied from 3DS ... join them maybe? - - // Allocate the output material - mat.pcInstance = new aiMaterial(); - - // At first add the base ambient color of the - // scene to the material - mat.mAmbient.r += mParser->m_clrAmbient.r; - mat.mAmbient.g += mParser->m_clrAmbient.g; - mat.mAmbient.b += 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<ai_real>(&mat.mTransparency, 1, AI_MATKEY_OPACITY); - - // Two sided rendering? - if (mat.mTwoSided) { - int i = 1; - mat.pcInstance->AddProperty<int>(&i, 1, AI_MATKEY_TWOSIDED); - } - - // 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: { - // set the wireframe flag - unsigned int iWire = 1; - mat.pcInstance->AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME); - } - 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); - - // DIFFUSE texture - if (mat.sTexDiffuse.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexDiffuse, aiTextureType_DIFFUSE); - - // SPECULAR texture - if (mat.sTexSpecular.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexSpecular, aiTextureType_SPECULAR); - - // AMBIENT texture - if (mat.sTexAmbient.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexAmbient, aiTextureType_AMBIENT); - - // OPACITY texture - if (mat.sTexOpacity.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexOpacity, aiTextureType_OPACITY); - - // EMISSIVE texture - if (mat.sTexEmissive.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexEmissive, aiTextureType_EMISSIVE); - - // BUMP texture - if (mat.sTexBump.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexBump, aiTextureType_HEIGHT); - - // SHININESS texture - if (mat.sTexShininess.mMapName.length() > 0) - CopyASETexture(*mat.pcInstance, mat.sTexShininess, aiTextureType_SHININESS); - - // 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; -} - -// ------------------------------------------------------------------------------------------------ -// Build output meshes -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; - ASSIMP_LOG_WARN("Material index is out of range"); - } - - // If the material the mesh is assigned to is consisting of submeshes, split it - 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 sub-material - for (unsigned int i = 0; i < mesh.mFaces.size(); ++i) { - // check range - if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) { - ASSIMP_LOG_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 = nullptr; - 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, ++iBase) { - 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()) { - ai_assert(avOutputBones); - // check whether there is a vertex weight for 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)); - } - } - } - p_pcOut->mFaces[q].mIndices[t] = iBase; - } - } - } - // 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]]; - } - } - } - // Copy bones - 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 - p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0]; - p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1]; - p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2]; - } - - // copy vertex bones - if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) { - std::vector<std::vector<aiVertexWeight>> avBonesOut(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; - } - } - } - } -} - -// ------------------------------------------------------------------------------------------------ -// Setup proper material indices and build output materials -void ASEImporter::BuildMaterialIndices() { - ai_assert(nullptr != pcScene); - - // iterate through all materials and check whether we need them - for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size(); ++iMat) { - ASE::Material &mat = mParser->m_vMaterials[iMat]; - if (mat.bNeed) { - // Convert it to the aiMaterial layout - ConvertMaterial(mat); - ++pcScene->mNumMaterials; - } - for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size(); ++iSubMat) { - ASE::Material &submat = mat.avSubMaterials[iSubMat]; - if (submat.bNeed) { - // Convert it to the aiMaterial layout - ConvertMaterial(submat); - ++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) { - ASE::Material &mat = mParser->m_vMaterials[iMat]; - if (mat.bNeed) { - ai_assert(nullptr != mat.pcInstance); - pcScene->mMaterials[iNum] = mat.pcInstance; - - // Store the internal material, too - pcIntMaterials[iNum] = &mat; - - // 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) { - aiMesh *mesh = pcScene->mMeshes[iMesh]; - if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex && - iMat == (uintptr_t)mesh->mColors[3]) { - mesh->mMaterialIndex = iNum; - mesh->mColors[3] = nullptr; - } - } - iNum++; - } - for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size(); ++iSubMat) { - ASE::Material &submat = mat.avSubMaterials[iSubMat]; - if (submat.bNeed) { - ai_assert(nullptr != submat.pcInstance); - pcScene->mMaterials[iNum] = submat.pcInstance; - - // Store the internal material, too - pcIntMaterials[iNum] = &submat; - - // 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) { - aiMesh *mesh = pcScene->mMeshes[iMesh]; - - if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) { - mesh->mMaterialIndex = iNum; - mesh->mColors[3] = nullptr; - } - } - iNum++; - } - } - } - - // Delete our temporary array - delete[] pcIntMaterials; -} - -// ------------------------------------------------------------------------------------------------ -// 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 is reused. - ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh); - return false; -} - -#endif // ASSIMP_BUILD_NO_3DS_IMPORTER - -#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER |