summaryrefslogtreecommitdiff
path: root/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp')
-rw-r--r--libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp1340
1 files changed, 1340 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp b/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp
new file mode 100644
index 0000000..b3591b4
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp
@@ -0,0 +1,1340 @@
+
+/*
+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 BlenderLoader.cpp
+ * @brief Implementation of the Blender3D importer class.
+ */
+
+//#define ASSIMP_BUILD_NO_COMPRESSED_BLEND
+// Uncomment this to disable support for (gzip)compressed .BLEND files
+
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+
+#include "BlenderBMesh.h"
+#include "BlenderCustomData.h"
+#include "BlenderIntermediate.h"
+#include "BlenderModifier.h"
+#include <assimp/StringUtils.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+
+#include <assimp/MemoryIOWrapper.h>
+#include <assimp/StreamReader.h>
+#include <assimp/StringComparison.h>
+
+#include <cctype>
+
+// zlib is needed for compressed blend files
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+#include "Common/Compression.h"
+/* #ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+# else
+# include "../contrib/zlib/zlib.h"
+# endif*/
+#endif
+
+namespace Assimp {
+
+template <>
+const char *LogFunctions<BlenderImporter>::Prefix() {
+ static auto prefix = "BLEND: ";
+ return prefix;
+}
+
+} // namespace Assimp
+
+using namespace Assimp;
+using namespace Assimp::Blender;
+using namespace Assimp::Formatter;
+
+static const aiImporterDesc blenderDesc = {
+ "Blender 3D Importer (http://www.blender3d.org)",
+ "",
+ "",
+ "No animation support yet",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 2,
+ 50,
+ "blend"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BlenderImporter::BlenderImporter() :
+ modifier_cache(new BlenderModifierShowcase()) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+BlenderImporter::~BlenderImporter() {
+ delete modifier_cache;
+}
+
+static const char * const Tokens[] = { "BLENDER" };
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool BlenderImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ // note: this won't catch compressed files
+ static const char *tokens[] = { "<BLENDER", "blender" };
+
+ return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader registry entry
+const aiImporterDesc *BlenderImporter::GetInfo() const {
+ return &blenderDesc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties for the loader
+void BlenderImporter::SetupProperties(const Importer * /*pImp*/) {
+ // nothing to be done for the moment
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void BlenderImporter::InternReadFile(const std::string &pFile,
+ aiScene *pScene, IOSystem *pIOHandler) {
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+ std::vector<char> uncompressed;
+#endif
+
+ FileDatabase file;
+ std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
+ if (!stream) {
+ ThrowException("Could not open file for reading");
+ }
+
+ char magic[8] = { 0 };
+ stream->Read(magic, 7, 1);
+ if (strcmp(magic, Tokens[0])) {
+ // Check for presence of the gzip header. If yes, assume it is a
+ // compressed blend file and try uncompressing it, else fail. This is to
+ // avoid uncompressing random files which our loader might end up with.
+#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+ ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
+#else
+ if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
+ ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
+ }
+
+ LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
+ if (magic[2] != 8) {
+ ThrowException("Unsupported GZIP compression method");
+ }
+
+ // http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
+ stream->Seek(0L, aiOrigin_SET);
+ std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
+
+ size_t total = 0;
+ Compression compression;
+ if (compression.open(Compression::Format::Binary, Compression::FlushMode::NoFlush, 16 + Compression::MaxWBits)) {
+ total = compression.decompress((unsigned char *)reader->GetPtr(), reader->GetRemainingSize(), uncompressed);
+ compression.close();
+ }
+
+ // replace the input stream with a memory stream
+ stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t *>(uncompressed.data()), total));
+
+ // .. and retry
+ stream->Read(magic, 7, 1);
+ if (strcmp(magic, "BLENDER")) {
+ ThrowException("Found no BLENDER magic word in decompressed GZIP file");
+ }
+#endif
+ }
+
+ file.i64bit = (stream->Read(magic, 1, 1), magic[0] == '-');
+ file.little = (stream->Read(magic, 1, 1), magic[0] == 'v');
+
+ stream->Read(magic, 3, 1);
+ magic[3] = '\0';
+
+ LogInfo("Blender version is ", magic[0], ".", magic + 1,
+ " (64bit: ", file.i64bit ? "true" : "false",
+ ", little endian: ", file.little ? "true" : "false", ")");
+
+ ParseBlendFile(file, stream);
+
+ Scene scene;
+ ExtractScene(scene, file);
+
+ ConvertBlendFile(pScene, scene, file);
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ParseBlendFile(FileDatabase &out, std::shared_ptr<IOStream> stream) {
+ out.reader = std::make_shared<StreamReaderAny>(stream, out.little);
+
+ DNAParser dna_reader(out);
+ const DNA *dna = nullptr;
+
+ out.entries.reserve(128);
+ { // even small BLEND files tend to consist of many file blocks
+ SectionParser parser(*out.reader.get(), out.i64bit);
+
+ // first parse the file in search for the DNA and insert all other sections into the database
+ while ((parser.Next(), 1)) {
+ const FileBlockHead &head = parser.GetCurrent();
+
+ if (head.id == "ENDB") {
+ break; // only valid end of the file
+ } else if (head.id == "DNA1") {
+ dna_reader.Parse();
+ dna = &dna_reader.GetDNA();
+ continue;
+ }
+
+ out.entries.push_back(head);
+ }
+ }
+ if (!dna) {
+ ThrowException("SDNA not found");
+ }
+
+ std::sort(out.entries.begin(), out.entries.end());
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ExtractScene(Scene &out, const FileDatabase &file) {
+ const FileBlockHead *block = nullptr;
+ std::map<std::string, size_t>::const_iterator it = file.dna.indices.find("Scene");
+ if (it == file.dna.indices.end()) {
+ ThrowException("There is no `Scene` structure record");
+ }
+
+ const Structure &ss = file.dna.structures[(*it).second];
+
+ // we need a scene somewhere to start with.
+ for (const FileBlockHead &bl : file.entries) {
+
+ // Fix: using the DNA index is more reliable to locate scenes
+ //if (bl.id == "SC") {
+
+ if (bl.dna_index == (*it).second) {
+ block = &bl;
+ break;
+ }
+ }
+
+ if (!block) {
+ ThrowException("There is not a single `Scene` record to load");
+ }
+
+ file.reader->SetCurrentPos(block->start);
+ ss.Convert(out, file);
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+ ASSIMP_LOG_INFO(
+ "(Stats) Fields read: ", file.stats().fields_read,
+ ", pointers resolved: ", file.stats().pointers_resolved,
+ ", cache hits: ", file.stats().cache_hits,
+ ", cached objects: ", file.stats().cached_objects);
+#endif
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ParseSubCollection(const Blender::Scene &in, aiNode *root, std::shared_ptr<Collection> collection, ConversionData &conv_data) {
+
+ std::deque<Object *> root_objects;
+ // Count number of objects
+ for (std::shared_ptr<CollectionObject> cur = std::static_pointer_cast<CollectionObject>(collection->gobject.first); cur; cur = cur->next) {
+ if (cur->ob) {
+ root_objects.push_back(cur->ob);
+ }
+ }
+ std::deque<Collection *> root_children;
+ // Count number of child nodes
+ for (std::shared_ptr<CollectionChild> cur = std::static_pointer_cast<CollectionChild>(collection->children.first); cur; cur = cur->next) {
+ if (cur->collection) {
+ root_children.push_back(cur->collection.get());
+ }
+ }
+ root->mNumChildren = static_cast<unsigned int>(root_objects.size() + root_children.size());
+ root->mChildren = new aiNode *[root->mNumChildren]();
+
+ for (unsigned int i = 0; i < static_cast<unsigned int>(root_objects.size()); ++i) {
+ root->mChildren[i] = ConvertNode(in, root_objects[i], conv_data, aiMatrix4x4());
+ root->mChildren[i]->mParent = root;
+ }
+
+ // For each subcollection create a new node to represent it
+ unsigned int iterator = static_cast<unsigned int>(root_objects.size());
+ for (std::shared_ptr<CollectionChild> cur = std::static_pointer_cast<CollectionChild>(collection->children.first); cur; cur = cur->next) {
+ if (cur->collection) {
+ root->mChildren[iterator] = new aiNode(cur->collection->id.name + 2); // skip over the name prefix 'OB'
+ root->mChildren[iterator]->mParent = root;
+ ParseSubCollection(in, root->mChildren[iterator], cur->collection, conv_data);
+ }
+ iterator += 1;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ConvertBlendFile(aiScene *out, const Scene &in, const FileDatabase &file) {
+ ConversionData conv(file);
+
+ aiNode *root = out->mRootNode = new aiNode("<BlenderRoot>");
+ // Iterate over all objects directly under master_collection,
+ // If in.master_collection == null, then we're parsing something older.
+ if (in.master_collection) {
+ ParseSubCollection(in, root, in.master_collection, conv);
+ } else {
+ std::deque<const Object *> no_parents;
+ for (std::shared_ptr<Base> cur = std::static_pointer_cast<Base>(in.base.first); cur; cur = cur->next) {
+ if (cur->object) {
+ if (!cur->object->parent) {
+ no_parents.push_back(cur->object.get());
+ } else {
+ conv.objects.insert(cur->object.get());
+ }
+ }
+ }
+ for (std::shared_ptr<Base> cur = in.basact; cur; cur = cur->next) {
+ if (cur->object) {
+ if (cur->object->parent) {
+ conv.objects.insert(cur->object.get());
+ }
+ }
+ }
+
+ if (no_parents.empty()) {
+ ThrowException("Expected at least one object with no parent");
+ }
+
+ root->mNumChildren = static_cast<unsigned int>(no_parents.size());
+ root->mChildren = new aiNode *[root->mNumChildren]();
+ for (unsigned int i = 0; i < root->mNumChildren; ++i) {
+ root->mChildren[i] = ConvertNode(in, no_parents[i], conv, aiMatrix4x4());
+ root->mChildren[i]->mParent = root;
+ }
+ }
+
+ BuildMaterials(conv);
+
+ if (conv.meshes->size()) {
+ out->mMeshes = new aiMesh *[out->mNumMeshes = static_cast<unsigned int>(conv.meshes->size())];
+ std::copy(conv.meshes->begin(), conv.meshes->end(), out->mMeshes);
+ conv.meshes.dismiss();
+ }
+
+ if (conv.lights->size()) {
+ out->mLights = new aiLight *[out->mNumLights = static_cast<unsigned int>(conv.lights->size())];
+ std::copy(conv.lights->begin(), conv.lights->end(), out->mLights);
+ conv.lights.dismiss();
+ }
+
+ if (conv.cameras->size()) {
+ out->mCameras = new aiCamera *[out->mNumCameras = static_cast<unsigned int>(conv.cameras->size())];
+ std::copy(conv.cameras->begin(), conv.cameras->end(), out->mCameras);
+ conv.cameras.dismiss();
+ }
+
+ if (conv.materials->size()) {
+ out->mMaterials = new aiMaterial *[out->mNumMaterials = static_cast<unsigned int>(conv.materials->size())];
+ std::copy(conv.materials->begin(), conv.materials->end(), out->mMaterials);
+ conv.materials.dismiss();
+ }
+
+ if (conv.textures->size()) {
+ out->mTextures = new aiTexture *[out->mNumTextures = static_cast<unsigned int>(conv.textures->size())];
+ std::copy(conv.textures->begin(), conv.textures->end(), out->mTextures);
+ conv.textures.dismiss();
+ }
+
+ // acknowledge that the scene might come out incomplete
+ // by Assimp's definition of `complete`: blender scenes
+ // can consist of thousands of cameras or lights with
+ // not a single mesh between them.
+ if (!out->mNumMeshes) {
+ out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ResolveImage(aiMaterial *out, const Material *mat, const MTex *tex, const Image *img, ConversionData &conv_data) {
+ (void)mat;
+ (void)tex;
+ (void)conv_data;
+ aiString name;
+
+ // check if the file contents are bundled with the BLEND file
+ if (img->packedfile) {
+ name.data[0] = '*';
+ name.length = 1 + ASSIMP_itoa10(name.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(conv_data.textures->size()));
+
+ conv_data.textures->push_back(new aiTexture());
+ aiTexture *curTex = conv_data.textures->back();
+
+ // usually 'img->name' will be the original file name of the embedded textures,
+ // so we can extract the file extension from it.
+ const size_t nlen = strlen(img->name);
+ const char *s = img->name + nlen, *e = s;
+ while (s >= img->name && *s != '.') {
+ --s;
+ }
+
+ curTex->achFormatHint[0] = s + 1 > e ? '\0' : (char)::tolower((unsigned char)s[1]);
+ curTex->achFormatHint[1] = s + 2 > e ? '\0' : (char)::tolower((unsigned char)s[2]);
+ curTex->achFormatHint[2] = s + 3 > e ? '\0' : (char)::tolower((unsigned char)s[3]);
+ curTex->achFormatHint[3] = '\0';
+
+ // tex->mHeight = 0;
+ curTex->mWidth = img->packedfile->size;
+ uint8_t *ch = new uint8_t[curTex->mWidth];
+
+ conv_data.db.reader->SetCurrentPos(static_cast<size_t>(img->packedfile->data->val));
+ conv_data.db.reader->CopyAndAdvance(ch, curTex->mWidth);
+
+ curTex->pcData = reinterpret_cast<aiTexel *>(ch);
+
+ LogInfo("Reading embedded texture, original file was ", img->name);
+ } else {
+ name = aiString(img->name);
+ }
+
+ aiTextureType texture_type = aiTextureType_UNKNOWN;
+ MTex::MapType map_type = tex->mapto;
+
+ if (map_type & MTex::MapType_COL)
+ texture_type = aiTextureType_DIFFUSE;
+ else if (map_type & MTex::MapType_NORM) {
+ if (tex->tex->imaflag & Tex::ImageFlags_NORMALMAP) {
+ texture_type = aiTextureType_NORMALS;
+ } else {
+ texture_type = aiTextureType_HEIGHT;
+ }
+ out->AddProperty(&tex->norfac, 1, AI_MATKEY_BUMPSCALING);
+ } else if (map_type & MTex::MapType_COLSPEC)
+ texture_type = aiTextureType_SPECULAR;
+ else if (map_type & MTex::MapType_COLMIR)
+ texture_type = aiTextureType_REFLECTION;
+ //else if (map_type & MTex::MapType_REF)
+ else if (map_type & MTex::MapType_SPEC)
+ texture_type = aiTextureType_SHININESS;
+ else if (map_type & MTex::MapType_EMIT)
+ texture_type = aiTextureType_EMISSIVE;
+ //else if (map_type & MTex::MapType_ALPHA)
+ //else if (map_type & MTex::MapType_HAR)
+ //else if (map_type & MTex::MapType_RAYMIRR)
+ //else if (map_type & MTex::MapType_TRANSLU)
+ else if (map_type & MTex::MapType_AMB)
+ texture_type = aiTextureType_AMBIENT;
+ else if (map_type & MTex::MapType_DISPLACE)
+ texture_type = aiTextureType_DISPLACEMENT;
+ //else if (map_type & MTex::MapType_WARP)
+
+ out->AddProperty(&name, AI_MATKEY_TEXTURE(texture_type,
+ conv_data.next_texture[texture_type]++));
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::AddSentinelTexture(aiMaterial *out, const Material *mat, const MTex *tex, ConversionData &conv_data) {
+ (void)mat;
+ (void)tex;
+ (void)conv_data;
+
+ aiString name;
+ name.length = ai_snprintf(name.data, MAXLEN, "Procedural,num=%i,type=%s", conv_data.sentinel_cnt++,
+ GetTextureTypeDisplayString(tex->tex->type));
+ out->AddProperty(&name, AI_MATKEY_TEXTURE_DIFFUSE(
+ conv_data.next_texture[aiTextureType_DIFFUSE]++));
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ResolveTexture(aiMaterial *out, const Material *mat, const MTex *tex, ConversionData &conv_data) {
+ const Tex *rtex = tex->tex.get();
+ if (!rtex || !rtex->type) {
+ return;
+ }
+
+ // We can't support most of the texture types because they're mostly procedural.
+ // These are substituted by a dummy texture.
+ const char *dispnam = "";
+ switch (rtex->type) {
+ // these are listed in blender's UI
+ case Tex::Type_CLOUDS:
+ case Tex::Type_WOOD:
+ case Tex::Type_MARBLE:
+ case Tex::Type_MAGIC:
+ case Tex::Type_BLEND:
+ case Tex::Type_STUCCI:
+ case Tex::Type_NOISE:
+ case Tex::Type_PLUGIN:
+ case Tex::Type_MUSGRAVE:
+ case Tex::Type_VORONOI:
+ case Tex::Type_DISTNOISE:
+ case Tex::Type_ENVMAP:
+
+ // these do no appear in the UI, why?
+ case Tex::Type_POINTDENSITY:
+ case Tex::Type_VOXELDATA:
+
+ LogWarn("Encountered a texture with an unsupported type: ", dispnam);
+ AddSentinelTexture(out, mat, tex, conv_data);
+ break;
+
+ case Tex::Type_IMAGE:
+ if (!rtex->ima) {
+ LogError("A texture claims to be an Image, but no image reference is given");
+ break;
+ }
+ ResolveImage(out, mat, tex, rtex->ima.get(), conv_data);
+ break;
+
+ default:
+ ai_assert(false);
+ };
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::BuildDefaultMaterial(Blender::ConversionData &conv_data) {
+ // add a default material if necessary
+ unsigned int index = static_cast<unsigned int>(-1);
+ for (aiMesh *mesh : conv_data.meshes.get()) {
+ if (mesh->mMaterialIndex == static_cast<unsigned int>(-1)) {
+
+ if (index == static_cast<unsigned int>(-1)) {
+ // Setup a default material.
+ std::shared_ptr<Material> p(new Material());
+ ai_assert(::strlen(AI_DEFAULT_MATERIAL_NAME) < sizeof(p->id.name) - 2);
+ strcpy(p->id.name + 2, AI_DEFAULT_MATERIAL_NAME);
+
+ // Note: MSVC11 does not zero-initialize Material here, although it should.
+ // Thus all relevant fields should be explicitly initialized. We cannot add
+ // a default constructor to Material since the DNA codegen does not support
+ // parsing it.
+ p->r = p->g = p->b = 0.6f;
+ p->specr = p->specg = p->specb = 0.6f;
+ p->ambr = p->ambg = p->ambb = 0.0f;
+ p->mirr = p->mirg = p->mirb = 0.0f;
+ p->emit = 0.f;
+ p->alpha = 0.f;
+ p->har = 0;
+
+ index = static_cast<unsigned int>(conv_data.materials_raw.size());
+ conv_data.materials_raw.push_back(p);
+ LogInfo("Adding default material");
+ }
+ mesh->mMaterialIndex = index;
+ }
+ }
+}
+
+void BlenderImporter::AddBlendParams(aiMaterial *result, const Material *source) {
+ aiColor3D diffuseColor(source->r, source->g, source->b);
+ result->AddProperty(&diffuseColor, 1, "$mat.blend.diffuse.color", 0, 0);
+
+ float diffuseIntensity = source->ref;
+ result->AddProperty(&diffuseIntensity, 1, "$mat.blend.diffuse.intensity", 0, 0);
+
+ int diffuseShader = source->diff_shader;
+ result->AddProperty(&diffuseShader, 1, "$mat.blend.diffuse.shader", 0, 0);
+
+ int diffuseRamp = 0;
+ result->AddProperty(&diffuseRamp, 1, "$mat.blend.diffuse.ramp", 0, 0);
+
+ aiColor3D specularColor(source->specr, source->specg, source->specb);
+ result->AddProperty(&specularColor, 1, "$mat.blend.specular.color", 0, 0);
+
+ float specularIntensity = source->spec;
+ result->AddProperty(&specularIntensity, 1, "$mat.blend.specular.intensity", 0, 0);
+
+ int specularShader = source->spec_shader;
+ result->AddProperty(&specularShader, 1, "$mat.blend.specular.shader", 0, 0);
+
+ int specularRamp = 0;
+ result->AddProperty(&specularRamp, 1, "$mat.blend.specular.ramp", 0, 0);
+
+ int specularHardness = source->har;
+ result->AddProperty(&specularHardness, 1, "$mat.blend.specular.hardness", 0, 0);
+
+ int transparencyUse = source->mode & MA_TRANSPARENCY ? 1 : 0;
+ result->AddProperty(&transparencyUse, 1, "$mat.blend.transparency.use", 0, 0);
+
+ int transparencyMethod = source->mode & MA_RAYTRANSP ? 2 : (source->mode & MA_ZTRANSP ? 1 : 0);
+ result->AddProperty(&transparencyMethod, 1, "$mat.blend.transparency.method", 0, 0);
+
+ float transparencyAlpha = source->alpha;
+ result->AddProperty(&transparencyAlpha, 1, "$mat.blend.transparency.alpha", 0, 0);
+
+ float transparencySpecular = source->spectra;
+ result->AddProperty(&transparencySpecular, 1, "$mat.blend.transparency.specular", 0, 0);
+
+ float transparencyFresnel = source->fresnel_tra;
+ result->AddProperty(&transparencyFresnel, 1, "$mat.blend.transparency.fresnel", 0, 0);
+
+ float transparencyBlend = source->fresnel_tra_i;
+ result->AddProperty(&transparencyBlend, 1, "$mat.blend.transparency.blend", 0, 0);
+
+ float transparencyIor = source->ang;
+ result->AddProperty(&transparencyIor, 1, "$mat.blend.transparency.ior", 0, 0);
+
+ float transparencyFilter = source->filter;
+ result->AddProperty(&transparencyFilter, 1, "$mat.blend.transparency.filter", 0, 0);
+
+ float transparencyFalloff = source->tx_falloff;
+ result->AddProperty(&transparencyFalloff, 1, "$mat.blend.transparency.falloff", 0, 0);
+
+ float transparencyLimit = source->tx_limit;
+ result->AddProperty(&transparencyLimit, 1, "$mat.blend.transparency.limit", 0, 0);
+
+ int transparencyDepth = source->ray_depth_tra;
+ result->AddProperty(&transparencyDepth, 1, "$mat.blend.transparency.depth", 0, 0);
+
+ float transparencyGlossAmount = source->gloss_tra;
+ result->AddProperty(&transparencyGlossAmount, 1, "$mat.blend.transparency.glossAmount", 0, 0);
+
+ float transparencyGlossThreshold = source->adapt_thresh_tra;
+ result->AddProperty(&transparencyGlossThreshold, 1, "$mat.blend.transparency.glossThreshold", 0, 0);
+
+ int transparencyGlossSamples = source->samp_gloss_tra;
+ result->AddProperty(&transparencyGlossSamples, 1, "$mat.blend.transparency.glossSamples", 0, 0);
+
+ int mirrorUse = source->mode & MA_RAYMIRROR ? 1 : 0;
+ result->AddProperty(&mirrorUse, 1, "$mat.blend.mirror.use", 0, 0);
+
+ float mirrorReflectivity = source->ray_mirror;
+ result->AddProperty(&mirrorReflectivity, 1, "$mat.blend.mirror.reflectivity", 0, 0);
+
+ aiColor3D mirrorColor(source->mirr, source->mirg, source->mirb);
+ result->AddProperty(&mirrorColor, 1, "$mat.blend.mirror.color", 0, 0);
+
+ float mirrorFresnel = source->fresnel_mir;
+ result->AddProperty(&mirrorFresnel, 1, "$mat.blend.mirror.fresnel", 0, 0);
+
+ float mirrorBlend = source->fresnel_mir_i;
+ result->AddProperty(&mirrorBlend, 1, "$mat.blend.mirror.blend", 0, 0);
+
+ int mirrorDepth = source->ray_depth;
+ result->AddProperty(&mirrorDepth, 1, "$mat.blend.mirror.depth", 0, 0);
+
+ float mirrorMaxDist = source->dist_mir;
+ result->AddProperty(&mirrorMaxDist, 1, "$mat.blend.mirror.maxDist", 0, 0);
+
+ int mirrorFadeTo = source->fadeto_mir;
+ result->AddProperty(&mirrorFadeTo, 1, "$mat.blend.mirror.fadeTo", 0, 0);
+
+ float mirrorGlossAmount = source->gloss_mir;
+ result->AddProperty(&mirrorGlossAmount, 1, "$mat.blend.mirror.glossAmount", 0, 0);
+
+ float mirrorGlossThreshold = source->adapt_thresh_mir;
+ result->AddProperty(&mirrorGlossThreshold, 1, "$mat.blend.mirror.glossThreshold", 0, 0);
+
+ int mirrorGlossSamples = source->samp_gloss_mir;
+ result->AddProperty(&mirrorGlossSamples, 1, "$mat.blend.mirror.glossSamples", 0, 0);
+
+ float mirrorGlossAnisotropic = source->aniso_gloss_mir;
+ result->AddProperty(&mirrorGlossAnisotropic, 1, "$mat.blend.mirror.glossAnisotropic", 0, 0);
+}
+
+void BlenderImporter::BuildMaterials(ConversionData &conv_data) {
+ conv_data.materials->reserve(conv_data.materials_raw.size());
+
+ BuildDefaultMaterial(conv_data);
+
+ for (const std::shared_ptr<Material> &mat : conv_data.materials_raw) {
+
+ // reset per material global counters
+ for (size_t i = 0; i < sizeof(conv_data.next_texture) / sizeof(conv_data.next_texture[0]); ++i) {
+ conv_data.next_texture[i] = 0;
+ }
+
+ aiMaterial *mout = new aiMaterial();
+ conv_data.materials->push_back(mout);
+ // For any new material field handled here, the default material above must be updated with an appropriate default value.
+
+ // set material name
+ aiString name = aiString(mat->id.name + 2); // skip over the name prefix 'MA'
+ mout->AddProperty(&name, AI_MATKEY_NAME);
+
+ // basic material colors
+ aiColor3D col(mat->r, mat->g, mat->b);
+ if (mat->r || mat->g || mat->b) {
+
+ // Usually, zero diffuse color means no diffuse color at all in the equation.
+ // So we omit this member to express this intent.
+ mout->AddProperty(&col, 1, AI_MATKEY_COLOR_DIFFUSE);
+
+ if (mat->emit) {
+ aiColor3D emit_col(mat->emit * mat->r, mat->emit * mat->g, mat->emit * mat->b);
+ mout->AddProperty(&emit_col, 1, AI_MATKEY_COLOR_EMISSIVE);
+ }
+ }
+
+ col = aiColor3D(mat->specr, mat->specg, mat->specb);
+ mout->AddProperty(&col, 1, AI_MATKEY_COLOR_SPECULAR);
+
+ // is hardness/shininess set?
+ if (mat->har) {
+ const float har = mat->har;
+ mout->AddProperty(&har, 1, AI_MATKEY_SHININESS);
+ }
+
+ col = aiColor3D(mat->ambr, mat->ambg, mat->ambb);
+ mout->AddProperty(&col, 1, AI_MATKEY_COLOR_AMBIENT);
+
+ // is mirror enabled?
+ if (mat->mode & MA_RAYMIRROR) {
+ const float ray_mirror = mat->ray_mirror;
+ mout->AddProperty(&ray_mirror, 1, AI_MATKEY_REFLECTIVITY);
+ }
+
+ col = aiColor3D(mat->mirr, mat->mirg, mat->mirb);
+ mout->AddProperty(&col, 1, AI_MATKEY_COLOR_REFLECTIVE);
+
+ for (size_t i = 0; i < sizeof(mat->mtex) / sizeof(mat->mtex[0]); ++i) {
+ if (!mat->mtex[i]) {
+ continue;
+ }
+
+ ResolveTexture(mout, mat.get(), mat->mtex[i].get(), conv_data);
+ }
+
+ AddBlendParams(mout, mat.get());
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::CheckActualType(const ElemBase *dt, const char *check) {
+ ai_assert(dt);
+ if (strcmp(dt->dna_type, check)) {
+ ThrowException("Expected object at ", std::hex, dt, " to be of type `", check,
+ "`, but it claims to be a `", dt->dna_type, "`instead");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::NotSupportedObjectType(const Object *obj, const char *type) {
+ LogWarn("Object `", obj->id.name, "` - type is unsupported: `", type, "`, skipping");
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ConvertMesh(const Scene & /*in*/, const Object * /*obj*/, const Mesh *mesh,
+ ConversionData &conv_data, TempArray<std::vector, aiMesh> &temp) {
+ // TODO: Resolve various problems with BMesh triangulation before re-enabling.
+ // See issues #400, #373, #318 #315 and #132.
+#if defined(TODO_FIX_BMESH_CONVERSION)
+ BlenderBMeshConverter BMeshConverter(mesh);
+ if (BMeshConverter.ContainsBMesh()) {
+ mesh = BMeshConverter.TriangulateBMesh();
+ }
+#endif
+
+ typedef std::pair<const int, size_t> MyPair;
+ if ((!mesh->totface && !mesh->totloop) || !mesh->totvert) {
+ return;
+ }
+
+ // some sanity checks
+ if (static_cast<size_t>(mesh->totface) > mesh->mface.size()) {
+ ThrowException("Number of faces is larger than the corresponding array");
+ }
+
+ if (static_cast<size_t>(mesh->totvert) > mesh->mvert.size()) {
+ ThrowException("Number of vertices is larger than the corresponding array");
+ }
+
+ if (static_cast<size_t>(mesh->totloop) > mesh->mloop.size()) {
+ ThrowException("Number of vertices is larger than the corresponding array");
+ }
+
+ // collect per-submesh numbers
+ std::map<int, size_t> per_mat;
+ std::map<int, size_t> per_mat_verts;
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ const MFace &mf = mesh->mface[i];
+ per_mat[mf.mat_nr]++;
+ per_mat_verts[mf.mat_nr] += mf.v4 ? 4 : 3;
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+ const MPoly &mp = mesh->mpoly[i];
+ per_mat[mp.mat_nr]++;
+ per_mat_verts[mp.mat_nr] += mp.totloop;
+ }
+
+ // ... and allocate the corresponding meshes
+ const size_t old = temp->size();
+ temp->reserve(temp->size() + per_mat.size());
+
+ std::map<size_t, size_t> mat_num_to_mesh_idx;
+ for (MyPair &it : per_mat) {
+
+ mat_num_to_mesh_idx[it.first] = temp->size();
+ temp->push_back(new aiMesh());
+
+ aiMesh *out = temp->back();
+ out->mVertices = new aiVector3D[per_mat_verts[it.first]];
+ out->mNormals = new aiVector3D[per_mat_verts[it.first]];
+
+ //out->mNumFaces = 0
+ //out->mNumVertices = 0
+ out->mFaces = new aiFace[it.second]();
+
+ // all sub-meshes created from this mesh are named equally. this allows
+ // curious users to recover the original adjacency.
+ out->mName = aiString(mesh->id.name + 2);
+ // skip over the name prefix 'ME'
+
+ // resolve the material reference and add this material to the set of
+ // output materials. The (temporary) material index is the index
+ // of the material entry within the list of resolved materials.
+ if (mesh->mat) {
+
+ if (static_cast<size_t>(it.first) >= mesh->mat.size()) {
+ ThrowException("Material index is out of range");
+ }
+
+ std::shared_ptr<Material> mat = mesh->mat[it.first];
+ const std::deque<std::shared_ptr<Material>>::iterator has = std::find(
+ conv_data.materials_raw.begin(),
+ conv_data.materials_raw.end(), mat);
+
+ if (has != conv_data.materials_raw.end()) {
+ out->mMaterialIndex = static_cast<unsigned int>(std::distance(conv_data.materials_raw.begin(), has));
+ } else {
+ out->mMaterialIndex = static_cast<unsigned int>(conv_data.materials_raw.size());
+ conv_data.materials_raw.push_back(mat);
+ }
+ } else
+ out->mMaterialIndex = static_cast<unsigned int>(-1);
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ const MFace &mf = mesh->mface[i];
+
+ aiMesh *const out = temp[mat_num_to_mesh_idx[mf.mat_nr]];
+ aiFace &f = out->mFaces[out->mNumFaces++];
+
+ f.mIndices = new unsigned int[f.mNumIndices = mf.v4 ? 4 : 3];
+ aiVector3D *vo = out->mVertices + out->mNumVertices;
+ aiVector3D *vn = out->mNormals + out->mNumVertices;
+
+ // XXX we can't fold this easily, because we are restricted
+ // to the member names from the BLEND file (v1,v2,v3,v4)
+ // which are assigned by the genblenddna.py script and
+ // cannot be changed without breaking the entire
+ // import process.
+
+ if (mf.v1 >= mesh->totvert) {
+ ThrowException("Vertex index v1 out of range");
+ }
+ const MVert *v = &mesh->mvert[mf.v1];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[0] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ // if (f.mNumIndices >= 2) {
+ if (mf.v2 >= mesh->totvert) {
+ ThrowException("Vertex index v2 out of range");
+ }
+ v = &mesh->mvert[mf.v2];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[1] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ if (mf.v3 >= mesh->totvert) {
+ ThrowException("Vertex index v3 out of range");
+ }
+ // if (f.mNumIndices >= 3) {
+ v = &mesh->mvert[mf.v3];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[2] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ if (mf.v4 >= mesh->totvert) {
+ ThrowException("Vertex index v4 out of range");
+ }
+ // if (f.mNumIndices >= 4) {
+ if (mf.v4) {
+ v = &mesh->mvert[mf.v4];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[3] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ } else
+ out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+
+ // }
+ // }
+ // }
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+
+ const MPoly &mf = mesh->mpoly[i];
+
+ aiMesh *const out = temp[mat_num_to_mesh_idx[mf.mat_nr]];
+ aiFace &f = out->mFaces[out->mNumFaces++];
+
+ f.mIndices = new unsigned int[f.mNumIndices = mf.totloop];
+ aiVector3D *vo = out->mVertices + out->mNumVertices;
+ aiVector3D *vn = out->mNormals + out->mNumVertices;
+
+ // XXX we can't fold this easily, because we are restricted
+ // to the member names from the BLEND file (v1,v2,v3,v4)
+ // which are assigned by the genblenddna.py script and
+ // cannot be changed without breaking the entire
+ // import process.
+ for (int j = 0; j < mf.totloop; ++j) {
+ const MLoop &loop = mesh->mloop[mf.loopstart + j];
+
+ if (loop.v >= mesh->totvert) {
+ ThrowException("Vertex index out of range");
+ }
+
+ const MVert &v = mesh->mvert[loop.v];
+
+ vo->x = v.co[0];
+ vo->y = v.co[1];
+ vo->z = v.co[2];
+ vn->x = v.no[0];
+ vn->y = v.no[1];
+ vn->z = v.no[2];
+ f.mIndices[j] = out->mNumVertices++;
+
+ ++vo;
+ ++vn;
+ }
+ if (mf.totloop == 3) {
+ out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ } else {
+ out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ }
+ }
+
+ // TODO should we create the TextureUVMapping map in Convert<Material> to prevent redundant processing?
+
+ // create texture <-> uvname mapping for all materials
+ // key is texture number, value is data *
+ typedef std::map<uint32_t, const MLoopUV *> TextureUVMapping;
+ // key is material number, value is the TextureUVMapping for the material
+ typedef std::map<uint32_t, TextureUVMapping> MaterialTextureUVMappings;
+ MaterialTextureUVMappings matTexUvMappings;
+ const uint32_t maxMat = static_cast<const uint32_t>(mesh->mat.size());
+ for (uint32_t m = 0; m < maxMat; ++m) {
+ // get material by index
+ const std::shared_ptr<Material> pMat = mesh->mat[m];
+ TextureUVMapping texuv;
+ const uint32_t maxTex = sizeof(pMat->mtex) / sizeof(pMat->mtex[0]);
+ for (uint32_t t = 0; t < maxTex; ++t) {
+ if (pMat->mtex[t] && pMat->mtex[t]->uvname[0]) {
+ // get the CustomData layer for given uvname and correct type
+ const ElemBase *pLoop = getCustomDataLayerData(mesh->ldata, CD_MLOOPUV, pMat->mtex[t]->uvname);
+ if (pLoop) {
+ texuv.insert(std::make_pair(t, dynamic_cast<const MLoopUV *>(pLoop)));
+ }
+ }
+ }
+ if (texuv.size()) {
+ matTexUvMappings.insert(std::make_pair(m, texuv));
+ }
+ }
+
+ // collect texture coordinates, they're stored in a separate per-face buffer
+ if (mesh->mtface || mesh->mloopuv) {
+ if (mesh->totface > static_cast<int>(mesh->mtface.size())) {
+ ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
+ }
+ for (std::vector<aiMesh *>::iterator it = temp->begin() + old; it != temp->end(); ++it) {
+ ai_assert(0 != (*it)->mNumVertices);
+ ai_assert(0 != (*it)->mNumFaces);
+ const auto itMatTexUvMapping = matTexUvMappings.find((*it)->mMaterialIndex);
+ if (itMatTexUvMapping == matTexUvMappings.end()) {
+ // default behaviour like before
+ (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
+ } else {
+ // create texture coords for every mapped tex
+ for (uint32_t i = 0; i < itMatTexUvMapping->second.size(); ++i) {
+ (*it)->mTextureCoords[i] = new aiVector3D[(*it)->mNumVertices];
+ }
+ }
+ (*it)->mNumFaces = (*it)->mNumVertices = 0;
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+ const MTFace *v = &mesh->mtface[i];
+
+ aiMesh *const out = temp[mat_num_to_mesh_idx[mesh->mface[i].mat_nr]];
+ const aiFace &f = out->mFaces[out->mNumFaces++];
+
+ aiVector3D *vo = &out->mTextureCoords[0][out->mNumVertices];
+ for (unsigned int j = 0; j < f.mNumIndices; ++j, ++vo, ++out->mNumVertices) {
+ vo->x = v->uv[j][0];
+ vo->y = v->uv[j][1];
+ }
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+ const MPoly &v = mesh->mpoly[i];
+ aiMesh *const out = temp[mat_num_to_mesh_idx[v.mat_nr]];
+ const aiFace &f = out->mFaces[out->mNumFaces++];
+
+ const auto itMatTexUvMapping = matTexUvMappings.find(v.mat_nr);
+ if (itMatTexUvMapping == matTexUvMappings.end()) {
+ // old behavior
+ aiVector3D *vo = &out->mTextureCoords[0][out->mNumVertices];
+ for (unsigned int j = 0; j < f.mNumIndices; ++j, ++vo, ++out->mNumVertices) {
+ const MLoopUV &uv = mesh->mloopuv[v.loopstart + j];
+ vo->x = uv.uv[0];
+ vo->y = uv.uv[1];
+ }
+ } else {
+ // create textureCoords for every mapped tex
+ for (uint32_t m = 0; m < itMatTexUvMapping->second.size(); ++m) {
+ const MLoopUV *tm = itMatTexUvMapping->second[m];
+ aiVector3D *vo = &out->mTextureCoords[m][out->mNumVertices];
+ uint32_t j = 0;
+ for (; j < f.mNumIndices; ++j, ++vo) {
+ const MLoopUV &uv = tm[v.loopstart + j];
+ vo->x = uv.uv[0];
+ vo->y = uv.uv[1];
+ }
+ // only update written mNumVertices in last loop
+ // TODO why must the numVertices be incremented here?
+ if (m == itMatTexUvMapping->second.size() - 1) {
+ out->mNumVertices += j;
+ }
+ }
+ }
+ }
+ }
+
+ // collect texture coordinates, old-style (marked as deprecated in current blender sources)
+ if (mesh->tface) {
+ if (mesh->totface > static_cast<int>(mesh->tface.size())) {
+ ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
+ }
+ for (std::vector<aiMesh *>::iterator it = temp->begin() + old; it != temp->end(); ++it) {
+ ai_assert(0 != (*it)->mNumVertices);
+ ai_assert(0 != (*it)->mNumFaces);
+
+ (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
+ (*it)->mNumFaces = (*it)->mNumVertices = 0;
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+ const TFace *v = &mesh->tface[i];
+
+ aiMesh *const out = temp[mat_num_to_mesh_idx[mesh->mface[i].mat_nr]];
+ const aiFace &f = out->mFaces[out->mNumFaces++];
+
+ aiVector3D *vo = &out->mTextureCoords[0][out->mNumVertices];
+ for (unsigned int j = 0; j < f.mNumIndices; ++j, ++vo, ++out->mNumVertices) {
+ vo->x = v->uv[j][0];
+ vo->y = v->uv[j][1];
+ }
+ }
+ }
+
+ // collect vertex colors, stored separately as well
+ if (mesh->mcol || mesh->mloopcol) {
+ if (mesh->totface > static_cast<int>((mesh->mcol.size() / 4))) {
+ ThrowException("Number of faces is larger than the corresponding color face array");
+ }
+ for (std::vector<aiMesh *>::iterator it = temp->begin() + old; it != temp->end(); ++it) {
+ ai_assert(0 != (*it)->mNumVertices);
+ ai_assert(0 != (*it)->mNumFaces);
+
+ (*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
+ (*it)->mNumFaces = (*it)->mNumVertices = 0;
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ aiMesh *const out = temp[mat_num_to_mesh_idx[mesh->mface[i].mat_nr]];
+ const aiFace &f = out->mFaces[out->mNumFaces++];
+
+ aiColor4D *vo = &out->mColors[0][out->mNumVertices];
+ for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo, ++out->mNumVertices) {
+ const MCol *col = &mesh->mcol[(i << 2) + n];
+
+ vo->r = col->r;
+ vo->g = col->g;
+ vo->b = col->b;
+ vo->a = col->a;
+ }
+ for (unsigned int n = f.mNumIndices; n < 4; ++n)
+ ;
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+ const MPoly &v = mesh->mpoly[i];
+ aiMesh *const out = temp[mat_num_to_mesh_idx[v.mat_nr]];
+ const aiFace &f = out->mFaces[out->mNumFaces++];
+
+ aiColor4D *vo = &out->mColors[0][out->mNumVertices];
+ const ai_real scaleZeroToOne = 1.f / 255.f;
+ for (unsigned int j = 0; j < f.mNumIndices; ++j, ++vo, ++out->mNumVertices) {
+ const MLoopCol &col = mesh->mloopcol[v.loopstart + j];
+ vo->r = ai_real(col.r) * scaleZeroToOne;
+ vo->g = ai_real(col.g) * scaleZeroToOne;
+ vo->b = ai_real(col.b) * scaleZeroToOne;
+ vo->a = ai_real(col.a) * scaleZeroToOne;
+ }
+ }
+ }
+
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiCamera *BlenderImporter::ConvertCamera(const Scene & /*in*/, const Object *obj, const Camera *cam, ConversionData & /*conv_data*/) {
+ std::unique_ptr<aiCamera> out(new aiCamera());
+ out->mName = obj->id.name + 2;
+ out->mPosition = aiVector3D(0.f, 0.f, 0.f);
+ out->mUp = aiVector3D(0.f, 1.f, 0.f);
+ out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
+ if (cam->sensor_x && cam->lens) {
+ out->mHorizontalFOV = 2.f * std::atan2(cam->sensor_x, 2.f * cam->lens);
+ }
+ out->mClipPlaneNear = cam->clipsta;
+ out->mClipPlaneFar = cam->clipend;
+
+ return out.release();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiLight *BlenderImporter::ConvertLight(const Scene & /*in*/, const Object *obj, const Lamp *lamp, ConversionData & /*conv_data*/) {
+ std::unique_ptr<aiLight> out(new aiLight());
+ out->mName = obj->id.name + 2;
+
+ switch (lamp->type) {
+ case Lamp::Type_Local:
+ out->mType = aiLightSource_POINT;
+ break;
+ case Lamp::Type_Spot:
+ out->mType = aiLightSource_SPOT;
+
+ // blender orients directional lights as facing toward -z
+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+ out->mUp = aiVector3D(0.f, 1.f, 0.f);
+
+ out->mAngleInnerCone = lamp->spotsize * (1.0f - lamp->spotblend);
+ out->mAngleOuterCone = lamp->spotsize;
+ break;
+ case Lamp::Type_Sun:
+ out->mType = aiLightSource_DIRECTIONAL;
+
+ // blender orients directional lights as facing toward -z
+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+ out->mUp = aiVector3D(0.f, 1.f, 0.f);
+ break;
+
+ case Lamp::Type_Area:
+ out->mType = aiLightSource_AREA;
+
+ if (lamp->area_shape == 0) {
+ out->mSize = aiVector2D(lamp->area_size, lamp->area_size);
+ } else {
+ out->mSize = aiVector2D(lamp->area_size, lamp->area_sizey);
+ }
+
+ // blender orients directional lights as facing toward -z
+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+ out->mUp = aiVector3D(0.f, 1.f, 0.f);
+ break;
+
+ default:
+ break;
+ }
+
+ out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+ out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+ out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+
+ // If default values are supplied, compute the coefficients from light's max distance
+ // Read this: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
+ //
+ if (lamp->constant_coefficient == 1.0f && lamp->linear_coefficient == 0.0f && lamp->quadratic_coefficient == 0.0f && lamp->dist > 0.0f) {
+ out->mAttenuationConstant = 1.0f;
+ out->mAttenuationLinear = 2.0f / lamp->dist;
+ out->mAttenuationQuadratic = 1.0f / (lamp->dist * lamp->dist);
+ } else {
+ out->mAttenuationConstant = lamp->constant_coefficient;
+ out->mAttenuationLinear = lamp->linear_coefficient;
+ out->mAttenuationQuadratic = lamp->quadratic_coefficient;
+ }
+
+ return out.release();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiNode *BlenderImporter::ConvertNode(const Scene &in, const Object *obj, ConversionData &conv_data, const aiMatrix4x4 &parentTransform) {
+ std::deque<const Object *> children;
+ for (ObjectSet::iterator it = conv_data.objects.begin(); it != conv_data.objects.end();) {
+ const Object *object = *it;
+ if (object->parent == obj) {
+ children.push_back(object);
+
+ conv_data.objects.erase(it++);
+ continue;
+ }
+ ++it;
+ }
+
+ std::unique_ptr<aiNode> node(new aiNode(obj->id.name + 2)); // skip over the name prefix 'OB'
+ if (obj->data) {
+ switch (obj->type) {
+ case Object ::Type_EMPTY:
+ break; // do nothing
+
+ // supported object types
+ case Object ::Type_MESH: {
+ const size_t old = conv_data.meshes->size();
+
+ CheckActualType(obj->data.get(), "Mesh");
+ ConvertMesh(in, obj, static_cast<const Mesh *>(obj->data.get()), conv_data, conv_data.meshes);
+
+ if (conv_data.meshes->size() > old) {
+ node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size() - old)];
+ for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
+ node->mMeshes[i] = static_cast<unsigned int>(i + old);
+ }
+ }
+ } break;
+ case Object ::Type_LAMP: {
+ CheckActualType(obj->data.get(), "Lamp");
+ aiLight *mesh = ConvertLight(in, obj, static_cast<const Lamp *>(obj->data.get()), conv_data);
+
+ if (mesh) {
+ conv_data.lights->push_back(mesh);
+ }
+ } break;
+ case Object ::Type_CAMERA: {
+ CheckActualType(obj->data.get(), "Camera");
+ aiCamera *mesh = ConvertCamera(in, obj, static_cast<const Camera *>(obj->data.get()), conv_data);
+
+ if (mesh) {
+ conv_data.cameras->push_back(mesh);
+ }
+ } break;
+
+ // unsupported object types / log, but do not break
+ case Object ::Type_CURVE:
+ NotSupportedObjectType(obj, "Curve");
+ break;
+ case Object ::Type_SURF:
+ NotSupportedObjectType(obj, "Surface");
+ break;
+ case Object ::Type_FONT:
+ NotSupportedObjectType(obj, "Font");
+ break;
+ case Object ::Type_MBALL:
+ NotSupportedObjectType(obj, "MetaBall");
+ break;
+ case Object ::Type_WAVE:
+ NotSupportedObjectType(obj, "Wave");
+ break;
+ case Object ::Type_LATTICE:
+ NotSupportedObjectType(obj, "Lattice");
+ break;
+
+ // invalid or unknown type
+ default:
+ break;
+ }
+ }
+
+ for (unsigned int x = 0; x < 4; ++x) {
+ for (unsigned int y = 0; y < 4; ++y) {
+ node->mTransformation[y][x] = obj->obmat[x][y];
+ }
+ }
+
+ aiMatrix4x4 m = parentTransform;
+ m = m.Inverse();
+
+ node->mTransformation = m * node->mTransformation;
+
+ if (children.size()) {
+ node->mNumChildren = static_cast<unsigned int>(children.size());
+ aiNode **nd = node->mChildren = new aiNode *[node->mNumChildren]();
+ for (const Object *nobj : children) {
+ *nd = ConvertNode(in, nobj, conv_data, node->mTransformation * parentTransform);
+ (*nd++)->mParent = node.get();
+ }
+ }
+
+ // apply modifiers
+ modifier_cache->ApplyModifiers(*node, conv_data, in, *obj);
+
+ return node.release();
+}
+
+#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER