diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp | 1340 |
1 files changed, 0 insertions, 1340 deletions
diff --git a/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp b/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp deleted file mode 100644 index b3591b4..0000000 --- a/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp +++ /dev/null @@ -1,1340 +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 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 |