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-rw-r--r--libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp1340
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diff --git a/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp b/libs/assimp/code/AssetLib/Blender/BlenderLoader.cpp
deleted file mode 100644
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--- 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