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+/*
+---------------------------------------------------------------------------
+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 XFileImporter.cpp
+ * @brief Implementation of the XFile importer class
+ */
+
+#ifndef ASSIMP_BUILD_NO_X_IMPORTER
+
+#include "AssetLib/X/XFileImporter.h"
+#include "AssetLib/X/XFileParser.h"
+#include "PostProcessing/ConvertToLHProcess.h"
+
+#include <assimp/TinyFormatter.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/importerdesc.h>
+
+#include <cctype>
+#include <memory>
+
+using namespace Assimp;
+using namespace Assimp::Formatter;
+
+static const aiImporterDesc desc = {
+ "Direct3D XFile Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
+ 1,
+ 3,
+ 1,
+ 5,
+ "x"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+XFileImporter::XFileImporter()
+: mBuffer() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+XFileImporter::~XFileImporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const {
+ static const uint32_t token[] = { AI_MAKE_MAGIC("xof ") };
+ return CheckMagicToken(pIOHandler,pFile,token,AI_COUNT_OF(token));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get file extension list
+const aiImporterDesc* XFileImporter::GetInfo () const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
+ // read file into memory
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+ if ( file.get() == nullptr ) {
+ throw DeadlyImportError( "Failed to open file ", pFile, "." );
+ }
+
+ static const size_t MinSize = 16;
+ size_t fileSize = file->FileSize();
+ if ( fileSize < MinSize ) {
+ throw DeadlyImportError( "XFile is too small." );
+ }
+
+ // in the hope that binary files will never start with a BOM ...
+ mBuffer.resize( fileSize + 1);
+ file->Read( &mBuffer.front(), 1, fileSize);
+ ConvertToUTF8(mBuffer);
+
+ // parse the file into a temporary representation
+ XFileParser parser( mBuffer);
+
+ // and create the proper return structures out of it
+ CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
+
+ // if nothing came from it, report it as error
+ if ( !pScene->mRootNode ) {
+ throw DeadlyImportError( "XFile is ill-formatted - no content imported." );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructs the return data structure out of the imported data.
+void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::Scene* pData)
+{
+ // Read the global materials first so that meshes referring to them can find them later
+ ConvertMaterials( pScene, pData->mGlobalMaterials);
+
+ // copy nodes, extracting meshes and materials on the way
+ pScene->mRootNode = CreateNodes( pScene, nullptr, pData->mRootNode);
+
+ // extract animations
+ CreateAnimations( pScene, pData);
+
+ // read the global meshes that were stored outside of any node
+ if( !pData->mGlobalMeshes.empty() ) {
+ // create a root node to hold them if there isn't any, yet
+ if( pScene->mRootNode == nullptr ) {
+ pScene->mRootNode = new aiNode;
+ pScene->mRootNode->mName.Set( "$dummy_node");
+ }
+
+ // convert all global meshes and store them in the root node.
+ // If there was one before, the global meshes now suddenly have its transformation matrix...
+ // Don't know what to do there, I don't want to insert another node under the present root node
+ // just to avoid this.
+ CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
+ }
+
+ if (!pScene->mRootNode) {
+ throw DeadlyImportError( "No root node" );
+ }
+
+ // Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
+ MakeLeftHandedProcess convertProcess;
+ convertProcess.Execute( pScene);
+
+ FlipWindingOrderProcess flipper;
+ flipper.Execute(pScene);
+
+ // finally: create a dummy material if not material was imported
+ if( pScene->mNumMaterials == 0) {
+ pScene->mNumMaterials = 1;
+ // create the Material
+ aiMaterial* mat = new aiMaterial;
+ int shadeMode = (int) aiShadingMode_Gouraud;
+ mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+ // material colours
+ int specExp = 1;
+
+ aiColor3D clr = aiColor3D( 0, 0, 0);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
+
+ clr = aiColor3D( 0.5f, 0.5f, 0.5f);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
+
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = mat;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursively creates scene nodes from the imported hierarchy.
+aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode) {
+ if ( !pNode ) {
+ return nullptr;
+ }
+
+ // create node
+ aiNode* node = new aiNode;
+ node->mName.length = (ai_uint32)pNode->mName.length();
+ node->mParent = pParent;
+ memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
+ node->mName.data[node->mName.length] = 0;
+ node->mTransformation = pNode->mTrafoMatrix;
+
+ // convert meshes from the source node
+ CreateMeshes( pScene, node, pNode->mMeshes);
+
+ // handle children
+ if( !pNode->mChildren.empty() ) {
+ node->mNumChildren = (unsigned int)pNode->mChildren.size();
+ node->mChildren = new aiNode* [node->mNumChildren];
+
+ for ( unsigned int a = 0; a < pNode->mChildren.size(); ++a ) {
+ node->mChildren[ a ] = CreateNodes( pScene, node, pNode->mChildren[ a ] );
+ }
+ }
+
+ return node;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates the meshes for the given node.
+void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes) {
+ if (pMeshes.empty()) {
+ return;
+ }
+
+ // create a mesh for each mesh-material combination in the source node
+ std::vector<aiMesh*> meshes;
+ for( unsigned int a = 0; a < pMeshes.size(); ++a ) {
+ XFile::Mesh* sourceMesh = pMeshes[a];
+ if ( nullptr == sourceMesh ) {
+ continue;
+ }
+
+ // first convert its materials so that we can find them with their index afterwards
+ ConvertMaterials( pScene, sourceMesh->mMaterials);
+
+ unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
+ for( unsigned int b = 0; b < numMaterials; ++b ) {
+ // collect the faces belonging to this material
+ std::vector<unsigned int> faces;
+ unsigned int numVertices = 0;
+ if( !sourceMesh->mFaceMaterials.empty() ) {
+ // if there is a per-face material defined, select the faces with the corresponding material
+ for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); ++c ) {
+ if( sourceMesh->mFaceMaterials[c] == b) {
+ faces.push_back( c);
+ numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
+ }
+ }
+ } else {
+ // if there is no per-face material, place everything into one mesh
+ for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); ++c ) {
+ faces.push_back( c);
+ numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
+ }
+ }
+
+ // no faces/vertices using this material? strange...
+ if ( numVertices == 0 ) {
+ continue;
+ }
+
+ // create a submesh using this material
+ aiMesh* mesh = new aiMesh;
+ meshes.push_back( mesh);
+
+ // find the material in the scene's material list. Either own material
+ // or referenced material, it should already have a valid index
+ if( !sourceMesh->mFaceMaterials.empty() ) {
+ mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
+ } else {
+ mesh->mMaterialIndex = 0;
+ }
+
+ // Create properly sized data arrays in the mesh. We store unique vertices per face,
+ // as specified
+ mesh->mNumVertices = numVertices;
+ mesh->mVertices = new aiVector3D[numVertices];
+ mesh->mNumFaces = (unsigned int)faces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ // name
+ mesh->mName.Set(sourceMesh->mName);
+
+ // normals?
+ if ( sourceMesh->mNormals.size() > 0 ) {
+ mesh->mNormals = new aiVector3D[ numVertices ];
+ }
+ // texture coords
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
+ if ( !sourceMesh->mTexCoords[ c ].empty() ) {
+ mesh->mTextureCoords[ c ] = new aiVector3D[ numVertices ];
+ }
+ }
+ // vertex colors
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
+ if ( !sourceMesh->mColors[ c ].empty() ) {
+ mesh->mColors[ c ] = new aiColor4D[ numVertices ];
+ }
+ }
+
+ // now collect the vertex data of all data streams present in the imported mesh
+ unsigned int newIndex( 0 );
+ std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
+ orgPoints.resize( numVertices, 0);
+
+ for( unsigned int c = 0; c < faces.size(); ++c ) {
+ unsigned int f = faces[c]; // index of the source face
+ const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
+
+ // create face. either triangle or triangle fan depending on the index count
+ aiFace& df = mesh->mFaces[c]; // destination face
+ df.mNumIndices = (unsigned int)pf.mIndices.size();
+ df.mIndices = new unsigned int[ df.mNumIndices];
+
+ // collect vertex data for indices of this face
+ for( unsigned int d = 0; d < df.mNumIndices; ++d ) {
+ df.mIndices[ d ] = newIndex;
+ const unsigned int newIdx( pf.mIndices[ d ] );
+ if ( newIdx > sourceMesh->mPositions.size() ) {
+ continue;
+ }
+
+ orgPoints[newIndex] = pf.mIndices[d];
+
+ // Position
+ mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
+ // Normal, if present
+ if ( mesh->HasNormals() ) {
+ if ( sourceMesh->mNormFaces[ f ].mIndices.size() > d ) {
+ const size_t idx( sourceMesh->mNormFaces[ f ].mIndices[ d ] );
+ mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ idx ];
+ }
+ }
+
+ // texture coord sets
+ for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++e ) {
+ if( mesh->HasTextureCoords( e)) {
+ aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
+ mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
+ }
+ }
+ // vertex color sets
+ for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; ++e ) {
+ if ( mesh->HasVertexColors( e ) ) {
+ mesh->mColors[ e ][ newIndex ] = sourceMesh->mColors[ e ][ pf.mIndices[ d ] ];
+ }
+ }
+
+ newIndex++;
+ }
+ }
+
+ // there should be as much new vertices as we calculated before
+ ai_assert( newIndex == numVertices);
+
+ // convert all bones of the source mesh which influence vertices in this newly created mesh
+ const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
+ std::vector<aiBone*> newBones;
+ for( unsigned int c = 0; c < bones.size(); ++c ) {
+ const XFile::Bone& obone = bones[c];
+ // set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
+ std::vector<ai_real> oldWeights( sourceMesh->mPositions.size(), 0.0);
+ for ( unsigned int d = 0; d < obone.mWeights.size(); ++d ) {
+ oldWeights[ obone.mWeights[ d ].mVertex ] = obone.mWeights[ d ].mWeight;
+ }
+
+ // collect all vertex weights that influence a vertex in the new mesh
+ std::vector<aiVertexWeight> newWeights;
+ newWeights.reserve( numVertices);
+ for( unsigned int d = 0; d < orgPoints.size(); ++d ) {
+ // does the new vertex stem from an old vertex which was influenced by this bone?
+ ai_real w = oldWeights[orgPoints[d]];
+ if ( w > 0.0 ) {
+ newWeights.push_back( aiVertexWeight( d, w ) );
+ }
+ }
+
+ // if the bone has no weights in the newly created mesh, ignore it
+ if ( newWeights.empty() ) {
+ continue;
+ }
+
+ // create
+ aiBone* nbone = new aiBone;
+ newBones.push_back( nbone);
+ // copy name and matrix
+ nbone->mName.Set( obone.mName);
+ nbone->mOffsetMatrix = obone.mOffsetMatrix;
+ nbone->mNumWeights = (unsigned int)newWeights.size();
+ nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
+ for ( unsigned int d = 0; d < newWeights.size(); ++d ) {
+ nbone->mWeights[ d ] = newWeights[ d ];
+ }
+ }
+
+ // store the bones in the mesh
+ mesh->mNumBones = (unsigned int)newBones.size();
+ if( !newBones.empty()) {
+ mesh->mBones = new aiBone*[mesh->mNumBones];
+ std::copy( newBones.begin(), newBones.end(), mesh->mBones);
+ }
+ }
+ }
+
+ // reallocate scene mesh array to be large enough
+ aiMesh** prevArray = pScene->mMeshes;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
+ if( prevArray) {
+ memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
+ delete [] prevArray;
+ }
+
+ // allocate mesh index array in the node
+ pNode->mNumMeshes = (unsigned int)meshes.size();
+ pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
+
+ // store all meshes in the mesh library of the scene and store their indices in the node
+ for( unsigned int a = 0; a < meshes.size(); a++) {
+ pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
+ pNode->mMeshes[a] = pScene->mNumMeshes;
+ pScene->mNumMeshes++;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Converts the animations from the given imported data and creates them in the scene.
+void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData) {
+ std::vector<aiAnimation*> newAnims;
+
+ for( unsigned int a = 0; a < pData->mAnims.size(); ++a ) {
+ const XFile::Animation* anim = pData->mAnims[a];
+ // some exporters mock me with empty animation tags.
+ if ( anim->mAnims.empty() ) {
+ continue;
+ }
+
+ // create a new animation to hold the data
+ aiAnimation* nanim = new aiAnimation;
+ newAnims.push_back( nanim);
+ nanim->mName.Set( anim->mName);
+ // duration will be determined by the maximum length
+ nanim->mDuration = 0;
+ nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
+ nanim->mNumChannels = (unsigned int)anim->mAnims.size();
+ nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
+
+ for( unsigned int b = 0; b < anim->mAnims.size(); ++b ) {
+ const XFile::AnimBone* bone = anim->mAnims[b];
+ aiNodeAnim* nbone = new aiNodeAnim;
+ nbone->mNodeName.Set( bone->mBoneName);
+ nanim->mChannels[b] = nbone;
+
+ // key-frames are given as combined transformation matrix keys
+ if( !bone->mTrafoKeys.empty() )
+ {
+ nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
+ nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
+ nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
+
+ for( unsigned int c = 0; c < bone->mTrafoKeys.size(); ++c) {
+ // deconstruct each matrix into separate position, rotation and scaling
+ double time = bone->mTrafoKeys[c].mTime;
+ aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
+
+ // extract position
+ aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
+
+ nbone->mPositionKeys[c].mTime = time;
+ nbone->mPositionKeys[c].mValue = pos;
+
+ // extract scaling
+ aiVector3D scale;
+ scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
+ scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
+ scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
+ nbone->mScalingKeys[c].mTime = time;
+ nbone->mScalingKeys[c].mValue = scale;
+
+ // reconstruct rotation matrix without scaling
+ aiMatrix3x3 rotmat(
+ trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
+ trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
+ trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
+
+ // and convert it into a quaternion
+ nbone->mRotationKeys[c].mTime = time;
+ nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
+ }
+
+ // longest lasting key sequence determines duration
+ nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
+ } else {
+ // separate key sequences for position, rotation, scaling
+ nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
+ if (nbone->mNumPositionKeys != 0) {
+ nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
+ for( unsigned int c = 0; c < nbone->mNumPositionKeys; ++c ) {
+ aiVector3D pos = bone->mPosKeys[c].mValue;
+
+ nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
+ nbone->mPositionKeys[c].mValue = pos;
+ }
+ }
+
+ // rotation
+ nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
+ if (nbone->mNumRotationKeys != 0) {
+ nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
+ for( unsigned int c = 0; c < nbone->mNumRotationKeys; ++c ) {
+ aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
+
+ nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
+ nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
+ nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
+ }
+ }
+
+ // scaling
+ nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
+ if (nbone->mNumScalingKeys != 0) {
+ nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
+ for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
+ nbone->mScalingKeys[c] = bone->mScaleKeys[c];
+ }
+
+ // longest lasting key sequence determines duration
+ if( bone->mPosKeys.size() > 0)
+ nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
+ if( bone->mRotKeys.size() > 0)
+ nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
+ if( bone->mScaleKeys.size() > 0)
+ nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
+ }
+ }
+ }
+
+ // store all converted animations in the scene
+ if( newAnims.size() > 0)
+ {
+ pScene->mNumAnimations = (unsigned int)newAnims.size();
+ pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
+ for( unsigned int a = 0; a < newAnims.size(); a++)
+ pScene->mAnimations[a] = newAnims[a];
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Converts all materials in the given array and stores them in the scene's material list.
+void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Material>& pMaterials)
+{
+ // count the non-referrer materials in the array
+ unsigned int numNewMaterials( 0 );
+ for ( unsigned int a = 0; a < pMaterials.size(); ++a ) {
+ if ( !pMaterials[ a ].mIsReference ) {
+ ++numNewMaterials;
+ }
+ }
+
+ // resize the scene's material list to offer enough space for the new materials
+ if( numNewMaterials > 0 ) {
+ aiMaterial** prevMats = pScene->mMaterials;
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
+ if( nullptr != prevMats) {
+ ::memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
+ delete [] prevMats;
+ }
+ }
+
+ // convert all the materials given in the array
+ for( unsigned int a = 0; a < pMaterials.size(); ++a ) {
+ XFile::Material& oldMat = pMaterials[a];
+ if( oldMat.mIsReference) {
+ // find the material it refers to by name, and store its index
+ for( size_t b = 0; b < pScene->mNumMaterials; ++b ) {
+ aiString name;
+ pScene->mMaterials[b]->Get( AI_MATKEY_NAME, name);
+ if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 ) {
+ oldMat.sceneIndex = a;
+ break;
+ }
+ }
+
+ if( oldMat.sceneIndex == SIZE_MAX ) {
+ ASSIMP_LOG_WARN( "Could not resolve global material reference \"", oldMat.mName, "\"" );
+ oldMat.sceneIndex = 0;
+ }
+
+ continue;
+ }
+
+ aiMaterial* mat = new aiMaterial;
+ aiString name;
+ name.Set( oldMat.mName);
+ mat->AddProperty( &name, AI_MATKEY_NAME);
+
+ // Shading model: hard-coded to PHONG, there is no such information in an XFile
+ // FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
+ // for some models in the SDK (e.g. good old tiny.x)
+ int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
+ ? aiShadingMode_Gouraud : aiShadingMode_Phong;
+
+ mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+ // material colours
+ // Unclear: there's no ambient colour, but emissive. What to put for ambient?
+ // Probably nothing at all, let the user select a suitable default.
+ mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+
+
+ // texture, if there is one
+ if (1 == oldMat.mTextures.size() ) {
+ const XFile::TexEntry& otex = oldMat.mTextures.back();
+ if (otex.mName.length()) {
+ // if there is only one texture assume it contains the diffuse color
+ aiString tex( otex.mName);
+ if ( otex.mIsNormalMap ) {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS( 0 ) );
+ } else {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
+ }
+ }
+ } else {
+ // Otherwise ... try to search for typical strings in the
+ // texture's file name like 'bump' or 'diffuse'
+ unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
+ for( unsigned int b = 0; b < oldMat.mTextures.size(); ++b ) {
+ const XFile::TexEntry& otex = oldMat.mTextures[b];
+ std::string sz = otex.mName;
+ if ( !sz.length() ) {
+ continue;
+ }
+
+ // find the file name
+ std::string::size_type s = sz.find_last_of("\\/");
+ if ( std::string::npos == s ) {
+ s = 0;
+ }
+
+ // cut off the file extension
+ std::string::size_type sExt = sz.find_last_of('.');
+ if (std::string::npos != sExt){
+ sz[sExt] = '\0';
+ }
+
+ // convert to lower case for easier comparison
+ for ( unsigned int c = 0; c < sz.length(); ++c ) {
+ sz[ c ] = (char) tolower( (unsigned char) sz[ c ] );
+ }
+
+ // Place texture filename property under the corresponding name
+ aiString tex( oldMat.mTextures[b].mName);
+
+ // bump map
+ if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s)) {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
+ } else if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s)) {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
+ } else if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s)) {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
+ } else if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s)) {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
+ } else if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s)) {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
+ } else {
+ // Assume it is a diffuse texture
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
+ }
+ }
+ }
+
+ pScene->mMaterials[pScene->mNumMaterials] = mat;
+ oldMat.sceneIndex = pScene->mNumMaterials;
+ pScene->mNumMaterials++;
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_X_IMPORTER