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diff --git a/libs/assimp/code/AssetLib/X/XFileImporter.cpp b/libs/assimp/code/AssetLib/X/XFileImporter.cpp
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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