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-rw-r--r--src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.cpp1288
-rw-r--r--src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.h192
-rw-r--r--src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.cpp1869
-rw-r--r--src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h676
4 files changed, 4025 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.cpp b/src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.cpp
new file mode 100644
index 0000000..caa7089
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.cpp
@@ -0,0 +1,1288 @@
+/*
+---------------------------------------------------------------------------
+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 ASELoader.cpp
+ * @brief Implementation of the ASE importer class
+ */
+
+#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// internal headers
+#include "ASELoader.h"
+#include "Common/TargetAnimation.h"
+#include <assimp/SkeletonMeshBuilder.h>
+#include <assimp/StringComparison.h>
+
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Importer.hpp>
+
+#include <memory>
+
+// utilities
+#include <assimp/fast_atof.h>
+
+using namespace Assimp;
+using namespace Assimp::ASE;
+
+static const aiImporterDesc desc = {
+ "ASE Importer",
+ "",
+ "",
+ "Similar to 3DS but text-encoded",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ase ask"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+ASEImporter::ASEImporter() :
+ mParser(), mBuffer(), pcScene(), configRecomputeNormals(), noSkeletonMesh() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+ASEImporter::~ASEImporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool ASEImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ static const char *tokens[] = { "*3dsmax_asciiexport" };
+ return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc *ASEImporter::GetInfo() const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration options
+void ASEImporter::SetupProperties(const Importer *pImp) {
+ configRecomputeNormals = (pImp->GetPropertyInteger(
+ AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS, 1) ?
+ true :
+ false);
+
+ noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void ASEImporter::InternReadFile(const std::string &pFile,
+ aiScene *pScene, IOSystem *pIOHandler) {
+ std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
+
+ // Check whether we can read from the file
+ if (file.get() == nullptr) {
+ throw DeadlyImportError("Failed to open ASE file ", pFile, ".");
+ }
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(), mBuffer2);
+
+ this->mBuffer = &mBuffer2[0];
+ this->pcScene = pScene;
+
+ // ------------------------------------------------------------------
+ // Guess the file format by looking at the extension
+ // ASC is considered to be the older format 110,
+ // ASE is the actual version 200 (that is currently written by max)
+ // ------------------------------------------------------------------
+ unsigned int defaultFormat;
+ std::string::size_type s = pFile.length() - 1;
+ switch (pFile.c_str()[s]) {
+
+ case 'C':
+ case 'c':
+ defaultFormat = AI_ASE_OLD_FILE_FORMAT;
+ break;
+ default:
+ defaultFormat = AI_ASE_NEW_FILE_FORMAT;
+ };
+
+ // Construct an ASE parser and parse the file
+ ASE::Parser parser(mBuffer, defaultFormat);
+ mParser = &parser;
+ mParser->Parse();
+
+ //------------------------------------------------------------------
+ // Check whether we god at least one mesh. If we did - generate
+ // materials and copy meshes.
+ // ------------------------------------------------------------------
+ if (!mParser->m_vMeshes.empty()) {
+
+ // If absolutely no material has been loaded from the file
+ // we need to generate a default material
+ GenerateDefaultMaterial();
+
+ // process all meshes
+ bool tookNormals = false;
+ std::vector<aiMesh *> avOutMeshes;
+ avOutMeshes.reserve(mParser->m_vMeshes.size() * 2);
+ for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin(); i != mParser->m_vMeshes.end(); ++i) {
+ if ((*i).bSkip) {
+ continue;
+ }
+ BuildUniqueRepresentation(*i);
+
+ // Need to generate proper vertex normals if necessary
+ if (GenerateNormals(*i)) {
+ tookNormals = true;
+ }
+
+ // Convert all meshes to aiMesh objects
+ ConvertMeshes(*i, avOutMeshes);
+ }
+ if (tookNormals) {
+ ASSIMP_LOG_DEBUG("ASE: Taking normals from the file. Use "
+ "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you "
+ "experience problems");
+ }
+
+ // Now build the output mesh list. Remove dummies
+ pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
+ aiMesh **pp = pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
+ for (std::vector<aiMesh *>::const_iterator i = avOutMeshes.begin(); i != avOutMeshes.end(); ++i) {
+ if (!(*i)->mNumFaces) {
+ continue;
+ }
+ *pp++ = *i;
+ }
+ pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
+
+ // Build final material indices (remove submaterials and setup
+ // the final list)
+ BuildMaterialIndices();
+ }
+
+ // ------------------------------------------------------------------
+ // Copy all scene graph nodes - lights, cameras, dummies and meshes
+ // into one huge list.
+ //------------------------------------------------------------------
+ std::vector<BaseNode *> nodes;
+ nodes.reserve(mParser->m_vMeshes.size() + mParser->m_vLights.size() + mParser->m_vCameras.size() + mParser->m_vDummies.size());
+
+ // Lights
+ for (auto &light : mParser->m_vLights)
+ nodes.push_back(&light);
+ // Cameras
+ for (auto &camera : mParser->m_vCameras)
+ nodes.push_back(&camera);
+ // Meshes
+ for (auto &mesh : mParser->m_vMeshes)
+ nodes.push_back(&mesh);
+ // Dummies
+ for (auto &dummy : mParser->m_vDummies)
+ nodes.push_back(&dummy);
+
+ // build the final node graph
+ BuildNodes(nodes);
+
+ // build output animations
+ BuildAnimations(nodes);
+
+ // build output cameras
+ BuildCameras();
+
+ // build output lights
+ BuildLights();
+
+ // ------------------------------------------------------------------
+ // If we have no meshes use the SkeletonMeshBuilder helper class
+ // to build a mesh for the animation skeleton
+ // FIXME: very strange results
+ // ------------------------------------------------------------------
+ if (!pScene->mNumMeshes) {
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ if (!noSkeletonMesh) {
+ SkeletonMeshBuilder skeleton(pScene);
+ }
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void ASEImporter::GenerateDefaultMaterial() {
+ ai_assert(nullptr != mParser);
+
+ bool bHas = false;
+ for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin(); i != mParser->m_vMeshes.end(); ++i) {
+ if ((*i).bSkip) continue;
+ if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) {
+ (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
+ bHas = true;
+ }
+ }
+ if (bHas || mParser->m_vMaterials.empty()) {
+ // add a simple material without submaterials to the parser's list
+ mParser->m_vMaterials.push_back(ASE::Material(AI_DEFAULT_MATERIAL_NAME));
+ ASE::Material &mat = mParser->m_vMaterials.back();
+
+ mat.mDiffuse = aiColor3D(0.6f, 0.6f, 0.6f);
+ mat.mSpecular = aiColor3D(1.0f, 1.0f, 1.0f);
+ mat.mAmbient = aiColor3D(0.05f, 0.05f, 0.05f);
+ mat.mShading = Discreet3DS::Gouraud;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ASEImporter::BuildAnimations(const std::vector<BaseNode *> &nodes) {
+ // check whether we have at least one mesh which has animations
+ std::vector<ASE::BaseNode *>::const_iterator i = nodes.begin();
+ unsigned int iNum = 0;
+ for (; i != nodes.end(); ++i) {
+
+ // TODO: Implement Bezier & TCB support
+ if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) {
+ ASSIMP_LOG_WARN("ASE: Position controller uses Bezier/TCB keys. "
+ "This is not supported.");
+ }
+ if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) {
+ ASSIMP_LOG_WARN("ASE: Rotation controller uses Bezier/TCB keys. "
+ "This is not supported.");
+ }
+ if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) {
+ ASSIMP_LOG_WARN("ASE: Position controller uses Bezier/TCB keys. "
+ "This is not supported.");
+ }
+
+ // We compare against 1 here - firstly one key is not
+ // really an animation and secondly MAX writes dummies
+ // that represent the node transformation.
+ if ((*i)->mAnim.akeyPositions.size() > 1 || (*i)->mAnim.akeyRotations.size() > 1 || (*i)->mAnim.akeyScaling.size() > 1) {
+ ++iNum;
+ }
+ if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan((*i)->mTargetPosition.x)) {
+ ++iNum;
+ }
+ }
+ if (iNum) {
+ // Generate a new animation channel and setup everything for it
+ pcScene->mNumAnimations = 1;
+ pcScene->mAnimations = new aiAnimation *[1];
+ aiAnimation *pcAnim = pcScene->mAnimations[0] = new aiAnimation();
+ pcAnim->mNumChannels = iNum;
+ pcAnim->mChannels = new aiNodeAnim *[iNum];
+ pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
+
+ iNum = 0;
+
+ // Now iterate through all meshes and collect all data we can find
+ for (i = nodes.begin(); i != nodes.end(); ++i) {
+
+ ASE::BaseNode *me = *i;
+ if (me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan(me->mTargetPosition.x)) {
+ // Generate an extra channel for the camera/light target.
+ // BuildNodes() does also generate an extra node, named
+ // <baseName>.Target.
+ aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
+ nd->mNodeName.Set(me->mName + ".Target");
+
+ // If there is no input position channel we will need
+ // to supply the default position from the node's
+ // local transformation matrix.
+ /*TargetAnimationHelper helper;
+ if (me->mAnim.akeyPositions.empty())
+ {
+ aiMatrix4x4& mat = (*i)->mTransform;
+ helper.SetFixedMainAnimationChannel(aiVector3D(
+ mat.a4, mat.b4, mat.c4));
+ }
+ else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
+ helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
+
+ helper.Process(&me->mTargetAnim.akeyPositions);*/
+
+ // Allocate the key array and fill it
+ nd->mNumPositionKeys = (unsigned int)me->mTargetAnim.akeyPositions.size();
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+
+ ::memcpy(nd->mPositionKeys, &me->mTargetAnim.akeyPositions[0],
+ nd->mNumPositionKeys * sizeof(aiVectorKey));
+ }
+
+ if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) {
+ // Begin a new node animation channel for this node
+ aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
+ nd->mNodeName.Set(me->mName);
+
+ // copy position keys
+ if (me->mAnim.akeyPositions.size() > 1) {
+ // Allocate the key array and fill it
+ nd->mNumPositionKeys = (unsigned int)me->mAnim.akeyPositions.size();
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+
+ ::memcpy(nd->mPositionKeys, &me->mAnim.akeyPositions[0],
+ nd->mNumPositionKeys * sizeof(aiVectorKey));
+ }
+ // copy rotation keys
+ if (me->mAnim.akeyRotations.size() > 1) {
+ // Allocate the key array and fill it
+ nd->mNumRotationKeys = (unsigned int)me->mAnim.akeyRotations.size();
+ nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
+
+ // --------------------------------------------------------------------
+ // Rotation keys are offsets to the previous keys.
+ // We have the quaternion representations of all
+ // of them, so we just need to concatenate all
+ // (unit-length) quaternions to get the absolute
+ // rotations.
+ // Rotation keys are ABSOLUTE for older files
+ // --------------------------------------------------------------------
+
+ aiQuaternion cur;
+ for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) {
+ aiQuatKey q = me->mAnim.akeyRotations[a];
+
+ if (mParser->iFileFormat > 110) {
+ cur = (a ? cur * q.mValue : q.mValue);
+ q.mValue = cur.Normalize();
+ }
+ nd->mRotationKeys[a] = q;
+
+ // need this to get to Assimp quaternion conventions
+ nd->mRotationKeys[a].mValue.w *= -1.f;
+ }
+ }
+ // copy scaling keys
+ if (me->mAnim.akeyScaling.size() > 1) {
+ // Allocate the key array and fill it
+ nd->mNumScalingKeys = (unsigned int)me->mAnim.akeyScaling.size();
+ nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
+
+ ::memcpy(nd->mScalingKeys, &me->mAnim.akeyScaling[0],
+ nd->mNumScalingKeys * sizeof(aiVectorKey));
+ }
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build output cameras
+void ASEImporter::BuildCameras() {
+ if (!mParser->m_vCameras.empty()) {
+ pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
+ pcScene->mCameras = new aiCamera *[pcScene->mNumCameras];
+
+ for (unsigned int i = 0; i < pcScene->mNumCameras; ++i) {
+ aiCamera *out = pcScene->mCameras[i] = new aiCamera();
+ ASE::Camera &in = mParser->m_vCameras[i];
+
+ // copy members
+ out->mClipPlaneFar = in.mFar;
+ out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
+ out->mHorizontalFOV = in.mFOV;
+
+ out->mName.Set(in.mName);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build output lights
+void ASEImporter::BuildLights() {
+ if (!mParser->m_vLights.empty()) {
+ pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
+ pcScene->mLights = new aiLight *[pcScene->mNumLights];
+
+ for (unsigned int i = 0; i < pcScene->mNumLights; ++i) {
+ aiLight *out = pcScene->mLights[i] = new aiLight();
+ ASE::Light &in = mParser->m_vLights[i];
+
+ // The direction is encoded in the transformation matrix of the node.
+ // In 3DS MAX the light source points into negative Z direction if
+ // the node transformation is the identity.
+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+
+ out->mName.Set(in.mName);
+ switch (in.mLightType) {
+ case ASE::Light::TARGET:
+ out->mType = aiLightSource_SPOT;
+ out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
+ out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone);
+ break;
+
+ case ASE::Light::DIRECTIONAL:
+ out->mType = aiLightSource_DIRECTIONAL;
+ break;
+
+ default:
+ //case ASE::Light::OMNI:
+ out->mType = aiLightSource_POINT;
+ break;
+ };
+ out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ASEImporter::AddNodes(const std::vector<BaseNode *> &nodes,
+ aiNode *pcParent, const char *szName) {
+ aiMatrix4x4 m;
+ AddNodes(nodes, pcParent, szName, m);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add meshes to a given node
+void ASEImporter::AddMeshes(const ASE::BaseNode *snode, aiNode *node) {
+ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i) {
+ // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color)
+ const aiMesh *pcMesh = pcScene->mMeshes[i];
+ const ASE::Mesh *mesh = (const ASE::Mesh *)pcMesh->mColors[2];
+
+ if (mesh == snode) {
+ ++node->mNumMeshes;
+ }
+ }
+
+ if (node->mNumMeshes) {
+ node->mMeshes = new unsigned int[node->mNumMeshes];
+ for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes; ++i) {
+
+ const aiMesh *pcMesh = pcScene->mMeshes[i];
+ const ASE::Mesh *mesh = (const ASE::Mesh *)pcMesh->mColors[2];
+ if (mesh == snode) {
+ node->mMeshes[p++] = i;
+
+ // Transform all vertices of the mesh back into their local space ->
+ // at the moment they are pretransformed
+ aiMatrix4x4 m = mesh->mTransform;
+ m.Inverse();
+
+ aiVector3D *pvCurPtr = pcMesh->mVertices;
+ const aiVector3D *pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
+ while (pvCurPtr != pvEndPtr) {
+ *pvCurPtr = m * (*pvCurPtr);
+ pvCurPtr++;
+ }
+
+ // Do the same for the normal vectors, if we have them.
+ // As always, inverse transpose.
+ if (pcMesh->mNormals) {
+ aiMatrix3x3 m3 = aiMatrix3x3(mesh->mTransform);
+ m3.Transpose();
+
+ pvCurPtr = pcMesh->mNormals;
+ pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
+ while (pvCurPtr != pvEndPtr) {
+ *pvCurPtr = m3 * (*pvCurPtr);
+ pvCurPtr++;
+ }
+ }
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add child nodes to a given parent node
+void ASEImporter::AddNodes(const std::vector<BaseNode *> &nodes,
+ aiNode *pcParent, const char *szName,
+ const aiMatrix4x4 &mat) {
+ const size_t len = szName ? ::strlen(szName) : 0;
+ ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
+
+ // Receives child nodes for the pcParent node
+ std::vector<aiNode *> apcNodes;
+
+ // Now iterate through all nodes in the scene and search for one
+ // which has *us* as parent.
+ for (std::vector<BaseNode *>::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
+ const BaseNode *snode = *it;
+ if (szName) {
+ if (len != snode->mParent.length() || ::strcmp(szName, snode->mParent.c_str()))
+ continue;
+ } else if (snode->mParent.length())
+ continue;
+
+ (*it)->mProcessed = true;
+
+ // Allocate a new node and add it to the output data structure
+ apcNodes.push_back(new aiNode());
+ aiNode *node = apcNodes.back();
+
+ node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
+ node->mParent = pcParent;
+
+ // Setup the transformation matrix of the node
+ aiMatrix4x4 mParentAdjust = mat;
+ mParentAdjust.Inverse();
+ node->mTransformation = mParentAdjust * snode->mTransform;
+
+ // Add sub nodes - prevent stack overflow due to recursive parenting
+ if (node->mName != node->mParent->mName && node->mName != node->mParent->mParent->mName) {
+ AddNodes(nodes, node, node->mName.data, snode->mTransform);
+ }
+
+ // Further processing depends on the type of the node
+ if (snode->mType == ASE::BaseNode::Mesh) {
+ // If the type of this node is "Mesh" we need to search
+ // the list of output meshes in the data structure for
+ // all those that belonged to this node once. This is
+ // slightly inconvinient here and a better solution should
+ // be used when this code is refactored next.
+ AddMeshes(snode, node);
+ } else if (is_not_qnan(snode->mTargetPosition.x)) {
+ // If this is a target camera or light we generate a small
+ // child node which marks the position of the camera
+ // target (the direction information is contained in *this*
+ // node's animation track but the exact target position
+ // would be lost otherwise)
+ if (!node->mNumChildren) {
+ node->mChildren = new aiNode *[1];
+ }
+
+ aiNode *nd = new aiNode();
+
+ nd->mName.Set(snode->mName + ".Target");
+
+ nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
+ nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
+ nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
+
+ nd->mParent = node;
+
+ // The .Target node is always the first child node
+ for (unsigned int m = 0; m < node->mNumChildren; ++m)
+ node->mChildren[m + 1] = node->mChildren[m];
+
+ node->mChildren[0] = nd;
+ node->mNumChildren++;
+
+ // What we did is so great, it is at least worth a debug message
+ ASSIMP_LOG_VERBOSE_DEBUG("ASE: Generating separate target node (", snode->mName, ")");
+ }
+ }
+
+ // Allocate enough space for the child nodes
+ // We allocate one slot more in case this is a target camera/light
+ pcParent->mNumChildren = (unsigned int)apcNodes.size();
+ if (pcParent->mNumChildren) {
+ pcParent->mChildren = new aiNode *[apcNodes.size() + 1 /* PLUS ONE !!! */];
+
+ // now build all nodes for our nice new children
+ for (unsigned int p = 0; p < apcNodes.size(); ++p)
+ pcParent->mChildren[p] = apcNodes[p];
+ }
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build the output node graph
+void ASEImporter::BuildNodes(std::vector<BaseNode *> &nodes) {
+ ai_assert(nullptr != pcScene);
+
+ // allocate the one and only root node
+ aiNode *root = pcScene->mRootNode = new aiNode();
+ root->mName.Set("<ASERoot>");
+
+ // Setup the coordinate system transformation
+ pcScene->mRootNode->mNumChildren = 1;
+ pcScene->mRootNode->mChildren = new aiNode *[1];
+ aiNode *ch = pcScene->mRootNode->mChildren[0] = new aiNode();
+ ch->mParent = root;
+
+ // Change the transformation matrix of all nodes
+ for (BaseNode *node : nodes) {
+ aiMatrix4x4 &m = node->mTransform;
+ m.Transpose(); // row-order vs column-order
+ }
+
+ // add all nodes
+ AddNodes(nodes, ch, nullptr);
+
+ // now iterate through al nodes and find those that have not yet
+ // been added to the nodegraph (= their parent could not be recognized)
+ std::vector<const BaseNode *> aiList;
+ for (std::vector<BaseNode *>::iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
+ if ((*it)->mProcessed) {
+ continue;
+ }
+
+ // check whether our parent is known
+ bool bKnowParent = false;
+
+ // search the list another time, starting *here* and try to find out whether
+ // there is a node that references *us* as a parent
+ for (std::vector<BaseNode *>::const_iterator it2 = nodes.begin(); it2 != end; ++it2) {
+ if (it2 == it) {
+ continue;
+ }
+
+ if ((*it2)->mName == (*it)->mParent) {
+ bKnowParent = true;
+ break;
+ }
+ }
+ if (!bKnowParent) {
+ aiList.push_back(*it);
+ }
+ }
+
+ // Are there any orphaned nodes?
+ if (!aiList.empty()) {
+ std::vector<aiNode *> apcNodes;
+ apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
+
+ for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren; ++i)
+ apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
+
+ delete[] pcScene->mRootNode->mChildren;
+ for (std::vector<const BaseNode *>::/*const_*/ iterator i = aiList.begin(); i != aiList.end(); ++i) {
+ const ASE::BaseNode *src = *i;
+
+ // The parent is not known, so we can assume that we must add
+ // this node to the root node of the whole scene
+ aiNode *pcNode = new aiNode();
+ pcNode->mParent = pcScene->mRootNode;
+ pcNode->mName.Set(src->mName);
+ AddMeshes(src, pcNode);
+ AddNodes(nodes, pcNode, pcNode->mName.data);
+ apcNodes.push_back(pcNode);
+ }
+
+ // Regenerate our output array
+ pcScene->mRootNode->mChildren = new aiNode *[apcNodes.size()];
+ for (unsigned int i = 0; i < apcNodes.size(); ++i)
+ pcScene->mRootNode->mChildren[i] = apcNodes[i];
+
+ pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
+ }
+
+ // Reset the third color set to nullptr - we used this field to store a temporary pointer
+ for (unsigned int i = 0; i < pcScene->mNumMeshes; ++i)
+ pcScene->mMeshes[i]->mColors[2] = nullptr;
+
+ // The root node should not have at least one child or the file is valid
+ if (!pcScene->mRootNode->mNumChildren) {
+ throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
+ }
+
+ // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+ pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
+ 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert the imported data to the internal verbose representation
+void ASEImporter::BuildUniqueRepresentation(ASE::Mesh &mesh) {
+ // allocate output storage
+ std::vector<aiVector3D> mPositions;
+ std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ std::vector<aiColor4D> mVertexColors;
+ std::vector<aiVector3D> mNormals;
+ std::vector<BoneVertex> mBoneVertices;
+
+ unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
+ mPositions.resize(iSize);
+
+ // optional texture coordinates
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (!mesh.amTexCoords[i].empty()) {
+ amTexCoords[i].resize(iSize);
+ }
+ }
+ // optional vertex colors
+ if (!mesh.mVertexColors.empty()) {
+ mVertexColors.resize(iSize);
+ }
+
+ // optional vertex normals (vertex normals can simply be copied)
+ if (!mesh.mNormals.empty()) {
+ mNormals.resize(iSize);
+ }
+ // bone vertices. There is no need to change the bone list
+ if (!mesh.mBoneVertices.empty()) {
+ mBoneVertices.resize(iSize);
+ }
+
+ // iterate through all faces in the mesh
+ unsigned int iCurrent = 0, fi = 0;
+ for (std::vector<ASE::Face>::iterator i = mesh.mFaces.begin(); i != mesh.mFaces.end(); ++i, ++fi) {
+ for (unsigned int n = 0; n < 3; ++n, ++iCurrent) {
+ mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
+
+ // add texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
+ if (mesh.amTexCoords[c].empty()) break;
+ amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
+ }
+ // add vertex colors
+ if (!mesh.mVertexColors.empty()) {
+ mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
+ }
+ // add normal vectors
+ if (!mesh.mNormals.empty()) {
+ mNormals[iCurrent] = mesh.mNormals[fi * 3 + n];
+ mNormals[iCurrent].Normalize();
+ }
+
+ // handle bone vertices
+ if ((*i).mIndices[n] < mesh.mBoneVertices.size()) {
+ // (sometimes this will cause bone verts to be duplicated
+ // however, I' quite sure Schrompf' JoinVerticesStep
+ // will fix that again ...)
+ mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
+ }
+ (*i).mIndices[n] = iCurrent;
+ }
+ }
+
+ // replace the old arrays
+ mesh.mNormals = mNormals;
+ mesh.mPositions = mPositions;
+ mesh.mVertexColors = mVertexColors;
+
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c)
+ mesh.amTexCoords[c] = amTexCoords[c];
+}
+
+// ------------------------------------------------------------------------------------------------
+// Copy a texture from the ASE structs to the output material
+void CopyASETexture(aiMaterial &mat, ASE::Texture &texture, aiTextureType type) {
+ // Setup the texture name
+ aiString tex;
+ tex.Set(texture.mMapName);
+ mat.AddProperty(&tex, AI_MATKEY_TEXTURE(type, 0));
+
+ // Setup the texture blend factor
+ if (is_not_qnan(texture.mTextureBlend))
+ mat.AddProperty<ai_real>(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0));
+
+ // Setup texture UV transformations
+ mat.AddProperty<ai_real>(&texture.mOffsetU, 5, AI_MATKEY_UVTRANSFORM(type, 0));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert from ASE material to output material
+void ASEImporter::ConvertMaterial(ASE::Material &mat) {
+ // LARGE TODO: Much code her is copied from 3DS ... join them maybe?
+
+ // Allocate the output material
+ mat.pcInstance = new aiMaterial();
+
+ // At first add the base ambient color of the
+ // scene to the material
+ mat.mAmbient.r += mParser->m_clrAmbient.r;
+ mat.mAmbient.g += mParser->m_clrAmbient.g;
+ mat.mAmbient.b += mParser->m_clrAmbient.b;
+
+ aiString name;
+ name.Set(mat.mName);
+ mat.pcInstance->AddProperty(&name, AI_MATKEY_NAME);
+
+ // material colors
+ mat.pcInstance->AddProperty(&mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+ mat.pcInstance->AddProperty(&mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat.pcInstance->AddProperty(&mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat.pcInstance->AddProperty(&mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+
+ // shininess
+ if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength) {
+ mat.pcInstance->AddProperty(&mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+ mat.pcInstance->AddProperty(&mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
+ }
+ // If there is no shininess, we can disable phong lighting
+ else if (D3DS::Discreet3DS::Metal == mat.mShading ||
+ D3DS::Discreet3DS::Phong == mat.mShading ||
+ D3DS::Discreet3DS::Blinn == mat.mShading) {
+ mat.mShading = D3DS::Discreet3DS::Gouraud;
+ }
+
+ // opacity
+ mat.pcInstance->AddProperty<ai_real>(&mat.mTransparency, 1, AI_MATKEY_OPACITY);
+
+ // Two sided rendering?
+ if (mat.mTwoSided) {
+ int i = 1;
+ mat.pcInstance->AddProperty<int>(&i, 1, AI_MATKEY_TWOSIDED);
+ }
+
+ // shading mode
+ aiShadingMode eShading = aiShadingMode_NoShading;
+ switch (mat.mShading) {
+ case D3DS::Discreet3DS::Flat:
+ eShading = aiShadingMode_Flat;
+ break;
+ case D3DS::Discreet3DS::Phong:
+ eShading = aiShadingMode_Phong;
+ break;
+ case D3DS::Discreet3DS::Blinn:
+ eShading = aiShadingMode_Blinn;
+ break;
+
+ // I don't know what "Wire" shading should be,
+ // assume it is simple lambertian diffuse (L dot N) shading
+ case D3DS::Discreet3DS::Wire: {
+ // set the wireframe flag
+ unsigned int iWire = 1;
+ mat.pcInstance->AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
+ }
+ case D3DS::Discreet3DS::Gouraud:
+ eShading = aiShadingMode_Gouraud;
+ break;
+ case D3DS::Discreet3DS::Metal:
+ eShading = aiShadingMode_CookTorrance;
+ break;
+ }
+ mat.pcInstance->AddProperty<int>((int *)&eShading, 1, AI_MATKEY_SHADING_MODEL);
+
+ // DIFFUSE texture
+ if (mat.sTexDiffuse.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexDiffuse, aiTextureType_DIFFUSE);
+
+ // SPECULAR texture
+ if (mat.sTexSpecular.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexSpecular, aiTextureType_SPECULAR);
+
+ // AMBIENT texture
+ if (mat.sTexAmbient.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexAmbient, aiTextureType_AMBIENT);
+
+ // OPACITY texture
+ if (mat.sTexOpacity.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexOpacity, aiTextureType_OPACITY);
+
+ // EMISSIVE texture
+ if (mat.sTexEmissive.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexEmissive, aiTextureType_EMISSIVE);
+
+ // BUMP texture
+ if (mat.sTexBump.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexBump, aiTextureType_HEIGHT);
+
+ // SHININESS texture
+ if (mat.sTexShininess.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance, mat.sTexShininess, aiTextureType_SHININESS);
+
+ // store the name of the material itself, too
+ if (mat.mName.length() > 0) {
+ aiString tex;
+ tex.Set(mat.mName);
+ mat.pcInstance->AddProperty(&tex, AI_MATKEY_NAME);
+ }
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build output meshes
+void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector<aiMesh *> &avOutMeshes) {
+ // validate the material index of the mesh
+ if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) {
+ mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size() - 1;
+ ASSIMP_LOG_WARN("Material index is out of range");
+ }
+
+ // If the material the mesh is assigned to is consisting of submeshes, split it
+ if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
+ std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
+
+ std::vector<unsigned int> *aiSplit = new std::vector<unsigned int>[vSubMaterials.size()];
+
+ // build a list of all faces per sub-material
+ for (unsigned int i = 0; i < mesh.mFaces.size(); ++i) {
+ // check range
+ if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) {
+ ASSIMP_LOG_WARN("Submaterial index is out of range");
+
+ // use the last material instead
+ aiSplit[vSubMaterials.size() - 1].push_back(i);
+ } else
+ aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
+ }
+
+ // now generate submeshes
+ for (unsigned int p = 0; p < vSubMaterials.size(); ++p) {
+ if (!aiSplit[p].empty()) {
+
+ aiMesh *p_pcOut = new aiMesh();
+ p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // let the sub material index
+ p_pcOut->mMaterialIndex = p;
+
+ // we will need this material
+ mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
+
+ // store the real index here ... color channel 3
+ p_pcOut->mColors[3] = (aiColor4D *)(uintptr_t)mesh.iMaterialIndex;
+
+ // store a pointer to the mesh in color channel 2
+ p_pcOut->mColors[2] = (aiColor4D *)&mesh;
+ avOutMeshes.push_back(p_pcOut);
+
+ // convert vertices
+ p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size() * 3;
+ p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
+
+ // receive output vertex weights
+ std::vector<std::pair<unsigned int, float>> *avOutputBones = nullptr;
+ if (!mesh.mBones.empty()) {
+ avOutputBones = new std::vector<std::pair<unsigned int, float>>[mesh.mBones.size()];
+ }
+
+ // allocate enough storage for faces
+ p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
+
+ unsigned int iBase = 0, iIndex;
+ if (p_pcOut->mNumVertices) {
+ p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
+ p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
+ for (unsigned int q = 0; q < aiSplit[p].size(); ++q) {
+
+ iIndex = aiSplit[p][q];
+
+ p_pcOut->mFaces[q].mIndices = new unsigned int[3];
+ p_pcOut->mFaces[q].mNumIndices = 3;
+
+ for (unsigned int t = 0; t < 3; ++t, ++iBase) {
+ const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
+
+ p_pcOut->mVertices[iBase] = mesh.mPositions[iIndex2];
+ p_pcOut->mNormals[iBase] = mesh.mNormals[iIndex2];
+
+ // convert bones, if existing
+ if (!mesh.mBones.empty()) {
+ ai_assert(avOutputBones);
+ // check whether there is a vertex weight for this vertex index
+ if (iIndex2 < mesh.mBoneVertices.size()) {
+
+ for (std::vector<std::pair<int, float>>::const_iterator
+ blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
+ blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end(); ++blubb) {
+
+ // NOTE: illegal cases have already been filtered out
+ avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
+ iBase, (*blubb).second));
+ }
+ }
+ }
+ p_pcOut->mFaces[q].mIndices[t] = iBase;
+ }
+ }
+ }
+ // convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
+ if (!mesh.amTexCoords[c].empty()) {
+ p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
+ iBase = 0;
+ for (unsigned int q = 0; q < aiSplit[p].size(); ++q) {
+ iIndex = aiSplit[p][q];
+ for (unsigned int t = 0; t < 3; ++t) {
+ p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
+ }
+ }
+ // Setup the number of valid vertex components
+ p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
+ }
+ }
+
+ // Convert vertex colors (only one set supported)
+ if (!mesh.mVertexColors.empty()) {
+ p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
+ iBase = 0;
+ for (unsigned int q = 0; q < aiSplit[p].size(); ++q) {
+ iIndex = aiSplit[p][q];
+ for (unsigned int t = 0; t < 3; ++t) {
+ p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
+ }
+ }
+ }
+ // Copy bones
+ if (!mesh.mBones.empty()) {
+ p_pcOut->mNumBones = 0;
+ for (unsigned int mrspock = 0; mrspock < mesh.mBones.size(); ++mrspock)
+ if (!avOutputBones[mrspock].empty()) p_pcOut->mNumBones++;
+
+ p_pcOut->mBones = new aiBone *[p_pcOut->mNumBones];
+ aiBone **pcBone = p_pcOut->mBones;
+ for (unsigned int mrspock = 0; mrspock < mesh.mBones.size(); ++mrspock) {
+ if (!avOutputBones[mrspock].empty()) {
+ // we will need this bone. add it to the output mesh and
+ // add all per-vertex weights
+ aiBone *pc = *pcBone = new aiBone();
+ pc->mName.Set(mesh.mBones[mrspock].mName);
+
+ pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
+ pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+
+ for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights; ++captainkirk) {
+ const std::pair<unsigned int, float> &ref = avOutputBones[mrspock][captainkirk];
+ pc->mWeights[captainkirk].mVertexId = ref.first;
+ pc->mWeights[captainkirk].mWeight = ref.second;
+ }
+ ++pcBone;
+ }
+ }
+ // delete allocated storage
+ delete[] avOutputBones;
+ }
+ }
+ }
+ // delete storage
+ delete[] aiSplit;
+ } else {
+ // Otherwise we can simply copy the data to one output mesh
+ // This codepath needs less memory and uses fast memcpy()s
+ // to do the actual copying. So I think it is worth the
+ // effort here.
+
+ aiMesh *p_pcOut = new aiMesh();
+ p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // set an empty sub material index
+ p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
+ mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
+
+ // store the real index here ... in color channel 3
+ p_pcOut->mColors[3] = (aiColor4D *)(uintptr_t)mesh.iMaterialIndex;
+
+ // store a pointer to the mesh in color channel 2
+ p_pcOut->mColors[2] = (aiColor4D *)&mesh;
+ avOutMeshes.push_back(p_pcOut);
+
+ // If the mesh hasn't faces or vertices, there are two cases
+ // possible: 1. the model is invalid. 2. This is a dummy
+ // helper object which we are going to remove later ...
+ if (mesh.mFaces.empty() || mesh.mPositions.empty()) {
+ return;
+ }
+
+ // convert vertices
+ p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
+ p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
+
+ // allocate enough storage for faces
+ p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
+
+ // copy vertices
+ p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
+ memcpy(p_pcOut->mVertices, &mesh.mPositions[0],
+ mesh.mPositions.size() * sizeof(aiVector3D));
+
+ // copy normals
+ p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
+ memcpy(p_pcOut->mNormals, &mesh.mNormals[0],
+ mesh.mNormals.size() * sizeof(aiVector3D));
+
+ // copy texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
+ if (!mesh.amTexCoords[c].empty()) {
+ p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
+ memcpy(p_pcOut->mTextureCoords[c], &mesh.amTexCoords[c][0],
+ mesh.amTexCoords[c].size() * sizeof(aiVector3D));
+
+ // setup the number of valid vertex components
+ p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
+ }
+ }
+
+ // copy vertex colors
+ if (!mesh.mVertexColors.empty()) {
+ p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
+ memcpy(p_pcOut->mColors[0], &mesh.mVertexColors[0],
+ mesh.mVertexColors.size() * sizeof(aiColor4D));
+ }
+
+ // copy faces
+ for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces; ++iFace) {
+ p_pcOut->mFaces[iFace].mNumIndices = 3;
+ p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
+
+ // copy indices
+ p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
+ p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
+ p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
+ }
+
+ // copy vertex bones
+ if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) {
+ std::vector<std::vector<aiVertexWeight>> avBonesOut(mesh.mBones.size());
+
+ // find all vertex weights for this bone
+ unsigned int quak = 0;
+ for (std::vector<BoneVertex>::const_iterator harrypotter = mesh.mBoneVertices.begin();
+ harrypotter != mesh.mBoneVertices.end(); ++harrypotter, ++quak) {
+
+ for (std::vector<std::pair<int, float>>::const_iterator
+ ronaldweasley = (*harrypotter).mBoneWeights.begin();
+ ronaldweasley != (*harrypotter).mBoneWeights.end(); ++ronaldweasley) {
+ aiVertexWeight weight;
+ weight.mVertexId = quak;
+ weight.mWeight = (*ronaldweasley).second;
+ avBonesOut[(*ronaldweasley).first].push_back(weight);
+ }
+ }
+
+ // now build a final bone list
+ p_pcOut->mNumBones = 0;
+ for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size(); ++jfkennedy)
+ if (!avBonesOut[jfkennedy].empty()) p_pcOut->mNumBones++;
+
+ p_pcOut->mBones = new aiBone *[p_pcOut->mNumBones];
+ aiBone **pcBone = p_pcOut->mBones;
+ for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size(); ++jfkennedy) {
+ if (!avBonesOut[jfkennedy].empty()) {
+ aiBone *pc = *pcBone = new aiBone();
+ pc->mName.Set(mesh.mBones[jfkennedy].mName);
+ pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
+ pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+ ::memcpy(pc->mWeights, &avBonesOut[jfkennedy][0],
+ sizeof(aiVertexWeight) * pc->mNumWeights);
+ ++pcBone;
+ }
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup proper material indices and build output materials
+void ASEImporter::BuildMaterialIndices() {
+ ai_assert(nullptr != pcScene);
+
+ // iterate through all materials and check whether we need them
+ for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size(); ++iMat) {
+ ASE::Material &mat = mParser->m_vMaterials[iMat];
+ if (mat.bNeed) {
+ // Convert it to the aiMaterial layout
+ ConvertMaterial(mat);
+ ++pcScene->mNumMaterials;
+ }
+ for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size(); ++iSubMat) {
+ ASE::Material &submat = mat.avSubMaterials[iSubMat];
+ if (submat.bNeed) {
+ // Convert it to the aiMaterial layout
+ ConvertMaterial(submat);
+ ++pcScene->mNumMaterials;
+ }
+ }
+ }
+
+ // allocate the output material array
+ pcScene->mMaterials = new aiMaterial *[pcScene->mNumMaterials];
+ D3DS::Material **pcIntMaterials = new D3DS::Material *[pcScene->mNumMaterials];
+
+ unsigned int iNum = 0;
+ for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size(); ++iMat) {
+ ASE::Material &mat = mParser->m_vMaterials[iMat];
+ if (mat.bNeed) {
+ ai_assert(nullptr != mat.pcInstance);
+ pcScene->mMaterials[iNum] = mat.pcInstance;
+
+ // Store the internal material, too
+ pcIntMaterials[iNum] = &mat;
+
+ // Iterate through all meshes and search for one which is using
+ // this top-level material index
+ for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes; ++iMesh) {
+ aiMesh *mesh = pcScene->mMeshes[iMesh];
+ if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
+ iMat == (uintptr_t)mesh->mColors[3]) {
+ mesh->mMaterialIndex = iNum;
+ mesh->mColors[3] = nullptr;
+ }
+ }
+ iNum++;
+ }
+ for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size(); ++iSubMat) {
+ ASE::Material &submat = mat.avSubMaterials[iSubMat];
+ if (submat.bNeed) {
+ ai_assert(nullptr != submat.pcInstance);
+ pcScene->mMaterials[iNum] = submat.pcInstance;
+
+ // Store the internal material, too
+ pcIntMaterials[iNum] = &submat;
+
+ // Iterate through all meshes and search for one which is using
+ // this sub-level material index
+ for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes; ++iMesh) {
+ aiMesh *mesh = pcScene->mMeshes[iMesh];
+
+ if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) {
+ mesh->mMaterialIndex = iNum;
+ mesh->mColors[3] = nullptr;
+ }
+ }
+ iNum++;
+ }
+ }
+ }
+
+ // Delete our temporary array
+ delete[] pcIntMaterials;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate normal vectors basing on smoothing groups
+bool ASEImporter::GenerateNormals(ASE::Mesh &mesh) {
+
+ if (!mesh.mNormals.empty() && !configRecomputeNormals) {
+ // Check whether there are only uninitialized normals. If there are
+ // some, skip all normals from the file and compute them on our own
+ for (std::vector<aiVector3D>::const_iterator qq = mesh.mNormals.begin(); qq != mesh.mNormals.end(); ++qq) {
+ if ((*qq).x || (*qq).y || (*qq).z) {
+ return true;
+ }
+ }
+ }
+ // The array is reused.
+ ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
+ return false;
+}
+
+#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.h b/src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.h
new file mode 100644
index 0000000..cd91235
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/ASE/ASELoader.h
@@ -0,0 +1,192 @@
+/*
+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 ASELoader.h
+ * @brief Definition of the .ASE importer class.
+ */
+#ifndef AI_ASELOADER_H_INCLUDED
+#define AI_ASELOADER_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include <assimp/types.h>
+#include "ASEParser.h"
+
+struct aiNode;
+
+namespace Assimp {
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// --------------------------------------------------------------------------------
+/** Importer class for the 3DS ASE ASCII format.
+ *
+ */
+class ASEImporter : public BaseImporter {
+public:
+ ASEImporter();
+ ~ASEImporter() override;
+
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const override;
+
+protected:
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const override;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler) override;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp) override;
+
+private:
+ // -------------------------------------------------------------------
+ /** Generate normal vectors basing on smoothing groups
+ * (in some cases the normal are already contained in the file)
+ * \param mesh Mesh to work on
+ * \return false if the normals have been recomputed
+ */
+ bool GenerateNormals(ASE::Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ /** Create valid vertex/normal/UV/color/face lists.
+ * All elements are unique, faces have only one set of indices
+ * after this step occurs.
+ * \param mesh Mesh to work on
+ */
+ void BuildUniqueRepresentation(ASE::Mesh& mesh);
+
+ /** Create one-material-per-mesh meshes ;-)
+ * \param mesh Mesh to work with
+ * \param Receives the list of all created meshes
+ */
+ void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
+
+ // -------------------------------------------------------------------
+ /** Convert a material to a aiMaterial object
+ * \param mat Input material
+ */
+ void ConvertMaterial(ASE::Material& mat);
+
+ // -------------------------------------------------------------------
+ /** Setup the final material indices for each mesh
+ */
+ void BuildMaterialIndices();
+
+ // -------------------------------------------------------------------
+ /** Build the node graph
+ */
+ void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
+
+ // -------------------------------------------------------------------
+ /** Build output cameras
+ */
+ void BuildCameras();
+
+ // -------------------------------------------------------------------
+ /** Build output lights
+ */
+ void BuildLights();
+
+ // -------------------------------------------------------------------
+ /** Build output animations
+ */
+ void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
+
+ // -------------------------------------------------------------------
+ /** Add sub nodes to a node
+ * \param pcParent parent node to be filled
+ * \param szName Name of the parent node
+ * \param matrix Current transform
+ */
+ void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+ aiNode* pcParent,const char* szName);
+
+ void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+ aiNode* pcParent,const char* szName,
+ const aiMatrix4x4& matrix);
+
+ void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
+
+ // -------------------------------------------------------------------
+ /** Generate a default material and add it to the parser's list
+ * Called if no material has been found in the file (rare for ASE,
+ * but not impossible)
+ */
+ void GenerateDefaultMaterial();
+
+protected:
+ /** Parser instance */
+ ASE::Parser* mParser;
+
+ /** Buffer to hold the loaded file */
+ char* mBuffer;
+
+ /** Scene to be filled */
+ aiScene* pcScene;
+
+ /** Config options: Recompute the normals in every case - WA
+ for 3DS Max broken ASE normal export */
+ bool configRecomputeNormals;
+ bool noSkeletonMesh;
+};
+
+#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
+
+} // end of namespace Assimp
+
+
+#endif // AI_3DSIMPORTER_H_INC
diff --git a/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.cpp b/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.cpp
new file mode 100644
index 0000000..14eb720
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.cpp
@@ -0,0 +1,1869 @@
+/*
+---------------------------------------------------------------------------
+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 ASEParser.cpp
+ * @brief Implementation of the ASE parser class
+ */
+
+#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// internal headers
+#include "ASELoader.h"
+#include "PostProcessing/TextureTransform.h"
+
+#include <assimp/fast_atof.h>
+#include <assimp/DefaultLogger.hpp>
+
+using namespace Assimp;
+using namespace Assimp::ASE;
+
+// ------------------------------------------------------------------------------------------------
+// Begin an ASE parsing function
+
+#define AI_ASE_PARSER_INIT() \
+ int iDepth = 0;
+
+// ------------------------------------------------------------------------------------------------
+// Handle a "top-level" section in the file. EOF is no error in this case.
+
+#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \
+ else if ('{' == *filePtr) iDepth++; \
+ else if ('}' == *filePtr) { \
+ if (0 == --iDepth) { \
+ ++filePtr; \
+ SkipToNextToken(); \
+ return; \
+ } \
+ } \
+ else if ('\0' == *filePtr) { \
+ return; \
+ } \
+ if (IsLineEnd(*filePtr) && !bLastWasEndLine) { \
+ ++iLineNumber; \
+ bLastWasEndLine = true; \
+ } else \
+ bLastWasEndLine = false; \
+ ++filePtr;
+
+// ------------------------------------------------------------------------------------------------
+// Handle a nested section in the file. EOF is an error in this case
+// @param level "Depth" of the section
+// @param msg Full name of the section (including the asterisk)
+
+#define AI_ASE_HANDLE_SECTION(level, msg) \
+ if ('{' == *filePtr) \
+ iDepth++; \
+ else if ('}' == *filePtr) { \
+ if (0 == --iDepth) { \
+ ++filePtr; \
+ SkipToNextToken(); \
+ return; \
+ } \
+ } else if ('\0' == *filePtr) { \
+ LogError("Encountered unexpected EOL while parsing a " msg \
+ " chunk (Level " level ")"); \
+ } \
+ if (IsLineEnd(*filePtr) && !bLastWasEndLine) { \
+ ++iLineNumber; \
+ bLastWasEndLine = true; \
+ } else \
+ bLastWasEndLine = false; \
+ ++filePtr;
+
+// ------------------------------------------------------------------------------------------------
+Parser::Parser(const char *szFile, unsigned int fileFormatDefault) {
+ ai_assert(nullptr != szFile);
+
+ filePtr = szFile;
+ iFileFormat = fileFormatDefault;
+
+ // make sure that the color values are invalid
+ m_clrBackground.r = get_qnan();
+ m_clrAmbient.r = get_qnan();
+
+ // setup some default values
+ iLineNumber = 0;
+ iFirstFrame = 0;
+ iLastFrame = 0;
+ iFrameSpeed = 30; // use 30 as default value for this property
+ iTicksPerFrame = 1; // use 1 as default value for this property
+ bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::LogWarning(const char *szWarn) {
+ ai_assert(nullptr != szWarn);
+
+ char szTemp[2048];
+#if _MSC_VER >= 1400
+ sprintf_s(szTemp, "Line %u: %s", iLineNumber, szWarn);
+#else
+ ai_snprintf(szTemp, sizeof(szTemp), "Line %u: %s", iLineNumber, szWarn);
+#endif
+
+ // output the warning to the logger ...
+ ASSIMP_LOG_WARN(szTemp);
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::LogInfo(const char *szWarn) {
+ ai_assert(nullptr != szWarn);
+
+ char szTemp[1024];
+#if _MSC_VER >= 1400
+ sprintf_s(szTemp, "Line %u: %s", iLineNumber, szWarn);
+#else
+ ai_snprintf(szTemp, 1024, "Line %u: %s", iLineNumber, szWarn);
+#endif
+
+ // output the information to the logger ...
+ ASSIMP_LOG_INFO(szTemp);
+}
+
+// ------------------------------------------------------------------------------------------------
+AI_WONT_RETURN void Parser::LogError(const char *szWarn) {
+ ai_assert(nullptr != szWarn);
+
+ char szTemp[1024];
+#if _MSC_VER >= 1400
+ sprintf_s(szTemp, "Line %u: %s", iLineNumber, szWarn);
+#else
+ ai_snprintf(szTemp, 1024, "Line %u: %s", iLineNumber, szWarn);
+#endif
+
+ // throw an exception
+ throw DeadlyImportError(szTemp);
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Parser::SkipToNextToken() {
+ while (true) {
+ char me = *filePtr;
+
+ // increase the line number counter if necessary
+ if (IsLineEnd(me) && !bLastWasEndLine) {
+ ++iLineNumber;
+ bLastWasEndLine = true;
+ } else
+ bLastWasEndLine = false;
+ if ('*' == me || '}' == me || '{' == me) return true;
+ if ('\0' == me) return false;
+
+ ++filePtr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Parser::SkipSection() {
+ // must handle subsections ...
+ int iCnt = 0;
+ while (true) {
+ if ('}' == *filePtr) {
+ --iCnt;
+ if (0 == iCnt) {
+ // go to the next valid token ...
+ ++filePtr;
+ SkipToNextToken();
+ return true;
+ }
+ } else if ('{' == *filePtr) {
+ ++iCnt;
+ } else if ('\0' == *filePtr) {
+ LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]");
+ return false;
+ } else if (IsLineEnd(*filePtr))
+ ++iLineNumber;
+ ++filePtr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::Parse() {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Version should be 200. Validate this ...
+ if (TokenMatch(filePtr, "3DSMAX_ASCIIEXPORT", 18)) {
+ unsigned int fmt;
+ ParseLV4MeshLong(fmt);
+
+ if (fmt > 200) {
+ LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
+ be <= 200");
+ }
+ // *************************************************************
+ // - fmt will be 0 if we're unable to read the version number
+ // there are some faulty files without a version number ...
+ // in this case we'll guess the exact file format by looking
+ // at the file extension (ASE, ASK, ASC)
+ // *************************************************************
+
+ if (fmt) {
+ iFileFormat = fmt;
+ }
+ continue;
+ }
+ // main scene information
+ if (TokenMatch(filePtr, "SCENE", 5)) {
+ ParseLV1SceneBlock();
+ continue;
+ }
+ // "group" - no implementation yet, in facte
+ // we're just ignoring them for the moment
+ if (TokenMatch(filePtr, "GROUP", 5)) {
+ Parse();
+ continue;
+ }
+ // material list
+ if (TokenMatch(filePtr, "MATERIAL_LIST", 13)) {
+ ParseLV1MaterialListBlock();
+ continue;
+ }
+ // geometric object (mesh)
+ if (TokenMatch(filePtr, "GEOMOBJECT", 10))
+
+ {
+ m_vMeshes.push_back(Mesh("UNNAMED"));
+ ParseLV1ObjectBlock(m_vMeshes.back());
+ continue;
+ }
+ // helper object = dummy in the hierarchy
+ if (TokenMatch(filePtr, "HELPEROBJECT", 12))
+
+ {
+ m_vDummies.push_back(Dummy());
+ ParseLV1ObjectBlock(m_vDummies.back());
+ continue;
+ }
+ // light object
+ if (TokenMatch(filePtr, "LIGHTOBJECT", 11))
+
+ {
+ m_vLights.push_back(Light("UNNAMED"));
+ ParseLV1ObjectBlock(m_vLights.back());
+ continue;
+ }
+ // camera object
+ if (TokenMatch(filePtr, "CAMERAOBJECT", 12)) {
+ m_vCameras.push_back(Camera("UNNAMED"));
+ ParseLV1ObjectBlock(m_vCameras.back());
+ continue;
+ }
+ // comment - print it on the console
+ if (TokenMatch(filePtr, "COMMENT", 7)) {
+ std::string out = "<unknown>";
+ ParseString(out, "*COMMENT");
+ LogInfo(("Comment: " + out).c_str());
+ continue;
+ }
+ // ASC bone weights
+ if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr, "MESH_SOFTSKINVERTS", 18)) {
+ ParseLV1SoftSkinBlock();
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1SoftSkinBlock() {
+ // TODO: fix line counting here
+
+ // **************************************************************
+ // The soft skin block is formatted differently. There are no
+ // nested sections supported and the single elements aren't
+ // marked by keywords starting with an asterisk.
+
+ /**
+ FORMAT BEGIN
+
+ *MESH_SOFTSKINVERTS {
+ <nodename>
+ <number of vertices>
+
+ [for <number of vertices> times:]
+ <number of weights> [for <number of weights> times:] <bone name> <weight>
+ }
+
+ FORMAT END
+ */
+ // **************************************************************
+ while (true) {
+ if (*filePtr == '}') {
+ ++filePtr;
+ return;
+ } else if (*filePtr == '\0')
+ return;
+ else if (*filePtr == '{')
+ ++filePtr;
+
+ else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr))
+ {
+ ASE::Mesh *curMesh = nullptr;
+ unsigned int numVerts = 0;
+
+ const char *sz = filePtr;
+ while (!IsSpaceOrNewLine(*filePtr))
+ ++filePtr;
+
+ const unsigned int diff = (unsigned int)(filePtr - sz);
+ if (diff) {
+ std::string name = std::string(sz, diff);
+ for (std::vector<ASE::Mesh>::iterator it = m_vMeshes.begin();
+ it != m_vMeshes.end(); ++it) {
+ if ((*it).mName == name) {
+ curMesh = &(*it);
+ break;
+ }
+ }
+ if (!curMesh) {
+ LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section");
+
+ // Skip the mesh data - until we find a new mesh
+ // or the end of the *MESH_SOFTSKINVERTS section
+ while (true) {
+ SkipSpacesAndLineEnd(&filePtr);
+ if (*filePtr == '}') {
+ ++filePtr;
+ return;
+ } else if (!IsNumeric(*filePtr))
+ break;
+
+ SkipLine(&filePtr);
+ }
+ } else {
+ SkipSpacesAndLineEnd(&filePtr);
+ ParseLV4MeshLong(numVerts);
+
+ // Reserve enough storage
+ curMesh->mBoneVertices.reserve(numVerts);
+
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ SkipSpacesAndLineEnd(&filePtr);
+ unsigned int numWeights;
+ ParseLV4MeshLong(numWeights);
+
+ curMesh->mBoneVertices.push_back(ASE::BoneVertex());
+ ASE::BoneVertex &vert = curMesh->mBoneVertices.back();
+
+ // Reserve enough storage
+ vert.mBoneWeights.reserve(numWeights);
+
+ std::string bone;
+ for (unsigned int w = 0; w < numWeights; ++w) {
+ bone.clear();
+ ParseString(bone, "*MESH_SOFTSKINVERTS.Bone");
+
+ // Find the bone in the mesh's list
+ std::pair<int, ai_real> me;
+ me.first = -1;
+
+ for (unsigned int n = 0; n < curMesh->mBones.size(); ++n) {
+ if (curMesh->mBones[n].mName == bone) {
+ me.first = n;
+ break;
+ }
+ }
+ if (-1 == me.first) {
+ // We don't have this bone yet, so add it to the list
+ me.first = static_cast<int>(curMesh->mBones.size());
+ curMesh->mBones.push_back(ASE::Bone(bone));
+ }
+ ParseLV4MeshFloat(me.second);
+
+ // Add the new bone weight to list
+ vert.mBoneWeights.push_back(me);
+ }
+ }
+ }
+ }
+ }
+ ++filePtr;
+ SkipSpacesAndLineEnd(&filePtr);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1SceneBlock() {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (TokenMatch(filePtr, "SCENE_BACKGROUND_STATIC", 23))
+
+ {
+ // parse a color triple and assume it is really the bg color
+ ParseLV4MeshFloatTriple(&m_clrBackground.r);
+ continue;
+ }
+ if (TokenMatch(filePtr, "SCENE_AMBIENT_STATIC", 20))
+
+ {
+ // parse a color triple and assume it is really the bg color
+ ParseLV4MeshFloatTriple(&m_clrAmbient.r);
+ continue;
+ }
+ if (TokenMatch(filePtr, "SCENE_FIRSTFRAME", 16)) {
+ ParseLV4MeshLong(iFirstFrame);
+ continue;
+ }
+ if (TokenMatch(filePtr, "SCENE_LASTFRAME", 15)) {
+ ParseLV4MeshLong(iLastFrame);
+ continue;
+ }
+ if (TokenMatch(filePtr, "SCENE_FRAMESPEED", 16)) {
+ ParseLV4MeshLong(iFrameSpeed);
+ continue;
+ }
+ if (TokenMatch(filePtr, "SCENE_TICKSPERFRAME", 19)) {
+ ParseLV4MeshLong(iTicksPerFrame);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1MaterialListBlock() {
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iMaterialCount = 0;
+ unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (TokenMatch(filePtr, "MATERIAL_COUNT", 14)) {
+ ParseLV4MeshLong(iMaterialCount);
+
+ // now allocate enough storage to hold all materials
+ m_vMaterials.resize(iOldMaterialCount + iMaterialCount, Material("INVALID"));
+ continue;
+ }
+ if (TokenMatch(filePtr, "MATERIAL", 8)) {
+ unsigned int iIndex = 0;
+ ParseLV4MeshLong(iIndex);
+
+ if (iIndex >= iMaterialCount) {
+ LogWarning("Out of range: material index is too large");
+ iIndex = iMaterialCount - 1;
+ return;
+ }
+
+ // get a reference to the material
+ Material &sMat = m_vMaterials[iIndex + iOldMaterialCount];
+ // parse the material block
+ ParseLV2MaterialBlock(sMat);
+ continue;
+ }
+ if( iDepth == 1 ){
+ // CRUDE HACK: support missing brace after "Ascii Scene Exporter v2.51"
+ LogWarning("Missing closing brace in material list");
+ --filePtr;
+ return;
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2MaterialBlock(ASE::Material &mat) {
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumSubMaterials = 0;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (TokenMatch(filePtr, "MATERIAL_NAME", 13)) {
+ if (!ParseString(mat.mName, "*MATERIAL_NAME"))
+ SkipToNextToken();
+ continue;
+ }
+ // ambient material color
+ if (TokenMatch(filePtr, "MATERIAL_AMBIENT", 16)) {
+ ParseLV4MeshFloatTriple(&mat.mAmbient.r);
+ continue;
+ }
+ // diffuse material color
+ if (TokenMatch(filePtr, "MATERIAL_DIFFUSE", 16)) {
+ ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
+ continue;
+ }
+ // specular material color
+ if (TokenMatch(filePtr, "MATERIAL_SPECULAR", 17)) {
+ ParseLV4MeshFloatTriple(&mat.mSpecular.r);
+ continue;
+ }
+ // material shading type
+ if (TokenMatch(filePtr, "MATERIAL_SHADING", 16)) {
+ if (TokenMatch(filePtr, "Blinn", 5)) {
+ mat.mShading = Discreet3DS::Blinn;
+ } else if (TokenMatch(filePtr, "Phong", 5)) {
+ mat.mShading = Discreet3DS::Phong;
+ } else if (TokenMatch(filePtr, "Flat", 4)) {
+ mat.mShading = Discreet3DS::Flat;
+ } else if (TokenMatch(filePtr, "Wire", 4)) {
+ mat.mShading = Discreet3DS::Wire;
+ } else {
+ // assume gouraud shading
+ mat.mShading = Discreet3DS::Gouraud;
+ SkipToNextToken();
+ }
+ continue;
+ }
+ // material transparency
+ if (TokenMatch(filePtr, "MATERIAL_TRANSPARENCY", 21)) {
+ ParseLV4MeshFloat(mat.mTransparency);
+ mat.mTransparency = ai_real(1.0) - mat.mTransparency;
+ continue;
+ }
+ // material self illumination
+ if (TokenMatch(filePtr, "MATERIAL_SELFILLUM", 18)) {
+ ai_real f = 0.0;
+ ParseLV4MeshFloat(f);
+
+ mat.mEmissive.r = f;
+ mat.mEmissive.g = f;
+ mat.mEmissive.b = f;
+ continue;
+ }
+ // material shininess
+ if (TokenMatch(filePtr, "MATERIAL_SHINE", 14)) {
+ ParseLV4MeshFloat(mat.mSpecularExponent);
+ mat.mSpecularExponent *= 15;
+ continue;
+ }
+ // two-sided material
+ if (TokenMatch(filePtr, "MATERIAL_TWOSIDED", 17)) {
+ mat.mTwoSided = true;
+ continue;
+ }
+ // material shininess strength
+ if (TokenMatch(filePtr, "MATERIAL_SHINESTRENGTH", 22)) {
+ ParseLV4MeshFloat(mat.mShininessStrength);
+ continue;
+ }
+ // diffuse color map
+ if (TokenMatch(filePtr, "MAP_DIFFUSE", 11)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexDiffuse);
+ continue;
+ }
+ // ambient color map
+ if (TokenMatch(filePtr, "MAP_AMBIENT", 11)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexAmbient);
+ continue;
+ }
+ // specular color map
+ if (TokenMatch(filePtr, "MAP_SPECULAR", 12)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexSpecular);
+ continue;
+ }
+ // opacity map
+ if (TokenMatch(filePtr, "MAP_OPACITY", 11)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexOpacity);
+ continue;
+ }
+ // emissive map
+ if (TokenMatch(filePtr, "MAP_SELFILLUM", 13)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexEmissive);
+ continue;
+ }
+ // bump map
+ if (TokenMatch(filePtr, "MAP_BUMP", 8)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexBump);
+ }
+ // specular/shininess map
+ if (TokenMatch(filePtr, "MAP_SHINESTRENGTH", 17)) {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexShininess);
+ continue;
+ }
+ // number of submaterials
+ if (TokenMatch(filePtr, "NUMSUBMTLS", 10)) {
+ ParseLV4MeshLong(iNumSubMaterials);
+
+ // allocate enough storage
+ mat.avSubMaterials.resize(iNumSubMaterials, Material("INVALID SUBMATERIAL"));
+ }
+ // submaterial chunks
+ if (TokenMatch(filePtr, "SUBMATERIAL", 11)) {
+
+ unsigned int iIndex = 0;
+ ParseLV4MeshLong(iIndex);
+
+ if (iIndex >= iNumSubMaterials) {
+ LogWarning("Out of range: submaterial index is too large");
+ iIndex = iNumSubMaterials - 1;
+ }
+
+ // get a reference to the material
+ Material &sMat = mat.avSubMaterials[iIndex];
+
+ // parse the material block
+ ParseLV2MaterialBlock(sMat);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2", "*MATERIAL");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MapBlock(Texture &map) {
+ AI_ASE_PARSER_INIT();
+
+ // ***********************************************************
+ // *BITMAP should not be there if *MAP_CLASS is not BITMAP,
+ // but we need to expect that case ... if the path is
+ // empty the texture won't be used later.
+ // ***********************************************************
+ bool parsePath = true;
+ std::string temp;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ // type of map
+ if (TokenMatch(filePtr, "MAP_CLASS", 9)) {
+ temp.clear();
+ if (!ParseString(temp, "*MAP_CLASS"))
+ SkipToNextToken();
+ if (temp != "Bitmap" && temp != "Normal Bump") {
+ ASSIMP_LOG_WARN("ASE: Skipping unknown map type: ", temp);
+ parsePath = false;
+ }
+ continue;
+ }
+ // path to the texture
+ if (parsePath && TokenMatch(filePtr, "BITMAP", 6)) {
+ if (!ParseString(map.mMapName, "*BITMAP"))
+ SkipToNextToken();
+
+ if (map.mMapName == "None") {
+ // Files with 'None' as map name are produced by
+ // an Maja to ASE exporter which name I forgot ..
+ ASSIMP_LOG_WARN("ASE: Skipping invalid map entry");
+ map.mMapName = std::string();
+ }
+
+ continue;
+ }
+ // offset on the u axis
+ if (TokenMatch(filePtr, "UVW_U_OFFSET", 12)) {
+ ParseLV4MeshFloat(map.mOffsetU);
+ continue;
+ }
+ // offset on the v axis
+ if (TokenMatch(filePtr, "UVW_V_OFFSET", 12)) {
+ ParseLV4MeshFloat(map.mOffsetV);
+ continue;
+ }
+ // tiling on the u axis
+ if (TokenMatch(filePtr, "UVW_U_TILING", 12)) {
+ ParseLV4MeshFloat(map.mScaleU);
+ continue;
+ }
+ // tiling on the v axis
+ if (TokenMatch(filePtr, "UVW_V_TILING", 12)) {
+ ParseLV4MeshFloat(map.mScaleV);
+ continue;
+ }
+ // rotation around the z-axis
+ if (TokenMatch(filePtr, "UVW_ANGLE", 9)) {
+ ParseLV4MeshFloat(map.mRotation);
+ continue;
+ }
+ // map blending factor
+ if (TokenMatch(filePtr, "MAP_AMOUNT", 10)) {
+ ParseLV4MeshFloat(map.mTextureBlend);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MAP_XXXXXX");
+ }
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Parser::ParseString(std::string &out, const char *szName) {
+ char szBuffer[1024];
+ if (!SkipSpaces(&filePtr)) {
+
+ ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Unexpected EOL", szName);
+ LogWarning(szBuffer);
+ return false;
+ }
+ // there must be '"'
+ if ('\"' != *filePtr) {
+
+ ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Strings are expected "
+ "to be enclosed in double quotation marks",
+ szName);
+ LogWarning(szBuffer);
+ return false;
+ }
+ ++filePtr;
+ const char *sz = filePtr;
+ while (true) {
+ if ('\"' == *sz)
+ break;
+ else if ('\0' == *sz) {
+ ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Strings are expected to "
+ "be enclosed in double quotation marks but EOF was reached before "
+ "a closing quotation mark was encountered",
+ szName);
+ LogWarning(szBuffer);
+ return false;
+ }
+ sz++;
+ }
+ out = std::string(filePtr, (uintptr_t)sz - (uintptr_t)filePtr);
+ filePtr = sz + 1;
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1ObjectBlock(ASE::BaseNode &node) {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // first process common tokens such as node name and transform
+ // name of the mesh/node
+ if (TokenMatch(filePtr, "NODE_NAME", 9)) {
+ if (!ParseString(node.mName, "*NODE_NAME"))
+ SkipToNextToken();
+ continue;
+ }
+ // name of the parent of the node
+ if (TokenMatch(filePtr, "NODE_PARENT", 11)) {
+ if (!ParseString(node.mParent, "*NODE_PARENT"))
+ SkipToNextToken();
+ continue;
+ }
+ // transformation matrix of the node
+ if (TokenMatch(filePtr, "NODE_TM", 7)) {
+ ParseLV2NodeTransformBlock(node);
+ continue;
+ }
+ // animation data of the node
+ if (TokenMatch(filePtr, "TM_ANIMATION", 12)) {
+ ParseLV2AnimationBlock(node);
+ continue;
+ }
+
+ if (node.mType == BaseNode::Light) {
+ // light settings
+ if (TokenMatch(filePtr, "LIGHT_SETTINGS", 14)) {
+ ParseLV2LightSettingsBlock((ASE::Light &)node);
+ continue;
+ }
+ // type of the light source
+ if (TokenMatch(filePtr, "LIGHT_TYPE", 10)) {
+ if (!ASSIMP_strincmp("omni", filePtr, 4)) {
+ ((ASE::Light &)node).mLightType = ASE::Light::OMNI;
+ } else if (!ASSIMP_strincmp("target", filePtr, 6)) {
+ ((ASE::Light &)node).mLightType = ASE::Light::TARGET;
+ } else if (!ASSIMP_strincmp("free", filePtr, 4)) {
+ ((ASE::Light &)node).mLightType = ASE::Light::FREE;
+ } else if (!ASSIMP_strincmp("directional", filePtr, 11)) {
+ ((ASE::Light &)node).mLightType = ASE::Light::DIRECTIONAL;
+ } else {
+ LogWarning("Unknown kind of light source");
+ }
+ continue;
+ }
+ } else if (node.mType == BaseNode::Camera) {
+ // Camera settings
+ if (TokenMatch(filePtr, "CAMERA_SETTINGS", 15)) {
+ ParseLV2CameraSettingsBlock((ASE::Camera &)node);
+ continue;
+ } else if (TokenMatch(filePtr, "CAMERA_TYPE", 11)) {
+ if (!ASSIMP_strincmp("target", filePtr, 6)) {
+ ((ASE::Camera &)node).mCameraType = ASE::Camera::TARGET;
+ } else if (!ASSIMP_strincmp("free", filePtr, 4)) {
+ ((ASE::Camera &)node).mCameraType = ASE::Camera::FREE;
+ } else {
+ LogWarning("Unknown kind of camera");
+ }
+ continue;
+ }
+ } else if (node.mType == BaseNode::Mesh) {
+ // mesh data
+ // FIX: Older files use MESH_SOFTSKIN
+ if (TokenMatch(filePtr, "MESH", 4) ||
+ TokenMatch(filePtr, "MESH_SOFTSKIN", 13)) {
+ ParseLV2MeshBlock((ASE::Mesh &)node);
+ continue;
+ }
+ // mesh material index
+ if (TokenMatch(filePtr, "MATERIAL_REF", 12)) {
+ ParseLV4MeshLong(((ASE::Mesh &)node).iMaterialIndex);
+ continue;
+ }
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2CameraSettingsBlock(ASE::Camera &camera) {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (TokenMatch(filePtr, "CAMERA_NEAR", 11)) {
+ ParseLV4MeshFloat(camera.mNear);
+ continue;
+ }
+ if (TokenMatch(filePtr, "CAMERA_FAR", 10)) {
+ ParseLV4MeshFloat(camera.mFar);
+ continue;
+ }
+ if (TokenMatch(filePtr, "CAMERA_FOV", 10)) {
+ ParseLV4MeshFloat(camera.mFOV);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2", "CAMERA_SETTINGS");
+ }
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2LightSettingsBlock(ASE::Light &light) {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (TokenMatch(filePtr, "LIGHT_COLOR", 11)) {
+ ParseLV4MeshFloatTriple(&light.mColor.r);
+ continue;
+ }
+ if (TokenMatch(filePtr, "LIGHT_INTENS", 12)) {
+ ParseLV4MeshFloat(light.mIntensity);
+ continue;
+ }
+ if (TokenMatch(filePtr, "LIGHT_HOTSPOT", 13)) {
+ ParseLV4MeshFloat(light.mAngle);
+ continue;
+ }
+ if (TokenMatch(filePtr, "LIGHT_FALLOFF", 13)) {
+ ParseLV4MeshFloat(light.mFalloff);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2", "LIGHT_SETTINGS");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2AnimationBlock(ASE::BaseNode &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ ASE::Animation *anim = &mesh.mAnim;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (TokenMatch(filePtr, "NODE_NAME", 9)) {
+ std::string temp;
+ if (!ParseString(temp, "*NODE_NAME"))
+ SkipToNextToken();
+
+ // If the name of the node contains .target it
+ // represents an animated camera or spot light
+ // target.
+ if (std::string::npos != temp.find(".Target")) {
+ if ((mesh.mType != BaseNode::Camera || ((ASE::Camera &)mesh).mCameraType != ASE::Camera::TARGET) &&
+ (mesh.mType != BaseNode::Light || ((ASE::Light &)mesh).mLightType != ASE::Light::TARGET)) {
+
+ ASSIMP_LOG_ERROR("ASE: Found target animation channel "
+ "but the node is neither a camera nor a spot light");
+ anim = nullptr;
+ } else
+ anim = &mesh.mTargetAnim;
+ }
+ continue;
+ }
+
+ // position keyframes
+ if (TokenMatch(filePtr, "CONTROL_POS_TRACK", 17) ||
+ TokenMatch(filePtr, "CONTROL_POS_BEZIER", 18) ||
+ TokenMatch(filePtr, "CONTROL_POS_TCB", 15)) {
+ if (!anim)
+ SkipSection();
+ else
+ ParseLV3PosAnimationBlock(*anim);
+ continue;
+ }
+ // scaling keyframes
+ if (TokenMatch(filePtr, "CONTROL_SCALE_TRACK", 19) ||
+ TokenMatch(filePtr, "CONTROL_SCALE_BEZIER", 20) ||
+ TokenMatch(filePtr, "CONTROL_SCALE_TCB", 17)) {
+ if (!anim || anim == &mesh.mTargetAnim) {
+ // Target animation channels may have no rotation channels
+ ASSIMP_LOG_ERROR("ASE: Ignoring scaling channel in target animation");
+ SkipSection();
+ } else
+ ParseLV3ScaleAnimationBlock(*anim);
+ continue;
+ }
+ // rotation keyframes
+ if (TokenMatch(filePtr, "CONTROL_ROT_TRACK", 17) ||
+ TokenMatch(filePtr, "CONTROL_ROT_BEZIER", 18) ||
+ TokenMatch(filePtr, "CONTROL_ROT_TCB", 15)) {
+ if (!anim || anim == &mesh.mTargetAnim) {
+ // Target animation channels may have no rotation channels
+ ASSIMP_LOG_ERROR("ASE: Ignoring rotation channel in target animation");
+ SkipSection();
+ } else
+ ParseLV3RotAnimationBlock(*anim);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2", "TM_ANIMATION");
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation &anim) {
+ AI_ASE_PARSER_INIT();
+ unsigned int iIndex;
+
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ bool b = false;
+
+ // For the moment we're just reading the three floats -
+ // we ignore the additional information for bezier's and TCBs
+
+ // simple scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_SCALE_SAMPLE", 20)) {
+ b = true;
+ anim.mScalingType = ASE::Animation::TRACK;
+ }
+
+ // Bezier scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_BEZIER_SCALE_KEY", 24)) {
+ b = true;
+ anim.mScalingType = ASE::Animation::BEZIER;
+ }
+ // TCB scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_TCB_SCALE_KEY", 21)) {
+ b = true;
+ anim.mScalingType = ASE::Animation::TCB;
+ }
+ if (b) {
+ anim.akeyScaling.push_back(aiVectorKey());
+ aiVectorKey &key = anim.akeyScaling.back();
+ ParseLV4MeshFloatTriple(&key.mValue.x, iIndex);
+ key.mTime = (double)iIndex;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*CONTROL_POS_TRACK");
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3PosAnimationBlock(ASE::Animation &anim) {
+ AI_ASE_PARSER_INIT();
+ unsigned int iIndex;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ bool b = false;
+
+ // For the moment we're just reading the three floats -
+ // we ignore the additional information for bezier's and TCBs
+
+ // simple scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_POS_SAMPLE", 18)) {
+ b = true;
+ anim.mPositionType = ASE::Animation::TRACK;
+ }
+
+ // Bezier scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_BEZIER_POS_KEY", 22)) {
+ b = true;
+ anim.mPositionType = ASE::Animation::BEZIER;
+ }
+ // TCB scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_TCB_POS_KEY", 19)) {
+ b = true;
+ anim.mPositionType = ASE::Animation::TCB;
+ }
+ if (b) {
+ anim.akeyPositions.push_back(aiVectorKey());
+ aiVectorKey &key = anim.akeyPositions.back();
+ ParseLV4MeshFloatTriple(&key.mValue.x, iIndex);
+ key.mTime = (double)iIndex;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*CONTROL_POS_TRACK");
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3RotAnimationBlock(ASE::Animation &anim) {
+ AI_ASE_PARSER_INIT();
+ unsigned int iIndex;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ bool b = false;
+
+ // For the moment we're just reading the floats -
+ // we ignore the additional information for bezier's and TCBs
+
+ // simple scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_ROT_SAMPLE", 18)) {
+ b = true;
+ anim.mRotationType = ASE::Animation::TRACK;
+ }
+
+ // Bezier scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_BEZIER_ROT_KEY", 22)) {
+ b = true;
+ anim.mRotationType = ASE::Animation::BEZIER;
+ }
+ // TCB scaling keyframe
+ if (TokenMatch(filePtr, "CONTROL_TCB_ROT_KEY", 19)) {
+ b = true;
+ anim.mRotationType = ASE::Animation::TCB;
+ }
+ if (b) {
+ anim.akeyRotations.push_back(aiQuatKey());
+ aiQuatKey &key = anim.akeyRotations.back();
+ aiVector3D v;
+ ai_real f;
+ ParseLV4MeshFloatTriple(&v.x, iIndex);
+ ParseLV4MeshFloat(f);
+ key.mTime = (double)iIndex;
+ key.mValue = aiQuaternion(v, f);
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*CONTROL_ROT_TRACK");
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode &mesh) {
+ AI_ASE_PARSER_INIT();
+ int mode = 0;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ // name of the node
+ if (TokenMatch(filePtr, "NODE_NAME", 9)) {
+ std::string temp;
+ if (!ParseString(temp, "*NODE_NAME"))
+ SkipToNextToken();
+
+ std::string::size_type s;
+ if (temp == mesh.mName) {
+ mode = 1;
+ } else if (std::string::npos != (s = temp.find(".Target")) &&
+ mesh.mName == temp.substr(0, s)) {
+ // This should be either a target light or a target camera
+ if ((mesh.mType == BaseNode::Light && ((ASE::Light &)mesh).mLightType == ASE::Light::TARGET) ||
+ (mesh.mType == BaseNode::Camera && ((ASE::Camera &)mesh).mCameraType == ASE::Camera::TARGET)) {
+ mode = 2;
+ } else {
+ ASSIMP_LOG_ERROR("ASE: Ignoring target transform, "
+ "this is no spot light or target camera");
+ }
+ } else {
+ ASSIMP_LOG_ERROR("ASE: Unknown node transformation: ", temp);
+ // mode = 0
+ }
+ continue;
+ }
+ if (mode) {
+ // fourth row of the transformation matrix - and also the
+ // only information here that is interesting for targets
+ if (TokenMatch(filePtr, "TM_ROW3", 7)) {
+ ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
+ continue;
+ }
+ if (mode == 1) {
+ // first row of the transformation matrix
+ if (TokenMatch(filePtr, "TM_ROW0", 7)) {
+ ParseLV4MeshFloatTriple(mesh.mTransform[0]);
+ continue;
+ }
+ // second row of the transformation matrix
+ if (TokenMatch(filePtr, "TM_ROW1", 7)) {
+ ParseLV4MeshFloatTriple(mesh.mTransform[1]);
+ continue;
+ }
+ // third row of the transformation matrix
+ if (TokenMatch(filePtr, "TM_ROW2", 7)) {
+ ParseLV4MeshFloatTriple(mesh.mTransform[2]);
+ continue;
+ }
+ // inherited position axes
+ if (TokenMatch(filePtr, "INHERIT_POS", 11)) {
+ unsigned int aiVal[3];
+ ParseLV4MeshLongTriple(aiVal);
+
+ for (unsigned int i = 0; i < 3; ++i)
+ mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
+ continue;
+ }
+ // inherited rotation axes
+ if (TokenMatch(filePtr, "INHERIT_ROT", 11)) {
+ unsigned int aiVal[3];
+ ParseLV4MeshLongTriple(aiVal);
+
+ for (unsigned int i = 0; i < 3; ++i)
+ mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
+ continue;
+ }
+ // inherited scaling axes
+ if (TokenMatch(filePtr, "INHERIT_SCL", 11)) {
+ unsigned int aiVal[3];
+ ParseLV4MeshLongTriple(aiVal);
+
+ for (unsigned int i = 0; i < 3; ++i)
+ mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
+ continue;
+ }
+ }
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2", "*NODE_TM");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2MeshBlock(ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumVertices = 0;
+ unsigned int iNumFaces = 0;
+ unsigned int iNumTVertices = 0;
+ unsigned int iNumTFaces = 0;
+ unsigned int iNumCVertices = 0;
+ unsigned int iNumCFaces = 0;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ // Number of vertices in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMVERTEX", 14)) {
+ ParseLV4MeshLong(iNumVertices);
+ continue;
+ }
+ // Number of texture coordinates in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMTVERTEX", 15)) {
+ ParseLV4MeshLong(iNumTVertices);
+ continue;
+ }
+ // Number of vertex colors in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMCVERTEX", 15)) {
+ ParseLV4MeshLong(iNumCVertices);
+ continue;
+ }
+ // Number of regular faces in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMFACES", 13)) {
+ ParseLV4MeshLong(iNumFaces);
+ continue;
+ }
+ // Number of UVWed faces in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMTVFACES", 15)) {
+ ParseLV4MeshLong(iNumTFaces);
+ continue;
+ }
+ // Number of colored faces in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMCVFACES", 15)) {
+ ParseLV4MeshLong(iNumCFaces);
+ continue;
+ }
+ // mesh vertex list block
+ if (TokenMatch(filePtr, "MESH_VERTEX_LIST", 16)) {
+ ParseLV3MeshVertexListBlock(iNumVertices, mesh);
+ continue;
+ }
+ // mesh face list block
+ if (TokenMatch(filePtr, "MESH_FACE_LIST", 14)) {
+ ParseLV3MeshFaceListBlock(iNumFaces, mesh);
+ continue;
+ }
+ // mesh texture vertex list block
+ if (TokenMatch(filePtr, "MESH_TVERTLIST", 14)) {
+ ParseLV3MeshTListBlock(iNumTVertices, mesh);
+ continue;
+ }
+ // mesh texture face block
+ if (TokenMatch(filePtr, "MESH_TFACELIST", 14)) {
+ ParseLV3MeshTFaceListBlock(iNumTFaces, mesh);
+ continue;
+ }
+ // mesh color vertex list block
+ if (TokenMatch(filePtr, "MESH_CVERTLIST", 14)) {
+ ParseLV3MeshCListBlock(iNumCVertices, mesh);
+ continue;
+ }
+ // mesh color face block
+ if (TokenMatch(filePtr, "MESH_CFACELIST", 14)) {
+ ParseLV3MeshCFaceListBlock(iNumCFaces, mesh);
+ continue;
+ }
+ // mesh normals
+ if (TokenMatch(filePtr, "MESH_NORMALS", 12)) {
+ ParseLV3MeshNormalListBlock(mesh);
+ continue;
+ }
+ // another mesh UV channel ...
+ if (TokenMatch(filePtr, "MESH_MAPPINGCHANNEL", 19)) {
+ unsigned int iIndex(0);
+ ParseLV4MeshLong(iIndex);
+ if (0 == iIndex) {
+ LogWarning("Mapping channel has an invalid index. Skipping UV channel");
+ // skip it ...
+ SkipSection();
+ } else {
+ if (iIndex < 2) {
+ LogWarning("Mapping channel has an invalid index. Skipping UV channel");
+ // skip it ...
+ SkipSection();
+ }
+ if (iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
+ LogWarning("Too many UV channels specified. Skipping channel ..");
+ // skip it ...
+ SkipSection();
+ } else {
+ // parse the mapping channel
+ ParseLV3MappingChannel(iIndex - 1, mesh);
+ }
+ continue;
+ }
+ }
+ // mesh animation keyframe. Not supported
+ if (TokenMatch(filePtr, "MESH_ANIMATION", 14)) {
+
+ LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. "
+ "Keyframe animation is not supported by Assimp, this element "
+ "will be ignored");
+ //SkipSection();
+ continue;
+ }
+ if (TokenMatch(filePtr, "MESH_WEIGHTS", 12)) {
+ ParseLV3MeshWeightsBlock(mesh);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2", "*MESH");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumVertices = 0, iNumBones = 0;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Number of bone vertices ...
+ if (TokenMatch(filePtr, "MESH_NUMVERTEX", 14)) {
+ ParseLV4MeshLong(iNumVertices);
+ continue;
+ }
+ // Number of bones
+ if (TokenMatch(filePtr, "MESH_NUMBONE", 12)) {
+ ParseLV4MeshLong(iNumBones);
+ continue;
+ }
+ // parse the list of bones
+ if (TokenMatch(filePtr, "MESH_BONE_LIST", 14)) {
+ ParseLV4MeshBones(iNumBones, mesh);
+ continue;
+ }
+ // parse the list of bones vertices
+ if (TokenMatch(filePtr, "MESH_BONE_VERTEX_LIST", 21)) {
+ ParseLV4MeshBonesVertices(iNumVertices, mesh);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_WEIGHTS");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshBones(unsigned int iNumBones, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+ mesh.mBones.resize(iNumBones, Bone("UNNAMED"));
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Mesh bone with name ...
+ if (TokenMatch(filePtr, "MESH_BONE_NAME", 14)) {
+ // parse an index ...
+ if (SkipSpaces(&filePtr)) {
+ unsigned int iIndex = strtoul10(filePtr, &filePtr);
+ if (iIndex >= iNumBones) {
+ LogWarning("Bone index is out of bounds");
+ continue;
+ }
+ if (!ParseString(mesh.mBones[iIndex].mName, "*MESH_BONE_NAME"))
+ SkipToNextToken();
+ continue;
+ }
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_BONE_LIST");
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+ mesh.mBoneVertices.resize(iNumVertices);
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Mesh bone vertex
+ if (TokenMatch(filePtr, "MESH_BONE_VERTEX", 16)) {
+ // read the vertex index
+ unsigned int iIndex = strtoul10(filePtr, &filePtr);
+ if (iIndex >= mesh.mPositions.size()) {
+ iIndex = (unsigned int)mesh.mPositions.size() - 1;
+ LogWarning("Bone vertex index is out of bounds. Using the largest valid "
+ "bone vertex index instead");
+ }
+
+ // --- ignored
+ ai_real afVert[3];
+ ParseLV4MeshFloatTriple(afVert);
+
+ std::pair<int, float> pairOut;
+ while (true) {
+ // first parse the bone index ...
+ if (!SkipSpaces(&filePtr)) break;
+ pairOut.first = strtoul10(filePtr, &filePtr);
+
+ // then parse the vertex weight
+ if (!SkipSpaces(&filePtr)) break;
+ filePtr = fast_atoreal_move<float>(filePtr, pairOut.second);
+
+ // -1 marks unused entries
+ if (-1 != pairOut.first) {
+ mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut);
+ }
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("4", "*MESH_BONE_VERTEX");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshVertexListBlock(
+ unsigned int iNumVertices, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the array
+ mesh.mPositions.resize(iNumVertices);
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Vertex entry
+ if (TokenMatch(filePtr, "MESH_VERTEX", 11)) {
+
+ aiVector3D vTemp;
+ unsigned int iIndex;
+ ParseLV4MeshFloatTriple(&vTemp.x, iIndex);
+
+ if (iIndex >= iNumVertices) {
+ LogWarning("Invalid vertex index. It will be ignored");
+ } else
+ mesh.mPositions[iIndex] = vTemp;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_VERTEX_LIST");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the face array
+ mesh.mFaces.resize(iNumFaces);
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Face entry
+ if (TokenMatch(filePtr, "MESH_FACE", 9)) {
+
+ ASE::Face mFace;
+ ParseLV4MeshFace(mFace);
+
+ if (mFace.iFace >= iNumFaces) {
+ LogWarning("Face has an invalid index. It will be ignored");
+ } else
+ mesh.mFaces[mFace.iFace] = mFace;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_FACE_LIST");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
+ ASE::Mesh &mesh, unsigned int iChannel) {
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the array
+ mesh.amTexCoords[iChannel].resize(iNumVertices);
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Vertex entry
+ if (TokenMatch(filePtr, "MESH_TVERT", 10)) {
+ aiVector3D vTemp;
+ unsigned int iIndex;
+ ParseLV4MeshFloatTriple(&vTemp.x, iIndex);
+
+ if (iIndex >= iNumVertices) {
+ LogWarning("Tvertex has an invalid index. It will be ignored");
+ } else
+ mesh.amTexCoords[iChannel][iIndex] = vTemp;
+
+ if (0.0f != vTemp.z) {
+ // we need 3 coordinate channels
+ mesh.mNumUVComponents[iChannel] = 3;
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_TVERT_LIST");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces,
+ ASE::Mesh &mesh, unsigned int iChannel) {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Face entry
+ if (TokenMatch(filePtr, "MESH_TFACE", 10)) {
+ unsigned int aiValues[3];
+ unsigned int iIndex = 0;
+
+ ParseLV4MeshLongTriple(aiValues, iIndex);
+ if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) {
+ LogWarning("UV-Face has an invalid index. It will be ignored");
+ } else {
+ // copy UV indices
+ mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0];
+ mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1];
+ mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2];
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_TFACE_LIST");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumTVertices = 0;
+ unsigned int iNumTFaces = 0;
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Number of texture coordinates in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMTVERTEX", 15)) {
+ ParseLV4MeshLong(iNumTVertices);
+ continue;
+ }
+ // Number of UVWed faces in the mesh
+ if (TokenMatch(filePtr, "MESH_NUMTVFACES", 15)) {
+ ParseLV4MeshLong(iNumTFaces);
+ continue;
+ }
+ // mesh texture vertex list block
+ if (TokenMatch(filePtr, "MESH_TVERTLIST", 14)) {
+ ParseLV3MeshTListBlock(iNumTVertices, mesh, iChannel);
+ continue;
+ }
+ // mesh texture face block
+ if (TokenMatch(filePtr, "MESH_TFACELIST", 14)) {
+ ParseLV3MeshTFaceListBlock(iNumTFaces, mesh, iChannel);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_MAPPING_CHANNEL");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the array
+ mesh.mVertexColors.resize(iNumVertices);
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Vertex entry
+ if (TokenMatch(filePtr, "MESH_VERTCOL", 12)) {
+ aiColor4D vTemp;
+ vTemp.a = 1.0f;
+ unsigned int iIndex;
+ ParseLV4MeshFloatTriple(&vTemp.r, iIndex);
+
+ if (iIndex >= iNumVertices) {
+ LogWarning("Vertex color has an invalid index. It will be ignored");
+ } else
+ mesh.mVertexColors[iIndex] = vTemp;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_CVERTEX_LIST");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh &mesh) {
+ AI_ASE_PARSER_INIT();
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+
+ // Face entry
+ if (TokenMatch(filePtr, "MESH_CFACE", 10)) {
+ unsigned int aiValues[3];
+ unsigned int iIndex = 0;
+
+ ParseLV4MeshLongTriple(aiValues, iIndex);
+ if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) {
+ LogWarning("UV-Face has an invalid index. It will be ignored");
+ } else {
+ // copy color indices
+ mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0];
+ mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1];
+ mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2];
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_CFACE_LIST");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh &sMesh) {
+ AI_ASE_PARSER_INIT();
+
+ // Allocate enough storage for the normals
+ sMesh.mNormals.resize(sMesh.mFaces.size() * 3, aiVector3D(0.f, 0.f, 0.f));
+ unsigned int index, faceIdx = UINT_MAX;
+
+ // FIXME: rewrite this and find out how to interpret the normals
+ // correctly. This is crap.
+
+ // Smooth the vertex and face normals together. The result
+ // will be edgy then, but otherwise everything would be soft ...
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (faceIdx != UINT_MAX && TokenMatch(filePtr, "MESH_VERTEXNORMAL", 17)) {
+ aiVector3D vNormal;
+ ParseLV4MeshFloatTriple(&vNormal.x, index);
+ if (faceIdx >= sMesh.mFaces.size())
+ continue;
+
+ // Make sure we assign it to the correct face
+ const ASE::Face &face = sMesh.mFaces[faceIdx];
+ if (index == face.mIndices[0])
+ index = 0;
+ else if (index == face.mIndices[1])
+ index = 1;
+ else if (index == face.mIndices[2])
+ index = 2;
+ else {
+ ASSIMP_LOG_ERROR("ASE: Invalid vertex index in MESH_VERTEXNORMAL section");
+ continue;
+ }
+ // We'll renormalize later
+ sMesh.mNormals[faceIdx * 3 + index] += vNormal;
+ continue;
+ }
+ if (TokenMatch(filePtr, "MESH_FACENORMAL", 15)) {
+ aiVector3D vNormal;
+ ParseLV4MeshFloatTriple(&vNormal.x, faceIdx);
+
+ if (faceIdx >= sMesh.mFaces.size()) {
+ ASSIMP_LOG_ERROR("ASE: Invalid vertex index in MESH_FACENORMAL section");
+ continue;
+ }
+
+ // We'll renormalize later
+ sMesh.mNormals[faceIdx * 3] += vNormal;
+ sMesh.mNormals[faceIdx * 3 + 1] += vNormal;
+ sMesh.mNormals[faceIdx * 3 + 2] += vNormal;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3", "*MESH_NORMALS");
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFace(ASE::Face &out) {
+ // skip spaces and tabs
+ if (!SkipSpaces(&filePtr)) {
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]");
+ SkipToNextToken();
+ return;
+ }
+
+ // parse the face index
+ out.iFace = strtoul10(filePtr, &filePtr);
+
+ // next character should be ':'
+ if (!SkipSpaces(&filePtr)) {
+ // FIX: there are some ASE files which haven't got : here ....
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]");
+ SkipToNextToken();
+ return;
+ }
+ // FIX: There are some ASE files which haven't got ':' here
+ if (':' == *filePtr) ++filePtr;
+
+ // Parse all mesh indices
+ for (unsigned int i = 0; i < 3; ++i) {
+ unsigned int iIndex = 0;
+ if (!SkipSpaces(&filePtr)) {
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL");
+ SkipToNextToken();
+ return;
+ }
+ switch (*filePtr) {
+ case 'A':
+ case 'a':
+ break;
+ case 'B':
+ case 'b':
+ iIndex = 1;
+ break;
+ case 'C':
+ case 'c':
+ iIndex = 2;
+ break;
+ default:
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
+ "A,B or C expected [#3]");
+ SkipToNextToken();
+ return;
+ };
+ ++filePtr;
+
+ // next character should be ':'
+ if (!SkipSpaces(&filePtr) || ':' != *filePtr) {
+ LogWarning("Unable to parse *MESH_FACE Element: "
+ "Unexpected EOL. \':\' expected [#2]");
+ SkipToNextToken();
+ return;
+ }
+
+ ++filePtr;
+ if (!SkipSpaces(&filePtr)) {
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
+ "Vertex index ecpected [#4]");
+ SkipToNextToken();
+ return;
+ }
+ out.mIndices[iIndex] = strtoul10(filePtr, &filePtr);
+ }
+
+ // now we need to skip the AB, BC, CA blocks.
+ while (true) {
+ if ('*' == *filePtr) break;
+ if (IsLineEnd(*filePtr)) {
+ //iLineNumber++;
+ return;
+ }
+ filePtr++;
+ }
+
+ // parse the smoothing group of the face
+ if (TokenMatch(filePtr, "*MESH_SMOOTHING", 15)) {
+ if (!SkipSpaces(&filePtr)) {
+ LogWarning("Unable to parse *MESH_SMOOTHING Element: "
+ "Unexpected EOL. Smoothing group(s) expected [#5]");
+ SkipToNextToken();
+ return;
+ }
+
+ // Parse smoothing groups until we don't anymore see commas
+ // FIX: There needn't always be a value, sad but true
+ while (true) {
+ if (*filePtr < '9' && *filePtr >= '0') {
+ out.iSmoothGroup |= (1 << strtoul10(filePtr, &filePtr));
+ }
+ SkipSpaces(&filePtr);
+ if (',' != *filePtr) {
+ break;
+ }
+ ++filePtr;
+ SkipSpaces(&filePtr);
+ }
+ }
+
+ // *MESH_MTLID is optional, too
+ while (true) {
+ if ('*' == *filePtr) {
+ break;
+ }
+ if (IsLineEnd(*filePtr)) {
+ return;
+ }
+ filePtr++;
+ }
+
+ if (TokenMatch(filePtr, "*MESH_MTLID", 11)) {
+ if (!SkipSpaces(&filePtr)) {
+ LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. "
+ "Material index expected [#6]");
+ SkipToNextToken();
+ return;
+ }
+ out.iMaterial = strtoul10(filePtr, &filePtr);
+ }
+ return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshLongTriple(unsigned int *apOut) {
+ ai_assert(nullptr != apOut);
+
+ for (unsigned int i = 0; i < 3; ++i)
+ ParseLV4MeshLong(apOut[i]);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut) {
+ ai_assert(nullptr != apOut);
+
+ // parse the index
+ ParseLV4MeshLong(rIndexOut);
+
+ // parse the three others
+ ParseLV4MeshLongTriple(apOut);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut) {
+ ai_assert(nullptr != apOut);
+
+ // parse the index
+ ParseLV4MeshLong(rIndexOut);
+
+ // parse the three others
+ ParseLV4MeshFloatTriple(apOut);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFloatTriple(ai_real *apOut) {
+ ai_assert(nullptr != apOut);
+
+ for (unsigned int i = 0; i < 3; ++i) {
+ ParseLV4MeshFloat(apOut[i]);
+ }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFloat(ai_real &fOut) {
+ // skip spaces and tabs
+ if (!SkipSpaces(&filePtr)) {
+ // LOG
+ LogWarning("Unable to parse float: unexpected EOL [#1]");
+ fOut = 0.0;
+ ++iLineNumber;
+ return;
+ }
+ // parse the first float
+ filePtr = fast_atoreal_move<ai_real>(filePtr, fOut);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshLong(unsigned int &iOut) {
+ // Skip spaces and tabs
+ if (!SkipSpaces(&filePtr)) {
+ // LOG
+ LogWarning("Unable to parse long: unexpected EOL [#1]");
+ iOut = 0;
+ ++iLineNumber;
+ return;
+ }
+ // parse the value
+ iOut = strtoul10(filePtr, &filePtr);
+}
+
+#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h b/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h
new file mode 100644
index 0000000..5c24fff
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h
@@ -0,0 +1,676 @@
+/*
+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 Defines the helper data structures for importing ASE files */
+#ifndef AI_ASEFILEHELPER_H_INC
+#define AI_ASEFILEHELPER_H_INC
+
+// public ASSIMP headers
+#include <assimp/anim.h>
+#include <assimp/mesh.h>
+#include <assimp/types.h>
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// for some helper routines like IsSpace()
+#include <assimp/ParsingUtils.h>
+#include <assimp/qnan.h>
+
+// ASE is quite similar to 3ds. We can reuse some structures
+#include "AssetLib/3DS/3DSLoader.h"
+
+namespace Assimp {
+namespace ASE {
+
+using namespace D3DS;
+
+// ---------------------------------------------------------------------------
+/** Helper structure representing an ASE material */
+struct Material : public D3DS::Material {
+ //! Default constructor has been deleted
+ Material() = delete;
+
+ //! Constructor with explicit name
+ explicit Material(const std::string &name) :
+ D3DS::Material(name),
+ pcInstance(nullptr),
+ bNeed(false) {
+ // empty
+ }
+
+ Material(const Material &other) = default;
+
+ Material &operator=(const Material &other) {
+ if (this == &other) {
+ return *this;
+ }
+
+ avSubMaterials = other.avSubMaterials;
+ pcInstance = other.pcInstance;
+ bNeed = other.bNeed;
+
+ return *this;
+ }
+
+ //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
+ Material(Material &&other) AI_NO_EXCEPT
+ : D3DS::Material(std::move(other)),
+ avSubMaterials(std::move(other.avSubMaterials)),
+ pcInstance(other.pcInstance),
+ bNeed(other.bNeed) {
+ other.pcInstance = nullptr;
+ }
+
+ Material &operator=(Material &&other) AI_NO_EXCEPT {
+ if (this == &other) {
+ return *this;
+ }
+
+ //D3DS::Material::operator=(std::move(other));
+
+ avSubMaterials = std::move(other.avSubMaterials);
+ pcInstance = other.pcInstance;
+ bNeed = other.bNeed;
+
+ other.pcInstance = nullptr;
+
+ return *this;
+ }
+
+ ~Material() {}
+
+ //! Contains all sub materials of this material
+ std::vector<Material> avSubMaterials;
+
+ //! aiMaterial object
+ aiMaterial *pcInstance;
+
+ //! Can we remove this material?
+ bool bNeed;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file face */
+struct Face : public FaceWithSmoothingGroup {
+ //! Default constructor. Initializes everything with 0
+ Face() AI_NO_EXCEPT
+ : iMaterial(DEFAULT_MATINDEX),
+ iFace(0) {
+ // empty
+ }
+
+ //! special value to indicate that no material index has
+ //! been assigned to a face. The default material index
+ //! will replace this value later.
+ static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
+
+ //! Indices into each list of texture coordinates
+ unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
+
+ //! Index into the list of vertex colors
+ unsigned int mColorIndices[3];
+
+ //! (Sub)Material index to be assigned to this face
+ unsigned int iMaterial;
+
+ //! Index of the face. It is not specified whether it is
+ //! a requirement of the file format that all faces are
+ //! written in sequential order, so we have to expect this case
+ unsigned int iFace;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file bone */
+struct Bone {
+ //! Constructor
+ Bone() = delete;
+
+ //! Construction from an existing name
+ explicit Bone(const std::string &name) :
+ mName(name) {
+ // empty
+ }
+
+ //! Name of the bone
+ std::string mName;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file bone vertex */
+struct BoneVertex {
+ //! Bone and corresponding vertex weight.
+ //! -1 for unrequired bones ....
+ std::vector<std::pair<int, float>> mBoneWeights;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file animation */
+struct Animation {
+ enum Type {
+ TRACK = 0x0,
+ BEZIER = 0x1,
+ TCB = 0x2
+ } mRotationType,
+ mScalingType, mPositionType;
+
+ Animation() AI_NO_EXCEPT
+ : mRotationType(TRACK),
+ mScalingType(TRACK),
+ mPositionType(TRACK) {
+ // empty
+ }
+
+ //! List of track rotation keyframes
+ std::vector<aiQuatKey> akeyRotations;
+
+ //! List of track position keyframes
+ std::vector<aiVectorKey> akeyPositions;
+
+ //! List of track scaling keyframes
+ std::vector<aiVectorKey> akeyScaling;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent the inheritance information of an ASE node */
+struct InheritanceInfo {
+ //! Default constructor
+ InheritanceInfo() AI_NO_EXCEPT {
+ for (size_t i = 0; i < 3; ++i) {
+ abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
+ }
+ }
+
+ //! Inherit the parent's position?, axis order is x,y,z
+ bool abInheritPosition[3];
+
+ //! Inherit the parent's rotation?, axis order is x,y,z
+ bool abInheritRotation[3];
+
+ //! Inherit the parent's scaling?, axis order is x,y,z
+ bool abInheritScaling[3];
+};
+
+// ---------------------------------------------------------------------------
+/** Represents an ASE file node. Base class for mesh, light and cameras */
+struct BaseNode {
+ enum Type {
+ Light,
+ Camera,
+ Mesh,
+ Dummy
+ } mType;
+
+ //! Construction from an existing name
+ BaseNode(Type _mType, const std::string &name) :
+ mType(_mType), mName(name), mProcessed(false) {
+ // Set mTargetPosition to qnan
+ const ai_real qnan = get_qnan();
+ mTargetPosition.x = qnan;
+ }
+
+ //! Name of the mesh
+ std::string mName;
+
+ //! Name of the parent of the node
+ //! "" if there is no parent ...
+ std::string mParent;
+
+ //! Transformation matrix of the node
+ aiMatrix4x4 mTransform;
+
+ //! Target position (target lights and cameras)
+ aiVector3D mTargetPosition;
+
+ //! Specifies which axes transformations a node inherits
+ //! from its parent ...
+ InheritanceInfo inherit;
+
+ //! Animation channels for the node
+ Animation mAnim;
+
+ //! Needed for lights and cameras: target animation channel
+ //! Should contain position keys only.
+ Animation mTargetAnim;
+
+ bool mProcessed;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file mesh */
+struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
+ //! Default constructor has been deleted
+ Mesh() = delete;
+
+ //! Construction from an existing name
+ explicit Mesh(const std::string &name) :
+ BaseNode(BaseNode::Mesh, name), mVertexColors(), mBoneVertices(), mBones(), iMaterialIndex(Face::DEFAULT_MATINDEX), bSkip(false) {
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
+ this->mNumUVComponents[c] = 2;
+ }
+ }
+
+ //! List of all texture coordinate sets
+ std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ //! List of all vertex color sets.
+ std::vector<aiColor4D> mVertexColors;
+
+ //! List of all bone vertices
+ std::vector<BoneVertex> mBoneVertices;
+
+ //! List of all bones
+ std::vector<Bone> mBones;
+
+ //! Material index of the mesh
+ unsigned int iMaterialIndex;
+
+ //! Number of vertex components for each UVW set
+ unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ //! used internally
+ bool bSkip;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE light source */
+struct Light : public BaseNode {
+ enum LightType {
+ OMNI,
+ TARGET,
+ FREE,
+ DIRECTIONAL
+ };
+
+ //! Default constructor has been deleted
+ Light() = delete;
+
+ //! Construction from an existing name
+ explicit Light(const std::string &name) :
+ BaseNode(BaseNode::Light, name), mLightType(OMNI), mColor(1.f, 1.f, 1.f), mIntensity(1.f) // light is white by default
+ ,
+ mAngle(45.f),
+ mFalloff(0.f) {
+ }
+
+ LightType mLightType;
+ aiColor3D mColor;
+ ai_real mIntensity;
+ ai_real mAngle; // in degrees
+ ai_real mFalloff;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE camera */
+struct Camera : public BaseNode {
+ enum CameraType {
+ FREE,
+ TARGET
+ };
+
+ //! Default constructor has been deleted
+ Camera() = delete;
+
+ //! Construction from an existing name
+ explicit Camera(const std::string &name) :
+ BaseNode(BaseNode::Camera, name), mFOV(0.75f) // in radians
+ ,
+ mNear(0.1f),
+ mFar(1000.f) // could be zero
+ ,
+ mCameraType(FREE) {
+ }
+
+ ai_real mFOV, mNear, mFar;
+ CameraType mCameraType;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE helper object (dummy) */
+struct Dummy : public BaseNode {
+ //! Constructor
+ Dummy() AI_NO_EXCEPT
+ : BaseNode(BaseNode::Dummy, "DUMMY") {
+ // empty
+ }
+};
+
+// Parameters to Parser::Parse()
+#define AI_ASE_NEW_FILE_FORMAT 200
+#define AI_ASE_OLD_FILE_FORMAT 110
+
+// Internally we're a little bit more tolerant
+#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
+#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
+
+// -------------------------------------------------------------------------------
+/** \brief Class to parse ASE files
+ */
+class Parser {
+private:
+ Parser() AI_NO_EXCEPT {
+ // empty
+ }
+
+public:
+ // -------------------------------------------------------------------
+ //! Construct a parser from a given input file which is
+ //! guaranteed to be terminated with zero.
+ //! @param szFile Input file
+ //! @param fileFormatDefault Assumed file format version. If the
+ //! file format is specified in the file the new value replaces
+ //! the default value.
+ Parser(const char *szFile, unsigned int fileFormatDefault);
+
+ // -------------------------------------------------------------------
+ //! Parses the file into the parsers internal representation
+ void Parse();
+
+private:
+ // -------------------------------------------------------------------
+ //! Parse the *SCENE block in a file
+ void ParseLV1SceneBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse the *MESH_SOFTSKINVERTS block in a file
+ void ParseLV1SoftSkinBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse the *MATERIAL_LIST block in a file
+ void ParseLV1MaterialListBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse a *<xxx>OBJECT block in a file
+ //! \param mesh Node to be filled
+ void ParseLV1ObjectBlock(BaseNode &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MATERIAL blocks in a material list
+ //! \param mat Material structure to be filled
+ void ParseLV2MaterialBlock(Material &mat);
+
+ // -------------------------------------------------------------------
+ //! Parse a *NODE_TM block in a file
+ //! \param mesh Node (!) object to be filled
+ void ParseLV2NodeTransformBlock(BaseNode &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *TM_ANIMATION block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV2AnimationBlock(BaseNode &mesh);
+ void ParseLV3PosAnimationBlock(ASE::Animation &anim);
+ void ParseLV3ScaleAnimationBlock(ASE::Animation &anim);
+ void ParseLV3RotAnimationBlock(ASE::Animation &anim);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV2MeshBlock(Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *LIGHT_SETTINGS block in a file
+ //! \param light Light object to be filled
+ void ParseLV2LightSettingsBlock(Light &light);
+
+ // -------------------------------------------------------------------
+ //! Parse a *CAMERA_SETTINGS block in a file
+ //! \param cam Camera object to be filled
+ void ParseLV2CameraSettingsBlock(Camera &cam);
+
+ // -------------------------------------------------------------------
+ //! Parse the *MAP_XXXXXX blocks in a material
+ //! \param map Texture structure to be filled
+ void ParseLV3MapBlock(Texture &map);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERTEX_LIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshVertexListBlock(
+ unsigned int iNumVertices, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_FACE_LIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshFaceListBlock(
+ unsigned int iNumFaces, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TVERT_LIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ //! \param iChannel Output UVW channel
+ void ParseLV3MeshTListBlock(
+ unsigned int iNumVertices, Mesh &mesh, unsigned int iChannel = 0);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACELIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ //! \param iChannel Output UVW channel
+ void ParseLV3MeshTFaceListBlock(
+ unsigned int iNumFaces, Mesh &mesh, unsigned int iChannel = 0);
+
+ // -------------------------------------------------------------------
+ //! Parse an additional mapping channel
+ //! (specified via *MESH_MAPPINGCHANNEL)
+ //! \param iChannel Channel index to be filled
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MappingChannel(
+ unsigned int iChannel, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_CVERTLIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshCListBlock(
+ unsigned int iNumVertices, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_CFACELIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshCFaceListBlock(
+ unsigned int iNumFaces, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_NORMALS block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshNormalListBlock(Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_WEIGHTSblock in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshWeightsBlock(Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse the bone list of a file
+ //! \param mesh Mesh object to be filled
+ //! \param iNumBones Number of bones in the mesh
+ void ParseLV4MeshBones(unsigned int iNumBones, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse the bone vertices list of a file
+ //! \param mesh Mesh object to be filled
+ //! \param iNumVertices Number of vertices to be parsed
+ void ParseLV4MeshBonesVertices(unsigned int iNumVertices, Mesh &mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_FACE block in a file
+ //! \param out receive the face data
+ void ParseLV4MeshFace(ASE::Face &out);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERT block in a file
+ //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
+ //! \param apOut Output buffer (3 floats)
+ //! \param rIndexOut Output index
+ void ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERT block in a file
+ //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
+ //! \param apOut Output buffer (3 floats)
+ void ParseLV4MeshFloatTriple(ai_real *apOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACE block in a file
+ //! (also works for MESH_CFACE)
+ //! \param apOut Output buffer (3 ints)
+ //! \param rIndexOut Output index
+ void ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACE block in a file
+ //! (also works for MESH_CFACE)
+ //! \param apOut Output buffer (3 ints)
+ void ParseLV4MeshLongTriple(unsigned int *apOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a single float element
+ //! \param fOut Output float
+ void ParseLV4MeshFloat(ai_real &fOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a single int element
+ //! \param iOut Output integer
+ void ParseLV4MeshLong(unsigned int &iOut);
+
+ // -------------------------------------------------------------------
+ //! Skip everything to the next: '*' or '\0'
+ bool SkipToNextToken();
+
+ // -------------------------------------------------------------------
+ //! Skip the current section until the token after the closing }.
+ //! This function handles embedded subsections correctly
+ bool SkipSection();
+
+ // -------------------------------------------------------------------
+ //! Output a warning to the logger
+ //! \param szWarn Warn message
+ void LogWarning(const char *szWarn);
+
+ // -------------------------------------------------------------------
+ //! Output a message to the logger
+ //! \param szWarn Message
+ void LogInfo(const char *szWarn);
+
+ // -------------------------------------------------------------------
+ //! Output an error to the logger
+ //! \param szWarn Error message
+ AI_WONT_RETURN void LogError(const char *szWarn) AI_WONT_RETURN_SUFFIX;
+
+ // -------------------------------------------------------------------
+ //! Parse a string, enclosed in double quotation marks
+ //! \param out Output string
+ //! \param szName Name of the enclosing element -> used in error
+ //! messages.
+ //! \return false if an error occurred
+ bool ParseString(std::string &out, const char *szName);
+
+public:
+ //! Pointer to current data
+ const char *filePtr;
+
+ //! background color to be passed to the viewer
+ //! QNAN if none was found
+ aiColor3D m_clrBackground;
+
+ //! Base ambient color to be passed to all materials
+ //! QNAN if none was found
+ aiColor3D m_clrAmbient;
+
+ //! List of all materials found in the file
+ std::vector<Material> m_vMaterials;
+
+ //! List of all meshes found in the file
+ std::vector<Mesh> m_vMeshes;
+
+ //! List of all dummies found in the file
+ std::vector<Dummy> m_vDummies;
+
+ //! List of all lights found in the file
+ std::vector<Light> m_vLights;
+
+ //! List of all cameras found in the file
+ std::vector<Camera> m_vCameras;
+
+ //! Current line in the file
+ unsigned int iLineNumber;
+
+ //! First frame
+ unsigned int iFirstFrame;
+
+ //! Last frame
+ unsigned int iLastFrame;
+
+ //! Frame speed - frames per second
+ unsigned int iFrameSpeed;
+
+ //! Ticks per frame
+ unsigned int iTicksPerFrame;
+
+ //! true if the last character read was an end-line character
+ bool bLastWasEndLine;
+
+ //! File format version
+ unsigned int iFileFormat;
+};
+
+} // Namespace ASE
+} // namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#endif // !! include guard