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@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, assimp team
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-
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-
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@@ -78,7 +76,6 @@ static const aiImporterDesc desc = {
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"b3d"
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};
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-// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
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#ifdef _MSC_VER
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# pragma warning (disable: 4018)
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#endif
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@@ -86,10 +83,8 @@ static const aiImporterDesc desc = {
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//#define DEBUG_B3D
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template<typename T>
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-void DeleteAllBarePointers(std::vector<T>& x)
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-{
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- for(auto p : x)
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- {
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+void DeleteAllBarePointers(std::vector<T>& x) {
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+ for(auto p : x) {
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delete p;
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}
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}
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@@ -102,10 +97,14 @@ B3DImporter::~B3DImporter()
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
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size_t pos=pFile.find_last_of( '.' );
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- if( pos==string::npos ) return false;
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+ if( pos==string::npos ) {
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+ return false;
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+ }
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string ext=pFile.substr( pos+1 );
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- if( ext.size()!=3 ) return false;
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+ if( ext.size()!=3 ) {
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+ return false;
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+ }
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return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
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}
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@@ -117,30 +116,21 @@ const aiImporterDesc* B3DImporter::GetInfo () const
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return &desc;
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}
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-#ifdef DEBUG_B3D
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- extern "C"{ void _stdcall AllocConsole(); }
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-#endif
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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-
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-#ifdef DEBUG_B3D
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- AllocConsole();
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- freopen( "conin$","r",stdin );
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- freopen( "conout$","w",stdout );
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- freopen( "conout$","w",stderr );
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- cout<<"Hello world from the B3DImporter!"<<endl;
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-#endif
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-
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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- if( file.get() == NULL)
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+ if( file.get() == nullptr) {
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throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
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+ }
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// check whether the .b3d file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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- if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
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+ if( fileSize<8 ) {
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+ throw DeadlyImportError( "B3D File is too small.");
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+ }
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_pos=0;
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_buf.resize( fileSize );
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@@ -158,14 +148,17 @@ AI_WONT_RETURN void B3DImporter::Oops(){
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Fail( string str ){
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#ifdef DEBUG_B3D
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- cout<<"Error in B3D file data: "<<str<<endl;
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+ ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str);
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#endif
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throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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- if( _pos<_buf.size() ) return _buf[_pos++];
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+ if( _pos<_buf.size() ) {
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+ return _buf[_pos++];
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+ }
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+
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Fail( "EOF" );
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return 0;
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}
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@@ -224,7 +217,9 @@ string B3DImporter::ReadString(){
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string str;
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while( _pos<_buf.size() ){
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char c=(char)ReadByte();
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- if( !c ) return str;
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+ if( !c ) {
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+ return str;
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+ }
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str+=c;
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}
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Fail( "EOF" );
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@@ -238,7 +233,7 @@ string B3DImporter::ReadChunk(){
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tag+=char( ReadByte() );
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}
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#ifdef DEBUG_B3D
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-// cout<<"ReadChunk:"<<tag<<endl;
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+ ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag);
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#endif
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unsigned sz=(unsigned)ReadInt();
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_stack.push_back( _pos+sz );
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@@ -269,7 +264,6 @@ T *B3DImporter::to_array( const vector<T> &v ){
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return p;
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}
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-
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// ------------------------------------------------------------------------------------------------
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template<class T>
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T **unique_to_array( vector<std::unique_ptr<T> > &v ){
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@@ -283,7 +277,6 @@ T **unique_to_array( vector<std::unique_ptr<T> > &v ){
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return p;
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}
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-
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS(){
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while( ChunkSize() ){
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@@ -376,9 +369,13 @@ void B3DImporter::ReadVRTS(){
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v.vertex=ReadVec3();
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- if( _vflags & 1 ) v.normal=ReadVec3();
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+ if( _vflags & 1 ) {
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+ v.normal=ReadVec3();
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+ }
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- if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
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+ if( _vflags & 2 ) {
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+ ReadQuat(); //skip v 4bytes...
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+ }
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for( int i=0;i<_tcsets;++i ){
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float t[4]={0,0,0,0};
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@@ -386,53 +383,55 @@ void B3DImporter::ReadVRTS(){
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t[j]=ReadFloat();
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}
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t[1]=1-t[1];
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- if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
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+ if( !i ) {
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+ v.texcoords=aiVector3D( t[0],t[1],t[2] );
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+ }
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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-void B3DImporter::ReadTRIS( int v0 ){
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- int matid=ReadInt();
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- if( matid==-1 ){
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- matid=0;
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- }else if( matid<0 || matid>=(int)_materials.size() ){
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+void B3DImporter::ReadTRIS(int v0) {
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+ int matid = ReadInt();
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+ if (matid == -1) {
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+ matid = 0;
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+ } else if (matid < 0 || matid >= (int)_materials.size()) {
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#ifdef DEBUG_B3D
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- cout<<"material id="<<matid<<endl;
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+ ASSIMP_LOG_ERROR_F("material id=", matid);
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#endif
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- Fail( "Bad material id" );
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- }
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+ Fail("Bad material id");
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+ }
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- std::unique_ptr<aiMesh> mesh(new aiMesh);
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+ std::unique_ptr<aiMesh> mesh(new aiMesh);
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- mesh->mMaterialIndex=matid;
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- mesh->mNumFaces=0;
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- mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
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+ mesh->mMaterialIndex = matid;
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+ mesh->mNumFaces = 0;
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+ mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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- int n_tris=ChunkSize()/12;
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- aiFace *face=mesh->mFaces=new aiFace[n_tris];
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+ int n_tris = ChunkSize() / 12;
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+ aiFace *face = mesh->mFaces = new aiFace[n_tris];
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- for( int i=0;i<n_tris;++i ){
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- int i0=ReadInt()+v0;
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- int i1=ReadInt()+v0;
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- int i2=ReadInt()+v0;
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- if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
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+ for (int i = 0; i < n_tris; ++i) {
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+ int i0 = ReadInt() + v0;
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+ int i1 = ReadInt() + v0;
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+ int i2 = ReadInt() + v0;
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+ if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
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#ifdef DEBUG_B3D
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- cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
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+ ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
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#endif
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- Fail( "Bad triangle index" );
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- continue;
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- }
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- face->mNumIndices=3;
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- face->mIndices=new unsigned[3];
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- face->mIndices[0]=i0;
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- face->mIndices[1]=i1;
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- face->mIndices[2]=i2;
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- ++mesh->mNumFaces;
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- ++face;
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- }
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-
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- _meshes.emplace_back( std::move(mesh) );
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+ Fail("Bad triangle index");
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+ continue;
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+ }
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+ face->mNumIndices = 3;
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+ face->mIndices = new unsigned[3];
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+ face->mIndices[0] = i0;
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+ face->mIndices[1] = i1;
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+ face->mIndices[2] = i2;
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+ ++mesh->mNumFaces;
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+ ++face;
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+ }
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+
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+ _meshes.emplace_back(std::move(mesh));
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}
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// ------------------------------------------------------------------------------------------------
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@@ -453,29 +452,23 @@ void B3DImporter::ReadMESH(){
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}
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// ------------------------------------------------------------------------------------------------
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-void B3DImporter::ReadBONE( int id ){
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- while( ChunkSize() ){
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- int vertex=ReadInt();
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- float weight=ReadFloat();
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- if( vertex<0 || vertex>=(int)_vertices.size() ){
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- Fail( "Bad vertex index" );
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- }
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-
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- Vertex &v=_vertices[vertex];
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- int i;
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- for( i=0;i<4;++i ){
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- if( !v.weights[i] ){
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- v.bones[i]=id;
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- v.weights[i]=weight;
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- break;
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- }
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- }
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-#ifdef DEBUG_B3D
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- if( i==4 ){
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- cout<<"Too many bone weights"<<endl;
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- }
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-#endif
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- }
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+void B3DImporter::ReadBONE(int id) {
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+ while (ChunkSize()) {
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+ int vertex = ReadInt();
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+ float weight = ReadFloat();
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+ if (vertex < 0 || vertex >= (int)_vertices.size()) {
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+ Fail("Bad vertex index");
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+ }
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+
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+ Vertex &v = _vertices[vertex];
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+ for (int i = 0; i < 4; ++i) {
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+ if (!v.weights[i]) {
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+ v.bones[i] = id;
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+ v.weights[i] = weight;
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+ break;
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+ }
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+ }
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+ }
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}
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// ------------------------------------------------------------------------------------------------
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@@ -633,11 +626,15 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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}
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ExitChunk();
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- if( !_nodes.size() ) Fail( "No nodes" );
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+ if( !_nodes.size() ) {
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+ Fail( "No nodes" );
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+ }
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- if( !_meshes.size() ) Fail( "No meshes" );
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+ if( !_meshes.size() ) {
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+ Fail( "No meshes" );
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+ }
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- //Fix nodes/meshes/bones
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+ // Fix nodes/meshes/bones
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for(size_t i=0;i<_nodes.size();++i ){
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aiNode *node=_nodes[i];
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@@ -648,8 +645,12 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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int n_verts=mesh->mNumVertices=n_tris * 3;
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aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
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- if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
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- if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
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+ if( _vflags & 1 ) {
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+ mn=mesh->mNormals=new aiVector3D[ n_verts ];
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+ }
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+ if( _tcsets ) {
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+ mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
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+ }
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aiFace *face=mesh->mFaces;
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