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@@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, 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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@@ -48,26 +46,112 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
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*/
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-
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-
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#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
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#include "Unreal/UnrealLoader.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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-#include <assimp/StreamReader.h>
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#include <assimp/ParsingUtils.h>
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+#include <assimp/StreamReader.h>
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#include <assimp/fast_atof.h>
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-#include <assimp/Importer.hpp>
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+#include <assimp/importerdesc.h>
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+#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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-#include <assimp/scene.h>
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-#include <assimp/importerdesc.h>
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+#include <assimp/Importer.hpp>
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+#include <stdint.h>
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#include <memory>
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using namespace Assimp;
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+namespace Unreal {
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+
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+/*
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+ 0 = Normal one-sided
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+ 1 = Normal two-sided
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+ 2 = Translucent two-sided
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+ 3 = Masked two-sided
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+ 4 = Modulation blended two-sided
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+ 8 = Placeholder triangle for weapon positioning (invisible)
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+ */
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+enum MeshFlags {
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+ MF_NORMAL_OS = 0,
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+ MF_NORMAL_TS = 1,
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+ MF_NORMAL_TRANS_TS = 2,
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+ MF_NORMAL_MASKED_TS = 3,
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+ MF_NORMAL_MOD_TS = 4,
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+ MF_WEAPON_PLACEHOLDER = 8
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+};
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+
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+// a single triangle
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+struct Triangle {
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+ uint16_t mVertex[3]; // Vertex indices
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+ char mType; // James' Mesh Type
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+ char mColor; // Color for flat and Gourand Shaded
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+ unsigned char mTex[3][2]; // Texture UV coordinates
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+ unsigned char mTextureNum; // Source texture offset
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+ char mFlags; // Unreal Mesh Flags (unused)
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+ unsigned int matIndex;
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+};
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+
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+// temporary representation for a material
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+struct TempMat {
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+ TempMat() :
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+ type(MF_NORMAL_OS), tex(), numFaces(0) {}
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+
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+ explicit TempMat(const Triangle &in) :
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+ type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
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+
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+ // type of mesh
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+ Unreal::MeshFlags type;
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+
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+ // index of texture
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+ unsigned int tex;
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+
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+ // number of faces using us
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+ unsigned int numFaces;
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+
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+ // for std::find
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+ bool operator==(const TempMat &o) {
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+ return (tex == o.tex && type == o.type);
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+ }
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+};
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+
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+struct Vertex {
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+ int32_t X : 11;
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+ int32_t Y : 11;
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+ int32_t Z : 10;
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+};
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+
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+// UNREAL vertex compression
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+inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
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+ union {
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+ Vertex n;
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+ int32_t t;
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+ };
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+ t = 0;
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+ n.X = (int32_t)v.x;
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+ n.Y = (int32_t)v.y;
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+ n.Z = (int32_t)v.z;
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+ ::memcpy(&out, &t, sizeof(int32_t));
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+}
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+
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+// UNREAL vertex decompression
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+inline void DecompressVertex(aiVector3D &v, int32_t in) {
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+ union {
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+ Vertex n;
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+ int32_t i;
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+ };
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+ i = in;
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+
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+ v.x = (float)n.X;
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+ v.y = (float)n.Y;
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+ v.z = (float)n.Z;
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+}
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+
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+} // end namespace Unreal
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+
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static const aiImporterDesc desc = {
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"Unreal Mesh Importer",
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"",
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@@ -81,79 +165,70 @@ static const aiImporterDesc desc = {
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"3d uc"
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};
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-
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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-UnrealImporter::UnrealImporter()
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-: configFrameID (0)
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-, configHandleFlags (true)
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-{}
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+UnrealImporter::UnrealImporter() :
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+ mConfigFrameID(0), mConfigHandleFlags(true) {}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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-UnrealImporter::~UnrealImporter()
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-{}
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+UnrealImporter::~UnrealImporter() {}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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-bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
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-{
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- return SimpleExtensionCheck(pFile,"3d","uc");
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+bool UnrealImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
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+ return SimpleExtensionCheck(pFile, "3d", "uc");
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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-const aiImporterDesc* UnrealImporter::GetInfo () const
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-{
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+const aiImporterDesc *UnrealImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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-void UnrealImporter::SetupProperties(const Importer* pImp)
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-{
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+void UnrealImporter::SetupProperties(const Importer *pImp) {
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// The
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// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
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- if(static_cast<unsigned int>(-1) == configFrameID) {
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- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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+ mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1);
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+ if (static_cast<unsigned int>(-1) == mConfigFrameID) {
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+ mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
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}
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// AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
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- configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
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+ mConfigHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, 1));
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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-void UnrealImporter::InternReadFile( const std::string& pFile,
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- aiScene* pScene, IOSystem* pIOHandler)
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-{
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+void UnrealImporter::InternReadFile(const std::string &pFile,
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+ aiScene *pScene, IOSystem *pIOHandler) {
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// For any of the 3 files being passed get the three correct paths
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// First of all, determine file extension
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std::string::size_type pos = pFile.find_last_of('.');
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std::string extension = GetExtension(pFile);
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- std::string d_path,a_path,uc_path;
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- if (extension == "3d") {
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+ std::string d_path, a_path, uc_path;
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+ if (extension == "3d") {
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// jjjj_d.3d
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// jjjj_a.3d
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pos = pFile.find_last_of('_');
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if (std::string::npos == pos) {
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throw DeadlyImportError("UNREAL: Unexpected naming scheme");
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}
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- extension = pFile.substr(0,pos);
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- }
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- else {
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- extension = pFile.substr(0,pos);
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+ extension = pFile.substr(0, pos);
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+ } else {
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+ extension = pFile.substr(0, pos);
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}
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// build proper paths
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- d_path = extension+"_d.3d";
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- a_path = extension+"_a.3d";
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- uc_path = extension+".uc";
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+ d_path = extension + "_d.3d";
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+ a_path = extension + "_a.3d";
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+ uc_path = extension + ".uc";
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- ASSIMP_LOG_DEBUG_F( "UNREAL: data file is ", d_path);
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+ ASSIMP_LOG_DEBUG_F("UNREAL: data file is ", d_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: aniv file is ", a_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: uc file is ", uc_path);
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@@ -174,11 +249,11 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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// collect triangles
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std::vector<Unreal::Triangle> triangles(numTris);
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- for (auto & tri : triangles) {
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- for (unsigned int i = 0; i < 3;++i) {
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+ for (auto &tri : triangles) {
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+ for (unsigned int i = 0; i < 3; ++i) {
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tri.mVertex[i] = d_reader.GetI2();
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- if (tri.mVertex[i] >= numTris) {
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+ if (tri.mVertex[i] >= numTris) {
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ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
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tri.mVertex[i] = 0;
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}
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@@ -186,7 +261,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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tri.mType = d_reader.GetI1();
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// handle mesh flagss?
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- if (configHandleFlags)
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+ if (mConfigHandleFlags)
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tri.mType = Unreal::MF_NORMAL_OS;
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else {
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// ignore MOD and MASKED for the moment, treat them as two-sided
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@@ -195,12 +270,12 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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}
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d_reader.IncPtr(1);
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- for (unsigned int i = 0; i < 3;++i)
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- for (unsigned int i2 = 0; i2 < 2;++i2)
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+ for (unsigned int i = 0; i < 3; ++i)
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+ for (unsigned int i2 = 0; i2 < 2; ++i2)
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tri.mTex[i][i2] = d_reader.GetI1();
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tri.mTextureNum = d_reader.GetI1();
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- maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
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+ maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
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d_reader.IncPtr(1);
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}
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@@ -211,63 +286,64 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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// read number of frames
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const uint32_t numFrames = a_reader.GetI2();
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- if (configFrameID >= numFrames) {
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+ if (mConfigFrameID >= numFrames) {
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throw DeadlyImportError("UNREAL: The requested frame does not exist");
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}
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uint32_t st = a_reader.GetI2();
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- if (st != numVert*4u)
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+ if (st != numVert * 4u)
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throw DeadlyImportError("UNREAL: Unexpected aniv file length");
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// skip to our frame
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- a_reader.IncPtr(configFrameID *numVert*4);
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+ a_reader.IncPtr(mConfigFrameID * numVert * 4);
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// collect vertices
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std::vector<aiVector3D> vertices(numVert);
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- for (auto &vertex : vertices) {
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+ for (auto &vertex : vertices) {
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int32_t val = a_reader.GetI4();
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- Unreal::DecompressVertex(vertex ,val);
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+ Unreal::DecompressVertex(vertex, val);
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}
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// list of textures.
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- std::vector< std::pair<unsigned int, std::string> > textures;
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+ std::vector<std::pair<unsigned int, std::string>> textures;
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// allocate the output scene
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- aiNode* nd = pScene->mRootNode = new aiNode();
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+ aiNode *nd = pScene->mRootNode = new aiNode();
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nd->mName.Set("<UnrealRoot>");
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// we can live without the uc file if necessary
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- std::unique_ptr<IOStream> pb (pIOHandler->Open(uc_path));
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- if (pb.get()) {
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+ std::unique_ptr<IOStream> pb(pIOHandler->Open(uc_path));
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+ if (pb.get()) {
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std::vector<char> _data;
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- TextFileToBuffer(pb.get(),_data);
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- const char* data = &_data[0];
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+ TextFileToBuffer(pb.get(), _data);
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+ const char *data = &_data[0];
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- std::vector< std::pair< std::string,std::string > > tempTextures;
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+ std::vector<std::pair<std::string, std::string>> tempTextures;
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// do a quick search in the UC file for some known, usually texture-related, tags
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- for (;*data;++data) {
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- if (TokenMatchI(data,"#exec",5)) {
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+ for (; *data; ++data) {
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+ if (TokenMatchI(data, "#exec", 5)) {
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SkipSpacesAndLineEnd(&data);
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// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
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- if (TokenMatchI(data,"TEXTURE",7)) {
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+ if (TokenMatchI(data, "TEXTURE", 7)) {
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SkipSpacesAndLineEnd(&data);
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- if (TokenMatchI(data,"IMPORT",6)) {
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- tempTextures.push_back(std::pair< std::string,std::string >());
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- std::pair< std::string,std::string >& me = tempTextures.back();
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- for (;!IsLineEnd(*data);++data) {
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- if (!::ASSIMP_strincmp(data,"NAME=",5)) {
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- const char *d = data+=5;
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- for (;!IsSpaceOrNewLine(*data);++data);
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- me.first = std::string(d,(size_t)(data-d));
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- }
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- else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
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- const char *d = data+=5;
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- for (;!IsSpaceOrNewLine(*data);++data);
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- me.second = std::string(d,(size_t)(data-d));
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+ if (TokenMatchI(data, "IMPORT", 6)) {
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+ tempTextures.push_back(std::pair<std::string, std::string>());
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+ std::pair<std::string, std::string> &me = tempTextures.back();
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+ for (; !IsLineEnd(*data); ++data) {
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+ if (!::ASSIMP_strincmp(data, "NAME=", 5)) {
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+ const char *d = data += 5;
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+ for (; !IsSpaceOrNewLine(*data); ++data)
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+ ;
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+ me.first = std::string(d, (size_t)(data - d));
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+ } else if (!::ASSIMP_strincmp(data, "FILE=", 5)) {
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+ const char *d = data += 5;
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+ for (; !IsSpaceOrNewLine(*data); ++data)
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+ ;
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+ me.second = std::string(d, (size_t)(data - d));
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}
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}
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if (!me.first.length() || !me.second.length())
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@@ -276,65 +352,61 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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}
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// #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
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// #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
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- else if (TokenMatchI(data,"MESHMAP",7)) {
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+ else if (TokenMatchI(data, "MESHMAP", 7)) {
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SkipSpacesAndLineEnd(&data);
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- if (TokenMatchI(data,"SETTEXTURE",10)) {
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+ if (TokenMatchI(data, "SETTEXTURE", 10)) {
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textures.push_back(std::pair<unsigned int, std::string>());
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- std::pair<unsigned int, std::string>& me = textures.back();
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+ std::pair<unsigned int, std::string> &me = textures.back();
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- for (;!IsLineEnd(*data);++data) {
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- if (!::ASSIMP_strincmp(data,"NUM=",4)) {
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+ for (; !IsLineEnd(*data); ++data) {
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+ if (!::ASSIMP_strincmp(data, "NUM=", 4)) {
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data += 4;
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- me.first = strtoul10(data,&data);
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- }
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- else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
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+ me.first = strtoul10(data, &data);
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+ } else if (!::ASSIMP_strincmp(data, "TEXTURE=", 8)) {
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data += 8;
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const char *d = data;
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- for (;!IsSpaceOrNewLine(*data);++data);
|
|
|
- me.second = std::string(d,(size_t)(data-d));
|
|
|
+ for (; !IsSpaceOrNewLine(*data); ++data)
|
|
|
+ ;
|
|
|
+ me.second = std::string(d, (size_t)(data - d));
|
|
|
|
|
|
// try to find matching path names, doesn't care if we don't find them
|
|
|
- for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
|
|
|
- it != tempTextures.end(); ++it) {
|
|
|
- if ((*it).first == me.second) {
|
|
|
+ for (std::vector<std::pair<std::string, std::string>>::const_iterator it = tempTextures.begin();
|
|
|
+ it != tempTextures.end(); ++it) {
|
|
|
+ if ((*it).first == me.second) {
|
|
|
me.second = (*it).second;
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- }
|
|
|
- else if (TokenMatchI(data,"SCALE",5)) {
|
|
|
-
|
|
|
- for (;!IsLineEnd(*data);++data) {
|
|
|
- if (data[0] == 'X' && data[1] == '=') {
|
|
|
- data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
|
|
|
- }
|
|
|
- else if (data[0] == 'Y' && data[1] == '=') {
|
|
|
- data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
|
|
|
- }
|
|
|
- else if (data[0] == 'Z' && data[1] == '=') {
|
|
|
- data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
|
|
|
+ } else if (TokenMatchI(data, "SCALE", 5)) {
|
|
|
+
|
|
|
+ for (; !IsLineEnd(*data); ++data) {
|
|
|
+ if (data[0] == 'X' && data[1] == '=') {
|
|
|
+ data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1);
|
|
|
+ } else if (data[0] == 'Y' && data[1] == '=') {
|
|
|
+ data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2);
|
|
|
+ } else if (data[0] == 'Z' && data[1] == '=') {
|
|
|
+ data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- }
|
|
|
- else {
|
|
|
+ } else {
|
|
|
ASSIMP_LOG_ERROR("Unable to open .uc file");
|
|
|
}
|
|
|
|
|
|
std::vector<Unreal::TempMat> materials;
|
|
|
- materials.reserve(textures.size()*2+5);
|
|
|
+ materials.reserve(textures.size() * 2 + 5);
|
|
|
|
|
|
// find out how many output meshes and materials we'll have and build material indices
|
|
|
- for (Unreal::Triangle &tri : triangles) {
|
|
|
+ for (Unreal::Triangle &tri : triangles) {
|
|
|
Unreal::TempMat mat(tri);
|
|
|
- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
|
|
|
+ std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
|
|
|
if (nt == materials.end()) {
|
|
|
// add material
|
|
|
tri.matIndex = static_cast<unsigned int>(materials.size());
|
|
@@ -342,9 +414,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|
|
materials.push_back(mat);
|
|
|
|
|
|
++pScene->mNumMeshes;
|
|
|
- }
|
|
|
- else {
|
|
|
- tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
|
|
|
+ } else {
|
|
|
+ tri.matIndex = static_cast<unsigned int>(nt - materials.begin());
|
|
|
++nt->numFaces;
|
|
|
}
|
|
|
}
|
|
@@ -354,65 +425,65 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|
|
}
|
|
|
|
|
|
// allocate meshes and bind them to the node graph
|
|
|
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
|
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
|
|
|
+ pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
|
|
+ pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes];
|
|
|
|
|
|
- nd->mNumMeshes = pScene->mNumMeshes;
|
|
|
+ nd->mNumMeshes = pScene->mNumMeshes;
|
|
|
nd->mMeshes = new unsigned int[nd->mNumMeshes];
|
|
|
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
|
|
- aiMesh* m = pScene->mMeshes[i] = new aiMesh();
|
|
|
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
|
+ aiMesh *m = pScene->mMeshes[i] = new aiMesh();
|
|
|
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
|
|
const unsigned int num = materials[i].numFaces;
|
|
|
- m->mFaces = new aiFace [num];
|
|
|
- m->mVertices = new aiVector3D [num*3];
|
|
|
- m->mTextureCoords[0] = new aiVector3D [num*3];
|
|
|
+ m->mFaces = new aiFace[num];
|
|
|
+ m->mVertices = new aiVector3D[num * 3];
|
|
|
+ m->mTextureCoords[0] = new aiVector3D[num * 3];
|
|
|
|
|
|
nd->mMeshes[i] = i;
|
|
|
|
|
|
// create materials, too
|
|
|
- aiMaterial* mat = new aiMaterial();
|
|
|
+ aiMaterial *mat = new aiMaterial();
|
|
|
pScene->mMaterials[i] = mat;
|
|
|
|
|
|
// all white by default - texture rulez
|
|
|
- aiColor3D color(1.f,1.f,1.f);
|
|
|
+ aiColor3D color(1.f, 1.f, 1.f);
|
|
|
|
|
|
aiString s;
|
|
|
- ::ai_snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
|
|
|
+ ::ai_snprintf(s.data, MAXLEN, "mat%u_tx%u_", i, materials[i].tex);
|
|
|
|
|
|
// set the two-sided flag
|
|
|
if (materials[i].type == Unreal::MF_NORMAL_TS) {
|
|
|
const int twosided = 1;
|
|
|
- mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
|
|
|
- ::strcat(s.data,"ts_");
|
|
|
- }
|
|
|
- else ::strcat(s.data,"os_");
|
|
|
+ mat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
|
|
|
+ ::strcat(s.data, "ts_");
|
|
|
+ } else
|
|
|
+ ::strcat(s.data, "os_");
|
|
|
|
|
|
// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
|
|
|
- if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
|
|
|
+ if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
|
|
|
const float opac = 0.9f;
|
|
|
- mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
|
|
|
- ::strcat(s.data,"tran_");
|
|
|
- }
|
|
|
- else ::strcat(s.data,"opaq_");
|
|
|
+ mat->AddProperty(&opac, 1, AI_MATKEY_OPACITY);
|
|
|
+ ::strcat(s.data, "tran_");
|
|
|
+ } else
|
|
|
+ ::strcat(s.data, "opaq_");
|
|
|
|
|
|
// a special name for the weapon attachment point
|
|
|
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
|
|
|
- s.length = ::ai_snprintf( s.data, MAXLEN, "$WeaponTag$" );
|
|
|
- color = aiColor3D(0.f,0.f,0.f);
|
|
|
+ s.length = ::ai_snprintf(s.data, MAXLEN, "$WeaponTag$");
|
|
|
+ color = aiColor3D(0.f, 0.f, 0.f);
|
|
|
}
|
|
|
|
|
|
// set color and name
|
|
|
- mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
|
- s.length = (ai_uint32)::strlen(s.data);
|
|
|
- mat->AddProperty(&s,AI_MATKEY_NAME);
|
|
|
+ mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
|
+ s.length = static_cast<ai_uint32>(::strlen(s.data));
|
|
|
+ mat->AddProperty(&s, AI_MATKEY_NAME);
|
|
|
|
|
|
// set texture, if any
|
|
|
const unsigned int tex = materials[i].tex;
|
|
|
- for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
|
|
|
+ for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
|
|
|
if ((*it).first == tex) {
|
|
|
s.Set((*it).second);
|
|
|
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
+ mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
@@ -421,17 +492,17 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|
|
// fill them.
|
|
|
for (const Unreal::Triangle &tri : triangles) {
|
|
|
Unreal::TempMat mat(tri);
|
|
|
- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
|
|
|
+ std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
|
|
|
|
|
|
- aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
|
|
|
- aiFace& f = mesh->mFaces[mesh->mNumFaces++];
|
|
|
- f.mIndices = new unsigned int[f.mNumIndices = 3];
|
|
|
+ aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
|
|
|
+ aiFace &f = mesh->mFaces[mesh->mNumFaces++];
|
|
|
+ f.mIndices = new unsigned int[f.mNumIndices = 3];
|
|
|
|
|
|
- for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
|
|
|
+ for (unsigned int i = 0; i < 3; ++i, mesh->mNumVertices++) {
|
|
|
f.mIndices[i] = mesh->mNumVertices;
|
|
|
|
|
|
- mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
|
|
|
- mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
|
|
|
+ mesh->mVertices[mesh->mNumVertices] = vertices[tri.mVertex[i]];
|
|
|
+ mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D(tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
|
|
|
}
|
|
|
}
|
|
|
|