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@@ -61,16 +61,16 @@ using namespace Assimp;
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using namespace std;
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using namespace std;
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static const aiImporterDesc desc = {
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static const aiImporterDesc desc = {
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- "BlitzBasic 3D Importer",
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- "",
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- "",
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- "http://www.blitzbasic.com/",
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- aiImporterFlags_SupportBinaryFlavour,
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- 0,
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- 0,
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- 0,
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- 0,
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- "b3d"
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+ "BlitzBasic 3D Importer",
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+ "",
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+ "",
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+ "http://www.blitzbasic.com/",
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+ aiImporterFlags_SupportBinaryFlavour,
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+ 0,
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+ 0,
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+ 0,
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+ 0,
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+ "b3d"
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};
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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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// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
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@@ -83,157 +83,157 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
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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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+ size_t pos=pFile.find_last_of( '.' );
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+ if( pos==string::npos ) return false;
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- string ext=pFile.substr( pos+1 );
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- if( ext.size()!=3 ) return false;
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+ string ext=pFile.substr( pos+1 );
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+ if( ext.size()!=3 ) return false;
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- return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
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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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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Loader meta information
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// Loader meta information
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const aiImporterDesc* B3DImporter::GetInfo () const
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const aiImporterDesc* B3DImporter::GetInfo () const
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{
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{
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- return &desc;
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+ return &desc;
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}
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}
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#ifdef DEBUG_B3D
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#ifdef DEBUG_B3D
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- extern "C"{ void _stdcall AllocConsole(); }
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+ extern "C"{ void _stdcall AllocConsole(); }
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#endif
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#endif
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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#ifdef DEBUG_B3D
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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$","w",stderr );
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- cout<<"Hello world from the B3DImporter!"<<endl;
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+ AllocConsole();
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+ freopen( "conin$","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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#endif
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- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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+ boost::scoped_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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- throw DeadlyImportError( "Failed to open B3D file " + 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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+ throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
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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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+ // 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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- _pos=0;
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- _buf.resize( fileSize );
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- file->Read( &_buf[0],1,fileSize );
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- _stack.clear();
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+ _pos=0;
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+ _buf.resize( fileSize );
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+ file->Read( &_buf[0],1,fileSize );
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+ _stack.clear();
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- ReadBB3D( pScene );
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+ ReadBB3D( pScene );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Oops(){
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AI_WONT_RETURN void B3DImporter::Oops(){
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- throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
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+ throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Fail( string str ){
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AI_WONT_RETURN void B3DImporter::Fail( string str ){
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#ifdef DEBUG_B3D
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#ifdef DEBUG_B3D
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- cout<<"Error in B3D file data: "<<str<<endl;
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+ cout<<"Error in B3D file data: "<<str<<endl;
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#endif
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#endif
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- throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
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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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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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int B3DImporter::ReadByte(){
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- if( _pos<_buf.size() ) return _buf[_pos++];
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- Fail( "EOF" );
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- return 0;
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+ if( _pos<_buf.size() ) return _buf[_pos++];
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+ Fail( "EOF" );
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+ return 0;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadInt(){
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int B3DImporter::ReadInt(){
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- if( _pos+4<=_buf.size() ){
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- int n=*(int*)&_buf[_pos];
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- _pos+=4;
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- return n;
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- }
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- Fail( "EOF" );
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- return 0;
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+ if( _pos+4<=_buf.size() ){
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+ int n=*(int*)&_buf[_pos];
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+ _pos+=4;
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+ return n;
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+ }
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+ Fail( "EOF" );
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+ return 0;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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float B3DImporter::ReadFloat(){
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float B3DImporter::ReadFloat(){
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- if( _pos+4<=_buf.size() ){
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- float n=*(float*)&_buf[_pos];
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- _pos+=4;
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- return n;
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- }
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- Fail( "EOF" );
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- return 0.0f;
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+ if( _pos+4<=_buf.size() ){
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+ float n=*(float*)&_buf[_pos];
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+ _pos+=4;
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+ return n;
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+ }
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+ Fail( "EOF" );
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+ return 0.0f;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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aiVector2D B3DImporter::ReadVec2(){
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aiVector2D B3DImporter::ReadVec2(){
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- float x=ReadFloat();
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- float y=ReadFloat();
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- return aiVector2D( x,y );
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+ float x=ReadFloat();
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+ float y=ReadFloat();
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+ return aiVector2D( x,y );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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aiVector3D B3DImporter::ReadVec3(){
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aiVector3D B3DImporter::ReadVec3(){
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- float x=ReadFloat();
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- float y=ReadFloat();
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- float z=ReadFloat();
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- return aiVector3D( x,y,z );
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+ float x=ReadFloat();
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+ float y=ReadFloat();
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+ float z=ReadFloat();
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+ return aiVector3D( x,y,z );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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aiQuaternion B3DImporter::ReadQuat(){
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aiQuaternion B3DImporter::ReadQuat(){
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- // (aramis_acg) Fix to adapt the loader to changed quat orientation
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- float w=-ReadFloat();
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- float x=ReadFloat();
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- float y=ReadFloat();
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- float z=ReadFloat();
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- return aiQuaternion( w,x,y,z );
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+ // (aramis_acg) Fix to adapt the loader to changed quat orientation
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+ float w=-ReadFloat();
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+ float x=ReadFloat();
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+ float y=ReadFloat();
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+ float z=ReadFloat();
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+ return aiQuaternion( w,x,y,z );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadString(){
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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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- str+=c;
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- }
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- Fail( "EOF" );
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- return string();
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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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+ str+=c;
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+ }
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+ Fail( "EOF" );
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+ return string();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadChunk(){
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string B3DImporter::ReadChunk(){
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- string tag;
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- for( int i=0;i<4;++i ){
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- tag+=char( ReadByte() );
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- }
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+ string tag;
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+ for( int i=0;i<4;++i ){
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+ tag+=char( ReadByte() );
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+ }
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#ifdef DEBUG_B3D
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#ifdef DEBUG_B3D
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// cout<<"ReadChunk:"<<tag<<endl;
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// cout<<"ReadChunk:"<<tag<<endl;
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#endif
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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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- return tag;
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+ unsigned sz=(unsigned)ReadInt();
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+ _stack.push_back( _pos+sz );
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+ return tag;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ExitChunk(){
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void B3DImporter::ExitChunk(){
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- _pos=_stack.back();
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- _stack.pop_back();
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+ _pos=_stack.back();
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+ _stack.pop_back();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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unsigned B3DImporter::ChunkSize(){
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unsigned B3DImporter::ChunkSize(){
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- return _stack.back()-_pos;
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+ return _stack.back()-_pos;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@@ -242,454 +242,454 @@ T *B3DImporter::to_array( const vector<T> &v ){
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if( v.empty() ) {
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if( v.empty() ) {
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return 0;
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return 0;
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}
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}
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- T *p=new T[ v.size() ];
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- for( size_t i=0;i<v.size();++i ){
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- p[i]=v[i];
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- }
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- return p;
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+ T *p=new T[ v.size() ];
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+ for( size_t i=0;i<v.size();++i ){
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+ p[i]=v[i];
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+ }
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+ return p;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS(){
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void B3DImporter::ReadTEXS(){
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- while( ChunkSize() ){
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- string name=ReadString();
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- /*int flags=*/ReadInt();
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- /*int blend=*/ReadInt();
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- /*aiVector2D pos=*/ReadVec2();
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- /*aiVector2D scale=*/ReadVec2();
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- /*float rot=*/ReadFloat();
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-
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- _textures.push_back( name );
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- }
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+ while( ChunkSize() ){
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+ string name=ReadString();
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+ /*int flags=*/ReadInt();
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+ /*int blend=*/ReadInt();
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+ /*aiVector2D pos=*/ReadVec2();
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+ /*aiVector2D scale=*/ReadVec2();
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+ /*float rot=*/ReadFloat();
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+
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+ _textures.push_back( name );
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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::ReadBRUS(){
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void B3DImporter::ReadBRUS(){
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- int n_texs=ReadInt();
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- if( n_texs<0 || n_texs>8 ){
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- Fail( "Bad texture count" );
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- }
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- while( ChunkSize() ){
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- string name=ReadString();
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- aiVector3D color=ReadVec3();
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- float alpha=ReadFloat();
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- float shiny=ReadFloat();
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- /*int blend=**/ReadInt();
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- int fx=ReadInt();
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-
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- aiMaterial *mat=new aiMaterial;
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- _materials.push_back( mat );
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-
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- // Name
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- aiString ainame( name );
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- mat->AddProperty( &ainame,AI_MATKEY_NAME );
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-
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- // Diffuse color
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- mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
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-
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- // Opacity
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- mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
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-
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- // Specular color
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- aiColor3D speccolor( shiny,shiny,shiny );
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- mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
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-
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- // Specular power
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- float specpow=shiny*128;
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- mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
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-
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- // Double sided
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- if( fx & 0x10 ){
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- int i=1;
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- mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
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- }
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-
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- //Textures
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- for( int i=0;i<n_texs;++i ){
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- int texid=ReadInt();
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- if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
|
|
|
|
- Fail( "Bad texture id" );
|
|
|
|
- }
|
|
|
|
- if( i==0 && texid>=0 ){
|
|
|
|
- aiString texname( _textures[texid] );
|
|
|
|
- mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
|
|
+ int n_texs=ReadInt();
|
|
|
|
+ if( n_texs<0 || n_texs>8 ){
|
|
|
|
+ Fail( "Bad texture count" );
|
|
|
|
+ }
|
|
|
|
+ while( ChunkSize() ){
|
|
|
|
+ string name=ReadString();
|
|
|
|
+ aiVector3D color=ReadVec3();
|
|
|
|
+ float alpha=ReadFloat();
|
|
|
|
+ float shiny=ReadFloat();
|
|
|
|
+ /*int blend=**/ReadInt();
|
|
|
|
+ int fx=ReadInt();
|
|
|
|
+
|
|
|
|
+ aiMaterial *mat=new aiMaterial;
|
|
|
|
+ _materials.push_back( mat );
|
|
|
|
+
|
|
|
|
+ // Name
|
|
|
|
+ aiString ainame( name );
|
|
|
|
+ mat->AddProperty( &ainame,AI_MATKEY_NAME );
|
|
|
|
+
|
|
|
|
+ // Diffuse color
|
|
|
|
+ mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
|
|
|
|
+
|
|
|
|
+ // Opacity
|
|
|
|
+ mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
|
|
|
|
+
|
|
|
|
+ // Specular color
|
|
|
|
+ aiColor3D speccolor( shiny,shiny,shiny );
|
|
|
|
+ mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
|
|
|
|
+
|
|
|
|
+ // Specular power
|
|
|
|
+ float specpow=shiny*128;
|
|
|
|
+ mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
|
|
|
|
+
|
|
|
|
+ // Double sided
|
|
|
|
+ if( fx & 0x10 ){
|
|
|
|
+ int i=1;
|
|
|
|
+ mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Textures
|
|
|
|
+ for( int i=0;i<n_texs;++i ){
|
|
|
|
+ int texid=ReadInt();
|
|
|
|
+ if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
|
|
|
|
+ Fail( "Bad texture id" );
|
|
|
|
+ }
|
|
|
|
+ if( i==0 && texid>=0 ){
|
|
|
|
+ aiString texname( _textures[texid] );
|
|
|
|
+ mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadVRTS(){
|
|
void B3DImporter::ReadVRTS(){
|
|
- _vflags=ReadInt();
|
|
|
|
- _tcsets=ReadInt();
|
|
|
|
- _tcsize=ReadInt();
|
|
|
|
- if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
|
|
|
|
- Fail( "Bad texcoord data" );
|
|
|
|
- }
|
|
|
|
|
|
+ _vflags=ReadInt();
|
|
|
|
+ _tcsets=ReadInt();
|
|
|
|
+ _tcsize=ReadInt();
|
|
|
|
+ if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
|
|
|
|
+ Fail( "Bad texcoord data" );
|
|
|
|
+ }
|
|
|
|
|
|
- int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
|
|
|
|
- int n_verts=ChunkSize()/sz;
|
|
|
|
|
|
+ int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
|
|
|
|
+ int n_verts=ChunkSize()/sz;
|
|
|
|
|
|
- int v0=_vertices.size();
|
|
|
|
- _vertices.resize( v0+n_verts );
|
|
|
|
|
|
+ int v0=_vertices.size();
|
|
|
|
+ _vertices.resize( v0+n_verts );
|
|
|
|
|
|
- for( int i=0;i<n_verts;++i ){
|
|
|
|
- Vertex &v=_vertices[v0+i];
|
|
|
|
|
|
+ for( int i=0;i<n_verts;++i ){
|
|
|
|
+ Vertex &v=_vertices[v0+i];
|
|
|
|
|
|
- memset( v.bones,0,sizeof(v.bones) );
|
|
|
|
- memset( v.weights,0,sizeof(v.weights) );
|
|
|
|
|
|
+ memset( v.bones,0,sizeof(v.bones) );
|
|
|
|
+ memset( v.weights,0,sizeof(v.weights) );
|
|
|
|
|
|
- v.vertex=ReadVec3();
|
|
|
|
|
|
+ v.vertex=ReadVec3();
|
|
|
|
|
|
- if( _vflags & 1 ) v.normal=ReadVec3();
|
|
|
|
|
|
+ if( _vflags & 1 ) v.normal=ReadVec3();
|
|
|
|
|
|
- if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
|
|
|
|
|
|
+ if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
|
|
|
|
|
|
- for( int i=0;i<_tcsets;++i ){
|
|
|
|
- float t[4]={0,0,0,0};
|
|
|
|
- for( int j=0;j<_tcsize;++j ){
|
|
|
|
- t[j]=ReadFloat();
|
|
|
|
- }
|
|
|
|
- t[1]=1-t[1];
|
|
|
|
- if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
|
|
+ for( int i=0;i<_tcsets;++i ){
|
|
|
|
+ float t[4]={0,0,0,0};
|
|
|
|
+ for( int j=0;j<_tcsize;++j ){
|
|
|
|
+ t[j]=ReadFloat();
|
|
|
|
+ }
|
|
|
|
+ t[1]=1-t[1];
|
|
|
|
+ if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadTRIS( int v0 ){
|
|
void B3DImporter::ReadTRIS( int v0 ){
|
|
- int matid=ReadInt();
|
|
|
|
- if( matid==-1 ){
|
|
|
|
- matid=0;
|
|
|
|
- }else if( matid<0 || matid>=(int)_materials.size() ){
|
|
|
|
|
|
+ int matid=ReadInt();
|
|
|
|
+ if( matid==-1 ){
|
|
|
|
+ matid=0;
|
|
|
|
+ }else if( matid<0 || matid>=(int)_materials.size() ){
|
|
#ifdef DEBUG_B3D
|
|
#ifdef DEBUG_B3D
|
|
- cout<<"material id="<<matid<<endl;
|
|
|
|
|
|
+ cout<<"material id="<<matid<<endl;
|
|
#endif
|
|
#endif
|
|
- Fail( "Bad material id" );
|
|
|
|
- }
|
|
|
|
|
|
+ Fail( "Bad material id" );
|
|
|
|
+ }
|
|
|
|
|
|
- aiMesh *mesh=new aiMesh;
|
|
|
|
- _meshes.push_back( mesh );
|
|
|
|
|
|
+ aiMesh *mesh=new aiMesh;
|
|
|
|
+ _meshes.push_back( mesh );
|
|
|
|
|
|
- mesh->mMaterialIndex=matid;
|
|
|
|
- mesh->mNumFaces=0;
|
|
|
|
- mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
|
|
|
|
|
|
+ mesh->mMaterialIndex=matid;
|
|
|
|
+ mesh->mNumFaces=0;
|
|
|
|
+ mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
|
|
|
|
|
|
- int n_tris=ChunkSize()/12;
|
|
|
|
- aiFace *face=mesh->mFaces=new aiFace[n_tris];
|
|
|
|
|
|
+ int n_tris=ChunkSize()/12;
|
|
|
|
+ aiFace *face=mesh->mFaces=new aiFace[n_tris];
|
|
|
|
|
|
- for( int i=0;i<n_tris;++i ){
|
|
|
|
- int i0=ReadInt()+v0;
|
|
|
|
- int i1=ReadInt()+v0;
|
|
|
|
- int i2=ReadInt()+v0;
|
|
|
|
- if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
|
|
|
|
|
|
+ for( int i=0;i<n_tris;++i ){
|
|
|
|
+ int i0=ReadInt()+v0;
|
|
|
|
+ int i1=ReadInt()+v0;
|
|
|
|
+ int i2=ReadInt()+v0;
|
|
|
|
+ if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
|
|
#ifdef DEBUG_B3D
|
|
#ifdef DEBUG_B3D
|
|
- cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
|
|
|
|
|
|
+ cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
|
|
#endif
|
|
#endif
|
|
- Fail( "Bad triangle index" );
|
|
|
|
- continue;
|
|
|
|
- }
|
|
|
|
- face->mNumIndices=3;
|
|
|
|
- face->mIndices=new unsigned[3];
|
|
|
|
- face->mIndices[0]=i0;
|
|
|
|
- face->mIndices[1]=i1;
|
|
|
|
- face->mIndices[2]=i2;
|
|
|
|
- ++mesh->mNumFaces;
|
|
|
|
- ++face;
|
|
|
|
- }
|
|
|
|
|
|
+ Fail( "Bad triangle index" );
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+ face->mNumIndices=3;
|
|
|
|
+ face->mIndices=new unsigned[3];
|
|
|
|
+ face->mIndices[0]=i0;
|
|
|
|
+ face->mIndices[1]=i1;
|
|
|
|
+ face->mIndices[2]=i2;
|
|
|
|
+ ++mesh->mNumFaces;
|
|
|
|
+ ++face;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadMESH(){
|
|
void B3DImporter::ReadMESH(){
|
|
- /*int matid=*/ReadInt();
|
|
|
|
-
|
|
|
|
- int v0=_vertices.size();
|
|
|
|
-
|
|
|
|
- while( ChunkSize() ){
|
|
|
|
- string t=ReadChunk();
|
|
|
|
- if( t=="VRTS" ){
|
|
|
|
- ReadVRTS();
|
|
|
|
- }else if( t=="TRIS" ){
|
|
|
|
- ReadTRIS( v0 );
|
|
|
|
- }
|
|
|
|
- ExitChunk();
|
|
|
|
- }
|
|
|
|
|
|
+ /*int matid=*/ReadInt();
|
|
|
|
+
|
|
|
|
+ int v0=_vertices.size();
|
|
|
|
+
|
|
|
|
+ while( ChunkSize() ){
|
|
|
|
+ string t=ReadChunk();
|
|
|
|
+ if( t=="VRTS" ){
|
|
|
|
+ ReadVRTS();
|
|
|
|
+ }else if( t=="TRIS" ){
|
|
|
|
+ ReadTRIS( v0 );
|
|
|
|
+ }
|
|
|
|
+ ExitChunk();
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadBONE( int id ){
|
|
void B3DImporter::ReadBONE( int id ){
|
|
- while( ChunkSize() ){
|
|
|
|
- int vertex=ReadInt();
|
|
|
|
- float weight=ReadFloat();
|
|
|
|
- if( vertex<0 || vertex>=(int)_vertices.size() ){
|
|
|
|
- Fail( "Bad vertex index" );
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- Vertex &v=_vertices[vertex];
|
|
|
|
- int i;
|
|
|
|
- for( i=0;i<4;++i ){
|
|
|
|
- if( !v.weights[i] ){
|
|
|
|
- v.bones[i]=id;
|
|
|
|
- v.weights[i]=weight;
|
|
|
|
- break;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
|
|
+ while( ChunkSize() ){
|
|
|
|
+ int vertex=ReadInt();
|
|
|
|
+ float weight=ReadFloat();
|
|
|
|
+ if( vertex<0 || vertex>=(int)_vertices.size() ){
|
|
|
|
+ Fail( "Bad vertex index" );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ Vertex &v=_vertices[vertex];
|
|
|
|
+ int i;
|
|
|
|
+ for( i=0;i<4;++i ){
|
|
|
|
+ if( !v.weights[i] ){
|
|
|
|
+ v.bones[i]=id;
|
|
|
|
+ v.weights[i]=weight;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
#ifdef DEBUG_B3D
|
|
#ifdef DEBUG_B3D
|
|
- if( i==4 ){
|
|
|
|
- cout<<"Too many bone weights"<<endl;
|
|
|
|
- }
|
|
|
|
|
|
+ if( i==4 ){
|
|
|
|
+ cout<<"Too many bone weights"<<endl;
|
|
|
|
+ }
|
|
#endif
|
|
#endif
|
|
- }
|
|
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
|
|
void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
|
|
- vector<aiVectorKey> trans,scale;
|
|
|
|
- vector<aiQuatKey> rot;
|
|
|
|
- int flags=ReadInt();
|
|
|
|
- while( ChunkSize() ){
|
|
|
|
- int frame=ReadInt();
|
|
|
|
- if( flags & 1 ){
|
|
|
|
- trans.push_back( aiVectorKey( frame,ReadVec3() ) );
|
|
|
|
- }
|
|
|
|
- if( flags & 2 ){
|
|
|
|
- scale.push_back( aiVectorKey( frame,ReadVec3() ) );
|
|
|
|
- }
|
|
|
|
- if( flags & 4 ){
|
|
|
|
- rot.push_back( aiQuatKey( frame,ReadQuat() ) );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if( flags & 1 ){
|
|
|
|
- nodeAnim->mNumPositionKeys=trans.size();
|
|
|
|
- nodeAnim->mPositionKeys=to_array( trans );
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if( flags & 2 ){
|
|
|
|
- nodeAnim->mNumScalingKeys=scale.size();
|
|
|
|
- nodeAnim->mScalingKeys=to_array( scale );
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- if( flags & 4 ){
|
|
|
|
- nodeAnim->mNumRotationKeys=rot.size();
|
|
|
|
- nodeAnim->mRotationKeys=to_array( rot );
|
|
|
|
- }
|
|
|
|
|
|
+ vector<aiVectorKey> trans,scale;
|
|
|
|
+ vector<aiQuatKey> rot;
|
|
|
|
+ int flags=ReadInt();
|
|
|
|
+ while( ChunkSize() ){
|
|
|
|
+ int frame=ReadInt();
|
|
|
|
+ if( flags & 1 ){
|
|
|
|
+ trans.push_back( aiVectorKey( frame,ReadVec3() ) );
|
|
|
|
+ }
|
|
|
|
+ if( flags & 2 ){
|
|
|
|
+ scale.push_back( aiVectorKey( frame,ReadVec3() ) );
|
|
|
|
+ }
|
|
|
|
+ if( flags & 4 ){
|
|
|
|
+ rot.push_back( aiQuatKey( frame,ReadQuat() ) );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if( flags & 1 ){
|
|
|
|
+ nodeAnim->mNumPositionKeys=trans.size();
|
|
|
|
+ nodeAnim->mPositionKeys=to_array( trans );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if( flags & 2 ){
|
|
|
|
+ nodeAnim->mNumScalingKeys=scale.size();
|
|
|
|
+ nodeAnim->mScalingKeys=to_array( scale );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if( flags & 4 ){
|
|
|
|
+ nodeAnim->mNumRotationKeys=rot.size();
|
|
|
|
+ nodeAnim->mRotationKeys=to_array( rot );
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadANIM(){
|
|
void B3DImporter::ReadANIM(){
|
|
- /*int flags=*/ReadInt();
|
|
|
|
- int frames=ReadInt();
|
|
|
|
- float fps=ReadFloat();
|
|
|
|
|
|
+ /*int flags=*/ReadInt();
|
|
|
|
+ int frames=ReadInt();
|
|
|
|
+ float fps=ReadFloat();
|
|
|
|
|
|
- aiAnimation *anim=new aiAnimation;
|
|
|
|
- _animations.push_back( anim );
|
|
|
|
|
|
+ aiAnimation *anim=new aiAnimation;
|
|
|
|
+ _animations.push_back( anim );
|
|
|
|
|
|
- anim->mDuration=frames;
|
|
|
|
- anim->mTicksPerSecond=fps;
|
|
|
|
|
|
+ anim->mDuration=frames;
|
|
|
|
+ anim->mTicksPerSecond=fps;
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiNode *B3DImporter::ReadNODE( aiNode *parent ){
|
|
aiNode *B3DImporter::ReadNODE( aiNode *parent ){
|
|
|
|
|
|
- string name=ReadString();
|
|
|
|
- aiVector3D t=ReadVec3();
|
|
|
|
- aiVector3D s=ReadVec3();
|
|
|
|
- aiQuaternion r=ReadQuat();
|
|
|
|
-
|
|
|
|
- aiMatrix4x4 trans,scale,rot;
|
|
|
|
-
|
|
|
|
- aiMatrix4x4::Translation( t,trans );
|
|
|
|
- aiMatrix4x4::Scaling( s,scale );
|
|
|
|
- rot=aiMatrix4x4( r.GetMatrix() );
|
|
|
|
-
|
|
|
|
- aiMatrix4x4 tform=trans * rot * scale;
|
|
|
|
-
|
|
|
|
- int nodeid=_nodes.size();
|
|
|
|
-
|
|
|
|
- aiNode *node=new aiNode( name );
|
|
|
|
- _nodes.push_back( node );
|
|
|
|
-
|
|
|
|
- node->mParent=parent;
|
|
|
|
- node->mTransformation=tform;
|
|
|
|
-
|
|
|
|
- aiNodeAnim *nodeAnim=0;
|
|
|
|
- vector<unsigned> meshes;
|
|
|
|
- vector<aiNode*> children;
|
|
|
|
-
|
|
|
|
- while( ChunkSize() ){
|
|
|
|
- string t=ReadChunk();
|
|
|
|
- if( t=="MESH" ){
|
|
|
|
- int n=_meshes.size();
|
|
|
|
- ReadMESH();
|
|
|
|
- for( int i=n;i<(int)_meshes.size();++i ){
|
|
|
|
- meshes.push_back( i );
|
|
|
|
- }
|
|
|
|
- }else if( t=="BONE" ){
|
|
|
|
- ReadBONE( nodeid );
|
|
|
|
- }else if( t=="ANIM" ){
|
|
|
|
- ReadANIM();
|
|
|
|
- }else if( t=="KEYS" ){
|
|
|
|
- if( !nodeAnim ){
|
|
|
|
- nodeAnim=new aiNodeAnim;
|
|
|
|
- _nodeAnims.push_back( nodeAnim );
|
|
|
|
- nodeAnim->mNodeName=node->mName;
|
|
|
|
- }
|
|
|
|
- ReadKEYS( nodeAnim );
|
|
|
|
- }else if( t=="NODE" ){
|
|
|
|
- aiNode *child=ReadNODE( node );
|
|
|
|
- children.push_back( child );
|
|
|
|
- }
|
|
|
|
- ExitChunk();
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- node->mNumMeshes=meshes.size();
|
|
|
|
- node->mMeshes=to_array( meshes );
|
|
|
|
-
|
|
|
|
- node->mNumChildren=children.size();
|
|
|
|
- node->mChildren=to_array( children );
|
|
|
|
-
|
|
|
|
- return node;
|
|
|
|
|
|
+ string name=ReadString();
|
|
|
|
+ aiVector3D t=ReadVec3();
|
|
|
|
+ aiVector3D s=ReadVec3();
|
|
|
|
+ aiQuaternion r=ReadQuat();
|
|
|
|
+
|
|
|
|
+ aiMatrix4x4 trans,scale,rot;
|
|
|
|
+
|
|
|
|
+ aiMatrix4x4::Translation( t,trans );
|
|
|
|
+ aiMatrix4x4::Scaling( s,scale );
|
|
|
|
+ rot=aiMatrix4x4( r.GetMatrix() );
|
|
|
|
+
|
|
|
|
+ aiMatrix4x4 tform=trans * rot * scale;
|
|
|
|
+
|
|
|
|
+ int nodeid=_nodes.size();
|
|
|
|
+
|
|
|
|
+ aiNode *node=new aiNode( name );
|
|
|
|
+ _nodes.push_back( node );
|
|
|
|
+
|
|
|
|
+ node->mParent=parent;
|
|
|
|
+ node->mTransformation=tform;
|
|
|
|
+
|
|
|
|
+ aiNodeAnim *nodeAnim=0;
|
|
|
|
+ vector<unsigned> meshes;
|
|
|
|
+ vector<aiNode*> children;
|
|
|
|
+
|
|
|
|
+ while( ChunkSize() ){
|
|
|
|
+ string t=ReadChunk();
|
|
|
|
+ if( t=="MESH" ){
|
|
|
|
+ int n=_meshes.size();
|
|
|
|
+ ReadMESH();
|
|
|
|
+ for( int i=n;i<(int)_meshes.size();++i ){
|
|
|
|
+ meshes.push_back( i );
|
|
|
|
+ }
|
|
|
|
+ }else if( t=="BONE" ){
|
|
|
|
+ ReadBONE( nodeid );
|
|
|
|
+ }else if( t=="ANIM" ){
|
|
|
|
+ ReadANIM();
|
|
|
|
+ }else if( t=="KEYS" ){
|
|
|
|
+ if( !nodeAnim ){
|
|
|
|
+ nodeAnim=new aiNodeAnim;
|
|
|
|
+ _nodeAnims.push_back( nodeAnim );
|
|
|
|
+ nodeAnim->mNodeName=node->mName;
|
|
|
|
+ }
|
|
|
|
+ ReadKEYS( nodeAnim );
|
|
|
|
+ }else if( t=="NODE" ){
|
|
|
|
+ aiNode *child=ReadNODE( node );
|
|
|
|
+ children.push_back( child );
|
|
|
|
+ }
|
|
|
|
+ ExitChunk();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ node->mNumMeshes=meshes.size();
|
|
|
|
+ node->mMeshes=to_array( meshes );
|
|
|
|
+
|
|
|
|
+ node->mNumChildren=children.size();
|
|
|
|
+ node->mChildren=to_array( children );
|
|
|
|
+
|
|
|
|
+ return node;
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadBB3D( aiScene *scene ){
|
|
void B3DImporter::ReadBB3D( aiScene *scene ){
|
|
|
|
|
|
- _textures.clear();
|
|
|
|
- _materials.clear();
|
|
|
|
-
|
|
|
|
- _vertices.clear();
|
|
|
|
- _meshes.clear();
|
|
|
|
-
|
|
|
|
- _nodes.clear();
|
|
|
|
- _nodeAnims.clear();
|
|
|
|
- _animations.clear();
|
|
|
|
-
|
|
|
|
- string t=ReadChunk();
|
|
|
|
- if( t=="BB3D" ){
|
|
|
|
- int version=ReadInt();
|
|
|
|
-
|
|
|
|
- if (!DefaultLogger::isNullLogger()) {
|
|
|
|
- char dmp[128];
|
|
|
|
- sprintf(dmp,"B3D file format version: %i",version);
|
|
|
|
- DefaultLogger::get()->info(dmp);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- while( ChunkSize() ){
|
|
|
|
- string t=ReadChunk();
|
|
|
|
- if( t=="TEXS" ){
|
|
|
|
- ReadTEXS();
|
|
|
|
- }else if( t=="BRUS" ){
|
|
|
|
- ReadBRUS();
|
|
|
|
- }else if( t=="NODE" ){
|
|
|
|
- ReadNODE( 0 );
|
|
|
|
- }
|
|
|
|
- ExitChunk();
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- ExitChunk();
|
|
|
|
-
|
|
|
|
- if( !_nodes.size() ) Fail( "No nodes" );
|
|
|
|
-
|
|
|
|
- if( !_meshes.size() ) Fail( "No meshes" );
|
|
|
|
-
|
|
|
|
- //Fix nodes/meshes/bones
|
|
|
|
- for(size_t i=0;i<_nodes.size();++i ){
|
|
|
|
- aiNode *node=_nodes[i];
|
|
|
|
-
|
|
|
|
- for( size_t j=0;j<node->mNumMeshes;++j ){
|
|
|
|
- aiMesh *mesh=_meshes[node->mMeshes[j]];
|
|
|
|
-
|
|
|
|
- int n_tris=mesh->mNumFaces;
|
|
|
|
- int n_verts=mesh->mNumVertices=n_tris * 3;
|
|
|
|
-
|
|
|
|
- aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
|
|
|
|
- if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
|
|
|
|
- if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
|
|
|
|
-
|
|
|
|
- aiFace *face=mesh->mFaces;
|
|
|
|
-
|
|
|
|
- vector< vector<aiVertexWeight> > vweights( _nodes.size() );
|
|
|
|
-
|
|
|
|
- for( int i=0;i<n_verts;i+=3 ){
|
|
|
|
- for( int j=0;j<3;++j ){
|
|
|
|
- Vertex &v=_vertices[face->mIndices[j]];
|
|
|
|
-
|
|
|
|
- *mv++=v.vertex;
|
|
|
|
- if( mn ) *mn++=v.normal;
|
|
|
|
- if( mc ) *mc++=v.texcoords;
|
|
|
|
-
|
|
|
|
- face->mIndices[j]=i+j;
|
|
|
|
-
|
|
|
|
- for( int k=0;k<4;++k ){
|
|
|
|
- if( !v.weights[k] ) break;
|
|
|
|
-
|
|
|
|
- int bone=v.bones[k];
|
|
|
|
- float weight=v.weights[k];
|
|
|
|
-
|
|
|
|
- vweights[bone].push_back( aiVertexWeight(i+j,weight) );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- ++face;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- vector<aiBone*> bones;
|
|
|
|
- for(size_t i=0;i<vweights.size();++i ){
|
|
|
|
- vector<aiVertexWeight> &weights=vweights[i];
|
|
|
|
- if( !weights.size() ) continue;
|
|
|
|
-
|
|
|
|
- aiBone *bone=new aiBone;
|
|
|
|
- bones.push_back( bone );
|
|
|
|
-
|
|
|
|
- aiNode *bnode=_nodes[i];
|
|
|
|
-
|
|
|
|
- bone->mName=bnode->mName;
|
|
|
|
- bone->mNumWeights=weights.size();
|
|
|
|
- bone->mWeights=to_array( weights );
|
|
|
|
-
|
|
|
|
- aiMatrix4x4 mat=bnode->mTransformation;
|
|
|
|
- while( bnode->mParent ){
|
|
|
|
- bnode=bnode->mParent;
|
|
|
|
- mat=bnode->mTransformation * mat;
|
|
|
|
- }
|
|
|
|
- bone->mOffsetMatrix=mat.Inverse();
|
|
|
|
- }
|
|
|
|
- mesh->mNumBones=bones.size();
|
|
|
|
- mesh->mBones=to_array( bones );
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- //nodes
|
|
|
|
- scene->mRootNode=_nodes[0];
|
|
|
|
-
|
|
|
|
- //material
|
|
|
|
- if( !_materials.size() ){
|
|
|
|
- _materials.push_back( new aiMaterial );
|
|
|
|
- }
|
|
|
|
- scene->mNumMaterials=_materials.size();
|
|
|
|
- scene->mMaterials=to_array( _materials );
|
|
|
|
-
|
|
|
|
- //meshes
|
|
|
|
- scene->mNumMeshes=_meshes.size();
|
|
|
|
- scene->mMeshes=to_array( _meshes );
|
|
|
|
-
|
|
|
|
- //animations
|
|
|
|
- if( _animations.size()==1 && _nodeAnims.size() ){
|
|
|
|
-
|
|
|
|
- aiAnimation *anim=_animations.back();
|
|
|
|
- anim->mNumChannels=_nodeAnims.size();
|
|
|
|
- anim->mChannels=to_array( _nodeAnims );
|
|
|
|
-
|
|
|
|
- scene->mNumAnimations=_animations.size();
|
|
|
|
- scene->mAnimations=to_array( _animations );
|
|
|
|
- }
|
|
|
|
|
|
+ _textures.clear();
|
|
|
|
+ _materials.clear();
|
|
|
|
+
|
|
|
|
+ _vertices.clear();
|
|
|
|
+ _meshes.clear();
|
|
|
|
+
|
|
|
|
+ _nodes.clear();
|
|
|
|
+ _nodeAnims.clear();
|
|
|
|
+ _animations.clear();
|
|
|
|
+
|
|
|
|
+ string t=ReadChunk();
|
|
|
|
+ if( t=="BB3D" ){
|
|
|
|
+ int version=ReadInt();
|
|
|
|
+
|
|
|
|
+ if (!DefaultLogger::isNullLogger()) {
|
|
|
|
+ char dmp[128];
|
|
|
|
+ sprintf(dmp,"B3D file format version: %i",version);
|
|
|
|
+ DefaultLogger::get()->info(dmp);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ while( ChunkSize() ){
|
|
|
|
+ string t=ReadChunk();
|
|
|
|
+ if( t=="TEXS" ){
|
|
|
|
+ ReadTEXS();
|
|
|
|
+ }else if( t=="BRUS" ){
|
|
|
|
+ ReadBRUS();
|
|
|
|
+ }else if( t=="NODE" ){
|
|
|
|
+ ReadNODE( 0 );
|
|
|
|
+ }
|
|
|
|
+ ExitChunk();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ ExitChunk();
|
|
|
|
+
|
|
|
|
+ if( !_nodes.size() ) Fail( "No nodes" );
|
|
|
|
+
|
|
|
|
+ if( !_meshes.size() ) Fail( "No meshes" );
|
|
|
|
+
|
|
|
|
+ //Fix nodes/meshes/bones
|
|
|
|
+ for(size_t i=0;i<_nodes.size();++i ){
|
|
|
|
+ aiNode *node=_nodes[i];
|
|
|
|
+
|
|
|
|
+ for( size_t j=0;j<node->mNumMeshes;++j ){
|
|
|
|
+ aiMesh *mesh=_meshes[node->mMeshes[j]];
|
|
|
|
+
|
|
|
|
+ int n_tris=mesh->mNumFaces;
|
|
|
|
+ int n_verts=mesh->mNumVertices=n_tris * 3;
|
|
|
|
+
|
|
|
|
+ aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
|
|
|
|
+ if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
|
|
|
|
+ if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
|
|
|
|
+
|
|
|
|
+ aiFace *face=mesh->mFaces;
|
|
|
|
+
|
|
|
|
+ vector< vector<aiVertexWeight> > vweights( _nodes.size() );
|
|
|
|
+
|
|
|
|
+ for( int i=0;i<n_verts;i+=3 ){
|
|
|
|
+ for( int j=0;j<3;++j ){
|
|
|
|
+ Vertex &v=_vertices[face->mIndices[j]];
|
|
|
|
+
|
|
|
|
+ *mv++=v.vertex;
|
|
|
|
+ if( mn ) *mn++=v.normal;
|
|
|
|
+ if( mc ) *mc++=v.texcoords;
|
|
|
|
+
|
|
|
|
+ face->mIndices[j]=i+j;
|
|
|
|
+
|
|
|
|
+ for( int k=0;k<4;++k ){
|
|
|
|
+ if( !v.weights[k] ) break;
|
|
|
|
+
|
|
|
|
+ int bone=v.bones[k];
|
|
|
|
+ float weight=v.weights[k];
|
|
|
|
+
|
|
|
|
+ vweights[bone].push_back( aiVertexWeight(i+j,weight) );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ ++face;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ vector<aiBone*> bones;
|
|
|
|
+ for(size_t i=0;i<vweights.size();++i ){
|
|
|
|
+ vector<aiVertexWeight> &weights=vweights[i];
|
|
|
|
+ if( !weights.size() ) continue;
|
|
|
|
+
|
|
|
|
+ aiBone *bone=new aiBone;
|
|
|
|
+ bones.push_back( bone );
|
|
|
|
+
|
|
|
|
+ aiNode *bnode=_nodes[i];
|
|
|
|
+
|
|
|
|
+ bone->mName=bnode->mName;
|
|
|
|
+ bone->mNumWeights=weights.size();
|
|
|
|
+ bone->mWeights=to_array( weights );
|
|
|
|
+
|
|
|
|
+ aiMatrix4x4 mat=bnode->mTransformation;
|
|
|
|
+ while( bnode->mParent ){
|
|
|
|
+ bnode=bnode->mParent;
|
|
|
|
+ mat=bnode->mTransformation * mat;
|
|
|
|
+ }
|
|
|
|
+ bone->mOffsetMatrix=mat.Inverse();
|
|
|
|
+ }
|
|
|
|
+ mesh->mNumBones=bones.size();
|
|
|
|
+ mesh->mBones=to_array( bones );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //nodes
|
|
|
|
+ scene->mRootNode=_nodes[0];
|
|
|
|
+
|
|
|
|
+ //material
|
|
|
|
+ if( !_materials.size() ){
|
|
|
|
+ _materials.push_back( new aiMaterial );
|
|
|
|
+ }
|
|
|
|
+ scene->mNumMaterials=_materials.size();
|
|
|
|
+ scene->mMaterials=to_array( _materials );
|
|
|
|
+
|
|
|
|
+ //meshes
|
|
|
|
+ scene->mNumMeshes=_meshes.size();
|
|
|
|
+ scene->mMeshes=to_array( _meshes );
|
|
|
|
+
|
|
|
|
+ //animations
|
|
|
|
+ if( _animations.size()==1 && _nodeAnims.size() ){
|
|
|
|
+
|
|
|
|
+ aiAnimation *anim=_animations.back();
|
|
|
|
+ anim->mNumChannels=_nodeAnims.size();
|
|
|
|
+ anim->mChannels=to_array( _nodeAnims );
|
|
|
|
+
|
|
|
|
+ scene->mNumAnimations=_animations.size();
|
|
|
|
+ scene->mAnimations=to_array( _animations );
|
|
|
|
+ }
|
|
|
|
|
|
- // convert to RH
|
|
|
|
- MakeLeftHandedProcess makeleft;
|
|
|
|
- makeleft.Execute( scene );
|
|
|
|
|
|
+ // convert to RH
|
|
|
|
+ MakeLeftHandedProcess makeleft;
|
|
|
|
+ makeleft.Execute( scene );
|
|
|
|
|
|
- FlipWindingOrderProcess flip;
|
|
|
|
- flip.Execute( scene );
|
|
|
|
|
|
+ FlipWindingOrderProcess flip;
|
|
|
|
+ flip.Execute( scene );
|
|
}
|
|
}
|
|
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
|
|
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
|