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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2018, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file BlenderLoader.cpp
- * @brief Implementation of the Blender3D importer class.
- */
- //#define ASSIMP_BUILD_NO_COMPRESSED_BLEND
- // Uncomment this to disable support for (gzip)compressed .BLEND files
- #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
- #include "BlenderIntermediate.h"
- #include "BlenderModifier.h"
- #include "BlenderBMesh.h"
- #include <assimp/StringUtils.h>
- #include <assimp/scene.h>
- #include <assimp/importerdesc.h>
- #include <assimp/StringComparison.h>
- #include <assimp/StreamReader.h>
- #include <assimp/MemoryIOWrapper.h>
- #include <cctype>
- // zlib is needed for compressed blend files
- #ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
- # ifdef ASSIMP_BUILD_NO_OWN_ZLIB
- # include <zlib.h>
- # else
- # include "../contrib/zlib/zlib.h"
- # endif
- #endif
- namespace Assimp {
- template<> const char* LogFunctions<BlenderImporter>::Prefix()
- {
- static auto prefix = "BLEND: ";
- return prefix;
- }
- }
- using namespace Assimp;
- using namespace Assimp::Blender;
- using namespace Assimp::Formatter;
- static const aiImporterDesc blenderDesc = {
- "Blender 3D Importer \nhttp://www.blender3d.org",
- "",
- "",
- "No animation support yet",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 2,
- 50,
- "blend"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- BlenderImporter::BlenderImporter()
- : modifier_cache(new BlenderModifierShowcase()) {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- BlenderImporter::~BlenderImporter()
- {
- delete modifier_cache;
- }
- static const char* Tokens[] = { "BLENDER" };
- static const char* TokensForSearch[] = { "blender" };
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool BlenderImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
- {
- const std::string& extension = GetExtension(pFile);
- if (extension == "blend") {
- return true;
- }
- else if ((!extension.length() || checkSig) && pIOHandler) {
- // note: this won't catch compressed files
- return SearchFileHeaderForToken(pIOHandler,pFile, TokensForSearch,1);
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // List all extensions handled by this loader
- void BlenderImporter::GetExtensionList(std::set<std::string>& app)
- {
- app.insert("blend");
- }
- // ------------------------------------------------------------------------------------------------
- // Loader registry entry
- const aiImporterDesc* BlenderImporter::GetInfo () const
- {
- return &blenderDesc;
- }
- // ------------------------------------------------------------------------------------------------
- // Setup configuration properties for the loader
- void BlenderImporter::SetupProperties(const Importer* /*pImp*/)
- {
- // nothing to be done for the moment
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void BlenderImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
- {
- #ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
- std::vector<Bytef> uncompressed;
- #endif
- FileDatabase file;
- std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
- if (!stream) {
- ThrowException("Could not open file for reading");
- }
- char magic[8] = {0};
- stream->Read(magic,7,1);
- if (strcmp(magic, Tokens[0] )) {
- // Check for presence of the gzip header. If yes, assume it is a
- // compressed blend file and try uncompressing it, else fail. This is to
- // avoid uncompressing random files which our loader might end up with.
- #ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
- ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
- #else
- if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
- ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
- }
- LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
- if (magic[2] != 8) {
- ThrowException("Unsupported GZIP compression method");
- }
- // http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
- stream->Seek(0L,aiOrigin_SET);
- std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
- // build a zlib stream
- z_stream zstream;
- zstream.opaque = Z_NULL;
- zstream.zalloc = Z_NULL;
- zstream.zfree = Z_NULL;
- zstream.data_type = Z_BINARY;
- // http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
- inflateInit2(&zstream, 16+MAX_WBITS);
- zstream.next_in = reinterpret_cast<Bytef*>( reader->GetPtr() );
- zstream.avail_in = reader->GetRemainingSize();
- size_t total = 0l;
- // TODO: be smarter about this, decompress directly into heap buffer
- // and decompress the data .... do 1k chunks in the hope that we won't kill the stack
- #define MYBLOCK 1024
- Bytef block[MYBLOCK];
- int ret;
- do {
- zstream.avail_out = MYBLOCK;
- zstream.next_out = block;
- ret = inflate(&zstream, Z_NO_FLUSH);
- if (ret != Z_STREAM_END && ret != Z_OK) {
- ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .BLEND file");
- }
- const size_t have = MYBLOCK - zstream.avail_out;
- total += have;
- uncompressed.resize(total);
- memcpy(uncompressed.data() + total - have,block,have);
- }
- while (ret != Z_STREAM_END);
- // terminate zlib
- inflateEnd(&zstream);
- // replace the input stream with a memory stream
- stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(uncompressed.data()),total));
- // .. and retry
- stream->Read(magic,7,1);
- if (strcmp(magic,"BLENDER")) {
- ThrowException("Found no BLENDER magic word in decompressed GZIP file");
- }
- #endif
- }
- file.i64bit = (stream->Read(magic,1,1),magic[0]=='-');
- file.little = (stream->Read(magic,1,1),magic[0]=='v');
- stream->Read(magic,3,1);
- magic[3] = '\0';
- LogInfo((format(),"Blender version is ",magic[0],".",magic+1,
- " (64bit: ",file.i64bit?"true":"false",
- ", little endian: ",file.little?"true":"false",")"
- ));
- ParseBlendFile(file,stream);
- Scene scene;
- ExtractScene(scene,file);
- ConvertBlendFile(pScene,scene,file);
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::ParseBlendFile(FileDatabase& out, std::shared_ptr<IOStream> stream)
- {
- out.reader = std::shared_ptr<StreamReaderAny>(new StreamReaderAny(stream,out.little));
- DNAParser dna_reader(out);
- const DNA* dna = NULL;
- out.entries.reserve(128); { // even small BLEND files tend to consist of many file blocks
- SectionParser parser(*out.reader.get(),out.i64bit);
- // first parse the file in search for the DNA and insert all other sections into the database
- while ((parser.Next(),1)) {
- const FileBlockHead& head = parser.GetCurrent();
- if (head.id == "ENDB") {
- break; // only valid end of the file
- }
- else if (head.id == "DNA1") {
- dna_reader.Parse();
- dna = &dna_reader.GetDNA();
- continue;
- }
- out.entries.push_back(head);
- }
- }
- if (!dna) {
- ThrowException("SDNA not found");
- }
- std::sort(out.entries.begin(),out.entries.end());
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::ExtractScene(Scene& out, const FileDatabase& file)
- {
- const FileBlockHead* block = NULL;
- std::map<std::string,size_t>::const_iterator it = file.dna.indices.find("Scene");
- if (it == file.dna.indices.end()) {
- ThrowException("There is no `Scene` structure record");
- }
- const Structure& ss = file.dna.structures[(*it).second];
- // we need a scene somewhere to start with.
- for(const FileBlockHead& bl :file.entries) {
- // Fix: using the DNA index is more reliable to locate scenes
- //if (bl.id == "SC") {
- if (bl.dna_index == (*it).second) {
- block = &bl;
- break;
- }
- }
- if (!block) {
- ThrowException("There is not a single `Scene` record to load");
- }
- file.reader->SetCurrentPos(block->start);
- ss.Convert(out,file);
- #ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ASSIMP_LOG_INFO_F(
- "(Stats) Fields read: " ,file.stats().fields_read,
- ", pointers resolved: " ,file.stats().pointers_resolved,
- ", cache hits: " ,file.stats().cache_hits,
- ", cached objects: " ,file.stats().cached_objects
- );
- #endif
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileDatabase& file)
- {
- ConversionData conv(file);
- // FIXME it must be possible to take the hierarchy directly from
- // the file. This is terrible. Here, we're first looking for
- // all objects which don't have parent objects at all -
- std::deque<const Object*> no_parents;
- for (std::shared_ptr<Base> cur = std::static_pointer_cast<Base> ( in.base.first ); cur; cur = cur->next) {
- if (cur->object) {
- if(!cur->object->parent) {
- no_parents.push_back(cur->object.get());
- } else {
- conv.objects.insert( cur->object.get() );
- }
- }
- }
- for (std::shared_ptr<Base> cur = in.basact; cur; cur = cur->next) {
- if (cur->object) {
- if(cur->object->parent) {
- conv.objects.insert(cur->object.get());
- }
- }
- }
- if (no_parents.empty()) {
- ThrowException("Expected at least one object with no parent");
- }
- aiNode* root = out->mRootNode = new aiNode("<BlenderRoot>");
- root->mNumChildren = static_cast<unsigned int>(no_parents.size());
- root->mChildren = new aiNode*[root->mNumChildren]();
- for (unsigned int i = 0; i < root->mNumChildren; ++i) {
- root->mChildren[i] = ConvertNode(in, no_parents[i], conv, aiMatrix4x4());
- root->mChildren[i]->mParent = root;
- }
- BuildMaterials(conv);
- if (conv.meshes->size()) {
- out->mMeshes = new aiMesh*[out->mNumMeshes = static_cast<unsigned int>( conv.meshes->size() )];
- std::copy(conv.meshes->begin(),conv.meshes->end(),out->mMeshes);
- conv.meshes.dismiss();
- }
- if (conv.lights->size()) {
- out->mLights = new aiLight*[out->mNumLights = static_cast<unsigned int>( conv.lights->size() )];
- std::copy(conv.lights->begin(),conv.lights->end(),out->mLights);
- conv.lights.dismiss();
- }
- if (conv.cameras->size()) {
- out->mCameras = new aiCamera*[out->mNumCameras = static_cast<unsigned int>( conv.cameras->size() )];
- std::copy(conv.cameras->begin(),conv.cameras->end(),out->mCameras);
- conv.cameras.dismiss();
- }
- if (conv.materials->size()) {
- out->mMaterials = new aiMaterial*[out->mNumMaterials = static_cast<unsigned int>( conv.materials->size() )];
- std::copy(conv.materials->begin(),conv.materials->end(),out->mMaterials);
- conv.materials.dismiss();
- }
- if (conv.textures->size()) {
- out->mTextures = new aiTexture*[out->mNumTextures = static_cast<unsigned int>( conv.textures->size() )];
- std::copy(conv.textures->begin(),conv.textures->end(),out->mTextures);
- conv.textures.dismiss();
- }
- // acknowledge that the scene might come out incomplete
- // by Assimp's definition of `complete`: blender scenes
- // can consist of thousands of cameras or lights with
- // not a single mesh between them.
- if (!out->mNumMeshes) {
- out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::ResolveImage(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
- {
- (void)mat; (void)tex; (void)conv_data;
- aiString name;
- // check if the file contents are bundled with the BLEND file
- if (img->packedfile) {
- name.data[0] = '*';
- name.length = 1+ ASSIMP_itoa10(name.data+1,static_cast<unsigned int>(MAXLEN-1), static_cast<int32_t>(conv_data.textures->size()));
- conv_data.textures->push_back(new aiTexture());
- aiTexture* tex = conv_data.textures->back();
- // usually 'img->name' will be the original file name of the embedded textures,
- // so we can extract the file extension from it.
- const size_t nlen = strlen( img->name );
- const char* s = img->name+nlen, *e = s;
- while ( s >= img->name && *s != '.' ) {
- --s;
- }
- tex->achFormatHint[0] = s+1>e ? '\0' : ::tolower( s[1] );
- tex->achFormatHint[1] = s+2>e ? '\0' : ::tolower( s[2] );
- tex->achFormatHint[2] = s+3>e ? '\0' : ::tolower( s[3] );
- tex->achFormatHint[3] = '\0';
- // tex->mHeight = 0;
- tex->mWidth = img->packedfile->size;
- uint8_t* ch = new uint8_t[tex->mWidth];
- conv_data.db.reader->SetCurrentPos(static_cast<size_t>( img->packedfile->data->val));
- conv_data.db.reader->CopyAndAdvance(ch,tex->mWidth);
- tex->pcData = reinterpret_cast<aiTexel*>(ch);
- LogInfo("Reading embedded texture, original file was "+std::string(img->name));
- } else {
- name = aiString( img->name );
- }
- aiTextureType texture_type = aiTextureType_UNKNOWN;
- MTex::MapType map_type = tex->mapto;
- if (map_type & MTex::MapType_COL)
- texture_type = aiTextureType_DIFFUSE;
- else if (map_type & MTex::MapType_NORM) {
- if (tex->tex->imaflag & Tex::ImageFlags_NORMALMAP) {
- texture_type = aiTextureType_NORMALS;
- }
- else {
- texture_type = aiTextureType_HEIGHT;
- }
- out->AddProperty(&tex->norfac,1,AI_MATKEY_BUMPSCALING);
- }
- else if (map_type & MTex::MapType_COLSPEC)
- texture_type = aiTextureType_SPECULAR;
- else if (map_type & MTex::MapType_COLMIR)
- texture_type = aiTextureType_REFLECTION;
- //else if (map_type & MTex::MapType_REF)
- else if (map_type & MTex::MapType_SPEC)
- texture_type = aiTextureType_SHININESS;
- else if (map_type & MTex::MapType_EMIT)
- texture_type = aiTextureType_EMISSIVE;
- //else if (map_type & MTex::MapType_ALPHA)
- //else if (map_type & MTex::MapType_HAR)
- //else if (map_type & MTex::MapType_RAYMIRR)
- //else if (map_type & MTex::MapType_TRANSLU)
- else if (map_type & MTex::MapType_AMB)
- texture_type = aiTextureType_AMBIENT;
- else if (map_type & MTex::MapType_DISPLACE)
- texture_type = aiTextureType_DISPLACEMENT;
- //else if (map_type & MTex::MapType_WARP)
- out->AddProperty(&name,AI_MATKEY_TEXTURE(texture_type,
- conv_data.next_texture[texture_type]++));
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
- {
- (void)mat; (void)tex; (void)conv_data;
- aiString name;
- name.length = ai_snprintf(name.data, MAXLEN, "Procedural,num=%i,type=%s",conv_data.sentinel_cnt++,
- GetTextureTypeDisplayString(tex->tex->type)
- );
- out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
- conv_data.next_texture[aiTextureType_DIFFUSE]++)
- );
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
- {
- const Tex* rtex = tex->tex.get();
- if(!rtex || !rtex->type) {
- return;
- }
- // We can't support most of the texture types because they're mostly procedural.
- // These are substituted by a dummy texture.
- const char* dispnam = "";
- switch( rtex->type )
- {
- // these are listed in blender's UI
- case Tex::Type_CLOUDS :
- case Tex::Type_WOOD :
- case Tex::Type_MARBLE :
- case Tex::Type_MAGIC :
- case Tex::Type_BLEND :
- case Tex::Type_STUCCI :
- case Tex::Type_NOISE :
- case Tex::Type_PLUGIN :
- case Tex::Type_MUSGRAVE :
- case Tex::Type_VORONOI :
- case Tex::Type_DISTNOISE :
- case Tex::Type_ENVMAP :
- // these do no appear in the UI, why?
- case Tex::Type_POINTDENSITY :
- case Tex::Type_VOXELDATA :
- LogWarn(std::string("Encountered a texture with an unsupported type: ")+dispnam);
- AddSentinelTexture(out, mat, tex, conv_data);
- break;
- case Tex::Type_IMAGE :
- if (!rtex->ima) {
- LogError("A texture claims to be an Image, but no image reference is given");
- break;
- }
- ResolveImage(out, mat, tex, rtex->ima.get(),conv_data);
- break;
- default:
- ai_assert(false);
- };
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::BuildDefaultMaterial(Blender::ConversionData& conv_data)
- {
- // add a default material if necessary
- unsigned int index = static_cast<unsigned int>( -1 );
- for( aiMesh* mesh : conv_data.meshes.get() ) {
- if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
- if (index == static_cast<unsigned int>( -1 )) {
- // Setup a default material.
- std::shared_ptr<Material> p(new Material());
- ai_assert(::strlen(AI_DEFAULT_MATERIAL_NAME) < sizeof(p->id.name)-2);
- strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
- // Note: MSVC11 does not zero-initialize Material here, although it should.
- // Thus all relevant fields should be explicitly initialized. We cannot add
- // a default constructor to Material since the DNA codegen does not support
- // parsing it.
- p->r = p->g = p->b = 0.6f;
- p->specr = p->specg = p->specb = 0.6f;
- p->ambr = p->ambg = p->ambb = 0.0f;
- p->mirr = p->mirg = p->mirb = 0.0f;
- p->emit = 0.f;
- p->alpha = 0.f;
- p->har = 0;
- index = static_cast<unsigned int>( conv_data.materials_raw.size() );
- conv_data.materials_raw.push_back(p);
- LogInfo("Adding default material");
- }
- mesh->mMaterialIndex = index;
- }
- }
- }
- void BlenderImporter::AddBlendParams(aiMaterial* result, const Material* source)
- {
- aiColor3D diffuseColor(source->r, source->g, source->b);
- result->AddProperty(&diffuseColor, 1, "$mat.blend.diffuse.color", 0, 0);
- float diffuseIntensity = source->ref;
- result->AddProperty(&diffuseIntensity, 1, "$mat.blend.diffuse.intensity", 0, 0);
- int diffuseShader = source->diff_shader;
- result->AddProperty(&diffuseShader, 1, "$mat.blend.diffuse.shader", 0, 0);
- int diffuseRamp = 0;
- result->AddProperty(&diffuseRamp, 1, "$mat.blend.diffuse.ramp", 0, 0);
- aiColor3D specularColor(source->specr, source->specg, source->specb);
- result->AddProperty(&specularColor, 1, "$mat.blend.specular.color", 0, 0);
- float specularIntensity = source->spec;
- result->AddProperty(&specularIntensity, 1, "$mat.blend.specular.intensity", 0, 0);
- int specularShader = source->spec_shader;
- result->AddProperty(&specularShader, 1, "$mat.blend.specular.shader", 0, 0);
- int specularRamp = 0;
- result->AddProperty(&specularRamp, 1, "$mat.blend.specular.ramp", 0, 0);
- int specularHardness = source->har;
- result->AddProperty(&specularHardness, 1, "$mat.blend.specular.hardness", 0, 0);
- int transparencyUse = source->mode & MA_TRANSPARENCY ? 1 : 0;
- result->AddProperty(&transparencyUse, 1, "$mat.blend.transparency.use", 0, 0);
- int transparencyMethod = source->mode & MA_RAYTRANSP ? 2 : (source->mode & MA_ZTRANSP ? 1 : 0);
- result->AddProperty(&transparencyMethod, 1, "$mat.blend.transparency.method", 0, 0);
- float transparencyAlpha = source->alpha;
- result->AddProperty(&transparencyAlpha, 1, "$mat.blend.transparency.alpha", 0, 0);
- float transparencySpecular = source->spectra;
- result->AddProperty(&transparencySpecular, 1, "$mat.blend.transparency.specular", 0, 0);
- float transparencyFresnel = source->fresnel_tra;
- result->AddProperty(&transparencyFresnel, 1, "$mat.blend.transparency.fresnel", 0, 0);
- float transparencyBlend = source->fresnel_tra_i;
- result->AddProperty(&transparencyBlend, 1, "$mat.blend.transparency.blend", 0, 0);
- float transparencyIor = source->ang;
- result->AddProperty(&transparencyIor, 1, "$mat.blend.transparency.ior", 0, 0);
- float transparencyFilter = source->filter;
- result->AddProperty(&transparencyFilter, 1, "$mat.blend.transparency.filter", 0, 0);
- float transparencyFalloff = source->tx_falloff;
- result->AddProperty(&transparencyFalloff, 1, "$mat.blend.transparency.falloff", 0, 0);
- float transparencyLimit = source->tx_limit;
- result->AddProperty(&transparencyLimit, 1, "$mat.blend.transparency.limit", 0, 0);
- int transparencyDepth = source->ray_depth_tra;
- result->AddProperty(&transparencyDepth, 1, "$mat.blend.transparency.depth", 0, 0);
- float transparencyGlossAmount = source->gloss_tra;
- result->AddProperty(&transparencyGlossAmount, 1, "$mat.blend.transparency.glossAmount", 0, 0);
- float transparencyGlossThreshold = source->adapt_thresh_tra;
- result->AddProperty(&transparencyGlossThreshold, 1, "$mat.blend.transparency.glossThreshold", 0, 0);
- int transparencyGlossSamples = source->samp_gloss_tra;
- result->AddProperty(&transparencyGlossSamples, 1, "$mat.blend.transparency.glossSamples", 0, 0);
- int mirrorUse = source->mode & MA_RAYMIRROR ? 1 : 0;
- result->AddProperty(&mirrorUse, 1, "$mat.blend.mirror.use", 0, 0);
- float mirrorReflectivity = source->ray_mirror;
- result->AddProperty(&mirrorReflectivity, 1, "$mat.blend.mirror.reflectivity", 0, 0);
- aiColor3D mirrorColor(source->mirr, source->mirg, source->mirb);
- result->AddProperty(&mirrorColor, 1, "$mat.blend.mirror.color", 0, 0);
- float mirrorFresnel = source->fresnel_mir;
- result->AddProperty(&mirrorFresnel, 1, "$mat.blend.mirror.fresnel", 0, 0);
- float mirrorBlend = source->fresnel_mir_i;
- result->AddProperty(&mirrorBlend, 1, "$mat.blend.mirror.blend", 0, 0);
- int mirrorDepth = source->ray_depth;
- result->AddProperty(&mirrorDepth, 1, "$mat.blend.mirror.depth", 0, 0);
- float mirrorMaxDist = source->dist_mir;
- result->AddProperty(&mirrorMaxDist, 1, "$mat.blend.mirror.maxDist", 0, 0);
- int mirrorFadeTo = source->fadeto_mir;
- result->AddProperty(&mirrorFadeTo, 1, "$mat.blend.mirror.fadeTo", 0, 0);
- float mirrorGlossAmount = source->gloss_mir;
- result->AddProperty(&mirrorGlossAmount, 1, "$mat.blend.mirror.glossAmount", 0, 0);
- float mirrorGlossThreshold = source->adapt_thresh_mir;
- result->AddProperty(&mirrorGlossThreshold, 1, "$mat.blend.mirror.glossThreshold", 0, 0);
- int mirrorGlossSamples = source->samp_gloss_mir;
- result->AddProperty(&mirrorGlossSamples, 1, "$mat.blend.mirror.glossSamples", 0, 0);
- float mirrorGlossAnisotropic = source->aniso_gloss_mir;
- result->AddProperty(&mirrorGlossAnisotropic, 1, "$mat.blend.mirror.glossAnisotropic", 0, 0);
- }
- void BlenderImporter::BuildMaterials(ConversionData& conv_data)
- {
- conv_data.materials->reserve(conv_data.materials_raw.size());
- BuildDefaultMaterial(conv_data);
- for(std::shared_ptr<Material> mat : conv_data.materials_raw) {
- // reset per material global counters
- for (size_t i = 0; i < sizeof(conv_data.next_texture)/sizeof(conv_data.next_texture[0]);++i) {
- conv_data.next_texture[i] = 0 ;
- }
- aiMaterial* mout = new aiMaterial();
- conv_data.materials->push_back(mout);
- // For any new material field handled here, the default material above must be updated with an appropriate default value.
- // set material name
- aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
- mout->AddProperty(&name,AI_MATKEY_NAME);
- // basic material colors
- aiColor3D col(mat->r,mat->g,mat->b);
- if (mat->r || mat->g || mat->b ) {
- // Usually, zero diffuse color means no diffuse color at all in the equation.
- // So we omit this member to express this intent.
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_DIFFUSE);
- if (mat->emit) {
- aiColor3D emit_col(mat->emit * mat->r, mat->emit * mat->g, mat->emit * mat->b) ;
- mout->AddProperty(&emit_col, 1, AI_MATKEY_COLOR_EMISSIVE) ;
- }
- }
- col = aiColor3D(mat->specr,mat->specg,mat->specb);
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_SPECULAR);
- // is hardness/shininess set?
- if( mat->har ) {
- const float har = mat->har;
- mout->AddProperty(&har,1,AI_MATKEY_SHININESS);
- }
- col = aiColor3D(mat->ambr,mat->ambg,mat->ambb);
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_AMBIENT);
- // is mirror enabled?
- if( mat->mode & MA_RAYMIRROR ) {
- const float ray_mirror = mat->ray_mirror;
- mout->AddProperty(&ray_mirror,1,AI_MATKEY_REFLECTIVITY);
- }
- col = aiColor3D(mat->mirr,mat->mirg,mat->mirb);
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_REFLECTIVE);
- for(size_t i = 0; i < sizeof(mat->mtex) / sizeof(mat->mtex[0]); ++i) {
- if (!mat->mtex[i]) {
- continue;
- }
- ResolveTexture(mout,mat.get(),mat->mtex[i].get(),conv_data);
- }
- AddBlendParams(mout, mat.get());
- }
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::CheckActualType(const ElemBase* dt, const char* check)
- {
- ai_assert(dt);
- if (strcmp(dt->dna_type,check)) {
- ThrowException((format(),
- "Expected object at ",std::hex,dt," to be of type `",check,
- "`, but it claims to be a `",dt->dna_type,"`instead"
- ));
- }
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::NotSupportedObjectType(const Object* obj, const char* type)
- {
- LogWarn((format(), "Object `",obj->id.name,"` - type is unsupported: `",type, "`, skipping" ));
- }
- // ------------------------------------------------------------------------------------------------
- void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, const Mesh* mesh,
- ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
- )
- {
- // TODO: Resolve various problems with BMesh triangulation before re-enabling.
- // See issues #400, #373, #318 #315 and #132.
- #if defined(TODO_FIX_BMESH_CONVERSION)
- BlenderBMeshConverter BMeshConverter( mesh );
- if ( BMeshConverter.ContainsBMesh( ) )
- {
- mesh = BMeshConverter.TriangulateBMesh( );
- }
- #endif
- typedef std::pair<const int,size_t> MyPair;
- if ((!mesh->totface && !mesh->totloop) || !mesh->totvert) {
- return;
- }
- // some sanity checks
- if (static_cast<size_t> ( mesh->totface ) > mesh->mface.size() ){
- ThrowException("Number of faces is larger than the corresponding array");
- }
- if (static_cast<size_t> ( mesh->totvert ) > mesh->mvert.size()) {
- ThrowException("Number of vertices is larger than the corresponding array");
- }
- if (static_cast<size_t> ( mesh->totloop ) > mesh->mloop.size()) {
- ThrowException("Number of vertices is larger than the corresponding array");
- }
- // collect per-submesh numbers
- std::map<int,size_t> per_mat;
- std::map<int,size_t> per_mat_verts;
- for (int i = 0; i < mesh->totface; ++i) {
- const MFace& mf = mesh->mface[i];
- per_mat[ mf.mat_nr ]++;
- per_mat_verts[ mf.mat_nr ] += mf.v4?4:3;
- }
- for (int i = 0; i < mesh->totpoly; ++i) {
- const MPoly& mp = mesh->mpoly[i];
- per_mat[ mp.mat_nr ]++;
- per_mat_verts[ mp.mat_nr ] += mp.totloop;
- }
- // ... and allocate the corresponding meshes
- const size_t old = temp->size();
- temp->reserve(temp->size() + per_mat.size());
- std::map<size_t,size_t> mat_num_to_mesh_idx;
- for(MyPair& it : per_mat) {
- mat_num_to_mesh_idx[it.first] = temp->size();
- temp->push_back(new aiMesh());
- aiMesh* out = temp->back();
- out->mVertices = new aiVector3D[per_mat_verts[it.first]];
- out->mNormals = new aiVector3D[per_mat_verts[it.first]];
- //out->mNumFaces = 0
- //out->mNumVertices = 0
- out->mFaces = new aiFace[it.second]();
- // all sub-meshes created from this mesh are named equally. this allows
- // curious users to recover the original adjacency.
- out->mName = aiString(mesh->id.name+2);
- // skip over the name prefix 'ME'
- // resolve the material reference and add this material to the set of
- // output materials. The (temporary) material index is the index
- // of the material entry within the list of resolved materials.
- if (mesh->mat) {
- if (static_cast<size_t> ( it.first ) >= mesh->mat.size() ) {
- ThrowException("Material index is out of range");
- }
- std::shared_ptr<Material> mat = mesh->mat[it.first];
- const std::deque< std::shared_ptr<Material> >::iterator has = std::find(
- conv_data.materials_raw.begin(),
- conv_data.materials_raw.end(),mat
- );
- if (has != conv_data.materials_raw.end()) {
- out->mMaterialIndex = static_cast<unsigned int>( std::distance(conv_data.materials_raw.begin(),has));
- }
- else {
- out->mMaterialIndex = static_cast<unsigned int>( conv_data.materials_raw.size() );
- conv_data.materials_raw.push_back(mat);
- }
- }
- else out->mMaterialIndex = static_cast<unsigned int>( -1 );
- }
- for (int i = 0; i < mesh->totface; ++i) {
- const MFace& mf = mesh->mface[i];
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
- aiFace& f = out->mFaces[out->mNumFaces++];
- f.mIndices = new unsigned int[ f.mNumIndices = mf.v4?4:3 ];
- aiVector3D* vo = out->mVertices + out->mNumVertices;
- aiVector3D* vn = out->mNormals + out->mNumVertices;
- // XXX we can't fold this easily, because we are restricted
- // to the member names from the BLEND file (v1,v2,v3,v4)
- // which are assigned by the genblenddna.py script and
- // cannot be changed without breaking the entire
- // import process.
- if (mf.v1 >= mesh->totvert) {
- ThrowException("Vertex index v1 out of range");
- }
- const MVert* v = &mesh->mvert[mf.v1];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[0] = out->mNumVertices++;
- ++vo;
- ++vn;
- // if (f.mNumIndices >= 2) {
- if (mf.v2 >= mesh->totvert) {
- ThrowException("Vertex index v2 out of range");
- }
- v = &mesh->mvert[mf.v2];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[1] = out->mNumVertices++;
- ++vo;
- ++vn;
- if (mf.v3 >= mesh->totvert) {
- ThrowException("Vertex index v3 out of range");
- }
- // if (f.mNumIndices >= 3) {
- v = &mesh->mvert[mf.v3];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[2] = out->mNumVertices++;
- ++vo;
- ++vn;
- if (mf.v4 >= mesh->totvert) {
- ThrowException("Vertex index v4 out of range");
- }
- // if (f.mNumIndices >= 4) {
- if (mf.v4) {
- v = &mesh->mvert[mf.v4];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[3] = out->mNumVertices++;
- ++vo;
- ++vn;
- out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- }
- else out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- // }
- // }
- // }
- }
- for (int i = 0; i < mesh->totpoly; ++i) {
- const MPoly& mf = mesh->mpoly[i];
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
- aiFace& f = out->mFaces[out->mNumFaces++];
- f.mIndices = new unsigned int[ f.mNumIndices = mf.totloop ];
- aiVector3D* vo = out->mVertices + out->mNumVertices;
- aiVector3D* vn = out->mNormals + out->mNumVertices;
- // XXX we can't fold this easily, because we are restricted
- // to the member names from the BLEND file (v1,v2,v3,v4)
- // which are assigned by the genblenddna.py script and
- // cannot be changed without breaking the entire
- // import process.
- for (int j = 0;j < mf.totloop; ++j)
- {
- const MLoop& loop = mesh->mloop[mf.loopstart + j];
- if (loop.v >= mesh->totvert) {
- ThrowException("Vertex index out of range");
- }
- const MVert& v = mesh->mvert[loop.v];
- vo->x = v.co[0];
- vo->y = v.co[1];
- vo->z = v.co[2];
- vn->x = v.no[0];
- vn->y = v.no[1];
- vn->z = v.no[2];
- f.mIndices[j] = out->mNumVertices++;
- ++vo;
- ++vn;
- }
- if (mf.totloop == 3)
- {
- out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- }
- else
- {
- out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- }
- }
- // collect texture coordinates, they're stored in a separate per-face buffer
- if (mesh->mtface || mesh->mloopuv) {
- if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
- ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
- }
- for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
- ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
- (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
- (*it)->mNumFaces = (*it)->mNumVertices = 0;
- }
- for (int i = 0; i < mesh->totface; ++i) {
- const MTFace* v = &mesh->mtface[i];
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
- aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
- for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
- vo->x = v->uv[i][0];
- vo->y = v->uv[i][1];
- }
- }
- for (int i = 0; i < mesh->totpoly; ++i) {
- const MPoly& v = mesh->mpoly[i];
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
- aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
- for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
- const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
- vo->x = uv.uv[0];
- vo->y = uv.uv[1];
- }
- }
- }
- // collect texture coordinates, old-style (marked as deprecated in current blender sources)
- if (mesh->tface) {
- if (mesh->totface > static_cast<int> ( mesh->tface.size())) {
- ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
- }
- for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
- ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
- (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
- (*it)->mNumFaces = (*it)->mNumVertices = 0;
- }
- for (int i = 0; i < mesh->totface; ++i) {
- const TFace* v = &mesh->tface[i];
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
- aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
- for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
- vo->x = v->uv[i][0];
- vo->y = v->uv[i][1];
- }
- }
- }
- // collect vertex colors, stored separately as well
- if (mesh->mcol || mesh->mloopcol) {
- if (mesh->totface > static_cast<int> ( (mesh->mcol.size()/4)) ) {
- ThrowException("Number of faces is larger than the corresponding color face array");
- }
- for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
- ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
- (*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
- (*it)->mNumFaces = (*it)->mNumVertices = 0;
- }
- for (int i = 0; i < mesh->totface; ++i) {
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
- aiColor4D* vo = &out->mColors[0][out->mNumVertices];
- for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo,++out->mNumVertices) {
- const MCol* col = &mesh->mcol[(i<<2)+n];
- vo->r = col->r;
- vo->g = col->g;
- vo->b = col->b;
- vo->a = col->a;
- }
- for (unsigned int n = f.mNumIndices; n < 4; ++n);
- }
- for (int i = 0; i < mesh->totpoly; ++i) {
- const MPoly& v = mesh->mpoly[i];
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
- aiColor4D* vo = &out->mColors[0][out->mNumVertices];
- const ai_real scaleZeroToOne = 1.f/255.f;
- for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
- const MLoopCol& col = mesh->mloopcol[v.loopstart + j];
- vo->r = ai_real(col.r) * scaleZeroToOne;
- vo->g = ai_real(col.g) * scaleZeroToOne;
- vo->b = ai_real(col.b) * scaleZeroToOne;
- vo->a = ai_real(col.a) * scaleZeroToOne;
- }
- }
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* cam, ConversionData& /*conv_data*/)
- {
- std::unique_ptr<aiCamera> out(new aiCamera());
- out->mName = obj->id.name+2;
- out->mPosition = aiVector3D(0.f, 0.f, 0.f);
- out->mUp = aiVector3D(0.f, 1.f, 0.f);
- out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
- if (cam->sensor_x && cam->lens) {
- out->mHorizontalFOV = std::atan2(cam->sensor_x, 2.f * cam->lens);
- }
- out->mClipPlaneNear = cam->clipsta;
- out->mClipPlaneFar = cam->clipend;
- return out.release();
- }
- // ------------------------------------------------------------------------------------------------
- aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, const Lamp* lamp, ConversionData& /*conv_data*/)
- {
- std::unique_ptr<aiLight> out(new aiLight());
- out->mName = obj->id.name+2;
- switch (lamp->type)
- {
- case Lamp::Type_Local:
- out->mType = aiLightSource_POINT;
- break;
- case Lamp::Type_Sun:
- out->mType = aiLightSource_DIRECTIONAL;
- // blender orients directional lights as facing toward -z
- out->mDirection = aiVector3D(0.f, 0.f, -1.f);
- out->mUp = aiVector3D(0.f, 1.f, 0.f);
- break;
- case Lamp::Type_Area:
- out->mType = aiLightSource_AREA;
- if (lamp->area_shape == 0) {
- out->mSize = aiVector2D(lamp->area_size, lamp->area_size);
- }
- else {
- out->mSize = aiVector2D(lamp->area_size, lamp->area_sizey);
- }
- // blender orients directional lights as facing toward -z
- out->mDirection = aiVector3D(0.f, 0.f, -1.f);
- out->mUp = aiVector3D(0.f, 1.f, 0.f);
- break;
- default:
- break;
- }
- out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
- out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
- out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
- return out.release();
- }
- // ------------------------------------------------------------------------------------------------
- aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data, const aiMatrix4x4& parentTransform)
- {
- std::deque<const Object*> children;
- for(ObjectSet::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;) {
- const Object* object = *it;
- if (object->parent == obj) {
- children.push_back(object);
- conv_data.objects.erase(it++);
- continue;
- }
- ++it;
- }
- std::unique_ptr<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
- if (obj->data) {
- switch (obj->type)
- {
- case Object :: Type_EMPTY:
- break; // do nothing
- // supported object types
- case Object :: Type_MESH: {
- const size_t old = conv_data.meshes->size();
- CheckActualType(obj->data.get(),"Mesh");
- ConvertMesh(in,obj,static_cast<const Mesh*>(obj->data.get()),conv_data,conv_data.meshes);
- if (conv_data.meshes->size() > old) {
- node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size()-old)];
- for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
- node->mMeshes[i] = static_cast<unsigned int>(i + old);
- }
- }}
- break;
- case Object :: Type_LAMP: {
- CheckActualType(obj->data.get(),"Lamp");
- aiLight* mesh = ConvertLight(in,obj,static_cast<const Lamp*>(
- obj->data.get()),conv_data);
- if (mesh) {
- conv_data.lights->push_back(mesh);
- }}
- break;
- case Object :: Type_CAMERA: {
- CheckActualType(obj->data.get(),"Camera");
- aiCamera* mesh = ConvertCamera(in,obj,static_cast<const Camera*>(
- obj->data.get()),conv_data);
- if (mesh) {
- conv_data.cameras->push_back(mesh);
- }}
- break;
- // unsupported object types / log, but do not break
- case Object :: Type_CURVE:
- NotSupportedObjectType(obj,"Curve");
- break;
- case Object :: Type_SURF:
- NotSupportedObjectType(obj,"Surface");
- break;
- case Object :: Type_FONT:
- NotSupportedObjectType(obj,"Font");
- break;
- case Object :: Type_MBALL:
- NotSupportedObjectType(obj,"MetaBall");
- break;
- case Object :: Type_WAVE:
- NotSupportedObjectType(obj,"Wave");
- break;
- case Object :: Type_LATTICE:
- NotSupportedObjectType(obj,"Lattice");
- break;
- // invalid or unknown type
- default:
- break;
- }
- }
- for(unsigned int x = 0; x < 4; ++x) {
- for(unsigned int y = 0; y < 4; ++y) {
- node->mTransformation[y][x] = obj->obmat[x][y];
- }
- }
- aiMatrix4x4 m = parentTransform;
- m = m.Inverse();
- node->mTransformation = m*node->mTransformation;
- if (children.size()) {
- node->mNumChildren = static_cast<unsigned int>(children.size());
- aiNode** nd = node->mChildren = new aiNode*[node->mNumChildren]();
- for (const Object* nobj :children) {
- *nd = ConvertNode(in,nobj,conv_data,node->mTransformation * parentTransform);
- (*nd++)->mParent = node.get();
- }
- }
- // apply modifiers
- modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
- return node.release();
- }
- #endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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