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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the ASE importer class */
- #include "ASELoader.h"
- #include "3DSSpatialSort.h"
- #include "MaterialSystem.h"
- #include "fast_atof.h"
- #include "../include/IOStream.h"
- #include "../include/IOSystem.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- #include "../include/aiAssert.h"
- #include "../include/DefaultLogger.h"
- #include <boost/scoped_ptr.hpp>
- using namespace Assimp;
- using namespace Assimp::ASE;
- #define LOGOUT_WARN(x) DefaultLogger::get()->warn(x);
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- ASEImporter::ASEImporter()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- ASEImporter::~ASEImporter()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
- {
- // simple check of file extension is enough for the moment
- std::string::size_type pos = pFile.find_last_of('.');
- // no file extension - can't read
- if( pos == std::string::npos)
- return false;
- std::string extension = pFile.substr( pos);
- if (extension.length() < 4)return false;
- if (extension[0] != '.')return false;
- if (extension[1] != 'a' && extension[1] != 'A')return false;
- if (extension[2] != 's' && extension[2] != 'S')return false;
- // NOTE: Sometimes the extension .ASK is also used
- // however, often it only contains static animation skeletons
- // without the real animations.
- if (extension[3] != 'e' && extension[3] != 'E' &&
- extension[3] != 'k' && extension[3] != 'K')return false;
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void ASEImporter::InternReadFile(
- const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- // Check whether we can read from the file
- if( file.get() == NULL)
- {
- throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
- }
- size_t fileSize = file->FileSize();
- std::string::size_type pos = pFile.find_last_of('.');
- std::string extension = pFile.substr( pos);
- if(extension[3] == 'k' || extension[3] == 'K')
- {
- this->mIsAsk = true;
- }
- else this->mIsAsk = false;
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- this->mBuffer = new unsigned char[fileSize+1];
- file->Read( (void*)mBuffer, 1, fileSize);
- this->mBuffer[fileSize] = '\0';
- // construct an ASE parser and parse the file
- this->mParser = new ASE::Parser((const char*)this->mBuffer);
- this->mParser->Parse();
- // the .ask file format contains normally three LODs of
- // a single object. Named <name>n, where n = 1 designates
- // the highest level of detail.
- if (this->mIsAsk)
- {
- this->AskFilterLOD(this->mParser->m_vMeshes);
- }
- // process all meshes
- std::vector<aiMesh*> avOutMeshes;
- avOutMeshes.reserve(this->mParser->m_vMeshes.size()*2);
- for (std::vector<ASE::Mesh>::iterator
- i = this->mParser->m_vMeshes.begin();
- i != this->mParser->m_vMeshes.end();++i)
- {
- if ((*i).bSkip)continue;
- // transform all vertices into worldspace
- // world2obj transform is specified in the
- // transformation matrix of a scenegraph node
- this->TransformVertices(*i);
- // now we need to create proper meshes from the import
- // we need to split them by materials, build valid vertex/face lists ...
- this->BuildUniqueRepresentation(*i);
- // need to generate proper vertex normals if necessary
- this->GenerateNormals(*i);
- // convert all meshes to aiMesh objects
- this->ConvertMeshes(*i,avOutMeshes);
- }
-
- // now build the output mesh list
- pScene->mNumMeshes = avOutMeshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i] = avOutMeshes[i];
- // buil final material indices (remove submaterials and make the final list)
- this->BuildMaterialIndices(pScene);
- // build the final node graph
- this->BuildNodes(pScene);
- // delete the ASE parser
- delete this->mParser;
- this->mParser = NULL;
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::AddNodes(aiScene* pcScene,aiNode* pcParent,
- const char* szName)
- {
- ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
- std::vector<aiNode*> apcNodes;
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
- {
- // get the name of the mesh ([0] = name, [1] = parent)
- std::string* szMyName = (std::string*)pcScene->mMeshes[i]->mColors[1];
- if (!szMyName)
- {
- continue;
- }
- if (szName)
- {
- if(0 != ASSIMP_stricmp ( szName, szMyName[1].c_str() ))
- continue;
- }
- else if ('\0' != szMyName[1].c_str()[0])continue;
- apcNodes.push_back(new aiNode());
- aiNode* node = apcNodes.back();
- // get the transformation matrix of the mesh
- aiMatrix4x4* pmTransform = (aiMatrix4x4*)pcScene->mMeshes[i]->mColors[2];
- node->mName.Set(szMyName[0]);
- node->mNumMeshes = 1;
- node->mMeshes = new unsigned int[1];
- node->mMeshes[0] = i;
- node->mParent = pcParent;
- node->mTransformation = *pmTransform;
-
- // delete the matrix (a mesh is always the child of ONE node, so this is safe)
- delete pmTransform;
- pcScene->mMeshes[i]->mColors[2] = NULL;
- delete[] szMyName;
- pcScene->mMeshes[i]->mColors[1] = NULL;
- // add sub nodes
- this->AddNodes(pcScene,node,node->mName.data);
- }
- // allocate enough space for the child nodes
- pcParent->mNumChildren = apcNodes.size();
- pcParent->mChildren = new aiNode*[apcNodes.size()];
- // now build all nodes
- for (unsigned int p = 0; p < apcNodes.size();++p)
- {
- pcParent->mChildren[p] = apcNodes[p];
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::BuildNodes(aiScene* pcScene)
- {
- ai_assert(NULL != pcScene);
- // allocate the root node
- pcScene->mRootNode = new aiNode();
- pcScene->mRootNode->mNumMeshes = 0;
- pcScene->mRootNode->mMeshes = 0;
- pcScene->mRootNode->mName.Set("<root>");
- // add all nodes
- this->AddNodes(pcScene,pcScene->mRootNode,NULL);
- // if there is only one subnode, set it as root node
- if (1 == pcScene->mRootNode->mNumChildren)
- {
- aiNode* pc = pcScene->mRootNode;
- pcScene->mRootNode = pcScene->mRootNode->mChildren[0];
- pcScene->mRootNode->mParent = NULL;
- delete pc;
- }
- else if (0 == pcScene->mRootNode->mNumChildren)
- {
- throw new ImportErrorException("No nodes loaded. The ASE/ASK file is either empty or corrupt");
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::TransformVertices(ASE::Mesh& mesh)
- {
- // the matrix data is stored in column-major format,
- // but we need row major
- mesh.mTransform.Transpose();
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
- {
- // allocate output storage
- std::vector<aiVector3D> mPositions;
- std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- std::vector<aiColor4D> mVertexColors;
- std::vector<aiVector3D> mNormals;
- std::vector<BoneVertex> mBoneVertices;
- unsigned int iSize = mesh.mFaces.size() * 3;
- mPositions.resize(iSize);
- // optional texture coordinates
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- {
- if (!mesh.amTexCoords[i].empty())
- {
- amTexCoords[i].resize(iSize);
- }
- }
- // optional vertex colors
- if (!mesh.mVertexColors.empty())
- {
- mVertexColors.resize(iSize);
- }
- // optional vertex normals (vertex normals can simply be copied)
- if (!mesh.mNormals.empty())
- {
- mNormals.resize(iSize);
- }
- // bone vertices. There is no need to change the bone list
- if (!mesh.mBoneVertices.empty())
- {
- mBoneVertices.resize(iSize);
- }
- // iterate through all faces in the mesh
- unsigned int iCurrent = 0;
- for (std::vector<ASE::Face>::iterator
- i = mesh.mFaces.begin();
- i != mesh.mFaces.end();++i)
- {
- for (unsigned int n = 0; n < 3;++n,++iCurrent)
- {
- mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
- // add texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- {
- if (!mesh.amTexCoords[c].empty())
- {
- amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
- }
- }
- // add vertex colors
- if (!mesh.mVertexColors.empty())
- {
- mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
- }
- // add normal vectors
- if (!mesh.mNormals.empty())
- {
- mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
- }
- // handle bone vertices
- if ((*i).mIndices[n] < mesh.mBoneVertices.size())
- {
- // (sometimes this will cause bone verts to be duplicated
- // however, I' quite sure Schrompf' JoinVerticesStep
- // will fix that again ...)
- mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
- }
- }
- // we need to flip the order of the indices
- (*i).mIndices[0] = iCurrent-1;
- (*i).mIndices[1] = iCurrent-2;
- (*i).mIndices[2] = iCurrent-3;
- }
- // replace the old arrays
- mesh.mNormals = mNormals;
- mesh.mPositions = mPositions;
- mesh.mVertexColors = mVertexColors;
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- mesh.amTexCoords[c] = amTexCoords[c];
- // now need to transform all vertices with the inverse of their
- // transformation matrix ...
- aiMatrix4x4 mInverse = mesh.mTransform;
- mInverse.Inverse();
- for (std::vector<aiVector3D>::iterator
- i = mesh.mPositions.begin();
- i != mesh.mPositions.end();++i)
- {
- (*i) = mInverse * (*i);
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::ConvertMaterial(ASE::Material& mat)
- {
- // allocate the output material
- mat.pcInstance = new MaterialHelper();
- // At first add the base ambient color of the
- // scene to the material
- mat.mAmbient.r += this->mParser->m_clrAmbient.r;
- mat.mAmbient.g += this->mParser->m_clrAmbient.g;
- mat.mAmbient.b += this->mParser->m_clrAmbient.b;
- aiString name;
- name.Set( mat.mName);
- mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
- // material colors
- mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
- mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
- mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
- // shininess
- if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
- {
- mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
- mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
- }
- // if there is no shininess, we can disable phong lighting
- else if (Dot3DS::Dot3DSFile::Metal == mat.mShading ||
- Dot3DS::Dot3DSFile::Phong == mat.mShading ||
- Dot3DS::Dot3DSFile::Blinn == mat.mShading)
- {
- mat.mShading = Dot3DS::Dot3DSFile::Gouraud;
- }
- // opacity
- mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
- // shading mode
- aiShadingMode eShading = aiShadingMode_NoShading;
- switch (mat.mShading)
- {
- case Dot3DS::Dot3DSFile::Flat:
- eShading = aiShadingMode_Flat; break;
- case Dot3DS::Dot3DSFile::Phong :
- eShading = aiShadingMode_Phong; break;
- case Dot3DS::Dot3DSFile::Blinn :
- eShading = aiShadingMode_Blinn; break;
- // I don't know what "Wire" shading should be,
- // assume it is simple lambertian diffuse (L dot N) shading
- case Dot3DS::Dot3DSFile::Wire:
- case Dot3DS::Dot3DSFile::Gouraud:
- eShading = aiShadingMode_Gouraud; break;
- case Dot3DS::Dot3DSFile::Metal :
- eShading = aiShadingMode_CookTorrance; break;
- }
- mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
- if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
- {
- // set the wireframe flag
- unsigned int iWire = 1;
- mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
- }
- // texture, if there is one
- if( mat.sTexDiffuse.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexDiffuse.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
- if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_DIFFUSE(0));
- }
- if( mat.sTexSpecular.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexSpecular.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
- if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_SPECULAR(0));
- }
- if( mat.sTexOpacity.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexOpacity.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
- if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_OPACITY(0));
- }
- if( mat.sTexEmissive.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexEmissive.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
- if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexEmissive.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_EMISSIVE(0));
- }
- if( mat.sTexAmbient.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexAmbient.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(0));
- if (is_not_qnan(mat.sTexAmbient.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexAmbient.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_AMBIENT(0));
- }
- if( mat.sTexBump.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexBump.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
- if (is_not_qnan(mat.sTexBump.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_HEIGHT(0));
- }
- if( mat.sTexShininess.mMapName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.sTexShininess.mMapName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
- if (is_not_qnan(mat.sTexShininess.mTextureBlend))
- mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
- AI_MATKEY_TEXBLEND_SHININESS(0));
- }
- // store the name of the material itself, too
- if( mat.mName.length() > 0)
- {
- aiString tex;
- tex.Set( mat.mName);
- mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
- {
- // validate the material index of the mesh
- if (mesh.iMaterialIndex >= this->mParser->m_vMaterials.size())
- {
- mesh.iMaterialIndex = this->mParser->m_vMaterials.size()-1;
- LOGOUT_WARN("Material index is out of range");
- }
- // if the material the mesh is assigned to is consisting of submeshes
- // we'll need to split it ... Quak.
- if (!this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())
- {
- std::vector<ASE::Material> vSubMaterials = this->mParser->
- m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
- std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
- vSubMaterials.size()];
- // build a list of all faces per submaterial
- unsigned int iNum = 0;
- for (unsigned int i = 0; i < mesh.mFaces.size();++i)
- {
- // check range
- if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
- {
- LOGOUT_WARN("Submaterial index is out of range");
- // use the last material instead
- aiSplit[vSubMaterials.size()-1].push_back(i);
- }
- else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
- }
- // now generate submeshes
- for (unsigned int p = 0; p < vSubMaterials.size();++p)
- {
- if (aiSplit[p].size() != 0)
- {
- aiMesh* p_pcOut = new aiMesh();
- // let the sub material index
- p_pcOut->mMaterialIndex = p;
- // we will need this material
- this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
- // store the real index here ... color channel 3
- p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
- // store the real transformation matrix in color channel 2
- p_pcOut->mColors[2] = (aiColor4D*) new aiMatrix4x4(mesh.mTransform);
- // store the name of the mesh and the
- // name of its parent in color channel 1
- p_pcOut->mColors[1] = (aiColor4D*) new std::string[2];
- ((std::string*)p_pcOut->mColors[1])[0] = mesh.mName;
- ((std::string*)p_pcOut->mColors[1])[1] = mesh.mParent;
- avOutMeshes.push_back(p_pcOut);
- // convert vertices
- p_pcOut->mNumVertices = aiSplit[p].size()*3;
- p_pcOut->mNumFaces = aiSplit[p].size();
- // receive output vertex weights
- std::vector<std::pair<unsigned int, float> >* avOutputBones;
- if (!mesh.mBones.empty())
- {
- avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
- }
-
- // allocate enough storage for faces
- p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
- if (p_pcOut->mNumVertices != 0)
- {
- p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
- p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
- unsigned int iBase = 0;
- for (unsigned int q = 0; q < aiSplit[p].size();++q)
- {
- unsigned int iIndex = aiSplit[p][q];
- p_pcOut->mFaces[q].mIndices = new unsigned int[3];
- p_pcOut->mFaces[q].mNumIndices = 3;
- for (unsigned int t = 0; t < 3;++t)
- {
- const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
- p_pcOut->mVertices[iBase] = mesh.mPositions[iIndex2];
- p_pcOut->mNormals[iBase] = mesh.mNormals[iIndex2];
- // convert bones, if existing
- if (!mesh.mBones.empty())
- {
- // check whether there is a vertex weight that is using
- // this vertex index ...
- if (iIndex2 < mesh.mBoneVertices.size())
- {
- for (std::vector<std::pair<int,float> >::const_iterator
- blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
- blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)
- {
- // NOTE: illegal cases have already been filtered out
- avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
- iBase,(*blubb).second));
- }
- }
- }
- ++iBase;
- }
- p_pcOut->mFaces[q].mIndices[0] = iBase-2;
- p_pcOut->mFaces[q].mIndices[1] = iBase-1;
- p_pcOut->mFaces[q].mIndices[2] = iBase;
- }
- }
- // convert texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- {
- if (!mesh.amTexCoords[c].empty())
- {
- p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
- unsigned int iBase = 0;
- for (unsigned int q = 0; q < aiSplit[p].size();++q)
- {
- unsigned int iIndex = aiSplit[p][q];
- for (unsigned int t = 0; t < 3;++t)
- {
- p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
- }
- }
- // setup the number of valid vertex components
- p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
- }
- }
- // convert vertex colors (only one set supported)
- if (!mesh.mVertexColors.empty())
- {
- p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
- unsigned int iBase = 0;
- for (unsigned int q = 0; q < aiSplit[p].size();++q)
- {
- unsigned int iIndex = aiSplit[p][q];
- for (unsigned int t = 0; t < 3;++t)
- {
- p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
- }
- }
- }
- if (!mesh.mBones.empty())
- {
- p_pcOut->mNumBones = 0;
- for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
- if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
- p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
- aiBone** pcBone = p_pcOut->mBones;
- for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
- {
- if (!avOutputBones[mrspock].empty())
- {
- // we will need this bone. add it to the output mesh and
- // add all per-vertex weights
- aiBone* pc = *pcBone = new aiBone();
- pc->mName.Set(mesh.mBones[mrspock].mName);
- pc->mNumWeights = avOutputBones[mrspock].size();
- pc->mWeights = new aiVertexWeight[pc->mNumWeights];
- for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
- {
- const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
- pc->mWeights[captainkirk].mVertexId = ref.first;
- pc->mWeights[captainkirk].mWeight = ref.second;
- }
- ++pcBone;
- }
- }
- // delete allocated storage
- delete[] avOutputBones;
- }
- }
- }
- // delete storage
- delete[] aiSplit;
- }
- else
- {
- // otherwise we can simply copy the data to one output mesh
- aiMesh* p_pcOut = new aiMesh();
- // set an empty sub material index
- p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
- this->mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
- // store the real index here ... in color channel 3
- p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
- // store the transformation matrix in color channel 2
- p_pcOut->mColors[2] = (aiColor4D*) new aiMatrix4x4(mesh.mTransform);
- avOutMeshes.push_back(p_pcOut);
- // store the name of the mesh and the
- // name of its parent in color channel 1
- p_pcOut->mColors[1] = (aiColor4D*) new std::string[2];
- ((std::string*)p_pcOut->mColors[1])[0] = mesh.mName;
- ((std::string*)p_pcOut->mColors[1])[1] = mesh.mParent;
- // convert vertices
- p_pcOut->mNumVertices = mesh.mPositions.size();
- p_pcOut->mNumFaces = mesh.mFaces.size();
- // allocate enough storage for faces
- p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
- // copy vertices
- p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
- memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
- mesh.mPositions.size() * sizeof(aiVector3D));
- // copy normals
- p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
- memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
- mesh.mNormals.size() * sizeof(aiVector3D));
- // copy texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- {
- if (!mesh.amTexCoords[c].empty())
- {
- p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
- memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
- mesh.amTexCoords[c].size() * sizeof(aiVector3D));
- // setup the number of valid vertex components
- p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
- }
- }
- // copy vertex colors
- if (!mesh.mVertexColors.empty())
- {
- p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
- memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
- mesh.mVertexColors.size() * sizeof(aiColor4D));
- }
- // copy faces
- for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)
- {
- p_pcOut->mFaces[iFace].mNumIndices = 3;
- p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
- // copy indices
- p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
- p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
- p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
- }
- // copy vertex bones
- if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty())
- {
- std::vector<aiVertexWeight>* avBonesOut = new
- std::vector<aiVertexWeight>[mesh.mBones.size()];
- // find all vertex weights for this bone
- unsigned int quak = 0;
- for (std::vector<BoneVertex>::const_iterator
- harrypotter = mesh.mBoneVertices.begin();
- harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)
- {
- for (std::vector<std::pair<int,float> >::const_iterator
- ronaldweasley = (*harrypotter).mBoneWeights.begin();
- ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
- {
- aiVertexWeight weight;
- weight.mVertexId = quak;
- weight.mWeight = (*ronaldweasley).second;
- avBonesOut[(*ronaldweasley).first].push_back(weight);
- }
- }
- // now build a final bone list
- p_pcOut->mNumBones = 0;
- for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
- if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
- p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
- aiBone** pcBone = p_pcOut->mBones;
- for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
- {
- if (!avBonesOut[jfkennedy].empty())
- {
- aiBone* pc = *pcBone = new aiBone();
- pc->mName.Set(mesh.mBones[jfkennedy].mName);
- pc->mNumWeights = avBonesOut[jfkennedy].size();
- pc->mWeights = new aiVertexWeight[pc->mNumWeights];
- memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
- sizeof(aiVertexWeight) * pc->mNumWeights);
- ++pcBone;
- }
- }
- }
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::AskFilterLOD(std::vector<ASE::Mesh>& meshes)
- {
- for (std::vector<ASE::Mesh>::iterator
- i = meshes.begin();
- i != meshes.end();++i)
- {
- if ((*i).bSkip)continue;
- // search for a number in the name of the node
- const char* sz = (*i).mName.c_str();
- while (*sz)
- {
- if (*sz >= '0' && *sz <= '9')
- {
- // check whether there is another mesh with exactly
- // the same name, but a lower number out there ...
- unsigned int iLen = (unsigned int)(sz - (*i).mName.c_str());
- unsigned int iMyNum = strtol10(sz,NULL);
- for (std::vector<ASE::Mesh>::iterator
- f = meshes.begin();
- f != meshes.end();++f)
- {
- const char* sz = (*f).mName.c_str();
- if (i != f && !(*f).bSkip &&
- 0 == memcmp(sz,(*i).mName.c_str(),iLen) &&
- iMyNum > strtol10(sz))
- {
- (*f).bSkip = true;
- }
- }
- break;
- }++sz;
- }
- }
- return;
- }
- // ------------------------------------------------------------------------------------------------
- void ASEImporter::BuildMaterialIndices(aiScene* pcScene)
- {
- ai_assert(NULL != pcScene);
- // iterate through all materials and check whether we need them
- unsigned int iNum = 0;
- for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
- {
- if (this->mParser->m_vMaterials[iMat].bNeed)
- {
- // convert it to the aiMaterial layout
- this->ConvertMaterial(this->mParser->m_vMaterials[iMat]);
- iNum++;
- }
- for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[
- iMat].avSubMaterials.size();++iSubMat)
- {
- if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
- {
- // convert it to the aiMaterial layout
- this->ConvertMaterial(this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat]);
- iNum++;
- }
- }
- }
- // allocate the output material array
- pcScene->mNumMaterials = iNum;
- pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
- iNum = 0;
- for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
- {
- if (this->mParser->m_vMaterials[iMat].bNeed)
- {
- ai_assert(NULL != this->mParser->m_vMaterials[iMat].pcInstance);
- pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].pcInstance;
- // iterate through all meshes and search for one which is using
- // this top-level material index
- for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
- {
- if (ASE::Face::DEFAULT_MATINDEX == pcScene->mMeshes[iMesh]->mMaterialIndex &&
- iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
- {
- pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
- pcScene->mMeshes[iMesh]->mColors[3] = NULL;
- }
- }
- iNum++;
- }
- for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[iMat].avSubMaterials.size();++iSubMat)
- {
- if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
- {
- ai_assert(NULL != this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].pcInstance);
- pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].
- avSubMaterials[iSubMat].pcInstance;
- // iterate through all meshes and search for one which is using
- // this sub-level material index
- for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
- {
- if (iSubMat == pcScene->mMeshes[iMesh]->mMaterialIndex &&
- iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
- {
- pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
- pcScene->mMeshes[iMesh]->mColors[3] = NULL;
- }
- }
- iNum++;
- }
- }
- }
- // finished!
- return;
- }
- // ------------------------------------------------------------------------------------------------
- // Generate normal vectors basing on smoothing groups
- void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
- {
- if (mesh.mNormals.empty())
- {
- // need to calculate normals ...
- // TODO: Find a way to merge this with the code in 3DSGenNormals.cpp
- mesh.mNormals.resize(mesh.mPositions.size(),aiVector3D());
- for( unsigned int a = 0; a < mesh.mFaces.size(); a++)
- {
- const ASE::Face& face = mesh.mFaces[a];
- // assume it is a triangle
- aiVector3D* pV1 = &mesh.mPositions[face.mIndices[2]];
- aiVector3D* pV2 = &mesh.mPositions[face.mIndices[1]];
- aiVector3D* pV3 = &mesh.mPositions[face.mIndices[0]];
- aiVector3D pDelta1 = *pV2 - *pV1;
- aiVector3D pDelta2 = *pV3 - *pV1;
- aiVector3D vNor = pDelta1 ^ pDelta2;
- mesh.mNormals[face.mIndices[0]] = vNor;
- mesh.mNormals[face.mIndices[1]] = vNor;
- mesh.mNormals[face.mIndices[2]] = vNor;
- }
- // calculate the position bounds so we have a reliable epsilon to
- // check position differences against
- // @Schrompf: This is the 7th time this snippet is repeated!
- aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
- for( unsigned int a = 0; a < mesh.mPositions.size(); a++)
- {
- minVec.x = std::min( minVec.x, mesh.mPositions[a].x);
- minVec.y = std::min( minVec.y, mesh.mPositions[a].y);
- minVec.z = std::min( minVec.z, mesh.mPositions[a].z);
- maxVec.x = std::max( maxVec.x, mesh.mPositions[a].x);
- maxVec.y = std::max( maxVec.y, mesh.mPositions[a].y);
- maxVec.z = std::max( maxVec.z, mesh.mPositions[a].z);
- }
- const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
- std::vector<aiVector3D> avNormals;
- avNormals.resize(mesh.mNormals.size());
- // now generate the spatial sort tree
- D3DSSpatialSorter sSort;
- for( std::vector<ASE::Face>::iterator
- i = mesh.mFaces.begin();
- i != mesh.mFaces.end();++i){sSort.AddFace(&(*i),mesh.mPositions);}
- sSort.Prepare();
- for( std::vector<ASE::Face>::iterator
- i = mesh.mFaces.begin();
- i != mesh.mFaces.end();++i)
- {
- std::vector<unsigned int> poResult;
- for (unsigned int c = 0; c < 3;++c)
- {
- sSort.FindPositions(mesh.mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
- posEpsilon,poResult);
- aiVector3D vNormals;
- float fDiv = 0.0f;
- for (std::vector<unsigned int>::const_iterator
- a = poResult.begin();
- a != poResult.end();++a)
- {
- vNormals += mesh.mNormals[(*a)];
- fDiv += 1.0f;
- }
- vNormals.x /= fDiv;vNormals.y /= fDiv;vNormals.z /= fDiv;
- vNormals.Normalize();
- avNormals[(*i).mIndices[c]] = vNormals;
- poResult.clear();
- }
- }
- mesh.mNormals = avNormals;
- }
- return;
- }
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