vrshoot

annotate libs/assimp/MS3DLoader.cpp @ 1:e7ca128b8713

looks nice :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 00:35:22 +0200
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rev   line source
nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2012, assimp team
nuclear@0 7
nuclear@0 8 All rights reserved.
nuclear@0 9
nuclear@0 10 Redistribution and use of this software in source and binary forms,
nuclear@0 11 with or without modification, are permitted provided that the following
nuclear@0 12 conditions are met:
nuclear@0 13
nuclear@0 14 * Redistributions of source code must retain the above
nuclear@0 15 copyright notice, this list of conditions and the
nuclear@0 16 following disclaimer.
nuclear@0 17
nuclear@0 18 * Redistributions in binary form must reproduce the above
nuclear@0 19 copyright notice, this list of conditions and the
nuclear@0 20 following disclaimer in the documentation and/or other
nuclear@0 21 materials provided with the distribution.
nuclear@0 22
nuclear@0 23 * Neither the name of the assimp team, nor the names of its
nuclear@0 24 contributors may be used to endorse or promote products
nuclear@0 25 derived from this software without specific prior
nuclear@0 26 written permission of the assimp team.
nuclear@0 27
nuclear@0 28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 39 ---------------------------------------------------------------------------
nuclear@0 40 */
nuclear@0 41
nuclear@0 42 /** @file MS3DLoader.cpp
nuclear@0 43 * @brief Implementation of the Ms3D importer class.
nuclear@0 44 * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
nuclear@0 45 */
nuclear@0 46
nuclear@0 47 #include "AssimpPCH.h"
nuclear@0 48 #ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
nuclear@0 49
nuclear@0 50 // internal headers
nuclear@0 51 #include "MS3DLoader.h"
nuclear@0 52 #include "StreamReader.h"
nuclear@0 53 using namespace Assimp;
nuclear@0 54
nuclear@0 55 static const aiImporterDesc desc = {
nuclear@0 56 "Milkshape 3D Importer",
nuclear@0 57 "",
nuclear@0 58 "",
nuclear@0 59 "http://chumbalum.swissquake.ch/",
nuclear@0 60 aiImporterFlags_SupportBinaryFlavour,
nuclear@0 61 0,
nuclear@0 62 0,
nuclear@0 63 0,
nuclear@0 64 0,
nuclear@0 65 "ms3d"
nuclear@0 66 };
nuclear@0 67
nuclear@0 68 // ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
nuclear@0 69 // (enable old code path, which generates extra nodes per mesh while
nuclear@0 70 // the newer code uses aiMesh::mName to express the name of the
nuclear@0 71 // meshes (a.k.a. groups in MS3D))
nuclear@0 72
nuclear@0 73 // ------------------------------------------------------------------------------------------------
nuclear@0 74 // Constructor to be privately used by Importer
nuclear@0 75 MS3DImporter::MS3DImporter()
nuclear@0 76 {}
nuclear@0 77
nuclear@0 78 // ------------------------------------------------------------------------------------------------
nuclear@0 79 // Destructor, private as well
nuclear@0 80 MS3DImporter::~MS3DImporter()
nuclear@0 81 {}
nuclear@0 82
nuclear@0 83 // ------------------------------------------------------------------------------------------------
nuclear@0 84 // Returns whether the class can handle the format of the given file.
nuclear@0 85 bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
nuclear@0 86 {
nuclear@0 87 // first call - simple extension check
nuclear@0 88 const std::string extension = GetExtension(pFile);
nuclear@0 89 if (extension == "ms3d") {
nuclear@0 90 return true;
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 // second call - check for magic identifiers
nuclear@0 94 else if (!extension.length() || checkSig) {
nuclear@0 95 if (!pIOHandler) {
nuclear@0 96 return true;
nuclear@0 97 }
nuclear@0 98 const char* tokens[] = {"MS3D000000"};
nuclear@0 99 return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
nuclear@0 100 }
nuclear@0 101 return false;
nuclear@0 102 }
nuclear@0 103
nuclear@0 104 // ------------------------------------------------------------------------------------------------
nuclear@0 105 const aiImporterDesc* MS3DImporter::GetInfo () const
nuclear@0 106 {
nuclear@0 107 return &desc;
nuclear@0 108 }
nuclear@0 109
nuclear@0 110 // ------------------------------------------------------------------------------------------------
nuclear@0 111 void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
nuclear@0 112 {
nuclear@0 113 // aiColor4D is packed on gcc, implicit binding to float& fails therefore.
nuclear@0 114 stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
nuclear@0 115 }
nuclear@0 116
nuclear@0 117 // ------------------------------------------------------------------------------------------------
nuclear@0 118 void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
nuclear@0 119 {
nuclear@0 120 // See note in ReadColor()
nuclear@0 121 stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
nuclear@0 122 }
nuclear@0 123
nuclear@0 124 // ------------------------------------------------------------------------------------------------
nuclear@0 125 template<typename T>
nuclear@0 126 void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
nuclear@0 127 {
nuclear@0 128 uint16_t cnt;
nuclear@0 129 stream >> cnt;
nuclear@0 130
nuclear@0 131 for(unsigned int i = 0; i < cnt; ++i) {
nuclear@0 132 uint32_t index, clength;
nuclear@0 133 stream >> index >> clength;
nuclear@0 134
nuclear@0 135 if(index >= outp.size()) {
nuclear@0 136 DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
nuclear@0 137 }
nuclear@0 138 else if (clength > stream.GetRemainingSize()) {
nuclear@0 139 throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
nuclear@0 140 }
nuclear@0 141 else {
nuclear@0 142 outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
nuclear@0 143 }
nuclear@0 144 stream.IncPtr(clength);
nuclear@0 145 }
nuclear@0 146 }
nuclear@0 147
nuclear@0 148 // ------------------------------------------------------------------------------------------------
nuclear@0 149 template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
nuclear@0 150 {
nuclear@0 151 return in > lower && in <= higher;
nuclear@0 152 }
nuclear@0 153
nuclear@0 154 // ------------------------------------------------------------------------------------------------
nuclear@0 155 void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
nuclear@0 156 std::vector<bool>& hadit,
nuclear@0 157 aiNode* nd,
nuclear@0 158 const aiMatrix4x4& absTrafo)
nuclear@0 159 {
nuclear@0 160 unsigned int cnt = 0;
nuclear@0 161 for(size_t i = 0; i < joints.size(); ++i) {
nuclear@0 162 if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
nuclear@0 163 ++cnt;
nuclear@0 164 }
nuclear@0 165 }
nuclear@0 166
nuclear@0 167 nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
nuclear@0 168 cnt = 0;
nuclear@0 169 for(size_t i = 0; i < joints.size(); ++i) {
nuclear@0 170 if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
nuclear@0 171 aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
nuclear@0 172 ch->mParent = nd;
nuclear@0 173
nuclear@0 174 ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
nuclear@0 175 // XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
nuclear@0 176 aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
nuclear@0 177
nuclear@0 178 const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
nuclear@0 179 for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
nuclear@0 180 aiMesh* const msh = mScene->mMeshes[a];
nuclear@0 181 for(unsigned int n = 0; n < msh->mNumBones; ++n) {
nuclear@0 182 aiBone* const bone = msh->mBones[n];
nuclear@0 183
nuclear@0 184 if(bone->mName == ch->mName) {
nuclear@0 185 bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
nuclear@0 186 }
nuclear@0 187 }
nuclear@0 188 }
nuclear@0 189
nuclear@0 190 hadit[i] = true;
nuclear@0 191 CollectChildJoints(joints,hadit,ch,abs);
nuclear@0 192 }
nuclear@0 193 }
nuclear@0 194 }
nuclear@0 195
nuclear@0 196 // ------------------------------------------------------------------------------------------------
nuclear@0 197 void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
nuclear@0 198 {
nuclear@0 199 std::vector<bool> hadit(joints.size(),false);
nuclear@0 200 aiMatrix4x4 trafo;
nuclear@0 201
nuclear@0 202 CollectChildJoints(joints,hadit,nd,trafo);
nuclear@0 203 }
nuclear@0 204
nuclear@0 205 // ------------------------------------------------------------------------------------------------
nuclear@0 206 // Imports the given file into the given scene structure.
nuclear@0 207 void MS3DImporter::InternReadFile( const std::string& pFile,
nuclear@0 208 aiScene* pScene, IOSystem* pIOHandler)
nuclear@0 209 {
nuclear@0 210 StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
nuclear@0 211
nuclear@0 212 // CanRead() should have done this already
nuclear@0 213 char head[10];
nuclear@0 214 int32_t version;
nuclear@0 215
nuclear@0 216 mScene = pScene;
nuclear@0 217
nuclear@0 218
nuclear@0 219 // 1 ------------ read into temporary data structures mirroring the original file
nuclear@0 220
nuclear@0 221 stream.CopyAndAdvance(head,10);
nuclear@0 222 stream >> version;
nuclear@0 223 if (strncmp(head,"MS3D000000",10)) {
nuclear@0 224 throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
nuclear@0 225 }
nuclear@0 226
nuclear@0 227 if (version != 4) {
nuclear@0 228 throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
nuclear@0 229 }
nuclear@0 230
nuclear@0 231 uint16_t verts;
nuclear@0 232 stream >> verts;
nuclear@0 233
nuclear@0 234 std::vector<TempVertex> vertices(verts);
nuclear@0 235 for (unsigned int i = 0; i < verts; ++i) {
nuclear@0 236 TempVertex& v = vertices[i];
nuclear@0 237
nuclear@0 238 stream.IncPtr(1);
nuclear@0 239 ReadVector(stream,v.pos);
nuclear@0 240 v.bone_id[0] = stream.GetI1();
nuclear@0 241 v.ref_cnt = stream.GetI1();
nuclear@0 242
nuclear@0 243 v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
nuclear@0 244 v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
nuclear@0 245 v.weights[0] = 1.f;
nuclear@0 246 }
nuclear@0 247
nuclear@0 248 uint16_t tris;
nuclear@0 249 stream >> tris;
nuclear@0 250
nuclear@0 251 std::vector<TempTriangle> triangles(tris);
nuclear@0 252 for (unsigned int i = 0;i < tris; ++i) {
nuclear@0 253 TempTriangle& t = triangles[i];
nuclear@0 254
nuclear@0 255 stream.IncPtr(2);
nuclear@0 256 for (unsigned int i = 0; i < 3; ++i) {
nuclear@0 257 t.indices[i] = stream.GetI2();
nuclear@0 258 }
nuclear@0 259
nuclear@0 260 for (unsigned int i = 0; i < 3; ++i) {
nuclear@0 261 ReadVector(stream,t.normals[i]);
nuclear@0 262 }
nuclear@0 263
nuclear@0 264 for (unsigned int i = 0; i < 3; ++i) {
nuclear@0 265 stream >> (float&)(t.uv[i].x); // see note in ReadColor()
nuclear@0 266 }
nuclear@0 267 for (unsigned int i = 0; i < 3; ++i) {
nuclear@0 268 stream >> (float&)(t.uv[i].y);
nuclear@0 269 }
nuclear@0 270
nuclear@0 271 t.sg = stream.GetI1();
nuclear@0 272 t.group = stream.GetI1();
nuclear@0 273 }
nuclear@0 274
nuclear@0 275 uint16_t grp;
nuclear@0 276 stream >> grp;
nuclear@0 277
nuclear@0 278 bool need_default = false;
nuclear@0 279 std::vector<TempGroup> groups(grp);
nuclear@0 280 for (unsigned int i = 0;i < grp; ++i) {
nuclear@0 281 TempGroup& t = groups[i];
nuclear@0 282
nuclear@0 283 stream.IncPtr(1);
nuclear@0 284 stream.CopyAndAdvance(t.name,32);
nuclear@0 285
nuclear@0 286 t.name[32] = '\0';
nuclear@0 287 uint16_t num;
nuclear@0 288 stream >> num;
nuclear@0 289
nuclear@0 290 t.triangles.resize(num);
nuclear@0 291 for (unsigned int i = 0; i < num; ++i) {
nuclear@0 292 t.triangles[i] = stream.GetI2();
nuclear@0 293 }
nuclear@0 294 t.mat = stream.GetI1();
nuclear@0 295 if (t.mat == UINT_MAX) {
nuclear@0 296 need_default = true;
nuclear@0 297 }
nuclear@0 298 }
nuclear@0 299
nuclear@0 300 uint16_t mat;
nuclear@0 301 stream >> mat;
nuclear@0 302
nuclear@0 303 std::vector<TempMaterial> materials(mat);
nuclear@0 304 for (unsigned int i = 0;i < mat; ++i) {
nuclear@0 305 TempMaterial& t = materials[i];
nuclear@0 306
nuclear@0 307 stream.CopyAndAdvance(t.name,32);
nuclear@0 308 t.name[32] = '\0';
nuclear@0 309
nuclear@0 310 ReadColor(stream,t.ambient);
nuclear@0 311 ReadColor(stream,t.diffuse);
nuclear@0 312 ReadColor(stream,t.specular);
nuclear@0 313 ReadColor(stream,t.emissive);
nuclear@0 314 stream >> t.shininess >> t.transparency;
nuclear@0 315
nuclear@0 316 stream.IncPtr(1);
nuclear@0 317
nuclear@0 318 stream.CopyAndAdvance(t.texture,128);
nuclear@0 319 t.texture[128] = '\0';
nuclear@0 320
nuclear@0 321 stream.CopyAndAdvance(t.alphamap,128);
nuclear@0 322 t.alphamap[128] = '\0';
nuclear@0 323 }
nuclear@0 324
nuclear@0 325 float animfps, currenttime;
nuclear@0 326 uint32_t totalframes;
nuclear@0 327 stream >> animfps >> currenttime >> totalframes;
nuclear@0 328
nuclear@0 329 uint16_t joint;
nuclear@0 330 stream >> joint;
nuclear@0 331
nuclear@0 332 std::vector<TempJoint> joints(joint);
nuclear@0 333 for(unsigned int i = 0; i < joint; ++i) {
nuclear@0 334 TempJoint& j = joints[i];
nuclear@0 335
nuclear@0 336 stream.IncPtr(1);
nuclear@0 337 stream.CopyAndAdvance(j.name,32);
nuclear@0 338 j.name[32] = '\0';
nuclear@0 339
nuclear@0 340 stream.CopyAndAdvance(j.parentName,32);
nuclear@0 341 j.parentName[32] = '\0';
nuclear@0 342
nuclear@0 343 // DefaultLogger::get()->debug(j.name);
nuclear@0 344 // DefaultLogger::get()->debug(j.parentName);
nuclear@0 345
nuclear@0 346 ReadVector(stream,j.rotation);
nuclear@0 347 ReadVector(stream,j.position);
nuclear@0 348
nuclear@0 349 j.rotFrames.resize(stream.GetI2());
nuclear@0 350 j.posFrames.resize(stream.GetI2());
nuclear@0 351
nuclear@0 352 for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
nuclear@0 353 TempKeyFrame& kf = j.rotFrames[a];
nuclear@0 354 stream >> kf.time;
nuclear@0 355 ReadVector(stream,kf.value);
nuclear@0 356 }
nuclear@0 357 for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
nuclear@0 358 TempKeyFrame& kf = j.posFrames[a];
nuclear@0 359 stream >> kf.time;
nuclear@0 360 ReadVector(stream,kf.value);
nuclear@0 361 }
nuclear@0 362 }
nuclear@0 363
nuclear@0 364 if(stream.GetRemainingSize() > 4) {
nuclear@0 365 uint32_t subversion;
nuclear@0 366 stream >> subversion;
nuclear@0 367 if (subversion == 1) {
nuclear@0 368 ReadComments<TempGroup>(stream,groups);
nuclear@0 369 ReadComments<TempMaterial>(stream,materials);
nuclear@0 370 ReadComments<TempJoint>(stream,joints);
nuclear@0 371
nuclear@0 372 // model comment - print it for we have such a nice log.
nuclear@0 373 if (stream.GetI4()) {
nuclear@0 374 const size_t len = static_cast<size_t>(stream.GetI4());
nuclear@0 375 if (len > stream.GetRemainingSize()) {
nuclear@0 376 throw DeadlyImportError("MS3D: Model comment is too long");
nuclear@0 377 }
nuclear@0 378
nuclear@0 379 const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
nuclear@0 380 DefaultLogger::get()->debug("MS3D: Model comment: " + s);
nuclear@0 381 }
nuclear@0 382
nuclear@0 383 if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
nuclear@0 384 for(unsigned int i = 0; i < verts; ++i) {
nuclear@0 385 TempVertex& v = vertices[i];
nuclear@0 386 v.weights[3]=1.f;
nuclear@0 387 for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
nuclear@0 388 v.bone_id[n+1] = stream.GetI1();
nuclear@0 389 v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
nuclear@0 390 }
nuclear@0 391 stream.IncPtr((subversion-1)<<2u);
nuclear@0 392 }
nuclear@0 393
nuclear@0 394 // even further extra data is not of interest for us, at least now now.
nuclear@0 395 }
nuclear@0 396 }
nuclear@0 397 }
nuclear@0 398
nuclear@0 399 // 2 ------------ convert to proper aiXX data structures -----------------------------------
nuclear@0 400
nuclear@0 401 if (need_default && materials.size()) {
nuclear@0 402 DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
nuclear@0 403 // if one of the groups has no material assigned, but there are other
nuclear@0 404 // groups with materials, a default material needs to be added (
nuclear@0 405 // scenepreprocessor adds a default material only if nummat==0).
nuclear@0 406 materials.push_back(TempMaterial());
nuclear@0 407 TempMaterial& m = materials.back();
nuclear@0 408
nuclear@0 409 strcpy(m.name,"<MS3D_DefaultMat>");
nuclear@0 410 m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
nuclear@0 411 m.transparency = 1.f;
nuclear@0 412 m.shininess = 0.f;
nuclear@0 413
nuclear@0 414 // this is because these TempXXX struct's have no c'tors.
nuclear@0 415 m.texture[0] = m.alphamap[0] = '\0';
nuclear@0 416
nuclear@0 417 for (unsigned int i = 0; i < groups.size(); ++i) {
nuclear@0 418 TempGroup& g = groups[i];
nuclear@0 419 if (g.mat == UINT_MAX) {
nuclear@0 420 g.mat = materials.size()-1;
nuclear@0 421 }
nuclear@0 422 }
nuclear@0 423 }
nuclear@0 424
nuclear@0 425 // convert materials to our generic key-value dict-alike
nuclear@0 426 if (materials.size()) {
nuclear@0 427 pScene->mMaterials = new aiMaterial*[materials.size()];
nuclear@0 428 for (size_t i = 0; i < materials.size(); ++i) {
nuclear@0 429
nuclear@0 430 aiMaterial* mo = new aiMaterial();
nuclear@0 431 pScene->mMaterials[pScene->mNumMaterials++] = mo;
nuclear@0 432
nuclear@0 433 const TempMaterial& mi = materials[i];
nuclear@0 434
nuclear@0 435 aiString tmp;
nuclear@0 436 if (0[mi.alphamap]) {
nuclear@0 437 tmp = aiString(mi.alphamap);
nuclear@0 438 mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
nuclear@0 439 }
nuclear@0 440 if (0[mi.texture]) {
nuclear@0 441 tmp = aiString(mi.texture);
nuclear@0 442 mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
nuclear@0 443 }
nuclear@0 444 if (0[mi.name]) {
nuclear@0 445 tmp = aiString(mi.name);
nuclear@0 446 mo->AddProperty(&tmp,AI_MATKEY_NAME);
nuclear@0 447 }
nuclear@0 448
nuclear@0 449 mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
nuclear@0 450 mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
nuclear@0 451 mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
nuclear@0 452 mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
nuclear@0 453
nuclear@0 454 mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
nuclear@0 455 mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
nuclear@0 456
nuclear@0 457 const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
nuclear@0 458 mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
nuclear@0 459 }
nuclear@0 460 }
nuclear@0 461
nuclear@0 462 // convert groups to meshes
nuclear@0 463 if (groups.empty()) {
nuclear@0 464 throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
nuclear@0 465 }
nuclear@0 466
nuclear@0 467 pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
nuclear@0 468 for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
nuclear@0 469
nuclear@0 470 aiMesh* m = pScene->mMeshes[i] = new aiMesh();
nuclear@0 471 const TempGroup& g = groups[i];
nuclear@0 472
nuclear@0 473 if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
nuclear@0 474 throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
nuclear@0 475 } // no error if no materials at all - scenepreprocessor adds one then
nuclear@0 476
nuclear@0 477 m->mMaterialIndex = g.mat;
nuclear@0 478 m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
nuclear@0 479
nuclear@0 480 m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
nuclear@0 481 m->mNumVertices = m->mNumFaces*3;
nuclear@0 482
nuclear@0 483 // storage for vertices - verbose format, as requested by the postprocessing pipeline
nuclear@0 484 m->mVertices = new aiVector3D[m->mNumVertices];
nuclear@0 485 m->mNormals = new aiVector3D[m->mNumVertices];
nuclear@0 486 m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
nuclear@0 487 m->mNumUVComponents[0] = 2;
nuclear@0 488
nuclear@0 489 typedef std::map<unsigned int,unsigned int> BoneSet;
nuclear@0 490 BoneSet mybones;
nuclear@0 491
nuclear@0 492 for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
nuclear@0 493 aiFace& f = m->mFaces[i];
nuclear@0 494 if (g.triangles[i]>triangles.size()) {
nuclear@0 495 throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
nuclear@0 496 }
nuclear@0 497
nuclear@0 498 TempTriangle& t = triangles[g.triangles[i]];
nuclear@0 499 f.mIndices = new unsigned int[f.mNumIndices=3];
nuclear@0 500
nuclear@0 501 for (unsigned int i = 0; i < 3; ++i,++n) {
nuclear@0 502 if (t.indices[i]>vertices.size()) {
nuclear@0 503 throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
nuclear@0 504 }
nuclear@0 505
nuclear@0 506 const TempVertex& v = vertices[t.indices[i]];
nuclear@0 507 for(unsigned int a = 0; a < 4; ++a) {
nuclear@0 508 if (v.bone_id[a] != UINT_MAX) {
nuclear@0 509 if (v.bone_id[a] >= joints.size()) {
nuclear@0 510 throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
nuclear@0 511 }
nuclear@0 512 if (mybones.find(v.bone_id[a]) == mybones.end()) {
nuclear@0 513 mybones[v.bone_id[a]] = 1;
nuclear@0 514 }
nuclear@0 515 else ++mybones[v.bone_id[a]];
nuclear@0 516 }
nuclear@0 517 }
nuclear@0 518
nuclear@0 519 // collect vertex components
nuclear@0 520 m->mVertices[n] = v.pos;
nuclear@0 521
nuclear@0 522 m->mNormals[n] = t.normals[i];
nuclear@0 523 m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
nuclear@0 524 f.mIndices[i] = n;
nuclear@0 525 }
nuclear@0 526 }
nuclear@0 527
nuclear@0 528 // allocate storage for bones
nuclear@0 529 if(mybones.size()) {
nuclear@0 530 std::vector<unsigned int> bmap(joints.size());
nuclear@0 531 m->mBones = new aiBone*[mybones.size()]();
nuclear@0 532 for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
nuclear@0 533 aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
nuclear@0 534 const TempJoint& jnt = joints[(*it).first];
nuclear@0 535
nuclear@0 536 bn->mName.Set(jnt.name);
nuclear@0 537 bn->mWeights = new aiVertexWeight[(*it).second];
nuclear@0 538
nuclear@0 539 bmap[(*it).first] = m->mNumBones++;
nuclear@0 540 }
nuclear@0 541
nuclear@0 542 // .. and collect bone weights
nuclear@0 543 for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
nuclear@0 544 TempTriangle& t = triangles[g.triangles[i]];
nuclear@0 545
nuclear@0 546 for (unsigned int i = 0; i < 3; ++i,++n) {
nuclear@0 547 const TempVertex& v = vertices[t.indices[i]];
nuclear@0 548 for(unsigned int a = 0; a < 4; ++a) {
nuclear@0 549 const unsigned int bone = v.bone_id[a];
nuclear@0 550 if(bone==UINT_MAX){
nuclear@0 551 continue;
nuclear@0 552 }
nuclear@0 553
nuclear@0 554 aiBone* const outbone = m->mBones[bmap[bone]];
nuclear@0 555 aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
nuclear@0 556
nuclear@0 557 outwght.mVertexId = n;
nuclear@0 558 outwght.mWeight = v.weights[a];
nuclear@0 559 }
nuclear@0 560 }
nuclear@0 561 }
nuclear@0 562 }
nuclear@0 563 }
nuclear@0 564
nuclear@0 565 // ... add dummy nodes under a single root, each holding a reference to one
nuclear@0 566 // mesh. If we didn't do this, we'd loose the group name.
nuclear@0 567 aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
nuclear@0 568
nuclear@0 569 #ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
nuclear@0 570 rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
nuclear@0 571
nuclear@0 572 for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
nuclear@0 573 aiNode* nd = rt->mChildren[i] = new aiNode();
nuclear@0 574
nuclear@0 575 const TempGroup& g = groups[i];
nuclear@0 576
nuclear@0 577 // we need to generate an unique name for all mesh nodes.
nuclear@0 578 // since we want to keep the group name, a prefix is
nuclear@0 579 // prepended.
nuclear@0 580 nd->mName = aiString("<MS3DMesh>_");
nuclear@0 581 nd->mName.Append(g.name);
nuclear@0 582 nd->mParent = rt;
nuclear@0 583
nuclear@0 584 nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
nuclear@0 585 nd->mMeshes[0] = i;
nuclear@0 586 }
nuclear@0 587 #else
nuclear@0 588 rt->mMeshes = new unsigned int[pScene->mNumMeshes];
nuclear@0 589 for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
nuclear@0 590 rt->mMeshes[rt->mNumMeshes++] = i;
nuclear@0 591 }
nuclear@0 592 #endif
nuclear@0 593
nuclear@0 594 // convert animations as well
nuclear@0 595 if(joints.size()) {
nuclear@0 596 #ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
nuclear@0 597 rt->mChildren = new aiNode*[1]();
nuclear@0 598 rt->mNumChildren = 1;
nuclear@0 599
nuclear@0 600 aiNode* jt = rt->mChildren[0] = new aiNode();
nuclear@0 601 #else
nuclear@0 602 aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
nuclear@0 603 #endif
nuclear@0 604 jt->mParent = rt;
nuclear@0 605 CollectChildJoints(joints,jt);
nuclear@0 606 jt->mName.Set("<MS3DJointRoot>");
nuclear@0 607
nuclear@0 608 pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
nuclear@0 609 aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
nuclear@0 610
nuclear@0 611 anim->mName.Set("<MS3DMasterAnim>");
nuclear@0 612
nuclear@0 613 // carry the fps info to the user by scaling all times with it
nuclear@0 614 anim->mTicksPerSecond = animfps;
nuclear@0 615
nuclear@0 616 // leave duration at its default, so ScenePreprocessor will fill an appropriate
nuclear@0 617 // value (the values taken from some MS3D files seem to be too unreliable
nuclear@0 618 // to pass the validation)
nuclear@0 619 // anim->mDuration = totalframes/animfps;
nuclear@0 620
nuclear@0 621 anim->mChannels = new aiNodeAnim*[joints.size()]();
nuclear@0 622 for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
nuclear@0 623 if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
nuclear@0 624 continue;
nuclear@0 625 }
nuclear@0 626
nuclear@0 627 aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
nuclear@0 628 nd->mNodeName.Set((*it).name);
nuclear@0 629
nuclear@0 630 if ((*it).rotFrames.size()) {
nuclear@0 631 nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
nuclear@0 632 for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
nuclear@0 633 aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
nuclear@0 634
nuclear@0 635 q.mTime = (*rot).time*animfps;
nuclear@0 636
nuclear@0 637 // XXX it seems our matrix&quaternion code has faults in its conversion routines --
nuclear@0 638 // aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
nuclear@0 639 q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
nuclear@0 640 aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
nuclear@0 641 }
nuclear@0 642 }
nuclear@0 643
nuclear@0 644 if ((*it).posFrames.size()) {
nuclear@0 645 nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
nuclear@0 646
nuclear@0 647 aiQuatKey* qu = nd->mRotationKeys;
nuclear@0 648 for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
nuclear@0 649 aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
nuclear@0 650
nuclear@0 651 v.mTime = (*pos).time*animfps;
nuclear@0 652 v.mValue = (*it).position + (*pos).value;
nuclear@0 653 }
nuclear@0 654 }
nuclear@0 655 }
nuclear@0 656 // fixup to pass the validation if not a single animation channel is non-trivial
nuclear@0 657 if (!anim->mNumChannels) {
nuclear@0 658 anim->mChannels = NULL;
nuclear@0 659 }
nuclear@0 660 }
nuclear@0 661 }
nuclear@0 662
nuclear@0 663 #endif