vrshoot

annotate libs/assimp/UnrealLoader.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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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 UnrealLoader.cpp
nuclear@0 43 * @brief Implementation of the UNREAL (*.3D) importer class
nuclear@0 44 *
nuclear@0 45 * Sources:
nuclear@0 46 * http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
nuclear@0 47 */
nuclear@0 48
nuclear@0 49 #include "AssimpPCH.h"
nuclear@0 50
nuclear@0 51 #ifndef ASSIMP_BUILD_NO_3D_IMPORTER
nuclear@0 52
nuclear@0 53 #include "UnrealLoader.h"
nuclear@0 54 #include "StreamReader.h"
nuclear@0 55 #include "ParsingUtils.h"
nuclear@0 56 #include "fast_atof.h"
nuclear@0 57 #include "ConvertToLHProcess.h"
nuclear@0 58
nuclear@0 59 using namespace Assimp;
nuclear@0 60
nuclear@0 61 static const aiImporterDesc desc = {
nuclear@0 62 "Unreal Mesh Importer",
nuclear@0 63 "",
nuclear@0 64 "",
nuclear@0 65 "",
nuclear@0 66 aiImporterFlags_SupportTextFlavour,
nuclear@0 67 0,
nuclear@0 68 0,
nuclear@0 69 0,
nuclear@0 70 0,
nuclear@0 71 "3d uc"
nuclear@0 72 };
nuclear@0 73
nuclear@0 74
nuclear@0 75 // ------------------------------------------------------------------------------------------------
nuclear@0 76 // Constructor to be privately used by Importer
nuclear@0 77 UnrealImporter::UnrealImporter()
nuclear@0 78 : configFrameID (0)
nuclear@0 79 , configHandleFlags (true)
nuclear@0 80 {}
nuclear@0 81
nuclear@0 82 // ------------------------------------------------------------------------------------------------
nuclear@0 83 // Destructor, private as well
nuclear@0 84 UnrealImporter::~UnrealImporter()
nuclear@0 85 {}
nuclear@0 86
nuclear@0 87 // ------------------------------------------------------------------------------------------------
nuclear@0 88 // Returns whether the class can handle the format of the given file.
nuclear@0 89 bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
nuclear@0 90 {
nuclear@0 91 return SimpleExtensionCheck(pFile,"3d","uc");
nuclear@0 92 }
nuclear@0 93
nuclear@0 94 // ------------------------------------------------------------------------------------------------
nuclear@0 95 // Build a string of all file extensions supported
nuclear@0 96 const aiImporterDesc* UnrealImporter::GetInfo () const
nuclear@0 97 {
nuclear@0 98 return &desc;
nuclear@0 99 }
nuclear@0 100
nuclear@0 101 // ------------------------------------------------------------------------------------------------
nuclear@0 102 // Setup configuration properties for the loader
nuclear@0 103 void UnrealImporter::SetupProperties(const Importer* pImp)
nuclear@0 104 {
nuclear@0 105 // The
nuclear@0 106 // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
nuclear@0 107 // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
nuclear@0 108 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
nuclear@0 109 if(static_cast<unsigned int>(-1) == configFrameID) {
nuclear@0 110 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
nuclear@0 114 configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
nuclear@0 115 }
nuclear@0 116
nuclear@0 117 // ------------------------------------------------------------------------------------------------
nuclear@0 118 // Imports the given file into the given scene structure.
nuclear@0 119 void UnrealImporter::InternReadFile( const std::string& pFile,
nuclear@0 120 aiScene* pScene, IOSystem* pIOHandler)
nuclear@0 121 {
nuclear@0 122 // For any of the 3 files being passed get the three correct paths
nuclear@0 123 // First of all, determine file extension
nuclear@0 124 std::string::size_type pos = pFile.find_last_of('.');
nuclear@0 125 std::string extension = GetExtension(pFile);
nuclear@0 126
nuclear@0 127 std::string d_path,a_path,uc_path;
nuclear@0 128 if (extension == "3d") {
nuclear@0 129 // jjjj_d.3d
nuclear@0 130 // jjjj_a.3d
nuclear@0 131 pos = pFile.find_last_of('_');
nuclear@0 132 if (std::string::npos == pos) {
nuclear@0 133 throw DeadlyImportError("UNREAL: Unexpected naming scheme");
nuclear@0 134 }
nuclear@0 135 extension = pFile.substr(0,pos);
nuclear@0 136 }
nuclear@0 137 else {
nuclear@0 138 extension = pFile.substr(0,pos);
nuclear@0 139 }
nuclear@0 140
nuclear@0 141 // build proper paths
nuclear@0 142 d_path = extension+"_d.3d";
nuclear@0 143 a_path = extension+"_a.3d";
nuclear@0 144 uc_path = extension+".uc";
nuclear@0 145
nuclear@0 146 DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
nuclear@0 147 DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
nuclear@0 148 DefaultLogger::get()->debug("UNREAL: uc file is " + uc_path);
nuclear@0 149
nuclear@0 150 // and open the files ... we can't live without them
nuclear@0 151 IOStream* p = pIOHandler->Open(d_path);
nuclear@0 152 if (!p)
nuclear@0 153 throw DeadlyImportError("UNREAL: Unable to open _d file");
nuclear@0 154 StreamReaderLE d_reader(pIOHandler->Open(d_path));
nuclear@0 155
nuclear@0 156 const uint16_t numTris = d_reader.GetI2();
nuclear@0 157 const uint16_t numVert = d_reader.GetI2();
nuclear@0 158 d_reader.IncPtr(44);
nuclear@0 159 if (!numTris || numVert < 3)
nuclear@0 160 throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
nuclear@0 161
nuclear@0 162 // maximum texture index
nuclear@0 163 unsigned int maxTexIdx = 0;
nuclear@0 164
nuclear@0 165 // collect triangles
nuclear@0 166 std::vector<Unreal::Triangle> triangles(numTris);
nuclear@0 167 for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
nuclear@0 168 Unreal::Triangle& tri = *it;
nuclear@0 169
nuclear@0 170 for (unsigned int i = 0; i < 3;++i) {
nuclear@0 171
nuclear@0 172 tri.mVertex[i] = d_reader.GetI2();
nuclear@0 173 if (tri.mVertex[i] >= numTris) {
nuclear@0 174 DefaultLogger::get()->warn("UNREAL: vertex index out of range");
nuclear@0 175 tri.mVertex[i] = 0;
nuclear@0 176 }
nuclear@0 177 }
nuclear@0 178 tri.mType = d_reader.GetI1();
nuclear@0 179
nuclear@0 180 // handle mesh flagss?
nuclear@0 181 if (configHandleFlags)
nuclear@0 182 tri.mType = Unreal::MF_NORMAL_OS;
nuclear@0 183 else {
nuclear@0 184 // ignore MOD and MASKED for the moment, treat them as two-sided
nuclear@0 185 if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
nuclear@0 186 tri.mType = Unreal::MF_NORMAL_TS;
nuclear@0 187 }
nuclear@0 188 d_reader.IncPtr(1);
nuclear@0 189
nuclear@0 190 for (unsigned int i = 0; i < 3;++i)
nuclear@0 191 for (unsigned int i2 = 0; i2 < 2;++i2)
nuclear@0 192 tri.mTex[i][i2] = d_reader.GetI1();
nuclear@0 193
nuclear@0 194 tri.mTextureNum = d_reader.GetI1();
nuclear@0 195 maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
nuclear@0 196 d_reader.IncPtr(1);
nuclear@0 197 }
nuclear@0 198
nuclear@0 199 p = pIOHandler->Open(a_path);
nuclear@0 200 if (!p)
nuclear@0 201 throw DeadlyImportError("UNREAL: Unable to open _a file");
nuclear@0 202 StreamReaderLE a_reader(pIOHandler->Open(a_path));
nuclear@0 203
nuclear@0 204 // read number of frames
nuclear@0 205 const uint32_t numFrames = a_reader.GetI2();
nuclear@0 206 if (configFrameID >= numFrames)
nuclear@0 207 throw DeadlyImportError("UNREAL: The requested frame does not exist");
nuclear@0 208
nuclear@0 209 uint32_t st = a_reader.GetI2();
nuclear@0 210 if (st != numVert*4)
nuclear@0 211 throw DeadlyImportError("UNREAL: Unexpected aniv file length");
nuclear@0 212
nuclear@0 213 // skip to our frame
nuclear@0 214 a_reader.IncPtr(configFrameID *numVert*4);
nuclear@0 215
nuclear@0 216 // collect vertices
nuclear@0 217 std::vector<aiVector3D> vertices(numVert);
nuclear@0 218 for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it) {
nuclear@0 219 int32_t val = a_reader.GetI4();
nuclear@0 220 Unreal::DecompressVertex(*it,val);
nuclear@0 221 }
nuclear@0 222
nuclear@0 223 // list of textures.
nuclear@0 224 std::vector< std::pair<unsigned int, std::string> > textures;
nuclear@0 225
nuclear@0 226 // allocate the output scene
nuclear@0 227 aiNode* nd = pScene->mRootNode = new aiNode();
nuclear@0 228 nd->mName.Set("<UnrealRoot>");
nuclear@0 229
nuclear@0 230 // we can live without the uc file if necessary
nuclear@0 231 boost::scoped_ptr<IOStream> pb (pIOHandler->Open(uc_path));
nuclear@0 232 if (pb.get()) {
nuclear@0 233
nuclear@0 234 std::vector<char> _data;
nuclear@0 235 TextFileToBuffer(pb.get(),_data);
nuclear@0 236 const char* data = &_data[0];
nuclear@0 237
nuclear@0 238 std::vector< std::pair< std::string,std::string > > tempTextures;
nuclear@0 239
nuclear@0 240 // do a quick search in the UC file for some known, usually texture-related, tags
nuclear@0 241 for (;*data;++data) {
nuclear@0 242 if (TokenMatchI(data,"#exec",5)) {
nuclear@0 243 SkipSpacesAndLineEnd(&data);
nuclear@0 244
nuclear@0 245 // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
nuclear@0 246 if (TokenMatchI(data,"TEXTURE",7)) {
nuclear@0 247 SkipSpacesAndLineEnd(&data);
nuclear@0 248
nuclear@0 249 if (TokenMatchI(data,"IMPORT",6)) {
nuclear@0 250 tempTextures.push_back(std::pair< std::string,std::string >());
nuclear@0 251 std::pair< std::string,std::string >& me = tempTextures.back();
nuclear@0 252 for (;!IsLineEnd(*data);++data) {
nuclear@0 253 if (!::ASSIMP_strincmp(data,"NAME=",5)) {
nuclear@0 254 const char *d = data+=5;
nuclear@0 255 for (;!IsSpaceOrNewLine(*data);++data);
nuclear@0 256 me.first = std::string(d,(size_t)(data-d));
nuclear@0 257 }
nuclear@0 258 else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
nuclear@0 259 const char *d = data+=5;
nuclear@0 260 for (;!IsSpaceOrNewLine(*data);++data);
nuclear@0 261 me.second = std::string(d,(size_t)(data-d));
nuclear@0 262 }
nuclear@0 263 }
nuclear@0 264 if (!me.first.length() || !me.second.length())
nuclear@0 265 tempTextures.pop_back();
nuclear@0 266 }
nuclear@0 267 }
nuclear@0 268 // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
nuclear@0 269 // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
nuclear@0 270 else if (TokenMatchI(data,"MESHMAP",7)) {
nuclear@0 271 SkipSpacesAndLineEnd(&data);
nuclear@0 272
nuclear@0 273 if (TokenMatchI(data,"SETTEXTURE",10)) {
nuclear@0 274
nuclear@0 275 textures.push_back(std::pair<unsigned int, std::string>());
nuclear@0 276 std::pair<unsigned int, std::string>& me = textures.back();
nuclear@0 277
nuclear@0 278 for (;!IsLineEnd(*data);++data) {
nuclear@0 279 if (!::ASSIMP_strincmp(data,"NUM=",4)) {
nuclear@0 280 data += 4;
nuclear@0 281 me.first = strtoul10(data,&data);
nuclear@0 282 }
nuclear@0 283 else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
nuclear@0 284 data += 8;
nuclear@0 285 const char *d = data;
nuclear@0 286 for (;!IsSpaceOrNewLine(*data);++data);
nuclear@0 287 me.second = std::string(d,(size_t)(data-d));
nuclear@0 288
nuclear@0 289 // try to find matching path names, doesn't care if we don't find them
nuclear@0 290 for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
nuclear@0 291 it != tempTextures.end(); ++it) {
nuclear@0 292 if ((*it).first == me.second) {
nuclear@0 293 me.second = (*it).second;
nuclear@0 294 break;
nuclear@0 295 }
nuclear@0 296 }
nuclear@0 297 }
nuclear@0 298 }
nuclear@0 299 }
nuclear@0 300 else if (TokenMatchI(data,"SCALE",5)) {
nuclear@0 301
nuclear@0 302 for (;!IsLineEnd(*data);++data) {
nuclear@0 303 if (data[0] == 'X' && data[1] == '=') {
nuclear@0 304 data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
nuclear@0 305 }
nuclear@0 306 else if (data[0] == 'Y' && data[1] == '=') {
nuclear@0 307 data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
nuclear@0 308 }
nuclear@0 309 else if (data[0] == 'Z' && data[1] == '=') {
nuclear@0 310 data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
nuclear@0 311 }
nuclear@0 312 }
nuclear@0 313 }
nuclear@0 314 }
nuclear@0 315 }
nuclear@0 316 }
nuclear@0 317 }
nuclear@0 318 else {
nuclear@0 319 DefaultLogger::get()->error("Unable to open .uc file");
nuclear@0 320 }
nuclear@0 321
nuclear@0 322 std::vector<Unreal::TempMat> materials;
nuclear@0 323 materials.reserve(textures.size()*2+5);
nuclear@0 324
nuclear@0 325 // find out how many output meshes and materials we'll have and build material indices
nuclear@0 326 for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
nuclear@0 327 Unreal::Triangle& tri = *it;
nuclear@0 328 Unreal::TempMat mat(tri);
nuclear@0 329 std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
nuclear@0 330 if (nt == materials.end()) {
nuclear@0 331 // add material
nuclear@0 332 tri.matIndex = materials.size();
nuclear@0 333 mat.numFaces = 1;
nuclear@0 334 materials.push_back(mat);
nuclear@0 335
nuclear@0 336 ++pScene->mNumMeshes;
nuclear@0 337 }
nuclear@0 338 else {
nuclear@0 339 tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
nuclear@0 340 ++nt->numFaces;
nuclear@0 341 }
nuclear@0 342 }
nuclear@0 343
nuclear@0 344 if (!pScene->mNumMeshes) {
nuclear@0 345 throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
nuclear@0 346 }
nuclear@0 347
nuclear@0 348 // allocate meshes and bind them to the node graph
nuclear@0 349 pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
nuclear@0 350 pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
nuclear@0 351
nuclear@0 352 nd->mNumMeshes = pScene->mNumMeshes;
nuclear@0 353 nd->mMeshes = new unsigned int[nd->mNumMeshes];
nuclear@0 354 for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
nuclear@0 355 aiMesh* m = pScene->mMeshes[i] = new aiMesh();
nuclear@0 356 m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
nuclear@0 357
nuclear@0 358 const unsigned int num = materials[i].numFaces;
nuclear@0 359 m->mFaces = new aiFace [num];
nuclear@0 360 m->mVertices = new aiVector3D [num*3];
nuclear@0 361 m->mTextureCoords[0] = new aiVector3D [num*3];
nuclear@0 362
nuclear@0 363 nd->mMeshes[i] = i;
nuclear@0 364
nuclear@0 365 // create materials, too
nuclear@0 366 aiMaterial* mat = new aiMaterial();
nuclear@0 367 pScene->mMaterials[i] = mat;
nuclear@0 368
nuclear@0 369 // all white by default - texture rulez
nuclear@0 370 aiColor3D color(1.f,1.f,1.f);
nuclear@0 371
nuclear@0 372 aiString s;
nuclear@0 373 ::sprintf(s.data,"mat%i_tx%i_",i,materials[i].tex);
nuclear@0 374
nuclear@0 375 // set the two-sided flag
nuclear@0 376 if (materials[i].type == Unreal::MF_NORMAL_TS) {
nuclear@0 377 const int twosided = 1;
nuclear@0 378 mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
nuclear@0 379 ::strcat(s.data,"ts_");
nuclear@0 380 }
nuclear@0 381 else ::strcat(s.data,"os_");
nuclear@0 382
nuclear@0 383 // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
nuclear@0 384 if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
nuclear@0 385 const float opac = 0.9f;
nuclear@0 386 mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
nuclear@0 387 ::strcat(s.data,"tran_");
nuclear@0 388 }
nuclear@0 389 else ::strcat(s.data,"opaq_");
nuclear@0 390
nuclear@0 391 // a special name for the weapon attachment point
nuclear@0 392 if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
nuclear@0 393 s.length = ::sprintf(s.data,"$WeaponTag$");
nuclear@0 394 color = aiColor3D(0.f,0.f,0.f);
nuclear@0 395 }
nuclear@0 396
nuclear@0 397 // set color and name
nuclear@0 398 mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
nuclear@0 399 s.length = ::strlen(s.data);
nuclear@0 400 mat->AddProperty(&s,AI_MATKEY_NAME);
nuclear@0 401
nuclear@0 402 // set texture, if any
nuclear@0 403 const unsigned int tex = materials[i].tex;
nuclear@0 404 for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
nuclear@0 405 if ((*it).first == tex) {
nuclear@0 406 s.Set((*it).second);
nuclear@0 407 mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
nuclear@0 408 break;
nuclear@0 409 }
nuclear@0 410 }
nuclear@0 411 }
nuclear@0 412
nuclear@0 413 // fill them.
nuclear@0 414 for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
nuclear@0 415 Unreal::Triangle& tri = *it;
nuclear@0 416 Unreal::TempMat mat(tri);
nuclear@0 417 std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
nuclear@0 418
nuclear@0 419 aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
nuclear@0 420 aiFace& f = mesh->mFaces[mesh->mNumFaces++];
nuclear@0 421 f.mIndices = new unsigned int[f.mNumIndices = 3];
nuclear@0 422
nuclear@0 423 for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
nuclear@0 424 f.mIndices[i] = mesh->mNumVertices;
nuclear@0 425
nuclear@0 426 mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
nuclear@0 427 mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
nuclear@0 428 }
nuclear@0 429 }
nuclear@0 430
nuclear@0 431 // convert to RH
nuclear@0 432 MakeLeftHandedProcess hero;
nuclear@0 433 hero.Execute(pScene);
nuclear@0 434
nuclear@0 435 FlipWindingOrderProcess flipper;
nuclear@0 436 flipper.Execute(pScene);
nuclear@0 437 }
nuclear@0 438
nuclear@0 439 #endif // !! ASSIMP_BUILD_NO_3D_IMPORTER