vrshoot

diff libs/assimp/OgreMesh.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/OgreMesh.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,516 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +#include "AssimpPCH.h"
    1.45 +
    1.46 +#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
    1.47 +
    1.48 +#include "OgreImporter.hpp"
    1.49 +#include "TinyFormatter.h"
    1.50 +
    1.51 +using namespace std;
    1.52 +
    1.53 +namespace Assimp
    1.54 +{
    1.55 +namespace Ogre
    1.56 +{
    1.57 +
    1.58 +
    1.59 +void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
    1.60 +{
    1.61 +	if(Reader->getAttributeValue("usesharedvertices"))
    1.62 +		theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");
    1.63 +
    1.64 +	XmlRead(Reader);
    1.65 +	//TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
    1.66 +	//of faces and geometry changed, and not if we have more than one of one
    1.67 +	while(	Reader->getNodeName()==string("faces")
    1.68 +		||	Reader->getNodeName()==string("geometry")
    1.69 +		||	Reader->getNodeName()==string("boneassignments"))
    1.70 +	{
    1.71 +		if(string(Reader->getNodeName())=="faces")//Read the face list
    1.72 +		{
    1.73 +			//some info logging:
    1.74 +			unsigned int NumFaces=GetAttribute<int>(Reader, "count");
    1.75 +			ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
    1.76 +			DefaultLogger::get()->debug(ss.str());
    1.77 +
    1.78 +			while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
    1.79 +			{
    1.80 +				Face NewFace;
    1.81 +				NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
    1.82 +				NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
    1.83 +				NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
    1.84 +				if(Reader->getAttributeValue("v4"))//this should be supported in the future
    1.85 +				{
    1.86 +					DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
    1.87 +					//throw DeadlyImportError("Submesh has quads, only traingles are supported!");
    1.88 +				}
    1.89 +				theSubMesh.FaceList.push_back(NewFace);
    1.90 +			}
    1.91 +
    1.92 +		}//end of faces
    1.93 +		else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
    1.94 +		{	
    1.95 +			//some info logging:
    1.96 +			unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
    1.97 +			ostringstream ss; ss<<"VertexCount: " << NumVertices;
    1.98 +			DefaultLogger::get()->debug(ss.str());
    1.99 +			
   1.100 +			//General Informations about vertices
   1.101 +			XmlRead(Reader);
   1.102 +			while(Reader->getNodeName()==string("vertexbuffer"))
   1.103 +			{
   1.104 +				ReadVertexBuffer(theSubMesh, Reader, NumVertices);
   1.105 +			}
   1.106 +
   1.107 +			//some error checking on the loaded data
   1.108 +			if(!theSubMesh.HasPositions)
   1.109 +				throw DeadlyImportError("No positions could be loaded!");
   1.110 +
   1.111 +			if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
   1.112 +				throw DeadlyImportError("Wrong Number of Normals loaded!");
   1.113 +
   1.114 +			if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
   1.115 +				throw DeadlyImportError("Wrong Number of Tangents loaded!");
   1.116 +
   1.117 +			for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
   1.118 +			{
   1.119 +				if(theSubMesh.Uvs[i].size() != NumVertices)
   1.120 +					throw DeadlyImportError("Wrong Number of Uvs loaded!");
   1.121 +			}
   1.122 +
   1.123 +		}//end of "geometry
   1.124 +
   1.125 +
   1.126 +		else if(Reader->getNodeName()==string("boneassignments"))
   1.127 +		{
   1.128 +			ReadBoneWeights(theSubMesh, Reader);
   1.129 +		}
   1.130 +	}
   1.131 +	DefaultLogger::get()->debug((Formatter::format(),
   1.132 +		"Positionen: ",theSubMesh.Positions.size(),
   1.133 +		" Normale: ",theSubMesh.Normals.size(),
   1.134 +		" TexCoords: ",theSubMesh.Uvs.size(),
   1.135 +		" Tantents: ",theSubMesh.Tangents.size()
   1.136 +	));
   1.137 +}
   1.138 +
   1.139 +
   1.140 +void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
   1.141 +{
   1.142 +	DefaultLogger::get()->debug("new Vertex Buffer");
   1.143 +
   1.144 +	bool ReadPositions=false;
   1.145 +	bool ReadNormals=false;
   1.146 +	bool ReadTangents=false;
   1.147 +	unsigned int NumUvs=0;
   1.148 +
   1.149 +	//-------------------- check, what we need to read: --------------------------------
   1.150 +	if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
   1.151 +	{
   1.152 +		ReadPositions=theSubMesh.HasPositions=true;
   1.153 +		theSubMesh.Positions.reserve(NumVertices);
   1.154 +		DefaultLogger::get()->debug("reading positions");
   1.155 +	}
   1.156 +	if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
   1.157 +	{
   1.158 +		ReadNormals=theSubMesh.HasNormals=true;
   1.159 +		theSubMesh.Normals.reserve(NumVertices);
   1.160 +		DefaultLogger::get()->debug("reading normals");
   1.161 +	}
   1.162 +	if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
   1.163 +	{
   1.164 +		ReadTangents=theSubMesh.HasTangents=true;
   1.165 +		theSubMesh.Tangents.reserve(NumVertices);
   1.166 +		DefaultLogger::get()->debug("reading tangents");
   1.167 +	}
   1.168 +
   1.169 +	if(Reader->getAttributeValue("texture_coords"))
   1.170 +	{
   1.171 +		NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
   1.172 +		theSubMesh.Uvs.resize(NumUvs);
   1.173 +		for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
   1.174 +		DefaultLogger::get()->debug("reading texture coords");
   1.175 +	}
   1.176 +	//___________________________________________________________________
   1.177 +
   1.178 +
   1.179 +	//check if we will load anything
   1.180 +	if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
   1.181 +		DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
   1.182 +	
   1.183 +
   1.184 +	//read all the vertices:
   1.185 +	XmlRead(Reader);
   1.186 +
   1.187 +	/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
   1.188 +	so the break condition is a bit tricky */
   1.189 +	while(Reader->getNodeName()==string("vertex")
   1.190 +		||Reader->getNodeName()==string("position")
   1.191 +		||Reader->getNodeName()==string("normal")
   1.192 +		||Reader->getNodeName()==string("tangent")
   1.193 +		||Reader->getNodeName()==string("texcoord")
   1.194 +		||Reader->getNodeName()==string("colour_diffuse"))
   1.195 +	{
   1.196 +		if(Reader->getNodeName()==string("vertex"))
   1.197 +			XmlRead(Reader);//Read an attribute tag
   1.198 +
   1.199 +		//Position
   1.200 +		if(ReadPositions && Reader->getNodeName()==string("position"))
   1.201 +		{
   1.202 +			aiVector3D NewPos;
   1.203 +			NewPos.x=GetAttribute<float>(Reader, "x");
   1.204 +			NewPos.y=GetAttribute<float>(Reader, "y");
   1.205 +			NewPos.z=GetAttribute<float>(Reader, "z");
   1.206 +			theSubMesh.Positions.push_back(NewPos);
   1.207 +		}
   1.208 +				
   1.209 +		//Normal
   1.210 +		else if(ReadNormals && Reader->getNodeName()==string("normal"))
   1.211 +		{
   1.212 +			aiVector3D NewNormal;
   1.213 +			NewNormal.x=GetAttribute<float>(Reader, "x");
   1.214 +			NewNormal.y=GetAttribute<float>(Reader, "y");
   1.215 +			NewNormal.z=GetAttribute<float>(Reader, "z");
   1.216 +			theSubMesh.Normals.push_back(NewNormal);
   1.217 +		}
   1.218 +				
   1.219 +		//Tangent
   1.220 +		else if(ReadTangents && Reader->getNodeName()==string("tangent"))
   1.221 +		{
   1.222 +			aiVector3D NewTangent;
   1.223 +			NewTangent.x=GetAttribute<float>(Reader, "x");
   1.224 +			NewTangent.y=GetAttribute<float>(Reader, "y");
   1.225 +			NewTangent.z=GetAttribute<float>(Reader, "z");
   1.226 +			theSubMesh.Tangents.push_back(NewTangent);
   1.227 +		}
   1.228 +
   1.229 +		//Uv:
   1.230 +		else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
   1.231 +		{
   1.232 +			for(unsigned int i=0; i<NumUvs; ++i)
   1.233 +			{
   1.234 +				if(Reader->getNodeName()!=string("texcoord"))
   1.235 +				{
   1.236 +					DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
   1.237 +				}
   1.238 +				aiVector3D NewUv;
   1.239 +				NewUv.x=GetAttribute<float>(Reader, "u");
   1.240 +				NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
   1.241 +				theSubMesh.Uvs[i].push_back(NewUv);
   1.242 +				XmlRead(Reader);
   1.243 +			}
   1.244 +			continue;//because we already read the next node...
   1.245 +		}
   1.246 +
   1.247 +		//Color:
   1.248 +		//TODO: actually save this data!
   1.249 +		else if(Reader->getNodeName()==string("colour_diffuse"))
   1.250 +		{
   1.251 +			//do nothing, because we not yet support them
   1.252 +		}
   1.253 +
   1.254 +		//Attribute could not be read
   1.255 +		else
   1.256 +		{
   1.257 +			DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
   1.258 +		}
   1.259 +
   1.260 +		XmlRead(Reader);//Read the Vertex tag
   1.261 +	}
   1.262 +}
   1.263 +
   1.264 +
   1.265 +void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
   1.266 +{
   1.267 +	theSubMesh.Weights.resize(theSubMesh.Positions.size());
   1.268 +	while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
   1.269 +	{
   1.270 +		Weight NewWeight;
   1.271 +		unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
   1.272 +		NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
   1.273 +		NewWeight.Value=GetAttribute<float>(Reader, "weight");
   1.274 +		//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
   1.275 +		theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
   1.276 +
   1.277 +		theSubMesh.Weights[VertexId].push_back(NewWeight);
   1.278 +	}
   1.279 +}
   1.280 +
   1.281 +
   1.282 +
   1.283 +void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
   1.284 +{
   1.285 +	//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
   1.286 +	vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
   1.287 +	unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
   1.288 +
   1.289 +	vector<aiVector3D> UniquePositions(UniqueVertexCount);
   1.290 +
   1.291 +	vector<aiVector3D> UniqueNormals(UniqueVertexCount);
   1.292 +
   1.293 +	vector<aiVector3D> UniqueTangents(UniqueVertexCount);
   1.294 +
   1.295 +	vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
   1.296 +
   1.297 +	vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
   1.298 +	for(unsigned int i=0; i<UniqueUvs.size(); ++i)	UniqueUvs[i].resize(UniqueVertexCount);
   1.299 +
   1.300 +
   1.301 +
   1.302 +	//Support for shared data:
   1.303 +	/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
   1.304 +	  we just use a reference to a submodel instead of our submodel itself*/
   1.305 +
   1.306 +	SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
   1.307 +	if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
   1.308 +	{
   1.309 +		theSubMesh.HasPositions=theSharedGeometry.HasPositions;
   1.310 +		theSubMesh.HasNormals=theSharedGeometry.HasNormals;
   1.311 +		theSubMesh.HasTangents=theSharedGeometry.HasTangents;
   1.312 +
   1.313 +		theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
   1.314 +
   1.315 +		UniqueUvs.resize(theSharedGeometry.Uvs.size());
   1.316 +		for(unsigned int i=0; i<UniqueUvs.size(); ++i)	UniqueUvs[i].resize(UniqueVertexCount);
   1.317 +	}
   1.318 +
   1.319 +	for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
   1.320 +	{
   1.321 +		//We precalculate the index vlaues her, because we need them in all vertex attributes
   1.322 +		unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
   1.323 +		unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
   1.324 +		unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
   1.325 +
   1.326 +		UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
   1.327 +		UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
   1.328 +		UniquePositions[3*i+2]=VertexSource.Positions[Vertex3];
   1.329 +
   1.330 +		if(VertexSource.HasNormals)
   1.331 +		{
   1.332 +			UniqueNormals[3*i+0]=VertexSource.Normals[Vertex1];
   1.333 +			UniqueNormals[3*i+1]=VertexSource.Normals[Vertex2];
   1.334 +			UniqueNormals[3*i+2]=VertexSource.Normals[Vertex3];
   1.335 +		}
   1.336 +
   1.337 +		if(VertexSource.HasTangents)
   1.338 +		{
   1.339 +			UniqueTangents[3*i+0]=VertexSource.Tangents[Vertex1];
   1.340 +			UniqueTangents[3*i+1]=VertexSource.Tangents[Vertex2];
   1.341 +			UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
   1.342 +		}
   1.343 +
   1.344 +		if(UniqueUvs.size()>0)
   1.345 +		{
   1.346 +			for(unsigned int j=0; j<UniqueUvs.size(); ++j)
   1.347 +			{
   1.348 +				UniqueUvs[j][3*i+0]=VertexSource.Uvs[j][Vertex1];
   1.349 +				UniqueUvs[j][3*i+1]=VertexSource.Uvs[j][Vertex2];
   1.350 +				UniqueUvs[j][3*i+2]=VertexSource.Uvs[j][Vertex3];
   1.351 +			}
   1.352 +		}
   1.353 +
   1.354 +		if(VertexSource.Weights.size() > 0)
   1.355 +		{
   1.356 +			UniqueWeights[3*i+0]=VertexSource.Weights[Vertex1];
   1.357 +			UniqueWeights[3*i+1]=VertexSource.Weights[Vertex2];
   1.358 +			UniqueWeights[3*i+2]=VertexSource.Weights[Vertex3];
   1.359 +		}
   1.360 +
   1.361 +		//The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
   1.362 +		UniqueFaceList[i].VertexIndices[0]=3*i+0;
   1.363 +		UniqueFaceList[i].VertexIndices[1]=3*i+1;
   1.364 +		UniqueFaceList[i].VertexIndices[2]=3*i+2;
   1.365 +	}
   1.366 +	//_________________________________________________________________________________________
   1.367 +
   1.368 +	//now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
   1.369 +	//if we don't have one of them, we just swap empty containers, so everything is ok
   1.370 +	theSubMesh.FaceList.swap(UniqueFaceList);
   1.371 +	theSubMesh.Positions.swap(UniquePositions);
   1.372 +	theSubMesh.Normals.swap(UniqueNormals);
   1.373 +	theSubMesh.Tangents.swap(UniqueTangents);
   1.374 +	theSubMesh.Uvs.swap(UniqueUvs);
   1.375 +	theSubMesh.Weights.swap(UniqueWeights);
   1.376 +
   1.377 +
   1.378 +
   1.379 +	//------------- normalize weights -----------------------------
   1.380 +	//The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
   1.381 +	//so we have to make this sure:
   1.382 +	for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
   1.383 +	{
   1.384 +		float WeightSum=0.0f;
   1.385 +		for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
   1.386 +		{
   1.387 +			WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
   1.388 +		}
   1.389 +		
   1.390 +		//check if the sum is too far away from 1
   1.391 +		if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
   1.392 +		{
   1.393 +			//normalize all weights:
   1.394 +			for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
   1.395 +			{
   1.396 +				theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
   1.397 +			}
   1.398 +		}
   1.399 +	}
   1.400 +	//_________________________________________________________
   1.401 +}
   1.402 +
   1.403 +
   1.404 +
   1.405 +
   1.406 +aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
   1.407 +{
   1.408 +	const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
   1.409 +	(void)m_CurrentScene;
   1.410 +
   1.411 +	aiMesh* NewAiMesh=new aiMesh();
   1.412 +		
   1.413 +	//Positions
   1.414 +	NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
   1.415 +	memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
   1.416 +	NewAiMesh->mNumVertices=theSubMesh.Positions.size();
   1.417 +
   1.418 +	//Normals
   1.419 +	if(theSubMesh.HasNormals)
   1.420 +	{
   1.421 +		NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
   1.422 +		memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
   1.423 +	}
   1.424 +
   1.425 +
   1.426 +	//until we have support for bitangents, no tangents will be written
   1.427 +	/*
   1.428 +	//Tangents
   1.429 +	if(theSubMesh.HasTangents)
   1.430 +	{
   1.431 +		NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
   1.432 +		memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
   1.433 +	}
   1.434 +	*/
   1.435 +
   1.436 +	//Uvs
   1.437 +	if(theSubMesh.Uvs.size()>0)
   1.438 +	{
   1.439 +		for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
   1.440 +		{
   1.441 +			NewAiMesh->mNumUVComponents[i]=2;
   1.442 +			NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
   1.443 +			memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
   1.444 +		}
   1.445 +	}
   1.446 +
   1.447 +
   1.448 +	//---------------------------------------- Bones --------------------------------------------
   1.449 +
   1.450 +	//Copy the weights in in Bone-Vertices Struktur
   1.451 +	//(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
   1.452 +	vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
   1.453 +	for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
   1.454 +	{
   1.455 +		for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
   1.456 +		{
   1.457 +			aiVertexWeight NewWeight;
   1.458 +			NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
   1.459 +			NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
   1.460 +			aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
   1.461 +		}
   1.462 +	}
   1.463 +
   1.464 +	
   1.465 +
   1.466 +	vector<aiBone*> aiBones;
   1.467 +	aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
   1.468 +	
   1.469 +	//create all the bones and fill them with informations
   1.470 +	for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
   1.471 +	{
   1.472 +		if(aiWeights[i].size()>0)
   1.473 +		{
   1.474 +			aiBone* NewBone=new aiBone();
   1.475 +			NewBone->mNumWeights=aiWeights[i].size();
   1.476 +			NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
   1.477 +			memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
   1.478 +			NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
   1.479 +			NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
   1.480 +				
   1.481 +			aiBones.push_back(NewBone);
   1.482 +		}
   1.483 +	}
   1.484 +	NewAiMesh->mNumBones=aiBones.size();
   1.485 +	
   1.486 +	// mBones must be NULL if mNumBones is non 0 or the validation fails.
   1.487 +	if (aiBones.size()) {
   1.488 +		NewAiMesh->mBones=new aiBone* [aiBones.size()];
   1.489 +		memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
   1.490 +	}
   1.491 +
   1.492 +	//______________________________________________________________________________________________________
   1.493 +
   1.494 +
   1.495 +
   1.496 +	//Faces
   1.497 +	NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
   1.498 +	for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
   1.499 +	{
   1.500 +		NewAiMesh->mFaces[i].mNumIndices=3;
   1.501 +		NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
   1.502 +
   1.503 +		NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
   1.504 +		NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
   1.505 +		NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
   1.506 +	}
   1.507 +	NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
   1.508 +
   1.509 +	//Link the material:
   1.510 +	NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
   1.511 +
   1.512 +	return NewAiMesh;
   1.513 +}
   1.514 +
   1.515 +
   1.516 +}//namespace Ogre
   1.517 +}//namespace Assimp
   1.518 +
   1.519 +#endif  // !! ASSIMP_BUILD_NO_OGRE_IMPORTER