vrshoot

diff libs/assimp/Q3DLoader.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/Q3DLoader.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,611 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file  Q3DLoader.cpp
    1.46 + *  @brief Implementation of the Q3D importer class
    1.47 + */
    1.48 +
    1.49 +#include "AssimpPCH.h"
    1.50 +#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
    1.51 +
    1.52 +// internal headers
    1.53 +#include "Q3DLoader.h"
    1.54 +#include "StreamReader.h"
    1.55 +#include "fast_atof.h"
    1.56 +
    1.57 +using namespace Assimp;
    1.58 +
    1.59 +static const aiImporterDesc desc = {
    1.60 +	"Quick3D Importer",
    1.61 +	"",
    1.62 +	"",
    1.63 +	"http://www.quick3d.com/",
    1.64 +	aiImporterFlags_SupportBinaryFlavour,
    1.65 +	0,
    1.66 +	0,
    1.67 +	0,
    1.68 +	0,
    1.69 +	"q3o q3s" 
    1.70 +};
    1.71 +
    1.72 +// ------------------------------------------------------------------------------------------------
    1.73 +// Constructor to be privately used by Importer
    1.74 +Q3DImporter::Q3DImporter()
    1.75 +{}
    1.76 +
    1.77 +// ------------------------------------------------------------------------------------------------
    1.78 +// Destructor, private as well 
    1.79 +Q3DImporter::~Q3DImporter()
    1.80 +{}
    1.81 +
    1.82 +// ------------------------------------------------------------------------------------------------
    1.83 +// Returns whether the class can handle the format of the given file. 
    1.84 +bool Q3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
    1.85 +{
    1.86 +	const std::string extension = GetExtension(pFile);
    1.87 +
    1.88 +	if (extension == "q3s" || extension == "q3o")
    1.89 +		return true;
    1.90 +	else if (!extension.length() || checkSig)	{
    1.91 +		if (!pIOHandler)
    1.92 +			return true;
    1.93 +		const char* tokens[] = {"quick3Do","quick3Ds"};
    1.94 +		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
    1.95 +	}
    1.96 +	return false;
    1.97 +}
    1.98 +
    1.99 +// ------------------------------------------------------------------------------------------------
   1.100 +const aiImporterDesc* Q3DImporter::GetInfo () const
   1.101 +{
   1.102 +	return &desc;
   1.103 +}
   1.104 +
   1.105 +// ------------------------------------------------------------------------------------------------
   1.106 +// Imports the given file into the given scene structure. 
   1.107 +void Q3DImporter::InternReadFile( const std::string& pFile, 
   1.108 +	aiScene* pScene, IOSystem* pIOHandler)
   1.109 +{
   1.110 +	StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
   1.111 +
   1.112 +	// The header is 22 bytes large
   1.113 +	if (stream.GetRemainingSize() < 22)
   1.114 +		throw DeadlyImportError("File is either empty or corrupt: " + pFile);
   1.115 +
   1.116 +	// Check the file's signature
   1.117 +	if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
   1.118 +		ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
   1.119 +	{
   1.120 +		throw DeadlyImportError("Not a Quick3D file. Signature string is: " + 
   1.121 +			std::string((const char*)stream.GetPtr(),8));
   1.122 +	}
   1.123 +
   1.124 +	// Print the file format version
   1.125 +	DefaultLogger::get()->info("Quick3D File format version: " + 
   1.126 +		std::string(&((const char*)stream.GetPtr())[8],2));
   1.127 +
   1.128 +	// ... an store it
   1.129 +	char major = ((const char*)stream.GetPtr())[8];
   1.130 +	char minor = ((const char*)stream.GetPtr())[9];
   1.131 +
   1.132 +	stream.IncPtr(10);
   1.133 +	unsigned int numMeshes    = (unsigned int)stream.GetI4();
   1.134 +	unsigned int numMats      = (unsigned int)stream.GetI4();
   1.135 +	unsigned int numTextures  = (unsigned int)stream.GetI4();
   1.136 +
   1.137 +	std::vector<Material> materials;
   1.138 +	materials.reserve(numMats);
   1.139 +
   1.140 +	std::vector<Mesh> meshes;
   1.141 +	meshes.reserve(numMeshes);
   1.142 +
   1.143 +	// Allocate the scene root node
   1.144 +	pScene->mRootNode = new aiNode();
   1.145 +
   1.146 +	aiColor3D fgColor (0.6f,0.6f,0.6f);
   1.147 +
   1.148 +	// Now read all file chunks
   1.149 +	while (true)
   1.150 +	{
   1.151 +		if (stream.GetRemainingSize() < 1)break;
   1.152 +		char c = stream.GetI1();
   1.153 +		switch (c)
   1.154 +		{
   1.155 +			// Meshes chunk
   1.156 +		case 'm':
   1.157 +			{
   1.158 +				for (unsigned int quak = 0; quak < numMeshes; ++quak)
   1.159 +				{
   1.160 +					meshes.push_back(Mesh());
   1.161 +					Mesh& mesh = meshes.back();
   1.162 +
   1.163 +					// read all vertices
   1.164 +					unsigned int numVerts = (unsigned int)stream.GetI4();
   1.165 +					if (!numVerts)
   1.166 +						throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
   1.167 +
   1.168 +					std::vector<aiVector3D>& verts = mesh.verts;
   1.169 +					verts.resize(numVerts);
   1.170 +
   1.171 +					for (unsigned int i = 0; i < numVerts;++i)
   1.172 +					{
   1.173 +						verts[i].x = stream.GetF4();
   1.174 +						verts[i].y = stream.GetF4();
   1.175 +						verts[i].z = stream.GetF4();
   1.176 +					}
   1.177 +
   1.178 +					// read all faces
   1.179 +					numVerts = (unsigned int)stream.GetI4();
   1.180 +					if (!numVerts)
   1.181 +						throw DeadlyImportError("Quick3D: Found mesh with zero faces");
   1.182 +
   1.183 +					std::vector<Face >& faces = mesh.faces;
   1.184 +					faces.reserve(numVerts);
   1.185 +
   1.186 +					// number of indices
   1.187 +					for (unsigned int i = 0; i < numVerts;++i)
   1.188 +					{
   1.189 +						faces.push_back(Face(stream.GetI2()) );
   1.190 +						if (faces.back().indices.empty())
   1.191 +							throw DeadlyImportError("Quick3D: Found face with zero indices");
   1.192 +					}
   1.193 +
   1.194 +					// indices
   1.195 +					for (unsigned int i = 0; i < numVerts;++i)
   1.196 +					{
   1.197 +						Face& vec = faces[i];
   1.198 +						for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
   1.199 +							vec.indices[a] = stream.GetI4();
   1.200 +					}
   1.201 +
   1.202 +					// material indices
   1.203 +					for (unsigned int i = 0; i < numVerts;++i)
   1.204 +					{
   1.205 +						faces[i].mat = (unsigned int)stream.GetI4();
   1.206 +					}
   1.207 +
   1.208 +					// read all normals
   1.209 +					numVerts = (unsigned int)stream.GetI4();
   1.210 +					std::vector<aiVector3D>& normals = mesh.normals;
   1.211 +					normals.resize(numVerts);
   1.212 +
   1.213 +					for (unsigned int i = 0; i < numVerts;++i)
   1.214 +					{
   1.215 +						normals[i].x = stream.GetF4();
   1.216 +						normals[i].y = stream.GetF4();
   1.217 +						normals[i].z = stream.GetF4();
   1.218 +					}
   1.219 +
   1.220 +					numVerts = (unsigned int)stream.GetI4();
   1.221 +					if (numTextures && numVerts)
   1.222 +					{
   1.223 +						// read all texture coordinates
   1.224 +						std::vector<aiVector3D>& uv = mesh.uv;
   1.225 +						uv.resize(numVerts);
   1.226 +
   1.227 +						for (unsigned int i = 0; i < numVerts;++i)
   1.228 +						{
   1.229 +							uv[i].x = stream.GetF4();
   1.230 +							uv[i].y = stream.GetF4();
   1.231 +						}
   1.232 +
   1.233 +						// UV indices
   1.234 +						for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
   1.235 +						{
   1.236 +							Face& vec = faces[i];
   1.237 +							for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
   1.238 +							{
   1.239 +								vec.uvindices[a] = stream.GetI4();
   1.240 +								if (!i && !a)
   1.241 +									mesh.prevUVIdx = vec.uvindices[a];
   1.242 +								else if (vec.uvindices[a] != mesh.prevUVIdx)
   1.243 +									mesh.prevUVIdx = UINT_MAX;
   1.244 +							}
   1.245 +						}
   1.246 +					}
   1.247 +
   1.248 +					// we don't need the rest, but we need to get to the next chunk
   1.249 +					stream.IncPtr(36);
   1.250 +					if (minor > '0' && major == '3')
   1.251 +						stream.IncPtr(mesh.faces.size());
   1.252 +				}
   1.253 +				// stream.IncPtr(4); // unknown value here
   1.254 +			}
   1.255 +			break;
   1.256 +
   1.257 +			// materials chunk 
   1.258 +		case 'c':
   1.259 +
   1.260 +			for (unsigned int i = 0; i < numMats; ++i)
   1.261 +			{
   1.262 +				materials.push_back(Material());
   1.263 +				Material& mat = materials.back();
   1.264 +
   1.265 +				// read the material name
   1.266 +				while (( c = stream.GetI1()))
   1.267 +					mat.name.data[mat.name.length++] = c;
   1.268 +				
   1.269 +				// add the terminal character
   1.270 +				mat.name.data[mat.name.length] = '\0';
   1.271 +
   1.272 +				// read the ambient color
   1.273 +				mat.ambient.r = stream.GetF4();
   1.274 +				mat.ambient.g = stream.GetF4();
   1.275 +				mat.ambient.b = stream.GetF4();
   1.276 +
   1.277 +				// read the diffuse color
   1.278 +				mat.diffuse.r = stream.GetF4();
   1.279 +				mat.diffuse.g = stream.GetF4();
   1.280 +				mat.diffuse.b = stream.GetF4();
   1.281 +
   1.282 +				// read the ambient color
   1.283 +				mat.specular.r = stream.GetF4();
   1.284 +				mat.specular.g = stream.GetF4();
   1.285 +				mat.specular.b = stream.GetF4();
   1.286 +
   1.287 +				// read the transparency
   1.288 +				mat.transparency = stream.GetF4();
   1.289 +
   1.290 +				// unknown value here
   1.291 +				// stream.IncPtr(4);
   1.292 +				// FIX: it could be the texture index ...
   1.293 +				mat.texIdx = (unsigned int)stream.GetI4();
   1.294 +			}
   1.295 +
   1.296 +			break;
   1.297 +
   1.298 +			// texture chunk
   1.299 +		case 't':
   1.300 +
   1.301 +			pScene->mNumTextures = numTextures;
   1.302 +			if (!numTextures)break;
   1.303 +			pScene->mTextures    = new aiTexture*[pScene->mNumTextures];
   1.304 +			// to make sure we won't crash if we leave through an exception
   1.305 +			::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
   1.306 +			for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
   1.307 +			{
   1.308 +				aiTexture* tex = pScene->mTextures[i] = new aiTexture();
   1.309 +
   1.310 +				// skip the texture name
   1.311 +				while (stream.GetI1());
   1.312 +
   1.313 +				// read texture width and height
   1.314 +				tex->mWidth  = (unsigned int)stream.GetI4();
   1.315 +				tex->mHeight = (unsigned int)stream.GetI4();
   1.316 +
   1.317 +				if (!tex->mWidth || !tex->mHeight)
   1.318 +					throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
   1.319 +
   1.320 +				register unsigned int mul = tex->mWidth * tex->mHeight;
   1.321 +				aiTexel* begin = tex->pcData = new aiTexel[mul];
   1.322 +				aiTexel* const end = & begin [mul];
   1.323 +
   1.324 +				for (;begin != end; ++begin)
   1.325 +				{
   1.326 +					begin->r = stream.GetI1();
   1.327 +					begin->g = stream.GetI1();
   1.328 +					begin->b = stream.GetI1();
   1.329 +					begin->a = 0xff;
   1.330 +				}
   1.331 +			}
   1.332 +
   1.333 +			break;
   1.334 +
   1.335 +			// scene chunk
   1.336 +		case 's':
   1.337 +			{
   1.338 +				// skip position and rotation
   1.339 +				stream.IncPtr(12);
   1.340 +
   1.341 +				for (unsigned int i = 0; i < 4;++i)
   1.342 +					for (unsigned int a = 0; a < 4;++a)
   1.343 +						pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
   1.344 +				
   1.345 +				stream.IncPtr(16);
   1.346 +
   1.347 +				// now setup a single camera
   1.348 +				pScene->mNumCameras = 1;
   1.349 +				pScene->mCameras = new aiCamera*[1];
   1.350 +				aiCamera* cam = pScene->mCameras[0] = new aiCamera();
   1.351 +				cam->mPosition.x = stream.GetF4();
   1.352 +				cam->mPosition.y = stream.GetF4();
   1.353 +				cam->mPosition.z = stream.GetF4();
   1.354 +				cam->mName.Set("Q3DCamera");
   1.355 +
   1.356 +				// skip eye rotation for the moment
   1.357 +				stream.IncPtr(12);
   1.358 +
   1.359 +				// read the default material color
   1.360 +				fgColor .r = stream.GetF4();
   1.361 +				fgColor .g = stream.GetF4();
   1.362 +				fgColor .b = stream.GetF4();
   1.363 +
   1.364 +				// skip some unimportant properties
   1.365 +				stream.IncPtr(29);
   1.366 +
   1.367 +				// setup a single point light with no attenuation
   1.368 +				pScene->mNumLights = 1;
   1.369 +				pScene->mLights = new aiLight*[1];
   1.370 +				aiLight* light = pScene->mLights[0] = new aiLight();
   1.371 +				light->mName.Set("Q3DLight");
   1.372 +				light->mType = aiLightSource_POINT;
   1.373 +
   1.374 +				light->mAttenuationConstant  = 1;
   1.375 +				light->mAttenuationLinear    = 0;
   1.376 +				light->mAttenuationQuadratic = 0;
   1.377 +
   1.378 +				light->mColorDiffuse.r = stream.GetF4();
   1.379 +				light->mColorDiffuse.g = stream.GetF4();
   1.380 +				light->mColorDiffuse.b = stream.GetF4();
   1.381 +
   1.382 +				light->mColorSpecular = light->mColorDiffuse;
   1.383 +
   1.384 +
   1.385 +				// We don't need the rest, but we need to know where this chunk ends.
   1.386 +				unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
   1.387 +
   1.388 +				// skip the background file name
   1.389 +				while (stream.GetI1());
   1.390 +
   1.391 +				// skip background texture data + the remaining fields 
   1.392 +				stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
   1.393 +
   1.394 +				// TODO
   1.395 +				goto outer;
   1.396 +			}
   1.397 +			break;
   1.398 +
   1.399 +		default:
   1.400 +			throw DeadlyImportError("Quick3D: Unknown chunk");
   1.401 +			break;
   1.402 +		};
   1.403 +	}
   1.404 +outer:
   1.405 +
   1.406 +	// If we have no mesh loaded - break here
   1.407 +	if (meshes.empty())
   1.408 +		throw DeadlyImportError("Quick3D: No meshes loaded");
   1.409 +
   1.410 +	// If we have no materials loaded - generate a default mat
   1.411 +	if (materials.empty())
   1.412 +	{
   1.413 +		DefaultLogger::get()->info("Quick3D: No material found, generating one");
   1.414 +		materials.push_back(Material());
   1.415 +		materials.back().diffuse  = fgColor ;
   1.416 +	}
   1.417 +
   1.418 +	// find out which materials we'll need
   1.419 +	typedef std::pair<unsigned int, unsigned int> FaceIdx;
   1.420 +	typedef std::vector< FaceIdx > FaceIdxArray;
   1.421 +	FaceIdxArray* fidx = new FaceIdxArray[materials.size()]; 
   1.422 +
   1.423 +	unsigned int p = 0;
   1.424 +	for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
   1.425 +		 it != end; ++it,++p)
   1.426 +	{
   1.427 +		unsigned int q = 0;
   1.428 +		for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
   1.429 +			 fit != fend; ++fit,++q)
   1.430 +		{
   1.431 +			if ((*fit).mat >= materials.size())
   1.432 +			{
   1.433 +				DefaultLogger::get()->warn("Quick3D: Material index overflow");
   1.434 +				(*fit).mat = 0;
   1.435 +			}
   1.436 +			if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
   1.437 +			fidx[(*fit).mat].push_back( FaceIdx(p,q) );
   1.438 +		}
   1.439 +	}
   1.440 +	pScene->mNumMaterials = pScene->mNumMeshes;
   1.441 +	pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
   1.442 +	pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
   1.443 +
   1.444 +	for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
   1.445 +	{
   1.446 +		if (fidx[i].empty())continue;
   1.447 +
   1.448 +		// Allocate a mesh and a material
   1.449 +		aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
   1.450 +		aiMaterial* mat = new aiMaterial();
   1.451 +		pScene->mMaterials[real] = mat;
   1.452 +
   1.453 +		mesh->mMaterialIndex = real;
   1.454 +
   1.455 +		// Build the output material
   1.456 +		Material& srcMat = materials[i];
   1.457 +		mat->AddProperty(&srcMat.diffuse,  1,AI_MATKEY_COLOR_DIFFUSE);
   1.458 +		mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
   1.459 +		mat->AddProperty(&srcMat.ambient,  1,AI_MATKEY_COLOR_AMBIENT);
   1.460 +	
   1.461 +		// NOTE: Ignore transparency for the moment - it seems
   1.462 +		// unclear how to interpret the data
   1.463 +#if 0
   1.464 +		if (!(minor > '0' && major == '3'))
   1.465 +			srcMat.transparency = 1.0f - srcMat.transparency;
   1.466 +		mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
   1.467 +#endif
   1.468 +
   1.469 +		// add shininess - Quick3D seems to use it ins its viewer
   1.470 +		srcMat.transparency = 16.f;
   1.471 +		mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
   1.472 +
   1.473 +		int m = (int)aiShadingMode_Phong;
   1.474 +		mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
   1.475 +
   1.476 +		if (srcMat.name.length)
   1.477 +			mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
   1.478 +
   1.479 +		// Add a texture
   1.480 +		if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
   1.481 +		{
   1.482 +			srcMat.name.data[0] = '*';
   1.483 +			srcMat.name.length  = ASSIMP_itoa10(&srcMat.name.data[1],1000,
   1.484 +				(srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
   1.485 +			mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
   1.486 +		}
   1.487 +
   1.488 +		mesh->mNumFaces = (unsigned int)fidx[i].size();
   1.489 +		aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
   1.490 +
   1.491 +		// Now build the output mesh. First find out how many
   1.492 +		// vertices we'll need
   1.493 +		for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
   1.494 +			 it != end; ++it)
   1.495 +		{
   1.496 +			mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
   1.497 +				(*it).second].indices.size();
   1.498 +		}
   1.499 +
   1.500 +		aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
   1.501 +		aiVector3D* norms = mesh->mNormals  = new aiVector3D[mesh->mNumVertices];
   1.502 +		aiVector3D* uv;
   1.503 +		if (real < pScene->mNumTextures)
   1.504 +		{
   1.505 +			uv = mesh->mTextureCoords[0] =  new aiVector3D[mesh->mNumVertices];
   1.506 +			mesh->mNumUVComponents[0]    =  2;
   1.507 +		}
   1.508 +		else uv = NULL;
   1.509 +
   1.510 +		// Build the final array
   1.511 +		unsigned int cnt = 0;
   1.512 +		for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
   1.513 +			 it != end; ++it, ++faces)
   1.514 +		{
   1.515 +			Mesh& m    = meshes[(*it).first];
   1.516 +			Face& face = m.faces[(*it).second];
   1.517 +			faces->mNumIndices = (unsigned int)face.indices.size();
   1.518 +			faces->mIndices = new unsigned int [faces->mNumIndices]; 
   1.519 +
   1.520 +
   1.521 +			aiVector3D faceNormal;
   1.522 +			bool fnOK = false;
   1.523 +
   1.524 +			for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
   1.525 +			{
   1.526 +				if (face.indices[n] >= m.verts.size())
   1.527 +				{
   1.528 +					DefaultLogger::get()->warn("Quick3D: Vertex index overflow");
   1.529 +					face.indices[n] = 0;
   1.530 +				}
   1.531 +
   1.532 +				// copy vertices
   1.533 +				*verts =  m.verts[ face.indices[n] ];
   1.534 +
   1.535 +				if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
   1.536 +				{
   1.537 +					// we have no normal here - assign the face normal
   1.538 +					if (!fnOK)
   1.539 +					{
   1.540 +						const aiVector3D& pV1 =  m.verts[ face.indices[0] ];
   1.541 +						const aiVector3D& pV2 =  m.verts[ face.indices[1] ];
   1.542 +						const aiVector3D& pV3 =  m.verts[ face.indices.size() - 1 ];
   1.543 +						faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
   1.544 +						fnOK = true;
   1.545 +					}
   1.546 +					*norms = faceNormal;
   1.547 +				}
   1.548 +				else *norms =  m.normals[ face.indices[n] ];
   1.549 +
   1.550 +				// copy texture coordinates
   1.551 +				if (uv && m.uv.size())
   1.552 +				{
   1.553 +					if (m.prevUVIdx != 0xffffffff && m.uv.size() >= m.verts.size()) // workaround
   1.554 +					{
   1.555 +						*uv = m.uv[face.indices[n]];
   1.556 +					}
   1.557 +					else
   1.558 +					{
   1.559 +						if (face.uvindices[n] >= m.uv.size())
   1.560 +						{
   1.561 +							DefaultLogger::get()->warn("Quick3D: Texture coordinate index overflow");
   1.562 +							face.uvindices[n] = 0;
   1.563 +						}
   1.564 +						*uv = m.uv[face.uvindices[n]];
   1.565 +					}
   1.566 +					uv->y = 1.f - uv->y;
   1.567 +					++uv;
   1.568 +				}
   1.569 +
   1.570 +				// setup the new vertex index
   1.571 +				faces->mIndices[n] = cnt;
   1.572 +			}
   1.573 +
   1.574 +		}
   1.575 +		++real;
   1.576 +	}
   1.577 +
   1.578 +	// Delete our nice helper array
   1.579 +	delete[] fidx;
   1.580 +
   1.581 +	// Now we need to attach the meshes to the root node of the scene
   1.582 +	pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
   1.583 +	pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
   1.584 +	for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
   1.585 +		pScene->mRootNode->mMeshes[i] = i;
   1.586 +
   1.587 +	/*pScene->mRootNode->mTransformation *= aiMatrix4x4(
   1.588 +		1.f, 0.f, 0.f, 0.f,
   1.589 +	    0.f, -1.f,0.f, 0.f,
   1.590 +		0.f, 0.f, 1.f, 0.f,
   1.591 +		0.f, 0.f, 0.f, 1.f);*/
   1.592 +
   1.593 +	// Add cameras and light sources to the scene root node
   1.594 +	pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
   1.595 +	if (pScene->mRootNode->mNumChildren)
   1.596 +	{
   1.597 +		pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
   1.598 +
   1.599 +		// the light source
   1.600 +		aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
   1.601 +		nd->mParent = pScene->mRootNode;
   1.602 +		nd->mName.Set("Q3DLight");
   1.603 +		nd->mTransformation = pScene->mRootNode->mTransformation;
   1.604 +		nd->mTransformation.Inverse();
   1.605 +
   1.606 +		// camera
   1.607 +		nd = pScene->mRootNode->mChildren[1] = new aiNode();
   1.608 +		nd->mParent = pScene->mRootNode;
   1.609 +		nd->mName.Set("Q3DCamera");
   1.610 +		nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
   1.611 +	}
   1.612 +}
   1.613 +
   1.614 +#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER