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/** @file ASELoader.cpp
* @brief Implementation of the ASE importer class
*/
#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
// internal headers
#include "ASELoader.h"
#include "StringComparison.h"
#include "SkeletonMeshBuilder.h"
#include "TargetAnimation.h"
#include <assimp/Importer.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include <memory>
// utilities
#include "fast_atof.h"
using namespace Assimp;
using namespace Assimp::ASE;
static const aiImporterDesc desc = {
"ASE Importer",
"",
"",
"Similar to 3DS but text-encoded",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"ase ask"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ASEImporter::ASEImporter()
: mParser(),
mBuffer(),
pcScene(),
configRecomputeNormals(),
noSkeletonMesh()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ASEImporter::~ASEImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
// check file extension
const std::string extension = GetExtension(pFile);
if( extension == "ase" || extension == "ask")
return true;
if ((!extension.length() || cs) && pIOHandler) {
const char* tokens[] = {"*3dsmax_asciiexport"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc* ASEImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration options
void ASEImporter::SetupProperties(const Importer* pImp)
{
configRecomputeNormals = (pImp->GetPropertyInteger(
AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false);
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void ASEImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL) {
throw DeadlyImportError( "Failed to open ASE file " + pFile + ".");
}
// Allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(),mBuffer2);
this->mBuffer = &mBuffer2[0];
this->pcScene = pScene;
// ------------------------------------------------------------------
// Guess the file format by looking at the extension
// ASC is considered to be the older format 110,
// ASE is the actual version 200 (that is currently written by max)
// ------------------------------------------------------------------
unsigned int defaultFormat;
std::string::size_type s = pFile.length()-1;
switch (pFile.c_str()[s]) {
case 'C':
case 'c':
defaultFormat = AI_ASE_OLD_FILE_FORMAT;
break;
default:
defaultFormat = AI_ASE_NEW_FILE_FORMAT;
};
// Construct an ASE parser and parse the file
ASE::Parser parser(mBuffer,defaultFormat);
mParser = &parser;
mParser->Parse();
//------------------------------------------------------------------
// Check whether we god at least one mesh. If we did - generate
// materials and copy meshes.
// ------------------------------------------------------------------
if ( !mParser->m_vMeshes.empty()) {
// If absolutely no material has been loaded from the file
// we need to generate a default material
GenerateDefaultMaterial();
// process all meshes
bool tookNormals = false;
std::vector<aiMesh*> avOutMeshes;
avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
if ((*i).bSkip) {
continue;
}
BuildUniqueRepresentation(*i);
// Need to generate proper vertex normals if necessary
if(GenerateNormals(*i)) {
tookNormals = true;
}
// Convert all meshes to aiMesh objects
ConvertMeshes(*i,avOutMeshes);
}
if (tookNormals) {
DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
"the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you "
"experience problems");
}
// Now build the output mesh list. Remove dummies
pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for (std::vector<aiMesh*>::const_iterator i = avOutMeshes.begin();i != avOutMeshes.end();++i) {
if (!(*i)->mNumFaces) {
continue;
}
*pp++ = *i;
}
pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
// Build final material indices (remove submaterials and setup
// the final list)
BuildMaterialIndices();
}
// ------------------------------------------------------------------
// Copy all scene graph nodes - lights, cameras, dummies and meshes
// into one huge list.
//------------------------------------------------------------------
std::vector<BaseNode*> nodes;
nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
// Lights
for (auto &light : mParser->m_vLights)nodes.push_back(&light);
// Cameras
for (auto &camera : mParser->m_vCameras)nodes.push_back(&camera);
// Meshes
for (auto &mesh : mParser->m_vMeshes)nodes.push_back(&mesh);
// Dummies
for (auto &dummy : mParser->m_vDummies)nodes.push_back(&dummy);
// build the final node graph
BuildNodes(nodes);
// build output animations
BuildAnimations(nodes);
// build output cameras
BuildCameras();
// build output lights
BuildLights();
// ------------------------------------------------------------------
// If we have no meshes use the SkeletonMeshBuilder helper class
// to build a mesh for the animation skeleton
// FIXME: very strange results
// ------------------------------------------------------------------
if (!pScene->mNumMeshes) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
if (!noSkeletonMesh) {
SkeletonMeshBuilder skeleton(pScene);
}
}
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::GenerateDefaultMaterial()
{
ai_assert(NULL != mParser);
bool bHas = false;
for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
if ((*i).bSkip)continue;
if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) {
(*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
bHas = true;
}
}
if (bHas || mParser->m_vMaterials.empty()) {
// add a simple material without submaterials to the parser's list
mParser->m_vMaterials.push_back ( ASE::Material() );
ASE::Material& mat = mParser->m_vMaterials.back();
mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
mat.mShading = Discreet3DS::Gouraud;
mat.mName = AI_DEFAULT_MATERIAL_NAME;
}
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
{
// check whether we have at least one mesh which has animations
std::vector<ASE::BaseNode*>::const_iterator i = nodes.begin();
unsigned int iNum = 0;
for (;i != nodes.end();++i) {
// TODO: Implement Bezier & TCB support
if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) {
DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
"This is not supported.");
}
if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) {
DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
"This is not supported.");
}
if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) {
DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
"This is not supported.");
}
// We compare against 1 here - firstly one key is not
// really an animation and secondly MAX writes dummies
// that represent the node transformation.
if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){
++iNum;
}
if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) {
++iNum;
}
}
if (iNum) {
// Generate a new animation channel and setup everything for it
pcScene->mNumAnimations = 1;
pcScene->mAnimations = new aiAnimation*[1];
aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
pcAnim->mNumChannels = iNum;
pcAnim->mChannels = new aiNodeAnim*[iNum];
pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
iNum = 0;
// Now iterate through all meshes and collect all data we can find
for (i = nodes.begin();i != nodes.end();++i) {
ASE::BaseNode* me = *i;
if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x )) {
// Generate an extra channel for the camera/light target.
// BuildNodes() does also generate an extra node, named
// <baseName>.Target.
aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
nd->mNodeName.Set(me->mName + ".Target");
// If there is no input position channel we will need
// to supply the default position from the node's
// local transformation matrix.
/*TargetAnimationHelper helper;
if (me->mAnim.akeyPositions.empty())
{
aiMatrix4x4& mat = (*i)->mTransform;
helper.SetFixedMainAnimationChannel(aiVector3D(
mat.a4, mat.b4, mat.c4));
}
else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
helper.Process(&me->mTargetAnim.akeyPositions);*/
// Allocate the key array and fill it
nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
nd->mNumPositionKeys * sizeof(aiVectorKey));
}
if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) {
// Begin a new node animation channel for this node
aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
nd->mNodeName.Set(me->mName);
// copy position keys
if (me->mAnim.akeyPositions.size() > 1 )
{
// Allocate the key array and fill it
nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
nd->mNumPositionKeys * sizeof(aiVectorKey));
}
// copy rotation keys
if (me->mAnim.akeyRotations.size() > 1 ) {
// Allocate the key array and fill it
nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
// --------------------------------------------------------------------
// Rotation keys are offsets to the previous keys.
// We have the quaternion representations of all
// of them, so we just need to concatenate all
// (unit-length) quaternions to get the absolute
// rotations.
// Rotation keys are ABSOLUTE for older files
// --------------------------------------------------------------------
aiQuaternion cur;
for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
aiQuatKey q = me->mAnim.akeyRotations[a];
if (mParser->iFileFormat > 110) {
cur = (a ? cur*q.mValue : q.mValue);
q.mValue = cur.Normalize();
}
nd->mRotationKeys[a] = q;
// need this to get to Assimp quaternion conventions
nd->mRotationKeys[a].mValue.w *= -1.f;
}
}
// copy scaling keys
if (me->mAnim.akeyScaling.size() > 1 ) {
// Allocate the key array and fill it
nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
nd->mNumScalingKeys * sizeof(aiVectorKey));
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Build output cameras
void ASEImporter::BuildCameras()
{
if (!mParser->m_vCameras.empty()) {
pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
for (unsigned int i = 0; i < pcScene->mNumCameras;++i) {
aiCamera* out = pcScene->mCameras[i] = new aiCamera();
ASE::Camera& in = mParser->m_vCameras[i];
// copy members
out->mClipPlaneFar = in.mFar;
out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
out->mHorizontalFOV = in.mFOV;
out->mName.Set(in.mName);
}
}
}
// ------------------------------------------------------------------------------------------------
// Build output lights
void ASEImporter::BuildLights()
{
if (!mParser->m_vLights.empty()) {
pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
pcScene->mLights = new aiLight*[pcScene->mNumLights];
for (unsigned int i = 0; i < pcScene->mNumLights;++i) {
aiLight* out = pcScene->mLights[i] = new aiLight();
ASE::Light& in = mParser->m_vLights[i];
// The direction is encoded in the transformation matrix of the node.
// In 3DS MAX the light source points into negative Z direction if
// the node transformation is the identity.
out->mDirection = aiVector3D(0.f,0.f,-1.f);
out->mName.Set(in.mName);
switch (in.mLightType)
{
case ASE::Light::TARGET:
out->mType = aiLightSource_SPOT;
out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone);
break;
case ASE::Light::DIRECTIONAL:
out->mType = aiLightSource_DIRECTIONAL;
break;
default:
//case ASE::Light::OMNI:
out->mType = aiLightSource_POINT;
break;
};
out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
}
}
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::AddNodes(const std::vector<BaseNode*>& nodes,
aiNode* pcParent,const char* szName)
{
aiMatrix4x4 m;
AddNodes(nodes,pcParent,szName,m);
}
// ------------------------------------------------------------------------------------------------
// Add meshes to a given node
void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
{
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) {
// Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color)
const aiMesh* pcMesh = pcScene->mMeshes[i];
const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
if (mesh == snode) {
++node->mNumMeshes;
}
}
if(node->mNumMeshes) {
node->mMeshes = new unsigned int[node->mNumMeshes];
for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i) {
const aiMesh* pcMesh = pcScene->mMeshes[i];
const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
if (mesh == snode) {
node->mMeshes[p++] = i;
// Transform all vertices of the mesh back into their local space ->
// at the moment they are pretransformed
aiMatrix4x4 m = mesh->mTransform;
m.Inverse();
aiVector3D* pvCurPtr = pcMesh->mVertices;
const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
while (pvCurPtr != pvEndPtr) {
*pvCurPtr = m * (*pvCurPtr);
pvCurPtr++;
}
// Do the same for the normal vectors, if we have them.
// As always, inverse transpose.
if (pcMesh->mNormals) {
aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
m3.Transpose();
pvCurPtr = pcMesh->mNormals;
pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
while (pvCurPtr != pvEndPtr) {
*pvCurPtr = m3 * (*pvCurPtr);
pvCurPtr++;
}
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Add child nodes to a given parent node
void ASEImporter::AddNodes (const std::vector<BaseNode*>& nodes,
aiNode* pcParent, const char* szName,
const aiMatrix4x4& mat)
{
const size_t len = szName ? ::strlen(szName) : 0;
ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
// Receives child nodes for the pcParent node
std::vector<aiNode*> apcNodes;
// Now iterate through all nodes in the scene and search for one
// which has *us* as parent.
for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
const BaseNode* snode = *it;
if (szName) {
if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
continue;
}
else if (snode->mParent.length())
continue;
(*it)->mProcessed = true;
// Allocate a new node and add it to the output data structure
apcNodes.push_back(new aiNode());
aiNode* node = apcNodes.back();
node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
node->mParent = pcParent;
// Setup the transformation matrix of the node
aiMatrix4x4 mParentAdjust = mat;
mParentAdjust.Inverse();
node->mTransformation = mParentAdjust*snode->mTransform;
// Add sub nodes - prevent stack overflow due to recursive parenting
if (node->mName != node->mParent->mName) {
AddNodes(nodes,node,node->mName.data,snode->mTransform);
}
// Further processing depends on the type of the node
if (snode->mType == ASE::BaseNode::Mesh) {
// If the type of this node is "Mesh" we need to search
// the list of output meshes in the data structure for
// all those that belonged to this node once. This is
// slightly inconvinient here and a better solution should
// be used when this code is refactored next.
AddMeshes(snode,node);
}
else if (is_not_qnan( snode->mTargetPosition.x )) {
// If this is a target camera or light we generate a small
// child node which marks the position of the camera
// target (the direction information is contained in *this*
// node's animation track but the exact target position
// would be lost otherwise)
if (!node->mNumChildren) {
node->mChildren = new aiNode*[1];
}
aiNode* nd = new aiNode();
nd->mName.Set ( snode->mName + ".Target" );
nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
nd->mParent = node;
// The .Target node is always the first child node
for (unsigned int m = 0; m < node->mNumChildren;++m)
node->mChildren[m+1] = node->mChildren[m];
node->mChildren[0] = nd;
node->mNumChildren++;
// What we did is so great, it is at least worth a debug message
DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")");
}
}
// Allocate enough space for the child nodes
// We allocate one slot more in case this is a target camera/light
pcParent->mNumChildren = (unsigned int)apcNodes.size();
if (pcParent->mNumChildren) {
pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */];
// now build all nodes for our nice new children
for (unsigned int p = 0; p < apcNodes.size();++p)
pcParent->mChildren[p] = apcNodes[p];
}
return;
}
// ------------------------------------------------------------------------------------------------
// Build the output node graph
void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
ai_assert(NULL != pcScene);
// allocate the one and only root node
aiNode* root = pcScene->mRootNode = new aiNode();
root->mName.Set("<ASERoot>");
// Setup the coordinate system transformation
pcScene->mRootNode->mNumChildren = 1;
pcScene->mRootNode->mChildren = new aiNode*[1];
aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode();
ch->mParent = root;
// Change the transformation matrix of all nodes
for (BaseNode *node : nodes) {
aiMatrix4x4& m = node->mTransform;
m.Transpose(); // row-order vs column-order
}
// add all nodes
AddNodes(nodes,ch,NULL);
// now iterate through al nodes and find those that have not yet
// been added to the nodegraph (= their parent could not be recognized)
std::vector<const BaseNode*> aiList;
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) {
if ((*it)->mProcessed) {
continue;
}
// check whether our parent is known
bool bKnowParent = false;
// search the list another time, starting *here* and try to find out whether
// there is a node that references *us* as a parent
for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();it2 != end; ++it2) {
if (it2 == it) {
continue;
}
if ((*it2)->mName == (*it)->mParent) {
bKnowParent = true;
break;
}
}
if (!bKnowParent) {
aiList.push_back(*it);
}
}
// Are there ane orphaned nodes?
if (!aiList.empty()) {
std::vector<aiNode*> apcNodes;
apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
delete[] pcScene->mRootNode->mChildren;
for (std::vector<const BaseNode*>::/*const_*/iterator i = aiList.begin();i != aiList.end();++i) {
const ASE::BaseNode* src = *i;
// The parent is not known, so we can assume that we must add
// this node to the root node of the whole scene
aiNode* pcNode = new aiNode();
pcNode->mParent = pcScene->mRootNode;
pcNode->mName.Set(src->mName);
AddMeshes(src,pcNode);
AddNodes(nodes,pcNode,pcNode->mName.data);
apcNodes.push_back(pcNode);
}
// Regenerate our output array
pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
for (unsigned int i = 0; i < apcNodes.size();++i)
pcScene->mRootNode->mChildren[i] = apcNodes[i];
pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
}
// Reset the third color set to NULL - we used this field to store a temporary pointer
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
pcScene->mMeshes[i]->mColors[2] = NULL;
// The root node should not have at least one child or the file is valid
if (!pcScene->mRootNode->mNumChildren) {
throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
}
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
}
// ------------------------------------------------------------------------------------------------
// Convert the imported data to the internal verbose representation
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) {
// allocate output storage
std::vector<aiVector3D> mPositions;
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> mVertexColors;
std::vector<aiVector3D> mNormals;
std::vector<BoneVertex> mBoneVertices;
unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
mPositions.resize(iSize);
// optional texture coordinates
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) {
if (!mesh.amTexCoords[i].empty()) {
amTexCoords[i].resize(iSize);
}
}
// optional vertex colors
if (!mesh.mVertexColors.empty()) {
mVertexColors.resize(iSize);
}
// optional vertex normals (vertex normals can simply be copied)
if (!mesh.mNormals.empty()) {
mNormals.resize(iSize);
}
// bone vertices. There is no need to change the bone list
if (!mesh.mBoneVertices.empty()) {
mBoneVertices.resize(iSize);
}
// iterate through all faces in the mesh
unsigned int iCurrent = 0, fi = 0;
for (std::vector<ASE::Face>::iterator i = mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi) {
for (unsigned int n = 0; n < 3;++n,++iCurrent)
{
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
// add texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
if (mesh.amTexCoords[c].empty())break;
amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
}
// add vertex colors
if (!mesh.mVertexColors.empty()) {
mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
}
// add normal vectors
if (!mesh.mNormals.empty()) {
mNormals[iCurrent] = mesh.mNormals[fi*3+n];
mNormals[iCurrent].Normalize();
}
// handle bone vertices
if ((*i).mIndices[n] < mesh.mBoneVertices.size()) {
// (sometimes this will cause bone verts to be duplicated
// however, I' quite sure Schrompf' JoinVerticesStep
// will fix that again ...)
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
}
(*i).mIndices[n] = iCurrent;
}
}
// replace the old arrays
mesh.mNormals = mNormals;
mesh.mPositions = mPositions;
mesh.mVertexColors = mVertexColors;
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
mesh.amTexCoords[c] = amTexCoords[c];
}
// ------------------------------------------------------------------------------------------------
// Copy a texture from the ASE structs to the output material
void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
{
// Setup the texture name
aiString tex;
tex.Set( texture.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
// Setup the texture blend factor
if (is_not_qnan(texture.mTextureBlend))
mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
// Setup texture UV transformations
mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
// Convert from ASE material to output material
void ASEImporter::ConvertMaterial(ASE::Material& mat)
{
// LARGE TODO: Much code her is copied from 3DS ... join them maybe?
// Allocate the output material
mat.pcInstance = new aiMaterial();
// At first add the base ambient color of the
// scene to the material
mat.mAmbient.r += mParser->m_clrAmbient.r;
mat.mAmbient.g += mParser->m_clrAmbient.g;
mat.mAmbient.b += mParser->m_clrAmbient.b;
aiString name;
name.Set( mat.mName);
mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
// material colors
mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// shininess
if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
{
mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
}
// If there is no shininess, we can disable phong lighting
else if (D3DS::Discreet3DS::Metal == mat.mShading ||
D3DS::Discreet3DS::Phong == mat.mShading ||
D3DS::Discreet3DS::Blinn == mat.mShading)
{
mat.mShading = D3DS::Discreet3DS::Gouraud;
}
// opacity
mat.pcInstance->AddProperty<ai_real>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
// Two sided rendering?
if (mat.mTwoSided)
{
int i = 1;
mat.pcInstance->AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
}
// shading mode
aiShadingMode eShading = aiShadingMode_NoShading;
switch (mat.mShading)
{
case D3DS::Discreet3DS::Flat:
eShading = aiShadingMode_Flat; break;
case D3DS::Discreet3DS::Phong :
eShading = aiShadingMode_Phong; break;
case D3DS::Discreet3DS::Blinn :
eShading = aiShadingMode_Blinn; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse (L dot N) shading
case D3DS::Discreet3DS::Wire:
{
// set the wireframe flag
unsigned int iWire = 1;
mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
}
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud; break;
case D3DS::Discreet3DS::Metal :
eShading = aiShadingMode_CookTorrance; break;
}
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
// DIFFUSE texture
if( mat.sTexDiffuse.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE);
// SPECULAR texture
if( mat.sTexSpecular.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR);
// AMBIENT texture
if( mat.sTexAmbient.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT);
// OPACITY texture
if( mat.sTexOpacity.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY);
// EMISSIVE texture
if( mat.sTexEmissive.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE);
// BUMP texture
if( mat.sTexBump.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT);
// SHININESS texture
if( mat.sTexShininess.mMapName.length() > 0)
CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS);
// store the name of the material itself, too
if( mat.mName.length() > 0) {
aiString tex;tex.Set( mat.mName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
}
return;
}
// ------------------------------------------------------------------------------------------------
// Build output meshes
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
{
// validate the material index of the mesh
if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) {
mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
DefaultLogger::get()->warn("Material index is out of range");
}
// If the material the mesh is assigned to is consisting of submeshes, split it
if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
std::vector<ASE::Material> vSubMaterials = mParser->
m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[vSubMaterials.size()];
// build a list of all faces per submaterial
for (unsigned int i = 0; i < mesh.mFaces.size();++i) {
// check range
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) {
DefaultLogger::get()->warn("Submaterial index is out of range");
// use the last material instead
aiSplit[vSubMaterials.size()-1].push_back(i);
}
else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
}
// now generate submeshes
for (unsigned int p = 0; p < vSubMaterials.size();++p) {
if (!aiSplit[p].empty()) {
aiMesh* p_pcOut = new aiMesh();
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// let the sub material index
p_pcOut->mMaterialIndex = p;
// we will need this material
mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
// store the real index here ... color channel 3
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
// store a pointer to the mesh in color channel 2
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
avOutMeshes.push_back(p_pcOut);
// convert vertices
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
// receive output vertex weights
std::vector<std::pair<unsigned int, float> > *avOutputBones = NULL;
if (!mesh.mBones.empty()) {
avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
}
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
unsigned int iBase = 0,iIndex;
if (p_pcOut->mNumVertices) {
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
for (unsigned int q = 0; q < aiSplit[p].size();++q) {
iIndex = aiSplit[p][q];
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
p_pcOut->mFaces[q].mNumIndices = 3;
for (unsigned int t = 0; t < 3;++t, ++iBase) {
const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2];
p_pcOut->mNormals [iBase] = mesh.mNormals [iIndex2];
// convert bones, if existing
if (!mesh.mBones.empty()) {
ai_assert(avOutputBones);
// check whether there is a vertex weight for this vertex index
if (iIndex2 < mesh.mBoneVertices.size()) {
for (std::vector<std::pair<int,float> >::const_iterator
blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb) {
// NOTE: illegal cases have already been filtered out
avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
iBase,(*blubb).second));
}
}
}
p_pcOut->mFaces[q].mIndices[t] = iBase;
}
}
}
// convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
if (!mesh.amTexCoords[c].empty())
{
p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q) {
iIndex = aiSplit[p][q];
for (unsigned int t = 0; t < 3;++t) {
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
}
}
// Setup the number of valid vertex components
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
}
}
// Convert vertex colors (only one set supported)
if (!mesh.mVertexColors.empty()){
p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q) {
iIndex = aiSplit[p][q];
for (unsigned int t = 0; t < 3;++t) {
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
}
}
}
// Copy bones
if (!mesh.mBones.empty()) {
p_pcOut->mNumBones = 0;
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
aiBone** pcBone = p_pcOut->mBones;
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
{
if (!avOutputBones[mrspock].empty()) {
// we will need this bone. add it to the output mesh and
// add all per-vertex weights
aiBone* pc = *pcBone = new aiBone();
pc->mName.Set(mesh.mBones[mrspock].mName);
pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
{
const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
pc->mWeights[captainkirk].mVertexId = ref.first;
pc->mWeights[captainkirk].mWeight = ref.second;
}
++pcBone;
}
}
// delete allocated storage
delete[] avOutputBones;
}
}
}
// delete storage
delete[] aiSplit;
}
else
{
// Otherwise we can simply copy the data to one output mesh
// This codepath needs less memory and uses fast memcpy()s
// to do the actual copying. So I think it is worth the
// effort here.
aiMesh* p_pcOut = new aiMesh();
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// set an empty sub material index
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
// store the real index here ... in color channel 3
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
// store a pointer to the mesh in color channel 2
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
avOutMeshes.push_back(p_pcOut);
// If the mesh hasn't faces or vertices, there are two cases
// possible: 1. the model is invalid. 2. This is a dummy
// helper object which we are going to remove later ...
if (mesh.mFaces.empty() || mesh.mPositions.empty()) {
return;
}
// convert vertices
p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
// copy vertices
p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
mesh.mPositions.size() * sizeof(aiVector3D));
// copy normals
p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
mesh.mNormals.size() * sizeof(aiVector3D));
// copy texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
if (!mesh.amTexCoords[c].empty()) {
p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
mesh.amTexCoords[c].size() * sizeof(aiVector3D));
// setup the number of valid vertex components
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
}
}
// copy vertex colors
if (!mesh.mVertexColors.empty()) {
p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
mesh.mVertexColors.size() * sizeof(aiColor4D));
}
// copy faces
for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace) {
p_pcOut->mFaces[iFace].mNumIndices = 3;
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
// copy indices
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
}
// copy vertex bones
if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) {
std::vector<std::vector<aiVertexWeight> > avBonesOut( mesh.mBones.size() );
// find all vertex weights for this bone
unsigned int quak = 0;
for (std::vector<BoneVertex>::const_iterator harrypotter = mesh.mBoneVertices.begin();
harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak) {
for (std::vector<std::pair<int,float> >::const_iterator
ronaldweasley = (*harrypotter).mBoneWeights.begin();
ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
{
aiVertexWeight weight;
weight.mVertexId = quak;
weight.mWeight = (*ronaldweasley).second;
avBonesOut[(*ronaldweasley).first].push_back(weight);
}
}
// now build a final bone list
p_pcOut->mNumBones = 0;
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
aiBone** pcBone = p_pcOut->mBones;
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) {
if (!avBonesOut[jfkennedy].empty()) {
aiBone* pc = *pcBone = new aiBone();
pc->mName.Set(mesh.mBones[jfkennedy].mName);
pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
sizeof(aiVertexWeight) * pc->mNumWeights);
++pcBone;
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Setup proper material indices and build output materials
void ASEImporter::BuildMaterialIndices()
{
ai_assert(NULL != pcScene);
// iterate through all materials and check whether we need them
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
{
ASE::Material& mat = mParser->m_vMaterials[iMat];
if (mat.bNeed) {
// Convert it to the aiMaterial layout
ConvertMaterial(mat);
++pcScene->mNumMaterials;
}
for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
{
ASE::Material& submat = mat.avSubMaterials[iSubMat];
if (submat.bNeed) {
// Convert it to the aiMaterial layout
ConvertMaterial(submat);
++pcScene->mNumMaterials;
}
}
}
// allocate the output material array
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
unsigned int iNum = 0;
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) {
ASE::Material& mat = mParser->m_vMaterials[iMat];
if (mat.bNeed)
{
ai_assert(NULL != mat.pcInstance);
pcScene->mMaterials[iNum] = mat.pcInstance;
// Store the internal material, too
pcIntMaterials[iNum] = &mat;
// Iterate through all meshes and search for one which is using
// this top-level material index
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
{
aiMesh* mesh = pcScene->mMeshes[iMesh];
if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
iMat == (uintptr_t)mesh->mColors[3])
{
mesh->mMaterialIndex = iNum;
mesh->mColors[3] = NULL;
}
}
iNum++;
}
for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) {
ASE::Material& submat = mat.avSubMaterials[iSubMat];
if (submat.bNeed) {
ai_assert(NULL != submat.pcInstance);
pcScene->mMaterials[iNum] = submat.pcInstance;
// Store the internal material, too
pcIntMaterials[iNum] = &submat;
// Iterate through all meshes and search for one which is using
// this sub-level material index
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh) {
aiMesh* mesh = pcScene->mMeshes[iMesh];
if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) {
mesh->mMaterialIndex = iNum;
mesh->mColors[3] = NULL;
}
}
iNum++;
}
}
}
// Dekete our temporary array
delete[] pcIntMaterials;
}
// ------------------------------------------------------------------------------------------------
// Generate normal vectors basing on smoothing groups
bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) {
if (!mesh.mNormals.empty() && !configRecomputeNormals)
{
// Check whether there are only uninitialized normals. If there are
// some, skip all normals from the file and compute them on our own
for (std::vector<aiVector3D>::const_iterator qq = mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) {
if ((*qq).x || (*qq).y || (*qq).z)
{
return true;
}
}
}
// The array is reused.
ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
return false;
}
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER