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/*
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*/
/** @file IRRLoader.cpp
* @brief Implementation of the Irr importer class
*/
#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
#include "IRRLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "GenericProperty.h"
#include <assimp/SceneCombiner.h>
#include "StandardShapes.h"
#include "Importer.h"
// We need MathFunctions.h to compute the lcm/gcd of a number
#include "MathFunctions.h"
#include <memory>
#include <assimp/DefaultLogger.hpp>
#include <assimp/mesh.h>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
#include <assimp/postprocess.h>
#include <assimp/importerdesc.h>
using namespace Assimp;
using namespace irr;
using namespace irr::io;
static const aiImporterDesc desc = {
"Irrlicht Scene Reader",
"",
"",
"http://irrlicht.sourceforge.net/",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"irr xml"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
IRRImporter::IRRImporter()
: fps(),
configSpeedFlag()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
IRRImporter::~IRRImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
/* NOTE: A simple check for the file extension is not enough
* here. Irrmesh and irr are easy, but xml is too generic
* and could be collada, too. So we need to open the file and
* search for typical tokens.
*/
const std::string extension = GetExtension(pFile);
if (extension == "irr")return true;
else if (extension == "xml" || checkSig)
{
/* If CanRead() is called in order to check whether we
* support a specific file extension in general pIOHandler
* might be NULL and it's our duty to return true here.
*/
if (!pIOHandler)return true;
const char* tokens[] = {"irr_scene"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* IRRImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::SetupProperties(const Importer* pImp)
{
// read the output frame rate of all node animation channels
fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100);
if (fps < 10.) {
DefaultLogger::get()->error("IRR: Invalid FPS configuration");
fps = 100;
}
// AI_CONFIG_FAVOUR_SPEED
configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}
// ------------------------------------------------------------------------------------------------
// Build a mesh tha consists of a single squad (a side of a skybox)
aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
const SkyboxVertex& v2,
const SkyboxVertex& v3,
const SkyboxVertex& v4)
{
// allocate and prepare the mesh
aiMesh* out = new aiMesh();
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
out->mNumFaces = 1;
// build the face
out->mFaces = new aiFace[1];
aiFace& face = out->mFaces[0];
face.mNumIndices = 4;
face.mIndices = new unsigned int[4];
for (unsigned int i = 0; i < 4;++i)
face.mIndices[i] = i;
out->mNumVertices = 4;
// copy vertex positions
aiVector3D* vec = out->mVertices = new aiVector3D[4];
*vec++ = v1.position;
*vec++ = v2.position;
*vec++ = v3.position;
*vec = v4.position;
// copy vertex normals
vec = out->mNormals = new aiVector3D[4];
*vec++ = v1.normal;
*vec++ = v2.normal;
*vec++ = v3.normal;
*vec = v4.normal;
// copy texture coordinates
vec = out->mTextureCoords[0] = new aiVector3D[4];
*vec++ = v1.uv;
*vec++ = v2.uv;
*vec++ = v3.uv;
*vec = v4.uv;
return out;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMaterial*> materials)
{
// Update the material of the skybox - replace the name and disable shading for skyboxes.
for (unsigned int i = 0; i < 6;++i) {
aiMaterial* out = ( aiMaterial* ) (*(materials.end()-(6-i)));
aiString s;
s.length = ::ai_snprintf( s.data, MAXLEN, "SkyboxSide_%u",i );
out->AddProperty(&s,AI_MATKEY_NAME);
int shading = aiShadingMode_NoShading;
out->AddProperty(&shading,1,AI_MATKEY_SHADING_MODEL);
}
// Skyboxes are much more difficult. They are represented
// by six single planes with different textures, so we'll
// need to build six meshes.
const ai_real l = 10.0; // the size used by Irrlicht
// FRONT SIDE
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.0,1.0),
SkyboxVertex( l,-l,-l, 0, 0, 1, 0.0,1.0),
SkyboxVertex( l, l,-l, 0, 0, 1, 0.0,0.0),
SkyboxVertex(-l, l,-l, 0, 0, 1, 1.0,0.0)) );
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size()-6u);
// LEFT SIDE
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l,-l,-l, -1, 0, 0, 1.0,1.0),
SkyboxVertex( l,-l, l, -1, 0, 0, 0.0,1.0),
SkyboxVertex( l, l, l, -1, 0, 0, 0.0,0.0),
SkyboxVertex( l, l,-l, -1, 0, 0, 1.0,0.0)) );
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size()-5u);
// BACK SIDE
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l,-l, l, 0, 0, -1, 1.0,1.0),
SkyboxVertex(-l,-l, l, 0, 0, -1, 0.0,1.0),
SkyboxVertex(-l, l, l, 0, 0, -1, 0.0,0.0),
SkyboxVertex( l, l, l, 0, 0, -1, 1.0,0.0)) );
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size()-4u);
// RIGHT SIDE
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex(-l,-l, l, 1, 0, 0, 1.0,1.0),
SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.0,1.0),
SkyboxVertex(-l, l,-l, 1, 0, 0, 0.0,0.0),
SkyboxVertex(-l, l, l, 1, 0, 0, 1.0,0.0)) );
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size()-3u);
// TOP SIDE
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l, l,-l, 0, -1, 0, 1.0,1.0),
SkyboxVertex( l, l, l, 0, -1, 0, 0.0,1.0),
SkyboxVertex(-l, l, l, 0, -1, 0, 0.0,0.0),
SkyboxVertex(-l, l,-l, 0, -1, 0, 1.0,0.0)) );
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size()-2u);
// BOTTOM SIDE
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l,-l, l, 0, 1, 0, 0.0,0.0),
SkyboxVertex( l,-l,-l, 0, 1, 0, 1.0,0.0),
SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.0,1.0),
SkyboxVertex(-l,-l, l, 0, 1, 0, 0.0,1.0)) );
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size()-1u);
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
unsigned int& defMatIdx,
aiMesh* mesh)
{
if (inmaterials.empty()) {
// Do we have a default material? If not we need to create one
if (UINT_MAX == defMatIdx)
{
defMatIdx = (unsigned int)materials.size();
//TODO: add this materials to someone?
/*aiMaterial* mat = new aiMaterial();
aiString s;
s.Set(AI_DEFAULT_MATERIAL_NAME);
mat->AddProperty(&s,AI_MATKEY_NAME);
aiColor3D c(0.6f,0.6f,0.6f);
mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);*/
}
mesh->mMaterialIndex = defMatIdx;
return;
}
else if (inmaterials.size() > 1) {
DefaultLogger::get()->info("IRR: Skipping additional materials");
}
mesh->mMaterialIndex = (unsigned int)materials.size();
materials.push_back(inmaterials[0].first);
}
// ------------------------------------------------------------------------------------------------
inline int ClampSpline(int idx, int size)
{
return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
}
// ------------------------------------------------------------------------------------------------
inline void FindSuitableMultiple(int& angle)
{
if (angle < 3)angle = 3;
else if (angle < 10) angle = 10;
else if (angle < 20) angle = 20;
else if (angle < 30) angle = 30;
else
{
}
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNodeAnim*>& anims)
{
ai_assert(NULL != root && NULL != real);
// XXX totally WIP - doesn't produce proper results, need to evaluate
// whether there's any use for Irrlicht's proprietary scene format
// outside Irrlicht ...
if (root->animators.empty()) {
return;
}
unsigned int total = 0;
for (std::list<Animator>::iterator it = root->animators.begin();it != root->animators.end(); ++it) {
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) {
DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
continue;
}
++total;
}
if (!total)return;
else if (1 == total) {
DefaultLogger::get()->warn("IRR: Adding dummy nodes to simulate multiple animators");
}
// NOTE: 1 tick == i millisecond
unsigned int cur = 0;
for (std::list<Animator>::iterator it = root->animators.begin();
it != root->animators.end(); ++it)
{
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)continue;
Animator& in = *it ;
aiNodeAnim* anim = new aiNodeAnim();
if (cur != total-1) {
// Build a new name - a prefix instead of a suffix because it is
// easier to check against
anim->mNodeName.length = ::ai_snprintf(anim->mNodeName.data, MAXLEN,
"$INST_DUMMY_%i_%s",total-1,
(root->name.length() ? root->name.c_str() : ""));
// we'll also need to insert a dummy in the node hierarchy.
aiNode* dummy = new aiNode();
for (unsigned int i = 0; i < real->mParent->mNumChildren;++i)
if (real->mParent->mChildren[i] == real)
real->mParent->mChildren[i] = dummy;
dummy->mParent = real->mParent;
dummy->mName = anim->mNodeName;
dummy->mNumChildren = 1;
dummy->mChildren = new aiNode*[dummy->mNumChildren];
dummy->mChildren[0] = real;
// the transformation matrix of the dummy node is the identity
real->mParent = dummy;
}
else anim->mNodeName.Set(root->name);
++cur;
switch (in.type) {
case Animator::ROTATION:
{
// -----------------------------------------------------
// find out how long a full rotation will take
// This is the least common multiple of 360.f and all
// three euler angles. Although we'll surely find a
// possible multiple (haha) it could be somewhat large
// for our purposes. So we need to modify the angles
// here in order to get good results.
// -----------------------------------------------------
int angles[3];
angles[0] = (int)(in.direction.x*100);
angles[1] = (int)(in.direction.y*100);
angles[2] = (int)(in.direction.z*100);
angles[0] %= 360;
angles[1] %= 360;
angles[2] %= 360;
if ( (angles[0]*angles[1]) != 0 && (angles[1]*angles[2]) != 0 )
{
FindSuitableMultiple(angles[0]);
FindSuitableMultiple(angles[1]);
FindSuitableMultiple(angles[2]);
}
int lcm = 360;
if (angles[0])
lcm = Math::lcm(lcm,angles[0]);
if (angles[1])
lcm = Math::lcm(lcm,angles[1]);
if (angles[2])
lcm = Math::lcm(lcm,angles[2]);
if (360 == lcm)
break;
#if 0
// This can be a division through zero, but we don't care
float f1 = (float)lcm / angles[0];
float f2 = (float)lcm / angles[1];
float f3 = (float)lcm / angles[2];
#endif
// find out how many time units we'll need for the finest
// track (in seconds) - this defines the number of output
// keys (fps * seconds)
float max = 0.f;
if (angles[0])
max = (float)lcm / angles[0];
if (angles[1])
max = std::max(max, (float)lcm / angles[1]);
if (angles[2])
max = std::max(max, (float)lcm / angles[2]);
anim->mNumRotationKeys = (unsigned int)(max*fps);
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
// begin with a zero angle
aiVector3D angle;
for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
{
// build the quaternion for the given euler angles
aiQuatKey& q = anim->mRotationKeys[i];
q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
q.mTime = (double)i;
// increase the angle
angle += in.direction;
}
// This animation is repeated and repeated ...
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
}
break;
case Animator::FLY_CIRCLE:
{
// -----------------------------------------------------
// Find out how much time we'll need to perform a
// full circle.
// -----------------------------------------------------
const double seconds = (1. / in.speed) / 1000.;
const double tdelta = 1000. / fps;
anim->mNumPositionKeys = (unsigned int) (fps * seconds);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
// from Irrlicht, what else should we do than copying it?
aiVector3D vecU,vecV;
if (in.direction.y) {
vecV = aiVector3D(50,0,0) ^ in.direction;
}
else vecV = aiVector3D(0,50,00) ^ in.direction;
vecV.Normalize();
vecU = (vecV ^ in.direction).Normalize();
// build the output keys
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
aiVectorKey& key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
const ai_real t = (ai_real) ( in.speed * key.mTime );
key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t)));
}
// This animation is repeated and repeated ...
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
}
break;
case Animator::FLY_STRAIGHT:
{
anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
const double seconds = in.timeForWay / 1000.;
const double tdelta = 1000. / fps;
anim->mNumPositionKeys = (unsigned int) (fps * seconds);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
aiVector3D diff = in.direction - in.circleCenter;
const ai_real lengthOfWay = diff.Length();
diff.Normalize();
const double timeFactor = lengthOfWay / in.timeForWay;
// build the output keys
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
aiVectorKey& key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime);
}
}
break;
case Animator::FOLLOW_SPLINE:
{
// repeat outside the defined time range
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
const int size = (int)in.splineKeys.size();
if (!size) {
// We have no point in the spline. That's bad. Really bad.
DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
delete anim;anim = NULL;
break;
}
else if (size == 1) {
// We have just one point in the spline so we don't need the full calculation
anim->mNumPositionKeys = 1;
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue;
anim->mPositionKeys[0].mTime = 0.f;
break;
}
unsigned int ticksPerFull = 15;
anim->mNumPositionKeys = (unsigned int) ( ticksPerFull * fps );
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
{
aiVectorKey& key = anim->mPositionKeys[i];
const ai_real dt = (i * in.speed * ai_real( 0.001 ) );
const ai_real u = dt - std::floor(dt);
const int idx = (int)std::floor(dt) % size;
// get the 4 current points to evaluate the spline
const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
// compute polynomials
const ai_real u2 = u*u;
const ai_real u3 = u2*2;
const ai_real h1 = ai_real( 2.0 ) * u3 - ai_real( 3.0 ) * u2 + ai_real( 1.0 );
const ai_real h2 = ai_real( -2.0 ) * u3 + ai_real( 3.0 ) * u3;
const ai_real h3 = u3 - ai_real( 2.0 ) * u3;
const ai_real h4 = u3 - u2;
// compute the spline tangents
const aiVector3D t1 = ( p2 - p0 ) * in.tightness;
aiVector3D t2 = ( p3 - p1 ) * in.tightness;
// and use them to get the interpolated point
t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
// build a simple translation matrix from it
key.mValue = t2;
key.mTime = (double) i;
}
}
break;
default:
// UNKNOWN , OTHER
break;
};
if (anim) {
anims.push_back(anim);
++total;
}
}
}
// ------------------------------------------------------------------------------------------------
// This function is maybe more generic than we'd need it here
void SetupMapping (aiMaterial* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
{
// Check whether there are texture properties defined - setup
// the desired texture mapping mode for all of them and ignore
// all UV settings we might encounter. WE HAVE NO UVS!
std::vector<aiMaterialProperty*> p;
p.reserve(mat->mNumProperties+1);
for (unsigned int i = 0; i < mat->mNumProperties;++i)
{
aiMaterialProperty* prop = mat->mProperties[i];
if (!::strcmp( prop->mKey.data, "$tex.file")) {
// Setup the mapping key
aiMaterialProperty* m = new aiMaterialProperty();
m->mKey.Set("$tex.mapping");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Integer;
m->mDataLength = 4;
m->mData = new char[4];
*((int*)m->mData) = mode;
p.push_back(prop);
p.push_back(m);
// Setup the mapping axis
if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) {
m = new aiMaterialProperty();
m->mKey.Set("$tex.mapaxis");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Float;
m->mDataLength = 12;
m->mData = new char[12];
*((aiVector3D*)m->mData) = axis;
p.push_back(m);
}
}
else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc")) {
delete mat->mProperties[i];
}
else p.push_back(prop);
}
if (p.empty())return;
// rebuild the output array
if (p.size() > mat->mNumAllocated) {
delete[] mat->mProperties;
mat->mProperties = new aiMaterialProperty*[p.size()*2];
mat->mNumAllocated = static_cast<unsigned int>(p.size()*2);
}
mat->mNumProperties = (unsigned int)p.size();
::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties);
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
BatchLoader& batch,
std::vector<aiMesh*>& meshes,
std::vector<aiNodeAnim*>& anims,
std::vector<AttachmentInfo>& attach,
std::vector<aiMaterial*>& materials,
unsigned int& defMatIdx)
{
unsigned int oldMeshSize = (unsigned int)meshes.size();
//unsigned int meshTrafoAssign = 0;
// Now determine the type of the node
switch (root->type)
{
case Node::ANIMMESH:
case Node::MESH:
{
if (!root->meshPath.length())
break;
// Get the loaded mesh from the scene and add it to
// the list of all scenes to be attached to the
// graph we're currently building
aiScene* scene = batch.GetImport(root->id);
if (!scene) {
DefaultLogger::get()->error("IRR: Unable to load external file: " + root->meshPath);
break;
}
attach.push_back(AttachmentInfo(scene,rootOut));
// Now combine the material we've loaded for this mesh
// with the real materials we got from the file. As we
// don't execute any pp-steps on the file, the numbers
// should be equal. If they are not, we can impossibly
// do this ...
if (root->materials.size() != (unsigned int)scene->mNumMaterials) {
DefaultLogger::get()->warn("IRR: Failed to match imported materials "
"with the materials found in the IRR scene file");
break;
}
for (unsigned int i = 0; i < scene->mNumMaterials;++i) {
// Delete the old material, we don't need it anymore
delete scene->mMaterials[i];
std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
scene->mMaterials[i] = src.first;
}
// NOTE: Each mesh should have exactly one material assigned,
// but we do it in a separate loop if this behaviour changes
// in future.
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
// Process material flags
aiMesh* mesh = scene->mMeshes[i];
// If "trans_vertex_alpha" mode is enabled, search all vertex colors
// and check whether they have a common alpha value. This is quite
// often the case so we can simply extract it to a shared oacity
// value.
std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
aiMaterial* mat = (aiMaterial*)src.first;
if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
{
bool bdo = true;
for (unsigned int a = 1; a < mesh->mNumVertices;++a) {
if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a) {
bdo = false;
break;
}
}
if (bdo) {
DefaultLogger::get()->info("IRR: Replacing mesh vertex alpha with common opacity");
for (unsigned int a = 0; a < mesh->mNumVertices;++a)
mesh->mColors[0][a].a = 1.f;
mat->AddProperty(& mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY);
}
}
// If we have a second texture coordinate set and a second texture
// (either lightmap, normalmap, 2layered material) we need to
// setup the correct UV index for it. The texture can either
// be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
if (mesh->HasTextureCoords(1)) {
int idx = 1;
if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
}
else if (src.second & AI_IRRMESH_MAT_normalmap_solid) {
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
}
}
}
}
break;
case Node::LIGHT:
case Node::CAMERA:
// We're already finished with lights and cameras
break;
case Node::SPHERE:
{
// Generate the sphere model. Our input parameter to
// the sphere generation algorithm is the number of
// subdivisions of each triangle - but here we have
// the number of poylgons on a specific axis. Just
// use some hardcoded limits to approximate this ...
unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
if (mul < 100)mul = 2;
else if (mul < 300)mul = 3;
else mul = 4;
meshes.push_back(StandardShapes::MakeMesh(mul,
&StandardShapes::MakeSphere));
// Adjust scaling
root->scaling *= root->sphereRadius/2;
// Copy one output material
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup spherical UV mapping around the Y axis.
SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_SPHERE);
}
break;
case Node::CUBE:
{
// Generate an unit cube first
meshes.push_back(StandardShapes::MakeMesh(
&StandardShapes::MakeHexahedron));
// Adjust scaling
root->scaling *= root->sphereRadius;
// Copy one output material
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup cubic UV mapping
SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX );
}
break;
case Node::SKYBOX:
{
// A skybox is defined by six materials
if (root->materials.size() < 6) {
DefaultLogger::get()->error("IRR: There should be six materials for a skybox");
break;
}
// copy those materials and generate 6 meshes for our new skybox
materials.reserve(materials.size() + 6);
for (unsigned int i = 0; i < 6;++i)
materials.insert(materials.end(),root->materials[i].first);
BuildSkybox(meshes,materials);
// *************************************************************
// Skyboxes will require a different code path for rendering,
// so there must be a way for the user to add special support
// for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node.
// *************************************************************
root->name = "IRR.SkyBox_" + root->name;
DefaultLogger::get()->info("IRR: Loading skybox, this will "
"require special handling to be displayed correctly");
}
break;
case Node::TERRAIN:
{
// to support terrains, we'd need to have a texture decoder
DefaultLogger::get()->error("IRR: Unsupported node - TERRAIN");
}
break;
default:
// DUMMY
break;
};
// Check whether we added a mesh (or more than one ...). In this case
// we'll also need to attach it to the node
if (oldMeshSize != (unsigned int) meshes.size()) {
rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
for (unsigned int a = 0; a < rootOut->mNumMeshes;++a) {
rootOut->mMeshes[a] = oldMeshSize+a;
}
}
// Setup the name of this node
rootOut->mName.Set(root->name);
// Now compute the final local transformation matrix of the
// node from the given translation, rotation and scaling values.
// (the rotation is given in Euler angles, XYZ order)
//std::swap((float&)root->rotation.z,(float&)root->rotation.y);
rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) );
// apply scaling
aiMatrix4x4& mat = rootOut->mTransformation;
mat.a1 *= root->scaling.x;
mat.b1 *= root->scaling.x;
mat.c1 *= root->scaling.x;
mat.a2 *= root->scaling.y;
mat.b2 *= root->scaling.y;
mat.c2 *= root->scaling.y;
mat.a3 *= root->scaling.z;
mat.b3 *= root->scaling.z;
mat.c3 *= root->scaling.z;
// apply translation
mat.a4 += root->position.x;
mat.b4 += root->position.y;
mat.c4 += root->position.z;
// now compute animations for the node
ComputeAnimations(root,rootOut, anims);
// Add all children recursively. First allocate enough storage
// for them, then call us again
rootOut->mNumChildren = (unsigned int)root->children.size();
if (rootOut->mNumChildren) {
rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
for (unsigned int i = 0; i < rootOut->mNumChildren;++i) {
aiNode* node = rootOut->mChildren[i] = new aiNode();
node->mParent = rootOut;
GenerateGraph(root->children[i],node,scene,batch,meshes,
anims,attach,materials,defMatIdx);
}
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
throw DeadlyImportError( "Failed to open IRR file " + pFile + "");
// Construct the irrXML parser
CIrrXML_IOStreamReader st(file.get());
reader = createIrrXMLReader((IFileReadCallBack*) &st);
// The root node of the scene
Node* root = new Node(Node::DUMMY);
root->parent = NULL;
root->name = "<IRRSceneRoot>";
// Current node parent
Node* curParent = root;
// Scenegraph node we're currently working on
Node* curNode = NULL;
// List of output cameras
std::vector<aiCamera*> cameras;
// List of output lights
std::vector<aiLight*> lights;
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
// batch.SetBasePath(pFile);
cameras.reserve(5);
lights.reserve(5);
bool inMaterials = false, inAnimator = false;
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
// Parse the XML file
while (reader->read()) {
switch (reader->getNodeType()) {
case EXN_ELEMENT:
if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
* "animatedMesh" - Load an animated mesh from an external file
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
*/
// ***********************************************************************
const char* sz = reader->getAttributeValueSafe("type");
Node* nd;
if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree")) {
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
}
else if (!ASSIMP_stricmp(sz,"cube")) {
nd = new Node(Node::CUBE);
++guessedMeshCnt;
// meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
}
else if (!ASSIMP_stricmp(sz,"skybox")) {
nd = new Node(Node::SKYBOX);
guessedMeshCnt += 6;
}
else if (!ASSIMP_stricmp(sz,"camera")) {
nd = new Node(Node::CAMERA);
// Setup a temporary name for the camera
aiCamera* cam = new aiCamera();
cam->mName.Set( nd->name );
cameras.push_back(cam);
}
else if (!ASSIMP_stricmp(sz,"light")) {
nd = new Node(Node::LIGHT);
// Setup a temporary name for the light
aiLight* cam = new aiLight();
cam->mName.Set( nd->name );
lights.push_back(cam);
}
else if (!ASSIMP_stricmp(sz,"sphere")) {
nd = new Node(Node::SPHERE);
++guessedMeshCnt;
}
else if (!ASSIMP_stricmp(sz,"animatedMesh")) {
nd = new Node(Node::ANIMMESH);
}
else if (!ASSIMP_stricmp(sz,"empty")) {
nd = new Node(Node::DUMMY);
}
else if (!ASSIMP_stricmp(sz,"terrain")) {
nd = new Node(Node::TERRAIN);
}
else if (!ASSIMP_stricmp(sz,"billBoard")) {
// We don't support billboards, so ignore them
DefaultLogger::get()->error("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
}
else {
DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
}
/* Attach the newly created node to the scenegraph
*/
curNode = nd;
nd->parent = curParent;
curParent->children.push_back(nd);
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
inMaterials = true;
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
inAnimator = true;
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
/* We should have a valid node here
* FIX: no ... the scene root node is also contained in an attributes block
*/
if (!curNode) {
#if 0
DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
"there is no node active");
#endif
continue;
}
Animator* curAnim = NULL;
// Materials can occur for nearly any type of node
if (inMaterials && curNode->type != Node::DUMMY) {
/* This is a material description - parse it!
*/
curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
p.first = ParseMaterial(p.second);
++guessedMatCnt;
continue;
}
else if (inAnimator) {
/* This is an animation path - add a new animator
* to the list.
*/
curNode->animators.push_back(Animator());
curAnim = & curNode->animators.back();
++guessedAnimCnt;
}
/* Parse all elements in the attributes block
* and process them.
*/
while (reader->read()) {
if (reader->getNodeType() == EXN_ELEMENT) {
if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d")) {
VectorProperty prop;
ReadVectorProperty(prop);
if (inAnimator) {
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
// We store the rotation euler angles in 'direction'
curAnim->direction = prop.value;
}
else if (curAnim->type == Animator::FOLLOW_SPLINE) {
// Check whether the vector follows the PointN naming scheme,
// here N is the ONE-based index of the point
if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point") {
// Add a new key to the list
curAnim->splineKeys.push_back(aiVectorKey());
aiVectorKey& key = curAnim->splineKeys.back();
// and parse its properties
key.mValue = prop.value;
key.mTime = strtoul10(&prop.name[5]);
}
}
else if (curAnim->type == Animator::FLY_CIRCLE) {
if (prop.name == "Center") {
curAnim->circleCenter = prop.value;
}
else if (prop.name == "Direction") {
curAnim->direction = prop.value;
// From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
if (curAnim->direction == aiVector3D()) {
curAnim->direction = aiVector3D(0.f,1.f,0.f);
}
else curAnim->direction.Normalize();
}
}
else if (curAnim->type == Animator::FLY_STRAIGHT) {
if (prop.name == "Start") {
// We reuse the field here
curAnim->circleCenter = prop.value;
}
else if (prop.name == "End") {
// We reuse the field here
curAnim->direction = prop.value;
}
}
}
else {
if (prop.name == "Position") {
curNode->position = prop.value;
}
else if (prop.name == "Rotation") {
curNode->rotation = prop.value;
}
else if (prop.name == "Scale") {
curNode->scaling = prop.value;
}
else if (Node::CAMERA == curNode->type)
{
aiCamera* cam = cameras.back();
if (prop.name == "Target") {
cam->mLookAt = prop.value;
}
else if (prop.name == "UpVector") {
cam->mUp = prop.value;
}
}
}
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"bool")) {
BoolProperty prop;
ReadBoolProperty(prop);
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
curAnim->loop = prop.value;
}
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"float")) {
FloatProperty prop;
ReadFloatProperty(prop);
if (inAnimator) {
// The speed property exists for several animators
if (prop.name == "Speed") {
curAnim->speed = prop.value;
}
else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
curAnim->circleRadius = prop.value;
}
else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
curAnim->tightness = prop.value;
}
}
else {
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
curNode->framesPerSecond = prop.value;
}
else if (Node::CAMERA == curNode->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
*/
if (prop.name == "Fovy") {
cameras.back()->mHorizontalFOV = prop.value;
}
else if (prop.name == "Aspect") {
cameras.back()->mAspect = prop.value;
}
else if (prop.name == "ZNear") {
cameras.back()->mClipPlaneNear = prop.value;
}
else if (prop.name == "ZFar") {
cameras.back()->mClipPlaneFar = prop.value;
}
}
else if (Node::LIGHT == curNode->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
lights.back()->mAttenuationLinear = prop.value;
}
else if (prop.name == "OuterCone") {
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD( prop.value );
}
else if (prop.name == "InnerCone") {
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
}
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == curNode->type && prop.name == "Radius")
|| (Node::CUBE == curNode->type && prop.name == "Size" )) {
curNode->sphereRadius = prop.value;
}
}
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"int")) {
IntProperty prop;
ReadIntProperty(prop);
if (inAnimator) {
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
curAnim->timeForWay = prop.value;
}
}
else {
// sphere polgon numbers in each direction
if (Node::SPHERE == curNode->type) {
if (prop.name == "PolyCountX") {
curNode->spherePolyCountX = prop.value;
}
else if (prop.name == "PolyCountY") {
curNode->spherePolyCountY = prop.value;
}
}
}
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||!ASSIMP_stricmp(reader->getNodeName(),"enum")) {
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length()) {
if (prop.name == "Name") {
curNode->name = prop.value;
/* If we're either a camera or a light source
* we need to update the name in the aiLight/
* aiCamera structure, too.
*/
if (Node::CAMERA == curNode->type) {
cameras.back()->mName.Set(prop.value);
}
else if (Node::LIGHT == curNode->type) {
lights.back()->mName.Set(prop.value);
}
}
else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
{
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else
{
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
curNode->type = Node::DUMMY;
DefaultLogger::get()->error("Ignoring light of unknown type: " + prop.value);
}
}
else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
Node::ANIMMESH == curNode->type)
{
/* This is the file name of the mesh - either
* animated or not. We need to make sure we setup
* the correct postprocessing settings here.
*/
unsigned int pp = 0;
BatchLoader::PropertyMap map;
/* If the mesh is a static one remove all animations from the impor data
*/
if (Node::ANIMMESH != curNode->type) {
pp |= aiProcess_RemoveComponent;
SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
const std::string extension = GetExtension(prop.value);
if ("irr" == extension) {
DefaultLogger::get()->error("IRR: Can't load another IRR file recursively");
}
else
{
curNode->id = batch.AddLoadRequest(prop.value,pp,&map);
curNode->meshPath = prop.value;
}
}
else if (inAnimator && prop.name == "Type")
{
// type of the animator
if (prop.value == "rotation") {
curAnim->type = Animator::ROTATION;
}
else if (prop.value == "flyCircle") {
curAnim->type = Animator::FLY_CIRCLE;
}
else if (prop.value == "flyStraight") {
curAnim->type = Animator::FLY_CIRCLE;
}
else if (prop.value == "followSpline") {
curAnim->type = Animator::FOLLOW_SPLINE;
}
else {
DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
+ prop.value);
curAnim->type = Animator::UNKNOWN;
}
}
}
}
}
else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
break;
}
}
}
break;
case EXN_ELEMENT_END:
// If we reached the end of a node, we need to continue processing its parent
if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
if (!curNode) {
// currently is no node set. We need to go
// back in the node hierarchy
if (!curParent) {
curParent = root;
DefaultLogger::get()->error("IRR: Too many closing <node> elements");
}
else curParent = curParent->parent;
}
else curNode = NULL;
}
// clear all flags
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
inMaterials = false;
}
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
inAnimator = false;
}
break;
default:
// GCC complains that not all enumeration values are handled
break;
}
}
/* Now iterate through all cameras and compute their final (horizontal) FOV
*/
for (aiCamera *cam : cameras) {
// screen aspect could be missing
if (cam->mAspect) {
cam->mHorizontalFOV *= cam->mAspect;
}
else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
}
batch.LoadAll();
/* Allocate a tempoary scene data structure
*/
aiScene* tempScene = new aiScene();
tempScene->mRootNode = new aiNode();
tempScene->mRootNode->mName.Set("<IRRRoot>");
/* Copy the cameras to the output array
*/
if (!cameras.empty()) {
tempScene->mNumCameras = (unsigned int)cameras.size();
tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
}
/* Copy the light sources to the output array
*/
if (!lights.empty()) {
tempScene->mNumLights = (unsigned int)lights.size();
tempScene->mLights = new aiLight*[tempScene->mNumLights];
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
}
// temporary data
std::vector< aiNodeAnim*> anims;
std::vector< aiMaterial*> materials;
std::vector< AttachmentInfo > attach;
std::vector<aiMesh*> meshes;
// try to guess how much storage we'll need
anims.reserve (guessedAnimCnt + (guessedAnimCnt >> 2));
meshes.reserve (guessedMeshCnt + (guessedMeshCnt >> 2));
materials.reserve (guessedMatCnt + (guessedMatCnt >> 2));
/* Now process our scenegraph recursively: generate final
* meshes and generate animation channels for all nodes.
*/
unsigned int defMatIdx = UINT_MAX;
GenerateGraph(root,tempScene->mRootNode, tempScene,
batch, meshes, anims, attach, materials, defMatIdx);
if (!anims.empty())
{
tempScene->mNumAnimations = 1;
tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations];
aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation();
// ***********************************************************
// This is only the global animation channel of the scene.
// If there are animated models, they will have separate
// animation channels in the scene. To display IRR scenes
// correctly, users will need to combine the global anim
// channel with all the local animations they want to play
// ***********************************************************
an->mName.Set("Irr_GlobalAnimChannel");
// copy all node animation channels to the global channel
an->mNumChannels = (unsigned int)anims.size();
an->mChannels = new aiNodeAnim*[an->mNumChannels];
::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
}
if (!meshes.empty()) {
// copy all meshes to the temporary scene
tempScene->mNumMeshes = (unsigned int)meshes.size();
tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes*
sizeof(void*));
}
/* Copy all materials to the output array
*/
if (!materials.empty()) {
tempScene->mNumMaterials = (unsigned int)materials.size();
tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials];
::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)*
tempScene->mNumMaterials);
}
/* Now merge all sub scenes and attach them to the correct
* attachment points in the scenegraph.
*/
SceneCombiner::MergeScenes(&pScene,tempScene,attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
/* If we have no meshes | no materials now set the INCOMPLETE
* scene flag. This is necessary if we failed to load all
* models from external files
*/
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
DefaultLogger::get()->warn("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
/* Finished ... everything destructs automatically and all
* temporary scenes have already been deleted by MergeScenes()
*/
return;
}
#endif // !! ASSIMP_BUILD_NO_IRR_IMPORTER