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/*
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/** @file Implementation of the 3ds importer class */
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
// internal headers
#include "3DSLoader.h"
#include "TargetAnimation.h"
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include "StringComparison.h"
#include <memory>
#include <cctype>
using namespace Assimp;
static const unsigned int NotSet = 0xcdcdcdcd;
// ------------------------------------------------------------------------------------------------
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial()
{
// Try to find an existing material that matches the
// typical default material setting:
// - no textures
// - diffuse color (in grey!)
// NOTE: This is here to workaround the fact that some
// exporters are writing a default material, too.
unsigned int idx( NotSet );
for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{
std::string s = mScene->mMaterials[i].mName;
for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) {
*it = static_cast< char >( ::tolower( *it ) );
}
if (std::string::npos == s.find("default"))continue;
if (mScene->mMaterials[i].mDiffuse.r !=
mScene->mMaterials[i].mDiffuse.g ||
mScene->mMaterials[i].mDiffuse.r !=
mScene->mMaterials[i].mDiffuse.b)continue;
if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
{
continue;
}
idx = i;
}
if ( NotSet == idx ) {
idx = ( unsigned int )mScene->mMaterials.size();
}
// now iterate through all meshes and through all faces and
// find all faces that are using the default material
unsigned int cnt = 0;
for (std::vector<D3DS::Mesh>::iterator
i = mScene->mMeshes.begin();
i != mScene->mMeshes.end();++i)
{
for (std::vector<unsigned int>::iterator
a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end();++a)
{
// NOTE: The additional check seems to be necessary,
// some exporters seem to generate invalid data here
if (0xcdcdcdcd == (*a))
{
(*a) = idx;
++cnt;
}
else if ( (*a) >= mScene->mMaterials.size())
{
(*a) = idx;
DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
++cnt;
}
}
}
if (cnt && idx == mScene->mMaterials.size())
{
// We need to create our own default material
D3DS::Material sMat;
sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
sMat.mName = "%%%DEFAULT";
mScene->mMaterials.push_back(sMat);
DefaultLogger::get()->info("3DS: Generating default material");
}
}
// ------------------------------------------------------------------------------------------------
// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
{
for (std::vector< D3DS::Face >::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i)
{
// check whether all indices are in range
for (unsigned int a = 0; a < 3;++a)
{
if ((*i).mIndices[a] >= sMesh.mPositions.size())
{
DefaultLogger::get()->warn("3DS: Vertex index overflow)");
(*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
}
if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
{
DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
(*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
}
}
}
}
// ------------------------------------------------------------------------------------------------
// Generate out unique verbose format representation
void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
{
// TODO: really necessary? I don't think. Just a waste of memory and time
// to do it now in a separate buffer.
// Allocate output storage
std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
std::vector<aiVector3D> vNew2;
if (sMesh.mTexCoords.size())
vNew2.resize(sMesh.mFaces.size() * 3);
for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i)
{
D3DS::Face& face = sMesh.mFaces[i];
// Positions
for (unsigned int a = 0; a < 3;++a,++base)
{
vNew[base] = sMesh.mPositions[face.mIndices[a]];
if (sMesh.mTexCoords.size())
vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
face.mIndices[a] = base;
}
}
sMesh.mPositions = vNew;
sMesh.mTexCoords = vNew2;
}
// ------------------------------------------------------------------------------------------------
// Convert a 3DS texture to texture keys in an aiMaterial
void CopyTexture(aiMaterial& mat, D3DS::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 the texture mapping mode
mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
// Mirroring - double the scaling values
// FIXME: this is not really correct ...
if (texture.mMapMode == aiTextureMapMode_Mirror)
{
texture.mScaleU *= 2.0;
texture.mScaleV *= 2.0;
texture.mOffsetU /= 2.0;
texture.mOffsetV /= 2.0;
}
// Setup texture UV transformations
mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
// Convert a 3DS material to an aiMaterial
void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
aiMaterial& mat)
{
// NOTE: Pass the background image to the viewer by bypassing the
// material system. This is an evil hack, never do it again!
if (0 != mBackgroundImage.length() && bHasBG)
{
aiString tex;
tex.Set( mBackgroundImage);
mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
// Be sure this is only done for the first material
mBackgroundImage = std::string("");
}
// At first add the base ambient color of the scene to the material
oldMat.mAmbient.r += mClrAmbient.r;
oldMat.mAmbient.g += mClrAmbient.g;
oldMat.mAmbient.b += mClrAmbient.b;
aiString name;
name.Set( oldMat.mName);
mat.AddProperty( &name, AI_MATKEY_NAME);
// Material colors
mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// Phong shininess and shininess strength
if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
D3DS::Discreet3DS::Metal == oldMat.mShading)
{
if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
{
oldMat.mShading = D3DS::Discreet3DS::Gouraud;
}
else
{
mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
}
}
// Opacity
mat.AddProperty<ai_real>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
// Bump height scaling
mat.AddProperty<ai_real>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
// Two sided rendering?
if (oldMat.mTwoSided)
{
int i = 1;
mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
}
// Shading mode
aiShadingMode eShading = aiShadingMode_NoShading;
switch (oldMat.mShading)
{
case D3DS::Discreet3DS::Flat:
eShading = aiShadingMode_Flat; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse shading
case D3DS::Discreet3DS::Wire:
{
// Set the wireframe flag
unsigned int iWire = 1;
mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
}
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud; break;
// assume cook-torrance shading for metals.
case D3DS::Discreet3DS::Phong :
eShading = aiShadingMode_Phong; break;
case D3DS::Discreet3DS::Metal :
eShading = aiShadingMode_CookTorrance; break;
// FIX to workaround a warning with GCC 4 who complained
// about a missing case Blinn: here - Blinn isn't a valid
// value in the 3DS Loader, it is just needed for ASE
case D3DS::Discreet3DS::Blinn :
eShading = aiShadingMode_Blinn; break;
}
mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
// DIFFUSE texture
if( oldMat.sTexDiffuse.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
// SPECULAR texture
if( oldMat.sTexSpecular.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR);
// OPACITY texture
if( oldMat.sTexOpacity.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY);
// EMISSIVE texture
if( oldMat.sTexEmissive.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE);
// BUMP texture
if( oldMat.sTexBump.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT);
// SHININESS texture
if( oldMat.sTexShininess.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
// REFLECTION texture
if( oldMat.sTexReflective.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
// Store the name of the material itself, too
if( oldMat.mName.length()) {
aiString tex;
tex.Set( oldMat.mName);
mat.AddProperty( &tex, AI_MATKEY_NAME);
}
}
// ------------------------------------------------------------------------------------------------
// Split meshes by their materials and generate output aiMesh'es
void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
{
std::vector<aiMesh*> avOutMeshes;
avOutMeshes.reserve(mScene->mMeshes.size() * 2);
unsigned int iFaceCnt = 0,num = 0;
aiString name;
// we need to split all meshes by their materials
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) {
std::unique_ptr< std::vector<unsigned int>[] > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
name.length = ASSIMP_itoa10(name.data,num++);
unsigned int iNum = 0;
for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
a != (*i).mFaceMaterials.end();++a,++iNum)
{
aiSplit[*a].push_back(iNum);
}
// now generate submeshes
for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
{
if (aiSplit[p].empty()) {
continue;
}
aiMesh* meshOut = new aiMesh();
meshOut->mName = name;
meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// be sure to setup the correct material index
meshOut->mMaterialIndex = p;
// use the color data as temporary storage
meshOut->mColors[0] = (aiColor4D*)(&*i);
avOutMeshes.push_back(meshOut);
// convert vertices
meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
meshOut->mNumVertices = meshOut->mNumFaces*3;
// allocate enough storage for faces
meshOut->mFaces = new aiFace[meshOut->mNumFaces];
iFaceCnt += meshOut->mNumFaces;
meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
if ((*i).mTexCoords.size())
{
meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
}
for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
{
unsigned int index = aiSplit[p][q];
aiFace& face = meshOut->mFaces[q];
face.mIndices = new unsigned int[3];
face.mNumIndices = 3;
for (unsigned int a = 0; a < 3;++a,++base)
{
unsigned int idx = (*i).mFaces[index].mIndices[a];
meshOut->mVertices[base] = (*i).mPositions[idx];
meshOut->mNormals [base] = (*i).mNormals[idx];
if ((*i).mTexCoords.size())
meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
face.mIndices[a] = base;
}
}
}
}
// Copy them to the output array
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
pcOut->mMeshes[a] = avOutMeshes[a];
}
// We should have at least one face here
if (!iFaceCnt) {
throw DeadlyImportError("No faces loaded. The mesh is empty");
}
}
// ------------------------------------------------------------------------------------------------
// Add a node to the scenegraph and setup its final transformation
void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/)
{
std::vector<unsigned int> iArray;
iArray.reserve(3);
aiMatrix4x4 abs;
// Find all meshes with the same name as the node
for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
{
const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
ai_assert(NULL != pcMesh);
if (pcIn->mName == pcMesh->mName)
iArray.push_back(a);
}
if (!iArray.empty())
{
// The matrix should be identical for all meshes with the
// same name. It HAS to be identical for all meshes .....
D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
// Compute the inverse of the transformation matrix to move the
// vertices back to their relative and local space
aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
mInv.Inverse();mInvTransposed.Transpose();
aiVector3D pivot = pcIn->vPivot;
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i) {
const unsigned int iIndex = iArray[i];
aiMesh* const mesh = pcSOut->mMeshes[iIndex];
if (mesh->mColors[1] == NULL)
{
// Transform the vertices back into their local space
// fixme: consider computing normals after this, so we don't need to transform them
const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices;
aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
*pvCurrent = mInv * (*pvCurrent);
*t2 = mInvTransposed * (*t2);
}
// Handle negative transformation matrix determinant -> invert vertex x
if (imesh->mMat.Determinant() < 0.0f)
{
/* we *must* have normals */
for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
pvCurrent->x *= -1.f;
t2->x *= -1.f;
}
DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
}
// Handle pivot point
if (pivot.x || pivot.y || pivot.z)
{
for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) {
*pvCurrent -= pivot;
}
}
mesh->mColors[1] = (aiColor4D*)1;
}
else
mesh->mColors[1] = (aiColor4D*)1;
// Setup the mesh index
pcOut->mMeshes[i] = iIndex;
}
}
// Setup the name of the node
// First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
if (pcIn->mInstanceNumber > 1)
{
char tmp[12];
ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
std::string tempStr = pcIn->mName + "_inst_";
tempStr += tmp;
pcOut->mName.Set(tempStr);
}
else
pcOut->mName.Set(pcIn->mName);
// Now build the transformation matrix of the node
// ROTATION
if (pcIn->aRotationKeys.size()){
// FIX to get to Assimp's quaternion conventions
for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
(*it).mValue.w *= -1.f;
}
pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
}
else if (pcIn->aCameraRollKeys.size())
{
aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
pcOut->mTransformation);
}
// SCALING
aiMatrix4x4& m = pcOut->mTransformation;
if (pcIn->aScalingKeys.size())
{
const aiVector3D& v = pcIn->aScalingKeys[0].mValue;
m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x;
m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y;
m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z;
}
// TRANSLATION
if (pcIn->aPositionKeys.size())
{
const aiVector3D& v = pcIn->aPositionKeys[0].mValue;
m.a4 += v.x;
m.b4 += v.y;
m.c4 += v.z;
}
// Generate animation channels for the node
if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
pcIn->aTargetPositionKeys.size() > 1)
{
aiAnimation* anim = pcSOut->mAnimations[0];
ai_assert(NULL != anim);
if (pcIn->aCameraRollKeys.size() > 1)
{
DefaultLogger::get()->debug("3DS: Converting camera roll track ...");
// Camera roll keys - in fact they're just rotations
// around the camera's z axis. The angles are given
// in degrees (and they're clockwise).
pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i)
{
aiQuatKey& q = pcIn->aRotationKeys[i];
aiFloatKey& f = pcIn->aCameraRollKeys[i];
q.mTime = f.mTime;
// FIX to get to Assimp quaternion conventions
q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue));
}
}
#if 0
if (pcIn->aTargetPositionKeys.size() > 1)
{
DefaultLogger::get()->debug("3DS: Converting target track ...");
// Camera or spot light - need to convert the separate
// target position channel to our representation
TargetAnimationHelper helper;
if (pcIn->aPositionKeys.empty())
{
// We can just pass zero here ...
helper.SetFixedMainAnimationChannel(aiVector3D());
}
else helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
// Do the conversion
std::vector<aiVectorKey> distanceTrack;
helper.Process(&distanceTrack);
// Now add a new node as child, name it <ourName>.Target
// and assign the distance track to it. This is that the
// information where the target is and how it moves is
// not lost
D3DS::Node* nd = new D3DS::Node();
pcIn->push_back(nd);
nd->mName = pcIn->mName + ".Target";
aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
nda->mNodeName.Set(nd->mName);
nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
::memcpy(nda->mPositionKeys,&distanceTrack[0],
sizeof(aiVectorKey)*nda->mNumPositionKeys);
}
#endif
// Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given.
for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) {
if (pcSOut->mCameras[n]->mName == pcOut->mName) {
pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
}
}
for (unsigned int n = 0; n < pcSOut->mNumLights;++n) {
if (pcSOut->mLights[n]->mName == pcOut->mName) {
pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
}
}
// Allocate a new node anim and setup its name
aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
nda->mNodeName.Set(pcIn->mName);
// POSITION keys
if (pcIn->aPositionKeys.size() > 0)
{
nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0],
sizeof(aiVectorKey)*nda->mNumPositionKeys);
}
// ROTATION keys
if (pcIn->aRotationKeys.size() > 0)
{
nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
// Rotations are quaternion offsets
aiQuaternion abs1;
for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
{
const aiQuatKey& q = pcIn->aRotationKeys[n];
abs1 = (n ? abs1 * q.mValue : q.mValue);
nda->mRotationKeys[n].mTime = q.mTime;
nda->mRotationKeys[n].mValue = abs1.Normalize();
}
}
// SCALING keys
if (pcIn->aScalingKeys.size() > 0)
{
nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0],
sizeof(aiVectorKey)*nda->mNumScalingKeys);
}
}
// Allocate storage for children
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
// Recursively process all children
const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
for (unsigned int i = 0; i < size;++i)
{
pcOut->mChildren[i] = new aiNode();
pcOut->mChildren[i]->mParent = pcOut;
AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
}
}
// ------------------------------------------------------------------------------------------------
// Find out how many node animation channels we'll have finally
void CountTracks(D3DS::Node* node, unsigned int& cnt)
{
//////////////////////////////////////////////////////////////////////////////
// We will never generate more than one channel for a node, so
// this is rather easy here.
if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 ||
node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 ||
node->aTargetPositionKeys.size() > 1)
{
++cnt;
// account for the additional channel for the camera/spotlight target position
if (node->aTargetPositionKeys.size() > 1)++cnt;
}
// Recursively process all children
for (unsigned int i = 0; i < node->mChildren.size();++i)
CountTracks(node->mChildren[i],cnt);
}
// ------------------------------------------------------------------------------------------------
// Generate the output node graph
void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
{
pcOut->mRootNode = new aiNode();
if (0 == mRootNode->mChildren.size())
{
//////////////////////////////////////////////////////////////////////////////
// It seems the file is so messed up that it has not even a hierarchy.
// generate a flat hiearachy which looks like this:
//
// ROOT_NODE
// |
// ----------------------------------------
// | | | | |
// MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
//
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
static_cast<unsigned int>(mScene->mCameras.size() + mScene->mLights.size());
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
// Build dummy nodes for all meshes
unsigned int a = 0;
for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
{
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
pcNode->mNumMeshes = 1;
// Build a name for the node
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u",i);
}
// Build dummy nodes for all cameras
for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
{
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
// Build a name for the node
pcNode->mName = mScene->mCameras[i]->mName;
}
// Build dummy nodes for all lights
for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
{
aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
pcNode->mParent = pcOut->mRootNode;
// Build a name for the node
pcNode->mName = mScene->mLights[i]->mName;
}
}
else
{
// First of all: find out how many scaling, rotation and translation
// animation tracks we'll have afterwards
unsigned int numChannel = 0;
CountTracks(mRootNode,numChannel);
if (numChannel)
{
// Allocate a primary animation channel
pcOut->mNumAnimations = 1;
pcOut->mAnimations = new aiAnimation*[1];
aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation();
anim->mName.Set("3DSMasterAnim");
// Allocate enough storage for all node animation channels,
// but don't set the mNumChannels member - we'll use it to
// index into the array
anim->mChannels = new aiNodeAnim*[numChannel];
}
aiMatrix4x4 m;
AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
}
// We used the first and second vertex color set to store some temporary values so we need to cleanup here
for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a)
{
pcOut->mMeshes[a]->mColors[0] = NULL;
pcOut->mMeshes[a]->mColors[1] = NULL;
}
pcOut->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) * pcOut->mRootNode->mTransformation;
// If the root node is unnamed name it "<3DSRoot>"
if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
(pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') )
{
pcOut->mRootNode->mName.Set("<3DSRoot>");
}
}
// ------------------------------------------------------------------------------------------------
// Convert all meshes in the scene and generate the final output scene.
void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
{
// Allocate enough storage for all output materials
pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
// ... and convert the 3DS materials to aiMaterial's
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
{
aiMaterial* pcNew = new aiMaterial();
ConvertMaterial(mScene->mMaterials[i],*pcNew);
pcOut->mMaterials[i] = pcNew;
}
// Generate the output mesh list
ConvertMeshes(pcOut);
// Now copy all light sources to the output scene
pcOut->mNumLights = (unsigned int)mScene->mLights.size();
if (pcOut->mNumLights)
{
pcOut->mLights = new aiLight*[pcOut->mNumLights];
::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
}
// Now copy all cameras to the output scene
pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
if (pcOut->mNumCameras)
{
pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
}
}
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER