Model loading and texturing
This commit is contained in:
910
thirdparty/assimp/code/AC/ACLoader.cpp
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910
thirdparty/assimp/code/AC/ACLoader.cpp
vendored
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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||||
conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the AC3D importer class */
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#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
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// internal headers
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#include "ACLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/Subdivision.h>
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#include "Common/Importer.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/Importer.hpp>
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#include <assimp/light.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/config.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/importerdesc.h>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"AC3D Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"ac acc ac3d"
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};
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// ------------------------------------------------------------------------------------------------
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// skip to the next token
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#define AI_AC_SKIP_TO_NEXT_TOKEN() \
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if (!SkipSpaces(&buffer)) \
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{ \
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL"); \
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continue; \
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}
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// ------------------------------------------------------------------------------------------------
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// read a string (may be enclosed in double quotation marks). buffer must point to "
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#define AI_AC_GET_STRING(out) \
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if (*buffer == '\0') { \
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throw DeadlyImportError("AC3D: Unexpected EOF in string"); \
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} \
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++buffer; \
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const char* sz = buffer; \
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while ('\"' != *buffer) \
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{ \
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if (IsLineEnd( *buffer )) \
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{ \
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string"); \
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out = "ERROR"; \
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break; \
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} \
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++buffer; \
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} \
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if (IsLineEnd( *buffer ))continue; \
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out = std::string(sz,(unsigned int)(buffer-sz)); \
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++buffer;
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// ------------------------------------------------------------------------------------------------
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// read 1 to n floats prefixed with an optional predefined identifier
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#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
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AI_AC_SKIP_TO_NEXT_TOKEN(); \
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if (name_length) \
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{ \
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if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
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{ \
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ASSIMP_LOG_ERROR("AC3D: Unexpexted token. " name " was expected."); \
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continue; \
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} \
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buffer += name_length+1; \
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} \
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for (unsigned int i = 0; i < num;++i) \
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{ \
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AI_AC_SKIP_TO_NEXT_TOKEN(); \
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buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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AC3DImporter::AC3DImporter()
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: buffer(),
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configSplitBFCull(),
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configEvalSubdivision(),
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mNumMeshes(),
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mLights(),
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lights(),
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groups(),
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polys(),
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worlds()
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{
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// nothing to be done here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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AC3DImporter::~AC3DImporter()
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{
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// nothing to be done here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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std::string extension = GetExtension(pFile);
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// fixme: are acc and ac3d *really* used? Some sources say they are
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if(extension == "ac" || extension == "ac3d" || extension == "acc") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint32_t token = AI_MAKE_MAGIC("AC3D");
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return CheckMagicToken(pIOHandler,pFile,&token,1,0);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Loader meta information
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const aiImporterDesc* AC3DImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a pointer to the next line from the file
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bool AC3DImporter::GetNextLine( )
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{
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SkipLine(&buffer);
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return SkipSpaces(&buffer);
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}
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// ------------------------------------------------------------------------------------------------
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// Parse an object section in an AC file
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void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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{
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if (!TokenMatch(buffer,"OBJECT",6))
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return;
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SkipSpaces(&buffer);
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++mNumMeshes;
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objects.push_back(Object());
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Object& obj = objects.back();
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aiLight* light = NULL;
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if (!ASSIMP_strincmp(buffer,"light",5))
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{
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// This is a light source. Add it to the list
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mLights->push_back(light = new aiLight());
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// Return a point light with no attenuation
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light->mType = aiLightSource_POINT;
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light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
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light->mAttenuationConstant = 1.f;
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// Generate a default name for both the light source and the node
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// FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
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light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
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obj.name = std::string( light->mName.data );
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ASSIMP_LOG_DEBUG("AC3D: Light source encountered");
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obj.type = Object::Light;
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}
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else if (!ASSIMP_strincmp(buffer,"group",5))
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{
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obj.type = Object::Group;
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}
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else if (!ASSIMP_strincmp(buffer,"world",5))
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{
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obj.type = Object::World;
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}
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else obj.type = Object::Poly;
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while (GetNextLine())
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{
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if (TokenMatch(buffer,"kids",4))
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{
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SkipSpaces(&buffer);
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unsigned int num = strtoul10(buffer,&buffer);
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GetNextLine();
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if (num)
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{
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// load the children of this object recursively
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obj.children.reserve(num);
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for (unsigned int i = 0; i < num; ++i)
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LoadObjectSection(obj.children);
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}
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return;
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}
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else if (TokenMatch(buffer,"name",4))
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{
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SkipSpaces(&buffer);
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AI_AC_GET_STRING(obj.name);
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// If this is a light source, we'll also need to store
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// the name of the node in it.
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if (light)
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{
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light->mName.Set(obj.name);
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}
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}
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else if (TokenMatch(buffer,"texture",7))
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{
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SkipSpaces(&buffer);
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AI_AC_GET_STRING(obj.texture);
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}
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else if (TokenMatch(buffer,"texrep",6))
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{
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SkipSpaces(&buffer);
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AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
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if (!obj.texRepeat.x || !obj.texRepeat.y)
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obj.texRepeat = aiVector2D (1.f,1.f);
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}
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else if (TokenMatch(buffer,"texoff",6))
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{
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SkipSpaces(&buffer);
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AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
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}
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else if (TokenMatch(buffer,"rot",3))
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{
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SkipSpaces(&buffer);
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AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
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}
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else if (TokenMatch(buffer,"loc",3))
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{
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SkipSpaces(&buffer);
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AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
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}
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else if (TokenMatch(buffer,"subdiv",6))
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{
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SkipSpaces(&buffer);
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obj.subDiv = strtoul10(buffer,&buffer);
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}
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else if (TokenMatch(buffer,"crease",6))
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{
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SkipSpaces(&buffer);
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obj.crease = fast_atof(buffer);
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}
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else if (TokenMatch(buffer,"numvert",7))
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{
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SkipSpaces(&buffer);
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unsigned int t = strtoul10(buffer,&buffer);
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if (t >= AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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obj.vertices.reserve(t);
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for (unsigned int i = 0; i < t;++i)
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{
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if (!GetNextLine())
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{
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet");
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break;
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}
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else if (!IsNumeric(*buffer))
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{
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ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet");
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--buffer; // make sure the line is processed a second time
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break;
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}
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obj.vertices.push_back(aiVector3D());
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aiVector3D& v = obj.vertices.back();
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AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
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}
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}
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else if (TokenMatch(buffer,"numsurf",7))
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{
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SkipSpaces(&buffer);
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bool Q3DWorkAround = false;
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const unsigned int t = strtoul10(buffer,&buffer);
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obj.surfaces.reserve(t);
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for (unsigned int i = 0; i < t;++i)
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{
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GetNextLine();
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if (!TokenMatch(buffer,"SURF",4))
|
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{
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// FIX: this can occur for some files - Quick 3D for
|
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// example writes no surf chunks
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||||
if (!Q3DWorkAround)
|
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{
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ASSIMP_LOG_WARN("AC3D: SURF token was expected");
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ASSIMP_LOG_DEBUG("Continuing with Quick3D Workaround enabled");
|
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}
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--buffer; // make sure the line is processed a second time
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// break; --- see fix notes above
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||||
|
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Q3DWorkAround = true;
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}
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SkipSpaces(&buffer);
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obj.surfaces.push_back(Surface());
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Surface& surf = obj.surfaces.back();
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surf.flags = strtoul_cppstyle(buffer);
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|
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while (1)
|
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{
|
||||
if(!GetNextLine())
|
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{
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||||
throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
|
||||
}
|
||||
if (TokenMatch(buffer,"mat",3))
|
||||
{
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||||
SkipSpaces(&buffer);
|
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surf.mat = strtoul10(buffer);
|
||||
}
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||||
else if (TokenMatch(buffer,"refs",4))
|
||||
{
|
||||
// --- see fix notes above
|
||||
if (Q3DWorkAround)
|
||||
{
|
||||
if (!surf.entries.empty())
|
||||
{
|
||||
buffer -= 6;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SkipSpaces(&buffer);
|
||||
const unsigned int m = strtoul10(buffer);
|
||||
surf.entries.reserve(m);
|
||||
|
||||
obj.numRefs += m;
|
||||
|
||||
for (unsigned int k = 0; k < m; ++k)
|
||||
{
|
||||
if(!GetNextLine())
|
||||
{
|
||||
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete");
|
||||
break;
|
||||
}
|
||||
surf.entries.push_back(Surface::SurfaceEntry());
|
||||
Surface::SurfaceEntry& entry = surf.entries.back();
|
||||
|
||||
entry.first = strtoul10(buffer,&buffer);
|
||||
SkipSpaces(&buffer);
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
--buffer; // make sure the line is processed a second time
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: \'kids\' line was expected");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Convert a material from AC3DImporter::Material to aiMaterial
|
||||
void AC3DImporter::ConvertMaterial(const Object& object,
|
||||
const Material& matSrc,
|
||||
aiMaterial& matDest)
|
||||
{
|
||||
aiString s;
|
||||
|
||||
if (matSrc.name.length())
|
||||
{
|
||||
s.Set(matSrc.name);
|
||||
matDest.AddProperty(&s,AI_MATKEY_NAME);
|
||||
}
|
||||
if (object.texture.length())
|
||||
{
|
||||
s.Set(object.texture);
|
||||
matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
// UV transformation
|
||||
if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
|
||||
object.texOffset.x || object.texOffset.y)
|
||||
{
|
||||
aiUVTransform transform;
|
||||
transform.mScaling = object.texRepeat;
|
||||
transform.mTranslation = object.texOffset;
|
||||
matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
|
||||
}
|
||||
}
|
||||
|
||||
matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
|
||||
matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
|
||||
matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
int n;
|
||||
if (matSrc.shin)
|
||||
{
|
||||
n = aiShadingMode_Phong;
|
||||
matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
|
||||
}
|
||||
else n = aiShadingMode_Gouraud;
|
||||
matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
float f = 1.f - matSrc.trans;
|
||||
matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts the loaded data to the internal verbose representation
|
||||
aiNode* AC3DImporter::ConvertObjectSection(Object& object,
|
||||
std::vector<aiMesh*>& meshes,
|
||||
std::vector<aiMaterial*>& outMaterials,
|
||||
const std::vector<Material>& materials,
|
||||
aiNode* parent)
|
||||
{
|
||||
aiNode* node = new aiNode();
|
||||
node->mParent = parent;
|
||||
if (object.vertices.size())
|
||||
{
|
||||
if (!object.surfaces.size() || !object.numRefs)
|
||||
{
|
||||
/* " An object with 7 vertices (no surfaces, no materials defined).
|
||||
This is a good way of getting point data into AC3D.
|
||||
The Vertex->create convex-surface/object can be used on these
|
||||
vertices to 'wrap' a 3d shape around them "
|
||||
(http://www.opencity.info/html/ac3dfileformat.html)
|
||||
|
||||
therefore: if no surfaces are defined return point data only
|
||||
*/
|
||||
|
||||
ASSIMP_LOG_INFO("AC3D: No surfaces defined in object definition, "
|
||||
"a point list is returned");
|
||||
|
||||
meshes.push_back(new aiMesh());
|
||||
aiMesh* mesh = meshes.back();
|
||||
|
||||
mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
|
||||
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
|
||||
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
|
||||
{
|
||||
*verts = object.vertices[i];
|
||||
faces->mNumIndices = 1;
|
||||
faces->mIndices = new unsigned int[1];
|
||||
faces->mIndices[0] = i;
|
||||
}
|
||||
|
||||
// use the primary material in this case. this should be the
|
||||
// default material if all objects of the file contain points
|
||||
// and no faces.
|
||||
mesh->mMaterialIndex = 0;
|
||||
outMaterials.push_back(new aiMaterial());
|
||||
ConvertMaterial(object, materials[0], *outMaterials.back());
|
||||
}
|
||||
else
|
||||
{
|
||||
// need to generate one or more meshes for this object.
|
||||
// find out how many different materials we have
|
||||
typedef std::pair< unsigned int, unsigned int > IntPair;
|
||||
typedef std::vector< IntPair > MatTable;
|
||||
MatTable needMat(materials.size(),IntPair(0,0));
|
||||
|
||||
std::vector<Surface>::iterator it,end = object.surfaces.end();
|
||||
std::vector<Surface::SurfaceEntry>::iterator it2,end2;
|
||||
|
||||
for (it = object.surfaces.begin(); it != end; ++it)
|
||||
{
|
||||
unsigned int idx = (*it).mat;
|
||||
if (idx >= needMat.size())
|
||||
{
|
||||
ASSIMP_LOG_ERROR("AC3D: material index is out of range");
|
||||
idx = 0;
|
||||
}
|
||||
if ((*it).entries.empty())
|
||||
{
|
||||
ASSIMP_LOG_WARN("AC3D: surface her zero vertex references");
|
||||
}
|
||||
|
||||
// validate all vertex indices to make sure we won't crash here
|
||||
for (it2 = (*it).entries.begin(),
|
||||
end2 = (*it).entries.end(); it2 != end2; ++it2)
|
||||
{
|
||||
if ((*it2).first >= object.vertices.size())
|
||||
{
|
||||
ASSIMP_LOG_WARN("AC3D: Invalid vertex reference");
|
||||
(*it2).first = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!needMat[idx].first)++node->mNumMeshes;
|
||||
|
||||
switch ((*it).flags & 0xf)
|
||||
{
|
||||
// closed line
|
||||
case 0x1:
|
||||
|
||||
needMat[idx].first += (unsigned int)(*it).entries.size();
|
||||
needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
|
||||
break;
|
||||
|
||||
// unclosed line
|
||||
case 0x2:
|
||||
|
||||
needMat[idx].first += (unsigned int)(*it).entries.size()-1;
|
||||
needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
|
||||
break;
|
||||
|
||||
// 0 == polygon, else unknown
|
||||
default:
|
||||
|
||||
if ((*it).flags & 0xf)
|
||||
{
|
||||
ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown");
|
||||
(*it).flags &= ~(0xf);
|
||||
}
|
||||
|
||||
// the number of faces increments by one, the number
|
||||
// of vertices by surface.numref.
|
||||
needMat[idx].first++;
|
||||
needMat[idx].second += (unsigned int)(*it).entries.size();
|
||||
};
|
||||
}
|
||||
unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
|
||||
unsigned int mat = 0;
|
||||
const size_t oldm = meshes.size();
|
||||
for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
|
||||
cit != cend; ++cit, ++mat)
|
||||
{
|
||||
if (!(*cit).first)continue;
|
||||
|
||||
// allocate a new aiMesh object
|
||||
*pip++ = (unsigned int)meshes.size();
|
||||
aiMesh* mesh = new aiMesh();
|
||||
meshes.push_back(mesh);
|
||||
|
||||
mesh->mMaterialIndex = (unsigned int)outMaterials.size();
|
||||
outMaterials.push_back(new aiMaterial());
|
||||
ConvertMaterial(object, materials[mat], *outMaterials.back());
|
||||
|
||||
// allocate storage for vertices and normals
|
||||
mesh->mNumFaces = (*cit).first;
|
||||
if (mesh->mNumFaces == 0) {
|
||||
throw DeadlyImportError("AC3D: No faces");
|
||||
} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
|
||||
throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
|
||||
}
|
||||
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
|
||||
|
||||
mesh->mNumVertices = (*cit).second;
|
||||
if (mesh->mNumVertices == 0) {
|
||||
throw DeadlyImportError("AC3D: No vertices");
|
||||
} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
|
||||
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
|
||||
}
|
||||
aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
||||
unsigned int cur = 0;
|
||||
|
||||
// allocate UV coordinates, but only if the texture name for the
|
||||
// surface is not empty
|
||||
aiVector3D* uv = NULL;
|
||||
if(object.texture.length())
|
||||
{
|
||||
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
||||
mesh->mNumUVComponents[0] = 2;
|
||||
}
|
||||
|
||||
for (it = object.surfaces.begin(); it != end; ++it)
|
||||
{
|
||||
if (mat == (*it).mat)
|
||||
{
|
||||
const Surface& src = *it;
|
||||
|
||||
// closed polygon
|
||||
unsigned int type = (*it).flags & 0xf;
|
||||
if (!type)
|
||||
{
|
||||
aiFace& face = *faces++;
|
||||
if((face.mNumIndices = (unsigned int)src.entries.size()))
|
||||
{
|
||||
face.mIndices = new unsigned int[face.mNumIndices];
|
||||
for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
|
||||
{
|
||||
const Surface::SurfaceEntry& entry = src.entries[i];
|
||||
face.mIndices[i] = cur++;
|
||||
|
||||
// copy vertex positions
|
||||
if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
|
||||
throw DeadlyImportError("AC3D: Invalid number of vertices");
|
||||
}
|
||||
*vertices = object.vertices[entry.first] + object.translation;
|
||||
|
||||
|
||||
// copy texture coordinates
|
||||
if (uv)
|
||||
{
|
||||
uv->x = entry.second.x;
|
||||
uv->y = entry.second.y;
|
||||
++uv;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
it2 = (*it).entries.begin();
|
||||
|
||||
// either a closed or an unclosed line
|
||||
unsigned int tmp = (unsigned int)(*it).entries.size();
|
||||
if (0x2 == type)--tmp;
|
||||
for (unsigned int m = 0; m < tmp;++m)
|
||||
{
|
||||
aiFace& face = *faces++;
|
||||
|
||||
face.mNumIndices = 2;
|
||||
face.mIndices = new unsigned int[2];
|
||||
face.mIndices[0] = cur++;
|
||||
face.mIndices[1] = cur++;
|
||||
|
||||
// copy vertex positions
|
||||
if (it2 == (*it).entries.end() ) {
|
||||
throw DeadlyImportError("AC3D: Bad line");
|
||||
}
|
||||
ai_assert((*it2).first < object.vertices.size());
|
||||
*vertices++ = object.vertices[(*it2).first];
|
||||
|
||||
// copy texture coordinates
|
||||
if (uv)
|
||||
{
|
||||
uv->x = (*it2).second.x;
|
||||
uv->y = (*it2).second.y;
|
||||
++uv;
|
||||
}
|
||||
|
||||
|
||||
if (0x1 == type && tmp-1 == m)
|
||||
{
|
||||
// if this is a closed line repeat its beginning now
|
||||
it2 = (*it).entries.begin();
|
||||
}
|
||||
else ++it2;
|
||||
|
||||
// second point
|
||||
*vertices++ = object.vertices[(*it2).first];
|
||||
|
||||
if (uv)
|
||||
{
|
||||
uv->x = (*it2).second.x;
|
||||
uv->y = (*it2).second.y;
|
||||
++uv;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now apply catmull clark subdivision if necessary. We split meshes into
|
||||
// materials which is not done by AC3D during smoothing, so we need to
|
||||
// collect all meshes using the same material group.
|
||||
if (object.subDiv) {
|
||||
if (configEvalSubdivision) {
|
||||
std::unique_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
|
||||
ASSIMP_LOG_INFO("AC3D: Evaluating subdivision surface: "+object.name);
|
||||
|
||||
std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
|
||||
div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
|
||||
std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
|
||||
|
||||
// previous meshes are deleted vy Subdivide().
|
||||
}
|
||||
else {
|
||||
ASSIMP_LOG_INFO("AC3D: Letting the subdivision surface untouched due to my configuration: "
|
||||
+object.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (object.name.length())
|
||||
node->mName.Set(object.name);
|
||||
else
|
||||
{
|
||||
// generate a name depending on the type of the node
|
||||
switch (object.type)
|
||||
{
|
||||
case Object::Group:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++);
|
||||
break;
|
||||
case Object::Poly:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
|
||||
break;
|
||||
case Object::Light:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
|
||||
break;
|
||||
|
||||
// there shouldn't be more than one world, but we don't care
|
||||
case Object::World:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i",worlds++);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// setup the local transformation matrix of the object
|
||||
// compute the transformation offset to the parent node
|
||||
node->mTransformation = aiMatrix4x4 ( object.rotation );
|
||||
|
||||
if (object.type == Object::Group || !object.numRefs)
|
||||
{
|
||||
node->mTransformation.a4 = object.translation.x;
|
||||
node->mTransformation.b4 = object.translation.y;
|
||||
node->mTransformation.c4 = object.translation.z;
|
||||
}
|
||||
|
||||
// add children to the object
|
||||
if (object.children.size())
|
||||
{
|
||||
node->mNumChildren = (unsigned int)object.children.size();
|
||||
node->mChildren = new aiNode*[node->mNumChildren];
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i)
|
||||
{
|
||||
node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
|
||||
}
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void AC3DImporter::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
|
||||
configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void AC3DImporter::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 AC3D file " + pFile + ".");
|
||||
|
||||
// allocate storage and copy the contents of the file to a memory buffer
|
||||
std::vector<char> mBuffer2;
|
||||
TextFileToBuffer(file.get(),mBuffer2);
|
||||
|
||||
buffer = &mBuffer2[0];
|
||||
mNumMeshes = 0;
|
||||
|
||||
lights = polys = worlds = groups = 0;
|
||||
|
||||
if (::strncmp(buffer,"AC3D",4)) {
|
||||
throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
|
||||
}
|
||||
|
||||
// print the file format version to the console
|
||||
unsigned int version = HexDigitToDecimal( buffer[4] );
|
||||
char msg[3];
|
||||
ASSIMP_itoa10(msg,3,version);
|
||||
ASSIMP_LOG_INFO_F("AC3D file format version: ", msg);
|
||||
|
||||
std::vector<Material> materials;
|
||||
materials.reserve(5);
|
||||
|
||||
std::vector<Object> rootObjects;
|
||||
rootObjects.reserve(5);
|
||||
|
||||
std::vector<aiLight*> lights;
|
||||
mLights = & lights;
|
||||
|
||||
while (GetNextLine())
|
||||
{
|
||||
if (TokenMatch(buffer,"MATERIAL",8))
|
||||
{
|
||||
materials.push_back(Material());
|
||||
Material& mat = materials.back();
|
||||
|
||||
// manually parse the material ... sscanf would use the buldin atof ...
|
||||
// Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
|
||||
|
||||
AI_AC_SKIP_TO_NEXT_TOKEN();
|
||||
if ('\"' == *buffer)
|
||||
{
|
||||
AI_AC_GET_STRING(mat.name);
|
||||
AI_AC_SKIP_TO_NEXT_TOKEN();
|
||||
}
|
||||
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
|
||||
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
|
||||
}
|
||||
LoadObjectSection(rootObjects);
|
||||
}
|
||||
|
||||
if (rootObjects.empty() || !mNumMeshes)
|
||||
{
|
||||
throw DeadlyImportError("AC3D: No meshes have been loaded");
|
||||
}
|
||||
if (materials.empty())
|
||||
{
|
||||
ASSIMP_LOG_WARN("AC3D: No material has been found");
|
||||
materials.push_back(Material());
|
||||
}
|
||||
|
||||
mNumMeshes += (mNumMeshes>>2u) + 1;
|
||||
std::vector<aiMesh*> meshes;
|
||||
meshes.reserve(mNumMeshes);
|
||||
|
||||
std::vector<aiMaterial*> omaterials;
|
||||
materials.reserve(mNumMeshes);
|
||||
|
||||
// generate a dummy root if there are multiple objects on the top layer
|
||||
Object* root;
|
||||
if (1 == rootObjects.size())
|
||||
root = &rootObjects[0];
|
||||
else
|
||||
{
|
||||
root = new Object();
|
||||
}
|
||||
|
||||
// now convert the imported stuff to our output data structure
|
||||
pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
|
||||
if (1 != rootObjects.size())delete root;
|
||||
|
||||
if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
|
||||
pScene->mRootNode->mName.Set("<AC3DWorld>");
|
||||
|
||||
// copy meshes
|
||||
if (meshes.empty())
|
||||
{
|
||||
throw DeadlyImportError("An unknown error occurred during converting");
|
||||
}
|
||||
pScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
|
||||
|
||||
// copy materials
|
||||
pScene->mNumMaterials = (unsigned int)omaterials.size();
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
|
||||
|
||||
// copy lights
|
||||
pScene->mNumLights = (unsigned int)lights.size();
|
||||
if (lights.size())
|
||||
{
|
||||
pScene->mLights = new aiLight*[lights.size()];
|
||||
::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
|
||||
}
|
||||
}
|
||||
|
||||
#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER
|
||||
276
thirdparty/assimp/code/AC/ACLoader.h
vendored
Normal file
276
thirdparty/assimp/code/AC/ACLoader.h
vendored
Normal file
@@ -0,0 +1,276 @@
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file ACLoader.h
|
||||
* @brief Declaration of the .ac importer class.
|
||||
*/
|
||||
#ifndef AI_AC3DLOADER_H_INCLUDED
|
||||
#define AI_AC3DLOADER_H_INCLUDED
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/types.h>
|
||||
|
||||
struct aiNode;
|
||||
struct aiMesh;
|
||||
struct aiMaterial;
|
||||
struct aiLight;
|
||||
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** AC3D (*.ac) importer class
|
||||
*/
|
||||
class AC3DImporter : public BaseImporter
|
||||
{
|
||||
public:
|
||||
AC3DImporter();
|
||||
~AC3DImporter();
|
||||
|
||||
|
||||
|
||||
// Represents an AC3D material
|
||||
struct Material
|
||||
{
|
||||
Material()
|
||||
: rgb (0.6f,0.6f,0.6f)
|
||||
, spec (1.f,1.f,1.f)
|
||||
, shin (0.f)
|
||||
, trans (0.f)
|
||||
{}
|
||||
|
||||
// base color of the material
|
||||
aiColor3D rgb;
|
||||
|
||||
// ambient color of the material
|
||||
aiColor3D amb;
|
||||
|
||||
// emissive color of the material
|
||||
aiColor3D emis;
|
||||
|
||||
// specular color of the material
|
||||
aiColor3D spec;
|
||||
|
||||
// shininess exponent
|
||||
float shin;
|
||||
|
||||
// transparency. 0 == opaque
|
||||
float trans;
|
||||
|
||||
// name of the material. optional.
|
||||
std::string name;
|
||||
};
|
||||
|
||||
// Represents an AC3D surface
|
||||
struct Surface
|
||||
{
|
||||
Surface()
|
||||
: mat (0)
|
||||
, flags (0)
|
||||
{}
|
||||
|
||||
unsigned int mat,flags;
|
||||
|
||||
typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
|
||||
std::vector< SurfaceEntry > entries;
|
||||
};
|
||||
|
||||
// Represents an AC3D object
|
||||
struct Object
|
||||
{
|
||||
Object()
|
||||
: type (World)
|
||||
, name( "" )
|
||||
, children()
|
||||
, texture( "" )
|
||||
, texRepeat( 1.f, 1.f )
|
||||
, texOffset( 0.0f, 0.0f )
|
||||
, rotation()
|
||||
, translation()
|
||||
, vertices()
|
||||
, surfaces()
|
||||
, numRefs (0)
|
||||
, subDiv (0)
|
||||
, crease()
|
||||
{}
|
||||
|
||||
// Type description
|
||||
enum Type
|
||||
{
|
||||
World = 0x0,
|
||||
Poly = 0x1,
|
||||
Group = 0x2,
|
||||
Light = 0x4
|
||||
} type;
|
||||
|
||||
// name of the object
|
||||
std::string name;
|
||||
|
||||
// object children
|
||||
std::vector<Object> children;
|
||||
|
||||
// texture to be assigned to all surfaces of the object
|
||||
std::string texture;
|
||||
|
||||
// texture repat factors (scaling for all coordinates)
|
||||
aiVector2D texRepeat, texOffset;
|
||||
|
||||
// rotation matrix
|
||||
aiMatrix3x3 rotation;
|
||||
|
||||
// translation vector
|
||||
aiVector3D translation;
|
||||
|
||||
// vertices
|
||||
std::vector<aiVector3D> vertices;
|
||||
|
||||
// surfaces
|
||||
std::vector<Surface> surfaces;
|
||||
|
||||
// number of indices (= num verts in verbose format)
|
||||
unsigned int numRefs;
|
||||
|
||||
// number of subdivisions to be performed on the
|
||||
// imported data
|
||||
unsigned int subDiv;
|
||||
|
||||
// max angle limit for smoothing
|
||||
float crease;
|
||||
};
|
||||
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the class can handle the format of the given file.
|
||||
* See BaseImporter::CanRead() for details.
|
||||
*/
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
|
||||
bool checkSig) const;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Return importer meta information.
|
||||
* See #BaseImporter::GetInfo for the details */
|
||||
const aiImporterDesc* GetInfo () const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Imports the given file into the given scene structure.
|
||||
* See BaseImporter::InternReadFile() for details*/
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene,
|
||||
IOSystem* pIOHandler);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called prior to ReadFile().
|
||||
* The function is a request to the importer to update its configuration
|
||||
* basing on the Importer's configuration property list.*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
private:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Get the next line from the file.
|
||||
* @return false if the end of the file was reached*/
|
||||
bool GetNextLine();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Load the object section. This method is called recursively to
|
||||
* load subobjects, the method returns after a 'kids 0' was
|
||||
* encountered.
|
||||
* @objects List of output objects*/
|
||||
void LoadObjectSection(std::vector<Object>& objects);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Convert all objects into meshes and nodes.
|
||||
* @param object Current object to work on
|
||||
* @param meshes Pointer to the list of output meshes
|
||||
* @param outMaterials List of output materials
|
||||
* @param materials Material list
|
||||
* @param Scenegraph node for the object */
|
||||
aiNode* ConvertObjectSection(Object& object,
|
||||
std::vector<aiMesh*>& meshes,
|
||||
std::vector<aiMaterial*>& outMaterials,
|
||||
const std::vector<Material>& materials,
|
||||
aiNode* parent = NULL);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Convert a material
|
||||
* @param object Current object
|
||||
* @param matSrc Source material description
|
||||
* @param matDest Destination material to be filled */
|
||||
void ConvertMaterial(const Object& object,
|
||||
const Material& matSrc,
|
||||
aiMaterial& matDest);
|
||||
|
||||
private:
|
||||
|
||||
|
||||
// points to the next data line
|
||||
const char* buffer;
|
||||
|
||||
// Configuration option: if enabled, up to two meshes
|
||||
// are generated per material: those faces who have
|
||||
// their bf cull flags set are separated.
|
||||
bool configSplitBFCull;
|
||||
|
||||
// Configuration switch: subdivision surfaces are only
|
||||
// evaluated if the value is true.
|
||||
bool configEvalSubdivision;
|
||||
|
||||
// counts how many objects we have in the tree.
|
||||
// basing on this information we can find a
|
||||
// good estimate how many meshes we'll have in the final scene.
|
||||
unsigned int mNumMeshes;
|
||||
|
||||
// current list of light sources
|
||||
std::vector<aiLight*>* mLights;
|
||||
|
||||
// name counters
|
||||
unsigned int lights, groups, polys, worlds;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_AC3DIMPORTER_H_INC
|
||||
Reference in New Issue
Block a user