本文整理汇总了C++中FlipWindingOrderProcess::Execute方法的典型用法代码示例。如果您正苦于以下问题:C++ FlipWindingOrderProcess::Execute方法的具体用法?C++ FlipWindingOrderProcess::Execute怎么用?C++ FlipWindingOrderProcess::Execute使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FlipWindingOrderProcess
的用法示例。
在下文中一共展示了FlipWindingOrderProcess::Execute方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateDataRepresentationFromImport
// ------------------------------------------------------------------------------------------------
// Constructs the return data structure out of the imported data.
void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::Scene* pData)
{
// Read the global materials first so that meshes referring to them can find them later
ConvertMaterials( pScene, pData->mGlobalMaterials);
// copy nodes, extracting meshes and materials on the way
pScene->mRootNode = CreateNodes( pScene, nullptr, pData->mRootNode);
// extract animations
CreateAnimations( pScene, pData);
// read the global meshes that were stored outside of any node
if( !pData->mGlobalMeshes.empty() ) {
// create a root node to hold them if there isn't any, yet
if( pScene->mRootNode == nullptr ) {
pScene->mRootNode = new aiNode;
pScene->mRootNode->mName.Set( "$dummy_node");
}
// convert all global meshes and store them in the root node.
// If there was one before, the global meshes now suddenly have its transformation matrix...
// Don't know what to do there, I don't want to insert another node under the present root node
// just to avoid this.
CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
}
if (!pScene->mRootNode) {
throw DeadlyImportError( "No root node" );
}
// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
MakeLeftHandedProcess convertProcess;
convertProcess.Execute( pScene);
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
// finally: create a dummy material if not material was imported
if( pScene->mNumMaterials == 0) {
pScene->mNumMaterials = 1;
// create the Material
aiMaterial* mat = new aiMaterial;
int shadeMode = (int) aiShadingMode_Gouraud;
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
// material colours
int specExp = 1;
aiColor3D clr = aiColor3D( 0, 0, 0);
mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
clr = aiColor3D( 0.5f, 0.5f, 0.5f);
mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = mat;
}
}
示例2: Export
// ------------------------------------------------------------------------------------------------
aiReturn Exporter :: Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing )
{
ASSIMP_BEGIN_EXCEPTION_REGION();
pimpl->mError = "";
for (size_t i = 0; i < pimpl->mExporters.size(); ++i) {
const Exporter::ExportFormatEntry& exp = pimpl->mExporters[i];
if (!strcmp(exp.mDescription.id,pFormatId)) {
try {
// Always create a full copy of the scene. We might optimize this one day,
// but for now it is the most pragmatic way.
aiScene* scenecopy_tmp;
SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
std::auto_ptr<aiScene> scenecopy(scenecopy_tmp);
const ScenePrivateData* const priv = ScenePriv(pScene);
// steps that are not idempotent, i.e. we might need to run them again, usually to get back to the
// original state before the step was applied first. When checking which steps we don't need
// to run, those are excluded.
const unsigned int nonIdempotentSteps = aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_MakeLeftHanded;
// Erase all pp steps that were already applied to this scene
unsigned int pp = (exp.mEnforcePP | pPreprocessing) & ~(priv
? (priv->mPPStepsApplied & ~nonIdempotentSteps)
: 0u);
// If no extra postprocessing was specified, and we obtained this scene from an
// Assimp importer, apply the reverse steps automatically.
if (!pPreprocessing && priv) {
pp |= (nonIdempotentSteps & priv->mPPStepsApplied);
}
// If the input scene is not in verbose format, but there is at least postprocessing step that relies on it,
// we need to run the MakeVerboseFormat step first.
if (scenecopy->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
bool verbosify = false;
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
BaseProcess* const p = pimpl->mPostProcessingSteps[a];
if (p->IsActive(pp) && p->RequireVerboseFormat()) {
verbosify = true;
break;
}
}
if (verbosify || (exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
DefaultLogger::get()->debug("export: Scene data not in verbose format, applying MakeVerboseFormat step first");
MakeVerboseFormatProcess proc;
proc.Execute(scenecopy.get());
}
}
if (pp) {
// the three 'conversion' steps need to be executed first because all other steps rely on the standard data layout
{
FlipWindingOrderProcess step;
if (step.IsActive(pp)) {
step.Execute(scenecopy.get());
}
}
{
FlipUVsProcess step;
if (step.IsActive(pp)) {
step.Execute(scenecopy.get());
}
}
{
MakeLeftHandedProcess step;
if (step.IsActive(pp)) {
step.Execute(scenecopy.get());
}
}
// dispatch other processes
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
BaseProcess* const p = pimpl->mPostProcessingSteps[a];
if (p->IsActive(pp)
&& !dynamic_cast<FlipUVsProcess*>(p)
&& !dynamic_cast<FlipWindingOrderProcess*>(p)
&& !dynamic_cast<MakeLeftHandedProcess*>(p)) {
p->Execute(scenecopy.get());
}
}
ScenePrivateData* const privOut = ScenePriv(scenecopy.get());
ai_assert(privOut);
privOut->mPPStepsApplied |= pp;
}
exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get());
//.........这里部分代码省略.........
示例3: sprintf
//.........这里部分代码省略.........
if( !_meshes.size() ) Fail( "No meshes" );
//Fix nodes/meshes/bones
for(size_t i=0;i<_nodes.size();++i ){
aiNode *node=_nodes[i];
for( size_t j=0;j<node->mNumMeshes;++j ){
aiMesh *mesh=_meshes[node->mMeshes[j]];
int n_tris=mesh->mNumFaces;
int n_verts=mesh->mNumVertices=n_tris * 3;
aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
aiFace *face=mesh->mFaces;
vector< vector<aiVertexWeight> > vweights( _nodes.size() );
for( int i=0;i<n_verts;i+=3 ){
for( int j=0;j<3;++j ){
Vertex &v=_vertices[face->mIndices[j]];
*mv++=v.vertex;
if( mn ) *mn++=v.normal;
if( mc ) *mc++=v.texcoords;
face->mIndices[j]=i+j;
for( int k=0;k<4;++k ){
if( !v.weights[k] ) break;
int bone=v.bones[k];
float weight=v.weights[k];
vweights[bone].push_back( aiVertexWeight(i+j,weight) );
}
}
++face;
}
vector<aiBone*> bones;
for(size_t i=0;i<vweights.size();++i ){
vector<aiVertexWeight> &weights=vweights[i];
if( !weights.size() ) continue;
aiBone *bone=new aiBone;
bones.push_back( bone );
aiNode *bnode=_nodes[i];
bone->mName=bnode->mName;
bone->mNumWeights=weights.size();
bone->mWeights=to_array( weights );
aiMatrix4x4 mat=bnode->mTransformation;
while( bnode->mParent ){
bnode=bnode->mParent;
mat=bnode->mTransformation * mat;
}
bone->mOffsetMatrix=mat.Inverse();
}
mesh->mNumBones=bones.size();
mesh->mBones=to_array( bones );
}
}
//nodes
scene->mRootNode=_nodes[0];
//material
if( !_materials.size() ){
_materials.push_back( new aiMaterial );
}
scene->mNumMaterials=_materials.size();
scene->mMaterials=to_array( _materials );
//meshes
scene->mNumMeshes=_meshes.size();
scene->mMeshes=to_array( _meshes );
//animations
if( _animations.size()==1 && _nodeAnims.size() ){
aiAnimation *anim=_animations.back();
anim->mNumChannels=_nodeAnims.size();
anim->mChannels=to_array( _nodeAnims );
scene->mNumAnimations=_animations.size();
scene->mAnimations=to_array( _animations );
}
// convert to RH
MakeLeftHandedProcess makeleft;
makeleft.Execute( scene );
FlipWindingOrderProcess flip;
flip.Execute( scene );
}
示例4: InternReadFile
//.........这里部分代码省略.........
// resolve parenting
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
// check whether there is another node which calls us a parent
for (std::list<LWS::NodeDesc>::iterator dit = nodes.begin(); dit != nodes.end(); ++dit) {
if (dit != it && *it == (*dit).parent) {
if ((*dit).parent_resolved) {
// fixme: it's still possible to produce an overflow due to cross references ..
DefaultLogger::get()->error("LWS: Found cross reference in scenegraph");
continue;
}
(*it).children.push_back(&*dit);
(*dit).parent_resolved = &*it;
}
}
}
// find out how many nodes have no parent yet
unsigned int no_parent = 0;
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
if (!(*it).parent_resolved)
++ no_parent;
}
if (!no_parent)
throw DeadlyImportError("LWS: Unable to find scene root node");
// Load all subsequent files
batch.LoadAll();
// and build the final output graph by attaching the loaded external
// files to ourselves. first build a master graph
aiScene* master = new aiScene();
aiNode* nd = master->mRootNode = new aiNode();
// allocate storage for cameras&lights
if (num_camera) {
master->mCameras = new aiCamera*[master->mNumCameras = num_camera];
}
aiCamera** cams = master->mCameras;
if (num_light) {
master->mLights = new aiLight*[master->mNumLights = num_light];
}
aiLight** lights = master->mLights;
std::vector<AttachmentInfo> attach;
std::vector<aiNodeAnim*> anims;
nd->mName.Set("<LWSRoot>");
nd->mChildren = new aiNode*[no_parent];
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
if (!(*it).parent_resolved) {
aiNode* ro = nd->mChildren[ nd->mNumChildren++ ] = new aiNode();
ro->mParent = nd;
// ... and build the scene graph. If we encounter object nodes,
// add then to our attachment table.
BuildGraph(ro,*it, attach, batch, cams, lights, anims);
}
}
// create a master animation channel for us
if (anims.size()) {
master->mAnimations = new aiAnimation*[master->mNumAnimations = 1];
aiAnimation* anim = master->mAnimations[0] = new aiAnimation();
anim->mName.Set("LWSMasterAnim");
// LWS uses seconds as time units, but we convert to frames
anim->mTicksPerSecond = fps;
anim->mDuration = last-(first-1); /* fixme ... zero or one-based?*/
anim->mChannels = new aiNodeAnim*[anim->mNumChannels = anims.size()];
std::copy(anims.begin(),anims.end(),anim->mChannels);
}
// convert the master scene to RH
MakeLeftHandedProcess monster_cheat;
monster_cheat.Execute(master);
// .. ccw
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
// OK ... finally build the output graph
SceneCombiner::MergeScenes(&pScene,master,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));
// Check flags
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
if (pScene->mNumAnimations) {
// construct skeleton mesh
SkeletonMeshBuilder builder(pScene);
}
}
}
示例5: InternReadFile
//.........这里部分代码省略.........
// generate the output mesh
aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
const std::vector<aiVector3D>& vPositions = (*it).vPositions;
const std::vector<aiColor4D>& vColors = (*it).vColors;
// check whether we need vertex colors here
aiColor4D* clrOut = NULL;
const aiColor4D* clr = NULL;
for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();it2 != end2; ++it2) {
if ((*it2).r == (*it2).r) /* qnan? */ {
clrOut = pMesh->mColors[0] = new aiColor4D[vPositions.size()];
for (unsigned int i = 0; i < vPositions.size();++i)
clrOut[i] = aiColor4D(0.6f,0.6f,0.6f,1.0f);
clr = &vColors[0];
break;
}
}
pMesh->mNumFaces = (unsigned int)vPositions.size() / 4u;
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
const aiVector3D* vp = &vPositions[0];
for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
aiFace& face = pMesh->mFaces[i];
// check whether we need four, three or two indices here
if (vp[1] == vp[2]) {
face.mNumIndices = 2;
}
else if (vp[3] == vp[2]) {
face.mNumIndices = 3;
}
else face.mNumIndices = 4;
face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int a = 0; a < face.mNumIndices;++a) {
*vpOut++ = vp[a];
if (clr) {
if (is_not_qnan( clr[a].r )) {
*clrOut = clr[a];
}
++clrOut;
}
face.mIndices[a] = pMesh->mNumVertices++;
}
vp += 4;
}
}
// generate the output scene graph
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<DXF_ROOT>");
if (1 == pScene->mNumMeshes) {
pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
pScene->mRootNode->mMeshes[0] = 0;
}
else
{
pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
for (m = 0; m < pScene->mRootNode->mNumChildren;++m) {
aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
p->mName.length = ::strlen( mLayers[m].name );
strcpy_s(p->mName.data, mLayers[m].name);
p->mMeshes = new unsigned int[p->mNumMeshes = 1];
p->mMeshes[0] = m;
p->mParent = pScene->mRootNode;
}
}
// generate a default material
MaterialHelper* pcMat = new MaterialHelper();
aiString s;
s.Set(AI_DEFAULT_MATERIAL_NAME);
pcMat->AddProperty(&s, AI_MATKEY_NAME);
aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = pcMat;
// flip winding order to be ccw
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
// --- everything destructs automatically ---
}
示例6: InternReadFile
//.........这里部分代码省略.........
else {
tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
++nt->numFaces;
}
}
if (!pScene->mNumMeshes) {
throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
}
// allocate meshes and bind them to the node graph
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
nd->mNumMeshes = pScene->mNumMeshes;
nd->mMeshes = new unsigned int[nd->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
const unsigned int num = materials[i].numFaces;
m->mFaces = new aiFace [num];
m->mVertices = new aiVector3D [num*3];
m->mTextureCoords[0] = new aiVector3D [num*3];
nd->mMeshes[i] = i;
// create materials, too
aiMaterial* mat = new aiMaterial();
pScene->mMaterials[i] = mat;
// all white by default - texture rulez
aiColor3D color(1.f,1.f,1.f);
aiString s;
::sprintf(s.data,"mat%i_tx%i_",i,materials[i].tex);
// set the two-sided flag
if (materials[i].type == Unreal::MF_NORMAL_TS) {
const int twosided = 1;
mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
::strcat(s.data,"ts_");
}
else ::strcat(s.data,"os_");
// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
const float opac = 0.9f;
mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
::strcat(s.data,"tran_");
}
else ::strcat(s.data,"opaq_");
// a special name for the weapon attachment point
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
s.length = ::sprintf(s.data,"$WeaponTag$");
color = aiColor3D(0.f,0.f,0.f);
}
// set color and name
mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
s.length = ::strlen(s.data);
mat->AddProperty(&s,AI_MATKEY_NAME);
// set texture, if any
const unsigned int tex = materials[i].tex;
for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
if ((*it).first == tex) {
s.Set((*it).second);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
break;
}
}
}
// fill them.
for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
Unreal::Triangle& tri = *it;
Unreal::TempMat mat(tri);
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
aiFace& f = mesh->mFaces[mesh->mNumFaces++];
f.mIndices = new unsigned int[f.mNumIndices = 3];
for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
f.mIndices[i] = mesh->mNumVertices;
mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
}
}
// convert to RH
MakeLeftHandedProcess hero;
hero.Execute(pScene);
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
}
示例7: Export
// ------------------------------------------------------------------------------------------------
aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const char* pPath,
unsigned int pPreprocessing, const ExportProperties* pProperties) {
ASSIMP_BEGIN_EXCEPTION_REGION();
// when they create scenes from scratch, users will likely create them not in verbose
// format. They will likely not be aware that there is a flag in the scene to indicate
// this, however. To avoid surprises and bug reports, we check for duplicates in
// meshes upfront.
const bool is_verbose_format = !(pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) || IsVerboseFormat(pScene);
pimpl->mProgressHandler->UpdateFileWrite(0, 4);
pimpl->mError = "";
for (size_t i = 0; i < pimpl->mExporters.size(); ++i) {
const Exporter::ExportFormatEntry& exp = pimpl->mExporters[i];
if (!strcmp(exp.mDescription.id,pFormatId)) {
try {
// Always create a full copy of the scene. We might optimize this one day,
// but for now it is the most pragmatic way.
aiScene* scenecopy_tmp = nullptr;
SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
pimpl->mProgressHandler->UpdateFileWrite(1, 4);
std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
const ScenePrivateData* const priv = ScenePriv(pScene);
// steps that are not idempotent, i.e. we might need to run them again, usually to get back to the
// original state before the step was applied first. When checking which steps we don't need
// to run, those are excluded.
const unsigned int nonIdempotentSteps = aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_MakeLeftHanded;
// Erase all pp steps that were already applied to this scene
const unsigned int pp = (exp.mEnforcePP | pPreprocessing) & ~(priv && !priv->mIsCopy
? (priv->mPPStepsApplied & ~nonIdempotentSteps)
: 0u);
// If no extra post-processing was specified, and we obtained this scene from an
// Assimp importer, apply the reverse steps automatically.
// TODO: either drop this, or document it. Otherwise it is just a bad surprise.
//if (!pPreprocessing && priv) {
// pp |= (nonIdempotentSteps & priv->mPPStepsApplied);
//}
// If the input scene is not in verbose format, but there is at least post-processing step that relies on it,
// we need to run the MakeVerboseFormat step first.
bool must_join_again = false;
if (!is_verbose_format) {
bool verbosify = false;
for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
BaseProcess* const p = pimpl->mPostProcessingSteps[a];
if (p->IsActive(pp) && p->RequireVerboseFormat()) {
verbosify = true;
break;
}
}
if (verbosify || (exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
ASSIMP_LOG_DEBUG("export: Scene data not in verbose format, applying MakeVerboseFormat step first");
MakeVerboseFormatProcess proc;
proc.Execute(scenecopy.get());
if(!(exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
must_join_again = true;
}
}
}
pimpl->mProgressHandler->UpdateFileWrite(2, 4);
if (pp) {
// the three 'conversion' steps need to be executed first because all other steps rely on the standard data layout
{
FlipWindingOrderProcess step;
if (step.IsActive(pp)) {
step.Execute(scenecopy.get());
}
}
{
FlipUVsProcess step;
if (step.IsActive(pp)) {
step.Execute(scenecopy.get());
}
}
{
MakeLeftHandedProcess step;
if (step.IsActive(pp)) {
step.Execute(scenecopy.get());
}
}
bool exportPointCloud(false);
if (nullptr != pProperties) {
exportPointCloud = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
}
//.........这里部分代码省略.........
示例8: InternReadFile
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void COBImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
COB::Scene scene;
std::unique_ptr<StreamReaderLE> stream(new StreamReaderLE( pIOHandler->Open(pFile,"rb")) );
// check header
char head[32];
stream->CopyAndAdvance(head,32);
if (strncmp(head,"Caligari ",9)) {
ThrowException("Could not found magic id: `Caligari`");
}
ASSIMP_LOG_INFO_F("File format tag: ",std::string(head+9,6));
if (head[16]!='L') {
ThrowException("File is big-endian, which is not supported");
}
// load data into intermediate structures
if (head[15]=='A') {
ReadAsciiFile(scene, stream.get());
}
else {
ReadBinaryFile(scene, stream.get());
}
if(scene.nodes.empty()) {
ThrowException("No nodes loaded");
}
// sort faces by material indices
for(std::shared_ptr< Node >& n : scene.nodes) {
if (n->type == Node::TYPE_MESH) {
Mesh& mesh = (Mesh&)(*n.get());
for(Face& f : mesh.faces) {
mesh.temp_map[f.material].push_back(&f);
}
}
}
// count meshes
for(std::shared_ptr< Node >& n : scene.nodes) {
if (n->type == Node::TYPE_MESH) {
Mesh& mesh = (Mesh&)(*n.get());
if (mesh.vertex_positions.size() && mesh.texture_coords.size()) {
pScene->mNumMeshes += static_cast<unsigned int>(mesh.temp_map.size());
}
}
}
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]();
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes]();
pScene->mNumMeshes = 0;
// count lights and cameras
for(std::shared_ptr< Node >& n : scene.nodes) {
if (n->type == Node::TYPE_LIGHT) {
++pScene->mNumLights;
}
else if (n->type == Node::TYPE_CAMERA) {
++pScene->mNumCameras;
}
}
if (pScene->mNumLights) {
pScene->mLights = new aiLight*[pScene->mNumLights]();
}
if (pScene->mNumCameras) {
pScene->mCameras = new aiCamera*[pScene->mNumCameras]();
}
pScene->mNumLights = pScene->mNumCameras = 0;
// resolve parents by their IDs and build the output graph
std::unique_ptr<Node> root(new Group());
for(size_t n = 0; n < scene.nodes.size(); ++n) {
const Node& nn = *scene.nodes[n].get();
if(nn.parent_id==0) {
root->temp_children.push_back(&nn);
}
for(size_t m = n; m < scene.nodes.size(); ++m) {
const Node& mm = *scene.nodes[m].get();
if (mm.parent_id == nn.id) {
nn.temp_children.push_back(&mm);
}
}
}
pScene->mRootNode = BuildNodes(*root.get(),scene,pScene);
//flip normals after import
FlipWindingOrderProcess flip;
flip.Execute( pScene );
}