Exemple #1
0
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. 
void DXFImporter::InternReadFile( const std::string& pFile, 
	aiScene* pScene, IOSystem* pIOHandler)
{
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));

	// Check whether we can read from the file
	if( file.get() == NULL) {
		throw DeadlyImportError( "Failed to open DXF file " + pFile + "");
	}

	// read the contents of the file in a buffer
	std::vector<char> buffer2;
	TextFileToBuffer(file.get(),buffer2);
	buffer = &buffer2[0];

	bRepeat = false;
	mDefaultLayer = NULL;

	// check whether this is a binaray DXF file - we can't read binary DXF files :-(
	if (!strncmp(AI_DXF_BINARY_IDENT,buffer,AI_DXF_BINARY_IDENT_LEN))
		throw DeadlyImportError("DXF: Binary files are not supported at the moment");

	// now get all lines of the file
	while (GetNextToken())	{

		if (2 == groupCode)	{

			// ENTITIES and BLOCKS sections - skip the whole rest, no need to waste our time with them
			if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS")) {
				if (!ParseEntities())
					break; 
				else bRepeat = true;
			}

			// other sections - skip them to make sure there will be no name conflicts
			else	{
				while ( GetNextToken())	{
					if (!::strcmp(cursor,"ENDSEC"))
						break;
				}
			}
		}
		// print comment strings
		else if (999 == groupCode)	{
			DefaultLogger::get()->info(std::string( cursor ));
		}
		else if (!groupCode && !::strcmp(cursor,"EOF"))
			break;
	}

	// find out how many valud layers we have
	for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end(); it != end;++it)	{
		if (!(*it).vPositions.empty())
			++pScene->mNumMeshes;
	}

	if (!pScene->mNumMeshes)
		throw DeadlyImportError("DXF: this file contains no 3d data");

	pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
	unsigned int m = 0;
	for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
		if ((*it).vPositions.empty()) {
			continue;
		}
		// 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(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 ---
}
Exemple #2
0
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void UnrealImporter::InternReadFile( const std::string& pFile,
    aiScene* pScene, IOSystem* pIOHandler)
{
    // For any of the 3 files being passed get the three correct paths
    // First of all, determine file extension
    std::string::size_type pos = pFile.find_last_of('.');
    std::string extension = GetExtension(pFile);

    std::string d_path,a_path,uc_path;
    if (extension == "3d")      {
        // jjjj_d.3d
        // jjjj_a.3d
        pos = pFile.find_last_of('_');
        if (std::string::npos == pos) {
            throw DeadlyImportError("UNREAL: Unexpected naming scheme");
        }
        extension = pFile.substr(0,pos);
    }
    else {
        extension = pFile.substr(0,pos);
    }

    // build proper paths
    d_path  = extension+"_d.3d";
    a_path  = extension+"_a.3d";
    uc_path = extension+".uc";

    DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
    DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
    DefaultLogger::get()->debug("UNREAL: uc file is "   + uc_path);

    // and open the files ... we can't live without them
    IOStream* p = pIOHandler->Open(d_path);
    if (!p)
        throw DeadlyImportError("UNREAL: Unable to open _d file");
    StreamReaderLE d_reader(pIOHandler->Open(d_path));

    const uint16_t numTris = d_reader.GetI2();
    const uint16_t numVert = d_reader.GetI2();
    d_reader.IncPtr(44);
    if (!numTris || numVert < 3)
        throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");

    // maximum texture index
    unsigned int maxTexIdx = 0;

    // collect triangles
    std::vector<Unreal::Triangle> triangles(numTris);
    for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
        Unreal::Triangle& tri = *it;

        for (unsigned int i = 0; i < 3;++i) {

            tri.mVertex[i] = d_reader.GetI2();
            if (tri.mVertex[i] >= numTris)  {
                DefaultLogger::get()->warn("UNREAL: vertex index out of range");
                tri.mVertex[i] = 0;
            }
        }
        tri.mType = d_reader.GetI1();

        // handle mesh flagss?
        if (configHandleFlags)
            tri.mType = Unreal::MF_NORMAL_OS;
        else {
            // ignore MOD and MASKED for the moment, treat them as two-sided
            if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
                tri.mType = Unreal::MF_NORMAL_TS;
        }
        d_reader.IncPtr(1);

        for (unsigned int i = 0; i < 3;++i)
            for (unsigned int i2 = 0; i2 < 2;++i2)
                tri.mTex[i][i2] = d_reader.GetI1();

        tri.mTextureNum = d_reader.GetI1();
        maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
        d_reader.IncPtr(1);
    }

    p = pIOHandler->Open(a_path);
    if (!p)
        throw DeadlyImportError("UNREAL: Unable to open _a file");
    StreamReaderLE a_reader(pIOHandler->Open(a_path));

    // read number of frames
    const uint32_t numFrames = a_reader.GetI2();
    if (configFrameID >= numFrames)
        throw DeadlyImportError("UNREAL: The requested frame does not exist");

    uint32_t st = a_reader.GetI2();
    if (st != numVert*4)
        throw DeadlyImportError("UNREAL: Unexpected aniv file length");

    // skip to our frame
    a_reader.IncPtr(configFrameID *numVert*4);

    // collect vertices
    std::vector<aiVector3D> vertices(numVert);
    for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it)    {
        int32_t val = a_reader.GetI4();
        Unreal::DecompressVertex(*it,val);
    }

    // list of textures.
    std::vector< std::pair<unsigned int, std::string> > textures;

    // allocate the output scene
    aiNode* nd = pScene->mRootNode = new aiNode();
    nd->mName.Set("<UnrealRoot>");

    // we can live without the uc file if necessary
    boost::scoped_ptr<IOStream> pb (pIOHandler->Open(uc_path));
    if (pb.get())   {

        std::vector<char> _data;
        TextFileToBuffer(pb.get(),_data);
        const char* data = &_data[0];

        std::vector< std::pair< std::string,std::string > > tempTextures;

        // do a quick search in the UC file for some known, usually texture-related, tags
        for (;*data;++data) {
            if (TokenMatchI(data,"#exec",5))    {
                SkipSpacesAndLineEnd(&data);

                // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
                if (TokenMatchI(data,"TEXTURE",7))  {
                    SkipSpacesAndLineEnd(&data);

                    if (TokenMatchI(data,"IMPORT",6))   {
                        tempTextures.push_back(std::pair< std::string,std::string >());
                        std::pair< std::string,std::string >& me = tempTextures.back();
                        for (;!IsLineEnd(*data);++data) {
                            if (!::ASSIMP_strincmp(data,"NAME=",5)) {
                                const char *d = data+=5;
                                for (;!IsSpaceOrNewLine(*data);++data);
                                me.first = std::string(d,(size_t)(data-d));
                            }
                            else if (!::ASSIMP_strincmp(data,"FILE=",5))    {
                                const char *d = data+=5;
                                for (;!IsSpaceOrNewLine(*data);++data);
                                me.second = std::string(d,(size_t)(data-d));
                            }
                        }
                        if (!me.first.length() || !me.second.length())
                            tempTextures.pop_back();
                    }
                }
                // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
                // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
                else if (TokenMatchI(data,"MESHMAP",7)) {
                    SkipSpacesAndLineEnd(&data);

                    if (TokenMatchI(data,"SETTEXTURE",10)) {

                        textures.push_back(std::pair<unsigned int, std::string>());
                        std::pair<unsigned int, std::string>& me = textures.back();

                        for (;!IsLineEnd(*data);++data) {
                            if (!::ASSIMP_strincmp(data,"NUM=",4))  {
                                data += 4;
                                me.first = strtoul10(data,&data);
                            }
                            else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
                                data += 8;
                                const char *d = data;
                                for (;!IsSpaceOrNewLine(*data);++data);
                                me.second = std::string(d,(size_t)(data-d));

                                // try to find matching path names, doesn't care if we don't find them
                                for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
                                     it != tempTextures.end(); ++it)    {
                                    if ((*it).first == me.second)   {
                                        me.second = (*it).second;
                                        break;
                                    }
                                }
                            }
                        }
                    }
                    else if (TokenMatchI(data,"SCALE",5)) {

                        for (;!IsLineEnd(*data);++data) {
                            if (data[0] == 'X' && data[1] == '=')   {
                                data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
                            }
                            else if (data[0] == 'Y' && data[1] == '=')  {
                                data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
                            }
                            else if (data[0] == 'Z' && data[1] == '=')  {
                                data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
                            }
                        }
                    }
                }
            }
        }
    }
    else    {
        DefaultLogger::get()->error("Unable to open .uc file");
    }

    std::vector<Unreal::TempMat> materials;
    materials.reserve(textures.size()*2+5);

    // find out how many output meshes and materials we'll have and build material indices
    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);
        if (nt == materials.end()) {
            // add material
            tri.matIndex = materials.size();
            mat.numFaces = 1;
            materials.push_back(mat);

            ++pScene->mNumMeshes;
        }
        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%u_tx%u_",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);
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBB3D( aiScene *scene ){

    _textures.clear();
    _materials.size();

    _vertices.clear();
    _meshes.clear();

    _nodes.clear();
    _nodeAnims.clear();
    _animations.clear();

    string t=ReadChunk();
    if ( t=="BB3D" ){
        int version=ReadInt();

        if (!DefaultLogger::isNullLogger()) {
            char dmp[128];
            sprintf(dmp,"B3D file format version: %i",version);
            DefaultLogger::get()->info(dmp);
        }

        while ( ChunkSize() ){
            string t=ReadChunk();
            if ( t=="TEXS" ){
                ReadTEXS();
            }else if ( t=="BRUS" ){
                ReadBRUS();
            }else if ( t=="NODE" ){
                ReadNODE( 0 );
            }
            ExitChunk();
        }
    }
    ExitChunk();

    if ( !_nodes.size() ) Fail( "No nodes" );

    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 MaterialHelper );
    }
    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 );
}
// ------------------------------------------------------------------------------------------------
// Read file into given scene data structure
void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene, 
	IOSystem* pIOHandler)
{
	io = pIOHandler;
	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));

	// Check whether we can read from the file
	if( file.get() == NULL) {
		throw DeadlyImportError( "Failed to open LWS file " + pFile + ".");
	}

	// Allocate storage and copy the contents of the file to a memory buffer
	std::vector< char > mBuffer;
	TextFileToBuffer(file.get(),mBuffer);
	
	// Parse the file structure
	LWS::Element root; const char* dummy = &mBuffer[0];
	root.Parse(dummy);

	// Construct a Batchimporter to read more files recursively
	BatchLoader batch(pIOHandler);
//	batch.SetBasePath(pFile);

	// Construct an array to receive the flat output graph
	std::list<LWS::NodeDesc> nodes;

	unsigned int cur_light = 0, cur_camera = 0, cur_object = 0;
	unsigned int num_light = 0, num_camera = 0, num_object = 0;

	// check magic identifier, 'LWSC'
	bool motion_file = false;
	std::list< LWS::Element >::const_iterator it = root.children.begin();
	
	if ((*it).tokens[0] == "LWMO")
		motion_file = true;

	if ((*it).tokens[0] != "LWSC" && !motion_file)
		throw DeadlyImportError("LWS: Not a LightWave scene, magic tag LWSC not found");

	// get file format version and print to log
	++it;
	unsigned int version = strtoul10((*it).tokens[0].c_str());
	DefaultLogger::get()->info("LWS file format version is " + (*it).tokens[0]);
	first = 0.;
	last  = 60.;
	fps   = 25.; /* seems to be a good default frame rate */

	// Now read all elements in a very straghtforward manner
	for (; it != root.children.end(); ++it) {
		const char* c = (*it).tokens[1].c_str();

		// 'FirstFrame': begin of animation slice
		if ((*it).tokens[0] == "FirstFrame") {
			if (150392. != first           /* see SetupProperties() */)
				first = strtoul10(c,&c)-1.; /* we're zero-based */
		}

		// 'LastFrame': end of animation slice
		else if ((*it).tokens[0] == "LastFrame") {
			if (150392. != last      /* see SetupProperties() */)
				last = strtoul10(c,&c)-1.; /* we're zero-based */
		}

		// 'FramesPerSecond': frames per second
		else if ((*it).tokens[0] == "FramesPerSecond") {
			fps = strtoul10(c,&c);
		}

		// 'LoadObjectLayer': load a layer of a specific LWO file
		else if ((*it).tokens[0] == "LoadObjectLayer") {

			// get layer index
			const int layer = strtoul10(c,&c);

			// setup the layer to be loaded
			BatchLoader::PropertyMap props;
			SetGenericProperty(props.ints,AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,layer);

			// add node to list
			LWS::NodeDesc d;
			d.type = LWS::NodeDesc::OBJECT;
			if (version >= 4) { // handle LWSC 4 explicit ID
				SkipSpaces(&c);
				d.number = strtoul16(c,&c) & AI_LWS_MASK;
			}
			else d.number = cur_object++;

			// and add the file to the import list
			SkipSpaces(&c);
			std::string path = FindLWOFile( c );
			d.path = path;
			d.id = batch.AddLoadRequest(path,0,&props);

			nodes.push_back(d);
			num_object++;
		}
		// 'LoadObject': load a LWO file into the scenegraph
		else if ((*it).tokens[0] == "LoadObject") {
			
			// add node to list
			LWS::NodeDesc d;
			d.type = LWS::NodeDesc::OBJECT;
			
			if (version >= 4) { // handle LWSC 4 explicit ID
				d.number = strtoul16(c,&c) & AI_LWS_MASK;
				SkipSpaces(&c);
			}
			else d.number = cur_object++;
			std::string path = FindLWOFile( c );
			d.id = batch.AddLoadRequest(path,0,NULL);

			d.path = path;
			nodes.push_back(d);
			num_object++;
		}
		// 'AddNullObject': add a dummy node to the hierarchy
		else if ((*it).tokens[0] == "AddNullObject") {

			// add node to list
			LWS::NodeDesc d;
			d.type = LWS::NodeDesc::OBJECT;
			if (version >= 4) { // handle LWSC 4 explicit ID
				d.number = strtoul16(c,&c) & AI_LWS_MASK;
				SkipSpaces(&c);
			}
			else d.number = cur_object++;
            d.name = c;
			nodes.push_back(d);

			num_object++;
		}
		// 'NumChannels': Number of envelope channels assigned to last layer
		else if ((*it).tokens[0] == "NumChannels") {
			// ignore for now
		}
		// 'Channel': preceedes any envelope description
		else if ((*it).tokens[0] == "Channel") {
			if (nodes.empty()) {
				if (motion_file) {

					// LightWave motion file. Add dummy node
					LWS::NodeDesc d;
					d.type = LWS::NodeDesc::OBJECT;
					d.name = c;
					d.number = cur_object++;
					nodes.push_back(d);
				}
				else DefaultLogger::get()->error("LWS: Unexpected keyword: \'Channel\'");
			}

			// important: index of channel
			nodes.back().channels.push_back(LWO::Envelope());
			LWO::Envelope& env = nodes.back().channels.back();
			
			env.index = strtoul10(c);

			// currently we can just interpret the standard channels 0...9
			// (hack) assume that index-i yields the binary channel type from LWO
			env.type = (LWO::EnvelopeType)(env.index+1);

		}
		// 'Envelope': a single animation channel
		else if ((*it).tokens[0] == "Envelope") {
			if (nodes.empty() || nodes.back().channels.empty())
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'Envelope\'");
			else {
				ReadEnvelope((*it),nodes.back().channels.back());
			}
		}
		// 'ObjectMotion': animation information for older lightwave formats
		else if (version < 3  && ((*it).tokens[0] == "ObjectMotion" ||
			(*it).tokens[0] == "CameraMotion" ||
			(*it).tokens[0] == "LightMotion")) {

			if (nodes.empty())
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'<Light|Object|Camera>Motion\'");
			else {
				ReadEnvelope_Old(it,root.children.end(),nodes.back(),version);
			}
		}
		// 'Pre/PostBehavior': pre/post animation behaviour for LWSC 2
		else if (version == 2 && (*it).tokens[0] == "Pre/PostBehavior") {
			if (nodes.empty())
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'Pre/PostBehavior'");
			else {
				for (std::list<LWO::Envelope>::iterator it = nodes.back().channels.begin(); it != nodes.back().channels.end(); ++it) {
					// two ints per envelope
					LWO::Envelope& env = *it;
					env.pre  = (LWO::PrePostBehaviour) strtoul10(c,&c); SkipSpaces(&c);
					env.post = (LWO::PrePostBehaviour) strtoul10(c,&c); SkipSpaces(&c);
				}
			}
		}
		// 'ParentItem': specifies the parent of the current element
		else if ((*it).tokens[0] == "ParentItem") {
			if (nodes.empty())
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentItem\'");

			else nodes.back().parent = strtoul16(c,&c);
		}
		// 'ParentObject': deprecated one for older formats
		else if (version < 3 && (*it).tokens[0] == "ParentObject") {
			if (nodes.empty())
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentObject\'");

			else { 
				nodes.back().parent = strtoul10(c,&c) | (1u << 28u);
			}
		}
		// 'AddCamera': add a camera to the scenegraph
		else if ((*it).tokens[0] == "AddCamera") {

			// add node to list
			LWS::NodeDesc d;
			d.type = LWS::NodeDesc::CAMERA;

			if (version >= 4) { // handle LWSC 4 explicit ID
				d.number = strtoul16(c,&c) & AI_LWS_MASK;
			}
			else d.number = cur_camera++;
			nodes.push_back(d);

			num_camera++;
		}
		// 'CameraName': set name of currently active camera
		else if ((*it).tokens[0] == "CameraName") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::CAMERA)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'CameraName\'");

			else nodes.back().name = c;
		}
		// 'AddLight': add a light to the scenegraph
		else if ((*it).tokens[0] == "AddLight") {

			// add node to list
			LWS::NodeDesc d;
			d.type = LWS::NodeDesc::LIGHT;

			if (version >= 4) { // handle LWSC 4 explicit ID
				d.number = strtoul16(c,&c) & AI_LWS_MASK;
			}
			else d.number = cur_light++;
			nodes.push_back(d);

			num_light++;
		}
		// 'LightName': set name of currently active light
		else if ((*it).tokens[0] == "LightName") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightName\'");

			else nodes.back().name = c;
		}
		// 'LightIntensity': set intensity of currently active light
		else if ((*it).tokens[0] == "LightIntensity" || (*it).tokens[0] == "LgtIntensity" ) {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightIntensity\'");

			else fast_atoreal_move<float>(c, nodes.back().lightIntensity );
			
		}
		// 'LightType': set type of currently active light
		else if ((*it).tokens[0] == "LightType") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightType\'");

			else nodes.back().lightType = strtoul10(c);
			
		}
		// 'LightFalloffType': set falloff type of currently active light
		else if ((*it).tokens[0] == "LightFalloffType") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightFalloffType\'");

			else nodes.back().lightFalloffType = strtoul10(c);
			
		}
		// 'LightConeAngle': set cone angle of currently active light
		else if ((*it).tokens[0] == "LightConeAngle") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightConeAngle\'");

			else nodes.back().lightConeAngle = fast_atof(c);
			
		}
		// 'LightEdgeAngle': set area where we're smoothing from min to max intensity
		else if ((*it).tokens[0] == "LightEdgeAngle") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightEdgeAngle\'");

			else nodes.back().lightEdgeAngle = fast_atof(c);
			
		}
		// 'LightColor': set color of currently active light
		else if ((*it).tokens[0] == "LightColor") {
			if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightColor\'");

			else {
				c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.r );
				SkipSpaces(&c);
				c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.g );
				SkipSpaces(&c);
				c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.b );
			}
		}

		// 'PivotPosition': position of local transformation origin
		else if ((*it).tokens[0] == "PivotPosition" || (*it).tokens[0] == "PivotPoint") {
			if (nodes.empty())
				DefaultLogger::get()->error("LWS: Unexpected keyword: \'PivotPosition\'");
			else {
				c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.x );
				SkipSpaces(&c);
				c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.y );
				SkipSpaces(&c);
				c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.z );
                // Mark pivotPos as set
                nodes.back().isPivotSet = true;
			}
		}
	}

	// 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(master);

	// 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);
		}
	}

}
Exemple #5
0
// ------------------------------------------------------------------------------------------------
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);
                    }

                    // 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)) {
                            if (dynamic_cast<PretransformVertices*>(p) && exportPointCloud) {
                                continue;
                            }
                            p->Execute(scenecopy.get());
                        }
                    }
                    ScenePrivateData* const privOut = ScenePriv(scenecopy.get());
                    ai_assert(nullptr != privOut);

                    privOut->mPPStepsApplied |= pp;
                }

                pimpl->mProgressHandler->UpdateFileWrite(3, 4);

                if(must_join_again) {
                    JoinVerticesProcess proc;
                    proc.Execute(scenecopy.get());
                }

                ExportProperties emptyProperties;  // Never pass NULL ExportProperties so Exporters don't have to worry.
                exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProperties ? pProperties : &emptyProperties);

                pimpl->mProgressHandler->UpdateFileWrite(4, 4);
            } catch (DeadlyExportError& err) {
                pimpl->mError = err.what();
                return AI_FAILURE;
            }
            return AI_SUCCESS;
        }
    }

    pimpl->mError = std::string("Found no exporter to handle this file format: ") + pFormatId;
    ASSIMP_END_EXCEPTION_REGION(aiReturn);

    return AI_FAILURE;
}
Exemple #6
0
// ------------------------------------------------------------------------------------------------
// 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 );
}
Exemple #7
0
// ------------------------------------------------------------------------------------------------
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());
			}
			catch (DeadlyExportError& err) {
				pimpl->mError = err.what();
				return AI_FAILURE;
			}
			return AI_SUCCESS;
		}
	}

	pimpl->mError = std::string("Found no exporter to handle this file format: ") + pFormatId;
	ASSIMP_END_EXCEPTION_REGION(aiReturn);
	return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// 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, NULL, pData->mRootNode);

    // extract animations
    CreateAnimations( pScene, pData);

    // read the global meshes that were stored outside of any node
    if( pData->mGlobalMeshes.size() > 0)
    {
        // create a root node to hold them if there isn't any, yet
        if( pScene->mRootNode == NULL)
        {
            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;
    }
}