vrshoot
diff libs/assimp/ACLoader.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/ACLoader.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,866 @@ 1.4 + 1.5 +/* 1.6 +--------------------------------------------------------------------------- 1.7 +Open Asset Import Library (assimp) 1.8 +--------------------------------------------------------------------------- 1.9 + 1.10 +Copyright (c) 2006-2012, assimp team 1.11 + 1.12 +All rights reserved. 1.13 + 1.14 +Redistribution and use of this software in source and binary forms, 1.15 +with or without modification, are permitted provided that the following 1.16 +conditions are met: 1.17 + 1.18 +* Redistributions of source code must retain the above 1.19 + copyright notice, this list of conditions and the 1.20 + following disclaimer. 1.21 + 1.22 +* Redistributions in binary form must reproduce the above 1.23 + copyright notice, this list of conditions and the 1.24 + following disclaimer in the documentation and/or other 1.25 + materials provided with the distribution. 1.26 + 1.27 +* Neither the name of the assimp team, nor the names of its 1.28 + contributors may be used to endorse or promote products 1.29 + derived from this software without specific prior 1.30 + written permission of the assimp team. 1.31 + 1.32 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.33 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.34 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.35 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.36 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.37 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.38 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.39 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.40 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.41 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.42 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.43 +--------------------------------------------------------------------------- 1.44 +*/ 1.45 + 1.46 +/** @file Implementation of the AC3D importer class */ 1.47 + 1.48 +#include "AssimpPCH.h" 1.49 + 1.50 +#ifndef ASSIMP_BUILD_NO_AC_IMPORTER 1.51 + 1.52 +// internal headers 1.53 +#include "ACLoader.h" 1.54 +#include "ParsingUtils.h" 1.55 +#include "fast_atof.h" 1.56 +#include "Subdivision.h" 1.57 + 1.58 +using namespace Assimp; 1.59 + 1.60 +static const aiImporterDesc desc = { 1.61 + "AC3D Importer", 1.62 + "", 1.63 + "", 1.64 + "", 1.65 + aiImporterFlags_SupportTextFlavour, 1.66 + 0, 1.67 + 0, 1.68 + 0, 1.69 + 0, 1.70 + "ac acc ac3d" 1.71 +}; 1.72 + 1.73 +// ------------------------------------------------------------------------------------------------ 1.74 +// skip to the next token 1.75 +#define AI_AC_SKIP_TO_NEXT_TOKEN() \ 1.76 + if (!SkipSpaces(&buffer)) \ 1.77 + { \ 1.78 + DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \ 1.79 + continue; \ 1.80 + } 1.81 + 1.82 +// ------------------------------------------------------------------------------------------------ 1.83 +// read a string (may be enclosed in double quotation marks). buffer must point to " 1.84 +#define AI_AC_GET_STRING(out) \ 1.85 + ++buffer; \ 1.86 + const char* sz = buffer; \ 1.87 + while ('\"' != *buffer) \ 1.88 + { \ 1.89 + if (IsLineEnd( *buffer )) \ 1.90 + { \ 1.91 + DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \ 1.92 + out = "ERROR"; \ 1.93 + break; \ 1.94 + } \ 1.95 + ++buffer; \ 1.96 + } \ 1.97 + if (IsLineEnd( *buffer ))continue; \ 1.98 + out = std::string(sz,(unsigned int)(buffer-sz)); \ 1.99 + ++buffer; 1.100 + 1.101 + 1.102 +// ------------------------------------------------------------------------------------------------ 1.103 +// read 1 to n floats prefixed with an optional predefined identifier 1.104 +#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \ 1.105 + AI_AC_SKIP_TO_NEXT_TOKEN(); \ 1.106 + if (name_length) \ 1.107 + { \ 1.108 + if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \ 1.109 + { \ 1.110 + DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \ 1.111 + continue; \ 1.112 + } \ 1.113 + buffer += name_length+1; \ 1.114 + } \ 1.115 + for (unsigned int i = 0; i < num;++i) \ 1.116 + { \ 1.117 + AI_AC_SKIP_TO_NEXT_TOKEN(); \ 1.118 + buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \ 1.119 + } 1.120 + 1.121 + 1.122 +// ------------------------------------------------------------------------------------------------ 1.123 +// Constructor to be privately used by Importer 1.124 +AC3DImporter::AC3DImporter() 1.125 +{ 1.126 + // nothing to be done here 1.127 +} 1.128 + 1.129 +// ------------------------------------------------------------------------------------------------ 1.130 +// Destructor, private as well 1.131 +AC3DImporter::~AC3DImporter() 1.132 +{ 1.133 + // nothing to be done here 1.134 +} 1.135 + 1.136 +// ------------------------------------------------------------------------------------------------ 1.137 +// Returns whether the class can handle the format of the given file. 1.138 +bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const 1.139 +{ 1.140 + std::string extension = GetExtension(pFile); 1.141 + 1.142 + // fixme: are acc and ac3d *really* used? Some sources say they are 1.143 + if(extension == "ac" || extension == "ac3d" || extension == "acc") { 1.144 + return true; 1.145 + } 1.146 + if (!extension.length() || checkSig) { 1.147 + uint32_t token = AI_MAKE_MAGIC("AC3D"); 1.148 + return CheckMagicToken(pIOHandler,pFile,&token,1,0); 1.149 + } 1.150 + return false; 1.151 +} 1.152 + 1.153 +// ------------------------------------------------------------------------------------------------ 1.154 +// Loader meta information 1.155 +const aiImporterDesc* AC3DImporter::GetInfo () const 1.156 +{ 1.157 + return &desc; 1.158 +} 1.159 + 1.160 +// ------------------------------------------------------------------------------------------------ 1.161 +// Get a pointer to the next line from the file 1.162 +bool AC3DImporter::GetNextLine( ) 1.163 +{ 1.164 + SkipLine(&buffer); 1.165 + return SkipSpaces(&buffer); 1.166 +} 1.167 + 1.168 +// ------------------------------------------------------------------------------------------------ 1.169 +// Parse an object section in an AC file 1.170 +void AC3DImporter::LoadObjectSection(std::vector<Object>& objects) 1.171 +{ 1.172 + if (!TokenMatch(buffer,"OBJECT",6)) 1.173 + return; 1.174 + 1.175 + SkipSpaces(&buffer); 1.176 + 1.177 + ++mNumMeshes; 1.178 + 1.179 + objects.push_back(Object()); 1.180 + Object& obj = objects.back(); 1.181 + 1.182 + aiLight* light = NULL; 1.183 + if (!ASSIMP_strincmp(buffer,"light",5)) 1.184 + { 1.185 + // This is a light source. Add it to the list 1.186 + mLights->push_back(light = new aiLight()); 1.187 + 1.188 + // Return a point light with no attenuation 1.189 + light->mType = aiLightSource_POINT; 1.190 + light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f); 1.191 + light->mAttenuationConstant = 1.f; 1.192 + 1.193 + // Generate a default name for both the light source and the node 1.194 + // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version. 1.195 + light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1); 1.196 + obj.name = std::string( light->mName.data ); 1.197 + 1.198 + DefaultLogger::get()->debug("AC3D: Light source encountered"); 1.199 + obj.type = Object::Light; 1.200 + } 1.201 + else if (!ASSIMP_strincmp(buffer,"group",5)) 1.202 + { 1.203 + obj.type = Object::Group; 1.204 + } 1.205 + else if (!ASSIMP_strincmp(buffer,"world",5)) 1.206 + { 1.207 + obj.type = Object::World; 1.208 + } 1.209 + else obj.type = Object::Poly; 1.210 + while (GetNextLine()) 1.211 + { 1.212 + if (TokenMatch(buffer,"kids",4)) 1.213 + { 1.214 + SkipSpaces(&buffer); 1.215 + unsigned int num = strtoul10(buffer,&buffer); 1.216 + GetNextLine(); 1.217 + if (num) 1.218 + { 1.219 + // load the children of this object recursively 1.220 + obj.children.reserve(num); 1.221 + for (unsigned int i = 0; i < num; ++i) 1.222 + LoadObjectSection(obj.children); 1.223 + } 1.224 + return; 1.225 + } 1.226 + else if (TokenMatch(buffer,"name",4)) 1.227 + { 1.228 + SkipSpaces(&buffer); 1.229 + AI_AC_GET_STRING(obj.name); 1.230 + 1.231 + // If this is a light source, we'll also need to store 1.232 + // the name of the node in it. 1.233 + if (light) 1.234 + { 1.235 + light->mName.Set(obj.name); 1.236 + } 1.237 + } 1.238 + else if (TokenMatch(buffer,"texture",7)) 1.239 + { 1.240 + SkipSpaces(&buffer); 1.241 + AI_AC_GET_STRING(obj.texture); 1.242 + } 1.243 + else if (TokenMatch(buffer,"texrep",6)) 1.244 + { 1.245 + SkipSpaces(&buffer); 1.246 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat); 1.247 + if (!obj.texRepeat.x || !obj.texRepeat.y) 1.248 + obj.texRepeat = aiVector2D (1.f,1.f); 1.249 + } 1.250 + else if (TokenMatch(buffer,"texoff",6)) 1.251 + { 1.252 + SkipSpaces(&buffer); 1.253 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset); 1.254 + } 1.255 + else if (TokenMatch(buffer,"rot",3)) 1.256 + { 1.257 + SkipSpaces(&buffer); 1.258 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation); 1.259 + } 1.260 + else if (TokenMatch(buffer,"loc",3)) 1.261 + { 1.262 + SkipSpaces(&buffer); 1.263 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation); 1.264 + } 1.265 + else if (TokenMatch(buffer,"subdiv",6)) 1.266 + { 1.267 + SkipSpaces(&buffer); 1.268 + obj.subDiv = strtoul10(buffer,&buffer); 1.269 + } 1.270 + else if (TokenMatch(buffer,"crease",6)) 1.271 + { 1.272 + SkipSpaces(&buffer); 1.273 + obj.crease = fast_atof(buffer); 1.274 + } 1.275 + else if (TokenMatch(buffer,"numvert",7)) 1.276 + { 1.277 + SkipSpaces(&buffer); 1.278 + 1.279 + unsigned int t = strtoul10(buffer,&buffer); 1.280 + obj.vertices.reserve(t); 1.281 + for (unsigned int i = 0; i < t;++i) 1.282 + { 1.283 + if (!GetNextLine()) 1.284 + { 1.285 + DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet"); 1.286 + break; 1.287 + } 1.288 + else if (!IsNumeric(*buffer)) 1.289 + { 1.290 + DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet"); 1.291 + --buffer; // make sure the line is processed a second time 1.292 + break; 1.293 + } 1.294 + obj.vertices.push_back(aiVector3D()); 1.295 + aiVector3D& v = obj.vertices.back(); 1.296 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x); 1.297 + } 1.298 + } 1.299 + else if (TokenMatch(buffer,"numsurf",7)) 1.300 + { 1.301 + SkipSpaces(&buffer); 1.302 + 1.303 + bool Q3DWorkAround = false; 1.304 + 1.305 + const unsigned int t = strtoul10(buffer,&buffer); 1.306 + obj.surfaces.reserve(t); 1.307 + for (unsigned int i = 0; i < t;++i) 1.308 + { 1.309 + GetNextLine(); 1.310 + if (!TokenMatch(buffer,"SURF",4)) 1.311 + { 1.312 + // FIX: this can occur for some files - Quick 3D for 1.313 + // example writes no surf chunks 1.314 + if (!Q3DWorkAround) 1.315 + { 1.316 + DefaultLogger::get()->warn("AC3D: SURF token was expected"); 1.317 + DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled"); 1.318 + } 1.319 + --buffer; // make sure the line is processed a second time 1.320 + // break; --- see fix notes above 1.321 + 1.322 + Q3DWorkAround = true; 1.323 + } 1.324 + SkipSpaces(&buffer); 1.325 + obj.surfaces.push_back(Surface()); 1.326 + Surface& surf = obj.surfaces.back(); 1.327 + surf.flags = strtoul_cppstyle(buffer); 1.328 + 1.329 + while (1) 1.330 + { 1.331 + if(!GetNextLine()) 1.332 + { 1.333 + DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete"); 1.334 + break; 1.335 + } 1.336 + if (TokenMatch(buffer,"mat",3)) 1.337 + { 1.338 + SkipSpaces(&buffer); 1.339 + surf.mat = strtoul10(buffer); 1.340 + } 1.341 + else if (TokenMatch(buffer,"refs",4)) 1.342 + { 1.343 + // --- see fix notes above 1.344 + if (Q3DWorkAround) 1.345 + { 1.346 + if (!surf.entries.empty()) 1.347 + { 1.348 + buffer -= 6; 1.349 + break; 1.350 + } 1.351 + } 1.352 + 1.353 + SkipSpaces(&buffer); 1.354 + const unsigned int m = strtoul10(buffer); 1.355 + surf.entries.reserve(m); 1.356 + 1.357 + obj.numRefs += m; 1.358 + 1.359 + for (unsigned int k = 0; k < m; ++k) 1.360 + { 1.361 + if(!GetNextLine()) 1.362 + { 1.363 + DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete"); 1.364 + break; 1.365 + } 1.366 + surf.entries.push_back(Surface::SurfaceEntry()); 1.367 + Surface::SurfaceEntry& entry = surf.entries.back(); 1.368 + 1.369 + entry.first = strtoul10(buffer,&buffer); 1.370 + SkipSpaces(&buffer); 1.371 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second); 1.372 + } 1.373 + } 1.374 + else 1.375 + { 1.376 + 1.377 + --buffer; // make sure the line is processed a second time 1.378 + break; 1.379 + } 1.380 + } 1.381 + } 1.382 + } 1.383 + } 1.384 + DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected"); 1.385 +} 1.386 + 1.387 +// ------------------------------------------------------------------------------------------------ 1.388 +// Convert a material from AC3DImporter::Material to aiMaterial 1.389 +void AC3DImporter::ConvertMaterial(const Object& object, 1.390 + const Material& matSrc, 1.391 + aiMaterial& matDest) 1.392 +{ 1.393 + aiString s; 1.394 + 1.395 + if (matSrc.name.length()) 1.396 + { 1.397 + s.Set(matSrc.name); 1.398 + matDest.AddProperty(&s,AI_MATKEY_NAME); 1.399 + } 1.400 + if (object.texture.length()) 1.401 + { 1.402 + s.Set(object.texture); 1.403 + matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); 1.404 + 1.405 + // UV transformation 1.406 + if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y || 1.407 + object.texOffset.x || object.texOffset.y) 1.408 + { 1.409 + aiUVTransform transform; 1.410 + transform.mScaling = object.texRepeat; 1.411 + transform.mTranslation = object.texOffset; 1.412 + matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0)); 1.413 + } 1.414 + } 1.415 + 1.416 + matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE); 1.417 + matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT); 1.418 + matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE); 1.419 + matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR); 1.420 + 1.421 + int n; 1.422 + if (matSrc.shin) 1.423 + { 1.424 + n = aiShadingMode_Phong; 1.425 + matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS); 1.426 + } 1.427 + else n = aiShadingMode_Gouraud; 1.428 + matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL); 1.429 + 1.430 + float f = 1.f - matSrc.trans; 1.431 + matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY); 1.432 +} 1.433 + 1.434 +// ------------------------------------------------------------------------------------------------ 1.435 +// Converts the loaded data to the internal verbose representation 1.436 +aiNode* AC3DImporter::ConvertObjectSection(Object& object, 1.437 + std::vector<aiMesh*>& meshes, 1.438 + std::vector<aiMaterial*>& outMaterials, 1.439 + const std::vector<Material>& materials, 1.440 + aiNode* parent) 1.441 +{ 1.442 + aiNode* node = new aiNode(); 1.443 + node->mParent = parent; 1.444 + if (object.vertices.size()) 1.445 + { 1.446 + if (!object.surfaces.size() || !object.numRefs) 1.447 + { 1.448 + /* " An object with 7 vertices (no surfaces, no materials defined). 1.449 + This is a good way of getting point data into AC3D. 1.450 + The Vertex->create convex-surface/object can be used on these 1.451 + vertices to 'wrap' a 3d shape around them " 1.452 + (http://www.opencity.info/html/ac3dfileformat.html) 1.453 + 1.454 + therefore: if no surfaces are defined return point data only 1.455 + */ 1.456 + 1.457 + DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, " 1.458 + "a point list is returned"); 1.459 + 1.460 + meshes.push_back(new aiMesh()); 1.461 + aiMesh* mesh = meshes.back(); 1.462 + 1.463 + mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size(); 1.464 + aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; 1.465 + aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; 1.466 + 1.467 + for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts) 1.468 + { 1.469 + *verts = object.vertices[i]; 1.470 + faces->mNumIndices = 1; 1.471 + faces->mIndices = new unsigned int[1]; 1.472 + faces->mIndices[0] = i; 1.473 + } 1.474 + 1.475 + // use the primary material in this case. this should be the 1.476 + // default material if all objects of the file contain points 1.477 + // and no faces. 1.478 + mesh->mMaterialIndex = 0; 1.479 + outMaterials.push_back(new aiMaterial()); 1.480 + ConvertMaterial(object, materials[0], *outMaterials.back()); 1.481 + } 1.482 + else 1.483 + { 1.484 + // need to generate one or more meshes for this object. 1.485 + // find out how many different materials we have 1.486 + typedef std::pair< unsigned int, unsigned int > IntPair; 1.487 + typedef std::vector< IntPair > MatTable; 1.488 + MatTable needMat(materials.size(),IntPair(0,0)); 1.489 + 1.490 + std::vector<Surface>::iterator it,end = object.surfaces.end(); 1.491 + std::vector<Surface::SurfaceEntry>::iterator it2,end2; 1.492 + 1.493 + for (it = object.surfaces.begin(); it != end; ++it) 1.494 + { 1.495 + register unsigned int idx = (*it).mat; 1.496 + if (idx >= needMat.size()) 1.497 + { 1.498 + DefaultLogger::get()->error("AC3D: material index is out of range"); 1.499 + idx = 0; 1.500 + } 1.501 + if ((*it).entries.empty()) 1.502 + { 1.503 + DefaultLogger::get()->warn("AC3D: surface her zero vertex references"); 1.504 + } 1.505 + 1.506 + // validate all vertex indices to make sure we won't crash here 1.507 + for (it2 = (*it).entries.begin(), 1.508 + end2 = (*it).entries.end(); it2 != end2; ++it2) 1.509 + { 1.510 + if ((*it2).first >= object.vertices.size()) 1.511 + { 1.512 + DefaultLogger::get()->warn("AC3D: Invalid vertex reference"); 1.513 + (*it2).first = 0; 1.514 + } 1.515 + } 1.516 + 1.517 + if (!needMat[idx].first)++node->mNumMeshes; 1.518 + 1.519 + switch ((*it).flags & 0xf) 1.520 + { 1.521 + // closed line 1.522 + case 0x1: 1.523 + 1.524 + needMat[idx].first += (unsigned int)(*it).entries.size(); 1.525 + needMat[idx].second += (unsigned int)(*it).entries.size()<<1u; 1.526 + break; 1.527 + 1.528 + // unclosed line 1.529 + case 0x2: 1.530 + 1.531 + needMat[idx].first += (unsigned int)(*it).entries.size()-1; 1.532 + needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u; 1.533 + break; 1.534 + 1.535 + // 0 == polygon, else unknown 1.536 + default: 1.537 + 1.538 + if ((*it).flags & 0xf) 1.539 + { 1.540 + DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown"); 1.541 + (*it).flags &= ~(0xf); 1.542 + } 1.543 + 1.544 + // the number of faces increments by one, the number 1.545 + // of vertices by surface.numref. 1.546 + needMat[idx].first++; 1.547 + needMat[idx].second += (unsigned int)(*it).entries.size(); 1.548 + }; 1.549 + } 1.550 + unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes]; 1.551 + unsigned int mat = 0; 1.552 + const size_t oldm = meshes.size(); 1.553 + for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end(); 1.554 + cit != cend; ++cit, ++mat) 1.555 + { 1.556 + if (!(*cit).first)continue; 1.557 + 1.558 + // allocate a new aiMesh object 1.559 + *pip++ = (unsigned int)meshes.size(); 1.560 + aiMesh* mesh = new aiMesh(); 1.561 + meshes.push_back(mesh); 1.562 + 1.563 + mesh->mMaterialIndex = (unsigned int)outMaterials.size(); 1.564 + outMaterials.push_back(new aiMaterial()); 1.565 + ConvertMaterial(object, materials[mat], *outMaterials.back()); 1.566 + 1.567 + // allocate storage for vertices and normals 1.568 + mesh->mNumFaces = (*cit).first; 1.569 + aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; 1.570 + 1.571 + mesh->mNumVertices = (*cit).second; 1.572 + aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; 1.573 + unsigned int cur = 0; 1.574 + 1.575 + // allocate UV coordinates, but only if the texture name for the 1.576 + // surface is not empty 1.577 + aiVector3D* uv = NULL; 1.578 + if(object.texture.length()) 1.579 + { 1.580 + uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; 1.581 + mesh->mNumUVComponents[0] = 2; 1.582 + } 1.583 + 1.584 + for (it = object.surfaces.begin(); it != end; ++it) 1.585 + { 1.586 + if (mat == (*it).mat) 1.587 + { 1.588 + const Surface& src = *it; 1.589 + 1.590 + // closed polygon 1.591 + unsigned int type = (*it).flags & 0xf; 1.592 + if (!type) 1.593 + { 1.594 + aiFace& face = *faces++; 1.595 + if((face.mNumIndices = (unsigned int)src.entries.size())) 1.596 + { 1.597 + face.mIndices = new unsigned int[face.mNumIndices]; 1.598 + for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices) 1.599 + { 1.600 + const Surface::SurfaceEntry& entry = src.entries[i]; 1.601 + face.mIndices[i] = cur++; 1.602 + 1.603 + // copy vertex positions 1.604 + *vertices = object.vertices[entry.first] + object.translation; 1.605 + 1.606 + 1.607 + // copy texture coordinates 1.608 + if (uv) 1.609 + { 1.610 + uv->x = entry.second.x; 1.611 + uv->y = entry.second.y; 1.612 + ++uv; 1.613 + } 1.614 + } 1.615 + } 1.616 + } 1.617 + else 1.618 + { 1.619 + 1.620 + it2 = (*it).entries.begin(); 1.621 + 1.622 + // either a closed or an unclosed line 1.623 + register unsigned int tmp = (unsigned int)(*it).entries.size(); 1.624 + if (0x2 == type)--tmp; 1.625 + for (unsigned int m = 0; m < tmp;++m) 1.626 + { 1.627 + aiFace& face = *faces++; 1.628 + 1.629 + face.mNumIndices = 2; 1.630 + face.mIndices = new unsigned int[2]; 1.631 + face.mIndices[0] = cur++; 1.632 + face.mIndices[1] = cur++; 1.633 + 1.634 + // copy vertex positions 1.635 + *vertices++ = object.vertices[(*it2).first]; 1.636 + 1.637 + // copy texture coordinates 1.638 + if (uv) 1.639 + { 1.640 + uv->x = (*it2).second.x; 1.641 + uv->y = (*it2).second.y; 1.642 + ++uv; 1.643 + } 1.644 + 1.645 + 1.646 + if (0x1 == type && tmp-1 == m) 1.647 + { 1.648 + // if this is a closed line repeat its beginning now 1.649 + it2 = (*it).entries.begin(); 1.650 + } 1.651 + else ++it2; 1.652 + 1.653 + // second point 1.654 + *vertices++ = object.vertices[(*it2).first]; 1.655 + 1.656 + if (uv) 1.657 + { 1.658 + uv->x = (*it2).second.x; 1.659 + uv->y = (*it2).second.y; 1.660 + ++uv; 1.661 + } 1.662 + } 1.663 + } 1.664 + } 1.665 + } 1.666 + } 1.667 + 1.668 + // Now apply catmull clark subdivision if necessary. We split meshes into 1.669 + // materials which is not done by AC3D during smoothing, so we need to 1.670 + // collect all meshes using the same material group. 1.671 + if (object.subDiv) { 1.672 + if (configEvalSubdivision) { 1.673 + boost::scoped_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE)); 1.674 + DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name); 1.675 + 1.676 + std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL); 1.677 + div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true); 1.678 + std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm); 1.679 + 1.680 + // previous meshes are deleted vy Subdivide(). 1.681 + } 1.682 + else { 1.683 + DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: " 1.684 + +object.name); 1.685 + } 1.686 + } 1.687 + } 1.688 + } 1.689 + 1.690 + if (object.name.length()) 1.691 + node->mName.Set(object.name); 1.692 + else 1.693 + { 1.694 + // generate a name depending on the type of the node 1.695 + switch (object.type) 1.696 + { 1.697 + case Object::Group: 1.698 + node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++); 1.699 + break; 1.700 + case Object::Poly: 1.701 + node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++); 1.702 + break; 1.703 + case Object::Light: 1.704 + node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++); 1.705 + break; 1.706 + 1.707 + // there shouldn't be more than one world, but we don't care 1.708 + case Object::World: 1.709 + node->mName.length = ::sprintf(node->mName.data,"ACWorld_%i",worlds++); 1.710 + break; 1.711 + } 1.712 + } 1.713 + 1.714 + 1.715 + // setup the local transformation matrix of the object 1.716 + // compute the transformation offset to the parent node 1.717 + node->mTransformation = aiMatrix4x4 ( object.rotation ); 1.718 + 1.719 + if (object.type == Object::Group || !object.numRefs) 1.720 + { 1.721 + node->mTransformation.a4 = object.translation.x; 1.722 + node->mTransformation.b4 = object.translation.y; 1.723 + node->mTransformation.c4 = object.translation.z; 1.724 + } 1.725 + 1.726 + // add children to the object 1.727 + if (object.children.size()) 1.728 + { 1.729 + node->mNumChildren = (unsigned int)object.children.size(); 1.730 + node->mChildren = new aiNode*[node->mNumChildren]; 1.731 + for (unsigned int i = 0; i < node->mNumChildren;++i) 1.732 + { 1.733 + node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node); 1.734 + } 1.735 + } 1.736 + 1.737 + return node; 1.738 +} 1.739 + 1.740 +// ------------------------------------------------------------------------------------------------ 1.741 +void AC3DImporter::SetupProperties(const Importer* pImp) 1.742 +{ 1.743 + configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false; 1.744 + configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false; 1.745 +} 1.746 + 1.747 +// ------------------------------------------------------------------------------------------------ 1.748 +// Imports the given file into the given scene structure. 1.749 +void AC3DImporter::InternReadFile( const std::string& pFile, 1.750 + aiScene* pScene, IOSystem* pIOHandler) 1.751 +{ 1.752 + boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb")); 1.753 + 1.754 + // Check whether we can read from the file 1.755 + if( file.get() == NULL) 1.756 + throw DeadlyImportError( "Failed to open AC3D file " + pFile + "."); 1.757 + 1.758 + // allocate storage and copy the contents of the file to a memory buffer 1.759 + std::vector<char> mBuffer2; 1.760 + TextFileToBuffer(file.get(),mBuffer2); 1.761 + 1.762 + buffer = &mBuffer2[0]; 1.763 + mNumMeshes = 0; 1.764 + 1.765 + lights = polys = worlds = groups = 0; 1.766 + 1.767 + if (::strncmp(buffer,"AC3D",4)) { 1.768 + throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found"); 1.769 + } 1.770 + 1.771 + // print the file format version to the console 1.772 + unsigned int version = HexDigitToDecimal( buffer[4] ); 1.773 + char msg[3]; 1.774 + ASSIMP_itoa10(msg,3,version); 1.775 + DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg); 1.776 + 1.777 + std::vector<Material> materials; 1.778 + materials.reserve(5); 1.779 + 1.780 + std::vector<Object> rootObjects; 1.781 + rootObjects.reserve(5); 1.782 + 1.783 + std::vector<aiLight*> lights; 1.784 + mLights = & lights; 1.785 + 1.786 + while (GetNextLine()) 1.787 + { 1.788 + if (TokenMatch(buffer,"MATERIAL",8)) 1.789 + { 1.790 + materials.push_back(Material()); 1.791 + Material& mat = materials.back(); 1.792 + 1.793 + // manually parse the material ... sscanf would use the buldin atof ... 1.794 + // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f 1.795 + 1.796 + AI_AC_SKIP_TO_NEXT_TOKEN(); 1.797 + if ('\"' == *buffer) 1.798 + { 1.799 + AI_AC_GET_STRING(mat.name); 1.800 + AI_AC_SKIP_TO_NEXT_TOKEN(); 1.801 + } 1.802 + 1.803 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb); 1.804 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb); 1.805 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis); 1.806 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec); 1.807 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin); 1.808 + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans); 1.809 + } 1.810 + LoadObjectSection(rootObjects); 1.811 + } 1.812 + 1.813 + if (rootObjects.empty() || !mNumMeshes) 1.814 + { 1.815 + throw DeadlyImportError("AC3D: No meshes have been loaded"); 1.816 + } 1.817 + if (materials.empty()) 1.818 + { 1.819 + DefaultLogger::get()->warn("AC3D: No material has been found"); 1.820 + materials.push_back(Material()); 1.821 + } 1.822 + 1.823 + mNumMeshes += (mNumMeshes>>2u) + 1; 1.824 + std::vector<aiMesh*> meshes; 1.825 + meshes.reserve(mNumMeshes); 1.826 + 1.827 + std::vector<aiMaterial*> omaterials; 1.828 + materials.reserve(mNumMeshes); 1.829 + 1.830 + // generate a dummy root if there are multiple objects on the top layer 1.831 + Object* root; 1.832 + if (1 == rootObjects.size()) 1.833 + root = &rootObjects[0]; 1.834 + else 1.835 + { 1.836 + root = new Object(); 1.837 + } 1.838 + 1.839 + // now convert the imported stuff to our output data structure 1.840 + pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials); 1.841 + if (1 != rootObjects.size())delete root; 1.842 + 1.843 + if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4)) 1.844 + pScene->mRootNode->mName.Set("<AC3DWorld>"); 1.845 + 1.846 + // copy meshes 1.847 + if (meshes.empty()) 1.848 + { 1.849 + throw DeadlyImportError("An unknown error occured during converting"); 1.850 + } 1.851 + pScene->mNumMeshes = (unsigned int)meshes.size(); 1.852 + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; 1.853 + ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*)); 1.854 + 1.855 + // copy materials 1.856 + pScene->mNumMaterials = (unsigned int)omaterials.size(); 1.857 + pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; 1.858 + ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*)); 1.859 + 1.860 + // copy lights 1.861 + pScene->mNumLights = (unsigned int)lights.size(); 1.862 + if (lights.size()) 1.863 + { 1.864 + pScene->mLights = new aiLight*[lights.size()]; 1.865 + ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*)); 1.866 + } 1.867 +} 1.868 + 1.869 +#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER