vrshoot

diff libs/assimp/NFFLoader.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/NFFLoader.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,1268 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file Implementation of the STL importer class */
    1.46 +
    1.47 +#include "AssimpPCH.h"
    1.48 +#ifndef ASSIMP_BUILD_NO_NFF_IMPORTER
    1.49 +
    1.50 +// internal headers
    1.51 +#include "NFFLoader.h"
    1.52 +#include "ParsingUtils.h"
    1.53 +#include "StandardShapes.h"
    1.54 +#include "fast_atof.h"
    1.55 +#include "RemoveComments.h"
    1.56 +
    1.57 +using namespace Assimp;
    1.58 +
    1.59 +static const aiImporterDesc desc = {
    1.60 +	"Neutral File Format Importer",
    1.61 +	"",
    1.62 +	"",
    1.63 +	"",
    1.64 +	aiImporterFlags_SupportBinaryFlavour,
    1.65 +	0,
    1.66 +	0,
    1.67 +	0,
    1.68 +	0,
    1.69 +	"enff nff" 
    1.70 +};
    1.71 +
    1.72 +// ------------------------------------------------------------------------------------------------
    1.73 +// Constructor to be privately used by Importer
    1.74 +NFFImporter::NFFImporter()
    1.75 +{}
    1.76 +
    1.77 +// ------------------------------------------------------------------------------------------------
    1.78 +// Destructor, private as well 
    1.79 +NFFImporter::~NFFImporter()
    1.80 +{}
    1.81 +
    1.82 +// ------------------------------------------------------------------------------------------------
    1.83 +// Returns whether the class can handle the format of the given file. 
    1.84 +bool NFFImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
    1.85 +{
    1.86 +	return SimpleExtensionCheck(pFile,"nff","enff");
    1.87 +}
    1.88 +
    1.89 +// ------------------------------------------------------------------------------------------------
    1.90 +// Get the list of all supported file extensions
    1.91 +const aiImporterDesc* NFFImporter::GetInfo () const
    1.92 +{
    1.93 +	return &desc;
    1.94 +}
    1.95 +
    1.96 +// ------------------------------------------------------------------------------------------------
    1.97 +#define AI_NFF_PARSE_FLOAT(f) \
    1.98 +	SkipSpaces(&sz); \
    1.99 +	if (!::IsLineEnd(*sz))sz = fast_atoreal_move<float>(sz, (float&)f); 
   1.100 +
   1.101 +// ------------------------------------------------------------------------------------------------
   1.102 +#define AI_NFF_PARSE_TRIPLE(v) \
   1.103 +	AI_NFF_PARSE_FLOAT(v[0]) \
   1.104 +	AI_NFF_PARSE_FLOAT(v[1]) \
   1.105 +	AI_NFF_PARSE_FLOAT(v[2]) 
   1.106 +
   1.107 +// ------------------------------------------------------------------------------------------------
   1.108 +#define AI_NFF_PARSE_SHAPE_INFORMATION() \
   1.109 +	aiVector3D center, radius(1.0f,get_qnan(),get_qnan()); \
   1.110 +	AI_NFF_PARSE_TRIPLE(center); \
   1.111 +	AI_NFF_PARSE_TRIPLE(radius); \
   1.112 +	if (is_qnan(radius.z))radius.z = radius.x; \
   1.113 +	if (is_qnan(radius.y))radius.y = radius.x; \
   1.114 +	currentMesh.radius = radius; \
   1.115 +	currentMesh.center = center;
   1.116 +
   1.117 +// ------------------------------------------------------------------------------------------------
   1.118 +#define AI_NFF2_GET_NEXT_TOKEN() \
   1.119 +	do \
   1.120 +	{ \
   1.121 +	if (!GetNextLine(buffer,line)) \
   1.122 +		{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read next token");break;} \
   1.123 +	SkipSpaces(line,&sz); \
   1.124 +	} \
   1.125 +	while(IsLineEnd(*sz))
   1.126 +
   1.127 +
   1.128 +// ------------------------------------------------------------------------------------------------
   1.129 +// Loads the materail table for the NFF2 file format from an external file
   1.130 +void NFFImporter::LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
   1.131 +	const std::string& path, IOSystem* pIOHandler)
   1.132 +{
   1.133 +	boost::scoped_ptr<IOStream> file( pIOHandler->Open( path, "rb"));
   1.134 +
   1.135 +	// Check whether we can read from the file
   1.136 +	if( !file.get())	{
   1.137 +		DefaultLogger::get()->error("NFF2: Unable to open material library " + path + ".");
   1.138 +		return;
   1.139 +	}
   1.140 +
   1.141 +	// get the size of the file
   1.142 +	const unsigned int m = (unsigned int)file->FileSize();
   1.143 +
   1.144 +	// allocate storage and copy the contents of the file to a memory buffer
   1.145 +	// (terminate it with zero)
   1.146 +	std::vector<char> mBuffer2(m+1);
   1.147 +	TextFileToBuffer(file.get(),mBuffer2);
   1.148 +	const char* buffer = &mBuffer2[0];
   1.149 +
   1.150 +	// First of all: remove all comments from the file
   1.151 +	CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
   1.152 +
   1.153 +	// The file should start with the magic sequence "mat"
   1.154 +	if (!TokenMatch(buffer,"mat",3))	{
   1.155 +		DefaultLogger::get()->error("NFF2: Not a valid material library " + path + ".");
   1.156 +		return;
   1.157 +	}
   1.158 +
   1.159 +	ShadingInfo* curShader = NULL;
   1.160 +
   1.161 +	// No read the file line per line
   1.162 +	char line[4096];
   1.163 +	const char* sz;
   1.164 +	while (GetNextLine(buffer,line))
   1.165 +	{
   1.166 +		SkipSpaces(line,&sz);
   1.167 +
   1.168 +		// 'version' defines the version of the file format
   1.169 +		if (TokenMatch(sz,"version",7))
   1.170 +		{
   1.171 +			DefaultLogger::get()->info("NFF (Sense8) material library file format: " + std::string(sz));
   1.172 +		}
   1.173 +		// 'matdef' starts a new material in the file
   1.174 +		else if (TokenMatch(sz,"matdef",6))
   1.175 +		{
   1.176 +			// add a new material to the list
   1.177 +			output.push_back( ShadingInfo() );
   1.178 +			curShader = & output.back();
   1.179 +
   1.180 +			// parse the name of the material
   1.181 +		}
   1.182 +		else if (!TokenMatch(sz,"valid",5))
   1.183 +		{
   1.184 +			// check whether we have an active material at the moment
   1.185 +			if (!IsLineEnd(*sz))
   1.186 +			{
   1.187 +				if (!curShader)
   1.188 +				{
   1.189 +					DefaultLogger::get()->error(std::string("NFF2 material library: Found element ") + 
   1.190 +						sz + "but there is no active material");
   1.191 +					continue;
   1.192 +				}
   1.193 +			}
   1.194 +			else continue;
   1.195 +
   1.196 +			// now read the material property and determine its type
   1.197 +			aiColor3D c;
   1.198 +			if (TokenMatch(sz,"ambient",7))
   1.199 +			{
   1.200 +				AI_NFF_PARSE_TRIPLE(c);
   1.201 +				curShader->ambient = c;
   1.202 +			}
   1.203 +			else if (TokenMatch(sz,"diffuse",7) || TokenMatch(sz,"ambientdiffuse",14) /* correct? */)
   1.204 +			{
   1.205 +				AI_NFF_PARSE_TRIPLE(c);
   1.206 +				curShader->diffuse = curShader->ambient = c;
   1.207 +			}
   1.208 +			else if (TokenMatch(sz,"specular",8))
   1.209 +			{
   1.210 +				AI_NFF_PARSE_TRIPLE(c);
   1.211 +				curShader->specular = c;
   1.212 +			}
   1.213 +			else if (TokenMatch(sz,"emission",8))
   1.214 +			{
   1.215 +				AI_NFF_PARSE_TRIPLE(c);
   1.216 +				curShader->emissive = c;
   1.217 +			}
   1.218 +			else if (TokenMatch(sz,"shininess",9))
   1.219 +			{
   1.220 +				AI_NFF_PARSE_FLOAT(curShader->shininess);
   1.221 +			}
   1.222 +			else if (TokenMatch(sz,"opacity",7))
   1.223 +			{
   1.224 +				AI_NFF_PARSE_FLOAT(curShader->opacity);
   1.225 +			}
   1.226 +		}
   1.227 +	}
   1.228 +}
   1.229 +
   1.230 +// ------------------------------------------------------------------------------------------------
   1.231 +// Imports the given file into the given scene structure. 
   1.232 +void NFFImporter::InternReadFile( const std::string& pFile, 
   1.233 +	aiScene* pScene, IOSystem* pIOHandler)
   1.234 +{
   1.235 +	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
   1.236 +
   1.237 +	// Check whether we can read from the file
   1.238 +	if( !file.get())
   1.239 +		throw DeadlyImportError( "Failed to open NFF file " + pFile + ".");
   1.240 +
   1.241 +	unsigned int m = (unsigned int)file->FileSize();
   1.242 +
   1.243 +	// allocate storage and copy the contents of the file to a memory buffer
   1.244 +	// (terminate it with zero)
   1.245 +	std::vector<char> mBuffer2;
   1.246 +	TextFileToBuffer(file.get(),mBuffer2);
   1.247 +	const char* buffer = &mBuffer2[0];
   1.248 +
   1.249 +	// mesh arrays - separate here to make the handling of the pointers below easier.
   1.250 +	std::vector<MeshInfo> meshes;
   1.251 +	std::vector<MeshInfo> meshesWithNormals;
   1.252 +	std::vector<MeshInfo> meshesWithUVCoords;
   1.253 +	std::vector<MeshInfo> meshesLocked;
   1.254 +
   1.255 +	char line[4096];
   1.256 +	const char* sz;
   1.257 +
   1.258 +	// camera parameters
   1.259 +	aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
   1.260 +	float angle = 45.f;
   1.261 +	aiVector2D resolution;
   1.262 +
   1.263 +	bool hasCam = false;
   1.264 +
   1.265 +	MeshInfo* currentMeshWithNormals = NULL;
   1.266 +	MeshInfo* currentMesh = NULL;
   1.267 +	MeshInfo* currentMeshWithUVCoords = NULL;
   1.268 +
   1.269 +	ShadingInfo s; // current material info
   1.270 +
   1.271 +	// degree of tesselation
   1.272 +	unsigned int iTesselation = 4;
   1.273 +
   1.274 +	// some temporary variables we need to parse the file
   1.275 +	unsigned int sphere		= 0,
   1.276 +		cylinder			= 0,
   1.277 +		cone				= 0,
   1.278 +		numNamed			= 0,
   1.279 +		dodecahedron		= 0,
   1.280 +		octahedron			= 0,
   1.281 +		tetrahedron			= 0,
   1.282 +		hexahedron			= 0;
   1.283 +
   1.284 +	// lights imported from the file
   1.285 +	std::vector<Light> lights;
   1.286 +
   1.287 +	// check whether this is the NFF2 file format
   1.288 +	if (TokenMatch(buffer,"nff",3))
   1.289 +	{
   1.290 +		const float qnan = get_qnan();
   1.291 +		const aiColor4D  cQNAN = aiColor4D (qnan,0.f,0.f,1.f);
   1.292 +		const aiVector3D vQNAN = aiVector3D(qnan,0.f,0.f);
   1.293 +
   1.294 +		// another NFF file format ... just a raw parser has been implemented
   1.295 +		// no support for further details, I don't think it is worth the effort
   1.296 +		// http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
   1.297 +		// http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm
   1.298 +
   1.299 +		// First of all: remove all comments from the file
   1.300 +		CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
   1.301 +
   1.302 +		while (GetNextLine(buffer,line))
   1.303 +		{
   1.304 +			SkipSpaces(line,&sz);
   1.305 +			if (TokenMatch(sz,"version",7))
   1.306 +			{
   1.307 +				DefaultLogger::get()->info("NFF (Sense8) file format: " + std::string(sz));
   1.308 +			}
   1.309 +			else if (TokenMatch(sz,"viewpos",7))
   1.310 +			{
   1.311 +				AI_NFF_PARSE_TRIPLE(camPos);
   1.312 +				hasCam = true;
   1.313 +			}
   1.314 +			else if (TokenMatch(sz,"viewdir",7))
   1.315 +			{
   1.316 +				AI_NFF_PARSE_TRIPLE(camLookAt);
   1.317 +				hasCam = true;
   1.318 +			}
   1.319 +			// This starts a new object section
   1.320 +			else if (!IsSpaceOrNewLine(*sz))
   1.321 +			{
   1.322 +				unsigned int subMeshIdx = 0;
   1.323 +
   1.324 +				// read the name of the object, skip all spaces
   1.325 +				// at the end of it.
   1.326 +				const char* sz3 = sz;
   1.327 +				while (!IsSpaceOrNewLine(*sz))++sz;
   1.328 +				std::string objectName = std::string(sz3,(unsigned int)(sz-sz3));
   1.329 +
   1.330 +				const unsigned int objStart = (unsigned int)meshes.size();
   1.331 +
   1.332 +				// There could be a material table in a separate file
   1.333 +				std::vector<ShadingInfo> materialTable;
   1.334 +				while (true)
   1.335 +				{
   1.336 +					AI_NFF2_GET_NEXT_TOKEN();
   1.337 +
   1.338 +					// material table - an external file
   1.339 +					if (TokenMatch(sz,"mtable",6))
   1.340 +					{
   1.341 +						SkipSpaces(&sz);
   1.342 +						sz3 = sz;
   1.343 +						while (!IsSpaceOrNewLine(*sz))++sz;
   1.344 +						const unsigned int diff = (unsigned int)(sz-sz3);
   1.345 +						if (!diff)DefaultLogger::get()->warn("NFF2: Found empty mtable token");
   1.346 +						else 
   1.347 +						{
   1.348 +							// The material table has the file extension .mat.
   1.349 +							// If it is not there, we need to append it
   1.350 +							std::string path = std::string(sz3,diff);
   1.351 +							if(std::string::npos == path.find_last_of(".mat"))
   1.352 +							{
   1.353 +								path.append(".mat");
   1.354 +							}
   1.355 +
   1.356 +							// Now extract the working directory from the path to
   1.357 +							// this file and append the material library filename 
   1.358 +							// to it.
   1.359 +							std::string::size_type s;
   1.360 +							if ((std::string::npos == (s = path.find_last_of('\\')) || !s) &&
   1.361 +								(std::string::npos == (s = path.find_last_of('/'))  || !s) )
   1.362 +							{
   1.363 +								s = pFile.find_last_of('\\');
   1.364 +								if (std::string::npos == s)s = pFile.find_last_of('/');
   1.365 +								if (std::string::npos != s)
   1.366 +								{
   1.367 +									path = pFile.substr(0,s+1) + path;
   1.368 +								}
   1.369 +							}
   1.370 +							LoadNFF2MaterialTable(materialTable,path,pIOHandler);
   1.371 +						}
   1.372 +					}
   1.373 +					else break;
   1.374 +				}
   1.375 +
   1.376 +				// read the numbr of vertices
   1.377 +				unsigned int num = ::strtoul10(sz,&sz);
   1.378 +				
   1.379 +				// temporary storage
   1.380 +				std::vector<aiColor4D>  tempColors;
   1.381 +				std::vector<aiVector3D> tempPositions,tempTextureCoords,tempNormals;
   1.382 +
   1.383 +				bool hasNormals = false,hasUVs = false,hasColor = false;
   1.384 +
   1.385 +				tempPositions.reserve      (num);
   1.386 +				tempColors.reserve         (num);
   1.387 +				tempNormals.reserve        (num);
   1.388 +				tempTextureCoords.reserve  (num);
   1.389 +				for (unsigned int i = 0; i < num; ++i)
   1.390 +				{
   1.391 +					AI_NFF2_GET_NEXT_TOKEN();
   1.392 +					aiVector3D v;
   1.393 +					AI_NFF_PARSE_TRIPLE(v);
   1.394 +					tempPositions.push_back(v);
   1.395 +
   1.396 +					// parse all other attributes in the line
   1.397 +					while (true)
   1.398 +					{
   1.399 +						SkipSpaces(&sz);
   1.400 +						if (IsLineEnd(*sz))break;
   1.401 +
   1.402 +						// color definition
   1.403 +						if (TokenMatch(sz,"0x",2))
   1.404 +						{
   1.405 +							hasColor = true;
   1.406 +							register unsigned int numIdx = ::strtoul16(sz,&sz);
   1.407 +							aiColor4D clr;
   1.408 +							clr.a = 1.f;
   1.409 +
   1.410 +							// 0xRRGGBB
   1.411 +							clr.r = ((numIdx >> 16u) & 0xff) / 255.f;
   1.412 +							clr.g = ((numIdx >> 8u)  & 0xff) / 255.f;
   1.413 +							clr.b = ((numIdx)        & 0xff) / 255.f;
   1.414 +							tempColors.push_back(clr);
   1.415 +						}
   1.416 +						// normal vector
   1.417 +						else if (TokenMatch(sz,"norm",4))
   1.418 +						{
   1.419 +							hasNormals = true;
   1.420 +							AI_NFF_PARSE_TRIPLE(v);
   1.421 +							tempNormals.push_back(v);
   1.422 +						}
   1.423 +						// UV coordinate
   1.424 +						else if (TokenMatch(sz,"uv",2))
   1.425 +						{
   1.426 +							hasUVs = true;
   1.427 +							AI_NFF_PARSE_FLOAT(v.x);
   1.428 +							AI_NFF_PARSE_FLOAT(v.y);
   1.429 +							v.z = 0.f;
   1.430 +							tempTextureCoords.push_back(v);
   1.431 +						}
   1.432 +					}
   1.433 +
   1.434 +					// fill in dummies for all attributes that have not been set
   1.435 +					if (tempNormals.size() != tempPositions.size())
   1.436 +						tempNormals.push_back(vQNAN);
   1.437 +
   1.438 +					if (tempTextureCoords.size() != tempPositions.size())
   1.439 +						tempTextureCoords.push_back(vQNAN);
   1.440 +
   1.441 +					if (tempColors.size() != tempPositions.size())
   1.442 +						tempColors.push_back(cQNAN);
   1.443 +				}
   1.444 +
   1.445 +				AI_NFF2_GET_NEXT_TOKEN();
   1.446 +				if (!num)throw DeadlyImportError("NFF2: There are zero vertices");
   1.447 +				num = ::strtoul10(sz,&sz);
   1.448 +
   1.449 +				std::vector<unsigned int> tempIdx;
   1.450 +				tempIdx.reserve(10);
   1.451 +				for (unsigned int i = 0; i < num; ++i)
   1.452 +				{
   1.453 +					AI_NFF2_GET_NEXT_TOKEN();
   1.454 +					SkipSpaces(line,&sz);
   1.455 +					unsigned int numIdx = ::strtoul10(sz,&sz);
   1.456 +
   1.457 +					// read all faces indices
   1.458 +					if (numIdx)
   1.459 +					{
   1.460 +						// mesh.faces.push_back(numIdx);
   1.461 +						// tempIdx.erase(tempIdx.begin(),tempIdx.end());
   1.462 +						tempIdx.resize(numIdx);
   1.463 +
   1.464 +						for (unsigned int a = 0; a < numIdx;++a)
   1.465 +						{
   1.466 +							SkipSpaces(sz,&sz);
   1.467 +							m = ::strtoul10(sz,&sz);
   1.468 +							if (m >= (unsigned int)tempPositions.size())
   1.469 +							{
   1.470 +								DefaultLogger::get()->error("NFF2: Vertex index overflow");
   1.471 +								m= 0;
   1.472 +							}
   1.473 +							// mesh.vertices.push_back (tempPositions[idx]);
   1.474 +							tempIdx[a] = m;
   1.475 +						}
   1.476 +					}
   1.477 +
   1.478 +					// build a temporary shader object for the face. 
   1.479 +					ShadingInfo shader;
   1.480 +					unsigned int matIdx = 0;
   1.481 +
   1.482 +					// white material color - we have vertex colors
   1.483 +					shader.color = aiColor3D(1.f,1.f,1.f); 
   1.484 +					aiColor4D c  = aiColor4D(1.f,1.f,1.f,1.f);
   1.485 +					while (true)
   1.486 +					{
   1.487 +						SkipSpaces(sz,&sz);
   1.488 +						if(IsLineEnd(*sz))break;
   1.489 +
   1.490 +						// per-polygon colors
   1.491 +						if (TokenMatch(sz,"0x",2))
   1.492 +						{
   1.493 +							hasColor = true;
   1.494 +							const char* sz2 = sz;
   1.495 +							numIdx = ::strtoul16(sz,&sz);
   1.496 +							const unsigned int diff = (unsigned int)(sz-sz2);
   1.497 +
   1.498 +							// 0xRRGGBB
   1.499 +							if (diff > 3)
   1.500 +							{
   1.501 +								c.r = ((numIdx >> 16u) & 0xff) / 255.f;
   1.502 +								c.g = ((numIdx >> 8u)  & 0xff) / 255.f;
   1.503 +								c.b = ((numIdx)        & 0xff) / 255.f;
   1.504 +							}
   1.505 +							// 0xRGB
   1.506 +							else
   1.507 +							{
   1.508 +								c.r = ((numIdx >> 8u) & 0xf) / 16.f;
   1.509 +								c.g = ((numIdx >> 4u) & 0xf) / 16.f;
   1.510 +								c.b = ((numIdx)       & 0xf) / 16.f;
   1.511 +							}
   1.512 +						}
   1.513 +						// TODO - implement texture mapping here
   1.514 +#if 0
   1.515 +						// mirror vertex texture coordinate?
   1.516 +						else if (TokenMatch(sz,"mirror",6))
   1.517 +						{
   1.518 +						}
   1.519 +						// texture coordinate scaling
   1.520 +						else if (TokenMatch(sz,"scale",5))
   1.521 +						{
   1.522 +						}
   1.523 +						// texture coordinate translation
   1.524 +						else if (TokenMatch(sz,"trans",5))
   1.525 +						{
   1.526 +						}
   1.527 +						// texture coordinate rotation angle
   1.528 +						else if (TokenMatch(sz,"rot",3))
   1.529 +						{
   1.530 +						}
   1.531 +#endif
   1.532 +
   1.533 +						// texture file name for this polygon + mapping information
   1.534 +						else if ('_' == sz[0])
   1.535 +						{
   1.536 +							// get mapping information
   1.537 +							switch (sz[1])
   1.538 +							{
   1.539 +							case 'v':
   1.540 +							case 'V':
   1.541 +
   1.542 +								shader.shaded = false;
   1.543 +								break;
   1.544 +
   1.545 +							case 't':
   1.546 +							case 'T':
   1.547 +							case 'u':
   1.548 +							case 'U':
   1.549 +
   1.550 +								DefaultLogger::get()->warn("Unsupported NFF2 texture attribute: trans");
   1.551 +							};
   1.552 +							if (!sz[1] || '_' != sz[2])
   1.553 +							{
   1.554 +								DefaultLogger::get()->warn("NFF2: Expected underscore after texture attributes");
   1.555 +								continue;
   1.556 +							}
   1.557 +							const char* sz2 = sz+3;
   1.558 +							while (!IsSpaceOrNewLine( *sz ))++sz;
   1.559 +							const unsigned int diff = (unsigned int)(sz-sz2);
   1.560 +							if (diff)shader.texFile = std::string(sz2,diff);
   1.561 +						}
   1.562 +
   1.563 +						// Two-sided material?
   1.564 +						else if (TokenMatch(sz,"both",4))
   1.565 +						{
   1.566 +							shader.twoSided = true;
   1.567 +						}
   1.568 +
   1.569 +						// Material ID?
   1.570 +						else if (!materialTable.empty() && TokenMatch(sz,"matid",5))
   1.571 +						{
   1.572 +							SkipSpaces(&sz);
   1.573 +							matIdx = ::strtoul10(sz,&sz);
   1.574 +							if (matIdx >= materialTable.size())
   1.575 +							{
   1.576 +								DefaultLogger::get()->error("NFF2: Material index overflow.");
   1.577 +								matIdx = 0;
   1.578 +							}
   1.579 +
   1.580 +							// now combine our current shader with the shader we
   1.581 +							// read from the material table.
   1.582 +							ShadingInfo& mat = materialTable[matIdx];
   1.583 +							shader.ambient   = mat.ambient;
   1.584 +							shader.diffuse   = mat.diffuse;
   1.585 +							shader.emissive  = mat.emissive;
   1.586 +							shader.opacity   = mat.opacity;
   1.587 +							shader.specular  = mat.specular;
   1.588 +							shader.shininess = mat.shininess;
   1.589 +						}
   1.590 +						else SkipToken(sz);
   1.591 +					}
   1.592 +
   1.593 +					// search the list of all shaders we have for this object whether
   1.594 +					// there is an identical one. In this case, we append our mesh
   1.595 +					// data to it.
   1.596 +					MeshInfo* mesh = NULL;
   1.597 +					for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end();
   1.598 +						 it != end; ++it)
   1.599 +					{
   1.600 +						if ((*it).shader == shader && (*it).matIndex == matIdx)
   1.601 +						{
   1.602 +							// we have one, we can append our data to it
   1.603 +							mesh = &(*it);
   1.604 +						}
   1.605 +					}
   1.606 +					if (!mesh)
   1.607 +					{
   1.608 +						meshes.push_back(MeshInfo(PatchType_Simple,false));
   1.609 +						mesh = &meshes.back();
   1.610 +						mesh->matIndex = matIdx;
   1.611 +
   1.612 +						// We need to add a new mesh to the list. We assign
   1.613 +						// an unique name to it to make sure the scene will
   1.614 +						// pass the validation step for the moment.
   1.615 +						// TODO: fix naming of objects in the scenegraph later
   1.616 +						if (objectName.length())
   1.617 +						{
   1.618 +							::strcpy(mesh->name,objectName.c_str()); 
   1.619 +							ASSIMP_itoa10(&mesh->name[objectName.length()],30,subMeshIdx++);
   1.620 +						}
   1.621 +
   1.622 +						// copy the shader to the mesh. 
   1.623 +						mesh->shader = shader;
   1.624 +					}
   1.625 +
   1.626 +					// fill the mesh with data
   1.627 +					if (!tempIdx.empty())
   1.628 +					{
   1.629 +						mesh->faces.push_back((unsigned int)tempIdx.size());
   1.630 +						for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end();
   1.631 +							it != end;++it)
   1.632 +						{
   1.633 +							m = *it;
   1.634 +
   1.635 +							// copy colors -vertex color specifications override polygon color specifications
   1.636 +							if (hasColor)
   1.637 +							{
   1.638 +								const aiColor4D& clr = tempColors[m];
   1.639 +								mesh->colors.push_back((is_qnan( clr.r ) ? c : clr));
   1.640 +							}
   1.641 +
   1.642 +							// positions should always be there
   1.643 +							mesh->vertices.push_back (tempPositions[m]);
   1.644 +
   1.645 +							// copy normal vectors
   1.646 +							if (hasNormals)
   1.647 +								mesh->normals.push_back  (tempNormals[m]);
   1.648 +
   1.649 +							// copy texture coordinates
   1.650 +							if (hasUVs)
   1.651 +								mesh->uvs.push_back      (tempTextureCoords[m]);
   1.652 +						}
   1.653 +					}
   1.654 +				}
   1.655 +				if (!num)throw DeadlyImportError("NFF2: There are zero faces");
   1.656 +			}
   1.657 +		}
   1.658 +		camLookAt = camLookAt + camPos;
   1.659 +	}
   1.660 +	else // "Normal" Neutral file format that is quite more common
   1.661 +	{
   1.662 +		while (GetNextLine(buffer,line))
   1.663 +		{
   1.664 +			sz = line;
   1.665 +			if ('p' == line[0] || TokenMatch(sz,"tpp",3))
   1.666 +			{
   1.667 +				MeshInfo* out = NULL;
   1.668 +
   1.669 +				// 'tpp' - texture polygon patch primitive
   1.670 +				if ('t' == line[0])
   1.671 +				{
   1.672 +					currentMeshWithUVCoords = NULL;
   1.673 +					for (std::vector<MeshInfo>::iterator it = meshesWithUVCoords.begin(), end = meshesWithUVCoords.end();
   1.674 +						it != end;++it)
   1.675 +					{
   1.676 +						if ((*it).shader == s)
   1.677 +						{
   1.678 +							currentMeshWithUVCoords = &(*it);
   1.679 +							break;
   1.680 +						}
   1.681 +					}
   1.682 +
   1.683 +					if (!currentMeshWithUVCoords)
   1.684 +					{
   1.685 +						meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
   1.686 +						currentMeshWithUVCoords = &meshesWithUVCoords.back();
   1.687 +						currentMeshWithUVCoords->shader = s;
   1.688 +					}
   1.689 +					out = currentMeshWithUVCoords;
   1.690 +				}
   1.691 +				// 'pp' - polygon patch primitive
   1.692 +				else if ('p' == line[1])
   1.693 +				{
   1.694 +					currentMeshWithNormals = NULL;
   1.695 +					for (std::vector<MeshInfo>::iterator it = meshesWithNormals.begin(), end = meshesWithNormals.end();
   1.696 +						it != end;++it)
   1.697 +					{
   1.698 +						if ((*it).shader == s)
   1.699 +						{
   1.700 +							currentMeshWithNormals = &(*it);
   1.701 +							break;
   1.702 +						}
   1.703 +					}
   1.704 +
   1.705 +					if (!currentMeshWithNormals)
   1.706 +					{
   1.707 +						meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
   1.708 +						currentMeshWithNormals = &meshesWithNormals.back();
   1.709 +						currentMeshWithNormals->shader = s;
   1.710 +					}
   1.711 +					sz = &line[2];out = currentMeshWithNormals;
   1.712 +				}
   1.713 +				// 'p' - polygon primitive
   1.714 +				else
   1.715 +				{
   1.716 +					currentMesh = NULL;
   1.717 +					for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
   1.718 +						it != end;++it)
   1.719 +					{
   1.720 +						if ((*it).shader == s)
   1.721 +						{
   1.722 +							currentMesh = &(*it);
   1.723 +							break;
   1.724 +						}
   1.725 +					}
   1.726 +
   1.727 +					if (!currentMesh)
   1.728 +					{
   1.729 +						meshes.push_back(MeshInfo(PatchType_Simple));
   1.730 +						currentMesh = &meshes.back();
   1.731 +						currentMesh->shader = s;
   1.732 +					}
   1.733 +					sz = &line[1];out = currentMesh;
   1.734 +				}
   1.735 +				SkipSpaces(sz,&sz);
   1.736 +				m = strtoul10(sz);
   1.737 +
   1.738 +				// ---- flip the face order
   1.739 +				out->vertices.resize(out->vertices.size()+m);
   1.740 +				if (out != currentMesh)
   1.741 +				{
   1.742 +					out->normals.resize(out->vertices.size());
   1.743 +				}
   1.744 +				if (out == currentMeshWithUVCoords)
   1.745 +				{
   1.746 +					out->uvs.resize(out->vertices.size());
   1.747 +				}
   1.748 +				for (unsigned int n = 0; n < m;++n)
   1.749 +				{
   1.750 +					if(!GetNextLine(buffer,line))
   1.751 +					{
   1.752 +						DefaultLogger::get()->error("NFF: Unexpected EOF was encountered. Patch definition incomplete");
   1.753 +						continue;
   1.754 +					}
   1.755 +
   1.756 +					aiVector3D v; sz = &line[0];
   1.757 +					AI_NFF_PARSE_TRIPLE(v);
   1.758 +					out->vertices[out->vertices.size()-n-1] = v;
   1.759 +
   1.760 +					if (out != currentMesh)
   1.761 +					{
   1.762 +						AI_NFF_PARSE_TRIPLE(v);
   1.763 +						out->normals[out->vertices.size()-n-1] = v;
   1.764 +					}
   1.765 +					if (out == currentMeshWithUVCoords)
   1.766 +					{
   1.767 +						// FIX: in one test file this wraps over multiple lines
   1.768 +						SkipSpaces(&sz);
   1.769 +						if (IsLineEnd(*sz))
   1.770 +						{
   1.771 +							GetNextLine(buffer,line);
   1.772 +							sz = line;
   1.773 +						}
   1.774 +						AI_NFF_PARSE_FLOAT(v.x);
   1.775 +						SkipSpaces(&sz);
   1.776 +						if (IsLineEnd(*sz))
   1.777 +						{
   1.778 +							GetNextLine(buffer,line);
   1.779 +							sz = line;
   1.780 +						}
   1.781 +						AI_NFF_PARSE_FLOAT(v.y);
   1.782 +						v.y = 1.f - v.y;
   1.783 +						out->uvs[out->vertices.size()-n-1] = v;
   1.784 +					}
   1.785 +				}
   1.786 +				out->faces.push_back(m);
   1.787 +			}
   1.788 +			// 'f' - shading information block
   1.789 +			else if (TokenMatch(sz,"f",1))
   1.790 +			{
   1.791 +				float d;
   1.792 +
   1.793 +				// read the RGB colors
   1.794 +				AI_NFF_PARSE_TRIPLE(s.color);
   1.795 +
   1.796 +				// read the other properties
   1.797 +				AI_NFF_PARSE_FLOAT(s.diffuse.r);
   1.798 +				AI_NFF_PARSE_FLOAT(s.specular.r);
   1.799 +				AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
   1.800 +				AI_NFF_PARSE_FLOAT(d);
   1.801 +				AI_NFF_PARSE_FLOAT(s.refracti);
   1.802 +
   1.803 +				// NFF2 uses full colors here so we need to use them too
   1.804 +				// although NFF uses simple scaling factors
   1.805 +				s.diffuse.g  = s.diffuse.b = s.diffuse.r;
   1.806 +				s.specular.g = s.specular.b = s.specular.r;
   1.807 +
   1.808 +				// if the next one is NOT a number we assume it is a texture file name
   1.809 +				// this feature is used by some NFF files on the internet and it has
   1.810 +				// been implemented as it can be really useful
   1.811 +				SkipSpaces(&sz);
   1.812 +				if (!IsNumeric(*sz))
   1.813 +				{
   1.814 +					// TODO: Support full file names with spaces and quotation marks ...
   1.815 +					const char* p = sz;
   1.816 +					while (!IsSpaceOrNewLine( *sz ))++sz;
   1.817 +
   1.818 +					unsigned int diff = (unsigned int)(sz-p);
   1.819 +					if (diff)
   1.820 +					{
   1.821 +						s.texFile = std::string(p,diff);
   1.822 +					}
   1.823 +				}
   1.824 +				else
   1.825 +				{
   1.826 +					AI_NFF_PARSE_FLOAT(s.ambient); // optional
   1.827 +				}
   1.828 +			}
   1.829 +			// 'shader' - other way to specify a texture
   1.830 +			else if (TokenMatch(sz,"shader",6))
   1.831 +			{
   1.832 +				SkipSpaces(&sz);
   1.833 +				const char* old = sz;
   1.834 +				while (!IsSpaceOrNewLine(*sz))++sz;
   1.835 +				s.texFile = std::string(old, (uintptr_t)sz - (uintptr_t)old);
   1.836 +			}
   1.837 +			// 'l' - light source
   1.838 +			else if (TokenMatch(sz,"l",1))
   1.839 +			{
   1.840 +				lights.push_back(Light());
   1.841 +				Light& light = lights.back();
   1.842 +
   1.843 +				AI_NFF_PARSE_TRIPLE(light.position);
   1.844 +				AI_NFF_PARSE_FLOAT (light.intensity);
   1.845 +				AI_NFF_PARSE_TRIPLE(light.color);
   1.846 +			}
   1.847 +			// 's' - sphere
   1.848 +			else if (TokenMatch(sz,"s",1))
   1.849 +			{
   1.850 +				meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
   1.851 +				MeshInfo& currentMesh = meshesLocked.back();
   1.852 +				currentMesh.shader = s;
   1.853 +				currentMesh.shader.mapping = aiTextureMapping_SPHERE;
   1.854 +
   1.855 +				AI_NFF_PARSE_SHAPE_INFORMATION();
   1.856 +
   1.857 +				// we don't need scaling or translation here - we do it in the node's transform
   1.858 +				StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
   1.859 +				currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
   1.860 +
   1.861 +				// generate a name for the mesh
   1.862 +				::sprintf(currentMesh.name,"sphere_%i",sphere++);
   1.863 +			}
   1.864 +			// 'dod' - dodecahedron
   1.865 +			else if (TokenMatch(sz,"dod",3))
   1.866 +			{
   1.867 +				meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
   1.868 +				MeshInfo& currentMesh = meshesLocked.back();
   1.869 +				currentMesh.shader = s;
   1.870 +				currentMesh.shader.mapping = aiTextureMapping_SPHERE;
   1.871 +
   1.872 +				AI_NFF_PARSE_SHAPE_INFORMATION();
   1.873 +
   1.874 +				// we don't need scaling or translation here - we do it in the node's transform
   1.875 +				StandardShapes::MakeDodecahedron(currentMesh.vertices);
   1.876 +				currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
   1.877 +
   1.878 +				// generate a name for the mesh
   1.879 +				::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
   1.880 +			}
   1.881 +
   1.882 +			// 'oct' - octahedron
   1.883 +			else if (TokenMatch(sz,"oct",3))
   1.884 +			{
   1.885 +				meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
   1.886 +				MeshInfo& currentMesh = meshesLocked.back();
   1.887 +				currentMesh.shader = s;
   1.888 +				currentMesh.shader.mapping = aiTextureMapping_SPHERE;
   1.889 +
   1.890 +				AI_NFF_PARSE_SHAPE_INFORMATION();
   1.891 +
   1.892 +				// we don't need scaling or translation here - we do it in the node's transform
   1.893 +				StandardShapes::MakeOctahedron(currentMesh.vertices);
   1.894 +				currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
   1.895 +
   1.896 +				// generate a name for the mesh
   1.897 +				::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
   1.898 +			}
   1.899 +
   1.900 +			// 'tet' - tetrahedron
   1.901 +			else if (TokenMatch(sz,"tet",3))
   1.902 +			{
   1.903 +				meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
   1.904 +				MeshInfo& currentMesh = meshesLocked.back();
   1.905 +				currentMesh.shader = s;
   1.906 +				currentMesh.shader.mapping = aiTextureMapping_SPHERE;
   1.907 +
   1.908 +				AI_NFF_PARSE_SHAPE_INFORMATION();
   1.909 +
   1.910 +				// we don't need scaling or translation here - we do it in the node's transform
   1.911 +				StandardShapes::MakeTetrahedron(currentMesh.vertices);
   1.912 +				currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
   1.913 +
   1.914 +				// generate a name for the mesh
   1.915 +				::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
   1.916 +			}
   1.917 +
   1.918 +			// 'hex' - hexahedron
   1.919 +			else if (TokenMatch(sz,"hex",3))
   1.920 +			{
   1.921 +				meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
   1.922 +				MeshInfo& currentMesh = meshesLocked.back();
   1.923 +				currentMesh.shader = s;
   1.924 +				currentMesh.shader.mapping = aiTextureMapping_BOX;
   1.925 +
   1.926 +				AI_NFF_PARSE_SHAPE_INFORMATION();
   1.927 +
   1.928 +				// we don't need scaling or translation here - we do it in the node's transform
   1.929 +				StandardShapes::MakeHexahedron(currentMesh.vertices);
   1.930 +				currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
   1.931 +
   1.932 +				// generate a name for the mesh
   1.933 +				::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
   1.934 +			}
   1.935 +			// 'c' - cone
   1.936 +			else if (TokenMatch(sz,"c",1))
   1.937 +			{
   1.938 +				meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
   1.939 +				MeshInfo& currentMesh = meshesLocked.back();
   1.940 +				currentMesh.shader = s;
   1.941 +				currentMesh.shader.mapping = aiTextureMapping_CYLINDER;
   1.942 +
   1.943 +				if(!GetNextLine(buffer,line))
   1.944 +				{
   1.945 +					DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
   1.946 +					break;
   1.947 +				}
   1.948 +				sz = line;
   1.949 +
   1.950 +				// read the two center points and the respective radii
   1.951 +				aiVector3D center1, center2; float radius1, radius2;
   1.952 +				AI_NFF_PARSE_TRIPLE(center1);
   1.953 +				AI_NFF_PARSE_FLOAT(radius1);
   1.954 +
   1.955 +				if(!GetNextLine(buffer,line))
   1.956 +				{
   1.957 +					DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
   1.958 +					break;
   1.959 +				}
   1.960 +				sz = line;
   1.961 +
   1.962 +				AI_NFF_PARSE_TRIPLE(center2);
   1.963 +				AI_NFF_PARSE_FLOAT(radius2);
   1.964 +
   1.965 +				// compute the center point of the cone/cylinder -
   1.966 +				// it is its local transformation origin
   1.967 +				currentMesh.dir    =  center2-center1;
   1.968 +				currentMesh.center =  center1+currentMesh.dir/2.f;
   1.969 +
   1.970 +				float f;
   1.971 +				if (( f = currentMesh.dir.Length()) < 10e-3f )
   1.972 +				{
   1.973 +					DefaultLogger::get()->error("NFF: Cone height is close to zero");
   1.974 +					continue;
   1.975 +				}
   1.976 +				currentMesh.dir /= f; // normalize
   1.977 +
   1.978 +				// generate the cone - it consists of simple triangles
   1.979 +				StandardShapes::MakeCone(f, radius1, radius2,
   1.980 +					integer_pow(4, iTesselation), currentMesh.vertices);
   1.981 +
   1.982 +				// MakeCone() returns tris
   1.983 +				currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
   1.984 +
   1.985 +				// generate a name for the mesh. 'cone' if it a cone,
   1.986 +				// 'cylinder' if it is a cylinder. Funny, isn't it?
   1.987 +				if (radius1 != radius2)
   1.988 +					::sprintf(currentMesh.name,"cone_%i",cone++);
   1.989 +				else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
   1.990 +			}
   1.991 +			// 'tess' - tesselation
   1.992 +			else if (TokenMatch(sz,"tess",4))
   1.993 +			{
   1.994 +				SkipSpaces(&sz);
   1.995 +				iTesselation = strtoul10(sz);
   1.996 +			}
   1.997 +			// 'from' - camera position
   1.998 +			else if (TokenMatch(sz,"from",4))
   1.999 +			{
  1.1000 +				AI_NFF_PARSE_TRIPLE(camPos);
  1.1001 +				hasCam = true;
  1.1002 +			}
  1.1003 +			// 'at' - camera look-at vector
  1.1004 +			else if (TokenMatch(sz,"at",2))
  1.1005 +			{
  1.1006 +				AI_NFF_PARSE_TRIPLE(camLookAt);
  1.1007 +				hasCam = true;
  1.1008 +			}
  1.1009 +			// 'up' - camera up vector
  1.1010 +			else if (TokenMatch(sz,"up",2))
  1.1011 +			{
  1.1012 +				AI_NFF_PARSE_TRIPLE(camUp);
  1.1013 +				hasCam = true;
  1.1014 +			}
  1.1015 +			// 'angle' - (half?) camera field of view
  1.1016 +			else if (TokenMatch(sz,"angle",5))
  1.1017 +			{
  1.1018 +				AI_NFF_PARSE_FLOAT(angle);
  1.1019 +				hasCam = true;
  1.1020 +			}
  1.1021 +			// 'resolution' - used to compute the screen aspect
  1.1022 +			else if (TokenMatch(sz,"resolution",10))
  1.1023 +			{
  1.1024 +				AI_NFF_PARSE_FLOAT(resolution.x);
  1.1025 +				AI_NFF_PARSE_FLOAT(resolution.y);
  1.1026 +				hasCam = true;
  1.1027 +			}
  1.1028 +			// 'pb' - bezier patch. Not supported yet
  1.1029 +			else if (TokenMatch(sz,"pb",2))
  1.1030 +			{
  1.1031 +				DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
  1.1032 +			}
  1.1033 +			// 'pn' - NURBS. Not supported yet
  1.1034 +			else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
  1.1035 +			{
  1.1036 +				DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
  1.1037 +			}
  1.1038 +			// '' - comment
  1.1039 +			else if ('#' == line[0])
  1.1040 +			{
  1.1041 +				const char* sz;SkipSpaces(&line[1],&sz);
  1.1042 +				if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
  1.1043 +			}
  1.1044 +		}
  1.1045 +	}
  1.1046 +
  1.1047 +	// copy all arrays into one large
  1.1048 +	meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
  1.1049 +	meshes.insert  (meshes.end(),meshesLocked.begin(),meshesLocked.end());
  1.1050 +	meshes.insert  (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
  1.1051 +	meshes.insert  (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
  1.1052 +
  1.1053 +	// now generate output meshes. first find out how many meshes we'll need
  1.1054 +	std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
  1.1055 +	for (;it != end;++it)
  1.1056 +	{
  1.1057 +		if (!(*it).faces.empty())
  1.1058 +		{
  1.1059 +			++pScene->mNumMeshes;
  1.1060 +			if ((*it).name[0])++numNamed;
  1.1061 +		}
  1.1062 +	}
  1.1063 +
  1.1064 +	// generate a dummy root node - assign all unnamed elements such
  1.1065 +	// as polygons and polygon patches to the root node and generate
  1.1066 +	// sub nodes for named objects such as spheres and cones.
  1.1067 +	aiNode* const root = new aiNode();
  1.1068 +	root->mName.Set("<NFF_Root>");
  1.1069 +	root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
  1.1070 +	root->mNumMeshes = pScene->mNumMeshes-numNamed;
  1.1071 +
  1.1072 +	aiNode** ppcChildren = NULL;
  1.1073 +	unsigned int* pMeshes = NULL;
  1.1074 +	if (root->mNumMeshes)
  1.1075 +		pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
  1.1076 +	if (root->mNumChildren)
  1.1077 +		ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
  1.1078 +
  1.1079 +	// generate the camera
  1.1080 +	if (hasCam)
  1.1081 +	{
  1.1082 +		aiNode* nd = *ppcChildren = new aiNode();
  1.1083 +		nd->mName.Set("<NFF_Camera>");
  1.1084 +		nd->mParent = root;
  1.1085 +
  1.1086 +		// allocate the camera in the scene
  1.1087 +		pScene->mNumCameras = 1;
  1.1088 +		pScene->mCameras = new aiCamera*[1];
  1.1089 +		aiCamera* c = pScene->mCameras[0] = new aiCamera;
  1.1090 +
  1.1091 +		c->mName = nd->mName; // make sure the names are identical
  1.1092 +		c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
  1.1093 +		c->mLookAt		= camLookAt - camPos;
  1.1094 +		c->mPosition	= camPos;
  1.1095 +		c->mUp			= camUp;
  1.1096 +
  1.1097 +		// If the resolution is not specified in the file, we
  1.1098 +		// need to set 1.0 as aspect. 
  1.1099 +		c->mAspect		= (!resolution.y ? 0.f : resolution.x / resolution.y);
  1.1100 +		++ppcChildren;
  1.1101 +	}
  1.1102 +
  1.1103 +	// generate light sources
  1.1104 +	if (!lights.empty())
  1.1105 +	{
  1.1106 +		pScene->mNumLights = (unsigned int)lights.size();
  1.1107 +		pScene->mLights = new aiLight*[pScene->mNumLights];
  1.1108 +		for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
  1.1109 +		{
  1.1110 +			const Light& l = lights[i];
  1.1111 +
  1.1112 +			aiNode* nd = *ppcChildren  = new aiNode();
  1.1113 +			nd->mParent = root;
  1.1114 +
  1.1115 +			nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
  1.1116 +
  1.1117 +			// allocate the light in the scene data structure
  1.1118 +			aiLight* out = pScene->mLights[i] = new aiLight();
  1.1119 +			out->mName = nd->mName; // make sure the names are identical
  1.1120 +			out->mType = aiLightSource_POINT;
  1.1121 +			out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
  1.1122 +			out->mPosition = l.position;
  1.1123 +		}
  1.1124 +	}
  1.1125 +
  1.1126 +	if (!pScene->mNumMeshes)throw DeadlyImportError("NFF: No meshes loaded");
  1.1127 +	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
  1.1128 +	pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
  1.1129 +	for (it = meshes.begin(), m = 0; it != end;++it)
  1.1130 +	{
  1.1131 +		if ((*it).faces.empty())continue;
  1.1132 +
  1.1133 +		const MeshInfo& src = *it;
  1.1134 +		aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
  1.1135 +		mesh->mNumVertices = (unsigned int)src.vertices.size();
  1.1136 +		mesh->mNumFaces = (unsigned int)src.faces.size();
  1.1137 +
  1.1138 +		// Generate sub nodes for named meshes
  1.1139 +		if (src.name[0])
  1.1140 +		{
  1.1141 +			aiNode* const node = *ppcChildren = new aiNode();
  1.1142 +			node->mParent = root;
  1.1143 +			node->mNumMeshes = 1;
  1.1144 +			node->mMeshes = new unsigned int[1];
  1.1145 +			node->mMeshes[0] = m;
  1.1146 +			node->mName.Set(src.name);
  1.1147 +
  1.1148 +			// setup the transformation matrix of the node
  1.1149 +			aiMatrix4x4::FromToMatrix(aiVector3D(0.f,1.f,0.f),
  1.1150 +				src.dir,node->mTransformation);
  1.1151 +
  1.1152 +			aiMatrix4x4& mat = node->mTransformation;
  1.1153 +			mat.a1 *= src.radius.x; mat.b1 *= src.radius.x; mat.c1 *= src.radius.x;
  1.1154 +			mat.a2 *= src.radius.y; mat.b2 *= src.radius.y; mat.c2 *= src.radius.y;
  1.1155 +			mat.a3 *= src.radius.z; mat.b3 *= src.radius.z; mat.c3 *= src.radius.z;
  1.1156 +			mat.a4 = src.center.x;
  1.1157 +			mat.b4 = src.center.y;
  1.1158 +			mat.c4 = src.center.z;
  1.1159 +
  1.1160 +			++ppcChildren;
  1.1161 +		}
  1.1162 +		else *pMeshes++ = m;
  1.1163 +
  1.1164 +		// copy vertex positions
  1.1165 +		mesh->mVertices = new aiVector3D[mesh->mNumVertices];
  1.1166 +		::memcpy(mesh->mVertices,&src.vertices[0],
  1.1167 +			sizeof(aiVector3D)*mesh->mNumVertices);
  1.1168 +
  1.1169 +		// NFF2: there could be vertex colors
  1.1170 +		if (!src.colors.empty())
  1.1171 +		{
  1.1172 +			ai_assert(src.colors.size() == src.vertices.size());
  1.1173 +
  1.1174 +			// copy vertex colors
  1.1175 +			mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
  1.1176 +			::memcpy(mesh->mColors[0],&src.colors[0],
  1.1177 +				sizeof(aiColor4D)*mesh->mNumVertices);
  1.1178 +		}
  1.1179 +
  1.1180 +		if (!src.normals.empty())
  1.1181 +		{
  1.1182 +			ai_assert(src.normals.size() == src.vertices.size());
  1.1183 +
  1.1184 +			// copy normal vectors
  1.1185 +			mesh->mNormals = new aiVector3D[mesh->mNumVertices];
  1.1186 +			::memcpy(mesh->mNormals,&src.normals[0],
  1.1187 +				sizeof(aiVector3D)*mesh->mNumVertices);
  1.1188 +		}
  1.1189 +
  1.1190 +		if (!src.uvs.empty())
  1.1191 +		{
  1.1192 +			ai_assert(src.uvs.size() == src.vertices.size());
  1.1193 +
  1.1194 +			// copy texture coordinates
  1.1195 +			mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
  1.1196 +			::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
  1.1197 +				sizeof(aiVector3D)*mesh->mNumVertices);
  1.1198 +		}
  1.1199 +
  1.1200 +		// generate faces
  1.1201 +		unsigned int p = 0;
  1.1202 +		aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
  1.1203 +		for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
  1.1204 +			end2 = src.faces.end();
  1.1205 +			it2 != end2;++it2,++pFace)
  1.1206 +		{
  1.1207 +			pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
  1.1208 +			for (unsigned int o = 0; o < pFace->mNumIndices;++o)
  1.1209 +				pFace->mIndices[o] = p++;
  1.1210 +		}
  1.1211 +
  1.1212 +		// generate a material for the mesh
  1.1213 +		aiMaterial* pcMat = (aiMaterial*)(pScene->mMaterials[m] = new aiMaterial());
  1.1214 +
  1.1215 +		mesh->mMaterialIndex = m++;
  1.1216 +
  1.1217 +		aiString s;
  1.1218 +		s.Set(AI_DEFAULT_MATERIAL_NAME);
  1.1219 +		pcMat->AddProperty(&s, AI_MATKEY_NAME);
  1.1220 +
  1.1221 +		// FIX: Ignore diffuse == 0 
  1.1222 +		aiColor3D c = src.shader.color * (src.shader.diffuse.r ?  src.shader.diffuse : aiColor3D(1.f,1.f,1.f));
  1.1223 +		pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
  1.1224 +		c = src.shader.color * src.shader.specular;
  1.1225 +		pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
  1.1226 +
  1.1227 +		// NFF2 - default values for NFF
  1.1228 +		pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
  1.1229 +		pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
  1.1230 +		pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY);
  1.1231 +
  1.1232 +		// setup the first texture layer, if existing
  1.1233 +		if (src.shader.texFile.length())
  1.1234 +		{
  1.1235 +			s.Set(src.shader.texFile);
  1.1236 +			pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
  1.1237 +
  1.1238 +			if (aiTextureMapping_UV != src.shader.mapping) {
  1.1239 +
  1.1240 +				aiVector3D v(0.f,-1.f,0.f);
  1.1241 +				pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0));
  1.1242 +				pcMat->AddProperty((int*)&src.shader.mapping, 1,AI_MATKEY_MAPPING_DIFFUSE(0));
  1.1243 +			}
  1.1244 +		}
  1.1245 +
  1.1246 +		// setup the name of the material
  1.1247 +		if (src.shader.name.length())
  1.1248 +		{
  1.1249 +			s.Set(src.shader.texFile);
  1.1250 +			pcMat->AddProperty(&s,AI_MATKEY_NAME);
  1.1251 +		}
  1.1252 +
  1.1253 +		// setup some more material properties that are specific to NFF2
  1.1254 +		int i;
  1.1255 +		if (src.shader.twoSided)
  1.1256 +		{
  1.1257 +			i = 1;
  1.1258 +			pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
  1.1259 +		}
  1.1260 +		i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
  1.1261 +		if (src.shader.shininess)
  1.1262 +		{
  1.1263 +			i = aiShadingMode_Phong;
  1.1264 +			pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS);
  1.1265 +		}
  1.1266 +		pcMat->AddProperty(&i,1,AI_MATKEY_SHADING_MODEL);
  1.1267 +	}
  1.1268 +	pScene->mRootNode = root;
  1.1269 +}
  1.1270 +
  1.1271 +#endif // !! ASSIMP_BUILD_NO_NFF_IMPORTER