add assimp library code
This commit is contained in:
740
libs/assimp/code/AssetLib/Obj/ObjFileImporter.cpp
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740
libs/assimp/code/AssetLib/Obj/ObjFileImporter.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
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#include "ObjFileImporter.h"
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#include "ObjFileData.h"
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#include "ObjFileParser.h"
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/IOStreamBuffer.h>
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#include <assimp/ai_assert.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <memory>
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static const aiImporterDesc desc = {
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"Wavefront Object Importer",
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"",
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"",
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"surfaces not supported",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"obj"
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};
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static const unsigned int ObjMinSize = 16;
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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ObjFileImporter::ObjFileImporter() :
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m_Buffer(),
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m_pRootObject(nullptr),
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m_strAbsPath(std::string(1, DefaultIOSystem().getOsSeparator())) {}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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ObjFileImporter::~ObjFileImporter() {
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delete m_pRootObject;
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m_pRootObject = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an obj file.
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bool ObjFileImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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if (!checkSig) {
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//Check File Extension
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return SimpleExtensionCheck(pFile, "obj");
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} else {
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// Check file Header
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static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9, 200, false, true);
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *ObjFileImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Obj-file import implementation
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void ObjFileImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) {
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// Read file into memory
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static const std::string mode = "rb";
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auto streamCloser = [&](IOStream *pStream) {
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pIOHandler->Close(pStream);
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};
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std::unique_ptr<IOStream, decltype(streamCloser)> fileStream(pIOHandler->Open(file, mode), streamCloser);
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if (!fileStream.get()) {
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throw DeadlyImportError("Failed to open file ", file, ".");
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}
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// Get the file-size and validate it, throwing an exception when fails
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size_t fileSize = fileStream->FileSize();
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if (fileSize < ObjMinSize) {
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throw DeadlyImportError("OBJ-file is too small.");
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}
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IOStreamBuffer<char> streamedBuffer;
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streamedBuffer.open(fileStream.get());
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// Allocate buffer and read file into it
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//TextFileToBuffer( fileStream.get(),m_Buffer);
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// Get the model name
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std::string modelName, folderName;
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std::string::size_type pos = file.find_last_of("\\/");
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if (pos != std::string::npos) {
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modelName = file.substr(pos + 1, file.size() - pos - 1);
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folderName = file.substr(0, pos);
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if (!folderName.empty()) {
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pIOHandler->PushDirectory(folderName);
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}
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} else {
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modelName = file;
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}
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// parse the file into a temporary representation
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ObjFileParser parser(streamedBuffer, modelName, pIOHandler, m_progress, file);
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// And create the proper return structures out of it
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CreateDataFromImport(parser.GetModel(), pScene);
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streamedBuffer.close();
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// Clean up allocated storage for the next import
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m_Buffer.clear();
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// Pop directory stack
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if (pIOHandler->StackSize() > 0) {
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pIOHandler->PopDirectory();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Create the data from parsed obj-file
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void ObjFileImporter::CreateDataFromImport(const ObjFile::Model *pModel, aiScene *pScene) {
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if (0L == pModel) {
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return;
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}
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// Create the root node of the scene
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pScene->mRootNode = new aiNode;
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if (!pModel->m_ModelName.empty()) {
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// Set the name of the scene
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pScene->mRootNode->mName.Set(pModel->m_ModelName);
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} else {
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// This is a fatal error, so break down the application
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ai_assert(false);
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}
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if (!pModel->m_Objects.empty()) {
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unsigned int meshCount = 0;
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unsigned int childCount = 0;
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for (auto object : pModel->m_Objects) {
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if (object) {
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++childCount;
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meshCount += (unsigned int)object->m_Meshes.size();
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}
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}
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// Allocate space for the child nodes on the root node
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pScene->mRootNode->mChildren = new aiNode *[childCount];
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// Create nodes for the whole scene
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std::vector<aiMesh *> MeshArray;
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MeshArray.reserve(meshCount);
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for (size_t index = 0; index < pModel->m_Objects.size(); ++index) {
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createNodes(pModel, pModel->m_Objects[index], pScene->mRootNode, pScene, MeshArray);
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}
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ai_assert(pScene->mRootNode->mNumChildren == childCount);
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0) {
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pScene->mMeshes = new aiMesh *[MeshArray.size()];
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for (size_t index = 0; index < MeshArray.size(); ++index) {
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pScene->mMeshes[index] = MeshArray[index];
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}
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}
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// Create all materials
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createMaterials(pModel, pScene);
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} else {
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if (pModel->m_Vertices.empty()) {
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return;
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}
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std::unique_ptr<aiMesh> mesh(new aiMesh);
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mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
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unsigned int n = (unsigned int)pModel->m_Vertices.size();
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mesh->mNumVertices = n;
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mesh->mVertices = new aiVector3D[n];
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memcpy(mesh->mVertices, pModel->m_Vertices.data(), n * sizeof(aiVector3D));
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if (!pModel->m_Normals.empty()) {
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mesh->mNormals = new aiVector3D[n];
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if (pModel->m_Normals.size() < n) {
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throw DeadlyImportError("OBJ: vertex normal index out of range");
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}
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memcpy(mesh->mNormals, pModel->m_Normals.data(), n * sizeof(aiVector3D));
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}
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if (!pModel->m_VertexColors.empty()) {
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mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
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for (unsigned int i = 0; i < n; ++i) {
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if (i < pModel->m_VertexColors.size()) {
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const aiVector3D &color = pModel->m_VertexColors[i];
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mesh->mColors[0][i] = aiColor4D(color.x, color.y, color.z, 1.0);
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} else {
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throw DeadlyImportError("OBJ: vertex color index out of range");
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}
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}
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}
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMeshes = new aiMesh *[1];
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pScene->mNumMeshes = 1;
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pScene->mMeshes[0] = mesh.release();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all nodes of the model
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aiNode *ObjFileImporter::createNodes(const ObjFile::Model *pModel, const ObjFile::Object *pObject,
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aiNode *pParent, aiScene *pScene,
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std::vector<aiMesh *> &MeshArray) {
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ai_assert(nullptr != pModel);
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if (nullptr == pObject) {
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return nullptr;
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}
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// Store older mesh size to be able to computes mesh offsets for new mesh instances
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const size_t oldMeshSize = MeshArray.size();
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aiNode *pNode = new aiNode;
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pNode->mName = pObject->m_strObjName;
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// If we have a parent node, store it
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ai_assert(nullptr != pParent);
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appendChildToParentNode(pParent, pNode);
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for (size_t i = 0; i < pObject->m_Meshes.size(); ++i) {
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unsigned int meshId = pObject->m_Meshes[i];
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aiMesh *pMesh = createTopology(pModel, pObject, meshId);
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if (pMesh) {
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if (pMesh->mNumFaces > 0) {
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MeshArray.push_back(pMesh);
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} else {
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delete pMesh;
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}
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}
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}
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// Create all nodes from the sub-objects stored in the current object
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if (!pObject->m_SubObjects.empty()) {
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size_t numChilds = pObject->m_SubObjects.size();
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pNode->mNumChildren = static_cast<unsigned int>(numChilds);
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pNode->mChildren = new aiNode *[numChilds];
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[1];
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}
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// Set mesh instances into scene- and node-instances
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const size_t meshSizeDiff = MeshArray.size() - oldMeshSize;
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if (meshSizeDiff > 0) {
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pNode->mMeshes = new unsigned int[meshSizeDiff];
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pNode->mNumMeshes = static_cast<unsigned int>(meshSizeDiff);
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size_t index = 0;
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for (size_t i = oldMeshSize; i < MeshArray.size(); ++i) {
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pNode->mMeshes[index] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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++index;
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}
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}
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Create topology data
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aiMesh *ObjFileImporter::createTopology(const ObjFile::Model *pModel, const ObjFile::Object *pData, unsigned int meshIndex) {
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// Checking preconditions
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ai_assert(nullptr != pModel);
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if (nullptr == pData) {
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return nullptr;
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}
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// Create faces
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[meshIndex];
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if (!pObjMesh) {
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return nullptr;
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}
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if (pObjMesh->m_Faces.empty()) {
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return nullptr;
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}
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std::unique_ptr<aiMesh> pMesh(new aiMesh);
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if (!pObjMesh->m_name.empty()) {
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pMesh->mName.Set(pObjMesh->m_name);
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}
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
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ObjFile::Face *const inp = pObjMesh->m_Faces[index];
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ai_assert(nullptr != inp);
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size() - 1);
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pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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} else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size());
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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} else {
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++pMesh->mNumFaces;
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if (inp->m_vertices.size() > 3) {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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} else {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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}
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}
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}
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unsigned int uiIdxCount(0u);
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if (pMesh->mNumFaces > 0) {
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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if (pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial) {
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pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
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}
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unsigned int outIndex(0);
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// Copy all data from all stored meshes
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for (auto &face : pObjMesh->m_Faces) {
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ObjFile::Face *const inp = face;
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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for (size_t i = 0; i < inp->m_vertices.size() - 1; ++i) {
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aiFace &f = pMesh->mFaces[outIndex++];
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uiIdxCount += f.mNumIndices = 2;
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f.mIndices = new unsigned int[2];
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}
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continue;
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} else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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for (size_t i = 0; i < inp->m_vertices.size(); ++i) {
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aiFace &f = pMesh->mFaces[outIndex++];
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uiIdxCount += f.mNumIndices = 1;
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f.mIndices = new unsigned int[1];
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}
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continue;
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}
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aiFace *pFace = &pMesh->mFaces[outIndex++];
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const unsigned int uiNumIndices = (unsigned int)face->m_vertices.size();
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uiIdxCount += pFace->mNumIndices = (unsigned int)uiNumIndices;
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if (pFace->mNumIndices > 0) {
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pFace->mIndices = new unsigned int[uiNumIndices];
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}
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}
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, meshIndex, pMesh.get(), uiIdxCount);
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return pMesh.release();
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}
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// ------------------------------------------------------------------------------------------------
|
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// Creates a vertex array
|
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void ObjFileImporter::createVertexArray(const ObjFile::Model *pModel,
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const ObjFile::Object *pCurrentObject,
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unsigned int uiMeshIndex,
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aiMesh *pMesh,
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unsigned int numIndices) {
|
||||
// Checking preconditions
|
||||
ai_assert(nullptr != pCurrentObject);
|
||||
|
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// Break, if no faces are stored in object
|
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if (pCurrentObject->m_Meshes.empty())
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return;
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// Get current mesh
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[uiMeshIndex];
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if (nullptr == pObjMesh || pObjMesh->m_uiNumIndices < 1) {
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return;
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}
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// Copy vertices of this mesh instance
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pMesh->mNumVertices = numIndices;
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if (pMesh->mNumVertices == 0) {
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throw DeadlyImportError("OBJ: no vertices");
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} else if (pMesh->mNumVertices > AI_MAX_VERTICES) {
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throw DeadlyImportError("OBJ: Too many vertices");
|
||||
}
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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||||
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||||
// Allocate buffer for normal vectors
|
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if (!pModel->m_Normals.empty() && pObjMesh->m_hasNormals)
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
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||||
// Allocate buffer for vertex-color vectors
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||||
if (!pModel->m_VertexColors.empty())
|
||||
pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
|
||||
|
||||
// Allocate buffer for texture coordinates
|
||||
if (!pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0]) {
|
||||
pMesh->mNumUVComponents[0] = pModel->m_TextureCoordDim;
|
||||
pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
|
||||
}
|
||||
|
||||
// Copy vertices, normals and textures into aiMesh instance
|
||||
bool normalsok = true, uvok = true;
|
||||
unsigned int newIndex = 0, outIndex = 0;
|
||||
for (auto sourceFace : pObjMesh->m_Faces) {
|
||||
// Copy all index arrays
|
||||
for (size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < sourceFace->m_vertices.size(); vertexIndex++) {
|
||||
const unsigned int vertex = sourceFace->m_vertices.at(vertexIndex);
|
||||
if (vertex >= pModel->m_Vertices.size()) {
|
||||
throw DeadlyImportError("OBJ: vertex index out of range");
|
||||
}
|
||||
|
||||
if (pMesh->mNumVertices <= newIndex) {
|
||||
throw DeadlyImportError("OBJ: bad vertex index");
|
||||
}
|
||||
|
||||
pMesh->mVertices[newIndex] = pModel->m_Vertices[vertex];
|
||||
|
||||
// Copy all normals
|
||||
if (normalsok && !pModel->m_Normals.empty() && vertexIndex < sourceFace->m_normals.size()) {
|
||||
const unsigned int normal = sourceFace->m_normals.at(vertexIndex);
|
||||
if (normal >= pModel->m_Normals.size()) {
|
||||
normalsok = false;
|
||||
} else {
|
||||
pMesh->mNormals[newIndex] = pModel->m_Normals[normal];
|
||||
}
|
||||
}
|
||||
|
||||
// Copy all vertex colors
|
||||
if (!pModel->m_VertexColors.empty()) {
|
||||
const aiVector3D &color = pModel->m_VertexColors[vertex];
|
||||
pMesh->mColors[0][newIndex] = aiColor4D(color.x, color.y, color.z, 1.0);
|
||||
}
|
||||
|
||||
// Copy all texture coordinates
|
||||
if (uvok && !pModel->m_TextureCoord.empty() && vertexIndex < sourceFace->m_texturCoords.size()) {
|
||||
const unsigned int tex = sourceFace->m_texturCoords.at(vertexIndex);
|
||||
|
||||
if (tex >= pModel->m_TextureCoord.size()) {
|
||||
uvok = false;
|
||||
} else {
|
||||
const aiVector3D &coord3d = pModel->m_TextureCoord[tex];
|
||||
pMesh->mTextureCoords[0][newIndex] = aiVector3D(coord3d.x, coord3d.y, coord3d.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Get destination face
|
||||
aiFace *pDestFace = &pMesh->mFaces[outIndex];
|
||||
|
||||
const bool last = (vertexIndex == sourceFace->m_vertices.size() - 1);
|
||||
if (sourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
|
||||
pDestFace->mIndices[outVertexIndex] = newIndex;
|
||||
outVertexIndex++;
|
||||
}
|
||||
|
||||
if (sourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
|
||||
outIndex++;
|
||||
outVertexIndex = 0;
|
||||
} else if (sourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
|
||||
outVertexIndex = 0;
|
||||
|
||||
if (!last)
|
||||
outIndex++;
|
||||
|
||||
if (vertexIndex) {
|
||||
if (!last) {
|
||||
pMesh->mVertices[newIndex + 1] = pMesh->mVertices[newIndex];
|
||||
if (!sourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
|
||||
pMesh->mNormals[newIndex + 1] = pMesh->mNormals[newIndex];
|
||||
}
|
||||
if (!pModel->m_TextureCoord.empty()) {
|
||||
for (size_t i = 0; i < pMesh->GetNumUVChannels(); i++) {
|
||||
pMesh->mTextureCoords[i][newIndex + 1] = pMesh->mTextureCoords[i][newIndex];
|
||||
}
|
||||
}
|
||||
++newIndex;
|
||||
}
|
||||
|
||||
pDestFace[-1].mIndices[1] = newIndex;
|
||||
}
|
||||
} else if (last) {
|
||||
outIndex++;
|
||||
}
|
||||
++newIndex;
|
||||
}
|
||||
}
|
||||
|
||||
if (!normalsok) {
|
||||
delete[] pMesh->mNormals;
|
||||
pMesh->mNormals = nullptr;
|
||||
}
|
||||
|
||||
if (!uvok) {
|
||||
delete[] pMesh->mTextureCoords[0];
|
||||
pMesh->mTextureCoords[0] = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Counts all stored meshes
|
||||
void ObjFileImporter::countObjects(const std::vector<ObjFile::Object *> &rObjects, int &iNumMeshes) {
|
||||
iNumMeshes = 0;
|
||||
if (rObjects.empty())
|
||||
return;
|
||||
|
||||
iNumMeshes += static_cast<unsigned int>(rObjects.size());
|
||||
for (auto object : rObjects) {
|
||||
if (!object->m_SubObjects.empty()) {
|
||||
countObjects(object->m_SubObjects, iNumMeshes);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Add clamp mode property to material if necessary
|
||||
void ObjFileImporter::addTextureMappingModeProperty(aiMaterial *mat, aiTextureType type, int clampMode, int index) {
|
||||
if (nullptr == mat) {
|
||||
return;
|
||||
}
|
||||
|
||||
mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_U(type, index));
|
||||
mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_V(type, index));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Creates the material
|
||||
void ObjFileImporter::createMaterials(const ObjFile::Model *pModel, aiScene *pScene) {
|
||||
if (nullptr == pScene) {
|
||||
return;
|
||||
}
|
||||
|
||||
const unsigned int numMaterials = (unsigned int)pModel->m_MaterialLib.size();
|
||||
pScene->mNumMaterials = 0;
|
||||
if (pModel->m_MaterialLib.empty()) {
|
||||
ASSIMP_LOG_DEBUG("OBJ: no materials specified");
|
||||
return;
|
||||
}
|
||||
|
||||
pScene->mMaterials = new aiMaterial *[numMaterials];
|
||||
for (unsigned int matIndex = 0; matIndex < numMaterials; matIndex++) {
|
||||
// Store material name
|
||||
std::map<std::string, ObjFile::Material *>::const_iterator it;
|
||||
it = pModel->m_MaterialMap.find(pModel->m_MaterialLib[matIndex]);
|
||||
|
||||
// No material found, use the default material
|
||||
if (pModel->m_MaterialMap.end() == it)
|
||||
continue;
|
||||
|
||||
aiMaterial *mat = new aiMaterial;
|
||||
ObjFile::Material *pCurrentMaterial = (*it).second;
|
||||
mat->AddProperty(&pCurrentMaterial->MaterialName, AI_MATKEY_NAME);
|
||||
|
||||
// convert illumination model
|
||||
int sm = 0;
|
||||
switch (pCurrentMaterial->illumination_model) {
|
||||
case 0:
|
||||
sm = aiShadingMode_NoShading;
|
||||
break;
|
||||
case 1:
|
||||
sm = aiShadingMode_Gouraud;
|
||||
break;
|
||||
case 2:
|
||||
sm = aiShadingMode_Phong;
|
||||
break;
|
||||
default:
|
||||
sm = aiShadingMode_Gouraud;
|
||||
ASSIMP_LOG_ERROR("OBJ: unexpected illumination model (0-2 recognized)");
|
||||
}
|
||||
|
||||
mat->AddProperty<int>(&sm, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// Adding material colors
|
||||
mat->AddProperty(&pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
mat->AddProperty(&pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty(&pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
mat->AddProperty(&pCurrentMaterial->emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
mat->AddProperty(&pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS);
|
||||
mat->AddProperty(&pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY);
|
||||
mat->AddProperty(&pCurrentMaterial->transparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
|
||||
|
||||
// Adding refraction index
|
||||
mat->AddProperty(&pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI);
|
||||
|
||||
// Adding textures
|
||||
const int uvwIndex = 0;
|
||||
|
||||
if (0 != pCurrentMaterial->texture.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_DIFFUSE(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDiffuseType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureAmbient.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_AMBIENT(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureAmbientType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_AMBIENT);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureEmissive.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureEmissive, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_EMISSIVE(0));
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureSpecular.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_SPECULAR(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_SPECULAR);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureBump.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_HEIGHT(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureBumpType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_HEIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureNormal.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureNormal, AI_MATKEY_TEXTURE_NORMALS(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_NORMALS(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureNormalType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_NORMALS);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureReflection[0].length) {
|
||||
ObjFile::Material::TextureType type = 0 != pCurrentMaterial->textureReflection[1].length ?
|
||||
ObjFile::Material::TextureReflectionCubeTopType :
|
||||
ObjFile::Material::TextureReflectionSphereType;
|
||||
|
||||
unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
|
||||
for (unsigned i = 0; i < count; i++) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_REFLECTION(i));
|
||||
|
||||
if (pCurrentMaterial->clamp[type])
|
||||
addTextureMappingModeProperty(mat, aiTextureType_REFLECTION, 1, i);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureDisp.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_DISPLACEMENT(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDispType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_DISPLACEMENT);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureOpacity.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_OPACITY(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureOpacityType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_OPACITY);
|
||||
}
|
||||
}
|
||||
|
||||
if (0 != pCurrentMaterial->textureSpecularity.length) {
|
||||
mat->AddProperty(&pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
|
||||
mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_SHININESS(0));
|
||||
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularityType]) {
|
||||
addTextureMappingModeProperty(mat, aiTextureType_SHININESS);
|
||||
}
|
||||
}
|
||||
|
||||
// Store material property info in material array in scene
|
||||
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
||||
pScene->mNumMaterials++;
|
||||
}
|
||||
|
||||
// Test number of created materials.
|
||||
ai_assert(pScene->mNumMaterials == numMaterials);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Appends this node to the parent node
|
||||
void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild) {
|
||||
// Checking preconditions
|
||||
ai_assert(nullptr != pParent);
|
||||
ai_assert(nullptr != pChild);
|
||||
|
||||
// Assign parent to child
|
||||
pChild->mParent = pParent;
|
||||
|
||||
// Copy node instances into parent node
|
||||
pParent->mNumChildren++;
|
||||
pParent->mChildren[pParent->mNumChildren - 1] = pChild;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER
|
||||
Reference in New Issue
Block a user