Optimized triangulation algorithm. Must more faster now.

Added loader for TERRAGEN terrains (*.ter).
ScenePreprocessor generates a default material if none is given.
AC: file extension bug
Added terragen test files.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@279 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-01-09 21:29:54 +00:00
parent 05e451d962
commit 39bfb7608b
12 changed files with 418 additions and 38 deletions

View File

@ -129,10 +129,7 @@ bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) cons
for( std::string::iterator it = extension.begin(); it != extension.end(); ++it) for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
*it = tolower( *it); *it = tolower( *it);
if( extension == ".ac" || extension == "ac") return( extension == ".ac3d" || extension == ".ac");
return true;
return false;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------

View File

@ -129,7 +129,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_BUILD_NO_COLLADA_IMPORTER #ifndef AI_BUILD_NO_COLLADA_IMPORTER
# include "ColladaLoader.h" # include "ColladaLoader.h"
#endif #endif
#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
# include "TerragenLoader.h"
#endif
// PostProcess-Steps // PostProcess-Steps
#ifndef AI_BUILD_NO_CALCTANGENTS_PROCESS #ifndef AI_BUILD_NO_CALCTANGENTS_PROCESS
@ -193,11 +195,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# include "TextureTransform.h" # include "TextureTransform.h"
#endif #endif
using namespace Assimp; using namespace Assimp;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor. // Constructor.
Importer::Importer() : Importer::Importer() :
@ -205,12 +204,12 @@ Importer::Importer() :
mScene(NULL), mScene(NULL),
mErrorString("") mErrorString("")
{ {
// allocate a default IO handler // Allocate a default IO handler
mIOHandler = new DefaultIOSystem; mIOHandler = new DefaultIOSystem;
mIsDefaultHandler = true; mIsDefaultHandler = true;
bExtraVerbose = false; // disable extra verbose mode by default bExtraVerbose = false; // disable extra verbose mode by default
// add an instance of each worker class here // Add an instance of each worker class here
// the order doesn't really care, however file formats that are // the order doesn't really care, however file formats that are
// used more frequently than others should be at the beginning. // used more frequently than others should be at the beginning.
mImporter.reserve(25); mImporter.reserve(25);
@ -290,6 +289,9 @@ Importer::Importer() :
#if (!defined AI_BUILD_NO_COLLADA_IMPORTER) #if (!defined AI_BUILD_NO_COLLADA_IMPORTER)
mImporter.push_back( new ColladaLoader()); mImporter.push_back( new ColladaLoader());
#endif #endif
#if (!defined AI_BUILD_NO_TERRAGEN_IMPORTER)
mImporter.push_back( new TerragenImporter());
#endif
// Add an instance of each post processing step here in the order // Add an instance of each post processing step here in the order
// of sequence it is executed. steps that are added here are not validated - // of sequence it is executed. steps that are added here are not validated -

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@ -52,7 +52,6 @@ void ScenePreprocessor::ProcessScene (aiScene* _scene)
for (unsigned int i = 0; i < scene->mNumMeshes;++i) for (unsigned int i = 0; i < scene->mNumMeshes;++i)
ProcessMesh(scene->mMeshes[i]); ProcessMesh(scene->mMeshes[i]);
// - nothing to do for materials for the moment
// - nothing to do for nodes for the moment // - nothing to do for nodes for the moment
// - nothing to do for textures for the moment // - nothing to do for textures for the moment
// - nothing to do for lights for the moment // - nothing to do for lights for the moment
@ -61,6 +60,31 @@ void ScenePreprocessor::ProcessScene (aiScene* _scene)
// Process all animations // Process all animations
for (unsigned int i = 0; i < scene->mNumAnimations;++i) for (unsigned int i = 0; i < scene->mNumAnimations;++i)
ProcessAnimation(scene->mAnimations[i]); ProcessAnimation(scene->mAnimations[i]);
// Generate a default material if none was specified
if (!scene->mNumMaterials && scene->mNumMeshes)
{
scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 1];
MaterialHelper* helper = new MaterialHelper();
scene->mMaterials[0] = helper;
// gray
aiColor3D clr(0.6f,0.6f,0.6f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
// add a small ambient color value
clr = aiColor3D(0.05f,0.05f,0.05f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
// setup the default name
aiString name(AI_DEFAULT_MATERIAL_NAME);
helper->AddProperty(&name,AI_MATKEY_NAME);
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
scene->mMeshes[i]->mMaterialIndex = 0;
DefaultLogger::get()->debug("ScenePreprocessor: Added default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
}
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------

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@ -0,0 +1,222 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the Terragen importer class */
#include "AssimpPCH.h"
#ifndef AI_BUILD_NO_TERRAGEN_IMPORTER
#include "TerragenLoader.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TerragenImporter::TerragenImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TerragenImporter::~TerragenImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)return false;
std::string extension = pFile.substr( pos);
for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
*it = tolower( *it);
return extension == ".ter";
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
void TerragenImporter::GetExtensionList(std::string& append)
{
append.append("*.ter;");
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void TerragenImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
IOStream* file = pIOHandler->Open( pFile, "rb");
// Check whether we can read from the file
if( file == NULL)
throw new ImportErrorException( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
// Construct a stream reader to read all data in the correct endianess
StreamReaderLE reader(file);
if(reader.GetRemainingSize() < 16)
throw new ImportErrorException( "TER: file is too small" );
// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
throw new ImportErrorException( "TER: Magic string \'TERRAGEN\' not found" );
if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
throw new ImportErrorException( "TER: Magic string \'TERRAIN\' not found" );
unsigned int x = 0,y = 0,mode = 0;
float rad = 6370.f;
aiNode* root = pScene->mRootNode = new aiNode();
root->mName.Set("<TERRAGEN.TERRAIN>");
// Default scaling is 30
root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
// Now read all chunks until we're finished or an EOF marker is encountered
reader.IncPtr(16);
while (reader.GetRemainingSize() >= 4)
{
const char* head = (const char*)reader.GetPtr();
reader.IncPtr(4);
// EOF, break in every case
if (!::strncmp(head,AI_TERR_EOF_STRING,4))
break;
// Number of x-data points
if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
{
x = (uint16_t)reader.GetI2();
}
// Number of y-data points
else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
{
y = (uint16_t)reader.GetI2();
}
// Squared terrains width-1.
else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
{
x = y = (uint16_t)reader.GetI2()+1;
}
// terrain scaling
else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
{
root->mTransformation.a1 = reader.GetF4();
root->mTransformation.b2 = reader.GetF4();
root->mTransformation.c3 = reader.GetF4();
}
// mapping == 1: earth radius
else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
{
rad = reader.GetF4();
}
// mapping mode
else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
{
mode = reader.GetI1();
if (0 != mode)
DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
}
// actual terrain data
else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
{
float hscale = (float)reader.GetI2() / 65536;
float bheight = (float)reader.GetI2();
if (!hscale)hscale = 1;
// Ensure we have enough data
if (reader.GetRemainingSize() < x*y*2)
throw new ImportErrorException("TER: ALTW chunk is too small");
if (x <= 1 || y <= 1)
throw new ImportErrorException("TER: Invalid terrain size");
// Allocate the output mesh
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
aiMesh* m = pScene->mMeshes[0] = new aiMesh();
// We return quads
aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
const int16_t* data = (const int16_t*)reader.GetPtr();
for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
for (unsigned int xx = 0; xx < x-1;++xx,++f) {
// make verts
const float fy = (float)yy, fx = (float)xx;
register unsigned tmp,tmp2;
*pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
*pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
*pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
*pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
// make indices
f->mIndices = new unsigned int[f->mNumIndices = 4];
for (unsigned int i = 0; i < 4;++i)
f->mIndices[i] = t++;
}
}
// Add the mesh to the root node
root->mMeshes = new unsigned int[root->mNumMeshes = 1];
root->mMeshes[0] = 0;
}
// Get to the next chunk (4 byte aligned)
unsigned dtt;
if ((dtt = reader.GetCurrentPos() & 0x3))
reader.IncPtr(4-dtt);
}
// Check whether we have a mesh now
if (pScene->mNumMeshes != 1)
throw new ImportErrorException("TER: Unable to load terrain");
}
#endif // !! AI_BUILD_NO_TERRAGEN_IMPORTER

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@ -0,0 +1,109 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Declaration of the .ter importer class. */
#ifndef INCLUDED_AI_TERRAGEN_TERRAIN_LOADER_H
#define INCLUDED_AI_TERRAGEN_TERRAIN_LOADER_H
#include "BaseImporter.h"
namespace Assimp {
// Magic strings
#define AI_TERR_BASE_STRING "TERRAGEN"
#define AI_TERR_TERRAIN_STRING "TERRAIN "
#define AI_TERR_EOF_STRING "EOF "
// Chunka
#define AI_TERR_CHUNK_XPTS "XPTS"
#define AI_TERR_CHUNK_YPTS "YPTS"
#define AI_TERR_CHUNK_SIZE "SIZE"
#define AI_TERR_CHUNK_SCAL "SCAL"
#define AI_TERR_CHUNK_CRAD "CRAD"
#define AI_TERR_CHUNK_CRVM "CRVM"
#define AI_TERR_CHUNK_ALTW "ALTW"
// ---------------------------------------------------------------------------
/** @brief Importer class to load Terragen (0.9) terrain files.
*
* The loader is basing on the information found here:
* http://www.planetside.co.uk/terragen/dev/tgterrain.html#chunks
*/
class TerragenImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
TerragenImporter();
/** Destructor, private as well */
~TerragenImporter();
public:
// -------------------------------------------------------------------
/** @brief Returns whether we can handle the format of the given file
*
* See BaseImporter::CanRead() for details.
**/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** @brief Called by Importer::GetExtensionList()
*
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
/** @brief Imports the given file into the given scene structure.
*
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
}; //! class TerragenImporter
} // end of namespace Assimp
#endif // AI_AC3DIMPORTER_H_INC

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@ -81,8 +81,8 @@ void TriangulateProcess::Execute( aiScene* pScene)
if( TriangulateMesh( pScene->mMeshes[a])) if( TriangulateMesh( pScene->mMeshes[a]))
bHas = true; bHas = true;
} }
if (bHas)DefaultLogger::get()->info("TriangulateProcess finished. Found polygons to triangulate"); if (bHas)DefaultLogger::get()->info ("TriangulateProcess finished. All polygons have been triangulated");
else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do."); else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do.");
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -111,8 +111,21 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON; pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
std::vector<aiFace> newFaces; // Find out how many output faces we'll have
newFaces.reserve( pMesh->mNumFaces*2); unsigned int numOut = 0;
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
aiFace& face = pMesh->mFaces[a];
if( face.mNumIndices <= 3)
numOut++;
else numOut += face.mNumIndices-2;
}
// Just another check whether aiMesh::mPrimitiveTypes is correct
assert(numOut != pMesh->mNumFaces);
aiFace* out = new aiFace[numOut], *curOut = out;
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{ {
aiFace& face = pMesh->mFaces[a]; aiFace& face = pMesh->mFaces[a];
@ -120,41 +133,38 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// if it's a simple primitive, just copy it // if it's a simple primitive, just copy it
if( face.mNumIndices <= 3) if( face.mNumIndices <= 3)
{ {
newFaces.push_back( aiFace()); aiFace& nface = *curOut++;
aiFace& nface = newFaces.back();
nface.mNumIndices = face.mNumIndices; nface.mNumIndices = face.mNumIndices;
nface.mIndices = face.mIndices; nface.mIndices = face.mIndices;
face.mIndices = NULL;
} }
else else
{ {
assert( face.mNumIndices > 3); for( unsigned int b = 0, end = face.mNumIndices - 2; b < end; b++)
for( unsigned int b = 0; b < face.mNumIndices - 2; b++)
{ {
newFaces.push_back( aiFace()); aiFace& nface = *curOut++;
aiFace& nface = newFaces.back();
nface.mNumIndices = 3; nface.mNumIndices = 3;
nface.mIndices = new unsigned int[3];
nface.mIndices[0] = face.mIndices[0]; // Reuse the buffer for the very last element to save another allocation
if (b == end-1)
nface.mIndices = face.mIndices;
else
{
nface.mIndices = new unsigned int[3];
nface.mIndices[0] = face.mIndices[0];
}
nface.mIndices[1] = face.mIndices[b+1]; nface.mIndices[1] = face.mIndices[b+1];
nface.mIndices[2] = face.mIndices[b+2]; nface.mIndices[2] = face.mIndices[b+2];
} }
} }
face.mIndices = NULL;
} }
// kill the old faces // kill the old faces
delete [] pMesh->mFaces; delete [] pMesh->mFaces;
// and insert our newly generated faces // ... and store the new ones
pMesh->mNumFaces = (unsigned int)newFaces.size(); pMesh->mFaces = out;
pMesh->mFaces = new aiFace[pMesh->mNumFaces]; pMesh->mNumFaces = numOut;
for( unsigned int a = 0; a < newFaces.size(); a++)
{
// operator= would copy the whole array which is definitely not necessary
pMesh->mFaces[a].mNumIndices = newFaces[a].mNumIndices;
pMesh->mFaces[a].mIndices = newFaces[a].mIndices;
newFaces[a].mIndices = NULL;
}
return true; return true;
} }

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@ -291,6 +291,8 @@ void ValidateDSProcess::Execute( aiScene* pScene)
} }
else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
{ {
// NOTE: ScenePreprocessor generates a default material if none is there
// (and at least one mesh is found). So this should never be triggered ...
ReportError("aiScene::mNumMaterials is 0. At least one material must be there"); ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
} }
else if (pScene->mMaterials) else if (pScene->mMaterials)

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@ -76,7 +76,8 @@ SOURCES = AssimpPCH.cpp \
TargetAnimation.cpp \ TargetAnimation.cpp \
ComputeUVMappingProcess.cpp \ ComputeUVMappingProcess.cpp \
ColladaLoader.cpp \ ColladaLoader.cpp \
ColladaParser.cpp ColladaParser.cpp \
TerragenLoader.cpp
OBJECTS = $(SOURCES:.cpp=.o) OBJECTS = $(SOURCES:.cpp=.o)

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@ -76,7 +76,8 @@ SOURCES = AssimpPCH.cpp \
TargetAnimation.cpp \ TargetAnimation.cpp \
ComputeUVMappingProcess.cpp \ ComputeUVMappingProcess.cpp \
ColladaLoader.cpp \ ColladaLoader.cpp \
ColladaParser.cpp ColladaParser.cpp \
TerragenLoader.cpp
OBJECTS = $(SOURCES:.cpp=.o) OBJECTS = $(SOURCES:.cpp=.o)

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@ -1751,6 +1751,18 @@
> >
</File> </File>
</Filter> </Filter>
<Filter
Name="TER"
>
<File
RelativePath="..\..\code\TerragenLoader.cpp"
>
</File>
<File
RelativePath="..\..\code\TerragenLoader.h"
>
</File>
</Filter>
</Filter> </Filter>
<Filter <Filter
Name="PostProcess" Name="PostProcess"