- manually merged C4D importer code from acgessler branch

- manually merged IFC bugfixes and improvements from schrompf branch
pull/469/head
ulf 2015-02-23 14:23:28 +01:00
parent 7c38a33225
commit b71ded1ad0
12 changed files with 1532 additions and 424 deletions

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@ -183,6 +183,52 @@ ENDIF ( ASSIMP_BUILD_COMPILER STREQUAL "")
MARK_AS_ADVANCED ( ASSIMP_BUILD_ARCHITECTURE ASSIMP_BUILD_COMPILER )
SET ( ASSIMP_BUILD_NONFREE_C4D_IMPORTER OFF CACHE BOOL
"Build the C4D importer, which relies on the non-free Melange SDK."
)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
IF ( MSVC )
SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/_melange/includes")
# pick the correct prebuilt library
IF(MSVC11)
SET(C4D_LIB_POSTFIX "_2012md")
ELSEIF(MSVC10)
SET(C4D_LIB_POSTFIX "_2010md")
ELSEIF(MSVC90)
SET(C4D_LIB_POSTFIX "_2008md")
ELSE()
MESSAGE( FATAL_ERROR
"C4D is currently only supported with MSVC 9, 10, 11"
)
ENDIF()
IF(CMAKE_CL_64)
SET(C4D_LIB_ARCH_POSTFIX "_x64")
ELSE()
SET(C4D_LIB_ARCH_POSTFIX "")
ENDIF()
SET(C4D_LIB_BASE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/_melange/lib/WIN")
SET(C4D_DEBUG_LIBRARY "${C4D_LIB_BASE_PATH}/debug/_melange_lib${C4D_LIB_ARCH_POSTFIX}${C4D_LIB_POSTFIX}.lib")
SET(C4D_RELEASE_LIBRARY "${C4D_LIB_BASE_PATH}/release/_melange_lib${C4D_LIB_ARCH_POSTFIX}${C4D_LIB_POSTFIX}.lib")
# winsock and winmm are necessary dependencies of melange (this is undocumented, but true.)
SET(C4D_EXTRA_LIBRARIES WSock32.lib Winmm.lib)
ELSE ()
MESSAGE( FATAL_ERROR
"C4D is currently only available on Windows with melange SDK installed in contrib/Melange"
)
ENDIF ( MSVC )
else (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
ADD_DEFINITIONS( -DASSIMP_BUILD_NO_C4D_IMPORTER )
ENDIF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
ADD_SUBDIRECTORY( code/ )
option ( ASSIMP_BUILD_ASSIMP_TOOLS
"If the supplementary tools for Assimp are built in addition to the library."

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@ -0,0 +1,641 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp 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 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 C4DImporter.cpp
* @brief Implementation of the Cinema4D importer class.
*/
#include "AssimpPCH.h"
// no #ifdefing here, Cinema4D support is carried out in a branch of assimp
// where it is turned on in the CMake settings.
#ifndef _MSC_VER
# error C4D support is currently MSVC only
#endif
#include "C4DImporter.h"
#include "TinyFormatter.h"
#if defined(_M_X64) || defined(__amd64__)
# define __C4D_64BIT
#endif
#define __PC
#include "c4d_file.h"
#include "default_alien_overloads.h"
using namespace _melange_;
// overload this function and fill in your own unique data
void GetWriterInfo(LONG &id, String &appname)
{
id = 2424226;
appname = "Open Asset Import Library";
}
using namespace Assimp;
using namespace Assimp::Formatter;
namespace Assimp {
template<> const std::string LogFunctions<C4DImporter>::log_prefix = "C4D: ";
}
static const aiImporterDesc desc = {
"Cinema4D Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"c4d"
};
// ------------------------------------------------------------------------------------------------
C4DImporter::C4DImporter()
{}
// ------------------------------------------------------------------------------------------------
C4DImporter::~C4DImporter()
{}
// ------------------------------------------------------------------------------------------------
bool C4DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string& extension = GetExtension(pFile);
if (extension == "c4d") {
return true;
}
else if ((!extension.length() || checkSig) && pIOHandler) {
// TODO
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* C4DImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::SetupProperties(const Importer* /*pImp*/)
{
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void C4DImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
if( file.get() == NULL) {
ThrowException("failed to open file " + pFile);
}
const size_t file_size = file->FileSize();
std::vector<uint8_t> mBuffer(file_size);
file->Read(&mBuffer[0], 1, file_size);
Filename f;
f.SetMemoryReadMode(&mBuffer[0], file_size);
// open document first
BaseDocument* doc = LoadDocument(f, SCENEFILTER_OBJECTS | SCENEFILTER_MATERIALS);
if(doc == NULL) {
ThrowException("failed to read document " + pFile);
}
pScene->mRootNode = new aiNode("<C4DRoot>");
// first convert all materials
ReadMaterials(doc->GetFirstMaterial());
// process C4D scenegraph recursively
try {
RecurseHierarchy(doc->GetFirstObject(), pScene->mRootNode);
}
catch(...) {
BOOST_FOREACH(aiMesh* mesh, meshes) {
delete mesh;
}
BaseDocument::Free(doc);
throw;
}
BaseDocument::Free(doc);
// copy meshes over
pScene->mNumMeshes = static_cast<unsigned int>(meshes.size());
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]();
std::copy(meshes.begin(), meshes.end(), pScene->mMeshes);
// copy materials over, adding a default material if necessary
unsigned int mat_count = static_cast<unsigned int>(materials.size());
BOOST_FOREACH(aiMesh* mesh, meshes) {
ai_assert(mesh->mMaterialIndex <= mat_count);
if(mesh->mMaterialIndex >= mat_count) {
++mat_count;
ScopeGuard<aiMaterial> def_material(new aiMaterial());
const aiString name(AI_DEFAULT_MATERIAL_NAME);
def_material->AddProperty(&name, AI_MATKEY_NAME);
materials.push_back(def_material.dismiss());
break;
}
}
pScene->mNumMaterials = static_cast<unsigned int>(materials.size());
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]();
std::copy(materials.begin(), materials.end(), pScene->mMaterials);
}
// ------------------------------------------------------------------------------------------------
bool C4DImporter::ReadShader(aiMaterial* out, _melange_::BaseShader* shader)
{
// based on Melange sample code (C4DImportExport.cpp)
while(shader) {
if(shader->GetType() == Xlayer) {
BaseContainer* container = shader->GetDataInstance();
GeData blend = container->GetData(SLA_LAYER_BLEND);
iBlendDataType* blend_list = reinterpret_cast<iBlendDataType*>(blend.GetCustomDataType(CUSTOMDATA_BLEND_LIST));
if (!blend_list)
{
LogWarn("ignoring XLayer shader: no blend list given");
continue;
}
LayerShaderLayer *lsl = dynamic_cast<LayerShaderLayer*>(blend_list->m_BlendLayers.GetObject(0));
// Ignore the actual layer blending - models for real-time rendering should not
// use them in a non-trivial way. Just try to find textures that we can apply
// to the model.
while (lsl)
{
if (lsl->GetType() == TypeFolder)
{
BlendFolder* const folder = dynamic_cast<BlendFolder*>(lsl);
LayerShaderLayer *subLsl = dynamic_cast<LayerShaderLayer*>(folder->m_Children.GetObject(0));
while (subLsl)
{
if (subLsl->GetType() == TypeShader) {
BlendShader* const shader = dynamic_cast<BlendShader*>(subLsl);
if(ReadShader(out, static_cast<BaseShader*>(shader->m_pLink->GetLink()))) {
return true;
}
}
subLsl = subLsl->GetNext();
}
}
else if (lsl->GetType() == TypeShader) {
BlendShader* const shader = dynamic_cast<BlendShader*>(lsl);
if(ReadShader(out, static_cast<BaseShader*>(shader->m_pLink->GetLink()))) {
return true;
}
}
lsl = lsl->GetNext();
}
}
else if ( shader->GetType() == Xbitmap )
{
aiString path;
shader->GetFileName().GetString().GetCString(path.data, MAXLEN-1);
path.length = ::strlen(path.data);
out->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
return true;
}
else {
LogWarn("ignoring shader type: " + std::string(GetObjectTypeName(shader->GetType())));
}
shader = shader->GetNext();
}
return false;
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::ReadMaterials(_melange_::BaseMaterial* mat)
{
// based on Melange sample code
while (mat)
{
const String& name = mat->GetName();
if (mat->GetType() == Mmaterial)
{
aiMaterial* out = new aiMaterial();
material_mapping[mat] = static_cast<unsigned int>(materials.size());
materials.push_back(out);
aiString ai_name;
name.GetCString(ai_name.data, MAXLEN-1);
ai_name.length = ::strlen(ai_name.data);
out->AddProperty(&ai_name, AI_MATKEY_NAME);
Material& m = dynamic_cast<Material&>(*mat);
if (m.GetChannelState(CHANNEL_COLOR))
{
GeData data;
mat->GetParameter(MATERIAL_COLOR_COLOR, data);
Vector color = data.GetVector();
mat->GetParameter(MATERIAL_COLOR_BRIGHTNESS, data);
const Real brightness = data.GetReal();
color *= brightness;
aiVector3D v;
v.x = color.x;
v.y = color.y;
v.z = color.z;
out->AddProperty(&v, 1, AI_MATKEY_COLOR_DIFFUSE);
}
BaseShader* const shader = m.GetShader(MATERIAL_COLOR_SHADER);
if(shader) {
ReadShader(out, shader);
}
}
else
{
LogWarn("ignoring plugin material: " + std::string(GetObjectTypeName(mat->GetType())));
}
mat = mat->GetNext();
}
}
// ------------------------------------------------------------------------------------------------
void C4DImporter::RecurseHierarchy(BaseObject* object, aiNode* parent)
{
ai_assert(parent != NULL);
std::vector<aiNode*> nodes;
// based on Melange sample code
while (object)
{
const String& name = object->GetName();
const LONG type = object->GetType();
const Matrix& ml = object->GetMl();
aiString string;
name.GetCString(string.data, MAXLEN-1);
string.length = ::strlen(string.data);
aiNode* const nd = new aiNode();
nd->mParent = parent;
nd->mName = string;
nd->mTransformation.a1 = ml.v1.x;
nd->mTransformation.b1 = ml.v1.y;
nd->mTransformation.c1 = ml.v1.z;
nd->mTransformation.a2 = ml.v2.x;
nd->mTransformation.b2 = ml.v2.y;
nd->mTransformation.c2 = ml.v2.z;
nd->mTransformation.a3 = ml.v3.x;
nd->mTransformation.b3 = ml.v3.y;
nd->mTransformation.c3 = ml.v3.z;
nd->mTransformation.a4 = ml.off.x;
nd->mTransformation.b4 = ml.off.y;
nd->mTransformation.c4 = ml.off.z;
nodes.push_back(nd);
GeData data;
if (type == Ocamera)
{
object->GetParameter(CAMERAOBJECT_FOV, data);
// TODO: read camera
}
else if (type == Olight)
{
// TODO: read light
}
else if (type == Opolygon)
{
aiMesh* const mesh = ReadMesh(object);
if(mesh != NULL) {
nd->mNumMeshes = 1;
nd->mMeshes = new unsigned int[1];
nd->mMeshes[0] = static_cast<unsigned int>(meshes.size());
meshes.push_back(mesh);
}
}
else {
LogWarn("ignoring object: " + std::string(GetObjectTypeName(type)));
}
RecurseHierarchy(object->GetDown(), nd);
object = object->GetNext();
}
// copy nodes over to parent
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
parent->mChildren = new aiNode*[parent->mNumChildren]();
std::copy(nodes.begin(), nodes.end(), parent->mChildren);
}
// ------------------------------------------------------------------------------------------------
aiMesh* C4DImporter::ReadMesh(BaseObject* object)
{
assert(object != NULL && object->GetType() == Opolygon);
// based on Melange sample code
PolygonObject* const polyObject = dynamic_cast<PolygonObject*>(object);
ai_assert(polyObject != NULL);
const LONG pointCount = polyObject->GetPointCount();
const LONG polyCount = polyObject->GetPolygonCount();
if(!polyObject || !pointCount) {
LogWarn("ignoring mesh with zero vertices or faces");
return NULL;
}
const Vector* points = polyObject->GetPointR();
ai_assert(points != NULL);
const CPolygon* polys = polyObject->GetPolygonR();
ai_assert(polys != NULL);
ScopeGuard<aiMesh> mesh(new aiMesh());
mesh->mNumFaces = static_cast<unsigned int>(polyCount);
aiFace* face = mesh->mFaces = new aiFace[mesh->mNumFaces]();
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
mesh->mMaterialIndex = 0;
unsigned int vcount = 0;
// first count vertices
for (LONG i = 0; i < polyCount; i++)
{
vcount += 3;
// TODO: do we also need to handle lines or points with similar checks?
if (polys[i].c != polys[i].d)
{
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
++vcount;
}
}
ai_assert(vcount > 0);
mesh->mNumVertices = vcount;
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
aiVector3D* normals, *uvs, *tangents, *bitangents;
unsigned int n = 0;
// check if there are normals, tangents or UVW coordinates
BaseTag* tag = object->GetTag(Tnormal);
NormalTag* normals_src = NULL;
if(tag) {
normals_src = dynamic_cast<NormalTag*>(tag);
normals = mesh->mNormals = new aiVector3D[mesh->mNumVertices]();
}
tag = object->GetTag(Ttangent);
TangentTag* tangents_src = NULL;
if(tag) {
tangents_src = dynamic_cast<TangentTag*>(tag);
tangents = mesh->mTangents = new aiVector3D[mesh->mNumVertices]();
bitangents = mesh->mBitangents = new aiVector3D[mesh->mNumVertices]();
}
tag = object->GetTag(Tuvw);
UVWTag* uvs_src = NULL;
if(tag) {
uvs_src = dynamic_cast<UVWTag*>(tag);
uvs = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]();
}
// copy vertices and extra channels over and populate faces
for (LONG i = 0; i < polyCount; ++i, ++face)
{
ai_assert(polys[i].a < pointCount && polys[i].a >= 0);
const Vector& pointA = points[polys[i].a];
verts->x = pointA.x;
verts->y = pointA.y;
verts->z = pointA.z;
++verts;
ai_assert(polys[i].b < pointCount && polys[i].b >= 0);
const Vector& pointB = points[polys[i].b];
verts->x = pointB.x;
verts->y = pointB.y;
verts->z = pointB.z;
++verts;
ai_assert(polys[i].c < pointCount && polys[i].c >= 0);
const Vector& pointC = points[polys[i].c];
verts->x = pointC.x;
verts->y = pointC.y;
verts->z = pointC.z;
++verts;
// TODO: do we also need to handle lines or points with similar checks?
if (polys[i].c != polys[i].d)
{
ai_assert(polys[i].d < pointCount && polys[i].d >= 0);
face->mNumIndices = 4;
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
const Vector& pointD = points[polys[i].d];
verts->x = pointD.x;
verts->y = pointD.y;
verts->z = pointD.z;
++verts;
}
else {
face->mNumIndices = 3;
}
face->mIndices = new unsigned int[face->mNumIndices];
for(unsigned int j = 0; j < face->mNumIndices; ++j) {
face->mIndices[j] = n++;
}
// copy normals
if (normals_src) {
if(i >= normals_src->GetNormalCount()) {
LogError("unexpected number of normals, ignoring");
}
else {
const NormalStruct& nor = normals_src->GetNormals(i);
normals->x = nor.a.x;
normals->y = nor.a.y;
normals->z = nor.a.z;
++normals;
normals->x = nor.b.x;
normals->y = nor.b.y;
normals->z = nor.b.z;
++normals;
normals->x = nor.c.x;
normals->y = nor.c.y;
normals->z = nor.c.z;
++normals;
if(face->mNumIndices == 4) {
normals->x = nor.d.x;
normals->y = nor.d.y;
normals->z = nor.d.z;
++normals;
}
}
}
// copy tangents and bitangents
if (tangents_src) {
for(unsigned int k = 0; k < face->mNumIndices; ++k) {
LONG l;
switch(k) {
case 0:
l = polys[i].a;
break;
case 1:
l = polys[i].b;
break;
case 2:
l = polys[i].c;
break;
case 3:
l = polys[i].d;
break;
default:
ai_assert(false);
}
if(l >= tangents_src->GetDataCount()) {
LogError("unexpected number of tangents, ignoring");
break;
}
Tangent tan = tangents_src->GetDataR()[l];
tangents->x = tan.vl.x;
tangents->y = tan.vl.y;
tangents->z = tan.vl.z;
++tangents;
bitangents->x = tan.vr.x;
bitangents->y = tan.vr.y;
bitangents->z = tan.vr.z;
++bitangents;
}
}
// copy UVs
if (uvs_src) {
if(i >= uvs_src->GetDataCount()) {
LogError("unexpected number of UV coordinates, ignoring");
}
else {
UVWStruct uvw;
uvs_src->Get(uvs_src->GetDataAddressR(),i,uvw);
uvs->x = uvw.a.x;
uvs->y = 1.0f-uvw.a.y;
uvs->z = uvw.a.z;
++uvs;
uvs->x = uvw.b.x;
uvs->y = 1.0f-uvw.b.y;
uvs->z = uvw.b.z;
++uvs;
uvs->x = uvw.c.x;
uvs->y = 1.0f-uvw.c.y;
uvs->z = uvw.c.z;
++uvs;
if(face->mNumIndices == 4) {
uvs->x = uvw.d.x;
uvs->y = 1.0f-uvw.d.y;
uvs->z = uvw.d.z;
++uvs;
}
}
}
}
mesh->mMaterialIndex = ResolveMaterial(polyObject);
return mesh.dismiss();
}
// ------------------------------------------------------------------------------------------------
unsigned int C4DImporter::ResolveMaterial(PolygonObject* obj)
{
ai_assert(obj != NULL);
const unsigned int mat_count = static_cast<unsigned int>(materials.size());
BaseTag* tag = obj->GetTag(Ttexture);
if(tag == NULL) {
return mat_count;
}
TextureTag& ttag = dynamic_cast<TextureTag&>(*tag);
BaseMaterial* const mat = ttag.GetMaterial();
assert(mat != NULL);
const MaterialMap::const_iterator it = material_mapping.find(mat);
if(it == material_mapping.end()) {
return mat_count;
}
ai_assert((*it).second < mat_count);
return (*it).second;
}

120
code/C4DImporter.h 100644
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@ -0,0 +1,120 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp 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 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 C4DImporter.h
* @brief Declaration of the Cinema4D (*.c4d) importer class.
*/
#ifndef INCLUDED_AI_CINEMA_4D_LOADER_H
#define INCLUDED_AI_CINEMA_4D_LOADER_H
#include "BaseImporter.h"
#include "LogAux.h"
#include <set>
struct aiImporterDesc;
namespace _melange_ {
class BaseObject; // c4d_file.h
class PolygonObject;
class BaseMaterial;
class BaseShader;
}
namespace Assimp {
// TinyFormatter.h
namespace Formatter {
template <typename T,typename TR, typename A> class basic_formatter;
typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
}
// -------------------------------------------------------------------------------------------
/** Importer class to load Cinema4D files using the Melange library to be obtained from
* www.plugincafe.com
*
* Note that Melange is not free software. */
// -------------------------------------------------------------------------------------------
class C4DImporter : public BaseImporter, public LogFunctions<C4DImporter>
{
public:
C4DImporter();
~C4DImporter();
public:
// --------------------
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
protected:
// --------------------
const aiImporterDesc* GetInfo () const;
// --------------------
void SetupProperties(const Importer* pImp);
// --------------------
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
private:
void ReadMaterials(_melange_::BaseMaterial* mat);
void RecurseHierarchy(_melange_::BaseObject* object, aiNode* parent);
aiMesh* ReadMesh(_melange_::BaseObject* object);
unsigned int ResolveMaterial(_melange_::PolygonObject* obj);
bool ReadShader(aiMaterial* out, _melange_::BaseShader* shader);
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
typedef std::map<_melange_::BaseMaterial*, unsigned int> MaterialMap;
MaterialMap material_mapping;
}; // !class C4DImporter
} // end of namespace Assimp
#endif // INCLUDED_AI_CINEMA_4D_LOADER_H

View File

@ -148,6 +148,14 @@ SET( Common_SRCS
)
SOURCE_GROUP(Common FILES ${Common_SRCS})
IF ( ASSIMP_BUILD_NONFREE_C4D_IMPORTER )
SET( C4D_SRCS
C4DImporter.cpp
C4DImporter.h
)
SOURCE_GROUP( C4D FILES ${C4D_SRCS})
ENDIF ( ASSIMP_BUILD_NONFREE_C4D_IMPORTER )
SET( 3DS_SRCS
3DSConverter.cpp
3DSHelper.h
@ -718,6 +726,11 @@ SET( assimp_src
AssimpPCH.cpp
)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
SET( assimp_src ${assimp_src} ${C4D_SRCS})
INCLUDE_DIRECTORIES(${C4D_INCLUDES})
ENDIF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
#ADD_MSVC_PRECOMPILED_HEADER("AssimpPCH.h" "AssimpPCH.cpp" assimp_src)
ADD_LIBRARY( assimp ${assimp_src} )
@ -730,6 +743,12 @@ if(ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
target_link_libraries(assimp android_jniiosystem)
endif(ANDROID AND ASSIMP_ANDROID_JNIIOSYSTEM)
IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
TARGET_LINK_LIBRARIES(assimp optimized ${C4D_RELEASE_LIBRARY})
TARGET_LINK_LIBRARIES(assimp debug ${C4D_DEBUG_LIBRARY})
TARGET_LINK_LIBRARIES(assimp ${C4D_EXTRA_LIBRARIES})
ENDIF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
if( MSVC )
# in order to prevent DLL hell, each of the DLLs have to be suffixed with the major version and msvc prefix
if( MSVC70 OR MSVC71 )

View File

@ -50,42 +50,97 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ProcessHelper.h"
#include <iterator>
#include <boost/tuple/tuple.hpp>
namespace Assimp {
namespace IFC {
// ------------------------------------------------------------------------------------------------
enum Intersect {
Intersect_No,
Intersect_LiesOnPlane,
Intersect_Yes
};
// ------------------------------------------------------------------------------------------------
Intersect IntersectSegmentPlane(const IfcVector3& p,const IfcVector3& n, const IfcVector3& e0,
const IfcVector3& e1,
IfcVector3& out)
// Calculates intersection between line segment and plane. To catch corner cases, specify which side you prefer.
// The function then generates a hit only if the end is beyond a certain margin in that direction, filtering out
// "very close to plane" ghost hits as long as start and end stay directly on or within the given plane side.
bool IntersectSegmentPlane(const IfcVector3& p,const IfcVector3& n, const IfcVector3& e0,
const IfcVector3& e1, bool assumeStartOnWhiteSide, IfcVector3& out)
{
const IfcVector3 pdelta = e0 - p, seg = e1-e0;
const IfcVector3 pdelta = e0 - p, seg = e1 - e0;
const IfcFloat dotOne = n*seg, dotTwo = -(n*pdelta);
if (std::fabs(dotOne) < 1e-6) {
return std::fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
// if segment ends on plane, do not report a hit. We stay on that side until a following segment starting at this
// point leaves the plane through the other side
if( std::abs(dotOne + dotTwo) < 1e-6 )
return false;
// if segment starts on the plane, report a hit only if the end lies on the *other* side
if( std::abs(dotTwo) < 1e-6 )
{
if( (assumeStartOnWhiteSide && dotOne + dotTwo < 1e-6) || (!assumeStartOnWhiteSide && dotOne + dotTwo > -1e-6) )
{
out = e0;
return true;
}
else
{
return false;
}
}
const IfcFloat t = dotTwo/dotOne;
// ignore if segment is parallel to plane and far away from it on either side
// Warning: if there's a few thousand of such segments which slowly accumulate beyond the epsilon, no hit would be registered
if( std::abs(dotOne) < 1e-6 )
return false;
// t must be in [0..1] if the intersection point is within the given segment
if (t > 1.f || t < 0.f) {
return Intersect_No;
}
out = e0+t*seg;
return Intersect_Yes;
const IfcFloat t = dotTwo / dotOne;
if( t > 1.0 || t < 0.0 )
return false;
out = e0 + t*seg;
return true;
}
// ------------------------------------------------------------------------------------------------
void FilterPolygon(std::vector<IfcVector3>& resultpoly)
{
if( resultpoly.size() < 3 )
{
resultpoly.clear();
return;
}
IfcVector3 vmin, vmax;
ArrayBounds(resultpoly.data(), resultpoly.size(), vmin, vmax);
// filter our IfcFloat points - those may happen if a point lies
// directly on the intersection line or directly on the clipping plane
const IfcFloat epsilon = (vmax - vmin).SquareLength() / 1e6f;
FuzzyVectorCompare fz(epsilon);
std::vector<IfcVector3>::iterator e = std::unique(resultpoly.begin(), resultpoly.end(), fz);
if( e != resultpoly.end() )
resultpoly.erase(e, resultpoly.end());
if( !resultpoly.empty() && fz(resultpoly.front(), resultpoly.back()) )
resultpoly.pop_back();
}
// ------------------------------------------------------------------------------------------------
void WritePolygon(std::vector<IfcVector3>& resultpoly, TempMesh& result)
{
FilterPolygon(resultpoly);
if( resultpoly.size() > 2 )
{
result.verts.insert(result.verts.end(), resultpoly.begin(), resultpoly.end());
result.vertcnt.push_back(resultpoly.size());
}
}
// ------------------------------------------------------------------------------------------------
void ProcessBooleanHalfSpaceDifference(const IfcHalfSpaceSolid* hs, TempMesh& result,
const TempMesh& first_operand,
ConversionData& /*conv*/)
const TempMesh& first_operand,
ConversionData& /*conv*/)
{
ai_assert(hs != NULL);
@ -120,20 +175,14 @@ void ProcessBooleanHalfSpaceDifference(const IfcHalfSpaceSolid* hs, TempMesh& re
for(iit = begin; iit != end; vidx += *iit++) {
unsigned int newcount = 0;
for(unsigned int i = 0; i < *iit; ++i) {
const IfcVector3& e0 = in[vidx+i], e1 = in[vidx+(i+1)%*iit];
bool isAtWhiteSide = (in[vidx] - p) * n > -1e-6;
for( unsigned int i = 0; i < *iit; ++i ) {
const IfcVector3& e0 = in[vidx + i], e1 = in[vidx + (i + 1) % *iit];
// does the next segment intersect the plane?
IfcVector3 isectpos;
const Intersect isect = IntersectSegmentPlane(p,n,e0,e1,isectpos);
if (isect == Intersect_No || isect == Intersect_LiesOnPlane) {
if ( (e0-p).Normalize()*n > 0 ) {
outvert.push_back(e0);
++newcount;
}
}
else if (isect == Intersect_Yes) {
if ( (e0-p).Normalize()*n > 0 ) {
if( IntersectSegmentPlane(p, n, e0, e1, isAtWhiteSide, isectpos) ) {
if( isAtWhiteSide ) {
// e0 is on the right side, so keep it
outvert.push_back(e0);
outvert.push_back(isectpos);
@ -144,6 +193,14 @@ void ProcessBooleanHalfSpaceDifference(const IfcHalfSpaceSolid* hs, TempMesh& re
outvert.push_back(isectpos);
++newcount;
}
isAtWhiteSide = !isAtWhiteSide;
}
else
{
if( isAtWhiteSide ) {
outvert.push_back(e0);
++newcount;
}
}
}
@ -185,76 +242,114 @@ void ProcessBooleanHalfSpaceDifference(const IfcHalfSpaceSolid* hs, TempMesh& re
// ------------------------------------------------------------------------------------------------
// Check if e0-e1 intersects a sub-segment of the given boundary line.
// note: this functions works on 3D vectors, but performs its intersection checks solely in xy.
bool IntersectsBoundaryProfile( const IfcVector3& e0, const IfcVector3& e1, const std::vector<IfcVector3>& boundary,
std::vector<size_t>& intersected_boundary_segments,
std::vector<IfcVector3>& intersected_boundary_points,
bool half_open = false,
bool* e0_hits_border = NULL)
// New version takes the supposed inside/outside state as a parameter and treats corner cases as if
// the line stays on that side. This should make corner cases more stable.
// Two million assumptions! Boundary should have all z at 0.0, will be treated as closed, should not have
// segments with length <1e-6, self-intersecting might break the corner case handling... just don't go there, ok?
bool IntersectsBoundaryProfile(const IfcVector3& e0, const IfcVector3& e1, const std::vector<IfcVector3>& boundary,
const bool isStartAssumedInside, std::vector<std::pair<size_t, IfcVector3> >& intersect_results,
const bool halfOpen = false)
{
ai_assert(intersected_boundary_segments.empty());
ai_assert(intersected_boundary_points.empty());
ai_assert(intersect_results.empty());
if(e0_hits_border) {
*e0_hits_border = false;
// determine winding order - necessary to detect segments going "inwards" or "outwards" from a point directly on the border
// positive sum of angles means clockwise order when looking down the -Z axis
IfcFloat windingOrder = 0.0;
for( size_t i = 0, bcount = boundary.size(); i < bcount; ++i ) {
IfcVector3 b01 = boundary[(i + 1) % bcount] - boundary[i];
IfcVector3 b12 = boundary[(i + 2) % bcount] - boundary[(i + 1) % bcount];
IfcVector3 b1_side = IfcVector3(b01.y, -b01.x, 0.0); // rotated 90° clockwise in Z plane
// Warning: rough estimate only. A concave poly with lots of small segments each featuring a small counter rotation
// could fool the accumulation. Correct implementation would be sum( acos( b01 * b2) * sign( b12 * b1_side))
windingOrder += (b1_side.x*b12.x + b1_side.y*b12.y);
}
windingOrder = windingOrder > 0.0 ? 1.0 : -1.0;
const IfcVector3& e = e1 - e0;
const IfcVector3 e = e1 - e0;
for (size_t i = 0, bcount = boundary.size(); i < bcount; ++i) {
for( size_t i = 0, bcount = boundary.size(); i < bcount; ++i ) {
// boundary segment i: b0-b1
const IfcVector3& b0 = boundary[i];
const IfcVector3& b1 = boundary[(i+1) % bcount];
const IfcVector3& b = b1 - b0;
const IfcVector3& b1 = boundary[(i + 1) % bcount];
IfcVector3 b = b1 - b0;
IfcFloat b_sqlen_inv = 1.0 / b.SquareLength();
// segment-segment intersection
// solve b0 + b*s = e0 + e*t for (s,t)
const IfcFloat det = (-b.x * e.y + e.x * b.y);
if(std::fabs(det) < 1e-6) {
if( std::abs(det) < 1e-6 ) {
// no solutions (parallel lines)
continue;
}
const IfcFloat x = b0.x - e0.x;
const IfcFloat y = b0.y - e0.y;
const IfcFloat s = (x*e.y - e.x*y)/det;
const IfcFloat t = (x*b.y - b.x*y)/det;
const IfcFloat s = (x*e.y - e.x*y) / det; // scale along boundary edge
const IfcFloat t = (x*b.y - b.x*y) / det; // scale along given segment
const IfcVector3 p = e0 + e*t;
#ifdef ASSIMP_BUILD_DEBUG
const IfcVector3 check = b0 + b*s - (e0 + e*t);
ai_assert((IfcVector2(check.x,check.y)).SquareLength() < 1e-5);
const IfcVector3 check = b0 + b*s - p;
ai_assert((IfcVector2(check.x, check.y)).SquareLength() < 1e-5);
#endif
// for a valid intersection, s-t should be in range [0,1].
// note that for t (i.e. the segment point) we only use a
// half-sided epsilon because the next segment should catch
// this case.
const IfcFloat epsilon = 1e-6;
if (t >= -epsilon && (t <= 1.0+epsilon || half_open) && s >= -epsilon && s <= 1.0) {
// also calculate the distance of e0 and e1 to the segment. We need to detect the "starts directly on segment"
// and "ends directly at segment" cases
bool startsAtSegment, endsAtSegment;
{
// calculate closest point to each end on the segment, clamp that point to the segment's length, then check
// distance to that point. This approach is like testing if e0 is inside a capped cylinder.
IfcFloat et0 = (b.x*(e0.x - b0.x) + b.y*(e0.y - b0.y)) * b_sqlen_inv;
IfcVector3 closestPosToE0OnBoundary = b0 + std::max(IfcFloat(0.0), std::min(IfcFloat(1.0), et0)) * b;
startsAtSegment = (closestPosToE0OnBoundary - IfcVector3(e0.x, e0.y, 0.0)).SquareLength() < 1e-12;
IfcFloat et1 = (b.x*(e1.x - b0.x) + b.y*(e1.y - b0.y)) * b_sqlen_inv;
IfcVector3 closestPosToE1OnBoundary = b0 + std::max(IfcFloat(0.0), std::min(IfcFloat(1.0), et1)) * b;
endsAtSegment = (closestPosToE1OnBoundary - IfcVector3(e1.x, e1.y, 0.0)).SquareLength() < 1e-12;
}
if (e0_hits_border && !*e0_hits_border) {
*e0_hits_border = std::fabs(t) < 1e-5f;
}
// Line segment ends at boundary -> ignore any hit, it will be handled by possibly following segments
if( endsAtSegment && !halfOpen )
continue;
const IfcVector3& p = e0 + e*t;
// Line segment starts at boundary -> generate a hit only if following that line would change the INSIDE/OUTSIDE
// state. This should catch the case where a connected set of segments has a point directly on the boundary,
// one segment not hitting it because it ends there and the next segment not hitting it because it starts there
// Should NOT generate a hit if the segment only touches the boundary but turns around and stays inside.
if( startsAtSegment )
{
IfcVector3 inside_dir = IfcVector3(b.y, -b.x, 0.0) * windingOrder;
bool isGoingInside = (inside_dir * e) > 0.0;
if( isGoingInside == isStartAssumedInside )
continue;
// only insert the point into the list if it is sufficiently
// far away from the previous intersection point. This way,
// we avoid duplicate detection if the intersection is
// directly on the vertex between two segments.
if (!intersected_boundary_points.empty() && intersected_boundary_segments.back()==i-1 ) {
const IfcVector3 diff = intersected_boundary_points.back() - p;
if(IfcVector2(diff.x, diff.y).SquareLength() < 1e-7) {
// only insert the point into the list if it is sufficiently far away from the previous intersection point.
// This way, we avoid duplicate detection if the intersection is directly on the vertex between two segments.
if( !intersect_results.empty() && intersect_results.back().first == i - 1 )
{
const IfcVector3 diff = intersect_results.back().second - e0;
if( IfcVector2(diff.x, diff.y).SquareLength() < 1e-10 )
continue;
}
}
intersected_boundary_segments.push_back(i);
intersected_boundary_points.push_back(p);
intersect_results.push_back(std::make_pair(i, e0));
continue;
}
// for a valid intersection, s and t should be in range [0,1]. Including a bit of epsilon on s, potential double
// hits on two consecutive boundary segments are filtered
if( s >= -1e-6 * b_sqlen_inv && s <= 1.0 + 1e-6*b_sqlen_inv && t >= 0.0 && (t <= 1.0 || halfOpen) )
{
// only insert the point into the list if it is sufficiently far away from the previous intersection point.
// This way, we avoid duplicate detection if the intersection is directly on the vertex between two segments.
if( !intersect_results.empty() && intersect_results.back().first == i - 1 )
{
const IfcVector3 diff = intersect_results.back().second - p;
if( IfcVector2(diff.x, diff.y).SquareLength() < 1e-10 )
continue;
}
intersect_results.push_back(std::make_pair(i, p));
}
}
return !intersected_boundary_segments.empty();
return !intersect_results.empty();
}
@ -272,47 +367,21 @@ bool PointInPoly(const IfcVector3& p, const std::vector<IfcVector3>& boundary)
// the border of the polygon. If any of our attempts produces this result,
// we return false immediately.
std::vector<size_t> intersected_boundary_segments;
std::vector<IfcVector3> intersected_boundary_points;
std::vector<std::pair<size_t, IfcVector3> > intersected_boundary;
size_t votes = 0;
bool is_border;
IntersectsBoundaryProfile(p, p + IfcVector3(1.0,0,0), boundary,
intersected_boundary_segments,
intersected_boundary_points, true, &is_border);
IntersectsBoundaryProfile(p, p + IfcVector3(1.0, 0, 0), boundary, true, intersected_boundary, true);
votes += intersected_boundary.size() % 2;
if(is_border) {
return false;
}
intersected_boundary.clear();
IntersectsBoundaryProfile(p, p + IfcVector3(0, 1.0, 0), boundary, true, intersected_boundary, true);
votes += intersected_boundary.size() % 2;
votes += intersected_boundary_segments.size() % 2;
intersected_boundary.clear();
IntersectsBoundaryProfile(p, p + IfcVector3(0.6, -0.6, 0.0), boundary, true, intersected_boundary, true);
votes += intersected_boundary.size() % 2;
intersected_boundary_segments.clear();
intersected_boundary_points.clear();
IntersectsBoundaryProfile(p, p + IfcVector3(0,1.0,0), boundary,
intersected_boundary_segments,
intersected_boundary_points, true, &is_border);
if(is_border) {
return false;
}
votes += intersected_boundary_segments.size() % 2;
intersected_boundary_segments.clear();
intersected_boundary_points.clear();
IntersectsBoundaryProfile(p, p + IfcVector3(0.6,-0.6,0.0), boundary,
intersected_boundary_segments,
intersected_boundary_points, true, &is_border);
if(is_border) {
return false;
}
votes += intersected_boundary_segments.size() % 2;
//ai_assert(votes == 3 || votes == 0);
ai_assert(votes == 3 || votes == 0);
return votes > 1;
}
@ -350,6 +419,9 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
return;
}
// determine winding order by calculating the normal.
IfcVector3 profileNormal = TempMesh::ComputePolygonNormal(profile->verts.data(), profile->verts.size());
IfcMatrix4 proj_inv;
ConvertAxisPlacement(proj_inv,hs->Position);
@ -361,256 +433,283 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
// clip the current contents of `meshout` against the plane we obtained from the second operand
const std::vector<IfcVector3>& in = first_operand.verts;
std::vector<IfcVector3>& outvert = result.verts;
std::vector<unsigned int>::const_iterator begin = first_operand.vertcnt.begin(),
end = first_operand.vertcnt.end(), iit;
std::vector<unsigned int>& outvertcnt = result.vertcnt;
outvert.reserve(in.size());
result.vertcnt.reserve(first_operand.vertcnt.size());
outvertcnt.reserve(first_operand.vertcnt.size());
std::vector<size_t> intersected_boundary_segments;
std::vector<IfcVector3> intersected_boundary_points;
// TODO: the following algorithm doesn't handle all cases.
unsigned int vidx = 0;
for(iit = begin; iit != end; vidx += *iit++) {
if (!*iit) {
continue;
std::vector<unsigned int>::const_iterator begin = first_operand.vertcnt.begin();
std::vector<unsigned int>::const_iterator end = first_operand.vertcnt.end();
std::vector<unsigned int>::const_iterator iit;
for( iit = begin; iit != end; vidx += *iit++ )
{
// Our new approach: we cut the poly along the plane, then we intersect the part on the black side of the plane
// against the bounding polygon. All the white parts, and the black part outside the boundary polygon, are kept.
std::vector<IfcVector3> whiteside, blackside;
{
const IfcVector3* srcVertices = &in[vidx];
const size_t srcVtxCount = *iit;
if( srcVtxCount == 0 )
continue;
IfcVector3 polyNormal = TempMesh::ComputePolygonNormal(srcVertices, srcVtxCount, true);
polyNormal = IfcMatrix3(proj) * polyNormal;
// if the poly is parallel to the plane, put it completely on the black or white side
if( std::abs(polyNormal * n) > 0.9999 )
{
bool isOnWhiteSide = ((proj * srcVertices[0]) - p) * n > -1e-6;
std::vector<IfcVector3>& targetSide = isOnWhiteSide ? whiteside : blackside;
targetSide.insert(targetSide.end(), srcVertices, srcVertices + srcVtxCount);
}
else
{
// otherwise start building one polygon for each side. Whenever the current line segment intersects the plane
// we put a point there as an end of the current segment. Then we switch to the other side, put a point there, too,
// as a beginning of the current segment, and simply continue accumulating vertices.
bool isCurrentlyOnWhiteSide = ((proj * srcVertices[0]) - p) * n > -1e-6;
for( size_t a = 0; a < srcVtxCount; ++a )
{
IfcVector3 e0 = proj * srcVertices[a];
IfcVector3 e1 = proj * srcVertices[(a + 1) % srcVtxCount];
IfcVector3 ei;
// put starting point to the current mesh
std::vector<IfcVector3>& trgt = isCurrentlyOnWhiteSide ? whiteside : blackside;
trgt.push_back(srcVertices[a]);
// if there's an intersection, put an end vertex there, switch to the other side's mesh,
// and add a starting vertex there, too
bool isPlaneHit = IntersectSegmentPlane(p, n, e0, e1, isCurrentlyOnWhiteSide, ei);
if( isPlaneHit )
{
IfcVector3 global_ei = proj_inv * ei;
if( trgt.empty() || (trgt.back() - global_ei).SquareLength() > 1e-12 )
trgt.push_back(global_ei);
isCurrentlyOnWhiteSide = !isCurrentlyOnWhiteSide;
std::vector<IfcVector3>& newtrgt = isCurrentlyOnWhiteSide ? whiteside : blackside;
newtrgt.push_back(global_ei);
}
}
}
}
unsigned int newcount = 0;
bool was_outside_boundary = !PointInPoly(proj * in[vidx], profile->verts);
// the part on the white side can be written into the target mesh right away
WritePolygon(whiteside, result);
// used any more?
//size_t last_intersected_boundary_segment;
IfcVector3 last_intersected_boundary_point;
// The black part is the piece we need to get rid of, but only the part of it within the boundary polygon.
// So we now need to construct all the polygons that result from BlackSidePoly minus BoundaryPoly.
FilterPolygon(blackside);
bool extra_point_flag = false;
IfcVector3 extra_point;
// Complicated, II. We run along the polygon. a) When we're inside the boundary, we run on until we hit an
// intersection, which means we're leaving it. We then start a new out poly there. b) When we're outside the
// boundary, we start collecting vertices until we hit an intersection, then we run along the boundary until we hit
// an intersection, then we switch back to the poly and run on on this one again, and so on until we got a closed
// loop. Then we continue with the path we left to catch potential additional polys on the other side of the
// boundary as described in a)
if( !blackside.empty() )
{
// poly edge index, intersection point, edge index in boundary poly
std::vector<boost::tuple<size_t, IfcVector3, size_t> > intersections;
bool startedInside = PointInPoly(proj * blackside.front(), profile->verts);
bool isCurrentlyInside = startedInside;
IfcVector3 enter_volume;
bool entered_volume_flag = false;
std::vector<std::pair<size_t, IfcVector3> > intersected_boundary;
for(unsigned int i = 0; i < *iit; ++i) {
// current segment: [i,i+1 mod size] or [*extra_point,i] if extra_point_flag is set
const IfcVector3& e0 = extra_point_flag ? extra_point : in[vidx+i];
const IfcVector3& e1 = extra_point_flag ? in[vidx+i] : in[vidx+(i+1)%*iit];
for( size_t a = 0; a < blackside.size(); ++a )
{
const IfcVector3 e0 = proj * blackside[a];
const IfcVector3 e1 = proj * blackside[(a + 1) % blackside.size()];
// does the current segment intersect the polygonal boundary?
const IfcVector3& e0_plane = proj * e0;
const IfcVector3& e1_plane = proj * e1;
intersected_boundary_segments.clear();
intersected_boundary_points.clear();
const bool is_outside_boundary = !PointInPoly(e1_plane, profile->verts);
const bool is_boundary_intersection = is_outside_boundary != was_outside_boundary;
IntersectsBoundaryProfile(e0_plane, e1_plane, profile->verts,
intersected_boundary_segments,
intersected_boundary_points);
ai_assert(!is_boundary_intersection || !intersected_boundary_segments.empty());
// does the current segment intersect the plane?
// (no extra check if this is an extra point)
IfcVector3 isectpos;
const Intersect isect = extra_point_flag ? Intersect_No : IntersectSegmentPlane(p,n,e0,e1,isectpos);
#ifdef ASSIMP_BUILD_DEBUG
if (isect == Intersect_Yes) {
const IfcFloat f = std::fabs((isectpos - p)*n);
ai_assert(f < 1e-5);
}
#endif
const bool is_white_side = (e0-p)*n >= -1e-6;
// e0 on good side of plane? (i.e. we should keep all geometry on this side)
if (is_white_side) {
// but is there an intersection in e0-e1 and is e1 in the clipping
// boundary? In this case, generate a line that only goes to the
// intersection point.
if (isect == Intersect_Yes && !is_outside_boundary) {
outvert.push_back(e0);
++newcount;
outvert.push_back(isectpos);
++newcount;
/*
// this is, however, only a line that goes to the plane, but not
// necessarily to the point where the bounding volume on the
// black side of the plane is hit. So basically, we need another
// check for [isectpos-e1], which should yield an intersection
// point.
extra_point_flag = true;
extra_point = isectpos;
was_outside_boundary = true;
continue; */
// [isectpos, enter_volume] potentially needs extra points.
// For this, we determine the intersection point with the
// bounding volume and project it onto the plane.
/*
const IfcVector3& enter_volume_proj = proj * enter_volume;
const IfcVector3& enter_isectpos = proj * isectpos;
intersected_boundary_segments.clear();
intersected_boundary_points.clear();
IntersectsBoundaryProfile(enter_volume_proj, enter_isectpos, profile->verts,
intersected_boundary_segments,
intersected_boundary_points);
if(!intersected_boundary_segments.empty()) {
vec = vec + ((p - vec) * n) * n;
intersected_boundary.clear();
IntersectsBoundaryProfile(e0, e1, profile->verts, isCurrentlyInside, intersected_boundary);
// sort the hits by distance from e0 to get the correct in/out/in sequence. Manually :-( I miss you, C++11.
if( intersected_boundary.size() > 1 )
{
bool keepSorting = true;
while( keepSorting )
{
keepSorting = false;
for( size_t b = 0; b < intersected_boundary.size() - 1; ++b )
{
if( (intersected_boundary[b + 1].second - e0).SquareLength() < (intersected_boundary[b].second - e0).SquareLength() )
{
keepSorting = true;
std::swap(intersected_boundary[b + 1], intersected_boundary[b]);
}
}
}
*/
//entered_volume_flag = true;
}
else {
outvert.push_back(e0);
++newcount;
// now add them to the list of intersections
for( size_t b = 0; b < intersected_boundary.size(); ++b )
intersections.push_back(boost::make_tuple(a, proj_inv * intersected_boundary[b].second, intersected_boundary[b].first));
// and calculate our new inside/outside state
if( intersected_boundary.size() & 1 )
isCurrentlyInside = !isCurrentlyInside;
}
// we got a list of in-out-combinations of intersections. That should be an even number of intersections, or
// we're fucked.
if( (intersections.size() & 1) != 0 )
{
IFCImporter::LogWarn("Odd number of intersections, can't work with that. Omitting half space boundary check.");
continue;
}
if( intersections.size() > 1 )
{
// If we started outside, the first intersection is a out->in intersection. Cycle them so that it
// starts with an intersection leaving the boundary
if( !startedInside )
for( size_t b = 0; b < intersections.size() - 1; ++b )
std::swap(intersections[b], intersections[(b + intersections.size() - 1) % intersections.size()]);
// Filter pairs of out->in->out that lie too close to each other.
for( size_t a = 0; intersections.size() > 0 && a < intersections.size() - 1; /**/ )
{
if( (intersections[a].get<1>() - intersections[(a + 1) % intersections.size()].get<1>()).SquareLength() < 1e-10 )
intersections.erase(intersections.begin() + a, intersections.begin() + a + 2);
else
a++;
}
if( intersections.size() > 1 && (intersections.back().get<1>() - intersections.front().get<1>()).SquareLength() < 1e-10 )
{
intersections.pop_back(); intersections.erase(intersections.begin());
}
}
// e0 on bad side of plane, e1 on good (i.e. we should remove geometry on this side,
// but only if it is within the bounding volume).
else if (isect == Intersect_Yes) {
// is e0 within the clipping volume? Insert the intersection point
// of [e0,e1] and the plane instead of e0.
if(was_outside_boundary) {
outvert.push_back(e0);
}
else {
if(entered_volume_flag) {
const IfcVector3& fix_point = enter_volume + ((p - enter_volume) * n) * n;
outvert.push_back(fix_point);
++newcount;
}
outvert.push_back(isectpos);
// no intersections at all: either completely inside the boundary, so everything gets discarded, or completely outside.
// in the latter case we're implementional lost. I'm simply going to ignore this, so a large poly will not get any
// holes if the boundary is smaller and does not touch it anywhere.
if( intersections.empty() )
{
// starting point was outside -> everything is outside the boundary -> nothing is clipped -> add black side
// to result mesh unchanged
if( !startedInside )
{
outvertcnt.push_back(blackside.size());
outvert.insert(outvert.end(), blackside.begin(), blackside.end());
continue;
}
else
{
// starting point was inside the boundary -> everything is inside the boundary -> nothing is spared from the
// clipping -> nothing left to add to the result mesh
continue;
}
entered_volume_flag = false;
++newcount;
}
else { // no intersection with plane or parallel; e0,e1 are on the bad side
// did we just pass the boundary line to the poly bounding?
if (is_boundary_intersection) {
// determine the direction in which we're marching along the boundary polygon. If the src poly is faced upwards
// and the boundary is also winded this way, we need to march *backwards* on the boundary.
const IfcVector3 polyNormal = IfcMatrix3(proj) * TempMesh::ComputePolygonNormal(blackside.data(), blackside.size());
bool marchBackwardsOnBoundary = (profileNormal * polyNormal) >= 0.0;
// and are now outside the clipping boundary?
if (is_outside_boundary) {
// in this case, get the point where the clipping boundary
// was entered first. Then, get the point where the clipping
// boundary volume was left! These two points with the plane
// normal form another plane that intersects the clipping
// volume. There are two ways to get from the first to the
// second point along the intersection curve, try to pick the
// one that lies within the current polygon.
// Build closed loops from these intersections. Starting from an intersection leaving the boundary we
// walk along the polygon to the next intersection (which should be an IS entering the boundary poly).
// From there we walk along the boundary until we hit another intersection leaving the boundary,
// walk along the poly to the next IS and so on until we're back at the starting point.
// We remove every intersection we "used up", so any remaining intersection is the start of a new loop.
while( !intersections.empty() )
{
std::vector<IfcVector3> resultpoly;
size_t currentIntersecIdx = 0;
// TODO this approach doesn't handle all cases
while( true )
{
ai_assert(intersections.size() > currentIntersecIdx + 1);
boost::tuple<size_t, IfcVector3, size_t> currintsec = intersections[currentIntersecIdx + 0];
boost::tuple<size_t, IfcVector3, size_t> nextintsec = intersections[currentIntersecIdx + 1];
intersections.erase(intersections.begin() + currentIntersecIdx, intersections.begin() + currentIntersecIdx + 2);
// ...
// we start with an in->out intersection
resultpoly.push_back(currintsec.get<1>());
// climb along the polygon to the next intersection, which should be an out->in
size_t numPolyPoints = (currintsec.get<0>() > nextintsec.get<0>() ? blackside.size() : 0)
+ nextintsec.get<0>() - currintsec.get<0>();
for( size_t a = 1; a <= numPolyPoints; ++a )
resultpoly.push_back(blackside[(currintsec.get<0>() + a) % blackside.size()]);
// put the out->in intersection
resultpoly.push_back(nextintsec.get<1>());
IfcFloat d = 1e20;
IfcVector3 vclosest;
BOOST_FOREACH(const IfcVector3& v, intersected_boundary_points) {
const IfcFloat dn = (v-e1_plane).SquareLength();
if (dn < d) {
d = dn;
vclosest = v;
// generate segments along the boundary polygon that lie in the poly's plane until we hit another intersection
IfcVector3 startingPoint = proj * nextintsec.get<1>();
size_t currentBoundaryEdgeIdx = (nextintsec.get<2>() + (marchBackwardsOnBoundary ? 1 : 0)) % profile->verts.size();
size_t nextIntsecIdx = SIZE_MAX;
while( nextIntsecIdx == SIZE_MAX )
{
IfcFloat t = 1e10;
size_t nextBoundaryEdgeIdx = marchBackwardsOnBoundary ? (currentBoundaryEdgeIdx + profile->verts.size() - 1) : currentBoundaryEdgeIdx + 1;
nextBoundaryEdgeIdx %= profile->verts.size();
// vertices of the current boundary segments
IfcVector3 currBoundaryPoint = profile->verts[currentBoundaryEdgeIdx];
IfcVector3 nextBoundaryPoint = profile->verts[nextBoundaryEdgeIdx];
// build a direction that goes along the boundary border but lies in the poly plane
IfcVector3 boundaryPlaneNormal = ((nextBoundaryPoint - currBoundaryPoint) ^ profileNormal).Normalize();
IfcVector3 dirAtPolyPlane = (boundaryPlaneNormal ^ polyNormal).Normalize() * (marchBackwardsOnBoundary ? -1.0 : 1.0);
// if we can project the direction to the plane, we can calculate a maximum marching distance along that dir
// until we finish that boundary segment and continue on the next
if( std::abs(polyNormal.z) > 1e-5 )
{
t = std::min(t, (nextBoundaryPoint - startingPoint).Length() / std::abs(polyNormal.z));
}
// check if the direction hits the loop start - if yes, we got a poly to output
IfcVector3 dirToThatPoint = proj * resultpoly.front() - startingPoint;
IfcFloat tpt = dirToThatPoint * dirAtPolyPlane;
if( tpt > -1e-6 && tpt <= t && (dirToThatPoint - tpt * dirAtPolyPlane).SquareLength() < 1e-10 )
{
nextIntsecIdx = intersections.size(); // dirty hack to end marching along the boundary and signal the end of the loop
t = tpt;
}
// also check if the direction hits any in->out intersections earlier. If we hit one, we can switch back
// to marching along the poly border from that intersection point
for( size_t a = 0; a < intersections.size(); a += 2 )
{
dirToThatPoint = proj * intersections[a].get<1>() - startingPoint;
tpt = dirToThatPoint * dirAtPolyPlane;
if( tpt > -1e-6 && tpt <= t && (dirToThatPoint - tpt * dirAtPolyPlane).SquareLength() < 1e-10 )
{
nextIntsecIdx = a; // switch back to poly and march on from this in->out intersection
t = tpt;
}
}
vclosest = proj_inv * vclosest;
if(entered_volume_flag) {
const IfcVector3& fix_point = vclosest + ((p - vclosest) * n) * n;
outvert.push_back(fix_point);
++newcount;
entered_volume_flag = false;
// if we keep marching on the boundary, put the segment end point to the result poly and well... keep marching
if( nextIntsecIdx == SIZE_MAX )
{
resultpoly.push_back(proj_inv * nextBoundaryPoint);
currentBoundaryEdgeIdx = nextBoundaryEdgeIdx;
startingPoint = nextBoundaryPoint;
}
outvert.push_back(vclosest);
++newcount;
//outvert.push_back(e1);
//++newcount;
}
else {
entered_volume_flag = true;
// we just entered the clipping boundary. Record the point
// and the segment where we entered and also generate this point.
//last_intersected_boundary_segment = intersected_boundary_segments.front();
//last_intersected_boundary_point = intersected_boundary_points.front();
outvert.push_back(e0);
++newcount;
IfcFloat d = 1e20;
IfcVector3 vclosest;
BOOST_FOREACH(const IfcVector3& v, intersected_boundary_points) {
const IfcFloat dn = (v-e0_plane).SquareLength();
if (dn < d) {
d = dn;
vclosest = v;
}
// quick endless loop check
if( resultpoly.size() > blackside.size() + profile->verts.size() )
{
IFCImporter::LogError("Encountered endless loop while clipping polygon against poly-bounded half space.");
break;
}
enter_volume = proj_inv * vclosest;
outvert.push_back(enter_volume);
++newcount;
}
}
// if not, we just keep the vertex
else if (is_outside_boundary) {
outvert.push_back(e0);
++newcount;
entered_volume_flag = false;
// we're back on the poly - if this is the intersection we started from, we got a closed loop.
if( nextIntsecIdx >= intersections.size() )
{
break;
}
// otherwise it's another intersection. Continue marching from there.
currentIntersecIdx = nextIntsecIdx;
}
WritePolygon(resultpoly, result);
}
was_outside_boundary = is_outside_boundary;
extra_point_flag = false;
}
if (!newcount) {
continue;
}
IfcVector3 vmin,vmax;
ArrayBounds(&*(outvert.end()-newcount),newcount,vmin,vmax);
// filter our IfcFloat points - those may happen if a point lies
// directly on the intersection line. However, due to IfcFloat
// precision a bitwise comparison is not feasible to detect
// this case.
const IfcFloat epsilon = (vmax-vmin).SquareLength() / 1e6f;
FuzzyVectorCompare fz(epsilon);
std::vector<IfcVector3>::iterator e = std::unique( outvert.end()-newcount, outvert.end(), fz );
if (e != outvert.end()) {
newcount -= static_cast<unsigned int>(std::distance(e,outvert.end()));
outvert.erase(e,outvert.end());
}
if (fz(*( outvert.end()-newcount),outvert.back())) {
outvert.pop_back();
--newcount;
}
if(newcount > 2) {
result.vertcnt.push_back(newcount);
}
else while(newcount-->0) {
result.verts.pop_back();
}
}
IFCImporter::LogDebug("generating CSG geometry by plane clipping with polygonal bounding (IfcBooleanClippingResult)");
}

View File

@ -579,6 +579,11 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
IfcVector3 min = in[0];
dir *= IfcMatrix3(trafo);
// reverse profile polygon if it's winded in the wrong direction in relation to the extrusion direction
IfcVector3 profileNormal = TempMesh::ComputePolygonNormal( in.data(), in.size());
if( profileNormal * dir < 0.0 )
std::reverse( in.begin(), in.end());
std::vector<IfcVector3> nors;
const bool openings = !!conv.apply_openings && conv.apply_openings->size();
@ -619,9 +624,9 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
curmesh.vertcnt.push_back(4);
out.push_back(in[i]);
out.push_back(in[i]+dir);
out.push_back(in[next]+dir);
out.push_back(in[next]);
out.push_back(in[next]+dir);
out.push_back(in[i]+dir);
if(openings) {
if((in[i]-in[next]).Length() > diag * 0.1 && GenerateOpenings(*conv.apply_openings,nors,temp,true, true, dir)) {
@ -646,8 +651,12 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
if(has_area) {
for(size_t n = 0; n < 2; ++n) {
for(size_t i = size; i--; ) {
out.push_back(in[i]+(n?dir:IfcVector3()));
if( n > 0 ) {
for(size_t i = 0; i < size; ++i )
out.push_back(in[i]+dir);
} else {
for(size_t i = size; i--; )
out.push_back(in[i]);
}
curmesh.vertcnt.push_back(size);
@ -699,10 +708,10 @@ void ProcessSweptAreaSolid(const IfcSweptAreaSolid& swept, TempMesh& meshout,
}
// ------------------------------------------------------------------------------------------------
bool ProcessGeometricItem(const IfcRepresentationItem& geo, std::vector<unsigned int>& mesh_indices,
bool ProcessGeometricItem(const IfcRepresentationItem& geo, unsigned int matid, std::vector<unsigned int>& mesh_indices,
ConversionData& conv)
{
bool fix_orientation = true;
bool fix_orientation = false;
boost::shared_ptr< TempMesh > meshtmp = boost::make_shared<TempMesh>();
if(const IfcShellBasedSurfaceModel* shellmod = geo.ToPtr<IfcShellBasedSurfaceModel>()) {
BOOST_FOREACH(boost::shared_ptr<const IfcShell> shell,shellmod->SbsmBoundary) {
@ -716,24 +725,27 @@ bool ProcessGeometricItem(const IfcRepresentationItem& geo, std::vector<unsigned
IFCImporter::LogWarn("unexpected type error, IfcShell ought to inherit from IfcConnectedFaceSet");
}
}
fix_orientation = true;
}
else if(const IfcConnectedFaceSet* fset = geo.ToPtr<IfcConnectedFaceSet>()) {
ProcessConnectedFaceSet(*fset,*meshtmp.get(),conv);
fix_orientation = true;
}
else if(const IfcSweptAreaSolid* swept = geo.ToPtr<IfcSweptAreaSolid>()) {
ProcessSweptAreaSolid(*swept,*meshtmp.get(),conv);
}
else if(const IfcSweptDiskSolid* disk = geo.ToPtr<IfcSweptDiskSolid>()) {
ProcessSweptDiskSolid(*disk,*meshtmp.get(),conv);
fix_orientation = false;
}
else if(const IfcManifoldSolidBrep* brep = geo.ToPtr<IfcManifoldSolidBrep>()) {
ProcessConnectedFaceSet(brep->Outer,*meshtmp.get(),conv);
fix_orientation = true;
}
else if(const IfcFaceBasedSurfaceModel* surf = geo.ToPtr<IfcFaceBasedSurfaceModel>()) {
BOOST_FOREACH(const IfcConnectedFaceSet& fc, surf->FbsmFaces) {
ProcessConnectedFaceSet(fc,*meshtmp.get(),conv);
}
fix_orientation = true;
}
else if(const IfcBooleanResult* boolean = geo.ToPtr<IfcBooleanResult>()) {
ProcessBoolean(*boolean,*meshtmp.get(),conv);
@ -777,7 +789,7 @@ bool ProcessGeometricItem(const IfcRepresentationItem& geo, std::vector<unsigned
aiMesh* const mesh = meshtmp->ToMesh();
if(mesh) {
mesh->mMaterialIndex = ProcessMaterials(geo,conv);
mesh->mMaterialIndex = matid;
mesh_indices.push_back(conv.meshes.size());
conv.meshes.push_back(mesh);
return true;
@ -807,10 +819,11 @@ void AssignAddedMeshes(std::vector<unsigned int>& mesh_indices,aiNode* nd,
// ------------------------------------------------------------------------------------------------
bool TryQueryMeshCache(const IfcRepresentationItem& item,
std::vector<unsigned int>& mesh_indices,
std::vector<unsigned int>& mesh_indices, unsigned int mat_index,
ConversionData& conv)
{
ConversionData::MeshCache::const_iterator it = conv.cached_meshes.find(&item);
ConversionData::MeshCacheIndex idx(&item, mat_index);
ConversionData::MeshCache::const_iterator it = conv.cached_meshes.find(idx);
if (it != conv.cached_meshes.end()) {
std::copy((*it).second.begin(),(*it).second.end(),std::back_inserter(mesh_indices));
return true;
@ -820,21 +833,25 @@ bool TryQueryMeshCache(const IfcRepresentationItem& item,
// ------------------------------------------------------------------------------------------------
void PopulateMeshCache(const IfcRepresentationItem& item,
const std::vector<unsigned int>& mesh_indices,
const std::vector<unsigned int>& mesh_indices, unsigned int mat_index,
ConversionData& conv)
{
conv.cached_meshes[&item] = mesh_indices;
ConversionData::MeshCacheIndex idx(&item, mat_index);
conv.cached_meshes[idx] = mesh_indices;
}
// ------------------------------------------------------------------------------------------------
bool ProcessRepresentationItem(const IfcRepresentationItem& item,
bool ProcessRepresentationItem(const IfcRepresentationItem& item, unsigned int matid,
std::vector<unsigned int>& mesh_indices,
ConversionData& conv)
{
if (!TryQueryMeshCache(item,mesh_indices,conv)) {
if(ProcessGeometricItem(item,mesh_indices,conv)) {
// determine material
unsigned int localmatid = ProcessMaterials(item.GetID(), matid, conv, true);
if (!TryQueryMeshCache(item,mesh_indices,localmatid,conv)) {
if(ProcessGeometricItem(item,localmatid,mesh_indices,conv)) {
if(mesh_indices.size()) {
PopulateMeshCache(item,mesh_indices,conv);
PopulateMeshCache(item,mesh_indices,localmatid,conv);
}
}
else return false;

View File

@ -428,7 +428,7 @@ void GetAbsTransform(aiMatrix4x4& out, const aiNode* nd, ConversionData& conv)
}
// ------------------------------------------------------------------------------------------------
bool ProcessMappedItem(const IfcMappedItem& mapped, aiNode* nd_src, std::vector< aiNode* >& subnodes_src, ConversionData& conv)
bool ProcessMappedItem(const IfcMappedItem& mapped, aiNode* nd_src, std::vector< aiNode* >& subnodes_src, unsigned int matid, ConversionData& conv)
{
// insert a custom node here, the cartesian transform operator is simply a conventional transformation matrix
std::auto_ptr<aiNode> nd(new aiNode());
@ -453,11 +453,12 @@ bool ProcessMappedItem(const IfcMappedItem& mapped, aiNode* nd_src, std::vector<
}
}
unsigned int localmatid = ProcessMaterials(mapped.GetID(),matid,conv,false);
const IfcRepresentation& repr = mapped.MappingSource->MappedRepresentation;
bool got = false;
BOOST_FOREACH(const IfcRepresentationItem& item, repr.Items) {
if(!ProcessRepresentationItem(item,meshes,conv)) {
if(!ProcessRepresentationItem(item,localmatid,meshes,conv)) {
IFCImporter::LogWarn("skipping mapped entity of type " + item.GetClassName() + ", no representations could be generated");
}
else got = true;
@ -557,7 +558,11 @@ void ProcessProductRepresentation(const IfcProduct& el, aiNode* nd, std::vector<
if(!el.Representation) {
return;
}
// extract Color from metadata, if present
unsigned int matid = ProcessMaterials( el.GetID(), UINT32_MAX, conv, false);
std::vector<unsigned int> meshes;
// we want only one representation type, so bring them in a suitable order (i.e try those
// that look as if we could read them quickly at first). This way of reading
// representation is relatively generic and allows the concrete implementations
@ -571,10 +576,10 @@ void ProcessProductRepresentation(const IfcProduct& el, aiNode* nd, std::vector<
bool res = false;
BOOST_FOREACH(const IfcRepresentationItem& item, repr->Items) {
if(const IfcMappedItem* const geo = item.ToPtr<IfcMappedItem>()) {
res = ProcessMappedItem(*geo,nd,subnodes,conv) || res;
res = ProcessMappedItem(*geo,nd,subnodes,matid,conv) || res;
}
else {
res = ProcessRepresentationItem(item,meshes,conv) || res;
res = ProcessRepresentationItem(item,matid,meshes,conv) || res;
}
}
// if we got something meaningful at this point, skip any further representations

View File

@ -132,45 +132,70 @@ void FillMaterial(aiMaterial* mat,const IFC::IfcSurfaceStyle* surf,ConversionDat
}
// ------------------------------------------------------------------------------------------------
unsigned int ProcessMaterials(const IFC::IfcRepresentationItem& item, ConversionData& conv)
unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat)
{
if (conv.materials.empty()) {
aiString name;
std::auto_ptr<aiMaterial> mat(new aiMaterial());
name.Set("<IFCDefault>");
mat->AddProperty(&name,AI_MATKEY_NAME);
const aiColor4D col = aiColor4D(0.6f,0.6f,0.6f,1.0f);
mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
conv.materials.push_back(mat.release());
}
STEP::DB::RefMapRange range = conv.db.GetRefs().equal_range(item.GetID());
STEP::DB::RefMapRange range = conv.db.GetRefs().equal_range(id);
for(;range.first != range.second; ++range.first) {
if(const IFC::IfcStyledItem* const styled = conv.db.GetObject((*range.first).second)->ToPtr<IFC::IfcStyledItem>()) {
BOOST_FOREACH(const IFC::IfcPresentationStyleAssignment& as, styled->Styles) {
BOOST_FOREACH(boost::shared_ptr<const IFC::IfcPresentationStyleSelect> sel, as.Styles) {
if (const IFC::IfcSurfaceStyle* const surf = sel->ResolveSelectPtr<IFC::IfcSurfaceStyle>(conv.db)) {
if( const IFC::IfcSurfaceStyle* const surf = sel->ResolveSelectPtr<IFC::IfcSurfaceStyle>(conv.db) ) {
// try to satisfy from cache
ConversionData::MaterialCache::iterator mit = conv.cached_materials.find(surf);
if( mit != conv.cached_materials.end() )
return mit->second;
// not found, create new material
const std::string side = static_cast<std::string>(surf->Side);
if (side != "BOTH") {
if( side != "BOTH" ) {
IFCImporter::LogWarn("ignoring surface side marker on IFC::IfcSurfaceStyle: " + side);
}
std::auto_ptr<aiMaterial> mat(new aiMaterial());
FillMaterial(mat.get(),surf,conv);
FillMaterial(mat.get(), surf, conv);
conv.materials.push_back(mat.release());
return conv.materials.size()-1;
}
}
unsigned int matindex = conv.materials.size() - 1;
conv.cached_materials[surf] = matindex;
return matindex;
}
}
}
return 0;
}
}
// no local material defined. If there's global one, use that instead
if( prevMatId != UINT32_MAX )
return prevMatId;
// we're still here - create an default material if required, or simply fail otherwise
if( !forceDefaultMat )
return UINT32_MAX;
aiString name;
name.Set("<IFCDefault>");
// ConvertColorToString( color, name);
// look if there's already a default material with this base color
for( size_t a = 0; a < conv.materials.size(); ++a )
{
aiString mname;
conv.materials[a]->Get(AI_MATKEY_NAME, mname);
if( name == mname )
return (unsigned int)a;
}
// we're here, yet - no default material with suitable color available. Generate one
std::auto_ptr<aiMaterial> mat(new aiMaterial());
mat->AddProperty(&name,AI_MATKEY_NAME);
const aiColor4D col = aiColor4D( 0.6f, 0.6f, 0.6f, 1.0f); // aiColor4D( color.r, color.g, color.b, 1.0f);
mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
conv.materials.push_back(mat.release());
return (unsigned int) conv.materials.size() - 1;
}
} // ! IFC

View File

@ -902,6 +902,14 @@ size_t CloseWindows(ContourVector& contours,
curmesh.verts.reserve(curmesh.verts.size() + (*it).contour.size() * 4);
curmesh.vertcnt.reserve(curmesh.vertcnt.size() + (*it).contour.size());
// compare base poly normal and contour normal to detect if we need to reverse the face winding
IfcVector3 basePolyNormal = TempMesh::ComputePolygonNormal( curmesh.verts.data(), curmesh.vertcnt.front());
std::vector<IfcVector3> worldSpaceContourVtx( it->contour.size());
for( size_t a = 0; a < it->contour.size(); ++a )
worldSpaceContourVtx[a] = minv * IfcVector3( it->contour[a].x, it->contour[a].y, 0.0);
IfcVector3 contourNormal = TempMesh::ComputePolygonNormal( worldSpaceContourVtx.data(), worldSpaceContourVtx.size());
bool reverseCountourFaces = (contourNormal * basePolyNormal) > 0.0;
// XXX this algorithm is really a bit inefficient - both in terms
// of constant factor and of asymptotic runtime.
std::vector<bool>::const_iterator skipit = skipbegin;
@ -909,9 +917,6 @@ size_t CloseWindows(ContourVector& contours,
IfcVector3 start0;
IfcVector3 start1;
IfcVector2 last_proj;
//const IfcVector2& first_proj;
const Contour::const_iterator cbegin = (*it).contour.begin(), cend = (*it).contour.end();
bool drop_this_edge = false;
@ -923,18 +928,8 @@ size_t CloseWindows(ContourVector& contours,
IfcFloat best = static_cast<IfcFloat>(1e10);
IfcVector3 bestv;
/* debug code to check for unwanted diagonal lines in window contours
if (cit != cbegin) {
const IfcVector2& vdelta = proj_point - last_proj;
if (std::fabs(vdelta.x-vdelta.y) < 0.5 * std::max(vdelta.x, vdelta.y)) {
//continue;
}
} */
const IfcVector3& world_point = minv * IfcVector3(proj_point.x,proj_point.y,0.0f);
last_proj = proj_point;
BOOST_FOREACH(const TempOpening* opening, refs) {
BOOST_FOREACH(const IfcVector3& other, opening->wallPoints) {
const IfcFloat sqdist = (world_point - other).SquareLength();
@ -956,8 +951,8 @@ size_t CloseWindows(ContourVector& contours,
curmesh.verts.pop_back();
}
else {
curmesh.verts.push_back(cit == cbegin ? world_point : bestv);
curmesh.verts.push_back(cit == cbegin ? bestv : world_point);
curmesh.verts.push_back(((cit == cbegin) != reverseCountourFaces) ? world_point : bestv);
curmesh.verts.push_back(((cit == cbegin) != reverseCountourFaces) ? bestv : world_point);
curmesh.vertcnt.push_back(4);
++closed;
@ -969,8 +964,8 @@ size_t CloseWindows(ContourVector& contours,
continue;
}
curmesh.verts.push_back(world_point);
curmesh.verts.push_back(bestv);
curmesh.verts.push_back(reverseCountourFaces ? bestv : world_point);
curmesh.verts.push_back(reverseCountourFaces ? world_point : bestv);
if (cit == cend - 1) {
drop_this_edge = *skipit;
@ -984,16 +979,11 @@ size_t CloseWindows(ContourVector& contours,
curmesh.verts.pop_back();
}
else {
curmesh.verts.push_back(start1);
curmesh.verts.push_back(start0);
curmesh.verts.push_back(reverseCountourFaces ? start0 : start1);
curmesh.verts.push_back(reverseCountourFaces ? start1 : start0);
}
}
}
/*
BOOST_FOREACH(TempOpening* opening, refs) {
//opening->wallPoints.clear();
}*/
}
else {

View File

@ -166,6 +166,23 @@ void TempMesh::RemoveDegenerates()
}
}
// ------------------------------------------------------------------------------------------------
IfcVector3 TempMesh::ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize)
{
std::vector<IfcFloat> temp((cnt+2)*3);
for( size_t vofs = 0, i = 0; vofs < cnt; ++vofs )
{
const IfcVector3& v = vtcs[vofs];
temp[i++] = v.x;
temp[i++] = v.y;
temp[i++] = v.z;
}
IfcVector3 nor;
NewellNormal<3, 3, 3>(nor, cnt, &temp[0], &temp[1], &temp[2]);
return normalize ? nor.Normalize() : nor;
}
// ------------------------------------------------------------------------------------------------
void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals,
bool normalize,
@ -214,37 +231,148 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals,
// Compute the normal of the last polygon in the given mesh
IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const
{
size_t total = vertcnt.back(), vidx = verts.size() - total;
std::vector<IfcFloat> temp((total+2)*3);
for(size_t vofs = 0, cnt = 0; vofs < total; ++vofs) {
const IfcVector3& v = verts[vidx+vofs];
temp[cnt++] = v.x;
temp[cnt++] = v.y;
temp[cnt++] = v.z;
}
IfcVector3 nor;
NewellNormal<3,3,3>(nor,total,&temp[0],&temp[1],&temp[2]);
return normalize ? nor.Normalize() : nor;
return ComputePolygonNormal(&verts[verts.size() - vertcnt.back()], vertcnt.back(), normalize);
}
struct CompareVector
{
bool operator () (const IfcVector3& a, const IfcVector3& b)
{
IfcVector3 d = a - b;
IfcFloat eps = 1e-6;
return d.x < -eps || (std::abs(d.x) < eps && d.y < -eps) || (std::abs(d.x) < eps && std::abs(d.y) < eps && d.z < -eps);
}
};
struct FindVector
{
IfcVector3 v;
FindVector(const IfcVector3& p) : v(p) { }
bool operator () (const IfcVector3& p) { return FuzzyVectorCompare(1e-6)(p, v); }
};
// ------------------------------------------------------------------------------------------------
void TempMesh::FixupFaceOrientation()
{
const IfcVector3 vavg = Center();
std::vector<IfcVector3> normals;
ComputePolygonNormals(normals);
// create a list of start indices for all faces to allow random access to faces
std::vector<size_t> faceStartIndices(vertcnt.size());
for( size_t i = 0, a = 0; a < vertcnt.size(); i += vertcnt[a], ++a )
faceStartIndices[a] = i;
size_t c = 0, ofs = 0;
BOOST_FOREACH(unsigned int cnt, vertcnt) {
if (cnt>2){
const IfcVector3& thisvert = verts[c];
if (normals[ofs]*(thisvert-vavg) < 0) {
std::reverse(verts.begin()+c,verts.begin()+cnt+c);
// list all faces on a vertex
std::map<IfcVector3, std::vector<size_t>, CompareVector> facesByVertex;
for( size_t a = 0; a < vertcnt.size(); ++a )
{
for( size_t b = 0; b < vertcnt[a]; ++b )
facesByVertex[verts[faceStartIndices[a] + b]].push_back(a);
}
// determine neighbourhood for all polys
std::vector<size_t> neighbour(verts.size(), SIZE_MAX);
std::vector<size_t> tempIntersect(10);
for( size_t a = 0; a < vertcnt.size(); ++a )
{
for( size_t b = 0; b < vertcnt[a]; ++b )
{
size_t ib = faceStartIndices[a] + b, nib = faceStartIndices[a] + (b + 1) % vertcnt[a];
const std::vector<size_t>& facesOnB = facesByVertex[verts[ib]];
const std::vector<size_t>& facesOnNB = facesByVertex[verts[nib]];
// there should be exactly one or two faces which appear in both lists. Our face and the other side
std::vector<size_t>::iterator sectstart = tempIntersect.begin();
std::vector<size_t>::iterator sectend = std::set_intersection(
facesOnB.begin(), facesOnB.end(), facesOnNB.begin(), facesOnNB.end(), sectstart);
if( std::distance(sectstart, sectend) != 2 )
continue;
if( *sectstart == a )
++sectstart;
neighbour[ib] = *sectstart;
}
}
// now we're getting started. We take the face which is the farthest away from the center. This face is most probably
// facing outwards. So we reverse this face to point outwards in relation to the center. Then we adapt neighbouring
// faces to have the same winding until all faces have been tested.
std::vector<bool> faceDone(vertcnt.size(), false);
while( std::count(faceDone.begin(), faceDone.end(), false) != 0 )
{
// find the farthest of the remaining faces
size_t farthestIndex = SIZE_MAX;
IfcFloat farthestDistance = -1.0;
for( size_t a = 0; a < vertcnt.size(); ++a )
{
if( faceDone[a] )
continue;
IfcVector3 faceCenter = std::accumulate(verts.begin() + faceStartIndices[a],
verts.begin() + faceStartIndices[a] + vertcnt[a], IfcVector3(0.0)) / IfcFloat(vertcnt[a]);
IfcFloat dst = (faceCenter - vavg).SquareLength();
if( dst > farthestDistance ) { farthestDistance = dst; farthestIndex = a; }
}
// calculate its normal and reverse the poly if its facing towards the mesh center
IfcVector3 farthestNormal = ComputePolygonNormal(verts.data() + faceStartIndices[farthestIndex], vertcnt[farthestIndex]);
IfcVector3 farthestCenter = std::accumulate(verts.begin() + faceStartIndices[farthestIndex],
verts.begin() + faceStartIndices[farthestIndex] + vertcnt[farthestIndex], IfcVector3(0.0))
/ IfcFloat(vertcnt[farthestIndex]);
// We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
// the file.
if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 )
{
size_t fsi = faceStartIndices[farthestIndex], fvc = vertcnt[farthestIndex];
std::reverse(verts.begin() + fsi, verts.begin() + fsi + fvc);
std::reverse(neighbour.begin() + fsi, neighbour.begin() + fsi + fvc);
// because of the neighbour index belonging to the edge starting with the point at the same index, we need to
// cycle the neighbours through to match the edges again.
// Before: points A - B - C - D with edge neighbour p - q - r - s
// After: points D - C - B - A, reversed neighbours are s - r - q - p, but the should be
// r q p s
for( size_t a = 0; a < fvc - 1; ++a )
std::swap(neighbour[fsi + a], neighbour[fsi + a + 1]);
}
faceDone[farthestIndex] = true;
std::vector<size_t> todo;
todo.push_back(farthestIndex);
// go over its neighbour faces recursively and adapt their winding order to match the farthest face
while( !todo.empty() )
{
size_t tdf = todo.back();
size_t vsi = faceStartIndices[tdf], vc = vertcnt[tdf];
todo.pop_back();
// check its neighbours
for( size_t a = 0; a < vc; ++a )
{
// ignore neighbours if we already checked them
size_t nbi = neighbour[vsi + a];
if( nbi == SIZE_MAX || faceDone[nbi] )
continue;
const IfcVector3& vp = verts[vsi + a];
size_t nbvsi = faceStartIndices[nbi], nbvc = vertcnt[nbi];
std::vector<IfcVector3>::iterator it = std::find_if(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc, FindVector(vp));
ai_assert(it != verts.begin() + nbvsi + nbvc);
size_t nb_vidx = std::distance(verts.begin() + nbvsi, it);
// two faces winded in the same direction should have a crossed edge, where one face has p0->p1 and the other
// has p1'->p0'. If the next point on the neighbouring face is also the next on the current face, we need
// to reverse the neighbour
nb_vidx = (nb_vidx + 1) % nbvc;
size_t oursideidx = (a + 1) % vc;
if( FuzzyVectorCompare(1e-6)(verts[vsi + oursideidx], verts[nbvsi + nb_vidx]) )
{
std::reverse(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc);
std::reverse(neighbour.begin() + nbvsi, neighbour.begin() + nbvsi + nbvc);
for( size_t a = 0; a < nbvc - 1; ++a )
std::swap(neighbour[nbvsi + a], neighbour[nbvsi + a + 1]);
}
// either way we're done with the neighbour. Mark it as done and continue checking from there recursively
faceDone[nbi] = true;
todo.push_back(nbi);
}
}
c += cnt;
++ofs;
// no more faces reachable from this part of the surface, start over with a disjunct part and its farthest face
}
}

View File

@ -97,10 +97,10 @@ struct TempMesh
void RemoveDegenerates();
void FixupFaceOrientation();
static IfcVector3 ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize = true);
IfcVector3 ComputeLastPolygonNormal(bool normalize = true) const;
void ComputePolygonNormals(std::vector<IfcVector3>& normals,
bool normalize = true,
size_t ofs = 0) const;
void ComputePolygonNormals(std::vector<IfcVector3>& normals, bool normalize = true, size_t ofs = 0) const;
void Swap(TempMesh& other);
};
@ -195,9 +195,19 @@ struct ConversionData
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
typedef std::map<const IFC::IfcRepresentationItem*, std::vector<unsigned int> > MeshCache;
struct MeshCacheIndex {
const IFC::IfcRepresentationItem* item; unsigned int matindex;
MeshCacheIndex() : item(NULL), matindex(0) { }
MeshCacheIndex(const IFC::IfcRepresentationItem* i, unsigned int mi) : item(i), matindex(mi) { }
bool operator == (const MeshCacheIndex& o) const { return item == o.item && matindex == o.matindex; }
bool operator < (const MeshCacheIndex& o) const { return item < o.item || (item == o.item && matindex < o.matindex); }
};
typedef std::map<MeshCacheIndex, std::vector<unsigned int> > MeshCache;
MeshCache cached_meshes;
typedef std::map<const IFC::IfcSurfaceStyle*, unsigned int> MaterialCache;
MaterialCache cached_materials;
const IFCImporter::Settings& settings;
// Intermediate arrays used to resolve openings in walls: only one of them
@ -220,7 +230,7 @@ struct FuzzyVectorCompare {
FuzzyVectorCompare(IfcFloat epsilon) : epsilon(epsilon) {}
bool operator()(const IfcVector3& a, const IfcVector3& b) {
return std::fabs((a-b).SquareLength()) < epsilon;
return std::abs((a-b).SquareLength()) < epsilon;
}
const IfcFloat epsilon;
@ -263,11 +273,11 @@ IfcFloat ConvertSIPrefix(const std::string& prefix);
bool ProcessProfile(const IfcProfileDef& prof, TempMesh& meshout, ConversionData& conv);
// IFCMaterial.cpp
unsigned int ProcessMaterials(const IFC::IfcRepresentationItem& item, ConversionData& conv);
unsigned int ProcessMaterials(uint64_t id, unsigned int prevMatId, ConversionData& conv, bool forceDefaultMat);
// IFCGeometry.cpp
IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh, bool& ok, IfcVector3& norOut);
bool ProcessRepresentationItem(const IfcRepresentationItem& item, std::vector<unsigned int>& mesh_indices, ConversionData& conv);
bool ProcessRepresentationItem(const IfcRepresentationItem& item, unsigned int matid, std::vector<unsigned int>& mesh_indices, ConversionData& conv);
void AssignAddedMeshes(std::vector<unsigned int>& mesh_indices,aiNode* nd,ConversionData& /*conv*/);
void ProcessSweptAreaSolid(const IfcSweptAreaSolid& swept, TempMesh& meshout,

View File

@ -170,6 +170,10 @@ corresponding preprocessor flag to selectively disable formats.
# include "AssbinLoader.h"
#endif
#ifndef ASSIMP_BUILD_NO_C4D_IMPORTER
# include "C4DImporter.h"
#endif
namespace Assimp {
// ------------------------------------------------------------------------------------------------
@ -297,6 +301,10 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
#if ( !defined ASSIMP_BUILD_NO_ASSBIN_IMPORTER )
out.push_back( new AssbinImporter() );
#endif
#ifndef ASSIMP_BUILD_NO_C4D_IMPORTER
out.push_back( new C4DImporter() );
#endif
}
}