Add loading of recursive referenced files
parent
5cda765c0d
commit
fb1ddb9070
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@ -44,10 +44,16 @@ bool LDrawImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler,
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return false;
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}
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// -------------------------------------------------------------------------------
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const aiImporterDesc* LDrawImporter::GetInfo() const {
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const aiImporterDesc* LDrawImporter::GetInfo() const
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{
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return &desc;
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}
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// -------------------------------------------------------------------------------
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void LDrawImporter::SetupProperties(const Importer* pImp)
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{
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_libPath = pImp->GetPropertyString(AI_CONFIG_IMPORT_LDRAW_LIB_PATH, "");
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}
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// -------------------------------------------------------------------------------
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void LDrawImporter::InternReadFile(const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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@ -65,9 +71,26 @@ void LDrawImporter::InternReadFile(const std::string& pFile,
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const char * buffer = &vecBuffer[0];
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char DS = pIOHandler->getOsSeparator();
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//ensure _libPath points to a valid path
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if (_libPath == ""){
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//use the models folder as root
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_libPath = GetFolderPath(pFile, DS);
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}
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else if (_libPath.find_last_of(DS) != (_libPath.size() - 1))
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{
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_libPath += DS;
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}
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//setup a batch loader, it's quite probable we will need it
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BatchLoader loader(pIOHandler);
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BatchLoader::PropertyMap loaderParams = BatchLoader::PropertyMap();
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SetGenericProperty(loaderParams.strings, AI_CONFIG_IMPORT_LDRAW_LIB_PATH, _libPath);
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//TODO estimate sizes
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std::vector<aiVector3D> * vertices = new std::vector<aiVector3D>();
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std::vector<aiFace> * faces = new std::vector<aiFace>();
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std::vector<aiVector3D> vertices = std::vector<aiVector3D>();
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std::vector<aiFace> faces = std::vector<aiFace>();
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std::vector<std::pair<unsigned int, aiMatrix4x4*>> fileIds = std::vector<std::pair<unsigned int, aiMatrix4x4*>>();
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unsigned int primitivesType = 0;
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@ -86,25 +109,74 @@ void LDrawImporter::InternReadFile(const std::string& pFile,
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int command = ::atoi(lp);
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++lp;
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if (command == 0){
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//its a comment
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//it's a comment
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continue;
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}
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else if (command == 1){
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//its a sub file reference, load it
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//it's a sub file reference, load it
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float * params = NULL;
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//read a colour constant and 12 floats of a 4x4 matrix
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if (!ReadNumFloats(lp, params, 13)){
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ThrowException(Formatter::format("could not read ") << 13 << " command parameter floats from the line '" << line << "'");
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}
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aiMatrix4x4 *mat = new aiMatrix4x4(
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params[4], params[5], params[6], params[1],
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params[7], params[8], params[9], params[2],
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params[10], params[11], params[12], params[3],
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0.0f, 0.0f, 0.0f, 1.0f
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);
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//we read 13 tokens from lp, so we can safely skip them
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for (unsigned int i = 0; i < 13; ++i){
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SkipToken(lp);
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}
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std::string subpath = GetNextToken(lp);
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if (subpath == ""){
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ThrowException("sub-file reference with empty path/filename");
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}
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//find the full path of the part
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std::string fullpath;
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if (pIOHandler->Exists(subpath)){
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//we are lucky, file is full path referenced
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fullpath = subpath;
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}
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else
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{
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//test the specified directories of the LDraw Library
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static std::vector<std::string> paths{ "parts", "p", "models" };
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for (unsigned int i = 0; i < paths.size(); ++i){
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if (pIOHandler->Exists(_libPath + paths[i] + DS + subpath)){
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fullpath = _libPath + paths[i] + DS + subpath;
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break;
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}
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else if (pIOHandler->Exists(_libPath + ".." + DS+ paths[i] + DS + subpath))
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{
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fullpath = _libPath + ".." + DS + paths[i] + DS + subpath;
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break;
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}
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}
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}
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if (fullpath == ""){
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//we can't find it
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ThrowException("Unable to find file '" + subpath + "'");
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}
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unsigned int id = loader.AddLoadRequest(fullpath, 0, &loaderParams);
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fileIds.push_back(std::pair<unsigned int, aiMatrix4x4*>(id, mat));
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continue;
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}
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else if (command == 2 || command == 3 || command == 4){
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//its a line or a triangle or a quad
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//it's a line or a triangle or a quad
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float * params = NULL;
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//read a colour constant and 2 (line) or 3 (triangle) or 4 (quad) vertices
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if (!ReadNumFloats(lp, params, 1 + (command * 3))){
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ThrowException(Formatter::format("could not read ") << (1 + (command * 3)) <<" command parameter floats from the line '" << line<<"'");
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}
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unsigned int index = vertices->size();
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unsigned int index = vertices.size();
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//TODO colour @params[0]
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vertices->push_back(aiVector3D(params[1], params[2], params[3]));
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vertices->push_back(aiVector3D(params[4], params[5], params[6]));
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vertices.push_back(aiVector3D(params[1], params[2], params[3]));
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vertices.push_back(aiVector3D(params[4], params[5], params[6]));
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aiFace f = aiFace();
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f.mNumIndices = command;
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@ -113,31 +185,31 @@ void LDrawImporter::InternReadFile(const std::string& pFile,
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f.mIndices[1] = index + 1;
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if (command == 3 || command == 4){
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vertices->push_back(aiVector3D(params[7], params[8], params[9]));
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vertices.push_back(aiVector3D(params[7], params[8], params[9]));
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f.mIndices[2] = index + 2;
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if (command == 3){
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//its a triangle
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//it's a triangle
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primitivesType = primitivesType | aiPrimitiveType_TRIANGLE;
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}
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else if (command == 4){
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//its a quad
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vertices->push_back(aiVector3D(params[10], params[11], params[12]));
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//it's a quad
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vertices.push_back(aiVector3D(params[10], params[11], params[12]));
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f.mIndices[3] = index + 3;
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primitivesType = primitivesType | aiPrimitiveType_POLYGON;
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}
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}
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else
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{
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//its a line
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//it's a line
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primitivesType = primitivesType | aiPrimitiveType_LINE;
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}
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faces->push_back(f);
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faces.push_back(f);
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continue;
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}
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else
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{
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//its an optional 'line' or an unknown command, ignore them
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//it's an optional 'line' or an unknown command, ignore them
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continue;
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}
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}
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@ -147,32 +219,73 @@ void LDrawImporter::InternReadFile(const std::string& pFile,
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ThrowException("Line not starting with an Command Identifier");
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}
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}
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aiScene * master = new aiScene();
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//we did read the whole file, now build the scenegraph
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pScene->mRootNode = new aiNode("<LDrawRoot>");
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pScene->mRootNode->mTransformation = aiMatrix4x4();
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master->mRootNode = new aiNode(pFile);
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master->mRootNode->mTransformation = aiMatrix4x4();
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mFlags = AI_SCENE_FLAGS_INCOMPLETE;
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if (vertices.size() && faces.size())
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{
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master->mNumMeshes = 1;
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master->mMeshes = new aiMesh*[master->mNumMeshes];
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//master->mFlags = AI_SCENE_FLAGS_INCOMPLETE;
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aiMesh* mesh = new aiMesh();
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mesh->mNumFaces = faces->size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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memcpy(mesh->mFaces, faces->data(), sizeof(aiFace) * mesh->mNumFaces);
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mesh->mNumVertices = vertices->size();
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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::memcpy(mesh->mVertices, vertices->data(), sizeof(aiVector3D)* mesh->mNumVertices);
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mesh->mPrimitiveTypes = primitivesType;
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pScene->mMeshes[0] = mesh;
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aiMesh* mesh = new aiMesh();
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mesh->mNumFaces = faces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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std::copy(faces.begin(), faces.end(), mesh->mFaces);
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mesh->mNumVertices = vertices.size();
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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std::copy(vertices.begin(), vertices.end(), mesh->mVertices);
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mesh->mPrimitiveTypes = primitivesType;
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master->mMeshes[0] = mesh;
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mRootNode->mNumMeshes];
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pScene->mRootNode->mMeshes[0] = 0;
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master->mRootNode->mNumMeshes = 1;
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master->mRootNode->mMeshes = new unsigned int[master->mRootNode->mNumMeshes];
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master->mRootNode->mMeshes[0] = 0;
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}
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if (fileIds.size() != 0){
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//we did queue some sub files, get them
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loader.LoadAll();
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std::vector<AttachmentInfo> attatched(fileIds.size());
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for (unsigned int i = 0; i < fileIds.size(); ++i)
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{
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aiScene* sc = loader.GetImport(fileIds[i].first);
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//check for duplicates with diffrent transformation matrix
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int duplID = -1;
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for (unsigned int j = 0; j < fileIds.size(); j++){
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if (j == i) continue; //don't check ourself for duplicates
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if (fileIds[j].first == fileIds[i].first && *fileIds[j].second != *fileIds[i].second){
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//we found a scene with same id but diffrent transformation => true duplicate
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duplID = j;
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break;
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}
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}
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aiScene * scene;
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if (duplID != -1 && duplID < i){
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//duplicate was found and loaded scene was already used
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SceneCombiner::CopyScene(&scene, sc);
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}
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else
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{
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scene = sc;
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}
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scene->mRootNode->mTransformation = *fileIds[i].second;
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attatched[i] = AttachmentInfo(scene, master->mRootNode);
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}
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SceneCombiner::MergeScenes(&pScene, master, attatched, AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY);
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}
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else
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{
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SceneCombiner::CopySceneFlat(&pScene, master);
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}
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}
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bool LDrawImporter::ReadNumFloats(const char* line, float* & out, unsigned int num){
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bool LDrawImporter::ReadNumFloats(const char* line, float* & out, unsigned int num)
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{
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out = new float[num];
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for (unsigned int i = 0; i < num; ++i){
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std::string token = GetNextToken(line);
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@ -8,6 +8,9 @@
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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#include "TinyFormatter.h"
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#include "Importer.h"
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#include "GenericProperty.h"
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#include "SceneCombiner.h"
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namespace Assimp{
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@ -22,13 +25,16 @@ namespace Assimp{
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bool CanRead(const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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const aiImporterDesc* GetInfo() const;
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// -------------------------------------------------------------------
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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protected:
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void InternReadFile(const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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@ -46,6 +52,8 @@ namespace Assimp{
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throw DeadlyImportError("LDraw: " + Message);
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}
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std::string _libPath = "";
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}; //end of class LDrawImporter
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} // end of namespace Assimp
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@ -843,4 +843,15 @@ enum aiComponent
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#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
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// ---------------------------------------------------------------------------
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/** @brief LDraw Importer uses this Path to search for parts and subparts
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*
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* LDraw files mostly only refer to the official parts from the LDraw Official
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* Parts Library. If the model is not located in the librarys root or 'model'
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* folder, you can specify here the absolute path to the libs root folder
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* <br>
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* Property type: String. Default value: </path/to/model/>.
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*/
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#define AI_CONFIG_IMPORT_LDRAW_LIB_PATH "IMPORT_LDRAW_LIB_PATH"
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#endif // !! AI_CONFIG_H_INC
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