/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2020, 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 Implementation of the AC3D importer class */ #ifndef ASSIMP_BUILD_NO_AC_IMPORTER // internal headers #include "ACLoader.h" #include "Common/Importer.h" #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace Assimp; static const aiImporterDesc desc = { "AC3D Importer", "", "", "", aiImporterFlags_SupportTextFlavour, 0, 0, 0, 0, "ac acc ac3d" }; // ------------------------------------------------------------------------------------------------ // skip to the next token inline const char *AcSkipToNextToken(const char *buffer) { if (!SkipSpaces(&buffer)) { ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL"); } return buffer; } // ------------------------------------------------------------------------------------------------ // read a string (may be enclosed in double quotation marks). buffer must point to " inline const char *AcGetString(const char *buffer, std::string &out) { if (*buffer == '\0') { throw DeadlyImportError("AC3D: Unexpected EOF in string"); } ++buffer; const char *sz = buffer; while ('\"' != *buffer) { if (IsLineEnd(*buffer)) { ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string"); out = "ERROR"; break; } ++buffer; } if (IsLineEnd(*buffer)) { return buffer; } out = std::string(sz, (unsigned int)(buffer - sz)); ++buffer; return buffer; } // ------------------------------------------------------------------------------------------------ // read 1 to n floats prefixed with an optional predefined identifier template inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *name, size_t name_length, size_t num, T *out) { buffer = AcSkipToNextToken(buffer); if (0 != name_length) { if (0 != strncmp(buffer, name, name_length) || !IsSpace(buffer[name_length])) { ASSIMP_LOG_ERROR("AC3D: Unexpexted token. " + std::string(name) + " was expected."); return buffer; } buffer += name_length + 1; } for (unsigned int _i = 0; _i < num; ++_i) { buffer = AcSkipToNextToken(buffer); buffer = fast_atoreal_move(buffer, ((float *)out)[_i]); } return buffer; } // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer AC3DImporter::AC3DImporter() : buffer(), configSplitBFCull(), configEvalSubdivision(), mNumMeshes(), mLights(), mLightsCounter(0), mGroupsCounter(0), mPolysCounter(0), mWorldsCounter(0) { // nothing to be done here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well AC3DImporter::~AC3DImporter() { // nothing to be done here } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool AC3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const { std::string extension = GetExtension(pFile); // fixme: are acc and ac3d *really* used? Some sources say they are if (extension == "ac" || extension == "ac3d" || extension == "acc") { return true; } if (!extension.length() || checkSig) { uint32_t token = AI_MAKE_MAGIC("AC3D"); return CheckMagicToken(pIOHandler, pFile, &token, 1, 0); } return false; } // ------------------------------------------------------------------------------------------------ // Loader meta information const aiImporterDesc *AC3DImporter::GetInfo() const { return &desc; } // ------------------------------------------------------------------------------------------------ // Get a pointer to the next line from the file bool AC3DImporter::GetNextLine() { SkipLine(&buffer); return SkipSpaces(&buffer); } // ------------------------------------------------------------------------------------------------ // Parse an object section in an AC file void AC3DImporter::LoadObjectSection(std::vector &objects) { if (!TokenMatch(buffer, "OBJECT", 6)) return; SkipSpaces(&buffer); ++mNumMeshes; objects.push_back(Object()); Object &obj = objects.back(); aiLight *light = nullptr; if (!ASSIMP_strincmp(buffer, "light", 5)) { // This is a light source. Add it to the list mLights->push_back(light = new aiLight()); // Return a point light with no attenuation light->mType = aiLightSource_POINT; light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f, 1.f, 1.f); light->mAttenuationConstant = 1.f; // Generate a default name for both the light source and the node // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version. light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i", static_cast(mLights->size()) - 1); obj.name = std::string(light->mName.data); ASSIMP_LOG_VERBOSE_DEBUG("AC3D: Light source encountered"); obj.type = Object::Light; } else if (!ASSIMP_strincmp(buffer, "group", 5)) { obj.type = Object::Group; } else if (!ASSIMP_strincmp(buffer, "world", 5)) { obj.type = Object::World; } else obj.type = Object::Poly; while (GetNextLine()) { if (TokenMatch(buffer, "kids", 4)) { SkipSpaces(&buffer); unsigned int num = strtoul10(buffer, &buffer); GetNextLine(); if (num) { // load the children of this object recursively obj.children.reserve(num); for (unsigned int i = 0; i < num; ++i) LoadObjectSection(obj.children); } return; } else if (TokenMatch(buffer, "name", 4)) { SkipSpaces(&buffer); buffer = AcGetString(buffer, obj.name); // If this is a light source, we'll also need to store // the name of the node in it. if (light) { light->mName.Set(obj.name); } } else if (TokenMatch(buffer, "texture", 7)) { SkipSpaces(&buffer); buffer = AcGetString(buffer, obj.texture); } else if (TokenMatch(buffer, "texrep", 6)) { SkipSpaces(&buffer); buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &obj.texRepeat); if (!obj.texRepeat.x || !obj.texRepeat.y) obj.texRepeat = aiVector2D(1.f, 1.f); } else if (TokenMatch(buffer, "texoff", 6)) { SkipSpaces(&buffer); buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &obj.texOffset); } else if (TokenMatch(buffer, "rot", 3)) { SkipSpaces(&buffer); buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 9, &obj.rotation); } else if (TokenMatch(buffer, "loc", 3)) { SkipSpaces(&buffer); buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 3, &obj.translation); } else if (TokenMatch(buffer, "subdiv", 6)) { SkipSpaces(&buffer); obj.subDiv = strtoul10(buffer, &buffer); } else if (TokenMatch(buffer, "crease", 6)) { SkipSpaces(&buffer); obj.crease = fast_atof(buffer); } else if (TokenMatch(buffer, "numvert", 7)) { SkipSpaces(&buffer); unsigned int t = strtoul10(buffer, &buffer); if (t >= AI_MAX_ALLOC(aiVector3D)) { throw DeadlyImportError("AC3D: Too many vertices, would run out of memory"); } obj.vertices.reserve(t); for (unsigned int i = 0; i < t; ++i) { if (!GetNextLine()) { ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet"); break; } else if (!IsNumeric(*buffer)) { ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet"); --buffer; // make sure the line is processed a second time break; } obj.vertices.push_back(aiVector3D()); aiVector3D &v = obj.vertices.back(); buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 3, &v.x); } } else if (TokenMatch(buffer, "numsurf", 7)) { SkipSpaces(&buffer); bool Q3DWorkAround = false; const unsigned int t = strtoul10(buffer, &buffer); obj.surfaces.reserve(t); for (unsigned int i = 0; i < t; ++i) { GetNextLine(); if (!TokenMatch(buffer, "SURF", 4)) { // FIX: this can occur for some files - Quick 3D for // example writes no surf chunks if (!Q3DWorkAround) { ASSIMP_LOG_WARN("AC3D: SURF token was expected"); ASSIMP_LOG_VERBOSE_DEBUG("Continuing with Quick3D Workaround enabled"); } --buffer; // make sure the line is processed a second time // break; --- see fix notes above Q3DWorkAround = true; } SkipSpaces(&buffer); obj.surfaces.push_back(Surface()); Surface &surf = obj.surfaces.back(); surf.flags = strtoul_cppstyle(buffer); while (1) { if (!GetNextLine()) { throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete"); } if (TokenMatch(buffer, "mat", 3)) { SkipSpaces(&buffer); surf.mat = strtoul10(buffer); } else if (TokenMatch(buffer, "refs", 4)) { // --- see fix notes above if (Q3DWorkAround) { if (!surf.entries.empty()) { buffer -= 6; break; } } SkipSpaces(&buffer); const unsigned int m = strtoul10(buffer); surf.entries.reserve(m); obj.numRefs += m; for (unsigned int k = 0; k < m; ++k) { if (!GetNextLine()) { ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete"); break; } surf.entries.push_back(Surface::SurfaceEntry()); Surface::SurfaceEntry &entry = surf.entries.back(); entry.first = strtoul10(buffer, &buffer); SkipSpaces(&buffer); buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &entry.second); } } else { --buffer; // make sure the line is processed a second time break; } } } } } ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: \'kids\' line was expected"); } // ------------------------------------------------------------------------------------------------ // Convert a material from AC3DImporter::Material to aiMaterial void AC3DImporter::ConvertMaterial(const Object &object, const Material &matSrc, aiMaterial &matDest) { aiString s; if (matSrc.name.length()) { s.Set(matSrc.name); matDest.AddProperty(&s, AI_MATKEY_NAME); } if (object.texture.length()) { s.Set(object.texture); matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0)); // UV transformation if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y || object.texOffset.x || object.texOffset.y) { aiUVTransform transform; transform.mScaling = object.texRepeat; transform.mTranslation = object.texOffset; matDest.AddProperty(&transform, 1, AI_MATKEY_UVTRANSFORM_DIFFUSE(0)); } } matDest.AddProperty(&matSrc.rgb, 1, AI_MATKEY_COLOR_DIFFUSE); matDest.AddProperty(&matSrc.amb, 1, AI_MATKEY_COLOR_AMBIENT); matDest.AddProperty(&matSrc.emis, 1, AI_MATKEY_COLOR_EMISSIVE); matDest.AddProperty(&matSrc.spec, 1, AI_MATKEY_COLOR_SPECULAR); int n = -1; if (matSrc.shin) { n = aiShadingMode_Phong; matDest.AddProperty(&matSrc.shin, 1, AI_MATKEY_SHININESS); } else { n = aiShadingMode_Gouraud; } matDest.AddProperty(&n, 1, AI_MATKEY_SHADING_MODEL); float f = 1.f - matSrc.trans; matDest.AddProperty(&f, 1, AI_MATKEY_OPACITY); } // ------------------------------------------------------------------------------------------------ // Converts the loaded data to the internal verbose representation aiNode *AC3DImporter::ConvertObjectSection(Object &object, std::vector &meshes, std::vector &outMaterials, const std::vector &materials, aiNode *parent) { aiNode *node = new aiNode(); node->mParent = parent; if (object.vertices.size()) { if (!object.surfaces.size() || !object.numRefs) { /* " An object with 7 vertices (no surfaces, no materials defined). This is a good way of getting point data into AC3D. The Vertex->create convex-surface/object can be used on these vertices to 'wrap' a 3d shape around them " (http://www.opencity.info/html/ac3dfileformat.html) therefore: if no surfaces are defined return point data only */ ASSIMP_LOG_INFO("AC3D: No surfaces defined in object definition, " "a point list is returned"); meshes.push_back(new aiMesh()); aiMesh *mesh = meshes.back(); mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size(); aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; for (unsigned int i = 0; i < mesh->mNumVertices; ++i, ++faces, ++verts) { *verts = object.vertices[i]; faces->mNumIndices = 1; faces->mIndices = new unsigned int[1]; faces->mIndices[0] = i; } // use the primary material in this case. this should be the // default material if all objects of the file contain points // and no faces. mesh->mMaterialIndex = 0; outMaterials.push_back(new aiMaterial()); ConvertMaterial(object, materials[0], *outMaterials.back()); } else { // need to generate one or more meshes for this object. // find out how many different materials we have typedef std::pair IntPair; typedef std::vector MatTable; MatTable needMat(materials.size(), IntPair(0, 0)); std::vector::iterator it, end = object.surfaces.end(); std::vector::iterator it2, end2; for (it = object.surfaces.begin(); it != end; ++it) { unsigned int idx = (*it).mat; if (idx >= needMat.size()) { ASSIMP_LOG_ERROR("AC3D: material index is out of range"); idx = 0; } if ((*it).entries.empty()) { ASSIMP_LOG_WARN("AC3D: surface her zero vertex references"); } // validate all vertex indices to make sure we won't crash here for (it2 = (*it).entries.begin(), end2 = (*it).entries.end(); it2 != end2; ++it2) { if ((*it2).first >= object.vertices.size()) { ASSIMP_LOG_WARN("AC3D: Invalid vertex reference"); (*it2).first = 0; } } if (!needMat[idx].first) { ++node->mNumMeshes; } switch ((*it).GetType()) { // closed line case Surface::ClosedLine: needMat[idx].first += (unsigned int)(*it).entries.size(); needMat[idx].second += (unsigned int)(*it).entries.size() << 1u; break; // unclosed line case Surface::OpenLine: needMat[idx].first += (unsigned int)(*it).entries.size() - 1; needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u; break; // triangle strip case Surface::TriangleStrip: needMat[idx].first += (unsigned int)(*it).entries.size() - 2; needMat[idx].second += ((unsigned int)(*it).entries.size() - 2) * 3; break; default: // Coerce unknowns to a polygon and warn ASSIMP_LOG_WARN_F("AC3D: The type flag of a surface is unknown: ", (*it).flags); (*it).flags &= ~(Surface::Mask); // fallthrough // polygon case Surface::Polygon: // the number of faces increments by one, the number // of vertices by surface.numref. needMat[idx].first++; needMat[idx].second += (unsigned int)(*it).entries.size(); }; } unsigned int *pip = node->mMeshes = new unsigned int[node->mNumMeshes]; unsigned int mat = 0; const size_t oldm = meshes.size(); for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end(); cit != cend; ++cit, ++mat) { if (!(*cit).first) { continue; } // allocate a new aiMesh object *pip++ = (unsigned int)meshes.size(); aiMesh *mesh = new aiMesh(); meshes.push_back(mesh); mesh->mMaterialIndex = static_cast(outMaterials.size()); outMaterials.push_back(new aiMaterial()); ConvertMaterial(object, materials[mat], *outMaterials.back()); // allocate storage for vertices and normals mesh->mNumFaces = (*cit).first; if (mesh->mNumFaces == 0) { throw DeadlyImportError("AC3D: No faces"); } else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) { throw DeadlyImportError("AC3D: Too many faces, would run out of memory"); } aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; mesh->mNumVertices = (*cit).second; if (mesh->mNumVertices == 0) { throw DeadlyImportError("AC3D: No vertices"); } else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) { throw DeadlyImportError("AC3D: Too many vertices, would run out of memory"); } aiVector3D *vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; unsigned int cur = 0; // allocate UV coordinates, but only if the texture name for the // surface is not empty aiVector3D *uv = nullptr; if (object.texture.length()) { uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; mesh->mNumUVComponents[0] = 2; } for (it = object.surfaces.begin(); it != end; ++it) { if (mat == (*it).mat) { const Surface &src = *it; // closed polygon uint8_t type = (*it).GetType(); if (type == Surface::Polygon) { aiFace &face = *faces++; face.mNumIndices = (unsigned int)src.entries.size(); if (0 != face.mNumIndices) { face.mIndices = new unsigned int[face.mNumIndices]; for (unsigned int i = 0; i < face.mNumIndices; ++i, ++vertices) { const Surface::SurfaceEntry &entry = src.entries[i]; face.mIndices[i] = cur++; // copy vertex positions if (static_cast(vertices - mesh->mVertices) >= mesh->mNumVertices) { throw DeadlyImportError("AC3D: Invalid number of vertices"); } *vertices = object.vertices[entry.first] + object.translation; // copy texture coordinates if (uv) { uv->x = entry.second.x; uv->y = entry.second.y; ++uv; } } } } else if (type == Surface::TriangleStrip) { for (unsigned int i = 0; i < (unsigned int)src.entries.size() - 2; ++i) { const Surface::SurfaceEntry &entry1 = src.entries[i]; const Surface::SurfaceEntry &entry2 = src.entries[i + 1]; const Surface::SurfaceEntry &entry3 = src.entries[i + 2]; // skip degenerate triangles if (object.vertices[entry1.first] == object.vertices[entry2.first] || object.vertices[entry1.first] == object.vertices[entry3.first] || object.vertices[entry2.first] == object.vertices[entry3.first]) { mesh->mNumFaces--; mesh->mNumVertices -= 3; continue; } aiFace &face = *faces++; face.mNumIndices = 3; face.mIndices = new unsigned int[face.mNumIndices]; face.mIndices[0] = cur++; face.mIndices[1] = cur++; face.mIndices[2] = cur++; if (!(i & 1)) { *vertices++ = object.vertices[entry1.first] + object.translation; if (uv) { uv->x = entry1.second.x; uv->y = entry1.second.y; ++uv; } *vertices++ = object.vertices[entry2.first] + object.translation; if (uv) { uv->x = entry2.second.x; uv->y = entry2.second.y; ++uv; } } else { *vertices++ = object.vertices[entry2.first] + object.translation; if (uv) { uv->x = entry2.second.x; uv->y = entry2.second.y; ++uv; } *vertices++ = object.vertices[entry1.first] + object.translation; if (uv) { uv->x = entry1.second.x; uv->y = entry1.second.y; ++uv; } } if (static_cast(vertices - mesh->mVertices) >= mesh->mNumVertices) { throw DeadlyImportError("AC3D: Invalid number of vertices"); } *vertices++ = object.vertices[entry3.first] + object.translation; if (uv) { uv->x = entry3.second.x; uv->y = entry3.second.y; ++uv; } } } else { it2 = (*it).entries.begin(); // either a closed or an unclosed line unsigned int tmp = (unsigned int)(*it).entries.size(); if (Surface::OpenLine == type) --tmp; for (unsigned int m = 0; m < tmp; ++m) { aiFace &face = *faces++; face.mNumIndices = 2; face.mIndices = new unsigned int[2]; face.mIndices[0] = cur++; face.mIndices[1] = cur++; // copy vertex positions if (it2 == (*it).entries.end()) { throw DeadlyImportError("AC3D: Bad line"); } ai_assert((*it2).first < object.vertices.size()); *vertices++ = object.vertices[(*it2).first]; // copy texture coordinates if (uv) { uv->x = (*it2).second.x; uv->y = (*it2).second.y; ++uv; } if (Surface::ClosedLine == type && tmp - 1 == m) { // if this is a closed line repeat its beginning now it2 = (*it).entries.begin(); } else ++it2; // second point *vertices++ = object.vertices[(*it2).first]; if (uv) { uv->x = (*it2).second.x; uv->y = (*it2).second.y; ++uv; } } } } } } // Now apply catmull clark subdivision if necessary. We split meshes into // materials which is not done by AC3D during smoothing, so we need to // collect all meshes using the same material group. if (object.subDiv) { if (configEvalSubdivision) { std::unique_ptr div(Subdivider::Create(Subdivider::CATMULL_CLARKE)); ASSIMP_LOG_INFO("AC3D: Evaluating subdivision surface: " + object.name); std::vector cpy(meshes.size() - oldm, nullptr); div->Subdivide(&meshes[oldm], cpy.size(), &cpy.front(), object.subDiv, true); std::copy(cpy.begin(), cpy.end(), meshes.begin() + oldm); // previous meshes are deleted vy Subdivide(). } else { ASSIMP_LOG_INFO("AC3D: Letting the subdivision surface untouched due to my configuration: " + object.name); } } } } if (object.name.length()) node->mName.Set(object.name); else { // generate a name depending on the type of the node switch (object.type) { case Object::Group: node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i", mGroupsCounter++); break; case Object::Poly: node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i", mPolysCounter++); break; case Object::Light: node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i", mLightsCounter++); break; // there shouldn't be more than one world, but we don't care case Object::World: node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i", mWorldsCounter++); break; } } // setup the local transformation matrix of the object // compute the transformation offset to the parent node node->mTransformation = aiMatrix4x4(object.rotation); if (object.type == Object::Group || !object.numRefs) { node->mTransformation.a4 = object.translation.x; node->mTransformation.b4 = object.translation.y; node->mTransformation.c4 = object.translation.z; } // add children to the object if (object.children.size()) { node->mNumChildren = (unsigned int)object.children.size(); node->mChildren = new aiNode *[node->mNumChildren]; for (unsigned int i = 0; i < node->mNumChildren; ++i) { node->mChildren[i] = ConvertObjectSection(object.children[i], meshes, outMaterials, materials, node); } } return node; } // ------------------------------------------------------------------------------------------------ void AC3DImporter::SetupProperties(const Importer *pImp) { configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL, 1) ? true : false; configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION, 1) ? true : false; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void AC3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { std::unique_ptr file(pIOHandler->Open(pFile, "rb")); // Check whether we can read from the file if (file.get() == nullptr) { throw DeadlyImportError("Failed to open AC3D file " + pFile + "."); } // allocate storage and copy the contents of the file to a memory buffer std::vector mBuffer2; TextFileToBuffer(file.get(), mBuffer2); buffer = &mBuffer2[0]; mNumMeshes = 0; mLightsCounter = mPolysCounter = mWorldsCounter = mGroupsCounter = 0; if (::strncmp(buffer, "AC3D", 4)) { throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found"); } // print the file format version to the console unsigned int version = HexDigitToDecimal(buffer[4]); char msg[3]; ASSIMP_itoa10(msg, 3, version); ASSIMP_LOG_INFO_F("AC3D file format version: ", msg); std::vector materials; materials.reserve(5); std::vector rootObjects; rootObjects.reserve(5); std::vector lights; mLights = &lights; while (GetNextLine()) { if (TokenMatch(buffer, "MATERIAL", 8)) { materials.push_back(Material()); Material &mat = materials.back(); // manually parse the material ... sscanf would use the buldin atof ... // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f buffer = AcSkipToNextToken(buffer); if ('\"' == *buffer) { buffer = AcGetString(buffer, mat.name); buffer = AcSkipToNextToken(buffer); } buffer = TAcCheckedLoadFloatArray(buffer, "rgb", 3, 3, &mat.rgb); buffer = TAcCheckedLoadFloatArray(buffer, "amb", 3, 3, &mat.amb); buffer = TAcCheckedLoadFloatArray(buffer, "emis", 4, 3, &mat.emis); buffer = TAcCheckedLoadFloatArray(buffer, "spec", 4, 3, &mat.spec); buffer = TAcCheckedLoadFloatArray(buffer, "shi", 3, 1, &mat.shin); buffer = TAcCheckedLoadFloatArray(buffer, "trans", 5, 1, &mat.trans); } LoadObjectSection(rootObjects); } if (rootObjects.empty() || !mNumMeshes) { throw DeadlyImportError("AC3D: No meshes have been loaded"); } if (materials.empty()) { ASSIMP_LOG_WARN("AC3D: No material has been found"); materials.push_back(Material()); } mNumMeshes += (mNumMeshes >> 2u) + 1; std::vector meshes; meshes.reserve(mNumMeshes); std::vector omaterials; materials.reserve(mNumMeshes); // generate a dummy root if there are multiple objects on the top layer Object *root; if (1 == rootObjects.size()) root = &rootObjects[0]; else { root = new Object(); } // now convert the imported stuff to our output data structure pScene->mRootNode = ConvertObjectSection(*root, meshes, omaterials, materials); if (1 != rootObjects.size()) { delete root; } if (!::strncmp(pScene->mRootNode->mName.data, "Node", 4)) { pScene->mRootNode->mName.Set(""); } // copy meshes if (meshes.empty()) { throw DeadlyImportError("An unknown error occurred during converting"); } pScene->mNumMeshes = (unsigned int)meshes.size(); pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; ::memcpy(pScene->mMeshes, &meshes[0], pScene->mNumMeshes * sizeof(void *)); // copy materials pScene->mNumMaterials = (unsigned int)omaterials.size(); pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; ::memcpy(pScene->mMaterials, &omaterials[0], pScene->mNumMaterials * sizeof(void *)); // copy lights pScene->mNumLights = (unsigned int)lights.size(); if (lights.size()) { pScene->mLights = new aiLight *[lights.size()]; ::memcpy(pScene->mLights, &lights[0], lights.size() * sizeof(void *)); } } #endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER