/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER #include "DefaultIOSystem.h" #include "ObjFileImporter.h" #include "ObjFileParser.h" #include "ObjFileData.h" namespace Assimp { // ------------------------------------------------------------------------------------------------ using namespace std; // ------------------------------------------------------------------------------------------------ // Default constructor ObjFileImporter::ObjFileImporter() : m_pRootObject(NULL) { DefaultIOSystem io; m_strAbsPath = io.getOsSeparator(); } // ------------------------------------------------------------------------------------------------ // Destructor ObjFileImporter::~ObjFileImporter() { // Release root object instance if (NULL != m_pRootObject) { delete m_pRootObject; m_pRootObject = NULL; } } // ------------------------------------------------------------------------------------------------ // Returns true, fi file is an obj file bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const { if(!checkSig) //Check File Extension { return SimpleExtensionCheck(pFile,"obj"); } else //Check file Header { const char* tokens[] = {"mtllib","usemtl","vt ","vn ","o "}; return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 5); } } // ------------------------------------------------------------------------------------------------ // Obj-file import implementation void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { DefaultIOSystem io; // Read file into memory const std::string mode = "rb"; boost::scoped_ptr file( pIOHandler->Open( pFile, mode)); if (NULL == file.get()) throw new ImportErrorException( "Failed to open file " + pFile + "."); // Get the filesize and vaslidate it, throwing an exception when failes size_t fileSize = file->FileSize(); if( fileSize < 16) throw new ImportErrorException( "OBJ-file is too small."); // Allocate buffer and read file into it TextFileToBuffer(file.get(),m_Buffer); // std::string strModelName; std::string::size_type pos = pFile.find_last_of( "\\/" ); if ( pos != std::string::npos ) { strModelName = pFile.substr(pos+1, pFile.size() - pos - 1); } else { strModelName = pFile; } // parse the file into a temporary representation ObjFileParser parser(m_Buffer, strModelName, pIOHandler); // And create the proper return structures out of it CreateDataFromImport(parser.GetModel(), pScene); // Clean up allocated storage for the next import m_Buffer.clear(); } // ------------------------------------------------------------------------------------------------ // Create the data from parsed obj-file void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene) { if (0L == pModel) return; // Create the root node of the scene pScene->mRootNode = new aiNode(); if (!pModel->m_ModelName.empty()) { // Set the name of the scene pScene->mRootNode->mName.Set(pModel->m_ModelName); } else { // This is an error, so break down the application ai_assert (false); } // Create nodes for the whole scene std::vector MeshArray; for (size_t index = 0; index < pModel->m_Objects.size(); index++) { createNodes(pModel, pModel->m_Objects[ index ], index, pScene->mRootNode, pScene, MeshArray); } // Create mesh pointer buffer for this scene if (pScene->mNumMeshes > 0) { pScene->mMeshes = new aiMesh*[ MeshArray.size() ]; for (size_t index =0; index < MeshArray.size(); index++) { pScene->mMeshes [ index ] = MeshArray[ index ]; } } // Create all materials for (size_t index = 0; index < pModel->m_Objects.size(); index++) { createMaterial( pModel, pModel->m_Objects[ index ], pScene ); } } // ------------------------------------------------------------------------------------------------ // Creates all nodes of the model aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int uiMeshIndex, aiNode *pParent, aiScene* pScene, std::vector &MeshArray) { if (NULL == pData) return NULL; // Store older mesh size to be able to computate mesh offsets for new mesh instances size_t oldMeshSize = MeshArray.size(); aiNode *pNode = new aiNode(); if (pParent != NULL) this->appendChildToParentNode(pParent, pNode); aiMesh *pMesh = NULL; //for (unsigned int meshIndex = 0; meshIndex < pModel->m_Meshes.size(); meshIndex++) { pMesh = new aiMesh(); createTopology( pModel, pData, uiMeshIndex, pMesh ); if (pMesh->mNumVertices > 0) { MeshArray.push_back( pMesh ); } } // Create all nodes from the subobjects stored in the current object if (!pData->m_SubObjects.empty()) { pNode->mNumChildren = (unsigned int)pData->m_SubObjects.size(); pNode->mChildren = new aiNode*[pData->m_SubObjects.size()]; pNode->mNumMeshes = 1; pNode->mMeshes = new unsigned int[1]; // Loop over all child objects, TODO /*for (size_t index = 0; index < pData->m_SubObjects.size(); index++) { // Create all child nodes pNode->mChildren[ index ] = createNodes( pModel, pData, pNode, pScene, MeshArray ); for (unsigned int meshIndex = 0; meshIndex < pData->m_SubObjects[ index ]->m_Meshes.size(); meshIndex++) { pMesh = new aiMesh(); MeshArray.push_back( pMesh ); createTopology( pModel, pData, meshIndex, pMesh ); } // Create material of this object createMaterial(pModel, pData->m_SubObjects[ index ], pScene); }*/ } // Set mesh instances into scene- and node-instances const size_t meshSizeDiff = MeshArray.size()- oldMeshSize; if ( meshSizeDiff > 0 ) { pNode->mMeshes = new unsigned int[ meshSizeDiff ]; pNode->mNumMeshes = (unsigned int)meshSizeDiff; size_t index = 0; for (size_t i = oldMeshSize; i < MeshArray.size(); i++) { pNode->mMeshes[ index ] = pScene->mNumMeshes; pScene->mNumMeshes++; index++; } } return pNode; } // ------------------------------------------------------------------------------------------------ // Create topology data void ObjFileImporter::createTopology(const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int uiMeshIndex, aiMesh* pMesh ) { // Checking preconditions ai_assert( NULL != pModel ); if (NULL == pData) return; // Create faces ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ]; ai_assert( NULL != pObjMesh ); pMesh->mNumFaces = static_cast( pObjMesh->m_Faces.size() ); if ( pMesh->mNumFaces > 0 ) { pMesh->mFaces = new aiFace[ pMesh->mNumFaces ]; pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex; // Copy all data from all stored meshes for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) { aiFace *pFace = &pMesh->mFaces[ index ]; const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size(); pFace->mNumIndices = (unsigned int) uiNumIndices; if (pFace->mNumIndices > 0) { pFace->mIndices = new unsigned int[ uiNumIndices ]; ObjFile::Face::IndexArray *pIndexArray = pObjMesh->m_Faces[ index ]->m_pVertices; ai_assert ( NULL != pIndexArray ); for ( size_t a=0; amNumIndices; a++ ) { pFace->mIndices[ a ] = pIndexArray->at( a ); } } else { pFace->mIndices = NULL; } } } // Create mesh vertices createVertexArray(pModel, pData, uiMeshIndex, pMesh); } // ------------------------------------------------------------------------------------------------ // Creates a vretex array void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel, const ObjFile::Object* pCurrentObject, unsigned int uiMeshIndex, aiMesh* pMesh) { // Checking preconditions ai_assert( NULL != pCurrentObject ); // Break, if no faces are stored in object if (pCurrentObject->m_Faces.empty()) return; // Get current mesh ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ]; if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1) return; // Copy vertices of this mesh instance pMesh->mNumVertices = (unsigned int) pObjMesh->m_uiNumIndices; pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ]; // Allocate buffer for normal vectors if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals ) pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ]; // Allocate buffer for texture coordinates if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] ) { pMesh->mNumUVComponents[ 0 ] = 2; pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ]; } // Copy vertices, normals and textures into aiMesh instance unsigned int newIndex = 0; for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ ) { // Get destination face aiFace *pDestFace = &pMesh->mFaces[ index ]; // Get source face ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ]; // Copy all index arrays for ( size_t vertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ ) { unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex ); assert ( vertex < pModel->m_Vertices.size() ); pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ]; // Copy all normals if ( !pSourceFace->m_pNormals->empty() ) { const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex ); ai_assert( normal < pModel->m_Normals.size() ); pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ]; } // Copy all texture coordinates if ( !pModel->m_TextureCoord.empty() ) { if ( !pSourceFace->m_pTexturCoords->empty() ) { const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex ); ai_assert( tex < pModel->m_TextureCoord.size() ); for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) { if ( pMesh->mNumUVComponents[ i ] > 0 ) { aiVector2D coord2d = pModel->m_TextureCoord[ tex ]; pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 ); } } } } ai_assert( pMesh->mNumVertices > newIndex ); pDestFace->mIndices[ vertexIndex ] = newIndex; ++newIndex; } } } // ------------------------------------------------------------------------------------------------ // Counts all stored meshes void ObjFileImporter::countObjects(const std::vector &rObjects, int &iNumMeshes) { iNumMeshes = 0; if (rObjects.empty()) return; iNumMeshes += (unsigned int)rObjects.size(); for (std::vector::const_iterator it = rObjects.begin(); it != rObjects.end(); ++it) { if (!(*it)->m_SubObjects.empty()) { countObjects((*it)->m_SubObjects, iNumMeshes); } } } // ------------------------------------------------------------------------------------------------ // Creates the material void ObjFileImporter::createMaterial(const ObjFile::Model* pModel, const ObjFile::Object* pData, aiScene* pScene) { ai_assert (NULL != pScene); if (NULL == pData) return; const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size(); pScene->mNumMaterials = 0; if ( pModel->m_MaterialLib.empty() ) return; pScene->mMaterials = new aiMaterial*[ numMaterials ]; for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ ) { Assimp::MaterialHelper* mat = new Assimp::MaterialHelper(); // Store material name std::map::const_iterator it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] ); // No material found, use the default material if ( pModel->m_MaterialMap.end() == it) continue; ObjFile::Material *pCurrentMaterial = (*it).second; mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME ); // convert illumination model int sm; switch (pCurrentMaterial->illumination_model) { case 0: sm = aiShadingMode_NoShading; break; case 1: sm = aiShadingMode_Gouraud; break; case 2: sm = aiShadingMode_Phong; break; default: sm = aiShadingMode_Gouraud; DefaultLogger::get()->error("OBJ/MTL: Unexpected illumination model (0-2 recognized)"); } mat->AddProperty( &sm, 1, AI_MATKEY_SHADING_MODEL); // multiplying the specular exponent with 2 seems to yield better results pCurrentMaterial->shineness *= 4.f; // Adding material colors mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT ); mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE ); mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR ); mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS ); mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY ); // Adding refraction index mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI ); // Adding textures if ( 0 != pCurrentMaterial->texture.length ) mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0)); if ( 0 != pCurrentMaterial->textureAmbient.length ) mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0)); if ( 0 != pCurrentMaterial->textureSpecular.length ) mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0)); if ( 0 != pCurrentMaterial->textureBump.length ) mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0)); if ( 0 != pCurrentMaterial->textureOpacity.length ) mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0)); if ( 0 != pCurrentMaterial->textureSpecularity.length ) mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0)); // Store material property info in material array in scene pScene->mMaterials[ pScene->mNumMaterials ] = mat; pScene->mNumMaterials++; } // Test number of created materials. ai_assert( pScene->mNumMaterials == numMaterials ); } // ------------------------------------------------------------------------------------------------ // Appends this node to the parent node void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild) { // Checking preconditions ai_assert (NULL != pParent); ai_assert (NULL != pChild); // Assign parent to child pChild->mParent = pParent; size_t sNumChildren = 0; // If already children was assigned to the parent node, store them in a std::vector temp; if (pParent->mChildren != NULL) { sNumChildren = pParent->mNumChildren; ai_assert (0 != sNumChildren); for (size_t index = 0; index < pParent->mNumChildren; index++) { temp.push_back(pParent->mChildren [ index ] ); } delete [] pParent->mChildren; } // Copy node instances into parent node pParent->mNumChildren++; pParent->mChildren = new aiNode*[ pParent->mNumChildren ]; for (size_t index = 0; index < pParent->mNumChildren-1; index++) { pParent->mChildren[ index ] = temp [ index ]; } pParent->mChildren[ pParent->mNumChildren-1 ] = pChild; } // ------------------------------------------------------------------------------------------------ } // Namespace Assimp #endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER