494 lines
16 KiB
C++
494 lines
16 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXMeshGeometry.cpp
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* @brief Assimp::FBX::MeshGeometry implementation
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXParser.h"
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#include "FBXDocument.h"
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#include "FBXImporter.h"
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#include "FBXImportSettings.h"
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#include "FBXDocumentUtil.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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MeshGeometry::MeshGeometry(const Element& element, const std::string& name, const ImportSettings& settings)
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: Geometry(element,name)
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{
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const Scope* sc = element.Compound();
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if (!sc) {
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DOMError("failed to read Geometry object (class: Mesh), no data scope found");
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}
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// must have Mesh elements:
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const Element& Vertices = GetRequiredElement(*sc,"Vertices",&element);
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const Element& PolygonVertexIndex = GetRequiredElement(*sc,"PolygonVertexIndex",&element);
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// optional Mesh elements:
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const ElementCollection& Layer = sc->GetCollection("Layer");
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const ElementCollection& LayerElementMaterial = sc->GetCollection("LayerElementMaterial");
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const ElementCollection& LayerElementUV = sc->GetCollection("LayerElementUV");
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const ElementCollection& LayerElementNormal = sc->GetCollection("LayerElementNormal");
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std::vector<aiVector3D> tempVerts;
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ReadVectorDataArray(tempVerts,Vertices);
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if(tempVerts.empty()) {
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FBXImporter::LogWarn("encountered mesh with no vertices");
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return;
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}
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std::vector<int> tempFaces;
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ReadVectorDataArray(tempFaces,PolygonVertexIndex);
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if(tempFaces.empty()) {
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FBXImporter::LogWarn("encountered mesh with no faces");
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return;
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}
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vertices.reserve(tempFaces.size());
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faces.reserve(tempFaces.size() / 3);
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mapping_offsets.resize(tempVerts.size());
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mapping_counts.resize(tempVerts.size(),0);
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mappings.resize(tempFaces.size());
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const size_t vertex_count = tempVerts.size();
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// generate output vertices, computing an adjacency table to
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// preserve the mapping from fbx indices to *this* indexing.
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unsigned int count = 0;
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BOOST_FOREACH(int index, tempFaces) {
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const int absi = index < 0 ? (-index - 1) : index;
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if(static_cast<size_t>(absi) >= vertex_count) {
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DOMError("polygon vertex index out of range",&PolygonVertexIndex);
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}
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vertices.push_back(tempVerts[absi]);
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++count;
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++mapping_counts[absi];
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if (index < 0) {
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faces.push_back(count);
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count = 0;
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}
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}
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unsigned int cursor = 0;
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for (size_t i = 0, e = tempVerts.size(); i < e; ++i) {
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mapping_offsets[i] = cursor;
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cursor += mapping_counts[i];
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mapping_counts[i] = 0;
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}
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cursor = 0;
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BOOST_FOREACH(int index, tempFaces) {
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const int absi = index < 0 ? (-index - 1) : index;
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mappings[mapping_offsets[absi] + mapping_counts[absi]++] = cursor;
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}
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// if settings.readAllLayers is true:
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// * read all layers, try to load as many vertex channels as possible
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// if settings.readAllLayers is false:
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// * read only the layer with index 0, but warn about any further layers
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for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
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const TokenList& tokens = (*it).second->Tokens();
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const char* err;
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const int index = ParseTokenAsInt(*tokens[0], err);
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if(err) {
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DOMError(err,&element);
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}
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if(settings.readAllLayers || index == 0) {
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const Scope& layer = GetRequiredScope(*(*it).second);
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ReadLayer(layer);
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}
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else {
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FBXImporter::LogWarn("ignoring additional geometry layers");
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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MeshGeometry::~MeshGeometry()
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{
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadLayer(const Scope& layer)
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{
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const ElementCollection& LayerElement = layer.GetCollection("LayerElement");
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for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
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const Scope& elayer = GetRequiredScope(*(*eit).second);
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ReadLayerElement(elayer);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadLayerElement(const Scope& layerElement)
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{
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const Element& Type = GetRequiredElement(layerElement,"Type");
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const Element& TypedIndex = GetRequiredElement(layerElement,"TypedIndex");
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const std::string& type = ParseTokenAsString(GetRequiredToken(Type,0));
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const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex,0));
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const Scope& top = GetRequiredScope(element);
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const ElementCollection candidates = top.GetCollection(type);
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for (ElementMap::const_iterator it = candidates.first; it != candidates.second; ++it) {
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const int index = ParseTokenAsInt(GetRequiredToken(*(*it).second,0));
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if(index == typedIndex) {
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ReadVertexData(type,typedIndex,GetRequiredScope(*(*it).second));
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return;
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}
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}
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FBXImporter::LogError(Formatter::format("failed to resolve vertex layer element: ")
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<< type << ", index: " << typedIndex);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
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{
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const std::string& MappingInformationType = ParseTokenAsString(GetRequiredToken(
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GetRequiredElement(source,"MappingInformationType"),0)
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);
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const std::string& ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
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GetRequiredElement(source,"ReferenceInformationType"),0)
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);
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if (type == "LayerElementUV") {
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if(index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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FBXImporter::LogError(Formatter::format("ignoring UV layer, maximum number of UV channels exceeded: ")
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<< index << " (limit is " << AI_MAX_NUMBER_OF_TEXTURECOORDS << ")" );
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return;
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}
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ReadVertexDataUV(uvs[index],source,
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MappingInformationType,
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ReferenceInformationType
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);
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}
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else if (type == "LayerElementMaterial") {
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if (materials.size() > 0) {
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FBXImporter::LogError("ignoring additional material layer");
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return;
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}
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ReadVertexDataMaterials(materials,source,
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MappingInformationType,
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ReferenceInformationType
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);
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}
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else if (type == "LayerElementNormal") {
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if (normals.size() > 0) {
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FBXImporter::LogError("ignoring additional normal layer");
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return;
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}
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ReadVertexDataNormals(normals,source,
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MappingInformationType,
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ReferenceInformationType
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);
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}
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else if (type == "LayerElementTangent") {
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if (tangents.size() > 0) {
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FBXImporter::LogError("ignoring additional tangent layer");
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return;
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}
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ReadVertexDataTangents(tangents,source,
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MappingInformationType,
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ReferenceInformationType
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);
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}
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else if (type == "LayerElementBinormal") {
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if (binormals.size() > 0) {
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FBXImporter::LogError("ignoring additional binormal layer");
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return;
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}
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ReadVertexDataBinormals(binormals,source,
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MappingInformationType,
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ReferenceInformationType
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);
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}
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else if (type == "LayerElementColor") {
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if(index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
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FBXImporter::LogError(Formatter::format("ignoring vertex color layer, maximum number of color sets exceeded: ")
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<< index << " (limit is " << AI_MAX_NUMBER_OF_COLOR_SETS << ")" );
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return;
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}
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ReadVertexDataColors(colors[index],source,
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MappingInformationType,
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ReferenceInformationType
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);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Lengthy utility function to read and resolve a FBX vertex data array - that is, the
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// output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
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// tangents ..
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template <typename T>
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void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType,
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const char* dataElementName,
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const char* indexDataElementName,
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size_t vertex_count,
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const std::vector<unsigned int>& mapping_counts,
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const std::vector<unsigned int>& mapping_offsets,
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const std::vector<unsigned int>& mappings)
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{
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std::vector<T> tempUV;
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ReadVectorDataArray(tempUV,GetRequiredElement(source,dataElementName));
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// handle permutations of Mapping and Reference type - it would be nice to
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// deal with this more elegantly and with less redundancy, but right
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// now it seems unavoidable.
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if (MappingInformationType == "ByVertice" && ReferenceInformationType == "Direct") {
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data_out.resize(vertex_count);
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for (size_t i = 0, e = tempUV.size(); i < e; ++i) {
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const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
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for (unsigned int j = istart; j < iend; ++j) {
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data_out[mappings[j]] = tempUV[i];
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}
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}
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}
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else if (MappingInformationType == "ByVertice" && ReferenceInformationType == "IndexToDirect") {
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data_out.resize(vertex_count);
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std::vector<int> uvIndices;
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ReadVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
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for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
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const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
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for (unsigned int j = istart; j < iend; ++j) {
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if(static_cast<size_t>(uvIndices[i]) >= tempUV.size()) {
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DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
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}
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data_out[mappings[j]] = tempUV[uvIndices[i]];
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}
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}
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}
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else if (MappingInformationType == "ByPolygonVertex" && ReferenceInformationType == "Direct") {
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if (tempUV.size() != vertex_count) {
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FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
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<< tempUV.size() << ", expected " << vertex_count
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);
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return;
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}
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data_out.swap(tempUV);
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}
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else if (MappingInformationType == "ByPolygonVertex" && ReferenceInformationType == "IndexToDirect") {
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data_out.resize(vertex_count);
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std::vector<int> uvIndices;
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ReadVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
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if (uvIndices.size() != vertex_count) {
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FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping");
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return;
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}
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unsigned int next = 0;
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BOOST_FOREACH(int i, uvIndices) {
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if(static_cast<size_t>(i) >= tempUV.size()) {
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DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
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}
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data_out[next++] = tempUV[i];
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}
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}
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else {
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FBXImporter::LogError(Formatter::format("ignoring vertex data channel, access type not implemented: ")
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<< MappingInformationType << "," << ReferenceInformationType);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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ResolveVertexDataArray(normals_out,source,MappingInformationType,ReferenceInformationType,
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"Normals",
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"NormalsIndex",
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vertices.size(),
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mapping_counts,
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mapping_offsets,
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mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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ResolveVertexDataArray(uv_out,source,MappingInformationType,ReferenceInformationType,
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"UV",
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"UVIndex",
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vertices.size(),
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mapping_counts,
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mapping_offsets,
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mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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ResolveVertexDataArray(colors_out,source,MappingInformationType,ReferenceInformationType,
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"Color",
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"ColorIndex",
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vertices.size(),
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mapping_counts,
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mapping_offsets,
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mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
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"Tangent",
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"TangentIndex",
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vertices.size(),
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mapping_counts,
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mapping_offsets,
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mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
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"Binormal",
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"BinormalIndex",
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vertices.size(),
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mapping_counts,
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mapping_offsets,
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mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataMaterials(std::vector<unsigned int>& materials_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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{
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const size_t face_count = faces.size();
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ai_assert(face_count);
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// materials are handled separately. First of all, they are assigned per-face
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// and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect
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// has a slightly different meaning for materials.
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ReadVectorDataArray(materials_out,GetRequiredElement(source,"Materials"));
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if (MappingInformationType == "AllSame") {
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// easy - same material for all faces
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if (materials_out.empty()) {
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FBXImporter::LogError(Formatter::format("expected material index, ignoring"));
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return;
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}
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else if (materials_out.size() > 1) {
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FBXImporter::LogWarn(Formatter::format("expected only a single material index, ignoring all except the first one"));
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materials_out.clear();
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}
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materials.assign(vertices.size(),materials_out[0]);
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}
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else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
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materials.resize(face_count);
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if(materials_out.size() != face_count) {
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FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
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<< materials_out.size() << ", expected " << face_count
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);
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return;
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}
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}
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else {
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FBXImporter::LogError(Formatter::format("ignoring material assignments, access type not implemented: ")
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<< MappingInformationType << "," << ReferenceInformationType);
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}
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}
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} // !FBX
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} // !Assimp
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#endif
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