810 lines
33 KiB
C++
810 lines
33 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, 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 following
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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 Implementation of the AC3D importer class */
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#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
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// internal headers
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#include "ACLoader.h"
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#include "Common/Importer.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/Subdivision.h>
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#include <assimp/config.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/light.h>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Importer.hpp>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"AC3D Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"ac acc ac3d"
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};
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// ------------------------------------------------------------------------------------------------
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// skip to the next token
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inline const char *AcSkipToNextToken(const char *buffer) {
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if (!SkipSpaces(&buffer)) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL");
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}
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return buffer;
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}
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// ------------------------------------------------------------------------------------------------
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// read a string (may be enclosed in double quotation marks). buffer must point to "
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inline const char *AcGetString(const char *buffer, std::string &out) {
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if (*buffer == '\0') {
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throw DeadlyImportError("AC3D: Unexpected EOF in string");
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}
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++buffer;
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const char *sz = buffer;
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while ('\"' != *buffer) {
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if (IsLineEnd(*buffer)) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string");
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out = "ERROR";
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break;
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}
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++buffer;
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}
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if (IsLineEnd(*buffer)) {
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return buffer;
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}
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out = std::string(sz, (unsigned int)(buffer - sz));
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++buffer;
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return buffer;
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}
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// ------------------------------------------------------------------------------------------------
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// read 1 to n floats prefixed with an optional predefined identifier
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template <class T>
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inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *name, size_t name_length, size_t num, T *out) {
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buffer = AcSkipToNextToken(buffer);
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if (0 != name_length) {
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if (0 != strncmp(buffer, name, name_length) || !IsSpace(buffer[name_length])) {
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ASSIMP_LOG_ERROR("AC3D: Unexpexted token. " + std::string(name) + " was expected.");
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return buffer;
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}
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buffer += name_length + 1;
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}
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for (unsigned int _i = 0; _i < num; ++_i) {
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buffer = AcSkipToNextToken(buffer);
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buffer = fast_atoreal_move<float>(buffer, ((float *)out)[_i]);
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}
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return buffer;
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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AC3DImporter::AC3DImporter() :
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buffer(),
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configSplitBFCull(),
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configEvalSubdivision(),
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mNumMeshes(),
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mLights(),
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mLightsCounter(0),
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mGroupsCounter(0),
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mPolysCounter(0),
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mWorldsCounter(0) {
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// nothing to be done here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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AC3DImporter::~AC3DImporter() {
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// nothing to be done here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool AC3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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std::string extension = GetExtension(pFile);
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// fixme: are acc and ac3d *really* used? Some sources say they are
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if (extension == "ac" || extension == "ac3d" || extension == "acc") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint32_t token = AI_MAKE_MAGIC("AC3D");
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return CheckMagicToken(pIOHandler, pFile, &token, 1, 0);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Loader meta information
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const aiImporterDesc *AC3DImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a pointer to the next line from the file
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bool AC3DImporter::GetNextLine() {
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SkipLine(&buffer);
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return SkipSpaces(&buffer);
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}
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// ------------------------------------------------------------------------------------------------
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// Parse an object section in an AC file
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void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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if (!TokenMatch(buffer, "OBJECT", 6))
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return;
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SkipSpaces(&buffer);
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++mNumMeshes;
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objects.push_back(Object());
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Object &obj = objects.back();
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aiLight *light = NULL;
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if (!ASSIMP_strincmp(buffer, "light", 5)) {
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// This is a light source. Add it to the list
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mLights->push_back(light = new aiLight());
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// Return a point light with no attenuation
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light->mType = aiLightSource_POINT;
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light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f, 1.f, 1.f);
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light->mAttenuationConstant = 1.f;
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// Generate a default name for both the light source and the node
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// FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
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light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i", static_cast<unsigned int>(mLights->size()) - 1);
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obj.name = std::string(light->mName.data);
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ASSIMP_LOG_DEBUG("AC3D: Light source encountered");
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obj.type = Object::Light;
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} else if (!ASSIMP_strincmp(buffer, "group", 5)) {
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obj.type = Object::Group;
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} else if (!ASSIMP_strincmp(buffer, "world", 5)) {
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obj.type = Object::World;
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} else
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obj.type = Object::Poly;
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while (GetNextLine()) {
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if (TokenMatch(buffer, "kids", 4)) {
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SkipSpaces(&buffer);
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unsigned int num = strtoul10(buffer, &buffer);
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GetNextLine();
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if (num) {
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// load the children of this object recursively
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obj.children.reserve(num);
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for (unsigned int i = 0; i < num; ++i)
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LoadObjectSection(obj.children);
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}
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return;
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} else if (TokenMatch(buffer, "name", 4)) {
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SkipSpaces(&buffer);
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buffer = AcGetString(buffer, obj.name);
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// If this is a light source, we'll also need to store
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// the name of the node in it.
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if (light) {
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light->mName.Set(obj.name);
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}
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} else if (TokenMatch(buffer, "texture", 7)) {
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SkipSpaces(&buffer);
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buffer = AcGetString(buffer, obj.texture);
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} else if (TokenMatch(buffer, "texrep", 6)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &obj.texRepeat);
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if (!obj.texRepeat.x || !obj.texRepeat.y)
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obj.texRepeat = aiVector2D(1.f, 1.f);
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} else if (TokenMatch(buffer, "texoff", 6)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &obj.texOffset);
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} else if (TokenMatch(buffer, "rot", 3)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 9, &obj.rotation);
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} else if (TokenMatch(buffer, "loc", 3)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 3, &obj.translation);
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} else if (TokenMatch(buffer, "subdiv", 6)) {
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SkipSpaces(&buffer);
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obj.subDiv = strtoul10(buffer, &buffer);
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} else if (TokenMatch(buffer, "crease", 6)) {
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SkipSpaces(&buffer);
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obj.crease = fast_atof(buffer);
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} else if (TokenMatch(buffer, "numvert", 7)) {
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SkipSpaces(&buffer);
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unsigned int t = strtoul10(buffer, &buffer);
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if (t >= AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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obj.vertices.reserve(t);
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for (unsigned int i = 0; i < t; ++i) {
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if (!GetNextLine()) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet");
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break;
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} else if (!IsNumeric(*buffer)) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet");
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--buffer; // make sure the line is processed a second time
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break;
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}
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obj.vertices.push_back(aiVector3D());
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aiVector3D &v = obj.vertices.back();
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 3, &v.x);
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}
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} else if (TokenMatch(buffer, "numsurf", 7)) {
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SkipSpaces(&buffer);
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bool Q3DWorkAround = false;
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const unsigned int t = strtoul10(buffer, &buffer);
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obj.surfaces.reserve(t);
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for (unsigned int i = 0; i < t; ++i) {
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GetNextLine();
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if (!TokenMatch(buffer, "SURF", 4)) {
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// FIX: this can occur for some files - Quick 3D for
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// example writes no surf chunks
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if (!Q3DWorkAround) {
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ASSIMP_LOG_WARN("AC3D: SURF token was expected");
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ASSIMP_LOG_DEBUG("Continuing with Quick3D Workaround enabled");
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}
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--buffer; // make sure the line is processed a second time
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// break; --- see fix notes above
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Q3DWorkAround = true;
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}
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SkipSpaces(&buffer);
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obj.surfaces.push_back(Surface());
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Surface &surf = obj.surfaces.back();
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surf.flags = strtoul_cppstyle(buffer);
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while (1) {
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if (!GetNextLine()) {
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throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
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}
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if (TokenMatch(buffer, "mat", 3)) {
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SkipSpaces(&buffer);
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surf.mat = strtoul10(buffer);
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} else if (TokenMatch(buffer, "refs", 4)) {
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// --- see fix notes above
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if (Q3DWorkAround) {
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if (!surf.entries.empty()) {
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buffer -= 6;
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break;
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}
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}
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SkipSpaces(&buffer);
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const unsigned int m = strtoul10(buffer);
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surf.entries.reserve(m);
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obj.numRefs += m;
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for (unsigned int k = 0; k < m; ++k) {
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if (!GetNextLine()) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete");
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break;
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}
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surf.entries.push_back(Surface::SurfaceEntry());
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Surface::SurfaceEntry &entry = surf.entries.back();
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entry.first = strtoul10(buffer, &buffer);
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &entry.second);
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}
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} else {
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--buffer; // make sure the line is processed a second time
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break;
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}
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}
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}
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}
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}
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: \'kids\' line was expected");
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}
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// ------------------------------------------------------------------------------------------------
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// Convert a material from AC3DImporter::Material to aiMaterial
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void AC3DImporter::ConvertMaterial(const Object &object,
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const Material &matSrc,
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aiMaterial &matDest) {
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aiString s;
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if (matSrc.name.length()) {
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s.Set(matSrc.name);
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matDest.AddProperty(&s, AI_MATKEY_NAME);
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}
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if (object.texture.length()) {
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s.Set(object.texture);
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matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
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// UV transformation
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if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
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object.texOffset.x || object.texOffset.y) {
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aiUVTransform transform;
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transform.mScaling = object.texRepeat;
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transform.mTranslation = object.texOffset;
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matDest.AddProperty(&transform, 1, AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
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}
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}
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matDest.AddProperty<aiColor3D>(&matSrc.rgb, 1, AI_MATKEY_COLOR_DIFFUSE);
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matDest.AddProperty<aiColor3D>(&matSrc.amb, 1, AI_MATKEY_COLOR_AMBIENT);
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matDest.AddProperty<aiColor3D>(&matSrc.emis, 1, AI_MATKEY_COLOR_EMISSIVE);
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matDest.AddProperty<aiColor3D>(&matSrc.spec, 1, AI_MATKEY_COLOR_SPECULAR);
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int n = -1;
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if (matSrc.shin) {
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n = aiShadingMode_Phong;
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matDest.AddProperty<float>(&matSrc.shin, 1, AI_MATKEY_SHININESS);
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} else {
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n = aiShadingMode_Gouraud;
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}
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matDest.AddProperty<int>(&n, 1, AI_MATKEY_SHADING_MODEL);
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float f = 1.f - matSrc.trans;
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matDest.AddProperty<float>(&f, 1, AI_MATKEY_OPACITY);
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the loaded data to the internal verbose representation
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aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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std::vector<aiMesh *> &meshes,
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std::vector<aiMaterial *> &outMaterials,
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const std::vector<Material> &materials,
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aiNode *parent) {
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aiNode *node = new aiNode();
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node->mParent = parent;
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if (object.vertices.size()) {
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if (!object.surfaces.size() || !object.numRefs) {
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/* " An object with 7 vertices (no surfaces, no materials defined).
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This is a good way of getting point data into AC3D.
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The Vertex->create convex-surface/object can be used on these
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vertices to 'wrap' a 3d shape around them "
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(http://www.opencity.info/html/ac3dfileformat.html)
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therefore: if no surfaces are defined return point data only
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*/
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ASSIMP_LOG_INFO("AC3D: No surfaces defined in object definition, "
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"a point list is returned");
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meshes.push_back(new aiMesh());
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aiMesh *mesh = meshes.back();
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mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
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aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
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aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i, ++faces, ++verts) {
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*verts = object.vertices[i];
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faces->mNumIndices = 1;
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faces->mIndices = new unsigned int[1];
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faces->mIndices[0] = i;
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}
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// use the primary material in this case. this should be the
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// default material if all objects of the file contain points
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// and no faces.
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mesh->mMaterialIndex = 0;
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outMaterials.push_back(new aiMaterial());
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ConvertMaterial(object, materials[0], *outMaterials.back());
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} else {
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// need to generate one or more meshes for this object.
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// find out how many different materials we have
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typedef std::pair<unsigned int, unsigned int> IntPair;
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typedef std::vector<IntPair> MatTable;
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MatTable needMat(materials.size(), IntPair(0, 0));
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std::vector<Surface>::iterator it, end = object.surfaces.end();
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std::vector<Surface::SurfaceEntry>::iterator it2, end2;
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for (it = object.surfaces.begin(); it != end; ++it) {
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unsigned int idx = (*it).mat;
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if (idx >= needMat.size()) {
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ASSIMP_LOG_ERROR("AC3D: material index is out of range");
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idx = 0;
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}
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if ((*it).entries.empty()) {
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ASSIMP_LOG_WARN("AC3D: surface her zero vertex references");
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}
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// validate all vertex indices to make sure we won't crash here
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for (it2 = (*it).entries.begin(),
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end2 = (*it).entries.end();
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it2 != end2; ++it2) {
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if ((*it2).first >= object.vertices.size()) {
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ASSIMP_LOG_WARN("AC3D: Invalid vertex reference");
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(*it2).first = 0;
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}
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}
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if (!needMat[idx].first) {
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++node->mNumMeshes;
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}
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switch ((*it).flags & 0xf) {
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// closed line
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case 0x1:
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needMat[idx].first += (unsigned int)(*it).entries.size();
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needMat[idx].second += (unsigned int)(*it).entries.size() << 1u;
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break;
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// unclosed line
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case 0x2:
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needMat[idx].first += (unsigned int)(*it).entries.size() - 1;
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needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u;
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break;
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// 0 == polygon, else unknown
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default:
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if ((*it).flags & 0xf) {
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ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown");
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(*it).flags &= ~(0xf);
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}
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|
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// 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<unsigned int>(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 = NULL;
|
|
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
|
|
unsigned int type = (*it).flags & 0xf;
|
|
if (!type) {
|
|
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<unsigned>(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 {
|
|
|
|
it2 = (*it).entries.begin();
|
|
|
|
// either a closed or an unclosed line
|
|
unsigned int tmp = (unsigned int)(*it).entries.size();
|
|
if (0x2 == 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 (0x1 == 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<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
|
|
ASSIMP_LOG_INFO("AC3D: Evaluating subdivision surface: " + object.name);
|
|
|
|
std::vector<aiMesh *> cpy(meshes.size() - oldm, NULL);
|
|
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<IOStream> 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<char> 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<Material> materials;
|
|
materials.reserve(5);
|
|
|
|
std::vector<Object> rootObjects;
|
|
rootObjects.reserve(5);
|
|
|
|
std::vector<aiLight *> 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<aiMesh *> meshes;
|
|
meshes.reserve(mNumMeshes);
|
|
|
|
std::vector<aiMaterial *> 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("<AC3DWorld>");
|
|
}
|
|
|
|
// 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
|