759 lines
27 KiB
C++
759 lines
27 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) 2006-2016, 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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#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
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#include "DefaultIOSystem.h"
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#include "ObjFileImporter.h"
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#include "ObjFileParser.h"
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#include "ObjFileData.h"
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#include <memory>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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static const aiImporterDesc desc = {
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"Wavefront Object Importer",
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"",
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"",
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"surfaces not supported",
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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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"obj"
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};
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static const unsigned int ObjMinSize = 16;
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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ObjFileImporter::ObjFileImporter() :
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m_Buffer(),
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m_pRootObject( NULL ),
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m_strAbsPath( "" )
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{
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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ObjFileImporter::~ObjFileImporter()
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{
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delete m_pRootObject;
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m_pRootObject = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an obj file.
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bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
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{
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if(!checkSig) //Check File Extension
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{
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return SimpleExtensionCheck(pFile,"obj");
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}
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else //Check file Header
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{
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static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9 );
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* ObjFileImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Obj-file import implementation
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void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
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// Read file into memory
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static const std::string mode = "rb";
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std::unique_ptr<IOStream> fileStream( pIOHandler->Open( file, mode));
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if( !fileStream.get() ) {
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throw DeadlyImportError( "Failed to open file " + file + "." );
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}
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// Get the file-size and validate it, throwing an exception when fails
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size_t fileSize = fileStream->FileSize();
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if( fileSize < ObjMinSize ) {
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throw DeadlyImportError( "OBJ-file is too small.");
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}
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// Allocate buffer and read file into it
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TextFileToBuffer( fileStream.get(),m_Buffer);
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// Get the model name
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std::string modelName, folderName;
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std::string::size_type pos = file.find_last_of( "\\/" );
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if ( pos != std::string::npos ) {
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modelName = file.substr(pos+1, file.size() - pos - 1);
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folderName = file.substr( 0, pos );
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if ( !folderName.empty() ) {
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pIOHandler->PushDirectory( folderName );
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}
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} else {
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modelName = file;
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}
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// This next stage takes ~ 1/3th of the total readFile task
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// so should amount for 1/3th of the progress
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// only update every 100KB or it'll be too slow
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unsigned int progress = 0;
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unsigned int progressCounter = 0;
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const unsigned int updateProgressEveryBytes = 100 * 1024;
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const unsigned int progressTotal = (3*m_Buffer.size()/updateProgressEveryBytes);
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// process all '\'
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std::vector<char> ::iterator iter = m_Buffer.begin();
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while (iter != m_Buffer.end())
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{
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if (*iter == '\\')
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{
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// remove '\'
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iter = m_Buffer.erase(iter);
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// remove next character
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while (*iter == '\r' || *iter == '\n')
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iter = m_Buffer.erase(iter);
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}
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else
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++iter;
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if (++progressCounter >= updateProgressEveryBytes)
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{
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m_progress->UpdateFileRead(++progress, progressTotal);
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progressCounter = 0;
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}
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}
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// 1/3rd progress
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m_progress->UpdateFileRead(1, 3);
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// parse the file into a temporary representation
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ObjFileParser parser(m_Buffer, modelName, pIOHandler, m_progress, file);
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// And create the proper return structures out of it
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CreateDataFromImport(parser.GetModel(), pScene);
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// Clean up allocated storage for the next import
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m_Buffer.clear();
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// Pop directory stack
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if ( pIOHandler->StackSize() > 0 ) {
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pIOHandler->PopDirectory();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Create the data from parsed obj-file
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void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene) {
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if( 0L == pModel ) {
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return;
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}
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// Create the root node of the scene
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pScene->mRootNode = new aiNode;
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if ( !pModel->m_ModelName.empty() )
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{
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// Set the name of the scene
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pScene->mRootNode->mName.Set(pModel->m_ModelName);
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}
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else
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{
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// This is a fatal error, so break down the application
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ai_assert(false);
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}
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// Create nodes for the whole scene
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std::vector<aiMesh*> MeshArray;
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for (size_t index = 0; index < pModel->m_Objects.size(); index++)
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{
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createNodes(pModel, pModel->m_Objects[ index ], pScene->mRootNode, pScene, MeshArray);
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}
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0)
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{
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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for (size_t index =0; index < MeshArray.size(); index++)
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{
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pScene->mMeshes[ index ] = MeshArray[ index ];
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}
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}
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// Create all materials
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createMaterials( pModel, pScene );
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all nodes of the model
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aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
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aiNode *pParent, aiScene* pScene,
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std::vector<aiMesh*> &MeshArray )
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{
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ai_assert( NULL != pModel );
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if( NULL == pObject ) {
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return NULL;
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}
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// Store older mesh size to be able to computes mesh offsets for new mesh instances
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const size_t oldMeshSize = MeshArray.size();
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aiNode *pNode = new aiNode;
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pNode->mName = pObject->m_strObjName;
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// If we have a parent node, store it
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if( pParent != NULL ) {
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appendChildToParentNode( pParent, pNode );
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}
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for ( size_t i=0; i< pObject->m_Meshes.size(); i++ )
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{
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unsigned int meshId = pObject->m_Meshes[ i ];
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aiMesh *pMesh = createTopology( pModel, pObject, meshId );
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if( pMesh && pMesh->mNumFaces > 0 ) {
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MeshArray.push_back( pMesh );
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}
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}
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// Create all nodes from the sub-objects stored in the current object
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if ( !pObject->m_SubObjects.empty() )
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{
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size_t numChilds = pObject->m_SubObjects.size();
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pNode->mNumChildren = static_cast<unsigned int>( numChilds );
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pNode->mChildren = new aiNode*[ numChilds ];
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[ 1 ];
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}
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// Set mesh instances into scene- and node-instances
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const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
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if ( meshSizeDiff > 0 )
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{
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pNode->mMeshes = new unsigned int[ meshSizeDiff ];
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pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
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size_t index = 0;
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for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
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{
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pNode->mMeshes[ index ] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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index++;
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}
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}
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Create topology data
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aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData,
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unsigned int meshIndex )
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{
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// Checking preconditions
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ai_assert( NULL != pModel );
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if( NULL == pData ) {
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return NULL;
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}
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// Create faces
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ meshIndex ];
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if( !pObjMesh ) {
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return NULL;
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}
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if( pObjMesh->m_Faces.empty() ) {
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return NULL;
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}
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aiMesh* pMesh = new aiMesh;
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if( !pObjMesh->m_name.empty() ) {
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pMesh->mName.Set( pObjMesh->m_name );
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}
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
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{
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ObjFile::Face *const inp = pObjMesh->m_Faces[ index ];
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ai_assert( NULL != inp );
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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pMesh->mNumFaces += inp->m_pVertices->size() - 1;
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pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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} else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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pMesh->mNumFaces += inp->m_pVertices->size();
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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} else {
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++pMesh->mNumFaces;
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if (inp->m_pVertices->size() > 3) {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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} else {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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}
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}
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}
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unsigned int uiIdxCount( 0u );
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if ( pMesh->mNumFaces > 0 ) {
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial ) {
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pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
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}
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unsigned int outIndex( 0 );
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// Copy all data from all stored meshes
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
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ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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for(size_t i = 0; i < inp->m_pVertices->size() - 1; ++i) {
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aiFace& f = pMesh->mFaces[ outIndex++ ];
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uiIdxCount += f.mNumIndices = 2;
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f.mIndices = new unsigned int[2];
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}
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continue;
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}
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else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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for(size_t i = 0; i < inp->m_pVertices->size(); ++i) {
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aiFace& f = pMesh->mFaces[ outIndex++ ];
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uiIdxCount += f.mNumIndices = 1;
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f.mIndices = new unsigned int[1];
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}
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continue;
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}
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aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
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const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
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uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
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if (pFace->mNumIndices > 0) {
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pFace->mIndices = new unsigned int[ uiNumIndices ];
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}
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}
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount);
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return pMesh;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a vertex array
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void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex,
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aiMesh* pMesh,
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unsigned int numIndices)
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{
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// Checking preconditions
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ai_assert( NULL != pCurrentObject );
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// Break, if no faces are stored in object
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if ( pCurrentObject->m_Meshes.empty() )
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return;
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// Get current mesh
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1)
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return;
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// Copy vertices of this mesh instance
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pMesh->mNumVertices = numIndices;
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if (pMesh->mNumVertices == 0) {
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throw DeadlyImportError( "OBJ: no vertices" );
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} else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
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}
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for normal vectors
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if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for vertex-color vectors
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if ( !pModel->m_VertexColors.empty() )
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pMesh->mColors[0] = new aiColor4D[ pMesh->mNumVertices ];
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// Allocate buffer for texture coordinates
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if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
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{
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pMesh->mNumUVComponents[ 0 ] = 2;
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
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}
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// Copy vertices, normals and textures into aiMesh instance
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unsigned int newIndex = 0, outIndex = 0;
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for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
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{
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// Get source face
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ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
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// Copy all index arrays
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for ( size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
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{
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const unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
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if ( vertex >= pModel->m_Vertices.size() )
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throw DeadlyImportError( "OBJ: vertex index out of range" );
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pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
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// Copy all normals
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if ( !pModel->m_Normals.empty() && vertexIndex < pSourceFace->m_pNormals->size())
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{
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const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
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if ( normal >= pModel->m_Normals.size() )
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throw DeadlyImportError("OBJ: vertex normal index out of range");
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pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
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}
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// Copy all vertex colors
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if ( !pModel->m_VertexColors.empty())
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{
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const aiVector3D color = pModel->m_VertexColors[ vertex ];
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pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0);
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}
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// Copy all texture coordinates
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if ( !pModel->m_TextureCoord.empty() && vertexIndex < pSourceFace->m_pTexturCoords->size())
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{
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const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
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ai_assert( tex < pModel->m_TextureCoord.size() );
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if ( tex >= pModel->m_TextureCoord.size() )
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throw DeadlyImportError("OBJ: texture coordinate index out of range");
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const aiVector3D &coord3d = pModel->m_TextureCoord[ tex ];
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pMesh->mTextureCoords[ 0 ][ newIndex ] = aiVector3D( coord3d.x, coord3d.y, coord3d.z );
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}
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if ( pMesh->mNumVertices <= newIndex ) {
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throw DeadlyImportError("OBJ: bad vertex index");
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}
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// Get destination face
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aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
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const bool last = ( vertexIndex == pSourceFace->m_pVertices->size() - 1 );
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if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last)
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{
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pDestFace->mIndices[ outVertexIndex ] = newIndex;
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outVertexIndex++;
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}
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if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT)
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{
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outIndex++;
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outVertexIndex = 0;
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}
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else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE)
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{
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outVertexIndex = 0;
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if(!last)
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outIndex++;
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if (vertexIndex) {
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if(!last) {
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pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
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if ( !pSourceFace->m_pNormals->empty() && !pModel->m_Normals.empty()) {
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pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
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}
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if ( !pModel->m_TextureCoord.empty() ) {
|
|
for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ ) {
|
|
pMesh->mTextureCoords[ i ][ newIndex+1 ] = pMesh->mTextureCoords[ i ][ newIndex ];
|
|
}
|
|
}
|
|
++newIndex;
|
|
}
|
|
|
|
pDestFace[-1].mIndices[1] = newIndex;
|
|
}
|
|
}
|
|
else if (last) {
|
|
outIndex++;
|
|
}
|
|
++newIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Counts all stored meshes
|
|
void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
|
|
{
|
|
iNumMeshes = 0;
|
|
if ( rObjects.empty() )
|
|
return;
|
|
|
|
iNumMeshes += static_cast<unsigned int>( rObjects.size() );
|
|
for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
|
|
it != rObjects.end();
|
|
++it)
|
|
{
|
|
if (!(*it)->m_SubObjects.empty())
|
|
{
|
|
countObjects((*it)->m_SubObjects, iNumMeshes);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Add clamp mode property to material if necessary
|
|
void ObjFileImporter::addTextureMappingModeProperty(aiMaterial* mat, aiTextureType type, int clampMode)
|
|
{
|
|
ai_assert( NULL != mat);
|
|
mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_U(type, 0));
|
|
mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_V(type, 0));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates the material
|
|
void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene )
|
|
{
|
|
ai_assert( NULL != pScene );
|
|
if ( NULL == pScene )
|
|
return;
|
|
|
|
const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
|
|
pScene->mNumMaterials = 0;
|
|
if ( pModel->m_MaterialLib.empty() ) {
|
|
DefaultLogger::get()->debug("OBJ: no materials specified");
|
|
return;
|
|
}
|
|
|
|
pScene->mMaterials = new aiMaterial*[ numMaterials ];
|
|
for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
|
|
{
|
|
// Store material name
|
|
std::map<std::string, ObjFile::Material*>::const_iterator it;
|
|
it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
|
|
|
|
// No material found, use the default material
|
|
if ( pModel->m_MaterialMap.end() == it )
|
|
continue;
|
|
|
|
aiMaterial* mat = new aiMaterial;
|
|
ObjFile::Material *pCurrentMaterial = (*it).second;
|
|
mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
|
|
|
|
// convert illumination model
|
|
int sm = 0;
|
|
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: unexpected illumination model (0-2 recognized)");
|
|
}
|
|
|
|
mat->AddProperty<int>( &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->emissive, 1, AI_MATKEY_COLOR_EMISSIVE );
|
|
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 (pCurrentMaterial->clamp[ObjFile::Material::TextureDiffuseType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureAmbient.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureAmbientType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_AMBIENT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureEmissive.length )
|
|
mat->AddProperty( &pCurrentMaterial->textureEmissive, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
|
|
|
if ( 0 != pCurrentMaterial->textureSpecular.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_SPECULAR);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureBump.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureBumpType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_HEIGHT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureNormal.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureNormal, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureNormalType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_NORMALS);
|
|
}
|
|
}
|
|
|
|
if( 0 != pCurrentMaterial->textureReflection[0].length )
|
|
{
|
|
ObjFile::Material::TextureType type = 0 != pCurrentMaterial->textureReflection[1].length ?
|
|
ObjFile::Material::TextureReflectionCubeTopType :
|
|
ObjFile::Material::TextureReflectionSphereType;
|
|
|
|
unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
|
|
for( unsigned i = 0; i < count; i++ )
|
|
mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
|
|
|
|
if(pCurrentMaterial->clamp[type])
|
|
//TODO addTextureMappingModeProperty should accept an index to handle clamp option for each
|
|
//texture of a cubemap
|
|
addTextureMappingModeProperty(mat, aiTextureType_REFLECTION);
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureDisp.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDispType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_DISPLACEMENT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureOpacity.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureOpacityType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_OPACITY);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureSpecularity.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularityType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_SHININESS);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
|
|
// If already children was assigned to the parent node, store them in a
|
|
std::vector<aiNode*> temp;
|
|
if (pParent->mChildren != NULL)
|
|
{
|
|
ai_assert( 0 != pParent->mNumChildren );
|
|
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
|