1261 lines
38 KiB
C++
1261 lines
38 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) 2006-2008, ASSIMP Development 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 Development 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 STL importer class */
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_NFF_IMPORTER
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// internal headers
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#include "NFFLoader.h"
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#include "ParsingUtils.h"
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#include "StandardShapes.h"
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#include "fast_atof.h"
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#include "RemoveComments.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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NFFImporter::NFFImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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NFFImporter::~NFFImporter()
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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 NFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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return SimpleExtensionCheck(pFile,"nff","enff");
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}
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// ------------------------------------------------------------------------------------------------
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// Get the list of all supported file extensions
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void NFFImporter::GetExtensionList(std::string& append)
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{
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append.append("*.nff;*.enff");
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}
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_FLOAT(f) \
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SkipSpaces(&sz); \
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if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, (float&)f);
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_TRIPLE(v) \
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AI_NFF_PARSE_FLOAT(v[0]) \
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AI_NFF_PARSE_FLOAT(v[1]) \
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AI_NFF_PARSE_FLOAT(v[2])
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_SHAPE_INFORMATION() \
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aiVector3D center, radius(1.0f,get_qnan(),get_qnan()); \
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AI_NFF_PARSE_TRIPLE(center); \
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AI_NFF_PARSE_TRIPLE(radius); \
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if (is_qnan(radius.z))radius.z = radius.x; \
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if (is_qnan(radius.y))radius.y = radius.x; \
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currentMesh.radius = radius; \
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currentMesh.center = center;
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF2_GET_NEXT_TOKEN() \
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do \
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{ \
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if (!GetNextLine(buffer,line)) \
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{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read next token");break;} \
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SkipSpaces(line,&sz); \
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} \
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while(IsLineEnd(*sz))
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// ------------------------------------------------------------------------------------------------
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// Loads the materail table for the NFF2 file format from an external file
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void NFFImporter::LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
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const std::string& path, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( path, "rb"));
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// Check whether we can read from the file
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if( !file.get())
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{
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DefaultLogger::get()->error("NFF2: Unable to open material library " + path + ".");
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return;
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}
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// get the size of the file
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const unsigned int m = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2(m+1);
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file->Read(&mBuffer2[0],m,1);
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const char* buffer = &mBuffer2[0];
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mBuffer2[m] = '\0';
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// First of all: remove all comments from the file
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CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
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// The file should start with the magic sequence "mat"
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if (!TokenMatch(buffer,"mat",3))
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{
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DefaultLogger::get()->error("NFF2: Not a valid material library " + path + ".");
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return;
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}
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ShadingInfo* curShader = NULL;
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// No read the file line per line
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char line[4096];
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const char* sz;
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while (GetNextLine(buffer,line))
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{
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SkipSpaces(line,&sz);
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// 'version' defines the version of the file format
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if (TokenMatch(sz,"version",7))
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{
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DefaultLogger::get()->info("NFF (Sense8) material library file format: " + std::string(sz));
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}
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// 'matdef' starts a new material in the file
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else if (TokenMatch(sz,"matdef",6))
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{
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// add a new material to the list
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output.push_back( ShadingInfo() );
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curShader = & output.back();
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// parse the name of the material
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}
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else if (!TokenMatch(sz,"valid",5))
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{
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// check whether we have an active material at the moment
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if (!IsLineEnd(*sz))
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{
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if (!curShader)
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{
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DefaultLogger::get()->error(std::string("NFF2 material library: Found element ") +
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sz + "but there is no active material");
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continue;
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}
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}
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else continue;
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// now read the material property and determine its type
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aiColor3D c;
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if (TokenMatch(sz,"ambient",7))
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->ambient = c;
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}
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else if (TokenMatch(sz,"diffuse",7) || TokenMatch(sz,"ambientdiffuse",14) /* correct? */)
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->diffuse = curShader->ambient = c;
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}
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else if (TokenMatch(sz,"specular",8))
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->specular = c;
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}
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else if (TokenMatch(sz,"emission",8))
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{
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AI_NFF_PARSE_TRIPLE(c);
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curShader->emissive = c;
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}
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else if (TokenMatch(sz,"shininess",9))
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{
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AI_NFF_PARSE_FLOAT(curShader->shininess);
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}
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else if (TokenMatch(sz,"opacity",7))
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{
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AI_NFF_PARSE_FLOAT(curShader->opacity);
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void NFFImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( !file.get())
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throw new ImportErrorException( "Failed to open NFF file " + pFile + ".");
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unsigned int m = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2(m+1);
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file->Read(&mBuffer2[0],m,1);
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const char* buffer = &mBuffer2[0];
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mBuffer2[m] = '\0';
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// mesh arrays - separate here to make the handling of
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// the pointers below easier.
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std::vector<MeshInfo> meshes;
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std::vector<MeshInfo> meshesWithNormals;
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std::vector<MeshInfo> meshesWithUVCoords;
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std::vector<MeshInfo> meshesLocked;
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char line[4096];
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const char* sz;
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// camera parameters
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aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
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float angle = 45.f;
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aiVector2D resolution;
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bool hasCam = false;
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MeshInfo* currentMeshWithNormals = NULL;
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MeshInfo* currentMesh = NULL;
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MeshInfo* currentMeshWithUVCoords = NULL;
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ShadingInfo s; // current material info
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// degree of tesselation
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unsigned int iTesselation = 4;
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// some temporary variables we need to parse the file
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unsigned int sphere = 0,
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cylinder = 0,
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cone = 0,
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numNamed = 0,
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dodecahedron = 0,
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octahedron = 0,
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tetrahedron = 0,
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hexahedron = 0;
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// lights imported from the file
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std::vector<Light> lights;
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// check whether this is the NFF2 file format
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if (TokenMatch(buffer,"nff",3))
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{
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const float qnan = get_qnan();
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const aiColor4D cQNAN = aiColor4D (qnan,0.f,0.f,1.f);
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const aiVector3D vQNAN = aiVector3D(qnan,0.f,0.f);
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// another NFF file format ... just a raw parser has been implemented
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// no support for further details, I don't think it is worth the effort
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// http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
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// http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm
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// First of all: remove all comments from the file
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CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
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while (GetNextLine(buffer,line))
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{
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SkipSpaces(line,&sz);
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if (TokenMatch(sz,"version",7))
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{
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DefaultLogger::get()->info("NFF (Sense8) file format: " + std::string(sz));
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}
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else if (TokenMatch(sz,"viewpos",7))
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{
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AI_NFF_PARSE_TRIPLE(camPos);
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hasCam = true;
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}
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else if (TokenMatch(sz,"viewdir",7))
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{
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AI_NFF_PARSE_TRIPLE(camLookAt);
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hasCam = true;
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}
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// This starts a new object section
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else if (!IsSpaceOrNewLine(*sz))
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{
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unsigned int subMeshIdx = 0;
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// read the name of the object, skip all spaces
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// at the end of it.
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const char* sz3 = sz;
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while (!IsSpaceOrNewLine(*sz))++sz;
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std::string objectName = std::string(sz3,(unsigned int)(sz-sz3));
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const unsigned int objStart = (unsigned int)meshes.size();
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// There could be a material table in a separate file
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std::vector<ShadingInfo> materialTable;
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while (true)
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{
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AI_NFF2_GET_NEXT_TOKEN();
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// material table - an external file
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if (TokenMatch(sz,"mtable",6))
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{
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SkipSpaces(&sz);
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sz3 = sz;
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while (!IsSpaceOrNewLine(*sz))++sz;
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const unsigned int diff = (unsigned int)(sz-sz3);
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if (!diff)DefaultLogger::get()->warn("NFF2: Found empty mtable token");
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else
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{
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// The material table has the file extension .mat.
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// If it is not there, we need to append it
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std::string path = std::string(sz3,diff);
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if(std::string::npos == path.find_last_of(".mat"))
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{
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path.append(".mat");
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}
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// Now extract the working directory from the path to
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// this file and append the material library filename
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// to it.
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std::string::size_type s;
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if ((std::string::npos == (s = path.find_last_of('\\')) || !s) &&
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(std::string::npos == (s = path.find_last_of('/')) || !s) )
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{
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s = pFile.find_last_of('\\');
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if (std::string::npos == s)s = pFile.find_last_of('/');
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if (std::string::npos != s)
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{
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path = pFile.substr(0,s+1) + path;
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}
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}
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LoadNFF2MaterialTable(materialTable,path,pIOHandler);
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}
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}
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else break;
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}
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// read the numbr of vertices
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unsigned int num = ::strtol10(sz,&sz);
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// temporary storage
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std::vector<aiColor4D> tempColors;
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std::vector<aiVector3D> tempPositions,tempTextureCoords,tempNormals;
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bool hasNormals = false,hasUVs = false,hasColor = false;
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tempPositions.reserve (num);
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tempColors.reserve (num);
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tempNormals.reserve (num);
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tempTextureCoords.reserve (num);
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for (unsigned int i = 0; i < num; ++i)
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{
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AI_NFF2_GET_NEXT_TOKEN();
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aiVector3D v;
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AI_NFF_PARSE_TRIPLE(v);
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tempPositions.push_back(v);
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// parse all other attributes in the line
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while (true)
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{
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SkipSpaces(&sz);
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if (IsLineEnd(*sz))break;
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// color definition
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if (TokenMatch(sz,"0x",2))
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{
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hasColor = true;
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register unsigned int numIdx = ::strtol16(sz,&sz);
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aiColor4D clr;
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clr.a = 1.f;
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// 0xRRGGBB
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clr.r = ((numIdx >> 16u) & 0xff) / 255.f;
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clr.g = ((numIdx >> 8u) & 0xff) / 255.f;
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clr.b = ((numIdx) & 0xff) / 255.f;
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tempColors.push_back(clr);
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}
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// normal vector
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else if (TokenMatch(sz,"norm",4))
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{
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hasNormals = true;
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AI_NFF_PARSE_TRIPLE(v);
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tempNormals.push_back(v);
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}
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// UV coordinate
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else if (TokenMatch(sz,"uv",2))
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{
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hasUVs = true;
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AI_NFF_PARSE_FLOAT(v.x);
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AI_NFF_PARSE_FLOAT(v.y);
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v.z = 0.f;
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tempTextureCoords.push_back(v);
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}
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}
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// fill in dummies for all attributes that have not been set
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if (tempNormals.size() != tempPositions.size())
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tempNormals.push_back(vQNAN);
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if (tempTextureCoords.size() != tempPositions.size())
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tempTextureCoords.push_back(vQNAN);
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if (tempColors.size() != tempPositions.size())
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tempColors.push_back(cQNAN);
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}
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AI_NFF2_GET_NEXT_TOKEN();
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if (!num)throw new ImportErrorException("NFF2: There are zero vertices");
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num = ::strtol10(sz,&sz);
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std::vector<unsigned int> tempIdx;
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tempIdx.reserve(10);
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for (unsigned int i = 0; i < num; ++i)
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{
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AI_NFF2_GET_NEXT_TOKEN();
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SkipSpaces(line,&sz);
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unsigned int numIdx = ::strtol10(sz,&sz);
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// read all faces indices
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if (numIdx)
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{
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// mesh.faces.push_back(numIdx);
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// tempIdx.erase(tempIdx.begin(),tempIdx.end());
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tempIdx.resize(numIdx);
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for (unsigned int a = 0; a < numIdx;++a)
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{
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SkipSpaces(sz,&sz);
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m = ::strtol10(sz,&sz);
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if (m >= (unsigned int)tempPositions.size())
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{
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DefaultLogger::get()->error("NFF2: Vertex index overflow");
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m= 0;
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}
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// mesh.vertices.push_back (tempPositions[idx]);
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tempIdx[a] = m;
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}
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}
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// build a temporary shader object for the face.
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ShadingInfo shader;
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unsigned int matIdx = 0;
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// white material color - we have vertex colors
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shader.color = aiColor3D(1.f,1.f,1.f);
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aiColor4D c = aiColor4D(1.f,1.f,1.f,1.f);
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while (true)
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{
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SkipSpaces(sz,&sz);
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if(IsLineEnd(*sz))break;
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// per-polygon colors
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if (TokenMatch(sz,"0x",2))
|
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{
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hasColor = true;
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const char* sz2 = sz;
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numIdx = ::strtol16(sz,&sz);
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const unsigned int diff = (unsigned int)(sz-sz2);
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// 0xRRGGBB
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if (diff > 3)
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{
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c.r = ((numIdx >> 16u) & 0xff) / 255.f;
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c.g = ((numIdx >> 8u) & 0xff) / 255.f;
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c.b = ((numIdx) & 0xff) / 255.f;
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}
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// 0xRGB
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else
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{
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c.r = ((numIdx >> 8u) & 0xf) / 16.f;
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c.g = ((numIdx >> 4u) & 0xf) / 16.f;
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c.b = ((numIdx) & 0xf) / 16.f;
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}
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}
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// TODO - implement texture mapping here
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#if 0
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// mirror vertex texture coordinate?
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else if (TokenMatch(sz,"mirror",6))
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{
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}
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// texture coordinate scaling
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else if (TokenMatch(sz,"scale",5))
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{
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}
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// texture coordinate translation
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else if (TokenMatch(sz,"trans",5))
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{
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}
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// texture coordinate rotation angle
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else if (TokenMatch(sz,"rot",3))
|
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{
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}
|
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#endif
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// texture file name for this polygon + mapping information
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else if ('_' == sz[0])
|
|
{
|
|
// get mapping information
|
|
switch (sz[1])
|
|
{
|
|
case 'v':
|
|
case 'V':
|
|
|
|
shader.shaded = false;
|
|
break;
|
|
|
|
case 't':
|
|
case 'T':
|
|
case 'u':
|
|
case 'U':
|
|
|
|
DefaultLogger::get()->warn("Unsupported NFF2 texture attribute: trans");
|
|
};
|
|
if (!sz[1] || '_' != sz[2])
|
|
{
|
|
DefaultLogger::get()->warn("NFF2: Expected underscore after texture attributes");
|
|
continue;
|
|
}
|
|
const char* sz2 = sz+3;
|
|
while (!IsSpaceOrNewLine( *sz ))++sz;
|
|
const unsigned int diff = (unsigned int)(sz-sz2);
|
|
if (diff)shader.texFile = std::string(sz2,diff);
|
|
}
|
|
|
|
// Two-sided material?
|
|
else if (TokenMatch(sz,"both",4))
|
|
{
|
|
shader.twoSided = true;
|
|
}
|
|
|
|
// Material ID?
|
|
else if (!materialTable.empty() && TokenMatch(sz,"matid",5))
|
|
{
|
|
SkipSpaces(&sz);
|
|
matIdx = ::strtol10(sz,&sz);
|
|
if (matIdx >= materialTable.size())
|
|
{
|
|
DefaultLogger::get()->error("NFF2: Material index overflow.");
|
|
matIdx = 0;
|
|
}
|
|
|
|
// now combine our current shader with the shader we
|
|
// read from the material table.
|
|
ShadingInfo& mat = materialTable[matIdx];
|
|
shader.ambient = mat.ambient;
|
|
shader.diffuse = mat.diffuse;
|
|
shader.emissive = mat.emissive;
|
|
shader.opacity = mat.opacity;
|
|
shader.specular = mat.specular;
|
|
shader.shininess = mat.shininess;
|
|
}
|
|
else SkipToken(sz);
|
|
}
|
|
|
|
// search the list of all shaders we have for this object whether
|
|
// there is an identical one. In this case, we append our mesh
|
|
// data to it.
|
|
MeshInfo* mesh = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end();
|
|
it != end; ++it)
|
|
{
|
|
if ((*it).shader == shader && (*it).matIndex == matIdx)
|
|
{
|
|
// we have one, we can append our data to it
|
|
mesh = &(*it);
|
|
}
|
|
}
|
|
if (!mesh)
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple,false));
|
|
mesh = &meshes.back();
|
|
mesh->matIndex = matIdx;
|
|
|
|
// We need to add a new mesh to the list. We assign
|
|
// an unique name to it to make sure the scene will
|
|
// pass the validation step for the moment.
|
|
// TODO: fix naming of objects in the scenegraph later
|
|
if (objectName.length())
|
|
{
|
|
::strcpy(mesh->name,objectName.c_str());
|
|
ASSIMP_itoa10(&mesh->name[objectName.length()],30,subMeshIdx++);
|
|
}
|
|
|
|
// copy the shader to the mesh.
|
|
mesh->shader = shader;
|
|
}
|
|
|
|
// fill the mesh with data
|
|
if (!tempIdx.empty())
|
|
{
|
|
mesh->faces.push_back((unsigned int)tempIdx.size());
|
|
for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end();
|
|
it != end;++it)
|
|
{
|
|
m = *it;
|
|
|
|
// copy colors -vertex color specifications override polygon color specifications
|
|
if (hasColor)
|
|
{
|
|
const aiColor4D& clr = tempColors[m];
|
|
mesh->colors.push_back((is_qnan( clr.r ) ? c : clr));
|
|
}
|
|
|
|
// positions should always be there
|
|
mesh->vertices.push_back (tempPositions[m]);
|
|
|
|
// copy normal vectors
|
|
if (hasNormals)
|
|
mesh->normals.push_back (tempNormals[m]);
|
|
|
|
// copy texture coordinates
|
|
if (hasUVs)
|
|
mesh->uvs.push_back (tempTextureCoords[m]);
|
|
}
|
|
}
|
|
}
|
|
if (!num)throw new ImportErrorException("NFF2: There are zero faces");
|
|
}
|
|
}
|
|
camLookAt = camLookAt + camPos;
|
|
}
|
|
else // "Normal" Neutral file format that is quite more common
|
|
{
|
|
while (GetNextLine(buffer,line))
|
|
{
|
|
sz = line;
|
|
if ('p' == line[0] || TokenMatch(sz,"tpp",3))
|
|
{
|
|
MeshInfo* out = NULL;
|
|
|
|
// 'tpp' - texture polygon patch primitive
|
|
if ('t' == line[0])
|
|
{
|
|
currentMeshWithUVCoords = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshesWithUVCoords.begin(), end = meshesWithUVCoords.end();
|
|
it != end;++it)
|
|
{
|
|
if ((*it).shader == s)
|
|
{
|
|
currentMeshWithUVCoords = &(*it);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!currentMeshWithUVCoords)
|
|
{
|
|
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
|
|
currentMeshWithUVCoords = &meshesWithUVCoords.back();
|
|
currentMeshWithUVCoords->shader = s;
|
|
}
|
|
out = currentMeshWithUVCoords;
|
|
}
|
|
// 'pp' - polygon patch primitive
|
|
else if ('p' == line[1])
|
|
{
|
|
currentMeshWithNormals = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshesWithNormals.begin(), end = meshesWithNormals.end();
|
|
it != end;++it)
|
|
{
|
|
if ((*it).shader == s)
|
|
{
|
|
currentMeshWithNormals = &(*it);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!currentMeshWithNormals)
|
|
{
|
|
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
|
|
currentMeshWithNormals = &meshesWithNormals.back();
|
|
currentMeshWithNormals->shader = s;
|
|
}
|
|
sz = &line[2];out = currentMeshWithNormals;
|
|
}
|
|
// 'p' - polygon primitive
|
|
else
|
|
{
|
|
currentMesh = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
|
|
it != end;++it)
|
|
{
|
|
if ((*it).shader == s)
|
|
{
|
|
currentMesh = &(*it);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!currentMesh)
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple));
|
|
currentMesh = &meshes.back();
|
|
currentMesh->shader = s;
|
|
}
|
|
sz = &line[1];out = currentMesh;
|
|
}
|
|
SkipSpaces(sz,&sz);
|
|
m = strtol10(sz);
|
|
|
|
// ---- flip the face order
|
|
out->vertices.resize(out->vertices.size()+m);
|
|
if (out != currentMesh)
|
|
{
|
|
out->normals.resize(out->vertices.size());
|
|
}
|
|
if (out == currentMeshWithUVCoords)
|
|
{
|
|
out->uvs.resize(out->vertices.size());
|
|
}
|
|
for (unsigned int n = 0; n < m;++n)
|
|
{
|
|
if(!GetNextLine(buffer,line))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Unexpected EOF was encountered. Patch definition incomplete");
|
|
continue;
|
|
}
|
|
|
|
aiVector3D v; sz = &line[0];
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
out->vertices[out->vertices.size()-n-1] = v;
|
|
|
|
if (out != currentMesh)
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
out->normals[out->vertices.size()-n-1] = v;
|
|
}
|
|
if (out == currentMeshWithUVCoords)
|
|
{
|
|
// FIX: in one test file this wraps over multiple lines
|
|
SkipSpaces(&sz);
|
|
if (IsLineEnd(*sz))
|
|
{
|
|
GetNextLine(buffer,line);
|
|
sz = line;
|
|
}
|
|
AI_NFF_PARSE_FLOAT(v.x);
|
|
SkipSpaces(&sz);
|
|
if (IsLineEnd(*sz))
|
|
{
|
|
GetNextLine(buffer,line);
|
|
sz = line;
|
|
}
|
|
AI_NFF_PARSE_FLOAT(v.y);
|
|
v.y = 1.f - v.y;
|
|
out->uvs[out->vertices.size()-n-1] = v;
|
|
}
|
|
}
|
|
out->faces.push_back(m);
|
|
}
|
|
// 'f' - shading information block
|
|
else if (TokenMatch(sz,"f",1))
|
|
{
|
|
float d;
|
|
|
|
// read the RGB colors
|
|
AI_NFF_PARSE_TRIPLE(s.color);
|
|
|
|
// read the other properties
|
|
AI_NFF_PARSE_FLOAT(s.diffuse.r);
|
|
AI_NFF_PARSE_FLOAT(s.specular.r);
|
|
AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
|
|
AI_NFF_PARSE_FLOAT(d);
|
|
AI_NFF_PARSE_FLOAT(s.refracti);
|
|
|
|
// NFF2 uses full colors here so we need to use them too
|
|
// although NFF uses simple scaling factors
|
|
s.diffuse.g = s.diffuse.b = s.diffuse.r;
|
|
s.specular.g = s.specular.b = s.specular.r;
|
|
|
|
// if the next one is NOT a number we assume it is a texture file name
|
|
// this feature is used by some NFF files on the internet and it has
|
|
// been implemented as it can be really useful
|
|
SkipSpaces(&sz);
|
|
if (!IsNumeric(*sz))
|
|
{
|
|
// TODO: Support full file names with spaces and quotation marks ...
|
|
const char* p = sz;
|
|
while (!IsSpaceOrNewLine( *sz ))++sz;
|
|
|
|
unsigned int diff = (unsigned int)(sz-p);
|
|
if (diff)
|
|
{
|
|
s.texFile = std::string(p,diff);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AI_NFF_PARSE_FLOAT(s.ambient); // optional
|
|
}
|
|
}
|
|
// 'shader' - other way to specify a texture
|
|
else if (TokenMatch(sz,"shader",6))
|
|
{
|
|
SkipSpaces(&sz);
|
|
const char* old = sz;
|
|
while (!IsSpaceOrNewLine(*sz))++sz;
|
|
s.texFile = std::string(old, (uintptr_t)sz - (uintptr_t)old);
|
|
}
|
|
// 'l' - light source
|
|
else if (TokenMatch(sz,"l",1))
|
|
{
|
|
lights.push_back(Light());
|
|
Light& light = lights.back();
|
|
|
|
AI_NFF_PARSE_TRIPLE(light.position);
|
|
AI_NFF_PARSE_FLOAT (light.intensity);
|
|
AI_NFF_PARSE_TRIPLE(light.color);
|
|
}
|
|
// 's' - sphere
|
|
else if (TokenMatch(sz,"s",1))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
currentMesh.shader.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"sphere_%i",sphere++);
|
|
}
|
|
// 'dod' - dodecahedron
|
|
else if (TokenMatch(sz,"dod",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
currentMesh.shader.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeDodecahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
|
|
}
|
|
|
|
// 'oct' - octahedron
|
|
else if (TokenMatch(sz,"oct",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
currentMesh.shader.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeOctahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
|
|
}
|
|
|
|
// 'tet' - tetrahedron
|
|
else if (TokenMatch(sz,"tet",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
currentMesh.shader.mapping = aiTextureMapping_SPHERE;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeTetrahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
|
|
}
|
|
|
|
// 'hex' - hexahedron
|
|
else if (TokenMatch(sz,"hex",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
currentMesh.shader.mapping = aiTextureMapping_BOX;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeHexahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
|
|
}
|
|
// 'c' - cone
|
|
else if (TokenMatch(sz,"c",1))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
currentMesh.shader.mapping = aiTextureMapping_CYLINDER;
|
|
|
|
if(!GetNextLine(buffer,line))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
|
|
break;
|
|
}
|
|
sz = line;
|
|
|
|
// read the two center points and the respective radii
|
|
aiVector3D center1, center2; float radius1, radius2;
|
|
AI_NFF_PARSE_TRIPLE(center1);
|
|
AI_NFF_PARSE_FLOAT(radius1);
|
|
|
|
if(!GetNextLine(buffer,line))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
|
|
break;
|
|
}
|
|
sz = line;
|
|
|
|
AI_NFF_PARSE_TRIPLE(center2);
|
|
AI_NFF_PARSE_FLOAT(radius2);
|
|
|
|
// compute the center point of the cone/cylinder -
|
|
// it is its local transformation origin
|
|
currentMesh.dir = center2-center1;
|
|
currentMesh.center = center1+currentMesh.dir/2.f;
|
|
|
|
float f;
|
|
if (( f = currentMesh.dir.Length()) < 10e-3f )
|
|
{
|
|
DefaultLogger::get()->error("NFF: Cone height is close to zero");
|
|
continue;
|
|
}
|
|
currentMesh.dir /= f; // normalize
|
|
|
|
// generate the cone - it consists of simple triangles
|
|
StandardShapes::MakeCone(f, radius1, radius2,
|
|
integer_pow(4, iTesselation), currentMesh.vertices);
|
|
|
|
// MakeCone() returns tris
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh. 'cone' if it a cone,
|
|
// 'cylinder' if it is a cylinder. Funny, isn't it?
|
|
if (radius1 != radius2)
|
|
::sprintf(currentMesh.name,"cone_%i",cone++);
|
|
else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
|
|
}
|
|
// 'tess' - tesselation
|
|
else if (TokenMatch(sz,"tess",4))
|
|
{
|
|
SkipSpaces(&sz);
|
|
iTesselation = strtol10(sz);
|
|
}
|
|
// 'from' - camera position
|
|
else if (TokenMatch(sz,"from",4))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camPos);
|
|
hasCam = true;
|
|
}
|
|
// 'at' - camera look-at vector
|
|
else if (TokenMatch(sz,"at",2))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camLookAt);
|
|
hasCam = true;
|
|
}
|
|
// 'up' - camera up vector
|
|
else if (TokenMatch(sz,"up",2))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camUp);
|
|
hasCam = true;
|
|
}
|
|
// 'angle' - (half?) camera field of view
|
|
else if (TokenMatch(sz,"angle",5))
|
|
{
|
|
AI_NFF_PARSE_FLOAT(angle);
|
|
hasCam = true;
|
|
}
|
|
// 'resolution' - used to compute the screen aspect
|
|
else if (TokenMatch(sz,"resolution",10))
|
|
{
|
|
AI_NFF_PARSE_FLOAT(resolution.x);
|
|
AI_NFF_PARSE_FLOAT(resolution.y);
|
|
hasCam = true;
|
|
}
|
|
// 'pb' - bezier patch. Not supported yet
|
|
else if (TokenMatch(sz,"pb",2))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
|
|
}
|
|
// 'pn' - NURBS. Not supported yet
|
|
else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
|
|
}
|
|
// '' - comment
|
|
else if ('#' == line[0])
|
|
{
|
|
const char* sz;SkipSpaces(&line[1],&sz);
|
|
if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy all arrays into one large
|
|
meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
|
|
meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
|
|
meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
|
|
meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
|
|
|
|
// now generate output meshes. first find out how many meshes we'll need
|
|
std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
|
|
for (;it != end;++it)
|
|
{
|
|
if (!(*it).faces.empty())
|
|
{
|
|
++pScene->mNumMeshes;
|
|
if ((*it).name[0])++numNamed;
|
|
}
|
|
}
|
|
|
|
// generate a dummy root node - assign all unnamed elements such
|
|
// as polygons and polygon patches to the root node and generate
|
|
// sub nodes for named objects such as spheres and cones.
|
|
aiNode* const root = new aiNode();
|
|
root->mName.Set("<NFF_Root>");
|
|
root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
|
|
root->mNumMeshes = pScene->mNumMeshes-numNamed;
|
|
|
|
aiNode** ppcChildren = NULL;
|
|
unsigned int* pMeshes = NULL;
|
|
if (root->mNumMeshes)
|
|
pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
|
|
if (root->mNumChildren)
|
|
ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
|
|
|
|
// generate the camera
|
|
if (hasCam)
|
|
{
|
|
aiNode* nd = *ppcChildren = new aiNode();
|
|
nd->mName.Set("<NFF_Camera>");
|
|
nd->mParent = root;
|
|
|
|
// allocate the camera in the scene
|
|
pScene->mNumCameras = 1;
|
|
pScene->mCameras = new aiCamera*[1];
|
|
aiCamera* c = pScene->mCameras[0] = new aiCamera;
|
|
|
|
c->mName = nd->mName; // make sure the names are identical
|
|
c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
|
|
c->mLookAt = camLookAt - camPos;
|
|
c->mPosition = camPos;
|
|
c->mUp = camUp;
|
|
|
|
// If the resolution is not specified in the file, we
|
|
// need to set 1.0 as aspect.
|
|
c->mAspect = (!resolution.y ? 0.f : resolution.x / resolution.y);
|
|
++ppcChildren;
|
|
}
|
|
|
|
// generate light sources
|
|
if (!lights.empty())
|
|
{
|
|
pScene->mNumLights = (unsigned int)lights.size();
|
|
pScene->mLights = new aiLight*[pScene->mNumLights];
|
|
for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
|
|
{
|
|
const Light& l = lights[i];
|
|
|
|
aiNode* nd = *ppcChildren = new aiNode();
|
|
nd->mParent = root;
|
|
|
|
nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
|
|
|
|
// allocate the light in the scene data structure
|
|
aiLight* out = pScene->mLights[i] = new aiLight();
|
|
out->mName = nd->mName; // make sure the names are identical
|
|
out->mType = aiLightSource_POINT;
|
|
out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
|
|
out->mPosition = l.position;
|
|
}
|
|
}
|
|
|
|
if (!pScene->mNumMeshes)throw new ImportErrorException("NFF: No meshes loaded");
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
|
|
for (it = meshes.begin(), m = 0; it != end;++it)
|
|
{
|
|
if ((*it).faces.empty())continue;
|
|
|
|
const MeshInfo& src = *it;
|
|
aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
|
|
mesh->mNumVertices = (unsigned int)src.vertices.size();
|
|
mesh->mNumFaces = (unsigned int)src.faces.size();
|
|
|
|
// Generate sub nodes for named meshes
|
|
if (src.name[0])
|
|
{
|
|
aiNode* const node = *ppcChildren = new aiNode();
|
|
node->mParent = root;
|
|
node->mNumMeshes = 1;
|
|
node->mMeshes = new unsigned int[1];
|
|
node->mMeshes[0] = m;
|
|
node->mName.Set(src.name);
|
|
|
|
// setup the transformation matrix of the node
|
|
aiMatrix4x4::FromToMatrix(aiVector3D(0.f,1.f,0.f),
|
|
src.dir,node->mTransformation);
|
|
|
|
aiMatrix4x4& mat = node->mTransformation;
|
|
mat.a1 *= src.radius.x; mat.b1 *= src.radius.x; mat.c1 *= src.radius.x;
|
|
mat.a2 *= src.radius.y; mat.b2 *= src.radius.y; mat.c2 *= src.radius.y;
|
|
mat.a3 *= src.radius.z; mat.b3 *= src.radius.z; mat.c3 *= src.radius.z;
|
|
mat.a4 = src.center.x;
|
|
mat.b4 = src.center.y;
|
|
mat.c4 = src.center.z;
|
|
|
|
++ppcChildren;
|
|
}
|
|
else *pMeshes++ = m;
|
|
|
|
// copy vertex positions
|
|
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mVertices,&src.vertices[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
|
|
// NFF2: there could be vertex colors
|
|
if (!src.colors.empty())
|
|
{
|
|
ai_assert(src.colors.size() == src.vertices.size());
|
|
|
|
// copy vertex colors
|
|
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
|
|
::memcpy(mesh->mColors[0],&src.colors[0],
|
|
sizeof(aiColor4D)*mesh->mNumVertices);
|
|
}
|
|
|
|
if (!src.normals.empty())
|
|
{
|
|
ai_assert(src.normals.size() == src.vertices.size());
|
|
|
|
// copy normal vectors
|
|
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mNormals,&src.normals[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
}
|
|
|
|
if (!src.uvs.empty())
|
|
{
|
|
ai_assert(src.uvs.size() == src.vertices.size());
|
|
|
|
// copy texture coordinates
|
|
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
}
|
|
|
|
// generate faces
|
|
unsigned int p = 0;
|
|
aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
|
|
for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
|
|
end2 = src.faces.end();
|
|
it2 != end2;++it2,++pFace)
|
|
{
|
|
pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
|
|
for (unsigned int o = 0; o < pFace->mNumIndices;++o)
|
|
pFace->mIndices[o] = p++;
|
|
}
|
|
|
|
// generate a material for the mesh
|
|
MaterialHelper* pcMat = (MaterialHelper*)(pScene->mMaterials[m] = new MaterialHelper());
|
|
|
|
mesh->mMaterialIndex = m++;
|
|
|
|
aiString s;
|
|
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
|
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
|
|
|
// FIX: Ignore diffuse == 0
|
|
aiColor3D c = src.shader.color * (src.shader.diffuse.r ? src.shader.diffuse : aiColor3D(1.f,1.f,1.f));
|
|
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
c = src.shader.color * src.shader.specular;
|
|
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
// NFF2 - default values for NFF
|
|
pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
|
|
pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY);
|
|
|
|
// setup the first texture layer, if existing
|
|
if (src.shader.texFile.length())
|
|
{
|
|
s.Set(src.shader.texFile);
|
|
pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
|
if (aiTextureMapping_UV != src.shader.mapping) {
|
|
|
|
aiVector3D v(0.f,-1.f,0.f);
|
|
pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0));
|
|
pcMat->AddProperty((int*)&src.shader.mapping, 1,AI_MATKEY_MAPPING_DIFFUSE(0));
|
|
}
|
|
}
|
|
|
|
// setup the name of the material
|
|
if (src.shader.name.length())
|
|
{
|
|
s.Set(src.shader.texFile);
|
|
pcMat->AddProperty(&s,AI_MATKEY_NAME);
|
|
}
|
|
|
|
// setup some more material properties that are specific to NFF2
|
|
int i;
|
|
if (src.shader.twoSided)
|
|
{
|
|
i = 1;
|
|
pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
|
|
}
|
|
i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
|
|
if (src.shader.shininess)
|
|
{
|
|
i = aiShadingMode_Phong;
|
|
pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS);
|
|
}
|
|
pcMat->AddProperty(&i,1,AI_MATKEY_SHADING_MODEL);
|
|
}
|
|
pScene->mRootNode = root;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_NFF_IMPORTER
|