assimp/code/PlyLoader.cpp

990 lines
28 KiB
C++

/** @file Implementation of the PLY importer class */
#include "PLYLoader.h"
#include "MaterialSystem.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PLYImporter::PLYImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
PLYImporter::~PLYImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool PLYImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
if (extension.length() < 4)return false;
if (extension[0] != '.')return false;
if (extension[1] != 'p' && extension[1] != 'P')return false;
if (extension[2] != 'l' && extension[2] != 'L')return false;
if (extension[3] != 'y' && extension[3] != 'Y')return false;
return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void PLYImporter::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
{
throw new ImportErrorException( "Failed to open PLY file " + pFile + ".");
}
// check whether the ply file is large enough to contain
// at least the file header
size_t fileSize = file->FileSize();
if( fileSize < 10)
{
throw new ImportErrorException( ".ply File is too small.");
}
// allocate storage and copy the contents of the file to a memory buffer
// (terminate it with zero)
this->mBuffer = new unsigned char[fileSize+1];
file->Read( (void*)mBuffer, 1, fileSize);
this->mBuffer[fileSize] = '\0';
// the beginning of the file must be PLY
if (this->mBuffer[0] != 'P' && this->mBuffer[0] != 'p' ||
this->mBuffer[1] != 'L' && this->mBuffer[1] != 'l' ||
this->mBuffer[2] != 'Y' && this->mBuffer[2] != 'y')
{
throw new ImportErrorException( "Invalid .ply file: Magic number \'ply\' is no there");
}
char* szMe = (char*)&this->mBuffer[3];
SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
// determine the format of the file data
PLY::DOM sPlyDom;
if (0 == ASSIMP_strincmp(szMe,"format",6) && IsSpace(*(szMe+6)))
{
szMe += 7;
if (0 == ASSIMP_strincmp(szMe,"ascii",5) && IsSpace(*(szMe+5)))
{
szMe += 6;
SkipLine(szMe,(const char**)&szMe);
if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
{
throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#1)");
}
}
else if (0 == ASSIMP_strincmp(szMe,"binary_",7))
{
bool bIsBE = false;
// binary_little_endian
// binary_big_endian
szMe += 7;
#if (defined AI_BUILD_BIG_ENDIAN)
if ('l' == *szMe || 'L' == *szMe)bIsBE = true;
#else
if ('b' == *szMe || 'B' == *szMe)bIsBE = true;
#endif // ! AI_BUILD_BIG_ENDIAN
// skip the line, parse the rest of the header and build the DOM
SkipLine(szMe,(const char**)&szMe);
if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
{
throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#2)");
}
}
else
{
throw new ImportErrorException( "Invalid .ply file: Unknown file format");
}
}
else
{
throw new ImportErrorException( "Invalid .ply file: Missing format specification");
}
this->pcDOM = &sPlyDom;
// now load a list of vertices. This must be sucessfull in order to procede
std::vector<aiVector3D> avPositions;
this->LoadVertices(&avPositions,false);
if (avPositions.empty())
{
throw new ImportErrorException( "Invalid .ply file: No vertices found");
}
// now load a list of normals.
std::vector<aiVector3D> avNormals;
this->LoadVertices(&avNormals,true);
// load the face list
std::vector<PLY::Face> avFaces;
this->LoadFaces(&avFaces);
// if no face list is existing we assume that the vertex
// list is containing a list of triangles
if (avFaces.empty())
{
if (avPositions.size() < 3)
{
throw new ImportErrorException( "Invalid .ply file: Not enough vertices to build "
"a face list. ");
}
unsigned int iNum = avPositions.size() / 3;
for (unsigned int i = 0; i< iNum;++i)
{
PLY::Face sFace;
sFace.mIndices.push_back((iNum*3));
sFace.mIndices.push_back((iNum*3)+1);
sFace.mIndices.push_back((iNum*3)+2);
avFaces.push_back(sFace);
}
}
// now load a list of all materials
std::vector<MaterialHelper*> avMaterials;
this->LoadMaterial(&avMaterials);
// now load a list of all vertex color channels
std::vector<aiColor4D> avColors;
this->LoadVertexColor(&avColors);
// now replace the default material in all faces and validate all material indices
this->ReplaceDefaultMaterial(&avFaces,&avMaterials);
// now convert this to a list of aiMesh instances
std::vector<aiMesh*> avMeshes;
this->ConvertMeshes(&avFaces,&avPositions,&avNormals,
&avColors,&avMaterials,&avMeshes);
if (avMeshes.empty())
{
throw new ImportErrorException( "Invalid .ply file: Unable to extract mesh data ");
}
// now generate the output scene object. Fill the material list
pScene->mNumMaterials = avMaterials.size();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
pScene->mMaterials[i] = avMaterials[i];
// fill the mesh list
pScene->mNumMeshes = avMeshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mMeshes[i] = avMeshes[i];
// generate a simple node structure
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes;++i)
pScene->mRootNode->mMeshes[i] = i;
// delete the file buffer
delete[] this->mBuffer;
// DOM is lying on the stack, will be deconstructed automatically
return;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
const std::vector<aiVector3D>* avPositions,
const std::vector<aiVector3D>* avNormals,
const std::vector<aiColor4D>* avColors,
const std::vector<MaterialHelper*>* avMaterials,
std::vector<aiMesh*>* avOut)
{
ai_assert(NULL != avFaces);
ai_assert(NULL != avPositions);
ai_assert(NULL != avMaterials);
// split by materials
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
avMaterials->size()];
unsigned int iNum = 0;
for (std::vector<PLY::Face>::const_iterator
i = avFaces->begin();
i != avFaces->end();++i,++iNum)
{
// index has already been checked
aiSplit[(*i).iMaterialIndex].push_back(iNum);
}
// now generate submeshes
for (unsigned int p = 0; p < avMaterials->size();++p)
{
if (aiSplit[p].size() != 0)
{
// allocate the mesh object
aiMesh* p_pcOut = new aiMesh();
p_pcOut->mMaterialIndex = p;
p_pcOut->mNumFaces = aiSplit[p].size();
p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
// at first we need to determine the size of the output vector array
unsigned int iNum = 0;
for (unsigned int i = 0; i < aiSplit[p].size();++i)
{
iNum += (*avFaces)[aiSplit[p][i]].mIndices.size();
}
p_pcOut->mNumVertices = iNum;
p_pcOut->mVertices = new aiVector3D[iNum];
if (!avColors->empty())
p_pcOut->mColors[0] = new aiColor4D[iNum];
if (!avNormals->empty())
p_pcOut->mNormals = new aiVector3D[iNum];
// add all faces
iNum = 0;
unsigned int iVertex = 0;
for (std::vector<unsigned int>::const_iterator
i = aiSplit[p].begin();
i != aiSplit[p].end();++i,++iNum)
{
p_pcOut->mFaces[iNum].mNumIndices = (*avFaces)[*i].mIndices.size();
p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
// build an unique set of vertices/colors for this face
// hardcode all combinations to speedup this piece of code
if (!avColors->empty())
{
if (!avNormals->empty())
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
else
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
}
else
{
if (!avNormals->empty())
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
else
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
}
}
// add the mesh to the output list
avOut->push_back(p_pcOut);
}
}
delete[] aiSplit;
return;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
std::vector<MaterialHelper*>* avMaterials)
{
bool bNeedDefaultMat = false;
for (std::vector<PLY::Face>::iterator
i = avFaces->begin();i != avFaces->end();++i)
{
if (0xFFFFFFFF == (*i).iMaterialIndex)
{
bNeedDefaultMat = true;
(*i).iMaterialIndex = avMaterials->size();
}
else if ((*i).iMaterialIndex >= avMaterials->size() )
{
// clamp the index
(*i).iMaterialIndex = avMaterials->size()-1;
}
}
if (bNeedDefaultMat)
{
// generate a default material
MaterialHelper* pcHelper = new MaterialHelper();
// fill in a default material
int iMode = (int)aiShadingMode_Gouraud;
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
clr.b = clr.g = clr.r = 0.6f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
avMaterials->push_back(pcHelper);
}
return;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
{
unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
PLY::EDataType aiTypes[3];
PLY::ElementInstanceList* pcList = NULL;
unsigned int cnt = 0;
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Vertex == (*i).eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
// load normal vectors?
if (p_bNormals)
{
// now check whether which normal components are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if (PLY::EST_XNormal == (*a).Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a).eType;
}
else if (PLY::EST_YNormal == (*a).Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a).eType;
}
else if (PLY::EST_ZNormal == (*a).Semantic)
{
cnt++;
aiPositions[2] = _a;
aiTypes[2] = (*a).eType;
}
if (3 == cnt)break;
}
}
// load vertex coordinates
else
{
// now check whether which coordinate sets are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if (PLY::EST_XCoord == (*a).Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a).eType;
}
else if (PLY::EST_YCoord == (*a).Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a).eType;
}
else if (PLY::EST_ZCoord == (*a).Semantic)
{
cnt++;
aiPositions[2] = _a;
aiTypes[2] = (*a).eType;
}
if (3 == cnt)break;
}
}
break;
}
}
// check whether we have a valid source for the vertex data
if (NULL != pcList && 0 != cnt)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
// convert the vertices to sp floats
aiVector3D vOut;
if (0xFFFFFFFF == aiPositions[0])vOut.x = 0.0f;
else
{
vOut.x = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
}
if (0xFFFFFFFF == aiPositions[1])vOut.y = 0.0f;
else
{
vOut.y = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
}
if (0xFFFFFFFF == aiPositions[2])vOut.z = 0.0f;
else
{
vOut.z = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[aiPositions[2]].avList.front(),aiTypes[2]);
}
// and add them to our nice list
pvOut->push_back(vOut);
}
}
return;
}
// ------------------------------------------------------------------------------------------------
float NormalizeColorValue (PLY::PropertyInstance::ValueUnion val,PLY::EDataType eType)
{
switch (eType)
{
case EDT_Float:
return val.fFloat;
case EDT_Double:
return (float)val.fDouble;
case EDT_UChar:
return (float)val.iUInt / (float)0xFF;
case EDT_Char:
return (float)(val.iInt+(0xFF/2)) / (float)0xFF;
case EDT_UShort:
return (float)val.iUInt / (float)0xFFFF;
case EDT_Short:
return (float)(val.iInt+(0xFFFF/2)) / (float)0xFFFF;
case EDT_UInt:
return (float)val.iUInt / (float)0xFFFF;
case EDT_Int:
return ((float)val.iInt / (float)0xFF) + 0.5f;
};
return 0.0f;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
{
unsigned int aiPositions[4] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
PLY::EDataType aiTypes[4];
unsigned int cnt = 0;
PLY::ElementInstanceList* pcList = NULL;
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Vertex == (*i).eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
// now check whether which coordinate sets are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if (PLY::EST_Red == (*a).Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a).eType;
}
else if (PLY::EST_Green == (*a).Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a).eType;
}
else if (PLY::EST_Blue == (*a).Semantic)
{
cnt++;
aiPositions[2] = _a;
aiTypes[2] = (*a).eType;
}
else if (PLY::EST_Alpha == (*a).Semantic)
{
cnt++;
aiPositions[3] = _a;
aiTypes[3] = (*a).eType;
}
if (4 == cnt)break;
}
break;
}
}
// check whether we have a valid source for the vertex data
if (NULL != pcList && 0 != cnt)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
// convert the vertices to sp floats
aiColor4D vOut;
if (0xFFFFFFFF == aiPositions[0])vOut.r = 0.0f;
else
{
vOut.r = NormalizeColorValue((*i).alProperties[
aiPositions[0]].avList.front(),aiTypes[0]);
}
if (0xFFFFFFFF == aiPositions[1])vOut.g = 0.0f;
else
{
vOut.g = NormalizeColorValue((*i).alProperties[
aiPositions[1]].avList.front(),aiTypes[1]);
}
if (0xFFFFFFFF == aiPositions[2])vOut.b = 0.0f;
else
{
vOut.b = NormalizeColorValue((*i).alProperties[
aiPositions[2]].avList.front(),aiTypes[2]);
}
// assume 1.0 for the alpha channel ifit is not set
if (0xFFFFFFFF == aiPositions[3])vOut.a = 1.0f;
else
{
vOut.a = NormalizeColorValue((*i).alProperties[
aiPositions[3]].avList.front(),aiTypes[3]);
}
// and add them to our nice list
pvOut->push_back(vOut);
}
}
return;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
{
PLY::ElementInstanceList* pcList = NULL;
bool bOne = false;
// index of the vertex index list
unsigned int iProperty = 0xFFFFFFFF;
PLY::EDataType eType;
bool bIsTristrip = false;
// index of the material index property
unsigned int iMaterialIndex = 0xFFFFFFFF;
PLY::EDataType eType2;
// serach in the DOM for a face entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
// face = unique number of vertex indices
if (PLY::EEST_Face == (*i).eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
{
if (PLY::EST_VertexIndex == (*a).Semantic)
{
// must be a dynamic list!
if (!(*a).bIsList)continue;
iProperty = _a;
bOne = true;
eType = (*a).eType;
}
else if (PLY::EST_MaterialIndex == (*a).Semantic)
{
if ((*a).bIsList)continue;
iMaterialIndex = _a;
bOne = true;
eType2 = (*a).eType;
}
}
break;
}
// triangle strip
// TODO: triangle strip and material index support???
else if (PLY::EEST_TriStrip == (*i).eSemantic)
{
// find a list property in this ...
pcList = &this->pcDOM->alElementData[_i];
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
{
// must be a dynamic list!
if (!(*a).bIsList)continue;
iProperty = _a;
bOne = true;
bIsTristrip = true;
eType = (*a).eType;
break;
}
break;
}
}
// check whether we have at least one per-face information set
if (pcList && bOne)
{
if (!bIsTristrip)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
PLY::Face sFace;
// parse the list of vertex indices
if (0xFFFFFFFF != iProperty)
{
const unsigned int iNum = (*i).alProperties[iProperty].avList.size();
sFace.mIndices.resize(iNum);
std::list<PLY::PropertyInstance::ValueUnion>::const_iterator p =
(*i).alProperties[iProperty].avList.begin();
for (unsigned int a = 0; a < iNum;++a,++p)
{
sFace.mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p,eType);
}
}
// parse the material index
if (0xFFFFFFFF != iMaterialIndex)
{
sFace.iMaterialIndex = PLY::PropertyInstance::ConvertTo<unsigned int>(
(*i).alProperties[iMaterialIndex].avList.front(),eType2);
}
pvOut->push_back(sFace);
}
}
else // triangle strips
{
// normally we have only one triangle strip instance where
// a value of -1 indicates a restart of the strip
for (std::vector<ElementInstance>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
int aiTable[2] = {-1,-1};
for (std::list<PLY::PropertyInstance::ValueUnion>::const_iterator
a = (*i).alProperties[iProperty].avList.begin();
a != (*i).alProperties[iProperty].avList.end();++a)
{
int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
if (-1 == p)
{
// restart the strip ...
aiTable[0] = aiTable[1] = -1;
continue;
}
if (-1 == aiTable[0])
{
aiTable[0] = p;
continue;
}
if (-1 == aiTable[1])
{
aiTable[1] = p;
continue;
}
PLY::Face sFace;
sFace.mIndices.push_back((unsigned int)aiTable[0]);
sFace.mIndices.push_back((unsigned int)aiTable[1]);
sFace.mIndices.push_back((unsigned int)p);
pvOut->push_back(sFace);
aiTable[0] = aiTable[1];
aiTable[1] = p;
}
}
}
}
return;
}
// ------------------------------------------------------------------------------------------------
void GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
unsigned int aiPositions[4],
PLY::EDataType aiTypes[4],
aiColor4D* clrOut)
{
ai_assert(NULL != clrOut);
if (0xFFFFFFFF == aiPositions[0])clrOut->r = 0.0f;
else
{
clrOut->r = NormalizeColorValue(avList[
aiPositions[0]].avList.front(),aiTypes[0]);
}
if (0xFFFFFFFF == aiPositions[1])clrOut->g = 0.0f;
else
{
clrOut->g = NormalizeColorValue(avList[
aiPositions[1]].avList.front(),aiTypes[1]);
}
if (0xFFFFFFFF == aiPositions[2])clrOut->b = 0.0f;
else
{
clrOut->b = NormalizeColorValue(avList[
aiPositions[2]].avList.front(),aiTypes[2]);
}
// assume 1.0 for the alpha channel ifit is not set
if (0xFFFFFFFF == aiPositions[3])clrOut->a = 1.0f;
else
{
clrOut->a = NormalizeColorValue(avList[
aiPositions[3]].avList.front(),aiTypes[3]);
}
return;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
{
// diffuse[4], specular[4], ambient[4]
// rgba order
unsigned int aaiPositions[3][4] = {
{0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
{0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
{0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
};
// dto.
PLY::EDataType aaiTypes[3][4];
PLY::ElementInstanceList* pcList = NULL;
unsigned int iPhong = 0xFFFFFFFF;
PLY::EDataType ePhong;
unsigned int iOpacity = 0xFFFFFFFF;
PLY::EDataType eOpacity;
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Material == (*i).eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
// now check whether which coordinate sets are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
// pohng specularity -----------------------------------
if (PLY::EST_PhongPower == (*a).Semantic)
{
iPhong = _a;
ePhong = (*a).eType;
}
// general opacity -----------------------------------
if (PLY::EST_Opacity == (*a).Semantic)
{
iOpacity = _a;
eOpacity = (*a).eType;
}
// diffuse color channels -----------------------------------
if (PLY::EST_DiffuseRed == (*a).Semantic)
{
aaiPositions[0][0] = _a;
aaiTypes[0][0] = (*a).eType;
}
else if (PLY::EST_DiffuseGreen == (*a).Semantic)
{
aaiPositions[0][1] = _a;
aaiTypes[0][1] = (*a).eType;
}
else if (PLY::EST_DiffuseBlue == (*a).Semantic)
{
aaiPositions[0][2] = _a;
aaiTypes[0][2] = (*a).eType;
}
else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
{
aaiPositions[0][3] = _a;
aaiTypes[0][3] = (*a).eType;
}
// specular color channels -----------------------------------
else if (PLY::EST_SpecularRed == (*a).Semantic)
{
aaiPositions[1][0] = _a;
aaiTypes[1][0] = (*a).eType;
}
else if (PLY::EST_SpecularGreen == (*a).Semantic)
{
aaiPositions[1][1] = _a;
aaiTypes[1][1] = (*a).eType;
}
else if (PLY::EST_SpecularBlue == (*a).Semantic)
{
aaiPositions[1][2] = _a;
aaiTypes[1][2] = (*a).eType;
}
else if (PLY::EST_SpecularAlpha == (*a).Semantic)
{
aaiPositions[1][3] = _a;
aaiTypes[1][3] = (*a).eType;
}
// ambient color channels -----------------------------------
else if (PLY::EST_AmbientRed == (*a).Semantic)
{
aaiPositions[2][0] = _a;
aaiTypes[2][0] = (*a).eType;
}
else if (PLY::EST_AmbientGreen == (*a).Semantic)
{
aaiPositions[2][1] = _a;
aaiTypes[2][1] = (*a).eType;
}
else if (PLY::EST_AmbientBlue == (*a).Semantic)
{
aaiPositions[22][2] = _a;
aaiTypes[2][2] = (*a).eType;
}
else if (PLY::EST_AmbientAlpha == (*a).Semantic)
{
aaiPositions[2][3] = _a;
aaiTypes[2][3] = (*a).eType;
}
}
break;
}
}
// check whether we have a valid source for the material data
if (NULL != pcList)
{
for (std::vector<ElementInstance>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
aiColor4D clrOut;
MaterialHelper* pcHelper = new MaterialHelper();
// build the diffuse material color
GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
// build the specular material color
GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
// build the ambient material color
GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
// handle phong power and shading mode
int iMode;
if (0xFFFFFFFF != iPhong)
{
float fSpec = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[iPhong].avList.front(),ePhong);
// if shininess is 0 (and the pow() calculation would therefore always
// become 1, not depending on the angle) use gouraud lighting
if (0.0f != fSpec)
{
// scale this with 15 ... hopefully this is correct
fSpec += 15;
pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
iMode = (int)aiShadingMode_Phong;
}
else iMode = (int)aiShadingMode_Gouraud;
}
else iMode = (int)aiShadingMode_Gouraud;
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
// handle opacity
if (0xFFFFFFFF != iOpacity)
{
float fOpacity = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[iPhong].avList.front(),eOpacity);
pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
}
// add the newly created material instance to the list
pvOut->push_back(pcHelper);
}
}
return;
}