971 lines
35 KiB
C++
971 lines
35 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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/// \file AMFImporter_Postprocess.cpp
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/// \brief Convert built scenegraph and objects to Assimp scenegraph.
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/// \date 2016
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/// \author smal.root@gmail.com
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#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
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#include "AMFImporter.hpp"
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// Header files, Assimp.
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#include "SceneCombiner.h"
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#include "StandardShapes.h"
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#include "StringUtils.h"
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// Header files, stdlib.
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#include <algorithm>
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#include <iterator>
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namespace Assimp
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{
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aiColor4D AMFImporter::SPP_Material::GetColor(const float pX, const float pY, const float pZ) const
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{
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aiColor4D tcol;
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// Check if stored data are supported.
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if(Composition.size() != 0)
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{
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throw DeadlyImportError("IME. GetColor for composition");
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}
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else if(Color->Composed)
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{
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throw DeadlyImportError("IME. GetColor, composed color");
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}
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else
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{
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tcol = Color->Color;
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}
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// Check if default color must be used
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if((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0))
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{
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tcol.r = 0.5f;
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tcol.g = 0.5f;
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tcol.b = 0.5f;
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tcol.a = 1;
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}
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return tcol;
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}
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void AMFImporter::PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
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std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const
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{
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CAMFImporter_NodeElement_Vertices* vn = nullptr;
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size_t col_idx;
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// All data stored in "vertices", search for it.
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for(CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
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{
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if(ne_child->Type == CAMFImporter_NodeElement::ENET_Vertices) vn = (CAMFImporter_NodeElement_Vertices*)ne_child;
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}
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// If "vertices" not found then no work for us.
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if(vn == nullptr) return;
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pVertexCoordinateArray.reserve(vn->Child.size());// all coordinates stored as child and we need to reserve space for future push_back's.
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pVertexColorArray.resize(vn->Child.size());// colors count equal vertices count.
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col_idx = 0;
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// Inside vertices collect all data and place to arrays
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for(CAMFImporter_NodeElement* vn_child: vn->Child)
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{
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// vertices, colors
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if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
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{
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// by default clear color for current vertex
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pVertexColorArray[col_idx] = nullptr;
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for(CAMFImporter_NodeElement* vtx: vn_child->Child)
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{
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if(vtx->Type == CAMFImporter_NodeElement::ENET_Coordinates)
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{
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pVertexCoordinateArray.push_back(((CAMFImporter_NodeElement_Coordinates*)vtx)->Coordinate);
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continue;
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}
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if(vtx->Type == CAMFImporter_NodeElement::ENET_Color)
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{
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pVertexColorArray[col_idx] = (CAMFImporter_NodeElement_Color*)vtx;
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continue;
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}
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}// for(CAMFImporter_NodeElement* vtx: vn_child->Child)
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col_idx++;
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}// if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
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}// for(CAMFImporter_NodeElement* vn_child: vn->Child)
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}
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size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B,
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const std::string& pID_A)
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{
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size_t TextureConverted_Index;
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std::string TextureConverted_ID;
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// check input data
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if(pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty())
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throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
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// Create ID
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TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A;
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// Check if texture specified by set of IDs is converted already.
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TextureConverted_Index = 0;
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for(const SPP_Texture& tex_convd: mTexture_Converted)
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{
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if(tex_convd.ID == TextureConverted_ID)
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return TextureConverted_Index;
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else
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TextureConverted_Index++;
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}
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//
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// Converted texture not found, create it.
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//
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CAMFImporter_NodeElement_Texture* src_texture[4]{nullptr};
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std::vector<CAMFImporter_NodeElement_Texture*> src_texture_4check;
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SPP_Texture converted_texture;
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{// find all specified source textures
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CAMFImporter_NodeElement* t_tex;
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// R
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if(!pID_R.empty())
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{
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if(!Find_NodeElement(pID_R, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R);
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src_texture[0] = (CAMFImporter_NodeElement_Texture*)t_tex;
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src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
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}
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else
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{
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src_texture[0] = nullptr;
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}
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// G
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if(!pID_G.empty())
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{
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if(!Find_NodeElement(pID_G, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G);
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src_texture[1] = (CAMFImporter_NodeElement_Texture*)t_tex;
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src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
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}
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else
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{
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src_texture[1] = nullptr;
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}
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// B
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if(!pID_B.empty())
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{
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if(!Find_NodeElement(pID_B, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B);
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src_texture[2] = (CAMFImporter_NodeElement_Texture*)t_tex;
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src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
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}
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else
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{
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src_texture[2] = nullptr;
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}
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// A
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if(!pID_A.empty())
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{
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if(!Find_NodeElement(pID_A, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A);
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src_texture[3] = (CAMFImporter_NodeElement_Texture*)t_tex;
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src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
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}
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else
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{
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src_texture[3] = nullptr;
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}
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}// END: find all specified source textures
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// check that all textures has same size
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if(src_texture_4check.size() > 1)
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{
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for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
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{
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if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
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(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth))
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{
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throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
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}
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}
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}// if(src_texture_4check.size() > 1)
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// set texture attributes
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converted_texture.Width = src_texture_4check[0]->Width;
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converted_texture.Height = src_texture_4check[0]->Height;
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converted_texture.Depth = src_texture_4check[0]->Depth;
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// if one of source texture is tiled then converted texture is tiled too.
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converted_texture.Tiled = false;
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for(uint8_t i = 0; i < src_texture_4check.size(); i++) converted_texture.Tiled |= src_texture_4check[i]->Tiled;
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// Create format hint.
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strcpy(converted_texture.FormatHint, "rgba0000");// copy initial string.
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if(!pID_R.empty()) converted_texture.FormatHint[4] = '8';
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if(!pID_G.empty()) converted_texture.FormatHint[5] = '8';
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if(!pID_B.empty()) converted_texture.FormatHint[6] = '8';
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if(!pID_A.empty()) converted_texture.FormatHint[7] = '8';
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//
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// Сopy data of textures.
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//
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size_t tex_size = 0;
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size_t step = 0;
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size_t off_g = 0;
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size_t off_b = 0;
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// Calculate size of the target array and rule how data will be copied.
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if(!pID_R.empty()) { tex_size += src_texture[0]->Data.size(); step++, off_g++, off_b++; }
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if(!pID_G.empty()) { tex_size += src_texture[1]->Data.size(); step++, off_b++; }
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if(!pID_B.empty()) { tex_size += src_texture[2]->Data.size(); step++; }
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if(!pID_A.empty()) { tex_size += src_texture[3]->Data.size(); step++; }
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// Create target array.
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converted_texture.Data = new uint8_t[tex_size];
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// And copy data
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auto CopyTextureData = [&](const std::string& pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
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{
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if(!pID.empty())
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{
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for(size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++)
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converted_texture.Data[idx_target] = src_texture[pSrcTexNum]->Data.at(idx_src);
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}
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};// auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
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CopyTextureData(pID_R, 0, step, 0);
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CopyTextureData(pID_G, off_g, step, 1);
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CopyTextureData(pID_B, off_b, step, 2);
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CopyTextureData(pID_A, step - 1, step, 3);
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// Store new converted texture ID
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converted_texture.ID = TextureConverted_ID;
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// Store new converted texture
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mTexture_Converted.push_back(converted_texture);
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return TextureConverted_Index;
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}
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void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated)
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{
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auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap* pTexMap1, const CAMFImporter_NodeElement_TexMap* pTexMap2) -> bool
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{
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if((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
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if(pTexMap1 == nullptr) return false;
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if(pTexMap2 == nullptr) return false;
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if(pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
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if(pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
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if(pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
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if(pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
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return true;
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};
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pOutputList_Separated.clear();
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if(pInputList.size() == 0) return;
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do
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{
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SComplexFace face_start = pInputList.front();
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std::list<SComplexFace> face_list_cur;
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for(std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;)
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{
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if(texmap_is_equal(face_start.TexMap, it->TexMap))
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{
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auto it_old = it;
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it++;
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face_list_cur.push_back(*it_old);
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pInputList.erase(it_old);
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}
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else
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{
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it++;
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}
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}
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if(face_list_cur.size() > 0) pOutputList_Separated.push_back(face_list_cur);
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} while(pInputList.size() > 0);
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}
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void AMFImporter::Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& pMetadataList, aiNode& pSceneNode) const
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{
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if(pMetadataList.size() > 0)
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{
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if(pSceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
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// copy collected metadata to output node.
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pSceneNode.mMetaData = new aiMetadata();
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pSceneNode.mMetaData->mNumProperties = pMetadataList.size();
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pSceneNode.mMetaData->mKeys = new aiString[pSceneNode.mMetaData->mNumProperties];
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pSceneNode.mMetaData->mValues = new aiMetadataEntry[pSceneNode.mMetaData->mNumProperties];
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size_t meta_idx = 0;
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for(const CAMFImporter_NodeElement_Metadata& metadata: pMetadataList)
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{
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pSceneNode.mMetaData->Set(meta_idx++, metadata.Type, aiString(metadata.Value));
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}
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}// if(pMetadataList.size() > 0)
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}
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void AMFImporter::Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode)
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{
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CAMFImporter_NodeElement_Color* object_color = nullptr;
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// create new aiNode and set name as <object> has.
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*pSceneNode = new aiNode;
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(*pSceneNode)->mName = pNodeElement.ID;
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// read mesh and color
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for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
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{
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std::vector<aiVector3D> vertex_arr;
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std::vector<CAMFImporter_NodeElement_Color*> color_arr;
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// color for object
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if(ne_child->Type == CAMFImporter_NodeElement::ENET_Color) object_color = (CAMFImporter_NodeElement_Color*)ne_child;
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||
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if(ne_child->Type == CAMFImporter_NodeElement::ENET_Mesh)
|
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{
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// Create arrays from children of mesh: vertices.
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PostprocessHelper_CreateMeshDataArray(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr);
|
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// Use this arrays as a source when creating every aiMesh
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Postprocess_BuildMeshSet(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
|
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}
|
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}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
|
||
}
|
||
|
||
void AMFImporter::Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
|
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const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray,
|
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const CAMFImporter_NodeElement_Color* pObjectColor, std::list<aiMesh*>& pMeshList, aiNode& pSceneNode)
|
||
{
|
||
std::list<unsigned int> mesh_idx;
|
||
|
||
// all data stored in "volume", search for it.
|
||
for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
|
||
{
|
||
const CAMFImporter_NodeElement_Color* ne_volume_color = nullptr;
|
||
const SPP_Material* cur_mat = nullptr;
|
||
|
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if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
|
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{
|
||
/******************* Get faces *******************/
|
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const CAMFImporter_NodeElement_Volume* ne_volume = reinterpret_cast<const CAMFImporter_NodeElement_Volume*>(ne_child);
|
||
|
||
std::list<SComplexFace> complex_faces_list;// List of the faces of the volume.
|
||
std::list<std::list<SComplexFace> > complex_faces_toplist;// List of the face list for every mesh.
|
||
|
||
// check if volume use material
|
||
if(!ne_volume->MaterialID.empty())
|
||
{
|
||
if(!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID);
|
||
}
|
||
|
||
// inside "volume" collect all data and place to arrays or create new objects
|
||
for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
|
||
{
|
||
// color for volume
|
||
if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Color)
|
||
{
|
||
ne_volume_color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_volume_child);
|
||
}
|
||
else if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Triangle)// triangles, triangles colors
|
||
{
|
||
const CAMFImporter_NodeElement_Triangle& tri_al = *reinterpret_cast<const CAMFImporter_NodeElement_Triangle*>(ne_volume_child);
|
||
|
||
SComplexFace complex_face;
|
||
|
||
// initialize pointers
|
||
complex_face.Color = nullptr;
|
||
complex_face.TexMap = nullptr;
|
||
// get data from triangle children: color, texture coordinates.
|
||
if(tri_al.Child.size())
|
||
{
|
||
for(const CAMFImporter_NodeElement* ne_triangle_child: tri_al.Child)
|
||
{
|
||
if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_Color)
|
||
complex_face.Color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_triangle_child);
|
||
else if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_TexMap)
|
||
complex_face.TexMap = reinterpret_cast<const CAMFImporter_NodeElement_TexMap*>(ne_triangle_child);
|
||
}
|
||
}// if(tri_al.Child.size())
|
||
|
||
// create new face and store it.
|
||
complex_face.Face.mNumIndices = 3;
|
||
complex_face.Face.mIndices = new unsigned int[3];
|
||
complex_face.Face.mIndices[0] = tri_al.V[0];
|
||
complex_face.Face.mIndices[1] = tri_al.V[1];
|
||
complex_face.Face.mIndices[2] = tri_al.V[2];
|
||
complex_faces_list.push_back(complex_face);
|
||
}
|
||
}// for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
|
||
|
||
/**** Split faces list: one list per mesh ****/
|
||
PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
|
||
|
||
/***** Create mesh for every faces list ******/
|
||
for(std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
|
||
{
|
||
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
|
||
{
|
||
size_t rv;
|
||
|
||
if(pBiggerThan != nullptr)
|
||
{
|
||
bool found = false;
|
||
|
||
for(const SComplexFace& face: pFaceList)
|
||
{
|
||
for(size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++)
|
||
{
|
||
if(face.Face.mIndices[idx_vert] > *pBiggerThan)
|
||
{
|
||
rv = face.Face.mIndices[idx_vert];
|
||
found = true;
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(found) break;
|
||
}
|
||
|
||
if(!found) return *pBiggerThan;
|
||
}
|
||
else
|
||
{
|
||
rv = pFaceList.front().Face.mIndices[0];
|
||
}// if(pBiggerThan != nullptr) else
|
||
|
||
for(const SComplexFace& face: pFaceList)
|
||
{
|
||
for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
|
||
{
|
||
if(face.Face.mIndices[vi] < rv)
|
||
{
|
||
if(pBiggerThan != nullptr)
|
||
{
|
||
if(face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
|
||
}
|
||
else
|
||
{
|
||
rv = face.Face.mIndices[vi];
|
||
}
|
||
}
|
||
}
|
||
}// for(const SComplexFace& face: pFaceList)
|
||
|
||
return rv;
|
||
};// auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
|
||
|
||
auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
|
||
{
|
||
for(const SComplexFace& face: pFaceList)
|
||
{
|
||
for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
|
||
{
|
||
if(face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = pIdx_To;
|
||
}
|
||
}
|
||
};// auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
|
||
|
||
auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
|
||
{
|
||
// Color priorities(In descending order):
|
||
// 1. triangle color;
|
||
// 2. vertex color;
|
||
// 3. volume color;
|
||
// 4. object color;
|
||
// 5. material;
|
||
// 6. default - invisible coat.
|
||
//
|
||
// Fill vertices colors in color priority list above that's points from 1 to 6.
|
||
if((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr))// check for vertex color
|
||
{
|
||
if(pVertexColorArray[pIdx]->Composed)
|
||
throw DeadlyImportError("IME: vertex color composed");
|
||
else
|
||
return pVertexColorArray[pIdx]->Color;
|
||
}
|
||
else if(ne_volume_color != nullptr)// check for volume color
|
||
{
|
||
if(ne_volume_color->Composed)
|
||
throw DeadlyImportError("IME: volume color composed");
|
||
else
|
||
return ne_volume_color->Color;
|
||
}
|
||
else if(pObjectColor != nullptr)// check for object color
|
||
{
|
||
if(pObjectColor->Composed)
|
||
throw DeadlyImportError("IME: object color composed");
|
||
else
|
||
return pObjectColor->Color;
|
||
}
|
||
else if(cur_mat != nullptr)// check for material
|
||
{
|
||
return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
|
||
}
|
||
else// set default color.
|
||
{
|
||
return {0, 0, 0, 0};
|
||
}// if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
|
||
|
||
};// auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
|
||
|
||
aiMesh* tmesh = new aiMesh;
|
||
|
||
tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;// Only triangles is supported by AMF.
|
||
//
|
||
// set geometry and colors (vertices)
|
||
//
|
||
// copy faces/triangles
|
||
tmesh->mNumFaces = face_list_cur.size();
|
||
tmesh->mFaces = new aiFace[tmesh->mNumFaces];
|
||
|
||
// Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume
|
||
// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
|
||
// Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous.
|
||
size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles.
|
||
std::vector<aiVector3D> vert_arr, texcoord_arr;
|
||
std::vector<aiColor4D> col_arr;
|
||
|
||
vert_arr.reserve(VertexCount_Max * 2);// "* 2" - see below TODO.
|
||
col_arr.reserve(VertexCount_Max * 2);
|
||
|
||
{// fill arrays
|
||
size_t vert_idx_from, vert_idx_to;
|
||
|
||
// first iteration.
|
||
vert_idx_to = 0;
|
||
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
|
||
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
|
||
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
|
||
if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
|
||
|
||
// rest iterations
|
||
do
|
||
{
|
||
vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
|
||
if(vert_idx_from == vert_idx_to) break;// all indices are transfered,
|
||
|
||
vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
|
||
col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
|
||
vert_idx_to++;
|
||
if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
|
||
|
||
} while(true);
|
||
}// fill arrays. END.
|
||
|
||
//
|
||
// check if triangle colors are used and create additional faces if needed.
|
||
//
|
||
for(const SComplexFace& face_cur: face_list_cur)
|
||
{
|
||
if(face_cur.Color != nullptr)
|
||
{
|
||
aiColor4D face_color;
|
||
size_t vert_idx_new = vert_arr.size();
|
||
|
||
if(face_cur.Color->Composed)
|
||
throw DeadlyImportError("IME: face color composed");
|
||
else
|
||
face_color = face_cur.Color->Color;
|
||
|
||
for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
|
||
{
|
||
vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
|
||
col_arr.push_back(face_color);
|
||
face_cur.Face.mIndices[idx_ind] = vert_idx_new++;
|
||
}
|
||
}// if(face_cur.Color != nullptr)
|
||
}// for(const SComplexFace& face_cur: face_list_cur)
|
||
|
||
//
|
||
// if texture is used then copy texture coordinates too.
|
||
//
|
||
if(face_list_cur.front().TexMap != nullptr)
|
||
{
|
||
size_t idx_vert_new = vert_arr.size();
|
||
///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
|
||
/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
|
||
/// optimisation.
|
||
bool* idx_vert_used;
|
||
|
||
idx_vert_used = new bool[VertexCount_Max * 2];
|
||
for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
|
||
|
||
// This ID's will be used when set materials ID in scene.
|
||
tmesh->mMaterialIndex = PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
|
||
face_list_cur.front().TexMap->TextureID_G,
|
||
face_list_cur.front().TexMap->TextureID_B,
|
||
face_list_cur.front().TexMap->TextureID_A);
|
||
texcoord_arr.resize(VertexCount_Max * 2);
|
||
for(const SComplexFace& face_cur: face_list_cur)
|
||
{
|
||
for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
|
||
{
|
||
const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
|
||
|
||
if(!idx_vert_used[idx_vert])
|
||
{
|
||
texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
|
||
idx_vert_used[idx_vert] = true;
|
||
}
|
||
else if(texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind])
|
||
{
|
||
// in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
|
||
// coordinates.
|
||
vert_arr.push_back(vert_arr.at(idx_vert));
|
||
col_arr.push_back(col_arr.at(idx_vert));
|
||
texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
|
||
face_cur.Face.mIndices[idx_ind] = idx_vert_new++;
|
||
}
|
||
}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
|
||
}// for(const SComplexFace& face_cur: face_list_cur)
|
||
|
||
delete [] idx_vert_used;
|
||
// shrink array
|
||
texcoord_arr.resize(idx_vert_new);
|
||
}// if(face_list_cur.front().TexMap != nullptr)
|
||
|
||
//
|
||
// copy collected data to mesh
|
||
//
|
||
tmesh->mNumVertices = vert_arr.size();
|
||
tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
|
||
tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
|
||
tmesh->mFaces = new aiFace[face_list_cur.size()];
|
||
|
||
memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
|
||
memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
|
||
if(texcoord_arr.size() > 0)
|
||
{
|
||
tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
|
||
memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
|
||
tmesh->mNumUVComponents[0] = 2;// U and V stored in "x", "y" of aiVector3D.
|
||
}
|
||
|
||
size_t idx_face = 0;
|
||
for(const SComplexFace& face_cur: face_list_cur) tmesh->mFaces[idx_face++] = face_cur.Face;
|
||
|
||
// store new aiMesh
|
||
mesh_idx.push_back(pMeshList.size());
|
||
pMeshList.push_back(tmesh);
|
||
}// for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
|
||
}// if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
|
||
}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
|
||
|
||
// if meshes was created then assign new indices with current aiNode
|
||
if(mesh_idx.size() > 0)
|
||
{
|
||
std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
|
||
|
||
pSceneNode.mNumMeshes = mesh_idx.size();
|
||
pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
|
||
for(size_t i = 0; i < pSceneNode.mNumMeshes; i++) pSceneNode.mMeshes[i] = *mit++;
|
||
}// if(mesh_idx.size() > 0)
|
||
}
|
||
|
||
void AMFImporter::Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial)
|
||
{
|
||
SPP_Material new_mat;
|
||
|
||
new_mat.ID = pMaterial.ID;
|
||
for(const CAMFImporter_NodeElement* mat_child: pMaterial.Child)
|
||
{
|
||
if(mat_child->Type == CAMFImporter_NodeElement::ENET_Color)
|
||
{
|
||
new_mat.Color = (CAMFImporter_NodeElement_Color*)mat_child;
|
||
}
|
||
else if(mat_child->Type == CAMFImporter_NodeElement::ENET_Metadata)
|
||
{
|
||
new_mat.Metadata.push_back((CAMFImporter_NodeElement_Metadata*)mat_child);
|
||
}
|
||
}// for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
|
||
|
||
// place converted material to special list
|
||
mMaterial_Converted.push_back(new_mat);
|
||
}
|
||
|
||
void AMFImporter::Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const
|
||
{
|
||
aiNode* con_node;
|
||
std::list<aiNode*> ch_node;
|
||
|
||
// We will build next hierarchy:
|
||
// aiNode as parent (<constellation>) for set of nodes as a children
|
||
// |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
|
||
// ...
|
||
// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
|
||
con_node = new aiNode;
|
||
con_node->mName = pConstellation.ID;
|
||
// Walk thru children and search for instances of another objects, constellations.
|
||
for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
|
||
{
|
||
aiMatrix4x4 tmat;
|
||
aiNode* t_node;
|
||
aiNode* found_node;
|
||
|
||
if(ne->Type == CAMFImporter_NodeElement::ENET_Metadata) continue;
|
||
if(ne->Type != CAMFImporter_NodeElement::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
|
||
|
||
// create alias for conveniance
|
||
CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);
|
||
// find referenced object
|
||
if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
|
||
|
||
// create node for apllying transformation
|
||
t_node = new aiNode;
|
||
t_node->mParent = con_node;
|
||
// apply transformation
|
||
aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
|
||
aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
|
||
aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
|
||
aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
|
||
// create array for one child node
|
||
t_node->mNumChildren = 1;
|
||
t_node->mChildren = new aiNode*[t_node->mNumChildren];
|
||
SceneCombiner::Copy(&t_node->mChildren[0], found_node);
|
||
t_node->mChildren[0]->mParent = t_node;
|
||
ch_node.push_back(t_node);
|
||
}// for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
|
||
|
||
// copy found aiNode's as children
|
||
if(ch_node.size() == 0) throw DeadlyImportError("<constellation> must have at least one <instance>.");
|
||
|
||
size_t ch_idx = 0;
|
||
|
||
con_node->mNumChildren = ch_node.size();
|
||
con_node->mChildren = new aiNode*[con_node->mNumChildren];
|
||
for(aiNode* node: ch_node) con_node->mChildren[ch_idx++] = node;
|
||
|
||
// and place "root" of <constellation> node to node list
|
||
pNodeList.push_back(con_node);
|
||
}
|
||
|
||
void AMFImporter::Postprocess_BuildScene(aiScene* pScene)
|
||
{
|
||
std::list<aiNode*> node_list;
|
||
std::list<aiMesh*> mesh_list;
|
||
std::list<CAMFImporter_NodeElement_Metadata*> meta_list;
|
||
|
||
//
|
||
// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
|
||
// For building aiScene we are must to do few steps:
|
||
// at first creating root node for aiScene.
|
||
pScene->mRootNode = new aiNode;
|
||
pScene->mRootNode->mParent = nullptr;
|
||
pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
|
||
// search for root(<amf>) element
|
||
CAMFImporter_NodeElement* root_el = nullptr;
|
||
|
||
for(CAMFImporter_NodeElement* ne: mNodeElement_List)
|
||
{
|
||
if(ne->Type != CAMFImporter_NodeElement::ENET_Root) continue;
|
||
|
||
root_el = ne;
|
||
|
||
break;
|
||
}// for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
|
||
|
||
// Check if root element are found.
|
||
if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
|
||
|
||
// after that walk thru children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
|
||
// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
|
||
// at any moment.
|
||
//
|
||
// 1. <material>
|
||
// 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
|
||
for(const CAMFImporter_NodeElement* root_child: root_el->Child)
|
||
{
|
||
if(root_child->Type == CAMFImporter_NodeElement::ENET_Material) Postprocess_BuildMaterial(*((CAMFImporter_NodeElement_Material*)root_child));
|
||
}
|
||
|
||
// After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
|
||
//
|
||
// 3. <object>
|
||
for(const CAMFImporter_NodeElement* root_child: root_el->Child)
|
||
{
|
||
if(root_child->Type == CAMFImporter_NodeElement::ENET_Object)
|
||
{
|
||
aiNode* tnode = nullptr;
|
||
|
||
// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
|
||
Postprocess_BuildNodeAndObject(*((CAMFImporter_NodeElement_Object*)root_child), mesh_list, &tnode);
|
||
if(tnode != nullptr) node_list.push_back(tnode);
|
||
|
||
}
|
||
}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
|
||
|
||
// And finally read rest of nodes.
|
||
//
|
||
for(const CAMFImporter_NodeElement* root_child: root_el->Child)
|
||
{
|
||
// 4. <constellation>
|
||
if(root_child->Type == CAMFImporter_NodeElement::ENET_Constellation)
|
||
{
|
||
// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
|
||
Postprocess_BuildConstellation(*((CAMFImporter_NodeElement_Constellation*)root_child), node_list);
|
||
}
|
||
|
||
// 5, <metadata>
|
||
if(root_child->Type == CAMFImporter_NodeElement::ENET_Metadata) meta_list.push_back((CAMFImporter_NodeElement_Metadata*)root_child);
|
||
}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
|
||
|
||
// at now we can add collected metadata to root node
|
||
Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
|
||
//
|
||
// Check constellation children
|
||
//
|
||
// As said in specification:
|
||
// "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
|
||
// What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
|
||
// And at this step we are checking that relations.
|
||
nl_clean_loop:
|
||
|
||
if(node_list.size() > 1)
|
||
{
|
||
// walk thru all nodes
|
||
for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
|
||
{
|
||
// and try to find them in another top nodes.
|
||
std::list<aiNode*>::const_iterator next_it = nl_it;
|
||
|
||
next_it++;
|
||
for(; next_it != node_list.end(); next_it++)
|
||
{
|
||
if((*next_it)->FindNode((*nl_it)->mName) != nullptr)
|
||
{
|
||
// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
|
||
node_list.erase(nl_it);
|
||
|
||
goto nl_clean_loop;
|
||
}
|
||
}// for(; next_it != node_list.end(); next_it++)
|
||
}// for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
|
||
}
|
||
|
||
//
|
||
// move created objects to aiScene
|
||
//
|
||
//
|
||
// Nodes
|
||
if(node_list.size() > 0)
|
||
{
|
||
std::list<aiNode*>::const_iterator nl_it = node_list.begin();
|
||
|
||
pScene->mRootNode->mNumChildren = node_list.size();
|
||
pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
|
||
for(size_t i = 0; i < pScene->mRootNode->mNumChildren; i++)
|
||
{
|
||
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
|
||
// mRootNode only as parent.
|
||
(*nl_it)->mParent = pScene->mRootNode;
|
||
pScene->mRootNode->mChildren[i] = *nl_it++;
|
||
}
|
||
}// if(node_list.size() > 0)
|
||
|
||
//
|
||
// Meshes
|
||
if(mesh_list.size() > 0)
|
||
{
|
||
std::list<aiMesh*>::const_iterator ml_it = mesh_list.begin();
|
||
|
||
pScene->mNumMeshes = mesh_list.size();
|
||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||
for(size_t i = 0; i < pScene->mNumMeshes; i++) pScene->mMeshes[i] = *ml_it++;
|
||
}// if(mesh_list.size() > 0)
|
||
|
||
//
|
||
// Textures
|
||
pScene->mNumTextures = mTexture_Converted.size();
|
||
if(pScene->mNumTextures > 0)
|
||
{
|
||
size_t idx;
|
||
|
||
idx = 0;
|
||
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
|
||
for(const SPP_Texture& tex_convd: mTexture_Converted)
|
||
{
|
||
pScene->mTextures[idx] = new aiTexture;
|
||
pScene->mTextures[idx]->mWidth = tex_convd.Width;
|
||
pScene->mTextures[idx]->mHeight = tex_convd.Height;
|
||
pScene->mTextures[idx]->pcData = (aiTexel*)tex_convd.Data;
|
||
// texture format description.
|
||
strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint);
|
||
idx++;
|
||
}// for(const SPP_Texture& tex_convd: mTexture_Converted)
|
||
|
||
// Create materials for embedded textures.
|
||
idx = 0;
|
||
pScene->mNumMaterials = mTexture_Converted.size();
|
||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||
for(const SPP_Texture& tex_convd: mTexture_Converted)
|
||
{
|
||
const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx));
|
||
const int mode = aiTextureOp_Multiply;
|
||
const int repeat = tex_convd.Tiled ? 1 : 0;
|
||
|
||
pScene->mMaterials[idx] = new aiMaterial;
|
||
pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||
pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
|
||
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
|
||
pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
|
||
idx++;
|
||
}
|
||
}// if(pScene->mNumTextures > 0)
|
||
}// END: after that walk thru children of root and collect data
|
||
|
||
}// namespace Assimp
|
||
|
||
#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER
|