assimp/code/ObjFileImporter.cpp

521 lines
17 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
#include "DefaultIOSystem.h"
#include "ObjFileImporter.h"
#include "ObjFileParser.h"
#include "ObjFileData.h"
namespace Assimp {
using namespace std;
// ------------------------------------------------------------------------------------------------
// Default constructor
ObjFileImporter::ObjFileImporter() :
m_Buffer(),
m_pRootObject( NULL ),
m_strAbsPath( "" )
{
DefaultIOSystem io;
m_strAbsPath = io.getOsSeparator();
}
// ------------------------------------------------------------------------------------------------
// Destructor.
ObjFileImporter::~ObjFileImporter()
{
// Release root object instance
if (NULL != m_pRootObject)
{
delete m_pRootObject;
m_pRootObject = NULL;
}
}
// ------------------------------------------------------------------------------------------------
// Returns true, if file is an obj file.
bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
{
if(!checkSig) //Check File Extension
{
return SimpleExtensionCheck(pFile,"obj");
}
else //Check file Header
{
const char* tokens[] = {"mtllib","usemtl","vt ","vn ","o "};
return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 5);
}
}
// ------------------------------------------------------------------------------------------------
// Obj-file import implementation
void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
DefaultIOSystem io;
// Read file into memory
const std::string mode = "rb";
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
if (NULL == file.get())
throw DeadlyImportError( "Failed to open file " + pFile + ".");
// Get the filesize and vaslidate it, throwing an exception when failes
size_t fileSize = file->FileSize();
if( fileSize < 16)
throw DeadlyImportError( "OBJ-file is too small.");
// Allocate buffer and read file into it
TextFileToBuffer(file.get(),m_Buffer);
// Get the model name
std::string strModelName;
std::string::size_type pos = pFile.find_last_of( "\\/" );
if ( pos != std::string::npos )
{
strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
}
else
{
strModelName = pFile;
}
// parse the file into a temporary representation
ObjFileParser parser(m_Buffer, strModelName, pIOHandler);
// And create the proper return structures out of it
CreateDataFromImport(parser.GetModel(), pScene);
// Clean up allocated storage for the next import
m_Buffer.clear();
}
// ------------------------------------------------------------------------------------------------
// Create the data from parsed obj-file
void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene)
{
if (0L == pModel)
return;
// Create the root node of the scene
pScene->mRootNode = new aiNode;
if ( !pModel->m_ModelName.empty() )
{
// Set the name of the scene
pScene->mRootNode->mName.Set(pModel->m_ModelName);
}
else
{
// This is an error, so break down the application
ai_assert(false);
}
// Create nodes for the whole scene
std::vector<aiMesh*> MeshArray;
for (size_t index = 0; index < pModel->m_Objects.size(); index++)
{
createNodes(pModel, pModel->m_Objects[ index ], index, pScene->mRootNode, pScene, MeshArray);
}
// Create mesh pointer buffer for this scene
if (pScene->mNumMeshes > 0)
{
pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
for (size_t index =0; index < MeshArray.size(); index++)
{
pScene->mMeshes [ index ] = MeshArray[ index ];
}
}
// Create all materials
createMaterials( pModel, pScene );
}
// ------------------------------------------------------------------------------------------------
// Creates all nodes of the model
aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
unsigned int uiMeshIndex,
aiNode *pParent, aiScene* pScene,
std::vector<aiMesh*> &MeshArray )
{
ai_assert( NULL != pModel );
if ( NULL == pObject )
return NULL;
// Store older mesh size to be able to computate mesh offsets for new mesh instances
const size_t oldMeshSize = MeshArray.size();
aiNode *pNode = new aiNode;
if (pParent != NULL)
appendChildToParentNode(pParent, pNode);
for ( unsigned int i=0; i< pObject->m_Meshes.size(); i++ )
{
unsigned int meshId = pObject->m_Meshes[ i ];
aiMesh *pMesh = new aiMesh;
createTopology( pModel, pObject, meshId, pMesh );
if ( pMesh->mNumVertices > 0 )
{
MeshArray.push_back( pMesh );
}
else
{
delete pMesh;
}
}
// Create all nodes from the sub-objects stored in the current object
if ( !pObject->m_SubObjects.empty() )
{
size_t numChilds = pObject->m_SubObjects.size();
pNode->mNumChildren = static_cast<unsigned int>( numChilds );
pNode->mChildren = new aiNode*[ numChilds ];
pNode->mNumMeshes = 1;
pNode->mMeshes = new unsigned int[ 1 ];
}
// Set mesh instances into scene- and node-instances
const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
if ( meshSizeDiff > 0 )
{
pNode->mMeshes = new unsigned int[ meshSizeDiff ];
pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
size_t index = 0;
for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
{
pNode->mMeshes[ index ] = pScene->mNumMeshes;
pScene->mNumMeshes++;
index++;
}
}
return pNode;
}
// ------------------------------------------------------------------------------------------------
// Create topology data
void ObjFileImporter::createTopology(const ObjFile::Model* pModel,
const ObjFile::Object* pData,
unsigned int uiMeshIndex,
aiMesh* pMesh )
{
// Checking preconditions
ai_assert( NULL != pModel );
if (NULL == pData)
return;
// Create faces
ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
ai_assert( NULL != pObjMesh );
pMesh->mNumFaces = static_cast<unsigned int>( pObjMesh->m_Faces.size() );
if ( pMesh->mNumFaces > 0 )
{
pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial )
{
pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
}
// Copy all data from all stored meshes
for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
{
aiFace *pFace = &pMesh->mFaces[ index ];
const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
pFace->mNumIndices = (unsigned int) uiNumIndices;
if (pFace->mNumIndices > 0)
{
pFace->mIndices = new unsigned int[ uiNumIndices ];
ObjFile::Face::IndexArray *pIndexArray = pObjMesh->m_Faces[ index ]->m_pVertices;
ai_assert ( NULL != pIndexArray );
for ( size_t a=0; a<pFace->mNumIndices; a++ )
{
pFace->mIndices[ a ] = pIndexArray->at( a );
}
}
else
{
pFace->mIndices = NULL;
}
}
}
// Create mesh vertices
createVertexArray(pModel, pData, uiMeshIndex, pMesh);
}
// ------------------------------------------------------------------------------------------------
// Creates a vertex array
void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
const ObjFile::Object* pCurrentObject,
unsigned int uiMeshIndex,
aiMesh* pMesh)
{
// Checking preconditions
ai_assert( NULL != pCurrentObject );
// Break, if no faces are stored in object
if ( pCurrentObject->m_Meshes.empty() )
return;
// Get current mesh
ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1)
return;
// Copy vertices of this mesh instance
pMesh->mNumVertices = (unsigned int) pObjMesh->m_uiNumIndices;
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
// Allocate buffer for normal vectors
if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
// Allocate buffer for texture coordinates
if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
{
pMesh->mNumUVComponents[ 0 ] = 2;
pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
}
// Copy vertices, normals and textures into aiMesh instance
unsigned int newIndex = 0;
for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
{
// Get destination face
aiFace *pDestFace = &pMesh->mFaces[ index ];
// Get source face
ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
// Copy all index arrays
for ( size_t vertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
{
const unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
ai_assert( vertex < pModel->m_Vertices.size() );
pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
// Copy all normals
if ( !pSourceFace->m_pNormals->empty() )
{
const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
ai_assert( normal < pModel->m_Normals.size() );
pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
}
// Copy all texture coordinates
if ( !pModel->m_TextureCoord.empty() )
{
if ( !pSourceFace->m_pTexturCoords->empty() )
{
const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
ai_assert( tex < pModel->m_TextureCoord.size() );
for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++)
{
if ( pMesh->mNumUVComponents[ i ] > 0 )
{
aiVector2D coord2d = pModel->m_TextureCoord[ tex ];
pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 );
}
}
}
}
ai_assert( pMesh->mNumVertices > newIndex );
pDestFace->mIndices[ vertexIndex ] = newIndex;
++newIndex;
}
}
}
// ------------------------------------------------------------------------------------------------
// Counts all stored meshes
void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
{
iNumMeshes = 0;
if ( rObjects.empty() )
return;
iNumMeshes += static_cast<unsigned int>( rObjects.size() );
for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
it != rObjects.end();
++it)
{
if (!(*it)->m_SubObjects.empty())
{
countObjects((*it)->m_SubObjects, iNumMeshes);
}
}
}
// ------------------------------------------------------------------------------------------------
// Creates the material
void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene )
{
ai_assert( NULL != pScene );
if ( NULL == pScene )
return;
const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
pScene->mNumMaterials = 0;
if ( pModel->m_MaterialLib.empty() )
return;
pScene->mMaterials = new aiMaterial*[ numMaterials ];
for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
{
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
// Store material name
std::map<std::string, ObjFile::Material*>::const_iterator it;
it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
// No material found, use the default material
if ( pModel->m_MaterialMap.end() == it )
continue;
ObjFile::Material *pCurrentMaterial = (*it).second;
mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
// convert illumination model
int sm = 0;
switch (pCurrentMaterial->illumination_model)
{
case 0:
sm = aiShadingMode_NoShading;
break;
case 1:
sm = aiShadingMode_Gouraud;
break;
case 2:
sm = aiShadingMode_Phong;
break;
default:
sm = aiShadingMode_Gouraud;
DefaultLogger::get()->error("OBJ/MTL: Unexpected illumination model (0-2 recognized)");
}
mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
// multiplying the specular exponent with 2 seems to yield better results
pCurrentMaterial->shineness *= 4.f;
// Adding material colors
mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
// Adding refraction index
mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
// Adding textures
if ( 0 != pCurrentMaterial->texture.length )
mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
if ( 0 != pCurrentMaterial->textureAmbient.length )
mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
if ( 0 != pCurrentMaterial->textureSpecular.length )
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
if ( 0 != pCurrentMaterial->textureBump.length )
mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
if ( 0 != pCurrentMaterial->textureOpacity.length )
mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
if ( 0 != pCurrentMaterial->textureSpecularity.length )
mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
// Store material property info in material array in scene
pScene->mMaterials[ pScene->mNumMaterials ] = mat;
pScene->mNumMaterials++;
}
// Test number of created materials.
ai_assert( pScene->mNumMaterials == numMaterials );
}
// ------------------------------------------------------------------------------------------------
// Appends this node to the parent node
void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild)
{
// Checking preconditions
ai_assert( NULL != pParent );
ai_assert( NULL != pChild );
// Assign parent to child
pChild->mParent = pParent;
size_t sNumChildren = 0;
// If already children was assigned to the parent node, store them in a
std::vector<aiNode*> temp;
if (pParent->mChildren != NULL)
{
sNumChildren = pParent->mNumChildren;
ai_assert( 0 != sNumChildren );
for (size_t index = 0; index < pParent->mNumChildren; index++)
{
temp.push_back(pParent->mChildren [ index ] );
}
delete [] pParent->mChildren;
}
// Copy node instances into parent node
pParent->mNumChildren++;
pParent->mChildren = new aiNode*[ pParent->mNumChildren ];
for (size_t index = 0; index < pParent->mNumChildren-1; index++)
{
pParent->mChildren[ index ] = temp [ index ];
}
pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER