1048 lines
32 KiB
C++
1048 lines
32 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file PlyLoader.cpp
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* @brief Implementation of the PLY importer class
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_PLY_IMPORTER
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// internal headers
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#include "PlyLoader.h"
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#include "MaterialSystem.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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PLYImporter::PLYImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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PLYImporter::~PLYImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool PLYImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "ply")
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return true;
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else if (!extension.length() || checkSig)
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{
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if (!pIOHandler)return true;
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const char* tokens[] = {"ply"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void PLYImporter::GetExtensionList(std::string& append)
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{
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append.append("*.ply");
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void PLYImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL) {
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throw new ImportErrorException( "Failed to open PLY file " + pFile + ".");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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mBuffer = (unsigned char*)&mBuffer2[0];
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// the beginning of the file must be PLY - magic, magic
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if (mBuffer[0] != 'P' && mBuffer[0] != 'p' ||
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mBuffer[1] != 'L' && mBuffer[1] != 'l' ||
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mBuffer[2] != 'Y' && mBuffer[2] != 'y') {
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throw new ImportErrorException( "Invalid .ply file: Magic number \'ply\' is no there");
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}
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char* szMe = (char*)&this->mBuffer[3];
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SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
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// determine the format of the file data
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PLY::DOM sPlyDom;
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if (TokenMatch(szMe,"format",6))
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{
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if (TokenMatch(szMe,"ascii",5))
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{
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SkipLine(szMe,(const char**)&szMe);
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if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
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throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#1)");
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}
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else if (!::strncmp(szMe,"binary_",7))
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{
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bool bIsBE = false;
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szMe+=7;
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// binary_little_endian
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// binary_big_endian
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#if (defined AI_BUILD_BIG_ENDIAN)
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if ('l' == *szMe || 'L' == *szMe)bIsBE = true;
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#else
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if ('b' == *szMe || 'B' == *szMe)bIsBE = true;
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#endif // ! AI_BUILD_BIG_ENDIAN
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// skip the line, parse the rest of the header and build the DOM
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SkipLine(szMe,(const char**)&szMe);
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if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
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throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#2)");
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}
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else throw new ImportErrorException( "Invalid .ply file: Unknown file format");
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}
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else
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{
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delete[] this->mBuffer;
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AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
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throw new ImportErrorException( "Invalid .ply file: Missing format specification");
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}
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this->pcDOM = &sPlyDom;
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// now load a list of vertices. This must be sucessfull in order to procede
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std::vector<aiVector3D> avPositions;
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this->LoadVertices(&avPositions,false);
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if (avPositions.empty())
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throw new ImportErrorException( "Invalid .ply file: No vertices found. "
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"Unable to parse the data format of the PLY file.");
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// now load a list of normals.
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std::vector<aiVector3D> avNormals;
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LoadVertices(&avNormals,true);
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// load the face list
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std::vector<PLY::Face> avFaces;
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LoadFaces(&avFaces);
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// if no face list is existing we assume that the vertex
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// list is containing a list of triangles
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if (avFaces.empty())
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{
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if (avPositions.size() < 3)
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{
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throw new ImportErrorException( "Invalid .ply file: Not enough "
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"vertices to build a proper face list. ");
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}
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const unsigned int iNum = (unsigned int)avPositions.size() / 3;
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for (unsigned int i = 0; i< iNum;++i)
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{
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PLY::Face sFace;
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sFace.mIndices.push_back((iNum*3));
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sFace.mIndices.push_back((iNum*3)+1);
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sFace.mIndices.push_back((iNum*3)+2);
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avFaces.push_back(sFace);
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}
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}
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// now load a list of all materials
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std::vector<MaterialHelper*> avMaterials;
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LoadMaterial(&avMaterials);
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// now load a list of all vertex color channels
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std::vector<aiColor4D> avColors;
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avColors.reserve(avPositions.size());
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LoadVertexColor(&avColors);
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// now try to load texture coordinates
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std::vector<aiVector2D> avTexCoords;
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avTexCoords.reserve(avPositions.size());
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LoadTextureCoordinates(&avTexCoords);
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// now replace the default material in all faces and validate all material indices
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ReplaceDefaultMaterial(&avFaces,&avMaterials);
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// now convert this to a list of aiMesh instances
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std::vector<aiMesh*> avMeshes;
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avMeshes.reserve(avMaterials.size()+1);
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ConvertMeshes(&avFaces,&avPositions,&avNormals,
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&avColors,&avTexCoords,&avMaterials,&avMeshes);
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if (avMeshes.empty())
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throw new ImportErrorException( "Invalid .ply file: Unable to extract mesh data ");
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// now generate the output scene object. Fill the material list
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pScene->mNumMaterials = (unsigned int)avMaterials.size();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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pScene->mMaterials[i] = avMaterials[i];
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// fill the mesh list
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pScene->mNumMeshes = (unsigned int)avMeshes.size();
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mMeshes[i] = avMeshes[i];
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// generate a simple node structure
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes;++i)
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pScene->mRootNode->mMeshes[i] = i;
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}
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// ------------------------------------------------------------------------------------------------
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// Split meshes by material IDs
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void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
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const std::vector<aiVector3D>* avPositions,
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const std::vector<aiVector3D>* avNormals,
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const std::vector<aiColor4D>* avColors,
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const std::vector<aiVector2D>* avTexCoords,
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const std::vector<MaterialHelper*>* avMaterials,
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std::vector<aiMesh*>* avOut)
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{
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ai_assert(NULL != avFaces);
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ai_assert(NULL != avPositions);
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ai_assert(NULL != avMaterials);
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// split by materials
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std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[avMaterials->size()];
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unsigned int iNum = 0;
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for (std::vector<PLY::Face>::const_iterator i = avFaces->begin();i != avFaces->end();++i,++iNum)
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aiSplit[(*i).iMaterialIndex].push_back(iNum);
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// now generate submeshes
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for (unsigned int p = 0; p < avMaterials->size();++p)
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{
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if (aiSplit[p].size() != 0)
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{
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// allocate the mesh object
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aiMesh* p_pcOut = new aiMesh();
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p_pcOut->mMaterialIndex = p;
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p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
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p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
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// at first we need to determine the size of the output vector array
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unsigned int iNum = 0;
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for (unsigned int i = 0; i < aiSplit[p].size();++i)
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{
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iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
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}
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p_pcOut->mNumVertices = iNum;
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p_pcOut->mVertices = new aiVector3D[iNum];
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if (!avColors->empty())
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p_pcOut->mColors[0] = new aiColor4D[iNum];
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if (!avTexCoords->empty())
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{
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p_pcOut->mNumUVComponents[0] = 2;
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p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
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}
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if (!avNormals->empty())
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p_pcOut->mNormals = new aiVector3D[iNum];
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// add all faces
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iNum = 0;
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unsigned int iVertex = 0;
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for (std::vector<unsigned int>::const_iterator i = aiSplit[p].begin();
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i != aiSplit[p].end();++i,++iNum)
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{
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p_pcOut->mFaces[iNum].mNumIndices = (unsigned int)(*avFaces)[*i].mIndices.size();
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p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
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// build an unique set of vertices/colors for this face
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for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
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{
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p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
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p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
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if (!avColors->empty())
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p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
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if (!avTexCoords->empty())
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{
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const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
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p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
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p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
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}
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if (!avNormals->empty())
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p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
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iVertex++;
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}
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}
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// add the mesh to the output list
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avOut->push_back(p_pcOut);
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}
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}
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delete[] aiSplit; // cleanup
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}
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// ------------------------------------------------------------------------------------------------
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// Generate a default material if none was specified and apply it to all vanilla faces
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void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
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std::vector<MaterialHelper*>* avMaterials)
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{
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bool bNeedDefaultMat = false;
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for (std::vector<PLY::Face>::iterator i = avFaces->begin();i != avFaces->end();++i) {
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if (0xFFFFFFFF == (*i).iMaterialIndex) {
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bNeedDefaultMat = true;
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(*i).iMaterialIndex = (unsigned int)avMaterials->size();
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}
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else if ((*i).iMaterialIndex >= avMaterials->size() ) {
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// clamp the index
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(*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
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}
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}
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if (bNeedDefaultMat) {
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// generate a default material
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MaterialHelper* pcHelper = new MaterialHelper();
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// fill in a default material
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int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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// The face order is absolutely undefined for PLY, so we have to
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// use two-sided rendering to be sure it's ok.
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const int two_sided = 1;
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pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
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avMaterials->push_back(pcHelper);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void PLYImporter::LoadTextureCoordinates(std::vector<aiVector2D>* pvOut)
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{
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ai_assert(NULL != pvOut);
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unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
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PLY::EDataType aiTypes[2];
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PLY::ElementInstanceList* pcList = NULL;
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unsigned int cnt = 0;
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// serach in the DOM for a vertex entry
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unsigned int _i = 0;
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for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
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i != pcDOM->alElements.end();++i,++_i)
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{
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if (PLY::EEST_Vertex == (*i).eSemantic)
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{
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pcList = &this->pcDOM->alElementData[_i];
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// now check whether which normal components are available
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unsigned int _a = 0;
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for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
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a != (*i).alProperties.end();++a,++_a)
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{
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if ((*a).bIsList)continue;
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if (PLY::EST_UTextureCoord == (*a).Semantic)
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{
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cnt++;
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aiPositions[0] = _a;
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aiTypes[0] = (*a).eType;
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}
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else if (PLY::EST_VTextureCoord == (*a).Semantic)
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{
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cnt++;
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aiPositions[1] = _a;
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aiTypes[1] = (*a).eType;
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}
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}
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}
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}
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// check whether we have a valid source for the texture coordinates data
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if (NULL != pcList && 0 != cnt)
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{
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pvOut->reserve(pcList->alInstances.size());
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for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
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i != pcList->alInstances.end();++i)
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{
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// convert the vertices to sp floats
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aiVector2D vOut;
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if (0xFFFFFFFF != aiPositions[0])
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{
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vOut.x = PLY::PropertyInstance::ConvertTo<float>(
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(*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
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}
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if (0xFFFFFFFF != aiPositions[1])
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{
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vOut.y = PLY::PropertyInstance::ConvertTo<float>(
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(*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
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}
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// and add them to our nice list
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pvOut->push_back(vOut);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Try to extract vertices from the PLY DOM
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void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
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{
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ai_assert(NULL != pvOut);
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unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
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PLY::EDataType aiTypes[3];
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PLY::ElementInstanceList* pcList = NULL;
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unsigned int cnt = 0;
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// serach in the DOM for a vertex entry
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unsigned int _i = 0;
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for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
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i != pcDOM->alElements.end();++i,++_i)
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{
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if (PLY::EEST_Vertex == (*i).eSemantic)
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{
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pcList = &pcDOM->alElementData[_i];
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// load normal vectors?
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if (p_bNormals)
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{
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// now check whether which normal components are available
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unsigned int _a = 0;
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for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
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a != (*i).alProperties.end();++a,++_a)
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{
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if ((*a).bIsList)continue;
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if (PLY::EST_XNormal == (*a).Semantic)
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{
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cnt++;
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aiPositions[0] = _a;
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aiTypes[0] = (*a).eType;
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}
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else if (PLY::EST_YNormal == (*a).Semantic)
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{
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cnt++;
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aiPositions[1] = _a;
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aiTypes[1] = (*a).eType;
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}
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else if (PLY::EST_ZNormal == (*a).Semantic)
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{
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cnt++;
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aiPositions[2] = _a;
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aiTypes[2] = (*a).eType;
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}
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|
}
|
|
}
|
|
// 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 = PLY::PropertyInstance::ConvertTo<float>(
|
|
(*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
|
|
}
|
|
|
|
if (0xFFFFFFFF != aiPositions[1])
|
|
{
|
|
vOut.y = PLY::PropertyInstance::ConvertTo<float>(
|
|
(*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
|
|
}
|
|
|
|
if (0xFFFFFFFF != aiPositions[2])
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Convert a color component to [0...1]
|
|
float PLYImporter::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;
|
|
default: ;
|
|
};
|
|
return 0.0f;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Try to extract proper vertex colors from the PLY DOM
|
|
void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
|
|
{
|
|
ai_assert(NULL != 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 = pcDOM->alElements.begin();
|
|
i != 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 = NormalizeColorValue((*i).alProperties[
|
|
aiPositions[0]].avList.front(),aiTypes[0]);
|
|
}
|
|
|
|
if (0xFFFFFFFF != aiPositions[1])
|
|
{
|
|
vOut.g = NormalizeColorValue((*i).alProperties[
|
|
aiPositions[1]].avList.front(),aiTypes[1]);
|
|
}
|
|
|
|
if (0xFFFFFFFF != aiPositions[2])
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Try to extract proper faces from the PLY DOM
|
|
void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
|
|
{
|
|
ai_assert(NULL != 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 = pcDOM->alElements.begin();
|
|
i != pcDOM->alElements.end();++i,++_i)
|
|
{
|
|
// face = unique number of vertex indices
|
|
if (PLY::EEST_Face == (*i).eSemantic)
|
|
{
|
|
pcList = &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 = (unsigned int)(*i).alProperties[iProperty].avList.size();
|
|
sFace.mIndices.resize(iNum);
|
|
|
|
std::vector<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
|
|
bool flip = false;
|
|
for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
|
|
const std::vector<PLY::PropertyInstance::ValueUnion>& quak = (*i).alProperties[iProperty].avList;
|
|
pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u));
|
|
|
|
int aiTable[2] = {-1,-1};
|
|
for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator a = quak.begin();a != quak.end();++a) {
|
|
const int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
|
|
|
|
if (-1 == p) {
|
|
// restart the strip ...
|
|
aiTable[0] = aiTable[1] = -1;
|
|
flip = false;
|
|
continue;
|
|
}
|
|
if (-1 == aiTable[0]) {
|
|
aiTable[0] = p;
|
|
continue;
|
|
}
|
|
if (-1 == aiTable[1]) {
|
|
aiTable[1] = p;
|
|
continue;
|
|
}
|
|
|
|
pvOut->push_back(PLY::Face());
|
|
PLY::Face& sFace = pvOut->back();
|
|
sFace.mIndices[0] = aiTable[0];
|
|
sFace.mIndices[1] = aiTable[1];
|
|
sFace.mIndices[2] = p;
|
|
if ((flip = !flip)) {
|
|
std::swap(sFace.mIndices[0],sFace.mIndices[1]);
|
|
}
|
|
|
|
aiTable[0] = aiTable[1];
|
|
aiTable[1] = p;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Get a RGBA color in [0...1] range
|
|
void PLYImporter::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]);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Extract a material from the PLY DOM
|
|
void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
|
|
{
|
|
ai_assert(NULL != 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;
|
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MaterialHelper* pcHelper = new MaterialHelper();
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// build the diffuse material color
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GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
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pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
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// build the specular material color
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GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
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pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
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// build the ambient material color
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GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
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pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
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// handle phong power and shading mode
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int iMode;
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if (0xFFFFFFFF != iPhong) {
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float fSpec = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),ePhong);
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// if shininess is 0 (and the pow() calculation would therefore always
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// become 1, not depending on the angle), use gouraud lighting
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if (fSpec) {
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// scale this with 15 ... hopefully this is correct
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fSpec *= 15;
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pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
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iMode = (int)aiShadingMode_Phong;
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}
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else iMode = (int)aiShadingMode_Gouraud;
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}
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else iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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// handle opacity
|
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if (0xFFFFFFFF != iOpacity) {
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float fOpacity = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),eOpacity);
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pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
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}
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// The face order is absolutely undefined for PLY, so we have to
|
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// use two-sided rendering to be sure it's ok.
|
|
const int two_sided = 1;
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pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
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// add the newly created material instance to the list
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pvOut->push_back(pcHelper);
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}
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}
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}
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#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER
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