- fbx: refactor code

This commit is contained in:
acgessler
2012-07-01 14:38:14 +02:00
parent 8ce0a3df9f
commit 6ddb1c9aa7
5 changed files with 1900 additions and 1732 deletions

View File

@@ -50,11 +50,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXUtil.h"
#include "FBXImporter.h"
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
namespace Assimp {
namespace FBX {
namespace {
namespace Util {
// ------------------------------------------------------------------------------------------------
// signal DOM construction error, this is always unrecoverable. Throws DeadlyImportError.
@@ -64,7 +64,7 @@ void DOMError(const std::string& message, const Token& token)
}
// ------------------------------------------------------------------------------------------------
void DOMError(const std::string& message, const Element* element = NULL)
void DOMError(const std::string& message, const Element* element /*= NULL*/)
{
if(element) {
DOMError(message,element->KeyToken());
@@ -165,7 +165,7 @@ std::string ParseTokenAsString(const Token& t)
// ------------------------------------------------------------------------------------------------
// extract a required element from a scope, abort if the element cannot be found
const Element& GetRequiredElement(const Scope& sc, const std::string& index, const Element* element = NULL)
const Element& GetRequiredElement(const Scope& sc, const std::string& index, const Element* element /*= NULL*/)
{
const Element* el = sc[index];
if(!el) {
@@ -304,8 +304,9 @@ void ReadVectorDataArray(std::vector<unsigned int>& out, const Element& el)
out.push_back(static_cast<unsigned int>(ival));
}
}
} // end anon.
} // !Util
using namespace Util;
// ------------------------------------------------------------------------------------------------
LazyObject::LazyObject(const Element& element, const ImportSettings& settings)
@@ -390,433 +391,6 @@ Geometry::~Geometry()
}
// ------------------------------------------------------------------------------------------------
MeshGeometry::MeshGeometry(const Element& element, const std::string& name, const ImportSettings& settings)
: Geometry(element,name)
{
const Scope* sc = element.Compound();
if (!sc) {
DOMError("failed to read Geometry object (class: Mesh), no data scope found");
}
// must have Mesh elements:
const Element& Vertices = GetRequiredElement(*sc,"Vertices",&element);
const Element& PolygonVertexIndex = GetRequiredElement(*sc,"PolygonVertexIndex",&element);
// optional Mesh elements:
const ElementCollection& Layer = sc->GetCollection("Layer");
const ElementCollection& LayerElementMaterial = sc->GetCollection("LayerElementMaterial");
const ElementCollection& LayerElementUV = sc->GetCollection("LayerElementUV");
const ElementCollection& LayerElementNormal = sc->GetCollection("LayerElementNormal");
std::vector<aiVector3D> tempVerts;
ReadVectorDataArray(tempVerts,Vertices);
if(tempVerts.empty()) {
FBXImporter::LogWarn("encountered mesh with no vertices");
return;
}
std::vector<int> tempFaces;
ReadVectorDataArray(tempFaces,PolygonVertexIndex);
if(tempFaces.empty()) {
FBXImporter::LogWarn("encountered mesh with no faces");
return;
}
vertices.reserve(tempFaces.size());
faces.reserve(tempFaces.size() / 3);
mapping_offsets.resize(tempVerts.size());
mapping_counts.resize(tempVerts.size(),0);
mappings.resize(tempFaces.size());
const size_t vertex_count = tempVerts.size();
// generate output vertices, computing an adjacency table to
// preserve the mapping from fbx indices to *this* indexing.
unsigned int count = 0;
BOOST_FOREACH(int index, tempFaces) {
const int absi = index < 0 ? (-index - 1) : index;
if(static_cast<size_t>(absi) >= vertex_count) {
DOMError("polygon vertex index out of range",&PolygonVertexIndex);
}
vertices.push_back(tempVerts[absi]);
++count;
++mapping_counts[absi];
if (index < 0) {
faces.push_back(count);
count = 0;
}
}
unsigned int cursor = 0;
for (size_t i = 0, e = tempVerts.size(); i < e; ++i) {
mapping_offsets[i] = cursor;
cursor += mapping_counts[i];
mapping_counts[i] = 0;
}
cursor = 0;
BOOST_FOREACH(int index, tempFaces) {
const int absi = index < 0 ? (-index - 1) : index;
mappings[mapping_offsets[absi] + mapping_counts[absi]++] = cursor;
}
// if settings.readAllLayers is true:
// * read all layers, try to load as many vertex channels as possible
// if settings.readAllLayers is false:
// * read only the layer with index 0, but warn about any further layers
for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
const TokenList& tokens = (*it).second->Tokens();
const char* err;
const int index = ParseTokenAsInt(*tokens[0], err);
if(err) {
DOMError(err,&element);
}
if(settings.readAllLayers || index == 0) {
const Scope& layer = GetRequiredScope(*(*it).second);
ReadLayer(layer);
}
else {
FBXImporter::LogWarn("ignoring additional geometry layers");
}
}
}
// ------------------------------------------------------------------------------------------------
MeshGeometry::~MeshGeometry()
{
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadLayer(const Scope& layer)
{
const ElementCollection& LayerElement = layer.GetCollection("LayerElement");
for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
const Scope& elayer = GetRequiredScope(*(*eit).second);
ReadLayerElement(elayer);
}
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadLayerElement(const Scope& layerElement)
{
const Element& Type = GetRequiredElement(layerElement,"Type");
const Element& TypedIndex = GetRequiredElement(layerElement,"TypedIndex");
const std::string& type = ParseTokenAsString(GetRequiredToken(Type,0));
const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex,0));
const Scope& top = GetRequiredScope(element);
const ElementCollection candidates = top.GetCollection(type);
for (ElementMap::const_iterator it = candidates.first; it != candidates.second; ++it) {
const int index = ParseTokenAsInt(GetRequiredToken(*(*it).second,0));
if(index == typedIndex) {
ReadVertexData(type,typedIndex,GetRequiredScope(*(*it).second));
return;
}
}
FBXImporter::LogError(Formatter::format("failed to resolve vertex layer element: ")
<< type << ", index: " << typedIndex);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
{
const std::string& MappingInformationType = ParseTokenAsString(GetRequiredToken(
GetRequiredElement(source,"MappingInformationType"),0)
);
const std::string& ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
GetRequiredElement(source,"ReferenceInformationType"),0)
);
if (type == "LayerElementUV") {
if(index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
FBXImporter::LogError(Formatter::format("ignoring UV layer, maximum number of UV channels exceeded: ")
<< index << " (limit is " << AI_MAX_NUMBER_OF_TEXTURECOORDS << ")" );
return;
}
ReadVertexDataUV(uvs[index],source,
MappingInformationType,
ReferenceInformationType
);
}
else if (type == "LayerElementMaterial") {
if (materials.size() > 0) {
FBXImporter::LogError("ignoring additional material layer");
return;
}
ReadVertexDataMaterials(materials,source,
MappingInformationType,
ReferenceInformationType
);
}
else if (type == "LayerElementNormal") {
if (normals.size() > 0) {
FBXImporter::LogError("ignoring additional normal layer");
return;
}
ReadVertexDataNormals(normals,source,
MappingInformationType,
ReferenceInformationType
);
}
else if (type == "LayerElementTangent") {
if (tangents.size() > 0) {
FBXImporter::LogError("ignoring additional tangent layer");
return;
}
ReadVertexDataTangents(tangents,source,
MappingInformationType,
ReferenceInformationType
);
}
else if (type == "LayerElementBinormal") {
if (binormals.size() > 0) {
FBXImporter::LogError("ignoring additional binormal layer");
return;
}
ReadVertexDataBinormals(binormals,source,
MappingInformationType,
ReferenceInformationType
);
}
else if (type == "LayerElementColor") {
if(index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
FBXImporter::LogError(Formatter::format("ignoring vertex color layer, maximum number of color sets exceeded: ")
<< index << " (limit is " << AI_MAX_NUMBER_OF_COLOR_SETS << ")" );
return;
}
ReadVertexDataColors(colors[index],source,
MappingInformationType,
ReferenceInformationType
);
}
}
// ------------------------------------------------------------------------------------------------
// Lengthy utility function to read and resolve a FBX vertex data array - that is, the
// output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
// tangents ..
template <typename T>
void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType,
const char* dataElementName,
const char* indexDataElementName,
size_t vertex_count,
const std::vector<unsigned int>& mapping_counts,
const std::vector<unsigned int>& mapping_offsets,
const std::vector<unsigned int>& mappings)
{
std::vector<T> tempUV;
ReadVectorDataArray(tempUV,GetRequiredElement(source,dataElementName));
// handle permutations of Mapping and Reference type - it would be nice to
// deal with this more elegantly and with less redundancy, but right
// now it seems unavoidable.
if (MappingInformationType == "ByVertice" && ReferenceInformationType == "Direct") {
data_out.resize(vertex_count);
for (size_t i = 0, e = tempUV.size(); i < e; ++i) {
const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
for (unsigned int j = istart; j < iend; ++j) {
data_out[mappings[j]] = tempUV[i];
}
}
}
else if (MappingInformationType == "ByVertice" && ReferenceInformationType == "IndexToDirect") {
data_out.resize(vertex_count);
std::vector<int> uvIndices;
ReadVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
for (unsigned int j = istart; j < iend; ++j) {
if(static_cast<size_t>(uvIndices[i]) >= tempUV.size()) {
DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
}
data_out[mappings[j]] = tempUV[uvIndices[i]];
}
}
}
else if (MappingInformationType == "ByPolygonVertex" && ReferenceInformationType == "Direct") {
if (tempUV.size() != vertex_count) {
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
<< tempUV.size() << ", expected " << vertex_count
);
return;
}
data_out.swap(tempUV);
}
else if (MappingInformationType == "ByPolygonVertex" && ReferenceInformationType == "IndexToDirect") {
data_out.resize(vertex_count);
std::vector<int> uvIndices;
ReadVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
if (uvIndices.size() != vertex_count) {
FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping");
return;
}
unsigned int next = 0;
BOOST_FOREACH(int i, uvIndices) {
if(static_cast<size_t>(i) >= tempUV.size()) {
DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
}
data_out[next++] = tempUV[i];
}
}
else {
FBXImporter::LogError(Formatter::format("ignoring vertex data channel, access type not implemented: ")
<< MappingInformationType << "," << ReferenceInformationType);
}
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType)
{
ResolveVertexDataArray(normals_out,source,MappingInformationType,ReferenceInformationType,
"Normals",
"NormalsIndex",
vertices.size(),
mapping_counts,
mapping_offsets,
mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType)
{
ResolveVertexDataArray(uv_out,source,MappingInformationType,ReferenceInformationType,
"UV",
"UVIndex",
vertices.size(),
mapping_counts,
mapping_offsets,
mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType)
{
ResolveVertexDataArray(colors_out,source,MappingInformationType,ReferenceInformationType,
"Color",
"ColorIndex",
vertices.size(),
mapping_counts,
mapping_offsets,
mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType)
{
ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
"Tangent",
"TangentIndex",
vertices.size(),
mapping_counts,
mapping_offsets,
mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType)
{
ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
"Binormal",
"BinormalIndex",
vertices.size(),
mapping_counts,
mapping_offsets,
mappings);
}
// ------------------------------------------------------------------------------------------------
void MeshGeometry::ReadVertexDataMaterials(std::vector<unsigned int>& materials_out, const Scope& source,
const std::string& MappingInformationType,
const std::string& ReferenceInformationType)
{
const size_t face_count = faces.size();
ai_assert(face_count);
// materials are handled separately. First of all, they are assigned per-face
// and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect
// has a slightly different meaning for materials.
ReadVectorDataArray(materials_out,GetRequiredElement(source,"Materials"));
if (MappingInformationType == "AllSame") {
// easy - same material for all faces
if (materials_out.empty()) {
FBXImporter::LogError(Formatter::format("expected material index, ignoring"));
return;
}
else if (materials_out.size() > 1) {
FBXImporter::LogWarn(Formatter::format("expected only a single material index, ignoring all except the first one"));
materials_out.clear();
}
materials.assign(vertices.size(),materials_out[0]);
}
else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
materials.resize(face_count);
if(materials_out.size() != face_count) {
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
<< materials_out.size() << ", expected " << face_count
);
return;
}
}
else {
FBXImporter::LogError(Formatter::format("ignoring material assignments, access type not implemented: ")
<< MappingInformationType << "," << ReferenceInformationType);
}
}
// ------------------------------------------------------------------------------------------------
Document::Document(const Parser& parser, const ImportSettings& settings)