Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment. Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts. Updated light and camera data structures, added temporary validation code for the Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag. Fixed bug in the OFF loader causing meshes with polygons to crash Added line support to the DXF loader - seems to fail for the moment cause of SortByPType. Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
811 lines
25 KiB
C++
811 lines
25 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (ASSIMP)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, 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.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Implementation of the STL importer class */
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
// internal headers
|
|
#include "NFFLoader.h"
|
|
#include "ParsingUtils.h"
|
|
#include "StandardShapes.h"
|
|
#include "fast_atof.h"
|
|
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
NFFImporter::NFFImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
NFFImporter::~NFFImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool NFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
|
{
|
|
// simple check of file extension is enough for the moment
|
|
std::string::size_type pos = pFile.find_last_of('.');
|
|
// no file extension - can't read
|
|
if( pos == std::string::npos)return false;
|
|
std::string extension = pFile.substr( pos);
|
|
|
|
// extensions: enff and nff
|
|
if (!extension.length() || extension[0] != '.')return false;
|
|
if (extension.length() == 4)
|
|
{
|
|
return !(extension[1] != 'n' && extension[1] != 'N' ||
|
|
extension[2] != 'f' && extension[2] != 'F' ||
|
|
extension[3] != 'f' && extension[3] != 'F');
|
|
}
|
|
else return !( extension.length() != 5 ||
|
|
extension[1] != 'e' && extension[1] != 'E' ||
|
|
extension[2] != 'n' && extension[2] != 'N' ||
|
|
extension[3] != 'f' && extension[3] != 'F' ||
|
|
extension[4] != 'f' && extension[4] != 'F');
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
#define AI_NFF_PARSE_FLOAT(f) \
|
|
SkipSpaces(&sz); \
|
|
if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, (float&)f);
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
#define AI_NFF_PARSE_TRIPLE(v) \
|
|
AI_NFF_PARSE_FLOAT(v[0]) \
|
|
AI_NFF_PARSE_FLOAT(v[1]) \
|
|
AI_NFF_PARSE_FLOAT(v[2])
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
#define AI_NFF_PARSE_SHAPE_INFORMATION() \
|
|
aiVector3D center, radius(1.0f,std::numeric_limits<float>::quiet_NaN(),std::numeric_limits<float>::quiet_NaN()); \
|
|
AI_NFF_PARSE_TRIPLE(center); \
|
|
AI_NFF_PARSE_TRIPLE(radius); \
|
|
if (is_qnan(radius.z))radius.z = radius.x; \
|
|
if (is_qnan(radius.y))radius.y = radius.x; \
|
|
currentMesh.radius = radius; \
|
|
currentMesh.center = center;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void NFFImporter::InternReadFile( const std::string& pFile,
|
|
aiScene* pScene, IOSystem* pIOHandler)
|
|
{
|
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL)
|
|
throw new ImportErrorException( "Failed to open NFF file " + pFile + ".");
|
|
|
|
unsigned int m = (unsigned int)file->FileSize();
|
|
|
|
// allocate storage and copy the contents of the file to a memory buffer
|
|
// (terminate it with zero)
|
|
std::vector<char> mBuffer2(m+1);
|
|
file->Read(&mBuffer2[0],m,1);
|
|
const char* buffer = &mBuffer2[0];
|
|
mBuffer2[m] = '\0';
|
|
|
|
// mesh arrays - separate here to make the handling of
|
|
// the pointers below easier.
|
|
std::vector<MeshInfo> meshes;
|
|
std::vector<MeshInfo> meshesWithNormals;
|
|
std::vector<MeshInfo> meshesWithUVCoords;
|
|
std::vector<MeshInfo> meshesLocked;
|
|
|
|
char line[4096];
|
|
const char* sz;
|
|
|
|
// camera parameters
|
|
aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
|
|
float angle;
|
|
aiVector2D resolution;
|
|
|
|
bool hasCam = false;
|
|
|
|
MeshInfo* currentMeshWithNormals = NULL;
|
|
MeshInfo* currentMesh = NULL;
|
|
MeshInfo* currentMeshWithUVCoords = NULL;
|
|
|
|
ShadingInfo s; // current material info
|
|
|
|
// degree of tesselation
|
|
unsigned int iTesselation = 4;
|
|
|
|
// some temporary variables we need to parse the file
|
|
unsigned int sphere = 0,
|
|
cylinder = 0,
|
|
cone = 0,
|
|
numNamed = 0,
|
|
dodecahedron = 0,
|
|
octahedron = 0,
|
|
tetrahedron = 0,
|
|
hexahedron = 0;
|
|
|
|
// lights imported from the file
|
|
std::vector<Light> lights;
|
|
|
|
// check whether this is the NFF2 file format
|
|
if (TokenMatch(buffer,"nff",3))
|
|
{
|
|
// another NFF file format ... just a raw parser has been implemented
|
|
// no support for textures yet, I don't think it is worth the effort
|
|
// http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
|
|
|
|
while (GetNextLine(buffer,line))
|
|
{
|
|
sz = line;
|
|
if (TokenMatch(sz,"version",7))
|
|
{
|
|
DefaultLogger::get()->info("NFF (alt.) file format: " + std::string(sz));
|
|
}
|
|
else if (TokenMatch(sz,"viewpos",7))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camPos);
|
|
hasCam = true;
|
|
}
|
|
else if (TokenMatch(sz,"viewdir",7))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camLookAt);
|
|
hasCam = true;
|
|
}
|
|
else if (TokenMatch(sz,"//",2))
|
|
{
|
|
// comment ...
|
|
DefaultLogger::get()->info(sz);
|
|
}
|
|
else if (!IsSpace(*sz))
|
|
{
|
|
// must be a new object
|
|
meshes.push_back(MeshInfo(PatchType_Simple));
|
|
MeshInfo& mesh = meshes.back();
|
|
|
|
if (!GetNextLine(buffer,line))
|
|
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read number of vertices");break;}
|
|
|
|
SkipSpaces(line,&sz);
|
|
unsigned int num = ::strtol10(sz,&sz);
|
|
|
|
std::vector<aiVector3D> tempPositions;
|
|
std::vector<aiVector3D> outPositions;
|
|
mesh.vertices.reserve(num*3);
|
|
mesh.colors.reserve (num*3);
|
|
tempPositions.reserve(num);
|
|
for (unsigned int i = 0; i < num; ++i)
|
|
{
|
|
if (!GetNextLine(buffer,line))
|
|
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read vertices");break;}
|
|
|
|
sz = line;
|
|
aiVector3D v;
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
tempPositions.push_back(v);
|
|
}
|
|
if (!GetNextLine(buffer,line))
|
|
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read number of faces");break;}
|
|
|
|
if (!num)throw new ImportErrorException("NFF2: There are zero vertices");
|
|
|
|
SkipSpaces(line,&sz);
|
|
num = ::strtol10(sz,&sz);
|
|
mesh.faces.reserve(num);
|
|
|
|
for (unsigned int i = 0; i < num; ++i)
|
|
{
|
|
if (!GetNextLine(buffer,line))
|
|
{DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read faces");break;}
|
|
|
|
SkipSpaces(line,&sz);
|
|
unsigned int idx, numIdx = ::strtol10(sz,&sz);
|
|
if (numIdx)
|
|
{
|
|
mesh.faces.push_back(numIdx);
|
|
for (unsigned int a = 0; a < numIdx;++a)
|
|
{
|
|
SkipSpaces(sz,&sz);
|
|
idx = ::strtol10(sz,&sz);
|
|
if (idx >= (unsigned int)tempPositions.size())
|
|
{
|
|
DefaultLogger::get()->error("NFF2: Index overflow");
|
|
idx = 0;
|
|
}
|
|
mesh.vertices.push_back(tempPositions[idx]);
|
|
}
|
|
}
|
|
|
|
SkipSpaces(sz,&sz);
|
|
idx = ::strtol_cppstyle(sz,&sz);
|
|
aiColor4D clr;
|
|
clr.r = ((numIdx >> 8u) & 0xf) / 16.f;
|
|
clr.g = ((numIdx >> 4u) & 0xf) / 16.f;
|
|
clr.b = ((numIdx) & 0xf) / 16.f;
|
|
clr.a = 1.f;
|
|
for (unsigned int a = 0; a < numIdx;++a)
|
|
mesh.colors.push_back(clr);
|
|
}
|
|
if (!num)throw new ImportErrorException("NFF2: There are zero faces");
|
|
}
|
|
}
|
|
camLookAt = camLookAt + camPos;
|
|
}
|
|
else // "Normal" Neutral file format that is quite more common
|
|
{
|
|
while (GetNextLine(buffer,line))
|
|
{
|
|
sz = line;
|
|
if ('p' == line[0] || TokenMatch(sz,"tpp",3))
|
|
{
|
|
MeshInfo* out = NULL;
|
|
|
|
// 'tpp' - texture polygon patch primitive
|
|
if ('t' == line[0])
|
|
{
|
|
if (meshesWithUVCoords.empty())
|
|
{
|
|
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
|
|
currentMeshWithUVCoords = &meshesWithUVCoords.back();
|
|
}
|
|
|
|
out = currentMeshWithUVCoords;
|
|
}
|
|
// 'pp' - polygon patch primitive
|
|
else if ('p' == line[1])
|
|
{
|
|
if (meshesWithNormals.empty())
|
|
{
|
|
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
|
|
currentMeshWithNormals = &meshesWithNormals.back();
|
|
}
|
|
|
|
sz = &line[2];out = currentMeshWithNormals;
|
|
}
|
|
// 'p' - polygon primitive
|
|
else
|
|
{
|
|
if (meshes.empty())
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple));
|
|
currentMesh = &meshes.back();
|
|
}
|
|
sz = &line[1];out = currentMesh;
|
|
}
|
|
SkipSpaces(sz,&sz);
|
|
m = strtol10(sz);
|
|
|
|
// ---- flip the face order
|
|
out->vertices.resize(out->vertices.size()+m);
|
|
if (out != currentMesh)
|
|
{
|
|
out->normals.resize(out->vertices.size());
|
|
}
|
|
if (out == currentMeshWithUVCoords)
|
|
{
|
|
out->uvs.resize(out->vertices.size());
|
|
}
|
|
for (unsigned int n = 0; n < m;++n)
|
|
{
|
|
if(!GetNextLine(buffer,line))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Unexpected EOF was encountered");
|
|
continue;
|
|
}
|
|
|
|
aiVector3D v; sz = &line[0];
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
out->vertices[out->vertices.size()-n-1] = v;
|
|
|
|
if (out != currentMesh)
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(v);
|
|
out->normals[out->vertices.size()-n-1] = v;
|
|
}
|
|
if (out == currentMeshWithUVCoords)
|
|
{
|
|
// FIX: in one test file this wraps over multiple lines
|
|
SkipSpaces(&sz);
|
|
if (IsLineEnd(*sz))
|
|
{
|
|
GetNextLine(buffer,line);
|
|
sz = line;
|
|
}
|
|
AI_NFF_PARSE_FLOAT(v.x);
|
|
SkipSpaces(&sz);
|
|
if (IsLineEnd(*sz))
|
|
{
|
|
GetNextLine(buffer,line);
|
|
sz = line;
|
|
}
|
|
AI_NFF_PARSE_FLOAT(v.y);
|
|
v.y = 1.f - v.y;
|
|
out->uvs[out->vertices.size()-n-1] = v;
|
|
}
|
|
}
|
|
out->faces.push_back(m);
|
|
}
|
|
// 'f' - shading information block
|
|
else if (TokenMatch(sz,"f",1))
|
|
{
|
|
float d;
|
|
|
|
// read the RGB colors
|
|
AI_NFF_PARSE_TRIPLE(s.color);
|
|
|
|
// read the other properties
|
|
AI_NFF_PARSE_FLOAT(s.diffuse);
|
|
AI_NFF_PARSE_FLOAT(s.specular);
|
|
AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
|
|
AI_NFF_PARSE_FLOAT(d);
|
|
AI_NFF_PARSE_FLOAT(s.refracti);
|
|
|
|
// if the next one is NOT a number we assume it is a texture file name
|
|
// this feature is used by some NFF files on the internet and it has
|
|
// been implemented as it can be really useful
|
|
SkipSpaces(&sz);
|
|
if (!IsNumeric(*sz))
|
|
{
|
|
// TODO: Support full file names with spaces and quotation marks ...
|
|
const char* p = sz;
|
|
while (!IsSpaceOrNewLine( *sz ))++sz;
|
|
|
|
unsigned int diff = (unsigned int)(sz-p);
|
|
if (diff)
|
|
{
|
|
s.texFile = std::string(p,diff);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AI_NFF_PARSE_FLOAT(s.ambient); // optional
|
|
}
|
|
|
|
// check whether we have this material already -
|
|
// although we have the RRM-Step, this is necessary here.
|
|
// otherwise we would generate hundreds of small meshes
|
|
// with just a few faces - this is surely never wanted.
|
|
currentMesh = currentMeshWithNormals = currentMeshWithUVCoords = NULL;
|
|
for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
|
|
it != end;++it)
|
|
{
|
|
if ((*it).bLocked)continue;
|
|
if ((*it).shader == s)
|
|
{
|
|
switch ((*it).pType)
|
|
{
|
|
case PatchType_Normals:
|
|
currentMeshWithNormals = &(*it);
|
|
break;
|
|
|
|
case PatchType_Simple:
|
|
currentMesh = &(*it);
|
|
break;
|
|
|
|
default:
|
|
currentMeshWithUVCoords = &(*it);
|
|
break;
|
|
};
|
|
}
|
|
}
|
|
|
|
if (!currentMesh)
|
|
{
|
|
meshes.push_back(MeshInfo(PatchType_Simple));
|
|
currentMesh = &meshes.back();
|
|
currentMesh->shader = s;
|
|
}
|
|
|
|
if (!currentMeshWithNormals)
|
|
{
|
|
meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
|
|
currentMeshWithNormals = &meshesWithNormals.back();
|
|
currentMeshWithNormals->shader = s;
|
|
}
|
|
|
|
if (!currentMeshWithUVCoords)
|
|
{
|
|
meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
|
|
currentMeshWithUVCoords = &meshesWithUVCoords.back();
|
|
currentMeshWithUVCoords->shader = s;
|
|
}
|
|
}
|
|
// 'l' - light source
|
|
else if (TokenMatch(sz,"l",1))
|
|
{
|
|
lights.push_back(Light());
|
|
Light& light = lights.back();
|
|
|
|
AI_NFF_PARSE_TRIPLE(light.position);
|
|
AI_NFF_PARSE_FLOAT (light.intensity);
|
|
AI_NFF_PARSE_TRIPLE(light.color);
|
|
}
|
|
// 's' - sphere
|
|
else if (TokenMatch(sz,"s",1))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"sphere_%i",sphere++);
|
|
}
|
|
// 'dod' - dodecahedron
|
|
else if (TokenMatch(sz,"dod",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeDodecahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
|
|
}
|
|
|
|
// 'oct' - octahedron
|
|
else if (TokenMatch(sz,"oct",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeOctahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
|
|
}
|
|
|
|
// 'tet' - tetrahedron
|
|
else if (TokenMatch(sz,"tet",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeTetrahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
|
|
}
|
|
|
|
// 'hex' - hexahedron
|
|
else if (TokenMatch(sz,"hex",3))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshesLocked.back();
|
|
currentMesh.shader = s;
|
|
|
|
AI_NFF_PARSE_SHAPE_INFORMATION();
|
|
|
|
// we don't need scaling or translation here - we do it in the node's transform
|
|
StandardShapes::MakeHexahedron(currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
|
|
}
|
|
// 'c' - cone
|
|
else if (TokenMatch(sz,"c",1))
|
|
{
|
|
meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
|
|
MeshInfo& currentMesh = meshes.back();
|
|
currentMesh.shader = s;
|
|
|
|
aiVector3D center1, center2; float radius1, radius2;
|
|
AI_NFF_PARSE_TRIPLE(center1);
|
|
AI_NFF_PARSE_FLOAT(radius1);
|
|
AI_NFF_PARSE_TRIPLE(center2);
|
|
AI_NFF_PARSE_FLOAT(radius2);
|
|
|
|
// compute the center point of the cone/cylinder
|
|
center2 = (center2-center1)/2.f;
|
|
currentMesh.center = center1+center2;
|
|
center1 = -center2;
|
|
|
|
// generate the cone - it consists of simple triangles
|
|
StandardShapes::MakeCone(center1, radius1, center2, radius2, iTesselation, currentMesh.vertices);
|
|
currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
|
|
|
|
// generate a name for the mesh
|
|
if (radius1 != radius2)
|
|
::sprintf(currentMesh.name,"cone_%i",cone++);
|
|
else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
|
|
}
|
|
// 'tess' - tesselation
|
|
else if (TokenMatch(sz,"tess",4))
|
|
{
|
|
SkipSpaces(&sz);
|
|
iTesselation = strtol10(sz);
|
|
}
|
|
// 'from' - camera position
|
|
else if (TokenMatch(sz,"from",4))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camPos);
|
|
hasCam = true;
|
|
}
|
|
// 'at' - camera look-at vector
|
|
else if (TokenMatch(sz,"at",2))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camLookAt);
|
|
hasCam = true;
|
|
}
|
|
// 'up' - camera up vector
|
|
else if (TokenMatch(sz,"up",2))
|
|
{
|
|
AI_NFF_PARSE_TRIPLE(camUp);
|
|
hasCam = true;
|
|
}
|
|
// 'angle' - (half?) camera field of view
|
|
else if (TokenMatch(sz,"angle",5))
|
|
{
|
|
AI_NFF_PARSE_FLOAT(angle);
|
|
hasCam = true;
|
|
}
|
|
// 'resolution' - used to compute the screen aspect
|
|
else if (TokenMatch(sz,"resolution",10))
|
|
{
|
|
AI_NFF_PARSE_FLOAT(resolution.x);
|
|
AI_NFF_PARSE_FLOAT(resolution.y);
|
|
hasCam = true;
|
|
}
|
|
// 'pb' - bezier patch. Not supported yet
|
|
else if (TokenMatch(sz,"pb",2))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
|
|
}
|
|
// 'pn' - NURBS. Not supported yet
|
|
else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
|
|
{
|
|
DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
|
|
}
|
|
// '' - comment
|
|
else if ('#' == line[0])
|
|
{
|
|
const char* sz;SkipSpaces(&line[1],&sz);
|
|
if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
|
|
}
|
|
}
|
|
}
|
|
|
|
// copy all arrays into one large
|
|
meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
|
|
meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
|
|
meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
|
|
meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
|
|
|
|
// now generate output meshes. first find out how many meshes we'll need
|
|
std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
|
|
for (;it != end;++it)
|
|
{
|
|
if (!(*it).faces.empty())
|
|
{
|
|
++pScene->mNumMeshes;
|
|
if ((*it).name[0])++numNamed;
|
|
}
|
|
}
|
|
|
|
// generate a dummy root node - assign all unnamed elements such
|
|
// as polygons and polygon patches to the root node and generate
|
|
// sub nodes for named objects such as spheres and cones.
|
|
aiNode* const root = new aiNode();
|
|
root->mName.Set("<NFF_Root>");
|
|
root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
|
|
root->mNumMeshes = pScene->mNumMeshes-numNamed;
|
|
|
|
aiNode** ppcChildren;
|
|
unsigned int* pMeshes;
|
|
if (root->mNumMeshes)
|
|
pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
|
|
if (root->mNumChildren)
|
|
ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
|
|
|
|
// generate the camera
|
|
if (hasCam)
|
|
{
|
|
aiNode* nd = *ppcChildren = new aiNode();
|
|
nd->mName.Set("<NFF_Camera>");
|
|
nd->mParent = root;
|
|
|
|
// allocate the camera in the scene
|
|
pScene->mNumCameras = 1;
|
|
pScene->mCameras = new aiCamera*[1];
|
|
aiCamera* c = pScene->mCameras[0] = new aiCamera;
|
|
|
|
c->mName = nd->mName; // make sure the names are identical
|
|
c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
|
|
c->mLookAt = camLookAt - camPos;
|
|
c->mPosition = camPos;
|
|
c->mUp = camUp;
|
|
c->mAspect = resolution.x / resolution.y;
|
|
++ppcChildren;
|
|
}
|
|
|
|
// generate light sources
|
|
if (!lights.empty())
|
|
{
|
|
pScene->mNumLights = (unsigned int)lights.size();
|
|
pScene->mLights = new aiLight*[pScene->mNumLights];
|
|
for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
|
|
{
|
|
const Light& l = lights[i];
|
|
|
|
aiNode* nd = *ppcChildren = new aiNode();
|
|
nd->mParent = root;
|
|
|
|
nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
|
|
|
|
// allocate the light in the scene data structure
|
|
aiLight* out = pScene->mLights[i] = new aiLight();
|
|
out->mName = nd->mName; // make sure the names are identical
|
|
out->mType = aiLightSource_POINT;
|
|
out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
|
|
out->mPosition = l.position;
|
|
}
|
|
}
|
|
|
|
if (!pScene->mNumMeshes)throw new ImportErrorException("NFF: No meshes loaded");
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
|
|
for (it = meshes.begin(), m = 0; it != end;++it)
|
|
{
|
|
if ((*it).faces.empty())continue;
|
|
|
|
const MeshInfo& src = *it;
|
|
aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
|
|
mesh->mNumVertices = (unsigned int)src.vertices.size();
|
|
mesh->mNumFaces = (unsigned int)src.faces.size();
|
|
|
|
// generate sub nodes for named meshes
|
|
if (src.name[0])
|
|
{
|
|
aiNode* const node = *ppcChildren = new aiNode();
|
|
node->mParent = root;
|
|
node->mNumMeshes = 1;
|
|
node->mMeshes = new unsigned int[1];
|
|
node->mMeshes[0] = m;
|
|
node->mName.Set(src.name);
|
|
|
|
// setup the transformation matrix of the node
|
|
node->mTransformation.a4 = src.center.x;
|
|
node->mTransformation.b4 = src.center.y;
|
|
node->mTransformation.c4 = src.center.z;
|
|
|
|
node->mTransformation.a1 = src.radius.x;
|
|
node->mTransformation.b2 = src.radius.y;
|
|
node->mTransformation.c3 = src.radius.z;
|
|
|
|
++ppcChildren;
|
|
}
|
|
else *pMeshes++ = m;
|
|
|
|
// copy vertex positions
|
|
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mVertices,&src.vertices[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
|
|
// NFF2: there could be vertex colors
|
|
if (!src.colors.empty())
|
|
{
|
|
ai_assert(src.colors.size() == src.vertices.size());
|
|
|
|
// copy vertex colors
|
|
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
|
|
::memcpy(mesh->mColors[0],&src.colors[0],
|
|
sizeof(aiColor4D)*mesh->mNumVertices);
|
|
}
|
|
|
|
if (src.pType != PatchType_Simple)
|
|
{
|
|
ai_assert(src.normals.size() == src.vertices.size());
|
|
|
|
// copy normal vectors
|
|
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mNormals,&src.normals[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
}
|
|
|
|
if (src.pType == PatchType_UVAndNormals)
|
|
{
|
|
ai_assert(src.uvs.size() == src.vertices.size());
|
|
|
|
// copy texture coordinates
|
|
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
|
::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
|
|
sizeof(aiVector3D)*mesh->mNumVertices);
|
|
}
|
|
|
|
// generate faces
|
|
unsigned int p = 0;
|
|
aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
|
|
for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
|
|
end2 = src.faces.end();
|
|
it2 != end2;++it2,++pFace)
|
|
{
|
|
pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
|
|
for (unsigned int o = 0; o < pFace->mNumIndices;++o)
|
|
pFace->mIndices[o] = p++;
|
|
}
|
|
|
|
// generate a material for the mesh
|
|
MaterialHelper* pcMat = (MaterialHelper*)(pScene->mMaterials[m] = new MaterialHelper());
|
|
|
|
mesh->mMaterialIndex = m++;
|
|
|
|
aiString s;
|
|
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
|
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
|
|
|
aiColor3D c = src.shader.color * src.shader.diffuse;
|
|
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
c = src.shader.color * src.shader.specular;
|
|
pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
if (src.shader.texFile.length())
|
|
{
|
|
s.Set(src.shader.texFile);
|
|
pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
pScene->mRootNode = root;
|
|
}
|