Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
1065 lines
31 KiB
C++
1065 lines
31 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 PLY importer class */
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
// internal headers
|
|
#include "PlyLoader.h"
|
|
#include "MaterialSystem.h"
|
|
|
|
|
|
|
|
using namespace Assimp;
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
PLYImporter::PLYImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
PLYImporter::~PLYImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool PLYImporter::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);
|
|
|
|
if (extension.length() < 4)return false;
|
|
if (extension[0] != '.')return false;
|
|
if (extension[1] != 'p' && extension[1] != 'P')return false;
|
|
if (extension[2] != 'l' && extension[2] != 'L')return false;
|
|
if (extension[3] != 'y' && extension[3] != 'Y')return false;
|
|
|
|
return true;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void PLYImporter::InternReadFile(
|
|
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
|
{
|
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL)
|
|
throw new ImportErrorException( "Failed to open PLY file " + pFile + ".");
|
|
|
|
// check whether the ply file is large enough to contain
|
|
// at least the file header
|
|
size_t fileSize = file->FileSize();
|
|
if( fileSize < 10)
|
|
throw new ImportErrorException( "PLY File is too small.");
|
|
|
|
// allocate storage and copy the contents of the file to a memory buffer
|
|
// (terminate it with zero)
|
|
std::vector<unsigned char> mBuffer2(fileSize+1);
|
|
file->Read( &mBuffer2[0], 1, fileSize);
|
|
this->mBuffer = &mBuffer2[0];
|
|
this->mBuffer[fileSize] = '\0';
|
|
|
|
// the beginning of the file must be PLY
|
|
if (this->mBuffer[0] != 'P' && this->mBuffer[0] != 'p' ||
|
|
this->mBuffer[1] != 'L' && this->mBuffer[1] != 'l' ||
|
|
this->mBuffer[2] != 'Y' && this->mBuffer[2] != 'y')
|
|
{
|
|
throw new ImportErrorException( "Invalid .ply file: Magic number \'ply\' is no there");
|
|
}
|
|
char* szMe = (char*)&this->mBuffer[3];
|
|
SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
|
|
|
|
// determine the format of the file data
|
|
PLY::DOM sPlyDom;
|
|
if (TokenMatch(szMe,"format",6))
|
|
{
|
|
if (TokenMatch(szMe,"ascii",5))
|
|
{
|
|
SkipLine(szMe,(const char**)&szMe);
|
|
if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
|
|
throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#1)");
|
|
}
|
|
else if (!::strncmp(szMe,"binary_",7))
|
|
{
|
|
bool bIsBE = false;
|
|
szMe+=7;
|
|
|
|
// binary_little_endian
|
|
// binary_big_endian
|
|
#if (defined AI_BUILD_BIG_ENDIAN)
|
|
if ('l' == *szMe || 'L' == *szMe)bIsBE = true;
|
|
#else
|
|
if ('b' == *szMe || 'B' == *szMe)bIsBE = true;
|
|
#endif // ! AI_BUILD_BIG_ENDIAN
|
|
|
|
// skip the line, parse the rest of the header and build the DOM
|
|
SkipLine(szMe,(const char**)&szMe);
|
|
if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
|
|
throw new ImportErrorException( "Invalid .ply file: Unable to build DOM (#2)");
|
|
}
|
|
else throw new ImportErrorException( "Invalid .ply file: Unknown file format");
|
|
}
|
|
else
|
|
{
|
|
delete[] this->mBuffer;
|
|
AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
|
|
throw new ImportErrorException( "Invalid .ply file: Missing format specification");
|
|
}
|
|
this->pcDOM = &sPlyDom;
|
|
|
|
// now load a list of vertices. This must be sucessfull in order to procede
|
|
std::vector<aiVector3D> avPositions;
|
|
this->LoadVertices(&avPositions,false);
|
|
|
|
if (avPositions.empty())
|
|
throw new ImportErrorException( "Invalid .ply file: No vertices found. "
|
|
"Unable to parse the data format of the PLY file.");
|
|
|
|
// now load a list of normals.
|
|
std::vector<aiVector3D> avNormals;
|
|
this->LoadVertices(&avNormals,true);
|
|
|
|
// load the face list
|
|
std::vector<PLY::Face> avFaces;
|
|
this->LoadFaces(&avFaces);
|
|
|
|
// if no face list is existing we assume that the vertex
|
|
// list is containing a list of triangles
|
|
if (avFaces.empty())
|
|
{
|
|
if (avPositions.size() < 3)
|
|
{
|
|
throw new ImportErrorException( "Invalid .ply file: Not enough "
|
|
"vertices to build a face list. ");
|
|
}
|
|
|
|
unsigned int iNum = (unsigned int)avPositions.size() / 3;
|
|
for (unsigned int i = 0; i< iNum;++i)
|
|
{
|
|
PLY::Face sFace;
|
|
sFace.mIndices.push_back((iNum*3));
|
|
sFace.mIndices.push_back((iNum*3)+1);
|
|
sFace.mIndices.push_back((iNum*3)+2);
|
|
avFaces.push_back(sFace);
|
|
}
|
|
}
|
|
|
|
// now load a list of all materials
|
|
std::vector<MaterialHelper*> avMaterials;
|
|
this->LoadMaterial(&avMaterials);
|
|
|
|
// now load a list of all vertex color channels
|
|
std::vector<aiColor4D> avColors;
|
|
this->LoadVertexColor(&avColors);
|
|
|
|
// now try to load texture coordinates
|
|
std::vector<aiVector2D> avTexCoords;
|
|
this->LoadTextureCoordinates(&avTexCoords);
|
|
|
|
// now replace the default material in all faces and validate all material indices
|
|
this->ReplaceDefaultMaterial(&avFaces,&avMaterials);
|
|
|
|
// now convert this to a list of aiMesh instances
|
|
std::vector<aiMesh*> avMeshes;
|
|
this->ConvertMeshes(&avFaces,&avPositions,&avNormals,
|
|
&avColors,&avTexCoords,&avMaterials,&avMeshes);
|
|
|
|
if (avMeshes.empty())
|
|
throw new ImportErrorException( "Invalid .ply file: Unable to extract mesh data ");
|
|
|
|
// now generate the output scene object. Fill the material list
|
|
pScene->mNumMaterials = (unsigned int)avMaterials.size();
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
|
pScene->mMaterials[i] = avMaterials[i];
|
|
|
|
// fill the mesh list
|
|
pScene->mNumMeshes = (unsigned int)avMeshes.size();
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mMeshes[i] = avMeshes[i];
|
|
|
|
// generate a simple node structure
|
|
pScene->mRootNode = new aiNode();
|
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
|
|
for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes;++i)
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
|
|
const std::vector<aiVector3D>* avPositions,
|
|
const std::vector<aiVector3D>* avNormals,
|
|
const std::vector<aiColor4D>* avColors,
|
|
const std::vector<aiVector2D>* avTexCoords,
|
|
const std::vector<MaterialHelper*>* avMaterials,
|
|
std::vector<aiMesh*>* avOut)
|
|
{
|
|
ai_assert(NULL != avFaces);
|
|
ai_assert(NULL != avPositions);
|
|
ai_assert(NULL != avMaterials);
|
|
|
|
// split by materials
|
|
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
|
|
avMaterials->size()];
|
|
|
|
unsigned int iNum = 0;
|
|
for (std::vector<PLY::Face>::const_iterator
|
|
i = avFaces->begin();
|
|
i != avFaces->end();++i,++iNum)
|
|
{
|
|
// index has already been checked
|
|
aiSplit[(*i).iMaterialIndex].push_back(iNum);
|
|
}
|
|
// now generate submeshes
|
|
for (unsigned int p = 0; p < avMaterials->size();++p)
|
|
{
|
|
if (aiSplit[p].size() != 0)
|
|
{
|
|
// allocate the mesh object
|
|
aiMesh* p_pcOut = new aiMesh();
|
|
p_pcOut->mMaterialIndex = p;
|
|
|
|
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
|
|
p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
|
|
|
|
// at first we need to determine the size of the output vector array
|
|
unsigned int iNum = 0;
|
|
for (unsigned int i = 0; i < aiSplit[p].size();++i)
|
|
{
|
|
iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
|
|
}
|
|
p_pcOut->mNumVertices = iNum;
|
|
p_pcOut->mVertices = new aiVector3D[iNum];
|
|
|
|
if (!avColors->empty())
|
|
p_pcOut->mColors[0] = new aiColor4D[iNum];
|
|
if (!avTexCoords->empty())
|
|
{
|
|
p_pcOut->mNumUVComponents[0] = 2;
|
|
p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
|
|
}
|
|
if (!avNormals->empty())
|
|
p_pcOut->mNormals = new aiVector3D[iNum];
|
|
|
|
// add all faces
|
|
iNum = 0;
|
|
unsigned int iVertex = 0;
|
|
for (std::vector<unsigned int>::const_iterator
|
|
i = aiSplit[p].begin();
|
|
i != aiSplit[p].end();++i,++iNum)
|
|
{
|
|
p_pcOut->mFaces[iNum].mNumIndices = (unsigned int)(*avFaces)[*i].mIndices.size();
|
|
p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
|
|
|
|
// build an unique set of vertices/colors for this face
|
|
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
|
|
{
|
|
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
|
|
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
|
|
|
|
if (!avColors->empty())
|
|
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
|
|
|
|
if (!avTexCoords->empty())
|
|
{
|
|
const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
|
|
p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
|
|
p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
|
|
}
|
|
|
|
if (!avNormals->empty())
|
|
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
|
|
iVertex++;
|
|
}
|
|
|
|
}
|
|
// add the mesh to the output list
|
|
avOut->push_back(p_pcOut);
|
|
}
|
|
}
|
|
delete[] aiSplit;
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
|
|
std::vector<MaterialHelper*>* avMaterials)
|
|
{
|
|
bool bNeedDefaultMat = false;
|
|
|
|
for (std::vector<PLY::Face>::iterator
|
|
i = avFaces->begin();i != avFaces->end();++i)
|
|
{
|
|
if (0xFFFFFFFF == (*i).iMaterialIndex)
|
|
{
|
|
bNeedDefaultMat = true;
|
|
(*i).iMaterialIndex = (unsigned int)avMaterials->size();
|
|
}
|
|
else if ((*i).iMaterialIndex >= avMaterials->size() )
|
|
{
|
|
// clamp the index
|
|
(*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
|
|
}
|
|
}
|
|
|
|
if (bNeedDefaultMat)
|
|
{
|
|
// generate a default material
|
|
MaterialHelper* pcHelper = new MaterialHelper();
|
|
|
|
// fill in a default material
|
|
int iMode = (int)aiShadingMode_Gouraud;
|
|
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.6f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
avMaterials->push_back(pcHelper);
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void PLYImporter::LoadTextureCoordinates(std::vector<aiVector2D>* pvOut)
|
|
{
|
|
ai_assert(NULL != pvOut);
|
|
|
|
unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
|
|
PLY::EDataType aiTypes[2];
|
|
PLY::ElementInstanceList* pcList = NULL;
|
|
unsigned int cnt = 0;
|
|
|
|
// 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_Vertex == (*i).eSemantic)
|
|
{
|
|
pcList = &this->pcDOM->alElementData[_i];
|
|
|
|
// now check whether which normal components 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_UTextureCoord == (*a).Semantic)
|
|
{
|
|
cnt++;
|
|
aiPositions[0] = _a;
|
|
aiTypes[0] = (*a).eType;
|
|
}
|
|
else if (PLY::EST_VTextureCoord == (*a).Semantic)
|
|
{
|
|
cnt++;
|
|
aiPositions[1] = _a;
|
|
aiTypes[1] = (*a).eType;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// check whether we have a valid source for the texture coordinates 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
|
|
aiVector2D 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]);
|
|
}
|
|
// and add them to our nice list
|
|
pvOut->push_back(vOut);
|
|
}
|
|
}
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
|
|
{
|
|
ai_assert(NULL != pvOut);
|
|
|
|
unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
|
|
PLY::EDataType aiTypes[3];
|
|
PLY::ElementInstanceList* pcList = NULL;
|
|
unsigned int cnt = 0;
|
|
|
|
// 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_Vertex == (*i).eSemantic)
|
|
{
|
|
pcList = &this->pcDOM->alElementData[_i];
|
|
|
|
// load normal vectors?
|
|
if (p_bNormals)
|
|
{
|
|
// now check whether which normal components 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_XNormal == (*a).Semantic)
|
|
{
|
|
cnt++;
|
|
aiPositions[0] = _a;
|
|
aiTypes[0] = (*a).eType;
|
|
}
|
|
else if (PLY::EST_YNormal == (*a).Semantic)
|
|
{
|
|
cnt++;
|
|
aiPositions[1] = _a;
|
|
aiTypes[1] = (*a).eType;
|
|
}
|
|
else if (PLY::EST_ZNormal == (*a).Semantic)
|
|
{
|
|
cnt++;
|
|
aiPositions[2] = _a;
|
|
aiTypes[2] = (*a).eType;
|
|
}
|
|
}
|
|
}
|
|
// 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);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
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;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
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 = this->pcDOM->alElements.begin();
|
|
i != this->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);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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 = this->pcDOM->alElements.begin();
|
|
i != this->pcDOM->alElements.end();++i,++_i)
|
|
{
|
|
// face = unique number of vertex indices
|
|
if (PLY::EEST_Face == (*i).eSemantic)
|
|
{
|
|
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)
|
|
{
|
|
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
|
|
for (std::vector<ElementInstance>::const_iterator
|
|
i = pcList->alInstances.begin();
|
|
i != pcList->alInstances.end();++i)
|
|
{
|
|
int aiTable[2] = {-1,-1};
|
|
for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator
|
|
a = (*i).alProperties[iProperty].avList.begin();
|
|
a != (*i).alProperties[iProperty].avList.end();++a)
|
|
{
|
|
int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
|
|
if (-1 == p)
|
|
{
|
|
// restart the strip ...
|
|
aiTable[0] = aiTable[1] = -1;
|
|
continue;
|
|
}
|
|
if (-1 == aiTable[0])
|
|
{
|
|
aiTable[0] = p;
|
|
continue;
|
|
}
|
|
if (-1 == aiTable[1])
|
|
{
|
|
aiTable[1] = p;
|
|
continue;
|
|
}
|
|
|
|
PLY::Face sFace;
|
|
sFace.mIndices.push_back((unsigned int)aiTable[0]);
|
|
sFace.mIndices.push_back((unsigned int)aiTable[1]);
|
|
sFace.mIndices.push_back((unsigned int)p);
|
|
pvOut->push_back(sFace);
|
|
|
|
aiTable[0] = aiTable[1];
|
|
aiTable[1] = p;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
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]);
|
|
}
|
|
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
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;
|
|
MaterialHelper* pcHelper = new MaterialHelper();
|
|
|
|
// build the diffuse material color
|
|
GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
|
|
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
|
|
// build the specular material color
|
|
GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
|
|
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
// build the ambient material color
|
|
GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
|
|
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
// handle phong power and shading mode
|
|
int iMode;
|
|
if (0xFFFFFFFF != iPhong)
|
|
{
|
|
float fSpec = PLY::PropertyInstance::ConvertTo<float>(
|
|
(*i).alProperties[iPhong].avList.front(),ePhong);
|
|
|
|
// if shininess is 0 (and the pow() calculation would therefore always
|
|
// become 1, not depending on the angle) use gouraud lighting
|
|
if (fSpec)
|
|
{
|
|
|
|
// scale this with 15 ... hopefully this is correct
|
|
fSpec *= 15;
|
|
pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
|
|
|
|
iMode = (int)aiShadingMode_Phong;
|
|
}
|
|
else iMode = (int)aiShadingMode_Gouraud;
|
|
}
|
|
else iMode = (int)aiShadingMode_Gouraud;
|
|
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// handle opacity
|
|
if (0xFFFFFFFF != iOpacity)
|
|
{
|
|
float fOpacity = PLY::PropertyInstance::ConvertTo<float>(
|
|
(*i).alProperties[iPhong].avList.front(),eOpacity);
|
|
|
|
pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
|
|
}
|
|
|
|
// add the newly created material instance to the list
|
|
pvOut->push_back(pcHelper);
|
|
}
|
|
}
|
|
return;
|
|
}
|