Rather than removing all backslashes followed by newlines from the buffer, and then parsing it. Handle removing the backslashes as we go. This means we don't need to erase the backslashes from the buffer (which is O(n)) instead we just skip those characters as we parse the buffer line by line. This time I've fixed the order of evaluation bug in the call to getFace().
713 lines
26 KiB
C++
713 lines
26 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) 2006-2016, assimp 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 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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#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
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#include "DefaultIOSystem.h"
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#include "ObjFileImporter.h"
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#include "ObjFileParser.h"
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#include "ObjFileData.h"
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#include <boost/scoped_ptr.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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static const aiImporterDesc desc = {
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"Wavefront Object Importer",
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"",
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"",
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"surfaces not supported",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"obj"
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};
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static const unsigned int ObjMinSize = 16;
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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ObjFileImporter::ObjFileImporter() :
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m_Buffer(),
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m_pRootObject( NULL ),
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m_strAbsPath( "" )
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{
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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ObjFileImporter::~ObjFileImporter()
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{
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delete m_pRootObject;
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m_pRootObject = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an obj file.
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bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
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{
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if(!checkSig) //Check File Extension
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{
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return SimpleExtensionCheck(pFile,"obj");
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}
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else //Check file Header
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{
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static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9 );
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* ObjFileImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Obj-file import implementation
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void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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// Read file into memory
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const std::string mode = "rb";
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
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if( !file.get() ) {
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throw DeadlyImportError( "Failed to open file " + pFile + "." );
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}
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// Get the file-size and validate it, throwing an exception when fails
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size_t fileSize = file->FileSize();
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if( fileSize < ObjMinSize ) {
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throw DeadlyImportError( "OBJ-file is too small.");
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}
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// Allocate buffer and read file into it
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TextFileToBuffer(file.get(),m_Buffer);
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// Get the model name
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std::string modelName, folderName;
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std::string::size_type pos = pFile.find_last_of( "\\/" );
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if ( pos != std::string::npos ) {
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modelName = pFile.substr(pos+1, pFile.size() - pos - 1);
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folderName = pFile.substr( 0, pos );
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if ( !folderName.empty() ) {
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pIOHandler->PushDirectory( folderName );
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}
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} else {
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modelName = pFile;
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}
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// parse the file into a temporary representation
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ObjFileParser parser(m_Buffer, modelName, pIOHandler, m_progress);
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// And create the proper return structures out of it
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CreateDataFromImport(parser.GetModel(), pScene);
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// Clean up allocated storage for the next import
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m_Buffer.clear();
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// Pop directory stack
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if ( pIOHandler->StackSize() > 0 ) {
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pIOHandler->PopDirectory();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Create the data from parsed obj-file
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void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene) {
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if( 0L == pModel ) {
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return;
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}
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// Create the root node of the scene
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pScene->mRootNode = new aiNode;
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if ( !pModel->m_ModelName.empty() )
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{
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// Set the name of the scene
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pScene->mRootNode->mName.Set(pModel->m_ModelName);
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}
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else
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{
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// This is a fatal error, so break down the application
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ai_assert(false);
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}
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// Create nodes for the whole scene
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std::vector<aiMesh*> MeshArray;
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for (size_t index = 0; index < pModel->m_Objects.size(); index++)
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{
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createNodes(pModel, pModel->m_Objects[ index ], pScene->mRootNode, pScene, MeshArray);
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}
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0)
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{
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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for (size_t index =0; index < MeshArray.size(); index++)
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{
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pScene->mMeshes[ index ] = MeshArray[ index ];
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}
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}
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// Create all materials
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createMaterials( pModel, pScene );
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all nodes of the model
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aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
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aiNode *pParent, aiScene* pScene,
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std::vector<aiMesh*> &MeshArray )
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{
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ai_assert( NULL != pModel );
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if( NULL == pObject ) {
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return NULL;
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}
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// Store older mesh size to be able to computes mesh offsets for new mesh instances
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const size_t oldMeshSize = MeshArray.size();
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aiNode *pNode = new aiNode;
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pNode->mName = pObject->m_strObjName;
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// If we have a parent node, store it
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if( pParent != NULL ) {
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appendChildToParentNode( pParent, pNode );
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}
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for ( size_t i=0; i< pObject->m_Meshes.size(); i++ )
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{
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unsigned int meshId = pObject->m_Meshes[ i ];
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aiMesh *pMesh = createTopology( pModel, pObject, meshId );
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if( pMesh && pMesh->mNumFaces > 0 ) {
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MeshArray.push_back( pMesh );
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}
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}
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// Create all nodes from the sub-objects stored in the current object
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if ( !pObject->m_SubObjects.empty() )
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{
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size_t numChilds = pObject->m_SubObjects.size();
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pNode->mNumChildren = static_cast<unsigned int>( numChilds );
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pNode->mChildren = new aiNode*[ numChilds ];
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[ 1 ];
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}
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// Set mesh instances into scene- and node-instances
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const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
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if ( meshSizeDiff > 0 )
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{
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pNode->mMeshes = new unsigned int[ meshSizeDiff ];
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pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
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size_t index = 0;
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for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
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{
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pNode->mMeshes[ index ] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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index++;
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}
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}
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Create topology data
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aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData,
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unsigned int meshIndex )
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{
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// Checking preconditions
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ai_assert( NULL != pModel );
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if( NULL == pData ) {
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return NULL;
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}
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// Create faces
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ meshIndex ];
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if( !pObjMesh ) {
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return NULL;
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}
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ai_assert( NULL != pObjMesh );
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aiMesh* pMesh = new aiMesh;
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if( !pObjMesh->m_name.empty() ) {
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pMesh->mName.Set( pObjMesh->m_name );
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}
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
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{
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ObjFile::Face *const inp = pObjMesh->m_Faces[ index ];
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ai_assert( NULL != inp );
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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pMesh->mNumFaces += inp->m_pVertices->size() - 1;
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pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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} else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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pMesh->mNumFaces += inp->m_pVertices->size();
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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} else {
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++pMesh->mNumFaces;
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if (inp->m_pVertices->size() > 3) {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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} else {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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}
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}
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}
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unsigned int uiIdxCount( 0u );
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if ( pMesh->mNumFaces > 0 ) {
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial ) {
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pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
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}
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unsigned int outIndex( 0 );
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// Copy all data from all stored meshes
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
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ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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for(size_t i = 0; i < inp->m_pVertices->size() - 1; ++i) {
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aiFace& f = pMesh->mFaces[ outIndex++ ];
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uiIdxCount += f.mNumIndices = 2;
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f.mIndices = new unsigned int[2];
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}
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continue;
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}
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else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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for(size_t i = 0; i < inp->m_pVertices->size(); ++i) {
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aiFace& f = pMesh->mFaces[ outIndex++ ];
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uiIdxCount += f.mNumIndices = 1;
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f.mIndices = new unsigned int[1];
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}
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continue;
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}
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aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
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const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
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uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
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if (pFace->mNumIndices > 0) {
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pFace->mIndices = new unsigned int[ uiNumIndices ];
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}
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}
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount);
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return pMesh;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a vertex array
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void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex,
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aiMesh* pMesh,
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unsigned int numIndices)
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{
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// Checking preconditions
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ai_assert( NULL != pCurrentObject );
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// Break, if no faces are stored in object
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if ( pCurrentObject->m_Meshes.empty() )
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return;
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// Get current mesh
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1)
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return;
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// Copy vertices of this mesh instance
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pMesh->mNumVertices = numIndices;
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if (pMesh->mNumVertices == 0) {
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throw DeadlyImportError( "OBJ: no vertices" );
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} else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
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}
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for normal vectors
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if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for texture coordinates
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if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
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{
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pMesh->mNumUVComponents[ 0 ] = 2;
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
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}
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// Copy vertices, normals and textures into aiMesh instance
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unsigned int newIndex = 0, outIndex = 0;
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for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
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{
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// Get source face
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ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
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// Copy all index arrays
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for ( size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
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{
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const unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
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if ( vertex >= pModel->m_Vertices.size() )
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throw DeadlyImportError( "OBJ: vertex index out of range" );
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pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
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// Copy all normals
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if ( !pModel->m_Normals.empty() && vertexIndex < pSourceFace->m_pNormals->size())
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{
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const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
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if ( normal >= pModel->m_Normals.size() )
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throw DeadlyImportError("OBJ: vertex normal index out of range");
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pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
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}
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// Copy all texture coordinates
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if ( !pModel->m_TextureCoord.empty() && vertexIndex < pSourceFace->m_pTexturCoords->size())
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{
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const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
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ai_assert( tex < pModel->m_TextureCoord.size() );
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if ( tex >= pModel->m_TextureCoord.size() )
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throw DeadlyImportError("OBJ: texture coordinate index out of range");
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const aiVector3D &coord3d = pModel->m_TextureCoord[ tex ];
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pMesh->mTextureCoords[ 0 ][ newIndex ] = aiVector3D( coord3d.x, coord3d.y, coord3d.z );
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}
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if ( pMesh->mNumVertices <= newIndex ) {
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throw DeadlyImportError("OBJ: bad vertex index");
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}
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// Get destination face
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aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
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const bool last = ( vertexIndex == pSourceFace->m_pVertices->size() - 1 );
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if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last)
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{
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pDestFace->mIndices[ outVertexIndex ] = newIndex;
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outVertexIndex++;
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}
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if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT)
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{
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outIndex++;
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outVertexIndex = 0;
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}
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else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE)
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{
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outVertexIndex = 0;
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if(!last)
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outIndex++;
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if (vertexIndex) {
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if(!last) {
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pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
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if ( !pSourceFace->m_pNormals->empty() && !pModel->m_Normals.empty()) {
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pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
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}
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if ( !pModel->m_TextureCoord.empty() ) {
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for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ ) {
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pMesh->mTextureCoords[ i ][ newIndex+1 ] = pMesh->mTextureCoords[ i ][ newIndex ];
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}
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}
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++newIndex;
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}
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pDestFace[-1].mIndices[1] = newIndex;
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}
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}
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else if (last) {
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outIndex++;
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}
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++newIndex;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Counts all stored meshes
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void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
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{
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iNumMeshes = 0;
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if ( rObjects.empty() )
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return;
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iNumMeshes += static_cast<unsigned int>( rObjects.size() );
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for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
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it != rObjects.end();
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++it)
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{
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if (!(*it)->m_SubObjects.empty())
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{
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countObjects((*it)->m_SubObjects, iNumMeshes);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Add clamp mode property to material if necessary
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void ObjFileImporter::addTextureMappingModeProperty(aiMaterial* mat, aiTextureType type, int clampMode)
|
|
{
|
|
ai_assert( NULL != mat);
|
|
mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_U(type, 0));
|
|
mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_V(type, 0));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates the material
|
|
void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene )
|
|
{
|
|
ai_assert( NULL != pScene );
|
|
if ( NULL == pScene )
|
|
return;
|
|
|
|
const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
|
|
pScene->mNumMaterials = 0;
|
|
if ( pModel->m_MaterialLib.empty() ) {
|
|
DefaultLogger::get()->debug("OBJ: no materials specified");
|
|
return;
|
|
}
|
|
|
|
pScene->mMaterials = new aiMaterial*[ numMaterials ];
|
|
for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
|
|
{
|
|
// Store material name
|
|
std::map<std::string, ObjFile::Material*>::const_iterator it;
|
|
it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
|
|
|
|
// No material found, use the default material
|
|
if ( pModel->m_MaterialMap.end() == it )
|
|
continue;
|
|
|
|
aiMaterial* mat = new aiMaterial;
|
|
ObjFile::Material *pCurrentMaterial = (*it).second;
|
|
mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
|
|
|
|
// convert illumination model
|
|
int sm = 0;
|
|
switch (pCurrentMaterial->illumination_model)
|
|
{
|
|
case 0:
|
|
sm = aiShadingMode_NoShading;
|
|
break;
|
|
case 1:
|
|
sm = aiShadingMode_Gouraud;
|
|
break;
|
|
case 2:
|
|
sm = aiShadingMode_Phong;
|
|
break;
|
|
default:
|
|
sm = aiShadingMode_Gouraud;
|
|
DefaultLogger::get()->error("OBJ: unexpected illumination model (0-2 recognized)");
|
|
}
|
|
|
|
mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// multiplying the specular exponent with 2 seems to yield better results
|
|
pCurrentMaterial->shineness *= 4.f;
|
|
|
|
// Adding material colors
|
|
mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
|
|
mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
|
|
mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
|
|
mat->AddProperty( &pCurrentMaterial->emissive, 1, AI_MATKEY_COLOR_EMISSIVE );
|
|
mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
|
|
mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
|
|
|
|
// Adding refraction index
|
|
mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
|
|
|
|
// Adding textures
|
|
if ( 0 != pCurrentMaterial->texture.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDiffuseType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureAmbient.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureAmbientType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_AMBIENT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureEmissive.length )
|
|
mat->AddProperty( &pCurrentMaterial->textureEmissive, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
|
|
|
if ( 0 != pCurrentMaterial->textureSpecular.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_SPECULAR);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureBump.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureBumpType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_HEIGHT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureNormal.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureNormal, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureNormalType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_NORMALS);
|
|
}
|
|
}
|
|
|
|
if( 0 != pCurrentMaterial->textureReflection[0].length )
|
|
{
|
|
ObjFile::Material::TextureType type = 0 != pCurrentMaterial->textureReflection[1].length ?
|
|
ObjFile::Material::TextureReflectionCubeTopType :
|
|
ObjFile::Material::TextureReflectionSphereType;
|
|
|
|
unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
|
|
for( unsigned i = 0; i < count; i++ )
|
|
mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
|
|
|
|
if(pCurrentMaterial->clamp[type])
|
|
//TODO addTextureMappingModeProperty should accept an index to handle clamp option for each
|
|
//texture of a cubemap
|
|
addTextureMappingModeProperty(mat, aiTextureType_REFLECTION);
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureDisp.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDispType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_DISPLACEMENT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureOpacity.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureOpacityType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_OPACITY);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureSpecularity.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularityType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_SHININESS);
|
|
}
|
|
}
|
|
|
|
// Store material property info in material array in scene
|
|
pScene->mMaterials[ pScene->mNumMaterials ] = mat;
|
|
pScene->mNumMaterials++;
|
|
}
|
|
|
|
// Test number of created materials.
|
|
ai_assert( pScene->mNumMaterials == numMaterials );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Appends this node to the parent node
|
|
void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild)
|
|
{
|
|
// Checking preconditions
|
|
ai_assert( NULL != pParent );
|
|
ai_assert( NULL != pChild );
|
|
|
|
// Assign parent to child
|
|
pChild->mParent = pParent;
|
|
|
|
// If already children was assigned to the parent node, store them in a
|
|
std::vector<aiNode*> temp;
|
|
if (pParent->mChildren != NULL)
|
|
{
|
|
ai_assert( 0 != pParent->mNumChildren );
|
|
for (size_t index = 0; index < pParent->mNumChildren; index++)
|
|
{
|
|
temp.push_back(pParent->mChildren [ index ] );
|
|
}
|
|
delete [] pParent->mChildren;
|
|
}
|
|
|
|
// Copy node instances into parent node
|
|
pParent->mNumChildren++;
|
|
pParent->mChildren = new aiNode*[ pParent->mNumChildren ];
|
|
for (size_t index = 0; index < pParent->mNumChildren-1; index++)
|
|
{
|
|
pParent->mChildren[ index ] = temp [ index ];
|
|
}
|
|
pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER
|