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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2024, assimp 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 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 AC3D importer class */
- #ifndef ASSIMP_BUILD_NO_AC_IMPORTER
- // internal headers
- #include "ACLoader.h"
- #include "Common/Importer.h"
- #include <assimp/BaseImporter.h>
- #include <assimp/ParsingUtils.h>
- #include <assimp/Subdivision.h>
- #include <assimp/config.h>
- #include <assimp/fast_atof.h>
- #include <assimp/importerdesc.h>
- #include <assimp/light.h>
- #include <assimp/material.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Importer.hpp>
- #include <memory>
- namespace Assimp {
- static constexpr aiImporterDesc desc = {
- "AC3D Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "ac acc ac3d"
- };
- // ------------------------------------------------------------------------------------------------
- // skip to the next token
- inline const char *AcSkipToNextToken(const char *buffer, const char *end) {
- if (!SkipSpaces(&buffer, end)) {
- ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL");
- }
- return buffer;
- }
- // ------------------------------------------------------------------------------------------------
- // read a string (may be enclosed in double quotation marks). buffer must point to "
- inline const char *AcGetString(const char *buffer, const char *end, std::string &out) {
- if (*buffer == '\0') {
- throw DeadlyImportError("AC3D: Unexpected EOF in string");
- }
- ++buffer;
- const char *sz = buffer;
- while ('\"' != *buffer && buffer != end) {
- if (IsLineEnd(*buffer)) {
- ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string");
- out = "ERROR";
- break;
- }
- ++buffer;
- }
- if (IsLineEnd(*buffer)) {
- return buffer;
- }
- out = std::string(sz, (unsigned int)(buffer - sz));
- ++buffer;
- return buffer;
- }
- // ------------------------------------------------------------------------------------------------
- // read 1 to n floats prefixed with an optional predefined identifier
- template <class T>
- inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *end, const char *name, size_t name_length, size_t num, T *out) {
- buffer = AcSkipToNextToken(buffer, end);
- if (0 != name_length) {
- if (0 != strncmp(buffer, name, name_length) || !IsSpace(buffer[name_length])) {
- ASSIMP_LOG_ERROR("AC3D: Unexpected token. ", name, " was expected.");
- return buffer;
- }
- buffer += name_length + 1;
- }
- for (unsigned int _i = 0; _i < num; ++_i) {
- buffer = AcSkipToNextToken(buffer, end);
- buffer = fast_atoreal_move<float>(buffer, ((float *)out)[_i]);
- }
- return buffer;
- }
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- AC3DImporter::AC3DImporter() :
- mBuffer(),
- configSplitBFCull(),
- configEvalSubdivision(),
- mNumMeshes(),
- mLights(),
- mLightsCounter(0),
- mGroupsCounter(0),
- mPolysCounter(0),
- mWorldsCounter(0) {
- // nothing to be done here
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- AC3DImporter::~AC3DImporter() = default;
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool AC3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const uint32_t tokens[] = { AI_MAKE_MAGIC("AC3D") };
- return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- // Loader meta information
- const aiImporterDesc *AC3DImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Get a pointer to the next line from the file
- bool AC3DImporter::GetNextLine() {
- SkipLine(&mBuffer.data, mBuffer.end);
- return SkipSpaces(&mBuffer.data, mBuffer.end);
- }
- // ------------------------------------------------------------------------------------------------
- // Parse an object section in an AC file
- bool AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
- if (!TokenMatch(mBuffer.data, "OBJECT", 6))
- return false;
- SkipSpaces(&mBuffer.data, mBuffer.end);
- ++mNumMeshes;
- objects.emplace_back();
- Object &obj = objects.back();
- aiLight *light = nullptr;
- if (!ASSIMP_strincmp(mBuffer.data, "light", 5)) {
- // This is a light source. Add it to the list
- mLights->push_back(light = new aiLight());
- // Return a point light with no attenuation
- light->mType = aiLightSource_POINT;
- light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f, 1.f, 1.f);
- light->mAttenuationConstant = 1.f;
- // Generate a default name for both the light source and the node
- // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
- light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i", static_cast<unsigned int>(mLights->size()) - 1);
- obj.name = std::string(light->mName.data);
- ASSIMP_LOG_VERBOSE_DEBUG("AC3D: Light source encountered");
- obj.type = Object::Light;
- } else if (!ASSIMP_strincmp(mBuffer.data, "group", 5)) {
- obj.type = Object::Group;
- } else if (!ASSIMP_strincmp(mBuffer.data, "world", 5)) {
- obj.type = Object::World;
- } else
- obj.type = Object::Poly;
- while (GetNextLine()) {
- if (TokenMatch(mBuffer.data, "kids", 4)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- unsigned int num = strtoul10(mBuffer.data, &mBuffer.data);
- GetNextLine();
- if (num) {
- // load the children of this object recursively
- obj.children.reserve(num);
- for (unsigned int i = 0; i < num; ++i) {
- if (!LoadObjectSection(obj.children)) {
- ASSIMP_LOG_WARN("AC3D: wrong number of kids");
- break;
- }
- }
- }
- return true;
- } else if (TokenMatch(mBuffer.data, "name", 4)) {
- SkipSpaces(&mBuffer.data, mBuffer.data);
- mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, obj.name);
- // If this is a light source, we'll also need to store
- // the name of the node in it.
- if (light) {
- light->mName.Set(obj.name);
- }
- } else if (TokenMatch(mBuffer.data, "texture", 7)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- std::string texture;
- mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, texture);
- obj.textures.push_back(texture);
- } else if (TokenMatch(mBuffer.data, "texrep", 6)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &obj.texRepeat);
- if (!obj.texRepeat.x || !obj.texRepeat.y)
- obj.texRepeat = aiVector2D(1.f, 1.f);
- } else if (TokenMatch(mBuffer.data, "texoff", 6)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &obj.texOffset);
- } else if (TokenMatch(mBuffer.data, "rot", 3)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 9, &obj.rotation);
- } else if (TokenMatch(mBuffer.data, "loc", 3)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 3, &obj.translation);
- } else if (TokenMatch(mBuffer.data, "subdiv", 6)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- obj.subDiv = strtoul10(mBuffer.data, &mBuffer.data);
- } else if (TokenMatch(mBuffer.data, "crease", 6)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- obj.crease = fast_atof(mBuffer.data);
- } else if (TokenMatch(mBuffer.data, "numvert", 7)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- unsigned int t = strtoul10(mBuffer.data, &mBuffer.data);
- if (t >= AI_MAX_ALLOC(aiVector3D)) {
- throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
- }
- obj.vertices.reserve(t);
- for (unsigned int i = 0; i < t; ++i) {
- if (!GetNextLine()) {
- ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet");
- break;
- } else if (!IsNumeric(*mBuffer.data)) {
- ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet");
- --mBuffer.data; // make sure the line is processed a second time
- break;
- }
- obj.vertices.emplace_back();
- aiVector3D &v = obj.vertices.back();
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 3, &v.x);
- }
- } else if (TokenMatch(mBuffer.data, "numsurf", 7)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- bool Q3DWorkAround = false;
- const unsigned int t = strtoul10(mBuffer.data, &mBuffer.data);
- obj.surfaces.reserve(t);
- for (unsigned int i = 0; i < t; ++i) {
- GetNextLine();
- if (!TokenMatch(mBuffer.data, "SURF", 4)) {
- // FIX: this can occur for some files - Quick 3D for
- // example writes no surf chunks
- if (!Q3DWorkAround) {
- ASSIMP_LOG_WARN("AC3D: SURF token was expected");
- ASSIMP_LOG_VERBOSE_DEBUG("Continuing with Quick3D Workaround enabled");
- }
- --mBuffer.data; // make sure the line is processed a second time
- // break; --- see fix notes above
- Q3DWorkAround = true;
- }
- SkipSpaces(&mBuffer.data, mBuffer.end);
- obj.surfaces.emplace_back();
- Surface &surf = obj.surfaces.back();
- surf.flags = strtoul_cppstyle(mBuffer.data);
- while (true) {
- if (!GetNextLine()) {
- throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
- }
- if (TokenMatch(mBuffer.data, "mat", 3)) {
- SkipSpaces(&mBuffer.data, mBuffer.end);
- surf.mat = strtoul10(mBuffer.data);
- } else if (TokenMatch(mBuffer.data, "refs", 4)) {
- // --- see fix notes above
- if (Q3DWorkAround) {
- if (!surf.entries.empty()) {
- mBuffer.data -= 6;
- break;
- }
- }
- SkipSpaces(&mBuffer.data, mBuffer.end);
- const unsigned int m = strtoul10(mBuffer.data);
- surf.entries.reserve(m);
- obj.numRefs += m;
- for (unsigned int k = 0; k < m; ++k) {
- if (!GetNextLine()) {
- ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete");
- break;
- }
- surf.entries.emplace_back();
- Surface::SurfaceEntry &entry = surf.entries.back();
- entry.first = strtoul10(mBuffer.data, &mBuffer.data);
- SkipSpaces(&mBuffer.data, mBuffer.end);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &entry.second);
- }
- } else {
- --mBuffer.data; // make sure the line is processed a second time
- break;
- }
- }
- }
- }
- }
- ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: \'kids\' line was expected");
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Convert a material from AC3DImporter::Material to aiMaterial
- void AC3DImporter::ConvertMaterial(const Object &object,
- const Material &matSrc,
- aiMaterial &matDest) {
- aiString s;
- if (matSrc.name.length()) {
- s.Set(matSrc.name);
- matDest.AddProperty(&s, AI_MATKEY_NAME);
- }
- if (!object.textures.empty()) {
- s.Set(object.textures[0]);
- matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
- // UV transformation
- if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
- object.texOffset.x || object.texOffset.y) {
- aiUVTransform transform;
- transform.mScaling = object.texRepeat;
- transform.mTranslation = object.texOffset;
- matDest.AddProperty(&transform, 1, AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
- }
- }
- matDest.AddProperty<aiColor3D>(&matSrc.rgb, 1, AI_MATKEY_COLOR_DIFFUSE);
- matDest.AddProperty<aiColor3D>(&matSrc.amb, 1, AI_MATKEY_COLOR_AMBIENT);
- matDest.AddProperty<aiColor3D>(&matSrc.emis, 1, AI_MATKEY_COLOR_EMISSIVE);
- matDest.AddProperty<aiColor3D>(&matSrc.spec, 1, AI_MATKEY_COLOR_SPECULAR);
- int n = -1;
- if (matSrc.shin) {
- n = aiShadingMode_Phong;
- matDest.AddProperty<float>(&matSrc.shin, 1, AI_MATKEY_SHININESS);
- } else {
- n = aiShadingMode_Gouraud;
- }
- matDest.AddProperty<int>(&n, 1, AI_MATKEY_SHADING_MODEL);
- float f = 1.f - matSrc.trans;
- matDest.AddProperty<float>(&f, 1, AI_MATKEY_OPACITY);
- }
- // ------------------------------------------------------------------------------------------------
- // Converts the loaded data to the internal verbose representation
- aiNode *AC3DImporter::ConvertObjectSection(Object &object,
- std::vector<aiMesh *> &meshes,
- std::vector<aiMaterial *> &outMaterials,
- const std::vector<Material> &materials,
- aiNode *parent) {
- aiNode *node = new aiNode();
- node->mParent = parent;
- if (object.vertices.size()) {
- if (!object.surfaces.size() || !object.numRefs) {
- /* " An object with 7 vertices (no surfaces, no materials defined).
- This is a good way of getting point data into AC3D.
- The Vertex->create convex-surface/object can be used on these
- vertices to 'wrap' a 3d shape around them "
- (http://www.opencity.info/html/ac3dfileformat.html)
- therefore: if no surfaces are defined return point data only
- */
- ASSIMP_LOG_INFO("AC3D: No surfaces defined in object definition, "
- "a point list is returned");
- meshes.push_back(new aiMesh());
- aiMesh *mesh = meshes.back();
- mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
- aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
- aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i, ++faces, ++verts) {
- *verts = object.vertices[i];
- faces->mNumIndices = 1;
- faces->mIndices = new unsigned int[1];
- faces->mIndices[0] = i;
- }
- // use the primary material in this case. this should be the
- // default material if all objects of the file contain points
- // and no faces.
- mesh->mMaterialIndex = 0;
- outMaterials.push_back(new aiMaterial());
- ConvertMaterial(object, materials[0], *outMaterials.back());
- } else {
- // need to generate one or more meshes for this object.
- // find out how many different materials we have
- typedef std::pair<unsigned int, unsigned int> IntPair;
- typedef std::vector<IntPair> MatTable;
- MatTable needMat(materials.size(), IntPair(0, 0));
- std::vector<Surface>::iterator it, end = object.surfaces.end();
- std::vector<Surface::SurfaceEntry>::iterator it2, end2;
- for (it = object.surfaces.begin(); it != end; ++it) {
- unsigned int idx = (*it).mat;
- if (idx >= needMat.size()) {
- ASSIMP_LOG_ERROR("AC3D: material index is out of range");
- idx = 0;
- }
- if ((*it).entries.empty()) {
- ASSIMP_LOG_WARN("AC3D: surface has zero vertex references");
- }
- // validate all vertex indices to make sure we won't crash here
- for (it2 = (*it).entries.begin(),
- end2 = (*it).entries.end();
- it2 != end2; ++it2) {
- if ((*it2).first >= object.vertices.size()) {
- ASSIMP_LOG_WARN("AC3D: Invalid vertex reference");
- (*it2).first = 0;
- }
- }
- if (!needMat[idx].first) {
- ++node->mNumMeshes;
- }
- switch ((*it).GetType()) {
- case Surface::ClosedLine: // closed line
- needMat[idx].first += static_cast<unsigned int>((*it).entries.size());
- needMat[idx].second += static_cast<unsigned int>((*it).entries.size() << 1u);
- break;
- // unclosed line
- case Surface::OpenLine:
- needMat[idx].first += static_cast<unsigned int>((*it).entries.size() - 1);
- needMat[idx].second += static_cast<unsigned int>(((*it).entries.size() - 1) << 1u);
- break;
- // triangle strip
- case Surface::TriangleStrip:
- needMat[idx].first += (unsigned int)(*it).entries.size() - 2;
- needMat[idx].second += ((unsigned int)(*it).entries.size() - 2) * 3;
- break;
- default:
- // Coerce unknowns to a polygon and warn
- ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown: ", (*it).flags);
- (*it).flags &= ~(Surface::Mask);
- // fallthrough
- // polygon
- case Surface::Polygon:
- // the number of faces increments by one, the number
- // of vertices by surface.numref.
- needMat[idx].first++;
- needMat[idx].second += (unsigned int)(*it).entries.size();
- };
- }
- unsigned int *pip = node->mMeshes = new unsigned int[node->mNumMeshes];
- unsigned int mat = 0;
- const size_t oldm = meshes.size();
- for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
- cit != cend; ++cit, ++mat) {
- if (!(*cit).first) {
- continue;
- }
- // allocate a new aiMesh object
- *pip++ = (unsigned int)meshes.size();
- aiMesh *mesh = new aiMesh();
- meshes.push_back(mesh);
- mesh->mMaterialIndex = static_cast<unsigned int>(outMaterials.size());
- outMaterials.push_back(new aiMaterial());
- ConvertMaterial(object, materials[mat], *outMaterials.back());
- // allocate storage for vertices and normals
- mesh->mNumFaces = (*cit).first;
- if (mesh->mNumFaces == 0) {
- throw DeadlyImportError("AC3D: No faces");
- } else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
- throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
- }
- aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
- mesh->mNumVertices = (*cit).second;
- if (mesh->mNumVertices == 0) {
- throw DeadlyImportError("AC3D: No vertices");
- } else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
- throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
- }
- aiVector3D *vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- unsigned int cur = 0;
- // allocate UV coordinates, but only if the texture name for the
- // surface is not empty
- aiVector3D *uv = nullptr;
- if (!object.textures.empty()) {
- uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- mesh->mNumUVComponents[0] = 2;
- }
- for (it = object.surfaces.begin(); it != end; ++it) {
- if (mat == (*it).mat) {
- const Surface &src = *it;
- // closed polygon
- uint8_t type = (*it).GetType();
- if (type == Surface::Polygon) {
- aiFace &face = *faces++;
- face.mNumIndices = (unsigned int)src.entries.size();
- if (0 != face.mNumIndices) {
- face.mIndices = new unsigned int[face.mNumIndices];
- for (unsigned int i = 0; i < face.mNumIndices; ++i, ++vertices) {
- const Surface::SurfaceEntry &entry = src.entries[i];
- face.mIndices[i] = cur++;
- // copy vertex positions
- if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
- throw DeadlyImportError("AC3D: Invalid number of vertices");
- }
- *vertices = object.vertices[entry.first] + object.translation;
- // copy texture coordinates
- if (uv) {
- uv->x = entry.second.x;
- uv->y = entry.second.y;
- ++uv;
- }
- }
- }
- } else if (type == Surface::TriangleStrip) {
- for (unsigned int i = 0; i < (unsigned int)src.entries.size() - 2; ++i) {
- const Surface::SurfaceEntry &entry1 = src.entries[i];
- const Surface::SurfaceEntry &entry2 = src.entries[i + 1];
- const Surface::SurfaceEntry &entry3 = src.entries[i + 2];
- aiFace &face = *faces++;
- face.mNumIndices = 3;
- face.mIndices = new unsigned int[face.mNumIndices];
- face.mIndices[0] = cur++;
- face.mIndices[1] = cur++;
- face.mIndices[2] = cur++;
- if (!(i & 1)) {
- *vertices++ = object.vertices[entry1.first] + object.translation;
- if (uv) {
- uv->x = entry1.second.x;
- uv->y = entry1.second.y;
- ++uv;
- }
- *vertices++ = object.vertices[entry2.first] + object.translation;
- if (uv) {
- uv->x = entry2.second.x;
- uv->y = entry2.second.y;
- ++uv;
- }
- } else {
- *vertices++ = object.vertices[entry2.first] + object.translation;
- if (uv) {
- uv->x = entry2.second.x;
- uv->y = entry2.second.y;
- ++uv;
- }
- *vertices++ = object.vertices[entry1.first] + object.translation;
- if (uv) {
- uv->x = entry1.second.x;
- uv->y = entry1.second.y;
- ++uv;
- }
- }
- if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
- throw DeadlyImportError("AC3D: Invalid number of vertices");
- }
- *vertices++ = object.vertices[entry3.first] + object.translation;
- if (uv) {
- uv->x = entry3.second.x;
- uv->y = entry3.second.y;
- ++uv;
- }
- }
- } else {
- it2 = (*it).entries.begin();
- // either a closed or an unclosed line
- unsigned int tmp = (unsigned int)(*it).entries.size();
- if (Surface::OpenLine == type) --tmp;
- for (unsigned int m = 0; m < tmp; ++m) {
- aiFace &face = *faces++;
- face.mNumIndices = 2;
- face.mIndices = new unsigned int[2];
- face.mIndices[0] = cur++;
- face.mIndices[1] = cur++;
- // copy vertex positions
- if (it2 == (*it).entries.end()) {
- throw DeadlyImportError("AC3D: Bad line");
- }
- ai_assert((*it2).first < object.vertices.size());
- *vertices++ = object.vertices[(*it2).first];
- // copy texture coordinates
- if (uv) {
- uv->x = (*it2).second.x;
- uv->y = (*it2).second.y;
- ++uv;
- }
- if (Surface::ClosedLine == type && tmp - 1 == m) {
- // if this is a closed line repeat its beginning now
- it2 = (*it).entries.begin();
- } else
- ++it2;
- // second point
- *vertices++ = object.vertices[(*it2).first];
- if (uv) {
- uv->x = (*it2).second.x;
- uv->y = (*it2).second.y;
- ++uv;
- }
- }
- }
- }
- }
- }
- // Now apply catmull clark subdivision if necessary. We split meshes into
- // materials which is not done by AC3D during smoothing, so we need to
- // collect all meshes using the same material group.
- if (object.subDiv) {
- if (configEvalSubdivision) {
- std::unique_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
- ASSIMP_LOG_INFO("AC3D: Evaluating subdivision surface: ", object.name);
- std::vector<aiMesh *> cpy(meshes.size() - oldm, nullptr);
- div->Subdivide(&meshes[oldm], cpy.size(), &cpy.front(), object.subDiv, true);
- std::copy(cpy.begin(), cpy.end(), meshes.begin() + oldm);
- // previous meshes are deleted vy Subdivide().
- } else {
- ASSIMP_LOG_INFO("AC3D: Letting the subdivision surface untouched due to my configuration: ", object.name);
- }
- }
- }
- }
- if (object.name.length())
- node->mName.Set(object.name);
- else {
- // generate a name depending on the type of the node
- switch (object.type) {
- case Object::Group:
- node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i", mGroupsCounter++);
- break;
- case Object::Poly:
- node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i", mPolysCounter++);
- break;
- case Object::Light:
- node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i", mLightsCounter++);
- break;
- // there shouldn't be more than one world, but we don't care
- case Object::World:
- node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i", mWorldsCounter++);
- break;
- }
- }
- // setup the local transformation matrix of the object
- // compute the transformation offset to the parent node
- node->mTransformation = aiMatrix4x4(object.rotation);
- if (object.type == Object::Group || !object.numRefs) {
- node->mTransformation.a4 = object.translation.x;
- node->mTransformation.b4 = object.translation.y;
- node->mTransformation.c4 = object.translation.z;
- }
- // add children to the object
- if (object.children.size()) {
- node->mNumChildren = (unsigned int)object.children.size();
- node->mChildren = new aiNode *[node->mNumChildren];
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- node->mChildren[i] = ConvertObjectSection(object.children[i], meshes, outMaterials, materials, node);
- }
- }
- return node;
- }
- // ------------------------------------------------------------------------------------------------
- void AC3DImporter::SetupProperties(const Importer *pImp) {
- configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL, 1) ? true : false;
- configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION, 1) ? true : false;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void AC3DImporter::InternReadFile(const std::string &pFile,
- aiScene *pScene, IOSystem *pIOHandler) {
- std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
- // Check whether we can read from the file
- if (file == nullptr) {
- throw DeadlyImportError("Failed to open AC3D file ", pFile, ".");
- }
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(), mBuffer2);
- mBuffer.data = &mBuffer2[0];
- mBuffer.end = &mBuffer2[0] + mBuffer2.size();
- mNumMeshes = 0;
- mLightsCounter = mPolysCounter = mWorldsCounter = mGroupsCounter = 0;
- if (::strncmp(mBuffer.data, "AC3D", 4)) {
- throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
- }
- // print the file format version to the console
- unsigned int version = HexDigitToDecimal(mBuffer.data[4]);
- char msg[3];
- ASSIMP_itoa10(msg, 3, version);
- ASSIMP_LOG_INFO("AC3D file format version: ", msg);
- std::vector<Material> materials;
- materials.reserve(5);
- std::vector<Object> rootObjects;
- rootObjects.reserve(5);
- std::vector<aiLight *> lights;
- mLights = &lights;
- while (GetNextLine()) {
- if (TokenMatch(mBuffer.data, "MATERIAL", 8)) {
- materials.emplace_back();
- Material &mat = materials.back();
- // manually parse the material ... sscanf would use the buldin atof ...
- // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
- mBuffer.data = AcSkipToNextToken(mBuffer.data, mBuffer.end);
- if ('\"' == *mBuffer.data) {
- mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, mat.name);
- mBuffer.data = AcSkipToNextToken(mBuffer.data, mBuffer.end);
- }
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "rgb", 3, 3, &mat.rgb);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "amb", 3, 3, &mat.amb);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "emis", 4, 3, &mat.emis);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "spec", 4, 3, &mat.spec);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "shi", 3, 1, &mat.shin);
- mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "trans", 5, 1, &mat.trans);
- } else {
- LoadObjectSection(rootObjects);
- }
- }
- if (rootObjects.empty() || mNumMeshes == 0u) {
- throw DeadlyImportError("AC3D: No meshes have been loaded");
- }
- if (materials.empty()) {
- ASSIMP_LOG_WARN("AC3D: No material has been found");
- materials.emplace_back();
- }
- mNumMeshes += (mNumMeshes >> 2u) + 1;
- std::vector<aiMesh *> meshes;
- meshes.reserve(mNumMeshes);
- std::vector<aiMaterial *> omaterials;
- materials.reserve(mNumMeshes);
- // generate a dummy root if there are multiple objects on the top layer
- Object *root = nullptr;
- if (1 == rootObjects.size())
- root = &rootObjects[0];
- else {
- root = new Object();
- }
- // now convert the imported stuff to our output data structure
- pScene->mRootNode = ConvertObjectSection(*root, meshes, omaterials, materials);
- if (1 != rootObjects.size()) {
- delete root;
- }
- if (::strncmp(pScene->mRootNode->mName.data, "Node", 4) == 0) {
- pScene->mRootNode->mName.Set("<AC3DWorld>");
- }
- // copy meshes
- if (meshes.empty()) {
- throw DeadlyImportError("An unknown error occurred during converting");
- }
- pScene->mNumMeshes = (unsigned int)meshes.size();
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
- ::memcpy(pScene->mMeshes, &meshes[0], pScene->mNumMeshes * sizeof(void *));
- // copy materials
- pScene->mNumMaterials = (unsigned int)omaterials.size();
- pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- ::memcpy(pScene->mMaterials, &omaterials[0], pScene->mNumMaterials * sizeof(void *));
- // copy lights
- pScene->mNumLights = (unsigned int)lights.size();
- if (!lights.empty()) {
- pScene->mLights = new aiLight *[lights.size()];
- ::memcpy(pScene->mLights, &lights[0], lights.size() * sizeof(void *));
- }
- }
- } // namespace Assimp
- #endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER
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