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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2016, 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.
- ---------------------------------------------------------------------------
- */
- #ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
- #include "DefaultIOSystem.h"
- #include "ObjFileImporter.h"
- #include "ObjFileParser.h"
- #include "ObjFileData.h"
- #include "IOStreamBuffer.h"
- #include <memory>
- #include <assimp/Importer.hpp>
- #include <assimp/scene.h>
- #include <assimp/ai_assert.h>
- #include <assimp/DefaultLogger.hpp>
- static const aiImporterDesc desc = {
- "Wavefront Object Importer",
- "",
- "",
- "surfaces not supported",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "obj"
- };
- static const unsigned int ObjMinSize = 16;
- namespace Assimp {
- using namespace std;
- // ------------------------------------------------------------------------------------------------
- // Default constructor
- ObjFileImporter::ObjFileImporter() :
- m_Buffer(),
- m_pRootObject( NULL ),
- m_strAbsPath( "" )
- {
- DefaultIOSystem io;
- m_strAbsPath = io.getOsSeparator();
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor.
- ObjFileImporter::~ObjFileImporter()
- {
- delete m_pRootObject;
- m_pRootObject = NULL;
- }
- // ------------------------------------------------------------------------------------------------
- // Returns true, if file is an obj file.
- bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
- {
- if(!checkSig) //Check File Extension
- {
- return SimpleExtensionCheck(pFile,"obj");
- }
- else //Check file Header
- {
- static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
- return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9 );
- }
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc* ObjFileImporter::GetInfo () const
- {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Obj-file import implementation
- void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
- // Read file into memory
- static const std::string mode = "rb";
- std::unique_ptr<IOStream> fileStream( pIOHandler->Open( file, mode));
- if( !fileStream.get() ) {
- throw DeadlyImportError( "Failed to open file " + file + "." );
- }
- // Get the file-size and validate it, throwing an exception when fails
- size_t fileSize = fileStream->FileSize();
- if( fileSize < ObjMinSize ) {
- throw DeadlyImportError( "OBJ-file is too small.");
- }
- IOStreamBuffer<char> streamedBuffer;
- streamedBuffer.open( fileStream.get() );
- // Allocate buffer and read file into it
- //TextFileToBuffer( fileStream.get(),m_Buffer);
- // Get the model name
- std::string modelName, folderName;
- std::string::size_type pos = file.find_last_of( "\\/" );
- if ( pos != std::string::npos ) {
- modelName = file.substr(pos+1, file.size() - pos - 1);
- folderName = file.substr( 0, pos );
- if ( !folderName.empty() ) {
- pIOHandler->PushDirectory( folderName );
- }
- } else {
- modelName = file;
- }
- // This next stage takes ~ 1/3th of the total readFile task
- // so should amount for 1/3th of the progress
- // only update every 100KB or it'll be too slow
- /*unsigned int progress = 0;
- unsigned int progressCounter = 0;
- const unsigned int updateProgressEveryBytes = 100 * 1024;
- const unsigned int progressTotal = static_cast<unsigned int>(3*m_Buffer.size()/updateProgressEveryBytes);*/
- // process all '\'
- /*std::vector<char> ::iterator iter = m_Buffer.begin();
- while (iter != m_Buffer.end())
- {
- if (*iter == '\\')
- {
- // remove '\'
- iter = m_Buffer.erase(iter);
- // remove next character
- while (*iter == '\r' || *iter == '\n')
- iter = m_Buffer.erase(iter);
- }
- else
- ++iter;
- if (++progressCounter >= updateProgressEveryBytes)
- {
- m_progress->UpdateFileRead(++progress, progressTotal);
- progressCounter = 0;
- }
- }*/
- // 1/3rd progress
- m_progress->UpdateFileRead(1, 3);
- // parse the file into a temporary representation
- ObjFileParser parser( streamedBuffer, modelName, pIOHandler, m_progress, file);
- // And create the proper return structures out of it
- CreateDataFromImport(parser.GetModel(), pScene);
- streamedBuffer.close();
- // Clean up allocated storage for the next import
- m_Buffer.clear();
- // Pop directory stack
- if ( pIOHandler->StackSize() > 0 ) {
- pIOHandler->PopDirectory();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Create the data from parsed obj-file
- void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene) {
- if( 0L == pModel ) {
- return;
- }
- // Create the root node of the scene
- pScene->mRootNode = new aiNode;
- if ( !pModel->m_ModelName.empty() )
- {
- // Set the name of the scene
- pScene->mRootNode->mName.Set(pModel->m_ModelName);
- }
- else
- {
- // This is a fatal error, so break down the application
- ai_assert(false);
- }
- // Create nodes for the whole scene
- std::vector<aiMesh*> MeshArray;
- for (size_t index = 0; index < pModel->m_Objects.size(); index++)
- {
- createNodes(pModel, pModel->m_Objects[ index ], pScene->mRootNode, pScene, MeshArray);
- }
- // Create mesh pointer buffer for this scene
- if (pScene->mNumMeshes > 0)
- {
- pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
- for (size_t index =0; index < MeshArray.size(); index++)
- {
- pScene->mMeshes[ index ] = MeshArray[ index ];
- }
- }
- // Create all materials
- createMaterials( pModel, pScene );
- }
- // ------------------------------------------------------------------------------------------------
- // Creates all nodes of the model
- aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
- aiNode *pParent, aiScene* pScene,
- std::vector<aiMesh*> &MeshArray )
- {
- ai_assert( NULL != pModel );
- if( NULL == pObject ) {
- return NULL;
- }
- // Store older mesh size to be able to computes mesh offsets for new mesh instances
- const size_t oldMeshSize = MeshArray.size();
- aiNode *pNode = new aiNode;
- pNode->mName = pObject->m_strObjName;
- // If we have a parent node, store it
- if( pParent != NULL ) {
- appendChildToParentNode( pParent, pNode );
- }
- for ( size_t i=0; i< pObject->m_Meshes.size(); i++ )
- {
- unsigned int meshId = pObject->m_Meshes[ i ];
- aiMesh *pMesh = createTopology( pModel, pObject, meshId );
- if( pMesh && pMesh->mNumFaces > 0 ) {
- MeshArray.push_back( pMesh );
- }
- }
- // Create all nodes from the sub-objects stored in the current object
- if ( !pObject->m_SubObjects.empty() )
- {
- size_t numChilds = pObject->m_SubObjects.size();
- pNode->mNumChildren = static_cast<unsigned int>( numChilds );
- pNode->mChildren = new aiNode*[ numChilds ];
- pNode->mNumMeshes = 1;
- pNode->mMeshes = new unsigned int[ 1 ];
- }
- // Set mesh instances into scene- and node-instances
- const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
- if ( meshSizeDiff > 0 )
- {
- pNode->mMeshes = new unsigned int[ meshSizeDiff ];
- pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
- size_t index = 0;
- for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
- {
- pNode->mMeshes[ index ] = pScene->mNumMeshes;
- pScene->mNumMeshes++;
- index++;
- }
- }
- return pNode;
- }
- // ------------------------------------------------------------------------------------------------
- // Create topology data
- aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int meshIndex ) {
- // Checking preconditions
- ai_assert( NULL != pModel );
- if( NULL == pData ) {
- return NULL;
- }
- // Create faces
- ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ meshIndex ];
- if( !pObjMesh ) {
- return NULL;
- }
- if( pObjMesh->m_Faces.empty() ) {
- return NULL;
- }
- aiMesh* pMesh = new aiMesh;
- if( !pObjMesh->m_name.empty() ) {
- pMesh->mName.Set( pObjMesh->m_name );
- }
- for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
- {
- ObjFile::Face *const inp = pObjMesh->m_Faces[ index ];
- ai_assert( NULL != inp );
- if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
- pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size() - 1);
- pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- } else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
- pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size());
- pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- } else {
- ++pMesh->mNumFaces;
- if (inp->m_vertices.size() > 3) {
- pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- } else {
- pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- }
- }
- }
- unsigned int uiIdxCount( 0u );
- if ( pMesh->mNumFaces > 0 ) {
- pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
- if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial ) {
- pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
- }
- unsigned int outIndex( 0 );
- // Copy all data from all stored meshes
- for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
- ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
- if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
- for(size_t i = 0; i < inp->m_vertices.size() - 1; ++i) {
- aiFace& f = pMesh->mFaces[ outIndex++ ];
- uiIdxCount += f.mNumIndices = 2;
- f.mIndices = new unsigned int[2];
- }
- continue;
- }
- else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
- for(size_t i = 0; i < inp->m_vertices.size(); ++i) {
- aiFace& f = pMesh->mFaces[ outIndex++ ];
- uiIdxCount += f.mNumIndices = 1;
- f.mIndices = new unsigned int[1];
- }
- continue;
- }
- aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
- const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_vertices.size();
- uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
- if (pFace->mNumIndices > 0) {
- pFace->mIndices = new unsigned int[ uiNumIndices ];
- }
- }
- }
- // Create mesh vertices
- createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount);
- return pMesh;
- }
- // ------------------------------------------------------------------------------------------------
- // Creates a vertex array
- void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
- const ObjFile::Object* pCurrentObject,
- unsigned int uiMeshIndex,
- aiMesh* pMesh,
- unsigned int numIndices) {
- // Checking preconditions
- ai_assert( NULL != pCurrentObject );
- // Break, if no faces are stored in object
- if ( pCurrentObject->m_Meshes.empty() )
- return;
- // Get current mesh
- ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
- if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1 ) {
- return;
- }
- // Copy vertices of this mesh instance
- pMesh->mNumVertices = numIndices;
- if (pMesh->mNumVertices == 0) {
- throw DeadlyImportError( "OBJ: no vertices" );
- } else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
- throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
- }
- pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
- // Allocate buffer for normal vectors
- if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
- pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
- // Allocate buffer for vertex-color vectors
- if ( !pModel->m_VertexColors.empty() )
- pMesh->mColors[0] = new aiColor4D[ pMesh->mNumVertices ];
- // Allocate buffer for texture coordinates
- if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
- {
- pMesh->mNumUVComponents[ 0 ] = 2;
- pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
- }
- // Copy vertices, normals and textures into aiMesh instance
- unsigned int newIndex = 0, outIndex = 0;
- for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ ) {
- // Get source face
- ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
- // Copy all index arrays
- for ( size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < pSourceFace->m_vertices.size(); vertexIndex++ ) {
- const unsigned int vertex = pSourceFace->m_vertices.at( vertexIndex );
- if ( vertex >= pModel->m_Vertices.size() ) {
- throw DeadlyImportError( "OBJ: vertex index out of range" );
- }
- pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
- // Copy all normals
- if ( !pModel->m_Normals.empty() && vertexIndex < pSourceFace->m_normals.size()) {
- const unsigned int normal = pSourceFace->m_normals.at( vertexIndex );
- if ( normal >= pModel->m_Normals.size() ) {
- throw DeadlyImportError( "OBJ: vertex normal index out of range" );
- }
- pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
- }
- // Copy all vertex colors
- if ( !pModel->m_VertexColors.empty())
- {
- const aiVector3D color = pModel->m_VertexColors[ vertex ];
- pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0);
- }
- // Copy all texture coordinates
- if ( !pModel->m_TextureCoord.empty() && vertexIndex < pSourceFace->m_texturCoords.size())
- {
- const unsigned int tex = pSourceFace->m_texturCoords.at( vertexIndex );
- ai_assert( tex < pModel->m_TextureCoord.size() );
- if ( tex >= pModel->m_TextureCoord.size() )
- throw DeadlyImportError("OBJ: texture coordinate index out of range");
- const aiVector3D &coord3d = pModel->m_TextureCoord[ tex ];
- pMesh->mTextureCoords[ 0 ][ newIndex ] = aiVector3D( coord3d.x, coord3d.y, coord3d.z );
- }
- if ( pMesh->mNumVertices <= newIndex ) {
- throw DeadlyImportError("OBJ: bad vertex index");
- }
- // Get destination face
- aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
- const bool last = ( vertexIndex == pSourceFace->m_vertices.size() - 1 );
- if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
- pDestFace->mIndices[ outVertexIndex ] = newIndex;
- outVertexIndex++;
- }
- if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
- outIndex++;
- outVertexIndex = 0;
- } else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
- outVertexIndex = 0;
- if(!last)
- outIndex++;
- if (vertexIndex) {
- if(!last) {
- pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
- if ( !pSourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
- pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
- }
- if ( !pModel->m_TextureCoord.empty() ) {
- for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ ) {
- pMesh->mTextureCoords[ i ][ newIndex+1 ] = pMesh->mTextureCoords[ i ][ newIndex ];
- }
- }
- ++newIndex;
- }
- pDestFace[-1].mIndices[1] = newIndex;
- }
- }
- else if (last) {
- outIndex++;
- }
- ++newIndex;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Counts all stored meshes
- void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
- {
- iNumMeshes = 0;
- if ( rObjects.empty() )
- return;
- iNumMeshes += static_cast<unsigned int>( rObjects.size() );
- for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
- it != rObjects.end();
- ++it)
- {
- if (!(*it)->m_SubObjects.empty())
- {
- countObjects((*it)->m_SubObjects, iNumMeshes);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Add clamp mode property to material if necessary
- void ObjFileImporter::addTextureMappingModeProperty( aiMaterial* mat, aiTextureType type, int clampMode, int index) {
- if ( nullptr == mat ) {
- return;
- }
- mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_U( type, index ) );
- mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_V( type, index ) );
- }
- // ------------------------------------------------------------------------------------------------
- // Creates the material
- void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* 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);
- // 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])
- addTextureMappingModeProperty(mat, aiTextureType_REFLECTION, 1, i);
- }
- }
- 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
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