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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2012, 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.
- ---------------------------------------------------------------------------
- */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
- #include "DefaultIOSystem.h"
- #include "ObjFileImporter.h"
- #include "ObjFileParser.h"
- #include "ObjFileData.h"
- static const aiImporterDesc desc = {
- "Wavefront Object Importer",
- "",
- "",
- "surfaces not supported",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "obj"
- };
- 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()
- {
- // Release root object instance
- if (NULL != m_pRootObject)
- {
- 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& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- DefaultIOSystem io;
-
- // Read file into memory
- const std::string mode = "rb";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
- if (NULL == file.get())
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
- // Get the file-size and validate it, throwing an exception when fails
- size_t fileSize = file->FileSize();
- if( fileSize < 16)
- throw DeadlyImportError( "OBJ-file is too small.");
- // Allocate buffer and read file into it
- TextFileToBuffer(file.get(),m_Buffer);
- // Get the model name
- std::string strModelName;
- std::string::size_type pos = pFile.find_last_of( "\\/" );
- if ( pos != std::string::npos )
- {
- strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
- }
- else
- {
- strModelName = pFile;
- }
-
- // parse the file into a temporary representation
- ObjFileParser parser(m_Buffer, strModelName, pIOHandler);
- // And create the proper return structures out of it
- CreateDataFromImport(parser.GetModel(), pScene);
- // Clean up allocated storage for the next import
- m_Buffer.clear();
- }
- // ------------------------------------------------------------------------------------------------
- // 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 an 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 ], 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,
- unsigned int /*uiMeshIndex*/,
- 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 ( unsigned int i=0; i< pObject->m_Meshes.size(); i++ )
- {
- unsigned int meshId = pObject->m_Meshes[ i ];
- aiMesh *pMesh = new aiMesh;
- createTopology( pModel, pObject, meshId, pMesh );
- if ( pMesh->mNumVertices > 0 )
- {
- MeshArray.push_back( pMesh );
- }
- else
- {
- delete 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
- void ObjFileImporter::createTopology(const ObjFile::Model* pModel,
- const ObjFile::Object* pData,
- unsigned int uiMeshIndex,
- aiMesh* pMesh )
- {
- // Checking preconditions
- ai_assert( NULL != pModel );
- if (NULL == pData)
- return;
- // Create faces
- ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
- ai_assert( NULL != pObjMesh );
- pMesh->mNumFaces = 0;
- 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) {
- pMesh->mNumFaces += inp->m_pVertices->size() - 1;
- }
- else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
- pMesh->mNumFaces += inp->m_pVertices->size();
- }
- else {
- ++pMesh->mNumFaces;
- }
- }
- 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_pVertices->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_pVertices->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_pVertices->size();
- uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
- if (pFace->mNumIndices > 0) {
- pFace->mIndices = new unsigned int[ uiNumIndices ];
- }
- }
- }
- // Create mesh vertices
- createVertexArray(pModel, pData, uiMeshIndex, pMesh, uiIdxCount);
- }
- // ------------------------------------------------------------------------------------------------
- // Creates a vertex array
- void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
- const ObjFile::Object* pCurrentObject,
- unsigned int uiMeshIndex,
- aiMesh* pMesh,
- unsigned int uiIdxCount)
- {
- // 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 = uiIdxCount;
- 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 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_pVertices->size(); vertexIndex++ )
- {
- const unsigned int vertex = pSourceFace->m_pVertices->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 ( !pSourceFace->m_pNormals->empty() && !pModel->m_Normals.empty())
- {
- const unsigned int normal = pSourceFace->m_pNormals->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 texture coordinates
- if ( !pModel->m_TextureCoord.empty() )
- {
- if ( !pSourceFace->m_pTexturCoords->empty() )
- {
- const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
- ai_assert( tex < pModel->m_TextureCoord.size() );
- for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ )
- {
- if ( tex >= pModel->m_TextureCoord.size() )
- throw DeadlyImportError("OBJ: texture coord index out of range");
- aiVector2D coord2d = pModel->m_TextureCoord[ tex ];
- pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 );
- }
- }
- }
- ai_assert( pMesh->mNumVertices > newIndex );
- // Get destination face
- aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
- const bool last = ( vertexIndex == pSourceFace->m_pVertices->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_pNormals->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);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // 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->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 ( 0 != pCurrentMaterial->textureAmbient.length )
- mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
- if ( 0 != pCurrentMaterial->textureSpecular.length )
- mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
- if ( 0 != pCurrentMaterial->textureBump.length )
- mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
- if ( 0 != pCurrentMaterial->textureDisp.length )
- mat->AddProperty( &pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0) );
- if ( 0 != pCurrentMaterial->textureOpacity.length )
- mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
- if ( 0 != pCurrentMaterial->textureSpecularity.length )
- mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
-
- // 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;
- size_t sNumChildren = 0;
- (void)sNumChildren; // remove warning on release build
-
- // If already children was assigned to the parent node, store them in a
- std::vector<aiNode*> temp;
- if (pParent->mChildren != NULL)
- {
- sNumChildren = pParent->mNumChildren;
- ai_assert( 0 != sNumChildren );
- 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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