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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2018, 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 <assimp/ParsingUtils.h>
- #include <assimp/fast_atof.h>
- #include <assimp/Subdivision.h>
- #include "Importer.h"
- #include <assimp/BaseImporter.h>
- #include <assimp/Importer.hpp>
- #include <assimp/light.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/material.h>
- #include <assimp/scene.h>
- #include <assimp/config.h>
- #include <assimp/IOSystem.hpp>
- #include <assimp/importerdesc.h>
- #include <memory>
- using namespace Assimp;
- static const aiImporterDesc desc = {
- "AC3D Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "ac acc ac3d"
- };
- // ------------------------------------------------------------------------------------------------
- // skip to the next token
- #define AI_AC_SKIP_TO_NEXT_TOKEN() \
- if (!SkipSpaces(&buffer)) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
- continue; \
- }
- // ------------------------------------------------------------------------------------------------
- // read a string (may be enclosed in double quotation marks). buffer must point to "
- #define AI_AC_GET_STRING(out) \
- if (*buffer == '\0') { \
- throw DeadlyImportError("AC3D: Unexpected EOF in string"); \
- } \
- ++buffer; \
- const char* sz = buffer; \
- while ('\"' != *buffer) \
- { \
- if (IsLineEnd( *buffer )) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
- out = "ERROR"; \
- break; \
- } \
- ++buffer; \
- } \
- if (IsLineEnd( *buffer ))continue; \
- out = std::string(sz,(unsigned int)(buffer-sz)); \
- ++buffer;
- // ------------------------------------------------------------------------------------------------
- // read 1 to n floats prefixed with an optional predefined identifier
- #define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
- AI_AC_SKIP_TO_NEXT_TOKEN(); \
- if (name_length) \
- { \
- if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
- continue; \
- } \
- buffer += name_length+1; \
- } \
- for (unsigned int i = 0; i < num;++i) \
- { \
- AI_AC_SKIP_TO_NEXT_TOKEN(); \
- buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
- }
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- AC3DImporter::AC3DImporter()
- : buffer(),
- configSplitBFCull(),
- configEvalSubdivision(),
- mNumMeshes(),
- mLights(),
- lights(),
- groups(),
- polys(),
- worlds()
- {
- // nothing to be done here
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- AC3DImporter::~AC3DImporter()
- {
- // nothing to be done here
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
- {
- std::string extension = GetExtension(pFile);
- // fixme: are acc and ac3d *really* used? Some sources say they are
- if(extension == "ac" || extension == "ac3d" || extension == "acc") {
- return true;
- }
- if (!extension.length() || checkSig) {
- uint32_t token = AI_MAKE_MAGIC("AC3D");
- return CheckMagicToken(pIOHandler,pFile,&token,1,0);
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Loader meta information
- const aiImporterDesc* AC3DImporter::GetInfo () const
- {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Get a pointer to the next line from the file
- bool AC3DImporter::GetNextLine( )
- {
- SkipLine(&buffer);
- return SkipSpaces(&buffer);
- }
- // ------------------------------------------------------------------------------------------------
- // Parse an object section in an AC file
- void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
- {
- if (!TokenMatch(buffer,"OBJECT",6))
- return;
- SkipSpaces(&buffer);
- ++mNumMeshes;
- objects.push_back(Object());
- Object& obj = objects.back();
- aiLight* light = NULL;
- if (!ASSIMP_strincmp(buffer,"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 );
- DefaultLogger::get()->debug("AC3D: Light source encountered");
- obj.type = Object::Light;
- }
- else if (!ASSIMP_strincmp(buffer,"group",5))
- {
- obj.type = Object::Group;
- }
- else if (!ASSIMP_strincmp(buffer,"world",5))
- {
- obj.type = Object::World;
- }
- else obj.type = Object::Poly;
- while (GetNextLine())
- {
- if (TokenMatch(buffer,"kids",4))
- {
- SkipSpaces(&buffer);
- unsigned int num = strtoul10(buffer,&buffer);
- GetNextLine();
- if (num)
- {
- // load the children of this object recursively
- obj.children.reserve(num);
- for (unsigned int i = 0; i < num; ++i)
- LoadObjectSection(obj.children);
- }
- return;
- }
- else if (TokenMatch(buffer,"name",4))
- {
- SkipSpaces(&buffer);
- AI_AC_GET_STRING(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(buffer,"texture",7))
- {
- SkipSpaces(&buffer);
- AI_AC_GET_STRING(obj.texture);
- }
- else if (TokenMatch(buffer,"texrep",6))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
- if (!obj.texRepeat.x || !obj.texRepeat.y)
- obj.texRepeat = aiVector2D (1.f,1.f);
- }
- else if (TokenMatch(buffer,"texoff",6))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
- }
- else if (TokenMatch(buffer,"rot",3))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
- }
- else if (TokenMatch(buffer,"loc",3))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
- }
- else if (TokenMatch(buffer,"subdiv",6))
- {
- SkipSpaces(&buffer);
- obj.subDiv = strtoul10(buffer,&buffer);
- }
- else if (TokenMatch(buffer,"crease",6))
- {
- SkipSpaces(&buffer);
- obj.crease = fast_atof(buffer);
- }
- else if (TokenMatch(buffer,"numvert",7))
- {
- SkipSpaces(&buffer);
- unsigned int t = strtoul10(buffer,&buffer);
- 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())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
- break;
- }
- else if (!IsNumeric(*buffer))
- {
- DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
- --buffer; // make sure the line is processed a second time
- break;
- }
- obj.vertices.push_back(aiVector3D());
- aiVector3D& v = obj.vertices.back();
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
- }
- }
- else if (TokenMatch(buffer,"numsurf",7))
- {
- SkipSpaces(&buffer);
- bool Q3DWorkAround = false;
- const unsigned int t = strtoul10(buffer,&buffer);
- obj.surfaces.reserve(t);
- for (unsigned int i = 0; i < t;++i)
- {
- GetNextLine();
- if (!TokenMatch(buffer,"SURF",4))
- {
- // FIX: this can occur for some files - Quick 3D for
- // example writes no surf chunks
- if (!Q3DWorkAround)
- {
- DefaultLogger::get()->warn("AC3D: SURF token was expected");
- DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
- }
- --buffer; // make sure the line is processed a second time
- // break; --- see fix notes above
- Q3DWorkAround = true;
- }
- SkipSpaces(&buffer);
- obj.surfaces.push_back(Surface());
- Surface& surf = obj.surfaces.back();
- surf.flags = strtoul_cppstyle(buffer);
- while (1)
- {
- if(!GetNextLine())
- {
- throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
- }
- if (TokenMatch(buffer,"mat",3))
- {
- SkipSpaces(&buffer);
- surf.mat = strtoul10(buffer);
- }
- else if (TokenMatch(buffer,"refs",4))
- {
- // --- see fix notes above
- if (Q3DWorkAround)
- {
- if (!surf.entries.empty())
- {
- buffer -= 6;
- break;
- }
- }
- SkipSpaces(&buffer);
- const unsigned int m = strtoul10(buffer);
- surf.entries.reserve(m);
- obj.numRefs += m;
- for (unsigned int k = 0; k < m; ++k)
- {
- if(!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
- break;
- }
- surf.entries.push_back(Surface::SurfaceEntry());
- Surface::SurfaceEntry& entry = surf.entries.back();
- entry.first = strtoul10(buffer,&buffer);
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
- }
- }
- else
- {
- --buffer; // make sure the line is processed a second time
- break;
- }
- }
- }
- }
- }
- DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
- }
- // ------------------------------------------------------------------------------------------------
- // 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.texture.length())
- {
- s.Set(object.texture);
- 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;
- 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
- */
- DefaultLogger::get()->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())
- {
- DefaultLogger::get()->error("AC3D: material index is out of range");
- idx = 0;
- }
- if ((*it).entries.empty())
- {
- DefaultLogger::get()->warn("AC3D: surface her 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())
- {
- DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
- (*it2).first = 0;
- }
- }
- if (!needMat[idx].first)++node->mNumMeshes;
- switch ((*it).flags & 0xf)
- {
- // closed line
- case 0x1:
- needMat[idx].first += (unsigned int)(*it).entries.size();
- needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
- break;
- // unclosed line
- case 0x2:
- needMat[idx].first += (unsigned int)(*it).entries.size()-1;
- needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
- break;
- // 0 == polygon, else unknown
- default:
- if ((*it).flags & 0xf)
- {
- DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
- (*it).flags &= ~(0xf);
- }
- // 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 = (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 = NULL;
- if(object.texture.length())
- {
- 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
- unsigned int type = (*it).flags & 0xf;
- if (!type)
- {
- aiFace& face = *faces++;
- if((face.mNumIndices = (unsigned int)src.entries.size()))
- {
- 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
- {
- it2 = (*it).entries.begin();
- // either a closed or an unclosed line
- unsigned int tmp = (unsigned int)(*it).entries.size();
- if (0x2 == 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 (0x1 == 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));
- DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
- std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
- 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 {
- DefaultLogger::get()->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",groups++);
- break;
- case Object::Poly:
- node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
- break;
- case Object::Light:
- node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
- 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",worlds++);
- 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.get() == NULL)
- 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);
- buffer = &mBuffer2[0];
- mNumMeshes = 0;
- lights = polys = worlds = groups = 0;
- if (::strncmp(buffer,"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( buffer[4] );
- char msg[3];
- ASSIMP_itoa10(msg,3,version);
- DefaultLogger::get()->info(std::string("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(buffer,"MATERIAL",8))
- {
- materials.push_back(Material());
- 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
- AI_AC_SKIP_TO_NEXT_TOKEN();
- if ('\"' == *buffer)
- {
- AI_AC_GET_STRING(mat.name);
- AI_AC_SKIP_TO_NEXT_TOKEN();
- }
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
- }
- LoadObjectSection(rootObjects);
- }
- if (rootObjects.empty() || !mNumMeshes)
- {
- throw DeadlyImportError("AC3D: No meshes have been loaded");
- }
- if (materials.empty())
- {
- DefaultLogger::get()->warn("AC3D: No material has been found");
- materials.push_back(Material());
- }
- 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;
- 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))
- 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.size())
- {
- pScene->mLights = new aiLight*[lights.size()];
- ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
- }
- }
- #endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER
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