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- #include "ObjFileImporter.h"
- #include "ObjFileParser.h"
- #include "ObjFileData.h"
- #include "../include/IOStream.h"
- #include "../include/IOSystem.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- #include "aiAssert.h"
- #include "MaterialSystem.h"
- #include <boost/scoped_ptr.hpp>
- #include <boost/format.hpp>
- namespace Assimp
- {
- // ------------------------------------------------------------------------------------------------
- using namespace std;
- //! Obj-file-format extention
- const string ObjFileImporter::OBJ_EXT = "obj";
- // ------------------------------------------------------------------------------------------------
- // Default constructor
- ObjFileImporter::ObjFileImporter() :
- m_pRootObject(NULL),
- m_strAbsPath("\\")
- {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor
- ObjFileImporter::~ObjFileImporter()
- {
- // Release root object instance
- if (NULL != m_pRootObject)
- {
- delete m_pRootObject;
- m_pRootObject = NULL;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Returns true, fi file is an obj file
- bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
- {
- if (pFile.empty())
- return false;
- string::size_type pos = pFile.find_last_of(".");
- if (string::npos == pos)
- return false;
-
- const string ext = pFile.substr(pos+1, pFile.size() - pos - 1);
- if (ext == OBJ_EXT)
- return true;
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // Obj-file import implementation
- void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- // Read file into memory
- const std::string mode = "rb";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
- if (NULL == file.get())
- throw new ImportErrorException( "Failed to open file " + pFile + ".");
- // Get the filesize and vaslidate it, throwing an exception when failes
- size_t fileSize = file->FileSize();
- if( fileSize < 16)
- throw new ImportErrorException( "OBJ-file is too small.");
- // Allocate buffer and read file into it
- m_Buffer.resize( fileSize );
- const size_t readsize = file->Read(&m_Buffer.front(), sizeof(char), fileSize);
- assert (readsize == fileSize);
- //
- std::string strDirectory("\\"), strModelName;
- std::string::size_type pos = pFile.find_last_of("\\");
- if (pos != std::string::npos)
- {
- strDirectory = pFile.substr(0, pos);
- strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
- }
- else
- {
- strModelName = pFile;
- }
-
- // parse the file into a temporary representation
- ObjFileParser parser(m_Buffer, strDirectory, strModelName);
- // And create the proper return structures out of it
- CreateDataFromImport(parser.GetModel(), pScene);
- }
- // ------------------------------------------------------------------------------------------------
- // 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
- 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*[ pScene->mNumMeshes ];
- for (size_t index =0; index < pScene->mNumMeshes; index++)
- {
- pScene->mMeshes [ index ] = MeshArray[ index ];
- }
- }
- // Create all materials
- for (size_t index = 0; index < pModel->m_Objects.size(); index++)
- {
- createMaterial(pModel, pModel->m_Objects[ index ], pScene);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Creates all nodes of the model
- aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pData,
- aiNode *pParent, aiScene* pScene,
- std::vector<aiMesh*> &MeshArray)
- {
- if (NULL == pData)
- return NULL;
-
- // Store older mesh size to be able to computate mesh offsets for new mesh instances
- size_t oldMeshSize = MeshArray.size();
- aiNode *pNode = new aiNode();
-
- if (pParent != NULL)
- this->appendChildToParentNode(pParent, pNode);
- aiMesh *pMesh = new aiMesh();
- MeshArray.push_back(pMesh);
- createTopology(pModel, pData, pMesh);
- // Create all nodes from the subobjects stored in the current object
- if (!pData->m_SubObjects.empty())
- {
- pNode->mNumChildren = pData->m_SubObjects.size();
- pNode->mChildren = new aiNode*[pData->m_SubObjects.size()];
- pNode->mNumMeshes = 1;
- pNode->mMeshes = new unsigned int[1];
- // Loop over all child objects
- for (size_t index = 0; index < pData->m_SubObjects.size(); index++)
- {
- // Create all child nodes
- pNode->mChildren[index] = createNodes(pModel, pData, pNode, pScene, MeshArray);
-
- // Create meshes of this object
- pMesh = new aiMesh();
- MeshArray.push_back(pMesh);
- createTopology(pModel, pData->m_SubObjects[ index ], pMesh);
- // Create material of this object
- createMaterial(pModel, pData->m_SubObjects[ index ], pScene);
- }
- }
- // 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++;
- 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,
- aiMesh* pMesh)
- {
- if (NULL == pData)
- return;
-
- // Create mesh vertices
- createVertexArray(pModel, pData, pMesh);
- // Create faces
- pMesh->mNumFaces = pData->m_Faces.size();
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- for (size_t index = 0; index < pMesh->mNumFaces; index++)
- {
- aiFace *pFace = &pMesh->mFaces[ index ];
- pFace->mNumIndices = pData->m_Faces[index]->m_pVertices->size();
- if (pFace->mNumIndices > 0)
- {
- pFace->mIndices = new unsigned int[pMesh->mFaces[index].mNumIndices];
- ObjFile::Face::IndexArray *pArray = pData->m_Faces[index]->m_pVertices;
-
- // TODO: Should be implement much better
- //memcpy(pFace->mIndices, &pData->m_Faces[index]->m_pVertices[0], pFace->mNumIndices * sizeof(unsigned int));
- if (pArray != NULL)
- {
- for (size_t a=0; a<pFace->mNumIndices; a++)
- {
- pFace->mIndices[a] = pArray->at( a );
- }
- }
- else
- {
- ai_assert (false);
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
- const ObjFile::Object* pCurrentObject,
- aiMesh* pMesh)
- {
- // Break, if no faces are stored in object
- if (pCurrentObject->m_Faces.empty())
- return;
-
- // Copy all stored vertices, normals and so on
- pMesh->mNumVertices = pModel->m_Vertices.size();
- pMesh->mVertices = new aiVector3D_t[pMesh->mNumVertices];
- for (size_t index=0; index < pModel->m_Vertices.size(); index++)
- {
- pMesh->mVertices[ index ] = *pModel->m_Vertices[ index ];
- }
-
- if (!pModel->m_Normals.empty())
- {
- pMesh->mNormals = new aiVector3D_t[pModel->m_Normals.size()];
- for (size_t index = 0; index < pModel->m_Normals.size(); index++)
- {
- pMesh->mNormals[ index ] = *pModel->m_Normals[ index ];
- }
- }
- if (!pModel->m_TextureCoord.empty())
- {
- // TODO: Implement texture coodinates
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
- {
- iNumMeshes = 0;
- if (rObjects.empty())
- return;
- iNumMeshes += 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);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ObjFileImporter::createMaterial(const ObjFile::Model* pModel, const ObjFile::Object* pData,
- aiScene* pScene)
- {
- ai_assert (NULL != pScene);
- if (NULL == pData)
- return;
- // Create only a dumy material to enshure a running viewer
- pScene->mNumMaterials = 1;
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
-
- // Create a new material
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = mat;
- }
- // ------------------------------------------------------------------------------------------------
- // 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;
-
- // 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
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