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WIP of assimp integration.
This commit is contained in:
parent
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2135 changed files with 1260856 additions and 7 deletions
966
Engine/lib/assimp/code/PlyLoader.cpp
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966
Engine/lib/assimp/code/PlyLoader.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file PlyLoader.cpp
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* @brief Implementation of the PLY importer class
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*/
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#ifndef ASSIMP_BUILD_NO_PLY_IMPORTER
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// internal headers
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#include "PlyLoader.h"
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#include <assimp/IOStreamBuffer.h>
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#include <assimp/Macros.h>
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#include <memory>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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using namespace ::Assimp;
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static const aiImporterDesc desc = {
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"Stanford Polygon Library (PLY) Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"ply"
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};
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// ------------------------------------------------------------------------------------------------
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// Internal stuff
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namespace {
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// ------------------------------------------------------------------------------------------------
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// Checks that property index is within range
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template <class T>
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inline
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const T &GetProperty(const std::vector<T> &props, int idx) {
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if (static_cast<size_t>(idx) >= props.size()) {
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throw DeadlyImportError("Invalid .ply file: Property index is out of range.");
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}
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return props[idx];
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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PLYImporter::PLYImporter()
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: mBuffer(nullptr)
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, pcDOM(nullptr)
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, mGeneratedMesh(nullptr) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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PLYImporter::~PLYImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool PLYImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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const std::string extension = GetExtension(pFile);
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if ( extension == "ply" ) {
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return true;
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} else if (!extension.length() || checkSig) {
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if ( !pIOHandler ) {
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return true;
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}
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static const char* tokens[] = { "ply" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* PLYImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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static bool isBigEndian(const char* szMe) {
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ai_assert(nullptr != szMe);
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// binary_little_endian
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// binary_big_endian
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bool isBigEndian(false);
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#if (defined AI_BUILD_BIG_ENDIAN)
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if ( 'l' == *szMe || 'L' == *szMe ) {
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isBigEndian = true;
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}
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#else
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if ('b' == *szMe || 'B' == *szMe) {
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isBigEndian = true;
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}
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#endif // ! AI_BUILD_BIG_ENDIAN
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return isBigEndian;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void PLYImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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const std::string mode = "rb";
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std::unique_ptr<IOStream> fileStream(pIOHandler->Open(pFile, mode));
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if (!fileStream.get()) {
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throw DeadlyImportError("Failed to open file " + pFile + ".");
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}
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// Get the file-size
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const size_t fileSize( fileStream->FileSize() );
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if ( 0 == fileSize ) {
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throw DeadlyImportError("File " + pFile + " is empty.");
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}
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IOStreamBuffer<char> streamedBuffer(1024 * 1024);
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streamedBuffer.open(fileStream.get());
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// the beginning of the file must be PLY - magic, magic
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std::vector<char> headerCheck;
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streamedBuffer.getNextLine(headerCheck);
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if ((headerCheck.size() < 3) ||
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(headerCheck[0] != 'P' && headerCheck[0] != 'p') ||
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(headerCheck[1] != 'L' && headerCheck[1] != 'l') ||
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(headerCheck[2] != 'Y' && headerCheck[2] != 'y') ) {
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streamedBuffer.close();
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throw DeadlyImportError("Invalid .ply file: Magic number \'ply\' is no there");
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}
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std::vector<char> mBuffer2;
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streamedBuffer.getNextLine(mBuffer2);
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mBuffer = (unsigned char*)&mBuffer2[0];
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char* szMe = (char*)&this->mBuffer[0];
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SkipSpacesAndLineEnd(szMe, (const char**)&szMe);
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// determine the format of the file data and construct the aiMesh
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PLY::DOM sPlyDom;
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this->pcDOM = &sPlyDom;
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if (TokenMatch(szMe, "format", 6)) {
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if (TokenMatch(szMe, "ascii", 5)) {
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SkipLine(szMe, (const char**)&szMe);
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if (!PLY::DOM::ParseInstance(streamedBuffer, &sPlyDom, this)) {
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if (mGeneratedMesh != nullptr) {
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delete(mGeneratedMesh);
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mGeneratedMesh = nullptr;
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}
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streamedBuffer.close();
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throw DeadlyImportError("Invalid .ply file: Unable to build DOM (#1)");
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}
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} else if (!::strncmp(szMe, "binary_", 7)) {
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szMe += 7;
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const bool bIsBE(isBigEndian(szMe));
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// skip the line, parse the rest of the header and build the DOM
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if (!PLY::DOM::ParseInstanceBinary(streamedBuffer, &sPlyDom, this, bIsBE)) {
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if (mGeneratedMesh != nullptr) {
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delete(mGeneratedMesh);
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mGeneratedMesh = nullptr;
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}
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streamedBuffer.close();
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throw DeadlyImportError("Invalid .ply file: Unable to build DOM (#2)");
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}
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} else {
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if (mGeneratedMesh != nullptr) {
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delete(mGeneratedMesh);
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mGeneratedMesh = nullptr;
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}
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streamedBuffer.close();
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throw DeadlyImportError("Invalid .ply file: Unknown file format");
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}
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} else {
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AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
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if (mGeneratedMesh != nullptr) {
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delete(mGeneratedMesh);
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mGeneratedMesh = nullptr;
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}
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streamedBuffer.close();
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throw DeadlyImportError("Invalid .ply file: Missing format specification");
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}
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//free the file buffer
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streamedBuffer.close();
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if (mGeneratedMesh == nullptr) {
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throw DeadlyImportError("Invalid .ply file: Unable to extract mesh data ");
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}
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// if no face list is existing we assume that the vertex
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// list is containing a list of points
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bool pointsOnly = mGeneratedMesh->mFaces == nullptr ? true : false;
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if (pointsOnly) {
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mGeneratedMesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_POINT;
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}
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// now load a list of all materials
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std::vector<aiMaterial*> avMaterials;
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std::string defaultTexture;
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LoadMaterial(&avMaterials, defaultTexture, pointsOnly);
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// now generate the output scene object. Fill the material list
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pScene->mNumMaterials = (unsigned int)avMaterials.size();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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pScene->mMaterials[i] = avMaterials[i];
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}
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// fill the mesh list
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mMeshes[0] = mGeneratedMesh;
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mGeneratedMesh = nullptr;
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// generate a simple node structure
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes; ++i) {
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pScene->mRootNode->mMeshes[i] = i;
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}
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}
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void PLYImporter::LoadVertex(const PLY::Element* pcElement, const PLY::ElementInstance* instElement, unsigned int pos) {
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ai_assert(nullptr != pcElement);
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ai_assert(nullptr != instElement);
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ai_uint aiPositions[3] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
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PLY::EDataType aiTypes[3] = { EDT_Char, EDT_Char, EDT_Char };
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ai_uint aiNormal[3] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
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PLY::EDataType aiNormalTypes[3] = { EDT_Char, EDT_Char, EDT_Char };
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unsigned int aiColors[4] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
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PLY::EDataType aiColorsTypes[4] = { EDT_Char, EDT_Char, EDT_Char, EDT_Char };
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unsigned int aiTexcoord[2] = { 0xFFFFFFFF, 0xFFFFFFFF };
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PLY::EDataType aiTexcoordTypes[2] = { EDT_Char, EDT_Char };
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// now check whether which normal components are available
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unsigned int _a( 0 ), cnt( 0 );
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for ( std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
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a != pcElement->alProperties.end(); ++a, ++_a) {
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if ((*a).bIsList) {
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continue;
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}
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// Positions
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if (PLY::EST_XCoord == (*a).Semantic) {
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++cnt;
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aiPositions[0] = _a;
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aiTypes[0] = (*a).eType;
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} else if (PLY::EST_YCoord == (*a).Semantic) {
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++cnt;
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aiPositions[1] = _a;
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aiTypes[1] = (*a).eType;
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} else if (PLY::EST_ZCoord == (*a).Semantic) {
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++cnt;
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aiPositions[2] = _a;
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aiTypes[2] = (*a).eType;
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} else if (PLY::EST_XNormal == (*a).Semantic) {
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// Normals
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++cnt;
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aiNormal[0] = _a;
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aiNormalTypes[0] = (*a).eType;
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} else if (PLY::EST_YNormal == (*a).Semantic) {
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++cnt;
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aiNormal[1] = _a;
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aiNormalTypes[1] = (*a).eType;
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} else if (PLY::EST_ZNormal == (*a).Semantic) {
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++cnt;
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aiNormal[2] = _a;
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aiNormalTypes[2] = (*a).eType;
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} else if (PLY::EST_Red == (*a).Semantic) {
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// Colors
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++cnt;
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aiColors[0] = _a;
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aiColorsTypes[0] = (*a).eType;
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} else if (PLY::EST_Green == (*a).Semantic) {
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++cnt;
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aiColors[1] = _a;
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aiColorsTypes[1] = (*a).eType;
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} else if (PLY::EST_Blue == (*a).Semantic) {
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++cnt;
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aiColors[2] = _a;
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aiColorsTypes[2] = (*a).eType;
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} else if (PLY::EST_Alpha == (*a).Semantic) {
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++cnt;
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aiColors[3] = _a;
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aiColorsTypes[3] = (*a).eType;
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} else if (PLY::EST_UTextureCoord == (*a).Semantic) {
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// Texture coordinates
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++cnt;
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aiTexcoord[0] = _a;
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aiTexcoordTypes[0] = (*a).eType;
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} else if (PLY::EST_VTextureCoord == (*a).Semantic) {
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++cnt;
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aiTexcoord[1] = _a;
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aiTexcoordTypes[1] = (*a).eType;
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}
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}
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// check whether we have a valid source for the vertex data
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if (0 != cnt) {
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// Position
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aiVector3D vOut;
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if (0xFFFFFFFF != aiPositions[0]) {
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vOut.x = PLY::PropertyInstance::ConvertTo<ai_real>(
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GetProperty(instElement->alProperties, aiPositions[0]).avList.front(), aiTypes[0]);
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}
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if (0xFFFFFFFF != aiPositions[1]) {
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vOut.y = PLY::PropertyInstance::ConvertTo<ai_real>(
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GetProperty(instElement->alProperties, aiPositions[1]).avList.front(), aiTypes[1]);
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}
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if (0xFFFFFFFF != aiPositions[2]) {
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vOut.z = PLY::PropertyInstance::ConvertTo<ai_real>(
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GetProperty(instElement->alProperties, aiPositions[2]).avList.front(), aiTypes[2]);
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}
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// Normals
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aiVector3D nOut;
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bool haveNormal = false;
|
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if (0xFFFFFFFF != aiNormal[0]) {
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nOut.x = PLY::PropertyInstance::ConvertTo<ai_real>(
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GetProperty(instElement->alProperties, aiNormal[0]).avList.front(), aiNormalTypes[0]);
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haveNormal = true;
|
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}
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||||
|
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if (0xFFFFFFFF != aiNormal[1]) {
|
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nOut.y = PLY::PropertyInstance::ConvertTo<ai_real>(
|
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GetProperty(instElement->alProperties, aiNormal[1]).avList.front(), aiNormalTypes[1]);
|
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haveNormal = true;
|
||||
}
|
||||
|
||||
if (0xFFFFFFFF != aiNormal[2]) {
|
||||
nOut.z = PLY::PropertyInstance::ConvertTo<ai_real>(
|
||||
GetProperty(instElement->alProperties, aiNormal[2]).avList.front(), aiNormalTypes[2]);
|
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haveNormal = true;
|
||||
}
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||||
|
||||
//Colors
|
||||
aiColor4D cOut;
|
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bool haveColor = false;
|
||||
if (0xFFFFFFFF != aiColors[0]) {
|
||||
cOut.r = NormalizeColorValue(GetProperty(instElement->alProperties,
|
||||
aiColors[0]).avList.front(), aiColorsTypes[0]);
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||||
haveColor = true;
|
||||
}
|
||||
|
||||
if (0xFFFFFFFF != aiColors[1]) {
|
||||
cOut.g = NormalizeColorValue(GetProperty(instElement->alProperties,
|
||||
aiColors[1]).avList.front(), aiColorsTypes[1]);
|
||||
haveColor = true;
|
||||
}
|
||||
|
||||
if (0xFFFFFFFF != aiColors[2]) {
|
||||
cOut.b = NormalizeColorValue(GetProperty(instElement->alProperties,
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||||
aiColors[2]).avList.front(), aiColorsTypes[2]);
|
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haveColor = true;
|
||||
}
|
||||
|
||||
// assume 1.0 for the alpha channel if it is not set
|
||||
if (0xFFFFFFFF == aiColors[3]) {
|
||||
cOut.a = 1.0;
|
||||
} else {
|
||||
cOut.a = NormalizeColorValue(GetProperty(instElement->alProperties,
|
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aiColors[3]).avList.front(), aiColorsTypes[3]);
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||||
|
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haveColor = true;
|
||||
}
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||||
|
||||
//Texture coordinates
|
||||
aiVector3D tOut;
|
||||
tOut.z = 0;
|
||||
bool haveTextureCoords = false;
|
||||
if (0xFFFFFFFF != aiTexcoord[0]) {
|
||||
tOut.x = PLY::PropertyInstance::ConvertTo<ai_real>(
|
||||
GetProperty(instElement->alProperties, aiTexcoord[0]).avList.front(), aiTexcoordTypes[0]);
|
||||
haveTextureCoords = true;
|
||||
}
|
||||
|
||||
if (0xFFFFFFFF != aiTexcoord[1]) {
|
||||
tOut.y = PLY::PropertyInstance::ConvertTo<ai_real>(
|
||||
GetProperty(instElement->alProperties, aiTexcoord[1]).avList.front(), aiTexcoordTypes[1]);
|
||||
haveTextureCoords = true;
|
||||
}
|
||||
|
||||
//create aiMesh if needed
|
||||
if ( nullptr == mGeneratedMesh ) {
|
||||
mGeneratedMesh = new aiMesh();
|
||||
mGeneratedMesh->mMaterialIndex = 0;
|
||||
}
|
||||
|
||||
if (nullptr == mGeneratedMesh->mVertices) {
|
||||
mGeneratedMesh->mNumVertices = pcElement->NumOccur;
|
||||
mGeneratedMesh->mVertices = new aiVector3D[mGeneratedMesh->mNumVertices];
|
||||
}
|
||||
|
||||
mGeneratedMesh->mVertices[pos] = vOut;
|
||||
|
||||
if (haveNormal) {
|
||||
if (nullptr == mGeneratedMesh->mNormals)
|
||||
mGeneratedMesh->mNormals = new aiVector3D[mGeneratedMesh->mNumVertices];
|
||||
mGeneratedMesh->mNormals[pos] = nOut;
|
||||
}
|
||||
|
||||
if (haveColor) {
|
||||
if (nullptr == mGeneratedMesh->mColors[0])
|
||||
mGeneratedMesh->mColors[0] = new aiColor4D[mGeneratedMesh->mNumVertices];
|
||||
mGeneratedMesh->mColors[0][pos] = cOut;
|
||||
}
|
||||
|
||||
if (haveTextureCoords) {
|
||||
if (nullptr == mGeneratedMesh->mTextureCoords[0]) {
|
||||
mGeneratedMesh->mNumUVComponents[0] = 2;
|
||||
mGeneratedMesh->mTextureCoords[0] = new aiVector3D[mGeneratedMesh->mNumVertices];
|
||||
}
|
||||
mGeneratedMesh->mTextureCoords[0][pos] = tOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Convert a color component to [0...1]
|
||||
ai_real PLYImporter::NormalizeColorValue(PLY::PropertyInstance::ValueUnion val, PLY::EDataType eType) {
|
||||
switch (eType) {
|
||||
case EDT_Float:
|
||||
return val.fFloat;
|
||||
case EDT_Double:
|
||||
return (ai_real)val.fDouble;
|
||||
case EDT_UChar:
|
||||
return (ai_real)val.iUInt / (ai_real)0xFF;
|
||||
case EDT_Char:
|
||||
return (ai_real)(val.iInt + (0xFF / 2)) / (ai_real)0xFF;
|
||||
case EDT_UShort:
|
||||
return (ai_real)val.iUInt / (ai_real)0xFFFF;
|
||||
case EDT_Short:
|
||||
return (ai_real)(val.iInt + (0xFFFF / 2)) / (ai_real)0xFFFF;
|
||||
case EDT_UInt:
|
||||
return (ai_real)val.iUInt / (ai_real)0xFFFF;
|
||||
case EDT_Int:
|
||||
return ((ai_real)val.iInt / (ai_real)0xFF) + 0.5f;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Try to extract proper faces from the PLY DOM
|
||||
void PLYImporter::LoadFace(const PLY::Element* pcElement, const PLY::ElementInstance* instElement,
|
||||
unsigned int pos) {
|
||||
ai_assert(nullptr != pcElement);
|
||||
ai_assert(nullptr != instElement);
|
||||
|
||||
if (mGeneratedMesh == nullptr) {
|
||||
throw DeadlyImportError("Invalid .ply file: Vertices should be declared before faces");
|
||||
}
|
||||
|
||||
bool bOne = false;
|
||||
|
||||
// index of the vertex index list
|
||||
unsigned int iProperty = 0xFFFFFFFF;
|
||||
PLY::EDataType eType = EDT_Char;
|
||||
bool bIsTriStrip = false;
|
||||
|
||||
// index of the material index property
|
||||
//unsigned int iMaterialIndex = 0xFFFFFFFF;
|
||||
//PLY::EDataType eType2 = EDT_Char;
|
||||
|
||||
// texture coordinates
|
||||
unsigned int iTextureCoord = 0xFFFFFFFF;
|
||||
PLY::EDataType eType3 = EDT_Char;
|
||||
|
||||
// face = unique number of vertex indices
|
||||
if (PLY::EEST_Face == pcElement->eSemantic) {
|
||||
unsigned int _a = 0;
|
||||
for (std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
|
||||
a != pcElement->alProperties.end(); ++a, ++_a) {
|
||||
if (PLY::EST_VertexIndex == (*a).Semantic) {
|
||||
// must be a dynamic list!
|
||||
if (!(*a).bIsList) {
|
||||
continue;
|
||||
}
|
||||
|
||||
iProperty = _a;
|
||||
bOne = true;
|
||||
eType = (*a).eType;
|
||||
} else if (PLY::EST_TextureCoordinates == (*a).Semantic) {
|
||||
// must be a dynamic list!
|
||||
if (!(*a).bIsList) {
|
||||
continue;
|
||||
}
|
||||
iTextureCoord = _a;
|
||||
bOne = true;
|
||||
eType3 = (*a).eType;
|
||||
}
|
||||
}
|
||||
}
|
||||
// triangle strip
|
||||
// TODO: triangle strip and material index support???
|
||||
else if (PLY::EEST_TriStrip == pcElement->eSemantic) {
|
||||
unsigned int _a = 0;
|
||||
for (std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
|
||||
a != pcElement->alProperties.end(); ++a, ++_a) {
|
||||
// must be a dynamic list!
|
||||
if (!(*a).bIsList) {
|
||||
continue;
|
||||
}
|
||||
iProperty = _a;
|
||||
bOne = true;
|
||||
bIsTriStrip = true;
|
||||
eType = (*a).eType;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// check whether we have at least one per-face information set
|
||||
if (bOne) {
|
||||
if (mGeneratedMesh->mFaces == nullptr) {
|
||||
mGeneratedMesh->mNumFaces = pcElement->NumOccur;
|
||||
mGeneratedMesh->mFaces = new aiFace[mGeneratedMesh->mNumFaces];
|
||||
}
|
||||
|
||||
if (!bIsTriStrip) {
|
||||
// parse the list of vertex indices
|
||||
if (0xFFFFFFFF != iProperty) {
|
||||
const unsigned int iNum = (unsigned int)GetProperty(instElement->alProperties, iProperty).avList.size();
|
||||
mGeneratedMesh->mFaces[pos].mNumIndices = iNum;
|
||||
mGeneratedMesh->mFaces[pos].mIndices = new unsigned int[iNum];
|
||||
|
||||
std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p =
|
||||
GetProperty(instElement->alProperties, iProperty).avList.begin();
|
||||
|
||||
for (unsigned int a = 0; a < iNum; ++a, ++p) {
|
||||
mGeneratedMesh->mFaces[pos].mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p, eType);
|
||||
}
|
||||
}
|
||||
|
||||
// parse the material index
|
||||
// cannot be handled without processing the whole file first
|
||||
/*if (0xFFFFFFFF != iMaterialIndex)
|
||||
{
|
||||
mGeneratedMesh->mFaces[pos]. = PLY::PropertyInstance::ConvertTo<unsigned int>(
|
||||
GetProperty(instElement->alProperties, iMaterialIndex).avList.front(), eType2);
|
||||
}*/
|
||||
|
||||
if (0xFFFFFFFF != iTextureCoord) {
|
||||
const unsigned int iNum = (unsigned int)GetProperty(instElement->alProperties, iTextureCoord).avList.size();
|
||||
|
||||
//should be 6 coords
|
||||
std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p =
|
||||
GetProperty(instElement->alProperties, iTextureCoord).avList.begin();
|
||||
|
||||
if ((iNum / 3) == 2) // X Y coord
|
||||
{
|
||||
for (unsigned int a = 0; a < iNum; ++a, ++p) {
|
||||
unsigned int vindex = mGeneratedMesh->mFaces[pos].mIndices[a / 2];
|
||||
if (vindex < mGeneratedMesh->mNumVertices) {
|
||||
if (mGeneratedMesh->mTextureCoords[0] == nullptr ) {
|
||||
mGeneratedMesh->mNumUVComponents[0] = 2;
|
||||
mGeneratedMesh->mTextureCoords[0] = new aiVector3D[mGeneratedMesh->mNumVertices];
|
||||
}
|
||||
|
||||
if (a % 2 == 0) {
|
||||
mGeneratedMesh->mTextureCoords[0][vindex].x = PLY::PropertyInstance::ConvertTo<ai_real>(*p, eType3);
|
||||
} else {
|
||||
mGeneratedMesh->mTextureCoords[0][vindex].y = PLY::PropertyInstance::ConvertTo<ai_real>(*p, eType3);
|
||||
}
|
||||
|
||||
mGeneratedMesh->mTextureCoords[0][vindex].z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // triangle strips
|
||||
// normally we have only one triangle strip instance where
|
||||
// a value of -1 indicates a restart of the strip
|
||||
bool flip = false;
|
||||
const std::vector<PLY::PropertyInstance::ValueUnion>& quak = GetProperty(instElement->alProperties, iProperty).avList;
|
||||
//pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u)); //Limits memory consumption
|
||||
|
||||
int aiTable[2] = { -1, -1 };
|
||||
for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator a = quak.begin(); a != quak.end(); ++a) {
|
||||
const int p = PLY::PropertyInstance::ConvertTo<int>(*a, eType);
|
||||
|
||||
if (-1 == p) {
|
||||
// restart the strip ...
|
||||
aiTable[0] = aiTable[1] = -1;
|
||||
flip = false;
|
||||
continue;
|
||||
}
|
||||
if (-1 == aiTable[0]) {
|
||||
aiTable[0] = p;
|
||||
continue;
|
||||
}
|
||||
if (-1 == aiTable[1]) {
|
||||
aiTable[1] = p;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (mGeneratedMesh->mFaces == nullptr) {
|
||||
mGeneratedMesh->mNumFaces = pcElement->NumOccur;
|
||||
mGeneratedMesh->mFaces = new aiFace[mGeneratedMesh->mNumFaces];
|
||||
}
|
||||
|
||||
mGeneratedMesh->mFaces[pos].mNumIndices = 3;
|
||||
mGeneratedMesh->mFaces[pos].mIndices = new unsigned int[3];
|
||||
mGeneratedMesh->mFaces[pos].mIndices[0] = aiTable[0];
|
||||
mGeneratedMesh->mFaces[pos].mIndices[1] = aiTable[1];
|
||||
mGeneratedMesh->mFaces[pos].mIndices[2] = p;
|
||||
|
||||
// every second pass swap the indices.
|
||||
flip = !flip;
|
||||
if ( flip ) {
|
||||
std::swap(mGeneratedMesh->mFaces[pos].mIndices[0], mGeneratedMesh->mFaces[pos].mIndices[1]);
|
||||
}
|
||||
|
||||
aiTable[0] = aiTable[1];
|
||||
aiTable[1] = p;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get a RGBA color in [0...1] range
|
||||
void PLYImporter::GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
|
||||
unsigned int aiPositions[4],
|
||||
PLY::EDataType aiTypes[4],
|
||||
aiColor4D* clrOut)
|
||||
{
|
||||
ai_assert(NULL != clrOut);
|
||||
|
||||
if (0xFFFFFFFF == aiPositions[0])clrOut->r = 0.0f;
|
||||
else
|
||||
{
|
||||
clrOut->r = NormalizeColorValue(GetProperty(avList,
|
||||
aiPositions[0]).avList.front(), aiTypes[0]);
|
||||
}
|
||||
|
||||
if (0xFFFFFFFF == aiPositions[1])clrOut->g = 0.0f;
|
||||
else
|
||||
{
|
||||
clrOut->g = NormalizeColorValue(GetProperty(avList,
|
||||
aiPositions[1]).avList.front(), aiTypes[1]);
|
||||
}
|
||||
|
||||
if (0xFFFFFFFF == aiPositions[2])clrOut->b = 0.0f;
|
||||
else
|
||||
{
|
||||
clrOut->b = NormalizeColorValue(GetProperty(avList,
|
||||
aiPositions[2]).avList.front(), aiTypes[2]);
|
||||
}
|
||||
|
||||
// assume 1.0 for the alpha channel ifit is not set
|
||||
if (0xFFFFFFFF == aiPositions[3])clrOut->a = 1.0f;
|
||||
else
|
||||
{
|
||||
clrOut->a = NormalizeColorValue(GetProperty(avList,
|
||||
aiPositions[3]).avList.front(), aiTypes[3]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Extract a material from the PLY DOM
|
||||
void PLYImporter::LoadMaterial(std::vector<aiMaterial*>* pvOut, std::string &defaultTexture, const bool pointsOnly)
|
||||
{
|
||||
ai_assert(NULL != pvOut);
|
||||
|
||||
// diffuse[4], specular[4], ambient[4]
|
||||
// rgba order
|
||||
unsigned int aaiPositions[3][4] = {
|
||||
|
||||
{ 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF },
|
||||
{ 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF },
|
||||
{ 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF },
|
||||
};
|
||||
|
||||
PLY::EDataType aaiTypes[3][4] = {
|
||||
{ EDT_Char, EDT_Char, EDT_Char, EDT_Char },
|
||||
{ EDT_Char, EDT_Char, EDT_Char, EDT_Char },
|
||||
{ EDT_Char, EDT_Char, EDT_Char, EDT_Char }
|
||||
};
|
||||
PLY::ElementInstanceList* pcList = NULL;
|
||||
|
||||
unsigned int iPhong = 0xFFFFFFFF;
|
||||
PLY::EDataType ePhong = EDT_Char;
|
||||
|
||||
unsigned int iOpacity = 0xFFFFFFFF;
|
||||
PLY::EDataType eOpacity = EDT_Char;
|
||||
|
||||
// search in the DOM for a vertex entry
|
||||
unsigned int _i = 0;
|
||||
for (std::vector<PLY::Element>::const_iterator i = this->pcDOM->alElements.begin();
|
||||
i != this->pcDOM->alElements.end(); ++i, ++_i)
|
||||
{
|
||||
if (PLY::EEST_Material == (*i).eSemantic)
|
||||
{
|
||||
pcList = &this->pcDOM->alElementData[_i];
|
||||
|
||||
// now check whether which coordinate sets are available
|
||||
unsigned int _a = 0;
|
||||
for (std::vector<PLY::Property>::const_iterator
|
||||
a = (*i).alProperties.begin();
|
||||
a != (*i).alProperties.end(); ++a, ++_a)
|
||||
{
|
||||
if ((*a).bIsList)continue;
|
||||
|
||||
// pohng specularity -----------------------------------
|
||||
if (PLY::EST_PhongPower == (*a).Semantic)
|
||||
{
|
||||
iPhong = _a;
|
||||
ePhong = (*a).eType;
|
||||
}
|
||||
|
||||
// general opacity -----------------------------------
|
||||
if (PLY::EST_Opacity == (*a).Semantic)
|
||||
{
|
||||
iOpacity = _a;
|
||||
eOpacity = (*a).eType;
|
||||
}
|
||||
|
||||
// diffuse color channels -----------------------------------
|
||||
if (PLY::EST_DiffuseRed == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[0][0] = _a;
|
||||
aaiTypes[0][0] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_DiffuseGreen == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[0][1] = _a;
|
||||
aaiTypes[0][1] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_DiffuseBlue == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[0][2] = _a;
|
||||
aaiTypes[0][2] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[0][3] = _a;
|
||||
aaiTypes[0][3] = (*a).eType;
|
||||
}
|
||||
// specular color channels -----------------------------------
|
||||
else if (PLY::EST_SpecularRed == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[1][0] = _a;
|
||||
aaiTypes[1][0] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_SpecularGreen == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[1][1] = _a;
|
||||
aaiTypes[1][1] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_SpecularBlue == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[1][2] = _a;
|
||||
aaiTypes[1][2] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_SpecularAlpha == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[1][3] = _a;
|
||||
aaiTypes[1][3] = (*a).eType;
|
||||
}
|
||||
// ambient color channels -----------------------------------
|
||||
else if (PLY::EST_AmbientRed == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[2][0] = _a;
|
||||
aaiTypes[2][0] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_AmbientGreen == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[2][1] = _a;
|
||||
aaiTypes[2][1] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_AmbientBlue == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[2][2] = _a;
|
||||
aaiTypes[2][2] = (*a).eType;
|
||||
}
|
||||
else if (PLY::EST_AmbientAlpha == (*a).Semantic)
|
||||
{
|
||||
aaiPositions[2][3] = _a;
|
||||
aaiTypes[2][3] = (*a).eType;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
else if (PLY::EEST_TextureFile == (*i).eSemantic)
|
||||
{
|
||||
defaultTexture = (*i).szName;
|
||||
}
|
||||
}
|
||||
// check whether we have a valid source for the material data
|
||||
if (NULL != pcList) {
|
||||
for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin(); i != pcList->alInstances.end(); ++i) {
|
||||
aiColor4D clrOut;
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
|
||||
// build the diffuse material color
|
||||
GetMaterialColor((*i).alProperties, aaiPositions[0], aaiTypes[0], &clrOut);
|
||||
pcHelper->AddProperty<aiColor4D>(&clrOut, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
|
||||
// build the specular material color
|
||||
GetMaterialColor((*i).alProperties, aaiPositions[1], aaiTypes[1], &clrOut);
|
||||
pcHelper->AddProperty<aiColor4D>(&clrOut, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
// build the ambient material color
|
||||
GetMaterialColor((*i).alProperties, aaiPositions[2], aaiTypes[2], &clrOut);
|
||||
pcHelper->AddProperty<aiColor4D>(&clrOut, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
// handle phong power and shading mode
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
if (0xFFFFFFFF != iPhong) {
|
||||
ai_real fSpec = PLY::PropertyInstance::ConvertTo<ai_real>(GetProperty((*i).alProperties, iPhong).avList.front(), ePhong);
|
||||
|
||||
// if shininess is 0 (and the pow() calculation would therefore always
|
||||
// become 1, not depending on the angle), use gouraud lighting
|
||||
if (fSpec) {
|
||||
// scale this with 15 ... hopefully this is correct
|
||||
fSpec *= 15;
|
||||
pcHelper->AddProperty<ai_real>(&fSpec, 1, AI_MATKEY_SHININESS);
|
||||
|
||||
iMode = (int)aiShadingMode_Phong;
|
||||
}
|
||||
}
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// handle opacity
|
||||
if (0xFFFFFFFF != iOpacity) {
|
||||
ai_real fOpacity = PLY::PropertyInstance::ConvertTo<ai_real>(GetProperty((*i).alProperties, iPhong).avList.front(), eOpacity);
|
||||
pcHelper->AddProperty<ai_real>(&fOpacity, 1, AI_MATKEY_OPACITY);
|
||||
}
|
||||
|
||||
// The face order is absolutely undefined for PLY, so we have to
|
||||
// use two-sided rendering to be sure it's ok.
|
||||
const int two_sided = 1;
|
||||
pcHelper->AddProperty(&two_sided, 1, AI_MATKEY_TWOSIDED);
|
||||
|
||||
//default texture
|
||||
if (!defaultTexture.empty())
|
||||
{
|
||||
const aiString name(defaultTexture.c_str());
|
||||
pcHelper->AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0);
|
||||
}
|
||||
|
||||
if (!pointsOnly)
|
||||
{
|
||||
const int two_sided = 1;
|
||||
pcHelper->AddProperty(&two_sided, 1, AI_MATKEY_TWOSIDED);
|
||||
}
|
||||
|
||||
//set to wireframe, so when using this material info we can switch to points rendering
|
||||
if (pointsOnly)
|
||||
{
|
||||
const int wireframe = 1;
|
||||
pcHelper->AddProperty(&wireframe, 1, AI_MATKEY_ENABLE_WIREFRAME);
|
||||
}
|
||||
|
||||
// add the newly created material instance to the list
|
||||
pvOut->push_back(pcHelper);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// generate a default material
|
||||
aiMaterial* pcHelper = new aiMaterial();
|
||||
|
||||
// fill in a default material
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
//generate white material most 3D engine just multiply ambient / diffuse color with actual ambient / light color
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
// The face order is absolutely undefined for PLY, so we have to
|
||||
// use two-sided rendering to be sure it's ok.
|
||||
if (!pointsOnly)
|
||||
{
|
||||
const int two_sided = 1;
|
||||
pcHelper->AddProperty(&two_sided, 1, AI_MATKEY_TWOSIDED);
|
||||
}
|
||||
|
||||
//default texture
|
||||
if (!defaultTexture.empty())
|
||||
{
|
||||
const aiString name(defaultTexture.c_str());
|
||||
pcHelper->AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0);
|
||||
}
|
||||
|
||||
//set to wireframe, so when using this material info we can switch to points rendering
|
||||
if (pointsOnly)
|
||||
{
|
||||
const int wireframe = 1;
|
||||
pcHelper->AddProperty(&wireframe, 1, AI_MATKEY_ENABLE_WIREFRAME);
|
||||
}
|
||||
|
||||
pvOut->push_back(pcHelper);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER
|
||||
Loading…
Add table
Add a link
Reference in a new issue