mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
780 lines
28 KiB
C++
780 lines
28 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, 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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#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
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#include "ObjFileImporter.h"
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#include "ObjFileParser.h"
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#include "ObjFileData.h"
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#include <assimp/IOStreamBuffer.h>
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#include <memory>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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static const aiImporterDesc desc = {
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"Wavefront Object Importer",
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"",
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"",
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"surfaces not supported",
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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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"obj"
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};
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static const unsigned int ObjMinSize = 16;
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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ObjFileImporter::ObjFileImporter()
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: m_Buffer()
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, m_pRootObject( nullptr )
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, m_strAbsPath( std::string(1, DefaultIOSystem().getOsSeparator()) ) {}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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ObjFileImporter::~ObjFileImporter() {
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delete m_pRootObject;
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m_pRootObject = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an obj file.
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bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const {
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if(!checkSig) {
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//Check File Extension
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return SimpleExtensionCheck(pFile,"obj");
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} else {
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// Check file Header
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static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9, 200, false, true );
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* ObjFileImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Obj-file import implementation
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void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
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// Read file into memory
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static const std::string mode = "rb";
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std::unique_ptr<IOStream> fileStream( pIOHandler->Open( file, mode));
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if( !fileStream.get() ) {
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throw DeadlyImportError( "Failed to open file " + file + "." );
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}
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// Get the file-size and validate it, throwing an exception when fails
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size_t fileSize = fileStream->FileSize();
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if( fileSize < ObjMinSize ) {
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throw DeadlyImportError( "OBJ-file is too small.");
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}
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IOStreamBuffer<char> streamedBuffer;
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streamedBuffer.open( fileStream.get() );
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// Allocate buffer and read file into it
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//TextFileToBuffer( fileStream.get(),m_Buffer);
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// Get the model name
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std::string modelName, folderName;
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std::string::size_type pos = file.find_last_of( "\\/" );
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if ( pos != std::string::npos ) {
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modelName = file.substr(pos+1, file.size() - pos - 1);
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folderName = file.substr( 0, pos );
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if ( !folderName.empty() ) {
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pIOHandler->PushDirectory( folderName );
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}
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} else {
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modelName = file;
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}
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// parse the file into a temporary representation
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ObjFileParser parser( streamedBuffer, modelName, pIOHandler, m_progress, file);
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// And create the proper return structures out of it
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CreateDataFromImport(parser.GetModel(), pScene);
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streamedBuffer.close();
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// Clean up allocated storage for the next import
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m_Buffer.clear();
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// Pop directory stack
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if ( pIOHandler->StackSize() > 0 ) {
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pIOHandler->PopDirectory();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Create the data from parsed obj-file
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void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene) {
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if( 0L == pModel ) {
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return;
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}
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// Create the root node of the scene
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pScene->mRootNode = new aiNode;
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if ( !pModel->m_ModelName.empty() ) {
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// Set the name of the scene
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pScene->mRootNode->mName.Set(pModel->m_ModelName);
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} else {
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// This is a fatal error, so break down the application
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ai_assert(false);
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}
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if (!pModel->m_Objects.empty()) {
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unsigned int meshCount = 0;
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unsigned int childCount = 0;
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for (auto object : pModel->m_Objects) {
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if(object) {
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++childCount;
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meshCount += (unsigned int)object->m_Meshes.size();
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}
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}
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// Allocate space for the child nodes on the root node
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pScene->mRootNode->mChildren = new aiNode*[ childCount ];
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// Create nodes for the whole scene
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std::vector<aiMesh*> MeshArray;
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MeshArray.reserve(meshCount);
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for (size_t index = 0; index < pModel->m_Objects.size(); ++index) {
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createNodes(pModel, pModel->m_Objects[index], pScene->mRootNode, pScene, MeshArray);
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}
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ai_assert(pScene->mRootNode->mNumChildren == childCount);
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0) {
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pScene->mMeshes = new aiMesh*[MeshArray.size()];
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for (size_t index = 0; index < MeshArray.size(); ++index) {
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pScene->mMeshes[index] = MeshArray[index];
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}
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}
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// Create all materials
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createMaterials(pModel, pScene);
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}else {
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if (pModel->m_Vertices.empty()){
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return;
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}
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std::unique_ptr<aiMesh> mesh( new aiMesh );
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mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
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unsigned int n = (unsigned int)pModel->m_Vertices.size();
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mesh->mNumVertices = n;
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mesh->mVertices = new aiVector3D[n];
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memcpy(mesh->mVertices, pModel->m_Vertices.data(), n*sizeof(aiVector3D) );
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if ( !pModel->m_Normals.empty() ) {
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mesh->mNormals = new aiVector3D[n];
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if (pModel->m_Normals.size() < n) {
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throw DeadlyImportError("OBJ: vertex normal index out of range");
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}
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memcpy(mesh->mNormals, pModel->m_Normals.data(), n*sizeof(aiVector3D));
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}
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if ( !pModel->m_VertexColors.empty() ){
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mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
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for (unsigned int i = 0; i < n; ++i) {
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if (i < pModel->m_VertexColors.size() ) {
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const aiVector3D& color = pModel->m_VertexColors[i];
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mesh->mColors[0][i] = aiColor4D(color.x, color.y, color.z, 1.0);
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}else {
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throw DeadlyImportError("OBJ: vertex color index out of range");
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}
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}
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}
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMeshes = new aiMesh*[1];
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pScene->mNumMeshes = 1;
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pScene->mMeshes[0] = mesh.release();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all nodes of the model
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aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
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aiNode *pParent, aiScene* pScene,
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std::vector<aiMesh*> &MeshArray )
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{
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ai_assert( NULL != pModel );
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if( NULL == pObject ) {
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return NULL;
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}
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// Store older mesh size to be able to computes mesh offsets for new mesh instances
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const size_t oldMeshSize = MeshArray.size();
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aiNode *pNode = new aiNode;
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pNode->mName = pObject->m_strObjName;
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// If we have a parent node, store it
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ai_assert( NULL != pParent );
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appendChildToParentNode( pParent, pNode );
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for ( size_t i=0; i< pObject->m_Meshes.size(); ++i ) {
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unsigned int meshId = pObject->m_Meshes[ i ];
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aiMesh *pMesh = createTopology( pModel, pObject, meshId );
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if( pMesh ) {
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if (pMesh->mNumFaces > 0) {
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MeshArray.push_back( pMesh );
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} else {
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delete pMesh;
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}
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}
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}
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// Create all nodes from the sub-objects stored in the current object
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if ( !pObject->m_SubObjects.empty() ) {
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size_t numChilds = pObject->m_SubObjects.size();
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pNode->mNumChildren = static_cast<unsigned int>( numChilds );
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pNode->mChildren = new aiNode*[ numChilds ];
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[ 1 ];
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}
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// Set mesh instances into scene- and node-instances
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const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
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if ( meshSizeDiff > 0 ) {
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pNode->mMeshes = new unsigned int[ meshSizeDiff ];
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pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
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size_t index = 0;
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for (size_t i = oldMeshSize; i < MeshArray.size(); ++i ) {
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pNode->mMeshes[ index ] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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++index;
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}
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}
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Create topology data
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aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int meshIndex ) {
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// Checking preconditions
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ai_assert( NULL != pModel );
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if( NULL == pData ) {
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return NULL;
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}
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// Create faces
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ meshIndex ];
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if( !pObjMesh ) {
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return NULL;
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}
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if( pObjMesh->m_Faces.empty() ) {
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return NULL;
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}
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std::unique_ptr<aiMesh> pMesh(new aiMesh);
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if( !pObjMesh->m_name.empty() ) {
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pMesh->mName.Set( pObjMesh->m_name );
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}
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
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{
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ObjFile::Face *const inp = pObjMesh->m_Faces[ index ];
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ai_assert( NULL != inp );
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size() - 1);
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pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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} else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size());
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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} else {
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++pMesh->mNumFaces;
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if (inp->m_vertices.size() > 3) {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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} else {
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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}
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}
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}
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unsigned int uiIdxCount( 0u );
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if ( pMesh->mNumFaces > 0 ) {
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial ) {
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pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
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}
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unsigned int outIndex( 0 );
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// Copy all data from all stored meshes
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for (auto& face : pObjMesh->m_Faces) {
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ObjFile::Face* const inp = face;
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if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
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for(size_t i = 0; i < inp->m_vertices.size() - 1; ++i) {
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aiFace& f = pMesh->mFaces[ outIndex++ ];
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uiIdxCount += f.mNumIndices = 2;
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f.mIndices = new unsigned int[2];
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}
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continue;
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}
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else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
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for(size_t i = 0; i < inp->m_vertices.size(); ++i) {
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aiFace& f = pMesh->mFaces[ outIndex++ ];
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uiIdxCount += f.mNumIndices = 1;
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f.mIndices = new unsigned int[1];
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}
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continue;
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}
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aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
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const unsigned int uiNumIndices = (unsigned int) face->m_vertices.size();
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uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
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if (pFace->mNumIndices > 0) {
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pFace->mIndices = new unsigned int[ uiNumIndices ];
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}
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}
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, meshIndex, pMesh.get(), uiIdxCount);
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return pMesh.release();
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a vertex array
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void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex,
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aiMesh* pMesh,
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unsigned int numIndices) {
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// Checking preconditions
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ai_assert( NULL != pCurrentObject );
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// Break, if no faces are stored in object
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if ( pCurrentObject->m_Meshes.empty() )
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return;
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// Get current mesh
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1 ) {
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return;
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}
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// Copy vertices of this mesh instance
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pMesh->mNumVertices = numIndices;
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if (pMesh->mNumVertices == 0) {
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throw DeadlyImportError( "OBJ: no vertices" );
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} else if (pMesh->mNumVertices > AI_MAX_VERTICES) {
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throw DeadlyImportError( "OBJ: Too many vertices" );
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}
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for normal vectors
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if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for vertex-color vectors
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if ( !pModel->m_VertexColors.empty() )
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pMesh->mColors[0] = new aiColor4D[ pMesh->mNumVertices ];
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// Allocate buffer for texture coordinates
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if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
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{
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pMesh->mNumUVComponents[ 0 ] = pModel->m_TextureCoordDim;
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
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}
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// Copy vertices, normals and textures into aiMesh instance
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bool normalsok = true, uvok = true;
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unsigned int newIndex = 0, outIndex = 0;
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for (auto sourceFace : pObjMesh->m_Faces) {
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// Copy all index arrays
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for (size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < sourceFace->m_vertices.size(); vertexIndex++ ) {
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const unsigned int vertex = sourceFace->m_vertices.at(vertexIndex );
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if ( vertex >= pModel->m_Vertices.size() ) {
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throw DeadlyImportError( "OBJ: vertex index out of range" );
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}
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if ( pMesh->mNumVertices <= newIndex ) {
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throw DeadlyImportError("OBJ: bad vertex index");
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}
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pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
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// Copy all normals
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if ( normalsok && !pModel->m_Normals.empty() && vertexIndex < sourceFace->m_normals.size()) {
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const unsigned int normal = sourceFace->m_normals.at(vertexIndex );
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if ( normal >= pModel->m_Normals.size() )
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{
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normalsok = false;
|
|
}
|
|
else
|
|
{
|
|
pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
|
|
}
|
|
}
|
|
|
|
// Copy all vertex colors
|
|
if ( !pModel->m_VertexColors.empty())
|
|
{
|
|
const aiVector3D& color = pModel->m_VertexColors[ vertex ];
|
|
pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0);
|
|
}
|
|
|
|
// Copy all texture coordinates
|
|
if ( uvok && !pModel->m_TextureCoord.empty() && vertexIndex < sourceFace->m_texturCoords.size())
|
|
{
|
|
const unsigned int tex = sourceFace->m_texturCoords.at(vertexIndex );
|
|
|
|
if ( tex >= pModel->m_TextureCoord.size() )
|
|
{
|
|
uvok = false;
|
|
}
|
|
else
|
|
{
|
|
const aiVector3D &coord3d = pModel->m_TextureCoord[ tex ];
|
|
pMesh->mTextureCoords[ 0 ][ newIndex ] = aiVector3D( coord3d.x, coord3d.y, coord3d.z );
|
|
}
|
|
}
|
|
|
|
// Get destination face
|
|
aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
|
|
|
|
const bool last = (vertexIndex == sourceFace->m_vertices.size() - 1 );
|
|
if (sourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
|
|
pDestFace->mIndices[ outVertexIndex ] = newIndex;
|
|
outVertexIndex++;
|
|
}
|
|
|
|
if (sourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
|
|
outIndex++;
|
|
outVertexIndex = 0;
|
|
} else if (sourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
|
|
outVertexIndex = 0;
|
|
|
|
if(!last)
|
|
outIndex++;
|
|
|
|
if (vertexIndex) {
|
|
if(!last) {
|
|
pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
|
|
if (!sourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
|
|
pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
|
|
}
|
|
if ( !pModel->m_TextureCoord.empty() ) {
|
|
for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ ) {
|
|
pMesh->mTextureCoords[ i ][ newIndex+1 ] = pMesh->mTextureCoords[ i ][ newIndex ];
|
|
}
|
|
}
|
|
++newIndex;
|
|
}
|
|
|
|
pDestFace[-1].mIndices[1] = newIndex;
|
|
}
|
|
}
|
|
else if (last) {
|
|
outIndex++;
|
|
}
|
|
++newIndex;
|
|
}
|
|
}
|
|
|
|
if (!normalsok)
|
|
{
|
|
delete [] pMesh->mNormals;
|
|
pMesh->mNormals = nullptr;
|
|
}
|
|
|
|
if (!uvok)
|
|
{
|
|
delete [] pMesh->mTextureCoords[0];
|
|
pMesh->mTextureCoords[0] = nullptr;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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 (auto object: rObjects)
|
|
{
|
|
if (!object->m_SubObjects.empty())
|
|
{
|
|
countObjects(object->m_SubObjects, iNumMeshes);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Add clamp mode property to material if necessary
|
|
void ObjFileImporter::addTextureMappingModeProperty( aiMaterial* mat, aiTextureType type, int clampMode, int index) {
|
|
if ( nullptr == mat ) {
|
|
return;
|
|
}
|
|
|
|
mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_U( type, index ) );
|
|
mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_V( type, index ) );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Creates the material
|
|
void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene ) {
|
|
if ( NULL == pScene ) {
|
|
return;
|
|
}
|
|
|
|
const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
|
|
pScene->mNumMaterials = 0;
|
|
if ( pModel->m_MaterialLib.empty() ) {
|
|
ASSIMP_LOG_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;
|
|
ASSIMP_LOG_ERROR("OBJ: unexpected illumination model (0-2 recognized)");
|
|
}
|
|
|
|
mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// Adding material colors
|
|
mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
|
|
mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
|
|
mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
|
|
mat->AddProperty( &pCurrentMaterial->emissive, 1, AI_MATKEY_COLOR_EMISSIVE );
|
|
mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
|
|
mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
|
|
mat->AddProperty( &pCurrentMaterial->transparent,1,AI_MATKEY_COLOR_TRANSPARENT);
|
|
|
|
// Adding refraction index
|
|
mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
|
|
|
|
// Adding textures
|
|
const int uvwIndex = 0;
|
|
|
|
if ( 0 != pCurrentMaterial->texture.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_DIFFUSE(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDiffuseType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureAmbient.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_AMBIENT(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureAmbientType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_AMBIENT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureEmissive.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureEmissive, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_EMISSIVE(0) );
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureSpecular.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_SPECULAR(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_SPECULAR);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureBump.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_HEIGHT(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureBumpType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_HEIGHT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureNormal.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureNormal, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_NORMALS(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureNormalType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_NORMALS);
|
|
}
|
|
}
|
|
|
|
if( 0 != pCurrentMaterial->textureReflection[0].length )
|
|
{
|
|
ObjFile::Material::TextureType type = 0 != pCurrentMaterial->textureReflection[1].length ?
|
|
ObjFile::Material::TextureReflectionCubeTopType :
|
|
ObjFile::Material::TextureReflectionSphereType;
|
|
|
|
unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
|
|
for( unsigned i = 0; i < count; i++ )
|
|
{
|
|
mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_REFLECTION(i) );
|
|
|
|
if(pCurrentMaterial->clamp[type])
|
|
addTextureMappingModeProperty(mat, aiTextureType_REFLECTION, 1, i);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureDisp.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0) );
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_DISPLACEMENT(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureDispType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_DISPLACEMENT);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureOpacity.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_OPACITY(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureOpacityType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_OPACITY);
|
|
}
|
|
}
|
|
|
|
if ( 0 != pCurrentMaterial->textureSpecularity.length )
|
|
{
|
|
mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
|
|
mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_SHININESS(0) );
|
|
if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularityType])
|
|
{
|
|
addTextureMappingModeProperty(mat, aiTextureType_SHININESS);
|
|
}
|
|
}
|
|
|
|
// Store material property info in material array in scene
|
|
pScene->mMaterials[ pScene->mNumMaterials ] = mat;
|
|
pScene->mNumMaterials++;
|
|
}
|
|
|
|
// Test number of created materials.
|
|
ai_assert( pScene->mNumMaterials == numMaterials );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Appends this node to the parent node
|
|
void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild)
|
|
{
|
|
// Checking preconditions
|
|
ai_assert( NULL != pParent );
|
|
ai_assert( NULL != pChild );
|
|
|
|
// Assign parent to child
|
|
pChild->mParent = pParent;
|
|
|
|
// Copy node instances into parent node
|
|
pParent->mNumChildren++;
|
|
pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
} // Namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER
|