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-rw-r--r--src/3rdparty/assimp/code/ACLoader.cpp1539
1 files changed, 790 insertions, 749 deletions
diff --git a/src/3rdparty/assimp/code/ACLoader.cpp b/src/3rdparty/assimp/code/ACLoader.cpp
index 687e9acc4..c040d6bbd 100644
--- a/src/3rdparty/assimp/code/ACLoader.cpp
+++ b/src/3rdparty/assimp/code/ACLoader.cpp
@@ -4,12 +4,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -26,23 +26,23 @@ conditions are met:
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the AC3D importer class */
-#include "AssimpPCH.h"
+
#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
@@ -51,816 +51,857 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "Subdivision.h"
+#include "Importer.h"
+#include "BaseImporter.h"
+#include <assimp/Importer.hpp>
+#include <assimp/light.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+#include <assimp/config.h>
+#include <assimp/IOSystem.hpp>
+#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
- "AC3D Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "ac acc ac3d"
+ "AC3D Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ac acc ac3d"
};
// ------------------------------------------------------------------------------------------------
// skip to the next token
#define AI_AC_SKIP_TO_NEXT_TOKEN() \
- if (!SkipSpaces(&buffer)) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
- continue; \
- }
+ if (!SkipSpaces(&buffer)) \
+ { \
+ DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
+ continue; \
+ }
// ------------------------------------------------------------------------------------------------
// read a string (may be enclosed in double quotation marks). buffer must point to "
#define AI_AC_GET_STRING(out) \
- ++buffer; \
- const char* sz = buffer; \
- while ('\"' != *buffer) \
- { \
- if (IsLineEnd( *buffer )) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
- out = "ERROR"; \
- break; \
- } \
- ++buffer; \
- } \
- if (IsLineEnd( *buffer ))continue; \
- out = std::string(sz,(unsigned int)(buffer-sz)); \
- ++buffer;
+ if (*buffer == '\0') { \
+ throw DeadlyImportError("AC3D: Unexpected EOF in string"); \
+ } \
+ ++buffer; \
+ const char* sz = buffer; \
+ while ('\"' != *buffer) \
+ { \
+ if (IsLineEnd( *buffer )) \
+ { \
+ DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
+ out = "ERROR"; \
+ break; \
+ } \
+ ++buffer; \
+ } \
+ if (IsLineEnd( *buffer ))continue; \
+ out = std::string(sz,(unsigned int)(buffer-sz)); \
+ ++buffer;
// ------------------------------------------------------------------------------------------------
-// read 1 to n floats prefixed with an optional predefined identifier
+// read 1 to n floats prefixed with an optional predefined identifier
#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
- AI_AC_SKIP_TO_NEXT_TOKEN(); \
- if (name_length) \
- { \
- if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
- continue; \
- } \
- buffer += name_length+1; \
- } \
- for (unsigned int i = 0; i < num;++i) \
- { \
- AI_AC_SKIP_TO_NEXT_TOKEN(); \
- buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
- }
+ AI_AC_SKIP_TO_NEXT_TOKEN(); \
+ if (name_length) \
+ { \
+ if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
+ { \
+ DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
+ continue; \
+ } \
+ buffer += name_length+1; \
+ } \
+ for (unsigned int i = 0; i < num;++i) \
+ { \
+ AI_AC_SKIP_TO_NEXT_TOKEN(); \
+ buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
+ }
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
AC3DImporter::AC3DImporter()
+ : buffer(),
+ configSplitBFCull(),
+ configEvalSubdivision(),
+ mNumMeshes(),
+ mLights(),
+ lights(),
+ groups(),
+ polys(),
+ worlds()
{
- // nothing to be done here
+ // nothing to be done here
}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
AC3DImporter::~AC3DImporter()
{
- // nothing to be done here
+ // nothing to be done here
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- std::string extension = GetExtension(pFile);
-
- // fixme: are acc and ac3d *really* used? Some sources say they are
- if(extension == "ac" || extension == "ac3d" || extension == "acc") {
- return true;
- }
- if (!extension.length() || checkSig) {
- uint32_t token = AI_MAKE_MAGIC("AC3D");
- return CheckMagicToken(pIOHandler,pFile,&token,1,0);
- }
- return false;
+ std::string extension = GetExtension(pFile);
+
+ // fixme: are acc and ac3d *really* used? Some sources say they are
+ if(extension == "ac" || extension == "ac3d" || extension == "acc") {
+ return true;
+ }
+ if (!extension.length() || checkSig) {
+ uint32_t token = AI_MAKE_MAGIC("AC3D");
+ return CheckMagicToken(pIOHandler,pFile,&token,1,0);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc* AC3DImporter::GetInfo () const
{
- return &desc;
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Get a pointer to the next line from the file
bool AC3DImporter::GetNextLine( )
{
- SkipLine(&buffer);
- return SkipSpaces(&buffer);
+ SkipLine(&buffer);
+ return SkipSpaces(&buffer);
}
// ------------------------------------------------------------------------------------------------
// Parse an object section in an AC file
void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
{
- if (!TokenMatch(buffer,"OBJECT",6))
- return;
-
- SkipSpaces(&buffer);
-
- ++mNumMeshes;
-
- objects.push_back(Object());
- Object& obj = objects.back();
-
- aiLight* light = NULL;
- if (!ASSIMP_strincmp(buffer,"light",5))
- {
- // This is a light source. Add it to the list
- mLights->push_back(light = new aiLight());
-
- // Return a point light with no attenuation
- light->mType = aiLightSource_POINT;
- light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
- light->mAttenuationConstant = 1.f;
-
- // Generate a default name for both the light source and the node
- // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
- light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
- obj.name = std::string( light->mName.data );
-
- DefaultLogger::get()->debug("AC3D: Light source encountered");
- obj.type = Object::Light;
- }
- else if (!ASSIMP_strincmp(buffer,"group",5))
- {
- obj.type = Object::Group;
- }
- else if (!ASSIMP_strincmp(buffer,"world",5))
- {
- obj.type = Object::World;
- }
- else obj.type = Object::Poly;
- while (GetNextLine())
- {
- if (TokenMatch(buffer,"kids",4))
- {
- SkipSpaces(&buffer);
- unsigned int num = strtoul10(buffer,&buffer);
- GetNextLine();
- if (num)
- {
- // load the children of this object recursively
- obj.children.reserve(num);
- for (unsigned int i = 0; i < num; ++i)
- LoadObjectSection(obj.children);
- }
- return;
- }
- else if (TokenMatch(buffer,"name",4))
- {
- SkipSpaces(&buffer);
- AI_AC_GET_STRING(obj.name);
-
- // If this is a light source, we'll also need to store
- // the name of the node in it.
- if (light)
- {
- light->mName.Set(obj.name);
- }
- }
- else if (TokenMatch(buffer,"texture",7))
- {
- SkipSpaces(&buffer);
- AI_AC_GET_STRING(obj.texture);
- }
- else if (TokenMatch(buffer,"texrep",6))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
- if (!obj.texRepeat.x || !obj.texRepeat.y)
- obj.texRepeat = aiVector2D (1.f,1.f);
- }
- else if (TokenMatch(buffer,"texoff",6))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
- }
- else if (TokenMatch(buffer,"rot",3))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
- }
- else if (TokenMatch(buffer,"loc",3))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
- }
- else if (TokenMatch(buffer,"subdiv",6))
- {
- SkipSpaces(&buffer);
- obj.subDiv = strtoul10(buffer,&buffer);
- }
- else if (TokenMatch(buffer,"crease",6))
- {
- SkipSpaces(&buffer);
- obj.crease = fast_atof(buffer);
- }
- else if (TokenMatch(buffer,"numvert",7))
- {
- SkipSpaces(&buffer);
-
- unsigned int t = strtoul10(buffer,&buffer);
- obj.vertices.reserve(t);
- for (unsigned int i = 0; i < t;++i)
- {
- if (!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
- break;
- }
- else if (!IsNumeric(*buffer))
- {
- DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
- --buffer; // make sure the line is processed a second time
- break;
- }
- obj.vertices.push_back(aiVector3D());
- aiVector3D& v = obj.vertices.back();
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
- }
- }
- else if (TokenMatch(buffer,"numsurf",7))
- {
- SkipSpaces(&buffer);
-
- bool Q3DWorkAround = false;
-
- const unsigned int t = strtoul10(buffer,&buffer);
- obj.surfaces.reserve(t);
- for (unsigned int i = 0; i < t;++i)
- {
- GetNextLine();
- if (!TokenMatch(buffer,"SURF",4))
- {
- // FIX: this can occur for some files - Quick 3D for
- // example writes no surf chunks
- if (!Q3DWorkAround)
- {
- DefaultLogger::get()->warn("AC3D: SURF token was expected");
- DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
- }
- --buffer; // make sure the line is processed a second time
- // break; --- see fix notes above
-
- Q3DWorkAround = true;
- }
- SkipSpaces(&buffer);
- obj.surfaces.push_back(Surface());
- Surface& surf = obj.surfaces.back();
- surf.flags = strtoul_cppstyle(buffer);
-
- while (1)
- {
- if(!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete");
- break;
- }
- if (TokenMatch(buffer,"mat",3))
- {
- SkipSpaces(&buffer);
- surf.mat = strtoul10(buffer);
- }
- else if (TokenMatch(buffer,"refs",4))
- {
- // --- see fix notes above
- if (Q3DWorkAround)
- {
- if (!surf.entries.empty())
- {
- buffer -= 6;
- break;
- }
- }
-
- SkipSpaces(&buffer);
- const unsigned int m = strtoul10(buffer);
- surf.entries.reserve(m);
-
- obj.numRefs += m;
-
- for (unsigned int k = 0; k < m; ++k)
- {
- if(!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
- break;
- }
- surf.entries.push_back(Surface::SurfaceEntry());
- Surface::SurfaceEntry& entry = surf.entries.back();
-
- entry.first = strtoul10(buffer,&buffer);
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
- }
- }
- else
- {
-
- --buffer; // make sure the line is processed a second time
- break;
- }
- }
- }
- }
- }
- DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
+ if (!TokenMatch(buffer,"OBJECT",6))
+ return;
+
+ SkipSpaces(&buffer);
+
+ ++mNumMeshes;
+
+ objects.push_back(Object());
+ Object& obj = objects.back();
+
+ aiLight* light = NULL;
+ if (!ASSIMP_strincmp(buffer,"light",5))
+ {
+ // This is a light source. Add it to the list
+ mLights->push_back(light = new aiLight());
+
+ // Return a point light with no attenuation
+ light->mType = aiLightSource_POINT;
+ light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
+ light->mAttenuationConstant = 1.f;
+
+ // Generate a default name for both the light source and the node
+ // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
+ light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
+ obj.name = std::string( light->mName.data );
+
+ DefaultLogger::get()->debug("AC3D: Light source encountered");
+ obj.type = Object::Light;
+ }
+ else if (!ASSIMP_strincmp(buffer,"group",5))
+ {
+ obj.type = Object::Group;
+ }
+ else if (!ASSIMP_strincmp(buffer,"world",5))
+ {
+ obj.type = Object::World;
+ }
+ else obj.type = Object::Poly;
+ while (GetNextLine())
+ {
+ if (TokenMatch(buffer,"kids",4))
+ {
+ SkipSpaces(&buffer);
+ unsigned int num = strtoul10(buffer,&buffer);
+ GetNextLine();
+ if (num)
+ {
+ // load the children of this object recursively
+ obj.children.reserve(num);
+ for (unsigned int i = 0; i < num; ++i)
+ LoadObjectSection(obj.children);
+ }
+ return;
+ }
+ else if (TokenMatch(buffer,"name",4))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_GET_STRING(obj.name);
+
+ // If this is a light source, we'll also need to store
+ // the name of the node in it.
+ if (light)
+ {
+ light->mName.Set(obj.name);
+ }
+ }
+ else if (TokenMatch(buffer,"texture",7))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_GET_STRING(obj.texture);
+ }
+ else if (TokenMatch(buffer,"texrep",6))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
+ if (!obj.texRepeat.x || !obj.texRepeat.y)
+ obj.texRepeat = aiVector2D (1.f,1.f);
+ }
+ else if (TokenMatch(buffer,"texoff",6))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
+ }
+ else if (TokenMatch(buffer,"rot",3))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
+ }
+ else if (TokenMatch(buffer,"loc",3))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
+ }
+ else if (TokenMatch(buffer,"subdiv",6))
+ {
+ SkipSpaces(&buffer);
+ obj.subDiv = strtoul10(buffer,&buffer);
+ }
+ else if (TokenMatch(buffer,"crease",6))
+ {
+ SkipSpaces(&buffer);
+ obj.crease = fast_atof(buffer);
+ }
+ else if (TokenMatch(buffer,"numvert",7))
+ {
+ SkipSpaces(&buffer);
+
+ unsigned int t = strtoul10(buffer,&buffer);
+ if (t >= AI_MAX_ALLOC(aiVector3D)) {
+ throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
+ }
+ obj.vertices.reserve(t);
+ for (unsigned int i = 0; i < t;++i)
+ {
+ if (!GetNextLine())
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
+ break;
+ }
+ else if (!IsNumeric(*buffer))
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
+ --buffer; // make sure the line is processed a second time
+ break;
+ }
+ obj.vertices.push_back(aiVector3D());
+ aiVector3D& v = obj.vertices.back();
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
+ }
+ }
+ else if (TokenMatch(buffer,"numsurf",7))
+ {
+ SkipSpaces(&buffer);
+
+ bool Q3DWorkAround = false;
+
+ const unsigned int t = strtoul10(buffer,&buffer);
+ obj.surfaces.reserve(t);
+ for (unsigned int i = 0; i < t;++i)
+ {
+ GetNextLine();
+ if (!TokenMatch(buffer,"SURF",4))
+ {
+ // FIX: this can occur for some files - Quick 3D for
+ // example writes no surf chunks
+ if (!Q3DWorkAround)
+ {
+ DefaultLogger::get()->warn("AC3D: SURF token was expected");
+ DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
+ }
+ --buffer; // make sure the line is processed a second time
+ // break; --- see fix notes above
+
+ Q3DWorkAround = true;
+ }
+ SkipSpaces(&buffer);
+ obj.surfaces.push_back(Surface());
+ Surface& surf = obj.surfaces.back();
+ surf.flags = strtoul_cppstyle(buffer);
+
+ while (1)
+ {
+ if(!GetNextLine())
+ {
+ throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
+ }
+ if (TokenMatch(buffer,"mat",3))
+ {
+ SkipSpaces(&buffer);
+ surf.mat = strtoul10(buffer);
+ }
+ else if (TokenMatch(buffer,"refs",4))
+ {
+ // --- see fix notes above
+ if (Q3DWorkAround)
+ {
+ if (!surf.entries.empty())
+ {
+ buffer -= 6;
+ break;
+ }
+ }
+
+ SkipSpaces(&buffer);
+ const unsigned int m = strtoul10(buffer);
+ surf.entries.reserve(m);
+
+ obj.numRefs += m;
+
+ for (unsigned int k = 0; k < m; ++k)
+ {
+ if(!GetNextLine())
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
+ break;
+ }
+ surf.entries.push_back(Surface::SurfaceEntry());
+ Surface::SurfaceEntry& entry = surf.entries.back();
+
+ entry.first = strtoul10(buffer,&buffer);
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
+ }
+ }
+ else
+ {
+
+ --buffer; // make sure the line is processed a second time
+ break;
+ }
+ }
+ }
+ }
+ }
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
}
// ------------------------------------------------------------------------------------------------
// Convert a material from AC3DImporter::Material to aiMaterial
void AC3DImporter::ConvertMaterial(const Object& object,
- const Material& matSrc,
- aiMaterial& matDest)
+ const Material& matSrc,
+ aiMaterial& matDest)
{
- aiString s;
-
- if (matSrc.name.length())
- {
- s.Set(matSrc.name);
- matDest.AddProperty(&s,AI_MATKEY_NAME);
- }
- if (object.texture.length())
- {
- s.Set(object.texture);
- matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- // UV transformation
- if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
- object.texOffset.x || object.texOffset.y)
- {
- aiUVTransform transform;
- transform.mScaling = object.texRepeat;
- transform.mTranslation = object.texOffset;
- matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
- }
- }
-
- matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
- matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
- matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
- matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
-
- int n;
- if (matSrc.shin)
- {
- n = aiShadingMode_Phong;
- matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
- }
- else n = aiShadingMode_Gouraud;
- matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
-
- float f = 1.f - matSrc.trans;
- matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
+ aiString s;
+
+ if (matSrc.name.length())
+ {
+ s.Set(matSrc.name);
+ matDest.AddProperty(&s,AI_MATKEY_NAME);
+ }
+ if (object.texture.length())
+ {
+ s.Set(object.texture);
+ matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ // UV transformation
+ if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
+ object.texOffset.x || object.texOffset.y)
+ {
+ aiUVTransform transform;
+ transform.mScaling = object.texRepeat;
+ transform.mTranslation = object.texOffset;
+ matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
+ }
+ }
+
+ matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
+ matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
+ matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
+ matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
+
+ int n;
+ if (matSrc.shin)
+ {
+ n = aiShadingMode_Phong;
+ matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
+ }
+ else n = aiShadingMode_Gouraud;
+ matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
+
+ float f = 1.f - matSrc.trans;
+ matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
}
// ------------------------------------------------------------------------------------------------
// Converts the loaded data to the internal verbose representation
aiNode* AC3DImporter::ConvertObjectSection(Object& object,
- std::vector<aiMesh*>& meshes,
- std::vector<aiMaterial*>& outMaterials,
- const std::vector<Material>& materials,
- aiNode* parent)
+ std::vector<aiMesh*>& meshes,
+ std::vector<aiMaterial*>& outMaterials,
+ const std::vector<Material>& materials,
+ aiNode* parent)
{
- aiNode* node = new aiNode();
- node->mParent = parent;
- if (object.vertices.size())
- {
- if (!object.surfaces.size() || !object.numRefs)
- {
- /* " An object with 7 vertices (no surfaces, no materials defined).
- This is a good way of getting point data into AC3D.
- The Vertex->create convex-surface/object can be used on these
- vertices to 'wrap' a 3d shape around them "
- (http://www.opencity.info/html/ac3dfileformat.html)
-
- therefore: if no surfaces are defined return point data only
- */
-
- DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
- "a point list is returned");
-
- meshes.push_back(new aiMesh());
- aiMesh* mesh = meshes.back();
-
- mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
- aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
- aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-
- for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
- {
- *verts = object.vertices[i];
- faces->mNumIndices = 1;
- faces->mIndices = new unsigned int[1];
- faces->mIndices[0] = i;
- }
-
- // use the primary material in this case. this should be the
- // default material if all objects of the file contain points
- // and no faces.
- mesh->mMaterialIndex = 0;
- outMaterials.push_back(new aiMaterial());
- ConvertMaterial(object, materials[0], *outMaterials.back());
- }
- else
- {
- // need to generate one or more meshes for this object.
- // find out how many different materials we have
- typedef std::pair< unsigned int, unsigned int > IntPair;
- typedef std::vector< IntPair > MatTable;
- MatTable needMat(materials.size(),IntPair(0,0));
-
- std::vector<Surface>::iterator it,end = object.surfaces.end();
- std::vector<Surface::SurfaceEntry>::iterator it2,end2;
-
- for (it = object.surfaces.begin(); it != end; ++it)
- {
- unsigned int idx = (*it).mat;
- if (idx >= needMat.size())
- {
- DefaultLogger::get()->error("AC3D: material index is out of range");
- idx = 0;
- }
- if ((*it).entries.empty())
- {
- DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
- }
-
- // validate all vertex indices to make sure we won't crash here
- for (it2 = (*it).entries.begin(),
- end2 = (*it).entries.end(); it2 != end2; ++it2)
- {
- if ((*it2).first >= object.vertices.size())
- {
- DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
- (*it2).first = 0;
- }
- }
-
- if (!needMat[idx].first)++node->mNumMeshes;
-
- switch ((*it).flags & 0xf)
- {
- // closed line
- case 0x1:
-
- needMat[idx].first += (unsigned int)(*it).entries.size();
- needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
- break;
-
- // unclosed line
- case 0x2:
-
- needMat[idx].first += (unsigned int)(*it).entries.size()-1;
- needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
- break;
-
- // 0 == polygon, else unknown
- default:
-
- if ((*it).flags & 0xf)
- {
- DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
- (*it).flags &= ~(0xf);
- }
-
- // the number of faces increments by one, the number
- // of vertices by surface.numref.
- needMat[idx].first++;
- needMat[idx].second += (unsigned int)(*it).entries.size();
- };
- }
- unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
- unsigned int mat = 0;
- const size_t oldm = meshes.size();
- for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
- cit != cend; ++cit, ++mat)
- {
- if (!(*cit).first)continue;
-
- // allocate a new aiMesh object
- *pip++ = (unsigned int)meshes.size();
- aiMesh* mesh = new aiMesh();
- meshes.push_back(mesh);
-
- mesh->mMaterialIndex = (unsigned int)outMaterials.size();
- outMaterials.push_back(new aiMaterial());
- ConvertMaterial(object, materials[mat], *outMaterials.back());
-
- // allocate storage for vertices and normals
- mesh->mNumFaces = (*cit).first;
- aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
-
- mesh->mNumVertices = (*cit).second;
- aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- unsigned int cur = 0;
-
- // allocate UV coordinates, but only if the texture name for the
- // surface is not empty
- aiVector3D* uv = NULL;
- if(object.texture.length())
- {
- uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- mesh->mNumUVComponents[0] = 2;
- }
-
- for (it = object.surfaces.begin(); it != end; ++it)
- {
- if (mat == (*it).mat)
- {
- const Surface& src = *it;
-
- // closed polygon
- unsigned int type = (*it).flags & 0xf;
- if (!type)
- {
- aiFace& face = *faces++;
- if((face.mNumIndices = (unsigned int)src.entries.size()))
- {
- face.mIndices = new unsigned int[face.mNumIndices];
- for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
- {
- const Surface::SurfaceEntry& entry = src.entries[i];
- face.mIndices[i] = cur++;
-
- // copy vertex positions
- *vertices = object.vertices[entry.first] + object.translation;
-
-
- // copy texture coordinates
- if (uv)
- {
- uv->x = entry.second.x;
- uv->y = entry.second.y;
- ++uv;
- }
- }
- }
- }
- else
- {
-
- it2 = (*it).entries.begin();
-
- // either a closed or an unclosed line
- unsigned int tmp = (unsigned int)(*it).entries.size();
- if (0x2 == type)--tmp;
- for (unsigned int m = 0; m < tmp;++m)
- {
- aiFace& face = *faces++;
-
- face.mNumIndices = 2;
- face.mIndices = new unsigned int[2];
- face.mIndices[0] = cur++;
- face.mIndices[1] = cur++;
-
- // copy vertex positions
- *vertices++ = object.vertices[(*it2).first];
-
- // copy texture coordinates
- if (uv)
- {
- uv->x = (*it2).second.x;
- uv->y = (*it2).second.y;
- ++uv;
- }
-
-
- if (0x1 == type && tmp-1 == m)
- {
- // if this is a closed line repeat its beginning now
- it2 = (*it).entries.begin();
- }
- else ++it2;
-
- // second point
- *vertices++ = object.vertices[(*it2).first];
-
- if (uv)
- {
- uv->x = (*it2).second.x;
- uv->y = (*it2).second.y;
- ++uv;
- }
- }
- }
- }
- }
- }
-
- // Now apply catmull clark subdivision if necessary. We split meshes into
- // materials which is not done by AC3D during smoothing, so we need to
- // collect all meshes using the same material group.
- if (object.subDiv) {
- if (configEvalSubdivision) {
- boost::scoped_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
- DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
-
- std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
- div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
- std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
-
- // previous meshes are deleted vy Subdivide().
- }
- else {
- DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
- +object.name);
- }
- }
- }
- }
-
- if (object.name.length())
- node->mName.Set(object.name);
- else
- {
- // generate a name depending on the type of the node
- switch (object.type)
- {
- case Object::Group:
- node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++);
- break;
- case Object::Poly:
- node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++);
- break;
- case Object::Light:
- node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++);
- break;
-
- // there shouldn't be more than one world, but we don't care
- case Object::World:
- node->mName.length = ::sprintf(node->mName.data,"ACWorld_%i",worlds++);
- break;
- }
- }
-
-
- // setup the local transformation matrix of the object
- // compute the transformation offset to the parent node
- node->mTransformation = aiMatrix4x4 ( object.rotation );
-
- if (object.type == Object::Group || !object.numRefs)
- {
- node->mTransformation.a4 = object.translation.x;
- node->mTransformation.b4 = object.translation.y;
- node->mTransformation.c4 = object.translation.z;
- }
-
- // add children to the object
- if (object.children.size())
- {
- node->mNumChildren = (unsigned int)object.children.size();
- node->mChildren = new aiNode*[node->mNumChildren];
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- {
- node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
- }
- }
-
- return node;
+ aiNode* node = new aiNode();
+ node->mParent = parent;
+ if (object.vertices.size())
+ {
+ if (!object.surfaces.size() || !object.numRefs)
+ {
+ /* " An object with 7 vertices (no surfaces, no materials defined).
+ This is a good way of getting point data into AC3D.
+ The Vertex->create convex-surface/object can be used on these
+ vertices to 'wrap' a 3d shape around them "
+ (http://www.opencity.info/html/ac3dfileformat.html)
+
+ therefore: if no surfaces are defined return point data only
+ */
+
+ DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
+ "a point list is returned");
+
+ meshes.push_back(new aiMesh());
+ aiMesh* mesh = meshes.back();
+
+ mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
+ aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+ aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+
+ for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
+ {
+ *verts = object.vertices[i];
+ faces->mNumIndices = 1;
+ faces->mIndices = new unsigned int[1];
+ faces->mIndices[0] = i;
+ }
+
+ // use the primary material in this case. this should be the
+ // default material if all objects of the file contain points
+ // and no faces.
+ mesh->mMaterialIndex = 0;
+ outMaterials.push_back(new aiMaterial());
+ ConvertMaterial(object, materials[0], *outMaterials.back());
+ }
+ else
+ {
+ // need to generate one or more meshes for this object.
+ // find out how many different materials we have
+ typedef std::pair< unsigned int, unsigned int > IntPair;
+ typedef std::vector< IntPair > MatTable;
+ MatTable needMat(materials.size(),IntPair(0,0));
+
+ std::vector<Surface>::iterator it,end = object.surfaces.end();
+ std::vector<Surface::SurfaceEntry>::iterator it2,end2;
+
+ for (it = object.surfaces.begin(); it != end; ++it)
+ {
+ unsigned int idx = (*it).mat;
+ if (idx >= needMat.size())
+ {
+ DefaultLogger::get()->error("AC3D: material index is out of range");
+ idx = 0;
+ }
+ if ((*it).entries.empty())
+ {
+ DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
+ }
+
+ // validate all vertex indices to make sure we won't crash here
+ for (it2 = (*it).entries.begin(),
+ end2 = (*it).entries.end(); it2 != end2; ++it2)
+ {
+ if ((*it2).first >= object.vertices.size())
+ {
+ DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
+ (*it2).first = 0;
+ }
+ }
+
+ if (!needMat[idx].first)++node->mNumMeshes;
+
+ switch ((*it).flags & 0xf)
+ {
+ // closed line
+ case 0x1:
+
+ needMat[idx].first += (unsigned int)(*it).entries.size();
+ needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
+ break;
+
+ // unclosed line
+ case 0x2:
+
+ needMat[idx].first += (unsigned int)(*it).entries.size()-1;
+ needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
+ break;
+
+ // 0 == polygon, else unknown
+ default:
+
+ if ((*it).flags & 0xf)
+ {
+ DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
+ (*it).flags &= ~(0xf);
+ }
+
+ // the number of faces increments by one, the number
+ // of vertices by surface.numref.
+ needMat[idx].first++;
+ needMat[idx].second += (unsigned int)(*it).entries.size();
+ };
+ }
+ unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
+ unsigned int mat = 0;
+ const size_t oldm = meshes.size();
+ for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
+ cit != cend; ++cit, ++mat)
+ {
+ if (!(*cit).first)continue;
+
+ // allocate a new aiMesh object
+ *pip++ = (unsigned int)meshes.size();
+ aiMesh* mesh = new aiMesh();
+ meshes.push_back(mesh);
+
+ mesh->mMaterialIndex = (unsigned int)outMaterials.size();
+ outMaterials.push_back(new aiMaterial());
+ ConvertMaterial(object, materials[mat], *outMaterials.back());
+
+ // allocate storage for vertices and normals
+ mesh->mNumFaces = (*cit).first;
+ if (mesh->mNumFaces == 0) {
+ throw DeadlyImportError("AC3D: No faces");
+ } else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
+ throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
+ }
+ aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ mesh->mNumVertices = (*cit).second;
+ if (mesh->mNumVertices == 0) {
+ throw DeadlyImportError("AC3D: No vertices");
+ } else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
+ throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
+ }
+ aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ unsigned int cur = 0;
+
+ // allocate UV coordinates, but only if the texture name for the
+ // surface is not empty
+ aiVector3D* uv = NULL;
+ if(object.texture.length())
+ {
+ uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ mesh->mNumUVComponents[0] = 2;
+ }
+
+ for (it = object.surfaces.begin(); it != end; ++it)
+ {
+ if (mat == (*it).mat)
+ {
+ const Surface& src = *it;
+
+ // closed polygon
+ unsigned int type = (*it).flags & 0xf;
+ if (!type)
+ {
+ aiFace& face = *faces++;
+ if((face.mNumIndices = (unsigned int)src.entries.size()))
+ {
+ face.mIndices = new unsigned int[face.mNumIndices];
+ for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
+ {
+ const Surface::SurfaceEntry& entry = src.entries[i];
+ face.mIndices[i] = cur++;
+
+ // copy vertex positions
+ if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
+ throw DeadlyImportError("AC3D: Invalid number of vertices");
+ }
+ *vertices = object.vertices[entry.first] + object.translation;
+
+
+ // copy texture coordinates
+ if (uv)
+ {
+ uv->x = entry.second.x;
+ uv->y = entry.second.y;
+ ++uv;
+ }
+ }
+ }
+ }
+ else
+ {
+
+ it2 = (*it).entries.begin();
+
+ // either a closed or an unclosed line
+ unsigned int tmp = (unsigned int)(*it).entries.size();
+ if (0x2 == type)--tmp;
+ for (unsigned int m = 0; m < tmp;++m)
+ {
+ aiFace& face = *faces++;
+
+ face.mNumIndices = 2;
+ face.mIndices = new unsigned int[2];
+ face.mIndices[0] = cur++;
+ face.mIndices[1] = cur++;
+
+ // copy vertex positions
+ if (it2 == (*it).entries.end() ) {
+ throw DeadlyImportError("AC3D: Bad line");
+ }
+ ai_assert((*it2).first < object.vertices.size());
+ *vertices++ = object.vertices[(*it2).first];
+
+ // copy texture coordinates
+ if (uv)
+ {
+ uv->x = (*it2).second.x;
+ uv->y = (*it2).second.y;
+ ++uv;
+ }
+
+
+ if (0x1 == type && tmp-1 == m)
+ {
+ // if this is a closed line repeat its beginning now
+ it2 = (*it).entries.begin();
+ }
+ else ++it2;
+
+ // second point
+ *vertices++ = object.vertices[(*it2).first];
+
+ if (uv)
+ {
+ uv->x = (*it2).second.x;
+ uv->y = (*it2).second.y;
+ ++uv;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // Now apply catmull clark subdivision if necessary. We split meshes into
+ // materials which is not done by AC3D during smoothing, so we need to
+ // collect all meshes using the same material group.
+ if (object.subDiv) {
+ if (configEvalSubdivision) {
+ std::unique_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
+ DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
+
+ std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
+ div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
+ std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
+
+ // previous meshes are deleted vy Subdivide().
+ }
+ else {
+ DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
+ +object.name);
+ }
+ }
+ }
+ }
+
+ if (object.name.length())
+ node->mName.Set(object.name);
+ else
+ {
+ // generate a name depending on the type of the node
+ switch (object.type)
+ {
+ case Object::Group:
+ node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++);
+ break;
+ case Object::Poly:
+ node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
+ break;
+ case Object::Light:
+ node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
+ break;
+
+ // there shouldn't be more than one world, but we don't care
+ case Object::World:
+ node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i",worlds++);
+ break;
+ }
+ }
+
+
+ // setup the local transformation matrix of the object
+ // compute the transformation offset to the parent node
+ node->mTransformation = aiMatrix4x4 ( object.rotation );
+
+ if (object.type == Object::Group || !object.numRefs)
+ {
+ node->mTransformation.a4 = object.translation.x;
+ node->mTransformation.b4 = object.translation.y;
+ node->mTransformation.c4 = object.translation.z;
+ }
+
+ // add children to the object
+ if (object.children.size())
+ {
+ node->mNumChildren = (unsigned int)object.children.size();
+ node->mChildren = new aiNode*[node->mNumChildren];
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ {
+ node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
+ }
+ }
+
+ return node;
}
// ------------------------------------------------------------------------------------------------
void AC3DImporter::SetupProperties(const Importer* pImp)
{
- configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
- configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
+ configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
+ configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void AC3DImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void AC3DImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if( file.get() == NULL)
- throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
-
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
-
- buffer = &mBuffer2[0];
- mNumMeshes = 0;
-
- lights = polys = worlds = groups = 0;
-
- if (::strncmp(buffer,"AC3D",4)) {
- throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
- }
-
- // print the file format version to the console
- unsigned int version = HexDigitToDecimal( buffer[4] );
- char msg[3];
- ASSIMP_itoa10(msg,3,version);
- DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
-
- std::vector<Material> materials;
- materials.reserve(5);
-
- std::vector<Object> rootObjects;
- rootObjects.reserve(5);
-
- std::vector<aiLight*> lights;
- mLights = & lights;
-
- while (GetNextLine())
- {
- if (TokenMatch(buffer,"MATERIAL",8))
- {
- materials.push_back(Material());
- Material& mat = materials.back();
-
- // manually parse the material ... sscanf would use the buldin atof ...
- // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
-
- AI_AC_SKIP_TO_NEXT_TOKEN();
- if ('\"' == *buffer)
- {
- AI_AC_GET_STRING(mat.name);
- AI_AC_SKIP_TO_NEXT_TOKEN();
- }
-
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
- }
- LoadObjectSection(rootObjects);
- }
-
- if (rootObjects.empty() || !mNumMeshes)
- {
- throw DeadlyImportError("AC3D: No meshes have been loaded");
- }
- if (materials.empty())
- {
- DefaultLogger::get()->warn("AC3D: No material has been found");
- materials.push_back(Material());
- }
-
- mNumMeshes += (mNumMeshes>>2u) + 1;
- std::vector<aiMesh*> meshes;
- meshes.reserve(mNumMeshes);
-
- std::vector<aiMaterial*> omaterials;
- materials.reserve(mNumMeshes);
-
- // generate a dummy root if there are multiple objects on the top layer
- Object* root;
- if (1 == rootObjects.size())
- root = &rootObjects[0];
- else
- {
- root = new Object();
- }
-
- // now convert the imported stuff to our output data structure
- pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
- if (1 != rootObjects.size())delete root;
-
- if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
- pScene->mRootNode->mName.Set("<AC3DWorld>");
-
- // copy meshes
- if (meshes.empty())
- {
- throw DeadlyImportError("An unknown error occured during converting");
- }
- pScene->mNumMeshes = (unsigned int)meshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
-
- // copy materials
- pScene->mNumMaterials = (unsigned int)omaterials.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
-
- // copy lights
- pScene->mNumLights = (unsigned int)lights.size();
- if (lights.size())
- {
- pScene->mLights = new aiLight*[lights.size()];
- ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
- }
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+
+ buffer = &mBuffer2[0];
+ mNumMeshes = 0;
+
+ lights = polys = worlds = groups = 0;
+
+ if (::strncmp(buffer,"AC3D",4)) {
+ throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
+ }
+
+ // print the file format version to the console
+ unsigned int version = HexDigitToDecimal( buffer[4] );
+ char msg[3];
+ ASSIMP_itoa10(msg,3,version);
+ DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
+
+ std::vector<Material> materials;
+ materials.reserve(5);
+
+ std::vector<Object> rootObjects;
+ rootObjects.reserve(5);
+
+ std::vector<aiLight*> lights;
+ mLights = & lights;
+
+ while (GetNextLine())
+ {
+ if (TokenMatch(buffer,"MATERIAL",8))
+ {
+ materials.push_back(Material());
+ Material& mat = materials.back();
+
+ // manually parse the material ... sscanf would use the buldin atof ...
+ // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
+
+ AI_AC_SKIP_TO_NEXT_TOKEN();
+ if ('\"' == *buffer)
+ {
+ AI_AC_GET_STRING(mat.name);
+ AI_AC_SKIP_TO_NEXT_TOKEN();
+ }
+
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
+ }
+ LoadObjectSection(rootObjects);
+ }
+
+ if (rootObjects.empty() || !mNumMeshes)
+ {
+ throw DeadlyImportError("AC3D: No meshes have been loaded");
+ }
+ if (materials.empty())
+ {
+ DefaultLogger::get()->warn("AC3D: No material has been found");
+ materials.push_back(Material());
+ }
+
+ mNumMeshes += (mNumMeshes>>2u) + 1;
+ std::vector<aiMesh*> meshes;
+ meshes.reserve(mNumMeshes);
+
+ std::vector<aiMaterial*> omaterials;
+ materials.reserve(mNumMeshes);
+
+ // generate a dummy root if there are multiple objects on the top layer
+ Object* root;
+ if (1 == rootObjects.size())
+ root = &rootObjects[0];
+ else
+ {
+ root = new Object();
+ }
+
+ // now convert the imported stuff to our output data structure
+ pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
+ if (1 != rootObjects.size())delete root;
+
+ if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
+ pScene->mRootNode->mName.Set("<AC3DWorld>");
+
+ // copy meshes
+ if (meshes.empty())
+ {
+ throw DeadlyImportError("An unknown error occurred during converting");
+ }
+ pScene->mNumMeshes = (unsigned int)meshes.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
+
+ // copy materials
+ pScene->mNumMaterials = (unsigned int)omaterials.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
+
+ // copy lights
+ pScene->mNumLights = (unsigned int)lights.size();
+ if (lights.size())
+ {
+ pScene->mLights = new aiLight*[lights.size()];
+ ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
+ }
}
#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER