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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2017, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
-copyright notice, this list of conditions and the
-following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-copyright notice, this list of conditions and the
-following disclaimer in the documentation and/or other
-materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-contributors may be used to endorse or promote products
-derived from this software without specific prior
-written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/// \file AMFImporter_Postprocess.cpp
-/// \brief Convert built scenegraph and objects to Assimp scenegraph.
-/// \date 2016
-/// \author smal.root@gmail.com
-
-#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
-
-#include "AMFImporter.hpp"
-
-// Header files, Assimp.
-#include <assimp/SceneCombiner.h>
-#include "StandardShapes.h"
-#include "StringUtils.h"
-
-// Header files, stdlib.
-#include <iterator>
-
-namespace Assimp
-{
-
-aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const
-{
- aiColor4D tcol;
-
- // Check if stored data are supported.
- if(Composition.size() != 0)
- {
- throw DeadlyImportError("IME. GetColor for composition");
- }
- else if(Color->Composed)
- {
- throw DeadlyImportError("IME. GetColor, composed color");
- }
- else
- {
- tcol = Color->Color;
- }
-
- // Check if default color must be used
- if((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0))
- {
- tcol.r = 0.5f;
- tcol.g = 0.5f;
- tcol.b = 0.5f;
- tcol.a = 1;
- }
-
- return tcol;
-}
-
-void AMFImporter::PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
- std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const
-{
- CAMFImporter_NodeElement_Vertices* vn = nullptr;
- size_t col_idx;
-
- // All data stored in "vertices", search for it.
- for(CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
- {
- if(ne_child->Type == CAMFImporter_NodeElement::ENET_Vertices) vn = (CAMFImporter_NodeElement_Vertices*)ne_child;
- }
-
- // If "vertices" not found then no work for us.
- if(vn == nullptr) return;
-
- pVertexCoordinateArray.reserve(vn->Child.size());// all coordinates stored as child and we need to reserve space for future push_back's.
- pVertexColorArray.resize(vn->Child.size());// colors count equal vertices count.
- col_idx = 0;
- // Inside vertices collect all data and place to arrays
- for(CAMFImporter_NodeElement* vn_child: vn->Child)
- {
- // vertices, colors
- if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
- {
- // by default clear color for current vertex
- pVertexColorArray[col_idx] = nullptr;
-
- for(CAMFImporter_NodeElement* vtx: vn_child->Child)
- {
- if(vtx->Type == CAMFImporter_NodeElement::ENET_Coordinates)
- {
- pVertexCoordinateArray.push_back(((CAMFImporter_NodeElement_Coordinates*)vtx)->Coordinate);
-
- continue;
- }
-
- if(vtx->Type == CAMFImporter_NodeElement::ENET_Color)
- {
- pVertexColorArray[col_idx] = (CAMFImporter_NodeElement_Color*)vtx;
-
- continue;
- }
- }// for(CAMFImporter_NodeElement* vtx: vn_child->Child)
-
- col_idx++;
- }// if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
- }// for(CAMFImporter_NodeElement* vn_child: vn->Child)
-}
-
-size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B,
- const std::string& pID_A)
-{
- size_t TextureConverted_Index;
- std::string TextureConverted_ID;
-
- // check input data
- if(pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty())
- throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
-
- // Create ID
- TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A;
- // Check if texture specified by set of IDs is converted already.
- TextureConverted_Index = 0;
- for(const SPP_Texture& tex_convd: mTexture_Converted)
- {
- if(tex_convd.ID == TextureConverted_ID)
- return TextureConverted_Index;
- else
- TextureConverted_Index++;
- }
-
- //
- // Converted texture not found, create it.
- //
- CAMFImporter_NodeElement_Texture* src_texture[4]{nullptr};
- std::vector<CAMFImporter_NodeElement_Texture*> src_texture_4check;
- SPP_Texture converted_texture;
-
- {// find all specified source textures
- CAMFImporter_NodeElement* t_tex;
-
- // R
- if(!pID_R.empty())
- {
- if(!Find_NodeElement(pID_R, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R);
-
- src_texture[0] = (CAMFImporter_NodeElement_Texture*)t_tex;
- src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
- }
- else
- {
- src_texture[0] = nullptr;
- }
-
- // G
- if(!pID_G.empty())
- {
- if(!Find_NodeElement(pID_G, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G);
-
- src_texture[1] = (CAMFImporter_NodeElement_Texture*)t_tex;
- src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
- }
- else
- {
- src_texture[1] = nullptr;
- }
-
- // B
- if(!pID_B.empty())
- {
- if(!Find_NodeElement(pID_B, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B);
-
- src_texture[2] = (CAMFImporter_NodeElement_Texture*)t_tex;
- src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
- }
- else
- {
- src_texture[2] = nullptr;
- }
-
- // A
- if(!pID_A.empty())
- {
- if(!Find_NodeElement(pID_A, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A);
-
- src_texture[3] = (CAMFImporter_NodeElement_Texture*)t_tex;
- src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
- }
- else
- {
- src_texture[3] = nullptr;
- }
- }// END: find all specified source textures
-
- // check that all textures has same size
- if(src_texture_4check.size() > 1)
- {
- for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
- {
- if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
- (src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth))
- {
- throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
- }
- }
- }// if(src_texture_4check.size() > 1)
-
- // set texture attributes
- converted_texture.Width = src_texture_4check[0]->Width;
- converted_texture.Height = src_texture_4check[0]->Height;
- converted_texture.Depth = src_texture_4check[0]->Depth;
- // if one of source texture is tiled then converted texture is tiled too.
- converted_texture.Tiled = false;
- for(uint8_t i = 0; i < src_texture_4check.size(); i++) converted_texture.Tiled |= src_texture_4check[i]->Tiled;
-
- // Create format hint.
- strcpy(converted_texture.FormatHint, "rgba0000");// copy initial string.
- if(!pID_R.empty()) converted_texture.FormatHint[4] = '8';
- if(!pID_G.empty()) converted_texture.FormatHint[5] = '8';
- if(!pID_B.empty()) converted_texture.FormatHint[6] = '8';
- if(!pID_A.empty()) converted_texture.FormatHint[7] = '8';
-
- //
- // Сopy data of textures.
- //
- size_t tex_size = 0;
- size_t step = 0;
- size_t off_g = 0;
- size_t off_b = 0;
-
- // Calculate size of the target array and rule how data will be copied.
- if(!pID_R.empty() && nullptr != src_texture[ 0 ] ) {
- tex_size += src_texture[0]->Data.size(); step++, off_g++, off_b++;
- }
- if(!pID_G.empty() && nullptr != src_texture[ 1 ] ) {
- tex_size += src_texture[1]->Data.size(); step++, off_b++;
- }
- if(!pID_B.empty() && nullptr != src_texture[ 2 ] ) {
- tex_size += src_texture[2]->Data.size(); step++;
- }
- if(!pID_A.empty() && nullptr != src_texture[ 3 ] ) {
- tex_size += src_texture[3]->Data.size(); step++;
- }
-
- // Create target array.
- converted_texture.Data = new uint8_t[tex_size];
- // And copy data
- auto CopyTextureData = [&](const std::string& pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
- {
- if(!pID.empty())
- {
- for(size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) {
- CAMFImporter_NodeElement_Texture* tex = src_texture[pSrcTexNum];
- ai_assert(tex);
- converted_texture.Data[idx_target] = tex->Data.at(idx_src);
- }
- }
- };// auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
-
- CopyTextureData(pID_R, 0, step, 0);
- CopyTextureData(pID_G, off_g, step, 1);
- CopyTextureData(pID_B, off_b, step, 2);
- CopyTextureData(pID_A, step - 1, step, 3);
-
- // Store new converted texture ID
- converted_texture.ID = TextureConverted_ID;
- // Store new converted texture
- mTexture_Converted.push_back(converted_texture);
-
- return TextureConverted_Index;
-}
-
-void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated)
-{
- auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap* pTexMap1, const CAMFImporter_NodeElement_TexMap* pTexMap2) -> bool
- {
- if((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
- if(pTexMap1 == nullptr) return false;
- if(pTexMap2 == nullptr) return false;
-
- if(pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
- if(pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
- if(pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
- if(pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
-
- return true;
- };
-
- pOutputList_Separated.clear();
- if(pInputList.size() == 0) return;
-
- do
- {
- SComplexFace face_start = pInputList.front();
- std::list<SComplexFace> face_list_cur;
-
- for(std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;)
- {
- if(texmap_is_equal(face_start.TexMap, it->TexMap))
- {
- auto it_old = it;
-
- it++;
- face_list_cur.push_back(*it_old);
- pInputList.erase(it_old);
- }
- else
- {
- it++;
- }
- }
-
- if(face_list_cur.size() > 0) pOutputList_Separated.push_back(face_list_cur);
-
- } while(pInputList.size() > 0);
-}
-
-void AMFImporter::Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& metadataList, aiNode& sceneNode) const
-{
- if ( !metadataList.empty() )
- {
- if(sceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
-
- // copy collected metadata to output node.
- sceneNode.mMetaData = aiMetadata::Alloc( static_cast<unsigned int>(metadataList.size()) );
- size_t meta_idx( 0 );
-
- for(const CAMFImporter_NodeElement_Metadata& metadata: metadataList)
- {
- sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata.Type, aiString(metadata.Value));
- }
- }// if(!metadataList.empty())
-}
-
-void AMFImporter::Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode)
-{
-CAMFImporter_NodeElement_Color* object_color = nullptr;
-
- // create new aiNode and set name as <object> has.
- *pSceneNode = new aiNode;
- (*pSceneNode)->mName = pNodeElement.ID;
- // read mesh and color
- for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
- {
- std::vector<aiVector3D> vertex_arr;
- std::vector<CAMFImporter_NodeElement_Color*> color_arr;
-
- // color for object
- if(ne_child->Type == CAMFImporter_NodeElement::ENET_Color) object_color = (CAMFImporter_NodeElement_Color*)ne_child;
-
- if(ne_child->Type == CAMFImporter_NodeElement::ENET_Mesh)
- {
- // Create arrays from children of mesh: vertices.
- PostprocessHelper_CreateMeshDataArray(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr);
- // Use this arrays as a source when creating every aiMesh
- Postprocess_BuildMeshSet(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
- }
- }// for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
-}
-
-void AMFImporter::Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
- const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray,
- const CAMFImporter_NodeElement_Color* pObjectColor, std::list<aiMesh*>& pMeshList, aiNode& pSceneNode)
-{
-std::list<unsigned int> mesh_idx;
-
- // all data stored in "volume", search for it.
- for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
- {
- const CAMFImporter_NodeElement_Color* ne_volume_color = nullptr;
- const SPP_Material* cur_mat = nullptr;
-
- if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
- {
- /******************* Get faces *******************/
- const CAMFImporter_NodeElement_Volume* ne_volume = reinterpret_cast<const CAMFImporter_NodeElement_Volume*>(ne_child);
-
- std::list<SComplexFace> complex_faces_list;// List of the faces of the volume.
- std::list<std::list<SComplexFace> > complex_faces_toplist;// List of the face list for every mesh.
-
- // check if volume use material
- if(!ne_volume->MaterialID.empty())
- {
- if(!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID);
- }
-
- // inside "volume" collect all data and place to arrays or create new objects
- for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
- {
- // color for volume
- if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Color)
- {
- ne_volume_color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_volume_child);
- }
- else if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Triangle)// triangles, triangles colors
- {
- const CAMFImporter_NodeElement_Triangle& tri_al = *reinterpret_cast<const CAMFImporter_NodeElement_Triangle*>(ne_volume_child);
-
- SComplexFace complex_face;
-
- // initialize pointers
- complex_face.Color = nullptr;
- complex_face.TexMap = nullptr;
- // get data from triangle children: color, texture coordinates.
- if(tri_al.Child.size())
- {
- for(const CAMFImporter_NodeElement* ne_triangle_child: tri_al.Child)
- {
- if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_Color)
- complex_face.Color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_triangle_child);
- else if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_TexMap)
- complex_face.TexMap = reinterpret_cast<const CAMFImporter_NodeElement_TexMap*>(ne_triangle_child);
- }
- }// if(tri_al.Child.size())
-
- // create new face and store it.
- complex_face.Face.mNumIndices = 3;
- complex_face.Face.mIndices = new unsigned int[3];
- complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]);
- complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]);
- complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]);
- complex_faces_list.push_back(complex_face);
- }
- }// for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
-
- /**** Split faces list: one list per mesh ****/
- PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
-
- /***** Create mesh for every faces list ******/
- for(std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
- {
- auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
- {
- size_t rv;
-
- if(pBiggerThan != nullptr)
- {
- bool found = false;
-
- for(const SComplexFace& face: pFaceList)
- {
- for(size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++)
- {
- if(face.Face.mIndices[idx_vert] > *pBiggerThan)
- {
- rv = face.Face.mIndices[idx_vert];
- found = true;
-
- break;
- }
- }
-
- if(found) break;
- }
-
- if(!found) return *pBiggerThan;
- }
- else
- {
- rv = pFaceList.front().Face.mIndices[0];
- }// if(pBiggerThan != nullptr) else
-
- for(const SComplexFace& face: pFaceList)
- {
- for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
- {
- if(face.Face.mIndices[vi] < rv)
- {
- if(pBiggerThan != nullptr)
- {
- if(face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
- }
- else
- {
- rv = face.Face.mIndices[vi];
- }
- }
- }
- }// for(const SComplexFace& face: pFaceList)
-
- return rv;
- };// auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
-
- auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
- {
- for(const SComplexFace& face: pFaceList)
- {
- for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
- {
- if(face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To);
- }
- }
- };// auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
-
- auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
- {
- // Color priorities(In descending order):
- // 1. triangle color;
- // 2. vertex color;
- // 3. volume color;
- // 4. object color;
- // 5. material;
- // 6. default - invisible coat.
- //
- // Fill vertices colors in color priority list above that's points from 1 to 6.
- if((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr))// check for vertex color
- {
- if(pVertexColorArray[pIdx]->Composed)
- throw DeadlyImportError("IME: vertex color composed");
- else
- return pVertexColorArray[pIdx]->Color;
- }
- else if(ne_volume_color != nullptr)// check for volume color
- {
- if(ne_volume_color->Composed)
- throw DeadlyImportError("IME: volume color composed");
- else
- return ne_volume_color->Color;
- }
- else if(pObjectColor != nullptr)// check for object color
- {
- if(pObjectColor->Composed)
- throw DeadlyImportError("IME: object color composed");
- else
- return pObjectColor->Color;
- }
- else if(cur_mat != nullptr)// check for material
- {
- return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
- }
- else// set default color.
- {
- return {0, 0, 0, 0};
- }// if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
-
- };// auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
-
- aiMesh* tmesh = new aiMesh;
-
- tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;// Only triangles is supported by AMF.
- //
- // set geometry and colors (vertices)
- //
- // copy faces/triangles
- tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size());
- tmesh->mFaces = new aiFace[tmesh->mNumFaces];
-
- // Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume
- // can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
- // Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous.
- size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles.
- std::vector<aiVector3D> vert_arr, texcoord_arr;
- std::vector<aiColor4D> col_arr;
-
- vert_arr.reserve(VertexCount_Max * 2);// "* 2" - see below TODO.
- col_arr.reserve(VertexCount_Max * 2);
-
- {// fill arrays
- size_t vert_idx_from, vert_idx_to;
-
- // first iteration.
- vert_idx_to = 0;
- vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
- vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
- col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
- if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
-
- // rest iterations
- do
- {
- vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
- if(vert_idx_from == vert_idx_to) break;// all indices are transferred,
-
- vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
- col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
- vert_idx_to++;
- if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
-
- } while(true);
- }// fill arrays. END.
-
- //
- // check if triangle colors are used and create additional faces if needed.
- //
- for(const SComplexFace& face_cur: face_list_cur)
- {
- if(face_cur.Color != nullptr)
- {
- aiColor4D face_color;
- size_t vert_idx_new = vert_arr.size();
-
- if(face_cur.Color->Composed)
- throw DeadlyImportError("IME: face color composed");
- else
- face_color = face_cur.Color->Color;
-
- for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
- {
- vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
- col_arr.push_back(face_color);
- face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++);
- }
- }// if(face_cur.Color != nullptr)
- }// for(const SComplexFace& face_cur: face_list_cur)
-
- //
- // if texture is used then copy texture coordinates too.
- //
- if(face_list_cur.front().TexMap != nullptr)
- {
- size_t idx_vert_new = vert_arr.size();
- ///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
- /// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
- /// optimisation.
- bool* idx_vert_used;
-
- idx_vert_used = new bool[VertexCount_Max * 2];
- for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
-
- // This ID's will be used when set materials ID in scene.
- tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
- face_list_cur.front().TexMap->TextureID_G,
- face_list_cur.front().TexMap->TextureID_B,
- face_list_cur.front().TexMap->TextureID_A));
- texcoord_arr.resize(VertexCount_Max * 2);
- for(const SComplexFace& face_cur: face_list_cur)
- {
- for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
- {
- const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
-
- if(!idx_vert_used[idx_vert])
- {
- texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
- idx_vert_used[idx_vert] = true;
- }
- else if(texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind])
- {
- // in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
- // coordinates.
- vert_arr.push_back(vert_arr.at(idx_vert));
- col_arr.push_back(col_arr.at(idx_vert));
- texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
- face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++);
- }
- }// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
- }// for(const SComplexFace& face_cur: face_list_cur)
-
- delete [] idx_vert_used;
- // shrink array
- texcoord_arr.resize(idx_vert_new);
- }// if(face_list_cur.front().TexMap != nullptr)
-
- //
- // copy collected data to mesh
- //
- tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size());
- tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
- tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
-
- memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
- memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
- if(texcoord_arr.size() > 0)
- {
- tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
- memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
- tmesh->mNumUVComponents[0] = 2;// U and V stored in "x", "y" of aiVector3D.
- }
-
- size_t idx_face = 0;
- for(const SComplexFace& face_cur: face_list_cur) tmesh->mFaces[idx_face++] = face_cur.Face;
-
- // store new aiMesh
- mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size()));
- pMeshList.push_back(tmesh);
- }// for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
- }// if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
- }// for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
-
- // if meshes was created then assign new indices with current aiNode
- if(mesh_idx.size() > 0)
- {
- std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
-
- pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size());
- pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
- for(size_t i = 0; i < pSceneNode.mNumMeshes; i++) pSceneNode.mMeshes[i] = *mit++;
- }// if(mesh_idx.size() > 0)
-}
-
-void AMFImporter::Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial)
-{
-SPP_Material new_mat;
-
- new_mat.ID = pMaterial.ID;
- for(const CAMFImporter_NodeElement* mat_child: pMaterial.Child)
- {
- if(mat_child->Type == CAMFImporter_NodeElement::ENET_Color)
- {
- new_mat.Color = (CAMFImporter_NodeElement_Color*)mat_child;
- }
- else if(mat_child->Type == CAMFImporter_NodeElement::ENET_Metadata)
- {
- new_mat.Metadata.push_back((CAMFImporter_NodeElement_Metadata*)mat_child);
- }
- }// for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
-
- // place converted material to special list
- mMaterial_Converted.push_back(new_mat);
-}
-
-void AMFImporter::Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const
-{
-aiNode* con_node;
-std::list<aiNode*> ch_node;
-
- // We will build next hierarchy:
- // aiNode as parent (<constellation>) for set of nodes as a children
- // |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
- // ...
- // \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
- con_node = new aiNode;
- con_node->mName = pConstellation.ID;
- // Walk through children and search for instances of another objects, constellations.
- for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
- {
- aiMatrix4x4 tmat;
- aiNode* t_node;
- aiNode* found_node;
-
- if(ne->Type == CAMFImporter_NodeElement::ENET_Metadata) continue;
- if(ne->Type != CAMFImporter_NodeElement::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
-
- // create alias for conveniance
- CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);
- // find referenced object
- if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
-
- // create node for apllying transformation
- t_node = new aiNode;
- t_node->mParent = con_node;
- // apply transformation
- aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
- aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
- aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
- aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
- // create array for one child node
- t_node->mNumChildren = 1;
- t_node->mChildren = new aiNode*[t_node->mNumChildren];
- SceneCombiner::Copy(&t_node->mChildren[0], found_node);
- t_node->mChildren[0]->mParent = t_node;
- ch_node.push_back(t_node);
- }// for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
-
- // copy found aiNode's as children
- if(ch_node.size() == 0) throw DeadlyImportError("<constellation> must have at least one <instance>.");
-
- size_t ch_idx = 0;
-
- con_node->mNumChildren = static_cast<unsigned int>(ch_node.size());
- con_node->mChildren = new aiNode*[con_node->mNumChildren];
- for(aiNode* node: ch_node) con_node->mChildren[ch_idx++] = node;
-
- // and place "root" of <constellation> node to node list
- pNodeList.push_back(con_node);
-}
-
-void AMFImporter::Postprocess_BuildScene(aiScene* pScene)
-{
-std::list<aiNode*> node_list;
-std::list<aiMesh*> mesh_list;
-std::list<CAMFImporter_NodeElement_Metadata*> meta_list;
-
- //
- // Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
- // For building aiScene we are must to do few steps:
- // at first creating root node for aiScene.
- pScene->mRootNode = new aiNode;
- pScene->mRootNode->mParent = nullptr;
- pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
- // search for root(<amf>) element
- CAMFImporter_NodeElement* root_el = nullptr;
-
- for(CAMFImporter_NodeElement* ne: mNodeElement_List)
- {
- if(ne->Type != CAMFImporter_NodeElement::ENET_Root) continue;
-
- root_el = ne;
-
- break;
- }// for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
-
- // Check if root element are found.
- if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
-
- // after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
- // <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
- // at any moment.
- //
- // 1. <material>
- // 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
- for(const CAMFImporter_NodeElement* root_child: root_el->Child)
- {
- if(root_child->Type == CAMFImporter_NodeElement::ENET_Material) Postprocess_BuildMaterial(*((CAMFImporter_NodeElement_Material*)root_child));
- }
-
- // After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
- //
- // 3. <object>
- for(const CAMFImporter_NodeElement* root_child: root_el->Child)
- {
- if(root_child->Type == CAMFImporter_NodeElement::ENET_Object)
- {
- aiNode* tnode = nullptr;
-
- // for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
- Postprocess_BuildNodeAndObject(*((CAMFImporter_NodeElement_Object*)root_child), mesh_list, &tnode);
- if(tnode != nullptr) node_list.push_back(tnode);
-
- }
- }// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
-
- // And finally read rest of nodes.
- //
- for(const CAMFImporter_NodeElement* root_child: root_el->Child)
- {
- // 4. <constellation>
- if(root_child->Type == CAMFImporter_NodeElement::ENET_Constellation)
- {
- // <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
- Postprocess_BuildConstellation(*((CAMFImporter_NodeElement_Constellation*)root_child), node_list);
- }
-
- // 5, <metadata>
- if(root_child->Type == CAMFImporter_NodeElement::ENET_Metadata) meta_list.push_back((CAMFImporter_NodeElement_Metadata*)root_child);
- }// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
-
- // at now we can add collected metadata to root node
- Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
- //
- // Check constellation children
- //
- // As said in specification:
- // "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
- // What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
- // And at this step we are checking that relations.
-nl_clean_loop:
-
- if(node_list.size() > 1)
- {
- // walk through all nodes
- for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
- {
- // and try to find them in another top nodes.
- std::list<aiNode*>::const_iterator next_it = nl_it;
-
- next_it++;
- for(; next_it != node_list.end(); next_it++)
- {
- if((*next_it)->FindNode((*nl_it)->mName) != nullptr)
- {
- // if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
- node_list.erase(nl_it);
-
- goto nl_clean_loop;
- }
- }// for(; next_it != node_list.end(); next_it++)
- }// for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
- }
-
- //
- // move created objects to aiScene
- //
- //
- // Nodes
- if(node_list.size() > 0)
- {
- std::list<aiNode*>::const_iterator nl_it = node_list.begin();
-
- pScene->mRootNode->mNumChildren = static_cast<unsigned int>(node_list.size());
- pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
- for(size_t i = 0; i < pScene->mRootNode->mNumChildren; i++)
- {
- // Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
- // mRootNode only as parent.
- (*nl_it)->mParent = pScene->mRootNode;
- pScene->mRootNode->mChildren[i] = *nl_it++;
- }
- }// if(node_list.size() > 0)
-
- //
- // Meshes
- if(mesh_list.size() > 0)
- {
- std::list<aiMesh*>::const_iterator ml_it = mesh_list.begin();
-
- pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for(size_t i = 0; i < pScene->mNumMeshes; i++) pScene->mMeshes[i] = *ml_it++;
- }// if(mesh_list.size() > 0)
-
- //
- // Textures
- pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size());
- if(pScene->mNumTextures > 0)
- {
- size_t idx;
-
- idx = 0;
- pScene->mTextures = new aiTexture*[pScene->mNumTextures];
- for(const SPP_Texture& tex_convd: mTexture_Converted)
- {
- pScene->mTextures[idx] = new aiTexture;
- pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width);
- pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height);
- pScene->mTextures[idx]->pcData = (aiTexel*)tex_convd.Data;
- // texture format description.
- strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint);
- idx++;
- }// for(const SPP_Texture& tex_convd: mTexture_Converted)
-
- // Create materials for embedded textures.
- idx = 0;
- pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size());
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- for(const SPP_Texture& tex_convd: mTexture_Converted)
- {
- const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx));
- const int mode = aiTextureOp_Multiply;
- const int repeat = tex_convd.Tiled ? 1 : 0;
-
- pScene->mMaterials[idx] = new aiMaterial;
- pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
- pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
- pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
- pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
- idx++;
- }
- }// if(pScene->mNumTextures > 0)
-}// END: after that walk through children of root and collect data
-
-}// namespace Assimp
-
-#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER