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-rw-r--r--src/3rdparty/assimp/code/PlyLoader.cpp1924
1 files changed, 987 insertions, 937 deletions
diff --git a/src/3rdparty/assimp/code/PlyLoader.cpp b/src/3rdparty/assimp/code/PlyLoader.cpp
index 9aa5d9d71..d4dc2f864 100644
--- a/src/3rdparty/assimp/code/PlyLoader.cpp
+++ b/src/3rdparty/assimp/code/PlyLoader.cpp
@@ -3,12 +3,12 @@
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
@@ -25,16 +25,16 @@ 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.
---------------------------------------------------------------------------
*/
@@ -43,1020 +43,1070 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the PLY importer class
*/
-#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_PLY_IMPORTER
// internal headers
#include "PlyLoader.h"
+#include "Macros.h"
+#include <memory>
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+
using namespace Assimp;
static const aiImporterDesc desc = {
- "Stanford Polygon Library (PLY) Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "ply"
+ "Stanford Polygon Library (PLY) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ply"
};
+
+// ------------------------------------------------------------------------------------------------
+// Internal stuff
+namespace
+{
+ // ------------------------------------------------------------------------------------------------
+ // Checks that property index is within range
+ template <class T>
+ const T &GetProperty(const std::vector<T> &props, int idx)
+ {
+ if( static_cast< size_t >( idx ) >= props.size() ) {
+ throw DeadlyImportError( "Invalid .ply file: Property index is out of range." );
+ }
+
+ return props[idx];
+ }
+}
+
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PLYImporter::PLYImporter()
+ : mBuffer(),
+ pcDOM()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
PLYImporter::~PLYImporter()
{}
// ------------------------------------------------------------------------------------------------
-// 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 PLYImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- if (extension == "ply")
- return true;
- else if (!extension.length() || checkSig)
- {
- if (!pIOHandler)return true;
- const char* tokens[] = {"ply"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "ply")
+ return true;
+ else if (!extension.length() || checkSig)
+ {
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"ply"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* PLYImporter::GetInfo () const
{
- return &desc;
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void PLYImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
-{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open PLY file " + pFile + ".");
- }
-
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- mBuffer = (unsigned char*)&mBuffer2[0];
-
- // the beginning of the file must be PLY - magic, magic
- if ((mBuffer[0] != 'P' && mBuffer[0] != 'p') ||
- (mBuffer[1] != 'L' && mBuffer[1] != 'l') ||
- (mBuffer[2] != 'Y' && mBuffer[2] != 'y')) {
- throw DeadlyImportError( "Invalid .ply file: Magic number \'ply\' is no there");
- }
-
- char* szMe = (char*)&this->mBuffer[3];
- SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
-
- // determine the format of the file data
- PLY::DOM sPlyDom;
- if (TokenMatch(szMe,"format",6))
- {
- if (TokenMatch(szMe,"ascii",5))
- {
- SkipLine(szMe,(const char**)&szMe);
- if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
- throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#1)");
- }
- else if (!::strncmp(szMe,"binary_",7))
- {
- bool bIsBE = false;
- szMe+=7;
-
- // binary_little_endian
- // binary_big_endian
+static bool isBigEndian( const char* szMe ) {
+ ai_assert( NULL != szMe );
+
+ // binary_little_endian
+ // binary_big_endian
+ bool isBigEndian( false );
#if (defined AI_BUILD_BIG_ENDIAN)
- if ('l' == *szMe || 'L' == *szMe)bIsBE = true;
+ if ( 'l' == *szMe || 'L' == *szMe ) {
+ isBigEndian = true;
+}
#else
- if ('b' == *szMe || 'B' == *szMe)bIsBE = true;
+ if ( 'b' == *szMe || 'B' == *szMe ) {
+ isBigEndian = true;
+ }
#endif // ! AI_BUILD_BIG_ENDIAN
- // skip the line, parse the rest of the header and build the DOM
- SkipLine(szMe,(const char**)&szMe);
- if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
- throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#2)");
- }
- else throw DeadlyImportError( "Invalid .ply file: Unknown file format");
- }
- else
- {
- delete[] this->mBuffer;
- AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
- throw DeadlyImportError( "Invalid .ply file: Missing format specification");
- }
- this->pcDOM = &sPlyDom;
-
- // now load a list of vertices. This must be sucessfull in order to procede
- std::vector<aiVector3D> avPositions;
- this->LoadVertices(&avPositions,false);
-
- if (avPositions.empty())
- throw DeadlyImportError( "Invalid .ply file: No vertices found. "
- "Unable to parse the data format of the PLY file.");
-
- // now load a list of normals.
- std::vector<aiVector3D> avNormals;
- LoadVertices(&avNormals,true);
-
- // load the face list
- std::vector<PLY::Face> avFaces;
- LoadFaces(&avFaces);
-
- // if no face list is existing we assume that the vertex
- // list is containing a list of triangles
- if (avFaces.empty())
- {
- if (avPositions.size() < 3)
- {
- throw DeadlyImportError( "Invalid .ply file: Not enough "
- "vertices to build a proper face list. ");
- }
-
- const unsigned int iNum = (unsigned int)avPositions.size() / 3;
- for (unsigned int i = 0; i< iNum;++i)
- {
- PLY::Face sFace;
- sFace.mIndices.push_back((iNum*3));
- sFace.mIndices.push_back((iNum*3)+1);
- sFace.mIndices.push_back((iNum*3)+2);
- avFaces.push_back(sFace);
- }
- }
-
- // now load a list of all materials
- std::vector<aiMaterial*> avMaterials;
- LoadMaterial(&avMaterials);
-
- // now load a list of all vertex color channels
- std::vector<aiColor4D> avColors;
- avColors.reserve(avPositions.size());
- LoadVertexColor(&avColors);
-
- // now try to load texture coordinates
- std::vector<aiVector2D> avTexCoords;
- avTexCoords.reserve(avPositions.size());
- LoadTextureCoordinates(&avTexCoords);
-
- // now replace the default material in all faces and validate all material indices
- ReplaceDefaultMaterial(&avFaces,&avMaterials);
-
- // now convert this to a list of aiMesh instances
- std::vector<aiMesh*> avMeshes;
- avMeshes.reserve(avMaterials.size()+1);
- ConvertMeshes(&avFaces,&avPositions,&avNormals,
- &avColors,&avTexCoords,&avMaterials,&avMeshes);
-
- if (avMeshes.empty())
- throw DeadlyImportError( "Invalid .ply file: Unable to extract mesh data ");
-
- // now generate the output scene object. Fill the material list
- pScene->mNumMaterials = (unsigned int)avMaterials.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- pScene->mMaterials[i] = avMaterials[i];
-
- // fill the mesh list
- pScene->mNumMeshes = (unsigned int)avMeshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i] = avMeshes[i];
-
- // generate a simple node structure
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
-
- for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes;++i)
- pScene->mRootNode->mMeshes[i] = i;
+ return isBigEndian;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void PLYImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
+{
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open PLY file " + pFile + ".");
+ }
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ mBuffer = (unsigned char*)&mBuffer2[0];
+
+ // the beginning of the file must be PLY - magic, magic
+ if ((mBuffer[0] != 'P' && mBuffer[0] != 'p') ||
+ (mBuffer[1] != 'L' && mBuffer[1] != 'l') ||
+ (mBuffer[2] != 'Y' && mBuffer[2] != 'y')) {
+ throw DeadlyImportError( "Invalid .ply file: Magic number \'ply\' is no there");
+ }
+
+ char* szMe = (char*)&this->mBuffer[3];
+ SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
+
+ // determine the format of the file data
+ PLY::DOM sPlyDom;
+ if (TokenMatch(szMe,"format",6)) {
+ if (TokenMatch(szMe,"ascii",5)) {
+ SkipLine(szMe,(const char**)&szMe);
+ if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
+ throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#1)");
+ } else if (!::strncmp(szMe,"binary_",7))
+ {
+ szMe += 7;
+ const bool bIsBE( isBigEndian( szMe ) );
+
+ // skip the line, parse the rest of the header and build the DOM
+ SkipLine(szMe,(const char**)&szMe);
+ if ( !PLY::DOM::ParseInstanceBinary( szMe, &sPlyDom, bIsBE ) ) {
+ throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#2)" );
+ }
+ } else {
+ throw DeadlyImportError( "Invalid .ply file: Unknown file format" );
+ }
+ }
+ else
+ {
+ AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
+ throw DeadlyImportError( "Invalid .ply file: Missing format specification");
+ }
+ this->pcDOM = &sPlyDom;
+
+ // now load a list of vertices. This must be successfully in order to procedure
+ std::vector<aiVector3D> avPositions;
+ this->LoadVertices(&avPositions,false);
+
+ if ( avPositions.empty() ) {
+ throw DeadlyImportError( "Invalid .ply file: No vertices found. "
+ "Unable to parse the data format of the PLY file." );
+ }
+
+ // now load a list of normals.
+ std::vector<aiVector3D> avNormals;
+ LoadVertices(&avNormals,true);
+
+ // load the face list
+ std::vector<PLY::Face> avFaces;
+ LoadFaces(&avFaces);
+
+ // if no face list is existing we assume that the vertex
+ // list is containing a list of triangles
+ if (avFaces.empty())
+ {
+ if (avPositions.size() < 3)
+ {
+ throw DeadlyImportError( "Invalid .ply file: Not enough "
+ "vertices to build a proper face list. ");
+ }
+
+ const unsigned int iNum = (unsigned int)avPositions.size() / 3;
+ for (unsigned int i = 0; i< iNum;++i)
+ {
+ PLY::Face sFace;
+ sFace.mIndices.push_back((iNum*3));
+ sFace.mIndices.push_back((iNum*3)+1);
+ sFace.mIndices.push_back((iNum*3)+2);
+ avFaces.push_back(sFace);
+ }
+ }
+
+ // now load a list of all materials
+ std::vector<aiMaterial*> avMaterials;
+ LoadMaterial(&avMaterials);
+
+ // now load a list of all vertex color channels
+ std::vector<aiColor4D> avColors;
+ avColors.reserve(avPositions.size());
+ LoadVertexColor(&avColors);
+
+ // now try to load texture coordinates
+ std::vector<aiVector2D> avTexCoords;
+ avTexCoords.reserve(avPositions.size());
+ LoadTextureCoordinates(&avTexCoords);
+
+ // now replace the default material in all faces and validate all material indices
+ ReplaceDefaultMaterial(&avFaces,&avMaterials);
+
+ // now convert this to a list of aiMesh instances
+ std::vector<aiMesh*> avMeshes;
+ avMeshes.reserve(avMaterials.size()+1);
+ ConvertMeshes(&avFaces,&avPositions,&avNormals,
+ &avColors,&avTexCoords,&avMaterials,&avMeshes);
+
+ if ( avMeshes.empty() ) {
+ throw DeadlyImportError( "Invalid .ply file: Unable to extract mesh data " );
+ }
+
+ // now generate the output scene object. Fill the material list
+ pScene->mNumMaterials = (unsigned int)avMaterials.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i ) {
+ pScene->mMaterials[ i ] = avMaterials[ i ];
+ }
+
+ // fill the mesh list
+ pScene->mNumMeshes = (unsigned int)avMeshes.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ for ( unsigned int i = 0; i < pScene->mNumMeshes; ++i ) {
+ pScene->mMeshes[ i ] = avMeshes[ i ];
+ }
+
+ // generate a simple node structure
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
+
+ for ( unsigned int i = 0; i < pScene->mRootNode->mNumMeshes; ++i ) {
+ pScene->mRootNode->mMeshes[ i ] = i;
+ }
}
// ------------------------------------------------------------------------------------------------
// Split meshes by material IDs
void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
- const std::vector<aiVector3D>* avPositions,
- const std::vector<aiVector3D>* avNormals,
- const std::vector<aiColor4D>* avColors,
- const std::vector<aiVector2D>* avTexCoords,
- const std::vector<aiMaterial*>* avMaterials,
- std::vector<aiMesh*>* avOut)
+ const std::vector<aiVector3D>* avPositions,
+ const std::vector<aiVector3D>* avNormals,
+ const std::vector<aiColor4D>* avColors,
+ const std::vector<aiVector2D>* avTexCoords,
+ const std::vector<aiMaterial*>* avMaterials,
+ std::vector<aiMesh*>* avOut)
{
- ai_assert(NULL != avFaces);
- ai_assert(NULL != avPositions);
- ai_assert(NULL != avMaterials);
-
- // split by materials
- std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[avMaterials->size()];
-
- unsigned int iNum = 0;
- for (std::vector<PLY::Face>::const_iterator i = avFaces->begin();i != avFaces->end();++i,++iNum)
- aiSplit[(*i).iMaterialIndex].push_back(iNum);
-
- // now generate submeshes
- for (unsigned int p = 0; p < avMaterials->size();++p)
- {
- if (aiSplit[p].size() != 0)
- {
- // allocate the mesh object
- aiMesh* p_pcOut = new aiMesh();
- p_pcOut->mMaterialIndex = p;
-
- p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
- p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
-
- // at first we need to determine the size of the output vector array
- unsigned int iNum = 0;
- for (unsigned int i = 0; i < aiSplit[p].size();++i)
- {
- iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
- }
- p_pcOut->mNumVertices = iNum;
- p_pcOut->mVertices = new aiVector3D[iNum];
-
- if (!avColors->empty())
- p_pcOut->mColors[0] = new aiColor4D[iNum];
- if (!avTexCoords->empty())
- {
- p_pcOut->mNumUVComponents[0] = 2;
- p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
- }
- if (!avNormals->empty())
- p_pcOut->mNormals = new aiVector3D[iNum];
-
- // add all faces
- iNum = 0;
- unsigned int iVertex = 0;
- for (std::vector<unsigned int>::const_iterator i = aiSplit[p].begin();
- i != aiSplit[p].end();++i,++iNum)
- {
- p_pcOut->mFaces[iNum].mNumIndices = (unsigned int)(*avFaces)[*i].mIndices.size();
- p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
-
- // build an unique set of vertices/colors for this face
- for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
- {
- p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
- p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
-
- if (!avColors->empty())
- p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
-
- if (!avTexCoords->empty())
- {
- const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
- p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
- p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
- }
-
- if (!avNormals->empty())
- p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
- iVertex++;
- }
-
- }
- // add the mesh to the output list
- avOut->push_back(p_pcOut);
- }
- }
- delete[] aiSplit; // cleanup
+ ai_assert(NULL != avFaces);
+ ai_assert(NULL != avPositions);
+ ai_assert(NULL != avMaterials);
+
+ // split by materials
+ std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[avMaterials->size()];
+
+ unsigned int iNum = 0;
+ for (std::vector<PLY::Face>::const_iterator i = avFaces->begin();i != avFaces->end();++i,++iNum)
+ aiSplit[(*i).iMaterialIndex].push_back(iNum);
+
+ // now generate sub-meshes
+ for (unsigned int p = 0; p < avMaterials->size();++p)
+ {
+ if (aiSplit[p].size() != 0)
+ {
+ // allocate the mesh object
+ aiMesh* p_pcOut = new aiMesh();
+ p_pcOut->mMaterialIndex = p;
+
+ p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
+ p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
+
+ // at first we need to determine the size of the output vector array
+ unsigned int iNum = 0;
+ for (unsigned int i = 0; i < aiSplit[p].size();++i)
+ {
+ iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
+ }
+ p_pcOut->mNumVertices = iNum;
+ if( 0 == iNum ) { // nothing to do
+ delete[] aiSplit; // cleanup
+ delete p_pcOut;
+ return;
+ }
+ p_pcOut->mVertices = new aiVector3D[iNum];
+
+ if (!avColors->empty())
+ p_pcOut->mColors[0] = new aiColor4D[iNum];
+ if (!avTexCoords->empty())
+ {
+ p_pcOut->mNumUVComponents[0] = 2;
+ p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
+ }
+ if (!avNormals->empty())
+ p_pcOut->mNormals = new aiVector3D[iNum];
+
+ // add all faces
+ iNum = 0;
+ unsigned int iVertex = 0;
+ for (std::vector<unsigned int>::const_iterator i = aiSplit[p].begin();
+ i != aiSplit[p].end();++i,++iNum)
+ {
+ p_pcOut->mFaces[iNum].mNumIndices = (unsigned int)(*avFaces)[*i].mIndices.size();
+ p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
+
+ // build an unique set of vertices/colors for this face
+ for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
+ {
+ p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
+ const size_t idx = ( *avFaces )[ *i ].mIndices[ q ];
+ if( idx >= ( *avPositions ).size() ) {
+ // out of border
+ continue;
+ }
+ p_pcOut->mVertices[ iVertex ] = ( *avPositions )[ idx ];
+
+ if (!avColors->empty())
+ p_pcOut->mColors[ 0 ][ iVertex ] = ( *avColors )[ idx ];
+
+ if (!avTexCoords->empty())
+ {
+ const aiVector2D& vec = ( *avTexCoords )[ idx ];
+ p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
+ p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
+ }
+
+ if (!avNormals->empty())
+ p_pcOut->mNormals[ iVertex ] = ( *avNormals )[ idx ];
+ iVertex++;
+ }
+
+ }
+ // add the mesh to the output list
+ avOut->push_back(p_pcOut);
+ }
+ }
+ delete[] aiSplit; // cleanup
}
// ------------------------------------------------------------------------------------------------
// Generate a default material if none was specified and apply it to all vanilla faces
void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
- std::vector<aiMaterial*>* avMaterials)
+ std::vector<aiMaterial*>* avMaterials)
{
- bool bNeedDefaultMat = false;
-
- for (std::vector<PLY::Face>::iterator i = avFaces->begin();i != avFaces->end();++i) {
- if (0xFFFFFFFF == (*i).iMaterialIndex) {
- bNeedDefaultMat = true;
- (*i).iMaterialIndex = (unsigned int)avMaterials->size();
- }
- else if ((*i).iMaterialIndex >= avMaterials->size() ) {
- // clamp the index
- (*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
- }
- }
-
- if (bNeedDefaultMat) {
- // generate a default material
- aiMaterial* pcHelper = new aiMaterial();
-
- // fill in a default material
- int iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- // The face order is absolutely undefined for PLY, so we have to
- // use two-sided rendering to be sure it's ok.
- const int two_sided = 1;
- pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
-
- avMaterials->push_back(pcHelper);
- }
+ bool bNeedDefaultMat = false;
+
+ for (std::vector<PLY::Face>::iterator i = avFaces->begin();i != avFaces->end();++i) {
+ if (0xFFFFFFFF == (*i).iMaterialIndex) {
+ bNeedDefaultMat = true;
+ (*i).iMaterialIndex = (unsigned int)avMaterials->size();
+ }
+ else if ((*i).iMaterialIndex >= avMaterials->size() ) {
+ // clamp the index
+ (*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
+ }
+ }
+
+ if (bNeedDefaultMat) {
+ // generate a default material
+ aiMaterial* pcHelper = new aiMaterial();
+
+ // fill in a default material
+ int iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ // The face order is absolutely undefined for PLY, so we have to
+ // use two-sided rendering to be sure it's ok.
+ const int two_sided = 1;
+ pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
+
+ avMaterials->push_back(pcHelper);
+ }
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadTextureCoordinates(std::vector<aiVector2D>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
- PLY::EDataType aiTypes[2] = {EDT_Char,EDT_Char};
- PLY::ElementInstanceList* pcList = NULL;
- unsigned int cnt = 0;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Vertex == (*i).eSemantic)
- {
- pcList = &this->pcDOM->alElementData[_i];
-
- // now check whether which normal components are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_UTextureCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_VTextureCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- }
- }
- }
- // check whether we have a valid source for the texture coordinates data
- if (NULL != pcList && 0 != cnt)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- // convert the vertices to sp floats
- aiVector2D vOut;
-
- if (0xFFFFFFFF != aiPositions[0])
- {
- vOut.x = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF != aiPositions[1])
- {
- vOut.y = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
- }
- // and add them to our nice list
- pvOut->push_back(vOut);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
+ PLY::EDataType aiTypes[2] = {EDT_Char,EDT_Char};
+ PLY::ElementInstanceList* pcList = NULL;
+ unsigned int cnt = 0;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Vertex == (*i).eSemantic)
+ {
+ pcList = &this->pcDOM->alElementData[_i];
+
+ // now check whether which normal components are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_UTextureCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_VTextureCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ }
+ }
+ }
+ // check whether we have a valid source for the texture coordinates data
+ if (NULL != pcList && 0 != cnt)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ // convert the vertices to sp floats
+ aiVector2D vOut;
+
+ if (0xFFFFFFFF != aiPositions[0])
+ {
+ vOut.x = PLY::PropertyInstance::ConvertTo<float>(
+ GetProperty((*i).alProperties, aiPositions[0]).avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[1])
+ {
+ vOut.y = PLY::PropertyInstance::ConvertTo<float>(
+ GetProperty((*i).alProperties, aiPositions[1]).avList.front(),aiTypes[1]);
+ }
+ // and add them to our nice list
+ pvOut->push_back(vOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Try to extract vertices from the PLY DOM
void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
{
- ai_assert(NULL != pvOut);
-
- unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
- PLY::EDataType aiTypes[3] = {EDT_Char,EDT_Char,EDT_Char};
- PLY::ElementInstanceList* pcList = NULL;
- unsigned int cnt = 0;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Vertex == (*i).eSemantic)
- {
- pcList = &pcDOM->alElementData[_i];
-
- // load normal vectors?
- if (p_bNormals)
- {
- // now check whether which normal components are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_XNormal == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_YNormal == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- else if (PLY::EST_ZNormal == (*a).Semantic)
- {
- cnt++;
- aiPositions[2] = _a;
- aiTypes[2] = (*a).eType;
- }
- }
- }
- // load vertex coordinates
- else
- {
- // now check whether which coordinate sets are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_XCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_YCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- else if (PLY::EST_ZCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[2] = _a;
- aiTypes[2] = (*a).eType;
- }
- if (3 == cnt)break;
- }
- }
- break;
- }
- }
- // check whether we have a valid source for the vertex data
- if (NULL != pcList && 0 != cnt)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator
- i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- // convert the vertices to sp floats
- aiVector3D vOut;
-
- if (0xFFFFFFFF != aiPositions[0])
- {
- vOut.x = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF != aiPositions[1])
- {
- vOut.y = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
- }
-
- if (0xFFFFFFFF != aiPositions[2])
- {
- vOut.z = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[2]].avList.front(),aiTypes[2]);
- }
-
- // and add them to our nice list
- pvOut->push_back(vOut);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
+ PLY::EDataType aiTypes[3] = {EDT_Char,EDT_Char,EDT_Char};
+ PLY::ElementInstanceList* pcList = NULL;
+ unsigned int cnt = 0;
+
+ // search in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Vertex == (*i).eSemantic)
+ {
+ pcList = &pcDOM->alElementData[_i];
+
+ // load normal vectors?
+ if (p_bNormals)
+ {
+ // now check whether which normal components are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_XNormal == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_YNormal == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ else if (PLY::EST_ZNormal == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[2] = _a;
+ aiTypes[2] = (*a).eType;
+ }
+ }
+ }
+ // load vertex coordinates
+ else
+ {
+ // now check whether which coordinate sets are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_XCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_YCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ else if (PLY::EST_ZCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[2] = _a;
+ aiTypes[2] = (*a).eType;
+ }
+ if (3 == cnt)break;
+ }
+ }
+ break;
+ }
+ }
+ // check whether we have a valid source for the vertex data
+ if (NULL != pcList && 0 != cnt)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator
+ i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ // convert the vertices to sp floats
+ aiVector3D vOut;
+
+ if (0xFFFFFFFF != aiPositions[0])
+ {
+ vOut.x = PLY::PropertyInstance::ConvertTo<float>(
+ GetProperty((*i).alProperties, aiPositions[0]).avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[1])
+ {
+ vOut.y = PLY::PropertyInstance::ConvertTo<float>(
+ GetProperty((*i).alProperties, aiPositions[1]).avList.front(),aiTypes[1]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[2])
+ {
+ vOut.z = PLY::PropertyInstance::ConvertTo<float>(
+ GetProperty((*i).alProperties, aiPositions[2]).avList.front(),aiTypes[2]);
+ }
+
+ // and add them to our nice list
+ pvOut->push_back(vOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Convert a color component to [0...1]
float PLYImporter::NormalizeColorValue (PLY::PropertyInstance::ValueUnion val,
- PLY::EDataType eType)
+ PLY::EDataType eType)
{
- switch (eType)
- {
- case EDT_Float:
- return val.fFloat;
- case EDT_Double:
- return (float)val.fDouble;
-
- case EDT_UChar:
- return (float)val.iUInt / (float)0xFF;
- case EDT_Char:
- return (float)(val.iInt+(0xFF/2)) / (float)0xFF;
- case EDT_UShort:
- return (float)val.iUInt / (float)0xFFFF;
- case EDT_Short:
- return (float)(val.iInt+(0xFFFF/2)) / (float)0xFFFF;
- case EDT_UInt:
- return (float)val.iUInt / (float)0xFFFF;
- case EDT_Int:
- return ((float)val.iInt / (float)0xFF) + 0.5f;
- default: ;
- };
- return 0.0f;
+ switch (eType)
+ {
+ case EDT_Float:
+ return val.fFloat;
+ case EDT_Double:
+ return (float)val.fDouble;
+
+ case EDT_UChar:
+ return (float)val.iUInt / (float)0xFF;
+ case EDT_Char:
+ return (float)(val.iInt+(0xFF/2)) / (float)0xFF;
+ case EDT_UShort:
+ return (float)val.iUInt / (float)0xFFFF;
+ case EDT_Short:
+ return (float)(val.iInt+(0xFFFF/2)) / (float)0xFFFF;
+ case EDT_UInt:
+ return (float)val.iUInt / (float)0xFFFF;
+ case EDT_Int:
+ return ((float)val.iInt / (float)0xFF) + 0.5f;
+ default: ;
+ };
+ return 0.0f;
}
// ------------------------------------------------------------------------------------------------
// Try to extract proper vertex colors from the PLY DOM
void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- unsigned int aiPositions[4] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
- PLY::EDataType aiTypes[4] = {EDT_Char, EDT_Char, EDT_Char, EDT_Char}; // silencing gcc
- unsigned int cnt = 0;
- PLY::ElementInstanceList* pcList = NULL;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Vertex == (*i).eSemantic)
- {
- pcList = &this->pcDOM->alElementData[_i];
-
- // now check whether which coordinate sets are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator
- a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_Red == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_Green == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- else if (PLY::EST_Blue == (*a).Semantic)
- {
- cnt++;
- aiPositions[2] = _a;
- aiTypes[2] = (*a).eType;
- }
- else if (PLY::EST_Alpha == (*a).Semantic)
- {
- cnt++;
- aiPositions[3] = _a;
- aiTypes[3] = (*a).eType;
- }
- if (4 == cnt)break;
- }
- break;
- }
- }
- // check whether we have a valid source for the vertex data
- if (NULL != pcList && 0 != cnt)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- // convert the vertices to sp floats
- aiColor4D vOut;
-
- if (0xFFFFFFFF != aiPositions[0])
- {
- vOut.r = NormalizeColorValue((*i).alProperties[
- aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF != aiPositions[1])
- {
- vOut.g = NormalizeColorValue((*i).alProperties[
- aiPositions[1]].avList.front(),aiTypes[1]);
- }
-
- if (0xFFFFFFFF != aiPositions[2])
- {
- vOut.b = NormalizeColorValue((*i).alProperties[
- aiPositions[2]].avList.front(),aiTypes[2]);
- }
-
- // assume 1.0 for the alpha channel ifit is not set
- if (0xFFFFFFFF == aiPositions[3])vOut.a = 1.0f;
- else
- {
- vOut.a = NormalizeColorValue((*i).alProperties[
- aiPositions[3]].avList.front(),aiTypes[3]);
- }
-
- // and add them to our nice list
- pvOut->push_back(vOut);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ unsigned int aiPositions[4] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
+ PLY::EDataType aiTypes[4] = {EDT_Char, EDT_Char, EDT_Char, EDT_Char}; // silencing gcc
+ unsigned int cnt = 0;
+ PLY::ElementInstanceList* pcList = NULL;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Vertex == (*i).eSemantic)
+ {
+ pcList = &this->pcDOM->alElementData[_i];
+
+ // now check whether which coordinate sets are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator
+ a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_Red == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_Green == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ else if (PLY::EST_Blue == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[2] = _a;
+ aiTypes[2] = (*a).eType;
+ }
+ else if (PLY::EST_Alpha == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[3] = _a;
+ aiTypes[3] = (*a).eType;
+ }
+ if (4 == cnt)break;
+ }
+ break;
+ }
+ }
+ // check whether we have a valid source for the vertex data
+ if (NULL != pcList && 0 != cnt)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ // convert the vertices to sp floats
+ aiColor4D vOut;
+
+ if (0xFFFFFFFF != aiPositions[0])
+ {
+ vOut.r = NormalizeColorValue(GetProperty((*i).alProperties,
+ aiPositions[0]).avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[1])
+ {
+ vOut.g = NormalizeColorValue(GetProperty((*i).alProperties,
+ aiPositions[1]).avList.front(),aiTypes[1]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[2])
+ {
+ vOut.b = NormalizeColorValue(GetProperty((*i).alProperties,
+ aiPositions[2]).avList.front(),aiTypes[2]);
+ }
+
+ // assume 1.0 for the alpha channel ifit is not set
+ if (0xFFFFFFFF == aiPositions[3])vOut.a = 1.0f;
+ else
+ {
+ vOut.a = NormalizeColorValue(GetProperty((*i).alProperties,
+ aiPositions[3]).avList.front(),aiTypes[3]);
+ }
+
+ // and add them to our nice list
+ pvOut->push_back(vOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Try to extract proper faces from the PLY DOM
void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- PLY::ElementInstanceList* pcList = NULL;
- bool bOne = false;
-
- // index of the vertex index list
- unsigned int iProperty = 0xFFFFFFFF;
- PLY::EDataType eType = EDT_Char;
- bool bIsTristrip = false;
-
- // index of the material index property
- unsigned int iMaterialIndex = 0xFFFFFFFF;
- PLY::EDataType eType2 = EDT_Char;
-
- // serach in the DOM for a face entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- // face = unique number of vertex indices
- if (PLY::EEST_Face == (*i).eSemantic)
- {
- pcList = &pcDOM->alElementData[_i];
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if (PLY::EST_VertexIndex == (*a).Semantic)
- {
- // must be a dynamic list!
- if (!(*a).bIsList)continue;
- iProperty = _a;
- bOne = true;
- eType = (*a).eType;
- }
- else if (PLY::EST_MaterialIndex == (*a).Semantic)
- {
- if ((*a).bIsList)continue;
- iMaterialIndex = _a;
- bOne = true;
- eType2 = (*a).eType;
- }
- }
- break;
- }
- // triangle strip
- // TODO: triangle strip and material index support???
- else if (PLY::EEST_TriStrip == (*i).eSemantic)
- {
- // find a list property in this ...
- pcList = &this->pcDOM->alElementData[_i];
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- // must be a dynamic list!
- if (!(*a).bIsList)continue;
- iProperty = _a;
- bOne = true;
- bIsTristrip = true;
- eType = (*a).eType;
- break;
- }
- break;
- }
- }
- // check whether we have at least one per-face information set
- if (pcList && bOne)
- {
- if (!bIsTristrip)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- PLY::Face sFace;
-
- // parse the list of vertex indices
- if (0xFFFFFFFF != iProperty)
- {
- const unsigned int iNum = (unsigned int)(*i).alProperties[iProperty].avList.size();
- sFace.mIndices.resize(iNum);
-
- std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p =
- (*i).alProperties[iProperty].avList.begin();
-
- for (unsigned int a = 0; a < iNum;++a,++p)
- {
- sFace.mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p,eType);
- }
- }
-
- // parse the material index
- if (0xFFFFFFFF != iMaterialIndex)
- {
- sFace.iMaterialIndex = PLY::PropertyInstance::ConvertTo<unsigned int>(
- (*i).alProperties[iMaterialIndex].avList.front(),eType2);
- }
- pvOut->push_back(sFace);
- }
- }
- else // triangle strips
- {
- // normally we have only one triangle strip instance where
- // a value of -1 indicates a restart of the strip
- bool flip = false;
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
- const std::vector<PLY::PropertyInstance::ValueUnion>& quak = (*i).alProperties[iProperty].avList;
- pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u));
-
- int aiTable[2] = {-1,-1};
- for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator a = quak.begin();a != quak.end();++a) {
- const int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
-
- if (-1 == p) {
- // restart the strip ...
- aiTable[0] = aiTable[1] = -1;
- flip = false;
- continue;
- }
- if (-1 == aiTable[0]) {
- aiTable[0] = p;
- continue;
- }
- if (-1 == aiTable[1]) {
- aiTable[1] = p;
- continue;
- }
-
- pvOut->push_back(PLY::Face());
- PLY::Face& sFace = pvOut->back();
- sFace.mIndices[0] = aiTable[0];
- sFace.mIndices[1] = aiTable[1];
- sFace.mIndices[2] = p;
- if ((flip = !flip)) {
- std::swap(sFace.mIndices[0],sFace.mIndices[1]);
- }
-
- aiTable[0] = aiTable[1];
- aiTable[1] = p;
- }
- }
- }
- }
+ ai_assert(NULL != pvOut);
+
+ PLY::ElementInstanceList* pcList = NULL;
+ bool bOne = false;
+
+ // index of the vertex index list
+ unsigned int iProperty = 0xFFFFFFFF;
+ PLY::EDataType eType = EDT_Char;
+ bool bIsTristrip = false;
+
+ // index of the material index property
+ unsigned int iMaterialIndex = 0xFFFFFFFF;
+ PLY::EDataType eType2 = EDT_Char;
+
+ // serach in the DOM for a face entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ // face = unique number of vertex indices
+ if (PLY::EEST_Face == (*i).eSemantic)
+ {
+ pcList = &pcDOM->alElementData[_i];
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if (PLY::EST_VertexIndex == (*a).Semantic)
+ {
+ // must be a dynamic list!
+ if (!(*a).bIsList)continue;
+ iProperty = _a;
+ bOne = true;
+ eType = (*a).eType;
+ }
+ else if (PLY::EST_MaterialIndex == (*a).Semantic)
+ {
+ if ((*a).bIsList)continue;
+ iMaterialIndex = _a;
+ bOne = true;
+ eType2 = (*a).eType;
+ }
+ }
+ break;
+ }
+ // triangle strip
+ // TODO: triangle strip and material index support???
+ else if (PLY::EEST_TriStrip == (*i).eSemantic)
+ {
+ // find a list property in this ...
+ pcList = &this->pcDOM->alElementData[_i];
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ // must be a dynamic list!
+ if (!(*a).bIsList)continue;
+ iProperty = _a;
+ bOne = true;
+ bIsTristrip = true;
+ eType = (*a).eType;
+ break;
+ }
+ break;
+ }
+ }
+ // check whether we have at least one per-face information set
+ if (pcList && bOne)
+ {
+ if (!bIsTristrip)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ PLY::Face sFace;
+
+ // parse the list of vertex indices
+ if (0xFFFFFFFF != iProperty)
+ {
+ const unsigned int iNum = (unsigned int)GetProperty((*i).alProperties, iProperty).avList.size();
+ sFace.mIndices.resize(iNum);
+
+ std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p =
+ GetProperty((*i).alProperties, iProperty).avList.begin();
+
+ for (unsigned int a = 0; a < iNum;++a,++p)
+ {
+ sFace.mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p,eType);
+ }
+ }
+
+ // parse the material index
+ if (0xFFFFFFFF != iMaterialIndex)
+ {
+ sFace.iMaterialIndex = PLY::PropertyInstance::ConvertTo<unsigned int>(
+ GetProperty((*i).alProperties, iMaterialIndex).avList.front(),eType2);
+ }
+ pvOut->push_back(sFace);
+ }
+ }
+ else // triangle strips
+ {
+ // normally we have only one triangle strip instance where
+ // a value of -1 indicates a restart of the strip
+ bool flip = false;
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
+ const std::vector<PLY::PropertyInstance::ValueUnion>& quak = GetProperty((*i).alProperties, iProperty).avList;
+ pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u));
+
+ int aiTable[2] = {-1,-1};
+ for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator a = quak.begin();a != quak.end();++a) {
+ const int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
+
+ if (-1 == p) {
+ // restart the strip ...
+ aiTable[0] = aiTable[1] = -1;
+ flip = false;
+ continue;
+ }
+ if (-1 == aiTable[0]) {
+ aiTable[0] = p;
+ continue;
+ }
+ if (-1 == aiTable[1]) {
+ aiTable[1] = p;
+ continue;
+ }
+
+ pvOut->push_back(PLY::Face());
+ PLY::Face& sFace = pvOut->back();
+ sFace.mIndices[0] = aiTable[0];
+ sFace.mIndices[1] = aiTable[1];
+ sFace.mIndices[2] = p;
+ if ((flip = !flip)) {
+ std::swap(sFace.mIndices[0],sFace.mIndices[1]);
+ }
+
+ aiTable[0] = aiTable[1];
+ aiTable[1] = p;
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Get a RGBA color in [0...1] range
void PLYImporter::GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
- unsigned int aiPositions[4],
- PLY::EDataType aiTypes[4],
- aiColor4D* clrOut)
+ unsigned int aiPositions[4],
+ PLY::EDataType aiTypes[4],
+ aiColor4D* clrOut)
{
- ai_assert(NULL != clrOut);
-
- if (0xFFFFFFFF == aiPositions[0])clrOut->r = 0.0f;
- else
- {
- clrOut->r = NormalizeColorValue(avList[
- aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF == aiPositions[1])clrOut->g = 0.0f;
- else
- {
- clrOut->g = NormalizeColorValue(avList[
- aiPositions[1]].avList.front(),aiTypes[1]);
- }
-
- if (0xFFFFFFFF == aiPositions[2])clrOut->b = 0.0f;
- else
- {
- clrOut->b = NormalizeColorValue(avList[
- aiPositions[2]].avList.front(),aiTypes[2]);
- }
-
- // assume 1.0 for the alpha channel ifit is not set
- if (0xFFFFFFFF == aiPositions[3])clrOut->a = 1.0f;
- else
- {
- clrOut->a = NormalizeColorValue(avList[
- aiPositions[3]].avList.front(),aiTypes[3]);
- }
+ ai_assert(NULL != clrOut);
+
+ if (0xFFFFFFFF == aiPositions[0])clrOut->r = 0.0f;
+ else
+ {
+ clrOut->r = NormalizeColorValue(GetProperty(avList,
+ aiPositions[0]).avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF == aiPositions[1])clrOut->g = 0.0f;
+ else
+ {
+ clrOut->g = NormalizeColorValue(GetProperty(avList,
+ aiPositions[1]).avList.front(),aiTypes[1]);
+ }
+
+ if (0xFFFFFFFF == aiPositions[2])clrOut->b = 0.0f;
+ else
+ {
+ clrOut->b = NormalizeColorValue(GetProperty(avList,
+ aiPositions[2]).avList.front(),aiTypes[2]);
+ }
+
+ // assume 1.0 for the alpha channel ifit is not set
+ if (0xFFFFFFFF == aiPositions[3])clrOut->a = 1.0f;
+ else
+ {
+ clrOut->a = NormalizeColorValue(GetProperty(avList,
+ aiPositions[3]).avList.front(),aiTypes[3]);
+ }
}
// ------------------------------------------------------------------------------------------------
// Extract a material from the PLY DOM
void PLYImporter::LoadMaterial(std::vector<aiMaterial*>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- // diffuse[4], specular[4], ambient[4]
- // rgba order
- unsigned int aaiPositions[3][4] = {
-
- {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
- {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
- {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
- };
-
- PLY::EDataType aaiTypes[3][4] = {
- {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
- {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
- {EDT_Char,EDT_Char,EDT_Char,EDT_Char}
- };
- PLY::ElementInstanceList* pcList = NULL;
-
- unsigned int iPhong = 0xFFFFFFFF;
- PLY::EDataType ePhong = EDT_Char;
-
- unsigned int iOpacity = 0xFFFFFFFF;
- PLY::EDataType eOpacity = EDT_Char;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = this->pcDOM->alElements.begin();
- i != this->pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Material == (*i).eSemantic)
- {
- pcList = &this->pcDOM->alElementData[_i];
-
- // now check whether which coordinate sets are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator
- a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
-
- // pohng specularity -----------------------------------
- if (PLY::EST_PhongPower == (*a).Semantic)
- {
- iPhong = _a;
- ePhong = (*a).eType;
- }
-
- // general opacity -----------------------------------
- if (PLY::EST_Opacity == (*a).Semantic)
- {
- iOpacity = _a;
- eOpacity = (*a).eType;
- }
-
- // diffuse color channels -----------------------------------
- if (PLY::EST_DiffuseRed == (*a).Semantic)
- {
- aaiPositions[0][0] = _a;
- aaiTypes[0][0] = (*a).eType;
- }
- else if (PLY::EST_DiffuseGreen == (*a).Semantic)
- {
- aaiPositions[0][1] = _a;
- aaiTypes[0][1] = (*a).eType;
- }
- else if (PLY::EST_DiffuseBlue == (*a).Semantic)
- {
- aaiPositions[0][2] = _a;
- aaiTypes[0][2] = (*a).eType;
- }
- else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
- {
- aaiPositions[0][3] = _a;
- aaiTypes[0][3] = (*a).eType;
- }
- // specular color channels -----------------------------------
- else if (PLY::EST_SpecularRed == (*a).Semantic)
- {
- aaiPositions[1][0] = _a;
- aaiTypes[1][0] = (*a).eType;
- }
- else if (PLY::EST_SpecularGreen == (*a).Semantic)
- {
- aaiPositions[1][1] = _a;
- aaiTypes[1][1] = (*a).eType;
- }
- else if (PLY::EST_SpecularBlue == (*a).Semantic)
- {
- aaiPositions[1][2] = _a;
- aaiTypes[1][2] = (*a).eType;
- }
- else if (PLY::EST_SpecularAlpha == (*a).Semantic)
- {
- aaiPositions[1][3] = _a;
- aaiTypes[1][3] = (*a).eType;
- }
- // ambient color channels -----------------------------------
- else if (PLY::EST_AmbientRed == (*a).Semantic)
- {
- aaiPositions[2][0] = _a;
- aaiTypes[2][0] = (*a).eType;
- }
- else if (PLY::EST_AmbientGreen == (*a).Semantic)
- {
- aaiPositions[2][1] = _a;
- aaiTypes[2][1] = (*a).eType;
- }
- else if (PLY::EST_AmbientBlue == (*a).Semantic)
- {
- aaiPositions[2][2] = _a;
- aaiTypes[2][2] = (*a).eType;
- }
- else if (PLY::EST_AmbientAlpha == (*a).Semantic)
- {
- aaiPositions[2][3] = _a;
- aaiTypes[2][3] = (*a).eType;
- }
- }
- break;
- }
- }
- // check whether we have a valid source for the material data
- if (NULL != pcList) {
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
- aiColor4D clrOut;
- aiMaterial* pcHelper = new aiMaterial();
-
- // build the diffuse material color
- GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
- pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
-
- // build the specular material color
- GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
- pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
-
- // build the ambient material color
- GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
- pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
-
- // handle phong power and shading mode
- int iMode;
- if (0xFFFFFFFF != iPhong) {
- float fSpec = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),ePhong);
-
- // if shininess is 0 (and the pow() calculation would therefore always
- // become 1, not depending on the angle), use gouraud lighting
- if (fSpec) {
- // scale this with 15 ... hopefully this is correct
- fSpec *= 15;
- pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
-
- iMode = (int)aiShadingMode_Phong;
- }
- else iMode = (int)aiShadingMode_Gouraud;
- }
- else iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- // handle opacity
- if (0xFFFFFFFF != iOpacity) {
- float fOpacity = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),eOpacity);
- pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
- }
-
- // The face order is absolutely undefined for PLY, so we have to
- // use two-sided rendering to be sure it's ok.
- const int two_sided = 1;
- pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
-
- // add the newly created material instance to the list
- pvOut->push_back(pcHelper);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ // diffuse[4], specular[4], ambient[4]
+ // rgba order
+ unsigned int aaiPositions[3][4] = {
+
+ {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
+ {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
+ {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
+ };
+
+ PLY::EDataType aaiTypes[3][4] = {
+ {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
+ {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
+ {EDT_Char,EDT_Char,EDT_Char,EDT_Char}
+ };
+ PLY::ElementInstanceList* pcList = NULL;
+
+ unsigned int iPhong = 0xFFFFFFFF;
+ PLY::EDataType ePhong = EDT_Char;
+
+ unsigned int iOpacity = 0xFFFFFFFF;
+ PLY::EDataType eOpacity = EDT_Char;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = this->pcDOM->alElements.begin();
+ i != this->pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Material == (*i).eSemantic)
+ {
+ pcList = &this->pcDOM->alElementData[_i];
+
+ // now check whether which coordinate sets are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator
+ a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+
+ // pohng specularity -----------------------------------
+ if (PLY::EST_PhongPower == (*a).Semantic)
+ {
+ iPhong = _a;
+ ePhong = (*a).eType;
+ }
+
+ // general opacity -----------------------------------
+ if (PLY::EST_Opacity == (*a).Semantic)
+ {
+ iOpacity = _a;
+ eOpacity = (*a).eType;
+ }
+
+ // diffuse color channels -----------------------------------
+ if (PLY::EST_DiffuseRed == (*a).Semantic)
+ {
+ aaiPositions[0][0] = _a;
+ aaiTypes[0][0] = (*a).eType;
+ }
+ else if (PLY::EST_DiffuseGreen == (*a).Semantic)
+ {
+ aaiPositions[0][1] = _a;
+ aaiTypes[0][1] = (*a).eType;
+ }
+ else if (PLY::EST_DiffuseBlue == (*a).Semantic)
+ {
+ aaiPositions[0][2] = _a;
+ aaiTypes[0][2] = (*a).eType;
+ }
+ else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
+ {
+ aaiPositions[0][3] = _a;
+ aaiTypes[0][3] = (*a).eType;
+ }
+ // specular color channels -----------------------------------
+ else if (PLY::EST_SpecularRed == (*a).Semantic)
+ {
+ aaiPositions[1][0] = _a;
+ aaiTypes[1][0] = (*a).eType;
+ }
+ else if (PLY::EST_SpecularGreen == (*a).Semantic)
+ {
+ aaiPositions[1][1] = _a;
+ aaiTypes[1][1] = (*a).eType;
+ }
+ else if (PLY::EST_SpecularBlue == (*a).Semantic)
+ {
+ aaiPositions[1][2] = _a;
+ aaiTypes[1][2] = (*a).eType;
+ }
+ else if (PLY::EST_SpecularAlpha == (*a).Semantic)
+ {
+ aaiPositions[1][3] = _a;
+ aaiTypes[1][3] = (*a).eType;
+ }
+ // ambient color channels -----------------------------------
+ else if (PLY::EST_AmbientRed == (*a).Semantic)
+ {
+ aaiPositions[2][0] = _a;
+ aaiTypes[2][0] = (*a).eType;
+ }
+ else if (PLY::EST_AmbientGreen == (*a).Semantic)
+ {
+ aaiPositions[2][1] = _a;
+ aaiTypes[2][1] = (*a).eType;
+ }
+ else if (PLY::EST_AmbientBlue == (*a).Semantic)
+ {
+ aaiPositions[2][2] = _a;
+ aaiTypes[2][2] = (*a).eType;
+ }
+ else if (PLY::EST_AmbientAlpha == (*a).Semantic)
+ {
+ aaiPositions[2][3] = _a;
+ aaiTypes[2][3] = (*a).eType;
+ }
+ }
+ break;
+ }
+ }
+ // check whether we have a valid source for the material data
+ if (NULL != pcList) {
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
+ aiColor4D clrOut;
+ aiMaterial* pcHelper = new aiMaterial();
+
+ // build the diffuse material color
+ GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
+ pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ // build the specular material color
+ GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
+ pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
+
+ // build the ambient material color
+ GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
+ pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
+
+ // handle phong power and shading mode
+ int iMode;
+ if (0xFFFFFFFF != iPhong) {
+ float fSpec = PLY::PropertyInstance::ConvertTo<float>(GetProperty((*i).alProperties, iPhong).avList.front(),ePhong);
+
+ // if shininess is 0 (and the pow() calculation would therefore always
+ // become 1, not depending on the angle), use gouraud lighting
+ if (fSpec) {
+ // scale this with 15 ... hopefully this is correct
+ fSpec *= 15;
+ pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
+
+ iMode = (int)aiShadingMode_Phong;
+ }
+ else iMode = (int)aiShadingMode_Gouraud;
+ }
+ else iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // handle opacity
+ if (0xFFFFFFFF != iOpacity) {
+ float fOpacity = PLY::PropertyInstance::ConvertTo<float>(GetProperty((*i).alProperties, iPhong).avList.front(),eOpacity);
+ pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
+ }
+
+ // The face order is absolutely undefined for PLY, so we have to
+ // use two-sided rendering to be sure it's ok.
+ const int two_sided = 1;
+ pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
+
+ // add the newly created material instance to the list
+ pvOut->push_back(pcHelper);
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER