diff options
Diffstat (limited to 'src/3rdparty/assimp/code/PlyLoader.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/PlyLoader.cpp | 1924 |
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 |