diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/NFF')
-rw-r--r-- | libs/assimp/code/AssetLib/NFF/NFFLoader.cpp | 1168 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/NFF/NFFLoader.h | 191 |
2 files changed, 1359 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/NFF/NFFLoader.cpp b/libs/assimp/code/AssetLib/NFF/NFFLoader.cpp new file mode 100644 index 0000000..48271d1 --- /dev/null +++ b/libs/assimp/code/AssetLib/NFF/NFFLoader.cpp @@ -0,0 +1,1168 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Implementation of the STL importer class */ + +#ifndef ASSIMP_BUILD_NO_NFF_IMPORTER + +// internal headers +#include "NFFLoader.h" +#include <assimp/ParsingUtils.h> +#include <assimp/RemoveComments.h> +#include <assimp/StandardShapes.h> +#include <assimp/fast_atof.h> +#include <assimp/importerdesc.h> +#include <assimp/qnan.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> +#include <memory> + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Neutral File Format Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "enff nff" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +NFFImporter::NFFImporter() {} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +NFFImporter::~NFFImporter() {} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool NFFImporter::CanRead(const std::string & pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const { + return SimpleExtensionCheck(pFile, "nff", "enff"); +} + +// ------------------------------------------------------------------------------------------------ +// Get the list of all supported file extensions +const aiImporterDesc *NFFImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +#define AI_NFF_PARSE_FLOAT(f) \ + SkipSpaces(&sz); \ + if (!::IsLineEnd(*sz)) sz = fast_atoreal_move<ai_real>(sz, (ai_real &)f); + +// ------------------------------------------------------------------------------------------------ +#define AI_NFF_PARSE_TRIPLE(v) \ + AI_NFF_PARSE_FLOAT(v[0]) \ + AI_NFF_PARSE_FLOAT(v[1]) \ + AI_NFF_PARSE_FLOAT(v[2]) + +// ------------------------------------------------------------------------------------------------ +#define AI_NFF_PARSE_SHAPE_INFORMATION() \ + aiVector3D center, radius(1.0f, get_qnan(), get_qnan()); \ + AI_NFF_PARSE_TRIPLE(center); \ + AI_NFF_PARSE_TRIPLE(radius); \ + if (is_qnan(radius.z)) radius.z = radius.x; \ + if (is_qnan(radius.y)) radius.y = radius.x; \ + curMesh.radius = radius; \ + curMesh.center = center; + +// ------------------------------------------------------------------------------------------------ +#define AI_NFF2_GET_NEXT_TOKEN() \ + do { \ + if (!GetNextLine(buffer, line)) { \ + ASSIMP_LOG_WARN("NFF2: Unexpected EOF, can't read next token"); \ + break; \ + } \ + SkipSpaces(line, &sz); \ + } while (IsLineEnd(*sz)) + +// ------------------------------------------------------------------------------------------------ +// Loads the material table for the NFF2 file format from an external file +void NFFImporter::LoadNFF2MaterialTable(std::vector<ShadingInfo> &output, + const std::string &path, IOSystem *pIOHandler) { + std::unique_ptr<IOStream> file(pIOHandler->Open(path, "rb")); + + // Check whether we can read from the file + if (!file.get()) { + ASSIMP_LOG_ERROR("NFF2: Unable to open material library ", path, "."); + return; + } + + // get the size of the file + const unsigned int m = (unsigned int)file->FileSize(); + + // allocate storage and copy the contents of the file to a memory buffer + // (terminate it with zero) + std::vector<char> mBuffer2(m + 1); + TextFileToBuffer(file.get(), mBuffer2); + const char *buffer = &mBuffer2[0]; + + // First of all: remove all comments from the file + CommentRemover::RemoveLineComments("//", &mBuffer2[0]); + + // The file should start with the magic sequence "mat" + if (!TokenMatch(buffer, "mat", 3)) { + ASSIMP_LOG_ERROR("NFF2: Not a valid material library ", path, "."); + return; + } + + ShadingInfo *curShader = nullptr; + + // No read the file line per line + char line[4096]; + const char *sz; + while (GetNextLine(buffer, line)) { + SkipSpaces(line, &sz); + + // 'version' defines the version of the file format + if (TokenMatch(sz, "version", 7)) { + ASSIMP_LOG_INFO("NFF (Sense8) material library file format: ", std::string(sz)); + } + // 'matdef' starts a new material in the file + else if (TokenMatch(sz, "matdef", 6)) { + // add a new material to the list + output.push_back(ShadingInfo()); + curShader = &output.back(); + + // parse the name of the material + } else if (!TokenMatch(sz, "valid", 5)) { + // check whether we have an active material at the moment + if (!IsLineEnd(*sz)) { + if (!curShader) { + ASSIMP_LOG_ERROR("NFF2 material library: Found element ", sz, "but there is no active material"); + continue; + } + } else + continue; + + // now read the material property and determine its type + aiColor3D c; + if (TokenMatch(sz, "ambient", 7)) { + AI_NFF_PARSE_TRIPLE(c); + curShader->ambient = c; + } else if (TokenMatch(sz, "diffuse", 7) || TokenMatch(sz, "ambientdiffuse", 14) /* correct? */) { + AI_NFF_PARSE_TRIPLE(c); + curShader->diffuse = curShader->ambient = c; + } else if (TokenMatch(sz, "specular", 8)) { + AI_NFF_PARSE_TRIPLE(c); + curShader->specular = c; + } else if (TokenMatch(sz, "emission", 8)) { + AI_NFF_PARSE_TRIPLE(c); + curShader->emissive = c; + } else if (TokenMatch(sz, "shininess", 9)) { + AI_NFF_PARSE_FLOAT(curShader->shininess); + } else if (TokenMatch(sz, "opacity", 7)) { + AI_NFF_PARSE_FLOAT(curShader->opacity); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void NFFImporter::InternReadFile(const std::string &pFile, + aiScene *pScene, IOSystem *pIOHandler) { + std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb")); + + // Check whether we can read from the file + if (!file.get()) + throw DeadlyImportError("Failed to open NFF file ", pFile, "."); + + // allocate storage and copy the contents of the file to a memory buffer + // (terminate it with zero) + std::vector<char> mBuffer2; + TextFileToBuffer(file.get(), mBuffer2); + const char *buffer = &mBuffer2[0]; + + // mesh arrays - separate here to make the handling of the pointers below easier. + std::vector<MeshInfo> meshes; + std::vector<MeshInfo> meshesWithNormals; + std::vector<MeshInfo> meshesWithUVCoords; + std::vector<MeshInfo> meshesLocked; + + char line[4096]; + const char *sz; + + // camera parameters + aiVector3D camPos, camUp(0.f, 1.f, 0.f), camLookAt(0.f, 0.f, 1.f); + ai_real angle = 45.f; + aiVector2D resolution; + + bool hasCam = false; + + MeshInfo *currentMeshWithNormals = nullptr; + MeshInfo *currentMesh = nullptr; + MeshInfo *currentMeshWithUVCoords = nullptr; + + ShadingInfo s; // current material info + + // degree of tessellation + unsigned int iTesselation = 4; + + // some temporary variables we need to parse the file + unsigned int sphere = 0, + cylinder = 0, + cone = 0, + numNamed = 0, + dodecahedron = 0, + octahedron = 0, + tetrahedron = 0, + hexahedron = 0; + + // lights imported from the file + std::vector<Light> lights; + + // check whether this is the NFF2 file format + if (TokenMatch(buffer, "nff", 3)) { + const ai_real qnan = get_qnan(); + const aiColor4D cQNAN = aiColor4D(qnan, 0.f, 0.f, 1.f); + const aiVector3D vQNAN = aiVector3D(qnan, 0.f, 0.f); + + // another NFF file format ... just a raw parser has been implemented + // no support for further details, I don't think it is worth the effort + // http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html + // http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm + + // First of all: remove all comments from the file + CommentRemover::RemoveLineComments("//", &mBuffer2[0]); + + while (GetNextLine(buffer, line)) { + SkipSpaces(line, &sz); + if (TokenMatch(sz, "version", 7)) { + ASSIMP_LOG_INFO("NFF (Sense8) file format: ", sz); + } else if (TokenMatch(sz, "viewpos", 7)) { + AI_NFF_PARSE_TRIPLE(camPos); + hasCam = true; + } else if (TokenMatch(sz, "viewdir", 7)) { + AI_NFF_PARSE_TRIPLE(camLookAt); + hasCam = true; + } + // This starts a new object section + else if (!IsSpaceOrNewLine(*sz)) { + unsigned int subMeshIdx = 0; + + // read the name of the object, skip all spaces + // at the end of it. + const char *sz3 = sz; + while (!IsSpaceOrNewLine(*sz)) + ++sz; + std::string objectName = std::string(sz3, (unsigned int)(sz - sz3)); + + const unsigned int objStart = (unsigned int)meshes.size(); + + // There could be a material table in a separate file + std::vector<ShadingInfo> materialTable; + while (true) { + AI_NFF2_GET_NEXT_TOKEN(); + + // material table - an external file + if (TokenMatch(sz, "mtable", 6)) { + SkipSpaces(&sz); + sz3 = sz; + while (!IsSpaceOrNewLine(*sz)) + ++sz; + const unsigned int diff = (unsigned int)(sz - sz3); + if (!diff) + ASSIMP_LOG_WARN("NFF2: Found empty mtable token"); + else { + // The material table has the file extension .mat. + // If it is not there, we need to append it + std::string path = std::string(sz3, diff); + if (std::string::npos == path.find_last_of(".mat")) { + path.append(".mat"); + } + + // Now extract the working directory from the path to + // this file and append the material library filename + // to it. + std::string::size_type sepPos; + if ((std::string::npos == (sepPos = path.find_last_of('\\')) || !sepPos) && + (std::string::npos == (sepPos = path.find_last_of('/')) || !sepPos)) { + sepPos = pFile.find_last_of('\\'); + if (std::string::npos == sepPos) { + sepPos = pFile.find_last_of('/'); + } + if (std::string::npos != sepPos) { + path = pFile.substr(0, sepPos + 1) + path; + } + } + LoadNFF2MaterialTable(materialTable, path, pIOHandler); + } + } else + break; + } + + // read the numbr of vertices + unsigned int num = ::strtoul10(sz, &sz); + + // temporary storage + std::vector<aiColor4D> tempColors; + std::vector<aiVector3D> tempPositions, tempTextureCoords, tempNormals; + + bool hasNormals = false, hasUVs = false, hasColor = false; + + tempPositions.reserve(num); + tempColors.reserve(num); + tempNormals.reserve(num); + tempTextureCoords.reserve(num); + for (unsigned int i = 0; i < num; ++i) { + AI_NFF2_GET_NEXT_TOKEN(); + aiVector3D v; + AI_NFF_PARSE_TRIPLE(v); + tempPositions.push_back(v); + + // parse all other attributes in the line + while (true) { + SkipSpaces(&sz); + if (IsLineEnd(*sz)) break; + + // color definition + if (TokenMatch(sz, "0x", 2)) { + hasColor = true; + unsigned int numIdx = ::strtoul16(sz, &sz); + aiColor4D clr; + clr.a = 1.f; + + // 0xRRGGBB + clr.r = ((numIdx >> 16u) & 0xff) / 255.f; + clr.g = ((numIdx >> 8u) & 0xff) / 255.f; + clr.b = ((numIdx)&0xff) / 255.f; + tempColors.push_back(clr); + } + // normal vector + else if (TokenMatch(sz, "norm", 4)) { + hasNormals = true; + AI_NFF_PARSE_TRIPLE(v); + tempNormals.push_back(v); + } + // UV coordinate + else if (TokenMatch(sz, "uv", 2)) { + hasUVs = true; + AI_NFF_PARSE_FLOAT(v.x); + AI_NFF_PARSE_FLOAT(v.y); + v.z = 0.f; + tempTextureCoords.push_back(v); + } + } + + // fill in dummies for all attributes that have not been set + if (tempNormals.size() != tempPositions.size()) + tempNormals.push_back(vQNAN); + + if (tempTextureCoords.size() != tempPositions.size()) + tempTextureCoords.push_back(vQNAN); + + if (tempColors.size() != tempPositions.size()) + tempColors.push_back(cQNAN); + } + + AI_NFF2_GET_NEXT_TOKEN(); + if (!num) throw DeadlyImportError("NFF2: There are zero vertices"); + num = ::strtoul10(sz, &sz); + + std::vector<unsigned int> tempIdx; + tempIdx.reserve(10); + for (unsigned int i = 0; i < num; ++i) { + AI_NFF2_GET_NEXT_TOKEN(); + SkipSpaces(line, &sz); + unsigned int numIdx = ::strtoul10(sz, &sz); + + // read all faces indices + if (numIdx) { + // mesh.faces.push_back(numIdx); + // tempIdx.erase(tempIdx.begin(),tempIdx.end()); + tempIdx.resize(numIdx); + + for (unsigned int a = 0; a < numIdx; ++a) { + SkipSpaces(sz, &sz); + unsigned int m = ::strtoul10(sz, &sz); + if (m >= (unsigned int)tempPositions.size()) { + ASSIMP_LOG_ERROR("NFF2: Vertex index overflow"); + m = 0; + } + // mesh.vertices.push_back (tempPositions[idx]); + tempIdx[a] = m; + } + } + + // build a temporary shader object for the face. + ShadingInfo shader; + unsigned int matIdx = 0; + + // white material color - we have vertex colors + shader.color = aiColor3D(1.f, 1.f, 1.f); + aiColor4D c = aiColor4D(1.f, 1.f, 1.f, 1.f); + while (true) { + SkipSpaces(sz, &sz); + if (IsLineEnd(*sz)) break; + + // per-polygon colors + if (TokenMatch(sz, "0x", 2)) { + hasColor = true; + const char *sz2 = sz; + numIdx = ::strtoul16(sz, &sz); + const unsigned int diff = (unsigned int)(sz - sz2); + + // 0xRRGGBB + if (diff > 3) { + c.r = ((numIdx >> 16u) & 0xff) / 255.f; + c.g = ((numIdx >> 8u) & 0xff) / 255.f; + c.b = ((numIdx)&0xff) / 255.f; + } + // 0xRGB + else { + c.r = ((numIdx >> 8u) & 0xf) / 16.f; + c.g = ((numIdx >> 4u) & 0xf) / 16.f; + c.b = ((numIdx)&0xf) / 16.f; + } + } + // TODO - implement texture mapping here +#if 0 + // mirror vertex texture coordinate? + else if (TokenMatch(sz,"mirror",6)) + { + } + // texture coordinate scaling + else if (TokenMatch(sz,"scale",5)) + { + } + // texture coordinate translation + else if (TokenMatch(sz,"trans",5)) + { + } + // texture coordinate rotation angle + else if (TokenMatch(sz,"rot",3)) + { + } +#endif + + // texture file name for this polygon + mapping information + else if ('_' == sz[0]) { + // get mapping information + switch (sz[1]) { + case 'v': + case 'V': + + shader.shaded = false; + break; + + case 't': + case 'T': + case 'u': + case 'U': + + ASSIMP_LOG_WARN("Unsupported NFF2 texture attribute: trans"); + }; + if (!sz[1] || '_' != sz[2]) { + ASSIMP_LOG_WARN("NFF2: Expected underscore after texture attributes"); + continue; + } + const char *sz2 = sz + 3; + while (!IsSpaceOrNewLine(*sz)) + ++sz; + const unsigned int diff = (unsigned int)(sz - sz2); + if (diff) shader.texFile = std::string(sz2, diff); + } + + // Two-sided material? + else if (TokenMatch(sz, "both", 4)) { + shader.twoSided = true; + } + + // Material ID? + else if (!materialTable.empty() && TokenMatch(sz, "matid", 5)) { + SkipSpaces(&sz); + matIdx = ::strtoul10(sz, &sz); + if (matIdx >= materialTable.size()) { + ASSIMP_LOG_ERROR("NFF2: Material index overflow."); + matIdx = 0; + } + + // now combine our current shader with the shader we + // read from the material table. + ShadingInfo &mat = materialTable[matIdx]; + shader.ambient = mat.ambient; + shader.diffuse = mat.diffuse; + shader.emissive = mat.emissive; + shader.opacity = mat.opacity; + shader.specular = mat.specular; + shader.shininess = mat.shininess; + } else + SkipToken(sz); + } + + // search the list of all shaders we have for this object whether + // there is an identical one. In this case, we append our mesh + // data to it. + MeshInfo *mesh = nullptr; + for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end(); + it != end; ++it) { + if ((*it).shader == shader && (*it).matIndex == matIdx) { + // we have one, we can append our data to it + mesh = &(*it); + } + } + if (!mesh) { + meshes.push_back(MeshInfo(PatchType_Simple, false)); + mesh = &meshes.back(); + mesh->matIndex = matIdx; + + // We need to add a new mesh to the list. We assign + // an unique name to it to make sure the scene will + // pass the validation step for the moment. + // TODO: fix naming of objects in the scenegraph later + if (objectName.length()) { + ::strcpy(mesh->name, objectName.c_str()); + ASSIMP_itoa10(&mesh->name[objectName.length()], 30, subMeshIdx++); + } + + // copy the shader to the mesh. + mesh->shader = shader; + } + + // fill the mesh with data + if (!tempIdx.empty()) { + mesh->faces.push_back((unsigned int)tempIdx.size()); + for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end(); + it != end; ++it) { + unsigned int m = *it; + + // copy colors -vertex color specifications override polygon color specifications + if (hasColor) { + const aiColor4D &clr = tempColors[m]; + mesh->colors.push_back((is_qnan(clr.r) ? c : clr)); + } + + // positions should always be there + mesh->vertices.push_back(tempPositions[m]); + + // copy normal vectors + if (hasNormals) + mesh->normals.push_back(tempNormals[m]); + + // copy texture coordinates + if (hasUVs) + mesh->uvs.push_back(tempTextureCoords[m]); + } + } + } + if (!num) throw DeadlyImportError("NFF2: There are zero faces"); + } + } + camLookAt = camLookAt + camPos; + } else // "Normal" Neutral file format that is quite more common + { + while (GetNextLine(buffer, line)) { + sz = line; + if ('p' == line[0] || TokenMatch(sz, "tpp", 3)) { + MeshInfo *out = nullptr; + + // 'tpp' - texture polygon patch primitive + if ('t' == line[0]) { + currentMeshWithUVCoords = nullptr; + for (auto &mesh : meshesWithUVCoords) { + if (mesh.shader == s) { + currentMeshWithUVCoords = &mesh; + break; + } + } + + if (!currentMeshWithUVCoords) { + meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals)); + currentMeshWithUVCoords = &meshesWithUVCoords.back(); + currentMeshWithUVCoords->shader = s; + } + out = currentMeshWithUVCoords; + } + // 'pp' - polygon patch primitive + else if ('p' == line[1]) { + currentMeshWithNormals = nullptr; + for (auto &mesh : meshesWithNormals) { + if (mesh.shader == s) { + currentMeshWithNormals = &mesh; + break; + } + } + + if (!currentMeshWithNormals) { + meshesWithNormals.push_back(MeshInfo(PatchType_Normals)); + currentMeshWithNormals = &meshesWithNormals.back(); + currentMeshWithNormals->shader = s; + } + sz = &line[2]; + out = currentMeshWithNormals; + } + // 'p' - polygon primitive + else { + currentMesh = nullptr; + for (auto &mesh : meshes) { + if (mesh.shader == s) { + currentMesh = &mesh; + break; + } + } + + if (!currentMesh) { + meshes.push_back(MeshInfo(PatchType_Simple)); + currentMesh = &meshes.back(); + currentMesh->shader = s; + } + sz = &line[1]; + out = currentMesh; + } + SkipSpaces(sz, &sz); + unsigned int m = strtoul10(sz); + + // ---- flip the face order + out->vertices.resize(out->vertices.size() + m); + if (out != currentMesh) { + out->normals.resize(out->vertices.size()); + } + if (out == currentMeshWithUVCoords) { + out->uvs.resize(out->vertices.size()); + } + for (unsigned int n = 0; n < m; ++n) { + if (!GetNextLine(buffer, line)) { + ASSIMP_LOG_ERROR("NFF: Unexpected EOF was encountered. Patch definition incomplete"); + continue; + } + + aiVector3D v; + sz = &line[0]; + AI_NFF_PARSE_TRIPLE(v); + out->vertices[out->vertices.size() - n - 1] = v; + + if (out != currentMesh) { + AI_NFF_PARSE_TRIPLE(v); + out->normals[out->vertices.size() - n - 1] = v; + } + if (out == currentMeshWithUVCoords) { + // FIX: in one test file this wraps over multiple lines + SkipSpaces(&sz); + if (IsLineEnd(*sz)) { + GetNextLine(buffer, line); + sz = line; + } + AI_NFF_PARSE_FLOAT(v.x); + SkipSpaces(&sz); + if (IsLineEnd(*sz)) { + GetNextLine(buffer, line); + sz = line; + } + AI_NFF_PARSE_FLOAT(v.y); + v.y = 1.f - v.y; + out->uvs[out->vertices.size() - n - 1] = v; + } + } + out->faces.push_back(m); + } + // 'f' - shading information block + else if (TokenMatch(sz, "f", 1)) { + ai_real d; + + // read the RGB colors + AI_NFF_PARSE_TRIPLE(s.color); + + // read the other properties + AI_NFF_PARSE_FLOAT(s.diffuse.r); + AI_NFF_PARSE_FLOAT(s.specular.r); + AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance + AI_NFF_PARSE_FLOAT(d); + AI_NFF_PARSE_FLOAT(s.refracti); + + // NFF2 uses full colors here so we need to use them too + // although NFF uses simple scaling factors + s.diffuse.g = s.diffuse.b = s.diffuse.r; + s.specular.g = s.specular.b = s.specular.r; + + // if the next one is NOT a number we assume it is a texture file name + // this feature is used by some NFF files on the internet and it has + // been implemented as it can be really useful + SkipSpaces(&sz); + if (!IsNumeric(*sz)) { + // TODO: Support full file names with spaces and quotation marks ... + const char *p = sz; + while (!IsSpaceOrNewLine(*sz)) + ++sz; + + unsigned int diff = (unsigned int)(sz - p); + if (diff) { + s.texFile = std::string(p, diff); + } + } else { + AI_NFF_PARSE_FLOAT(s.ambient); // optional + } + } + // 'shader' - other way to specify a texture + else if (TokenMatch(sz, "shader", 6)) { + SkipSpaces(&sz); + const char *old = sz; + while (!IsSpaceOrNewLine(*sz)) + ++sz; + s.texFile = std::string(old, (uintptr_t)sz - (uintptr_t)old); + } + // 'l' - light source + else if (TokenMatch(sz, "l", 1)) { + lights.push_back(Light()); + Light &light = lights.back(); + + AI_NFF_PARSE_TRIPLE(light.position); + AI_NFF_PARSE_FLOAT(light.intensity); + AI_NFF_PARSE_TRIPLE(light.color); + } + // 's' - sphere + else if (TokenMatch(sz, "s", 1)) { + meshesLocked.push_back(MeshInfo(PatchType_Simple, true)); + MeshInfo &curMesh = meshesLocked.back(); + curMesh.shader = s; + curMesh.shader.mapping = aiTextureMapping_SPHERE; + + AI_NFF_PARSE_SHAPE_INFORMATION(); + + // we don't need scaling or translation here - we do it in the node's transform + StandardShapes::MakeSphere(iTesselation, curMesh.vertices); + curMesh.faces.resize(curMesh.vertices.size() / 3, 3); + + // generate a name for the mesh + ::ai_snprintf(curMesh.name, MeshInfo::MaxNameLen, "sphere_%i", sphere++); + } + // 'dod' - dodecahedron + else if (TokenMatch(sz, "dod", 3)) { + meshesLocked.push_back(MeshInfo(PatchType_Simple, true)); + MeshInfo &curMesh = meshesLocked.back(); + curMesh.shader = s; + curMesh.shader.mapping = aiTextureMapping_SPHERE; + + AI_NFF_PARSE_SHAPE_INFORMATION(); + + // we don't need scaling or translation here - we do it in the node's transform + StandardShapes::MakeDodecahedron(curMesh.vertices); + curMesh.faces.resize(curMesh.vertices.size() / 3, 3); + + // generate a name for the mesh + ::ai_snprintf(curMesh.name, 128, "dodecahedron_%i", dodecahedron++); + } + + // 'oct' - octahedron + else if (TokenMatch(sz, "oct", 3)) { + meshesLocked.push_back(MeshInfo(PatchType_Simple, true)); + MeshInfo &curMesh = meshesLocked.back(); + curMesh.shader = s; + curMesh.shader.mapping = aiTextureMapping_SPHERE; + + AI_NFF_PARSE_SHAPE_INFORMATION(); + + // we don't need scaling or translation here - we do it in the node's transform + StandardShapes::MakeOctahedron(curMesh.vertices); + curMesh.faces.resize(curMesh.vertices.size() / 3, 3); + + // generate a name for the mesh + ::ai_snprintf(curMesh.name, MeshInfo::MaxNameLen, "octahedron_%i", octahedron++); + } + + // 'tet' - tetrahedron + else if (TokenMatch(sz, "tet", 3)) { + meshesLocked.push_back(MeshInfo(PatchType_Simple, true)); + MeshInfo &curMesh = meshesLocked.back(); + curMesh.shader = s; + curMesh.shader.mapping = aiTextureMapping_SPHERE; + + AI_NFF_PARSE_SHAPE_INFORMATION(); + + // we don't need scaling or translation here - we do it in the node's transform + StandardShapes::MakeTetrahedron(curMesh.vertices); + curMesh.faces.resize(curMesh.vertices.size() / 3, 3); + + // generate a name for the mesh + ::ai_snprintf(curMesh.name, MeshInfo::MaxNameLen, "tetrahedron_%i", tetrahedron++); + } + + // 'hex' - hexahedron + else if (TokenMatch(sz, "hex", 3)) { + meshesLocked.push_back(MeshInfo(PatchType_Simple, true)); + MeshInfo &curMesh = meshesLocked.back(); + curMesh.shader = s; + curMesh.shader.mapping = aiTextureMapping_BOX; + + AI_NFF_PARSE_SHAPE_INFORMATION(); + + // we don't need scaling or translation here - we do it in the node's transform + StandardShapes::MakeHexahedron(curMesh.vertices); + curMesh.faces.resize(curMesh.vertices.size() / 3, 3); + + // generate a name for the mesh + ::ai_snprintf(curMesh.name, MeshInfo::MaxNameLen, "hexahedron_%i", hexahedron++); + } + // 'c' - cone + else if (TokenMatch(sz, "c", 1)) { + meshesLocked.push_back(MeshInfo(PatchType_Simple, true)); + MeshInfo &curMesh = meshesLocked.back(); + curMesh.shader = s; + curMesh.shader.mapping = aiTextureMapping_CYLINDER; + + if (!GetNextLine(buffer, line)) { + ASSIMP_LOG_ERROR("NFF: Unexpected end of file (cone definition not complete)"); + break; + } + sz = line; + + // read the two center points and the respective radii + aiVector3D center1, center2; + ai_real radius1 = 0.f, radius2 = 0.f; + AI_NFF_PARSE_TRIPLE(center1); + AI_NFF_PARSE_FLOAT(radius1); + + if (!GetNextLine(buffer, line)) { + ASSIMP_LOG_ERROR("NFF: Unexpected end of file (cone definition not complete)"); + break; + } + sz = line; + + AI_NFF_PARSE_TRIPLE(center2); + AI_NFF_PARSE_FLOAT(radius2); + + // compute the center point of the cone/cylinder - + // it is its local transformation origin + curMesh.dir = center2 - center1; + curMesh.center = center1 + curMesh.dir / (ai_real)2.0; + + ai_real f; + if ((f = curMesh.dir.Length()) < 10e-3f) { + ASSIMP_LOG_ERROR("NFF: Cone height is close to zero"); + continue; + } + curMesh.dir /= f; // normalize + + // generate the cone - it consists of simple triangles + StandardShapes::MakeCone(f, radius1, radius2, + integer_pow(4, iTesselation), curMesh.vertices); + + // MakeCone() returns tris + curMesh.faces.resize(curMesh.vertices.size() / 3, 3); + + // generate a name for the mesh. 'cone' if it a cone, + // 'cylinder' if it is a cylinder. Funny, isn't it? + if (radius1 != radius2) { + ::ai_snprintf(curMesh.name, MeshInfo::MaxNameLen, "cone_%i", cone++); + } else { + ::ai_snprintf(curMesh.name, MeshInfo::MaxNameLen, "cylinder_%i", cylinder++); + } + } + // 'tess' - tessellation + else if (TokenMatch(sz, "tess", 4)) { + SkipSpaces(&sz); + iTesselation = strtoul10(sz); + } + // 'from' - camera position + else if (TokenMatch(sz, "from", 4)) { + AI_NFF_PARSE_TRIPLE(camPos); + hasCam = true; + } + // 'at' - camera look-at vector + else if (TokenMatch(sz, "at", 2)) { + AI_NFF_PARSE_TRIPLE(camLookAt); + hasCam = true; + } + // 'up' - camera up vector + else if (TokenMatch(sz, "up", 2)) { + AI_NFF_PARSE_TRIPLE(camUp); + hasCam = true; + } + // 'angle' - (half?) camera field of view + else if (TokenMatch(sz, "angle", 5)) { + AI_NFF_PARSE_FLOAT(angle); + hasCam = true; + } + // 'resolution' - used to compute the screen aspect + else if (TokenMatch(sz, "resolution", 10)) { + AI_NFF_PARSE_FLOAT(resolution.x); + AI_NFF_PARSE_FLOAT(resolution.y); + hasCam = true; + } + // 'pb' - bezier patch. Not supported yet + else if (TokenMatch(sz, "pb", 2)) { + ASSIMP_LOG_ERROR("NFF: Encountered unsupported ID: bezier patch"); + } + // 'pn' - NURBS. Not supported yet + else if (TokenMatch(sz, "pn", 2) || TokenMatch(sz, "pnn", 3)) { + ASSIMP_LOG_ERROR("NFF: Encountered unsupported ID: NURBS"); + } + // '' - comment + else if ('#' == line[0]) { + const char *space; + SkipSpaces(&line[1], &space); + if (!IsLineEnd(*space)) { + ASSIMP_LOG_INFO(space); + } + } + } + } + + // copy all arrays into one large + meshes.reserve(meshes.size() + meshesLocked.size() + meshesWithNormals.size() + meshesWithUVCoords.size()); + meshes.insert(meshes.end(), meshesLocked.begin(), meshesLocked.end()); + meshes.insert(meshes.end(), meshesWithNormals.begin(), meshesWithNormals.end()); + meshes.insert(meshes.end(), meshesWithUVCoords.begin(), meshesWithUVCoords.end()); + + // now generate output meshes. first find out how many meshes we'll need + std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end(); + for (; it != end; ++it) { + if (!(*it).faces.empty()) { + ++pScene->mNumMeshes; + if ((*it).name[0]) ++numNamed; + } + } + + // generate a dummy root node - assign all unnamed elements such + // as polygons and polygon patches to the root node and generate + // sub nodes for named objects such as spheres and cones. + aiNode *const root = new aiNode(); + root->mName.Set("<NFF_Root>"); + root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int)lights.size(); + root->mNumMeshes = pScene->mNumMeshes - numNamed; + + aiNode **ppcChildren = nullptr; + unsigned int *pMeshes = nullptr; + if (root->mNumMeshes) + pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes]; + if (root->mNumChildren) + ppcChildren = root->mChildren = new aiNode *[root->mNumChildren]; + + // generate the camera + if (hasCam) { + ai_assert(ppcChildren); + aiNode *nd = new aiNode(); + *ppcChildren = nd; + nd->mName.Set("<NFF_Camera>"); + nd->mParent = root; + + // allocate the camera in the scene + pScene->mNumCameras = 1; + pScene->mCameras = new aiCamera *[1]; + aiCamera *c = pScene->mCameras[0] = new aiCamera; + + c->mName = nd->mName; // make sure the names are identical + c->mHorizontalFOV = AI_DEG_TO_RAD(angle); + c->mLookAt = camLookAt - camPos; + c->mPosition = camPos; + c->mUp = camUp; + + // If the resolution is not specified in the file, we + // need to set 1.0 as aspect. + c->mAspect = (!resolution.y ? 0.f : resolution.x / resolution.y); + ++ppcChildren; + } + + // generate light sources + if (!lights.empty()) { + ai_assert(ppcChildren); + pScene->mNumLights = (unsigned int)lights.size(); + pScene->mLights = new aiLight *[pScene->mNumLights]; + for (unsigned int i = 0; i < pScene->mNumLights; ++i, ++ppcChildren) { + const Light &l = lights[i]; + + aiNode *nd = new aiNode(); + *ppcChildren = nd; + nd->mParent = root; + + nd->mName.length = ::ai_snprintf(nd->mName.data, 1024, "<NFF_Light%u>", i); + + // allocate the light in the scene data structure + aiLight *out = pScene->mLights[i] = new aiLight(); + out->mName = nd->mName; // make sure the names are identical + out->mType = aiLightSource_POINT; + out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity; + out->mPosition = l.position; + } + } + + if (!pScene->mNumMeshes) throw DeadlyImportError("NFF: No meshes loaded"); + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes]; + unsigned int m = 0; + for (it = meshes.begin(); it != end; ++it) { + if ((*it).faces.empty()) continue; + + const MeshInfo &src = *it; + aiMesh *const mesh = pScene->mMeshes[m] = new aiMesh(); + mesh->mNumVertices = (unsigned int)src.vertices.size(); + mesh->mNumFaces = (unsigned int)src.faces.size(); + + // Generate sub nodes for named meshes + if (src.name[0] && nullptr != ppcChildren) { + aiNode *const node = *ppcChildren = new aiNode(); + node->mParent = root; + node->mNumMeshes = 1; + node->mMeshes = new unsigned int[1]; + node->mMeshes[0] = m; + node->mName.Set(src.name); + + // setup the transformation matrix of the node + aiMatrix4x4::FromToMatrix(aiVector3D(0.f, 1.f, 0.f), + src.dir, node->mTransformation); + + aiMatrix4x4 &mat = node->mTransformation; + mat.a1 *= src.radius.x; + mat.b1 *= src.radius.x; + mat.c1 *= src.radius.x; + mat.a2 *= src.radius.y; + mat.b2 *= src.radius.y; + mat.c2 *= src.radius.y; + mat.a3 *= src.radius.z; + mat.b3 *= src.radius.z; + mat.c3 *= src.radius.z; + mat.a4 = src.center.x; + mat.b4 = src.center.y; + mat.c4 = src.center.z; + + ++ppcChildren; + } else { + *pMeshes++ = m; + } + + // copy vertex positions + mesh->mVertices = new aiVector3D[mesh->mNumVertices]; + ::memcpy(mesh->mVertices, &src.vertices[0], + sizeof(aiVector3D) * mesh->mNumVertices); + + // NFF2: there could be vertex colors + if (!src.colors.empty()) { + ai_assert(src.colors.size() == src.vertices.size()); + + // copy vertex colors + mesh->mColors[0] = new aiColor4D[mesh->mNumVertices]; + ::memcpy(mesh->mColors[0], &src.colors[0], + sizeof(aiColor4D) * mesh->mNumVertices); + } + + if (!src.normals.empty()) { + ai_assert(src.normals.size() == src.vertices.size()); + + // copy normal vectors + mesh->mNormals = new aiVector3D[mesh->mNumVertices]; + ::memcpy(mesh->mNormals, &src.normals[0], + sizeof(aiVector3D) * mesh->mNumVertices); + } + + if (!src.uvs.empty()) { + ai_assert(src.uvs.size() == src.vertices.size()); + + // copy texture coordinates + mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; + ::memcpy(mesh->mTextureCoords[0], &src.uvs[0], + sizeof(aiVector3D) * mesh->mNumVertices); + } + + // generate faces + unsigned int p = 0; + aiFace *pFace = mesh->mFaces = new aiFace[mesh->mNumFaces]; + for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(), + end2 = src.faces.end(); + it2 != end2; ++it2, ++pFace) { + pFace->mIndices = new unsigned int[pFace->mNumIndices = *it2]; + for (unsigned int o = 0; o < pFace->mNumIndices; ++o) + pFace->mIndices[o] = p++; + } + + // generate a material for the mesh + aiMaterial *pcMat = (aiMaterial *)(pScene->mMaterials[m] = new aiMaterial()); + + mesh->mMaterialIndex = m++; + + aiString matName; + matName.Set(AI_DEFAULT_MATERIAL_NAME); + pcMat->AddProperty(&matName, AI_MATKEY_NAME); + + // FIX: Ignore diffuse == 0 + aiColor3D c = src.shader.color * (src.shader.diffuse.r ? src.shader.diffuse : aiColor3D(1.f, 1.f, 1.f)); + pcMat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE); + c = src.shader.color * src.shader.specular; + pcMat->AddProperty(&c, 1, AI_MATKEY_COLOR_SPECULAR); + + // NFF2 - default values for NFF + pcMat->AddProperty(&src.shader.ambient, 1, AI_MATKEY_COLOR_AMBIENT); + pcMat->AddProperty(&src.shader.emissive, 1, AI_MATKEY_COLOR_EMISSIVE); + pcMat->AddProperty(&src.shader.opacity, 1, AI_MATKEY_OPACITY); + + // setup the first texture layer, if existing + if (src.shader.texFile.length()) { + matName.Set(src.shader.texFile); + pcMat->AddProperty(&matName, AI_MATKEY_TEXTURE_DIFFUSE(0)); + + if (aiTextureMapping_UV != src.shader.mapping) { + + aiVector3D v(0.f, -1.f, 0.f); + pcMat->AddProperty(&v, 1, AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); + pcMat->AddProperty((int *)&src.shader.mapping, 1, AI_MATKEY_MAPPING_DIFFUSE(0)); + } + } + + // setup the name of the material + if (src.shader.name.length()) { + matName.Set(src.shader.texFile); + pcMat->AddProperty(&matName, AI_MATKEY_NAME); + } + + // setup some more material properties that are specific to NFF2 + int i; + if (src.shader.twoSided) { + i = 1; + pcMat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED); + } + i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading); + if (src.shader.shininess) { + i = aiShadingMode_Phong; + pcMat->AddProperty(&src.shader.shininess, 1, AI_MATKEY_SHININESS); + } + pcMat->AddProperty(&i, 1, AI_MATKEY_SHADING_MODEL); + } + pScene->mRootNode = root; +} + +#endif // !! ASSIMP_BUILD_NO_NFF_IMPORTER diff --git a/libs/assimp/code/AssetLib/NFF/NFFLoader.h b/libs/assimp/code/AssetLib/NFF/NFFLoader.h new file mode 100644 index 0000000..0fa615b --- /dev/null +++ b/libs/assimp/code/AssetLib/NFF/NFFLoader.h @@ -0,0 +1,191 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file NFFLoader.h + * @brief Declaration of the NFF importer class. + */ +#pragma once +#ifndef AI_NFFLOADER_H_INCLUDED +#define AI_NFFLOADER_H_INCLUDED + +#include <assimp/BaseImporter.h> +#include <assimp/material.h> +#include <assimp/types.h> +#include <vector> + +namespace Assimp { + +// ---------------------------------------------------------------------------------- +/** NFF (Neutral File Format) Importer class. + * + * The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format. + * Both are quite different and the loading code is somewhat dirty at + * the moment. Sense8 should be moved to a separate loader. +*/ +class NFFImporter : public BaseImporter { +public: + NFFImporter(); + ~NFFImporter() override; + + // ------------------------------------------------------------------- + /** Returns whether the class can handle the format of the given file. + * See BaseImporter::CanRead() for details. + */ + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, + bool checkSig) const override; + +protected: + // ------------------------------------------------------------------- + /** Return importer meta information. + * See #BaseImporter::GetInfo for the details + */ + const aiImporterDesc *GetInfo() const override; + + // ------------------------------------------------------------------- + /** Imports the given file into the given scene structure. + * See BaseImporter::InternReadFile() for details + */ + void InternReadFile(const std::string &pFile, aiScene *pScene, + IOSystem *pIOHandler) override; + +private: + // describes face material properties + struct ShadingInfo { + ShadingInfo() : + color(0.6f, 0.6f, 0.6f), + diffuse(1.f, 1.f, 1.f), + specular(1.f, 1.f, 1.f), + ambient(0.f, 0.f, 0.f), + emissive(0.f, 0.f, 0.f), + refracti(1.f), + twoSided(false), // for NFF2 + shaded(true), // for NFF2 + opacity(1.f), + shininess(0.f), + mapping(aiTextureMapping_UV) { + // empty + } + + aiColor3D color, diffuse, specular, ambient, emissive; + ai_real refracti; + std::string texFile; + bool twoSided; // For NFF2 + bool shaded; + ai_real opacity, shininess; + std::string name; + + // texture mapping to be generated for the mesh - uv is the default + // it means: use UV if there, nothing otherwise. This property is + // used for locked meshes. + aiTextureMapping mapping; + + // shininess is ignored for the moment + bool operator == (const ShadingInfo &other) const { + return color == other.color && + diffuse == other.diffuse && + specular == other.specular && + ambient == other.ambient && + refracti == other.refracti && + texFile == other.texFile && + twoSided == other.twoSided && + shaded == other.shaded; + + // Some properties from NFF2 aren't compared by this operator. + // Comparing MeshInfo::matIndex should do that. + } + }; + + // describes a NFF light source + struct Light { + Light() : + intensity(1.f), color(1.f, 1.f, 1.f) {} + + aiVector3D position; + ai_real intensity; + aiColor3D color; + }; + + enum PatchType { + PatchType_Simple = 0x0, + PatchType_Normals = 0x1, + PatchType_UVAndNormals = 0x2 + }; + + // describes a NFF mesh + struct MeshInfo { + MeshInfo(PatchType _pType, bool bL = false) : + pType(_pType), bLocked(bL), radius(1.f, 1.f, 1.f), dir(0.f, 1.f, 0.f), matIndex(0) { + name[0] = '\0'; // by default meshes are unnamed + } + + ShadingInfo shader; + PatchType pType; + bool bLocked; + + // for spheres, cones and cylinders: center point of the object + aiVector3D center, radius, dir; + static const size_t MaxNameLen = 128; + char name[MaxNameLen]; + + std::vector<aiVector3D> vertices, normals, uvs; + std::vector<unsigned int> faces; + + // for NFF2 + std::vector<aiColor4D> colors; + unsigned int matIndex; + }; + + // ------------------------------------------------------------------- + /** Loads the material table for the NFF2 file format from an + * external file. + * + * @param output Receives the list of output meshes + * @param path Path to the file (abs. or rel.) + * @param pIOHandler IOSystem to be used to open the file + */ + void LoadNFF2MaterialTable(std::vector<ShadingInfo> &output, + const std::string &path, IOSystem *pIOHandler); +}; + +} // end of namespace Assimp + +#endif // AI_NFFIMPORTER_H_IN |