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diff --git a/libs/assimp/code/AssetLib/Obj/ObjFileImporter.cpp b/libs/assimp/code/AssetLib/Obj/ObjFileImporter.cpp
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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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.
+---------------------------------------------------------------------------
+*/
+
+#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
+
+#include "ObjFileImporter.h"
+#include "ObjFileData.h"
+#include "ObjFileParser.h"
+#include <assimp/DefaultIOSystem.h>
+#include <assimp/IOStreamBuffer.h>
+#include <assimp/ai_assert.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Importer.hpp>
+#include <assimp/ObjMaterial.h>
+#include <memory>
+
+static const aiImporterDesc desc = {
+ "Wavefront Object Importer",
+ "",
+ "",
+ "surfaces not supported",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "obj"
+};
+
+static const unsigned int ObjMinSize = 16;
+
+namespace Assimp {
+
+using namespace std;
+
+// ------------------------------------------------------------------------------------------------
+// Default constructor
+ObjFileImporter::ObjFileImporter() :
+ m_Buffer(),
+ m_pRootObject(nullptr),
+ m_strAbsPath(std::string(1, DefaultIOSystem().getOsSeparator())) {}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor.
+ObjFileImporter::~ObjFileImporter() {
+ delete m_pRootObject;
+ m_pRootObject = nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns true if file is an obj file.
+bool ObjFileImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ static const char *tokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
+ return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens), 200, false, true);
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc *ObjFileImporter::GetInfo() const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Obj-file import implementation
+void ObjFileImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) {
+ // Read file into memory
+ static const std::string mode = "rb";
+ auto streamCloser = [&](IOStream *pStream) {
+ pIOHandler->Close(pStream);
+ };
+ std::unique_ptr<IOStream, decltype(streamCloser)> fileStream(pIOHandler->Open(file, mode), streamCloser);
+ if (!fileStream.get()) {
+ throw DeadlyImportError("Failed to open file ", file, ".");
+ }
+
+ // Get the file-size and validate it, throwing an exception when fails
+ size_t fileSize = fileStream->FileSize();
+ if (fileSize < ObjMinSize) {
+ throw DeadlyImportError("OBJ-file is too small.");
+ }
+
+ IOStreamBuffer<char> streamedBuffer;
+ streamedBuffer.open(fileStream.get());
+
+ // Allocate buffer and read file into it
+ //TextFileToBuffer( fileStream.get(),m_Buffer);
+
+ // Get the model name
+ std::string modelName, folderName;
+ std::string::size_type pos = file.find_last_of("\\/");
+ if (pos != std::string::npos) {
+ modelName = file.substr(pos + 1, file.size() - pos - 1);
+ folderName = file.substr(0, pos);
+ if (!folderName.empty()) {
+ pIOHandler->PushDirectory(folderName);
+ }
+ } else {
+ modelName = file;
+ }
+
+ // parse the file into a temporary representation
+ ObjFileParser parser(streamedBuffer, modelName, pIOHandler, m_progress, file);
+
+ // And create the proper return structures out of it
+ CreateDataFromImport(parser.GetModel(), pScene);
+
+ streamedBuffer.close();
+
+ // Clean up allocated storage for the next import
+ m_Buffer.clear();
+
+ // Pop directory stack
+ if (pIOHandler->StackSize() > 0) {
+ pIOHandler->PopDirectory();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Create the data from parsed obj-file
+void ObjFileImporter::CreateDataFromImport(const ObjFile::Model *pModel, aiScene *pScene) {
+ if (nullptr == pModel) {
+ return;
+ }
+
+ // Create the root node of the scene
+ pScene->mRootNode = new aiNode;
+ if (!pModel->m_ModelName.empty()) {
+ // Set the name of the scene
+ pScene->mRootNode->mName.Set(pModel->m_ModelName);
+ } else {
+ // This is a fatal error, so break down the application
+ ai_assert(false);
+ }
+
+ if (!pModel->m_Objects.empty()) {
+
+ unsigned int meshCount = 0;
+ unsigned int childCount = 0;
+
+ for (auto object : pModel->m_Objects) {
+ if (object) {
+ ++childCount;
+ meshCount += (unsigned int)object->m_Meshes.size();
+ }
+ }
+
+ // Allocate space for the child nodes on the root node
+ pScene->mRootNode->mChildren = new aiNode *[childCount];
+
+ // Create nodes for the whole scene
+ std::vector<aiMesh *> MeshArray;
+ MeshArray.reserve(meshCount);
+ for (size_t index = 0; index < pModel->m_Objects.size(); ++index) {
+ createNodes(pModel, pModel->m_Objects[index], pScene->mRootNode, pScene, MeshArray);
+ }
+
+ ai_assert(pScene->mRootNode->mNumChildren == childCount);
+
+ // Create mesh pointer buffer for this scene
+ if (pScene->mNumMeshes > 0) {
+ pScene->mMeshes = new aiMesh *[MeshArray.size()];
+ for (size_t index = 0; index < MeshArray.size(); ++index) {
+ pScene->mMeshes[index] = MeshArray[index];
+ }
+ }
+
+ // Create all materials
+ createMaterials(pModel, pScene);
+ } else {
+ if (pModel->m_Vertices.empty()) {
+ return;
+ }
+
+ std::unique_ptr<aiMesh> mesh(new aiMesh);
+ mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
+ unsigned int n = (unsigned int)pModel->m_Vertices.size();
+ mesh->mNumVertices = n;
+
+ mesh->mVertices = new aiVector3D[n];
+ memcpy(mesh->mVertices, pModel->m_Vertices.data(), n * sizeof(aiVector3D));
+
+ if (!pModel->m_Normals.empty()) {
+ mesh->mNormals = new aiVector3D[n];
+ if (pModel->m_Normals.size() < n) {
+ throw DeadlyImportError("OBJ: vertex normal index out of range");
+ }
+ memcpy(mesh->mNormals, pModel->m_Normals.data(), n * sizeof(aiVector3D));
+ }
+
+ if (!pModel->m_VertexColors.empty()) {
+ mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
+ for (unsigned int i = 0; i < n; ++i) {
+ if (i < pModel->m_VertexColors.size()) {
+ const aiVector3D &color = pModel->m_VertexColors[i];
+ mesh->mColors[0][i] = aiColor4D(color.x, color.y, color.z, 1.0);
+ } else {
+ throw DeadlyImportError("OBJ: vertex color index out of range");
+ }
+ }
+ }
+
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ pScene->mMeshes = new aiMesh *[1];
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes[0] = mesh.release();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates all nodes of the model
+aiNode *ObjFileImporter::createNodes(const ObjFile::Model *pModel, const ObjFile::Object *pObject,
+ aiNode *pParent, aiScene *pScene,
+ std::vector<aiMesh *> &MeshArray) {
+ ai_assert(nullptr != pModel);
+ if (nullptr == pObject) {
+ return nullptr;
+ }
+
+ // Store older mesh size to be able to computes mesh offsets for new mesh instances
+ const size_t oldMeshSize = MeshArray.size();
+ aiNode *pNode = new aiNode;
+
+ pNode->mName = pObject->m_strObjName;
+
+ // If we have a parent node, store it
+ ai_assert(nullptr != pParent);
+ appendChildToParentNode(pParent, pNode);
+
+ for (size_t i = 0; i < pObject->m_Meshes.size(); ++i) {
+ unsigned int meshId = pObject->m_Meshes[i];
+ aiMesh *pMesh = createTopology(pModel, pObject, meshId);
+ if (pMesh) {
+ if (pMesh->mNumFaces > 0) {
+ MeshArray.push_back(pMesh);
+ } else {
+ delete pMesh;
+ }
+ }
+ }
+
+ // Create all nodes from the sub-objects stored in the current object
+ if (!pObject->m_SubObjects.empty()) {
+ size_t numChilds = pObject->m_SubObjects.size();
+ pNode->mNumChildren = static_cast<unsigned int>(numChilds);
+ pNode->mChildren = new aiNode *[numChilds];
+ pNode->mNumMeshes = 1;
+ pNode->mMeshes = new unsigned int[1];
+ }
+
+ // Set mesh instances into scene- and node-instances
+ const size_t meshSizeDiff = MeshArray.size() - oldMeshSize;
+ if (meshSizeDiff > 0) {
+ pNode->mMeshes = new unsigned int[meshSizeDiff];
+ pNode->mNumMeshes = static_cast<unsigned int>(meshSizeDiff);
+ size_t index = 0;
+ for (size_t i = oldMeshSize; i < MeshArray.size(); ++i) {
+ pNode->mMeshes[index] = pScene->mNumMeshes;
+ pScene->mNumMeshes++;
+ ++index;
+ }
+ }
+
+ return pNode;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Create topology data
+aiMesh *ObjFileImporter::createTopology(const ObjFile::Model *pModel, const ObjFile::Object *pData, unsigned int meshIndex) {
+ // Checking preconditions
+ ai_assert(nullptr != pModel);
+
+ if (nullptr == pData) {
+ return nullptr;
+ }
+
+ // Create faces
+ ObjFile::Mesh *pObjMesh = pModel->m_Meshes[meshIndex];
+ if (!pObjMesh) {
+ return nullptr;
+ }
+
+ if (pObjMesh->m_Faces.empty()) {
+ return nullptr;
+ }
+
+ std::unique_ptr<aiMesh> pMesh(new aiMesh);
+ if (!pObjMesh->m_name.empty()) {
+ pMesh->mName.Set(pObjMesh->m_name);
+ }
+
+ for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
+ ObjFile::Face *const inp = pObjMesh->m_Faces[index];
+ ai_assert(nullptr != inp);
+
+ if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
+ pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size() - 1);
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ } else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
+ pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size());
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ } else {
+ ++pMesh->mNumFaces;
+ if (inp->m_vertices.size() > 3) {
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ } else {
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ }
+ }
+ }
+
+ unsigned int uiIdxCount(0u);
+ if (pMesh->mNumFaces > 0) {
+ pMesh->mFaces = new aiFace[pMesh->mNumFaces];
+ if (pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial) {
+ pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
+ }
+
+ unsigned int outIndex(0);
+
+ // Copy all data from all stored meshes
+ for (auto &face : pObjMesh->m_Faces) {
+ ObjFile::Face *const inp = face;
+ if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
+ for (size_t i = 0; i < inp->m_vertices.size() - 1; ++i) {
+ aiFace &f = pMesh->mFaces[outIndex++];
+ uiIdxCount += f.mNumIndices = 2;
+ f.mIndices = new unsigned int[2];
+ }
+ continue;
+ } else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
+ for (size_t i = 0; i < inp->m_vertices.size(); ++i) {
+ aiFace &f = pMesh->mFaces[outIndex++];
+ uiIdxCount += f.mNumIndices = 1;
+ f.mIndices = new unsigned int[1];
+ }
+ continue;
+ }
+
+ aiFace *pFace = &pMesh->mFaces[outIndex++];
+ const unsigned int uiNumIndices = (unsigned int)face->m_vertices.size();
+ uiIdxCount += pFace->mNumIndices = (unsigned int)uiNumIndices;
+ if (pFace->mNumIndices > 0) {
+ pFace->mIndices = new unsigned int[uiNumIndices];
+ }
+ }
+ }
+
+ // Create mesh vertices
+ createVertexArray(pModel, pData, meshIndex, pMesh.get(), uiIdxCount);
+
+ return pMesh.release();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates a vertex array
+void ObjFileImporter::createVertexArray(const ObjFile::Model *pModel,
+ const ObjFile::Object *pCurrentObject,
+ unsigned int uiMeshIndex,
+ aiMesh *pMesh,
+ unsigned int numIndices) {
+ // Checking preconditions
+ ai_assert(nullptr != pCurrentObject);
+
+ // Break, if no faces are stored in object
+ if (pCurrentObject->m_Meshes.empty())
+ return;
+
+ // Get current mesh
+ ObjFile::Mesh *pObjMesh = pModel->m_Meshes[uiMeshIndex];
+ if (nullptr == pObjMesh || pObjMesh->m_uiNumIndices < 1) {
+ return;
+ }
+
+ // Copy vertices of this mesh instance
+ pMesh->mNumVertices = numIndices;
+ if (pMesh->mNumVertices == 0) {
+ throw DeadlyImportError("OBJ: no vertices");
+ } else if (pMesh->mNumVertices > AI_MAX_VERTICES) {
+ throw DeadlyImportError("OBJ: Too many vertices");
+ }
+ pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
+
+ // Allocate buffer for normal vectors
+ if (!pModel->m_Normals.empty() && pObjMesh->m_hasNormals)
+ pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+
+ // Allocate buffer for vertex-color vectors
+ if (!pModel->m_VertexColors.empty())
+ pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
+
+ // Allocate buffer for texture coordinates
+ if (!pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0]) {
+ pMesh->mNumUVComponents[0] = pModel->m_TextureCoordDim;
+ pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
+ }
+
+ // Copy vertices, normals and textures into aiMesh instance
+ bool normalsok = true, uvok = true;
+ unsigned int newIndex = 0, outIndex = 0;
+ for (auto sourceFace : pObjMesh->m_Faces) {
+ // Copy all index arrays
+ for (size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < sourceFace->m_vertices.size(); vertexIndex++) {
+ const unsigned int vertex = sourceFace->m_vertices.at(vertexIndex);
+ if (vertex >= pModel->m_Vertices.size()) {
+ throw DeadlyImportError("OBJ: vertex index out of range");
+ }
+
+ if (pMesh->mNumVertices <= newIndex) {
+ throw DeadlyImportError("OBJ: bad vertex index");
+ }
+
+ pMesh->mVertices[newIndex] = pModel->m_Vertices[vertex];
+
+ // Copy all normals
+ if (normalsok && !pModel->m_Normals.empty() && vertexIndex < sourceFace->m_normals.size()) {
+ const unsigned int normal = sourceFace->m_normals.at(vertexIndex);
+ if (normal >= pModel->m_Normals.size()) {
+ normalsok = false;
+ } else {
+ pMesh->mNormals[newIndex] = pModel->m_Normals[normal];
+ }
+ }
+
+ // Copy all vertex colors
+ if (vertex < pModel->m_VertexColors.size()) {
+ const aiVector3D &color = pModel->m_VertexColors[vertex];
+ pMesh->mColors[0][newIndex] = aiColor4D(color.x, color.y, color.z, 1.0);
+ }
+
+ // Copy all texture coordinates
+ if (uvok && !pModel->m_TextureCoord.empty() && vertexIndex < sourceFace->m_texturCoords.size()) {
+ const unsigned int tex = sourceFace->m_texturCoords.at(vertexIndex);
+
+ if (tex >= pModel->m_TextureCoord.size()) {
+ uvok = false;
+ } else {
+ const aiVector3D &coord3d = pModel->m_TextureCoord[tex];
+ pMesh->mTextureCoords[0][newIndex] = aiVector3D(coord3d.x, coord3d.y, coord3d.z);
+ }
+ }
+
+ // Get destination face
+ aiFace *pDestFace = &pMesh->mFaces[outIndex];
+
+ const bool last = (vertexIndex == sourceFace->m_vertices.size() - 1);
+ if (sourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
+ pDestFace->mIndices[outVertexIndex] = newIndex;
+ outVertexIndex++;
+ }
+
+ if (sourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
+ outIndex++;
+ outVertexIndex = 0;
+ } else if (sourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
+ outVertexIndex = 0;
+
+ if (!last)
+ outIndex++;
+
+ if (vertexIndex) {
+ if (!last) {
+ pMesh->mVertices[newIndex + 1] = pMesh->mVertices[newIndex];
+ if (!sourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
+ pMesh->mNormals[newIndex + 1] = pMesh->mNormals[newIndex];
+ }
+ if (!pModel->m_TextureCoord.empty()) {
+ for (size_t i = 0; i < pMesh->GetNumUVChannels(); i++) {
+ pMesh->mTextureCoords[i][newIndex + 1] = pMesh->mTextureCoords[i][newIndex];
+ }
+ }
+ ++newIndex;
+ }
+
+ pDestFace[-1].mIndices[1] = newIndex;
+ }
+ } else if (last) {
+ outIndex++;
+ }
+ ++newIndex;
+ }
+ }
+
+ if (!normalsok) {
+ delete[] pMesh->mNormals;
+ pMesh->mNormals = nullptr;
+ }
+
+ if (!uvok) {
+ delete[] pMesh->mTextureCoords[0];
+ pMesh->mTextureCoords[0] = nullptr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Counts all stored meshes
+void ObjFileImporter::countObjects(const std::vector<ObjFile::Object *> &rObjects, int &iNumMeshes) {
+ iNumMeshes = 0;
+ if (rObjects.empty())
+ return;
+
+ iNumMeshes += static_cast<unsigned int>(rObjects.size());
+ for (auto object : rObjects) {
+ if (!object->m_SubObjects.empty()) {
+ countObjects(object->m_SubObjects, iNumMeshes);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add clamp mode property to material if necessary
+void ObjFileImporter::addTextureMappingModeProperty(aiMaterial *mat, aiTextureType type, int clampMode, int index) {
+ if (nullptr == mat) {
+ return;
+ }
+
+ mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_U(type, index));
+ mat->AddProperty<int>(&clampMode, 1, AI_MATKEY_MAPPINGMODE_V(type, index));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates the material
+void ObjFileImporter::createMaterials(const ObjFile::Model *pModel, aiScene *pScene) {
+ if (nullptr == pScene) {
+ return;
+ }
+
+ const unsigned int numMaterials = (unsigned int)pModel->m_MaterialLib.size();
+ pScene->mNumMaterials = 0;
+ if (pModel->m_MaterialLib.empty()) {
+ ASSIMP_LOG_DEBUG("OBJ: no materials specified");
+ return;
+ }
+
+ pScene->mMaterials = new aiMaterial *[numMaterials];
+ for (unsigned int matIndex = 0; matIndex < numMaterials; matIndex++) {
+ // Store material name
+ std::map<std::string, ObjFile::Material *>::const_iterator it;
+ it = pModel->m_MaterialMap.find(pModel->m_MaterialLib[matIndex]);
+
+ // No material found, use the default material
+ if (pModel->m_MaterialMap.end() == it)
+ continue;
+
+ aiMaterial *mat = new aiMaterial;
+ ObjFile::Material *pCurrentMaterial = (*it).second;
+ mat->AddProperty(&pCurrentMaterial->MaterialName, AI_MATKEY_NAME);
+
+ // convert illumination model
+ int sm = 0;
+ switch (pCurrentMaterial->illumination_model) {
+ case 0:
+ sm = aiShadingMode_NoShading;
+ break;
+ case 1:
+ sm = aiShadingMode_Gouraud;
+ break;
+ case 2:
+ sm = aiShadingMode_Phong;
+ break;
+ default:
+ sm = aiShadingMode_Gouraud;
+ ASSIMP_LOG_ERROR("OBJ: unexpected illumination model (0-2 recognized)");
+ }
+
+ mat->AddProperty<int>(&sm, 1, AI_MATKEY_SHADING_MODEL);
+
+ // Preserve the original illum value
+ mat->AddProperty<int>(&pCurrentMaterial->illumination_model, 1, AI_MATKEY_OBJ_ILLUM);
+
+ // Adding material colors
+ mat->AddProperty(&pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT);
+ mat->AddProperty(&pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty(&pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat->AddProperty(&pCurrentMaterial->emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat->AddProperty(&pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS);
+ mat->AddProperty(&pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY);
+ mat->AddProperty(&pCurrentMaterial->transparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
+ mat->AddProperty(&pCurrentMaterial->roughness, 1, AI_MATKEY_ROUGHNESS_FACTOR);
+ mat->AddProperty(&pCurrentMaterial->metallic, 1, AI_MATKEY_METALLIC_FACTOR);
+ mat->AddProperty(&pCurrentMaterial->sheen, 1, AI_MATKEY_SHEEN_COLOR_FACTOR);
+ mat->AddProperty(&pCurrentMaterial->clearcoat_thickness, 1, AI_MATKEY_CLEARCOAT_FACTOR);
+ mat->AddProperty(&pCurrentMaterial->clearcoat_roughness, 1, AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR);
+ mat->AddProperty(&pCurrentMaterial->anisotropy, 1, AI_MATKEY_ANISOTROPY_FACTOR);
+
+ // Adding refraction index
+ mat->AddProperty(&pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI);
+
+ // Adding textures
+ const int uvwIndex = 0;
+
+ if (0 != pCurrentMaterial->texture.length) {
+ mat->AddProperty(&pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_DIFFUSE(0));
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureDiffuseType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureAmbient.length) {
+ mat->AddProperty(&pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_AMBIENT(0));
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureAmbientType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_AMBIENT);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureEmissive.length) {
+ mat->AddProperty(&pCurrentMaterial->textureEmissive, AI_MATKEY_TEXTURE_EMISSIVE(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_EMISSIVE(0));
+ }
+
+ if (0 != pCurrentMaterial->textureSpecular.length) {
+ mat->AddProperty(&pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_SPECULAR(0));
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_SPECULAR);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureBump.length) {
+ mat->AddProperty(&pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_HEIGHT(0));
+ if (pCurrentMaterial->bump_multiplier != 1.0) {
+ mat->AddProperty(&pCurrentMaterial->bump_multiplier, 1, AI_MATKEY_OBJ_BUMPMULT_HEIGHT(0));
+ }
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureBumpType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_HEIGHT);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureNormal.length) {
+ mat->AddProperty(&pCurrentMaterial->textureNormal, AI_MATKEY_TEXTURE_NORMALS(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_NORMALS(0));
+ if (pCurrentMaterial->bump_multiplier != 1.0) {
+ mat->AddProperty(&pCurrentMaterial->bump_multiplier, 1, AI_MATKEY_OBJ_BUMPMULT_NORMALS(0));
+ }
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureNormalType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_NORMALS);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureReflection[0].length) {
+ ObjFile::Material::TextureType type = 0 != pCurrentMaterial->textureReflection[1].length ?
+ ObjFile::Material::TextureReflectionCubeTopType :
+ ObjFile::Material::TextureReflectionSphereType;
+
+ unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
+ for (unsigned i = 0; i < count; i++) {
+ mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_REFLECTION(i));
+
+ if (pCurrentMaterial->clamp[type])
+ addTextureMappingModeProperty(mat, aiTextureType_REFLECTION, 1, i);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureDisp.length) {
+ mat->AddProperty(&pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_DISPLACEMENT(0));
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureDispType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_DISPLACEMENT);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureOpacity.length) {
+ mat->AddProperty(&pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_OPACITY(0));
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureOpacityType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_OPACITY);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureSpecularity.length) {
+ mat->AddProperty(&pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
+ mat->AddProperty(&uvwIndex, 1, AI_MATKEY_UVWSRC_SHININESS(0));
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularityType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_SHININESS);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureRoughness.length) {
+ mat->AddProperty(&pCurrentMaterial->textureRoughness, _AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE_ROUGHNESS, 0);
+ mat->AddProperty(&uvwIndex, 1, _AI_MATKEY_UVWSRC_BASE, aiTextureType_DIFFUSE_ROUGHNESS, 0 );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureRoughnessType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE_ROUGHNESS);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureMetallic.length) {
+ mat->AddProperty(&pCurrentMaterial->textureMetallic, _AI_MATKEY_TEXTURE_BASE, aiTextureType_METALNESS, 0);
+ mat->AddProperty(&uvwIndex, 1, _AI_MATKEY_UVWSRC_BASE, aiTextureType_METALNESS, 0 );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureMetallicType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_METALNESS);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureSheen.length) {
+ mat->AddProperty(&pCurrentMaterial->textureSheen, _AI_MATKEY_TEXTURE_BASE, aiTextureType_SHEEN, 0);
+ mat->AddProperty(&uvwIndex, 1, _AI_MATKEY_UVWSRC_BASE, aiTextureType_SHEEN, 0 );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureSheenType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_SHEEN);
+ }
+ }
+
+ if (0 != pCurrentMaterial->textureRMA.length) {
+ // NOTE: glTF importer places Rough/Metal/AO texture in Unknown so doing the same here for consistency.
+ mat->AddProperty(&pCurrentMaterial->textureRMA, _AI_MATKEY_TEXTURE_BASE, aiTextureType_UNKNOWN, 0);
+ mat->AddProperty(&uvwIndex, 1, _AI_MATKEY_UVWSRC_BASE, aiTextureType_UNKNOWN, 0 );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureRMAType]) {
+ addTextureMappingModeProperty(mat, aiTextureType_UNKNOWN);
+ }
+ }
+
+ // Store material property info in material array in scene
+ pScene->mMaterials[pScene->mNumMaterials] = mat;
+ pScene->mNumMaterials++;
+ }
+
+ // Test number of created materials.
+ ai_assert(pScene->mNumMaterials == numMaterials);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Appends this node to the parent node
+void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild) {
+ // Checking preconditions
+ ai_assert(nullptr != pParent);
+ ai_assert(nullptr != pChild);
+
+ // Assign parent to child
+ pChild->mParent = pParent;
+
+ // Copy node instances into parent node
+ pParent->mNumChildren++;
+ pParent->mChildren[pParent->mNumChildren - 1] = pChild;
+}
+
+// ------------------------------------------------------------------------------------------------
+
+} // Namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER