diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/Ply/PlyLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Ply/PlyLoader.cpp | 927 |
1 files changed, 927 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Ply/PlyLoader.cpp b/libs/assimp/code/AssetLib/Ply/PlyLoader.cpp new file mode 100644 index 0000000..6cf1a1c --- /dev/null +++ b/libs/assimp/code/AssetLib/Ply/PlyLoader.cpp @@ -0,0 +1,927 @@ +/* +--------------------------------------------------------------------------- +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 PlyLoader.cpp + * @brief Implementation of the PLY importer class + */ + +#ifndef ASSIMP_BUILD_NO_PLY_IMPORTER + +// internal headers +#include "PlyLoader.h" +#include <assimp/IOStreamBuffer.h> +#include <assimp/importerdesc.h> +#include <assimp/scene.h> +#include <assimp/IOSystem.hpp> +#include <memory> + +using namespace ::Assimp; + +static const aiImporterDesc desc = { + "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> +inline 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]; +} +} // namespace + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +PLYImporter::PLYImporter() : + mBuffer(nullptr), + pcDOM(nullptr), + mGeneratedMesh(nullptr) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +PLYImporter::~PLYImporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool PLYImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + static const char *tokens[] = { "ply" }; + return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc *PLYImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +static bool isBigEndian(const char *szMe) { + ai_assert(nullptr != szMe); + + // binary_little_endian + // binary_big_endian + bool isBigEndian(false); +#if (defined AI_BUILD_BIG_ENDIAN) + if ('l' == *szMe || 'L' == *szMe) { + isBigEndian = true; + } +#else + if ('b' == *szMe || 'B' == *szMe) { + isBigEndian = true; + } +#endif // ! AI_BUILD_BIG_ENDIAN + + return isBigEndian; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void PLYImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { + const std::string mode = "rb"; + std::unique_ptr<IOStream> fileStream(pIOHandler->Open(pFile, mode)); + if (!fileStream.get()) { + throw DeadlyImportError("Failed to open file ", pFile, "."); + } + + // Get the file-size + const size_t fileSize(fileStream->FileSize()); + if (0 == fileSize) { + throw DeadlyImportError("File ", pFile, " is empty."); + } + + IOStreamBuffer<char> streamedBuffer(1024 * 1024); + streamedBuffer.open(fileStream.get()); + + // the beginning of the file must be PLY - magic, magic + std::vector<char> headerCheck; + streamedBuffer.getNextLine(headerCheck); + + if ((headerCheck.size() < 3) || + (headerCheck[0] != 'P' && headerCheck[0] != 'p') || + (headerCheck[1] != 'L' && headerCheck[1] != 'l') || + (headerCheck[2] != 'Y' && headerCheck[2] != 'y')) { + streamedBuffer.close(); + throw DeadlyImportError("Invalid .ply file: Incorrect magic number (expected 'ply' or 'PLY')."); + } + + std::vector<char> mBuffer2; + streamedBuffer.getNextLine(mBuffer2); + mBuffer = (unsigned char *)&mBuffer2[0]; + + char *szMe = (char *)&this->mBuffer[0]; + SkipSpacesAndLineEnd(szMe, (const char **)&szMe); + + // determine the format of the file data and construct the aiMesh + PLY::DOM sPlyDom; + this->pcDOM = &sPlyDom; + + if (TokenMatch(szMe, "format", 6)) { + if (TokenMatch(szMe, "ascii", 5)) { + SkipLine(szMe, (const char **)&szMe); + if (!PLY::DOM::ParseInstance(streamedBuffer, &sPlyDom, this)) { + if (mGeneratedMesh != nullptr) { + delete (mGeneratedMesh); + mGeneratedMesh = nullptr; + } + + streamedBuffer.close(); + 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 + if (!PLY::DOM::ParseInstanceBinary(streamedBuffer, &sPlyDom, this, bIsBE)) { + if (mGeneratedMesh != nullptr) { + delete (mGeneratedMesh); + mGeneratedMesh = nullptr; + } + + streamedBuffer.close(); + throw DeadlyImportError("Invalid .ply file: Unable to build DOM (#2)"); + } + } else { + if (mGeneratedMesh != nullptr) { + delete (mGeneratedMesh); + mGeneratedMesh = nullptr; + } + + streamedBuffer.close(); + throw DeadlyImportError("Invalid .ply file: Unknown file format"); + } + } else { + AI_DEBUG_INVALIDATE_PTR(this->mBuffer); + if (mGeneratedMesh != nullptr) { + delete (mGeneratedMesh); + mGeneratedMesh = nullptr; + } + + streamedBuffer.close(); + throw DeadlyImportError("Invalid .ply file: Missing format specification"); + } + + //free the file buffer + streamedBuffer.close(); + + if (mGeneratedMesh == nullptr) { + throw DeadlyImportError("Invalid .ply file: Unable to extract mesh data "); + } + + // if no face list is existing we assume that the vertex + // list is containing a list of points + bool pointsOnly = mGeneratedMesh->mFaces == nullptr ? true : false; + if (pointsOnly) { + mGeneratedMesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_POINT; + } + + // now load a list of all materials + std::vector<aiMaterial *> avMaterials; + std::string defaultTexture; + LoadMaterial(&avMaterials, defaultTexture, pointsOnly); + + // 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 = 1; + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + pScene->mMeshes[0] = mGeneratedMesh; + mGeneratedMesh = nullptr; + + // 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; + } +} + +void PLYImporter::LoadVertex(const PLY::Element *pcElement, const PLY::ElementInstance *instElement, unsigned int pos) { + ai_assert(nullptr != pcElement); + ai_assert(nullptr != instElement); + + ai_uint aiPositions[3] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF }; + PLY::EDataType aiTypes[3] = { EDT_Char, EDT_Char, EDT_Char }; + + ai_uint aiNormal[3] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF }; + PLY::EDataType aiNormalTypes[3] = { EDT_Char, EDT_Char, EDT_Char }; + + unsigned int aiColors[4] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF }; + PLY::EDataType aiColorsTypes[4] = { EDT_Char, EDT_Char, EDT_Char, EDT_Char }; + + unsigned int aiTexcoord[2] = { 0xFFFFFFFF, 0xFFFFFFFF }; + PLY::EDataType aiTexcoordTypes[2] = { EDT_Char, EDT_Char }; + + // now check whether which normal components are available + unsigned int _a(0), cnt(0); + for (std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin(); + a != pcElement->alProperties.end(); ++a, ++_a) { + if ((*a).bIsList) { + continue; + } + + // Positions + 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; + } else if (PLY::EST_XNormal == (*a).Semantic) { + // Normals + ++cnt; + aiNormal[0] = _a; + aiNormalTypes[0] = (*a).eType; + } else if (PLY::EST_YNormal == (*a).Semantic) { + ++cnt; + aiNormal[1] = _a; + aiNormalTypes[1] = (*a).eType; + } else if (PLY::EST_ZNormal == (*a).Semantic) { + ++cnt; + aiNormal[2] = _a; + aiNormalTypes[2] = (*a).eType; + } else if (PLY::EST_Red == (*a).Semantic) { + // Colors + ++cnt; + aiColors[0] = _a; + aiColorsTypes[0] = (*a).eType; + } else if (PLY::EST_Green == (*a).Semantic) { + ++cnt; + aiColors[1] = _a; + aiColorsTypes[1] = (*a).eType; + } else if (PLY::EST_Blue == (*a).Semantic) { + ++cnt; + aiColors[2] = _a; + aiColorsTypes[2] = (*a).eType; + } else if (PLY::EST_Alpha == (*a).Semantic) { + ++cnt; + aiColors[3] = _a; + aiColorsTypes[3] = (*a).eType; + } else if (PLY::EST_UTextureCoord == (*a).Semantic) { + // Texture coordinates + ++cnt; + aiTexcoord[0] = _a; + aiTexcoordTypes[0] = (*a).eType; + } else if (PLY::EST_VTextureCoord == (*a).Semantic) { + ++cnt; + aiTexcoord[1] = _a; + aiTexcoordTypes[1] = (*a).eType; + } + } + + // check whether we have a valid source for the vertex data + if (0 != cnt) { + // Position + aiVector3D vOut; + if (0xFFFFFFFF != aiPositions[0]) { + vOut.x = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiPositions[0]).avList.front(), aiTypes[0]); + } + + if (0xFFFFFFFF != aiPositions[1]) { + vOut.y = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiPositions[1]).avList.front(), aiTypes[1]); + } + + if (0xFFFFFFFF != aiPositions[2]) { + vOut.z = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiPositions[2]).avList.front(), aiTypes[2]); + } + + // Normals + aiVector3D nOut; + bool haveNormal = false; + if (0xFFFFFFFF != aiNormal[0]) { + nOut.x = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiNormal[0]).avList.front(), aiNormalTypes[0]); + haveNormal = true; + } + + if (0xFFFFFFFF != aiNormal[1]) { + nOut.y = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiNormal[1]).avList.front(), aiNormalTypes[1]); + haveNormal = true; + } + + if (0xFFFFFFFF != aiNormal[2]) { + nOut.z = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiNormal[2]).avList.front(), aiNormalTypes[2]); + haveNormal = true; + } + + //Colors + aiColor4D cOut; + bool haveColor = false; + if (0xFFFFFFFF != aiColors[0]) { + cOut.r = NormalizeColorValue(GetProperty(instElement->alProperties, + aiColors[0]) + .avList.front(), + aiColorsTypes[0]); + haveColor = true; + } + + if (0xFFFFFFFF != aiColors[1]) { + cOut.g = NormalizeColorValue(GetProperty(instElement->alProperties, + aiColors[1]) + .avList.front(), + aiColorsTypes[1]); + haveColor = true; + } + + if (0xFFFFFFFF != aiColors[2]) { + cOut.b = NormalizeColorValue(GetProperty(instElement->alProperties, + aiColors[2]) + .avList.front(), + aiColorsTypes[2]); + haveColor = true; + } + + // assume 1.0 for the alpha channel if it is not set + if (0xFFFFFFFF == aiColors[3]) { + cOut.a = 1.0; + } else { + cOut.a = NormalizeColorValue(GetProperty(instElement->alProperties, + aiColors[3]) + .avList.front(), + aiColorsTypes[3]); + + haveColor = true; + } + + //Texture coordinates + aiVector3D tOut; + tOut.z = 0; + bool haveTextureCoords = false; + if (0xFFFFFFFF != aiTexcoord[0]) { + tOut.x = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiTexcoord[0]).avList.front(), aiTexcoordTypes[0]); + haveTextureCoords = true; + } + + if (0xFFFFFFFF != aiTexcoord[1]) { + tOut.y = PLY::PropertyInstance::ConvertTo<ai_real>( + GetProperty(instElement->alProperties, aiTexcoord[1]).avList.front(), aiTexcoordTypes[1]); + haveTextureCoords = true; + } + + //create aiMesh if needed + if (nullptr == mGeneratedMesh) { + mGeneratedMesh = new aiMesh(); + mGeneratedMesh->mMaterialIndex = 0; + } + + if (nullptr == mGeneratedMesh->mVertices) { + mGeneratedMesh->mNumVertices = pcElement->NumOccur; + mGeneratedMesh->mVertices = new aiVector3D[mGeneratedMesh->mNumVertices]; + } + + mGeneratedMesh->mVertices[pos] = vOut; + + if (haveNormal) { + if (nullptr == mGeneratedMesh->mNormals) + mGeneratedMesh->mNormals = new aiVector3D[mGeneratedMesh->mNumVertices]; + mGeneratedMesh->mNormals[pos] = nOut; + } + + if (haveColor) { + if (nullptr == mGeneratedMesh->mColors[0]) + mGeneratedMesh->mColors[0] = new aiColor4D[mGeneratedMesh->mNumVertices]; + mGeneratedMesh->mColors[0][pos] = cOut; + } + + if (haveTextureCoords) { + if (nullptr == mGeneratedMesh->mTextureCoords[0]) { + mGeneratedMesh->mNumUVComponents[0] = 2; + mGeneratedMesh->mTextureCoords[0] = new aiVector3D[mGeneratedMesh->mNumVertices]; + } + mGeneratedMesh->mTextureCoords[0][pos] = tOut; + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Convert a color component to [0...1] +ai_real PLYImporter::NormalizeColorValue(PLY::PropertyInstance::ValueUnion val, PLY::EDataType eType) { + switch (eType) { + case EDT_Float: + return val.fFloat; + case EDT_Double: + return (ai_real)val.fDouble; + case EDT_UChar: + return (ai_real)val.iUInt / (ai_real)0xFF; + case EDT_Char: + return (ai_real)(val.iInt + (0xFF / 2)) / (ai_real)0xFF; + case EDT_UShort: + return (ai_real)val.iUInt / (ai_real)0xFFFF; + case EDT_Short: + return (ai_real)(val.iInt + (0xFFFF / 2)) / (ai_real)0xFFFF; + case EDT_UInt: + return (ai_real)val.iUInt / (ai_real)0xFFFF; + case EDT_Int: + return ((ai_real)val.iInt / (ai_real)0xFF) + 0.5f; + default: + break; + } + + return 0.0f; +} + +// ------------------------------------------------------------------------------------------------ +// Try to extract proper faces from the PLY DOM +void PLYImporter::LoadFace(const PLY::Element *pcElement, const PLY::ElementInstance *instElement, + unsigned int pos) { + ai_assert(nullptr != pcElement); + ai_assert(nullptr != instElement); + + if (mGeneratedMesh == nullptr) { + throw DeadlyImportError("Invalid .ply file: Vertices should be declared before faces"); + } + + 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; + + // texture coordinates + unsigned int iTextureCoord = 0xFFFFFFFF; + PLY::EDataType eType3 = EDT_Char; + + // face = unique number of vertex indices + if (PLY::EEST_Face == pcElement->eSemantic) { + unsigned int _a = 0; + for (std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin(); + a != pcElement->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_TextureCoordinates == (*a).Semantic) { + // must be a dynamic list! + if (!(*a).bIsList) { + continue; + } + iTextureCoord = _a; + bOne = true; + eType3 = (*a).eType; + } + } + } + // triangle strip + // TODO: triangle strip and material index support??? + else if (PLY::EEST_TriStrip == pcElement->eSemantic) { + unsigned int _a = 0; + for (std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin(); + a != pcElement->alProperties.end(); ++a, ++_a) { + // must be a dynamic list! + if (!(*a).bIsList) { + continue; + } + iProperty = _a; + bOne = true; + bIsTriStrip = true; + eType = (*a).eType; + break; + } + } + + // check whether we have at least one per-face information set + if (bOne) { + if (mGeneratedMesh->mFaces == nullptr) { + mGeneratedMesh->mNumFaces = pcElement->NumOccur; + mGeneratedMesh->mFaces = new aiFace[mGeneratedMesh->mNumFaces]; + } + + if (!bIsTriStrip) { + // parse the list of vertex indices + if (0xFFFFFFFF != iProperty) { + const unsigned int iNum = (unsigned int)GetProperty(instElement->alProperties, iProperty).avList.size(); + mGeneratedMesh->mFaces[pos].mNumIndices = iNum; + mGeneratedMesh->mFaces[pos].mIndices = new unsigned int[iNum]; + + std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p = + GetProperty(instElement->alProperties, iProperty).avList.begin(); + + for (unsigned int a = 0; a < iNum; ++a, ++p) { + mGeneratedMesh->mFaces[pos].mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p, eType); + } + } + + // parse the material index + // cannot be handled without processing the whole file first + /*if (0xFFFFFFFF != iMaterialIndex) + { + mGeneratedMesh->mFaces[pos]. = PLY::PropertyInstance::ConvertTo<unsigned int>( + GetProperty(instElement->alProperties, iMaterialIndex).avList.front(), eType2); + }*/ + + if (0xFFFFFFFF != iTextureCoord) { + const unsigned int iNum = (unsigned int)GetProperty(instElement->alProperties, iTextureCoord).avList.size(); + + //should be 6 coords + std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p = + GetProperty(instElement->alProperties, iTextureCoord).avList.begin(); + + if ((iNum / 3) == 2) // X Y coord + { + for (unsigned int a = 0; a < iNum; ++a, ++p) { + unsigned int vindex = mGeneratedMesh->mFaces[pos].mIndices[a / 2]; + if (vindex < mGeneratedMesh->mNumVertices) { + if (mGeneratedMesh->mTextureCoords[0] == nullptr) { + mGeneratedMesh->mNumUVComponents[0] = 2; + mGeneratedMesh->mTextureCoords[0] = new aiVector3D[mGeneratedMesh->mNumVertices]; + } + + if (a % 2 == 0) { + mGeneratedMesh->mTextureCoords[0][vindex].x = PLY::PropertyInstance::ConvertTo<ai_real>(*p, eType3); + } else { + mGeneratedMesh->mTextureCoords[0][vindex].y = PLY::PropertyInstance::ConvertTo<ai_real>(*p, eType3); + } + + mGeneratedMesh->mTextureCoords[0][vindex].z = 0; + } + } + } + } + } 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; + const std::vector<PLY::PropertyInstance::ValueUnion> &quak = GetProperty(instElement->alProperties, iProperty).avList; + //pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u)); //Limits memory consumption + + 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; + } + + if (mGeneratedMesh->mFaces == nullptr) { + mGeneratedMesh->mNumFaces = pcElement->NumOccur; + mGeneratedMesh->mFaces = new aiFace[mGeneratedMesh->mNumFaces]; + } + + mGeneratedMesh->mFaces[pos].mNumIndices = 3; + mGeneratedMesh->mFaces[pos].mIndices = new unsigned int[3]; + mGeneratedMesh->mFaces[pos].mIndices[0] = aiTable[0]; + mGeneratedMesh->mFaces[pos].mIndices[1] = aiTable[1]; + mGeneratedMesh->mFaces[pos].mIndices[2] = p; + + // every second pass swap the indices. + flip = !flip; + if (flip) { + std::swap(mGeneratedMesh->mFaces[pos].mIndices[0], mGeneratedMesh->mFaces[pos].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) { + ai_assert(nullptr != 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, std::string &defaultTexture, const bool pointsOnly) { + ai_assert(nullptr != 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 = nullptr; + + unsigned int iPhong = 0xFFFFFFFF; + PLY::EDataType ePhong = EDT_Char; + + unsigned int iOpacity = 0xFFFFFFFF; + PLY::EDataType eOpacity = EDT_Char; + + // search 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; + } else if (PLY::EEST_TextureFile == (*i).eSemantic) { + defaultTexture = (*i).szName; + } + } + // check whether we have a valid source for the material data + if (nullptr != 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 = (int)aiShadingMode_Gouraud; + if (0xFFFFFFFF != iPhong) { + ai_real fSpec = PLY::PropertyInstance::ConvertTo<ai_real>(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<ai_real>(&fSpec, 1, AI_MATKEY_SHININESS); + + iMode = (int)aiShadingMode_Phong; + } + } + pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); + + // handle opacity + if (0xFFFFFFFF != iOpacity) { + ai_real fOpacity = PLY::PropertyInstance::ConvertTo<ai_real>(GetProperty((*i).alProperties, iPhong).avList.front(), eOpacity); + pcHelper->AddProperty<ai_real>(&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); + + //default texture + if (!defaultTexture.empty()) { + const aiString name(defaultTexture.c_str()); + pcHelper->AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0); + } + + if (!pointsOnly) { + pcHelper->AddProperty(&two_sided, 1, AI_MATKEY_TWOSIDED); + } + + //set to wireframe, so when using this material info we can switch to points rendering + if (pointsOnly) { + const int wireframe = 1; + pcHelper->AddProperty(&wireframe, 1, AI_MATKEY_ENABLE_WIREFRAME); + } + + // add the newly created material instance to the list + pvOut->push_back(pcHelper); + } + } else { + // 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); + + //generate white material most 3D engine just multiply ambient / diffuse color with actual ambient / light color + aiColor3D clr; + clr.b = clr.g = clr.r = 1.0f; + pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); + pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR); + + clr.b = clr.g = clr.r = 1.0f; + 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. + if (!pointsOnly) { + const int two_sided = 1; + pcHelper->AddProperty(&two_sided, 1, AI_MATKEY_TWOSIDED); + } + + //default texture + if (!defaultTexture.empty()) { + const aiString name(defaultTexture.c_str()); + pcHelper->AddProperty(&name, _AI_MATKEY_TEXTURE_BASE, aiTextureType_DIFFUSE, 0); + } + + //set to wireframe, so when using this material info we can switch to points rendering + if (pointsOnly) { + const int wireframe = 1; + pcHelper->AddProperty(&wireframe, 1, AI_MATKEY_ENABLE_WIREFRAME); + } + + pvOut->push_back(pcHelper); + } +} + +#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER |