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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/AMF/AMFImporter_Postprocess.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/AMF/AMFImporter_Postprocess.cpp | 894 |
1 files changed, 894 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/AMF/AMFImporter_Postprocess.cpp b/src/mesh/assimp-master/code/AssetLib/AMF/AMFImporter_Postprocess.cpp new file mode 100644 index 0000000..a65f926 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/AMF/AMFImporter_Postprocess.cpp @@ -0,0 +1,894 @@ +/* +--------------------------------------------------------------------------- +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 AMFImporter_Postprocess.cpp +/// \brief Convert built scenegraph and objects to Assimp scenegraph. +/// \date 2016 +/// \author smal.root@gmail.com + +#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER + +#include "AMFImporter.hpp" + +#include <assimp/SceneCombiner.h> +#include <assimp/StandardShapes.h> +#include <assimp/StringUtils.h> + +#include <iterator> + +namespace Assimp { + +aiColor4D AMFImporter::SPP_Material::GetColor(const float /*pX*/, const float /*pY*/, const float /*pZ*/) const { + aiColor4D tcol; + + // Check if stored data are supported. + if (!Composition.empty()) { + throw DeadlyImportError("IME. GetColor for composition"); + } + + if (Color->Composed) { + throw DeadlyImportError("IME. GetColor, composed color"); + } + + tcol = Color->Color; + + // Check if default color must be used + if ((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0)) { + tcol.r = 0.5f; + tcol.g = 0.5f; + tcol.b = 0.5f; + tcol.a = 1; + } + + return tcol; +} + +void AMFImporter::PostprocessHelper_CreateMeshDataArray(const AMFMesh &nodeElement, std::vector<aiVector3D> &vertexCoordinateArray, + std::vector<AMFColor *> &pVertexColorArray) const { + AMFVertices *vn = nullptr; + size_t col_idx; + + // All data stored in "vertices", search for it. + for (AMFNodeElementBase *ne_child : nodeElement.Child) { + if (ne_child->Type == AMFNodeElementBase::ENET_Vertices) { + vn = (AMFVertices*)ne_child; + } + } + + // If "vertices" not found then no work for us. + if (vn == nullptr) { + return; + } + + // all coordinates stored as child and we need to reserve space for future push_back's. + vertexCoordinateArray.reserve(vn->Child.size()); + + // colors count equal vertices count. + pVertexColorArray.resize(vn->Child.size()); + col_idx = 0; + + // Inside vertices collect all data and place to arrays + for (AMFNodeElementBase *vn_child : vn->Child) { + // vertices, colors + if (vn_child->Type == AMFNodeElementBase::ENET_Vertex) { + // by default clear color for current vertex + pVertexColorArray[col_idx] = nullptr; + + for (AMFNodeElementBase *vtx : vn_child->Child) { + if (vtx->Type == AMFNodeElementBase::ENET_Coordinates) { + vertexCoordinateArray.push_back(((AMFCoordinates *)vtx)->Coordinate); + continue; + } + + if (vtx->Type == AMFNodeElementBase::ENET_Color) { + pVertexColorArray[col_idx] = (AMFColor *)vtx; + continue; + } + } + + ++col_idx; + } + } +} + +size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &r, const std::string &g, const std::string &b, const std::string &a) { + if (r.empty() && g.empty() && b.empty() && a.empty()) { + throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined."); + } + + std::string TextureConverted_ID = r + "_" + g + "_" + b + "_" + a; + size_t TextureConverted_Index = 0; + for (const SPP_Texture &tex_convd : mTexture_Converted) { + if (tex_convd.ID == TextureConverted_ID) { + return TextureConverted_Index; + } else { + ++TextureConverted_Index; + } + } + + // Converted texture not found, create it. + AMFTexture *src_texture[4] { + nullptr + }; + std::vector<AMFTexture *> src_texture_4check; + SPP_Texture converted_texture; + + { // find all specified source textures + AMFNodeElementBase *t_tex = nullptr; + + // R + if (!r.empty()) { + if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) { + Throw_ID_NotFound(r); + } + + src_texture[0] = (AMFTexture *)t_tex; + src_texture_4check.push_back((AMFTexture *)t_tex); + } else { + src_texture[0] = nullptr; + } + + // G + if (!g.empty()) { + if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) { + Throw_ID_NotFound(g); + } + + src_texture[1] = (AMFTexture *)t_tex; + src_texture_4check.push_back((AMFTexture *)t_tex); + } else { + src_texture[1] = nullptr; + } + + // B + if (!b.empty()) { + if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) { + Throw_ID_NotFound(b); + } + + src_texture[2] = (AMFTexture *)t_tex; + src_texture_4check.push_back((AMFTexture *)t_tex); + } else { + src_texture[2] = nullptr; + } + + // A + if (!a.empty()) { + if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) { + Throw_ID_NotFound(a); + } + + src_texture[3] = (AMFTexture *)t_tex; + src_texture_4check.push_back((AMFTexture *)t_tex); + } else { + src_texture[3] = nullptr; + } + } // END: find all specified source textures + + // check that all textures has same size + if (src_texture_4check.size() > 1) { + for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++) { + if ((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) || + (src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth)) { + throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size."); + } + } + } // if(src_texture_4check.size() > 1) + + // set texture attributes + converted_texture.Width = src_texture_4check[0]->Width; + converted_texture.Height = src_texture_4check[0]->Height; + converted_texture.Depth = src_texture_4check[0]->Depth; + // if one of source texture is tiled then converted texture is tiled too. + converted_texture.Tiled = false; + for (uint8_t i = 0; i < src_texture_4check.size(); ++i) { + converted_texture.Tiled |= src_texture_4check[i]->Tiled; + } + + // Create format hint. + strcpy(converted_texture.FormatHint, "rgba0000"); // copy initial string. + if (!r.empty()) converted_texture.FormatHint[4] = '8'; + if (!g.empty()) converted_texture.FormatHint[5] = '8'; + if (!b.empty()) converted_texture.FormatHint[6] = '8'; + if (!a.empty()) converted_texture.FormatHint[7] = '8'; + + // Сopy data of textures. + size_t tex_size = 0; + size_t step = 0; + size_t off_g = 0; + size_t off_b = 0; + + // Calculate size of the target array and rule how data will be copied. + if (!r.empty() && nullptr != src_texture[0]) { + tex_size += src_texture[0]->Data.size(); + step++, off_g++, off_b++; + } + if (!g.empty() && nullptr != src_texture[1]) { + tex_size += src_texture[1]->Data.size(); + step++, off_b++; + } + if (!b.empty() && nullptr != src_texture[2]) { + tex_size += src_texture[2]->Data.size(); + step++; + } + if (!a.empty() && nullptr != src_texture[3]) { + tex_size += src_texture[3]->Data.size(); + step++; + } + + // Create target array. + converted_texture.Data = new uint8_t[tex_size]; + // And copy data + auto CopyTextureData = [&](const std::string &pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void { + if (!pID.empty()) { + for (size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++) { + AMFTexture *tex = src_texture[pSrcTexNum]; + ai_assert(tex); + converted_texture.Data[idx_target] = tex->Data.at(idx_src); + } + } + }; // auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void + + CopyTextureData(r, 0, step, 0); + CopyTextureData(g, off_g, step, 1); + CopyTextureData(b, off_b, step, 2); + CopyTextureData(a, step - 1, step, 3); + + // Store new converted texture ID + converted_texture.ID = TextureConverted_ID; + // Store new converted texture + mTexture_Converted.push_back(converted_texture); + + return TextureConverted_Index; +} + +void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace> &pInputList, std::list<std::list<SComplexFace>> &pOutputList_Separated) { + auto texmap_is_equal = [](const AMFTexMap *pTexMap1, const AMFTexMap *pTexMap2) -> bool { + if ((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true; + if (pTexMap1 == nullptr) return false; + if (pTexMap2 == nullptr) return false; + + if (pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false; + if (pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false; + if (pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false; + if (pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false; + + return true; + }; + + pOutputList_Separated.clear(); + if (pInputList.empty()) return; + + do { + SComplexFace face_start = pInputList.front(); + std::list<SComplexFace> face_list_cur; + + for (std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;) { + if (texmap_is_equal(face_start.TexMap, it->TexMap)) { + auto it_old = it; + + ++it; + face_list_cur.push_back(*it_old); + pInputList.erase(it_old); + } else { + ++it; + } + } + + if (!face_list_cur.empty()) pOutputList_Separated.push_back(face_list_cur); + + } while (!pInputList.empty()); +} + +void AMFImporter::Postprocess_AddMetadata(const AMFMetaDataArray &metadataList, aiNode &sceneNode) const { + if (metadataList.empty()) { + return; + } + + if (sceneNode.mMetaData != nullptr) { + throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong."); + } + + // copy collected metadata to output node. + sceneNode.mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metadataList.size())); + size_t meta_idx(0); + + for (const AMFMetadata *metadata : metadataList) { + sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata->Type, aiString(metadata->Value)); + } +} + +void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode) { + AMFColor *object_color = nullptr; + + // create new aiNode and set name as <object> has. + *pSceneNode = new aiNode; + (*pSceneNode)->mName = pNodeElement.ID; + // read mesh and color + for (const AMFNodeElementBase *ne_child : pNodeElement.Child) { + std::vector<aiVector3D> vertex_arr; + std::vector<AMFColor *> color_arr; + + // color for object + if (ne_child->Type == AMFNodeElementBase::ENET_Color) { + object_color = (AMFColor *) ne_child; + } + + if (ne_child->Type == AMFNodeElementBase::ENET_Mesh) { + // Create arrays from children of mesh: vertices. + PostprocessHelper_CreateMeshDataArray(*((AMFMesh *)ne_child), vertex_arr, color_arr); + // Use this arrays as a source when creating every aiMesh + Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, meshList, **pSceneNode); + } + } // for(const CAMFImporter_NodeElement* ne_child: pNodeElement) +} + +void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray, + const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor, MeshArray &pMeshList, aiNode &pSceneNode) { + std::list<unsigned int> mesh_idx; + + // all data stored in "volume", search for it. + for (const AMFNodeElementBase *ne_child : pNodeElement.Child) { + const AMFColor *ne_volume_color = nullptr; + const SPP_Material *cur_mat = nullptr; + + if (ne_child->Type == AMFNodeElementBase::ENET_Volume) { + /******************* Get faces *******************/ + const AMFVolume *ne_volume = reinterpret_cast<const AMFVolume *>(ne_child); + + std::list<SComplexFace> complex_faces_list; // List of the faces of the volume. + std::list<std::list<SComplexFace>> complex_faces_toplist; // List of the face list for every mesh. + + // check if volume use material + if (!ne_volume->MaterialID.empty()) { + if (!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) { + Throw_ID_NotFound(ne_volume->MaterialID); + } + } + + // inside "volume" collect all data and place to arrays or create new objects + for (const AMFNodeElementBase *ne_volume_child : ne_volume->Child) { + // color for volume + if (ne_volume_child->Type == AMFNodeElementBase::ENET_Color) { + ne_volume_color = reinterpret_cast<const AMFColor *>(ne_volume_child); + } else if (ne_volume_child->Type == AMFNodeElementBase::ENET_Triangle) // triangles, triangles colors + { + const AMFTriangle &tri_al = *reinterpret_cast<const AMFTriangle *>(ne_volume_child); + + SComplexFace complex_face; + + // initialize pointers + complex_face.Color = nullptr; + complex_face.TexMap = nullptr; + // get data from triangle children: color, texture coordinates. + if (tri_al.Child.size()) { + for (const AMFNodeElementBase *ne_triangle_child : tri_al.Child) { + if (ne_triangle_child->Type == AMFNodeElementBase::ENET_Color) + complex_face.Color = reinterpret_cast<const AMFColor *>(ne_triangle_child); + else if (ne_triangle_child->Type == AMFNodeElementBase::ENET_TexMap) + complex_face.TexMap = reinterpret_cast<const AMFTexMap *>(ne_triangle_child); + } + } // if(tri_al.Child.size()) + + // create new face and store it. + complex_face.Face.mNumIndices = 3; + complex_face.Face.mIndices = new unsigned int[3]; + complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]); + complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]); + complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]); + complex_faces_list.push_back(complex_face); + } + } // for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child) + + /**** Split faces list: one list per mesh ****/ + PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist); + + /***** Create mesh for every faces list ******/ + for (std::list<SComplexFace> &face_list_cur : complex_faces_toplist) { + auto VertexIndex_GetMinimal = [](const std::list<SComplexFace> &pFaceList, const size_t *pBiggerThan) -> size_t { + size_t rv = 0; + + if (pBiggerThan != nullptr) { + bool found = false; + const size_t biggerThan = *pBiggerThan; + for (const SComplexFace &face : pFaceList) { + for (size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++) { + if (face.Face.mIndices[idx_vert] > biggerThan) { + rv = face.Face.mIndices[idx_vert]; + found = true; + break; + } + } + + if (found) { + break; + } + } + + if (!found) { + return *pBiggerThan; + } + } else { + rv = pFaceList.front().Face.mIndices[0]; + } // if(pBiggerThan != nullptr) else + + for (const SComplexFace &face : pFaceList) { + for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) { + if (face.Face.mIndices[vi] < rv) { + if (pBiggerThan != nullptr) { + if (face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi]; + } else { + rv = face.Face.mIndices[vi]; + } + } + } + } // for(const SComplexFace& face: pFaceList) + + return rv; + }; // auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t + + auto VertexIndex_Replace = [](std::list<SComplexFace> &pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void { + for (const SComplexFace &face : pFaceList) { + for (size_t vi = 0; vi < face.Face.mNumIndices; vi++) { + if (face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To); + } + } + }; // auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void + + auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D { + // Color priorities(In descending order): + // 1. triangle color; + // 2. vertex color; + // 3. volume color; + // 4. object color; + // 5. material; + // 6. default - invisible coat. + // + // Fill vertices colors in color priority list above that's points from 1 to 6. + if ((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr)) // check for vertex color + { + if (pVertexColorArray[pIdx]->Composed) + throw DeadlyImportError("IME: vertex color composed"); + else + return pVertexColorArray[pIdx]->Color; + } else if (ne_volume_color != nullptr) // check for volume color + { + if (ne_volume_color->Composed) + throw DeadlyImportError("IME: volume color composed"); + else + return ne_volume_color->Color; + } else if (pObjectColor != nullptr) // check for object color + { + if (pObjectColor->Composed) + throw DeadlyImportError("IME: object color composed"); + else + return pObjectColor->Color; + } else if (cur_mat != nullptr) // check for material + { + return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z); + } else // set default color. + { + return { 0, 0, 0, 0 }; + } // if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else + }; // auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D + + aiMesh *tmesh = new aiMesh; + + tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // Only triangles is supported by AMF. + // + // set geometry and colors (vertices) + // + // copy faces/triangles + tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size()); + tmesh->mFaces = new aiFace[tmesh->mNumFaces]; + + // Create vertices list and optimize indices. Optimization mean following.In AMF all volumes use one big list of vertices. And one volume + // can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10. + // Do you need all this thousands of garbage? Of course no. So, optimization step transform sparse indices set to continuous. + size_t VertexCount_Max = tmesh->mNumFaces * 3; // 3 - triangles. + std::vector<aiVector3D> vert_arr, texcoord_arr; + std::vector<aiColor4D> col_arr; + + vert_arr.reserve(VertexCount_Max * 2); // "* 2" - see below TODO. + col_arr.reserve(VertexCount_Max * 2); + + { // fill arrays + size_t vert_idx_from, vert_idx_to; + + // first iteration. + vert_idx_to = 0; + vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr); + vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); + col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); + if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to); + + // rest iterations + do { + vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to); + if (vert_idx_from == vert_idx_to) break; // all indices are transferred, + + vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); + col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); + vert_idx_to++; + if (vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to); + + } while (true); + } // fill arrays. END. + + // + // check if triangle colors are used and create additional faces if needed. + // + for (const SComplexFace &face_cur : face_list_cur) { + if (face_cur.Color != nullptr) { + aiColor4D face_color; + size_t vert_idx_new = vert_arr.size(); + + if (face_cur.Color->Composed) + throw DeadlyImportError("IME: face color composed"); + else + face_color = face_cur.Color->Color; + + for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) { + vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind])); + col_arr.push_back(face_color); + face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++); + } + } // if(face_cur.Color != nullptr) + } // for(const SComplexFace& face_cur: face_list_cur) + + // + // if texture is used then copy texture coordinates too. + // + if (face_list_cur.front().TexMap != nullptr) { + size_t idx_vert_new = vert_arr.size(); + ///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for + /// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about + /// optimization. + bool *idx_vert_used; + + idx_vert_used = new bool[VertexCount_Max * 2]; + for (size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) + idx_vert_used[i] = false; + + // This ID's will be used when set materials ID in scene. + tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R, + face_list_cur.front().TexMap->TextureID_G, + face_list_cur.front().TexMap->TextureID_B, + face_list_cur.front().TexMap->TextureID_A)); + texcoord_arr.resize(VertexCount_Max * 2); + for (const SComplexFace &face_cur : face_list_cur) { + for (size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) { + const size_t idx_vert = face_cur.Face.mIndices[idx_ind]; + + if (!idx_vert_used[idx_vert]) { + texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind]; + idx_vert_used[idx_vert] = true; + } else if (texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind]) { + // in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture + // coordinates. + vert_arr.push_back(vert_arr.at(idx_vert)); + col_arr.push_back(col_arr.at(idx_vert)); + texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind]; + face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++); + } + } // for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++) + } // for(const SComplexFace& face_cur: face_list_cur) + + delete[] idx_vert_used; + // shrink array + texcoord_arr.resize(idx_vert_new); + } // if(face_list_cur.front().TexMap != nullptr) + + // + // copy collected data to mesh + // + tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size()); + tmesh->mVertices = new aiVector3D[tmesh->mNumVertices]; + tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices]; + + memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D)); + memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D)); + if (texcoord_arr.size() > 0) { + tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices]; + memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D)); + tmesh->mNumUVComponents[0] = 2; // U and V stored in "x", "y" of aiVector3D. + } + + size_t idx_face = 0; + for (const SComplexFace &face_cur : face_list_cur) + tmesh->mFaces[idx_face++] = face_cur.Face; + + // store new aiMesh + mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size())); + pMeshList.push_back(tmesh); + } // for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist) + } // if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume) + } // for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child) + + // if meshes was created then assign new indices with current aiNode + if (!mesh_idx.empty()) { + std::list<unsigned int>::const_iterator mit = mesh_idx.begin(); + + pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size()); + pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes]; + for (size_t i = 0; i < pSceneNode.mNumMeshes; i++) + pSceneNode.mMeshes[i] = *mit++; + } // if(mesh_idx.size() > 0) +} + +void AMFImporter::Postprocess_BuildMaterial(const AMFMaterial &pMaterial) { + SPP_Material new_mat; + + new_mat.ID = pMaterial.ID; + for (const AMFNodeElementBase *mat_child : pMaterial.Child) { + if (mat_child->Type == AMFNodeElementBase::ENET_Color) { + new_mat.Color = (AMFColor*)mat_child; + } else if (mat_child->Type == AMFNodeElementBase::ENET_Metadata) { + new_mat.Metadata.push_back((AMFMetadata *)mat_child); + } + } // for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child) + + // place converted material to special list + mMaterial_Converted.push_back(new_mat); +} + +void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const { + aiNode *con_node; + std::list<aiNode *> ch_node; + + // We will build next hierarchy: + // aiNode as parent (<constellation>) for set of nodes as a children + // |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid") + // ... + // \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid") + con_node = new aiNode; + con_node->mName = pConstellation.ID; + // Walk through children and search for instances of another objects, constellations. + for (const AMFNodeElementBase *ne : pConstellation.Child) { + aiMatrix4x4 tmat; + aiNode *t_node; + aiNode *found_node; + + if (ne->Type == AMFNodeElementBase::ENET_Metadata) continue; + if (ne->Type != AMFNodeElementBase::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>."); + + // create alias for convenience + AMFInstance &als = *((AMFInstance *)ne); + // find referenced object + if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID); + + // create node for applying transformation + t_node = new aiNode; + t_node->mParent = con_node; + // apply transformation + aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat; + aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat; + aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat; + aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat; + // create array for one child node + t_node->mNumChildren = 1; + t_node->mChildren = new aiNode *[t_node->mNumChildren]; + SceneCombiner::Copy(&t_node->mChildren[0], found_node); + t_node->mChildren[0]->mParent = t_node; + ch_node.push_back(t_node); + } // for(const CAMFImporter_NodeElement* ne: pConstellation.Child) + + // copy found aiNode's as children + if (ch_node.empty()) throw DeadlyImportError("<constellation> must have at least one <instance>."); + + size_t ch_idx = 0; + + con_node->mNumChildren = static_cast<unsigned int>(ch_node.size()); + con_node->mChildren = new aiNode *[con_node->mNumChildren]; + for (aiNode *node : ch_node) + con_node->mChildren[ch_idx++] = node; + + // and place "root" of <constellation> node to node list + nodeArray.push_back(con_node); +} + +void AMFImporter::Postprocess_BuildScene(aiScene *pScene) { + NodeArray nodeArray; + MeshArray mesh_list; + AMFMetaDataArray meta_list; + + // + // Because for AMF "material" is just complex colors mixing so aiMaterial will not be used. + // For building aiScene we are must to do few steps: + // at first creating root node for aiScene. + pScene->mRootNode = new aiNode; + pScene->mRootNode->mParent = nullptr; + pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED; + // search for root(<amf>) element + AMFNodeElementBase *root_el = nullptr; + + for (AMFNodeElementBase *ne : mNodeElement_List) { + if (ne->Type != AMFNodeElementBase::ENET_Root) { + continue; + } + + root_el = ne; + break; + } // for(const CAMFImporter_NodeElement* ne: mNodeElement_List) + + // Check if root element are found. + if (root_el == nullptr) { + throw DeadlyImportError("Root(<amf>) element not found."); + } + + // after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>, + // <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read + // at any moment. + // + // 1. <material> + // 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet + for (const AMFNodeElementBase *root_child : root_el->Child) { + if (root_child->Type == AMFNodeElementBase::ENET_Material) { + Postprocess_BuildMaterial(*((AMFMaterial *)root_child)); + } + } + + // After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>. + // + // 3. <object> + for (const AMFNodeElementBase *root_child : root_el->Child) { + if (root_child->Type == AMFNodeElementBase::ENET_Object) { + aiNode *tnode = nullptr; + + // for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance> + Postprocess_BuildNodeAndObject(*((AMFObject *)root_child), mesh_list, &tnode); + if (tnode != nullptr) { + nodeArray.push_back(tnode); + } + } + } // for(const CAMFImporter_NodeElement* root_child: root_el->Child) + + // And finally read rest of nodes. + // + for (const AMFNodeElementBase *root_child : root_el->Child) { + // 4. <constellation> + if (root_child->Type == AMFNodeElementBase::ENET_Constellation) { + // <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's. + Postprocess_BuildConstellation(*((AMFConstellation *)root_child), nodeArray); + } + + // 5, <metadata> + if (root_child->Type == AMFNodeElementBase::ENET_Metadata) meta_list.push_back((AMFMetadata *)root_child); + } // for(const CAMFImporter_NodeElement* root_child: root_el->Child) + + // at now we can add collected metadata to root node + Postprocess_AddMetadata(meta_list, *pScene->mRootNode); + // + // Check constellation children + // + // As said in specification: + // "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing." + // What that means? For example: if some object is used in constellation then you must show only constellation but not original object. + // And at this step we are checking that relations. +nl_clean_loop: + + if (nodeArray.size() > 1) { + // walk through all nodes + for (NodeArray::iterator nl_it = nodeArray.begin(); nl_it != nodeArray.end(); ++nl_it) { + // and try to find them in another top nodes. + NodeArray::const_iterator next_it = nl_it; + + ++next_it; + for (; next_it != nodeArray.end(); ++next_it) { + if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) { + // if current top node(nl_it) found in another top node then erase it from node_list and restart search loop. + nodeArray.erase(nl_it); + + goto nl_clean_loop; + } + } // for(; next_it != node_list.end(); next_it++) + } // for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++) + } + + // + // move created objects to aiScene + // + // + // Nodes + if (!nodeArray.empty()) { + NodeArray::const_iterator nl_it = nodeArray.begin(); + + pScene->mRootNode->mNumChildren = static_cast<unsigned int>(nodeArray.size()); + pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren]; + for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) { + // Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have + // mRootNode only as parent. + (*nl_it)->mParent = pScene->mRootNode; + pScene->mRootNode->mChildren[i] = *nl_it++; + } + } // if(node_list.size() > 0) + + // + // Meshes + if (!mesh_list.empty()) { + MeshArray::const_iterator ml_it = mesh_list.begin(); + + pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size()); + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + for (size_t i = 0; i < pScene->mNumMeshes; i++) + pScene->mMeshes[i] = *ml_it++; + } // if(mesh_list.size() > 0) + + // + // Textures + pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size()); + if (pScene->mNumTextures > 0) { + size_t idx; + + idx = 0; + pScene->mTextures = new aiTexture *[pScene->mNumTextures]; + for (const SPP_Texture &tex_convd : mTexture_Converted) { + pScene->mTextures[idx] = new aiTexture; + pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width); + pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height); + pScene->mTextures[idx]->pcData = (aiTexel *)tex_convd.Data; + // texture format description. + strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint); + idx++; + } // for(const SPP_Texture& tex_convd: mTexture_Converted) + + // Create materials for embedded textures. + idx = 0; + pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size()); + pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; + for (const SPP_Texture &tex_convd : mTexture_Converted) { + const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + ai_to_string(idx)); + const int mode = aiTextureOp_Multiply; + const int repeat = tex_convd.Tiled ? 1 : 0; + + pScene->mMaterials[idx] = new aiMaterial; + pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0)); + pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0)); + pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0)); + pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0)); + idx++; + } + } // if(pScene->mNumTextures > 0) +} // END: after that walk through children of root and collect data + +} // namespace Assimp + +#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER |