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+/*
+---------------------------------------------------------------------------
+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