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-rw-r--r--src/mesh/assimp-master/code/AssetLib/Ply/PlyLoader.cpp927
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diff --git a/src/mesh/assimp-master/code/AssetLib/Ply/PlyLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Ply/PlyLoader.cpp
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index 6cf1a1c..0000000
--- a/src/mesh/assimp-master/code/AssetLib/Ply/PlyLoader.cpp
+++ /dev/null
@@ -1,927 +0,0 @@
-/*
----------------------------------------------------------------------------
-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