From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../code/AssetLib/C4D/C4DImporter.cpp | 620 +++++++++++++++++++++ 1 file changed, 620 insertions(+) create mode 100644 src/mesh/assimp-master/code/AssetLib/C4D/C4DImporter.cpp (limited to 'src/mesh/assimp-master/code/AssetLib/C4D/C4DImporter.cpp') diff --git a/src/mesh/assimp-master/code/AssetLib/C4D/C4DImporter.cpp b/src/mesh/assimp-master/code/AssetLib/C4D/C4DImporter.cpp new file mode 100644 index 0000000..06d7a34 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/C4D/C4DImporter.cpp @@ -0,0 +1,620 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2021, 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 C4DImporter.cpp + * @brief Implementation of the Cinema4D importer class. + */ +#ifndef ASSIMP_BUILD_NO_C4D_IMPORTER + +// no #ifdefing here, Cinema4D support is carried out in a branch of assimp +// where it is turned on in the CMake settings. + +#ifndef _MSC_VER +# error C4D support is currently MSVC only +#endif + +#include "C4DImporter.h" +#include +#include +#include +#include + +#if defined(_M_X64) || defined(__amd64__) +# define __C4D_64BIT +#endif + +#define __PC +#include "c4d_file.h" +#include "default_alien_overloads.h" + +namespace { + +aiString aiStringFrom(cineware::String const & cinestring) { + aiString result; + cinestring.GetCString(result.data, MAXLEN-1); + result.length = static_cast(cinestring.GetLength()); + return result; +} + +} + +using namespace Assimp; +using namespace cineware; + +// overload this function and fill in your own unique data +void GetWriterInfo(int &id, String &appname) { + id = 2424226; + appname = "Open Asset Import Library"; +} + +namespace Assimp { + template<> const char* LogFunctions::Prefix() { + static auto prefix = "C4D: "; + return prefix; + } +} + +static const aiImporterDesc desc = { + "Cinema4D Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "c4d" +}; + + +// ------------------------------------------------------------------------------------------------ +C4DImporter::C4DImporter() +: BaseImporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +C4DImporter::~C4DImporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +bool C4DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const { + const std::string& extension = GetExtension(pFile); + if (extension == "c4d") { + return true; + } else if ((!extension.length() || checkSig) && pIOHandler) { + // TODO + } + + return false; +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc* C4DImporter::GetInfo () const { + return &desc; +} + + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void C4DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { + std::unique_ptr file( pIOHandler->Open( pFile)); + + if( file.get() == nullptr ) { + ThrowException("failed to open file " + pFile); + } + + const size_t file_size = file->FileSize(); + + std::vector mBuffer(file_size); + file->Read(&mBuffer[0], 1, file_size); + + Filename f; + f.SetMemoryReadMode(&mBuffer[0], file_size); + + // open document first + BaseDocument* doc = LoadDocument(f, SCENEFILTER_OBJECTS | SCENEFILTER_MATERIALS); + if(doc == nullptr ) { + ThrowException("failed to read document " + pFile); + } + + // Generate the root-node + pScene->mRootNode = new aiNode(""); + + // convert left-handed to right-handed + pScene->mRootNode->mTransformation.a1 = 0.01f; + pScene->mRootNode->mTransformation.b2 = 0.01f; + pScene->mRootNode->mTransformation.c3 = -0.01f; + + // first convert all materials + ReadMaterials(doc->GetFirstMaterial()); + + // process C4D scene-graph recursively + try { + RecurseHierarchy(doc->GetFirstObject(), pScene->mRootNode); + } catch(...) { + for(aiMesh* mesh : meshes) { + delete mesh; + } + BaseDocument::Free(doc); + throw; + } + BaseDocument::Free(doc); + + // copy meshes over + pScene->mNumMeshes = static_cast(meshes.size()); + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes](); + std::copy(meshes.begin(), meshes.end(), pScene->mMeshes); + + // copy materials over, adding a default material if necessary + unsigned int mat_count = static_cast(materials.size()); + for(aiMesh* mesh : meshes) { + ai_assert(mesh->mMaterialIndex <= mat_count); + if(mesh->mMaterialIndex >= mat_count) { + ++mat_count; + + std::unique_ptr def_material(new aiMaterial()); + const aiString name(AI_DEFAULT_MATERIAL_NAME); + def_material->AddProperty(&name, AI_MATKEY_NAME); + + materials.push_back(def_material.release()); + break; + } + } + + pScene->mNumMaterials = static_cast(materials.size()); + pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials](); + std::copy(materials.begin(), materials.end(), pScene->mMaterials); +} + + +// ------------------------------------------------------------------------------------------------ +bool C4DImporter::ReadShader(aiMaterial* out, BaseShader* shader) { + // based on Cineware sample code (C4DImportExport.cpp) + while(shader) { + if(shader->GetType() == Xlayer) { + BaseContainer* container = shader->GetDataInstance(); + GeData blend = container->GetData(SLA_LAYER_BLEND); + iBlendDataType* blend_list = reinterpret_cast(blend.GetCustomDataType(CUSTOMDATA_BLEND_LIST)); + if (!blend_list) + { + LogWarn("ignoring XLayer shader: no blend list given"); + continue; + } + + LayerShaderLayer *lsl = dynamic_cast(blend_list->m_BlendLayers.GetObject(0)); + + // Ignore the actual layer blending - models for real-time rendering should not + // use them in a non-trivial way. Just try to find textures that we can apply + // to the model. + while (lsl) { + if (lsl->GetType() == TypeFolder) { + BlendFolder* const folder = dynamic_cast(lsl); + LayerShaderLayer *subLsl = dynamic_cast(folder->m_Children.GetObject(0)); + + while (subLsl) { + if (subLsl->GetType() == TypeShader) { + BlendShader* const shader = dynamic_cast(subLsl); + if(ReadShader(out, static_cast(shader->m_pLink->GetLink()))) { + return true; + } + } + + subLsl = subLsl->GetNext(); + } + } else if (lsl->GetType() == TypeShader) { + BlendShader* const shader = dynamic_cast(lsl); + if(ReadShader(out, static_cast(shader->m_pLink->GetLink()))) { + return true; + } + } + + lsl = lsl->GetNext(); + } + } else if ( shader->GetType() == Xbitmap ) { + auto const path = aiStringFrom(shader->GetFileName().GetString()); + out->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0)); + return true; + } else { + LogWarn("ignoring shader type: ", GetObjectTypeName(shader->GetType())); + } + shader = shader->GetNext(); + } + + return false; +} + +// ------------------------------------------------------------------------------------------------ +void C4DImporter::ReadMaterials(BaseMaterial* mat) { + // based on Cineware sample code + while (mat) { + if (mat->GetType() == Mmaterial) { + aiMaterial* out = new aiMaterial(); + material_mapping[mat] = static_cast(materials.size()); + materials.push_back(out); + + auto const ai_name = aiStringFrom(mat->GetName()); + out->AddProperty(&ai_name, AI_MATKEY_NAME); + + Material& m = dynamic_cast(*mat); + + if (m.GetChannelState(CHANNEL_COLOR)) { + GeData data; + mat->GetParameter(MATERIAL_COLOR_COLOR, data); + Vector color = data.GetVector(); + mat->GetParameter(MATERIAL_COLOR_BRIGHTNESS, data); + const Float brightness = data.GetFloat(); + + color *= brightness; + + aiVector3D v; + v.x = color.x; + v.y = color.y; + v.z = color.z; + out->AddProperty(&v, 1, AI_MATKEY_COLOR_DIFFUSE); + } + + BaseShader* const shader = m.GetShader(MATERIAL_COLOR_SHADER); + if(shader) { + ReadShader(out, shader); + } + } else { + LogWarn("ignoring plugin material: ", GetObjectTypeName(mat->GetType())); + } + mat = mat->GetNext(); + } +} + +// ------------------------------------------------------------------------------------------------ +void C4DImporter::RecurseHierarchy(BaseObject* object, aiNode* parent) { + ai_assert(parent != nullptr ); + std::vector nodes; + + // based on Cineware sample code + while (object) { + const LONG type = object->GetType(); + const Matrix& ml = object->GetMl(); + + aiNode* const nd = new aiNode(); + + nd->mParent = parent; + nd->mName = aiStringFrom(object->GetName()); + + nd->mTransformation.a1 = ml.v1.x; + nd->mTransformation.b1 = ml.v1.y; + nd->mTransformation.c1 = ml.v1.z; + + nd->mTransformation.a2 = ml.v2.x; + nd->mTransformation.b2 = ml.v2.y; + nd->mTransformation.c2 = ml.v2.z; + + nd->mTransformation.a3 = ml.v3.x; + nd->mTransformation.b3 = ml.v3.y; + nd->mTransformation.c3 = ml.v3.z; + + nd->mTransformation.a4 = ml.off.x; + nd->mTransformation.b4 = ml.off.y; + nd->mTransformation.c4 = ml.off.z; + + nodes.push_back(nd); + + GeData data; + if (type == Ocamera) { + object->GetParameter(CAMERAOBJECT_FOV, data); + // TODO: read camera + } else if (type == Olight) { + // TODO: read light + } else if (type == Opolygon) { + aiMesh* const mesh = ReadMesh(object); + if(mesh != nullptr) { + nd->mNumMeshes = 1; + nd->mMeshes = new unsigned int[1]; + nd->mMeshes[0] = static_cast(meshes.size()); + meshes.push_back(mesh); + } + } else { + LogWarn("ignoring object: ", GetObjectTypeName(type)); + } + + RecurseHierarchy(object->GetDown(), nd); + object = object->GetNext(); + } + + // copy nodes over to parent + parent->mNumChildren = static_cast(nodes.size()); + parent->mChildren = new aiNode*[parent->mNumChildren](); + std::copy(nodes.begin(), nodes.end(), parent->mChildren); +} + +// ------------------------------------------------------------------------------------------------ +aiMesh* C4DImporter::ReadMesh(BaseObject* object) { + ai_assert(object != nullptr); + ai_assert( object->GetType() == Opolygon ); + + // based on Cineware sample code + PolygonObject* const polyObject = dynamic_cast(object); + ai_assert(polyObject != nullptr); + + const LONG pointCount = polyObject->GetPointCount(); + const LONG polyCount = polyObject->GetPolygonCount(); + if(!polyObject || !pointCount) { + LogWarn("ignoring mesh with zero vertices or faces"); + return nullptr; + } + + const Vector* points = polyObject->GetPointR(); + ai_assert(points != nullptr); + + const CPolygon* polys = polyObject->GetPolygonR(); + ai_assert(polys != nullptr); + + std::unique_ptr mesh(new aiMesh()); + mesh->mNumFaces = static_cast(polyCount); + aiFace* face = mesh->mFaces = new aiFace[mesh->mNumFaces](); + + mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + mesh->mMaterialIndex = 0; + + unsigned int vcount = 0; + + // first count vertices + for (LONG i = 0; i < polyCount; i++) + { + vcount += 3; + + // TODO: do we also need to handle lines or points with similar checks? + if (polys[i].c != polys[i].d) + { + mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; + ++vcount; + } + } + + ai_assert(vcount > 0); + + mesh->mNumVertices = vcount; + aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; + aiVector3D* normals, *uvs, *tangents, *bitangents; + unsigned int n = 0; + + // check if there are normals, tangents or UVW coordinates + BaseTag* tag = object->GetTag(Tnormal); + NormalTag* normals_src = nullptr; + if(tag) { + normals_src = dynamic_cast(tag); + normals = mesh->mNormals = new aiVector3D[mesh->mNumVertices](); + } + + tag = object->GetTag(Ttangent); + TangentTag* tangents_src = nullptr; + if(tag) { + tangents_src = dynamic_cast(tag); + tangents = mesh->mTangents = new aiVector3D[mesh->mNumVertices](); + bitangents = mesh->mBitangents = new aiVector3D[mesh->mNumVertices](); + } + + tag = object->GetTag(Tuvw); + UVWTag* uvs_src = nullptr; + if(tag) { + uvs_src = dynamic_cast(tag); + uvs = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices](); + } + + // copy vertices and extra channels over and populate faces + for (LONG i = 0; i < polyCount; ++i, ++face) { + ai_assert(polys[i].a < pointCount && polys[i].a >= 0); + const Vector& pointA = points[polys[i].a]; + verts->x = pointA.x; + verts->y = pointA.y; + verts->z = pointA.z; + ++verts; + + ai_assert(polys[i].b < pointCount && polys[i].b >= 0); + const Vector& pointB = points[polys[i].b]; + verts->x = pointB.x; + verts->y = pointB.y; + verts->z = pointB.z; + ++verts; + + ai_assert(polys[i].c < pointCount && polys[i].c >= 0); + const Vector& pointC = points[polys[i].c]; + verts->x = pointC.x; + verts->y = pointC.y; + verts->z = pointC.z; + ++verts; + + // TODO: do we also need to handle lines or points with similar checks? + if (polys[i].c != polys[i].d) { + ai_assert(polys[i].d < pointCount && polys[i].d >= 0); + + face->mNumIndices = 4; + mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; + const Vector& pointD = points[polys[i].d]; + verts->x = pointD.x; + verts->y = pointD.y; + verts->z = pointD.z; + ++verts; + } else { + face->mNumIndices = 3; + } + face->mIndices = new unsigned int[face->mNumIndices]; + for(unsigned int j = 0; j < face->mNumIndices; ++j) { + face->mIndices[j] = n++; + } + + // copy normals + if (normals_src) { + if(i >= normals_src->GetDataCount()) { + LogError("unexpected number of normals, ignoring"); + } else { + ConstNormalHandle normal_handle = normals_src->GetDataAddressR(); + NormalStruct nor; + NormalTag::Get(normal_handle, i, nor); + normals->x = nor.a.x; + normals->y = nor.a.y; + normals->z = nor.a.z; + ++normals; + + normals->x = nor.b.x; + normals->y = nor.b.y; + normals->z = nor.b.z; + ++normals; + + normals->x = nor.c.x; + normals->y = nor.c.y; + normals->z = nor.c.z; + ++normals; + + if(face->mNumIndices == 4) { + normals->x = nor.d.x; + normals->y = nor.d.y; + normals->z = nor.d.z; + ++normals; + } + } + } + + // copy tangents and bitangents + if (tangents_src) { + + for(unsigned int k = 0; k < face->mNumIndices; ++k) { + LONG l; + switch(k) { + case 0: + l = polys[i].a; + break; + case 1: + l = polys[i].b; + break; + case 2: + l = polys[i].c; + break; + case 3: + l = polys[i].d; + break; + default: + ai_assert(false); + } + if(l >= tangents_src->GetDataCount()) { + LogError("unexpected number of tangents, ignoring"); + break; + } + + Tangent tan = tangents_src->GetDataR()[l]; + tangents->x = tan.vl.x; + tangents->y = tan.vl.y; + tangents->z = tan.vl.z; + ++tangents; + + bitangents->x = tan.vr.x; + bitangents->y = tan.vr.y; + bitangents->z = tan.vr.z; + ++bitangents; + } + } + + // copy UVs + if (uvs_src) { + if(i >= uvs_src->GetDataCount()) { + LogError("unexpected number of UV coordinates, ignoring"); + } + else { + UVWStruct uvw; + uvs_src->Get(uvs_src->GetDataAddressR(),i,uvw); + + uvs->x = uvw.a.x; + uvs->y = 1.0f-uvw.a.y; + uvs->z = uvw.a.z; + ++uvs; + + uvs->x = uvw.b.x; + uvs->y = 1.0f-uvw.b.y; + uvs->z = uvw.b.z; + ++uvs; + + uvs->x = uvw.c.x; + uvs->y = 1.0f-uvw.c.y; + uvs->z = uvw.c.z; + ++uvs; + + if(face->mNumIndices == 4) { + uvs->x = uvw.d.x; + uvs->y = 1.0f-uvw.d.y; + uvs->z = uvw.d.z; + ++uvs; + } + } + } + } + + mesh->mMaterialIndex = ResolveMaterial(polyObject); + + return mesh.release(); +} + +// ------------------------------------------------------------------------------------------------ +unsigned int C4DImporter::ResolveMaterial(PolygonObject* obj) { + ai_assert(obj != nullptr); + + const unsigned int mat_count = static_cast(materials.size()); + + BaseTag* tag = obj->GetTag(Ttexture); + if(tag == nullptr) { + return mat_count; + } + + TextureTag& ttag = dynamic_cast(*tag); + + BaseMaterial* const mat = ttag.GetMaterial(); + ai_assert(mat != nullptr); + + const MaterialMap::const_iterator it = material_mapping.find(mat); + if(it == material_mapping.end()) { + return mat_count; + } + + ai_assert((*it).second < mat_count); + + return (*it).second; +} + +#endif // ASSIMP_BUILD_NO_C4D_IMPORTER -- cgit v1.2.1