From 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 Mon Sep 17 00:00:00 2001 From: sanine Date: Sat, 16 Apr 2022 11:55:54 -0500 Subject: delete src/mesh/assimp-master --- .../code/AssetLib/C4D/C4DImporter.cpp | 620 --------------------- 1 file changed, 620 deletions(-) delete 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 deleted file mode 100644 index 06d7a34..0000000 --- a/src/mesh/assimp-master/code/AssetLib/C4D/C4DImporter.cpp +++ /dev/null @@ -1,620 +0,0 @@ -/* -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