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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2024, 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>
namespace Assimp {
static constexpr 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];
}
// ------------------------------------------------------------------------------------------------
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;
}
} // namespace
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PLYImporter::PLYImporter() :
mBuffer(nullptr),
pcDOM(nullptr),
mGeneratedMesh(nullptr) {
// empty
}
// ------------------------------------------------------------------------------------------------
PLYImporter::~PLYImporter() {
delete mGeneratedMesh;
}
// ------------------------------------------------------------------------------------------------
// 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;
}
// ------------------------------------------------------------------------------------------------
// 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) {
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];
const char *end = &mBuffer2[0] + mBuffer2.size();
SkipSpacesAndLineEnd(szMe, (const char **)&szMe, end);
// 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, end);
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;
// Move the mesh ownership into the scene instance
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;
}
}
static constexpr ai_uint NotSet = 0xFFFFFFFF;
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] = { NotSet, NotSet, NotSet };
PLY::EDataType aiTypes[3] = { EDT_Char, EDT_Char, EDT_Char };
ai_uint aiNormal[3] = { NotSet, NotSet, NotSet };
PLY::EDataType aiNormalTypes[3] = { EDT_Char, EDT_Char, EDT_Char };
unsigned int aiColors[4] = { NotSet, NotSet, NotSet, NotSet };
PLY::EDataType aiColorsTypes[4] = { EDT_Char, EDT_Char, EDT_Char, EDT_Char };
unsigned int aiTexcoord[2] = { NotSet, NotSet };
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 (NotSet != aiPositions[0]) {
vOut.x = PLY::PropertyInstance::ConvertTo<ai_real>(
GetProperty(instElement->alProperties, aiPositions[0]).avList.front(), aiTypes[0]);
}
if (NotSet != aiPositions[1]) {
vOut.y = PLY::PropertyInstance::ConvertTo<ai_real>(
GetProperty(instElement->alProperties, aiPositions[1]).avList.front(), aiTypes[1]);
}
if (NotSet != 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 (NotSet != aiNormal[0]) {
nOut.x = PLY::PropertyInstance::ConvertTo<ai_real>(
GetProperty(instElement->alProperties, aiNormal[0]).avList.front(), aiNormalTypes[0]);
haveNormal = true;
}
if (NotSet != aiNormal[1]) {
nOut.y = PLY::PropertyInstance::ConvertTo<ai_real>(
GetProperty(instElement->alProperties, aiNormal[1]).avList.front(), aiNormalTypes[1]);
haveNormal = true;
}
if (NotSet != 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 (NotSet != aiColors[0]) {
cOut.r = NormalizeColorValue(GetProperty(instElement->alProperties,
aiColors[0])
.avList.front(),
aiColorsTypes[0]);
haveColor = true;
}
if (NotSet != aiColors[1]) {
cOut.g = NormalizeColorValue(GetProperty(instElement->alProperties,
aiColors[1])
.avList.front(),
aiColorsTypes[1]);
haveColor = true;
}
if (NotSet != 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 (NotSet == 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 (NotSet != aiTexcoord[0]) {
tOut.x = PLY::PropertyInstance::ConvertTo<ai_real>(
GetProperty(instElement->alProperties, aiTexcoord[0]).avList.front(), aiTexcoordTypes[0]);
haveTextureCoords = true;
}
if (NotSet != 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];
}
if (pos >= mGeneratedMesh->mNumVertices) {
throw DeadlyImportError("Invalid .ply file: Too many vertices");
}
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 = NotSet;
PLY::EDataType eType = EDT_Char;
bool bIsTriStrip = false;
// texture coordinates
unsigned int iTextureCoord = NotSet;
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];
} else {
if (mGeneratedMesh->mNumFaces < pcElement->NumOccur) {
throw DeadlyImportError("Invalid .ply file: Too many faces");
}
}
if (!bIsTriStrip) {
// parse the list of vertex indices
if (NotSet != 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);
}
}
if (NotSet != 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 (NotSet == aiPositions[0]) {
clrOut->r = 0.0f;
} else {
clrOut->r = NormalizeColorValue(GetProperty(avList, aiPositions[0]).avList.front(), aiTypes[0]);
}
if (NotSet == aiPositions[1]) {
clrOut->g = 0.0f;
} else {
clrOut->g = NormalizeColorValue(GetProperty(avList, aiPositions[1]).avList.front(), aiTypes[1]);
}
if (NotSet == 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 (NotSet == 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);
}
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER
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