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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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All rights reserved.
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* Redistributions of source code must retain the above
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* Redistributions in binary form must reproduce the above
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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*/
/** @file Implementation of the AC3D importer class */
#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
// internal headers
#include "ACLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "Subdivision.h"
#include "Importer.h"
#include "BaseImporter.h"
#include <assimp/Importer.hpp>
#include <assimp/light.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/config.h>
#include <assimp/IOSystem.hpp>
#include <assimp/importerdesc.h>
#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
"AC3D Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"ac acc ac3d"
};
// ------------------------------------------------------------------------------------------------
// skip to the next token
#define AI_AC_SKIP_TO_NEXT_TOKEN() \
if (!SkipSpaces(&buffer)) \
{ \
DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
continue; \
}
// ------------------------------------------------------------------------------------------------
// read a string (may be enclosed in double quotation marks). buffer must point to "
#define AI_AC_GET_STRING(out) \
if (*buffer == '\0') { \
throw DeadlyImportError("AC3D: Unexpected EOF in string"); \
} \
++buffer; \
const char* sz = buffer; \
while ('\"' != *buffer) \
{ \
if (IsLineEnd( *buffer )) \
{ \
DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
out = "ERROR"; \
break; \
} \
++buffer; \
} \
if (IsLineEnd( *buffer ))continue; \
out = std::string(sz,(unsigned int)(buffer-sz)); \
++buffer;
// ------------------------------------------------------------------------------------------------
// read 1 to n floats prefixed with an optional predefined identifier
#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
AI_AC_SKIP_TO_NEXT_TOKEN(); \
if (name_length) \
{ \
if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
{ \
DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
continue; \
} \
buffer += name_length+1; \
} \
for (unsigned int i = 0; i < num;++i) \
{ \
AI_AC_SKIP_TO_NEXT_TOKEN(); \
buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
AC3DImporter::AC3DImporter()
: buffer(),
configSplitBFCull(),
configEvalSubdivision(),
mNumMeshes(),
mLights(),
lights(),
groups(),
polys(),
worlds()
{
// nothing to be done here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
AC3DImporter::~AC3DImporter()
{
// nothing to be done here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
std::string extension = GetExtension(pFile);
// fixme: are acc and ac3d *really* used? Some sources say they are
if(extension == "ac" || extension == "ac3d" || extension == "acc") {
return true;
}
if (!extension.length() || checkSig) {
uint32_t token = AI_MAKE_MAGIC("AC3D");
return CheckMagicToken(pIOHandler,pFile,&token,1,0);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc* AC3DImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Get a pointer to the next line from the file
bool AC3DImporter::GetNextLine( )
{
SkipLine(&buffer);
return SkipSpaces(&buffer);
}
// ------------------------------------------------------------------------------------------------
// Parse an object section in an AC file
void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
{
if (!TokenMatch(buffer,"OBJECT",6))
return;
SkipSpaces(&buffer);
++mNumMeshes;
objects.push_back(Object());
Object& obj = objects.back();
aiLight* light = NULL;
if (!ASSIMP_strincmp(buffer,"light",5))
{
// This is a light source. Add it to the list
mLights->push_back(light = new aiLight());
// Return a point light with no attenuation
light->mType = aiLightSource_POINT;
light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
light->mAttenuationConstant = 1.f;
// Generate a default name for both the light source and the node
// FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
obj.name = std::string( light->mName.data );
DefaultLogger::get()->debug("AC3D: Light source encountered");
obj.type = Object::Light;
}
else if (!ASSIMP_strincmp(buffer,"group",5))
{
obj.type = Object::Group;
}
else if (!ASSIMP_strincmp(buffer,"world",5))
{
obj.type = Object::World;
}
else obj.type = Object::Poly;
while (GetNextLine())
{
if (TokenMatch(buffer,"kids",4))
{
SkipSpaces(&buffer);
unsigned int num = strtoul10(buffer,&buffer);
GetNextLine();
if (num)
{
// load the children of this object recursively
obj.children.reserve(num);
for (unsigned int i = 0; i < num; ++i)
LoadObjectSection(obj.children);
}
return;
}
else if (TokenMatch(buffer,"name",4))
{
SkipSpaces(&buffer);
AI_AC_GET_STRING(obj.name);
// If this is a light source, we'll also need to store
// the name of the node in it.
if (light)
{
light->mName.Set(obj.name);
}
}
else if (TokenMatch(buffer,"texture",7))
{
SkipSpaces(&buffer);
AI_AC_GET_STRING(obj.texture);
}
else if (TokenMatch(buffer,"texrep",6))
{
SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
if (!obj.texRepeat.x || !obj.texRepeat.y)
obj.texRepeat = aiVector2D (1.f,1.f);
}
else if (TokenMatch(buffer,"texoff",6))
{
SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
}
else if (TokenMatch(buffer,"rot",3))
{
SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
}
else if (TokenMatch(buffer,"loc",3))
{
SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
}
else if (TokenMatch(buffer,"subdiv",6))
{
SkipSpaces(&buffer);
obj.subDiv = strtoul10(buffer,&buffer);
}
else if (TokenMatch(buffer,"crease",6))
{
SkipSpaces(&buffer);
obj.crease = fast_atof(buffer);
}
else if (TokenMatch(buffer,"numvert",7))
{
SkipSpaces(&buffer);
unsigned int t = strtoul10(buffer,&buffer);
if (t >= AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
obj.vertices.reserve(t);
for (unsigned int i = 0; i < t;++i)
{
if (!GetNextLine())
{
DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
break;
}
else if (!IsNumeric(*buffer))
{
DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
--buffer; // make sure the line is processed a second time
break;
}
obj.vertices.push_back(aiVector3D());
aiVector3D& v = obj.vertices.back();
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
}
}
else if (TokenMatch(buffer,"numsurf",7))
{
SkipSpaces(&buffer);
bool Q3DWorkAround = false;
const unsigned int t = strtoul10(buffer,&buffer);
obj.surfaces.reserve(t);
for (unsigned int i = 0; i < t;++i)
{
GetNextLine();
if (!TokenMatch(buffer,"SURF",4))
{
// FIX: this can occur for some files - Quick 3D for
// example writes no surf chunks
if (!Q3DWorkAround)
{
DefaultLogger::get()->warn("AC3D: SURF token was expected");
DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
}
--buffer; // make sure the line is processed a second time
// break; --- see fix notes above
Q3DWorkAround = true;
}
SkipSpaces(&buffer);
obj.surfaces.push_back(Surface());
Surface& surf = obj.surfaces.back();
surf.flags = strtoul_cppstyle(buffer);
while (1)
{
if(!GetNextLine())
{
throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
}
if (TokenMatch(buffer,"mat",3))
{
SkipSpaces(&buffer);
surf.mat = strtoul10(buffer);
}
else if (TokenMatch(buffer,"refs",4))
{
// --- see fix notes above
if (Q3DWorkAround)
{
if (!surf.entries.empty())
{
buffer -= 6;
break;
}
}
SkipSpaces(&buffer);
const unsigned int m = strtoul10(buffer);
surf.entries.reserve(m);
obj.numRefs += m;
for (unsigned int k = 0; k < m; ++k)
{
if(!GetNextLine())
{
DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
break;
}
surf.entries.push_back(Surface::SurfaceEntry());
Surface::SurfaceEntry& entry = surf.entries.back();
entry.first = strtoul10(buffer,&buffer);
SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
}
}
else
{
--buffer; // make sure the line is processed a second time
break;
}
}
}
}
}
DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
}
// ------------------------------------------------------------------------------------------------
// Convert a material from AC3DImporter::Material to aiMaterial
void AC3DImporter::ConvertMaterial(const Object& object,
const Material& matSrc,
aiMaterial& matDest)
{
aiString s;
if (matSrc.name.length())
{
s.Set(matSrc.name);
matDest.AddProperty(&s,AI_MATKEY_NAME);
}
if (object.texture.length())
{
s.Set(object.texture);
matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
// UV transformation
if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
object.texOffset.x || object.texOffset.y)
{
aiUVTransform transform;
transform.mScaling = object.texRepeat;
transform.mTranslation = object.texOffset;
matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
}
}
matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
int n;
if (matSrc.shin)
{
n = aiShadingMode_Phong;
matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
}
else n = aiShadingMode_Gouraud;
matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
float f = 1.f - matSrc.trans;
matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
}
// ------------------------------------------------------------------------------------------------
// Converts the loaded data to the internal verbose representation
aiNode* AC3DImporter::ConvertObjectSection(Object& object,
std::vector<aiMesh*>& meshes,
std::vector<aiMaterial*>& outMaterials,
const std::vector<Material>& materials,
aiNode* parent)
{
aiNode* node = new aiNode();
node->mParent = parent;
if (object.vertices.size())
{
if (!object.surfaces.size() || !object.numRefs)
{
/* " An object with 7 vertices (no surfaces, no materials defined).
This is a good way of getting point data into AC3D.
The Vertex->create convex-surface/object can be used on these
vertices to 'wrap' a 3d shape around them "
(http://www.opencity.info/html/ac3dfileformat.html)
therefore: if no surfaces are defined return point data only
*/
DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
"a point list is returned");
meshes.push_back(new aiMesh());
aiMesh* mesh = meshes.back();
mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
{
*verts = object.vertices[i];
faces->mNumIndices = 1;
faces->mIndices = new unsigned int[1];
faces->mIndices[0] = i;
}
// use the primary material in this case. this should be the
// default material if all objects of the file contain points
// and no faces.
mesh->mMaterialIndex = 0;
outMaterials.push_back(new aiMaterial());
ConvertMaterial(object, materials[0], *outMaterials.back());
}
else
{
// need to generate one or more meshes for this object.
// find out how many different materials we have
typedef std::pair< unsigned int, unsigned int > IntPair;
typedef std::vector< IntPair > MatTable;
MatTable needMat(materials.size(),IntPair(0,0));
std::vector<Surface>::iterator it,end = object.surfaces.end();
std::vector<Surface::SurfaceEntry>::iterator it2,end2;
for (it = object.surfaces.begin(); it != end; ++it)
{
unsigned int idx = (*it).mat;
if (idx >= needMat.size())
{
DefaultLogger::get()->error("AC3D: material index is out of range");
idx = 0;
}
if ((*it).entries.empty())
{
DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
}
// validate all vertex indices to make sure we won't crash here
for (it2 = (*it).entries.begin(),
end2 = (*it).entries.end(); it2 != end2; ++it2)
{
if ((*it2).first >= object.vertices.size())
{
DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
(*it2).first = 0;
}
}
if (!needMat[idx].first)++node->mNumMeshes;
switch ((*it).flags & 0xf)
{
// closed line
case 0x1:
needMat[idx].first += (unsigned int)(*it).entries.size();
needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
break;
// unclosed line
case 0x2:
needMat[idx].first += (unsigned int)(*it).entries.size()-1;
needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
break;
// 0 == polygon, else unknown
default:
if ((*it).flags & 0xf)
{
DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
(*it).flags &= ~(0xf);
}
// the number of faces increments by one, the number
// of vertices by surface.numref.
needMat[idx].first++;
needMat[idx].second += (unsigned int)(*it).entries.size();
};
}
unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
unsigned int mat = 0;
const size_t oldm = meshes.size();
for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
cit != cend; ++cit, ++mat)
{
if (!(*cit).first)continue;
// allocate a new aiMesh object
*pip++ = (unsigned int)meshes.size();
aiMesh* mesh = new aiMesh();
meshes.push_back(mesh);
mesh->mMaterialIndex = (unsigned int)outMaterials.size();
outMaterials.push_back(new aiMaterial());
ConvertMaterial(object, materials[mat], *outMaterials.back());
// allocate storage for vertices and normals
mesh->mNumFaces = (*cit).first;
if (mesh->mNumFaces == 0) {
throw DeadlyImportError("AC3D: No faces");
} else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
}
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
mesh->mNumVertices = (*cit).second;
if (mesh->mNumVertices == 0) {
throw DeadlyImportError("AC3D: No vertices");
} else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
}
aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
unsigned int cur = 0;
// allocate UV coordinates, but only if the texture name for the
// surface is not empty
aiVector3D* uv = NULL;
if(object.texture.length())
{
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
mesh->mNumUVComponents[0] = 2;
}
for (it = object.surfaces.begin(); it != end; ++it)
{
if (mat == (*it).mat)
{
const Surface& src = *it;
// closed polygon
unsigned int type = (*it).flags & 0xf;
if (!type)
{
aiFace& face = *faces++;
if((face.mNumIndices = (unsigned int)src.entries.size()))
{
face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
{
const Surface::SurfaceEntry& entry = src.entries[i];
face.mIndices[i] = cur++;
// copy vertex positions
if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
throw DeadlyImportError("AC3D: Invalid number of vertices");
}
*vertices = object.vertices[entry.first] + object.translation;
// copy texture coordinates
if (uv)
{
uv->x = entry.second.x;
uv->y = entry.second.y;
++uv;
}
}
}
}
else
{
it2 = (*it).entries.begin();
// either a closed or an unclosed line
unsigned int tmp = (unsigned int)(*it).entries.size();
if (0x2 == type)--tmp;
for (unsigned int m = 0; m < tmp;++m)
{
aiFace& face = *faces++;
face.mNumIndices = 2;
face.mIndices = new unsigned int[2];
face.mIndices[0] = cur++;
face.mIndices[1] = cur++;
// copy vertex positions
if (it2 == (*it).entries.end() ) {
throw DeadlyImportError("AC3D: Bad line");
}
ai_assert((*it2).first < object.vertices.size());
*vertices++ = object.vertices[(*it2).first];
// copy texture coordinates
if (uv)
{
uv->x = (*it2).second.x;
uv->y = (*it2).second.y;
++uv;
}
if (0x1 == type && tmp-1 == m)
{
// if this is a closed line repeat its beginning now
it2 = (*it).entries.begin();
}
else ++it2;
// second point
*vertices++ = object.vertices[(*it2).first];
if (uv)
{
uv->x = (*it2).second.x;
uv->y = (*it2).second.y;
++uv;
}
}
}
}
}
}
// Now apply catmull clark subdivision if necessary. We split meshes into
// materials which is not done by AC3D during smoothing, so we need to
// collect all meshes using the same material group.
if (object.subDiv) {
if (configEvalSubdivision) {
std::unique_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
// previous meshes are deleted vy Subdivide().
}
else {
DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
+object.name);
}
}
}
}
if (object.name.length())
node->mName.Set(object.name);
else
{
// generate a name depending on the type of the node
switch (object.type)
{
case Object::Group:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++);
break;
case Object::Poly:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
break;
case Object::Light:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
break;
// there shouldn't be more than one world, but we don't care
case Object::World:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i",worlds++);
break;
}
}
// setup the local transformation matrix of the object
// compute the transformation offset to the parent node
node->mTransformation = aiMatrix4x4 ( object.rotation );
if (object.type == Object::Group || !object.numRefs)
{
node->mTransformation.a4 = object.translation.x;
node->mTransformation.b4 = object.translation.y;
node->mTransformation.c4 = object.translation.z;
}
// add children to the object
if (object.children.size())
{
node->mNumChildren = (unsigned int)object.children.size();
node->mChildren = new aiNode*[node->mNumChildren];
for (unsigned int i = 0; i < node->mNumChildren;++i)
{
node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
}
}
return node;
}
// ------------------------------------------------------------------------------------------------
void AC3DImporter::SetupProperties(const Importer* pImp)
{
configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void AC3DImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
// allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(),mBuffer2);
buffer = &mBuffer2[0];
mNumMeshes = 0;
lights = polys = worlds = groups = 0;
if (::strncmp(buffer,"AC3D",4)) {
throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
}
// print the file format version to the console
unsigned int version = HexDigitToDecimal( buffer[4] );
char msg[3];
ASSIMP_itoa10(msg,3,version);
DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
std::vector<Material> materials;
materials.reserve(5);
std::vector<Object> rootObjects;
rootObjects.reserve(5);
std::vector<aiLight*> lights;
mLights = & lights;
while (GetNextLine())
{
if (TokenMatch(buffer,"MATERIAL",8))
{
materials.push_back(Material());
Material& mat = materials.back();
// manually parse the material ... sscanf would use the buldin atof ...
// Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
AI_AC_SKIP_TO_NEXT_TOKEN();
if ('\"' == *buffer)
{
AI_AC_GET_STRING(mat.name);
AI_AC_SKIP_TO_NEXT_TOKEN();
}
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
}
LoadObjectSection(rootObjects);
}
if (rootObjects.empty() || !mNumMeshes)
{
throw DeadlyImportError("AC3D: No meshes have been loaded");
}
if (materials.empty())
{
DefaultLogger::get()->warn("AC3D: No material has been found");
materials.push_back(Material());
}
mNumMeshes += (mNumMeshes>>2u) + 1;
std::vector<aiMesh*> meshes;
meshes.reserve(mNumMeshes);
std::vector<aiMaterial*> omaterials;
materials.reserve(mNumMeshes);
// generate a dummy root if there are multiple objects on the top layer
Object* root;
if (1 == rootObjects.size())
root = &rootObjects[0];
else
{
root = new Object();
}
// now convert the imported stuff to our output data structure
pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
if (1 != rootObjects.size())delete root;
if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
pScene->mRootNode->mName.Set("<AC3DWorld>");
// copy meshes
if (meshes.empty())
{
throw DeadlyImportError("An unknown error occurred during converting");
}
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
// copy materials
pScene->mNumMaterials = (unsigned int)omaterials.size();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
// copy lights
pScene->mNumLights = (unsigned int)lights.size();
if (lights.size())
{
pScene->mLights = new aiLight*[lights.size()];
::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
}
}
#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER