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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 FBXMeshGeometry.cpp
- * @brief Assimp::FBX::MeshGeometry implementation
- */
- #include "AssimpPCH.h"
-
- #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
-
- #include <functional>
-
- #include "FBXParser.h"
- #include "FBXDocument.h"
- #include "FBXImporter.h"
- #include "FBXImportSettings.h"
- #include "FBXDocumentUtil.h"
-
-
- namespace Assimp {
- namespace FBX {
-
- using namespace Util;
-
-
- // ------------------------------------------------------------------------------------------------
- Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
- : Object(id, element,name)
- , skin()
- {
- const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
- BOOST_FOREACH(const Connection* con, conns) {
- const Skin* const sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
- if(sk) {
- skin = sk;
- break;
- }
- }
- }
-
-
- // ------------------------------------------------------------------------------------------------
- Geometry::~Geometry()
- {
-
- }
-
-
-
- // ------------------------------------------------------------------------------------------------
- MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
- : Geometry(id, element,name, doc)
- {
- const Scope* sc = element.Compound();
- if (!sc) {
- DOMError("failed to read Geometry object (class: Mesh), no data scope found");
- }
-
- // must have Mesh elements:
- const Element& Vertices = GetRequiredElement(*sc,"Vertices",&element);
- const Element& PolygonVertexIndex = GetRequiredElement(*sc,"PolygonVertexIndex",&element);
-
- // optional Mesh elements:
- const ElementCollection& Layer = sc->GetCollection("Layer");
-
- std::vector<aiVector3D> tempVerts;
- ParseVectorDataArray(tempVerts,Vertices);
-
- if(tempVerts.empty()) {
- FBXImporter::LogWarn("encountered mesh with no vertices");
- return;
- }
-
- std::vector<int> tempFaces;
- ParseVectorDataArray(tempFaces,PolygonVertexIndex);
-
- if(tempFaces.empty()) {
- FBXImporter::LogWarn("encountered mesh with no faces");
- return;
- }
-
- vertices.reserve(tempFaces.size());
- faces.reserve(tempFaces.size() / 3);
-
- mapping_offsets.resize(tempVerts.size());
- mapping_counts.resize(tempVerts.size(),0);
- mappings.resize(tempFaces.size());
-
- const size_t vertex_count = tempVerts.size();
-
- // generate output vertices, computing an adjacency table to
- // preserve the mapping from fbx indices to *this* indexing.
- unsigned int count = 0;
- BOOST_FOREACH(int index, tempFaces) {
- const int absi = index < 0 ? (-index - 1) : index;
- if(static_cast<size_t>(absi) >= vertex_count) {
- DOMError("polygon vertex index out of range",&PolygonVertexIndex);
- }
-
- vertices.push_back(tempVerts[absi]);
- ++count;
-
- ++mapping_counts[absi];
-
- if (index < 0) {
- faces.push_back(count);
- count = 0;
- }
- }
-
- unsigned int cursor = 0;
- for (size_t i = 0, e = tempVerts.size(); i < e; ++i) {
- mapping_offsets[i] = cursor;
- cursor += mapping_counts[i];
-
- mapping_counts[i] = 0;
- }
-
- cursor = 0;
- BOOST_FOREACH(int index, tempFaces) {
- const int absi = index < 0 ? (-index - 1) : index;
- mappings[mapping_offsets[absi] + mapping_counts[absi]++] = cursor++;
- }
-
- // if settings.readAllLayers is true:
- // * read all layers, try to load as many vertex channels as possible
- // if settings.readAllLayers is false:
- // * read only the layer with index 0, but warn about any further layers
- for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
- const TokenList& tokens = (*it).second->Tokens();
-
- const char* err;
- const int index = ParseTokenAsInt(*tokens[0], err);
- if(err) {
- DOMError(err,&element);
- }
-
- if(doc.Settings().readAllLayers || index == 0) {
- const Scope& layer = GetRequiredScope(*(*it).second);
- ReadLayer(layer);
- }
- else {
- FBXImporter::LogWarn("ignoring additional geometry layers");
- }
- }
- }
-
-
- // ------------------------------------------------------------------------------------------------
- MeshGeometry::~MeshGeometry()
- {
-
- }
-
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadLayer(const Scope& layer)
- {
- const ElementCollection& LayerElement = layer.GetCollection("LayerElement");
- for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
- const Scope& elayer = GetRequiredScope(*(*eit).second);
-
- ReadLayerElement(elayer);
- }
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadLayerElement(const Scope& layerElement)
- {
- const Element& Type = GetRequiredElement(layerElement,"Type");
- const Element& TypedIndex = GetRequiredElement(layerElement,"TypedIndex");
-
- const std::string& type = ParseTokenAsString(GetRequiredToken(Type,0));
- const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex,0));
-
- const Scope& top = GetRequiredScope(element);
- const ElementCollection candidates = top.GetCollection(type);
-
- for (ElementMap::const_iterator it = candidates.first; it != candidates.second; ++it) {
- const int index = ParseTokenAsInt(GetRequiredToken(*(*it).second,0));
- if(index == typedIndex) {
- ReadVertexData(type,typedIndex,GetRequiredScope(*(*it).second));
- return;
- }
- }
-
- FBXImporter::LogError(Formatter::format("failed to resolve vertex layer element: ")
- << type << ", index: " << typedIndex);
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
- {
- const std::string& MappingInformationType = ParseTokenAsString(GetRequiredToken(
- GetRequiredElement(source,"MappingInformationType"),0)
- );
-
- const std::string& ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
- GetRequiredElement(source,"ReferenceInformationType"),0)
- );
-
- if (type == "LayerElementUV") {
- if(index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
- FBXImporter::LogError(Formatter::format("ignoring UV layer, maximum number of UV channels exceeded: ")
- << index << " (limit is " << AI_MAX_NUMBER_OF_TEXTURECOORDS << ")" );
- return;
- }
-
- const Element* Name = source["Name"];
- uvNames[index] = "";
- if(Name) {
- uvNames[index] = ParseTokenAsString(GetRequiredToken(*Name,0));
- }
-
- ReadVertexDataUV(uvs[index],source,
- MappingInformationType,
- ReferenceInformationType
- );
- }
- else if (type == "LayerElementMaterial") {
- if (materials.size() > 0) {
- FBXImporter::LogError("ignoring additional material layer");
- return;
- }
-
- std::vector<int> temp_materials;
-
- ReadVertexDataMaterials(temp_materials,source,
- MappingInformationType,
- ReferenceInformationType
- );
-
- // sometimes, there will be only negative entries. Drop the material
- // layer in such a case (I guess it means a default material should
- // be used). This is what the converter would do anyway, and it
- // avoids loosing the material if there are more material layers
- // coming of which at least one contains actual data (did observe
- // that with one test file).
- const size_t count_neg = std::count_if(temp_materials.begin(),temp_materials.end(),std::bind2nd(std::less<int>(),0));
- if(count_neg == temp_materials.size()) {
- FBXImporter::LogWarn("ignoring dummy material layer (all entries -1)");
- return;
- }
-
- std::swap(temp_materials, materials);
- }
- else if (type == "LayerElementNormal") {
- if (normals.size() > 0) {
- FBXImporter::LogError("ignoring additional normal layer");
- return;
- }
-
- ReadVertexDataNormals(normals,source,
- MappingInformationType,
- ReferenceInformationType
- );
- }
- else if (type == "LayerElementTangent") {
- if (tangents.size() > 0) {
- FBXImporter::LogError("ignoring additional tangent layer");
- return;
- }
-
- ReadVertexDataTangents(tangents,source,
- MappingInformationType,
- ReferenceInformationType
- );
- }
- else if (type == "LayerElementBinormal") {
- if (binormals.size() > 0) {
- FBXImporter::LogError("ignoring additional binormal layer");
- return;
- }
-
- ReadVertexDataBinormals(binormals,source,
- MappingInformationType,
- ReferenceInformationType
- );
- }
- else if (type == "LayerElementColor") {
- if(index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
- FBXImporter::LogError(Formatter::format("ignoring vertex color layer, maximum number of color sets exceeded: ")
- << index << " (limit is " << AI_MAX_NUMBER_OF_COLOR_SETS << ")" );
- return;
- }
-
- ReadVertexDataColors(colors[index],source,
- MappingInformationType,
- ReferenceInformationType
- );
- }
- }
-
-
- // ------------------------------------------------------------------------------------------------
- // Lengthy utility function to read and resolve a FBX vertex data array - that is, the
- // output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
- // tangents ..
- template <typename T>
- void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType,
- const char* dataElementName,
- const char* indexDataElementName,
- size_t vertex_count,
- const std::vector<unsigned int>& mapping_counts,
- const std::vector<unsigned int>& mapping_offsets,
- const std::vector<unsigned int>& mappings)
- {
- std::vector<T> tempUV;
- ParseVectorDataArray(tempUV,GetRequiredElement(source,dataElementName));
-
- // handle permutations of Mapping and Reference type - it would be nice to
- // deal with this more elegantly and with less redundancy, but right
- // now it seems unavoidable.
- if (MappingInformationType == "ByVertice" && ReferenceInformationType == "Direct") {
- data_out.resize(vertex_count);
- for (size_t i = 0, e = tempUV.size(); i < e; ++i) {
-
- const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
- for (unsigned int j = istart; j < iend; ++j) {
- data_out[mappings[j]] = tempUV[i];
- }
- }
- }
- else if (MappingInformationType == "ByVertice" && ReferenceInformationType == "IndexToDirect") {
- data_out.resize(vertex_count);
-
- std::vector<int> uvIndices;
- ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
-
- for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
-
- const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
- for (unsigned int j = istart; j < iend; ++j) {
- if(static_cast<size_t>(uvIndices[i]) >= tempUV.size()) {
- DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
- }
- data_out[mappings[j]] = tempUV[uvIndices[i]];
- }
- }
- }
- else if (MappingInformationType == "ByPolygonVertex" && ReferenceInformationType == "Direct") {
- if (tempUV.size() != vertex_count) {
- FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
- << tempUV.size() << ", expected " << vertex_count
- );
- return;
- }
-
- data_out.swap(tempUV);
- }
- else if (MappingInformationType == "ByPolygonVertex" && ReferenceInformationType == "IndexToDirect") {
- data_out.resize(vertex_count);
-
- std::vector<int> uvIndices;
- ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
-
- if (uvIndices.size() != vertex_count) {
- FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping");
- return;
- }
-
- unsigned int next = 0;
- BOOST_FOREACH(int i, uvIndices) {
- if(static_cast<size_t>(i) >= tempUV.size()) {
- DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
- }
-
- data_out[next++] = tempUV[i];
- }
- }
- else {
- FBXImporter::LogError(Formatter::format("ignoring vertex data channel, access type not implemented: ")
- << MappingInformationType << "," << ReferenceInformationType);
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType)
- {
- ResolveVertexDataArray(normals_out,source,MappingInformationType,ReferenceInformationType,
- "Normals",
- "NormalsIndex",
- vertices.size(),
- mapping_counts,
- mapping_offsets,
- mappings);
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType)
- {
- ResolveVertexDataArray(uv_out,source,MappingInformationType,ReferenceInformationType,
- "UV",
- "UVIndex",
- vertices.size(),
- mapping_counts,
- mapping_offsets,
- mappings);
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType)
- {
- ResolveVertexDataArray(colors_out,source,MappingInformationType,ReferenceInformationType,
- "Colors",
- "ColorIndex",
- vertices.size(),
- mapping_counts,
- mapping_offsets,
- mappings);
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType)
- {
- ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
- "Tangent",
- "TangentIndex",
- vertices.size(),
- mapping_counts,
- mapping_offsets,
- mappings);
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType)
- {
- ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
- "Binormal",
- "BinormalIndex",
- vertices.size(),
- mapping_counts,
- mapping_offsets,
- mappings);
- }
-
-
- // ------------------------------------------------------------------------------------------------
- void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType)
- {
- const size_t face_count = faces.size();
- ai_assert(face_count);
-
- // materials are handled separately. First of all, they are assigned per-face
- // and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect
- // has a slightly different meaning for materials.
- ParseVectorDataArray(materials_out,GetRequiredElement(source,"Materials"));
-
- if (MappingInformationType == "AllSame") {
- // easy - same material for all faces
- if (materials_out.empty()) {
- FBXImporter::LogError(Formatter::format("expected material index, ignoring"));
- return;
- }
- else if (materials_out.size() > 1) {
- FBXImporter::LogWarn(Formatter::format("expected only a single material index, ignoring all except the first one"));
- materials_out.clear();
- }
-
- materials.assign(vertices.size(),materials_out[0]);
- }
- else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
- materials.resize(face_count);
-
- if(materials_out.size() != face_count) {
- FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
- << materials_out.size() << ", expected " << face_count
- );
- return;
- }
- }
- else {
- FBXImporter::LogError(Formatter::format("ignoring material assignments, access type not implemented: ")
- << MappingInformationType << "," << ReferenceInformationType);
- }
- }
-
- } // !FBX
- } // !Assimp
-
- #endif
-
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