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authorMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
committerMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
commitca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch)
treeb06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/NFFLoader.cpp
parentForced rename of platform folders in cmake dir. Git didn't pick this up before. (diff)
downloadnvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz
nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/NFFLoader.cpp')
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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2017, 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 Implementation of the STL importer class */
+
+
+#ifndef ASSIMP_BUILD_NO_NFF_IMPORTER
+
+// internal headers
+#include "NFFLoader.h"
+#include "ParsingUtils.h"
+#include "StandardShapes.h"
+#include "qnan.h"
+#include "fast_atof.h"
+#include "RemoveComments.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
+#include <assimp/importerdesc.h>
+#include <memory>
+
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+ "Neutral File Format Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "enff nff"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+NFFImporter::NFFImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+NFFImporter::~NFFImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool NFFImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
+{
+ return SimpleExtensionCheck(pFile,"nff","enff");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get the list of all supported file extensions
+const aiImporterDesc* NFFImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+#define AI_NFF_PARSE_FLOAT(f) \
+ SkipSpaces(&sz); \
+ if (!::IsLineEnd(*sz))sz = fast_atoreal_move<float>(sz, (float&)f);
+
+// ------------------------------------------------------------------------------------------------
+#define AI_NFF_PARSE_TRIPLE(v) \
+ AI_NFF_PARSE_FLOAT(v[0]) \
+ AI_NFF_PARSE_FLOAT(v[1]) \
+ AI_NFF_PARSE_FLOAT(v[2])
+
+// ------------------------------------------------------------------------------------------------
+#define AI_NFF_PARSE_SHAPE_INFORMATION() \
+ aiVector3D center, radius(1.0f,get_qnan(),get_qnan()); \
+ AI_NFF_PARSE_TRIPLE(center); \
+ AI_NFF_PARSE_TRIPLE(radius); \
+ if (is_qnan(radius.z))radius.z = radius.x; \
+ if (is_qnan(radius.y))radius.y = radius.x; \
+ currentMesh.radius = radius; \
+ currentMesh.center = center;
+
+// ------------------------------------------------------------------------------------------------
+#define AI_NFF2_GET_NEXT_TOKEN() \
+ do \
+ { \
+ if (!GetNextLine(buffer,line)) \
+ {DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read next token");break;} \
+ SkipSpaces(line,&sz); \
+ } \
+ while(IsLineEnd(*sz))
+
+
+// ------------------------------------------------------------------------------------------------
+// Loads the materail table for the NFF2 file format from an external file
+void NFFImporter::LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
+ const std::string& path, IOSystem* pIOHandler)
+{
+ std::unique_ptr<IOStream> file( pIOHandler->Open( path, "rb"));
+
+ // Check whether we can read from the file
+ if( !file.get()) {
+ DefaultLogger::get()->error("NFF2: Unable to open material library " + path + ".");
+ return;
+ }
+
+ // get the size of the file
+ const unsigned int m = (unsigned int)file->FileSize();
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2(m+1);
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ // First of all: remove all comments from the file
+ CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
+
+ // The file should start with the magic sequence "mat"
+ if (!TokenMatch(buffer,"mat",3)) {
+ DefaultLogger::get()->error("NFF2: Not a valid material library " + path + ".");
+ return;
+ }
+
+ ShadingInfo* curShader = NULL;
+
+ // No read the file line per line
+ char line[4096];
+ const char* sz;
+ while (GetNextLine(buffer,line))
+ {
+ SkipSpaces(line,&sz);
+
+ // 'version' defines the version of the file format
+ if (TokenMatch(sz,"version",7))
+ {
+ DefaultLogger::get()->info("NFF (Sense8) material library file format: " + std::string(sz));
+ }
+ // 'matdef' starts a new material in the file
+ else if (TokenMatch(sz,"matdef",6))
+ {
+ // add a new material to the list
+ output.push_back( ShadingInfo() );
+ curShader = & output.back();
+
+ // parse the name of the material
+ }
+ else if (!TokenMatch(sz,"valid",5))
+ {
+ // check whether we have an active material at the moment
+ if (!IsLineEnd(*sz))
+ {
+ if (!curShader)
+ {
+ DefaultLogger::get()->error(std::string("NFF2 material library: Found element ") +
+ sz + "but there is no active material");
+ continue;
+ }
+ }
+ else continue;
+
+ // now read the material property and determine its type
+ aiColor3D c;
+ if (TokenMatch(sz,"ambient",7))
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->ambient = c;
+ }
+ else if (TokenMatch(sz,"diffuse",7) || TokenMatch(sz,"ambientdiffuse",14) /* correct? */)
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->diffuse = curShader->ambient = c;
+ }
+ else if (TokenMatch(sz,"specular",8))
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->specular = c;
+ }
+ else if (TokenMatch(sz,"emission",8))
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->emissive = c;
+ }
+ else if (TokenMatch(sz,"shininess",9))
+ {
+ AI_NFF_PARSE_FLOAT(curShader->shininess);
+ }
+ else if (TokenMatch(sz,"opacity",7))
+ {
+ AI_NFF_PARSE_FLOAT(curShader->opacity);
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void NFFImporter::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())
+ throw DeadlyImportError( "Failed to open NFF file " + pFile + ".");
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ // mesh arrays - separate here to make the handling of the pointers below easier.
+ std::vector<MeshInfo> meshes;
+ std::vector<MeshInfo> meshesWithNormals;
+ std::vector<MeshInfo> meshesWithUVCoords;
+ std::vector<MeshInfo> meshesLocked;
+
+ char line[4096];
+ const char* sz;
+
+ // camera parameters
+ aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
+ float angle = 45.f;
+ aiVector2D resolution;
+
+ bool hasCam = false;
+
+ MeshInfo* currentMeshWithNormals = NULL;
+ MeshInfo* currentMesh = NULL;
+ MeshInfo* currentMeshWithUVCoords = NULL;
+
+ ShadingInfo s; // current material info
+
+ // degree of tesselation
+ unsigned int iTesselation = 4;
+
+ // some temporary variables we need to parse the file
+ unsigned int sphere = 0,
+ cylinder = 0,
+ cone = 0,
+ numNamed = 0,
+ dodecahedron = 0,
+ octahedron = 0,
+ tetrahedron = 0,
+ hexahedron = 0;
+
+ // lights imported from the file
+ std::vector<Light> lights;
+
+ // check whether this is the NFF2 file format
+ if (TokenMatch(buffer,"nff",3))
+ {
+ const float qnan = get_qnan();
+ const aiColor4D cQNAN = aiColor4D (qnan,0.f,0.f,1.f);
+ const aiVector3D vQNAN = aiVector3D(qnan,0.f,0.f);
+
+ // another NFF file format ... just a raw parser has been implemented
+ // no support for further details, I don't think it is worth the effort
+ // http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
+ // http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm
+
+ // First of all: remove all comments from the file
+ CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
+
+ while (GetNextLine(buffer,line))
+ {
+ SkipSpaces(line,&sz);
+ if (TokenMatch(sz,"version",7))
+ {
+ DefaultLogger::get()->info("NFF (Sense8) file format: " + std::string(sz));
+ }
+ else if (TokenMatch(sz,"viewpos",7))
+ {
+ AI_NFF_PARSE_TRIPLE(camPos);
+ hasCam = true;
+ }
+ else if (TokenMatch(sz,"viewdir",7))
+ {
+ AI_NFF_PARSE_TRIPLE(camLookAt);
+ hasCam = true;
+ }
+ // This starts a new object section
+ else if (!IsSpaceOrNewLine(*sz))
+ {
+ unsigned int subMeshIdx = 0;
+
+ // read the name of the object, skip all spaces
+ // at the end of it.
+ const char* sz3 = sz;
+ while (!IsSpaceOrNewLine(*sz))++sz;
+ std::string objectName = std::string(sz3,(unsigned int)(sz-sz3));
+
+ const unsigned int objStart = (unsigned int)meshes.size();
+
+ // There could be a material table in a separate file
+ std::vector<ShadingInfo> materialTable;
+ while (true)
+ {
+ AI_NFF2_GET_NEXT_TOKEN();
+
+ // material table - an external file
+ if (TokenMatch(sz,"mtable",6))
+ {
+ SkipSpaces(&sz);
+ sz3 = sz;
+ while (!IsSpaceOrNewLine(*sz))++sz;
+ const unsigned int diff = (unsigned int)(sz-sz3);
+ if (!diff)DefaultLogger::get()->warn("NFF2: Found empty mtable token");
+ else
+ {
+ // The material table has the file extension .mat.
+ // If it is not there, we need to append it
+ std::string path = std::string(sz3,diff);
+ if(std::string::npos == path.find_last_of(".mat"))
+ {
+ path.append(".mat");
+ }
+
+ // Now extract the working directory from the path to
+ // this file and append the material library filename
+ // to it.
+ std::string::size_type s;
+ if ((std::string::npos == (s = path.find_last_of('\\')) || !s) &&
+ (std::string::npos == (s = path.find_last_of('/')) || !s) )
+ {
+ s = pFile.find_last_of('\\');
+ if (std::string::npos == s)s = pFile.find_last_of('/');
+ if (std::string::npos != s)
+ {
+ path = pFile.substr(0,s+1) + path;
+ }
+ }
+ LoadNFF2MaterialTable(materialTable,path,pIOHandler);
+ }
+ }
+ else break;
+ }
+
+ // read the numbr of vertices
+ unsigned int num = ::strtoul10(sz,&sz);
+
+ // temporary storage
+ std::vector<aiColor4D> tempColors;
+ std::vector<aiVector3D> tempPositions,tempTextureCoords,tempNormals;
+
+ bool hasNormals = false,hasUVs = false,hasColor = false;
+
+ tempPositions.reserve (num);
+ tempColors.reserve (num);
+ tempNormals.reserve (num);
+ tempTextureCoords.reserve (num);
+ for (unsigned int i = 0; i < num; ++i)
+ {
+ AI_NFF2_GET_NEXT_TOKEN();
+ aiVector3D v;
+ AI_NFF_PARSE_TRIPLE(v);
+ tempPositions.push_back(v);
+
+ // parse all other attributes in the line
+ while (true)
+ {
+ SkipSpaces(&sz);
+ if (IsLineEnd(*sz))break;
+
+ // color definition
+ if (TokenMatch(sz,"0x",2))
+ {
+ hasColor = true;
+ unsigned int numIdx = ::strtoul16(sz,&sz);
+ aiColor4D clr;
+ clr.a = 1.f;
+
+ // 0xRRGGBB
+ clr.r = ((numIdx >> 16u) & 0xff) / 255.f;
+ clr.g = ((numIdx >> 8u) & 0xff) / 255.f;
+ clr.b = ((numIdx) & 0xff) / 255.f;
+ tempColors.push_back(clr);
+ }
+ // normal vector
+ else if (TokenMatch(sz,"norm",4))
+ {
+ hasNormals = true;
+ AI_NFF_PARSE_TRIPLE(v);
+ tempNormals.push_back(v);
+ }
+ // UV coordinate
+ else if (TokenMatch(sz,"uv",2))
+ {
+ hasUVs = true;
+ AI_NFF_PARSE_FLOAT(v.x);
+ AI_NFF_PARSE_FLOAT(v.y);
+ v.z = 0.f;
+ tempTextureCoords.push_back(v);
+ }
+ }
+
+ // fill in dummies for all attributes that have not been set
+ if (tempNormals.size() != tempPositions.size())
+ tempNormals.push_back(vQNAN);
+
+ if (tempTextureCoords.size() != tempPositions.size())
+ tempTextureCoords.push_back(vQNAN);
+
+ if (tempColors.size() != tempPositions.size())
+ tempColors.push_back(cQNAN);
+ }
+
+ AI_NFF2_GET_NEXT_TOKEN();
+ if (!num)throw DeadlyImportError("NFF2: There are zero vertices");
+ num = ::strtoul10(sz,&sz);
+
+ std::vector<unsigned int> tempIdx;
+ tempIdx.reserve(10);
+ for (unsigned int i = 0; i < num; ++i)
+ {
+ AI_NFF2_GET_NEXT_TOKEN();
+ SkipSpaces(line,&sz);
+ unsigned int numIdx = ::strtoul10(sz,&sz);
+
+ // read all faces indices
+ if (numIdx)
+ {
+ // mesh.faces.push_back(numIdx);
+ // tempIdx.erase(tempIdx.begin(),tempIdx.end());
+ tempIdx.resize(numIdx);
+
+ for (unsigned int a = 0; a < numIdx;++a)
+ {
+ SkipSpaces(sz,&sz);
+ unsigned int m = ::strtoul10(sz,&sz);
+ if (m >= (unsigned int)tempPositions.size())
+ {
+ DefaultLogger::get()->error("NFF2: Vertex index overflow");
+ m= 0;
+ }
+ // mesh.vertices.push_back (tempPositions[idx]);
+ tempIdx[a] = m;
+ }
+ }
+
+ // build a temporary shader object for the face.
+ ShadingInfo shader;
+ unsigned int matIdx = 0;
+
+ // white material color - we have vertex colors
+ shader.color = aiColor3D(1.f,1.f,1.f);
+ aiColor4D c = aiColor4D(1.f,1.f,1.f,1.f);
+ while (true)
+ {
+ SkipSpaces(sz,&sz);
+ if(IsLineEnd(*sz))break;
+
+ // per-polygon colors
+ if (TokenMatch(sz,"0x",2))
+ {
+ hasColor = true;
+ const char* sz2 = sz;
+ numIdx = ::strtoul16(sz,&sz);
+ const unsigned int diff = (unsigned int)(sz-sz2);
+
+ // 0xRRGGBB
+ if (diff > 3)
+ {
+ c.r = ((numIdx >> 16u) & 0xff) / 255.f;
+ c.g = ((numIdx >> 8u) & 0xff) / 255.f;
+ c.b = ((numIdx) & 0xff) / 255.f;
+ }
+ // 0xRGB
+ else
+ {
+ c.r = ((numIdx >> 8u) & 0xf) / 16.f;
+ c.g = ((numIdx >> 4u) & 0xf) / 16.f;
+ c.b = ((numIdx) & 0xf) / 16.f;
+ }
+ }
+ // TODO - implement texture mapping here
+#if 0
+ // mirror vertex texture coordinate?
+ else if (TokenMatch(sz,"mirror",6))
+ {
+ }
+ // texture coordinate scaling
+ else if (TokenMatch(sz,"scale",5))
+ {
+ }
+ // texture coordinate translation
+ else if (TokenMatch(sz,"trans",5))
+ {
+ }
+ // texture coordinate rotation angle
+ else if (TokenMatch(sz,"rot",3))
+ {
+ }
+#endif
+
+ // texture file name for this polygon + mapping information
+ else if ('_' == sz[0])
+ {
+ // get mapping information
+ switch (sz[1])
+ {
+ case 'v':
+ case 'V':
+
+ shader.shaded = false;
+ break;
+
+ case 't':
+ case 'T':
+ case 'u':
+ case 'U':
+
+ DefaultLogger::get()->warn("Unsupported NFF2 texture attribute: trans");
+ };
+ if (!sz[1] || '_' != sz[2])
+ {
+ DefaultLogger::get()->warn("NFF2: Expected underscore after texture attributes");
+ continue;
+ }
+ const char* sz2 = sz+3;
+ while (!IsSpaceOrNewLine( *sz ))++sz;
+ const unsigned int diff = (unsigned int)(sz-sz2);
+ if (diff)shader.texFile = std::string(sz2,diff);
+ }
+
+ // Two-sided material?
+ else if (TokenMatch(sz,"both",4))
+ {
+ shader.twoSided = true;
+ }
+
+ // Material ID?
+ else if (!materialTable.empty() && TokenMatch(sz,"matid",5))
+ {
+ SkipSpaces(&sz);
+ matIdx = ::strtoul10(sz,&sz);
+ if (matIdx >= materialTable.size())
+ {
+ DefaultLogger::get()->error("NFF2: Material index overflow.");
+ matIdx = 0;
+ }
+
+ // now combine our current shader with the shader we
+ // read from the material table.
+ ShadingInfo& mat = materialTable[matIdx];
+ shader.ambient = mat.ambient;
+ shader.diffuse = mat.diffuse;
+ shader.emissive = mat.emissive;
+ shader.opacity = mat.opacity;
+ shader.specular = mat.specular;
+ shader.shininess = mat.shininess;
+ }
+ else SkipToken(sz);
+ }
+
+ // search the list of all shaders we have for this object whether
+ // there is an identical one. In this case, we append our mesh
+ // data to it.
+ MeshInfo* mesh = NULL;
+ for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end();
+ it != end; ++it)
+ {
+ if ((*it).shader == shader && (*it).matIndex == matIdx)
+ {
+ // we have one, we can append our data to it
+ mesh = &(*it);
+ }
+ }
+ if (!mesh)
+ {
+ meshes.push_back(MeshInfo(PatchType_Simple,false));
+ mesh = &meshes.back();
+ mesh->matIndex = matIdx;
+
+ // We need to add a new mesh to the list. We assign
+ // an unique name to it to make sure the scene will
+ // pass the validation step for the moment.
+ // TODO: fix naming of objects in the scenegraph later
+ if (objectName.length())
+ {
+ ::strcpy(mesh->name,objectName.c_str());
+ ASSIMP_itoa10(&mesh->name[objectName.length()],30,subMeshIdx++);
+ }
+
+ // copy the shader to the mesh.
+ mesh->shader = shader;
+ }
+
+ // fill the mesh with data
+ if (!tempIdx.empty())
+ {
+ mesh->faces.push_back((unsigned int)tempIdx.size());
+ for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end();
+ it != end;++it)
+ {
+ unsigned int m = *it;
+
+ // copy colors -vertex color specifications override polygon color specifications
+ if (hasColor)
+ {
+ const aiColor4D& clr = tempColors[m];
+ mesh->colors.push_back((is_qnan( clr.r ) ? c : clr));
+ }
+
+ // positions should always be there
+ mesh->vertices.push_back (tempPositions[m]);
+
+ // copy normal vectors
+ if (hasNormals)
+ mesh->normals.push_back (tempNormals[m]);
+
+ // copy texture coordinates
+ if (hasUVs)
+ mesh->uvs.push_back (tempTextureCoords[m]);
+ }
+ }
+ }
+ if (!num)throw DeadlyImportError("NFF2: There are zero faces");
+ }
+ }
+ camLookAt = camLookAt + camPos;
+ }
+ else // "Normal" Neutral file format that is quite more common
+ {
+ while (GetNextLine(buffer,line))
+ {
+ sz = line;
+ if ('p' == line[0] || TokenMatch(sz,"tpp",3))
+ {
+ MeshInfo* out = NULL;
+
+ // 'tpp' - texture polygon patch primitive
+ if ('t' == line[0])
+ {
+ currentMeshWithUVCoords = NULL;
+ for (auto &mesh : meshesWithUVCoords)
+ {
+ if (mesh.shader == s)
+ {
+ currentMeshWithUVCoords = &mesh;
+ break;
+ }
+ }
+
+ if (!currentMeshWithUVCoords)
+ {
+ meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
+ currentMeshWithUVCoords = &meshesWithUVCoords.back();
+ currentMeshWithUVCoords->shader = s;
+ }
+ out = currentMeshWithUVCoords;
+ }
+ // 'pp' - polygon patch primitive
+ else if ('p' == line[1])
+ {
+ currentMeshWithNormals = NULL;
+ for (auto &mesh : meshesWithNormals)
+ {
+ if (mesh.shader == s)
+ {
+ currentMeshWithNormals = &mesh;
+ break;
+ }
+ }
+
+ if (!currentMeshWithNormals)
+ {
+ meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
+ currentMeshWithNormals = &meshesWithNormals.back();
+ currentMeshWithNormals->shader = s;
+ }
+ sz = &line[2];out = currentMeshWithNormals;
+ }
+ // 'p' - polygon primitive
+ else
+ {
+ currentMesh = NULL;
+ for (auto &mesh : meshes)
+ {
+ if (mesh.shader == s)
+ {
+ currentMesh = &mesh;
+ break;
+ }
+ }
+
+ if (!currentMesh)
+ {
+ meshes.push_back(MeshInfo(PatchType_Simple));
+ currentMesh = &meshes.back();
+ currentMesh->shader = s;
+ }
+ sz = &line[1];out = currentMesh;
+ }
+ SkipSpaces(sz,&sz);
+ unsigned int m = strtoul10(sz);
+
+ // ---- flip the face order
+ out->vertices.resize(out->vertices.size()+m);
+ if (out != currentMesh)
+ {
+ out->normals.resize(out->vertices.size());
+ }
+ if (out == currentMeshWithUVCoords)
+ {
+ out->uvs.resize(out->vertices.size());
+ }
+ for (unsigned int n = 0; n < m;++n)
+ {
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("NFF: Unexpected EOF was encountered. Patch definition incomplete");
+ continue;
+ }
+
+ aiVector3D v; sz = &line[0];
+ AI_NFF_PARSE_TRIPLE(v);
+ out->vertices[out->vertices.size()-n-1] = v;
+
+ if (out != currentMesh)
+ {
+ AI_NFF_PARSE_TRIPLE(v);
+ out->normals[out->vertices.size()-n-1] = v;
+ }
+ if (out == currentMeshWithUVCoords)
+ {
+ // FIX: in one test file this wraps over multiple lines
+ SkipSpaces(&sz);
+ if (IsLineEnd(*sz))
+ {
+ GetNextLine(buffer,line);
+ sz = line;
+ }
+ AI_NFF_PARSE_FLOAT(v.x);
+ SkipSpaces(&sz);
+ if (IsLineEnd(*sz))
+ {
+ GetNextLine(buffer,line);
+ sz = line;
+ }
+ AI_NFF_PARSE_FLOAT(v.y);
+ v.y = 1.f - v.y;
+ out->uvs[out->vertices.size()-n-1] = v;
+ }
+ }
+ out->faces.push_back(m);
+ }
+ // 'f' - shading information block
+ else if (TokenMatch(sz,"f",1))
+ {
+ float d;
+
+ // read the RGB colors
+ AI_NFF_PARSE_TRIPLE(s.color);
+
+ // read the other properties
+ AI_NFF_PARSE_FLOAT(s.diffuse.r);
+ AI_NFF_PARSE_FLOAT(s.specular.r);
+ AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
+ AI_NFF_PARSE_FLOAT(d);
+ AI_NFF_PARSE_FLOAT(s.refracti);
+
+ // NFF2 uses full colors here so we need to use them too
+ // although NFF uses simple scaling factors
+ s.diffuse.g = s.diffuse.b = s.diffuse.r;
+ s.specular.g = s.specular.b = s.specular.r;
+
+ // if the next one is NOT a number we assume it is a texture file name
+ // this feature is used by some NFF files on the internet and it has
+ // been implemented as it can be really useful
+ SkipSpaces(&sz);
+ if (!IsNumeric(*sz))
+ {
+ // TODO: Support full file names with spaces and quotation marks ...
+ const char* p = sz;
+ while (!IsSpaceOrNewLine( *sz ))++sz;
+
+ unsigned int diff = (unsigned int)(sz-p);
+ if (diff)
+ {
+ s.texFile = std::string(p,diff);
+ }
+ }
+ else
+ {
+ AI_NFF_PARSE_FLOAT(s.ambient); // optional
+ }
+ }
+ // 'shader' - other way to specify a texture
+ else if (TokenMatch(sz,"shader",6))
+ {
+ SkipSpaces(&sz);
+ const char* old = sz;
+ while (!IsSpaceOrNewLine(*sz))++sz;
+ s.texFile = std::string(old, (uintptr_t)sz - (uintptr_t)old);
+ }
+ // 'l' - light source
+ else if (TokenMatch(sz,"l",1))
+ {
+ lights.push_back(Light());
+ Light& light = lights.back();
+
+ AI_NFF_PARSE_TRIPLE(light.position);
+ AI_NFF_PARSE_FLOAT (light.intensity);
+ AI_NFF_PARSE_TRIPLE(light.color);
+ }
+ // 's' - sphere
+ else if (TokenMatch(sz,"s",1))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::ai_snprintf(currentMesh.name,128,"sphere_%i",sphere++);
+ }
+ // 'dod' - dodecahedron
+ else if (TokenMatch(sz,"dod",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeDodecahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::ai_snprintf(currentMesh.name,128,"dodecahedron_%i",dodecahedron++);
+ }
+
+ // 'oct' - octahedron
+ else if (TokenMatch(sz,"oct",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeOctahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::ai_snprintf(currentMesh.name,128,"octahedron_%i",octahedron++);
+ }
+
+ // 'tet' - tetrahedron
+ else if (TokenMatch(sz,"tet",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeTetrahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::ai_snprintf(currentMesh.name,128,"tetrahedron_%i",tetrahedron++);
+ }
+
+ // 'hex' - hexahedron
+ else if (TokenMatch(sz,"hex",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_BOX;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeHexahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::ai_snprintf(currentMesh.name,128,"hexahedron_%i",hexahedron++);
+ }
+ // 'c' - cone
+ else if (TokenMatch(sz,"c",1))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_CYLINDER;
+
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
+ break;
+ }
+ sz = line;
+
+ // read the two center points and the respective radii
+ aiVector3D center1, center2; float radius1, radius2;
+ AI_NFF_PARSE_TRIPLE(center1);
+ AI_NFF_PARSE_FLOAT(radius1);
+
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
+ break;
+ }
+ sz = line;
+
+ AI_NFF_PARSE_TRIPLE(center2);
+ AI_NFF_PARSE_FLOAT(radius2);
+
+ // compute the center point of the cone/cylinder -
+ // it is its local transformation origin
+ currentMesh.dir = center2-center1;
+ currentMesh.center = center1+currentMesh.dir/(ai_real)2.0;
+
+ float f;
+ if (( f = currentMesh.dir.Length()) < 10e-3f )
+ {
+ DefaultLogger::get()->error("NFF: Cone height is close to zero");
+ continue;
+ }
+ currentMesh.dir /= f; // normalize
+
+ // generate the cone - it consists of simple triangles
+ StandardShapes::MakeCone(f, radius1, radius2,
+ integer_pow(4, iTesselation), currentMesh.vertices);
+
+ // MakeCone() returns tris
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh. 'cone' if it a cone,
+ // 'cylinder' if it is a cylinder. Funny, isn't it?
+ if (radius1 != radius2)
+ ::ai_snprintf(currentMesh.name,128,"cone_%i",cone++);
+ else ::ai_snprintf(currentMesh.name,128,"cylinder_%i",cylinder++);
+ }
+ // 'tess' - tesselation
+ else if (TokenMatch(sz,"tess",4))
+ {
+ SkipSpaces(&sz);
+ iTesselation = strtoul10(sz);
+ }
+ // 'from' - camera position
+ else if (TokenMatch(sz,"from",4))
+ {
+ AI_NFF_PARSE_TRIPLE(camPos);
+ hasCam = true;
+ }
+ // 'at' - camera look-at vector
+ else if (TokenMatch(sz,"at",2))
+ {
+ AI_NFF_PARSE_TRIPLE(camLookAt);
+ hasCam = true;
+ }
+ // 'up' - camera up vector
+ else if (TokenMatch(sz,"up",2))
+ {
+ AI_NFF_PARSE_TRIPLE(camUp);
+ hasCam = true;
+ }
+ // 'angle' - (half?) camera field of view
+ else if (TokenMatch(sz,"angle",5))
+ {
+ AI_NFF_PARSE_FLOAT(angle);
+ hasCam = true;
+ }
+ // 'resolution' - used to compute the screen aspect
+ else if (TokenMatch(sz,"resolution",10))
+ {
+ AI_NFF_PARSE_FLOAT(resolution.x);
+ AI_NFF_PARSE_FLOAT(resolution.y);
+ hasCam = true;
+ }
+ // 'pb' - bezier patch. Not supported yet
+ else if (TokenMatch(sz,"pb",2))
+ {
+ DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
+ }
+ // 'pn' - NURBS. Not supported yet
+ else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
+ {
+ DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
+ }
+ // '' - comment
+ else if ('#' == line[0])
+ {
+ const char* sz;SkipSpaces(&line[1],&sz);
+ if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
+ }
+ }
+ }
+
+ // copy all arrays into one large
+ meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
+ meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
+ meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
+ meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
+
+ // now generate output meshes. first find out how many meshes we'll need
+ std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
+ for (;it != end;++it)
+ {
+ if (!(*it).faces.empty())
+ {
+ ++pScene->mNumMeshes;
+ if ((*it).name[0])++numNamed;
+ }
+ }
+
+ // generate a dummy root node - assign all unnamed elements such
+ // as polygons and polygon patches to the root node and generate
+ // sub nodes for named objects such as spheres and cones.
+ aiNode* const root = new aiNode();
+ root->mName.Set("<NFF_Root>");
+ root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
+ root->mNumMeshes = pScene->mNumMeshes-numNamed;
+
+ aiNode** ppcChildren = NULL;
+ unsigned int* pMeshes = NULL;
+ if (root->mNumMeshes)
+ pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
+ if (root->mNumChildren)
+ ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
+
+ // generate the camera
+ if (hasCam)
+ {
+ ai_assert(ppcChildren);
+ aiNode* nd = new aiNode();
+ *ppcChildren = nd;
+ nd->mName.Set("<NFF_Camera>");
+ nd->mParent = root;
+
+ // allocate the camera in the scene
+ pScene->mNumCameras = 1;
+ pScene->mCameras = new aiCamera*[1];
+ aiCamera* c = pScene->mCameras[0] = new aiCamera;
+
+ c->mName = nd->mName; // make sure the names are identical
+ c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
+ c->mLookAt = camLookAt - camPos;
+ c->mPosition = camPos;
+ c->mUp = camUp;
+
+ // If the resolution is not specified in the file, we
+ // need to set 1.0 as aspect.
+ c->mAspect = (!resolution.y ? 0.f : resolution.x / resolution.y);
+ ++ppcChildren;
+ }
+
+ // generate light sources
+ if (!lights.empty())
+ {
+ ai_assert(ppcChildren);
+ pScene->mNumLights = (unsigned int)lights.size();
+ pScene->mLights = new aiLight*[pScene->mNumLights];
+ for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
+ {
+ const Light& l = lights[i];
+
+ aiNode* nd = new aiNode();
+ *ppcChildren = nd;
+ nd->mParent = root;
+
+ nd->mName.length = ::ai_snprintf(nd->mName.data,1024,"<NFF_Light%u>",i);
+
+ // allocate the light in the scene data structure
+ aiLight* out = pScene->mLights[i] = new aiLight();
+ out->mName = nd->mName; // make sure the names are identical
+ out->mType = aiLightSource_POINT;
+ out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
+ out->mPosition = l.position;
+ }
+ }
+
+ if (!pScene->mNumMeshes)throw DeadlyImportError("NFF: No meshes loaded");
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
+ unsigned int m = 0;
+ for (it = meshes.begin(); it != end;++it)
+ {
+ if ((*it).faces.empty())continue;
+
+ const MeshInfo& src = *it;
+ aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
+ mesh->mNumVertices = (unsigned int)src.vertices.size();
+ mesh->mNumFaces = (unsigned int)src.faces.size();
+
+ // Generate sub nodes for named meshes
+ if ( src.name[ 0 ] && NULL != ppcChildren ) {
+ aiNode* const node = *ppcChildren = new aiNode();
+ node->mParent = root;
+ node->mNumMeshes = 1;
+ node->mMeshes = new unsigned int[1];
+ node->mMeshes[0] = m;
+ node->mName.Set(src.name);
+
+ // setup the transformation matrix of the node
+ aiMatrix4x4::FromToMatrix(aiVector3D(0.f,1.f,0.f),
+ src.dir,node->mTransformation);
+
+ aiMatrix4x4& mat = node->mTransformation;
+ mat.a1 *= src.radius.x; mat.b1 *= src.radius.x; mat.c1 *= src.radius.x;
+ mat.a2 *= src.radius.y; mat.b2 *= src.radius.y; mat.c2 *= src.radius.y;
+ mat.a3 *= src.radius.z; mat.b3 *= src.radius.z; mat.c3 *= src.radius.z;
+ mat.a4 = src.center.x;
+ mat.b4 = src.center.y;
+ mat.c4 = src.center.z;
+
+ ++ppcChildren;
+ } else {
+ *pMeshes++ = m;
+ }
+
+ // copy vertex positions
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ ::memcpy(mesh->mVertices,&src.vertices[0],
+ sizeof(aiVector3D)*mesh->mNumVertices);
+
+ // NFF2: there could be vertex colors
+ if (!src.colors.empty())
+ {
+ ai_assert(src.colors.size() == src.vertices.size());
+
+ // copy vertex colors
+ mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
+ ::memcpy(mesh->mColors[0],&src.colors[0],
+ sizeof(aiColor4D)*mesh->mNumVertices);
+ }
+
+ if (!src.normals.empty())
+ {
+ ai_assert(src.normals.size() == src.vertices.size());
+
+ // copy normal vectors
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ ::memcpy(mesh->mNormals,&src.normals[0],
+ sizeof(aiVector3D)*mesh->mNumVertices);
+ }
+
+ if (!src.uvs.empty())
+ {
+ ai_assert(src.uvs.size() == src.vertices.size());
+
+ // copy texture coordinates
+ mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ ::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
+ sizeof(aiVector3D)*mesh->mNumVertices);
+ }
+
+ // generate faces
+ unsigned int p = 0;
+ aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
+ end2 = src.faces.end();
+ it2 != end2;++it2,++pFace)
+ {
+ pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
+ for (unsigned int o = 0; o < pFace->mNumIndices;++o)
+ pFace->mIndices[o] = p++;
+ }
+
+ // generate a material for the mesh
+ aiMaterial* pcMat = (aiMaterial*)(pScene->mMaterials[m] = new aiMaterial());
+
+ mesh->mMaterialIndex = m++;
+
+ aiString s;
+ s.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcMat->AddProperty(&s, AI_MATKEY_NAME);
+
+ // FIX: Ignore diffuse == 0
+ aiColor3D c = src.shader.color * (src.shader.diffuse.r ? src.shader.diffuse : aiColor3D(1.f,1.f,1.f));
+ pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
+ c = src.shader.color * src.shader.specular;
+ pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
+
+ // NFF2 - default values for NFF
+ pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
+ pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
+ pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY);
+
+ // setup the first texture layer, if existing
+ if (src.shader.texFile.length())
+ {
+ s.Set(src.shader.texFile);
+ pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ if (aiTextureMapping_UV != src.shader.mapping) {
+
+ aiVector3D v(0.f,-1.f,0.f);
+ pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0));
+ pcMat->AddProperty((int*)&src.shader.mapping, 1,AI_MATKEY_MAPPING_DIFFUSE(0));
+ }
+ }
+
+ // setup the name of the material
+ if (src.shader.name.length())
+ {
+ s.Set(src.shader.texFile);
+ pcMat->AddProperty(&s,AI_MATKEY_NAME);
+ }
+
+ // setup some more material properties that are specific to NFF2
+ int i;
+ if (src.shader.twoSided)
+ {
+ i = 1;
+ pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
+ }
+ i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
+ if (src.shader.shininess)
+ {
+ i = aiShadingMode_Phong;
+ pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS);
+ }
+ pcMat->AddProperty(&i,1,AI_MATKEY_SHADING_MODEL);
+ }
+ pScene->mRootNode = root;
+}
+
+#endif // !! ASSIMP_BUILD_NO_NFF_IMPORTER