aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/samples/external/assimp-4.1.0/code/ObjFileImporter.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/ObjFileImporter.cpp')
-rw-r--r--NvCloth/samples/external/assimp-4.1.0/code/ObjFileImporter.cpp769
1 files changed, 769 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/code/ObjFileImporter.cpp b/NvCloth/samples/external/assimp-4.1.0/code/ObjFileImporter.cpp
new file mode 100644
index 0000000..9f3bdef
--- /dev/null
+++ b/NvCloth/samples/external/assimp-4.1.0/code/ObjFileImporter.cpp
@@ -0,0 +1,769 @@
+/*
+---------------------------------------------------------------------------
+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.
+---------------------------------------------------------------------------
+*/
+
+#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
+
+#include "ObjFileImporter.h"
+#include "ObjFileParser.h"
+#include "ObjFileData.h"
+#include "IOStreamBuffer.h"
+#include <memory>
+#include <assimp/DefaultIOSystem.h>
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/ai_assert.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/importerdesc.h>
+
+static const aiImporterDesc desc = {
+ "Wavefront Object Importer",
+ "",
+ "",
+ "surfaces not supported",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "obj"
+};
+
+static const unsigned int ObjMinSize = 16;
+
+namespace Assimp {
+
+using namespace std;
+
+// ------------------------------------------------------------------------------------------------
+// Default constructor
+ObjFileImporter::ObjFileImporter() :
+ m_Buffer(),
+ m_pRootObject( NULL ),
+ m_strAbsPath( "" )
+{
+ DefaultIOSystem io;
+ m_strAbsPath = io.getOsSeparator();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor.
+ObjFileImporter::~ObjFileImporter()
+{
+ delete m_pRootObject;
+ m_pRootObject = NULL;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns true, if file is an obj file.
+bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
+{
+ if(!checkSig) //Check File Extension
+ {
+ return SimpleExtensionCheck(pFile,"obj");
+ }
+ else //Check file Header
+ {
+ static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
+ return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9 );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc* ObjFileImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Obj-file import implementation
+void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
+ // Read file into memory
+ static const std::string mode = "rb";
+ std::unique_ptr<IOStream> fileStream( pIOHandler->Open( file, mode));
+ if( !fileStream.get() ) {
+ throw DeadlyImportError( "Failed to open file " + file + "." );
+ }
+
+ // Get the file-size and validate it, throwing an exception when fails
+ size_t fileSize = fileStream->FileSize();
+ if( fileSize < ObjMinSize ) {
+ throw DeadlyImportError( "OBJ-file is too small.");
+ }
+
+ IOStreamBuffer<char> streamedBuffer;
+ streamedBuffer.open( fileStream.get() );
+
+ // Allocate buffer and read file into it
+ //TextFileToBuffer( fileStream.get(),m_Buffer);
+
+ // Get the model name
+ std::string modelName, folderName;
+ std::string::size_type pos = file.find_last_of( "\\/" );
+ if ( pos != std::string::npos ) {
+ modelName = file.substr(pos+1, file.size() - pos - 1);
+ folderName = file.substr( 0, pos );
+ if ( !folderName.empty() ) {
+ pIOHandler->PushDirectory( folderName );
+ }
+ } else {
+ modelName = file;
+ }
+
+ // This next stage takes ~ 1/3th of the total readFile task
+ // so should amount for 1/3th of the progress
+ // only update every 100KB or it'll be too slow
+ /*unsigned int progress = 0;
+ unsigned int progressCounter = 0;
+ const unsigned int updateProgressEveryBytes = 100 * 1024;
+ const unsigned int progressTotal = static_cast<unsigned int>(3*m_Buffer.size()/updateProgressEveryBytes);*/
+ // process all '\'
+ /*std::vector<char> ::iterator iter = m_Buffer.begin();
+ while (iter != m_Buffer.end())
+ {
+ if (*iter == '\\')
+ {
+ // remove '\'
+ iter = m_Buffer.erase(iter);
+ // remove next character
+ while (*iter == '\r' || *iter == '\n')
+ iter = m_Buffer.erase(iter);
+ }
+ else
+ ++iter;
+
+ if (++progressCounter >= updateProgressEveryBytes)
+ {
+ m_progress->UpdateFileRead(++progress, progressTotal);
+ progressCounter = 0;
+ }
+ }*/
+
+ // 1/3rd progress
+ m_progress->UpdateFileRead(1, 3);
+
+ // parse the file into a temporary representation
+ ObjFileParser parser( streamedBuffer, modelName, pIOHandler, m_progress, file);
+
+ // And create the proper return structures out of it
+ CreateDataFromImport(parser.GetModel(), pScene);
+
+ streamedBuffer.close();
+
+ // Clean up allocated storage for the next import
+ m_Buffer.clear();
+
+ // Pop directory stack
+ if ( pIOHandler->StackSize() > 0 ) {
+ pIOHandler->PopDirectory();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Create the data from parsed obj-file
+void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene) {
+ if( 0L == pModel ) {
+ return;
+ }
+
+ // Create the root node of the scene
+ pScene->mRootNode = new aiNode;
+ if ( !pModel->m_ModelName.empty() )
+ {
+ // Set the name of the scene
+ pScene->mRootNode->mName.Set(pModel->m_ModelName);
+ }
+ else
+ {
+ // This is a fatal error, so break down the application
+ ai_assert(false);
+ }
+
+ // Create nodes for the whole scene
+ std::vector<aiMesh*> MeshArray;
+ for (size_t index = 0; index < pModel->m_Objects.size(); index++)
+ {
+ createNodes(pModel, pModel->m_Objects[ index ], pScene->mRootNode, pScene, MeshArray);
+ }
+
+ // Create mesh pointer buffer for this scene
+ if (pScene->mNumMeshes > 0)
+ {
+ pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
+ for (size_t index =0; index < MeshArray.size(); index++)
+ {
+ pScene->mMeshes[ index ] = MeshArray[ index ];
+ }
+ }
+
+ // Create all materials
+ createMaterials( pModel, pScene );
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates all nodes of the model
+aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
+ aiNode *pParent, aiScene* pScene,
+ std::vector<aiMesh*> &MeshArray )
+{
+ ai_assert( NULL != pModel );
+ if( NULL == pObject ) {
+ return NULL;
+ }
+
+ // Store older mesh size to be able to computes mesh offsets for new mesh instances
+ const size_t oldMeshSize = MeshArray.size();
+ aiNode *pNode = new aiNode;
+
+ pNode->mName = pObject->m_strObjName;
+
+ // If we have a parent node, store it
+ if( pParent != NULL ) {
+ appendChildToParentNode( pParent, pNode );
+ }
+
+ for ( size_t i=0; i< pObject->m_Meshes.size(); i++ )
+ {
+ unsigned int meshId = pObject->m_Meshes[ i ];
+ aiMesh *pMesh = createTopology( pModel, pObject, meshId );
+ if( pMesh && pMesh->mNumFaces > 0 ) {
+ MeshArray.push_back( pMesh );
+ }
+ }
+
+ // Create all nodes from the sub-objects stored in the current object
+ if ( !pObject->m_SubObjects.empty() )
+ {
+ size_t numChilds = pObject->m_SubObjects.size();
+ pNode->mNumChildren = static_cast<unsigned int>( numChilds );
+ pNode->mChildren = new aiNode*[ numChilds ];
+ pNode->mNumMeshes = 1;
+ pNode->mMeshes = new unsigned int[ 1 ];
+ }
+
+ // Set mesh instances into scene- and node-instances
+ const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
+ if ( meshSizeDiff > 0 )
+ {
+ pNode->mMeshes = new unsigned int[ meshSizeDiff ];
+ pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
+ size_t index = 0;
+ for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
+ {
+ pNode->mMeshes[ index ] = pScene->mNumMeshes;
+ pScene->mNumMeshes++;
+ index++;
+ }
+ }
+
+ return pNode;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Create topology data
+aiMesh *ObjFileImporter::createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int meshIndex ) {
+ // Checking preconditions
+ ai_assert( NULL != pModel );
+
+ if( NULL == pData ) {
+ return NULL;
+ }
+
+ // Create faces
+ ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ meshIndex ];
+ if( !pObjMesh ) {
+ return NULL;
+ }
+
+ if( pObjMesh->m_Faces.empty() ) {
+ return NULL;
+ }
+
+ aiMesh* pMesh = new aiMesh;
+ if( !pObjMesh->m_name.empty() ) {
+ pMesh->mName.Set( pObjMesh->m_name );
+ }
+
+ for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
+ {
+ ObjFile::Face *const inp = pObjMesh->m_Faces[ index ];
+ ai_assert( NULL != inp );
+
+ if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
+ pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size() - 1);
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ } else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
+ pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size());
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ } else {
+ ++pMesh->mNumFaces;
+ if (inp->m_vertices.size() > 3) {
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ } else {
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ }
+ }
+ }
+
+ unsigned int uiIdxCount( 0u );
+ if ( pMesh->mNumFaces > 0 ) {
+ pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
+ if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial ) {
+ pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
+ }
+
+ unsigned int outIndex( 0 );
+
+ // Copy all data from all stored meshes
+ for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++) {
+ ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
+ if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
+ for(size_t i = 0; i < inp->m_vertices.size() - 1; ++i) {
+ aiFace& f = pMesh->mFaces[ outIndex++ ];
+ uiIdxCount += f.mNumIndices = 2;
+ f.mIndices = new unsigned int[2];
+ }
+ continue;
+ }
+ else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
+ for(size_t i = 0; i < inp->m_vertices.size(); ++i) {
+ aiFace& f = pMesh->mFaces[ outIndex++ ];
+ uiIdxCount += f.mNumIndices = 1;
+ f.mIndices = new unsigned int[1];
+ }
+ continue;
+ }
+
+ aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
+ const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_vertices.size();
+ uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
+ if (pFace->mNumIndices > 0) {
+ pFace->mIndices = new unsigned int[ uiNumIndices ];
+ }
+ }
+ }
+
+ // Create mesh vertices
+ createVertexArray(pModel, pData, meshIndex, pMesh, uiIdxCount);
+
+ return pMesh;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates a vertex array
+void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
+ const ObjFile::Object* pCurrentObject,
+ unsigned int uiMeshIndex,
+ aiMesh* pMesh,
+ unsigned int numIndices) {
+ // Checking preconditions
+ ai_assert( NULL != pCurrentObject );
+
+ // Break, if no faces are stored in object
+ if ( pCurrentObject->m_Meshes.empty() )
+ return;
+
+ // Get current mesh
+ ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
+ if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1 ) {
+ return;
+ }
+
+ // Copy vertices of this mesh instance
+ pMesh->mNumVertices = numIndices;
+ if (pMesh->mNumVertices == 0) {
+ throw DeadlyImportError( "OBJ: no vertices" );
+ } else if (pMesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
+ throw DeadlyImportError( "OBJ: Too many vertices, would run out of memory" );
+ }
+ pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
+
+ // Allocate buffer for normal vectors
+ if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
+ pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
+
+ // Allocate buffer for vertex-color vectors
+ if ( !pModel->m_VertexColors.empty() )
+ pMesh->mColors[0] = new aiColor4D[ pMesh->mNumVertices ];
+
+ // Allocate buffer for texture coordinates
+ if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
+ {
+ pMesh->mNumUVComponents[ 0 ] = 2;
+ pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
+ }
+
+ // Copy vertices, normals and textures into aiMesh instance
+ unsigned int newIndex = 0, outIndex = 0;
+ for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ ) {
+ // Get source face
+ ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
+
+ // Copy all index arrays
+ for ( size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < pSourceFace->m_vertices.size(); vertexIndex++ ) {
+ const unsigned int vertex = pSourceFace->m_vertices.at( vertexIndex );
+ if ( vertex >= pModel->m_Vertices.size() ) {
+ throw DeadlyImportError( "OBJ: vertex index out of range" );
+ }
+
+ pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
+
+ // Copy all normals
+ if ( !pModel->m_Normals.empty() && vertexIndex < pSourceFace->m_normals.size()) {
+ const unsigned int normal = pSourceFace->m_normals.at( vertexIndex );
+ if ( normal >= pModel->m_Normals.size() ) {
+ throw DeadlyImportError( "OBJ: vertex normal index out of range" );
+ }
+ pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
+ }
+
+ // Copy all vertex colors
+ if ( !pModel->m_VertexColors.empty())
+ {
+ const aiVector3D color = pModel->m_VertexColors[ vertex ];
+ pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0);
+ }
+
+ // Copy all texture coordinates
+ if ( !pModel->m_TextureCoord.empty() && vertexIndex < pSourceFace->m_texturCoords.size())
+ {
+ const unsigned int tex = pSourceFace->m_texturCoords.at( vertexIndex );
+ ai_assert( tex < pModel->m_TextureCoord.size() );
+
+ if ( tex >= pModel->m_TextureCoord.size() )
+ throw DeadlyImportError("OBJ: texture coordinate index out of range");
+
+ const aiVector3D &coord3d = pModel->m_TextureCoord[ tex ];
+ pMesh->mTextureCoords[ 0 ][ newIndex ] = aiVector3D( coord3d.x, coord3d.y, coord3d.z );
+ }
+
+ if ( pMesh->mNumVertices <= newIndex ) {
+ throw DeadlyImportError("OBJ: bad vertex index");
+ }
+
+ // Get destination face
+ aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
+
+ const bool last = ( vertexIndex == pSourceFace->m_vertices.size() - 1 );
+ if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last) {
+ pDestFace->mIndices[ outVertexIndex ] = newIndex;
+ outVertexIndex++;
+ }
+
+ if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT) {
+ outIndex++;
+ outVertexIndex = 0;
+ } else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE) {
+ outVertexIndex = 0;
+
+ if(!last)
+ outIndex++;
+
+ if (vertexIndex) {
+ if(!last) {
+ pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
+ if ( !pSourceFace->m_normals.empty() && !pModel->m_Normals.empty()) {
+ pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
+ }
+ if ( !pModel->m_TextureCoord.empty() ) {
+ for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ ) {
+ pMesh->mTextureCoords[ i ][ newIndex+1 ] = pMesh->mTextureCoords[ i ][ newIndex ];
+ }
+ }
+ ++newIndex;
+ }
+
+ pDestFace[-1].mIndices[1] = newIndex;
+ }
+ }
+ else if (last) {
+ outIndex++;
+ }
+ ++newIndex;
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Counts all stored meshes
+void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
+{
+ iNumMeshes = 0;
+ if ( rObjects.empty() )
+ return;
+
+ iNumMeshes += static_cast<unsigned int>( rObjects.size() );
+ for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
+ it != rObjects.end();
+ ++it)
+ {
+ if (!(*it)->m_SubObjects.empty())
+ {
+ countObjects((*it)->m_SubObjects, iNumMeshes);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add clamp mode property to material if necessary
+void ObjFileImporter::addTextureMappingModeProperty( aiMaterial* mat, aiTextureType type, int clampMode, int index) {
+ if ( nullptr == mat ) {
+ return;
+ }
+
+ mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_U( type, index ) );
+ mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_V( type, index ) );
+}
+
+// ------------------------------------------------------------------------------------------------
+// Creates the material
+void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene ) {
+ if ( NULL == pScene ) {
+ return;
+ }
+
+ const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
+ pScene->mNumMaterials = 0;
+ if ( pModel->m_MaterialLib.empty() ) {
+ DefaultLogger::get()->debug("OBJ: no materials specified");
+ return;
+ }
+
+ pScene->mMaterials = new aiMaterial*[ numMaterials ];
+ for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
+ {
+ // Store material name
+ std::map<std::string, ObjFile::Material*>::const_iterator it;
+ it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
+
+ // No material found, use the default material
+ if ( pModel->m_MaterialMap.end() == it )
+ continue;
+
+ aiMaterial* mat = new aiMaterial;
+ ObjFile::Material *pCurrentMaterial = (*it).second;
+ mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
+
+ // convert illumination model
+ int sm = 0;
+ switch (pCurrentMaterial->illumination_model)
+ {
+ case 0:
+ sm = aiShadingMode_NoShading;
+ break;
+ case 1:
+ sm = aiShadingMode_Gouraud;
+ break;
+ case 2:
+ sm = aiShadingMode_Phong;
+ break;
+ default:
+ sm = aiShadingMode_Gouraud;
+ DefaultLogger::get()->error("OBJ: unexpected illumination model (0-2 recognized)");
+ }
+
+ mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
+
+ // Adding material colors
+ mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
+ mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
+ mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
+ mat->AddProperty( &pCurrentMaterial->emissive, 1, AI_MATKEY_COLOR_EMISSIVE );
+ mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
+ mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
+ mat->AddProperty( &pCurrentMaterial->transparent,1,AI_MATKEY_COLOR_TRANSPARENT);
+
+ // Adding refraction index
+ mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
+
+ // Adding textures
+ const int uvwIndex = 0;
+
+ if ( 0 != pCurrentMaterial->texture.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_DIFFUSE(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureDiffuseType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_DIFFUSE);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureAmbient.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_AMBIENT(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureAmbientType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_AMBIENT);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureEmissive.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureEmissive, AI_MATKEY_TEXTURE_EMISSIVE(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_EMISSIVE(0) );
+ }
+
+ if ( 0 != pCurrentMaterial->textureSpecular.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_SPECULAR(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_SPECULAR);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureBump.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_HEIGHT(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureBumpType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_HEIGHT);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureNormal.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureNormal, AI_MATKEY_TEXTURE_NORMALS(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_NORMALS(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureNormalType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_NORMALS);
+ }
+ }
+
+ if( 0 != pCurrentMaterial->textureReflection[0].length )
+ {
+ ObjFile::Material::TextureType type = 0 != pCurrentMaterial->textureReflection[1].length ?
+ ObjFile::Material::TextureReflectionCubeTopType :
+ ObjFile::Material::TextureReflectionSphereType;
+
+ unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
+ for( unsigned i = 0; i < count; i++ )
+ {
+ mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_REFLECTION(i) );
+
+ if(pCurrentMaterial->clamp[type])
+ addTextureMappingModeProperty(mat, aiTextureType_REFLECTION, 1, i);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureDisp.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureDisp, AI_MATKEY_TEXTURE_DISPLACEMENT(0) );
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_DISPLACEMENT(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureDispType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_DISPLACEMENT);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureOpacity.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_OPACITY(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureOpacityType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_OPACITY);
+ }
+ }
+
+ if ( 0 != pCurrentMaterial->textureSpecularity.length )
+ {
+ mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
+ mat->AddProperty( &uvwIndex, 1, AI_MATKEY_UVWSRC_SHININESS(0) );
+ if (pCurrentMaterial->clamp[ObjFile::Material::TextureSpecularityType])
+ {
+ addTextureMappingModeProperty(mat, aiTextureType_SHININESS);
+ }
+ }
+
+ // Store material property info in material array in scene
+ pScene->mMaterials[ pScene->mNumMaterials ] = mat;
+ pScene->mNumMaterials++;
+ }
+
+ // Test number of created materials.
+ ai_assert( pScene->mNumMaterials == numMaterials );
+}
+
+// ------------------------------------------------------------------------------------------------
+// Appends this node to the parent node
+void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild)
+{
+ // Checking preconditions
+ ai_assert( NULL != pParent );
+ ai_assert( NULL != pChild );
+
+ // Assign parent to child
+ pChild->mParent = pParent;
+
+ // If already children was assigned to the parent node, store them in a
+ std::vector<aiNode*> temp;
+ if (pParent->mChildren != NULL)
+ {
+ ai_assert( 0 != pParent->mNumChildren );
+ for (size_t index = 0; index < pParent->mNumChildren; index++)
+ {
+ temp.push_back(pParent->mChildren [ index ] );
+ }
+ delete [] pParent->mChildren;
+ }
+
+ // Copy node instances into parent node
+ pParent->mNumChildren++;
+ pParent->mChildren = new aiNode*[ pParent->mNumChildren ];
+ for (size_t index = 0; index < pParent->mNumChildren-1; index++)
+ {
+ pParent->mChildren[ index ] = temp [ index ];
+ }
+ pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
+}
+
+// ------------------------------------------------------------------------------------------------
+
+} // Namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER