Exemple #1
0
void ccGenericMesh::applyGLTransformation(const ccGLMatrix& trans)
{
    //vertices should be handled another way!

    //we must take care of the triangle normals!
    if (m_triNormals && (!getParent() || !getParent()->isKindOf(CC_MESH)))
    {
        bool recoded = false;

        //if there is more triangle normals than the size of the compressed
        //normals array, we recompress the array instead of recompressing each normal
        unsigned i,numTriNormals = m_triNormals->currentSize();
        if (numTriNormals>ccNormalVectors::GetNumberOfVectors())
        {
            NormsIndexesTableType* newNorms = new NormsIndexesTableType;
            if (newNorms->reserve(ccNormalVectors::GetNumberOfVectors()))
            {
                for (i=0; i<ccNormalVectors::GetNumberOfVectors(); i++)
                {
                    CCVector3 new_n(ccNormalVectors::GetNormal(i));
                    trans.applyRotation(new_n);
                    normsType newNormIndex = ccNormalVectors::GetNormIndex(new_n.u);
                    newNorms->addElement(newNormIndex);
                }

                m_triNormals->placeIteratorAtBegining();
                for (i=0; i<numTriNormals; i++)
                {
                    m_triNormals->setValue(i,newNorms->getValue(m_triNormals->getCurrentValue()));
                    m_triNormals->forwardIterator();
                }
                recoded=true;
            }
            newNorms->clear();
            newNorms->release();
            newNorms=0;
        }

        //if there is less triangle normals than the compressed normals array size
        //(or if there is not enough memory to instantiate the temporary array),
        //we recompress each normal ...
        if (!recoded)
        {
            //on recode direct chaque normale
            m_triNormals->placeIteratorAtBegining();
            for (i=0; i<numTriNormals; i++)
            {
                normsType* _theNormIndex = m_triNormals->getCurrentValuePtr();
                CCVector3 new_n(ccNormalVectors::GetNormal(*_theNormIndex));
                trans.applyRotation(new_n.u);
                *_theNormIndex = ccNormalVectors::GetNormIndex(new_n.u);
                m_triNormals->forwardIterator();
            }
        }
    }
    else
    {
        //TODO: process failed!
    }
}
Exemple #2
0
void ccGenericMesh::drawMeOnly(CC_DRAW_CONTEXT& context)
{
	ccGenericPointCloud* vertices = getAssociatedCloud();
	if (!vertices)
		return;

	handleColorRamp(context);

	//3D pass
	if (MACRO_Draw3D(context))
	{
		//any triangle?
		unsigned triNum = size();
		if (triNum == 0)
			return;

		//L.O.D.
		bool lodEnabled = (triNum > GET_MAX_LOD_FACES_NUMBER() && context.decimateMeshOnMove && MACRO_LODActivated(context));
		unsigned decimStep = (lodEnabled ? (unsigned)ceil((float)triNum*3 / (float)GET_MAX_LOD_FACES_NUMBER()) : 1);
		unsigned displayedTriNum = triNum / decimStep;

		//display parameters
		glDrawParams glParams;
		getDrawingParameters(glParams);
		glParams.showNorms &= bool(MACRO_LightIsEnabled(context));

		//vertices visibility
		const ccGenericPointCloud::VisibilityTableType* verticesVisibility = vertices->getTheVisibilityArray();
		bool visFiltering = (verticesVisibility && verticesVisibility->isAllocated());

		//wireframe ? (not compatible with LOD)
		bool showWired = isShownAsWire() && !lodEnabled;

		//per-triangle normals?
		bool showTriNormals = (hasTriNormals() && triNormsShown());
		//fix 'showNorms'
		glParams.showNorms = showTriNormals || (vertices->hasNormals() && m_normalsDisplayed);

		//materials & textures
		bool applyMaterials = (hasMaterials() && materialsShown());
		bool showTextures = (hasTextures() && materialsShown() && !lodEnabled);

		//GL name pushing
		bool pushName = MACRO_DrawEntityNames(context);
		//special case: triangle names pushing (for picking)
		bool pushTriangleNames = MACRO_DrawTriangleNames(context);
		pushName |= pushTriangleNames;

		if (pushName)
		{
			//not fast at all!
			if (MACRO_DrawFastNamesOnly(context))
				return;
			glPushName(getUniqueIDForDisplay());
			//minimal display for picking mode!
			glParams.showNorms = false;
			glParams.showColors = false;
			//glParams.showSF --> we keep it only if SF 'NaN' values are hidden
			showTriNormals = false;
			applyMaterials = false;
			showTextures = false;
		}

		//in the case we need to display scalar field colors
		ccScalarField* currentDisplayedScalarField = 0;
		bool greyForNanScalarValues = true;
		unsigned colorRampSteps = 0;
		ccColorScale::Shared colorScale(0);

		if (glParams.showSF)
		{
			assert(vertices->isA(CC_TYPES::POINT_CLOUD));
			ccPointCloud* cloud = static_cast<ccPointCloud*>(vertices);

			greyForNanScalarValues = (cloud->getCurrentDisplayedScalarField() && cloud->getCurrentDisplayedScalarField()->areNaNValuesShownInGrey());
			if (greyForNanScalarValues && pushName)
			{
				//in picking mode, no need to take SF into account if we don't hide any points!
				glParams.showSF = false;
			}
			else
			{
				currentDisplayedScalarField = cloud->getCurrentDisplayedScalarField();
				colorScale = currentDisplayedScalarField->getColorScale();
				colorRampSteps = currentDisplayedScalarField->getColorRampSteps();

				assert(colorScale);
				//get default color ramp if cloud has no scale associated?!
				if (!colorScale)
					colorScale = ccColorScalesManager::GetUniqueInstance()->getDefaultScale(ccColorScalesManager::BGYR);
			}
		}

		//materials or color?
		bool colorMaterial = false;
		if (glParams.showSF || glParams.showColors)
		{
			applyMaterials = false;
			colorMaterial = true;
			glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
			glEnable(GL_COLOR_MATERIAL);
		}

		//in the case we need to display vertex colors
		ColorsTableType* rgbColorsTable = 0;
		if (glParams.showColors)
		{
			if (isColorOverriden())
			{
				glColor3ubv(m_tempColor);
				glParams.showColors = false;
			}
			else
			{
				assert(vertices->isA(CC_TYPES::POINT_CLOUD));
				rgbColorsTable = static_cast<ccPointCloud*>(vertices)->rgbColors();
			}
		}
		else
		{
			glColor3fv(context.defaultMat.diffuseFront);
		}

		if (glParams.showNorms)
		{
			//DGM: Strangely, when Qt::renderPixmap is called, the OpenGL version can fall to 1.0!
			glEnable((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_1_2 ? GL_RESCALE_NORMAL : GL_NORMALIZE));
			glEnable(GL_LIGHTING);
			context.defaultMat.applyGL(true,colorMaterial);
		}

		//in the case we need normals (i.e. lighting)
		NormsIndexesTableType* normalsIndexesTable = 0;
		ccNormalVectors* compressedNormals = 0;
		if (glParams.showNorms)
		{
			assert(vertices->isA(CC_TYPES::POINT_CLOUD));
			normalsIndexesTable = static_cast<ccPointCloud*>(vertices)->normals();
			compressedNormals = ccNormalVectors::GetUniqueInstance();
		}

		//stipple mask
		if (stipplingEnabled())
			EnableGLStippleMask(true);

		if (!pushTriangleNames && !visFiltering && !(applyMaterials || showTextures) && (!glParams.showSF || greyForNanScalarValues))
		{
			//the GL type depends on the PointCoordinateType 'size' (float or double)
			GLenum GL_COORD_TYPE = sizeof(PointCoordinateType) == 4 ? GL_FLOAT : GL_DOUBLE;
			
			glEnableClientState(GL_VERTEX_ARRAY);
			glVertexPointer(3,GL_COORD_TYPE,0,GetVertexBuffer());

			if (glParams.showNorms)
			{
				glEnableClientState(GL_NORMAL_ARRAY);
				glNormalPointer(GL_COORD_TYPE,0,GetNormalsBuffer());
			}
			if (glParams.showSF || glParams.showColors)
			{
				glEnableClientState(GL_COLOR_ARRAY);
				glColorPointer(3,GL_UNSIGNED_BYTE,0,GetColorsBuffer());
			}

			//we can scan and process each chunk separately in an optimized way
			//we mimic the way ccMesh beahves by using virtual chunks!
			unsigned chunks = static_cast<unsigned>(ceil((double)displayedTriNum/(double)MAX_NUMBER_OF_ELEMENTS_PER_CHUNK));
			unsigned chunkStart = 0;
			const colorType* col = 0;
			for (unsigned k=0; k<chunks; ++k, chunkStart += MAX_NUMBER_OF_ELEMENTS_PER_CHUNK)
			{
				//virtual chunk size
				const unsigned chunkSize = k+1 < chunks ? MAX_NUMBER_OF_ELEMENTS_PER_CHUNK : (displayedTriNum % MAX_NUMBER_OF_ELEMENTS_PER_CHUNK);

				//vertices
				PointCoordinateType* _vertices = GetVertexBuffer();
				for (unsigned n=0; n<chunkSize; n+=decimStep)
				{
					const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
					memcpy(_vertices,vertices->getPoint(ti->i1)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
					memcpy(_vertices,vertices->getPoint(ti->i2)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
					memcpy(_vertices,vertices->getPoint(ti->i3)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
				}

				//scalar field
				if (glParams.showSF)
				{
					colorType* _rgbColors = GetColorsBuffer();
					assert(colorScale);
					for (unsigned n=0; n<chunkSize; n+=decimStep)
					{
						const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
						col = currentDisplayedScalarField->getValueColor(ti->i1);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
						col = currentDisplayedScalarField->getValueColor(ti->i2);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
						col = currentDisplayedScalarField->getValueColor(ti->i3);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
					}
				}
				//colors
				else if (glParams.showColors)
				{
					colorType* _rgbColors = GetColorsBuffer();

					for (unsigned n=0; n<chunkSize; n+=decimStep)
					{
						const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i1),sizeof(colorType)*3);
						_rgbColors += 3;
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i2),sizeof(colorType)*3);
						_rgbColors += 3;
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i3),sizeof(colorType)*3);
						_rgbColors += 3;
					}
				}

				//normals
				if (glParams.showNorms)
				{
					PointCoordinateType* _normals = GetNormalsBuffer();
					if (showTriNormals)
					{
						for (unsigned n=0; n<chunkSize; n+=decimStep)
						{
							CCVector3 Na, Nb, Nc;
							getTriangleNormals(chunkStart + n, Na, Nb, Nc);
							memcpy(_normals,Na.u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,Nb.u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,Nc.u,sizeof(PointCoordinateType)*3);
							_normals+=3;
						}
					}
					else
					{
						for (unsigned n=0; n<chunkSize; n+=decimStep)
						{
							const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
							memcpy(_normals,vertices->getPointNormal(ti->i1).u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,vertices->getPointNormal(ti->i2).u,sizeof(PointCoordinateType)*3);
							_normals+=3;
							memcpy(_normals,vertices->getPointNormal(ti->i3).u,sizeof(PointCoordinateType)*3);
							_normals+=3;
						}
					}
				}

				if (!showWired)
				{
					glDrawArrays(lodEnabled ? GL_POINTS : GL_TRIANGLES,0,(chunkSize/decimStep)*3);
				}
				else
				{
					glDrawElements(GL_LINES,(chunkSize/decimStep)*6,GL_UNSIGNED_INT,GetWireVertexIndexes());
				}
			}

			//disable arrays
			glDisableClientState(GL_VERTEX_ARRAY);
			if (glParams.showNorms)
				glDisableClientState(GL_NORMAL_ARRAY);
			if (glParams.showSF || glParams.showColors)
				glDisableClientState(GL_COLOR_ARRAY);
		}
		else
		{
			//current vertex color
			const colorType *col1=0,*col2=0,*col3=0;
			//current vertex normal
			const PointCoordinateType *N1=0,*N2=0,*N3=0;
			//current vertex texture coordinates
			float *Tx1=0,*Tx2=0,*Tx3=0;

			//loop on all triangles
			int lasMtlIndex = -1;

			if (showTextures)
			{
				//#define TEST_TEXTURED_BUNDLER_IMPORT
#ifdef TEST_TEXTURED_BUNDLER_IMPORT
				glPushAttrib(GL_COLOR_BUFFER_BIT);
				glEnable(GL_BLEND);
				glBlendFunc(context.sourceBlend, context.destBlend);
#endif

				glEnable(GL_TEXTURE_2D);
			}

			if (pushTriangleNames)
				glPushName(0);

			GLenum triangleDisplayType = lodEnabled ? GL_POINTS : showWired ? GL_LINE_LOOP : GL_TRIANGLES;
			glBegin(triangleDisplayType);

			//per-triangle normals
			const NormsIndexesTableType* triNormals = getTriNormsTable();
			//materials
			const ccMaterialSet* materials = getMaterialSet();

			for (unsigned n=0; n<triNum; ++n)
			{
				//current triangle vertices
				const CCLib::TriangleSummitsIndexes* tsi = getTriangleIndexes(n);

				//LOD: shall we display this triangle?
				if (n % decimStep)
					continue;

				if (visFiltering)
				{
					//we skip the triangle if at least one vertex is hidden
					if ((verticesVisibility->getValue(tsi->i1) != POINT_VISIBLE) ||
						(verticesVisibility->getValue(tsi->i2) != POINT_VISIBLE) ||
						(verticesVisibility->getValue(tsi->i3) != POINT_VISIBLE))
						continue;
				}

				if (glParams.showSF)
				{
					assert(colorScale);
					col1 = currentDisplayedScalarField->getValueColor(tsi->i1);
					if (!col1)
						continue;
					col2 = currentDisplayedScalarField->getValueColor(tsi->i2);
					if (!col2)
						continue;
					col3 = currentDisplayedScalarField->getValueColor(tsi->i3);
					if (!col3)
						continue;
				}
				else if (glParams.showColors)
				{
					col1 = rgbColorsTable->getValue(tsi->i1);
					col2 = rgbColorsTable->getValue(tsi->i2);
					col3 = rgbColorsTable->getValue(tsi->i3);
				}

				if (glParams.showNorms)
				{
					if (showTriNormals)
					{
						assert(triNormals);
						int n1,n2,n3;
						getTriangleNormalIndexes(n,n1,n2,n3);
						N1 = (n1>=0 ? ccNormalVectors::GetNormal(triNormals->getValue(n1)).u : 0);
						N2 = (n1==n2 ? N1 : n1>=0 ? ccNormalVectors::GetNormal(triNormals->getValue(n2)).u : 0);
						N3 = (n1==n3 ? N1 : n3>=0 ? ccNormalVectors::GetNormal(triNormals->getValue(n3)).u : 0);

					}
					else
					{
						N1 = compressedNormals->getNormal(normalsIndexesTable->getValue(tsi->i1)).u;
						N2 = compressedNormals->getNormal(normalsIndexesTable->getValue(tsi->i2)).u;
						N3 = compressedNormals->getNormal(normalsIndexesTable->getValue(tsi->i3)).u;
					}
				}

				if (applyMaterials || showTextures)
				{
					assert(materials);
					int newMatlIndex = this->getTriangleMtlIndex(n);

					//do we need to change material?
					if (lasMtlIndex != newMatlIndex)
					{
						assert(newMatlIndex<(int)materials->size());
						glEnd();
						if (showTextures)
						{
							GLuint texID = (newMatlIndex>=0 ? (*materials)[newMatlIndex].texID : 0);
							if (texID>0)
								assert(glIsTexture(texID));
							glBindTexture(GL_TEXTURE_2D, texID);
						}

						//if we don't have any current material, we apply default one
						(newMatlIndex>=0 ? (*materials)[newMatlIndex] : context.defaultMat).applyGL(glParams.showNorms,false);
						glBegin(triangleDisplayType);
						lasMtlIndex=newMatlIndex;
					}

					if (showTextures)
					{
						getTriangleTexCoordinates(n,Tx1,Tx2,Tx3);
					}
				}

				if (pushTriangleNames)
				{
					glEnd();
					glLoadName(n);
					glBegin(triangleDisplayType);
				}
				else if (showWired)
				{
					glEnd();
					glBegin(triangleDisplayType);
				}

				//vertex 1
				if (N1)
					ccGL::Normal3v(N1);
				if (col1)
					glColor3ubv(col1);
				if (Tx1)
					glTexCoord2fv(Tx1);
				ccGL::Vertex3v(vertices->getPoint(tsi->i1)->u);

				//vertex 2
				if (N2)
					ccGL::Normal3v(N2);
				if (col2)
					glColor3ubv(col2);
				if (Tx2)
					glTexCoord2fv(Tx2);
				ccGL::Vertex3v(vertices->getPoint(tsi->i2)->u);

				//vertex 3
				if (N3)
					ccGL::Normal3v(N3);
				if (col3)
					glColor3ubv(col3);
				if (Tx3)
					glTexCoord2fv(Tx3);
				ccGL::Vertex3v(vertices->getPoint(tsi->i3)->u);
			}

			glEnd();

			if (pushTriangleNames)
				glPopName();

			if (showTextures)
			{
#ifdef TEST_TEXTURED_BUNDLER_IMPORT
				glPopAttrib(); //GL_COLOR_BUFFER_BIT 
#endif
				glBindTexture(GL_TEXTURE_2D, 0);
				glDisable(GL_TEXTURE_2D);
			}
		}

		if (stipplingEnabled())
			EnableGLStippleMask(false);

		if (colorMaterial)
			glDisable(GL_COLOR_MATERIAL);

		if (glParams.showNorms)
		{
			glDisable(GL_LIGHTING);
			glDisable((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_1_2 ? GL_RESCALE_NORMAL : GL_NORMALIZE));
		}

		if (pushName)
			glPopName();
	}
}
const ccGenericPrimitive& ccGenericPrimitive::operator += (const ccGenericPrimitive& prim)
{
	ccPointCloud* verts = vertices();
	unsigned vertCount = verts->size();
	unsigned facesCount = size();
	unsigned triFacesNormCount = (m_triNormals ? m_triNormals->currentSize() : 0);

	//count new number of vertices & faces
	unsigned newVertCount = vertCount + prim.getAssociatedCloud()->size();
	unsigned newFacesCount = facesCount + prim.size();
	bool primHasVertNorms = prim.getAssociatedCloud()->hasNormals();
	bool primHasFaceNorms = prim.hasTriNormals();

	//reserve memory
	if (verts->reserve(newVertCount)
		&& (!primHasVertNorms || verts->reserveTheNormsTable())
		&& reserve(newFacesCount)
		&& (!primHasFaceNorms || m_triNormalIndexes || reservePerTriangleNormalIndexes()))
	{
		//copy vertices & normals
		ccGenericPointCloud* cloud = prim.getAssociatedCloud();
		unsigned i;
		for (i=0;i<cloud->size();++i)
		{
			verts->addPoint(*cloud->getPoint(i));
			if (primHasVertNorms)
				verts->addNormIndex(cloud->getPointNormalIndex(i));
		}

		//copy face normals
		if (primHasFaceNorms)
		{
			const NormsIndexesTableType* primNorms = prim.getTriNormsTable();
			assert(primNorms);
			unsigned primTriNormCount = primNorms->currentSize();

			NormsIndexesTableType* normsTable = (m_triNormals ? m_triNormals : new NormsIndexesTableType());
			if (!normsTable || !normsTable->reserve(triFacesNormCount+primTriNormCount))
			{
				ccLog::Error("[ccGenericPrimitive::operator +] Not enough memory!");
				return *this;
			}

			//attach table if not done already
			if (!m_triNormals)
			{
				setTriNormsTable(normsTable);
				assert(m_triNormals);
				//primitives must have their normal table as child!
				addChild(m_triNormals);
			}

			for (unsigned i=0; i<primTriNormCount; ++i)
				normsTable->addElement(primNorms->getValue(i));
		}

		//copy faces
		for (i=0;i<prim.size();++i)
		{
			const CCLib::TriangleSummitsIndexes* tsi = prim.getTriangleIndexes(i);
			addTriangle(vertCount+tsi->i1,vertCount+tsi->i2,vertCount+tsi->i3);
			if (primHasFaceNorms)
			{
				const int* normIndexes = prim.m_triNormalIndexes->getValue(i);
				assert(normIndexes);
				addTriangleNormalIndexes(triFacesNormCount+normIndexes[0],triFacesNormCount+normIndexes[1],triFacesNormCount+normIndexes[2]);
			}
		}
	}
	else
	{
		ccLog::Error("[ccGenericPrimitive::operator +] Not enough memory!");
	}

	return *this;
}
bool ccGenericPrimitive::init(unsigned vertCount, bool vertNormals, unsigned faceCounts, unsigned faceNormCounts)
{
	ccPointCloud* verts = vertices();
	assert(verts);
	if (!verts)
		return false;

	/*** clear existing structures ***/

	//clear vertices & normals
	verts->clear(); //takes care of vertices normals

	//clear triangles indexes
	assert(m_triVertIndexes);
	m_triVertIndexes->clear();

	//clear per triangle normals
	removePerTriangleNormalIndexes();
	if (m_triNormals)
		m_triNormals->clear();
	//DGM: if we do this we'll have issues with the DB tree depending on where when we call this method!
	//{
	//	removeChild(m_triNormals);
	//	setTriNormsTable(0);
	//	assert(!m_triNormals);
	//}

	/*** init necessary structures ***/

	if (vertCount && !verts->reserve(vertCount))
		return false;

	if (vertNormals && !verts->reserveTheNormsTable())
	{
		verts->clear();
		return false;
	}

	if (faceCounts && !reserve(faceCounts))
	{
		verts->clear();
		return false;
	}

	if (faceNormCounts)
	{
		NormsIndexesTableType* normsTable = (m_triNormals ? m_triNormals : new NormsIndexesTableType());
		if (!normsTable || !normsTable->reserve(faceNormCounts) || !reservePerTriangleNormalIndexes())
		{
			verts->clear();
			m_triVertIndexes->clear();
			if (normsTable)
				delete normsTable;
			return false;
		}

		//attach table if not done already
		if (!m_triNormals)
		{
			setTriNormsTable(normsTable);
			assert(m_triNormals);
			//primitives must have their normal table as child!
			addChild(m_triNormals);
		}
	}

	return true;
}
Exemple #5
0
//converts a FBX mesh to a CC mesh
static ccMesh* FromFbxMesh(FbxMesh* fbxMesh, bool alwaysDisplayLoadDialog/*=true*/, bool* coordinatesShiftEnabled/*=0*/, CCVector3d* coordinatesShift/*=0*/)
{
	if (!fbxMesh)
		return 0;

	int polyCount = fbxMesh->GetPolygonCount();
	//fbxMesh->GetLayer(
	unsigned triCount = 0;
	unsigned polyVertCount = 0; //different from vertCount (vertices can be counted multiple times here!)
	//as we can't load all polygons (yet ;) we already look if we can load any!
	{
		unsigned skipped = 0;
		for (int i=0; i<polyCount; ++i)
		{
			int pSize = fbxMesh->GetPolygonSize(i);

			if (pSize == 3)
			{
				++triCount;
				polyVertCount += 3;
			}
			else if (pSize == 4)
			{
				triCount += 2;
				polyVertCount += 4;
			}
			else
			{
				++skipped;
			}
		}

		if (triCount == 0)
		{
			ccLog::Warning(QString("[FBX] No triangle or quad found in mesh '%1'! (polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()));
			return 0;
		}
		else if (skipped != 0)
		{
			ccLog::Warning(QString("[FBX] Some polygons in mesh '%1' were ignored (%2): polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()).arg(skipped));
			return 0;
		}
	}

	int vertCount = fbxMesh->GetControlPointsCount();
	if (vertCount <= 0)
	{
		ccLog::Warning(QString("[FBX] Mesh '%1' has no vetex or no polygon?!").arg(fbxMesh->GetName()));
		return 0;
	}

	ccPointCloud* vertices = new ccPointCloud("vertices");
	ccMesh* mesh = new ccMesh(vertices);
	mesh->setName(fbxMesh->GetName());
	mesh->addChild(vertices);
	vertices->setEnabled(false);
	
	if (!mesh->reserve(static_cast<unsigned>(triCount)) || !vertices->reserve(vertCount))
	{
		ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1'!").arg(fbxMesh->GetName()));
		delete mesh;
		return 0;
	}

	//colors
	{
		for (int l=0; l<fbxMesh->GetElementVertexColorCount(); l++)
		{
			FbxGeometryElementVertexColor* vertColor = fbxMesh->GetElementVertexColor(l);
			//CC can only handle per-vertex colors
			if (vertColor->GetMappingMode() == FbxGeometryElement::eByControlPoint)
			{
				if (vertColor->GetReferenceMode() == FbxGeometryElement::eDirect
					|| vertColor->GetReferenceMode() == FbxGeometryElement::eIndexToDirect)
				{
					if (vertices->reserveTheRGBTable())
					{
						switch (vertColor->GetReferenceMode())
						{
						case FbxGeometryElement::eDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									FbxColor c = vertColor->GetDirectArray().GetAt(i);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mGreen	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mBlue	* MAX_COLOR_COMP) );
								}
							}
							break;
						case FbxGeometryElement::eIndexToDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									int id = vertColor->GetIndexArray().GetAt(i);
									FbxColor c = vertColor->GetDirectArray().GetAt(id);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mGreen	* MAX_COLOR_COMP),
															static_cast<colorType>(c.mBlue	* MAX_COLOR_COMP) );
								}
							}
							break;
						default:
							assert(false);
							break;
						}

						vertices->showColors(true);
						mesh->showColors(true);
						break; //no need to look for other color fields (we won't be able to handle them!
					}
					else
					{
						ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' colors!").arg(fbxMesh->GetName()));
					}
				}
				else
				{
					ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
				}
			}
			else
			{
				ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
			}
		}
	}


	//normals can be per vertices or per-triangle
	int perPointNormals = -1;
	int perVertexNormals = -1;
	int perPolygonNormals = -1;
	{
        for (int j=0; j<fbxMesh->GetElementNormalCount(); j++)
        {
			FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(j);
			switch(leNormals->GetMappingMode())
			{
			case FbxGeometryElement::eByControlPoint:
				perPointNormals = j;
				break;
			case FbxGeometryElement::eByPolygonVertex:
				perVertexNormals = j;
				break;
			case FbxGeometryElement::eByPolygon:
				perPolygonNormals = j;
				break;
			default:
				//not handled
				break;
			}
		}
	}

	//per-point normals
	if (perPointNormals >= 0)
	{
		FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(perPointNormals);
		FbxLayerElement::EReferenceMode refMode = leNormals->GetReferenceMode();
		const FbxLayerElementArrayTemplate<FbxVector4>& normals = leNormals->GetDirectArray();
		assert(normals.GetCount() == vertCount);
		if (normals.GetCount() != vertCount)
		{
			ccLog::Warning(QString("[FBX] Wrong number of normals on mesh '%1'!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else if (!vertices->reserveTheNormsTable())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else
		{
			//import normals
			for (int i=0; i<vertCount; ++i)
			{
				int id = refMode != FbxGeometryElement::eDirect ? leNormals->GetIndexArray().GetAt(i) : i;
				FbxVector4 N = normals.GetAt(id);
				//convert to CC-structure
				CCVector3 Npc(	static_cast<PointCoordinateType>(N.Buffer()[0]),
								static_cast<PointCoordinateType>(N.Buffer()[1]),
								static_cast<PointCoordinateType>(N.Buffer()[2]) );
				vertices->addNorm(Npc.u);
			}
			vertices->showNormals(true);
			mesh->showNormals(true);
			//no need to import the other normals (if any)
			perVertexNormals = -1;
			perPolygonNormals = -1;
		}
	}

	//per-triangle normals
	NormsIndexesTableType* normsTable = 0;
	if (perVertexNormals >= 0 || perPolygonNormals >= 0)
	{
		normsTable = new NormsIndexesTableType();
		if (!normsTable->reserve(polyVertCount) || !mesh->reservePerTriangleNormalIndexes())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			normsTable->release();
			normsTable = 0;
		}
		else
		{
			mesh->setTriNormsTable(normsTable);
			mesh->addChild(normsTable);
			vertices->showNormals(true);
			mesh->showNormals(true);
		}
	}

	//import textures UV
	int perVertexUV = -1;
	bool hasTexUV = false;
	{
		for (int l=0; l<fbxMesh->GetElementUVCount(); ++l)
		{
			FbxGeometryElementUV* leUV = fbxMesh->GetElementUV(l);
			//per-point UV coordinates
			if (leUV->GetMappingMode() == FbxGeometryElement::eByControlPoint)
			{
				TextureCoordsContainer* vertTexUVTable = new TextureCoordsContainer();
				if (!vertTexUVTable->reserve(vertCount) || !mesh->reservePerTriangleTexCoordIndexes())
				{
					vertTexUVTable->release();
					ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' UV coordinates!").arg(fbxMesh->GetName()));
				}
				else
				{
					FbxLayerElement::EReferenceMode refMode = leUV->GetReferenceMode();
					for (int i=0; i<vertCount; ++i)
					{
						int id = refMode != FbxGeometryElement::eDirect ? leUV->GetIndexArray().GetAt(i) : i;
						FbxVector2 uv = leUV->GetDirectArray().GetAt(id);
						//convert to CC-structure
						float uvf[2] = {static_cast<float>(uv.Buffer()[0]),
										static_cast<float>(uv.Buffer()[1])};
						vertTexUVTable->addElement(uvf);
					}
					mesh->addChild(vertTexUVTable);
					hasTexUV = true;
				}
				perVertexUV = -1;
				break; //no need to look to the other UV fields (can't handle them!)
			}
			else if (leUV->GetMappingMode() == FbxGeometryElement::eByPolygonVertex)
			{
				//per-vertex UV coordinates
				perVertexUV = l;
			}
		}
	}

	//per-vertex UV coordinates
	TextureCoordsContainer* texUVTable = 0;
	if (perVertexUV >= 0)
	{
		texUVTable = new TextureCoordsContainer();
		if (!texUVTable->reserve(polyVertCount) || !mesh->reservePerTriangleTexCoordIndexes())
		{
			texUVTable->release();
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' UV coordinates!").arg(fbxMesh->GetName()));
		}
		else
		{
			mesh->addChild(texUVTable);
			hasTexUV = true;
		}
	}

	//import polygons
	{
		for (int i=0; i<polyCount; ++i)
		{
			int pSize = fbxMesh->GetPolygonSize(i);

			if (pSize > 4)
			{
				//not handled for the moment
				continue;
			}
			//we split quads into two triangles

			//vertex indices
			int i1 = fbxMesh->GetPolygonVertex(i, 0);
			int i2 = fbxMesh->GetPolygonVertex(i, 1);
			int i3 = fbxMesh->GetPolygonVertex(i, 2);
			mesh->addTriangle(i1,i2,i3);

			int i4 = -1;
			if (pSize == 4)
			{
				i4 = fbxMesh->GetPolygonVertex(i, 3);
				mesh->addTriangle(i1,i3,i4);
			}

			if (hasTexUV)
			{
				if (texUVTable)
				{
					assert(perVertexUV >= 0);

					int uvIndex = static_cast<int>(texUVTable->currentSize());
					for (int j=0; j<pSize; ++j)
					{
						int lTextureUVIndex = fbxMesh->GetTextureUVIndex(i, j);
						FbxGeometryElementUV* leUV = fbxMesh->GetElementUV(perVertexUV);
						FbxVector2 uv = leUV->GetDirectArray().GetAt(lTextureUVIndex);
						//convert to CC-structure
						float uvf[2] = {static_cast<float>(uv.Buffer()[0]),
										static_cast<float>(uv.Buffer()[1])};
						texUVTable->addElement(uvf);
					}
					mesh->addTriangleTexCoordIndexes(uvIndex,uvIndex+1,uvIndex+2);
					if (pSize == 4)
						mesh->addTriangleTexCoordIndexes(uvIndex,uvIndex+2,uvIndex+3);
				}
				else
				{
					mesh->addTriangleTexCoordIndexes(i1,i2,i3);
					if (pSize == 4)
						mesh->addTriangleTexCoordIndexes(i1,i3,i4);
				}
			}

			//per-triangle normals
			if (normsTable)
			{
				int nIndex = static_cast<int>(normsTable->currentSize());
				for (int j=0; j<pSize; ++j)
				{
					FbxVector4 N;
					fbxMesh->GetPolygonVertexNormal(i, j, N);
					CCVector3 Npc(	static_cast<PointCoordinateType>(N.Buffer()[0]),
									static_cast<PointCoordinateType>(N.Buffer()[1]),
									static_cast<PointCoordinateType>(N.Buffer()[2]) );
					normsTable->addElement(ccNormalVectors::GetNormIndex(Npc.u));
				}

				mesh->addTriangleNormalIndexes(nIndex,nIndex+1,nIndex+2);
				if (pSize == 4)
					mesh->addTriangleNormalIndexes(nIndex,nIndex+2,nIndex+3);
			}
		}
		
		if (mesh->size() == 0)
		{
			ccLog::Warning(QString("[FBX] No triangle found in mesh '%1'! (only triangles are supported for the moment)").arg(fbxMesh->GetName()));
			delete mesh;
			return 0;
		}
	}

	//import vertices
	{
		const FbxVector4* fbxVertices = fbxMesh->GetControlPoints();
		assert(vertices && fbxVertices);
		CCVector3d Pshift(0,0,0);
		for (int i=0; i<vertCount; ++i, ++fbxVertices)
		{
			const double* P = fbxVertices->Buffer();
			assert(P[3] == 0);

			//coordinate shift management
			if (i == 0)
			{
				bool shiftAlreadyEnabled = (coordinatesShiftEnabled && *coordinatesShiftEnabled && coordinatesShift);
				if (shiftAlreadyEnabled)
					Pshift = *coordinatesShift;
				bool applyAll = false;
				if (	sizeof(PointCoordinateType) < 8
					&&	ccCoordinatesShiftManager::Handle(P,0,alwaysDisplayLoadDialog,shiftAlreadyEnabled,Pshift,0,applyAll))
				{
					vertices->setGlobalShift(Pshift);
					ccLog::Warning("[FBX] Mesh has been recentered! Translation: (%.2f,%.2f,%.2f)",Pshift.x,Pshift.y,Pshift.z);

					//we save coordinates shift information
					if (applyAll && coordinatesShiftEnabled && coordinatesShift)
					{
						*coordinatesShiftEnabled = true;
						*coordinatesShift = Pshift;
					}
				}
			}

			CCVector3 PV(	static_cast<PointCoordinateType>(P[0] + Pshift.x),
							static_cast<PointCoordinateType>(P[1] + Pshift.y),
							static_cast<PointCoordinateType>(P[2] + Pshift.z) );

			vertices->addPoint(PV);
		}
	}

	//import textures
	{
		//TODO
	}

	return mesh;
}
Exemple #6
0
// Converts a CC mesh to an FBX mesh
static FbxNode* ToFbxMesh(ccGenericMesh* mesh, FbxScene* pScene)
{
	if (!mesh)
		return 0;

    FbxMesh* lMesh = FbxMesh::Create(pScene, qPrintable(mesh->getName()));

	ccGenericPointCloud* cloud = mesh->getAssociatedCloud();
	if (!cloud)
		return 0;
	unsigned vertCount = cloud->size();
	unsigned faceCount = mesh->size();

    // Create control points.
	{
		lMesh->InitControlPoints(vertCount);
		FbxVector4* lControlPoints = lMesh->GetControlPoints();

		for (unsigned i=0; i<vertCount; ++i)
		{
			const CCVector3* P = cloud->getPoint(i);
			lControlPoints[i] = FbxVector4(P->x,P->y,P->z);
		}
	}

	ccMesh* asCCMesh = 0;
	if (mesh->isA(CC_MESH))
		asCCMesh = static_cast<ccMesh*>(mesh);

    // normals
	if (mesh->hasNormals())
	{
		FbxGeometryElementNormal* lGeometryElementNormal = lMesh->CreateElementNormal();
		if (mesh->hasTriNormals())
		{
			// We want to have one normal per vertex of each polygon,
			// so we set the mapping mode to eByPolygonVertex.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
			lGeometryElementNormal->GetIndexArray().SetCount(faceCount*3);
			
			if (asCCMesh)
			{
				NormsIndexesTableType* triNorms = asCCMesh->getTriNormsTable();
				assert(triNorms);
				for (unsigned i=0; i<triNorms->currentSize(); ++i)
				{
					const PointCoordinateType* N = ccNormalVectors::GetNormal(triNorms->getValue(i));
					FbxVector4 Nfbx(N[0],N[1],N[2]);
					lGeometryElementNormal->GetDirectArray().Add(Nfbx);
				}
				for (unsigned j=0; j<faceCount; ++j)
				{
					int i1,i2,i3;
					asCCMesh->getTriangleNormalIndexes(j,i1,i2,i3);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, i1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, i2);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, i3);
				}
			}
			else
			{
				for (unsigned j=0; j<faceCount; ++j)
				{
					//we can't use the 'NormsIndexesTable' so we save all the normals of all the vertices
					CCVector3 Na,Nb,Nc;
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Na.x,Na.y,Na.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nb.x,Nb.y,Nb.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nc.x,Nc.y,Nc.z));
					
					mesh->getTriangleNormals(j,Na,Nb,Nc);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, static_cast<int>(j)*3+0);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, static_cast<int>(j)*3+1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, static_cast<int>(j)*3+2);
				}
			}
		}
		else
		{
			// We want to have one normal for each vertex (or control point),
			// so we set the mapping mode to eByControlPoint.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
			// The first method is to set the actual normal value
			// for every control point.
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
			for (unsigned i=0; i<vertCount; ++i)
			{
				const PointCoordinateType* N = cloud->getPointNormal(i);
				FbxVector4 Nfbx(N[0],N[1],N[2]);
				lGeometryElementNormal->GetDirectArray().Add(Nfbx);
			}
		}
	}
	else
	{
		ccLog::Warning("[FBX] Mesh has no normal! You can manually compute them (select it then call \"Edit > Normals > Compute\")");
	}

    // colors
	if (cloud->hasColors())
	{
		FbxGeometryElementVertexColor* lGeometryElementVertexColor = lMesh->CreateElementVertexColor();
		lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint);
		lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect);
		for (unsigned i=0; i<vertCount; ++i)
		{
			const colorType* C = cloud->getPointColor(i);
			FbxColor col( FbxDouble3(	static_cast<double>(C[0])/MAX_COLOR_COMP,
										static_cast<double>(C[1])/MAX_COLOR_COMP,
										static_cast<double>(C[2])/MAX_COLOR_COMP ) );
			lGeometryElementVertexColor->GetDirectArray().Add(col);
		}
	}

	// Set material mapping.
    //FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
    //lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon);
    //lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);

    // Create polygons. Assign material indices.
	{
		for (unsigned j=0; j<faceCount; ++j)
		{
			const CCLib::TriangleSummitsIndexes* tsi = mesh->getTriangleIndexes(j);

			lMesh->BeginPolygon(static_cast<int>(j));
			lMesh->AddPolygon(tsi->i1);
			lMesh->AddPolygon(tsi->i2);
			lMesh->AddPolygon(tsi->i3);
			lMesh->EndPolygon();
		}
	}

    FbxNode* lNode = FbxNode::Create(pScene,qPrintable(mesh->getName()));

    lNode->SetNodeAttribute(lMesh);

    //CreateMaterials(pScene, lMesh);

    return lNode;
}
Exemple #7
0
CC_FILE_ERROR ObjFilter::saveToFile(ccHObject* entity, QString filename, SaveParameters& parameters)
{
	if (!entity)
		return CC_FERR_BAD_ARGUMENT;

	if (!entity->isKindOf(CC_TYPES::MESH))
	{
		ccLog::Warning("[OBJ] This filter can only save one mesh (optionally with sub-meshes) at a time!");
		return CC_FERR_BAD_ENTITY_TYPE;
	}

	//mesh
	ccGenericMesh* mesh = ccHObjectCaster::ToGenericMesh(entity);
	if (!mesh || mesh->size() == 0)
	{
		ccLog::Warning("[OBJ] Input mesh is empty!");
		return CC_FERR_NO_SAVE;
	}

	//vertices
	ccGenericPointCloud* vertices = mesh->getAssociatedCloud();
	if (!vertices || vertices->size() == 0)
	{
		ccLog::Warning("[OBJ] Input mesh has no vertices?!");
		return CC_FERR_NO_SAVE;
	}
	unsigned nbPoints = vertices->size();

	//try to open file for saving
	QFile file(filename);
	if (!file.open(QFile::Text | QFile::WriteOnly))
		return CC_FERR_WRITING;

	//progress
	ccProgressDialog pdlg(true);
	unsigned numberOfTriangles = mesh->size();
	CCLib::NormalizedProgress nprogress(&pdlg,numberOfTriangles);
	pdlg.setMethodTitle(qPrintable(QString("Saving mesh [%1]").arg(mesh->getName())));
	pdlg.setInfo(qPrintable(QString("Triangles: %1").arg(numberOfTriangles)));
	pdlg.start();
	
	QTextStream stream(&file);
	stream.setRealNumberPrecision(sizeof(PointCoordinateType) == 4 ? 8 : 12);

	stream << "#OBJ Generated by CloudCompare (TELECOM PARISTECH/EDF R&D)" << endl;
	if (file.error() != QFile::NoError)
		return CC_FERR_WRITING;

	for (unsigned i=0; i<nbPoints; ++i)
	{
		const CCVector3* P = vertices->getPoint(i);
		CCVector3d Pglobal = vertices->toGlobal3d<PointCoordinateType>(*P);
		stream << "v " << Pglobal.x << " " << Pglobal.y << " " << Pglobal.z << endl;
		if (file.error() != QFile::NoError)
			return CC_FERR_WRITING;
	}

	//normals
	bool withTriNormals = mesh->hasTriNormals();
	bool withVertNormals = vertices->hasNormals();
	bool withNormals = withTriNormals || withVertNormals;
	if (withNormals)
	{
		//per-triangle normals
		if (withTriNormals)
		{
			NormsIndexesTableType* normsTable = mesh->getTriNormsTable();
			if (normsTable)
			{
				for (unsigned i=0; i<normsTable->currentSize(); ++i)
				{
					const CCVector3& normalVec = ccNormalVectors::GetNormal(normsTable->getValue(i));
					stream << "vn " << normalVec.x << " " << normalVec.y << " " << normalVec.z << endl;
					if (file.error() != QFile::NoError)
						return CC_FERR_WRITING;
				}
			}
			else
			{
				assert(false);
				withTriNormals = false;
			}
		}
		//per-vertices normals
		else //if (withVertNormals)
		{
			for (unsigned i=0; i<nbPoints; ++i)
			{
				const CCVector3& normalVec = vertices->getPointNormal(i);
				stream << "vn " << normalVec.x << " " << normalVec.y << " " << normalVec.z << endl;
				if (file.error() != QFile::NoError)
					return CC_FERR_WRITING;
			}
		}
	}

	//materials
	const ccMaterialSet* materials = mesh->getMaterialSet();
	bool withMaterials = (materials && mesh->hasMaterials());
	if (withMaterials)
	{
		//save mtl file
		QStringList errors;
		QString baseName = QFileInfo(filename).baseName();
		if (materials->saveAsMTL(QFileInfo(filename).absolutePath(),baseName,errors))
		{
			stream << "mtllib " << baseName << ".mtl" << endl;
			if (file.error() != QFile::NoError)
				return CC_FERR_WRITING;
		}
		else
		{
			materials = 0;
			withMaterials = false;
		}

		//display potential 'errors'
		for (int i=0; i<errors.size(); ++i)
		{
			ccLog::Warning(QString("[OBJ][Material file writer] ")+errors[i]);
		}
	}

	//save texture coordinates
	bool withTexCoordinates = withMaterials && mesh->hasPerTriangleTexCoordIndexes();
	if (withTexCoordinates)
	{
		TextureCoordsContainer* texCoords = mesh->getTexCoordinatesTable();
		if (texCoords)
		{
			for (unsigned i=0; i<texCoords->currentSize(); ++i)
			{
				const float* tc = texCoords->getValue(i);
				stream << "vt " << tc[0] << " " << tc[1] << endl;
				if (file.error() != QFile::NoError)
					return CC_FERR_WRITING;
			}
		}
		else
		{
			withTexCoordinates = false;
		}
	}

	ccHObject::Container subMeshes;
	//look for sub-meshes
	mesh->filterChildren(subMeshes,false,CC_TYPES::SUB_MESH);
	//check that the number of facets is the same as the full mesh!
	{
		unsigned faceCount = 0;
		for (ccHObject::Container::const_iterator it = subMeshes.begin(); it != subMeshes.end(); ++it)
			faceCount += static_cast<ccSubMesh*>(*it)->size();

		//if there's no face (i.e. no sub-mesh) or less face than the total mesh, we save the full mesh!
		if (faceCount < mesh->size())
		{
			subMeshes.clear();
			subMeshes.push_back(mesh);
		}
	}

	//mesh or sub-meshes
	unsigned indexShift = 0;
	for (ccHObject::Container::const_iterator it = subMeshes.begin(); it != subMeshes.end(); ++it)
	{
		ccGenericMesh* st = static_cast<ccGenericMesh*>(*it);

		stream << "g " << (st->getName().isNull() ? "mesh" : st->getName()) << endl;
		if (file.error() != QFile::NoError)
			return CC_FERR_WRITING;

		unsigned triNum = st->size();
		st->placeIteratorAtBegining();

		int lastMtlIndex = -1;
		int t1 = -1, t2 = -1, t3 = -1;

		for (unsigned i=0; i<triNum; ++i)
		{
			if (withMaterials)
			{
				int mtlIndex = mesh->getTriangleMtlIndex(indexShift+i);
				if (mtlIndex != lastMtlIndex)
				{
					if (mtlIndex >= 0 && mtlIndex < static_cast<int>(materials->size()))
					{
						ccMaterial::CShared mat = materials->at(mtlIndex);
						stream << "usemtl " << mat->getName() << endl;
					}
					else
					{
						stream << "usemtl " << endl;
					}
					if (file.error() != QFile::NoError)
						return CC_FERR_WRITING;
					lastMtlIndex = mtlIndex;
				}

				if (withTexCoordinates)
				{
					mesh->getTriangleTexCoordinatesIndexes(indexShift+i,t1,t2,t3);
					if (t1 >= 0) ++t1;
					if (t2 >= 0) ++t2;
					if (t3 >= 0) ++t3;
				}
			}

			const CCLib::VerticesIndexes* tsi = st->getNextTriangleVertIndexes();
			//for per-triangle normals
			unsigned i1 = tsi->i1 + 1;
			unsigned i2 = tsi->i2 + 1;
			unsigned i3 = tsi->i3 + 1;

			stream << "f";
			if (withNormals)
			{
				int n1 = static_cast<int>(i1);
				int n2 = static_cast<int>(i2);
				int n3 = static_cast<int>(i3);
				if (withTriNormals)
				{
					st->getTriangleNormalIndexes(i,n1,n2,n3);
					if (n1 >= 0) ++n1;
					if (n2 >= 0) ++n2;
					if (n3 >= 0) ++n3;
				}

				if (withTexCoordinates)
				{
					stream << " " << i1 << "/" << t1 << "/" << n1;
					stream << " " << i2 << "/" << t2 << "/" << n2;
					stream << " " << i3 << "/" << t3 << "/" << n3;
				}
				else
				{
					stream << " " << i1 << "//" << n1;
					stream << " " << i2 << "//" << n2;
					stream << " " << i3 << "//" << n3;
				}
			}
			else
			{
				if (withTexCoordinates)
				{
					stream << " " << i1 << "/" << t1;
					stream << " " << i2 << "/" << t2;
					stream << " " << i3 << "/" << t3;
				}
				else
				{
					stream << " " << i1;
					stream << " " << i2;
					stream << " " << i3;
				}
			}
			stream << endl;

			if (file.error() != QFile::NoError)
				return CC_FERR_WRITING;

			if (!nprogress.oneStep()) //cancel requested
				return CC_FERR_CANCELED_BY_USER;
		}

		stream << "#" << triNum << " faces" << endl;
		if (file.error() != QFile::NoError)
			return CC_FERR_WRITING;

		indexShift += triNum;
	}

	return CC_FERR_NO_ERROR;
}
Exemple #8
0
CC_FILE_ERROR ObjFilter::loadFile(QString filename, ccHObject& container, LoadParameters& parameters)
{
	ccLog::Print(QString("[OBJ] ") + filename);

	//open file
	QFile file(filename);
	if (!file.open(QFile::ReadOnly))
		return CC_FERR_READING;
	QTextStream stream(&file);

	//current vertex shift
	CCVector3d Pshift(0,0,0);

	//vertices
	ccPointCloud* vertices = new ccPointCloud("vertices");
	int pointsRead = 0;

	//facets
	unsigned int facesRead = 0;
	unsigned int totalFacesRead = 0;
	int maxVertexIndex = -1;

	//base mesh
	ccMesh* baseMesh = new ccMesh(vertices);
	baseMesh->setName(QFileInfo(filename).baseName());
	//we need some space already reserved!
	if (!baseMesh->reserve(128))
	{
		ccLog::Error("Not engouh memory!");
		return CC_FERR_NOT_ENOUGH_MEMORY;
	}

	//groups (starting index + name)
	std::vector<std::pair<unsigned,QString> > groups;

	//materials
	ccMaterialSet* materials = 0;
	bool hasMaterial = false;
	int currentMaterial = -1;
	bool currentMaterialDefined = false;
	bool materialsLoadFailed = true;

	//texture coordinates
	TextureCoordsContainer* texCoords = 0;
	bool hasTexCoords = false;
	int texCoordsRead = 0;
	int maxTexCoordIndex = -1;

	//normals
	NormsIndexesTableType* normals = 0;
	int normsRead = 0;
	bool normalsPerFacet = false;
	int maxTriNormIndex = -1;

	//progress dialog
	ccProgressDialog pDlg(true);
	pDlg.setMethodTitle("OBJ file");
	pDlg.setInfo("Loading in progress...");
	pDlg.setRange(0,static_cast<int>(file.size()));
	pDlg.show();
	QApplication::processEvents();

	//common warnings that can appear multiple time (we avoid to send too many messages to the console!)
	enum OBJ_WARNINGS {	INVALID_NORMALS		= 0,
						INVALID_INDEX		= 1,
						NOT_ENOUGH_MEMORY	= 2,
						INVALID_LINE		= 3,
						CANCELLED_BY_USER	= 4,
	};
	bool objWarnings[5] = { false, false, false, false, false };
	bool error = false;

	try
	{
		unsigned lineCount = 0;
		unsigned polyCount = 0;
		QString currentLine = stream.readLine();
		while (!currentLine.isNull())
		{
			if ((++lineCount % 2048) == 0)
			{
				if (pDlg.wasCanceled())
				{
					error = true;
					objWarnings[CANCELLED_BY_USER] = true;
					break;
				}
				pDlg.setValue(static_cast<int>(file.pos()));
				QApplication::processEvents();
			}

			QStringList tokens = QString(currentLine).split(QRegExp("\\s+"),QString::SkipEmptyParts);

			//skip comments & empty lines
			if( tokens.empty() || tokens.front().startsWith('/',Qt::CaseInsensitive) || tokens.front().startsWith('#',Qt::CaseInsensitive) )
			{
				currentLine = stream.readLine();
				continue;
			}

			/*** new vertex ***/
			if (tokens.front() == "v")
			{
				//reserve more memory if necessary
				if (vertices->size() == vertices->capacity())
				{
					if (!vertices->reserve(vertices->capacity()+MAX_NUMBER_OF_ELEMENTS_PER_CHUNK))
					{
						objWarnings[NOT_ENOUGH_MEMORY] = true;
						error = true;
						break;
					}
				}

				//malformed line?
				if (tokens.size() < 4)
				{
					objWarnings[INVALID_LINE] = true;
					error = true;
					break;
				}

				CCVector3d Pd( tokens[1].toDouble(), tokens[2].toDouble(), tokens[3].toDouble() );

				//first point: check for 'big' coordinates
				if (pointsRead == 0)
				{
					if (HandleGlobalShift(Pd,Pshift,parameters))
					{
						vertices->setGlobalShift(Pshift);
						ccLog::Warning("[OBJ] Cloud has been recentered! Translation: (%.2f,%.2f,%.2f)",Pshift.x,Pshift.y,Pshift.z);
					}
				}

				//shifted point
				CCVector3 P = CCVector3::fromArray((Pd + Pshift).u);
				vertices->addPoint(P);
				++pointsRead;
			}
			/*** new vertex texture coordinates ***/
			else if (tokens.front() == "vt")
			{
				//create and reserve memory for tex. coords container if necessary
				if (!texCoords)
				{
					texCoords = new TextureCoordsContainer();
					texCoords->link();
				}
				if (texCoords->currentSize() == texCoords->capacity())
				{
					if (!texCoords->reserve(texCoords->capacity() + MAX_NUMBER_OF_ELEMENTS_PER_CHUNK))
					{
						objWarnings[NOT_ENOUGH_MEMORY] = true;
						error = true;
						break;
					}
				}

				//malformed line?
				if (tokens.size() < 2)
				{
					objWarnings[INVALID_LINE] = true;
					error = true;
					break;
				}

				float T[2] = { T[0] = tokens[1].toFloat(), 0 };

				if (tokens.size() > 2) //OBJ specification allows for only one value!!!
				{
					T[1] = tokens[2].toFloat();
				}

				texCoords->addElement(T);
				++texCoordsRead;
			}
			/*** new vertex normal ***/
			else if (tokens.front() == "vn") //--> in fact it can also be a facet normal!!!
			{
				//create and reserve memory for normals container if necessary
				if (!normals)
				{
					normals = new NormsIndexesTableType;
					normals->link();
				}
				if (normals->currentSize() == normals->capacity())
				{
					if (!normals->reserve(normals->capacity() + MAX_NUMBER_OF_ELEMENTS_PER_CHUNK))
					{
						objWarnings[NOT_ENOUGH_MEMORY] = true;
						error = true;
						break;
					}
				}

				//malformed line?
				if (tokens.size() < 4)
				{
					objWarnings[INVALID_LINE] = true;
					error = true;
					break;
				}

				CCVector3 N(static_cast<PointCoordinateType>(tokens[1].toDouble()),
							static_cast<PointCoordinateType>(tokens[2].toDouble()),
							static_cast<PointCoordinateType>(tokens[3].toDouble()));

				if (fabs(N.norm2() - 1.0) > 0.005)
				{
					objWarnings[INVALID_NORMALS] = true;
					N.normalize();
				}
				CompressedNormType nIndex = ccNormalVectors::GetNormIndex(N.u);

				normals->addElement(nIndex); //we don't know yet if it's per-vertex or per-triangle normal...
				++normsRead;
			}
			/*** new group ***/
			else if (tokens.front() == "g" || tokens.front() == "o")
			{
				//update new group index
				facesRead = 0;
				//get the group name
				QString groupName = (tokens.size() > 1 && !tokens[1].isEmpty() ? tokens[1] : "default");
				for (int i=2; i<tokens.size(); ++i) //multiple parts?
					groupName.append(QString(" ")+tokens[i]);
				//push previous group descriptor (if none was pushed)
				if (groups.empty() && totalFacesRead > 0)
					groups.push_back(std::pair<unsigned,QString>(0,"default"));
				//push new group descriptor
				if (!groups.empty() && groups.back().first == totalFacesRead)
					groups.back().second = groupName; //simply replace the group name if the previous group was empty!
				else
					groups.push_back(std::pair<unsigned,QString>(totalFacesRead,groupName));
				polyCount = 0; //restart polyline count at 0!
			}
			/*** new face ***/
			else if (tokens.front().startsWith('f'))
			{
				//malformed line?
				if (tokens.size() < 4)
				{
					objWarnings[INVALID_LINE] = true;
					currentLine = stream.readLine();
					continue;
					//error = true;
					//break;
				}

				//read the face elements (singleton, pair or triplet)
				std::vector<facetElement> currentFace;
				{
					for (int i=1; i<tokens.size(); ++i)
					{
						QStringList vertexTokens = tokens[i].split('/');
						if (vertexTokens.size() == 0 || vertexTokens[0].isEmpty())
						{
							objWarnings[INVALID_LINE] = true;
							error = true;
							break;
						}
						else
						{
							//new vertex
							facetElement fe; //(0,0,0) by default
							
							fe.vIndex = vertexTokens[0].toInt();
							if (vertexTokens.size() > 1 && !vertexTokens[1].isEmpty())
								fe.tcIndex = vertexTokens[1].toInt();
							if (vertexTokens.size() > 2 && !vertexTokens[2].isEmpty())
								fe.nIndex = vertexTokens[2].toInt();
						
							currentFace.push_back(fe);
						}
					}
				}

				if (error)
					break;

				if (currentFace.size() < 3)
				{
					ccLog::Warning("[OBJ] Malformed file: polygon on line %1 has less than 3 vertices!",lineCount);
					error = true;
					break;
				}

				//first vertex
				std::vector<facetElement>::iterator A = currentFace.begin();

				//the very first vertex of the group tells us about the whole sequence
				if (facesRead == 0)
				{
					//we have a tex. coord index as second vertex element!
					if (!hasTexCoords && A->tcIndex != 0 && !materialsLoadFailed)
					{
						if (!baseMesh->reservePerTriangleTexCoordIndexes())
						{
							objWarnings[NOT_ENOUGH_MEMORY] = true;
							error = true;
							break;
						}
						for (unsigned int i=0; i<totalFacesRead; ++i)
							baseMesh->addTriangleTexCoordIndexes(-1, -1, -1);

						hasTexCoords = true;
					}

					//we have a normal index as third vertex element!
					if (!normalsPerFacet && A->nIndex != 0)
					{
						//so the normals are 'per-facet'
						if (!baseMesh->reservePerTriangleNormalIndexes())
						{
							objWarnings[NOT_ENOUGH_MEMORY] = true;
							error = true;
							break;
						}
						for (unsigned int i=0; i<totalFacesRead; ++i)
							baseMesh->addTriangleNormalIndexes(-1, -1, -1);
						normalsPerFacet = true;
					}
				}

				//we process all vertices accordingly
				for (std::vector<facetElement>::iterator it = currentFace.begin() ; it!=currentFace.end(); ++it)
				{
					facetElement& vertex = *it;

					//vertex index
					{
						if (!vertex.updatePointIndex(pointsRead))
						{
							objWarnings[INVALID_INDEX] = true;
							error = true;
							break;
						}
						if (vertex.vIndex > maxVertexIndex)
							maxVertexIndex = vertex.vIndex;
					}
					//should we have a tex. coord index as second vertex element?
					if (hasTexCoords && currentMaterialDefined)
					{
						if (!vertex.updateTexCoordIndex(texCoordsRead))
						{
							objWarnings[INVALID_INDEX] = true;
							error = true;
							break;
						}
						if (vertex.tcIndex > maxTexCoordIndex)
							maxTexCoordIndex = vertex.tcIndex;
					}

					//should we have a normal index as third vertex element?
					if (normalsPerFacet)
					{
						if (!vertex.updateNormalIndex(normsRead))
						{
							objWarnings[INVALID_INDEX] = true;
							error = true;
							break;
						}
						if (vertex.nIndex > maxTriNormIndex)
							maxTriNormIndex = vertex.nIndex;
					}
				}

				//don't forget material (common for all vertices)
				if (currentMaterialDefined && !materialsLoadFailed)
				{
					if (!hasMaterial)
					{
						if (!baseMesh->reservePerTriangleMtlIndexes())
						{
							objWarnings[NOT_ENOUGH_MEMORY] = true;
							error = true;
							break;
						}
						for (unsigned int i=0; i<totalFacesRead; ++i)
							baseMesh->addTriangleMtlIndex(-1);

						hasMaterial = true;
					}
				}

				if (error)
					break;

				//Now, let's tesselate the whole polygon
				//FIXME: yeah, we do very ulgy tesselation here!
				std::vector<facetElement>::const_iterator B = A+1;
				std::vector<facetElement>::const_iterator C = B+1;
				for ( ; C != currentFace.end(); ++B,++C)
				{
					//need more space?
					if (baseMesh->size() == baseMesh->capacity())
					{
						if (!baseMesh->reserve(baseMesh->size()+128))
						{
							objWarnings[NOT_ENOUGH_MEMORY] = true;
							error = true;
							break;
						}
					}

					//push new triangle
					baseMesh->addTriangle(A->vIndex, B->vIndex, C->vIndex);
					++facesRead;
					++totalFacesRead;

					if (hasMaterial)
						baseMesh->addTriangleMtlIndex(currentMaterial);

					if (hasTexCoords)
						baseMesh->addTriangleTexCoordIndexes(A->tcIndex, B->tcIndex, C->tcIndex);

					if (normalsPerFacet)
						baseMesh->addTriangleNormalIndexes(A->nIndex, B->nIndex, C->nIndex);
				}
			}
			/*** polyline ***/
			else if (tokens.front().startsWith('l'))
			{
				//malformed line?
				if (tokens.size() < 3)
				{
					objWarnings[INVALID_LINE] = true;
					currentLine = stream.readLine();
					continue;
				}

				//read the face elements (singleton, pair or triplet)
				ccPolyline* polyline = new ccPolyline(vertices);
				if (!polyline->reserve(static_cast<unsigned>(tokens.size()-1)))
				{
					//not enough memory
					objWarnings[NOT_ENOUGH_MEMORY] = true;
					delete polyline;
					polyline = 0;
					currentLine = stream.readLine();
					continue;
				}

				for (int i=1; i<tokens.size(); ++i)
				{
					//get next polyline's vertex index
					QStringList vertexTokens = tokens[i].split('/');
					if (vertexTokens.size() == 0 || vertexTokens[0].isEmpty())
					{
						objWarnings[INVALID_LINE] = true;
						error = true;
						break;
					}
					else
					{
						int index = vertexTokens[0].toInt(); //we ignore normal index (if any!)
						if (!UpdatePointIndex(index,pointsRead))
						{
							objWarnings[INVALID_INDEX] = true;
							error = true;
							break;
						}

						polyline->addPointIndex(index);
					}
				}

				if (error)
				{
					delete polyline;
					polyline = 0;
					break;
				}
			
				polyline->setVisible(true);
				QString name = groups.empty() ? QString("Line") : groups.back().second+QString(".line");
				polyline->setName(QString("%1 %2").arg(name).arg(++polyCount));
				vertices->addChild(polyline);

			}
			/*** material ***/
			else if (tokens.front() == "usemtl") //see 'MTL file' below
			{
				if (materials) //otherwise we have failed to load MTL file!!!
				{
					QString mtlName = currentLine.mid(7).trimmed();
					//DGM: in case there's space characters in the material name, we must read it again from the original line buffer
					//QString mtlName = (tokens.size() > 1 && !tokens[1].isEmpty() ? tokens[1] : "");
					currentMaterial = (!mtlName.isEmpty() ? materials->findMaterialByName(mtlName) : -1);
					currentMaterialDefined = true;
				}
			}
			/*** material file (MTL) ***/
			else if (tokens.front() == "mtllib")
			{
				//malformed line?
				if (tokens.size() < 2 || tokens[1].isEmpty())
				{
					objWarnings[INVALID_LINE] = true;
				}
				else
				{
					//we build the whole MTL filename + path
					//DGM: in case there's space characters in the filename, we must read it again from the original line buffer
					//QString mtlFilename = tokens[1];
					QString mtlFilename = currentLine.mid(7).trimmed();
					ccLog::Print(QString("[OBJ] Material file: ")+mtlFilename);
					QString mtlPath = QFileInfo(filename).canonicalPath();
					//we try to load it
					if (!materials)
					{
						materials = new ccMaterialSet("materials");
						materials->link();
					}

					size_t oldSize = materials->size();
					QStringList errors;
					if (ccMaterialSet::ParseMTL(mtlPath,mtlFilename,*materials,errors))
					{
						ccLog::Print("[OBJ] %i materials loaded",materials->size()-oldSize);
						materialsLoadFailed = false;
					}
					else
					{
						ccLog::Error(QString("[OBJ] Failed to load material file! (should be in '%1')").arg(mtlPath+'/'+QString(mtlFilename)));
						materialsLoadFailed = true;
					}

					if (!errors.empty())
					{
						for (int i=0; i<errors.size(); ++i)
							ccLog::Warning(QString("[OBJ::Load::MTL parser] ")+errors[i]);
					}
					if (materials->empty())
					{
						materials->release();
						materials=0;
						materialsLoadFailed = true;
					}
				}
			}
			///*** shading group ***/
			//else if (tokens.front() == "s")
			//{
			//	//ignored!
			//}

			if (error)
				break;

			currentLine = stream.readLine();
		}
	}
	catch (const std::bad_alloc&)
	{
		//not enough memory
		objWarnings[NOT_ENOUGH_MEMORY] = true;
		error = true;
	}

	file.close();

	//1st check
	if (!error && pointsRead == 0)
	{
		//of course if there's no vertex, that's the end of the story ...
		ccLog::Warning("[OBJ] Malformed file: no vertex in file!");
		error = true;
	}

	if (!error)
	{
		ccLog::Print("[OBJ] %i points, %u faces",pointsRead,totalFacesRead);
		if (texCoordsRead > 0 || normsRead > 0)
			ccLog::Print("[OBJ] %i tex. coords, %i normals",texCoordsRead,normsRead);

		//do some cleaning
		vertices->shrinkToFit();
		if (normals)
			normals->shrinkToFit();
		if (texCoords)
			texCoords->shrinkToFit();
		if (baseMesh->size() == 0)
		{
			delete baseMesh;
			baseMesh = 0;
		}
		else
		{
			baseMesh->shrinkToFit();
		}

		if (	maxVertexIndex >= pointsRead
			||	maxTexCoordIndex >= texCoordsRead
			||	maxTriNormIndex >= normsRead)
		{
			//hum, we've got a problem here
			ccLog::Warning("[OBJ] Malformed file: indexes go higher than the number of elements! (v=%i/tc=%i/n=%i)",maxVertexIndex,maxTexCoordIndex,maxTriNormIndex);
			if (maxVertexIndex >= pointsRead)
			{
				error = true;
			}
			else
			{
				objWarnings[INVALID_INDEX] = true;
				if (maxTexCoordIndex >= texCoordsRead)
				{
					texCoords->release();
					texCoords = 0;
					materials->release();
					materials = 0;
				}
				if (maxTriNormIndex >= normsRead)
				{
					normals->release();
					normals = 0;
				}
			}
		}
		
		if (!error && baseMesh)
		{
			if (normals && normalsPerFacet)
			{
				baseMesh->setTriNormsTable(normals);
				baseMesh->showTriNorms(true);
			}
			if (materials)
			{
				baseMesh->setMaterialSet(materials);
				baseMesh->showMaterials(true);
			}
			if (texCoords)
			{
				if (materials)
				{
					baseMesh->setTexCoordinatesTable(texCoords);
				}
				else
				{
					ccLog::Warning("[OBJ] Texture coordinates were defined but no material could be loaded!");
				}
			}

			//normals: if the obj file doesn't provide any, should we compute them?
			if (!normals)
			{
				//DGM: normals can be per-vertex or per-triangle so it's better to let the user do it himself later
				//Moreover it's not always good idea if the user doesn't want normals (especially in ccViewer!)
				//if (!materials && !baseMesh->hasColors()) //yes if no material is available!
				//{
				//	ccLog::Print("[OBJ] Mesh has no normal! We will compute them automatically");
				//	baseMesh->computeNormals();
				//	baseMesh->showNormals(true);
				//}
				//else
				{
					ccLog::Warning("[OBJ] Mesh has no normal! You can manually compute them (select it then call \"Edit > Normals > Compute\")");
				}
			}

			//create sub-meshes if necessary
			ccLog::Print("[OBJ] 1 mesh loaded - %i group(s)", groups.size());
			if (groups.size() > 1)
			{
				for (size_t i=0; i<groups.size(); ++i)
				{
					const QString& groupName = groups[i].second;
					unsigned startIndex = groups[i].first;
					unsigned endIndex = (i+1 == groups.size() ? baseMesh->size() : groups[i+1].first);

					if (startIndex == endIndex)
					{
						continue;
					}

					ccSubMesh* subTri = new ccSubMesh(baseMesh);
					if (subTri->reserve(endIndex-startIndex))
					{
						subTri->addTriangleIndex(startIndex,endIndex);
						subTri->setName(groupName);
						subTri->showMaterials(baseMesh->materialsShown());
						subTri->showNormals(baseMesh->normalsShown());
						subTri->showTriNorms(baseMesh->triNormsShown());
						//subTri->showColors(baseMesh->colorsShown());
						//subTri->showWired(baseMesh->isShownAsWire());
						baseMesh->addChild(subTri);
					}
					else
					{
						delete subTri;
						subTri = 0;
						objWarnings[NOT_ENOUGH_MEMORY] = true;
					}
				}
				baseMesh->setVisible(false);
				vertices->setLocked(true);
			}

			baseMesh->addChild(vertices);
			//DGM: we can't deactive the vertices if it has children! (such as polyline)
			if (vertices->getChildrenNumber() != 0)
				vertices->setVisible(false);
			else
				vertices->setEnabled(false);

			container.addChild(baseMesh);
		}

		if (!baseMesh && vertices->size() != 0)
		{
			//no (valid) mesh!
			container.addChild(vertices);
			//we hide the vertices if the entity has children (probably polylines!)
			if (vertices->getChildrenNumber() != 0)
			{
				vertices->setVisible(false);
			}
		}

		//special case: normals held by cloud!
		if (normals && !normalsPerFacet)
		{
			if (normsRead == pointsRead) //must be 'per-vertex' normals
			{
				vertices->setNormsTable(normals);
				if (baseMesh)
					baseMesh->showNormals(true);
			}
			else
			{
				ccLog::Warning("File contains normals which seem to be neither per-vertex nor per-face!!! We had to ignore them...");
			}
		}
	}

	if (error)
	{
		if (baseMesh)
			delete baseMesh;
		if (vertices)
			delete vertices;
	}

	//release shared structures
	if (normals)
	{
		normals->release();
		normals = 0;
	}
	if (texCoords)
	{
		texCoords->release();
		texCoords = 0;
	}
	if (materials)
	{
		materials->release();
		materials = 0;
	}

	pDlg.close();

	//potential warnings
	if (objWarnings[INVALID_NORMALS])
		ccLog::Warning("[OBJ] Some normals in file were invalid. You should re-compute them (select entity, then \"Edit > Normals > Compute\")");
	if (objWarnings[INVALID_INDEX])
		ccLog::Warning("[OBJ] File is malformed! Check indexes...");
	if (objWarnings[NOT_ENOUGH_MEMORY])
		ccLog::Warning("[OBJ] Not enough memory!");
	if (objWarnings[INVALID_LINE])
		ccLog::Warning("[OBJ] File is malformed! Missing data.");

	if (error)
	{
		if (objWarnings[NOT_ENOUGH_MEMORY])
			return CC_FERR_NOT_ENOUGH_MEMORY;
		else if (objWarnings[CANCELLED_BY_USER])
			return CC_FERR_CANCELED_BY_USER;
		else 
			return CC_FERR_MALFORMED_FILE;
	}
	else
	{
		return CC_FERR_NO_ERROR;
	}
}
Exemple #9
0
bool ccFacet::createInternalRepresentation(	CCLib::GenericIndexedCloudPersist* points,
											const PointCoordinateType* planeEquation/*=0*/)
{
	assert(points);
	if (!points)
		return false;
	unsigned ptsCount = points->size();
	if (ptsCount < 3)
		return false;

	CCLib::Neighbourhood Yk(points);

	//get corresponding plane
	if (!planeEquation)
	{
		planeEquation = Yk.getLSPlane();
		if (!planeEquation)
		{
			ccLog::Warning("[ccFacet::createInternalRepresentation] Failed to compute the LS plane passing through the input points!");
			return false;
		}
	}
	memcpy(m_planeEquation, planeEquation, sizeof(PointCoordinateType) * 4);

	//we project the input points on a plane
	std::vector<CCLib::PointProjectionTools::IndexedCCVector2> points2D;
	CCVector3 X, Y; //local base
	if (!Yk.projectPointsOn2DPlane<CCLib::PointProjectionTools::IndexedCCVector2>(points2D, nullptr, &m_center, &X, &Y))
	{
		ccLog::Error("[ccFacet::createInternalRepresentation] Not enough memory!");
		return false;
	}

	//compute resulting RMS
	m_rms = CCLib::DistanceComputationTools::computeCloud2PlaneDistanceRMS(points, m_planeEquation);
	
	//update the points indexes (not done by Neighbourhood::projectPointsOn2DPlane)
	{
		for (unsigned i = 0; i < ptsCount; ++i)
		{
			points2D[i].index = i;
		}
	}

	//try to get the points on the convex/concave hull to build the contour and the polygon
	{
		std::list<CCLib::PointProjectionTools::IndexedCCVector2*> hullPoints;
		if (!CCLib::PointProjectionTools::extractConcaveHull2D(	points2D,
																hullPoints,
																m_maxEdgeLength*m_maxEdgeLength))
		{
			ccLog::Error("[ccFacet::createInternalRepresentation] Failed to compute the convex hull of the input points!");
		}

		unsigned hullPtsCount = static_cast<unsigned>(hullPoints.size());

		//create vertices
		m_contourVertices = new ccPointCloud();
		{
			if (!m_contourVertices->reserve(hullPtsCount))
			{
				delete m_contourVertices;
				m_contourVertices = nullptr;
				ccLog::Error("[ccFacet::createInternalRepresentation] Not enough memory!");
				return false;
			}
			
			//projection on the LS plane (in 3D)
			for (std::list<CCLib::PointProjectionTools::IndexedCCVector2*>::const_iterator it = hullPoints.begin(); it != hullPoints.end(); ++it)
			{
				m_contourVertices->addPoint(m_center + X*(*it)->x + Y*(*it)->y);
			}
			m_contourVertices->setName(DEFAULT_CONTOUR_POINTS_NAME);
			m_contourVertices->setLocked(true);
			m_contourVertices->setEnabled(false);
			addChild(m_contourVertices);
		}

		//we create the corresponding (3D) polyline
		{
			m_contourPolyline = new ccPolyline(m_contourVertices);
			if (m_contourPolyline->reserve(hullPtsCount))
			{
				m_contourPolyline->addPointIndex(0, hullPtsCount);
				m_contourPolyline->setClosed(true);
				m_contourPolyline->setVisible(true);
				m_contourPolyline->setLocked(true);
				m_contourPolyline->setName(DEFAULT_CONTOUR_NAME);
				m_contourVertices->addChild(m_contourPolyline);
				m_contourVertices->setEnabled(true);
				m_contourVertices->setVisible(false);
			}
			else
			{
				delete m_contourPolyline;
				m_contourPolyline = nullptr;
				ccLog::Warning("[ccFacet::createInternalRepresentation] Not enough memory to create the contour polyline!");
			}
		}

		//we create the corresponding (2D) mesh
		std::vector<CCVector2> hullPointsVector;
		try
		{
			hullPointsVector.reserve(hullPoints.size());
			for (std::list<CCLib::PointProjectionTools::IndexedCCVector2*>::const_iterator it = hullPoints.begin(); it != hullPoints.end(); ++it)
			{
				hullPointsVector.push_back(**it);
			}
		}
		catch (...)
		{
			ccLog::Warning("[ccFacet::createInternalRepresentation] Not enough memory to create the contour mesh!");
		}

		//if we have computed a concave hull, we must remove triangles falling outside!
		bool removePointsOutsideHull = (m_maxEdgeLength > 0);

		if (!hullPointsVector.empty() && CCLib::Delaunay2dMesh::Available())
		{
			//compute the facet surface
			CCLib::Delaunay2dMesh dm;
			char errorStr[1024];
			if (dm.buildMesh(hullPointsVector, 0, errorStr))
			{
				if (removePointsOutsideHull)
					dm.removeOuterTriangles(hullPointsVector, hullPointsVector);
				unsigned triCount = dm.size();
				assert(triCount != 0);

				m_polygonMesh = new ccMesh(m_contourVertices);
				if (m_polygonMesh->reserve(triCount))
				{
					//import faces
					for (unsigned i = 0; i < triCount; ++i)
					{
						const CCLib::VerticesIndexes* tsi = dm.getTriangleVertIndexes(i);
						m_polygonMesh->addTriangle(tsi->i1, tsi->i2, tsi->i3);
					}
					m_polygonMesh->setVisible(true);
					m_polygonMesh->enableStippling(true);

					//unique normal for facets
					if (m_polygonMesh->reservePerTriangleNormalIndexes())
					{
						NormsIndexesTableType* normsTable = new NormsIndexesTableType();
						normsTable->reserve(1);
						CCVector3 N(m_planeEquation);
						normsTable->addElement(ccNormalVectors::GetNormIndex(N.u));
						m_polygonMesh->setTriNormsTable(normsTable);
						for (unsigned i = 0; i < triCount; ++i)
							m_polygonMesh->addTriangleNormalIndexes(0, 0, 0); //all triangles will have the same normal!
						m_polygonMesh->showNormals(true);
						m_polygonMesh->setLocked(true);
						m_polygonMesh->setName(DEFAULT_POLYGON_MESH_NAME);
						m_contourVertices->addChild(m_polygonMesh);
						m_contourVertices->setEnabled(true);
						m_contourVertices->setVisible(false);
					}
					else
					{
						ccLog::Warning("[ccFacet::createInternalRepresentation] Not enough memory to create the polygon mesh's normals!");
					}

					//update facet surface
					m_surface = CCLib::MeshSamplingTools::computeMeshArea(m_polygonMesh);
				}
				else
				{
					delete m_polygonMesh;
					m_polygonMesh = nullptr;
					ccLog::Warning("[ccFacet::createInternalRepresentation] Not enough memory to create the polygon mesh!");
				}
			}
			else
			{
				ccLog::Warning(QString("[ccFacet::createInternalRepresentation] Failed to create the polygon mesh (third party lib. said '%1'").arg(errorStr));
			}
		}
	}

	return true;
}
Exemple #10
0
//converts a FBX mesh to a CC mesh
static ccMesh* FromFbxMesh(FbxMesh* fbxMesh, FileIOFilter::LoadParameters& parameters)
{
	if (!fbxMesh)
		return 0;

	int polyCount = fbxMesh->GetPolygonCount();
	//fbxMesh->GetLayer(
	unsigned triCount = 0;
	unsigned polyVertCount = 0; //different from vertCount (vertices can be counted multiple times here!)
	//as we can't load all polygons (yet ;) we already look if we can load any!
	{
		unsigned skipped = 0;
		for (int i=0; i<polyCount; ++i)
		{
			int pSize = fbxMesh->GetPolygonSize(i);

			if (pSize == 3)
			{
				++triCount;
				polyVertCount += 3;
			}
			else if (pSize == 4)
			{
				triCount += 2;
				polyVertCount += 4;
			}
			else
			{
				++skipped;
			}
		}

		if (triCount == 0)
		{
			ccLog::Warning(QString("[FBX] No triangle or quad found in mesh '%1'! (polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()));
			return 0;
		}
		else if (skipped != 0)
		{
			ccLog::Warning(QString("[FBX] Some polygons in mesh '%1' were ignored (%2): polygons with more than 4 vertices are not supported for the moment)").arg(fbxMesh->GetName()).arg(skipped));
			return 0;
		}
	}

	int vertCount = fbxMesh->GetControlPointsCount();
	if (vertCount <= 0)
	{
		ccLog::Warning(QString("[FBX] Mesh '%1' has no vetex or no polygon?!").arg(fbxMesh->GetName()));
		return 0;
	}

	ccPointCloud* vertices = new ccPointCloud("vertices");
	ccMesh* mesh = new ccMesh(vertices);
	mesh->setName(fbxMesh->GetName());
	mesh->addChild(vertices);
	vertices->setEnabled(false);
	
	if (!mesh->reserve(static_cast<unsigned>(triCount)) || !vertices->reserve(vertCount))
	{
		ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1'!").arg(fbxMesh->GetName()));
		delete mesh;
		return 0;
	}

	//colors
	{
		for (int l=0; l<fbxMesh->GetElementVertexColorCount(); l++)
		{
			FbxGeometryElementVertexColor* vertColor = fbxMesh->GetElementVertexColor(l);
			//CC can only handle per-vertex colors
			if (vertColor->GetMappingMode() == FbxGeometryElement::eByControlPoint)
			{
				if (vertColor->GetReferenceMode() == FbxGeometryElement::eDirect
					|| vertColor->GetReferenceMode() == FbxGeometryElement::eIndexToDirect)
				{
					if (vertices->reserveTheRGBTable())
					{
						switch (vertColor->GetReferenceMode())
						{
						case FbxGeometryElement::eDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									FbxColor c = vertColor->GetDirectArray().GetAt(i);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* ccColor::MAX),
															static_cast<colorType>(c.mGreen	* ccColor::MAX),
															static_cast<colorType>(c.mBlue	* ccColor::MAX) );
								}
							}
							break;
						case FbxGeometryElement::eIndexToDirect:
							{
								for (int i=0; i<vertCount; ++i)
								{
									int id = vertColor->GetIndexArray().GetAt(i);
									FbxColor c = vertColor->GetDirectArray().GetAt(id);
									vertices->addRGBColor(	static_cast<colorType>(c.mRed	* ccColor::MAX),
															static_cast<colorType>(c.mGreen	* ccColor::MAX),
															static_cast<colorType>(c.mBlue	* ccColor::MAX) );
								}
							}
							break;
						default:
							assert(false);
							break;
						}

						vertices->showColors(true);
						mesh->showColors(true);
						break; //no need to look for other color fields (we won't be able to handle them!
					}
					else
					{
						ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' colors!").arg(fbxMesh->GetName()));
					}
				}
				else
				{
					ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
				}
			}
			else
			{
				ccLog::Warning(QString("[FBX] Color field #%i of mesh '%1' will be ignored (unhandled type)").arg(l).arg(fbxMesh->GetName()));
			}
		}
	}

	//normals can be per vertices or per-triangle
	int perPointNormals = -1;
	int perVertexNormals = -1;
	int perPolygonNormals = -1;
	{
		for (int j=0; j<fbxMesh->GetElementNormalCount(); j++)
		{
			FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(j);
			switch(leNormals->GetMappingMode())
			{
			case FbxGeometryElement::eByControlPoint:
				perPointNormals = j;
				break;
			case FbxGeometryElement::eByPolygonVertex:
				perVertexNormals = j;
				break;
			case FbxGeometryElement::eByPolygon:
				perPolygonNormals = j;
				break;
			default:
				//not handled
				break;
			}
		}
	}

	//per-point normals
	if (perPointNormals >= 0)
	{
		FbxGeometryElementNormal* leNormals = fbxMesh->GetElementNormal(perPointNormals);
		FbxLayerElement::EReferenceMode refMode = leNormals->GetReferenceMode();
		const FbxLayerElementArrayTemplate<FbxVector4>& normals = leNormals->GetDirectArray();
		assert(normals.GetCount() == vertCount);
		if (normals.GetCount() != vertCount)
		{
			ccLog::Warning(QString("[FBX] Wrong number of normals on mesh '%1'!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else if (!vertices->reserveTheNormsTable())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			perPointNormals = -1;
		}
		else
		{
			//import normals
			for (int i=0; i<vertCount; ++i)
			{
				int id = refMode != FbxGeometryElement::eDirect ? leNormals->GetIndexArray().GetAt(i) : i;
				FbxVector4 N = normals.GetAt(id);
				//convert to CC-structure
				CCVector3 Npc(	static_cast<PointCoordinateType>(N.Buffer()[0]),
								static_cast<PointCoordinateType>(N.Buffer()[1]),
								static_cast<PointCoordinateType>(N.Buffer()[2]) );
				vertices->addNorm(Npc);
			}
			vertices->showNormals(true);
			mesh->showNormals(true);
			//no need to import the other normals (if any)
			perVertexNormals = -1;
			perPolygonNormals = -1;
		}
	}

	//per-triangle normals
	NormsIndexesTableType* normsTable = 0;
	if (perVertexNormals >= 0 || perPolygonNormals >= 0)
	{
		normsTable = new NormsIndexesTableType();
		if (!normsTable->reserve(polyVertCount) || !mesh->reservePerTriangleNormalIndexes())
		{
			ccLog::Warning(QString("[FBX] Not enough memory to load mesh '%1' normals!").arg(fbxMesh->GetName()));
			normsTable->release();
			normsTable = 0;
		}
		else
		{
			mesh->setTriNormsTable(normsTable);
			vertices->showNormals(true);
			mesh->showNormals(true);
		}
	}

	//materials
	ccMaterialSet* materials = 0;
	{
		FbxNode* lNode = fbxMesh->GetNode();
		int lMaterialCount = lNode ? lNode->GetMaterialCount() : 0;
		for (int i=0; i<lMaterialCount; i++)
		{
			FbxSurfaceMaterial *lBaseMaterial = lNode->GetMaterial(i);

			bool isLambert = lBaseMaterial->GetClassId().Is(FbxSurfaceLambert::ClassId);
			bool isPhong = lBaseMaterial->GetClassId().Is(FbxSurfacePhong::ClassId);
			if (isLambert || isPhong)
			{
				ccMaterial::Shared mat(new ccMaterial(lBaseMaterial->GetName()));

				FbxSurfaceLambert* lLambertMat = static_cast<FbxSurfaceLambert*>(lBaseMaterial);
			
				float ambient[4];
				float diffuse[4];
				float emission[4];
				float specular[4];

				FbxSurfacePhong* lPhongMat = isPhong ? static_cast<FbxSurfacePhong*>(lBaseMaterial) : 0;

				for (int k=0; k<3; ++k)
				{
					ambient[k]  = static_cast<float>(lLambertMat->Ambient.Get()[k]);
					diffuse[k]  = static_cast<float>(lLambertMat->Diffuse.Get()[k]);
					emission[k] = static_cast<float>(lLambertMat->Emissive.Get()[k]);

					if (lPhongMat)
					{
						specular[k]		= static_cast<float>(lPhongMat->Specular.Get()[k]);
					}
				}

				mat->setAmbient(ambient);
				mat->setDiffuse(diffuse);
				mat->setEmission(emission);
				if (isPhong)
				{
					mat->setSpecular(specular);
					assert(lPhongMat);
					mat->setShininess(static_cast<float>(lPhongMat->Shininess));
				}

				//import associated texture (if any)
				{
					int lTextureIndex;
					FBXSDK_FOR_EACH_TEXTURE(lTextureIndex)
					{
						FbxProperty lProperty = lBaseMaterial->FindProperty(FbxLayerElement::sTextureChannelNames[lTextureIndex]);
						if( lProperty.IsValid() )
						{
							int lTextureCount = lProperty.GetSrcObjectCount<FbxTexture>();
							FbxTexture* texture = 0; //we can handle only one texture per material! We'll take the non layered one by default (if any)
							for (int j = 0; j < lTextureCount; ++j)
							{
								//Here we have to check if it's layeredtextures, or just textures:
								FbxLayeredTexture *lLayeredTexture = lProperty.GetSrcObject<FbxLayeredTexture>(j);
								if (lLayeredTexture)
								{
									//we don't handle layered textures!
									/*int lNbTextures = lLayeredTexture->GetSrcObjectCount<FbxTexture>();
									for (int k=0; k<lNbTextures; ++k)
									{
										FbxTexture* lTexture = lLayeredTexture->GetSrcObject<FbxTexture>(k);
										if(lTexture)
										{
										}
									}
									//*/
								}
								else
								{
									//non-layered texture
									FbxTexture* lTexture = lProperty.GetSrcObject<FbxTexture>(j);
									if(lTexture)
									{
										//we take the first non layered texture by default
										texture = lTexture;
										break;
									}
								}
							}

							if (texture)
							{
								FbxFileTexture *lFileTexture = FbxCast<FbxFileTexture>(texture);
								if (lFileTexture)
								{
									const char* texAbsoluteFilename = lFileTexture->GetFileName();
									ccLog::PrintDebug(QString("[FBX] Texture absolue filename: %1").arg(texAbsoluteFilename));
									if (texAbsoluteFilename != 0 && texAbsoluteFilename[0] != 0)
									{
										if (!mat->loadAndSetTexture(texAbsoluteFilename))
										{
											ccLog::Warning(QString("[FBX] Failed to load texture file: %1").arg(texAbsoluteFilename));
										}
									}
								}
							}
						}
					}
				}

				if (!materials)
				{
					materials = new ccMaterialSet("materials");
					mesh->addChild(materials);
				}
				materials->addMaterial(mat);
			}
			else
			{
				ccLog::Warning(QString("[FBX] Material '%1' has an unhandled type").arg(lBaseMaterial->GetName()));
			}
		}
Exemple #11
0
// Converts a CC mesh to an FBX mesh
static FbxNode* ToFbxMesh(ccGenericMesh* mesh, FbxScene* pScene, QString filename, size_t meshIndex)
{
	if (!mesh)
		return 0;

	FbxNode* lNode = FbxNode::Create(pScene,qPrintable(mesh->getName()));
	FbxMesh* lMesh = FbxMesh::Create(pScene, qPrintable(mesh->getName()));
	lNode->SetNodeAttribute(lMesh);


	ccGenericPointCloud* cloud = mesh->getAssociatedCloud();
	if (!cloud)
		return 0;
	unsigned vertCount = cloud->size();
	unsigned faceCount = mesh->size();

	// Create control points.
	{
		lMesh->InitControlPoints(vertCount);
		FbxVector4* lControlPoints = lMesh->GetControlPoints();

		for (unsigned i=0; i<vertCount; ++i)
		{
			const CCVector3* P = cloud->getPoint(i);
			lControlPoints[i] = FbxVector4(P->x,P->y,P->z);
			//lControlPoints[i] = FbxVector4(P->x,P->z,-P->y); //DGM: see loadFile (Y and Z are inverted)
		}
	}

	ccMesh* asCCMesh = 0;
	if (mesh->isA(CC_TYPES::MESH))
		asCCMesh = static_cast<ccMesh*>(mesh);

	// normals
	if (mesh->hasNormals())
	{
		FbxGeometryElementNormal* lGeometryElementNormal = lMesh->CreateElementNormal();
		if (mesh->hasTriNormals())
		{
			// We want to have one normal per vertex of each polygon,
			// so we set the mapping mode to eByPolygonVertex.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
			lGeometryElementNormal->GetIndexArray().SetCount(faceCount*3);
			
			if (asCCMesh)
			{
				NormsIndexesTableType* triNorms = asCCMesh->getTriNormsTable();
				assert(triNorms);
				for (unsigned i=0; i<triNorms->currentSize(); ++i)
				{
					const CCVector3& N = ccNormalVectors::GetNormal(triNorms->getValue(i));
					FbxVector4 Nfbx(N.x,N.y,N.z);
					lGeometryElementNormal->GetDirectArray().Add(Nfbx);
				}
				for (unsigned j=0; j<faceCount; ++j)
				{
					int i1,i2,i3;
					asCCMesh->getTriangleNormalIndexes(j,i1,i2,i3);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, i1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, i2);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, i3);
				}
			}
			else
			{
				for (unsigned j=0; j<faceCount; ++j)
				{
					//we can't use the 'NormsIndexesTable' so we save all the normals of all the vertices
					CCVector3 Na,Nb,Nc;
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Na.x,Na.y,Na.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nb.x,Nb.y,Nb.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nc.x,Nc.y,Nc.z));
					
					mesh->getTriangleNormals(j,Na,Nb,Nc);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, static_cast<int>(j)*3+0);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, static_cast<int>(j)*3+1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, static_cast<int>(j)*3+2);
				}
			}
		}
		else
		{
			// We want to have one normal for each vertex (or control point),
			// so we set the mapping mode to eByControlPoint.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
			// The first method is to set the actual normal value
			// for every control point.
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
			for (unsigned i=0; i<vertCount; ++i)
			{
				const CCVector3& N = cloud->getPointNormal(i);
				FbxVector4 Nfbx(N.x,N.y,N.z);
				lGeometryElementNormal->GetDirectArray().Add(Nfbx);
			}
		}
	}
	else
	{
		ccLog::Warning("[FBX] Mesh has no normal! You can manually compute them (select it then call \"Edit > Normals > Compute\")");
	}

	// Set material mapping.
	bool hasMaterial = false;
	if (asCCMesh && asCCMesh->hasMaterials())
	{
		const ccMaterialSet* matSet = asCCMesh->getMaterialSet();
		size_t matCount = matSet->size();

		//check if we have textures
		bool hasTextures = asCCMesh->hasTextures();
		if (hasTextures)
		{
			//check that we actually have materials with textures as well!
			hasTextures = false;
			for (size_t i=0; i<matCount; ++i)
			{
				ccMaterial::CShared mat = matSet->at(i);
				if (mat->hasTexture())
				{
					hasTextures = true;
					break;
				}
			}
		}

		static const char gDiffuseElementName[] = "DiffuseUV";

		// Create UV for Diffuse channel
		if (hasTextures)
		{
			FbxGeometryElementUV* lUVDiffuseElement = lMesh->CreateElementUV(gDiffuseElementName);
			assert(lUVDiffuseElement != 0);
			lUVDiffuseElement->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lUVDiffuseElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);

			//fill Direct Array
			const TextureCoordsContainer* texCoords = asCCMesh->getTexCoordinatesTable();
			assert(texCoords);
			if (texCoords)
			{
				unsigned count = texCoords->currentSize();
				lUVDiffuseElement->GetDirectArray().SetCount(static_cast<int>(count));
				for (unsigned i=0; i<count; ++i)
				{
					const float* uv = texCoords->getValue(i);
					lUVDiffuseElement->GetDirectArray().SetAt(i,FbxVector2(uv[0],uv[1]));
				}
			}

			//fill Indexes Array
			assert(asCCMesh->hasPerTriangleTexCoordIndexes());
			if (asCCMesh->hasPerTriangleTexCoordIndexes())
			{
				unsigned triCount = asCCMesh->size();
				lUVDiffuseElement->GetIndexArray().SetCount(static_cast<int>(3*triCount));
				for (unsigned j=0; j<triCount; ++j)
				{
					int t1=0, t2=0, t3=0;
					asCCMesh->getTriangleTexCoordinatesIndexes(j, t1, t2, t3);

					lUVDiffuseElement->GetIndexArray().SetAt(j*3+0,t1);
					lUVDiffuseElement->GetIndexArray().SetAt(j*3+1,t2);
					lUVDiffuseElement->GetIndexArray().SetAt(j*3+2,t3);
				}
			}
		}

		//Textures used in this file
		QMap<QString,QString> texFilenames;
		//directory to save textures (if any)
		QFileInfo info(filename);
		QString textDirName = info.baseName() + QString(".fbm");
		QDir baseDir = info.absoluteDir();
		QDir texDir = QDir(baseDir.absolutePath() + QString("/") + textDirName);

		for (size_t i=0; i<matCount; ++i)
		{
			ccMaterial::CShared mat = matSet->at(i);
			FbxSurfacePhong *lMaterial = FbxSurfacePhong::Create(pScene, qPrintable(mat->getName()));

			const ccColor::Rgbaf& emission = mat->getEmission();
			const ccColor::Rgbaf& ambient = mat->getAmbient();
			const ccColor::Rgbaf& diffuse = mat->getDiffuseFront();
			const ccColor::Rgbaf& specular = mat->getDiffuseFront();
			lMaterial->Emissive.Set(FbxDouble3(emission.r,emission.g,emission.b));
			lMaterial->Ambient .Set(FbxDouble3( ambient.r, ambient.g, ambient.b));
			lMaterial->Diffuse .Set(FbxDouble3( diffuse.r, diffuse.g, diffuse.b));
			lMaterial->Specular.Set(FbxDouble3(specular.r,specular.g,specular.b));
			lMaterial->Shininess = mat->getShininessFront();
			lMaterial->ShadingModel.Set("Phong");

			if (hasTextures && mat->hasTexture())
			{
				QString texFilename = mat->getTextureFilename();
				
				//texture has not already been processed
				if (!texFilenames.contains(texFilename))
				{
					//if necessary, we (try to) create a subfolder to store textures
					if (!texDir.exists())
					{
						texDir = baseDir;
						if (texDir.mkdir(textDirName))
						{
							texDir.cd(textDirName);
						}
						else
						{
							textDirName = QString();
							ccLog::Warning("[FBX] Failed to create subfolder '%1' to store texture files (files will be stored next to the .fbx file)");
						}
					}

					QFileInfo fileInfo(texFilename);
					QString baseTexName = fileInfo.fileName();
					//add extension
					QString extension = QFileInfo(texFilename).suffix();
					if (fileInfo.suffix().isEmpty())
						baseTexName += QString(".png");

					QString absoluteFilename = texDir.absolutePath() + QString("/") + baseTexName;
					ccLog::PrintDebug(QString("[FBX] Material '%1' texture: %2").arg(mat->getName()).arg(absoluteFilename));

					texFilenames[texFilename] = absoluteFilename;
				}
				//mat.texture.save(absoluteFilename);

				// Set texture properties.
				FbxFileTexture* lTexture = FbxFileTexture::Create(pScene,"DiffuseTexture");
				assert(!texFilenames[texFilename].isEmpty());
				lTexture->SetFileName(qPrintable(texFilenames[texFilename]));
				lTexture->SetTextureUse(FbxTexture::eStandard);
				lTexture->SetMappingType(FbxTexture::eUV);
				lTexture->SetMaterialUse(FbxFileTexture::eModelMaterial);
				lTexture->SetSwapUV(false);
				lTexture->SetTranslation(0.0, 0.0);
				lTexture->SetScale(1.0, 1.0);
				lTexture->SetRotation(0.0, 0.0);
				lTexture->UVSet.Set(FbxString(gDiffuseElementName)); // Connect texture to the proper UV

				// don't forget to connect the texture to the corresponding property of the material
				lMaterial->Diffuse.ConnectSrcObject(lTexture);
			}

			int matIndex = lNode->AddMaterial(lMaterial);
			assert(matIndex  == static_cast<int>(i));
		}

		//don't forget to save the texture files
		{
			for (QMap<QString,QString>::ConstIterator it = texFilenames.begin(); it != texFilenames.end(); ++it)
			{
				const QImage image = ccMaterial::GetTexture(it.key());
				image.mirrored().save(it.value());
			}
			
			texFilenames.clear(); //don't need this anymore!
		}

		// Create 'triangle to material index' mapping
		{
			FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
			lMaterialElement->SetMappingMode(FbxGeometryElement::eByPolygon);
			lMaterialElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
		}

		hasMaterial = true;
	}

	// colors
	if (cloud->hasColors())
	{
		FbxGeometryElementVertexColor* lGeometryElementVertexColor = lMesh->CreateElementVertexColor();
		lGeometryElementVertexColor->SetMappingMode(FbxGeometryElement::eByControlPoint);
		lGeometryElementVertexColor->SetReferenceMode(FbxGeometryElement::eDirect);
		lGeometryElementVertexColor->GetDirectArray().SetCount(vertCount);
		for (unsigned i=0; i<vertCount; ++i)
		{
			const colorType* C = cloud->getPointColor(i);
			FbxColor col(	static_cast<double>(C[0])/ccColor::MAX,
							static_cast<double>(C[1])/ccColor::MAX,
							static_cast<double>(C[2])/ccColor::MAX );
			lGeometryElementVertexColor->GetDirectArray().SetAt(i,col);
		}

		if (!hasMaterial)
		{
			//it seems that we have to create a fake material in order for the colors to be displayed (in Unity and FBX Review at least)!
			FbxSurfacePhong *lMaterial = FbxSurfacePhong::Create(pScene, "ColorMaterial");

			lMaterial->Emissive.Set(FbxDouble3(0,0,0));
			lMaterial->Ambient.Set(FbxDouble3(0,0,0));
			lMaterial->Diffuse.Set(FbxDouble3(1,1,1));
			lMaterial->Specular.Set(FbxDouble3(0,0,0));
			lMaterial->Shininess = 0;
			lMaterial->ShadingModel.Set("Phong");

			FbxGeometryElementMaterial* lMaterialElement = lMesh->CreateElementMaterial();
			lMaterialElement->SetMappingMode(FbxGeometryElement::eAllSame);
			lMaterialElement->SetReferenceMode(FbxGeometryElement::eDirect);
			lNode->AddMaterial(lMaterial);
		}
	}

	// Create polygons
	{
		for (unsigned j=0; j<faceCount; ++j)
		{
			const CCLib::TriangleSummitsIndexes* tsi = mesh->getTriangleIndexes(j);

			int matIndex = hasMaterial ? asCCMesh->getTriangleMtlIndex(j) : -1;
			lMesh->BeginPolygon(matIndex);
			lMesh->AddPolygon(tsi->i1);
			lMesh->AddPolygon(tsi->i2);
			lMesh->AddPolygon(tsi->i3);
			lMesh->EndPolygon();
		}
	}

	return lNode;
}
Exemple #12
0
	virtual void add3dFace(const DL_3dFaceData& face)
	{
		//TODO: understand what this really is?!
		CCVector3 P[4];
		for (unsigned i=0; i<4; ++i)
		{
			P[i] = CCVector3(	static_cast<PointCoordinateType>(face.x[i]),
								static_cast<PointCoordinateType>(face.y[i]),
								static_cast<PointCoordinateType>(face.z[i]) );
		}
		
		//create the 'faces' mesh if necessary
		if (!m_faces)
		{
			ccPointCloud* vertices = new ccPointCloud("vertices");
			m_faces = new ccMesh(vertices);
			m_faces->setName("Faces");
			m_faces->addChild(vertices);
			m_faces->setVisible(true);
			vertices->setEnabled(false);
			vertices->setLocked(true);
			
			m_root->addChild(m_faces);
		}
		
		ccPointCloud* vertices = dynamic_cast<ccPointCloud*>(m_faces->getAssociatedCloud());
		if (!vertices)
		{
			assert(false);
			return;
		}
		
		int vertIndexes[4] = {-1, -1, -1, -1};
		unsigned addedVertCount = 4;
		//check if the two last vertices are the same
		if (P[2].x == P[3].x && P[2].y == P[3].y && P[2].z == P[3].z)
			addedVertCount = 3;

		//current face color
		colorType col[3];
		colorType* faceCol = 0;
		if (getCurrentColour(col))
			faceCol = col;


		//look for already defined vertices
		unsigned vertCount = vertices->size();
		if (vertCount)
		{
			//DGM TODO: could we be smarter?
			for (unsigned i=0; i<addedVertCount; ++i)
			{
				for (unsigned j=0; j<vertCount; ++j)
				{
					const CCVector3* Pj = vertices->getPoint(j);
					if (P[i].x == Pj->x && P[i].y == Pj->y && P[i].z == Pj->z)
					{
						bool useCurrentVertex = true;

						//We must also check that the color is the same (if any)
						if (faceCol || vertices->hasColors())
						{
							const colorType* _faceCol = faceCol ? faceCol : ccColor::white;
							const colorType* _vertCol = vertices->hasColors() ? vertices->getPointColor(j) : ccColor::white;
							useCurrentVertex = (_faceCol[0] == _vertCol[0] && _faceCol[1] == _vertCol[1] && _faceCol[2] == _vertCol[2]);
						}

						if (useCurrentVertex)
						{
							vertIndexes[i] = static_cast<int>(j);
							break;
						}
					}
				}
			}
		}

		//now create new vertices
		unsigned createdVertCount = 0;
		{
			for (unsigned i=0; i<addedVertCount; ++i)
				if (vertIndexes[i] < 0)
					++createdVertCount;
		}

		if (createdVertCount != 0)
		{
			//reserve memory for the new vertices
			if (!vertices->reserve(vertCount+createdVertCount))
			{
				ccLog::Error("[DxfImporter] Not enough memory!");
				return;
			}

			for (unsigned i=0; i<addedVertCount; ++i)
			{
				if (vertIndexes[i] < 0)
				{
					vertIndexes[i] = static_cast<int>(vertCount++);
					vertices->addPoint(P[i]);
				}
			}
		}

		//number of triangles to add
		unsigned addTriCount = (addedVertCount == 3 ? 1 : 2);

		//now add the corresponding face(s)
		if (!m_faces->reserve(m_faces->size() + addTriCount))
		{
			ccLog::Error("[DxfImporter] Not enough memory!");
			return;
		}
		m_faces->addTriangle(vertIndexes[0], vertIndexes[1], vertIndexes[2]);
		if (addedVertCount == 4)
			m_faces->addTriangle(vertIndexes[0], vertIndexes[2], vertIndexes[3]);

		//add per-triangle normals
		{
			//normals table
			NormsIndexesTableType* triNormsTable = m_faces->getTriNormsTable();
			bool firstTime = false;
			if (!triNormsTable)
			{
				triNormsTable = new NormsIndexesTableType(); 
				m_faces->setTriNormsTable(triNormsTable);
				m_faces->addChild(triNormsTable);
				firstTime = true;
			}

			//add 1 or 2 new entries
			unsigned triNormCount = triNormsTable->currentSize();
			if (!triNormsTable->reserve(triNormsTable->currentSize() + addTriCount))
			{
				ccLog::Error("[DxfImporter] Not enough memory!");
				return;
			}
			
			CCVector3 N = (P[1]-P[0]).cross(P[2]-P[0]);
			N.normalize();
			triNormsTable->addElement(ccNormalVectors::GetNormIndex(N.u));
			if (addTriCount == 2)
			{
				N = (P[2]-P[0]).cross(P[3]-P[0]);
				N.normalize();
				triNormsTable->addElement(ccNormalVectors::GetNormIndex(N.u));
			}

			//per-triangle normals indexes
			if (firstTime)
			{
				if (!m_faces->reservePerTriangleNormalIndexes())
				{
					ccLog::Error("[DxfImporter] Not enough memory!");
					return;
				}
				m_faces->showNormals(true);
			}
			int n1 = static_cast<int>(triNormCount);
			m_faces->addTriangleNormalIndexes(n1, n1, n1);
			if (addTriCount == 2)
			{
				int n2 = static_cast<int>(triNormCount+1);
				m_faces->addTriangleNormalIndexes(n2, n2, n2);
			}
		}

		//and now for the color
		if (faceCol)
		{
			//RGB field already instantiated?
			if (vertices->hasColors())
			{
				for (unsigned i=0; i<createdVertCount; ++i)
					vertices->addRGBColor(faceCol);
			}
			//otherwise, reserve memory and set all previous points to white by default
			else if (vertices->setRGBColor(ccColor::white))
			{
				//then replace the last color(s) by the current one
				for (unsigned i=0; i<createdVertCount; ++i)
					vertices->setPointColor(vertCount-1-i,faceCol);
				m_faces->showColors(true);
			}
		}
		else if (vertices->hasColors())
		{
			//add default color if none is defined!
			for (unsigned i=0; i<createdVertCount; ++i)
				vertices->addRGBColor(ccColor::white);
		}
	}