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Diffstat (limited to 'thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp')
-rw-r--r-- | thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp | 713 |
1 files changed, 713 insertions, 0 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp b/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp new file mode 100644 index 0000000000..5c9a0e309d --- /dev/null +++ b/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp @@ -0,0 +1,713 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team + + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file FBXMeshGeometry.cpp + * @brief Assimp::FBX::MeshGeometry implementation + */ + +#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER + +#include <functional> + +#include "FBXMeshGeometry.h" +#include "FBXDocument.h" +#include "FBXImporter.h" +#include "FBXImportSettings.h" +#include "FBXDocumentUtil.h" + + +namespace Assimp { +namespace FBX { + +using namespace Util; + +// ------------------------------------------------------------------------------------------------ +Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc) + : Object(id, element, name) + , skin() +{ + const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer"); + for(const Connection* con : conns) { + const Skin* const sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element); + if(sk) { + skin = sk; + } + const BlendShape* const bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry", element); + if (bsp) { + blendShapes.push_back(bsp); + } + } +} + +// ------------------------------------------------------------------------------------------------ +Geometry::~Geometry() +{ + // empty +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const { + return blendShapes; +} + +// ------------------------------------------------------------------------------------------------ +const Skin* Geometry::DeformerSkin() const { + return skin; +} + +// ------------------------------------------------------------------------------------------------ +MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc) +: Geometry(id, element,name, doc) +{ + const Scope* sc = element.Compound(); + if (!sc) { + DOMError("failed to read Geometry object (class: Mesh), no data scope found"); + } + + // must have Mesh elements: + const Element& Vertices = GetRequiredElement(*sc,"Vertices",&element); + const Element& PolygonVertexIndex = GetRequiredElement(*sc,"PolygonVertexIndex",&element); + + // optional Mesh elements: + const ElementCollection& Layer = sc->GetCollection("Layer"); + + std::vector<aiVector3D> tempVerts; + ParseVectorDataArray(tempVerts,Vertices); + + if(tempVerts.empty()) { + FBXImporter::LogWarn("encountered mesh with no vertices"); + } + + std::vector<int> tempFaces; + ParseVectorDataArray(tempFaces,PolygonVertexIndex); + + if(tempFaces.empty()) { + FBXImporter::LogWarn("encountered mesh with no faces"); + } + + m_vertices.reserve(tempFaces.size()); + m_faces.reserve(tempFaces.size() / 3); + + m_mapping_offsets.resize(tempVerts.size()); + m_mapping_counts.resize(tempVerts.size(),0); + m_mappings.resize(tempFaces.size()); + + const size_t vertex_count = tempVerts.size(); + + // generate output vertices, computing an adjacency table to + // preserve the mapping from fbx indices to *this* indexing. + unsigned int count = 0; + for(int index : tempFaces) { + const int absi = index < 0 ? (-index - 1) : index; + if(static_cast<size_t>(absi) >= vertex_count) { + DOMError("polygon vertex index out of range",&PolygonVertexIndex); + } + + m_vertices.push_back(tempVerts[absi]); + ++count; + + ++m_mapping_counts[absi]; + + if (index < 0) { + m_faces.push_back(count); + count = 0; + } + } + + unsigned int cursor = 0; + for (size_t i = 0, e = tempVerts.size(); i < e; ++i) { + m_mapping_offsets[i] = cursor; + cursor += m_mapping_counts[i]; + + m_mapping_counts[i] = 0; + } + + cursor = 0; + for(int index : tempFaces) { + const int absi = index < 0 ? (-index - 1) : index; + m_mappings[m_mapping_offsets[absi] + m_mapping_counts[absi]++] = cursor++; + } + + // if settings.readAllLayers is true: + // * read all layers, try to load as many vertex channels as possible + // if settings.readAllLayers is false: + // * read only the layer with index 0, but warn about any further layers + for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) { + const TokenList& tokens = (*it).second->Tokens(); + + const char* err; + const int index = ParseTokenAsInt(*tokens[0], err); + if(err) { + DOMError(err,&element); + } + + if(doc.Settings().readAllLayers || index == 0) { + const Scope& layer = GetRequiredScope(*(*it).second); + ReadLayer(layer); + } + else { + FBXImporter::LogWarn("ignoring additional geometry layers"); + } + } +} + +// ------------------------------------------------------------------------------------------------ +MeshGeometry::~MeshGeometry() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& MeshGeometry::GetVertices() const { + return m_vertices; +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& MeshGeometry::GetNormals() const { + return m_normals; +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& MeshGeometry::GetTangents() const { + return m_tangents; +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& MeshGeometry::GetBinormals() const { + return m_binormals; +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<unsigned int>& MeshGeometry::GetFaceIndexCounts() const { + return m_faces; +} + +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector2D>& MeshGeometry::GetTextureCoords( unsigned int index ) const { + static const std::vector<aiVector2D> empty; + return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : m_uvs[ index ]; +} + +std::string MeshGeometry::GetTextureCoordChannelName( unsigned int index ) const { + return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : m_uvNames[ index ]; +} + +const std::vector<aiColor4D>& MeshGeometry::GetVertexColors( unsigned int index ) const { + static const std::vector<aiColor4D> empty; + return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : m_colors[ index ]; +} + +const MatIndexArray& MeshGeometry::GetMaterialIndices() const { + return m_materials; +} +// ------------------------------------------------------------------------------------------------ +const unsigned int* MeshGeometry::ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const { + if ( in_index >= m_mapping_counts.size() ) { + return NULL; + } + + ai_assert( m_mapping_counts.size() == m_mapping_offsets.size() ); + count = m_mapping_counts[ in_index ]; + + ai_assert( m_mapping_offsets[ in_index ] + count <= m_mappings.size() ); + + return &m_mappings[ m_mapping_offsets[ in_index ] ]; +} + +// ------------------------------------------------------------------------------------------------ +unsigned int MeshGeometry::FaceForVertexIndex( unsigned int in_index ) const { + ai_assert( in_index < m_vertices.size() ); + + // in the current conversion pattern this will only be needed if + // weights are present, so no need to always pre-compute this table + if ( m_facesVertexStartIndices.empty() ) { + m_facesVertexStartIndices.resize( m_faces.size() + 1, 0 ); + + std::partial_sum( m_faces.begin(), m_faces.end(), m_facesVertexStartIndices.begin() + 1 ); + m_facesVertexStartIndices.pop_back(); + } + + ai_assert( m_facesVertexStartIndices.size() == m_faces.size() ); + const std::vector<unsigned int>::iterator it = std::upper_bound( + m_facesVertexStartIndices.begin(), + m_facesVertexStartIndices.end(), + in_index + ); + + return static_cast< unsigned int >( std::distance( m_facesVertexStartIndices.begin(), it - 1 ) ); +} + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadLayer(const Scope& layer) +{ + const ElementCollection& LayerElement = layer.GetCollection("LayerElement"); + for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) { + const Scope& elayer = GetRequiredScope(*(*eit).second); + + ReadLayerElement(elayer); + } +} + + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadLayerElement(const Scope& layerElement) +{ + const Element& Type = GetRequiredElement(layerElement,"Type"); + const Element& TypedIndex = GetRequiredElement(layerElement,"TypedIndex"); + + const std::string& type = ParseTokenAsString(GetRequiredToken(Type,0)); + const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex,0)); + + const Scope& top = GetRequiredScope(element); + const ElementCollection candidates = top.GetCollection(type); + + for (ElementMap::const_iterator it = candidates.first; it != candidates.second; ++it) { + const int index = ParseTokenAsInt(GetRequiredToken(*(*it).second,0)); + if(index == typedIndex) { + ReadVertexData(type,typedIndex,GetRequiredScope(*(*it).second)); + return; + } + } + + FBXImporter::LogError(Formatter::format("failed to resolve vertex layer element: ") + << type << ", index: " << typedIndex); +} + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source) +{ + const std::string& MappingInformationType = ParseTokenAsString(GetRequiredToken( + GetRequiredElement(source,"MappingInformationType"),0) + ); + + const std::string& ReferenceInformationType = ParseTokenAsString(GetRequiredToken( + GetRequiredElement(source,"ReferenceInformationType"),0) + ); + + if (type == "LayerElementUV") { + if(index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) { + FBXImporter::LogError(Formatter::format("ignoring UV layer, maximum number of UV channels exceeded: ") + << index << " (limit is " << AI_MAX_NUMBER_OF_TEXTURECOORDS << ")" ); + return; + } + + const Element* Name = source["Name"]; + m_uvNames[index] = ""; + if(Name) { + m_uvNames[index] = ParseTokenAsString(GetRequiredToken(*Name,0)); + } + + ReadVertexDataUV(m_uvs[index],source, + MappingInformationType, + ReferenceInformationType + ); + } + else if (type == "LayerElementMaterial") { + if (m_materials.size() > 0) { + FBXImporter::LogError("ignoring additional material layer"); + return; + } + + std::vector<int> temp_materials; + + ReadVertexDataMaterials(temp_materials,source, + MappingInformationType, + ReferenceInformationType + ); + + // sometimes, there will be only negative entries. Drop the material + // layer in such a case (I guess it means a default material should + // be used). This is what the converter would do anyway, and it + // avoids losing the material if there are more material layers + // coming of which at least one contains actual data (did observe + // that with one test file). + const size_t count_neg = std::count_if(temp_materials.begin(),temp_materials.end(),[](int n) { return n < 0; }); + if(count_neg == temp_materials.size()) { + FBXImporter::LogWarn("ignoring dummy material layer (all entries -1)"); + return; + } + + std::swap(temp_materials, m_materials); + } + else if (type == "LayerElementNormal") { + if (m_normals.size() > 0) { + FBXImporter::LogError("ignoring additional normal layer"); + return; + } + + ReadVertexDataNormals(m_normals,source, + MappingInformationType, + ReferenceInformationType + ); + } + else if (type == "LayerElementTangent") { + if (m_tangents.size() > 0) { + FBXImporter::LogError("ignoring additional tangent layer"); + return; + } + + ReadVertexDataTangents(m_tangents,source, + MappingInformationType, + ReferenceInformationType + ); + } + else if (type == "LayerElementBinormal") { + if (m_binormals.size() > 0) { + FBXImporter::LogError("ignoring additional binormal layer"); + return; + } + + ReadVertexDataBinormals(m_binormals,source, + MappingInformationType, + ReferenceInformationType + ); + } + else if (type == "LayerElementColor") { + if(index >= AI_MAX_NUMBER_OF_COLOR_SETS) { + FBXImporter::LogError(Formatter::format("ignoring vertex color layer, maximum number of color sets exceeded: ") + << index << " (limit is " << AI_MAX_NUMBER_OF_COLOR_SETS << ")" ); + return; + } + + ReadVertexDataColors(m_colors[index],source, + MappingInformationType, + ReferenceInformationType + ); + } +} + +// ------------------------------------------------------------------------------------------------ +// Lengthy utility function to read and resolve a FBX vertex data array - that is, the +// output is in polygon vertex order. This logic is used for reading normals, UVs, colors, +// tangents .. +template <typename T> +void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType, + const char* dataElementName, + const char* indexDataElementName, + size_t vertex_count, + const std::vector<unsigned int>& mapping_counts, + const std::vector<unsigned int>& mapping_offsets, + const std::vector<unsigned int>& mappings) +{ + bool isDirect = ReferenceInformationType == "Direct"; + bool isIndexToDirect = ReferenceInformationType == "IndexToDirect"; + + // fall-back to direct data if there is no index data element + if ( isIndexToDirect && !HasElement( source, indexDataElementName ) ) { + isDirect = true; + isIndexToDirect = false; + } + + // handle permutations of Mapping and Reference type - it would be nice to + // deal with this more elegantly and with less redundancy, but right + // now it seems unavoidable. + if (MappingInformationType == "ByVertice" && isDirect) { + if (!HasElement(source, dataElementName)) { + return; + } + std::vector<T> tempData; + ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); + + data_out.resize(vertex_count); + for (size_t i = 0, e = tempData.size(); i < e; ++i) { + + const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i]; + for (unsigned int j = istart; j < iend; ++j) { + data_out[mappings[j]] = tempData[i]; + } + } + } + else if (MappingInformationType == "ByVertice" && isIndexToDirect) { + std::vector<T> tempData; + ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); + + data_out.resize(vertex_count); + + std::vector<int> uvIndices; + ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); + for (size_t i = 0, e = uvIndices.size(); i < e; ++i) { + + const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i]; + for (unsigned int j = istart; j < iend; ++j) { + if (static_cast<size_t>(uvIndices[i]) >= tempData.size()) { + DOMError("index out of range",&GetRequiredElement(source,indexDataElementName)); + } + data_out[mappings[j]] = tempData[uvIndices[i]]; + } + } + } + else if (MappingInformationType == "ByPolygonVertex" && isDirect) { + std::vector<T> tempData; + ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); + + if (tempData.size() != vertex_count) { + FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ") + << tempData.size() << ", expected " << vertex_count + ); + return; + } + + data_out.swap(tempData); + } + else if (MappingInformationType == "ByPolygonVertex" && isIndexToDirect) { + std::vector<T> tempData; + ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName)); + + data_out.resize(vertex_count); + + std::vector<int> uvIndices; + ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName)); + + if (uvIndices.size() != vertex_count) { + FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping"); + return; + } + + const T empty; + unsigned int next = 0; + for(int i : uvIndices) { + if ( -1 == i ) { + data_out[ next++ ] = empty; + continue; + } + if (static_cast<size_t>(i) >= tempData.size()) { + DOMError("index out of range",&GetRequiredElement(source,indexDataElementName)); + } + + data_out[next++] = tempData[i]; + } + } + else { + FBXImporter::LogError(Formatter::format("ignoring vertex data channel, access type not implemented: ") + << MappingInformationType << "," << ReferenceInformationType); + } +} + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType) +{ + ResolveVertexDataArray(normals_out,source,MappingInformationType,ReferenceInformationType, + "Normals", + "NormalsIndex", + m_vertices.size(), + m_mapping_counts, + m_mapping_offsets, + m_mappings); +} + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType) +{ + ResolveVertexDataArray(uv_out,source,MappingInformationType,ReferenceInformationType, + "UV", + "UVIndex", + m_vertices.size(), + m_mapping_counts, + m_mapping_offsets, + m_mappings); +} + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType) +{ + ResolveVertexDataArray(colors_out,source,MappingInformationType,ReferenceInformationType, + "Colors", + "ColorIndex", + m_vertices.size(), + m_mapping_counts, + m_mapping_offsets, + m_mappings); +} + +// ------------------------------------------------------------------------------------------------ +static const char *TangentIndexToken = "TangentIndex"; +static const char *TangentsIndexToken = "TangentsIndex"; + +void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType) +{ + const char * str = source.Elements().count( "Tangents" ) > 0 ? "Tangents" : "Tangent"; + const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken : TangentIndexToken; + ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType, + str, + strIdx, + m_vertices.size(), + m_mapping_counts, + m_mapping_offsets, + m_mappings); +} + +// ------------------------------------------------------------------------------------------------ +static const std::string BinormalIndexToken = "BinormalIndex"; +static const std::string BinormalsIndexToken = "BinormalsIndex"; + +void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType) +{ + const char * str = source.Elements().count( "Binormals" ) > 0 ? "Binormals" : "Binormal"; + const char * strIdx = source.Elements().count( "Binormals" ) > 0 ? BinormalsIndexToken.c_str() : BinormalIndexToken.c_str(); + ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType, + str, + strIdx, + m_vertices.size(), + m_mapping_counts, + m_mapping_offsets, + m_mappings); +} + + +// ------------------------------------------------------------------------------------------------ +void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType) +{ + const size_t face_count = m_faces.size(); + if(face_count <= 0) + { + return; + } + + // materials are handled separately. First of all, they are assigned per-face + // and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect + // has a slightly different meaning for materials. + ParseVectorDataArray(materials_out,GetRequiredElement(source,"Materials")); + + if (MappingInformationType == "AllSame") { + // easy - same material for all faces + if (materials_out.empty()) { + FBXImporter::LogError(Formatter::format("expected material index, ignoring")); + return; + } + else if (materials_out.size() > 1) { + FBXImporter::LogWarn(Formatter::format("expected only a single material index, ignoring all except the first one")); + materials_out.clear(); + } + + materials_out.resize(m_vertices.size()); + std::fill(materials_out.begin(), materials_out.end(), materials_out.at(0)); + } + else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") { + materials_out.resize(face_count); + + if(materials_out.size() != face_count) { + FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ") + << materials_out.size() << ", expected " << face_count + ); + return; + } + } + else { + FBXImporter::LogError(Formatter::format("ignoring material assignments, access type not implemented: ") + << MappingInformationType << "," << ReferenceInformationType); + } +} +// ------------------------------------------------------------------------------------------------ +ShapeGeometry::ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc) + : Geometry(id, element, name, doc) +{ + const Scope* sc = element.Compound(); + if (!sc) { + DOMError("failed to read Geometry object (class: Shape), no data scope found"); + } + const Element& Indexes = GetRequiredElement(*sc, "Indexes", &element); + const Element& Normals = GetRequiredElement(*sc, "Normals", &element); + const Element& Vertices = GetRequiredElement(*sc, "Vertices", &element); + ParseVectorDataArray(m_indices, Indexes); + ParseVectorDataArray(m_vertices, Vertices); + ParseVectorDataArray(m_normals, Normals); +} + +// ------------------------------------------------------------------------------------------------ +ShapeGeometry::~ShapeGeometry() { + // empty +} +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& ShapeGeometry::GetVertices() const { + return m_vertices; +} +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& ShapeGeometry::GetNormals() const { + return m_normals; +} +// ------------------------------------------------------------------------------------------------ +const std::vector<unsigned int>& ShapeGeometry::GetIndices() const { + return m_indices; +} +// ------------------------------------------------------------------------------------------------ +LineGeometry::LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc) + : Geometry(id, element, name, doc) +{ + const Scope* sc = element.Compound(); + if (!sc) { + DOMError("failed to read Geometry object (class: Line), no data scope found"); + } + const Element& Points = GetRequiredElement(*sc, "Points", &element); + const Element& PointsIndex = GetRequiredElement(*sc, "PointsIndex", &element); + ParseVectorDataArray(m_vertices, Points); + ParseVectorDataArray(m_indices, PointsIndex); +} + +// ------------------------------------------------------------------------------------------------ +LineGeometry::~LineGeometry() { + // empty +} +// ------------------------------------------------------------------------------------------------ +const std::vector<aiVector3D>& LineGeometry::GetVertices() const { + return m_vertices; +} +// ------------------------------------------------------------------------------------------------ +const std::vector<int>& LineGeometry::GetIndices() const { + return m_indices; +} +} // !FBX +} // !Assimp +#endif + |