assimp/code/AssetLib/Irr/IRRShared.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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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.
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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
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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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 IRRShared.cpp
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
//This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
#include "IRRShared.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
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#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h>
using namespace Assimp;
// Transformation matrix to convert from Assimp to IRR space
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const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
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1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty(HexProperty &out ) {
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for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string( attrib.value() );
} else if (!ASSIMP_stricmp(attrib.name(),"value")) {
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// parse the hexadecimal value
out.value = strtoul16(attrib.name());
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}
}
}
// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty(IntProperty & out) {
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for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.value(),"value")) {
// parse the int value
out.value = strtol10(attrib.name());
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}
}
}
// ------------------------------------------------------------------------------------------------
// read a string property
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void IrrlichtBase::ReadStringProperty( StringProperty& out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// simple copy the string
out.value = std::string(attrib.value());
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}
}
}
// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
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for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")){
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// true or false, case insensitive
out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true);
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}
}
}
// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
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for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// just parse the float
out.value = fast_atof(attrib.value());
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}
}
}
// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty( VectorProperty &out ) {
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for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// three floats, separated with commas
const char *ptr = attrib.value();
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SkipSpaces(&ptr);
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.x );
SkipSpaces(&ptr);
if (',' != *ptr) {
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ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
} else {
SkipSpaces(ptr + 1, &ptr);
}
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ptr = fast_atoreal_move<float>( ptr,(float&)out.value.y );
SkipSpaces(&ptr);
if (',' != *ptr) {
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ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
} else {
SkipSpaces(ptr + 1, &ptr);
}
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ptr = fast_atoreal_move<float>( ptr,(float&)out.value.z );
}
}
}
// ------------------------------------------------------------------------------------------------
// Convert a string to a proper aiMappingMode
int ConvertMappingMode(const std::string& mode) {
if (mode == "texture_clamp_repeat") {
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return aiTextureMapMode_Wrap;
} else if (mode == "texture_clamp_mirror") {
return aiTextureMapMode_Mirror;
}
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return aiTextureMapMode_Clamp;
}
// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
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aiMaterial* mat = new aiMaterial();
aiColor4D clr;
aiString s;
matFlags = 0; // zero output flags
int cnt = 0; // number of used texture channels
unsigned int nd = 0;
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for (pugi::xml_node child : mNode->children()) {
if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
HexProperty prop;
ReadHexProperty(prop);
if (prop.name == "Diffuse") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
} else if (prop.name == "Ambient") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
} else if (prop.name == "Specular") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
}
// NOTE: The 'emissive' property causes problems. It is
// often != 0, even if there is obviously no light
// emitted by the described surface. In fact I think
// IRRLICHT ignores this property, too.
#if 0
else if (prop.name == "Emissive") {
ColorFromARGBPacked(prop.value,clr);
mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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}
#endif
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
FloatProperty prop;
ReadFloatProperty(prop);
if (prop.name == "Shininess") {
mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
}
} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
BoolProperty prop;
ReadBoolProperty(prop);
if (prop.name == "Wireframe") {
int val = (prop.value ? true : false);
mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
} else if (prop.name == "GouraudShading") {
int val = (prop.value ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
mat->AddProperty(&val, 1, AI_MATKEY_SHADING_MODEL);
} else if (prop.name == "BackfaceCulling") {
int val = (!prop.value);
mat->AddProperty(&val, 1, AI_MATKEY_TWOSIDED);
}
} else if (!ASSIMP_stricmp(child.name(), "texture") ||
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length()) {
// material type (shader)
if (prop.name == "Type") {
if (prop.value == "solid") {
// default material ...
} else if (prop.value == "trans_vertex_alpha") {
matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
} else if (prop.value == "lightmap") {
matFlags = AI_IRRMESH_MAT_lightmap;
} else if (prop.value == "solid_2layer") {
matFlags = AI_IRRMESH_MAT_solid_2layer;
} else if (prop.value == "lightmap_m2") {
matFlags = AI_IRRMESH_MAT_lightmap_m2;
} else if (prop.value == "lightmap_m4") {
matFlags = AI_IRRMESH_MAT_lightmap_m4;
} else if (prop.value == "lightmap_light") {
matFlags = AI_IRRMESH_MAT_lightmap_light;
} else if (prop.value == "lightmap_light_m2") {
matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
} else if (prop.value == "lightmap_light_m4") {
matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
} else if (prop.value == "lightmap_add") {
matFlags = AI_IRRMESH_MAT_lightmap_add;
} else if (prop.value == "normalmap_solid" ||
prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally
matFlags = AI_IRRMESH_MAT_normalmap_solid;
} else if (prop.value == "normalmap_trans_vertex_alpha" ||
prop.value == "parallaxmap_trans_vertex_alpha") {
matFlags = AI_IRRMESH_MAT_normalmap_tva;
} else if (prop.value == "normalmap_trans_add" ||
prop.value == "parallaxmap_trans_add") {
matFlags = AI_IRRMESH_MAT_normalmap_ta;
} else {
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ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: ", prop.value);
}
}
// Up to 4 texture channels are supported
if (prop.name == "Texture1") {
// Always accept the primary texture channel
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
} else if (prop.name == "Texture2" && cnt == 1) {
// 2-layer material lightmapped?
if (matFlags & AI_IRRMESH_MAT_lightmap) {
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_LIGHTMAP(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_NORMALS(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { // or just as second diffuse texture
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(1));
++nd;
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else {
ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
}
} else if (prop.name == "Texture3" && cnt == 2) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 1));
} else if (prop.name == "Texture4" && cnt == 3) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 2));
}
// Texture mapping options
if (prop.name == "TextureWrap1" && cnt >= 1) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
} else if (prop.name == "TextureWrap2" && cnt >= 2) {
int map = ConvertMappingMode(prop.value);
if (matFlags & AI_IRRMESH_MAT_lightmap) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
} else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
}
} else if (prop.name == "TextureWrap3" && cnt >= 3) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 1));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 1));
} else if (prop.name == "TextureWrap4" && cnt >= 4) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 2));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 2));
}
}
}
//break;
/*case EXN_ELEMENT_END:
// Assume there are no further nested nodes in <material> elements
if ( !ASSIMP_stricmp(reader->getNodeName(),"material") ||
!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
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{
// Now process lightmapping flags
// We should have at least one textur to do that ..
if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
{
float f = 1.f;
unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;
// Additive lightmap?
int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
? aiTextureOp_Add : aiTextureOp_Multiply);
// Handle Irrlicht's lightmapping scaling factor
if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
{
f = 2.f;
}
else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
{
f = 4.f;
}
mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
}
return mat;
}
default:
// GCC complains here ...
break;
}
}*/
}
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ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
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return mat;
}
#endif // !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))