393 lines
15 KiB
C
393 lines
15 KiB
C
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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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
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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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
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file ColladaParser.h
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* @brief Defines the parser helper class for the collada loader
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*/
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#ifndef AI_COLLADAPARSER_H_INC
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#define AI_COLLADAPARSER_H_INC
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#include "ColladaHelper.h"
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#include <assimp/TinyFormatter.h>
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#include <assimp/ai_assert.h>
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#include <assimp/irrXMLWrapper.h>
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namespace Assimp {
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class ZipArchiveIOSystem;
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// ------------------------------------------------------------------------------------------
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/** Parser helper class for the Collada loader.
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*
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* Does all the XML reading and builds internal data structures from it,
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* but leaves the resolving of all the references to the loader.
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*/
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class ColladaParser {
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friend class ColladaLoader;
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/** Converts a path read from a collada file to the usual representation */
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static void UriDecodePath(aiString &ss);
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protected:
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/** Map for generic metadata as aiString */
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typedef std::map<std::string, aiString> StringMetaData;
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/** Constructor from XML file */
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ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
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/** Destructor */
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~ColladaParser();
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/** Attempts to read the ZAE manifest and returns the DAE to open */
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static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
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/** Reads the contents of the file */
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void ReadContents();
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/** Reads the structure of the file */
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void ReadStructure();
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/** Reads asset information such as coordinate system information and legal blah */
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void ReadAssetInfo();
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/** Reads contributor information such as author and legal blah */
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void ReadContributorInfo();
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/** Reads generic metadata into provided map and renames keys for Assimp */
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void ReadMetaDataItem(StringMetaData &metadata);
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/** Reads the animation library */
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void ReadAnimationLibrary();
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/** Reads the animation clip library */
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void ReadAnimationClipLibrary();
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/** Unwrap controllers dependency hierarchy */
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void PostProcessControllers();
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/** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
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void PostProcessRootAnimations();
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/** Reads an animation into the given parent structure */
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void ReadAnimation(Collada::Animation *pParent);
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/** Reads an animation sampler into the given anim channel */
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void ReadAnimationSampler(Collada::AnimationChannel &pChannel);
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/** Reads the skeleton controller library */
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void ReadControllerLibrary();
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/** Reads a controller into the given mesh structure */
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void ReadController(Collada::Controller &pController);
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/** Reads the joint definitions for the given controller */
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void ReadControllerJoints(Collada::Controller &pController);
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/** Reads the joint weights for the given controller */
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void ReadControllerWeights(Collada::Controller &pController);
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/** Reads the image library contents */
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void ReadImageLibrary();
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/** Reads an image entry into the given image */
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void ReadImage(Collada::Image &pImage);
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/** Reads the material library */
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void ReadMaterialLibrary();
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/** Reads a material entry into the given material */
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void ReadMaterial(Collada::Material &pMaterial);
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/** Reads the camera library */
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void ReadCameraLibrary();
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/** Reads a camera entry into the given camera */
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void ReadCamera(Collada::Camera &pCamera);
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/** Reads the light library */
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void ReadLightLibrary();
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/** Reads a light entry into the given light */
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void ReadLight(Collada::Light &pLight);
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/** Reads the effect library */
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void ReadEffectLibrary();
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/** Reads an effect entry into the given effect*/
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void ReadEffect(Collada::Effect &pEffect);
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/** Reads an COMMON effect profile */
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void ReadEffectProfileCommon(Collada::Effect &pEffect);
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/** Read sampler properties */
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void ReadSamplerProperties(Collada::Sampler &pSampler);
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/** Reads an effect entry containing a color or a texture defining that color */
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void ReadEffectColor(aiColor4D &pColor, Collada::Sampler &pSampler);
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/** Reads an effect entry containing a float */
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void ReadEffectFloat(ai_real &pFloat);
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/** Reads an effect parameter specification of any kind */
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void ReadEffectParam(Collada::EffectParam &pParam);
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/** Reads the geometry library contents */
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void ReadGeometryLibrary();
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/** Reads a geometry from the geometry library. */
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void ReadGeometry(Collada::Mesh &pMesh);
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/** Reads a mesh from the geometry library */
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void ReadMesh(Collada::Mesh &pMesh);
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/** Reads a source element - a combination of raw data and an accessor defining
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* things that should not be redefinable. Yes, that's another rant.
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*/
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void ReadSource();
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/** Reads a data array holding a number of elements, and stores it in the global library.
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* Currently supported are array of floats and arrays of strings.
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*/
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void ReadDataArray();
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/** Reads an accessor and stores it in the global library under the given ID -
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* accessors use the ID of the parent <source> element
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*/
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void ReadAccessor(const std::string &pID);
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/** Reads input declarations of per-vertex mesh data into the given mesh */
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void ReadVertexData(Collada::Mesh &pMesh);
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/** Reads input declarations of per-index mesh data into the given mesh */
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void ReadIndexData(Collada::Mesh &pMesh);
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/** Reads a single input channel element and stores it in the given array, if valid */
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void ReadInputChannel(std::vector<Collada::InputChannel> &poChannels);
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/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
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size_t ReadPrimitives(Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
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size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
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/** Copies the data for a single primitive into the mesh, based on the InputChannels */
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void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
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Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
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size_t currentPrimitive, const std::vector<size_t> &indices);
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/** Reads one triangle of a tristrip into the mesh */
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void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
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std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
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/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
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void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
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/** Reads the library of node hierarchies and scene parts */
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void ReadSceneLibrary();
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/** Reads a scene node's contents including children and stores it in the given node */
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void ReadSceneNode(Collada::Node *pNode);
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/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
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void ReadNodeTransformation(Collada::Node *pNode, Collada::TransformType pType);
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/** Reads a mesh reference in a node and adds it to the node's mesh list */
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void ReadNodeGeometry(Collada::Node *pNode);
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/** Reads the collada scene */
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void ReadScene();
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// Processes bind_vertex_input and bind elements
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void ReadMaterialVertexInputBinding(Collada::SemanticMappingTable &tbl);
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/** Reads embedded textures from a ZAE archive*/
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void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
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protected:
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/** Aborts the file reading with an exception */
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AI_WONT_RETURN void ThrowException(const std::string &pError) const AI_WONT_RETURN_SUFFIX;
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void ReportWarning(const char *msg, ...);
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/** Skips all data until the end node of the current element */
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void SkipElement();
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/** Skips all data until the end node of the given element */
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void SkipElement(const char *pElement);
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/** Compares the current xml element name to the given string and returns true if equal */
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bool IsElement(const char *pName) const;
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/** Tests for the opening tag of the given element, throws an exception if not found */
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void TestOpening(const char *pName);
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/** Tests for the closing tag of the given element, throws an exception if not found */
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void TestClosing(const char *pName);
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/** Checks the present element for the presence of the attribute, returns its index
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or throws an exception if not found */
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int GetAttribute(const char *pAttr) const;
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/** Returns the index of the named attribute or -1 if not found. Does not throw,
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therefore useful for optional attributes */
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int TestAttribute(const char *pAttr) const;
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/** Reads the text contents of an element, throws an exception if not given.
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Skips leading whitespace. */
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const char *GetTextContent();
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/** Reads the text contents of an element, returns nullptr if not given.
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Skips leading whitespace. */
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const char *TestTextContent();
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/** Reads a single bool from current text content */
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bool ReadBoolFromTextContent();
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/** Reads a single float from current text content */
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ai_real ReadFloatFromTextContent();
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/** Calculates the resulting transformation from all the given transform steps */
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aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
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/** Determines the input data type for the given semantic string */
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Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
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/** Finds the item in the given library by its reference, throws if not found */
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template <typename Type>
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const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
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protected:
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/** Filename, for a verbose error message */
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std::string mFileName;
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/** XML reader, member for everyday use */
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irr::io::IrrXMLReader *mReader;
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/** All data arrays found in the file by ID. Might be referred to by actually
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everyone. Collada, you are a steaming pile of indirection. */
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typedef std::map<std::string, Collada::Data> DataLibrary;
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DataLibrary mDataLibrary;
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/** Same for accessors which define how the data in a data array is accessed. */
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typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
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AccessorLibrary mAccessorLibrary;
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/** Mesh library: mesh by ID */
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typedef std::map<std::string, Collada::Mesh *> MeshLibrary;
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MeshLibrary mMeshLibrary;
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/** node library: root node of the hierarchy part by ID */
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typedef std::map<std::string, Collada::Node *> NodeLibrary;
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NodeLibrary mNodeLibrary;
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/** Image library: stores texture properties by ID */
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typedef std::map<std::string, Collada::Image> ImageLibrary;
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ImageLibrary mImageLibrary;
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/** Effect library: surface attributes by ID */
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typedef std::map<std::string, Collada::Effect> EffectLibrary;
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EffectLibrary mEffectLibrary;
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/** Material library: surface material by ID */
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typedef std::map<std::string, Collada::Material> MaterialLibrary;
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MaterialLibrary mMaterialLibrary;
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/** Light library: surface light by ID */
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typedef std::map<std::string, Collada::Light> LightLibrary;
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LightLibrary mLightLibrary;
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/** Camera library: surface material by ID */
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typedef std::map<std::string, Collada::Camera> CameraLibrary;
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CameraLibrary mCameraLibrary;
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/** Controller library: joint controllers by ID */
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typedef std::map<std::string, Collada::Controller> ControllerLibrary;
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ControllerLibrary mControllerLibrary;
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/** Animation library: animation references by ID */
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typedef std::map<std::string, Collada::Animation *> AnimationLibrary;
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AnimationLibrary mAnimationLibrary;
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/** Animation clip library: clip animation references by ID */
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typedef std::vector<std::pair<std::string, std::vector<std::string>>> AnimationClipLibrary;
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AnimationClipLibrary mAnimationClipLibrary;
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/** Pointer to the root node. Don't delete, it just points to one of
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the nodes in the node library. */
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Collada::Node *mRootNode;
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/** Root animation container */
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Collada::Animation mAnims;
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/** Size unit: how large compared to a meter */
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ai_real mUnitSize;
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/** Which is the up vector */
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enum { UP_X,
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UP_Y,
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UP_Z } mUpDirection;
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/** Asset metadata (global for scene) */
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StringMetaData mAssetMetaData;
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/** Collada file format version */
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Collada::FormatVersion mFormat;
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};
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// ------------------------------------------------------------------------------------------------
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// Check for element match
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inline bool ColladaParser::IsElement(const char *pName) const {
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ai_assert(mReader->getNodeType() == irr::io::EXN_ELEMENT);
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return ::strcmp(mReader->getNodeName(), pName) == 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Finds the item in the given library by its reference, throws if not found
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template <typename Type>
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const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
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typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
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if (it == pLibrary.end())
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ThrowException(Formatter::format() << "Unable to resolve library reference \"" << pURL << "\".");
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return it->second;
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}
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} // end of namespace Assimp
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#endif // AI_COLLADAPARSER_H_INC
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