Fix up scene loading. pugixml is a breadth-first parser while irrxml is

a depth first. This only parses scene structure, no mesh loading yet.
pull/5166/head
dog 2023-06-26 15:15:30 -04:00 committed by PencilAmazing
parent 537b445a59
commit 3e1fd74940
6 changed files with 467 additions and 422 deletions

View File

@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the Irr importer class
*/
#include "assimp/StringComparison.h"
#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
#include "AssetLib/Irr/IRRLoader.h"
@ -62,7 +63,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <csignal>
#include <iostream>
#include <memory>
#include <queue>
#include <stack>
using namespace Assimp;
@ -835,11 +840,381 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
}
}
void IRRImporter::ParseNodeAttributes(pugi::xml_node &attributesNode, IRRImporter::Node *nd, BatchLoader &batch) {
ai_assert(!ASSIMP_stricmp(attributesNode.name(), "attributes")); // Node must be <attributes>
ai_assert(nd != nullptr); // dude
// Big switch statement that tests for various tags inside <attributes>
// and applies them to nd
// I don't believe nodes have boolean attributes
for (pugi::xml_node &attribute : attributesNode.children()) {
if (attribute.type() != pugi::node_element) continue;
if (!ASSIMP_stricmp(attribute.name(), "vector3d")) { // <vector3d />
VectorProperty prop;
ReadVectorProperty(prop, attribute);
if (prop.name == "Position") {
nd->position = prop.value;
} else if (prop.name == "Rotation") {
nd->rotation = prop.value;
} else if (prop.name == "Scale") {
nd->scaling = prop.value;
} else if (Node::CAMERA == nd->type) {
aiCamera *cam = cameras.back();
if (prop.name == "Target") {
cam->mLookAt = prop.value;
} else if (prop.name == "UpVector") {
cam->mUp = prop.value;
}
}
} else if (!ASSIMP_stricmp(attribute.name(), "float")) { // <float />
FloatProperty prop;
ReadFloatProperty(prop, attribute);
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == nd->type) {
nd->framesPerSecond = prop.value;
} else if (Node::CAMERA == nd->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
*/
if (prop.name == "Fovy") {
cameras.back()->mHorizontalFOV = prop.value;
} else if (prop.name == "Aspect") {
cameras.back()->mAspect = prop.value;
} else if (prop.name == "ZNear") {
cameras.back()->mClipPlaneNear = prop.value;
} else if (prop.name == "ZFar") {
cameras.back()->mClipPlaneFar = prop.value;
}
} else if (Node::LIGHT == nd->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
lights.back()->mAttenuationLinear = prop.value;
} else if (prop.name == "OuterCone") {
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD(prop.value);
} else if (prop.name == "InnerCone") {
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD(prop.value);
}
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == nd->type && prop.name == "Radius") ||
(Node::CUBE == nd->type && prop.name == "Size")) {
nd->sphereRadius = prop.value;
}
} else if (!ASSIMP_stricmp(attribute.name(), "int")) { // <int />
// Only sphere nodes make use of integer attributes
if (Node::SPHERE == nd->type) {
IntProperty prop;
ReadIntProperty(prop, attribute);
if (prop.name == "PolyCountX") {
nd->spherePolyCountX = prop.value;
} else if (prop.name == "PolyCountY") {
nd->spherePolyCountY = prop.value;
}
}
} else if (!ASSIMP_stricmp(attribute.name(), "string") || !ASSIMP_stricmp(attribute.name(), "enum")) { // <string /> or < enum />
StringProperty prop;
ReadStringProperty(prop, attribute);
if (prop.value.length() == 0) continue; // skip empty strings
if (prop.name == "Name") {
nd->name = prop.value;
/* If we're either a camera or a light source
* we need to update the name in the aiLight/
* aiCamera structure, too.
*/
if (Node::CAMERA == nd->type) {
cameras.back()->mName.Set(prop.value);
} else if (Node::LIGHT == nd->type) {
lights.back()->mName.Set(prop.value);
}
} else if (Node::LIGHT == nd->type && "LightType" == prop.name) {
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else {
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
nd->type = Node::DUMMY;
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
}
} else if ((prop.name == "Mesh" && Node::MESH == nd->type) ||
Node::ANIMMESH == nd->type) {
/* This is the file name of the mesh - either
* animated or not. We need to make sure we setup
* the correct post-processing settings here.
*/
unsigned int pp = 0;
BatchLoader::PropertyMap map;
/* If the mesh is a static one remove all animations from the impor data
*/
if (Node::ANIMMESH != nd->type) {
pp |= aiProcess_RemoveComponent;
SetGenericProperty<int>(map.ints, AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
const std::string extension = GetExtension(prop.value);
if ("irr" == extension) {
ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively");
} else {
nd->id = batch.AddLoadRequest(prop.value, pp, &map);
nd->meshPath = prop.value;
}
}
}
}
}
void IRRImporter::ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd) {
Animator *curAnim = nullptr;
// Make empty animator
nd->animators.emplace_back();
curAnim = &nd->animators.back(); // Push it back
pugi::xml_node attributes = animatorNode.child("attributes");
if (!attributes) {
ASSIMP_LOG_WARN("Animator node does not contain attributes. ");
return;
}
for (pugi::xml_node attrib : attributes.children()) {
// XML may contain useless noes like CDATA
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
VectorProperty prop;
ReadVectorProperty(prop, attrib);
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
// We store the rotation euler angles in 'direction'
curAnim->direction = prop.value;
} else if (curAnim->type == Animator::FOLLOW_SPLINE) {
// Check whether the vector follows the PointN naming scheme,
// here N is the ONE-based index of the point
if (prop.name.length() >= 6 && prop.name.substr(0, 5) == "Point") {
// Add a new key to the list
curAnim->splineKeys.emplace_back();
aiVectorKey &key = curAnim->splineKeys.back();
// and parse its properties
key.mValue = prop.value;
key.mTime = strtoul10(&prop.name[5]);
}
} else if (curAnim->type == Animator::FLY_CIRCLE) {
if (prop.name == "Center") {
curAnim->circleCenter = prop.value;
} else if (prop.name == "Direction") {
curAnim->direction = prop.value;
// From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
if (curAnim->direction == aiVector3D()) {
curAnim->direction = aiVector3D(0.f, 1.f, 0.f);
} else
curAnim->direction.Normalize();
}
} else if (curAnim->type == Animator::FLY_STRAIGHT) {
if (prop.name == "Start") {
// We reuse the field here
curAnim->circleCenter = prop.value;
} else if (prop.name == "End") {
// We reuse the field here
curAnim->direction = prop.value;
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
BoolProperty prop;
ReadBoolProperty(prop, attrib);
if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
curAnim->loop = prop.value;
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
FloatProperty prop;
ReadFloatProperty(prop, attrib);
// The speed property exists for several animators
if (prop.name == "Speed") {
curAnim->speed = prop.value;
} else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
curAnim->circleRadius = prop.value;
} else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
curAnim->tightness = prop.value;
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
IntProperty prop;
ReadIntProperty(prop, attrib);
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
curAnim->timeForWay = prop.value;
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
StringProperty prop;
ReadStringProperty(prop, attrib);
if (prop.name == "Type") {
// type of the animator
if (prop.value == "rotation") {
curAnim->type = Animator::ROTATION;
} else if (prop.value == "flyCircle") {
curAnim->type = Animator::FLY_CIRCLE;
} else if (prop.value == "flyStraight") {
curAnim->type = Animator::FLY_CIRCLE;
} else if (prop.value == "followSpline") {
curAnim->type = Animator::FOLLOW_SPLINE;
} else {
ASSIMP_LOG_WARN("IRR: Ignoring unknown animator: ", prop.value);
curAnim->type = Animator::UNKNOWN;
}
}
}
}
}
IRRImporter::Node *IRRImporter::ParseNode(pugi::xml_node &node, BatchLoader &batch) {
// Parse <node> tags.
// <node> tags have various types
// <node> tags can contain <attribute>, <material>
// they can also contain other <node> tags, (and can reference other files as well?)
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
* "animatedMesh" - Load an animated mesh from an external file
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
* Said materials and animators are all collected at the bottom
*/
// ***********************************************************************
Node *nd;
pugi::xml_attribute nodeTypeAttrib = node.attribute("type");
if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "mesh") || !ASSIMP_stricmp(nodeTypeAttrib.value(), "octTree")) {
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "cube")) {
nd = new Node(Node::CUBE);
guessedMeshCnt += 1; // Cube is only one mesh
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "skybox")) {
nd = new Node(Node::SKYBOX);
guessedMeshCnt += 6; // Skybox is a box, with 6 meshes?
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "camera")) {
nd = new Node(Node::CAMERA);
// Setup a temporary name for the camera
aiCamera *cam = new aiCamera();
cam->mName.Set(nd->name);
cameras.push_back(cam);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "light")) {
nd = new Node(Node::LIGHT);
// Setup a temporary name for the light
aiLight *cam = new aiLight();
cam->mName.Set(nd->name);
lights.push_back(cam);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "sphere")) {
nd = new Node(Node::SPHERE);
guessedMeshCnt += 1;
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "animatedMesh")) {
nd = new Node(Node::ANIMMESH);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "empty")) {
nd = new Node(Node::DUMMY);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "terrain")) {
nd = new Node(Node::TERRAIN);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "billBoard")) {
// We don't support billboards, so ignore them
ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
} else {
ASSIMP_LOG_WARN("IRR: Found unknown node: ", nodeTypeAttrib.value());
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
}
// TODO: consolidate all into one loop
// Collect node attributes first
for (pugi::xml_node attr_node : node.children()) {
if (!ASSIMP_stricmp(attr_node.name(), "attributes")) {
ParseNodeAttributes(attr_node, nd, batch); // Parse attributes into this node
}
}
// Then parse any materials
// Materials are available to almost all node types
if (nd->type != Node::DUMMY) {
for (pugi::xml_node materialNode : node.children()) {
if (!ASSIMP_stricmp(materialNode.name(), "materials")) {
// Parse material description directly
// Each material should contain an <attributes> node
// with everything specified
nd->materials.emplace_back();
std::pair<aiMaterial *, unsigned int> &p = nd->materials.back();
p.first = ParseMaterial(materialNode, p.second);
guessedMatCnt += 1;
}
}
}
// Then parse any animators
for (pugi::xml_node animatorNode : node.children()) {
if (!ASSIMP_stricmp(animatorNode.name(), "animators")) {
// All animators should contain an <attributes> tag
// This is an animation path - add a new animator
// to the list.
ParseAnimators(animatorNode, nd); // Function modifies nd's animator vector
guessedAnimCnt += 1;
}
}
// Then parse any child nodes
/* Attach the newly created node to the scene-graph
*/
// curNode = nd;
// nd->parent = curParent;
// curParent->children.push_back(nd);
for (pugi::xml_node child : node.children()) {
if (!ASSIMP_stricmp(child.name(), "node")) { // Is a child node
Node *childNd = ParseNode(child, batch); // Repeat this function for all children
nd->children.push_back(childNd);
};
}
return nd;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open IRR file ", pFile);
@ -852,405 +1227,47 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
}
pugi::xml_node rootElement = st.getRootNode();
std::stringstream ss;
ss << "Document name: " << rootElement.name() << std::endl;
ss << "Document content: " << std::endl;
rootElement.print(ss);
ss << std::endl;
std::cout << "IrrImporter with";
std::cout << ss.str() << std::endl;
// The root node of the scene
// TODO: Appearantly root node is specified somewhere?
Node *root = new Node(Node::DUMMY);
root->parent = nullptr;
root->name = "<IRRSceneRoot>";
// Current node parent
Node *curParent = root;
// Scene-graph node we're currently working on
Node *curNode = nullptr;
// List of output cameras
std::vector<aiCamera *> cameras;
// List of output lights
std::vector<aiLight *> lights;
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
// batch.SetBasePath(pFile);
cameras.reserve(5);
cameras.reserve(1); // Probably only one camera in entire scene
lights.reserve(5);
bool inMaterials = false, inAnimator = false;
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
this->guessedAnimCnt = 0;
this->guessedMeshCnt = 0;
this->guessedMatCnt = 0;
// Parse the XML file
// while (reader->read()) {
for (pugi::xml_node child : rootElement.children())
switch (child.type()) {
case pugi::node_element:
if (!ASSIMP_stricmp(child.name(), "node")) {
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
* "animatedMesh" - Load an animated mesh from an external file
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
*/
// ***********************************************************************
// const char *sz = reader->getAttributeValueSafe("type");
pugi::xml_attribute attrib = child.attribute("type");
Node *nd;
if (!ASSIMP_stricmp(attrib.name(), "mesh") || !ASSIMP_stricmp(attrib.name(), "octTree")) {
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
} else if (!ASSIMP_stricmp(attrib.name(), "cube")) {
nd = new Node(Node::CUBE);
++guessedMeshCnt;
} else if (!ASSIMP_stricmp(attrib.name(), "skybox")) {
nd = new Node(Node::SKYBOX);
guessedMeshCnt += 6;
} else if (!ASSIMP_stricmp(attrib.name(), "camera")) {
nd = new Node(Node::CAMERA);
// Setup a temporary name for the camera
aiCamera *cam = new aiCamera();
cam->mName.Set(nd->name);
cameras.push_back(cam);
} else if (!ASSIMP_stricmp(attrib.name(), "light")) {
nd = new Node(Node::LIGHT);
// Setup a temporary name for the light
aiLight *cam = new aiLight();
cam->mName.Set(nd->name);
lights.push_back(cam);
} else if (!ASSIMP_stricmp(attrib.name(), "sphere")) {
nd = new Node(Node::SPHERE);
++guessedMeshCnt;
} else if (!ASSIMP_stricmp(attrib.name(), "animatedMesh")) {
nd = new Node(Node::ANIMMESH);
} else if (!ASSIMP_stricmp(attrib.name(), "empty")) {
nd = new Node(Node::DUMMY);
} else if (!ASSIMP_stricmp(attrib.name(), "terrain")) {
nd = new Node(Node::TERRAIN);
} else if (!ASSIMP_stricmp(attrib.name(), "billBoard")) {
// We don't support billboards, so ignore them
ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
} else {
ASSIMP_LOG_WARN("IRR: Found unknown node: ", attrib.name());
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
}
/* Attach the newly created node to the scene-graph
*/
curNode = nd;
nd->parent = curParent;
curParent->children.push_back(nd);
} else if (!ASSIMP_stricmp(child.name(), "materials")) {
inMaterials = true;
} else if (!ASSIMP_stricmp(child.name(), "animators")) {
inAnimator = true;
} else if (!ASSIMP_stricmp(child.name(), "attributes")) {
// We should have a valid node here
// FIX: no ... the scene root node is also contained in an attributes block
if (!curNode) {
continue;
}
Animator *curAnim = nullptr;
// Materials can occur for nearly any type of node
if (inMaterials && curNode->type != Node::DUMMY) {
// This is a material description - parse it!
curNode->materials.emplace_back();
std::pair<aiMaterial *, unsigned int> &p = curNode->materials.back();
p.first = ParseMaterial(p.second);
++guessedMatCnt;
continue;
} else if (inAnimator) {
// This is an animation path - add a new animator
// to the list.
curNode->animators.emplace_back();
curAnim = &curNode->animators.back();
++guessedAnimCnt;
}
/* Parse all elements in the attributes block
* and process them.
*/
// while (reader->read()) {
for (pugi::xml_node attrib : child.children()) {
if (attrib.type() == pugi::node_element) {
// if (reader->getNodeType() == EXN_ELEMENT) {
// if (!ASSIMP_stricmp(reader->getNodeName(), "vector3d")) {
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
VectorProperty prop;
ReadVectorProperty(prop);
if (inAnimator) {
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
// We store the rotation euler angles in 'direction'
curAnim->direction = prop.value;
} else if (curAnim->type == Animator::FOLLOW_SPLINE) {
// Check whether the vector follows the PointN naming scheme,
// here N is the ONE-based index of the point
if (prop.name.length() >= 6 && prop.name.substr(0, 5) == "Point") {
// Add a new key to the list
curAnim->splineKeys.emplace_back();
aiVectorKey &key = curAnim->splineKeys.back();
// and parse its properties
key.mValue = prop.value;
key.mTime = strtoul10(&prop.name[5]);
}
} else if (curAnim->type == Animator::FLY_CIRCLE) {
if (prop.name == "Center") {
curAnim->circleCenter = prop.value;
} else if (prop.name == "Direction") {
curAnim->direction = prop.value;
// From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
if (curAnim->direction == aiVector3D()) {
curAnim->direction = aiVector3D(0.f, 1.f, 0.f);
} else
curAnim->direction.Normalize();
}
} else if (curAnim->type == Animator::FLY_STRAIGHT) {
if (prop.name == "Start") {
// We reuse the field here
curAnim->circleCenter = prop.value;
} else if (prop.name == "End") {
// We reuse the field here
curAnim->direction = prop.value;
}
}
} else {
if (prop.name == "Position") {
curNode->position = prop.value;
} else if (prop.name == "Rotation") {
curNode->rotation = prop.value;
} else if (prop.name == "Scale") {
curNode->scaling = prop.value;
} else if (Node::CAMERA == curNode->type) {
aiCamera *cam = cameras.back();
if (prop.name == "Target") {
cam->mLookAt = prop.value;
} else if (prop.name == "UpVector") {
cam->mUp = prop.value;
}
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
BoolProperty prop;
ReadBoolProperty(prop);
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
curAnim->loop = prop.value;
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
FloatProperty prop;
ReadFloatProperty(prop);
if (inAnimator) {
// The speed property exists for several animators
if (prop.name == "Speed") {
curAnim->speed = prop.value;
} else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
curAnim->circleRadius = prop.value;
} else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
curAnim->tightness = prop.value;
}
} else {
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
curNode->framesPerSecond = prop.value;
} else if (Node::CAMERA == curNode->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
*/
if (prop.name == "Fovy") {
cameras.back()->mHorizontalFOV = prop.value;
} else if (prop.name == "Aspect") {
cameras.back()->mAspect = prop.value;
} else if (prop.name == "ZNear") {
cameras.back()->mClipPlaneNear = prop.value;
} else if (prop.name == "ZFar") {
cameras.back()->mClipPlaneFar = prop.value;
}
} else if (Node::LIGHT == curNode->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
lights.back()->mAttenuationLinear = prop.value;
} else if (prop.name == "OuterCone") {
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD(prop.value);
} else if (prop.name == "InnerCone") {
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD(prop.value);
}
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == curNode->type && prop.name == "Radius") || (Node::CUBE == curNode->type && prop.name == "Size")) {
curNode->sphereRadius = prop.value;
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
IntProperty prop;
ReadIntProperty(prop);
if (inAnimator) {
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
curAnim->timeForWay = prop.value;
}
} else {
// sphere polygon numbers in each direction
if (Node::SPHERE == curNode->type) {
if (prop.name == "PolyCountX") {
curNode->spherePolyCountX = prop.value;
} else if (prop.name == "PolyCountY") {
curNode->spherePolyCountY = prop.value;
}
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length()) {
if (prop.name == "Name") {
curNode->name = prop.value;
/* If we're either a camera or a light source
* we need to update the name in the aiLight/
* aiCamera structure, too.
*/
if (Node::CAMERA == curNode->type) {
cameras.back()->mName.Set(prop.value);
} else if (Node::LIGHT == curNode->type) {
lights.back()->mName.Set(prop.value);
}
} else if (Node::LIGHT == curNode->type && "LightType" == prop.name) {
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else {
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
curNode->type = Node::DUMMY;
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
}
} else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
Node::ANIMMESH == curNode->type) {
/* This is the file name of the mesh - either
* animated or not. We need to make sure we setup
* the correct post-processing settings here.
*/
unsigned int pp = 0;
BatchLoader::PropertyMap map;
/* If the mesh is a static one remove all animations from the impor data
*/
if (Node::ANIMMESH != curNode->type) {
pp |= aiProcess_RemoveComponent;
SetGenericProperty<int>(map.ints, AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
const std::string extension = GetExtension(prop.value);
if ("irr" == extension) {
ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively");
} else {
curNode->id = batch.AddLoadRequest(prop.value, pp, &map);
curNode->meshPath = prop.value;
}
} else if (inAnimator && prop.name == "Type") {
// type of the animator
if (prop.value == "rotation") {
curAnim->type = Animator::ROTATION;
} else if (prop.value == "flyCircle") {
curAnim->type = Animator::FLY_CIRCLE;
} else if (prop.value == "flyStraight") {
curAnim->type = Animator::FLY_CIRCLE;
} else if (prop.value == "followSpline") {
curAnim->type = Animator::FOLLOW_SPLINE;
} else {
ASSIMP_LOG_WARN("IRR: Ignoring unknown animator: ", prop.value);
curAnim->type = Animator::UNKNOWN;
}
}
}
}
//} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) {
} else if (attrib.type() == pugi::node_null && !ASSIMP_stricmp(attrib.name(), "attributes")) {
break;
}
}
}
break;
/*case EXN_ELEMENT_END:
// If we reached the end of a node, we need to continue processing its parent
if (!ASSIMP_stricmp(reader->getNodeName(), "node")) {
if (!curNode) {
// currently is no node set. We need to go
// back in the node hierarchy
if (!curParent) {
curParent = root;
ASSIMP_LOG_ERROR("IRR: Too many closing <node> elements");
} else
curParent = curParent->parent;
} else
curNode = nullptr;
}
// clear all flags
else if (!ASSIMP_stricmp(reader->getNodeName(), "materials")) {
inMaterials = false;
} else if (!ASSIMP_stricmp(reader->getNodeName(), "animators")) {
inAnimator = false;
}
break;*/
default:
// GCC complains that not all enumeration values are handled
break;
// Parse the XML
// First node is the xml header. Awkwardly skip to sibling's children
// I don't like recursion
std::vector<pugi::xml_node> nextNodes;
for (auto &node : rootElement.children().begin()->next_sibling().children()) {
nextNodes.push_back(node); // Find second node, <irr_scene>, and push it's children to queue
}
for (pugi::xml_node &child : nextNodes) {
if (child.type() != pugi::node_element) continue; // Only semantically valuable nodes
// XML elements are either nodes, animators, attributes, or materials
if (!ASSIMP_stricmp(child.name(), "node")) {
// Recursive ollect subtree children
Node *nd = ParseNode(child, batch);
// Attach to root
root->children.push_back(nd);
}
//}
}
// Now iterate through all cameras and compute their final (horizontal) FOV
for (aiCamera *cam : cameras) {
@ -1336,8 +1353,7 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
// Now merge all sub scenes and attach them to the correct
// attachment points in the scenegraph.
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
0));
// If we have no meshes | no materials now set the INCOMPLETE

View File

@ -207,6 +207,24 @@ private:
aiVector3D position, normal, uv;
};
// -------------------------------------------------------------------
// Parse <node> tag from XML file and extract child node
// @param node XML node
// @param guessedMeshesContained number of extra guessed meshes
IRRImporter::Node *ParseNode(pugi::xml_node &node, BatchLoader& batch);
// -------------------------------------------------------------------
// Parse <attributes> tags within <node> tags and apply to scene node
// @param attributeNode XML child node
// @param nd Attributed scene node
void ParseNodeAttributes(pugi::xml_node &attributeNode, IRRImporter::Node *nd, BatchLoader& batch);
// -------------------------------------------------------------------
// Parse an <animator> node and attach an animator to a node
// @param animatorNode XML animator node
// @param nd Animated scene node
void ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd);
// -------------------------------------------------------------------
/// Fill the scene-graph recursively
void GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
@ -261,6 +279,12 @@ private:
/// Configuration option: speed flag was set?
bool configSpeedFlag;
std::vector<aiCamera*> cameras;
std::vector<aiLight*> lights;
unsigned int guessedMeshCnt;
unsigned int guessedMatCnt;
unsigned int guessedAnimCnt;
};
} // end of namespace Assimp

View File

@ -176,7 +176,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
releaseMaterial(&curMat);
}
curMat = ParseMaterial(curMatFlags);
// curMat = ParseMaterial(curMatFlags);
}
/* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) {
pugi::xml_attribute attr = child.attribute("vertexCount");
@ -495,4 +495,8 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
}
}
void IRRMeshImporter::ParseMaterialBuffer(pugi::xml_node& bufferNode) {
}
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER

View File

@ -85,6 +85,8 @@ protected:
*/
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
private:
void ParseMaterialBuffer(pugi::xml_node& bufferNode);
};
} // end of namespace Assimp

View File

@ -63,34 +63,34 @@ const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4(
// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty(HexProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode) {
for (pugi::xml_attribute attrib : hexnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// parse the hexadecimal value
out.value = strtoul16(attrib.name());
out.value = strtoul16(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty(IntProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadIntProperty(IntProperty &out, pugi::xml_node& intnode) {
for (pugi::xml_attribute attrib : intnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.value(), "value")) {
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// parse the int value
out.value = strtol10(attrib.name());
out.value = strtol10(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty(StringProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode) {
for (pugi::xml_attribute attrib : stringnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -102,8 +102,8 @@ void IrrlichtBase::ReadStringProperty(StringProperty &out) {
// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode) {
for (pugi::xml_attribute attrib : boolnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -115,8 +115,8 @@ void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadFloatProperty(FloatProperty &out, pugi::xml_node &floatnode) {
for (pugi::xml_attribute attrib : floatnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -128,8 +128,8 @@ void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty(VectorProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode) {
for (pugi::xml_attribute attrib : vectornode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -170,7 +170,7 @@ int ConvertMappingMode(const std::string &mode) {
// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial *IrrlichtBase::ParseMaterial(unsigned int &matFlags) {
aiMaterial *IrrlichtBase::ParseMaterial(pugi::xml_node& materialNode, unsigned int &matFlags) {
aiMaterial *mat = new aiMaterial();
aiColor4D clr;
aiString s;
@ -179,10 +179,10 @@ aiMaterial *IrrlichtBase::ParseMaterial(unsigned int &matFlags) {
int cnt = 0; // number of used texture channels
unsigned int nd = 0;
for (pugi::xml_node child : mNode->children()) {
for (pugi::xml_node child : materialNode.children()) {
if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
HexProperty prop;
ReadHexProperty(prop);
ReadHexProperty(prop, child);
if (prop.name == "Diffuse") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
@ -206,13 +206,13 @@ aiMaterial *IrrlichtBase::ParseMaterial(unsigned int &matFlags) {
#endif
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
FloatProperty prop;
ReadFloatProperty(prop);
ReadFloatProperty(prop, child);
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);
ReadBoolProperty(prop, child);
if (prop.name == "Wireframe") {
int val = (prop.value ? true : false);
mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
@ -226,7 +226,7 @@ aiMaterial *IrrlichtBase::ParseMaterial(unsigned int &matFlags) {
} else if (!ASSIMP_stricmp(child.name(), "texture") ||
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
StringProperty prop;
ReadStringProperty(prop);
ReadStringProperty(prop, child);
if (prop.value.length()) {
// material type (shader)
if (prop.name == "Type") {
@ -379,7 +379,7 @@ aiMaterial *IrrlichtBase::ParseMaterial(unsigned int &matFlags) {
}
}*/
}
ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
//ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
return mat;
}

View File

@ -58,8 +58,7 @@ extern const aiMatrix4x4 AI_TO_IRR_MATRIX;
*/
class IrrlichtBase {
protected:
IrrlichtBase() :
mNode(nullptr) {
IrrlichtBase() {
// empty
}
@ -82,25 +81,25 @@ protected:
/// XML reader instance
XmlParser mParser;
pugi::xml_node *mNode;
// -------------------------------------------------------------------
/** Parse a material description from the XML
* @return The created material
* @param matFlags Receives AI_IRRMESH_MAT_XX flags
*/
aiMaterial *ParseMaterial(unsigned int &matFlags);
aiMaterial *ParseMaterial(pugi::xml_node &materialNode, unsigned int &matFlags);
// -------------------------------------------------------------------
/** Read a property of the specified type from the current XML element.
* @param out Receives output data
* @param node XML attribute element data
*/
void ReadHexProperty(HexProperty &out);
void ReadStringProperty(StringProperty &out);
void ReadBoolProperty(BoolProperty &out);
void ReadFloatProperty(FloatProperty &out);
void ReadVectorProperty(VectorProperty &out);
void ReadIntProperty(IntProperty &out);
void ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode);
void ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode);
void ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode);
void ReadFloatProperty(FloatProperty &out, pugi::xml_node& floatnode);
void ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode);
void ReadIntProperty(IntProperty &out, pugi::xml_node& intnode);
};
// ------------------------------------------------------------------------------------------------