diff --git a/code/AssetLib/Irr/IRRLoader.cpp b/code/AssetLib/Irr/IRRLoader.cpp index 823f64c6a..86f744a64 100644 --- a/code/AssetLib/Irr/IRRLoader.cpp +++ b/code/AssetLib/Irr/IRRLoader.cpp @@ -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 #include +#include +#include #include +#include +#include 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 + ai_assert(nd != nullptr); // dude + + // Big switch statement that tests for various tags inside + // 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")) { // + 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")) { // + 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")) { // + // 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")) { // 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(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 tags. + // tags have various types + // tags can contain , + // they can also contain other 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 node + // with everything specified + nd->materials.emplace_back(); + std::pair &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 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 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 = ""; - // Current node parent - Node *curParent = root; - - // Scene-graph node we're currently working on - Node *curNode = nullptr; - - // List of output cameras - std::vector cameras; - - // List of output lights - std::vector 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 &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(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 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 nextNodes; + for (auto &node : rootElement.children().begin()->next_sibling().children()) { + nextNodes.push_back(node); // Find second node, , 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 diff --git a/code/AssetLib/Irr/IRRLoader.h b/code/AssetLib/Irr/IRRLoader.h index a9e70cc1e..72ad5d35e 100644 --- a/code/AssetLib/Irr/IRRLoader.h +++ b/code/AssetLib/Irr/IRRLoader.h @@ -207,6 +207,24 @@ private: aiVector3D position, normal, uv; }; + // ------------------------------------------------------------------- + // Parse 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 tags within 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 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 cameras; + std::vector lights; + unsigned int guessedMeshCnt; + unsigned int guessedMatCnt; + unsigned int guessedAnimCnt; }; } // end of namespace Assimp diff --git a/code/AssetLib/Irr/IRRMeshLoader.cpp b/code/AssetLib/Irr/IRRMeshLoader.cpp index 84b8f80d4..6a0b99582 100644 --- a/code/AssetLib/Irr/IRRMeshLoader.cpp +++ b/code/AssetLib/Irr/IRRMeshLoader.cpp @@ -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 diff --git a/code/AssetLib/Irr/IRRMeshLoader.h b/code/AssetLib/Irr/IRRMeshLoader.h index 79c1e486b..c52aca1e4 100644 --- a/code/AssetLib/Irr/IRRMeshLoader.h +++ b/code/AssetLib/Irr/IRRMeshLoader.h @@ -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 diff --git a/code/AssetLib/Irr/IRRShared.cpp b/code/AssetLib/Irr/IRRShared.cpp index 7318b1d73..a47aeccba 100644 --- a/code/AssetLib/Irr/IRRShared.cpp +++ b/code/AssetLib/Irr/IRRShared.cpp @@ -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; } diff --git a/code/AssetLib/Irr/IRRShared.h b/code/AssetLib/Irr/IRRShared.h index d7fe93710..a8997451d 100644 --- a/code/AssetLib/Irr/IRRShared.h +++ b/code/AssetLib/Irr/IRRShared.h @@ -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); }; // ------------------------------------------------------------------------------------------------