Merge branch 'master' into gltf_binary
commit
90ff723b6c
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@ -115,15 +115,12 @@ BlenderImporter::~BlenderImporter() {
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delete modifier_cache;
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delete modifier_cache;
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}
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}
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static const char * const Tokens[] = { "BLENDER" };
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static const char Token[] = "BLENDER";
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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// Returns whether the class can handle the format of the given file.
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bool BlenderImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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bool BlenderImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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// note: this won't catch compressed files
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return ParseMagicToken(pFile, pIOHandler).error.empty();
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static const char *tokens[] = { "<BLENDER", "blender" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@ -142,63 +139,21 @@ void BlenderImporter::SetupProperties(const Importer * /*pImp*/) {
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// Imports the given file into the given scene structure.
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// Imports the given file into the given scene structure.
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void BlenderImporter::InternReadFile(const std::string &pFile,
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void BlenderImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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aiScene *pScene, IOSystem *pIOHandler) {
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#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
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std::vector<char> uncompressed;
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#endif
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FileDatabase file;
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FileDatabase file;
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std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
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StreamOrError streamOrError = ParseMagicToken(pFile, pIOHandler);
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if (!stream) {
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if (!streamOrError.error.empty()) {
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ThrowException("Could not open file for reading");
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ThrowException(streamOrError.error);
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}
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}
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std::shared_ptr<IOStream> stream = std::move(streamOrError.stream);
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char magic[8] = { 0 };
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char version[4] = { 0 };
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stream->Read(magic, 7, 1);
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file.i64bit = (stream->Read(version, 1, 1), version[0] == '-');
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if (strcmp(magic, Tokens[0])) {
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file.little = (stream->Read(version, 1, 1), version[0] == 'v');
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// Check for presence of the gzip header. If yes, assume it is a
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// compressed blend file and try uncompressing it, else fail. This is to
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// avoid uncompressing random files which our loader might end up with.
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#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
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ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
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#else
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if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
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ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
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}
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LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
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stream->Read(version, 3, 1);
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if (magic[2] != 8) {
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version[3] = '\0';
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ThrowException("Unsupported GZIP compression method");
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}
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// http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
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LogInfo("Blender version is ", version[0], ".", version + 1,
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stream->Seek(0L, aiOrigin_SET);
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std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
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size_t total = 0;
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Compression compression;
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if (compression.open(Compression::Format::Binary, Compression::FlushMode::NoFlush, 16 + Compression::MaxWBits)) {
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total = compression.decompress((unsigned char *)reader->GetPtr(), reader->GetRemainingSize(), uncompressed);
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compression.close();
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}
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// replace the input stream with a memory stream
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stream = std::make_shared<MemoryIOStream>(reinterpret_cast<uint8_t *>(uncompressed.data()), total);
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// .. and retry
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stream->Read(magic, 7, 1);
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if (strcmp(magic, "BLENDER")) {
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ThrowException("Found no BLENDER magic word in decompressed GZIP file");
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}
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#endif
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}
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file.i64bit = (stream->Read(magic, 1, 1), magic[0] == '-');
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file.little = (stream->Read(magic, 1, 1), magic[0] == 'v');
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stream->Read(magic, 3, 1);
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magic[3] = '\0';
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LogInfo("Blender version is ", magic[0], ".", magic + 1,
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" (64bit: ", file.i64bit ? "true" : "false",
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" (64bit: ", file.i64bit ? "true" : "false",
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", little endian: ", file.little ? "true" : "false", ")");
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", little endian: ", file.little ? "true" : "false", ")");
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@ -1338,4 +1293,55 @@ aiNode *BlenderImporter::ConvertNode(const Scene &in, const Object *obj, Convers
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return node.release();
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return node.release();
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}
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}
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BlenderImporter::StreamOrError BlenderImporter::ParseMagicToken(const std::string &pFile, IOSystem *pIOHandler) const {
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std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
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if (stream == nullptr) {
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return {{}, {}, "Could not open file for reading"};
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}
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char magic[8] = { 0 };
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stream->Read(magic, 7, 1);
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if (strcmp(magic, Token) == 0) {
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return {stream, {}, {}};
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}
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// Check for presence of the gzip header. If yes, assume it is a
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// compressed blend file and try uncompressing it, else fail. This is to
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// avoid uncompressing random files which our loader might end up with.
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#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
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return {{}, {}, "BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?"};
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#else
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if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
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return {{}, {}, "BLENDER magic bytes are missing, couldn't find GZIP header either"};
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}
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LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
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if (magic[2] != 8) {
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return {{}, {}, "Unsupported GZIP compression method"};
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}
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// http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
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stream->Seek(0L, aiOrigin_SET);
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std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
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size_t total = 0;
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Compression compression;
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auto uncompressed = std::make_shared<std::vector<char>>();
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if (compression.open(Compression::Format::Binary, Compression::FlushMode::NoFlush, 16 + Compression::MaxWBits)) {
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total = compression.decompress((unsigned char *)reader->GetPtr(), reader->GetRemainingSize(), *uncompressed);
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compression.close();
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}
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// replace the input stream with a memory stream
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stream = std::make_shared<MemoryIOStream>(reinterpret_cast<uint8_t *>(uncompressed->data()), total);
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// .. and retry
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stream->Read(magic, 7, 1);
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if (strcmp(magic, Token) == 0) {
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return {stream, uncompressed, {}};
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}
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return {{}, {}, "Found no BLENDER magic word in decompressed GZIP file"};
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#endif
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}
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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@ -180,6 +180,19 @@ private:
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const Blender::MTex *tex,
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const Blender::MTex *tex,
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Blender::ConversionData &conv_data);
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Blender::ConversionData &conv_data);
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// TODO: Move to a std::variant, once c++17 is supported.
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struct StreamOrError {
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std::shared_ptr<IOStream> stream;
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std::shared_ptr<std::vector<char>> input;
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std::string error;
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};
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// Returns either a stream (and optional input data for the stream) or
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// an error if it can't parse the magic token.
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StreamOrError ParseMagicToken(
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const std::string &pFile,
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IOSystem *pIOHandler) const;
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private: // static stuff, mostly logging and error reporting.
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private: // static stuff, mostly logging and error reporting.
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// --------------------
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// --------------------
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static void CheckActualType(const Blender::ElemBase *dt,
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static void CheckActualType(const Blender::ElemBase *dt,
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@ -43,6 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the Irr importer class
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* @brief Implementation of the Irr importer class
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*/
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*/
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#include "assimp/Exceptional.h"
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#include "assimp/StringComparison.h"
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#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
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#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
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#include "AssetLib/Irr/IRRLoader.h"
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#include "AssetLib/Irr/IRRLoader.h"
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@ -62,8 +64,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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using namespace Assimp;
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static const aiImporterDesc desc = {
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static const aiImporterDesc desc = {
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@ -380,7 +380,6 @@ void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector<aiNode
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if (360 == lcm)
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if (360 == lcm)
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break;
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break;
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// find out how many time units we'll need for the finest
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// find out how many time units we'll need for the finest
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// track (in seconds) - this defines the number of output
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// track (in seconds) - this defines the number of output
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// keys (fps * seconds)
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// keys (fps * seconds)
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@ -836,175 +835,164 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::ParseNodeAttributes(pugi::xml_node &attributesNode, IRRImporter::Node *nd, BatchLoader &batch) {
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// Imports the given file into the given scene structure.
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ai_assert(!ASSIMP_stricmp(attributesNode.name(), "attributes")); // Node must be <attributes>
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void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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ai_assert(nd != nullptr); // dude
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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// Big switch statement that tests for various tags inside <attributes>
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if (file == nullptr) {
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// and applies them to nd
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throw DeadlyImportError("Failed to open IRR file ", pFile);
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// I don't believe nodes have boolean attributes
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for (pugi::xml_node &attribute : attributesNode.children()) {
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if (attribute.type() != pugi::node_element) continue;
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if (!ASSIMP_stricmp(attribute.name(), "vector3d")) { // <vector3d />
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VectorProperty prop;
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ReadVectorProperty(prop, attribute);
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if (prop.name == "Position") {
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nd->position = prop.value;
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} else if (prop.name == "Rotation") {
|
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nd->rotation = prop.value;
|
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} else if (prop.name == "Scale") {
|
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nd->scaling = prop.value;
|
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} else if (Node::CAMERA == nd->type) {
|
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aiCamera *cam = cameras.back();
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if (prop.name == "Target") {
|
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cam->mLookAt = prop.value;
|
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} else if (prop.name == "UpVector") {
|
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cam->mUp = prop.value;
|
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}
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}
|
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|
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// Construct the irrXML parser
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|
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XmlParser st;
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|
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if (!st.parse( file.get() )) {
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|
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throw DeadlyImportError("XML parse error while loading IRR file ", pFile);
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|
||||||
}
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}
|
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pugi::xml_node rootElement = st.getRootNode();
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} else if (!ASSIMP_stricmp(attribute.name(), "float")) { // <float />
|
||||||
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FloatProperty prop;
|
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// The root node of the scene
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ReadFloatProperty(prop, attribute);
|
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Node *root = new Node(Node::DUMMY);
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if (prop.name == "FramesPerSecond" && Node::ANIMMESH == nd->type) {
|
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root->parent = nullptr;
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nd->framesPerSecond = prop.value;
|
||||||
root->name = "<IRRSceneRoot>";
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} else if (Node::CAMERA == nd->type) {
|
||||||
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/* This is the vertical, not the horizontal FOV.
|
||||||
// Current node parent
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* We need to compute the right FOV from the
|
||||||
Node *curParent = root;
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* screen aspect which we don't know yet.
|
||||||
|
|
||||||
// Scene-graph node we're currently working on
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|
||||||
Node *curNode = nullptr;
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|
||||||
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|
||||||
// List of output cameras
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|
||||||
std::vector<aiCamera *> cameras;
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|
||||||
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|
||||||
// List of output lights
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|
||||||
std::vector<aiLight *> lights;
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|
||||||
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|
||||||
// Batch loader used to load external models
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|
||||||
BatchLoader batch(pIOHandler);
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|
||||||
//batch.SetBasePath(pFile);
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|
||||||
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|
||||||
cameras.reserve(5);
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|
||||||
lights.reserve(5);
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|
||||||
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|
||||||
bool inMaterials = false, inAnimator = false;
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|
||||||
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
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|
||||||
|
|
||||||
// Parse the XML file
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|
||||||
|
|
||||||
//while (reader->read()) {
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|
||||||
for (pugi::xml_node child : rootElement.children())
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|
||||||
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
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|
||||||
* "skybox" - Generate a skybox
|
|
||||||
* "light" - A light source
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|
||||||
* "sphere" - Generate a sphere mesh
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|
||||||
* "animatedMesh" - Load an animated mesh from an external file
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|
||||||
* and join its animation channels with ours.
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|
||||||
* "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).
|
|
||||||
*/
|
*/
|
||||||
// ***********************************************************************
|
if (prop.name == "Fovy") {
|
||||||
//const char *sz = reader->getAttributeValueSafe("type");
|
cameras.back()->mHorizontalFOV = prop.value;
|
||||||
pugi::xml_attribute attrib = child.attribute("type");
|
} else if (prop.name == "Aspect") {
|
||||||
Node *nd;
|
cameras.back()->mAspect = prop.value;
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "mesh") || !ASSIMP_stricmp(attrib.name(), "octTree")) {
|
} else if (prop.name == "ZNear") {
|
||||||
// OctTree's and meshes are treated equally
|
cameras.back()->mClipPlaneNear = prop.value;
|
||||||
nd = new Node(Node::MESH);
|
} else if (prop.name == "ZFar") {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "cube")) {
|
cameras.back()->mClipPlaneFar = prop.value;
|
||||||
nd = new Node(Node::CUBE);
|
}
|
||||||
++guessedMeshCnt;
|
} else if (Node::LIGHT == nd->type) {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "skybox")) {
|
/* Additional light information
|
||||||
nd = new Node(Node::SKYBOX);
|
*/
|
||||||
guessedMeshCnt += 6;
|
if (prop.name == "Attenuation") {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "camera")) {
|
lights.back()->mAttenuationLinear = prop.value;
|
||||||
nd = new Node(Node::CAMERA);
|
} 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;
|
||||||
|
|
||||||
// Setup a temporary name for the camera
|
/* If we're either a camera or a light source
|
||||||
aiCamera *cam = new aiCamera();
|
* we need to update the name in the aiLight/
|
||||||
cam->mName.Set(nd->name);
|
* aiCamera structure, too.
|
||||||
cameras.push_back(cam);
|
*/
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "light")) {
|
if (Node::CAMERA == nd->type) {
|
||||||
nd = new Node(Node::LIGHT);
|
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;
|
||||||
|
|
||||||
// Setup a temporary name for the light
|
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
|
||||||
aiLight *cam = new aiLight();
|
}
|
||||||
cam->mName.Set(nd->name);
|
} else if ((prop.name == "Mesh" && Node::MESH == nd->type) ||
|
||||||
lights.push_back(cam);
|
Node::ANIMMESH == nd->type) {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "sphere")) {
|
/* This is the file name of the mesh - either
|
||||||
nd = new Node(Node::SPHERE);
|
* animated or not. We need to make sure we setup
|
||||||
++guessedMeshCnt;
|
* the correct post-processing settings here.
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "animatedMesh")) {
|
*/
|
||||||
nd = new Node(Node::ANIMMESH);
|
unsigned int pp = 0;
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "empty")) {
|
BatchLoader::PropertyMap map;
|
||||||
nd = new Node(Node::DUMMY);
|
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "terrain")) {
|
/* If the mesh is a static one remove all animations from the impor data
|
||||||
nd = new Node(Node::TERRAIN);
|
*/
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "billBoard")) {
|
if (Node::ANIMMESH != nd->type) {
|
||||||
// We don't support billboards, so ignore them
|
pp |= aiProcess_RemoveComponent;
|
||||||
ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp");
|
SetGenericProperty<int>(map.ints, AI_CONFIG_PP_RVC_FLAGS,
|
||||||
nd = new Node(Node::DUMMY);
|
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 {
|
} else {
|
||||||
ASSIMP_LOG_WARN("IRR: Found unknown node: ", attrib.name());
|
nd->id = batch.AddLoadRequest(prop.value, pp, &map);
|
||||||
|
nd->meshPath = prop.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);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* 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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void IRRImporter::ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd) {
|
||||||
Animator *curAnim = nullptr;
|
Animator *curAnim = nullptr;
|
||||||
|
// Make empty animator
|
||||||
// Materials can occur for nearly any type of node
|
nd->animators.emplace_back();
|
||||||
if (inMaterials && curNode->type != Node::DUMMY) {
|
curAnim = &nd->animators.back(); // Push it back
|
||||||
// This is a material description - parse it!
|
pugi::xml_node attributes = animatorNode.child("attributes");
|
||||||
curNode->materials.emplace_back();
|
if (!attributes) {
|
||||||
std::pair<aiMaterial *, unsigned int> &p = curNode->materials.back();
|
ASSIMP_LOG_WARN("Animator node does not contain attributes. ");
|
||||||
|
return;
|
||||||
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
|
for (pugi::xml_node attrib : attributes.children()) {
|
||||||
* and process them.
|
// XML may contain useless noes like CDATA
|
||||||
*/
|
|
||||||
// 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")) {
|
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
|
||||||
VectorProperty prop;
|
VectorProperty prop;
|
||||||
ReadVectorProperty(prop);
|
ReadVectorProperty(prop, attrib);
|
||||||
|
|
||||||
if (inAnimator) {
|
|
||||||
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
|
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
|
||||||
// We store the rotation euler angles in 'direction'
|
// We store the rotation euler angles in 'direction'
|
||||||
curAnim->direction = prop.value;
|
curAnim->direction = prop.value;
|
||||||
|
@ -1041,36 +1029,20 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
||||||
curAnim->direction = prop.value;
|
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(reader->getNodeName(), "bool")) {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
|
||||||
BoolProperty prop;
|
BoolProperty prop;
|
||||||
ReadBoolProperty(prop);
|
ReadBoolProperty(prop, attrib);
|
||||||
|
|
||||||
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
|
if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
|
||||||
curAnim->loop = prop.value;
|
curAnim->loop = prop.value;
|
||||||
}
|
}
|
||||||
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
|
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
|
||||||
FloatProperty prop;
|
FloatProperty prop;
|
||||||
ReadFloatProperty(prop);
|
ReadFloatProperty(prop, attrib);
|
||||||
|
|
||||||
if (inAnimator) {
|
|
||||||
// The speed property exists for several animators
|
// The speed property exists for several animators
|
||||||
if (prop.name == "Speed") {
|
if (prop.name == "Speed") {
|
||||||
curAnim->speed = prop.value;
|
curAnim->speed = prop.value;
|
||||||
|
@ -1079,126 +1051,20 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
||||||
} else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
|
} else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
|
||||||
curAnim->tightness = prop.value;
|
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(reader->getNodeName(), "int")) {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
|
||||||
IntProperty prop;
|
IntProperty prop;
|
||||||
ReadIntProperty(prop);
|
ReadIntProperty(prop, attrib);
|
||||||
|
|
||||||
if (inAnimator) {
|
|
||||||
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
|
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
|
||||||
curAnim->timeForWay = prop.value;
|
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(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
|
||||||
StringProperty prop;
|
StringProperty prop;
|
||||||
ReadStringProperty(prop);
|
ReadStringProperty(prop, attrib);
|
||||||
if (prop.value.length()) {
|
|
||||||
if (prop.name == "Name") {
|
|
||||||
curNode->name = prop.value;
|
|
||||||
|
|
||||||
/* If we're either a camera or a light source
|
if (prop.name == "Type") {
|
||||||
* 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
|
// type of the animator
|
||||||
if (prop.value == "rotation") {
|
if (prop.value == "rotation") {
|
||||||
curAnim->type = Animator::ROTATION;
|
curAnim->type = Animator::ROTATION;
|
||||||
|
@ -1216,42 +1082,168 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//} 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:
|
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());
|
||||||
|
|
||||||
// If we reached the end of a node, we need to continue processing its parent
|
/* We skip the contents of nodes we don't know.
|
||||||
if (!ASSIMP_stricmp(reader->getNodeName(), "node")) {
|
* We parse the transformation and all animators
|
||||||
if (!curNode) {
|
* and skip the rest.
|
||||||
// currently is no node set. We need to go
|
*/
|
||||||
// back in the node hierarchy
|
nd = new Node(Node::DUMMY);
|
||||||
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:
|
// TODO: consolidate all into one loop
|
||||||
// GCC complains that not all enumeration values are handled
|
for (pugi::xml_node subNode : node.children()) {
|
||||||
break;
|
// Collect node attributes first
|
||||||
|
if (!ASSIMP_stricmp(subNode.name(), "attributes")) {
|
||||||
|
ParseNodeAttributes(subNode, nd, batch); // Parse attributes into this node
|
||||||
|
} else if (!ASSIMP_stricmp(subNode.name(), "animators")) {
|
||||||
|
// Then parse any animators
|
||||||
|
// All animators should contain an <attributes> tag
|
||||||
|
|
||||||
|
// This is an animation path - add a new animator
|
||||||
|
// to the list.
|
||||||
|
ParseAnimators(subNode, nd); // Function modifies nd's animator vector
|
||||||
|
guessedAnimCnt += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Then parse any materials
|
||||||
|
// Materials are available to almost all node types
|
||||||
|
if (nd->type != Node::DUMMY) {
|
||||||
|
if (!ASSIMP_stricmp(subNode.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(subNode, p.second);
|
||||||
|
guessedMatCnt += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Then parse any child nodes
|
||||||
|
// Attach the newly created node to the scene-graph
|
||||||
|
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 fully specified node
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Construct the irrXML parser
|
||||||
|
XmlParser st;
|
||||||
|
if (!st.parse(file.get())) {
|
||||||
|
throw DeadlyImportError("XML parse error while loading IRR file ", pFile);
|
||||||
|
}
|
||||||
|
pugi::xml_node documentRoot = st.getRootNode();
|
||||||
|
|
||||||
|
// The root node of the scene
|
||||||
|
Node *root = new Node(Node::DUMMY);
|
||||||
|
root->parent = nullptr;
|
||||||
|
root->name = "<IRRSceneRoot>";
|
||||||
|
|
||||||
|
// Batch loader used to load external models
|
||||||
|
BatchLoader batch(pIOHandler);
|
||||||
|
// batch.SetBasePath(pFile);
|
||||||
|
|
||||||
|
cameras.reserve(1); // Probably only one camera in entire scene
|
||||||
|
lights.reserve(5);
|
||||||
|
|
||||||
|
this->guessedAnimCnt = 0;
|
||||||
|
this->guessedMeshCnt = 0;
|
||||||
|
this->guessedMatCnt = 0;
|
||||||
|
|
||||||
|
// Parse the XML
|
||||||
|
// Find the scene root from document root.
|
||||||
|
const pugi::xml_node &sceneRoot = documentRoot.child("irr_scene");
|
||||||
|
if (!sceneRoot) throw new DeadlyImportError("IRR: <irr_scene> not found in file");
|
||||||
|
for (pugi::xml_node &child : sceneRoot.children()) {
|
||||||
|
// XML elements are either nodes, animators, attributes, or materials
|
||||||
|
if (!ASSIMP_stricmp(child.name(), "node")) {
|
||||||
|
// Recursive collect 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
|
// Now iterate through all cameras and compute their final (horizontal) FOV
|
||||||
for (aiCamera *cam : cameras) {
|
for (aiCamera *cam : cameras) {
|
||||||
|
@ -1337,8 +1329,7 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
||||||
// Now merge all sub scenes and attach them to the correct
|
// Now merge all sub scenes and attach them to the correct
|
||||||
// attachment points in the scenegraph.
|
// attachment points in the scenegraph.
|
||||||
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
|
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
|
||||||
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
|
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_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
|
|
||||||
0));
|
0));
|
||||||
|
|
||||||
// If we have no meshes | no materials now set the INCOMPLETE
|
// If we have no meshes | no materials now set the INCOMPLETE
|
||||||
|
|
|
@ -94,18 +94,10 @@ private:
|
||||||
|
|
||||||
} type;
|
} type;
|
||||||
|
|
||||||
explicit Animator(AT t = UNKNOWN)
|
explicit Animator(AT t = UNKNOWN) :
|
||||||
: type (t)
|
type(t), speed(ai_real(0.001)), direction(ai_real(0.0), ai_real(1.0), ai_real(0.0)), circleRadius(ai_real(1.0)), tightness(ai_real(0.5)), loop(true), timeForWay(100) {
|
||||||
, speed ( ai_real( 0.001 ) )
|
|
||||||
, direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
|
|
||||||
, circleRadius ( ai_real( 1.0) )
|
|
||||||
, tightness ( ai_real( 0.5 ) )
|
|
||||||
, loop (true)
|
|
||||||
, timeForWay (100)
|
|
||||||
{
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// common parameters
|
// common parameters
|
||||||
ai_real speed;
|
ai_real speed;
|
||||||
aiVector3D direction;
|
aiVector3D direction;
|
||||||
|
@ -128,11 +120,9 @@ private:
|
||||||
|
|
||||||
/** Data structure for a scene-graph node in an IRR file
|
/** Data structure for a scene-graph node in an IRR file
|
||||||
*/
|
*/
|
||||||
struct Node
|
struct Node {
|
||||||
{
|
|
||||||
// Type of the node
|
// Type of the node
|
||||||
enum ET
|
enum ET {
|
||||||
{
|
|
||||||
LIGHT,
|
LIGHT,
|
||||||
CUBE,
|
CUBE,
|
||||||
MESH,
|
MESH,
|
||||||
|
@ -144,16 +134,15 @@ private:
|
||||||
ANIMMESH
|
ANIMMESH
|
||||||
} type;
|
} type;
|
||||||
|
|
||||||
explicit Node(ET t)
|
explicit Node(ET t) :
|
||||||
: type (t)
|
type(t), scaling(1.0, 1.0, 1.0) // assume uniform scaling by default
|
||||||
, scaling (1.0,1.0,1.0) // assume uniform scaling by default
|
,
|
||||||
, parent()
|
parent(),
|
||||||
, framesPerSecond (0.0)
|
framesPerSecond(0.0),
|
||||||
, id()
|
id(),
|
||||||
, sphereRadius (1.0)
|
sphereRadius(1.0),
|
||||||
, spherePolyCountX (100)
|
spherePolyCountX(100),
|
||||||
, spherePolyCountY (100)
|
spherePolyCountY(100) {
|
||||||
{
|
|
||||||
|
|
||||||
// Generate a default name for the node
|
// Generate a default name for the node
|
||||||
char buffer[128];
|
char buffer[128];
|
||||||
|
@ -204,8 +193,7 @@ private:
|
||||||
|
|
||||||
/** Data structure for a vertex in an IRR skybox
|
/** Data structure for a vertex in an IRR skybox
|
||||||
*/
|
*/
|
||||||
struct SkyboxVertex
|
struct SkyboxVertex {
|
||||||
{
|
|
||||||
SkyboxVertex() = default;
|
SkyboxVertex() = default;
|
||||||
|
|
||||||
//! Construction from single vertex components
|
//! Construction from single vertex components
|
||||||
|
@ -213,14 +201,29 @@ private:
|
||||||
ai_real nx, ai_real ny, ai_real nz,
|
ai_real nx, ai_real ny, ai_real nz,
|
||||||
ai_real uvx, ai_real uvy)
|
ai_real uvx, ai_real uvy)
|
||||||
|
|
||||||
: position (px,py,pz)
|
:
|
||||||
, normal (nx,ny,nz)
|
position(px, py, pz), normal(nx, ny, nz), uv(uvx, uvy, 0.0) {}
|
||||||
, uv (uvx,uvy,0.0)
|
|
||||||
{}
|
|
||||||
|
|
||||||
aiVector3D position, normal, uv;
|
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
|
/// Fill the scene-graph recursively
|
||||||
|
@ -276,6 +279,12 @@ private:
|
||||||
|
|
||||||
/// Configuration option: speed flag was set?
|
/// Configuration option: speed flag was set?
|
||||||
bool configSpeedFlag;
|
bool configSpeedFlag;
|
||||||
|
|
||||||
|
std::vector<aiCamera*> cameras;
|
||||||
|
std::vector<aiLight*> lights;
|
||||||
|
unsigned int guessedMeshCnt;
|
||||||
|
unsigned int guessedMatCnt;
|
||||||
|
unsigned int guessedAnimCnt;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // end of namespace Assimp
|
} // end of namespace Assimp
|
||||||
|
|
|
@ -133,6 +133,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
meshes.reserve(5);
|
meshes.reserve(5);
|
||||||
|
|
||||||
// temporary data - current mesh buffer
|
// temporary data - current mesh buffer
|
||||||
|
// TODO move all these to inside loop
|
||||||
aiMaterial *curMat = nullptr;
|
aiMaterial *curMat = nullptr;
|
||||||
aiMesh *curMesh = nullptr;
|
aiMesh *curMesh = nullptr;
|
||||||
unsigned int curMatFlags = 0;
|
unsigned int curMatFlags = 0;
|
||||||
|
@ -142,23 +143,28 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
std::vector<aiVector3D> curUVs, curUV2s;
|
std::vector<aiVector3D> curUVs, curUV2s;
|
||||||
|
|
||||||
// some temporary variables
|
// some temporary variables
|
||||||
int textMeaning = 0;
|
// textMeaning is a 15 year old variable, that could've been an enum
|
||||||
int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
|
// int textMeaning = 0; // 0=none? 1=vertices 2=indices
|
||||||
|
// int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
|
||||||
bool useColors = false;
|
bool useColors = false;
|
||||||
|
|
||||||
|
/*
|
||||||
|
** irrmesh files have a top level <mesh> owning multiple <buffer> nodes.
|
||||||
|
** Each <buffer> contains <material>, <vertices>, and <indices>
|
||||||
|
** <material> tags here directly owns the material data specs
|
||||||
|
** <vertices> are a vertex per line, contains position, UV1 coords, maybe UV2, normal, tangent, bitangent
|
||||||
|
** <boundingbox> is ignored, I think assimp recalculates those?
|
||||||
|
*/
|
||||||
|
|
||||||
// Parse the XML file
|
// Parse the XML file
|
||||||
for (pugi::xml_node child : root.children()) {
|
pugi::xml_node const &meshNode = root.child("mesh");
|
||||||
if (child.type() == pugi::node_element) {
|
for (pugi::xml_node bufferNode : meshNode.children()) {
|
||||||
if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) {
|
if (ASSIMP_stricmp(bufferNode.name(), "buffer")) {
|
||||||
// end of previous buffer. A material and a mesh should be there
|
// Might be a useless warning
|
||||||
if (!curMat || !curMesh) {
|
ASSIMP_LOG_WARN("IRRMESH: Ignoring non buffer node <", bufferNode.name(), "> in mesh declaration");
|
||||||
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
|
continue;
|
||||||
releaseMaterial(&curMat);
|
|
||||||
releaseMesh(&curMesh);
|
|
||||||
} else {
|
|
||||||
materials.push_back(curMat);
|
|
||||||
meshes.push_back(curMesh);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
curMat = nullptr;
|
curMat = nullptr;
|
||||||
curMesh = nullptr;
|
curMesh = nullptr;
|
||||||
|
|
||||||
|
@ -169,42 +175,47 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
curUVs.clear();
|
curUVs.clear();
|
||||||
curTangents.clear();
|
curTangents.clear();
|
||||||
curBitangents.clear();
|
curBitangents.clear();
|
||||||
}
|
|
||||||
|
|
||||||
if (!ASSIMP_stricmp(child.name(), "material")) {
|
// TODO ensure all three nodes are present and populated
|
||||||
if (curMat) {
|
// before allocating everything
|
||||||
|
|
||||||
|
// Get first material node
|
||||||
|
pugi::xml_node materialNode = bufferNode.child("material");
|
||||||
|
if (materialNode) {
|
||||||
|
curMat = ParseMaterial(materialNode, curMatFlags);
|
||||||
|
// Warn if there's more materials
|
||||||
|
if (materialNode.next_sibling("material")) {
|
||||||
ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
|
ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
|
||||||
releaseMaterial(&curMat);
|
|
||||||
}
|
}
|
||||||
curMat = ParseMaterial(curMatFlags);
|
} else {
|
||||||
}
|
ASSIMP_LOG_ERROR("IRRMESH: Buffer must contain one material");
|
||||||
/* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) {
|
|
||||||
pugi::xml_attribute attr = child.attribute("vertexCount");
|
|
||||||
int num = attr.as_int();
|
|
||||||
//int num = reader->getAttributeValueAsInt("vertexCount");
|
|
||||||
|
|
||||||
if (!num) {
|
|
||||||
// This is possible ... remove the mesh from the list and skip further reading
|
|
||||||
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
|
|
||||||
|
|
||||||
releaseMaterial(&curMat);
|
|
||||||
releaseMesh(&curMesh);
|
|
||||||
textMeaning = 0;
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
curVertices.reserve(num);
|
// Get first vertices node
|
||||||
curNormals.reserve(num);
|
pugi::xml_node verticesNode = bufferNode.child("vertices");
|
||||||
curColors.reserve(num);
|
if (verticesNode) {
|
||||||
curUVs.reserve(num);
|
pugi::xml_attribute vertexCountAttrib = verticesNode.attribute("vertexCount");
|
||||||
|
int vertexCount = vertexCountAttrib.as_int();
|
||||||
|
if (vertexCount == 0) {
|
||||||
|
// This is possible ... remove the mesh from the list and skip further reading
|
||||||
|
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
|
||||||
|
releaseMaterial(&curMat);
|
||||||
|
// releaseMesh(&curMesh);
|
||||||
|
continue; // Bail out early
|
||||||
|
};
|
||||||
|
|
||||||
|
curVertices.reserve(vertexCount);
|
||||||
|
curNormals.reserve(vertexCount);
|
||||||
|
curColors.reserve(vertexCount);
|
||||||
|
curUVs.reserve(vertexCount);
|
||||||
|
|
||||||
|
VertexFormat vertexFormat;
|
||||||
// Determine the file format
|
// Determine the file format
|
||||||
//const char *t = reader->getAttributeValueSafe("type");
|
pugi::xml_attribute typeAttrib = verticesNode.attribute("type");
|
||||||
pugi::xml_attribute t = child.attribute("type");
|
if (!ASSIMP_stricmp("2tcoords", typeAttrib.value())) {
|
||||||
if (!ASSIMP_stricmp("2tcoords", t.name())) {
|
curUV2s.reserve(vertexCount);
|
||||||
curUV2s.reserve(num);
|
vertexFormat = VertexFormat::t2coord;
|
||||||
vertexFormat = 1;
|
|
||||||
|
|
||||||
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
|
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
|
||||||
// *********************************************************
|
// *********************************************************
|
||||||
// We have a second texture! So use this UV channel
|
// We have a second texture! So use this UV channel
|
||||||
|
@ -223,29 +234,38 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
|
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else if (!ASSIMP_stricmp("tangents", t.name())) {
|
} else if (!ASSIMP_stricmp("tangents", typeAttrib.value())) {
|
||||||
curTangents.reserve(num);
|
curTangents.reserve(vertexCount);
|
||||||
curBitangents.reserve(num);
|
curBitangents.reserve(vertexCount);
|
||||||
vertexFormat = 2;
|
vertexFormat = VertexFormat::tangent;
|
||||||
} else if (ASSIMP_stricmp("standard", t.name())) {
|
} else if (!ASSIMP_stricmp("standard", typeAttrib.value())) {
|
||||||
|
vertexFormat = VertexFormat::standard;
|
||||||
|
} else {
|
||||||
|
// Unsupported format, discard whole buffer/mesh
|
||||||
|
// Assuming we have a correct material, then release it
|
||||||
|
// We don't have a correct mesh for sure here
|
||||||
releaseMaterial(&curMat);
|
releaseMaterial(&curMat);
|
||||||
ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
|
ASSIMP_LOG_ERROR("IRRMESH: Unknown vertex format");
|
||||||
} else
|
continue; // Skip rest of buffer
|
||||||
vertexFormat = 0;
|
};
|
||||||
textMeaning = 1;
|
|
||||||
} else if (!ASSIMP_stricmp(child.name(), "indices")) {
|
// We know what format buffer is, collect numbers
|
||||||
if (curVertices.empty() && curMat) {
|
ParseBufferVertices(verticesNode.text().get(), vertexFormat,
|
||||||
releaseMaterial(&curMat);
|
curVertices, curNormals,
|
||||||
throw DeadlyImportError("IRRMESH: indices must come after vertices");
|
curTangents, curBitangents,
|
||||||
|
curUVs, curUV2s, curColors, useColors);
|
||||||
}
|
}
|
||||||
|
|
||||||
textMeaning = 2;
|
// Get indices
|
||||||
|
// At this point we have some vertices and a valid material
|
||||||
|
// Collect indices and create aiMesh at the same time
|
||||||
|
pugi::xml_node indicesNode = bufferNode.child("indices");
|
||||||
|
if (indicesNode) {
|
||||||
// start a new mesh
|
// start a new mesh
|
||||||
curMesh = new aiMesh();
|
curMesh = new aiMesh();
|
||||||
|
|
||||||
// allocate storage for all faces
|
// allocate storage for all faces
|
||||||
pugi::xml_attribute attr = child.attribute("indexCount");
|
pugi::xml_attribute attr = indicesNode.attribute("indexCount");
|
||||||
curMesh->mNumVertices = attr.as_int();
|
curMesh->mNumVertices = attr.as_int();
|
||||||
if (!curMesh->mNumVertices) {
|
if (!curMesh->mNumVertices) {
|
||||||
// This is possible ... remove the mesh from the list and skip further reading
|
// This is possible ... remove the mesh from the list and skip further reading
|
||||||
|
@ -256,9 +276,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
|
|
||||||
// material - away
|
// material - away
|
||||||
releaseMaterial(&curMat);
|
releaseMaterial(&curMat);
|
||||||
|
continue; // Go to next buffer
|
||||||
textMeaning = 0;
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (curMesh->mNumVertices % 3) {
|
if (curMesh->mNumVertices % 3) {
|
||||||
|
@ -293,107 +311,6 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
if (curUV2s.size() == curVertices.size()) {
|
if (curUV2s.size() == curVertices.size()) {
|
||||||
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
|
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
|
||||||
}
|
}
|
||||||
}
|
|
||||||
//break;
|
|
||||||
|
|
||||||
//case EXN_TEXT: {
|
|
||||||
const char *sz = child.child_value();
|
|
||||||
if (textMeaning == 1) {
|
|
||||||
textMeaning = 0;
|
|
||||||
|
|
||||||
// read vertices
|
|
||||||
do {
|
|
||||||
SkipSpacesAndLineEnd(&sz);
|
|
||||||
aiVector3D temp;
|
|
||||||
aiColor4D c;
|
|
||||||
|
|
||||||
// Read the vertex position
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
curVertices.push_back(temp);
|
|
||||||
|
|
||||||
// Read the vertex normals
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
curNormals.push_back(temp);
|
|
||||||
|
|
||||||
// read the vertex colors
|
|
||||||
uint32_t clr = strtoul16(sz, &sz);
|
|
||||||
ColorFromARGBPacked(clr, c);
|
|
||||||
|
|
||||||
if (!curColors.empty() && c != *(curColors.end() - 1))
|
|
||||||
useColors = true;
|
|
||||||
|
|
||||||
curColors.push_back(c);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
// read the first UV coordinate set
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
temp.z = 0.f;
|
|
||||||
temp.y = 1.f - temp.y; // DX to OGL
|
|
||||||
curUVs.push_back(temp);
|
|
||||||
|
|
||||||
// read the (optional) second UV coordinate set
|
|
||||||
if (vertexFormat == 1) {
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
||||||
temp.y = 1.f - temp.y; // DX to OGL
|
|
||||||
curUV2s.push_back(temp);
|
|
||||||
}
|
|
||||||
// read optional tangent and bitangent vectors
|
|
||||||
else if (vertexFormat == 2) {
|
|
||||||
// tangents
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
temp.y *= -1.0f;
|
|
||||||
curTangents.push_back(temp);
|
|
||||||
|
|
||||||
// bitangents
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
|
|
||||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
|
||||||
SkipSpaces(&sz);
|
|
||||||
temp.y *= -1.0f;
|
|
||||||
curBitangents.push_back(temp);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* IMPORTANT: We assume that each vertex is specified in one
|
|
||||||
line. So we can skip the rest of the line - unknown vertex
|
|
||||||
elements are ignored.
|
|
||||||
*/
|
|
||||||
|
|
||||||
while (SkipLine(&sz));
|
|
||||||
} else if (textMeaning == 2) {
|
|
||||||
textMeaning = 0;
|
|
||||||
|
|
||||||
// read indices
|
// read indices
|
||||||
aiFace *curFace = curMesh->mFaces;
|
aiFace *curFace = curMesh->mFaces;
|
||||||
|
@ -409,24 +326,33 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
|
|
||||||
unsigned int curIdx = 0;
|
unsigned int curIdx = 0;
|
||||||
unsigned int total = 0;
|
unsigned int total = 0;
|
||||||
|
|
||||||
|
// NOTE this might explode for UTF-16 and wchars
|
||||||
|
const char *sz = indicesNode.text().get();
|
||||||
|
// For each index loop over aiMesh faces
|
||||||
while (SkipSpacesAndLineEnd(&sz)) {
|
while (SkipSpacesAndLineEnd(&sz)) {
|
||||||
if (curFace >= faceEnd) {
|
if (curFace >= faceEnd) {
|
||||||
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
|
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
// if new face
|
||||||
if (!curIdx) {
|
if (!curIdx) {
|
||||||
curFace->mNumIndices = 3;
|
curFace->mNumIndices = 3;
|
||||||
curFace->mIndices = new unsigned int[3];
|
curFace->mIndices = new unsigned int[3];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Read index base 10
|
||||||
|
// function advances the pointer
|
||||||
unsigned int idx = strtoul10(sz, &sz);
|
unsigned int idx = strtoul10(sz, &sz);
|
||||||
if (idx >= curVertices.size()) {
|
if (idx >= curVertices.size()) {
|
||||||
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
|
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
|
||||||
idx = 0;
|
idx = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// make up our own indices?
|
||||||
curFace->mIndices[curIdx] = total++;
|
curFace->mIndices[curIdx] = total++;
|
||||||
|
|
||||||
|
// Copy over data to aiMesh
|
||||||
*pcV++ = curVertices[idx];
|
*pcV++ = curVertices[idx];
|
||||||
if (pcN) *pcN++ = curNormals[idx];
|
if (pcN) *pcN++ = curNormals[idx];
|
||||||
if (pcT) *pcT++ = curTangents[idx];
|
if (pcT) *pcT++ = curTangents[idx];
|
||||||
|
@ -435,14 +361,16 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
if (pcT0) *pcT0++ = curUVs[idx];
|
if (pcT0) *pcT0++ = curUVs[idx];
|
||||||
if (pcT1) *pcT1++ = curUV2s[idx];
|
if (pcT1) *pcT1++ = curUV2s[idx];
|
||||||
|
|
||||||
|
// start new face
|
||||||
if (++curIdx == 3) {
|
if (++curIdx == 3) {
|
||||||
++curFace;
|
++curFace;
|
||||||
curIdx = 0;
|
curIdx = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// We should be at the end of mFaces
|
||||||
if (curFace != faceEnd)
|
if (curFace != faceEnd)
|
||||||
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
|
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
|
||||||
|
}
|
||||||
|
|
||||||
// Finish processing the mesh - do some small material workarounds
|
// Finish processing the mesh - do some small material workarounds
|
||||||
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
|
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
|
||||||
|
@ -451,12 +379,9 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
aiMaterial *mat = (aiMaterial *)curMat;
|
aiMaterial *mat = (aiMaterial *)curMat;
|
||||||
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
|
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
|
||||||
}
|
}
|
||||||
}
|
// textMeaning = 2;
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// End of the last buffer. A material and a mesh should be there
|
// end of previous buffer. A material and a mesh should be there
|
||||||
if (curMat || curMesh) {
|
|
||||||
if (!curMat || !curMesh) {
|
if (!curMat || !curMesh) {
|
||||||
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
|
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
|
||||||
releaseMaterial(&curMat);
|
releaseMaterial(&curMat);
|
||||||
|
@ -467,7 +392,8 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (materials.empty()) {
|
// If one is empty then so is the other
|
||||||
|
if (materials.empty() || meshes.empty()) {
|
||||||
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
|
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -492,7 +418,105 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
|
||||||
|
|
||||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||||
pScene->mRootNode->mMeshes[i] = i;
|
pScene->mRootNode->mMeshes[i] = i;
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void IRRMeshImporter::ParseBufferVertices(const char *sz, VertexFormat vertexFormat,
|
||||||
|
std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
|
||||||
|
std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
|
||||||
|
std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
|
||||||
|
std::vector<aiColor4D> &colors, bool &useColors) {
|
||||||
|
// read vertices
|
||||||
|
do {
|
||||||
|
SkipSpacesAndLineEnd(&sz);
|
||||||
|
aiVector3D temp;
|
||||||
|
aiColor4D c;
|
||||||
|
|
||||||
|
// Read the vertex position
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
vertices.push_back(temp);
|
||||||
|
|
||||||
|
// Read the vertex normals
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
normals.push_back(temp);
|
||||||
|
|
||||||
|
// read the vertex colors
|
||||||
|
uint32_t clr = strtoul16(sz, &sz);
|
||||||
|
ColorFromARGBPacked(clr, c);
|
||||||
|
|
||||||
|
// If we're pushing more than one distinct color
|
||||||
|
if (!colors.empty() && c != *(colors.end() - 1))
|
||||||
|
useColors = true;
|
||||||
|
|
||||||
|
colors.push_back(c);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
// read the first UV coordinate set
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
temp.z = 0.f;
|
||||||
|
temp.y = 1.f - temp.y; // DX to OGL
|
||||||
|
UVs.push_back(temp);
|
||||||
|
|
||||||
|
// NOTE these correspond to specific S3DVertex* structs in irr sourcecode
|
||||||
|
// So by definition, all buffers have either UV2 or tangents or neither
|
||||||
|
// read the (optional) second UV coordinate set
|
||||||
|
if (vertexFormat == VertexFormat::t2coord) {
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||||
|
temp.y = 1.f - temp.y; // DX to OGL
|
||||||
|
UV2s.push_back(temp);
|
||||||
|
}
|
||||||
|
// read optional tangent and bitangent vectors
|
||||||
|
else if (vertexFormat == VertexFormat::tangent) {
|
||||||
|
// tangents
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
temp.y *= -1.0f;
|
||||||
|
tangents.push_back(temp);
|
||||||
|
|
||||||
|
// bitangents
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
|
||||||
|
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||||
|
SkipSpaces(&sz);
|
||||||
|
temp.y *= -1.0f;
|
||||||
|
bitangents.push_back(temp);
|
||||||
|
}
|
||||||
|
} while (SkipLine(&sz));
|
||||||
|
/* IMPORTANT: We assume that each vertex is specified in one
|
||||||
|
line. So we can skip the rest of the line - unknown vertex
|
||||||
|
elements are ignored.
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
|
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
|
||||||
|
|
|
@ -85,6 +85,19 @@ protected:
|
||||||
*/
|
*/
|
||||||
void InternReadFile(const std::string &pFile, aiScene *pScene,
|
void InternReadFile(const std::string &pFile, aiScene *pScene,
|
||||||
IOSystem *pIOHandler) override;
|
IOSystem *pIOHandler) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
enum class VertexFormat {
|
||||||
|
standard = 0, // "standard" - also noted as 'normal' format elsewhere
|
||||||
|
t2coord = 1, // "2tcoord" - standard + 2 UV maps
|
||||||
|
tangent = 2, // "tangents" - standard + tangents and bitangents
|
||||||
|
};
|
||||||
|
|
||||||
|
void ParseBufferVertices(const char *sz, VertexFormat vertexFormat,
|
||||||
|
std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
|
||||||
|
std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
|
||||||
|
std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
|
||||||
|
std::vector<aiColor4D> &colors, bool &useColors);
|
||||||
};
|
};
|
||||||
|
|
||||||
} // end of namespace Assimp
|
} // end of namespace Assimp
|
||||||
|
|
|
@ -49,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#include "IRRShared.h"
|
#include "IRRShared.h"
|
||||||
#include <assimp/ParsingUtils.h>
|
#include <assimp/ParsingUtils.h>
|
||||||
#include <assimp/fast_atof.h>
|
#include <assimp/fast_atof.h>
|
||||||
#include <assimp/DefaultLogger.hpp>
|
|
||||||
#include <assimp/material.h>
|
#include <assimp/material.h>
|
||||||
|
#include <assimp/DefaultLogger.hpp>
|
||||||
|
|
||||||
using namespace Assimp;
|
using namespace Assimp;
|
||||||
|
|
||||||
|
@ -63,34 +63,34 @@ const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a property in hexadecimal format (i.e. ffffffff)
|
// read a property in hexadecimal format (i.e. ffffffff)
|
||||||
void IrrlichtBase::ReadHexProperty(HexProperty &out ) {
|
void IrrlichtBase::ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode) {
|
||||||
for (pugi::xml_attribute attrib : mNode->attributes()) {
|
for (pugi::xml_attribute attrib : hexnode.attributes()) {
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
||||||
out.name = std::string(attrib.value());
|
out.name = std::string(attrib.value());
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
||||||
// parse the hexadecimal value
|
// parse the hexadecimal value
|
||||||
out.value = strtoul16(attrib.name());
|
out.value = strtoul16(attrib.value());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a decimal property
|
// read a decimal property
|
||||||
void IrrlichtBase::ReadIntProperty(IntProperty & out) {
|
void IrrlichtBase::ReadIntProperty(IntProperty &out, pugi::xml_node& intnode) {
|
||||||
for (pugi::xml_attribute attrib : mNode->attributes()) {
|
for (pugi::xml_attribute attrib : intnode.attributes()) {
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
||||||
out.name = std::string(attrib.value());
|
out.name = std::string(attrib.value());
|
||||||
} else if (!ASSIMP_stricmp(attrib.value(),"value")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
||||||
// parse the int value
|
// parse the int value
|
||||||
out.value = strtol10(attrib.name());
|
out.value = strtol10(attrib.value());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a string property
|
// read a string property
|
||||||
void IrrlichtBase::ReadStringProperty( StringProperty& out) {
|
void IrrlichtBase::ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode) {
|
||||||
for (pugi::xml_attribute attrib : mNode->attributes()) {
|
for (pugi::xml_attribute attrib : stringnode.attributes()) {
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
||||||
out.name = std::string(attrib.value());
|
out.name = std::string(attrib.value());
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
||||||
|
@ -102,8 +102,8 @@ void IrrlichtBase::ReadStringProperty( StringProperty& out) {
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a boolean property
|
// read a boolean property
|
||||||
void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
|
void IrrlichtBase::ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode) {
|
||||||
for (pugi::xml_attribute attrib : mNode->attributes()) {
|
for (pugi::xml_attribute attrib : boolnode.attributes()) {
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
||||||
out.name = std::string(attrib.value());
|
out.name = std::string(attrib.value());
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
||||||
|
@ -115,8 +115,8 @@ void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a float property
|
// read a float property
|
||||||
void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
|
void IrrlichtBase::ReadFloatProperty(FloatProperty &out, pugi::xml_node &floatnode) {
|
||||||
for (pugi::xml_attribute attrib : mNode->attributes()) {
|
for (pugi::xml_attribute attrib : floatnode.attributes()) {
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
||||||
out.name = std::string(attrib.value());
|
out.name = std::string(attrib.value());
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
|
||||||
|
@ -128,8 +128,8 @@ void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
// read a vector property
|
// read a vector property
|
||||||
void IrrlichtBase::ReadVectorProperty( VectorProperty &out ) {
|
void IrrlichtBase::ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode) {
|
||||||
for (pugi::xml_attribute attrib : mNode->attributes()) {
|
for (pugi::xml_attribute attrib : vectornode.attributes()) {
|
||||||
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
if (!ASSIMP_stricmp(attrib.name(), "name")) {
|
||||||
out.name = std::string(attrib.value());
|
out.name = std::string(attrib.value());
|
||||||
} else if (!ASSIMP_stricmp(attrib.name(), "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
|
// 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();
|
aiMaterial *mat = new aiMaterial();
|
||||||
aiColor4D clr;
|
aiColor4D clr;
|
||||||
aiString s;
|
aiString s;
|
||||||
|
@ -179,10 +179,10 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
|
||||||
int cnt = 0; // number of used texture channels
|
int cnt = 0; // number of used texture channels
|
||||||
unsigned int nd = 0;
|
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
|
if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
|
||||||
HexProperty prop;
|
HexProperty prop;
|
||||||
ReadHexProperty(prop);
|
ReadHexProperty(prop, child);
|
||||||
if (prop.name == "Diffuse") {
|
if (prop.name == "Diffuse") {
|
||||||
ColorFromARGBPacked(prop.value, clr);
|
ColorFromARGBPacked(prop.value, clr);
|
||||||
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
|
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||||
|
@ -206,13 +206,13 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
|
||||||
#endif
|
#endif
|
||||||
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
|
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
|
||||||
FloatProperty prop;
|
FloatProperty prop;
|
||||||
ReadFloatProperty(prop);
|
ReadFloatProperty(prop, child);
|
||||||
if (prop.name == "Shininess") {
|
if (prop.name == "Shininess") {
|
||||||
mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
|
mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
|
||||||
}
|
}
|
||||||
} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
|
} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
|
||||||
BoolProperty prop;
|
BoolProperty prop;
|
||||||
ReadBoolProperty(prop);
|
ReadBoolProperty(prop, child);
|
||||||
if (prop.name == "Wireframe") {
|
if (prop.name == "Wireframe") {
|
||||||
int val = (prop.value ? true : false);
|
int val = (prop.value ? true : false);
|
||||||
mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
|
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") ||
|
} else if (!ASSIMP_stricmp(child.name(), "texture") ||
|
||||||
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
|
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
|
||||||
StringProperty prop;
|
StringProperty prop;
|
||||||
ReadStringProperty(prop);
|
ReadStringProperty(prop, child);
|
||||||
if (prop.value.length()) {
|
if (prop.value.length()) {
|
||||||
// material type (shader)
|
// material type (shader)
|
||||||
if (prop.name == "Type") {
|
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;
|
return mat;
|
||||||
}
|
}
|
||||||
|
|
|
@ -58,8 +58,7 @@ extern const aiMatrix4x4 AI_TO_IRR_MATRIX;
|
||||||
*/
|
*/
|
||||||
class IrrlichtBase {
|
class IrrlichtBase {
|
||||||
protected:
|
protected:
|
||||||
IrrlichtBase() :
|
IrrlichtBase() {
|
||||||
mNode(nullptr) {
|
|
||||||
// empty
|
// empty
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -82,25 +81,25 @@ protected:
|
||||||
|
|
||||||
/// XML reader instance
|
/// XML reader instance
|
||||||
XmlParser mParser;
|
XmlParser mParser;
|
||||||
pugi::xml_node *mNode;
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------
|
// -------------------------------------------------------------------
|
||||||
/** Parse a material description from the XML
|
/** Parse a material description from the XML
|
||||||
* @return The created material
|
* @return The created material
|
||||||
* @param matFlags Receives AI_IRRMESH_MAT_XX flags
|
* @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.
|
/** Read a property of the specified type from the current XML element.
|
||||||
* @param out Receives output data
|
* @param out Receives output data
|
||||||
|
* @param node XML attribute element containing data
|
||||||
*/
|
*/
|
||||||
void ReadHexProperty(HexProperty &out);
|
void ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode);
|
||||||
void ReadStringProperty(StringProperty &out);
|
void ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode);
|
||||||
void ReadBoolProperty(BoolProperty &out);
|
void ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode);
|
||||||
void ReadFloatProperty(FloatProperty &out);
|
void ReadFloatProperty(FloatProperty &out, pugi::xml_node& floatnode);
|
||||||
void ReadVectorProperty(VectorProperty &out);
|
void ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode);
|
||||||
void ReadIntProperty(IntProperty &out);
|
void ReadIntProperty(IntProperty &out, pugi::xml_node& intnode);
|
||||||
};
|
};
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
|
|
@ -837,7 +837,10 @@ void SMDImporter::ParseNodeInfo(const char* szCurrent, const char** szCurrentOut
|
||||||
unsigned int iBone = 0;
|
unsigned int iBone = 0;
|
||||||
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
||||||
if ( !ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent)) {
|
if ( !ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent)) {
|
||||||
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
|
throw DeadlyImportError("Unexpected EOF/EOL while parsing bone index");
|
||||||
|
}
|
||||||
|
if (iBone == UINT_MAX) {
|
||||||
|
LogErrorNoThrow("Invalid bone number while parsing bone index");
|
||||||
SMDI_PARSE_RETURN;
|
SMDI_PARSE_RETURN;
|
||||||
}
|
}
|
||||||
// add our bone to the list
|
// add our bone to the list
|
||||||
|
|
|
@ -391,6 +391,19 @@ def export_blob(scene,
|
||||||
raise AssimpError('Could not export scene to blob!')
|
raise AssimpError('Could not export scene to blob!')
|
||||||
return exportBlobPtr
|
return exportBlobPtr
|
||||||
|
|
||||||
|
def available_formats():
|
||||||
|
"""
|
||||||
|
Return a list of file format extensions supported to import.
|
||||||
|
|
||||||
|
Returns
|
||||||
|
---------
|
||||||
|
A list of upper-case file extensions, e.g. [3DS, OBJ]
|
||||||
|
"""
|
||||||
|
from ctypes import byref
|
||||||
|
extension_list = structs.String()
|
||||||
|
_assimp_lib.dll.aiGetExtensionList(byref(extension_list))
|
||||||
|
return [e[2:].upper() for e in str(extension_list.data, sys.getfilesystemencoding()).split(";")]
|
||||||
|
|
||||||
def _finalize_texture(tex, target):
|
def _finalize_texture(tex, target):
|
||||||
setattr(target, "achformathint", tex.achFormatHint)
|
setattr(target, "achformathint", tex.achFormatHint)
|
||||||
if numpy:
|
if numpy:
|
||||||
|
|
|
@ -1,41 +0,0 @@
|
||||||
FORMATS = ["CSM",
|
|
||||||
"LWS",
|
|
||||||
"B3D",
|
|
||||||
"COB",
|
|
||||||
"PLY",
|
|
||||||
"IFC",
|
|
||||||
"OFF",
|
|
||||||
"SMD",
|
|
||||||
"IRRMESH",
|
|
||||||
"3D",
|
|
||||||
"DAE",
|
|
||||||
"MDL",
|
|
||||||
"HMP",
|
|
||||||
"TER",
|
|
||||||
"WRL",
|
|
||||||
"XML",
|
|
||||||
"NFF",
|
|
||||||
"AC",
|
|
||||||
"OBJ",
|
|
||||||
"3DS",
|
|
||||||
"STL",
|
|
||||||
"IRR",
|
|
||||||
"Q3O",
|
|
||||||
"Q3D",
|
|
||||||
"MS3D",
|
|
||||||
"Q3S",
|
|
||||||
"ZGL",
|
|
||||||
"MD2",
|
|
||||||
"X",
|
|
||||||
"BLEND",
|
|
||||||
"XGL",
|
|
||||||
"MD5MESH",
|
|
||||||
"MAX",
|
|
||||||
"LXO",
|
|
||||||
"DXF",
|
|
||||||
"BVH",
|
|
||||||
"LWO",
|
|
||||||
"NDO"]
|
|
||||||
|
|
||||||
def available_formats():
|
|
||||||
return FORMATS
|
|
|
@ -0,0 +1,73 @@
|
||||||
|
SCEA Shared Source License 1.0
|
||||||
|
|
||||||
|
Terms and Conditions:
|
||||||
|
|
||||||
|
1. Definitions:
|
||||||
|
"Software" shall mean the software and related documentation, whether in Source or Object Form, made available under this SCEA Shared Source license ("License"),
|
||||||
|
that is indicated by a copyright notice file included in the source files or attached or accompanying the source files.
|
||||||
|
|
||||||
|
"Licensor" shall mean Sony Computer Entertainment America, Inc. (herein "SCEA")
|
||||||
|
|
||||||
|
"Object Code" or "Object Form" shall mean any form that results from translation or transformation of Source Code, including but not limited to compiled object code
|
||||||
|
or conversions to other forms intended for machine execution. "Source Code" or "Source Form" shall have the plain meaning generally accepted in the software industry,
|
||||||
|
including but not limited to software source code, documentation source, header and configuration files.
|
||||||
|
|
||||||
|
"You" or "Your" shall mean you as an individual or as a company, or whichever form under which you are exercising rights under this License.
|
||||||
|
|
||||||
|
2. License Grant.
|
||||||
|
Licensor hereby grants to You, free of charge subject to the terms and conditions of this License, an irrevocable, non-exclusive, worldwide, perpetual, and royalty-free
|
||||||
|
license to use, modify, reproduce, distribute, publicly perform or display the Software in Object or Source Form .
|
||||||
|
|
||||||
|
4. No Right to File for Patent.
|
||||||
|
In exchange for the rights that are granted to You free of charge under this License, You agree that You will not file for any patent application, seek copyright
|
||||||
|
protection or take any other action that might otherwise impair the ownership rights in and to the Software that may belong to SCEA or any of the other contributors/authors
|
||||||
|
of the Software.
|
||||||
|
|
||||||
|
6. Contributions.
|
||||||
|
SCEA welcomes contributions in form of modifications, optimizations, tools or documentation designed to improve or expand the performance and scope of the Software
|
||||||
|
(collectively "Contributions"). Per the terms of this License You are free to modify the Software and those modifications would belong to You. You may however wish to
|
||||||
|
donate Your Contributions to SCEA for consideration for inclusion into the Software. For the avoidance of doubt, if You elect to send Your Contributions to SCEA, You are
|
||||||
|
doing so voluntarily and are giving the Contributions to SCEA and its parent company Sony Computer Entertainment, Inc., free of charge, to use, modify or distribute in
|
||||||
|
any form or in any manner. SCEA acknowledges that if You make a donation of Your Contributions to SCEA, such Contributions shall not exclusively belong to SCEA or its
|
||||||
|
parent company and such donation shall not be to Your exclusion. SCEA, in its sole discretion, shall determine whether or not to include Your donated Contributions into
|
||||||
|
the Software, in whole, in part, or as modified by SCEA. Should SCEA elect to include any such Contributions into the Software, it shall do so at its own risk and may elect
|
||||||
|
to give credit or special thanks to any such contributors in the attached copyright notice. However, if any of Your contributions are included into the Software, they will
|
||||||
|
become part of the Software and will be distributed under the terms and conditions of this License. Further, if Your donated Contributions are integrated into the Software
|
||||||
|
then Sony Computer Entertainment, Inc. shall become the copyright owner of the Software now containing Your contributions and SCEA would be the Licensor.
|
||||||
|
|
||||||
|
8. Redistribution in Source Form
|
||||||
|
You may redistribute copies of the Software, modifications or derivatives thereof in Source Code Form, provided that You:
|
||||||
|
|
||||||
|
a. Include a copy of this License and any copyright notices with source
|
||||||
|
b. Identify modifications if any were made to the Software
|
||||||
|
c. Include a copy of all documentation accompanying the Software and modifications made by You
|
||||||
|
6. Redistribution in Object Form
|
||||||
|
If You redistribute copies of the Software, modifications or derivatives thereof in Object Form only (as incorporated into finished goods, i.e. end user applications) then
|
||||||
|
You will not have a duty to include any copies of the code, this License, copyright notices, other attributions or documentation.
|
||||||
|
|
||||||
|
7. No Warranty
|
||||||
|
THE SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT ANY REPRESENTATIONS OR WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, ANY
|
||||||
|
WARRANTIES OF TITLE, NON-INFRINGEMENT, MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. YOU ARE SOLELY RESPONSIBLE FOR DETERMINING THE APPROPRIATENESS OF USING,
|
||||||
|
MODIFYING OR REDISTRIBUTING THE SOFTWARE AND ASSUME ANY RISKS ASSOCIATED WITH YOUR EXERCISE OF PERMISSIONS UNDER THIS LICENSE.
|
||||||
|
|
||||||
|
9. Limitation of Liability
|
||||||
|
UNDER NO CIRCUMSTANCES AND UNDER NO LEGAL THEORY WILL EITHER PARTY BE LIABLE TO THE OTHER PARTY OR ANY THIRD PARTY FOR ANY DIRECT, INDIRECT, CONSEQUENTIAL, SPECIAL,
|
||||||
|
INCIDENTAL, OR EXEMPLARY DAMAGES WITH RESPECT TO ANY INJURY, LOSS, OR DAMAGE, ARISING UNDER OR IN CONNECTION WITH THIS LETTER AGREEMENT, WHETHER FORESEEABLE OR
|
||||||
|
UNFORESEEABLE, EVEN IF SUCH PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH INJURY, LOSS, OR DAMAGE. THE LIMITATIONS OF LIABILITY SET FORTH IN THIS SECTION SHALL
|
||||||
|
APPLY TO THE FULLEST EXTENT PERMISSIBLE AT LAW OR ANY GOVERMENTAL REGULATIONS.
|
||||||
|
|
||||||
|
11. Governing Law and Consent to Jurisdiction
|
||||||
|
This Agreement shall be governed by and interpreted in accordance with the laws of the State of California, excluding that body of law related to choice of laws,
|
||||||
|
and of the United States of America. Any action or proceeding brought to enforce the terms of this Agreement or to adjudicate any dispute arising hereunder shall
|
||||||
|
be brought in the Superior Court of the County of San Mateo, State of California or the United States District Court for the Northern District of California. Each
|
||||||
|
of the parties hereby submits itself to the exclusive jurisdiction and venue of such courts for purposes of any such action. In addition, each party hereby waives the
|
||||||
|
right to a jury trial in any action or proceeding related to this Agreement.
|
||||||
|
|
||||||
|
13. Copyright Notice for Redistribution of Source Code
|
||||||
|
Copyright 2005 Sony Computer Entertainment Inc.
|
||||||
|
|
||||||
|
Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at:
|
||||||
|
http://research.scea.com/scea_shared_source_license.html
|
||||||
|
|
||||||
|
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||||
|
ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
|
|
@ -51,7 +51,8 @@ public:
|
||||||
virtual bool importerTest() {
|
virtual bool importerTest() {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/box.irr", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/box.irr", aiProcess_ValidateDataStructure);
|
||||||
return nullptr != scene;
|
// Only one box thus only one mesh
|
||||||
|
return nullptr != scene && scene->mNumMeshes == 1;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -63,4 +64,7 @@ TEST_F(utIrrImportExport, importSGIrrTest) {
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/dawfInCellar_SameHierarchy.irr", aiProcess_ValidateDataStructure);
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/dawfInCellar_SameHierarchy.irr", aiProcess_ValidateDataStructure);
|
||||||
EXPECT_NE(nullptr, scene);
|
EXPECT_NE(nullptr, scene);
|
||||||
|
EXPECT_EQ(scene->mNumMeshes, 2);
|
||||||
|
EXPECT_EQ(scene->mNumMaterials, 2);
|
||||||
|
EXPECT_GT(scene->mMeshes[0]->mNumVertices, 0);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue