Merge branch 'master' into gltf_binary

pull/5154/head
Kim Kulling 2023-07-03 21:31:28 +02:00 committed by GitHub
commit 90ff723b6c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 1920 additions and 1813 deletions

View File

@ -115,15 +115,12 @@ BlenderImporter::~BlenderImporter() {
delete modifier_cache;
}
static const char * const Tokens[] = { "BLENDER" };
static const char Token[] = "BLENDER";
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool BlenderImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
// note: this won't catch compressed files
static const char *tokens[] = { "<BLENDER", "blender" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
return ParseMagicToken(pFile, pIOHandler).error.empty();
}
// ------------------------------------------------------------------------------------------------
@ -142,63 +139,21 @@ void BlenderImporter::SetupProperties(const Importer * /*pImp*/) {
// Imports the given file into the given scene structure.
void BlenderImporter::InternReadFile(const std::string &pFile,
aiScene *pScene, IOSystem *pIOHandler) {
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
std::vector<char> uncompressed;
#endif
FileDatabase file;
std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
if (!stream) {
ThrowException("Could not open file for reading");
StreamOrError streamOrError = ParseMagicToken(pFile, pIOHandler);
if (!streamOrError.error.empty()) {
ThrowException(streamOrError.error);
}
std::shared_ptr<IOStream> stream = std::move(streamOrError.stream);
char magic[8] = { 0 };
stream->Read(magic, 7, 1);
if (strcmp(magic, Tokens[0])) {
// Check for presence of the gzip header. If yes, assume it is a
// compressed blend file and try uncompressing it, else fail. This is to
// avoid uncompressing random files which our loader might end up with.
#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
#else
if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
}
char version[4] = { 0 };
file.i64bit = (stream->Read(version, 1, 1), version[0] == '-');
file.little = (stream->Read(version, 1, 1), version[0] == 'v');
LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
if (magic[2] != 8) {
ThrowException("Unsupported GZIP compression method");
}
stream->Read(version, 3, 1);
version[3] = '\0';
// http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
stream->Seek(0L, aiOrigin_SET);
std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
size_t total = 0;
Compression compression;
if (compression.open(Compression::Format::Binary, Compression::FlushMode::NoFlush, 16 + Compression::MaxWBits)) {
total = compression.decompress((unsigned char *)reader->GetPtr(), reader->GetRemainingSize(), uncompressed);
compression.close();
}
// replace the input stream with a memory stream
stream = std::make_shared<MemoryIOStream>(reinterpret_cast<uint8_t *>(uncompressed.data()), total);
// .. and retry
stream->Read(magic, 7, 1);
if (strcmp(magic, "BLENDER")) {
ThrowException("Found no BLENDER magic word in decompressed GZIP file");
}
#endif
}
file.i64bit = (stream->Read(magic, 1, 1), magic[0] == '-');
file.little = (stream->Read(magic, 1, 1), magic[0] == 'v');
stream->Read(magic, 3, 1);
magic[3] = '\0';
LogInfo("Blender version is ", magic[0], ".", magic + 1,
LogInfo("Blender version is ", version[0], ".", version + 1,
" (64bit: ", file.i64bit ? "true" : "false",
", little endian: ", file.little ? "true" : "false", ")");
@ -1338,4 +1293,55 @@ aiNode *BlenderImporter::ConvertNode(const Scene &in, const Object *obj, Convers
return node.release();
}
BlenderImporter::StreamOrError BlenderImporter::ParseMagicToken(const std::string &pFile, IOSystem *pIOHandler) const {
std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
if (stream == nullptr) {
return {{}, {}, "Could not open file for reading"};
}
char magic[8] = { 0 };
stream->Read(magic, 7, 1);
if (strcmp(magic, Token) == 0) {
return {stream, {}, {}};
}
// Check for presence of the gzip header. If yes, assume it is a
// compressed blend file and try uncompressing it, else fail. This is to
// avoid uncompressing random files which our loader might end up with.
#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
return {{}, {}, "BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?"};
#else
if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
return {{}, {}, "BLENDER magic bytes are missing, couldn't find GZIP header either"};
}
LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
if (magic[2] != 8) {
return {{}, {}, "Unsupported GZIP compression method"};
}
// http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
stream->Seek(0L, aiOrigin_SET);
std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
size_t total = 0;
Compression compression;
auto uncompressed = std::make_shared<std::vector<char>>();
if (compression.open(Compression::Format::Binary, Compression::FlushMode::NoFlush, 16 + Compression::MaxWBits)) {
total = compression.decompress((unsigned char *)reader->GetPtr(), reader->GetRemainingSize(), *uncompressed);
compression.close();
}
// replace the input stream with a memory stream
stream = std::make_shared<MemoryIOStream>(reinterpret_cast<uint8_t *>(uncompressed->data()), total);
// .. and retry
stream->Read(magic, 7, 1);
if (strcmp(magic, Token) == 0) {
return {stream, uncompressed, {}};
}
return {{}, {}, "Found no BLENDER magic word in decompressed GZIP file"};
#endif
}
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

View File

@ -180,6 +180,19 @@ private:
const Blender::MTex *tex,
Blender::ConversionData &conv_data);
// TODO: Move to a std::variant, once c++17 is supported.
struct StreamOrError {
std::shared_ptr<IOStream> stream;
std::shared_ptr<std::vector<char>> input;
std::string error;
};
// Returns either a stream (and optional input data for the stream) or
// an error if it can't parse the magic token.
StreamOrError ParseMagicToken(
const std::string &pFile,
IOSystem *pIOHandler) const;
private: // static stuff, mostly logging and error reporting.
// --------------------
static void CheckActualType(const Blender::ElemBase *dt,

File diff suppressed because it is too large Load Diff

View File

@ -53,7 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/StringUtils.h>
#include <assimp/anim.h>
namespace Assimp {
namespace Assimp {
// ---------------------------------------------------------------------------
/** Irr importer class.
@ -71,13 +71,13 @@ public:
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details.
*/
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const override;
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const override;
protected:
const aiImporterDesc* GetInfo () const override;
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
void SetupProperties(const Importer* pImp) override;
const aiImporterDesc *GetInfo() const override;
void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
void SetupProperties(const Importer *pImp) override;
private:
/** Data structure for a scene-graph node animator
@ -85,27 +85,19 @@ private:
struct Animator {
// Type of the animator
enum AT {
UNKNOWN = 0x0,
ROTATION = 0x1,
FLY_CIRCLE = 0x2,
FLY_STRAIGHT = 0x3,
UNKNOWN = 0x0,
ROTATION = 0x1,
FLY_CIRCLE = 0x2,
FLY_STRAIGHT = 0x3,
FOLLOW_SPLINE = 0x4,
OTHER = 0x5
OTHER = 0x5
} type;
explicit Animator(AT t = UNKNOWN)
: 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)
{
explicit Animator(AT t = UNKNOWN) :
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) {
}
// common parameters
ai_real speed;
aiVector3D direction;
@ -128,11 +120,9 @@ private:
/** Data structure for a scene-graph node in an IRR file
*/
struct Node
{
struct Node {
// Type of the node
enum ET
{
enum ET {
LIGHT,
CUBE,
MESH,
@ -144,21 +134,20 @@ private:
ANIMMESH
} type;
explicit Node(ET t)
: type (t)
, scaling (1.0,1.0,1.0) // assume uniform scaling by default
, parent()
, framesPerSecond (0.0)
, id()
, sphereRadius (1.0)
, spherePolyCountX (100)
, spherePolyCountY (100)
{
explicit Node(ET t) :
type(t), scaling(1.0, 1.0, 1.0) // assume uniform scaling by default
,
parent(),
framesPerSecond(0.0),
id(),
sphereRadius(1.0),
spherePolyCountX(100),
spherePolyCountY(100) {
// Generate a default name for the node
char buffer[128];
static int cnt;
ai_snprintf(buffer, 128, "IrrNode_%i",cnt++);
ai_snprintf(buffer, 128, "IrrNode_%i", cnt++);
name = std::string(buffer);
// reserve space for up to 5 materials
@ -175,10 +164,10 @@ private:
std::string name;
// List of all child nodes
std::vector<Node*> children;
std::vector<Node *> children;
// Parent node
Node* parent;
Node *parent;
// Animated meshes: frames per second
// 0.f if not specified
@ -190,13 +179,13 @@ private:
// Meshes: List of materials to be assigned
// along with their corresponding material flags
std::vector< std::pair<aiMaterial*, unsigned int> > materials;
std::vector<std::pair<aiMaterial *, unsigned int>> materials;
// Spheres: radius of the sphere to be generates
ai_real sphereRadius;
// Spheres: Number of polygons in the x,y direction
unsigned int spherePolyCountX,spherePolyCountY;
unsigned int spherePolyCountX, spherePolyCountY;
// List of all animators assigned to the node
std::list<Animator> animators;
@ -204,40 +193,54 @@ private:
/** Data structure for a vertex in an IRR skybox
*/
struct SkyboxVertex
{
struct SkyboxVertex {
SkyboxVertex() = default;
//! Construction from single vertex components
SkyboxVertex(ai_real px, ai_real py, ai_real pz,
ai_real nx, ai_real ny, ai_real nz,
ai_real uvx, ai_real uvy)
ai_real nx, ai_real ny, ai_real nz,
ai_real uvx, ai_real uvy)
: position (px,py,pz)
, normal (nx,ny,nz)
, uv (uvx,uvy,0.0)
{}
:
position(px, py, pz), normal(nx, ny, nz), uv(uvx, uvy, 0.0) {}
aiVector3D position, normal, uv;
};
// -------------------------------------------------------------------
// Parse <node> tag from XML file and extract child node
// @param node XML node
// @param guessedMeshesContained number of extra guessed meshes
IRRImporter::Node *ParseNode(pugi::xml_node &node, BatchLoader& batch);
// -------------------------------------------------------------------
// Parse <attributes> tags within <node> tags and apply to scene node
// @param attributeNode XML child node
// @param nd Attributed scene node
void ParseNodeAttributes(pugi::xml_node &attributeNode, IRRImporter::Node *nd, BatchLoader& batch);
// -------------------------------------------------------------------
// Parse an <animator> node and attach an animator to a node
// @param animatorNode XML animator node
// @param nd Animated scene node
void ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd);
// -------------------------------------------------------------------
/// Fill the scene-graph recursively
void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
BatchLoader& batch,
std::vector<aiMesh*>& meshes,
std::vector<aiNodeAnim*>& anims,
std::vector<AttachmentInfo>& attach,
std::vector<aiMaterial*>& materials,
unsigned int& defaultMatIdx);
void GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
BatchLoader &batch,
std::vector<aiMesh *> &meshes,
std::vector<aiNodeAnim *> &anims,
std::vector<AttachmentInfo> &attach,
std::vector<aiMaterial *> &materials,
unsigned int &defaultMatIdx);
// -------------------------------------------------------------------
/// Generate a mesh that consists of just a single quad
aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
const SkyboxVertex& v2,
const SkyboxVertex& v3,
const SkyboxVertex& v4);
aiMesh *BuildSingleQuadMesh(const SkyboxVertex &v1,
const SkyboxVertex &v2,
const SkyboxVertex &v3,
const SkyboxVertex &v4);
// -------------------------------------------------------------------
/// Build a sky-box
@ -245,8 +248,8 @@ private:
/// @param meshes Receives 6 output meshes
/// @param materials The last 6 materials are assigned to the newly
/// created meshes. The names of the materials are adjusted.
void BuildSkybox(std::vector<aiMesh*>& meshes,
std::vector<aiMaterial*> materials);
void BuildSkybox(std::vector<aiMesh *> &meshes,
std::vector<aiMaterial *> materials);
// -------------------------------------------------------------------
/** Copy a material for a mesh to the output material list
@ -256,10 +259,10 @@ private:
* @param defMatIdx Default material index - UINT_MAX if not present
* @param mesh Mesh to work on
*/
void CopyMaterial(std::vector<aiMaterial*>& materials,
std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
unsigned int& defMatIdx,
aiMesh* mesh);
void CopyMaterial(std::vector<aiMaterial *> &materials,
std::vector<std::pair<aiMaterial *, unsigned int>> &inmaterials,
unsigned int &defMatIdx,
aiMesh *mesh);
// -------------------------------------------------------------------
/** Compute animations for a specific node
@ -267,8 +270,8 @@ private:
* @param root Node to be processed
* @param anims The list of output animations
*/
void ComputeAnimations(Node* root, aiNode* real,
std::vector<aiNodeAnim*>& anims);
void ComputeAnimations(Node *root, aiNode *real,
std::vector<aiNodeAnim *> &anims);
private:
/// Configuration option: desired output FPS
@ -276,6 +279,12 @@ private:
/// Configuration option: speed flag was set?
bool configSpeedFlag;
std::vector<aiCamera*> cameras;
std::vector<aiLight*> lights;
unsigned int guessedMeshCnt;
unsigned int guessedMatCnt;
unsigned int guessedAnimCnt;
};
} // end of namespace Assimp

View File

@ -57,16 +57,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
static const aiImporterDesc desc = {
"Irrlicht Mesh Reader",
"",
"",
"http://irrlicht.sourceforge.net/",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"xml irrmesh"
"Irrlicht Mesh Reader",
"",
"",
"http://irrlicht.sourceforge.net/",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"xml irrmesh"
};
// ------------------------------------------------------------------------------------------------
@ -80,419 +80,443 @@ IRRMeshImporter::~IRRMeshImporter() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
/* NOTE: A simple check for the file extension is not enough
* here. Irrmesh and irr are easy, but xml is too generic
* and could be collada, too. So we need to open the file and
* search for typical tokens.
*/
static const char *tokens[] = { "irrmesh" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
/* NOTE: A simple check for the file extension is not enough
* here. Irrmesh and irr are easy, but xml is too generic
* and could be collada, too. So we need to open the file and
* search for typical tokens.
*/
static const char *tokens[] = { "irrmesh" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
// Get a list of all file extensions which are handled by this class
const aiImporterDesc *IRRMeshImporter::GetInfo() const {
return &desc;
return &desc;
}
static void releaseMaterial(aiMaterial **mat) {
if (*mat != nullptr) {
delete *mat;
*mat = nullptr;
}
if (*mat != nullptr) {
delete *mat;
*mat = nullptr;
}
}
static void releaseMesh(aiMesh **mesh) {
if (*mesh != nullptr) {
delete *mesh;
*mesh = nullptr;
}
if (*mesh != nullptr) {
delete *mesh;
*mesh = nullptr;
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRMeshImporter::InternReadFile(const std::string &pFile,
aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(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 IRRMESH file ", pFile);
// Check whether we can read from the file
if (file == nullptr)
throw DeadlyImportError("Failed to open IRRMESH file ", pFile);
// Construct the irrXML parser
XmlParser parser;
if (!parser.parse( file.get() )) {
throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
}
XmlNode root = parser.getRootNode();
// Construct the irrXML parser
XmlParser parser;
if (!parser.parse(file.get())) {
throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
}
XmlNode root = parser.getRootNode();
// final data
std::vector<aiMaterial *> materials;
std::vector<aiMesh *> meshes;
materials.reserve(5);
meshes.reserve(5);
// final data
std::vector<aiMaterial *> materials;
std::vector<aiMesh *> meshes;
materials.reserve(5);
meshes.reserve(5);
// temporary data - current mesh buffer
aiMaterial *curMat = nullptr;
aiMesh *curMesh = nullptr;
unsigned int curMatFlags = 0;
// temporary data - current mesh buffer
// TODO move all these to inside loop
aiMaterial *curMat = nullptr;
aiMesh *curMesh = nullptr;
unsigned int curMatFlags = 0;
std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
std::vector<aiColor4D> curColors;
std::vector<aiVector3D> curUVs, curUV2s;
std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
std::vector<aiColor4D> curColors;
std::vector<aiVector3D> curUVs, curUV2s;
// some temporary variables
int textMeaning = 0;
int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
bool useColors = false;
// some temporary variables
// textMeaning is a 15 year old variable, that could've been an enum
// int textMeaning = 0; // 0=none? 1=vertices 2=indices
// int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
bool useColors = false;
// Parse the XML file
for (pugi::xml_node child : root.children()) {
if (child.type() == pugi::node_element) {
if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) {
// end of previous buffer. A material and a mesh should be there
if (!curMat || !curMesh) {
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
releaseMaterial(&curMat);
releaseMesh(&curMesh);
} else {
materials.push_back(curMat);
meshes.push_back(curMesh);
}
curMat = nullptr;
curMesh = nullptr;
/*
** 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?
*/
curVertices.clear();
curColors.clear();
curNormals.clear();
curUV2s.clear();
curUVs.clear();
curTangents.clear();
curBitangents.clear();
}
// Parse the XML file
pugi::xml_node const &meshNode = root.child("mesh");
for (pugi::xml_node bufferNode : meshNode.children()) {
if (ASSIMP_stricmp(bufferNode.name(), "buffer")) {
// Might be a useless warning
ASSIMP_LOG_WARN("IRRMESH: Ignoring non buffer node <", bufferNode.name(), "> in mesh declaration");
continue;
}
if (!ASSIMP_stricmp(child.name(), "material")) {
if (curMat) {
ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
releaseMaterial(&curMat);
}
curMat = ParseMaterial(curMatFlags);
}
/* 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");
curMat = nullptr;
curMesh = nullptr;
if (!num) {
// This is possible ... remove the mesh from the list and skip further reading
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
curVertices.clear();
curColors.clear();
curNormals.clear();
curUV2s.clear();
curUVs.clear();
curTangents.clear();
curBitangents.clear();
releaseMaterial(&curMat);
releaseMesh(&curMesh);
textMeaning = 0;
continue;
}
// TODO ensure all three nodes are present and populated
// before allocating everything
curVertices.reserve(num);
curNormals.reserve(num);
curColors.reserve(num);
curUVs.reserve(num);
// 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");
}
} else {
ASSIMP_LOG_ERROR("IRRMESH: Buffer must contain one material");
continue;
}
// Determine the file format
//const char *t = reader->getAttributeValueSafe("type");
pugi::xml_attribute t = child.attribute("type");
if (!ASSIMP_stricmp("2tcoords", t.name())) {
curUV2s.reserve(num);
vertexFormat = 1;
// Get first vertices node
pugi::xml_node verticesNode = bufferNode.child("vertices");
if (verticesNode) {
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
};
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
// *********************************************************
// We have a second texture! So use this UV channel
// for it. The 2nd texture can be either a normal
// texture (solid_2layer or lightmap_xxx) or a normal
// map (normal_..., parallax_...)
// *********************************************************
int idx = 1;
aiMaterial *mat = (aiMaterial *)curMat;
curVertices.reserve(vertexCount);
curNormals.reserve(vertexCount);
curColors.reserve(vertexCount);
curUVs.reserve(vertexCount);
if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
}
}
} else if (!ASSIMP_stricmp("tangents", t.name())) {
curTangents.reserve(num);
curBitangents.reserve(num);
vertexFormat = 2;
} else if (ASSIMP_stricmp("standard", t.name())) {
releaseMaterial(&curMat);
ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
} else
vertexFormat = 0;
textMeaning = 1;
} else if (!ASSIMP_stricmp(child.name(), "indices")) {
if (curVertices.empty() && curMat) {
releaseMaterial(&curMat);
throw DeadlyImportError("IRRMESH: indices must come after vertices");
}
VertexFormat vertexFormat;
// Determine the file format
pugi::xml_attribute typeAttrib = verticesNode.attribute("type");
if (!ASSIMP_stricmp("2tcoords", typeAttrib.value())) {
curUV2s.reserve(vertexCount);
vertexFormat = VertexFormat::t2coord;
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
// *********************************************************
// We have a second texture! So use this UV channel
// for it. The 2nd texture can be either a normal
// texture (solid_2layer or lightmap_xxx) or a normal
// map (normal_..., parallax_...)
// *********************************************************
int idx = 1;
aiMaterial *mat = (aiMaterial *)curMat;
textMeaning = 2;
if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
}
}
} else if (!ASSIMP_stricmp("tangents", typeAttrib.value())) {
curTangents.reserve(vertexCount);
curBitangents.reserve(vertexCount);
vertexFormat = VertexFormat::tangent;
} 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);
ASSIMP_LOG_ERROR("IRRMESH: Unknown vertex format");
continue; // Skip rest of buffer
};
// start a new mesh
curMesh = new aiMesh();
// We know what format buffer is, collect numbers
ParseBufferVertices(verticesNode.text().get(), vertexFormat,
curVertices, curNormals,
curTangents, curBitangents,
curUVs, curUV2s, curColors, useColors);
}
// allocate storage for all faces
pugi::xml_attribute attr = child.attribute("indexCount");
curMesh->mNumVertices = attr.as_int();
if (!curMesh->mNumVertices) {
// This is possible ... remove the mesh from the list and skip further reading
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
// 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
curMesh = new aiMesh();
// mesh - away
releaseMesh(&curMesh);
// allocate storage for all faces
pugi::xml_attribute attr = indicesNode.attribute("indexCount");
curMesh->mNumVertices = attr.as_int();
if (!curMesh->mNumVertices) {
// This is possible ... remove the mesh from the list and skip further reading
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
// material - away
releaseMaterial(&curMat);
// mesh - away
releaseMesh(&curMesh);
textMeaning = 0;
continue;
}
// material - away
releaseMaterial(&curMat);
continue; // Go to next buffer
}
if (curMesh->mNumVertices % 3) {
ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
}
if (curMesh->mNumVertices % 3) {
ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
}
curMesh->mNumFaces = curMesh->mNumVertices / 3;
curMesh->mFaces = new aiFace[curMesh->mNumFaces];
curMesh->mNumFaces = curMesh->mNumVertices / 3;
curMesh->mFaces = new aiFace[curMesh->mNumFaces];
// setup some members
curMesh->mMaterialIndex = (unsigned int)materials.size();
curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// setup some members
curMesh->mMaterialIndex = (unsigned int)materials.size();
curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
// allocate storage for all vertices
curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
// allocate storage for all vertices
curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
if (curNormals.size() == curVertices.size()) {
curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
}
if (curTangents.size() == curVertices.size()) {
curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
}
if (curBitangents.size() == curVertices.size()) {
curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
}
if (curColors.size() == curVertices.size() && useColors) {
curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
}
if (curUVs.size() == curVertices.size()) {
curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
}
if (curUV2s.size() == curVertices.size()) {
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
}
}
//break;
if (curNormals.size() == curVertices.size()) {
curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
}
if (curTangents.size() == curVertices.size()) {
curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
}
if (curBitangents.size() == curVertices.size()) {
curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
}
if (curColors.size() == curVertices.size() && useColors) {
curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
}
if (curUVs.size() == curVertices.size()) {
curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
}
if (curUV2s.size() == curVertices.size()) {
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
}
//case EXN_TEXT: {
const char *sz = child.child_value();
if (textMeaning == 1) {
textMeaning = 0;
// read indices
aiFace *curFace = curMesh->mFaces;
aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
// read vertices
do {
SkipSpacesAndLineEnd(&sz);
aiVector3D temp;
aiColor4D c;
aiVector3D *pcV = curMesh->mVertices;
aiVector3D *pcN = curMesh->mNormals;
aiVector3D *pcT = curMesh->mTangents;
aiVector3D *pcB = curMesh->mBitangents;
aiColor4D *pcC0 = curMesh->mColors[0];
aiVector3D *pcT0 = curMesh->mTextureCoords[0];
aiVector3D *pcT1 = curMesh->mTextureCoords[1];
// Read the vertex position
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
unsigned int curIdx = 0;
unsigned int total = 0;
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
// 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)) {
if (curFace >= faceEnd) {
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
break;
}
// if new face
if (!curIdx) {
curFace->mNumIndices = 3;
curFace->mIndices = new unsigned int[3];
}
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
curVertices.push_back(temp);
// Read index base 10
// function advances the pointer
unsigned int idx = strtoul10(sz, &sz);
if (idx >= curVertices.size()) {
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
idx = 0;
}
// Read the vertex normals
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
// make up our own indices?
curFace->mIndices[curIdx] = total++;
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
// Copy over data to aiMesh
*pcV++ = curVertices[idx];
if (pcN) *pcN++ = curNormals[idx];
if (pcT) *pcT++ = curTangents[idx];
if (pcB) *pcB++ = curBitangents[idx];
if (pcC0) *pcC0++ = curColors[idx];
if (pcT0) *pcT0++ = curUVs[idx];
if (pcT1) *pcT1++ = curUV2s[idx];
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
curNormals.push_back(temp);
// start new face
if (++curIdx == 3) {
++curFace;
curIdx = 0;
}
}
// We should be at the end of mFaces
if (curFace != faceEnd)
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
}
// read the vertex colors
uint32_t clr = strtoul16(sz, &sz);
ColorFromARGBPacked(clr, c);
// Finish processing the mesh - do some small material workarounds
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
// Take the opacity value of the current material
// from the common vertex color alpha
aiMaterial *mat = (aiMaterial *)curMat;
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
}
// textMeaning = 2;
if (!curColors.empty() && c != *(curColors.end() - 1))
useColors = true;
// end of previous buffer. A material and a mesh should be there
if (!curMat || !curMesh) {
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
releaseMaterial(&curMat);
releaseMesh(&curMesh);
} else {
materials.push_back(curMat);
meshes.push_back(curMesh);
}
}
curColors.push_back(c);
SkipSpaces(&sz);
// 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");
}
// read the first UV coordinate set
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
// now generate the output scene
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mMeshes[i] = meshes[i];
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);
// clean this value ...
pScene->mMeshes[i]->mNumUVComponents[3] = 0;
}
// read the (optional) second UV coordinate set
if (vertexFormat == 1) {
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
pScene->mNumMaterials = (unsigned int)materials.size();
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
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);
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<IRRMesh>");
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mRootNode->mMeshes[i] = i;
};
}
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
curTangents.push_back(temp);
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;
// bitangents
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
// Read the vertex position
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);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
curBitangents.push_back(temp);
}
}
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
vertices.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.
*/
// Read the vertex normals
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
while (SkipLine(&sz));
} else if (textMeaning == 2) {
textMeaning = 0;
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
// read indices
aiFace *curFace = curMesh->mFaces;
aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
normals.push_back(temp);
aiVector3D *pcV = curMesh->mVertices;
aiVector3D *pcN = curMesh->mNormals;
aiVector3D *pcT = curMesh->mTangents;
aiVector3D *pcB = curMesh->mBitangents;
aiColor4D *pcC0 = curMesh->mColors[0];
aiVector3D *pcT0 = curMesh->mTextureCoords[0];
aiVector3D *pcT1 = curMesh->mTextureCoords[1];
// read the vertex colors
uint32_t clr = strtoul16(sz, &sz);
ColorFromARGBPacked(clr, c);
unsigned int curIdx = 0;
unsigned int total = 0;
while (SkipSpacesAndLineEnd(&sz)) {
if (curFace >= faceEnd) {
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
break;
}
if (!curIdx) {
curFace->mNumIndices = 3;
curFace->mIndices = new unsigned int[3];
}
// If we're pushing more than one distinct color
if (!colors.empty() && c != *(colors.end() - 1))
useColors = true;
unsigned int idx = strtoul10(sz, &sz);
if (idx >= curVertices.size()) {
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
idx = 0;
}
colors.push_back(c);
SkipSpaces(&sz);
curFace->mIndices[curIdx] = total++;
// read the first UV coordinate set
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
*pcV++ = curVertices[idx];
if (pcN) *pcN++ = curNormals[idx];
if (pcT) *pcT++ = curTangents[idx];
if (pcB) *pcB++ = curBitangents[idx];
if (pcC0) *pcC0++ = curColors[idx];
if (pcT0) *pcT0++ = curUVs[idx];
if (pcT1) *pcT1++ = curUV2s[idx];
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);
if (++curIdx == 3) {
++curFace;
curIdx = 0;
}
}
// 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);
if (curFace != faceEnd)
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
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);
// Finish processing the mesh - do some small material workarounds
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
// Take the opacity value of the current material
// from the common vertex color alpha
aiMaterial *mat = (aiMaterial *)curMat;
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
}
}
}
}
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
// End of the last buffer. A material and a mesh should be there
if (curMat || curMesh) {
if (!curMat || !curMesh) {
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
releaseMaterial(&curMat);
releaseMesh(&curMesh);
} else {
materials.push_back(curMat);
meshes.push_back(curMesh);
}
}
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
tangents.push_back(temp);
if (materials.empty()) {
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
}
// bitangents
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
// now generate the output scene
pScene->mNumMeshes = (unsigned int)meshes.size();
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mMeshes[i] = meshes[i];
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
// clean this value ...
pScene->mMeshes[i]->mNumUVComponents[3] = 0;
}
pScene->mNumMaterials = (unsigned int)materials.size();
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<IRRMesh>");
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mRootNode->mMeshes[i] = i;
}
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

View File

@ -85,6 +85,19 @@ protected:
*/
void InternReadFile(const std::string &pFile, aiScene *pScene,
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

View File

@ -43,302 +43,302 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
//This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
// This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
#include "IRRShared.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h>
#include <assimp/DefaultLogger.hpp>
using namespace Assimp;
// Transformation matrix to convert from Assimp to IRR space
const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty(HexProperty &out ) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode) {
for (pugi::xml_attribute attrib : hexnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string( attrib.value() );
} else if (!ASSIMP_stricmp(attrib.name(),"value")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// parse the hexadecimal value
out.value = strtoul16(attrib.name());
out.value = strtoul16(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty(IntProperty & out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.value(),"value")) {
void IrrlichtBase::ReadIntProperty(IntProperty &out, pugi::xml_node& intnode) {
for (pugi::xml_attribute attrib : intnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// parse the int value
out.value = strtol10(attrib.name());
out.value = strtol10(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty( StringProperty& out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
void IrrlichtBase::ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode) {
for (pugi::xml_attribute attrib : stringnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// simple copy the string
out.value = std::string(attrib.value());
out.value = std::string(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")){
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
void IrrlichtBase::ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode) {
for (pugi::xml_attribute attrib : boolnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// true or false, case insensitive
out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true);
out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true);
}
}
}
// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
void IrrlichtBase::ReadFloatProperty(FloatProperty &out, pugi::xml_node &floatnode) {
for (pugi::xml_attribute attrib : floatnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// just parse the float
out.value = fast_atof(attrib.value());
out.value = fast_atof(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty( VectorProperty &out ) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
void IrrlichtBase::ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode) {
for (pugi::xml_attribute attrib : vectornode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// three floats, separated with commas
const char *ptr = attrib.value();
SkipSpaces(&ptr);
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.x );
ptr = fast_atoreal_move<float>(ptr, (float &)out.value.x);
SkipSpaces(&ptr);
if (',' != *ptr) {
ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
} else {
SkipSpaces(ptr + 1, &ptr);
}
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.y );
} else {
SkipSpaces(ptr + 1, &ptr);
}
ptr = fast_atoreal_move<float>(ptr, (float &)out.value.y);
SkipSpaces(&ptr);
if (',' != *ptr) {
ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
} else {
SkipSpaces(ptr + 1, &ptr);
}
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.z );
} else {
SkipSpaces(ptr + 1, &ptr);
}
ptr = fast_atoreal_move<float>(ptr, (float &)out.value.z);
}
}
}
// ------------------------------------------------------------------------------------------------
// Convert a string to a proper aiMappingMode
int ConvertMappingMode(const std::string& mode) {
int ConvertMappingMode(const std::string &mode) {
if (mode == "texture_clamp_repeat") {
return aiTextureMapMode_Wrap;
} else if (mode == "texture_clamp_mirror") {
return aiTextureMapMode_Mirror;
}
} else if (mode == "texture_clamp_mirror") {
return aiTextureMapMode_Mirror;
}
return aiTextureMapMode_Clamp;
}
// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
aiMaterial* mat = new aiMaterial();
aiMaterial *IrrlichtBase::ParseMaterial(pugi::xml_node& materialNode, unsigned int &matFlags) {
aiMaterial *mat = new aiMaterial();
aiColor4D clr;
aiString s;
matFlags = 0; // zero output flags
int cnt = 0; // number of used texture channels
int cnt = 0; // number of used texture channels
unsigned int nd = 0;
for (pugi::xml_node child : mNode->children()) {
if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
HexProperty prop;
ReadHexProperty(prop);
if (prop.name == "Diffuse") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
} else if (prop.name == "Ambient") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
} else if (prop.name == "Specular") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
}
for (pugi::xml_node child : materialNode.children()) {
if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
HexProperty prop;
ReadHexProperty(prop, child);
if (prop.name == "Diffuse") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
} else if (prop.name == "Ambient") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
} else if (prop.name == "Specular") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
}
// NOTE: The 'emissive' property causes problems. It is
// often != 0, even if there is obviously no light
// emitted by the described surface. In fact I think
// IRRLICHT ignores this property, too.
// NOTE: The 'emissive' property causes problems. It is
// often != 0, even if there is obviously no light
// emitted by the described surface. In fact I think
// IRRLICHT ignores this property, too.
#if 0
else if (prop.name == "Emissive") {
ColorFromARGBPacked(prop.value,clr);
mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
}
#endif
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
FloatProperty prop;
ReadFloatProperty(prop);
if (prop.name == "Shininess") {
mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
}
} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
BoolProperty prop;
ReadBoolProperty(prop);
if (prop.name == "Wireframe") {
int val = (prop.value ? true : false);
mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
} else if (prop.name == "GouraudShading") {
int val = (prop.value ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
mat->AddProperty(&val, 1, AI_MATKEY_SHADING_MODEL);
} else if (prop.name == "BackfaceCulling") {
int val = (!prop.value);
mat->AddProperty(&val, 1, AI_MATKEY_TWOSIDED);
}
} else if (!ASSIMP_stricmp(child.name(), "texture") ||
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length()) {
// material type (shader)
if (prop.name == "Type") {
if (prop.value == "solid") {
// default material ...
} else if (prop.value == "trans_vertex_alpha") {
matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
} else if (prop.value == "lightmap") {
matFlags = AI_IRRMESH_MAT_lightmap;
} else if (prop.value == "solid_2layer") {
matFlags = AI_IRRMESH_MAT_solid_2layer;
} else if (prop.value == "lightmap_m2") {
matFlags = AI_IRRMESH_MAT_lightmap_m2;
} else if (prop.value == "lightmap_m4") {
matFlags = AI_IRRMESH_MAT_lightmap_m4;
} else if (prop.value == "lightmap_light") {
matFlags = AI_IRRMESH_MAT_lightmap_light;
} else if (prop.value == "lightmap_light_m2") {
matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
} else if (prop.value == "lightmap_light_m4") {
matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
} else if (prop.value == "lightmap_add") {
matFlags = AI_IRRMESH_MAT_lightmap_add;
} else if (prop.value == "normalmap_solid" ||
prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally
matFlags = AI_IRRMESH_MAT_normalmap_solid;
} else if (prop.value == "normalmap_trans_vertex_alpha" ||
prop.value == "parallaxmap_trans_vertex_alpha") {
matFlags = AI_IRRMESH_MAT_normalmap_tva;
} else if (prop.value == "normalmap_trans_add" ||
prop.value == "parallaxmap_trans_add") {
matFlags = AI_IRRMESH_MAT_normalmap_ta;
} else {
ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: ", prop.value);
}
}
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
FloatProperty prop;
ReadFloatProperty(prop, child);
if (prop.name == "Shininess") {
mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
}
} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
BoolProperty prop;
ReadBoolProperty(prop, child);
if (prop.name == "Wireframe") {
int val = (prop.value ? true : false);
mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
} else if (prop.name == "GouraudShading") {
int val = (prop.value ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
mat->AddProperty(&val, 1, AI_MATKEY_SHADING_MODEL);
} else if (prop.name == "BackfaceCulling") {
int val = (!prop.value);
mat->AddProperty(&val, 1, AI_MATKEY_TWOSIDED);
}
} else if (!ASSIMP_stricmp(child.name(), "texture") ||
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
StringProperty prop;
ReadStringProperty(prop, child);
if (prop.value.length()) {
// material type (shader)
if (prop.name == "Type") {
if (prop.value == "solid") {
// default material ...
} else if (prop.value == "trans_vertex_alpha") {
matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
} else if (prop.value == "lightmap") {
matFlags = AI_IRRMESH_MAT_lightmap;
} else if (prop.value == "solid_2layer") {
matFlags = AI_IRRMESH_MAT_solid_2layer;
} else if (prop.value == "lightmap_m2") {
matFlags = AI_IRRMESH_MAT_lightmap_m2;
} else if (prop.value == "lightmap_m4") {
matFlags = AI_IRRMESH_MAT_lightmap_m4;
} else if (prop.value == "lightmap_light") {
matFlags = AI_IRRMESH_MAT_lightmap_light;
} else if (prop.value == "lightmap_light_m2") {
matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
} else if (prop.value == "lightmap_light_m4") {
matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
} else if (prop.value == "lightmap_add") {
matFlags = AI_IRRMESH_MAT_lightmap_add;
} else if (prop.value == "normalmap_solid" ||
prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally
matFlags = AI_IRRMESH_MAT_normalmap_solid;
} else if (prop.value == "normalmap_trans_vertex_alpha" ||
prop.value == "parallaxmap_trans_vertex_alpha") {
matFlags = AI_IRRMESH_MAT_normalmap_tva;
} else if (prop.value == "normalmap_trans_add" ||
prop.value == "parallaxmap_trans_add") {
matFlags = AI_IRRMESH_MAT_normalmap_ta;
} else {
ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: ", prop.value);
}
}
// Up to 4 texture channels are supported
if (prop.name == "Texture1") {
// Always accept the primary texture channel
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
} else if (prop.name == "Texture2" && cnt == 1) {
// 2-layer material lightmapped?
if (matFlags & AI_IRRMESH_MAT_lightmap) {
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_LIGHTMAP(0));
// Up to 4 texture channels are supported
if (prop.name == "Texture1") {
// Always accept the primary texture channel
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
} else if (prop.name == "Texture2" && cnt == 1) {
// 2-layer material lightmapped?
if (matFlags & AI_IRRMESH_MAT_lightmap) {
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_LIGHTMAP(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_NORMALS(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_NORMALS(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { // or just as second diffuse texture
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(1));
++nd;
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { // or just as second diffuse texture
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(1));
++nd;
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else {
ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
}
} else if (prop.name == "Texture3" && cnt == 2) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 1));
} else if (prop.name == "Texture4" && cnt == 3) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 2));
}
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else {
ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
}
} else if (prop.name == "Texture3" && cnt == 2) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 1));
} else if (prop.name == "Texture4" && cnt == 3) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 2));
}
// Texture mapping options
if (prop.name == "TextureWrap1" && cnt >= 1) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
} else if (prop.name == "TextureWrap2" && cnt >= 2) {
int map = ConvertMappingMode(prop.value);
if (matFlags & AI_IRRMESH_MAT_lightmap) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
} else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
}
} else if (prop.name == "TextureWrap3" && cnt >= 3) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 1));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 1));
} else if (prop.name == "TextureWrap4" && cnt >= 4) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 2));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 2));
}
}
}
//break;
/*case EXN_ELEMENT_END:
// Texture mapping options
if (prop.name == "TextureWrap1" && cnt >= 1) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
} else if (prop.name == "TextureWrap2" && cnt >= 2) {
int map = ConvertMappingMode(prop.value);
if (matFlags & AI_IRRMESH_MAT_lightmap) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
} else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
}
} else if (prop.name == "TextureWrap3" && cnt >= 3) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 1));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 1));
} else if (prop.name == "TextureWrap4" && cnt >= 4) {
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 2));
mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 2));
}
}
}
// break;
/*case EXN_ELEMENT_END:
// Assume there are no further nested nodes in <material> elements
if ( !ASSIMP_stricmp(reader->getNodeName(),"material") ||
@ -378,8 +378,8 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
break;
}
}*/
}
ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
}
//ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
return mat;
}

View File

@ -1,8 +1,8 @@
/** @file IRRShared.h
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
#ifndef INCLUDED_AI_IRRSHARED_H
#define INCLUDED_AI_IRRSHARED_H
@ -58,8 +58,7 @@ extern const aiMatrix4x4 AI_TO_IRR_MATRIX;
*/
class IrrlichtBase {
protected:
IrrlichtBase() :
mNode(nullptr) {
IrrlichtBase() {
// empty
}
@ -82,25 +81,25 @@ protected:
/// XML reader instance
XmlParser mParser;
pugi::xml_node *mNode;
// -------------------------------------------------------------------
/** Parse a material description from the XML
* @return The created material
* @param matFlags Receives AI_IRRMESH_MAT_XX flags
*/
aiMaterial *ParseMaterial(unsigned int &matFlags);
aiMaterial *ParseMaterial(pugi::xml_node &materialNode, unsigned int &matFlags);
// -------------------------------------------------------------------
/** Read a property of the specified type from the current XML element.
* @param out Receives output data
* @param node XML attribute element containing data
*/
void ReadHexProperty(HexProperty &out);
void ReadStringProperty(StringProperty &out);
void ReadBoolProperty(BoolProperty &out);
void ReadFloatProperty(FloatProperty &out);
void ReadVectorProperty(VectorProperty &out);
void ReadIntProperty(IntProperty &out);
void ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode);
void ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode);
void ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode);
void ReadFloatProperty(FloatProperty &out, pugi::xml_node& floatnode);
void ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode);
void ReadIntProperty(IntProperty &out, pugi::xml_node& intnode);
};
// ------------------------------------------------------------------------------------------------

View File

@ -837,7 +837,10 @@ void SMDImporter::ParseNodeInfo(const char* szCurrent, const char** szCurrentOut
unsigned int iBone = 0;
SkipSpacesAndLineEnd(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;
}
// add our bone to the list

View File

@ -391,6 +391,19 @@ def export_blob(scene,
raise AssimpError('Could not export scene to blob!')
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):
setattr(target, "achformathint", tex.achFormatHint)
if numpy:

View File

@ -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

View File

@ -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.

View File

@ -48,19 +48,23 @@ using namespace Assimp;
class utIrrImportExport : public AbstractImportExportBase {
public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/box.irr", aiProcess_ValidateDataStructure);
return nullptr != scene;
}
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/box.irr", aiProcess_ValidateDataStructure);
// Only one box thus only one mesh
return nullptr != scene && scene->mNumMeshes == 1;
}
};
TEST_F(utIrrImportExport, importSimpleIrrTest) {
EXPECT_TRUE(importerTest());
EXPECT_TRUE(importerTest());
}
TEST_F(utIrrImportExport, importSGIrrTest) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/dawfInCellar_SameHierarchy.irr", aiProcess_ValidateDataStructure);
EXPECT_NE( nullptr,scene);
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/dawfInCellar_SameHierarchy.irr", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(scene->mNumMeshes, 2);
EXPECT_EQ(scene->mNumMaterials, 2);
EXPECT_GT(scene->mMeshes[0]->mNumVertices, 0);
}