From a9053037649dc03e3035c728402c917a893ea07f Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Thu, 23 Jan 2020 21:16:10 +0100 Subject: [PATCH] IrrXml: replaced irrXml by pugixml. --- code/AMF/AMFImporter.cpp | 81 +- code/AMF/AMFImporter.hpp | 10 +- code/AMF/AMFImporter_Geometry.cpp | 2 +- code/CMakeLists.txt | 8 +- code/Collada/ColladaParser.h | 2 +- code/Irr/IRRLoader.cpp | 2207 ++++++++--------- code/Irr/IRRShared.h | 7 +- code/Ogre/OgreXmlSerializer.h | 2 +- code/X3D/FIReader.hpp | 2 +- code/X3D/X3DImporter.hpp | 2 +- code/XGL/XGLLoader.h | 2 +- contrib/CMakeLists.txt | 6 +- contrib/irrXML/CMakeLists.txt | 29 - contrib/irrXML/CXMLReaderImpl.h | 819 ------ contrib/irrXML/heapsort.h | 73 - contrib/irrXML/irrArray.h | 443 ---- contrib/irrXML/irrString.h | 664 ----- contrib/irrXML/irrTypes.h | 108 - contrib/irrXML/irrXML.cpp | 151 -- contrib/irrXML/irrXML.h | 546 ---- .../assimp/{irrXMLWrapper.h => XmlParser.h} | 68 +- 21 files changed, 1170 insertions(+), 4062 deletions(-) delete mode 100644 contrib/irrXML/CMakeLists.txt delete mode 100644 contrib/irrXML/CXMLReaderImpl.h delete mode 100644 contrib/irrXML/heapsort.h delete mode 100644 contrib/irrXML/irrArray.h delete mode 100644 contrib/irrXML/irrString.h delete mode 100644 contrib/irrXML/irrTypes.h delete mode 100644 contrib/irrXML/irrXML.cpp delete mode 100644 contrib/irrXML/irrXML.h rename include/assimp/{irrXMLWrapper.h => XmlParser.h} (79%) diff --git a/code/AMF/AMFImporter.cpp b/code/AMF/AMFImporter.cpp index dedb6dcdd..3d75125e9 100644 --- a/code/AMF/AMFImporter.cpp +++ b/code/AMF/AMFImporter.cpp @@ -58,8 +58,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // Header files, stdlib. #include -namespace Assimp -{ +namespace Assimp { /// \var aiImporterDesc AMFImporter::Description /// Conastant which hold importer description @@ -76,24 +75,26 @@ const aiImporterDesc AMFImporter::Description = { "amf" }; -void AMFImporter::Clear() -{ +void AMFImporter::Clear() { mNodeElement_Cur = nullptr; mUnit.clear(); mMaterial_Converted.clear(); mTexture_Converted.clear(); // Delete all elements - if(!mNodeElement_List.empty()) - { - for(CAMFImporter_NodeElement* ne: mNodeElement_List) { delete ne; } + if(!mNodeElement_List.empty()) { + for(CAMFImporter_NodeElement* ne: mNodeElement_List) { + delete ne; + } mNodeElement_List.clear(); } } -AMFImporter::~AMFImporter() -{ - if(mReader != nullptr) delete mReader; +AMFImporter::~AMFImporter() { + if (mReader != nullptr) { + delete mReader; + } + // Clear() is accounting if data already is deleted. So, just check again if all data is deleted. Clear(); } @@ -117,15 +118,14 @@ bool AMFImporter::Find_NodeElement(const std::string& pID, const CAMFImporter_No return false; } -bool AMFImporter::Find_ConvertedNode(const std::string& pID, std::list& pNodeList, aiNode** pNode) const -{ -aiString node_name(pID.c_str()); +bool AMFImporter::Find_ConvertedNode(const std::string& id, std::list& nodeList, aiNode** pNode) const { + aiString node_name(id.c_str()); - for(aiNode* node: pNodeList) - { - if(node->mName == node_name) - { - if(pNode != nullptr) *pNode = node; + for(aiNode* node: nodeList) { + if(node->mName == node_name) { + if (pNode != nullptr) { + *pNode = node; + } return true; } @@ -134,13 +134,12 @@ aiString node_name(pID.c_str()); return false; } -bool AMFImporter::Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const -{ - for(const SPP_Material& mat: mMaterial_Converted) - { - if(mat.ID == pID) - { - if(pConvertedMaterial != nullptr) *pConvertedMaterial = &mat; +bool AMFImporter::Find_ConvertedMaterial(const std::string& id, const SPP_Material** pConvertedMaterial) const { + for(const SPP_Material& mat: mMaterial_Converted) { + if(mat.ID == id) { + if (pConvertedMaterial != nullptr) { + *pConvertedMaterial = &mat; + } return true; } @@ -153,13 +152,11 @@ bool AMFImporter::Find_ConvertedMaterial(const std::string& pID, const SPP_Mater /************************************************************ Functions: throw set ***********************************************************/ /*********************************************************************************************************************************************/ -void AMFImporter::Throw_CloseNotFound(const std::string& pNode) -{ +void AMFImporter::Throw_CloseNotFound(const std::string& pNode) { throw DeadlyImportError("Close tag for node <" + pNode + "> not found. Seems file is corrupt."); } -void AMFImporter::Throw_IncorrectAttr(const std::string& pAttrName) -{ +void AMFImporter::Throw_IncorrectAttr(const std::string& pAttrName) { throw DeadlyImportError("Node <" + std::string(mReader->getNodeName()) + "> has incorrect attribute \"" + pAttrName + "\"."); } @@ -234,11 +231,13 @@ casu_cres: } } -bool AMFImporter::XML_SearchNode(const std::string& pNodeName) -{ - while(mReader->read()) - { - if((mReader->getNodeType() == irr::io::EXN_ELEMENT) && XML_CheckNode_NameEqual(pNodeName)) return true; +bool AMFImporter::XML_SearchNode(const std::string& pNodeName) { + mReader-> + while(mReader->read()) { + //if((mReader->getNodeType() == irr::io::EXN_ELEMENT) && XML_CheckNode_NameEqual(pNodeName)) return true; + if ((mReader->getNodeType() == pugi::node_element) && XML_CheckNode_NameEqual(pNodeName)) { + return true; + } } return false; @@ -403,16 +402,22 @@ void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std void AMFImporter::ParseFile(const std::string& pFile, IOSystem* pIOHandler) { - irr::io::IrrXMLReader* OldReader = mReader;// store current XMLreader. + // irr::io::IrrXMLReader* OldReader = mReader;// store current XMLreader. std::unique_ptr file(pIOHandler->Open(pFile, "rb")); // Check whether we can read from the file if(file.get() == NULL) throw DeadlyImportError("Failed to open AMF file " + pFile + "."); + mReader = new XmlParser; + if (!mReader->parse(file.get())) { + throw DeadlyImportError("Failed to create XML reader for file" + pFile + "."); + } + // generate a XML reader for it - std::unique_ptr mIOWrapper(new CIrrXML_IOStreamReader(file.get())); - mReader = irr::io::createIrrXMLReader(mIOWrapper.get()); - if(!mReader) throw DeadlyImportError("Failed to create XML reader for file" + pFile + "."); + //std::unique_ptr mIOWrapper(new CIrrXML_IOStreamReader(file.get())); + //mReader = irr::io::createIrrXMLReader(mIOWrapper.get()); + //if(!mReader) throw DeadlyImportError("Failed to create XML reader for file" + pFile + "."); + // // start reading // search for root tag diff --git a/code/AMF/AMFImporter.hpp b/code/AMF/AMFImporter.hpp index 2b8086a06..92dda5c94 100644 --- a/code/AMF/AMFImporter.hpp +++ b/code/AMF/AMFImporter.hpp @@ -58,7 +58,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include "assimp/types.h" #include -#include +#include // Header files, stdlib. #include @@ -285,7 +285,10 @@ private: /// Check if current node name is equal to pNodeName. /// \param [in] pNodeName - name for checking. /// return true if current node name is equal to pNodeName, else - false. - bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; } + bool XML_CheckNode_NameEqual(const std::string& pNodeName){ +// return mReader->getNodeName() == pNodeName; + mReader->mDoc. + } /// Skip unsupported node and report about that. Depend on node name can be skipped begin tag of node all whole node. /// \param [in] pParentNodeName - parent node name. Used for reporting. @@ -420,7 +423,8 @@ private: CAMFImporter_NodeElement* mNodeElement_Cur;///< Current element. std::list mNodeElement_List;///< All elements of scene graph. - irr::io::IrrXMLReader* mReader;///< Pointer to XML-reader object + XmlParser *mReader; + //irr::io::IrrXMLReader* mReader;///< Pointer to XML-reader object std::string mUnit; std::list mMaterial_Converted;///< List of converted materials for postprocessing step. std::list mTexture_Converted;///< List of converted textures for postprocessing step. diff --git a/code/AMF/AMFImporter_Geometry.cpp b/code/AMF/AMFImporter_Geometry.cpp index f1538e3fb..5ea9d7ee9 100644 --- a/code/AMF/AMFImporter_Geometry.cpp +++ b/code/AMF/AMFImporter_Geometry.cpp @@ -61,7 +61,7 @@ namespace Assimp // Parent element - . void AMFImporter::ParseNode_Mesh() { -CAMFImporter_NodeElement* ne; + CAMFImporter_NodeElement* ne; // create new mesh object. ne = new CAMFImporter_NodeElement_Mesh(mNodeElement_Cur); diff --git a/code/CMakeLists.txt b/code/CMakeLists.txt index bace9d18c..9950186e1 100644 --- a/code/CMakeLists.txt +++ b/code/CMakeLists.txt @@ -135,7 +135,7 @@ SET( PUBLIC_HEADERS ${HEADER_PATH}/XMLTools.h ${HEADER_PATH}/IOStreamBuffer.h ${HEADER_PATH}/CreateAnimMesh.h - ${HEADER_PATH}/irrXMLWrapper.h + ${HEADER_PATH}/XmlParser.h ${HEADER_PATH}/BlobIOSystem.h ${HEADER_PATH}/MathFunctions.h ${HEADER_PATH}/Exceptional.h @@ -703,8 +703,8 @@ SET( PostProcessing_SRCS ) SOURCE_GROUP( PostProcessing FILES ${PostProcessing_SRCS}) -SET( IrrXML_SRCS ${HEADER_PATH}/irrXMLWrapper.h ) -SOURCE_GROUP( IrrXML FILES ${IrrXML_SRCS}) +#SET( IrrXML_SRCS ${HEADER_PATH}/irrXMLWrapper.h ) +#SOURCE_GROUP( IrrXML FILES ${IrrXML_SRCS}) ADD_ASSIMP_IMPORTER( Q3D Q3D/Q3DLoader.cpp @@ -1105,7 +1105,7 @@ SET( assimp_src ${ASSIMP_EXPORTER_SRCS} # Third-party libraries - ${IrrXML_SRCS} + #${IrrXML_SRCS} ${unzip_compile_SRCS} ${Poly2Tri_SRCS} ${Clipper_SRCS} diff --git a/code/Collada/ColladaParser.h b/code/Collada/ColladaParser.h index f421172c7..7f4d6e9bb 100644 --- a/code/Collada/ColladaParser.h +++ b/code/Collada/ColladaParser.h @@ -47,7 +47,7 @@ #ifndef AI_COLLADAPARSER_H_INC #define AI_COLLADAPARSER_H_INC -#include +#include #include "ColladaHelper.h" #include #include diff --git a/code/Irr/IRRLoader.cpp b/code/Irr/IRRLoader.cpp index e94fd85a4..31e8f55b7 100644 --- a/code/Irr/IRRLoader.cpp +++ b/code/Irr/IRRLoader.cpp @@ -45,231 +45,220 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * @brief Implementation of the Irr importer class */ - - #ifndef ASSIMP_BUILD_NO_IRR_IMPORTER #include "Irr/IRRLoader.h" #include "Common/Importer.h" -#include -#include #include +#include +#include #include #include -#include -#include -#include -#include -#include -#include -#include +#include #include +#include +#include +#include +#include +#include +#include #include using namespace Assimp; -using namespace irr; -using namespace irr::io; static const aiImporterDesc desc = { - "Irrlicht Scene Reader", - "", - "", - "http://irrlicht.sourceforge.net/", - aiImporterFlags_SupportTextFlavour, - 0, - 0, - 0, - 0, - "irr xml" + "Irrlicht Scene Reader", + "", + "", + "http://irrlicht.sourceforge.net/", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "irr xml" }; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer -IRRImporter::IRRImporter() -: fps() -, configSpeedFlag(){ - // empty +IRRImporter::IRRImporter() : + fps(), configSpeedFlag() { + // empty } // ------------------------------------------------------------------------------------------------ // Destructor, private as well IRRImporter::~IRRImporter() { - // empty + // empty } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. -bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const { - const std::string extension = GetExtension(pFile); - if ( extension == "irr" ) { - return true; - } else if (extension == "xml" || checkSig) { - /* If CanRead() is called in order to check whether we +bool IRRImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const { + const std::string extension = GetExtension(pFile); + if (extension == "irr") { + return true; + } else if (extension == "xml" || checkSig) { + /* If CanRead() is called in order to check whether we * support a specific file extension in general pIOHandler * might be nullptr and it's our duty to return true here. */ - if (nullptr == pIOHandler ) { - return true; - } - const char* tokens[] = {"irr_scene"}; - return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); - } + if (nullptr == pIOHandler) { + return true; + } + const char *tokens[] = { "irr_scene" }; + return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1); + } - return false; + return false; } // ------------------------------------------------------------------------------------------------ -const aiImporterDesc* IRRImporter::GetInfo () const -{ - return &desc; +const aiImporterDesc *IRRImporter::GetInfo() const { + return &desc; } // ------------------------------------------------------------------------------------------------ -void IRRImporter::SetupProperties(const Importer* pImp) -{ - // read the output frame rate of all node animation channels - fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100); - if (fps < 10.) { - ASSIMP_LOG_ERROR("IRR: Invalid FPS configuration"); - fps = 100; - } +void IRRImporter::SetupProperties(const Importer *pImp) { + // read the output frame rate of all node animation channels + fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS, 100); + if (fps < 10.) { + ASSIMP_LOG_ERROR("IRR: Invalid FPS configuration"); + fps = 100; + } - // AI_CONFIG_FAVOUR_SPEED - configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0)); + // AI_CONFIG_FAVOUR_SPEED + configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED, 0)); } // ------------------------------------------------------------------------------------------------ // Build a mesh tha consists of a single squad (a side of a skybox) -aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1, - const SkyboxVertex& v2, - const SkyboxVertex& v3, - const SkyboxVertex& v4) -{ - // allocate and prepare the mesh - aiMesh* out = new aiMesh(); +aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1, + const SkyboxVertex &v2, + const SkyboxVertex &v3, + const SkyboxVertex &v4) { + // allocate and prepare the mesh + aiMesh *out = new aiMesh(); - out->mPrimitiveTypes = aiPrimitiveType_POLYGON; - out->mNumFaces = 1; + out->mPrimitiveTypes = aiPrimitiveType_POLYGON; + out->mNumFaces = 1; - // build the face - out->mFaces = new aiFace[1]; - aiFace& face = out->mFaces[0]; + // build the face + out->mFaces = new aiFace[1]; + aiFace &face = out->mFaces[0]; - face.mNumIndices = 4; - face.mIndices = new unsigned int[4]; - for (unsigned int i = 0; i < 4;++i) - face.mIndices[i] = i; + face.mNumIndices = 4; + face.mIndices = new unsigned int[4]; + for (unsigned int i = 0; i < 4; ++i) + face.mIndices[i] = i; - out->mNumVertices = 4; + out->mNumVertices = 4; - // copy vertex positions - aiVector3D* vec = out->mVertices = new aiVector3D[4]; - *vec++ = v1.position; - *vec++ = v2.position; - *vec++ = v3.position; - *vec = v4.position; + // copy vertex positions + aiVector3D *vec = out->mVertices = new aiVector3D[4]; + *vec++ = v1.position; + *vec++ = v2.position; + *vec++ = v3.position; + *vec = v4.position; - // copy vertex normals - vec = out->mNormals = new aiVector3D[4]; - *vec++ = v1.normal; - *vec++ = v2.normal; - *vec++ = v3.normal; - *vec = v4.normal; + // copy vertex normals + vec = out->mNormals = new aiVector3D[4]; + *vec++ = v1.normal; + *vec++ = v2.normal; + *vec++ = v3.normal; + *vec = v4.normal; - // copy texture coordinates - vec = out->mTextureCoords[0] = new aiVector3D[4]; - *vec++ = v1.uv; - *vec++ = v2.uv; - *vec++ = v3.uv; - *vec = v4.uv; - return out; + // copy texture coordinates + vec = out->mTextureCoords[0] = new aiVector3D[4]; + *vec++ = v1.uv; + *vec++ = v2.uv; + *vec++ = v3.uv; + *vec = v4.uv; + return out; } // ------------------------------------------------------------------------------------------------ -void IRRImporter::BuildSkybox(std::vector& meshes, std::vector materials) -{ - // Update the material of the skybox - replace the name and disable shading for skyboxes. - for (unsigned int i = 0; i < 6;++i) { - aiMaterial* out = ( aiMaterial* ) (*(materials.end()-(6-i))); +void IRRImporter::BuildSkybox(std::vector &meshes, std::vector materials) { + // Update the material of the skybox - replace the name and disable shading for skyboxes. + for (unsigned int i = 0; i < 6; ++i) { + aiMaterial *out = (aiMaterial *)(*(materials.end() - (6 - i))); - aiString s; - s.length = ::ai_snprintf( s.data, MAXLEN, "SkyboxSide_%u",i ); - out->AddProperty(&s,AI_MATKEY_NAME); + aiString s; + s.length = ::ai_snprintf(s.data, MAXLEN, "SkyboxSide_%u", i); + out->AddProperty(&s, AI_MATKEY_NAME); - int shading = aiShadingMode_NoShading; - out->AddProperty(&shading,1,AI_MATKEY_SHADING_MODEL); - } + int shading = aiShadingMode_NoShading; + out->AddProperty(&shading, 1, AI_MATKEY_SHADING_MODEL); + } - // Skyboxes are much more difficult. They are represented - // by six single planes with different textures, so we'll - // need to build six meshes. + // Skyboxes are much more difficult. They are represented + // by six single planes with different textures, so we'll + // need to build six meshes. - const ai_real l = 10.0; // the size used by Irrlicht + const ai_real l = 10.0; // the size used by Irrlicht - // FRONT SIDE - meshes.push_back( BuildSingleQuadMesh( - SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.0,1.0), - SkyboxVertex( l,-l,-l, 0, 0, 1, 0.0,1.0), - SkyboxVertex( l, l,-l, 0, 0, 1, 0.0,0.0), - SkyboxVertex(-l, l,-l, 0, 0, 1, 1.0,0.0)) ); - meshes.back()->mMaterialIndex = static_cast(materials.size()-6u); + // FRONT SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(-l, -l, -l, 0, 0, 1, 1.0, 1.0), + SkyboxVertex(l, -l, -l, 0, 0, 1, 0.0, 1.0), + SkyboxVertex(l, l, -l, 0, 0, 1, 0.0, 0.0), + SkyboxVertex(-l, l, -l, 0, 0, 1, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast(materials.size() - 6u); - // LEFT SIDE - meshes.push_back( BuildSingleQuadMesh( - SkyboxVertex( l,-l,-l, -1, 0, 0, 1.0,1.0), - SkyboxVertex( l,-l, l, -1, 0, 0, 0.0,1.0), - SkyboxVertex( l, l, l, -1, 0, 0, 0.0,0.0), - SkyboxVertex( l, l,-l, -1, 0, 0, 1.0,0.0)) ); - meshes.back()->mMaterialIndex = static_cast(materials.size()-5u); + // LEFT SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, -l, -l, -1, 0, 0, 1.0, 1.0), + SkyboxVertex(l, -l, l, -1, 0, 0, 0.0, 1.0), + SkyboxVertex(l, l, l, -1, 0, 0, 0.0, 0.0), + SkyboxVertex(l, l, -l, -1, 0, 0, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast(materials.size() - 5u); - // BACK SIDE - meshes.push_back( BuildSingleQuadMesh( - SkyboxVertex( l,-l, l, 0, 0, -1, 1.0,1.0), - SkyboxVertex(-l,-l, l, 0, 0, -1, 0.0,1.0), - SkyboxVertex(-l, l, l, 0, 0, -1, 0.0,0.0), - SkyboxVertex( l, l, l, 0, 0, -1, 1.0,0.0)) ); - meshes.back()->mMaterialIndex = static_cast(materials.size()-4u); + // BACK SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, -l, l, 0, 0, -1, 1.0, 1.0), + SkyboxVertex(-l, -l, l, 0, 0, -1, 0.0, 1.0), + SkyboxVertex(-l, l, l, 0, 0, -1, 0.0, 0.0), + SkyboxVertex(l, l, l, 0, 0, -1, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast(materials.size() - 4u); - // RIGHT SIDE - meshes.push_back( BuildSingleQuadMesh( - SkyboxVertex(-l,-l, l, 1, 0, 0, 1.0,1.0), - SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.0,1.0), - SkyboxVertex(-l, l,-l, 1, 0, 0, 0.0,0.0), - SkyboxVertex(-l, l, l, 1, 0, 0, 1.0,0.0)) ); - meshes.back()->mMaterialIndex = static_cast(materials.size()-3u); + // RIGHT SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(-l, -l, l, 1, 0, 0, 1.0, 1.0), + SkyboxVertex(-l, -l, -l, 1, 0, 0, 0.0, 1.0), + SkyboxVertex(-l, l, -l, 1, 0, 0, 0.0, 0.0), + SkyboxVertex(-l, l, l, 1, 0, 0, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast(materials.size() - 3u); - // TOP SIDE - meshes.push_back( BuildSingleQuadMesh( - SkyboxVertex( l, l,-l, 0, -1, 0, 1.0,1.0), - SkyboxVertex( l, l, l, 0, -1, 0, 0.0,1.0), - SkyboxVertex(-l, l, l, 0, -1, 0, 0.0,0.0), - SkyboxVertex(-l, l,-l, 0, -1, 0, 1.0,0.0)) ); - meshes.back()->mMaterialIndex = static_cast(materials.size()-2u); + // TOP SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, l, -l, 0, -1, 0, 1.0, 1.0), + SkyboxVertex(l, l, l, 0, -1, 0, 0.0, 1.0), + SkyboxVertex(-l, l, l, 0, -1, 0, 0.0, 0.0), + SkyboxVertex(-l, l, -l, 0, -1, 0, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast(materials.size() - 2u); - // BOTTOM SIDE - meshes.push_back( BuildSingleQuadMesh( - SkyboxVertex( l,-l, l, 0, 1, 0, 0.0,0.0), - SkyboxVertex( l,-l,-l, 0, 1, 0, 1.0,0.0), - SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.0,1.0), - SkyboxVertex(-l,-l, l, 0, 1, 0, 0.0,1.0)) ); - meshes.back()->mMaterialIndex = static_cast(materials.size()-1u); + // BOTTOM SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, -l, l, 0, 1, 0, 0.0, 0.0), + SkyboxVertex(l, -l, -l, 0, 1, 0, 1.0, 0.0), + SkyboxVertex(-l, -l, -l, 0, 1, 0, 1.0, 1.0), + SkyboxVertex(-l, -l, l, 0, 1, 0, 0.0, 1.0))); + meshes.back()->mMaterialIndex = static_cast(materials.size() - 1u); } // ------------------------------------------------------------------------------------------------ -void IRRImporter::CopyMaterial(std::vector& materials, - std::vector< std::pair >& inmaterials, - unsigned int& defMatIdx, - aiMesh* mesh) -{ - if (inmaterials.empty()) { - // Do we have a default material? If not we need to create one - if (UINT_MAX == defMatIdx) - { - defMatIdx = (unsigned int)materials.size(); - //TODO: add this materials to someone? - /*aiMaterial* mat = new aiMaterial(); +void IRRImporter::CopyMaterial(std::vector &materials, + std::vector> &inmaterials, + unsigned int &defMatIdx, + aiMesh *mesh) { + if (inmaterials.empty()) { + // Do we have a default material? If not we need to create one + if (UINT_MAX == defMatIdx) { + defMatIdx = (unsigned int)materials.size(); + //TODO: add this materials to someone? + /*aiMaterial* mat = new aiMaterial(); aiString s; s.Set(AI_DEFAULT_MATERIAL_NAME); @@ -277,141 +266,137 @@ void IRRImporter::CopyMaterial(std::vector& materials, aiColor3D c(0.6f,0.6f,0.6f); mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);*/ - } - mesh->mMaterialIndex = defMatIdx; - return; - } - else if (inmaterials.size() > 1) { - ASSIMP_LOG_INFO("IRR: Skipping additional materials"); - } + } + mesh->mMaterialIndex = defMatIdx; + return; + } else if (inmaterials.size() > 1) { + ASSIMP_LOG_INFO("IRR: Skipping additional materials"); + } - mesh->mMaterialIndex = (unsigned int)materials.size(); - materials.push_back(inmaterials[0].first); -} - - -// ------------------------------------------------------------------------------------------------ -inline -int ClampSpline(int idx, int size) { - return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) ); + mesh->mMaterialIndex = (unsigned int)materials.size(); + materials.push_back(inmaterials[0].first); } // ------------------------------------------------------------------------------------------------ -inline void FindSuitableMultiple(int& angle) -{ - if (angle < 3) angle = 3; - else if (angle < 10) angle = 10; - else if (angle < 20) angle = 20; - else if (angle < 30) angle = 30; +inline int ClampSpline(int idx, int size) { + return (idx < 0 ? size + idx : (idx >= size ? idx - size : idx)); } // ------------------------------------------------------------------------------------------------ -void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector& anims) -{ - ai_assert(nullptr != root && nullptr != real); +inline void FindSuitableMultiple(int &angle) { + if (angle < 3) + angle = 3; + else if (angle < 10) + angle = 10; + else if (angle < 20) + angle = 20; + else if (angle < 30) + angle = 30; +} - // XXX totally WIP - doesn't produce proper results, need to evaluate - // whether there's any use for Irrlicht's proprietary scene format - // outside Irrlicht ... - // This also applies to the above function of FindSuitableMultiple and ClampSpline which are - // solely used in this function +// ------------------------------------------------------------------------------------------------ +void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector &anims) { + ai_assert(nullptr != root && nullptr != real); - if (root->animators.empty()) { - return; - } - unsigned int total( 0 ); - for (std::list::iterator it = root->animators.begin();it != root->animators.end(); ++it) { - if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) { - ASSIMP_LOG_WARN("IRR: Skipping unknown or unsupported animator"); - continue; - } - ++total; - } - if (!total) { - return; - } else if (1 == total) { - ASSIMP_LOG_WARN("IRR: Adding dummy nodes to simulate multiple animators"); - } + // XXX totally WIP - doesn't produce proper results, need to evaluate + // whether there's any use for Irrlicht's proprietary scene format + // outside Irrlicht ... + // This also applies to the above function of FindSuitableMultiple and ClampSpline which are + // solely used in this function - // NOTE: 1 tick == i millisecond + if (root->animators.empty()) { + return; + } + unsigned int total(0); + for (std::list::iterator it = root->animators.begin(); it != root->animators.end(); ++it) { + if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) { + ASSIMP_LOG_WARN("IRR: Skipping unknown or unsupported animator"); + continue; + } + ++total; + } + if (!total) { + return; + } else if (1 == total) { + ASSIMP_LOG_WARN("IRR: Adding dummy nodes to simulate multiple animators"); + } - unsigned int cur = 0; - for (std::list::iterator it = root->animators.begin(); - it != root->animators.end(); ++it) - { - if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)continue; + // NOTE: 1 tick == i millisecond - Animator& in = *it ; - aiNodeAnim* anim = new aiNodeAnim(); + unsigned int cur = 0; + for (std::list::iterator it = root->animators.begin(); + it != root->animators.end(); ++it) { + if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) continue; - if (cur != total-1) { - // Build a new name - a prefix instead of a suffix because it is - // easier to check against - anim->mNodeName.length = ::ai_snprintf(anim->mNodeName.data, MAXLEN, - "$INST_DUMMY_%i_%s",total-1, - (root->name.length() ? root->name.c_str() : "")); + Animator &in = *it; + aiNodeAnim *anim = new aiNodeAnim(); - // we'll also need to insert a dummy in the node hierarchy. - aiNode* dummy = new aiNode(); + if (cur != total - 1) { + // Build a new name - a prefix instead of a suffix because it is + // easier to check against + anim->mNodeName.length = ::ai_snprintf(anim->mNodeName.data, MAXLEN, + "$INST_DUMMY_%i_%s", total - 1, + (root->name.length() ? root->name.c_str() : "")); - for (unsigned int i = 0; i < real->mParent->mNumChildren;++i) - if (real->mParent->mChildren[i] == real) - real->mParent->mChildren[i] = dummy; + // we'll also need to insert a dummy in the node hierarchy. + aiNode *dummy = new aiNode(); - dummy->mParent = real->mParent; - dummy->mName = anim->mNodeName; + for (unsigned int i = 0; i < real->mParent->mNumChildren; ++i) + if (real->mParent->mChildren[i] == real) + real->mParent->mChildren[i] = dummy; - dummy->mNumChildren = 1; - dummy->mChildren = new aiNode*[dummy->mNumChildren]; - dummy->mChildren[0] = real; + dummy->mParent = real->mParent; + dummy->mName = anim->mNodeName; - // the transformation matrix of the dummy node is the identity + dummy->mNumChildren = 1; + dummy->mChildren = new aiNode *[dummy->mNumChildren]; + dummy->mChildren[0] = real; - real->mParent = dummy; - } - else anim->mNodeName.Set(root->name); - ++cur; + // the transformation matrix of the dummy node is the identity - switch (in.type) { - case Animator::ROTATION: - { - // ----------------------------------------------------- - // find out how long a full rotation will take - // This is the least common multiple of 360.f and all - // three euler angles. Although we'll surely find a - // possible multiple (haha) it could be somewhat large - // for our purposes. So we need to modify the angles - // here in order to get good results. - // ----------------------------------------------------- - int angles[3]; - angles[0] = (int)(in.direction.x*100); - angles[1] = (int)(in.direction.y*100); - angles[2] = (int)(in.direction.z*100); + real->mParent = dummy; + } else + anim->mNodeName.Set(root->name); + ++cur; - angles[0] %= 360; - angles[1] %= 360; - angles[2] %= 360; + switch (in.type) { + case Animator::ROTATION: { + // ----------------------------------------------------- + // find out how long a full rotation will take + // This is the least common multiple of 360.f and all + // three euler angles. Although we'll surely find a + // possible multiple (haha) it could be somewhat large + // for our purposes. So we need to modify the angles + // here in order to get good results. + // ----------------------------------------------------- + int angles[3]; + angles[0] = (int)(in.direction.x * 100); + angles[1] = (int)(in.direction.y * 100); + angles[2] = (int)(in.direction.z * 100); - if ( (angles[0]*angles[1]) != 0 && (angles[1]*angles[2]) != 0 ) - { - FindSuitableMultiple(angles[0]); - FindSuitableMultiple(angles[1]); - FindSuitableMultiple(angles[2]); - } + angles[0] %= 360; + angles[1] %= 360; + angles[2] %= 360; - int lcm = 360; + if ((angles[0] * angles[1]) != 0 && (angles[1] * angles[2]) != 0) { + FindSuitableMultiple(angles[0]); + FindSuitableMultiple(angles[1]); + FindSuitableMultiple(angles[2]); + } - if (angles[0]) - lcm = Math::lcm(lcm,angles[0]); + int lcm = 360; - if (angles[1]) - lcm = Math::lcm(lcm,angles[1]); + if (angles[0]) + lcm = Math::lcm(lcm, angles[0]); - if (angles[2]) - lcm = Math::lcm(lcm,angles[2]); + if (angles[1]) + lcm = Math::lcm(lcm, angles[1]); - if (360 == lcm) - break; + if (angles[2]) + lcm = Math::lcm(lcm, angles[2]); + + if (360 == lcm) + break; #if 0 // This can be a division through zero, but we don't care @@ -420,1068 +405,976 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vectormNumRotationKeys = (unsigned int)(max*fps); - anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; + anim->mNumRotationKeys = (unsigned int)(max * fps); + anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; - // begin with a zero angle - aiVector3D angle; - for (unsigned int i = 0; i < anim->mNumRotationKeys;++i) - { - // build the quaternion for the given euler angles - aiQuatKey& q = anim->mRotationKeys[i]; + // begin with a zero angle + aiVector3D angle; + for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) { + // build the quaternion for the given euler angles + aiQuatKey &q = anim->mRotationKeys[i]; - q.mValue = aiQuaternion(angle.x, angle.y, angle.z); - q.mTime = (double)i; + q.mValue = aiQuaternion(angle.x, angle.y, angle.z); + q.mTime = (double)i; - // increase the angle - angle += in.direction; - } + // increase the angle + angle += in.direction; + } - // This animation is repeated and repeated ... - anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; - } - break; + // This animation is repeated and repeated ... + anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; + } break; - case Animator::FLY_CIRCLE: - { - // ----------------------------------------------------- - // Find out how much time we'll need to perform a - // full circle. - // ----------------------------------------------------- - const double seconds = (1. / in.speed) / 1000.; - const double tdelta = 1000. / fps; + case Animator::FLY_CIRCLE: { + // ----------------------------------------------------- + // Find out how much time we'll need to perform a + // full circle. + // ----------------------------------------------------- + const double seconds = (1. / in.speed) / 1000.; + const double tdelta = 1000. / fps; - anim->mNumPositionKeys = (unsigned int) (fps * seconds); - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + anim->mNumPositionKeys = (unsigned int)(fps * seconds); + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - // from Irrlicht, what else should we do than copying it? - aiVector3D vecU,vecV; - if (in.direction.y) { - vecV = aiVector3D(50,0,0) ^ in.direction; - } - else vecV = aiVector3D(0,50,00) ^ in.direction; - vecV.Normalize(); - vecU = (vecV ^ in.direction).Normalize(); + // from Irrlicht, what else should we do than copying it? + aiVector3D vecU, vecV; + if (in.direction.y) { + vecV = aiVector3D(50, 0, 0) ^ in.direction; + } else + vecV = aiVector3D(0, 50, 00) ^ in.direction; + vecV.Normalize(); + vecU = (vecV ^ in.direction).Normalize(); - // build the output keys - for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) { - aiVectorKey& key = anim->mPositionKeys[i]; - key.mTime = i * tdelta; + // build the output keys + for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { + aiVectorKey &key = anim->mPositionKeys[i]; + key.mTime = i * tdelta; - const ai_real t = (ai_real) ( in.speed * key.mTime ); - key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t))); - } + const ai_real t = (ai_real)(in.speed * key.mTime); + key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t))); + } - // This animation is repeated and repeated ... - anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; - } - break; + // This animation is repeated and repeated ... + anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; + } break; - case Animator::FLY_STRAIGHT: - { - anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT); - const double seconds = in.timeForWay / 1000.; - const double tdelta = 1000. / fps; + case Animator::FLY_STRAIGHT: { + anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT); + const double seconds = in.timeForWay / 1000.; + const double tdelta = 1000. / fps; - anim->mNumPositionKeys = (unsigned int) (fps * seconds); - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + anim->mNumPositionKeys = (unsigned int)(fps * seconds); + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - aiVector3D diff = in.direction - in.circleCenter; - const ai_real lengthOfWay = diff.Length(); - diff.Normalize(); + aiVector3D diff = in.direction - in.circleCenter; + const ai_real lengthOfWay = diff.Length(); + diff.Normalize(); - const double timeFactor = lengthOfWay / in.timeForWay; + const double timeFactor = lengthOfWay / in.timeForWay; - // build the output keys - for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) { - aiVectorKey& key = anim->mPositionKeys[i]; - key.mTime = i * tdelta; - key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime); - } - } - break; + // build the output keys + for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { + aiVectorKey &key = anim->mPositionKeys[i]; + key.mTime = i * tdelta; + key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime); + } + } break; - case Animator::FOLLOW_SPLINE: - { - // repeat outside the defined time range - anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; - const int size = (int)in.splineKeys.size(); - if (!size) { - // We have no point in the spline. That's bad. Really bad. - ASSIMP_LOG_WARN("IRR: Spline animators with no points defined"); + case Animator::FOLLOW_SPLINE: { + // repeat outside the defined time range + anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; + const int size = (int)in.splineKeys.size(); + if (!size) { + // We have no point in the spline. That's bad. Really bad. + ASSIMP_LOG_WARN("IRR: Spline animators with no points defined"); - delete anim; - anim = nullptr; - break; - } - else if (size == 1) { - // We have just one point in the spline so we don't need the full calculation - anim->mNumPositionKeys = 1; - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + delete anim; + anim = nullptr; + break; + } else if (size == 1) { + // We have just one point in the spline so we don't need the full calculation + anim->mNumPositionKeys = 1; + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue; - anim->mPositionKeys[0].mTime = 0.f; - break; - } + anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue; + anim->mPositionKeys[0].mTime = 0.f; + break; + } - unsigned int ticksPerFull = 15; - anim->mNumPositionKeys = (unsigned int) ( ticksPerFull * fps ); - anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + unsigned int ticksPerFull = 15; + anim->mNumPositionKeys = (unsigned int)(ticksPerFull * fps); + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; - for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) - { - aiVectorKey& key = anim->mPositionKeys[i]; + for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { + aiVectorKey &key = anim->mPositionKeys[i]; - const ai_real dt = (i * in.speed * ai_real( 0.001 ) ); - const ai_real u = dt - std::floor(dt); - const int idx = (int)std::floor(dt) % size; + const ai_real dt = (i * in.speed * ai_real(0.001)); + const ai_real u = dt - std::floor(dt); + const int idx = (int)std::floor(dt) % size; - // get the 4 current points to evaluate the spline - const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue; - const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue; - const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue; - const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue; + // get the 4 current points to evaluate the spline + const aiVector3D &p0 = in.splineKeys[ClampSpline(idx - 1, size)].mValue; + const aiVector3D &p1 = in.splineKeys[ClampSpline(idx + 0, size)].mValue; + const aiVector3D &p2 = in.splineKeys[ClampSpline(idx + 1, size)].mValue; + const aiVector3D &p3 = in.splineKeys[ClampSpline(idx + 2, size)].mValue; - // compute polynomials - const ai_real u2 = u*u; - const ai_real u3 = u2*2; + // compute polynomials + const ai_real u2 = u * u; + const ai_real u3 = u2 * 2; - const ai_real h1 = ai_real( 2.0 ) * u3 - ai_real( 3.0 ) * u2 + ai_real( 1.0 ); - const ai_real h2 = ai_real( -2.0 ) * u3 + ai_real( 3.0 ) * u3; - const ai_real h3 = u3 - ai_real( 2.0 ) * u3; - const ai_real h4 = u3 - u2; + const ai_real h1 = ai_real(2.0) * u3 - ai_real(3.0) * u2 + ai_real(1.0); + const ai_real h2 = ai_real(-2.0) * u3 + ai_real(3.0) * u3; + const ai_real h3 = u3 - ai_real(2.0) * u3; + const ai_real h4 = u3 - u2; - // compute the spline tangents - const aiVector3D t1 = ( p2 - p0 ) * in.tightness; - aiVector3D t2 = ( p3 - p1 ) * in.tightness; + // compute the spline tangents + const aiVector3D t1 = (p2 - p0) * in.tightness; + aiVector3D t2 = (p3 - p1) * in.tightness; - // and use them to get the interpolated point - t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2); + // and use them to get the interpolated point + t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2); - // build a simple translation matrix from it - key.mValue = t2; - key.mTime = (double) i; - } - } - break; - default: - // UNKNOWN , OTHER - break; - }; - if (anim) { - anims.push_back(anim); - ++total; - } - } + // build a simple translation matrix from it + key.mValue = t2; + key.mTime = (double)i; + } + } break; + default: + // UNKNOWN , OTHER + break; + }; + if (anim) { + anims.push_back(anim); + ++total; + } + } } // ------------------------------------------------------------------------------------------------ // This function is maybe more generic than we'd need it here -void SetupMapping (aiMaterial* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f)) -{ - // Check whether there are texture properties defined - setup - // the desired texture mapping mode for all of them and ignore - // all UV settings we might encounter. WE HAVE NO UVS! +void SetupMapping(aiMaterial *mat, aiTextureMapping mode, const aiVector3D &axis = aiVector3D(0.f, 0.f, -1.f)) { + // Check whether there are texture properties defined - setup + // the desired texture mapping mode for all of them and ignore + // all UV settings we might encounter. WE HAVE NO UVS! - std::vector p; - p.reserve(mat->mNumProperties+1); + std::vector p; + p.reserve(mat->mNumProperties + 1); - for (unsigned int i = 0; i < mat->mNumProperties;++i) - { - aiMaterialProperty* prop = mat->mProperties[i]; - if (!::strcmp( prop->mKey.data, "$tex.file")) { - // Setup the mapping key - aiMaterialProperty* m = new aiMaterialProperty(); - m->mKey.Set("$tex.mapping"); - m->mIndex = prop->mIndex; - m->mSemantic = prop->mSemantic; - m->mType = aiPTI_Integer; + for (unsigned int i = 0; i < mat->mNumProperties; ++i) { + aiMaterialProperty *prop = mat->mProperties[i]; + if (!::strcmp(prop->mKey.data, "$tex.file")) { + // Setup the mapping key + aiMaterialProperty *m = new aiMaterialProperty(); + m->mKey.Set("$tex.mapping"); + m->mIndex = prop->mIndex; + m->mSemantic = prop->mSemantic; + m->mType = aiPTI_Integer; - m->mDataLength = 4; - m->mData = new char[4]; - *((int*)m->mData) = mode; + m->mDataLength = 4; + m->mData = new char[4]; + *((int *)m->mData) = mode; - p.push_back(prop); - p.push_back(m); + p.push_back(prop); + p.push_back(m); - // Setup the mapping axis - if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) { - m = new aiMaterialProperty(); - m->mKey.Set("$tex.mapaxis"); - m->mIndex = prop->mIndex; - m->mSemantic = prop->mSemantic; - m->mType = aiPTI_Float; + // Setup the mapping axis + if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) { + m = new aiMaterialProperty(); + m->mKey.Set("$tex.mapaxis"); + m->mIndex = prop->mIndex; + m->mSemantic = prop->mSemantic; + m->mType = aiPTI_Float; - m->mDataLength = 12; - m->mData = new char[12]; - *((aiVector3D*)m->mData) = axis; - p.push_back(m); - } - } - else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc")) { - delete mat->mProperties[i]; - } - else p.push_back(prop); - } + m->mDataLength = 12; + m->mData = new char[12]; + *((aiVector3D *)m->mData) = axis; + p.push_back(m); + } + } else if (!::strcmp(prop->mKey.data, "$tex.uvwsrc")) { + delete mat->mProperties[i]; + } else + p.push_back(prop); + } - if (p.empty())return; + if (p.empty()) return; - // rebuild the output array - if (p.size() > mat->mNumAllocated) { - delete[] mat->mProperties; - mat->mProperties = new aiMaterialProperty*[p.size()*2]; + // rebuild the output array + if (p.size() > mat->mNumAllocated) { + delete[] mat->mProperties; + mat->mProperties = new aiMaterialProperty *[p.size() * 2]; - mat->mNumAllocated = static_cast(p.size()*2); - } - mat->mNumProperties = (unsigned int)p.size(); - ::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties); + mat->mNumAllocated = static_cast(p.size() * 2); + } + mat->mNumProperties = (unsigned int)p.size(); + ::memcpy(mat->mProperties, &p[0], sizeof(void *) * mat->mNumProperties); } // ------------------------------------------------------------------------------------------------ -void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene, - BatchLoader& batch, - std::vector& meshes, - std::vector& anims, - std::vector& attach, - std::vector& materials, - unsigned int& defMatIdx) -{ - unsigned int oldMeshSize = (unsigned int)meshes.size(); - //unsigned int meshTrafoAssign = 0; +void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene, + BatchLoader &batch, + std::vector &meshes, + std::vector &anims, + std::vector &attach, + std::vector &materials, + unsigned int &defMatIdx) { + unsigned int oldMeshSize = (unsigned int)meshes.size(); + //unsigned int meshTrafoAssign = 0; - // Now determine the type of the node - switch (root->type) - { - case Node::ANIMMESH: - case Node::MESH: - { - if (!root->meshPath.length()) - break; + // Now determine the type of the node + switch (root->type) { + case Node::ANIMMESH: + case Node::MESH: { + if (!root->meshPath.length()) + break; - // Get the loaded mesh from the scene and add it to - // the list of all scenes to be attached to the - // graph we're currently building - aiScene* localScene = batch.GetImport(root->id); - if (!localScene) { - ASSIMP_LOG_ERROR("IRR: Unable to load external file: " + root->meshPath); - break; - } - attach.push_back(AttachmentInfo(localScene,rootOut)); + // Get the loaded mesh from the scene and add it to + // the list of all scenes to be attached to the + // graph we're currently building + aiScene *localScene = batch.GetImport(root->id); + if (!localScene) { + ASSIMP_LOG_ERROR("IRR: Unable to load external file: " + root->meshPath); + break; + } + attach.push_back(AttachmentInfo(localScene, rootOut)); - // Now combine the material we've loaded for this mesh - // with the real materials we got from the file. As we - // don't execute any pp-steps on the file, the numbers - // should be equal. If they are not, we can impossibly - // do this ... - if (root->materials.size() != (unsigned int)localScene->mNumMaterials) { - ASSIMP_LOG_WARN("IRR: Failed to match imported materials " - "with the materials found in the IRR scene file"); + // Now combine the material we've loaded for this mesh + // with the real materials we got from the file. As we + // don't execute any pp-steps on the file, the numbers + // should be equal. If they are not, we can impossibly + // do this ... + if (root->materials.size() != (unsigned int)localScene->mNumMaterials) { + ASSIMP_LOG_WARN("IRR: Failed to match imported materials " + "with the materials found in the IRR scene file"); - break; - } - for (unsigned int i = 0; i < localScene->mNumMaterials;++i) { - // Delete the old material, we don't need it anymore - delete localScene->mMaterials[i]; + break; + } + for (unsigned int i = 0; i < localScene->mNumMaterials; ++i) { + // Delete the old material, we don't need it anymore + delete localScene->mMaterials[i]; - std::pair& src = root->materials[i]; - localScene->mMaterials[i] = src.first; - } + std::pair &src = root->materials[i]; + localScene->mMaterials[i] = src.first; + } - // NOTE: Each mesh should have exactly one material assigned, - // but we do it in a separate loop if this behaviour changes - // in future. - for (unsigned int i = 0; i < localScene->mNumMeshes;++i) { - // Process material flags - aiMesh* mesh = localScene->mMeshes[i]; + // NOTE: Each mesh should have exactly one material assigned, + // but we do it in a separate loop if this behaviour changes + // in future. + for (unsigned int i = 0; i < localScene->mNumMeshes; ++i) { + // Process material flags + aiMesh *mesh = localScene->mMeshes[i]; + // If "trans_vertex_alpha" mode is enabled, search all vertex colors + // and check whether they have a common alpha value. This is quite + // often the case so we can simply extract it to a shared oacity + // value. + std::pair &src = root->materials[mesh->mMaterialIndex]; + aiMaterial *mat = (aiMaterial *)src.first; - // If "trans_vertex_alpha" mode is enabled, search all vertex colors - // and check whether they have a common alpha value. This is quite - // often the case so we can simply extract it to a shared oacity - // value. - std::pair& src = root->materials[mesh->mMaterialIndex]; - aiMaterial* mat = (aiMaterial*)src.first; + if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha) { + bool bdo = true; + for (unsigned int a = 1; a < mesh->mNumVertices; ++a) { - if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha) - { - bool bdo = true; - for (unsigned int a = 1; a < mesh->mNumVertices;++a) { + if (mesh->mColors[0][a].a != mesh->mColors[0][a - 1].a) { + bdo = false; + break; + } + } + if (bdo) { + ASSIMP_LOG_INFO("IRR: Replacing mesh vertex alpha with common opacity"); - if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a) { - bdo = false; - break; - } - } - if (bdo) { - ASSIMP_LOG_INFO("IRR: Replacing mesh vertex alpha with common opacity"); + for (unsigned int a = 0; a < mesh->mNumVertices; ++a) + mesh->mColors[0][a].a = 1.f; - for (unsigned int a = 0; a < mesh->mNumVertices;++a) - mesh->mColors[0][a].a = 1.f; + mat->AddProperty(&mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY); + } + } - mat->AddProperty(& mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY); - } - } + // If we have a second texture coordinate set and a second texture + // (either lightmap, normalmap, 2layered material) we need to + // setup the correct UV index for it. The texture can either + // be diffuse (lightmap & 2layer) or a normal map (normal & parallax) + if (mesh->HasTextureCoords(1)) { - // If we have a second texture coordinate set and a second texture - // (either lightmap, normalmap, 2layered material) we need to - // setup the correct UV index for it. The texture can either - // be diffuse (lightmap & 2layer) or a normal map (normal & parallax) - if (mesh->HasTextureCoords(1)) { + int idx = 1; + if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) { + mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(0)); + } else if (src.second & AI_IRRMESH_MAT_normalmap_solid) { + mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0)); + } + } + } + } break; - int idx = 1; - if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) { - mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0)); - } - else if (src.second & AI_IRRMESH_MAT_normalmap_solid) { - mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0)); - } - } - } - } - break; + case Node::LIGHT: + case Node::CAMERA: - case Node::LIGHT: - case Node::CAMERA: + // We're already finished with lights and cameras + break; - // We're already finished with lights and cameras - break; + case Node::SPHERE: { + // Generate the sphere model. Our input parameter to + // the sphere generation algorithm is the number of + // subdivisions of each triangle - but here we have + // the number of poylgons on a specific axis. Just + // use some hardcoded limits to approximate this ... + unsigned int mul = root->spherePolyCountX * root->spherePolyCountY; + if (mul < 100) + mul = 2; + else if (mul < 300) + mul = 3; + else + mul = 4; + meshes.push_back(StandardShapes::MakeMesh(mul, + &StandardShapes::MakeSphere)); - case Node::SPHERE: - { - // Generate the sphere model. Our input parameter to - // the sphere generation algorithm is the number of - // subdivisions of each triangle - but here we have - // the number of poylgons on a specific axis. Just - // use some hardcoded limits to approximate this ... - unsigned int mul = root->spherePolyCountX*root->spherePolyCountY; - if (mul < 100)mul = 2; - else if (mul < 300)mul = 3; - else mul = 4; + // Adjust scaling + root->scaling *= root->sphereRadius / 2; - meshes.push_back(StandardShapes::MakeMesh(mul, - &StandardShapes::MakeSphere)); + // Copy one output material + CopyMaterial(materials, root->materials, defMatIdx, meshes.back()); - // Adjust scaling - root->scaling *= root->sphereRadius/2; + // Now adjust this output material - if there is a first texture + // set, setup spherical UV mapping around the Y axis. + SetupMapping((aiMaterial *)materials.back(), aiTextureMapping_SPHERE); + } break; - // Copy one output material - CopyMaterial(materials, root->materials, defMatIdx, meshes.back()); + case Node::CUBE: { + // Generate an unit cube first + meshes.push_back(StandardShapes::MakeMesh( + &StandardShapes::MakeHexahedron)); - // Now adjust this output material - if there is a first texture - // set, setup spherical UV mapping around the Y axis. - SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_SPHERE); - } - break; + // Adjust scaling + root->scaling *= root->sphereRadius; - case Node::CUBE: - { - // Generate an unit cube first - meshes.push_back(StandardShapes::MakeMesh( - &StandardShapes::MakeHexahedron)); + // Copy one output material + CopyMaterial(materials, root->materials, defMatIdx, meshes.back()); - // Adjust scaling - root->scaling *= root->sphereRadius; + // Now adjust this output material - if there is a first texture + // set, setup cubic UV mapping + SetupMapping((aiMaterial *)materials.back(), aiTextureMapping_BOX); + } break; - // Copy one output material - CopyMaterial(materials, root->materials, defMatIdx, meshes.back()); + case Node::SKYBOX: { + // A skybox is defined by six materials + if (root->materials.size() < 6) { + ASSIMP_LOG_ERROR("IRR: There should be six materials for a skybox"); + break; + } - // Now adjust this output material - if there is a first texture - // set, setup cubic UV mapping - SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX ); - } - break; + // copy those materials and generate 6 meshes for our new skybox + materials.reserve(materials.size() + 6); + for (unsigned int i = 0; i < 6; ++i) + materials.insert(materials.end(), root->materials[i].first); + BuildSkybox(meshes, materials); - case Node::SKYBOX: - { - // A skybox is defined by six materials - if (root->materials.size() < 6) { - ASSIMP_LOG_ERROR("IRR: There should be six materials for a skybox"); - break; - } + // ************************************************************* + // Skyboxes will require a different code path for rendering, + // so there must be a way for the user to add special support + // for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node. + // ************************************************************* + root->name = "IRR.SkyBox_" + root->name; + ASSIMP_LOG_INFO("IRR: Loading skybox, this will " + "require special handling to be displayed correctly"); + } break; - // copy those materials and generate 6 meshes for our new skybox - materials.reserve(materials.size() + 6); - for (unsigned int i = 0; i < 6;++i) - materials.insert(materials.end(),root->materials[i].first); + case Node::TERRAIN: { + // to support terrains, we'd need to have a texture decoder + ASSIMP_LOG_ERROR("IRR: Unsupported node - TERRAIN"); + } break; + default: + // DUMMY + break; + }; - BuildSkybox(meshes,materials); + // Check whether we added a mesh (or more than one ...). In this case + // we'll also need to attach it to the node + if (oldMeshSize != (unsigned int)meshes.size()) { - // ************************************************************* - // Skyboxes will require a different code path for rendering, - // so there must be a way for the user to add special support - // for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node. - // ************************************************************* - root->name = "IRR.SkyBox_" + root->name; - ASSIMP_LOG_INFO("IRR: Loading skybox, this will " - "require special handling to be displayed correctly"); - } - break; + rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize; + rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes]; - case Node::TERRAIN: - { - // to support terrains, we'd need to have a texture decoder - ASSIMP_LOG_ERROR("IRR: Unsupported node - TERRAIN"); - } - break; - default: - // DUMMY - break; - }; + for (unsigned int a = 0; a < rootOut->mNumMeshes; ++a) { + rootOut->mMeshes[a] = oldMeshSize + a; + } + } - // Check whether we added a mesh (or more than one ...). In this case - // we'll also need to attach it to the node - if (oldMeshSize != (unsigned int) meshes.size()) { + // Setup the name of this node + rootOut->mName.Set(root->name); - rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize; - rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes]; + // Now compute the final local transformation matrix of the + // node from the given translation, rotation and scaling values. + // (the rotation is given in Euler angles, XYZ order) + //std::swap((float&)root->rotation.z,(float&)root->rotation.y); + rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation)); - for (unsigned int a = 0; a < rootOut->mNumMeshes;++a) { - rootOut->mMeshes[a] = oldMeshSize+a; - } - } + // apply scaling + aiMatrix4x4 &mat = rootOut->mTransformation; + mat.a1 *= root->scaling.x; + mat.b1 *= root->scaling.x; + mat.c1 *= root->scaling.x; + mat.a2 *= root->scaling.y; + mat.b2 *= root->scaling.y; + mat.c2 *= root->scaling.y; + mat.a3 *= root->scaling.z; + mat.b3 *= root->scaling.z; + mat.c3 *= root->scaling.z; - // Setup the name of this node - rootOut->mName.Set(root->name); + // apply translation + mat.a4 += root->position.x; + mat.b4 += root->position.y; + mat.c4 += root->position.z; - // Now compute the final local transformation matrix of the - // node from the given translation, rotation and scaling values. - // (the rotation is given in Euler angles, XYZ order) - //std::swap((float&)root->rotation.z,(float&)root->rotation.y); - rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) ); + // now compute animations for the node + ComputeAnimations(root, rootOut, anims); - // apply scaling - aiMatrix4x4& mat = rootOut->mTransformation; - mat.a1 *= root->scaling.x; - mat.b1 *= root->scaling.x; - mat.c1 *= root->scaling.x; - mat.a2 *= root->scaling.y; - mat.b2 *= root->scaling.y; - mat.c2 *= root->scaling.y; - mat.a3 *= root->scaling.z; - mat.b3 *= root->scaling.z; - mat.c3 *= root->scaling.z; + // Add all children recursively. First allocate enough storage + // for them, then call us again + rootOut->mNumChildren = (unsigned int)root->children.size(); + if (rootOut->mNumChildren) { - // apply translation - mat.a4 += root->position.x; - mat.b4 += root->position.y; - mat.c4 += root->position.z; + rootOut->mChildren = new aiNode *[rootOut->mNumChildren]; + for (unsigned int i = 0; i < rootOut->mNumChildren; ++i) { - // now compute animations for the node - ComputeAnimations(root,rootOut, anims); - - // Add all children recursively. First allocate enough storage - // for them, then call us again - rootOut->mNumChildren = (unsigned int)root->children.size(); - if (rootOut->mNumChildren) { - - rootOut->mChildren = new aiNode*[rootOut->mNumChildren]; - for (unsigned int i = 0; i < rootOut->mNumChildren;++i) { - - aiNode* node = rootOut->mChildren[i] = new aiNode(); - node->mParent = rootOut; - GenerateGraph(root->children[i],node,scene,batch,meshes, - anims,attach,materials,defMatIdx); - } - } + aiNode *node = rootOut->mChildren[i] = new aiNode(); + node->mParent = rootOut; + GenerateGraph(root->children[i], node, scene, batch, meshes, + anims, attach, materials, defMatIdx); + } + } } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. -void IRRImporter::InternReadFile( const std::string& pFile, - aiScene* pScene, IOSystem* pIOHandler) -{ - std::unique_ptr file( pIOHandler->Open( pFile)); +void IRRImporter::InternReadFile(const std::string &pFile, + aiScene *pScene, IOSystem *pIOHandler) { + std::unique_ptr file(pIOHandler->Open(pFile)); - // Check whether we can read from the file - if (file.get() == nullptr) { - throw DeadlyImportError("Failed to open IRR file " + pFile + ""); - } + // Check whether we can read from the file + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open IRR file " + pFile + ""); + } - // Construct the irrXML parser - CIrrXML_IOStreamReader st(file.get()); - reader = createIrrXMLReader((IFileReadCallBack*) &st); + // Construct the irrXML parser + XmlParser st; + pugi::xml_node *rootElement = st.parse(file.get()); + // reader = createIrrXMLReader((IFileReadCallBack*) &st); - // The root node of the scene - Node* root = new Node(Node::DUMMY); - root->parent = nullptr; - root->name = ""; + // The root node of the scene + Node *root = new Node(Node::DUMMY); + root->parent = nullptr; + root->name = ""; - // Current node parent - Node* curParent = root; + // Current node parent + Node *curParent = root; - // Scenegraph node we're currently working on - Node* curNode = nullptr; + // Scenegraph node we're currently working on + Node *curNode = nullptr; - // List of output cameras - std::vector cameras; + // List of output cameras + std::vector cameras; - // List of output lights - std::vector lights; + // List of output lights + std::vector lights; - // Batch loader used to load external models - BatchLoader batch(pIOHandler); -// batch.SetBasePath(pFile); + // Batch loader used to load external models + BatchLoader batch(pIOHandler); + // batch.SetBasePath(pFile); - cameras.reserve(5); - lights.reserve(5); + cameras.reserve(5); + lights.reserve(5); - bool inMaterials = false, inAnimator = false; - unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0; + bool inMaterials = false, inAnimator = false; + unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0; - // Parse the XML file - while (reader->read()) { - switch (reader->getNodeType()) { - case EXN_ELEMENT: + // Parse the XML file - if (!ASSIMP_stricmp(reader->getNodeName(),"node")) { - // *********************************************************************** - /* What we're going to do with the node depends - * on its type: - * - * "mesh" - Load a mesh from an external file - * "cube" - Generate a cube - * "skybox" - Generate a skybox - * "light" - A light source - * "sphere" - Generate a sphere mesh - * "animatedMesh" - Load an animated mesh from an external file - * and join its animation channels with ours. - * "empty" - A dummy node - * "camera" - A camera - * "terrain" - a terrain node (data comes from a heightmap) - * "billboard", "" - * - * Each of these nodes can be animated and all can have multiple - * materials assigned (except lights, cameras and dummies, of course). - */ - // *********************************************************************** - const char* sz = reader->getAttributeValueSafe("type"); - Node* nd; - if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree")) { - // OctTree's and meshes are treated equally - nd = new Node(Node::MESH); - } - else if (!ASSIMP_stricmp(sz,"cube")) { - nd = new Node(Node::CUBE); - ++guessedMeshCnt; - // meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron)); - } - else if (!ASSIMP_stricmp(sz,"skybox")) { - nd = new Node(Node::SKYBOX); - guessedMeshCnt += 6; - } - else if (!ASSIMP_stricmp(sz,"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(sz,"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(sz,"sphere")) { - nd = new Node(Node::SPHERE); - ++guessedMeshCnt; - } - else if (!ASSIMP_stricmp(sz,"animatedMesh")) { - nd = new Node(Node::ANIMMESH); - } - else if (!ASSIMP_stricmp(sz,"empty")) { - nd = new Node(Node::DUMMY); - } - else if (!ASSIMP_stricmp(sz,"terrain")) { - nd = new Node(Node::TERRAIN); - } - else if (!ASSIMP_stricmp(sz,"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: " + std::string(sz)); - - /* We skip the contents of nodes we don't know. - * We parse the transformation and all animators - * and skip the rest. + //while (reader->read()) { + for (pugi::xml_node child : rootElement->children()) + switch (child.type()) { + case pugi::node_element: + if (!ASSIMP_stricmp(child.name(), "node")) { + // *********************************************************************** + /* What we're going to do with the node depends + * on its type: + * + * "mesh" - Load a mesh from an external file + * "cube" - Generate a cube + * "skybox" - Generate a skybox + * "light" - A light source + * "sphere" - Generate a sphere mesh + * "animatedMesh" - Load an animated mesh from an external file + * and join its animation channels with ours. + * "empty" - A dummy node + * "camera" - A camera + * "terrain" - a terrain node (data comes from a heightmap) + * "billboard", "" + * + * Each of these nodes can be animated and all can have multiple + * materials assigned (except lights, cameras and dummies, of course). */ - nd = new Node(Node::DUMMY); - } + // *********************************************************************** + //const char *sz = reader->getAttributeValueSafe("type"); + pugi::xml_attribute attrib = child.attribute("type"); + Node *nd; + if (!ASSIMP_stricmp(attrib.name(), "mesh") || !ASSIMP_stricmp(attrib.name(), "octTree")) { + // OctTree's and meshes are treated equally + nd = new Node(Node::MESH); + } else if (!ASSIMP_stricmp(attrib.name(), "cube")) { + nd = new Node(Node::CUBE); + ++guessedMeshCnt; + } else if (!ASSIMP_stricmp(attrib.name(), "skybox")) { + nd = new Node(Node::SKYBOX); + guessedMeshCnt += 6; + } else if (!ASSIMP_stricmp(attrib.name(), "camera")) { + nd = new Node(Node::CAMERA); - /* Attach the newly created node to the scenegraph - */ - curNode = nd; - nd->parent = curParent; - curParent->children.push_back(nd); - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) { - inMaterials = true; - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) { - inAnimator = true; - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes")) { - /* We should have a valid node here - * FIX: no ... the scene root node is also contained in an attributes block - */ - if (!curNode) { + // Setup a temporary name for the camera + aiCamera *cam = new aiCamera(); + cam->mName.Set(nd->name); + cameras.push_back(cam); + } else if (!ASSIMP_stricmp(attrib.name(), "light")) { + nd = new Node(Node::LIGHT); + + // Setup a temporary name for the light + aiLight *cam = new aiLight(); + cam->mName.Set(nd->name); + lights.push_back(cam); + } else if (!ASSIMP_stricmp(attrib.name(), "sphere")) { + nd = new Node(Node::SPHERE); + ++guessedMeshCnt; + } else if (!ASSIMP_stricmp(attrib.name(), "animatedMesh")) { + nd = new Node(Node::ANIMMESH); + } else if (!ASSIMP_stricmp(attrib.name(), "empty")) { + nd = new Node(Node::DUMMY); + } else if (!ASSIMP_stricmp(attrib.name(), "terrain")) { + nd = new Node(Node::TERRAIN); + } else if (!ASSIMP_stricmp(attrib.name(), "billBoard")) { + // We don't support billboards, so ignore them + ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp"); + nd = new Node(Node::DUMMY); + } else { + ASSIMP_LOG_WARN("IRR: Found unknown node: " + std::string(attrib.name())); + + /* We skip the contents of nodes we don't know. + * We parse the transformation and all animators + * and skip the rest. + */ + nd = new Node(Node::DUMMY); + } + + /* Attach the newly created node to the scene-graph + */ + curNode = nd; + nd->parent = curParent; + curParent->children.push_back(nd); + } else if (!ASSIMP_stricmp(child.name(), "materials")) { + inMaterials = true; + } else if (!ASSIMP_stricmp(child.name(), "animators")) { + inAnimator = true; + } else if (!ASSIMP_stricmp(child.name(), "attributes")) { + // We should have a valid node here + // FIX: no ... the scene root node is also contained in an attributes block + if (!curNode) { #if 0 - ASSIMP_LOG_ERROR("IRR: Encountered element, but " - "there is no node active"); + ASSIMP_LOG_ERROR("IRR: Encountered element, but " + "there is no node active"); #endif - continue; - } + continue; + } - Animator* curAnim = nullptr; + Animator *curAnim = nullptr; - // Materials can occur for nearly any type of node - if (inMaterials && curNode->type != Node::DUMMY) { - /* This is a material description - parse it! + // Materials can occur for nearly any type of node + if (inMaterials && curNode->type != Node::DUMMY) { + // This is a material description - parse it! + curNode->materials.push_back(std::pair()); + std::pair &p = curNode->materials.back(); + + p.first = ParseMaterial(p.second); + + ++guessedMatCnt; + continue; + } else if (inAnimator) { + // This is an animation path - add a new animator + // to the list. + curNode->animators.push_back(Animator()); + curAnim = &curNode->animators.back(); + + ++guessedAnimCnt; + } + + /* Parse all elements in the attributes block + * and process them. */ - curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () ); - std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back(); +// while (reader->read()) { + for (pugi::xml_node attrib : child.children()) { + if (attrib.type() == pugi::node_element) { + //if (reader->getNodeType() == EXN_ELEMENT) { + //if (!ASSIMP_stricmp(reader->getNodeName(), "vector3d")) { + if (!ASSIMP_stricmp(attrib.name(), "vector3d")) { + VectorProperty prop; + ReadVectorProperty(prop); - p.first = ParseMaterial(p.second); + if (inAnimator) { + if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") { + // We store the rotation euler angles in 'direction' + curAnim->direction = prop.value; + } else if (curAnim->type == Animator::FOLLOW_SPLINE) { + // Check whether the vector follows the PointN naming scheme, + // here N is the ONE-based index of the point + if (prop.name.length() >= 6 && prop.name.substr(0, 5) == "Point") { + // Add a new key to the list + curAnim->splineKeys.push_back(aiVectorKey()); + aiVectorKey &key = curAnim->splineKeys.back(); - ++guessedMatCnt; - continue; - } - else if (inAnimator) { - /* This is an animation path - add a new animator - * to the list. - */ - curNode->animators.push_back(Animator()); - curAnim = & curNode->animators.back(); + // and parse its properties + key.mValue = prop.value; + key.mTime = strtoul10(&prop.name[5]); + } + } else if (curAnim->type == Animator::FLY_CIRCLE) { + if (prop.name == "Center") { + curAnim->circleCenter = prop.value; + } else if (prop.name == "Direction") { + curAnim->direction = prop.value; - ++guessedAnimCnt; - } + // From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1 + if (curAnim->direction == aiVector3D()) { + curAnim->direction = aiVector3D(0.f, 1.f, 0.f); + } else + curAnim->direction.Normalize(); + } + } else if (curAnim->type == Animator::FLY_STRAIGHT) { + if (prop.name == "Start") { + // We reuse the field here + curAnim->circleCenter = prop.value; + } else if (prop.name == "End") { + // We reuse the field here + curAnim->direction = prop.value; + } + } + } else { + if (prop.name == "Position") { + curNode->position = prop.value; + } else if (prop.name == "Rotation") { + curNode->rotation = prop.value; + } else if (prop.name == "Scale") { + curNode->scaling = prop.value; + } else if (Node::CAMERA == curNode->type) { + aiCamera *cam = cameras.back(); + if (prop.name == "Target") { + cam->mLookAt = prop.value; + } else if (prop.name == "UpVector") { + cam->mUp = prop.value; + } + } + } + //} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) { + } else if (!ASSIMP_stricmp(attrib.name(), "bool")) { + BoolProperty prop; + ReadBoolProperty(prop); - /* Parse all elements in the attributes block - * and process them. - */ - while (reader->read()) { - if (reader->getNodeType() == EXN_ELEMENT) { - if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d")) { - VectorProperty prop; - ReadVectorProperty(prop); + if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") { + curAnim->loop = prop.value; + } + //} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) { + } else if (!ASSIMP_stricmp(attrib.name(), "float")) { + FloatProperty prop; + ReadFloatProperty(prop); - if (inAnimator) { - if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") { - // We store the rotation euler angles in 'direction' - curAnim->direction = prop.value; - } - else if (curAnim->type == Animator::FOLLOW_SPLINE) { - // Check whether the vector follows the PointN naming scheme, - // here N is the ONE-based index of the point - if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point") { - // Add a new key to the list - curAnim->splineKeys.push_back(aiVectorKey()); - aiVectorKey& key = curAnim->splineKeys.back(); - - // and parse its properties - key.mValue = prop.value; - key.mTime = strtoul10(&prop.name[5]); - } - } - else if (curAnim->type == Animator::FLY_CIRCLE) { - if (prop.name == "Center") { - curAnim->circleCenter = prop.value; - } - else if (prop.name == "Direction") { - curAnim->direction = prop.value; - - // From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1 - if (curAnim->direction == aiVector3D()) { - curAnim->direction = aiVector3D(0.f,1.f,0.f); - } - else curAnim->direction.Normalize(); - } - } - else if (curAnim->type == Animator::FLY_STRAIGHT) { - if (prop.name == "Start") { - // We reuse the field here - curAnim->circleCenter = prop.value; - } - else if (prop.name == "End") { - // We reuse the field here - curAnim->direction = prop.value; - } - } - } - else { - if (prop.name == "Position") { - curNode->position = prop.value; - } - else if (prop.name == "Rotation") { - curNode->rotation = prop.value; - } - else if (prop.name == "Scale") { - curNode->scaling = prop.value; - } - else if (Node::CAMERA == curNode->type) - { - aiCamera* cam = cameras.back(); - if (prop.name == "Target") { - cam->mLookAt = prop.value; - } - else if (prop.name == "UpVector") { - cam->mUp = prop.value; - } - } - } - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"bool")) { - BoolProperty prop; - ReadBoolProperty(prop); - - if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") { - curAnim->loop = prop.value; - } - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"float")) { - FloatProperty prop; - ReadFloatProperty(prop); - - if (inAnimator) { - // The speed property exists for several animators - if (prop.name == "Speed") { - curAnim->speed = prop.value; - } - else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") { - curAnim->circleRadius = prop.value; - } - else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") { - curAnim->tightness = prop.value; - } - } - else { - if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) { - curNode->framesPerSecond = prop.value; - } - else if (Node::CAMERA == curNode->type) { - /* This is the vertical, not the horizontal FOV. + if (inAnimator) { + // The speed property exists for several animators + if (prop.name == "Speed") { + curAnim->speed = prop.value; + } else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") { + curAnim->circleRadius = prop.value; + } else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") { + curAnim->tightness = prop.value; + } + } else { + if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) { + curNode->framesPerSecond = prop.value; + } else if (Node::CAMERA == curNode->type) { + /* This is the vertical, not the horizontal FOV. * We need to compute the right FOV from the * screen aspect which we don't know yet. */ - if (prop.name == "Fovy") { - cameras.back()->mHorizontalFOV = prop.value; - } - else if (prop.name == "Aspect") { - cameras.back()->mAspect = prop.value; - } - else if (prop.name == "ZNear") { - cameras.back()->mClipPlaneNear = prop.value; - } - else if (prop.name == "ZFar") { - cameras.back()->mClipPlaneFar = prop.value; - } - } - else if (Node::LIGHT == curNode->type) { - /* Additional light information + if (prop.name == "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" )) { + 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")) { - IntProperty prop; - ReadIntProperty(prop); + curNode->sphereRadius = prop.value; + } + } + //} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) { + } else if (!ASSIMP_stricmp(attrib.name(), "int")) { + IntProperty prop; + ReadIntProperty(prop); - if (inAnimator) { - if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") { - curAnim->timeForWay = prop.value; - } - } - else { - // sphere polgon numbers in each direction - if (Node::SPHERE == curNode->type) { + if (inAnimator) { + if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") { + curAnim->timeForWay = prop.value; + } + } else { + // sphere polygon numbers in each direction + if (Node::SPHERE == curNode->type) { - if (prop.name == "PolyCountX") { - curNode->spherePolyCountX = prop.value; - } - else if (prop.name == "PolyCountY") { - curNode->spherePolyCountY = prop.value; - } - } - } - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||!ASSIMP_stricmp(reader->getNodeName(),"enum")) { - StringProperty prop; - ReadStringProperty(prop); - if (prop.value.length()) { - if (prop.name == "Name") { - curNode->name = prop.value; + if (prop.name == "PolyCountX") { + curNode->spherePolyCountX = prop.value; + } else if (prop.name == "PolyCountY") { + curNode->spherePolyCountY = prop.value; + } + } + } + //} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) { + } else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) { + StringProperty prop; + ReadStringProperty(prop); + if (prop.value.length()) { + if (prop.name == "Name") { + curNode->name = prop.value; - /* If we're either a camera or a light source + /* If we're either a camera or a light source * we need to update the name in the aiLight/ * aiCamera structure, too. */ - if (Node::CAMERA == curNode->type) { - cameras.back()->mName.Set(prop.value); - } - else if (Node::LIGHT == curNode->type) { - lights.back()->mName.Set(prop.value); - } - } - else if (Node::LIGHT == curNode->type && "LightType" == prop.name) - { - if (prop.value == "Spot") - lights.back()->mType = aiLightSource_SPOT; - else if (prop.value == "Point") - lights.back()->mType = aiLightSource_POINT; - else if (prop.value == "Directional") - lights.back()->mType = aiLightSource_DIRECTIONAL; - else - { - // We won't pass the validation with aiLightSourceType_UNDEFINED, - // so we remove the light and replace it with a silly dummy node - delete lights.back(); - lights.pop_back(); - curNode->type = Node::DUMMY; + 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 + 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; + unsigned int pp = 0; + BatchLoader::PropertyMap map; - /* If the mesh is a static one remove all animations from the impor data + /* If the mesh is a static one remove all animations from the impor data */ - if (Node::ANIMMESH != curNode->type) { - pp |= aiProcess_RemoveComponent; - SetGenericProperty(map.ints,AI_CONFIG_PP_RVC_FLAGS, - aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS); - } + if (Node::ANIMMESH != curNode->type) { + pp |= aiProcess_RemoveComponent; + SetGenericProperty(map.ints, AI_CONFIG_PP_RVC_FLAGS, + aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS); + } - /* TODO: maybe implement the protection against recursive + /* TODO: maybe implement the protection against recursive * loading calls directly in BatchLoader? The current * implementation is not absolutely safe. A LWS and an IRR * file referencing each other *could* cause the system to * recurse forever. */ - const std::string extension = GetExtension(prop.value); - if ("irr" == extension) { - ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively"); - } - else - { - curNode->id = batch.AddLoadRequest(prop.value,pp,&map); - curNode->meshPath = prop.value; - } - } - else if (inAnimator && prop.name == "Type") - { - // type of the animator - if (prop.value == "rotation") { - curAnim->type = Animator::ROTATION; - } - else if (prop.value == "flyCircle") { - curAnim->type = Animator::FLY_CIRCLE; - } - else if (prop.value == "flyStraight") { - curAnim->type = Animator::FLY_CIRCLE; - } - else if (prop.value == "followSpline") { - curAnim->type = Animator::FOLLOW_SPLINE; - } - else { - ASSIMP_LOG_WARN("IRR: Ignoring unknown animator: " - + prop.value); + const std::string extension = GetExtension(prop.value); + if ("irr" == extension) { + ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively"); + } else { + curNode->id = batch.AddLoadRequest(prop.value, pp, &map); + curNode->meshPath = prop.value; + } + } else if (inAnimator && prop.name == "Type") { + // type of the animator + if (prop.value == "rotation") { + curAnim->type = Animator::ROTATION; + } else if (prop.value == "flyCircle") { + curAnim->type = Animator::FLY_CIRCLE; + } else if (prop.value == "flyStraight") { + curAnim->type = Animator::FLY_CIRCLE; + } else if (prop.value == "followSpline") { + curAnim->type = Animator::FOLLOW_SPLINE; + } else { + ASSIMP_LOG_WARN("IRR: Ignoring unknown animator: " + prop.value); - curAnim->type = Animator::UNKNOWN; - } - } - } - } - } - else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),"attributes")) { - break; - } - } - } - break; + curAnim->type = Animator::UNKNOWN; + } + } + } + } + //} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) { + } else if (attrib.type() == pugi::node_null && !ASSIMP_stricmp(attrib.name(), "attributes")) { + break; + } + } + } + break; - case EXN_ELEMENT_END: + /*case EXN_ELEMENT_END: - // If we reached the end of a node, we need to continue processing its parent - if (!ASSIMP_stricmp(reader->getNodeName(),"node")) { - if (!curNode) { - // currently is no node set. We need to go - // back in the node hierarchy - if (!curParent) { - curParent = root; - ASSIMP_LOG_ERROR("IRR: Too many closing elements"); - } - else curParent = curParent->parent; - } - else curNode = nullptr; - } - // clear all flags - else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) { - inMaterials = false; - } - else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) { - inAnimator = false; - } - break; + // If we reached the end of a node, we need to continue processing its parent + if (!ASSIMP_stricmp(reader->getNodeName(), "node")) { + if (!curNode) { + // currently is no node set. We need to go + // back in the node hierarchy + if (!curParent) { + curParent = root; + ASSIMP_LOG_ERROR("IRR: Too many closing elements"); + } else + curParent = curParent->parent; + } else + curNode = nullptr; + } + // clear all flags + else if (!ASSIMP_stricmp(reader->getNodeName(), "materials")) { + inMaterials = false; + } else if (!ASSIMP_stricmp(reader->getNodeName(), "animators")) { + inAnimator = false; + } + break;*/ - default: - // GCC complains that not all enumeration values are handled - break; - } + default: + // GCC complains that not all enumeration values are handled + break; } + //} // Now iterate through all cameras and compute their final (horizontal) FOV for (aiCamera *cam : cameras) { - // screen aspect could be missing - if (cam->mAspect) { - cam->mHorizontalFOV *= cam->mAspect; - } else { - ASSIMP_LOG_WARN("IRR: Camera aspect is not given, can't compute horizontal FOV"); - } + // screen aspect could be missing + if (cam->mAspect) { + cam->mHorizontalFOV *= cam->mAspect; + } else { + ASSIMP_LOG_WARN("IRR: Camera aspect is not given, can't compute horizontal FOV"); + } } batch.LoadAll(); - /* Allocate a tempoary scene data structure - */ - aiScene* tempScene = new aiScene(); + // Allocate a temporary scene data structure + aiScene *tempScene = new aiScene(); tempScene->mRootNode = new aiNode(); tempScene->mRootNode->mName.Set(""); - /* Copy the cameras to the output array - */ - if (!cameras.empty()) { - tempScene->mNumCameras = (unsigned int)cameras.size(); - tempScene->mCameras = new aiCamera*[tempScene->mNumCameras]; - ::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras); + // Copy the cameras to the output array + if (!cameras.empty()) { + tempScene->mNumCameras = (unsigned int)cameras.size(); + tempScene->mCameras = new aiCamera *[tempScene->mNumCameras]; + ::memcpy(tempScene->mCameras, &cameras[0], sizeof(void *) * tempScene->mNumCameras); } - /* Copy the light sources to the output array - */ - if (!lights.empty()) { - tempScene->mNumLights = (unsigned int)lights.size(); - tempScene->mLights = new aiLight*[tempScene->mNumLights]; - ::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights); + // Copy the light sources to the output array + if (!lights.empty()) { + tempScene->mNumLights = (unsigned int)lights.size(); + tempScene->mLights = new aiLight *[tempScene->mNumLights]; + ::memcpy(tempScene->mLights, &lights[0], sizeof(void *) * tempScene->mNumLights); } // temporary data - std::vector< aiNodeAnim*> anims; - std::vector< aiMaterial*> materials; - std::vector< AttachmentInfo > attach; - std::vector meshes; + std::vector anims; + std::vector materials; + std::vector attach; + std::vector meshes; // try to guess how much storage we'll need - anims.reserve (guessedAnimCnt + (guessedAnimCnt >> 2)); - meshes.reserve (guessedMeshCnt + (guessedMeshCnt >> 2)); - materials.reserve (guessedMatCnt + (guessedMatCnt >> 2)); + anims.reserve(guessedAnimCnt + (guessedAnimCnt >> 2)); + meshes.reserve(guessedMeshCnt + (guessedMeshCnt >> 2)); + materials.reserve(guessedMatCnt + (guessedMatCnt >> 2)); - /* Now process our scenegraph recursively: generate final - * meshes and generate animation channels for all nodes. - */ + // Now process our scene-graph recursively: generate final + // meshes and generate animation channels for all nodes. unsigned int defMatIdx = UINT_MAX; - GenerateGraph(root,tempScene->mRootNode, tempScene, - batch, meshes, anims, attach, materials, defMatIdx); + GenerateGraph(root, tempScene->mRootNode, tempScene, + batch, meshes, anims, attach, materials, defMatIdx); - if (!anims.empty()) - { - tempScene->mNumAnimations = 1; - tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations]; - aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation(); + if (!anims.empty()) { + tempScene->mNumAnimations = 1; + tempScene->mAnimations = new aiAnimation *[tempScene->mNumAnimations]; + aiAnimation *an = tempScene->mAnimations[0] = new aiAnimation(); - // *********************************************************** - // This is only the global animation channel of the scene. - // If there are animated models, they will have separate - // animation channels in the scene. To display IRR scenes - // correctly, users will need to combine the global anim - // channel with all the local animations they want to play - // *********************************************************** - an->mName.Set("Irr_GlobalAnimChannel"); + // *********************************************************** + // This is only the global animation channel of the scene. + // If there are animated models, they will have separate + // animation channels in the scene. To display IRR scenes + // correctly, users will need to combine the global anim + // channel with all the local animations they want to play + // *********************************************************** + an->mName.Set("Irr_GlobalAnimChannel"); - // copy all node animation channels to the global channel - an->mNumChannels = (unsigned int)anims.size(); - an->mChannels = new aiNodeAnim*[an->mNumChannels]; - ::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels); + // copy all node animation channels to the global channel + an->mNumChannels = (unsigned int)anims.size(); + an->mChannels = new aiNodeAnim *[an->mNumChannels]; + ::memcpy(an->mChannels, &anims[0], sizeof(void *) * an->mNumChannels); } - if (!meshes.empty()) { - // copy all meshes to the temporary scene - tempScene->mNumMeshes = (unsigned int)meshes.size(); - tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes]; - ::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes* - sizeof(void*)); + if (!meshes.empty()) { + // copy all meshes to the temporary scene + tempScene->mNumMeshes = (unsigned int)meshes.size(); + tempScene->mMeshes = new aiMesh *[tempScene->mNumMeshes]; + ::memcpy(tempScene->mMeshes, &meshes[0], tempScene->mNumMeshes * sizeof(void *)); } - /* Copy all materials to the output array - */ + // Copy all materials to the output array if (!materials.empty()) { - tempScene->mNumMaterials = (unsigned int)materials.size(); - tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials]; - ::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)* - tempScene->mNumMaterials); + tempScene->mNumMaterials = (unsigned int)materials.size(); + tempScene->mMaterials = new aiMaterial *[tempScene->mNumMaterials]; + ::memcpy(tempScene->mMaterials, &materials[0], sizeof(void *) * tempScene->mNumMaterials); } - /* Now merge all sub scenes and attach them to the correct - * attachment points in the scenegraph. - */ - SceneCombiner::MergeScenes(&pScene,tempScene,attach, - AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? ( - AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0)); + // Now merge all sub scenes and attach them to the correct + // attachment points in the scenegraph. + SceneCombiner::MergeScenes(&pScene, tempScene, attach, + AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? ( + AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : + 0)); - - /* If we have no meshes | no materials now set the INCOMPLETE - * scene flag. This is necessary if we failed to load all - * models from external files - */ - if (!pScene->mNumMeshes || !pScene->mNumMaterials) { - ASSIMP_LOG_WARN("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE"); - pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + // If we have no meshes | no materials now set the INCOMPLETE + // scene flag. This is necessary if we failed to load all + // models from external files + if (!pScene->mNumMeshes || !pScene->mNumMaterials) { + ASSIMP_LOG_WARN("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE"); + pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; } - /* Finished ... everything destructs automatically and all - * temporary scenes have already been deleted by MergeScenes() - */ - +// Finished ... everything destructs automatically and all +// temporary scenes have already been deleted by MergeScenes() delete root; } diff --git a/code/Irr/IRRShared.h b/code/Irr/IRRShared.h index 2f6f87405..fe984f82e 100644 --- a/code/Irr/IRRShared.h +++ b/code/Irr/IRRShared.h @@ -7,7 +7,7 @@ #ifndef INCLUDED_AI_IRRSHARED_H #define INCLUDED_AI_IRRSHARED_H -#include +#include #include #include @@ -78,9 +78,8 @@ protected: typedef Property VectorProperty; typedef Property IntProperty; - /** XML reader instance - */ - irr::io::IrrXMLReader* reader; + /// XML reader instance + XmlParser mParser; // ------------------------------------------------------------------- /** Parse a material description from the XML diff --git a/code/Ogre/OgreXmlSerializer.h b/code/Ogre/OgreXmlSerializer.h index 7e5e83fec..4b0ef623e 100644 --- a/code/Ogre/OgreXmlSerializer.h +++ b/code/Ogre/OgreXmlSerializer.h @@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER #include "OgreStructs.h" -#include +#include namespace Assimp { diff --git a/code/X3D/FIReader.hpp b/code/X3D/FIReader.hpp index 2c92239ac..8cdbde865 100644 --- a/code/X3D/FIReader.hpp +++ b/code/X3D/FIReader.hpp @@ -60,7 +60,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifdef ASSIMP_USE_HUNTER # include #else -# include +# include #endif namespace Assimp { diff --git a/code/X3D/X3DImporter.hpp b/code/X3D/X3DImporter.hpp index a4afc1463..3aae8009e 100644 --- a/code/X3D/X3DImporter.hpp +++ b/code/X3D/X3DImporter.hpp @@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include -#include +#include #include "FIReader.hpp" //#include diff --git a/code/XGL/XGLLoader.h b/code/XGL/XGLLoader.h index bba2a643c..d05d831da 100644 --- a/code/XGL/XGLLoader.h +++ b/code/XGL/XGLLoader.h @@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #define AI_XGLLOADER_H_INCLUDED #include -#include +#include #include #include #include diff --git a/contrib/CMakeLists.txt b/contrib/CMakeLists.txt index c04bcc9e3..49fbb8516 100644 --- a/contrib/CMakeLists.txt +++ b/contrib/CMakeLists.txt @@ -1,6 +1,6 @@ # Compile internal irrXML only if system is not requested -if( NOT SYSTEM_IRRXML ) - add_subdirectory(irrXML) -endif( NOT SYSTEM_IRRXML ) +#if( NOT SYSTEM_IRRXML ) +# add_subdirectory(irrXML) +#endif( NOT SYSTEM_IRRXML ) add_subdirectory( pugixml-1.9 ) diff --git a/contrib/irrXML/CMakeLists.txt b/contrib/irrXML/CMakeLists.txt deleted file mode 100644 index 7f58af3d8..000000000 --- a/contrib/irrXML/CMakeLists.txt +++ /dev/null @@ -1,29 +0,0 @@ -set( IrrXML_SRCS - CXMLReaderImpl.h - heapsort.h - irrArray.h - irrString.h - irrTypes.h - irrXML.cpp - irrXML.h -) - -if ( MSVC ) - ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS ) - ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS ) -endif ( MSVC ) - -IF(CMAKE_SYSTEM_NAME MATCHES "(Darwin|FreeBSD)") - add_library(IrrXML ${IrrXML_SRCS}) -ELSE() - add_library(IrrXML STATIC ${IrrXML_SRCS}) -ENDIF() -set(IRRXML_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" CACHE INTERNAL "IrrXML_Include" ) -set(IRRXML_LIBRARY "IrrXML" CACHE INTERNAL "IrrXML" ) - -install(TARGETS IrrXML - LIBRARY DESTINATION ${ASSIMP_LIB_INSTALL_DIR} - ARCHIVE DESTINATION ${ASSIMP_LIB_INSTALL_DIR} - RUNTIME DESTINATION ${ASSIMP_BIN_INSTALL_DIR} - FRAMEWORK DESTINATION ${ASSIMP_LIB_INSTALL_DIR} - COMPONENT ${LIBASSIMP_COMPONENT}) diff --git a/contrib/irrXML/CXMLReaderImpl.h b/contrib/irrXML/CXMLReaderImpl.h deleted file mode 100644 index a125312a1..000000000 --- a/contrib/irrXML/CXMLReaderImpl.h +++ /dev/null @@ -1,819 +0,0 @@ -// Copyright (C) 2002-2005 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine" and the "irrXML" project. -// For conditions of distribution and use, see copyright notice in irrlicht.h and/or irrXML.h - -#ifndef __ICXML_READER_IMPL_H_INCLUDED__ -#define __ICXML_READER_IMPL_H_INCLUDED__ - -#include "irrXML.h" -#include "irrString.h" -#include "irrArray.h" - -#include -#include -#include -#include -//using namespace Assimp; - -// For locale independent number conversion -#include -#include - -#ifdef _DEBUG -#define IRR_DEBUGPRINT(x) printf((x)); -#else // _DEBUG -#define IRR_DEBUGPRINT(x) -#endif // _DEBUG - - -namespace irr -{ -namespace io -{ - - -//! implementation of the IrrXMLReader -template -class CXMLReaderImpl : public IIrrXMLReader -{ -public: - - //! Constructor - CXMLReaderImpl(IFileReadCallBack* callback, bool deleteCallBack = true) - : TextData(0), P(0), TextBegin(0), TextSize(0), CurrentNodeType(EXN_NONE), - SourceFormat(ETF_ASCII), TargetFormat(ETF_ASCII) - { - if (!callback) - return; - - storeTargetFormat(); - - // read whole xml file - - readFile(callback); - - // clean up - - if (deleteCallBack) - delete callback; - - // create list with special characters - - createSpecialCharacterList(); - - // set pointer to text begin - P = TextBegin; - } - - - //! Destructor - virtual ~CXMLReaderImpl() - { - delete [] TextData; - } - - - //! Reads forward to the next xml node. - //! \return Returns false, if there was no further node. - virtual bool read() - { - // if not end reached, parse the node - if (P && (unsigned int)(P - TextBegin) < TextSize - 1 && *P != 0) - { - parseCurrentNode(); - return true; - } - - _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; - return false; - } - - - //! Returns the type of the current XML node. - virtual EXML_NODE getNodeType() const - { - return CurrentNodeType; - } - - - //! Returns attribute count of the current XML node. - virtual int getAttributeCount() const - { - return Attributes.size(); - } - - - //! Returns name of an attribute. - virtual const char_type* getAttributeName(int idx) const - { - if (idx < 0 || idx >= (int)Attributes.size()) - return 0; - - return Attributes[idx].Name.c_str(); - } - - - //! Returns the value of an attribute. - virtual const char_type* getAttributeValue(int idx) const - { - if (idx < 0 || idx >= (int)Attributes.size()) - return 0; - - return Attributes[idx].Value.c_str(); - } - - - //! Returns the value of an attribute. - virtual const char_type* getAttributeValue(const char_type* name) const - { - const SAttribute* attr = getAttributeByName(name); - if (!attr) - return 0; - - return attr->Value.c_str(); - } - - - //! Returns the value of an attribute - virtual const char_type* getAttributeValueSafe(const char_type* name) const - { - const SAttribute* attr = getAttributeByName(name); - if (!attr) - return EmptyString.c_str(); - - return attr->Value.c_str(); - } - - - - //! Returns the value of an attribute as integer. - int getAttributeValueAsInt(const char_type* name) const - { - return (int)getAttributeValueAsFloat(name); - } - - - //! Returns the value of an attribute as integer. - int getAttributeValueAsInt(int idx) const - { - return (int)getAttributeValueAsFloat(idx); - } - - - //! Returns the value of an attribute as float. - float getAttributeValueAsFloat(const char_type* name) const - { - const SAttribute* attr = getAttributeByName(name); - if (!attr) - return 0; - - core::stringc c = attr->Value.c_str(); - return static_cast(atof(c.c_str())); - //return fast_atof(c.c_str()); - } - - - //! Returns the value of an attribute as float. - float getAttributeValueAsFloat(int idx) const - { - const char_type* attrvalue = getAttributeValue(idx); - if (!attrvalue) - return 0; - - core::stringc c = attrvalue; - std::istringstream sstr(c.c_str()); - sstr.imbue(std::locale("C")); // Locale free number convert - float fNum; - sstr >> fNum; - return fNum; - } - - - //! Returns the name of the current node. - virtual const char_type* getNodeName() const - { - return NodeName.c_str(); - } - - - //! Returns data of the current node. - virtual const char_type* getNodeData() const - { - return NodeName.c_str(); - } - - - //! Returns if an element is an empty element, like - virtual bool isEmptyElement() const - { - return IsEmptyElement; - } - - //! Returns format of the source xml file. - virtual ETEXT_FORMAT getSourceFormat() const - { - return SourceFormat; - } - - //! Returns format of the strings returned by the parser. - virtual ETEXT_FORMAT getParserFormat() const - { - return TargetFormat; - } - -private: - - // Reads the current xml node - void parseCurrentNode() - { - char_type* start = P; - - // move forward until '<' found - while(*P != L'<' && *P) - ++P; - - if (!*P) - return; - - if (P - start > 0) - { - // we found some text, store it - if (setText(start, P)) - return; - } - - ++P; - - // based on current token, parse and report next element - switch(*P) - { - case L'/': - parseClosingXMLElement(); - break; - case L'?': - ignoreDefinition(); - break; - case L'!': - if (!parseCDATA()) - parseComment(); - break; - default: - parseOpeningXMLElement(); - break; - } - } - - - //! sets the state that text was found. Returns true if set should be set - bool setText(char_type* start, char_type* end) - { - // check if text is more than 2 characters, and if not, check if there is - // only white space, so that this text won't be reported - if (end - start < 3) - { - char_type* p = start; - for(; p != end; ++p) - if (!isWhiteSpace(*p)) - break; - - if (p == end) - return false; - } - - // set current text to the parsed text, and replace xml special characters - core::string s(start, (int)(end - start)); - NodeName = replaceSpecialCharacters(s); - - // current XML node type is text - CurrentNodeType = EXN_TEXT; - - return true; - } - - - - //! ignores an xml definition like - void ignoreDefinition() - { - CurrentNodeType = EXN_UNKNOWN; - - // move until end marked with '>' reached - while(*P != L'>') - ++P; - - ++P; - } - - - //! parses a comment - void parseComment() - { - CurrentNodeType = EXN_COMMENT; - P += 1; - - char_type *pCommentBegin = P; - - int count = 1; - - // move until end of comment reached - while(count) - { - if (*P == L'>') - --count; - else - if (*P == L'<') - ++count; - - ++P; - } - - P -= 3; - NodeName = core::string(pCommentBegin+2, (int)(P - pCommentBegin-2)); - P += 3; - } - - - //! parses an opening xml element and reads attributes - void parseOpeningXMLElement() - { - CurrentNodeType = EXN_ELEMENT; - IsEmptyElement = false; - Attributes.clear(); - - // find name - const char_type* startName = P; - - // find end of element - while(*P != L'>' && !isWhiteSpace(*P)) - ++P; - - const char_type* endName = P; - - // find Attributes - while(*P != L'>') - { - if (isWhiteSpace(*P)) - ++P; - else - { - if (*P != L'/') - { - // we've got an attribute - - // read the attribute names - const char_type* attributeNameBegin = P; - - while(!isWhiteSpace(*P) && *P != L'=') - ++P; - - const char_type* attributeNameEnd = P; - ++P; - - // read the attribute value - // check for quotes and single quotes, thx to murphy - while( (*P != L'\"') && (*P != L'\'') && *P) - ++P; - - if (!*P) // malformatted xml file - return; - - const char_type attributeQuoteChar = *P; - - ++P; - const char_type* attributeValueBegin = P; - - while(*P != attributeQuoteChar && *P) - ++P; - - if (!*P) // malformatted xml file - return; - - const char_type* attributeValueEnd = P; - ++P; - - SAttribute attr; - attr.Name = core::string(attributeNameBegin, - (int)(attributeNameEnd - attributeNameBegin)); - - core::string s(attributeValueBegin, - (int)(attributeValueEnd - attributeValueBegin)); - - attr.Value = replaceSpecialCharacters(s); - Attributes.push_back(attr); - } - else - { - // tag is closed directly - ++P; - IsEmptyElement = true; - break; - } - } - } - - // check if this tag is closing directly - if (endName > startName && *(endName-1) == L'/') - { - // directly closing tag - IsEmptyElement = true; - endName--; - } - - NodeName = core::string(startName, (int)(endName - startName)); - - ++P; - } - - - //! parses an closing xml tag - void parseClosingXMLElement() - { - CurrentNodeType = EXN_ELEMENT_END; - IsEmptyElement = false; - Attributes.clear(); - - ++P; - const char_type* pBeginClose = P; - - while(*P != L'>') - ++P; - - // remove trailing whitespace, if any - while( std::isspace( P[-1])) - --P; - - NodeName = core::string(pBeginClose, (int)(P - pBeginClose)); - ++P; - } - - //! parses a possible CDATA section, returns false if begin was not a CDATA section - bool parseCDATA() - { - if (*(P+1) != L'[') - return false; - - CurrentNodeType = EXN_CDATA; - - // skip '' && - (*(P-1) == L']') && - (*(P-2) == L']')) - { - cDataEnd = P - 2; - } - - ++P; - } - - if ( cDataEnd ) - NodeName = core::string(cDataBegin, (int)(cDataEnd - cDataBegin)); - else - NodeName = ""; - - return true; - } - - - // structure for storing attribute-name pairs - struct SAttribute - { - core::string Name; - core::string Value; - }; - - // finds a current attribute by name, returns 0 if not found - const SAttribute* getAttributeByName(const char_type* name) const - { - if (!name) - return 0; - - core::string n = name; - - for (int i=0; i<(int)Attributes.size(); ++i) - if (Attributes[i].Name == n) - return &Attributes[i]; - - return 0; - } - - // replaces xml special characters in a string and creates a new one - core::string replaceSpecialCharacters( - core::string& origstr) - { - int pos = origstr.findFirst(L'&'); - int oldPos = 0; - - if (pos == -1) - return origstr; - - core::string newstr; - - while(pos != -1 && pos < origstr.size()-2) - { - // check if it is one of the special characters - - int specialChar = -1; - for (int i=0; i<(int)SpecialCharacters.size(); ++i) - { - const char_type* p = &origstr.c_str()[pos]+1; - - if (equalsn(&SpecialCharacters[i][1], p, SpecialCharacters[i].size()-1)) - { - specialChar = i; - break; - } - } - - if (specialChar != -1) - { - newstr.append(origstr.subString(oldPos, pos - oldPos)); - newstr.append(SpecialCharacters[specialChar][0]); - pos += SpecialCharacters[specialChar].size(); - } - else - { - newstr.append(origstr.subString(oldPos, pos - oldPos + 1)); - pos += 1; - } - - // find next & - oldPos = pos; - pos = origstr.findNext(L'&', pos); - } - - if (oldPos < origstr.size()-1) - newstr.append(origstr.subString(oldPos, origstr.size()-oldPos)); - - return newstr; - } - - - - //! reads the xml file and converts it into the wanted character format. - bool readFile(IFileReadCallBack* callback) - { - int size = callback->getSize(); - size += 4; // We need two terminating 0's at the end. - // For ASCII we need 1 0's, for UTF-16 2, for UTF-32 4. - - char* data8 = new char[size]; - - if (!callback->read(data8, size-4)) - { - delete [] data8; - return false; - } - - // add zeros at end - - data8[size-1] = 0; - data8[size-2] = 0; - data8[size-3] = 0; - data8[size-4] = 0; - - char16* data16 = reinterpret_cast(data8); - char32* data32 = reinterpret_cast(data8); - - // now we need to convert the data to the desired target format - // based on the byte order mark. - - const unsigned char UTF8[] = {0xEF, 0xBB, 0xBF}; // 0xEFBBBF; - const int UTF16_BE = 0xFFFE; - const int UTF16_LE = 0xFEFF; - const int UTF32_BE = 0xFFFE0000; - const int UTF32_LE = 0x0000FEFF; - - // check source for all utf versions and convert to target data format - - if (size >= 4 && data32[0] == (char32)UTF32_BE) - { - // UTF-32, big endian - SourceFormat = ETF_UTF32_BE; - convertTextData(data32+1, data8, (size/4)); // data32+1 because we need to skip the header - } - else - if (size >= 4 && data32[0] == (char32)UTF32_LE) - { - // UTF-32, little endian - SourceFormat = ETF_UTF32_LE; - convertTextData(data32+1, data8, (size/4)); // data32+1 because we need to skip the header - } - else - if (size >= 2 && data16[0] == UTF16_BE) - { - // UTF-16, big endian - SourceFormat = ETF_UTF16_BE; - convertTextData(data16+1, data8, (size/2)); // data16+1 because we need to skip the header - } - else - if (size >= 2 && data16[0] == UTF16_LE) - { - // UTF-16, little endian - SourceFormat = ETF_UTF16_LE; - convertTextData(data16+1, data8, (size/2)); // data16+1 because we need to skip the header - } - else - if (size >= 3 && data8[0] == UTF8[0] && data8[1] == UTF8[1] && data8[2] == UTF8[2]) - { - // UTF-8 - SourceFormat = ETF_UTF8; - convertTextData(data8+3, data8, size); // data8+3 because we need to skip the header - } - else - { - // ASCII - SourceFormat = ETF_ASCII; - convertTextData(data8, data8, size); - } - - return true; - } - - - //! converts the text file into the desired format. - //! \param source: begin of the text (without byte order mark) - //! \param pointerToStore: pointer to text data block which can be - //! stored or deleted based on the nesessary conversion. - //! \param sizeWithoutHeader: Text size in characters without header - template - void convertTextData(src_char_type* source, char* pointerToStore, int sizeWithoutHeader) - { - // convert little to big endian if necessary - if (sizeof(src_char_type) > 1 && - isLittleEndian(TargetFormat) != isLittleEndian(SourceFormat)) - convertToLittleEndian(source); - - // check if conversion is necessary: - if (sizeof(src_char_type) == sizeof(char_type)) - { - // no need to convert - TextBegin = (char_type*)source; - TextData = (char_type*)pointerToStore; - TextSize = sizeWithoutHeader; - } - else - { - // convert source into target data format. - // TODO: implement a real conversion. This one just - // copies bytes. This is a problem when there are - // unicode symbols using more than one character. - - TextData = new char_type[sizeWithoutHeader]; - - // MSVC debugger complains here about loss of data ... - size_t numShift = sizeof( char_type) * 8; - assert(numShift < 64); - const src_char_type cc = (src_char_type)(((uint64_t(1u) << numShift) - 1)); - for (int i=0; i - void convertToLittleEndian(src_char_type* t) - { - if (sizeof(src_char_type) == 4) - { - // 32 bit - - while(*t) - { - *t = ((*t & 0xff000000) >> 24) | - ((*t & 0x00ff0000) >> 8) | - ((*t & 0x0000ff00) << 8) | - ((*t & 0x000000ff) << 24); - ++t; - } - } - else - { - // 16 bit - - while(*t) - { - *t = (*t >> 8) | (*t << 8); - ++t; - } - } - } - - //! returns if a format is little endian - inline bool isLittleEndian(ETEXT_FORMAT f) - { - return f == ETF_ASCII || - f == ETF_UTF8 || - f == ETF_UTF16_LE || - f == ETF_UTF32_LE; - } - - - //! returns true if a character is whitespace - inline bool isWhiteSpace(char_type c) - { - return (c==' ' || c=='\t' || c=='\n' || c=='\r'); - } - - - //! generates a list with xml special characters - void createSpecialCharacterList() - { - // list of strings containing special symbols, - // the first character is the special character, - // the following is the symbol string without trailing &. - - SpecialCharacters.push_back("&"); - SpecialCharacters.push_back("gt;"); - SpecialCharacters.push_back("\"quot;"); - SpecialCharacters.push_back("'apos;"); - - } - - - //! compares the first n characters of the strings - bool equalsn(const char_type* str1, const char_type* str2, int len) - { - int i; - for(i=0; str1[i] && str2[i] && i < len; ++i) - if (str1[i] != str2[i]) - return false; - - // if one (or both) of the strings was smaller then they - // are only equal if they have the same lenght - return (i == len) || (str1[i] == 0 && str2[i] == 0); - } - - - //! stores the target text format - void storeTargetFormat() - { - // get target format. We could have done this using template specialization, - // but VisualStudio 6 don't like it and we want to support it. - - switch(sizeof(char_type)) - { - case 1: - TargetFormat = ETF_UTF8; - break; - case 2: - TargetFormat = ETF_UTF16_LE; - break; - case 4: - TargetFormat = ETF_UTF32_LE; - break; - default: - TargetFormat = ETF_ASCII; // should never happen. - } - } - - - // instance variables: - - char_type* TextData; // data block of the text file - char_type* P; // current point in text to parse - char_type* TextBegin; // start of text to parse - unsigned int TextSize; // size of text to parse in characters, not bytes - - EXML_NODE CurrentNodeType; // type of the currently parsed node - ETEXT_FORMAT SourceFormat; // source format of the xml file - ETEXT_FORMAT TargetFormat; // output format of this parser - - core::string NodeName; // name of the node currently in - core::string EmptyString; // empty string to be returned by getSafe() methods - - bool IsEmptyElement; // is the currently parsed node empty? - - core::array< core::string > SpecialCharacters; // see createSpecialCharacterList() - - core::array Attributes; // attributes of current element - -}; // end CXMLReaderImpl - - -} // end namespace -} // end namespace - -#endif diff --git a/contrib/irrXML/heapsort.h b/contrib/irrXML/heapsort.h deleted file mode 100644 index d0db319d0..000000000 --- a/contrib/irrXML/heapsort.h +++ /dev/null @@ -1,73 +0,0 @@ -// Copyright (C) 2002-2005 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __IRR_HEAPSORT_H_INCLUDED__ -#define __IRR_HEAPSORT_H_INCLUDED__ - -#include "irrTypes.h" - -namespace irr -{ -namespace core -{ - -//! Sinks an element into the heap. -template -inline void heapsink(T*array, s32 element, s32 max) -{ - while ((element<<1) < max) // there is a left child - { - s32 j = (element<<1); - - if (j+1 < max && array[j] < array[j+1]) - j = j+1; // take right child - - if (array[element] < array[j]) - { - T t = array[j]; // swap elements - array[j] = array[element]; - array[element] = t; - element = j; - } - else - return; - } -} - - -//! Sorts an array with size 'size' using heapsort. -template -inline void heapsort(T* array_, s32 size) -{ - // for heapsink we pretent this is not c++, where - // arrays start with index 0. So we decrease the array pointer, - // the maximum always +2 and the element always +1 - - T* virtualArray = array_ - 1; - s32 virtualSize = size + 2; - s32 i; - - // build heap - - for (i=((size-1)/2); i>=0; --i) - heapsink(virtualArray, i+1, virtualSize-1); - - // sort array - - for (i=size-1; i>=0; --i) - { - T t = array_[0]; - array_[0] = array_[i]; - array_[i] = t; - heapsink(virtualArray, 1, i + 1); - } -} - -} // end namespace core -} // end namespace irr - - - -#endif - diff --git a/contrib/irrXML/irrArray.h b/contrib/irrXML/irrArray.h deleted file mode 100644 index 51302680e..000000000 --- a/contrib/irrXML/irrArray.h +++ /dev/null @@ -1,443 +0,0 @@ -// Copyright (C) 2002-2005 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine" and the "irrXML" project. -// For conditions of distribution and use, see copyright notice in irrlicht.h and irrXML.h - -#ifndef __IRR_ARRAY_H_INCLUDED__ -#define __IRR_ARRAY_H_INCLUDED__ - -#include "irrTypes.h" -#include "heapsort.h" - -namespace irr -{ -namespace core -{ - -//! Self reallocating template array (like stl vector) with additional features. -/** Some features are: Heap sorting, binary search methods, easier debugging. -*/ -template -class array -{ - -public: - array() - : data(0), allocated(0), used(0), - free_when_destroyed(true), is_sorted(true) - { - } - - //! Constructs a array and allocates an initial chunk of memory. - //! \param start_count: Amount of elements to allocate. - array(u32 start_count) - : data(0), allocated(0), used(0), - free_when_destroyed(true), is_sorted(true) - { - reallocate(start_count); - } - - - //! Copy constructor - array(const array& other) - : data(0) - { - *this = other; - } - - - - //! Destructor. Frees allocated memory, if set_free_when_destroyed - //! was not set to false by the user before. - ~array() - { - if (free_when_destroyed) - delete [] data; - } - - - - //! Reallocates the array, make it bigger or smaller. - //! \param new_size: New size of array. - void reallocate(u32 new_size) - { - T* old_data = data; - - data = new T[new_size]; - allocated = new_size; - - s32 end = used < new_size ? used : new_size; - for (s32 i=0; i allocated) - { - // reallocate(used * 2 +1); - // this doesn't work if the element is in the same array. So - // we'll copy the element first to be sure we'll get no data - // corruption - - T e; - e = element; // copy element - reallocate(used * 2 +1); // increase data block - data[used++] = e; // push_back - is_sorted = false; - return; - } - - data[used++] = element; - is_sorted = false; - } - - - //! Adds an element at the front of the array. If the array is to small to - //! add this new element, the array is made bigger. Please note that this - //! is slow, because the whole array needs to be copied for this. - //! \param element: Element to add at the back of the array. - void push_front(const T& element) - { - if (used + 1 > allocated) - reallocate(used * 2 +1); - - for (int i=(int)used; i>0; --i) - data[i] = data[i-1]; - - data[0] = element; - is_sorted = false; - ++used; - } - - - //! Insert item into array at specified position. Please use this - //! only if you know what you are doing (possible performance loss). - //! The preferred method of adding elements should be push_back(). - //! \param element: Element to be inserted - //! \param index: Where position to insert the new element. - void insert(const T& element, u32 index=0) - { - _IRR_DEBUG_BREAK_IF(index>used) // access violation - - if (used + 1 > allocated) - reallocate(used * 2 +1); - - for (u32 i=used++; i>index; i--) - data[i] = data[i-1]; - - data[index] = element; - is_sorted = false; - } - - - - - //! Clears the array and deletes all allocated memory. - void clear() - { - delete [] data; - data = 0; - used = 0; - allocated = 0; - is_sorted = true; - } - - - - //! Sets pointer to new array, using this as new workspace. - //! \param newPointer: Pointer to new array of elements. - //! \param size: Size of the new array. - void set_pointer(T* newPointer, u32 size) - { - delete [] data; - data = newPointer; - allocated = size; - used = size; - is_sorted = false; - } - - - - //! Sets if the array should delete the memory it used. - //! \param f: If true, the array frees the allocated memory in its - //! destructor, otherwise not. The default is true. - void set_free_when_destroyed(bool f) - { - free_when_destroyed = f; - } - - - - //! Sets the size of the array. - //! \param usedNow: Amount of elements now used. - void set_used(u32 usedNow) - { - if (allocated < usedNow) - reallocate(usedNow); - - used = usedNow; - } - - - - //! Assignement operator - void operator=(const array& other) - { - if (data) - delete [] data; - - //if (allocated < other.allocated) - if (other.allocated == 0) - data = 0; - else - data = new T[other.allocated]; - - used = other.used; - free_when_destroyed = other.free_when_destroyed; - is_sorted = other.is_sorted; - allocated = other.allocated; - - for (u32 i=0; i=used) // access violation - - return data[index]; - } - - - - //! Direct access operator - const T& operator [](u32 index) const - { - _IRR_DEBUG_BREAK_IF(index>=used) // access violation - - return data[index]; - } - - //! Gets last frame - const T& getLast() const - { - _IRR_DEBUG_BREAK_IF(!used) // access violation - - return data[used-1]; - } - - //! Gets last frame - T& getLast() - { - _IRR_DEBUG_BREAK_IF(!used) // access violation - - return data[used-1]; - } - - - //! Returns a pointer to the array. - //! \return Pointer to the array. - T* pointer() - { - return data; - } - - - - //! Returns a const pointer to the array. - //! \return Pointer to the array. - const T* const_pointer() const - { - return data; - } - - - - //! Returns size of used array. - //! \return Size of elements in the array. - u32 size() const - { - return used; - } - - - - //! Returns amount memory allocated. - //! \return Returns amount of memory allocated. The amount of bytes - //! allocated would be allocated_size() * sizeof(ElementsUsed); - u32 allocated_size() const - { - return allocated; - } - - - - //! Returns true if array is empty - //! \return True if the array is empty, false if not. - bool empty() const - { - return used == 0; - } - - - - //! Sorts the array using heapsort. There is no additional memory waste and - //! the algorithm performs (O) n log n in worst case. - void sort() - { - if (is_sorted || used<2) - return; - - heapsort(data, used); - is_sorted = true; - } - - - - //! Performs a binary search for an element, returns -1 if not found. - //! The array will be sorted before the binary search if it is not - //! already sorted. - //! \param element: Element to search for. - //! \return Returns position of the searched element if it was found, - //! otherwise -1 is returned. - s32 binary_search(const T& element) - { - return binary_search(element, 0, used-1); - } - - - - //! Performs a binary search for an element, returns -1 if not found. - //! The array will be sorted before the binary search if it is not - //! already sorted. - //! \param element: Element to search for. - //! \param left: First left index - //! \param right: Last right index. - //! \return Returns position of the searched element if it was found, - //! otherwise -1 is returned. - s32 binary_search(const T& element, s32 left, s32 right) - { - if (!used) - return -1; - - sort(); - - s32 m; - - do - { - m = (left+right)>>1; - - if (element < data[m]) - right = m - 1; - else - left = m + 1; - - } while((element < data[m] || data[m] < element) && left<=right); - - // this last line equals to: - // " while((element != array[m]) && left<=right);" - // but we only want to use the '<' operator. - // the same in next line, it is "(element == array[m])" - - if (!(element < data[m]) && !(data[m] < element)) - return m; - - return -1; - } - - - //! Finds an element in linear time, which is very slow. Use - //! binary_search for faster finding. Only works if =operator is implemented. - //! \param element: Element to search for. - //! \return Returns position of the searched element if it was found, - //! otherwise -1 is returned. - s32 linear_search(T& element) - { - for (u32 i=0; i=0; --i) - if (data[i] == element) - return (s32)i; - - return -1; - } - - - - //! Erases an element from the array. May be slow, because all elements - //! following after the erased element have to be copied. - //! \param index: Index of element to be erased. - void erase(u32 index) - { - _IRR_DEBUG_BREAK_IF(index>=used || index<0) // access violation - - for (u32 i=index+1; i=used || index<0 || count<1 || index+count>used) // access violation - - for (u32 i=index+count; i and string work both with unicode AND ascii, -so you can assign unicode to string and ascii to string -(and the other way round) if your ever would want to. -Note that the conversation between both is not done using an encoding. - -Known bugs: -Special characters like 'Ä', 'Ü' and 'Ö' are ignored in the -methods make_upper, make_lower and equals_ignore_case. -*/ -template -class string -{ -public: - - //! Default constructor - string() - : array(0), allocated(1), used(1) - { - array = new T[1]; - array[0] = 0x0; - } - - - - //! Constructor - string(const string& other) - : array(0), allocated(0), used(0) - { - *this = other; - } - - - //! Constructs a string from an int - string(int number) - : array(0), allocated(0), used(0) - { - // store if negative and make positive - - bool negative = false; - if (number < 0) - { - number *= -1; - negative = true; - } - - // temporary buffer for 16 numbers - - c8 tmpbuf[16]; - tmpbuf[15] = 0; - s32 idx = 15; - - // special case '0' - - if (!number) - { - tmpbuf[14] = '0'; - *this = &tmpbuf[14]; - return; - } - - // add numbers - - while(number && idx) - { - idx--; - tmpbuf[idx] = (c8)('0' + (number % 10)); - number = number / 10; - } - - // add sign - - if (negative) - { - idx--; - tmpbuf[idx] = '-'; - } - - *this = &tmpbuf[idx]; - } - - - - //! Constructor for copying a string from a pointer with a given lenght - template - string(const B* c, s32 lenght) - : array(0), allocated(0), used(0) - { - if (!c) - return; - - allocated = used = lenght+1; - array = new T[used]; - - for (s32 l = 0; l - string(const B* c) - : array(0),allocated(0), used(0) - { - *this = c; - } - - - - //! destructor - ~string() - { - delete [] array; - } - - - - //! Assignment operator - string& operator=(const string& other) - { - if (this == &other) - return *this; - - delete [] array; - allocated = used = other.size()+1; - array = new T[used]; - - const T* p = other.c_str(); - for (s32 i=0; i - string& operator=(const B* c) - { - if (!c) - { - if (!array) - { - array = new T[1]; - allocated = 1; - used = 1; - } - array[0] = 0x0; - return *this; - } - - if ((void*)c == (void*)array) - return *this; - - s32 len = 0; - const B* p = c; - while(*p) - { - ++len; - ++p; - } - - // we'll take the old string for a while, because the new string could be - // a part of the current string. - T* oldArray = array; - - allocated = used = len+1; - array = new T[used]; - - for (s32 l = 0; l operator+(const string& other) - { - string str(*this); - str.append(other); - - return str; - } - - //! Add operator for strings, ascii and unicode - template - string operator+(const B* c) - { - string str(*this); - str.append(c); - - return str; - } - - - - //! Direct access operator - T& operator [](const s32 index) const - { - _IRR_DEBUG_BREAK_IF(index>=used) // bad index - - return array[index]; - } - - - //! Comparison operator - bool operator ==(const T* str) const - { - int i; - for(i=0; array[i] && str[i]; ++i) - if (array[i] != str[i]) - return false; - - return !array[i] && !str[i]; - } - - - - //! Comparison operator - bool operator ==(const string& other) const - { - for(s32 i=0; array[i] && other.array[i]; ++i) - if (array[i] != other.array[i]) - return false; - - return used == other.used; - } - - - - //! Is smaller operator - bool operator <(const string& other) const - { - for(s32 i=0; array[i] && other.array[i]; ++i) - if (array[i] != other.array[i]) - return (array[i] < other.array[i]); - - return used < other.used; - } - - - - //! Equals not operator - bool operator !=(const string& other) const - { - return !(*this == other); - } - - - - //! Returns length of string - /** \return Returns length of the string in characters. */ - s32 size() const - { - return used-1; - } - - - - //! Returns character string - /** \return Returns pointer to C-style zero terminated string. */ - const T* c_str() const - { - return array; - } - - - - //! Makes the string lower case. - void make_lower() - { - const T A = (T)'A'; - const T Z = (T)'Z'; - const T diff = (T)'a' - A; - - for (s32 i=0; i=A && array[i]<=Z) - array[i] += diff; - } - } - - - - //! Makes the string upper case. - void make_upper() - { - const T a = (T)'a'; - const T z = (T)'z'; - const T diff = (T)'A' - a; - - for (s32 i=0; i=a && array[i]<=z) - array[i] += diff; - } - } - - - - //! Compares the string ignoring case. - /** \param other: Other string to compare. - \return Returns true if the string are equal ignoring case. */ - bool equals_ignore_case(const string& other) const - { - for(s32 i=0; array[i] && other[i]; ++i) - if (toLower(array[i]) != toLower(other[i])) - return false; - - return used == other.used; - } - - - //! compares the first n characters of the strings - bool equalsn(const string& other, int len) - { - int i; - for(i=0; array[i] && other[i] && i < len; ++i) - if (array[i] != other[i]) - return false; - - // if one (or both) of the strings was smaller then they - // are only equal if they have the same lenght - return (i == len) || (used == other.used); - } - - - //! compares the first n characters of the strings - bool equalsn(const T* str, int len) - { - int i; - for(i=0; array[i] && str[i] && i < len; ++i) - if (array[i] != str[i]) - return false; - - // if one (or both) of the strings was smaller then they - // are only equal if they have the same lenght - return (i == len) || (array[i] == 0 && str[i] == 0); - } - - - //! Appends a character to this string - /** \param character: Character to append. */ - void append(T character) - { - if (used + 1 > allocated) - reallocate((s32)used + 1); - - used += 1; - - array[used-2] = character; - array[used-1] = 0; - } - - //! Appends a string to this string - /** \param other: String to append. */ - void append(const string& other) - { - --used; - - s32 len = other.size(); - - if (used + len + 1 > allocated) - reallocate((s32)used + (s32)len + 1); - - for (s32 l=0; l& other, s32 length) - { - s32 len = other.size(); - - if (len < length) - { - append(other); - return; - } - - len = length; - --used; - - if (used + len > allocated) - reallocate((s32)used + (s32)len); - - for (s32 l=0; l - s32 findFirstCharNotInList(B* c, int count) const - { - for (int i=0; i - s32 findLastCharNotInList(B* c, int count) const - { - for (int i=used-2; i>=0; --i) - { - int j; - for (j=0; j=0; --i) - if (array[i] == c) - return i; - - return -1; - } - - - //! Returns a substring - //! \param begin: Start of substring. - //! \param length: Length of substring. - string subString(s32 begin, s32 length) - { - if (length <= 0) - return string(""); - - string o; - o.reserve(length+1); - - for (s32 i=0; i& other) - { - append(other); - } - - void operator += (int i) - { - append(string(i)); - } - - //! replaces all characters of a special type with another one - void replace(T toReplace, T replaceWith) - { - for (s32 i=0; i=used || index<0) // access violation - - for (int i=index+1; i=(T)'A' && t<=(T)'Z') - return t + ((T)'a' - (T)'A'); - else - return t; - } - - //! Reallocate the array, make it bigger or smaler - void reallocate(s32 new_size) - { - T* old_array = array; - - array = new T[new_size]; - allocated = new_size; - - s32 amount = used < new_size ? used : new_size; - for (s32 i=0; i stringc; - -//! Typedef for wide character strings -typedef string stringw; - -} // end namespace core -} // end namespace irr - -#endif - diff --git a/contrib/irrXML/irrTypes.h b/contrib/irrXML/irrTypes.h deleted file mode 100644 index a7f12ec75..000000000 --- a/contrib/irrXML/irrTypes.h +++ /dev/null @@ -1,108 +0,0 @@ -// Copyright (C) 2002-2005 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __IRR_TYPES_H_INCLUDED__ -#define __IRR_TYPES_H_INCLUDED__ - -namespace irr -{ - -//! 8 bit unsigned variable. -/** This is a typedef for unsigned char, it ensures portability of the engine. */ -typedef unsigned char u8; - -//! 8 bit signed variable. -/** This is a typedef for signed char, it ensures portability of the engine. */ -typedef signed char s8; - -//! 8 bit character variable. -/** This is a typedef for char, it ensures portability of the engine. */ -typedef char c8; - - - -//! 16 bit unsigned variable. -/** This is a typedef for unsigned short, it ensures portability of the engine. */ -typedef unsigned short u16; - -//! 16 bit signed variable. -/** This is a typedef for signed short, it ensures portability of the engine. */ -typedef signed short s16; - - - -//! 32 bit unsigned variable. -/** This is a typedef for unsigned int, it ensures portability of the engine. */ -typedef unsigned int u32; - -//! 32 bit signed variable. -/** This is a typedef for signed int, it ensures portability of the engine. */ -typedef signed int s32; - - - -// 64 bit signed variable. -// This is a typedef for __int64, it ensures portability of the engine. -// This type is currently not used by the engine and not supported by compilers -// other than Microsoft Compilers, so it is outcommented. -//typedef __int64 s64; - - - -//! 32 bit floating point variable. -/** This is a typedef for float, it ensures portability of the engine. */ -typedef float f32; - -//! 64 bit floating point variable. -/** This is a typedef for double, it ensures portability of the engine. */ -typedef double f64; - - -} // end namespace - - -// define the wchar_t type if not already built in. -#ifdef _MSC_VER -#ifndef _WCHAR_T_DEFINED -//! A 16 bit wide character type. -/** - Defines the wchar_t-type. - In VS6, its not possible to tell - the standard compiler to treat wchar_t as a built-in type, and - sometimes we just don't want to include the huge stdlib.h or wchar.h, - so we'll use this. -*/ -typedef unsigned short wchar_t; -#define _WCHAR_T_DEFINED -#endif // wchar is not defined -#endif // microsoft compiler - -//! define a break macro for debugging only in Win32 mode. -// WORKAROUND (assimp): remove __asm -#if defined(WIN32) && defined(_MSC_VER) && defined(_DEBUG) -#if defined(_M_IX86) -#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) /*if (_CONDITION_) {_asm int 3}*/ -#else -#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) -#endif -#else -#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) -#endif - -//! Defines a small statement to work around a microsoft compiler bug. -/** The microsft compiler 7.0 - 7.1 has a bug: -When you call unmanaged code that returns a bool type value of false from managed code, -the return value may appear as true. See -http://support.microsoft.com/default.aspx?kbid=823071 for details. -Compiler version defines: VC6.0 : 1200, VC7.0 : 1300, VC7.1 : 1310, VC8.0 : 1400*/ - -// WORKAROUND (assimp): remove __asm -#if defined(WIN32) && defined(_MSC_VER) && (_MSC_VER > 1299) && (_MSC_VER < 1400) -#define _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX /*__asm mov eax,100*/ -#else -#define _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX -#endif // _IRR_MANAGED_MARSHALLING_BUGFIX - -#endif // __IRR_TYPES_H_INCLUDED__ - diff --git a/contrib/irrXML/irrXML.cpp b/contrib/irrXML/irrXML.cpp deleted file mode 100644 index 5a4b04507..000000000 --- a/contrib/irrXML/irrXML.cpp +++ /dev/null @@ -1,151 +0,0 @@ -// Copyright (C) 2002-2005 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine" and the "irrXML" project. -// For conditions of distribution and use, see copyright notice in irrlicht.h and/or irrXML.h - -// Need to include Assimp, too. We're using Assimp's version of fast_atof -// so we need stdint.h. But no PCH. - - -#include "irrXML.h" -#include "irrString.h" -#include "irrArray.h" -//#include -#include "CXMLReaderImpl.h" - -namespace irr -{ -namespace io -{ - -//! Implementation of the file read callback for ordinary files -class IRRXML_API CFileReadCallBack : public IFileReadCallBack -{ -public: - - //! construct from filename - CFileReadCallBack(const char* filename) - : File(0), Size(0), Close(true) - { - // open file - File = fopen(filename, "rb"); - - if (File) - getFileSize(); - } - - //! construct from FILE pointer - CFileReadCallBack(FILE* file) - : File(file), Size(0), Close(false) - { - if (File) - getFileSize(); - } - - //! destructor - virtual ~CFileReadCallBack() - { - if (Close && File) - fclose(File); - } - - //! Reads an amount of bytes from the file. - virtual int read(void* buffer, int sizeToRead) - { - if (!File) - return 0; - - return (int)fread(buffer, 1, sizeToRead, File); - } - - //! Returns size of file in bytes - virtual int getSize() - { - return Size; - } - -private: - - //! retrieves the file size of the open file - void getFileSize() - { - fseek(File, 0, SEEK_END); - Size = ftell(File); - fseek(File, 0, SEEK_SET); - } - - FILE* File; - int Size; - bool Close; - -}; // end class CFileReadCallBack - - - -// FACTORY FUNCTIONS: - - -//! Creates an instance of an UFT-8 or ASCII character xml parser. -IrrXMLReader* createIrrXMLReader(const char* filename) -{ - return new CXMLReaderImpl(new CFileReadCallBack(filename)); -} - - -//! Creates an instance of an UFT-8 or ASCII character xml parser. -IrrXMLReader* createIrrXMLReader(FILE* file) -{ - return new CXMLReaderImpl(new CFileReadCallBack(file)); -} - - -//! Creates an instance of an UFT-8 or ASCII character xml parser. -IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback) -{ - return new CXMLReaderImpl(callback, false); -} - - -//! Creates an instance of an UTF-16 xml parser. -IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename) -{ - return new CXMLReaderImpl(new CFileReadCallBack(filename)); -} - - -//! Creates an instance of an UTF-16 xml parser. -IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file) -{ - return new CXMLReaderImpl(new CFileReadCallBack(file)); -} - - -//! Creates an instance of an UTF-16 xml parser. -IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback) -{ - return new CXMLReaderImpl(callback, false); -} - - -//! Creates an instance of an UTF-32 xml parser. -IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename) -{ - return new CXMLReaderImpl(new CFileReadCallBack(filename)); -} - - -//! Creates an instance of an UTF-32 xml parser. -IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file) -{ - return new CXMLReaderImpl(new CFileReadCallBack(file)); -} - - -//! Creates an instance of an UTF-32 xml parser. -IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback) -{ - return new CXMLReaderImpl(callback, false); -} - - -} // end namespace io -} // end namespace irr diff --git a/contrib/irrXML/irrXML.h b/contrib/irrXML/irrXML.h deleted file mode 100644 index d724b3162..000000000 --- a/contrib/irrXML/irrXML.h +++ /dev/null @@ -1,546 +0,0 @@ -// Copyright (C) 2002-2005 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine" and the "irrXML" project. -// For conditions of distribution and use, see copyright notice in irrlicht.h and/or irrXML.h - -#ifndef __IRR_XML_H_INCLUDED__ -#define __IRR_XML_H_INCLUDED__ - -#include - -#ifdef _WIN32 -# define IRRXML_API __declspec(dllexport) -#else -# define IRRXML_API __attribute__ ((visibility("default"))) -#endif // _WIN32 - -/** \mainpage irrXML 1.2 API documentation -
- - \section intro Introduction - - Welcome to the irrXML API documentation. - Here you'll find any information you'll need to develop applications with - irrXML. If you look for a tutorial on how to start, take a look at the \ref irrxmlexample, - at the homepage of irrXML at xml.irrlicht3d.org - or into the SDK in the directory \example. - - irrXML is intended to be a high speed and easy-to-use XML Parser for C++, and - this documentation is an important part of it. If you have any questions or - suggestions, just send a email to the author of the engine, Nikolaus Gebhardt - (niko (at) irrlicht3d.org). For more informations about this parser, see \ref history. - - \section features Features - - irrXML provides forward-only, read-only - access to a stream of non validated XML data. It was fully implemented by - Nikolaus Gebhardt. Its current features are: - - - It it fast as lighting and has very low memory usage. It was - developed with the intention of being used in 3D games, as it already has been. - - irrXML is very small: It only consists of 60 KB of code and can be added easily - to your existing project. - - Of course, it is platform independent and works with lots of compilers. - - It is able to parse ASCII, UTF-8, UTF-16 and UTF-32 text files, both in - little and big endian format. - - Independent of the input file format, the parser can return all strings in ASCII, UTF-8, - UTF-16 and UTF-32 format. - - With its optional file access abstraction it has the advantage that it can read not - only from files but from any type of data (memory, network, ...). For example when - used with the Irrlicht Engine, it directly reads from compressed .zip files. - - Just like the Irrlicht Engine for which it was originally created, it is extremely easy - to use. - - It has no external dependencies, it does not even need the STL. - - Although irrXML has some strenghts, it currently also has the following limitations: - - - The input xml file is not validated and assumed to be correct. - - \section irrxmlexample Example - - The following code demonstrates the basic usage of irrXML. A simple xml - file like this is parsed: - \code - - - - - - Welcome to the Mesh Viewer of the "Irrlicht Engine". - - - \endcode - - The code for parsing this file would look like this: - \code - #include - using namespace irr; // irrXML is located in the namespace irr::io - using namespace io; - - #include // we use STL strings to store data in this example - - void main() - { - // create the reader using one of the factory functions - - IrrXMLReader* xml = createIrrXMLReader("config.xml"); - - // strings for storing the data we want to get out of the file - std::string modelFile; - std::string messageText; - std::string caption; - - // parse the file until end reached - - while(xml && xml->read()) - { - switch(xml->getNodeType()) - { - case EXN_TEXT: - // in this xml file, the only text which occurs is the messageText - messageText = xml->getNodeData(); - break; - case EXN_ELEMENT: - { - if (!strcmp("model", xml->getNodeName())) - modelFile = xml->getAttributeValue("file"); - else - if (!strcmp("messageText", xml->getNodeName())) - caption = xml->getAttributeValue("caption"); - } - break; - } - } - - // delete the xml parser after usage - delete xml; - } - \endcode - - \section howto How to use - - Simply add the source files in the /src directory of irrXML to your project. Done. - - \section license License - - The irrXML license is based on the zlib license. Basicly, this means you can do with - irrXML whatever you want: - - Copyright (C) 2002-2005 Nikolaus Gebhardt - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - - 3. This notice may not be removed or altered from any source distribution. - - \section history History - - As lots of references in this documentation and the source show, this xml - parser has originally been a part of the - Irrlicht Engine. But because - the parser has become very useful with the latest release, people asked for a - separate version of it, to be able to use it in non Irrlicht projects. With - irrXML 1.0, this has now been done. -*/ - -namespace irr -{ -namespace io -{ - //! Enumeration of all supported source text file formats - enum ETEXT_FORMAT - { - //! ASCII, file without byte order mark, or not a text file - ETF_ASCII, - - //! UTF-8 format - ETF_UTF8, - - //! UTF-16 format, big endian - ETF_UTF16_BE, - - //! UTF-16 format, little endian - ETF_UTF16_LE, - - //! UTF-32 format, big endian - ETF_UTF32_BE, - - //! UTF-32 format, little endian - ETF_UTF32_LE - }; - - - //! Enumeration for all xml nodes which are parsed by IrrXMLReader - enum EXML_NODE - { - //! No xml node. This is usually the node if you did not read anything yet. - EXN_NONE, - - //! A xml element, like - EXN_ELEMENT, - - //! End of an xml element, like - EXN_ELEMENT_END, - - //! Text within a xml element: this is the text. - EXN_TEXT, - - //! An xml comment like <!-- I am a comment --> or a DTD definition. - EXN_COMMENT, - - //! An xml cdata section like <![CDATA[ this is some CDATA ]]> - EXN_CDATA, - - //! Unknown element. - EXN_UNKNOWN - }; - - //! Callback class for file read abstraction. - /** With this, it is possible to make the xml parser read in other things - than just files. The Irrlicht engine is using this for example to - read xml from compressed .zip files. To make the parser read in - any other data, derive a class from this interface, implement the - two methods to read your data and give a pointer to an instance of - your implementation when calling createIrrXMLReader(), - createIrrXMLReaderUTF16() or createIrrXMLReaderUTF32() */ - class IRRXML_API IFileReadCallBack - { - public: - - //! virtual destructor - virtual ~IFileReadCallBack() {}; - - //! Reads an amount of bytes from the file. - /** \param buffer: Pointer to buffer where to read bytes will be written to. - \param sizeToRead: Amount of bytes to read from the file. - \return Returns how much bytes were read. */ - virtual int read(void* buffer, int sizeToRead) = 0; - - //! Returns size of file in bytes - virtual int getSize() = 0; - }; - - //! Empty class to be used as parent class for IrrXMLReader. - /** If you need another class as base class for the xml reader, you can do this by creating - the reader using for example new CXMLReaderImpl(yourcallback); - The Irrlicht Engine for example needs IUnknown as base class for every object to - let it automaticly reference countend, hence it replaces IXMLBase with IUnknown. - See irrXML.cpp on how this can be done in detail. */ - class IXMLBase - { - }; - - //! Interface providing easy read access to a XML file. - /** You can create an instance of this reader using one of the factory functions - createIrrXMLReader(), createIrrXMLReaderUTF16() and createIrrXMLReaderUTF32(). - If using the parser from the Irrlicht Engine, please use IFileSystem::createXMLReader() - instead. - For a detailed intro how to use the parser, see \ref irrxmlexample and \ref features. - - The typical usage of this parser looks like this: - \code - #include - using namespace irr; // irrXML is located in the namespace irr::io - using namespace io; - - void main() - { - // create the reader using one of the factory functions - IrrXMLReader* xml = createIrrXMLReader("config.xml"); - - if (xml == 0) - return; // file could not be opened - - // parse the file until end reached - while(xml->read()) - { - // based on xml->getNodeType(), do something. - } - - // delete the xml parser after usage - delete xml; - } - \endcode - See \ref irrxmlexample for a more detailed example. - */ - template - class IIrrXMLReader : public super_class - { - public: - - //! Destructor - virtual ~IIrrXMLReader() {}; - - //! Reads forward to the next xml node. - /** \return Returns false, if there was no further node. */ - virtual bool read() = 0; - - //! Returns the type of the current XML node. - virtual EXML_NODE getNodeType() const = 0; - - //! Returns attribute count of the current XML node. - /** This is usually - non null if the current node is EXN_ELEMENT, and the element has attributes. - \return Returns amount of attributes of this xml node. */ - virtual int getAttributeCount() const = 0; - - //! Returns name of an attribute. - /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1. - \return Name of the attribute, 0 if an attribute with this index does not exist. */ - virtual const char_type* getAttributeName(int idx) const = 0; - - //! Returns the value of an attribute. - /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1. - \return Value of the attribute, 0 if an attribute with this index does not exist. */ - virtual const char_type* getAttributeValue(int idx) const = 0; - - //! Returns the value of an attribute. - /** \param name: Name of the attribute. - \return Value of the attribute, 0 if an attribute with this name does not exist. */ - virtual const char_type* getAttributeValue(const char_type* name) const = 0; - - //! Returns the value of an attribute in a safe way. - /** Like getAttributeValue(), but does not - return 0 if the attribute does not exist. An empty string ("") is returned then. - \param name: Name of the attribute. - \return Value of the attribute, and "" if an attribute with this name does not exist */ - virtual const char_type* getAttributeValueSafe(const char_type* name) const = 0; - - //! Returns the value of an attribute as integer. - /** \param name Name of the attribute. - \return Value of the attribute as integer, and 0 if an attribute with this name does not exist or - the value could not be interpreted as integer. */ - virtual int getAttributeValueAsInt(const char_type* name) const = 0; - - //! Returns the value of an attribute as integer. - /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1. - \return Value of the attribute as integer, and 0 if an attribute with this index does not exist or - the value could not be interpreted as integer. */ - virtual int getAttributeValueAsInt(int idx) const = 0; - - //! Returns the value of an attribute as float. - /** \param name: Name of the attribute. - \return Value of the attribute as float, and 0 if an attribute with this name does not exist or - the value could not be interpreted as float. */ - virtual float getAttributeValueAsFloat(const char_type* name) const = 0; - - //! Returns the value of an attribute as float. - /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1. - \return Value of the attribute as float, and 0 if an attribute with this index does not exist or - the value could not be interpreted as float. */ - virtual float getAttributeValueAsFloat(int idx) const = 0; - - //! Returns the name of the current node. - /** Only non null, if the node type is EXN_ELEMENT. - \return Name of the current node or 0 if the node has no name. */ - virtual const char_type* getNodeName() const = 0; - - //! Returns data of the current node. - /** Only non null if the node has some - data and it is of type EXN_TEXT or EXN_UNKNOWN. */ - virtual const char_type* getNodeData() const = 0; - - //! Returns if an element is an empty element, like - virtual bool isEmptyElement() const = 0; - - //! Returns format of the source xml file. - /** It is not necessary to use - this method because the parser will convert the input file format - to the format wanted by the user when creating the parser. This - method is useful to get/display additional informations. */ - virtual ETEXT_FORMAT getSourceFormat() const = 0; - - //! Returns format of the strings returned by the parser. - /** This will be UTF8 for example when you created a parser with - IrrXMLReaderUTF8() and UTF32 when it has been created using - IrrXMLReaderUTF32. It should not be necessary to call this - method and only exists for informational purposes. */ - virtual ETEXT_FORMAT getParserFormat() const = 0; - }; - - - //! defines the utf-16 type. - /** Not using wchar_t for this because - wchar_t has 16 bit on windows and 32 bit on other operating systems. */ - typedef unsigned short char16; - - //! defines the utf-32 type. - /** Not using wchar_t for this because - wchar_t has 16 bit on windows and 32 bit on other operating systems. */ - typedef unsigned long char32; - - //! A UTF-8 or ASCII character xml parser. - /** This means that all character data will be returned in 8 bit ASCII or UTF-8 by this parser. - The file to read can be in any format, it will be converted to UTF-8 if it is not - in this format. - Create an instance of this with createIrrXMLReader(); - See IIrrXMLReader for description on how to use it. */ - typedef IIrrXMLReader IrrXMLReader; - - //! A UTF-16 xml parser. - /** This means that all character data will be returned in UTF-16 by this parser. - The file to read can be in any format, it will be converted to UTF-16 if it is not - in this format. - Create an instance of this with createIrrXMLReaderUTF16(); - See IIrrXMLReader for description on how to use it. */ - typedef IIrrXMLReader IrrXMLReaderUTF16; - - //! A UTF-32 xml parser. - /** This means that all character data will be returned in UTF-32 by this parser. - The file to read can be in any format, it will be converted to UTF-32 if it is not - in this format. - Create an instance of this with createIrrXMLReaderUTF32(); - See IIrrXMLReader for description on how to use it. */ - typedef IIrrXMLReader IrrXMLReaderUTF32; - - - //! Creates an instance of an UFT-8 or ASCII character xml parser. - /** This means that all character data will be returned in 8 bit ASCII or UTF-8. - The file to read can be in any format, it will be converted to UTF-8 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReaderUTF8() instead. - \param filename: Name of file to be opened. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReader* createIrrXMLReader(const char* filename); - - //! Creates an instance of an UFT-8 or ASCII character xml parser. - /** This means that all character data will be returned in 8 bit ASCII or UTF-8. The file to read can - be in any format, it will be converted to UTF-8 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReaderUTF8() instead. - \param file: Pointer to opened file, must have been opened in binary mode, e.g. - using fopen("foo.bar", "wb"); The file will not be closed after it has been read. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReader* createIrrXMLReader(FILE* file); - - //! Creates an instance of an UFT-8 or ASCII character xml parser. - /** This means that all character data will be returned in 8 bit ASCII or UTF-8. The file to read can - be in any format, it will be converted to UTF-8 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReaderUTF8() instead. - \param callback: Callback for file read abstraction. Implement your own - callback to make the xml parser read in other things than just files. See - IFileReadCallBack for more information about this. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback); - - //! Creates an instance of an UFT-16 xml parser. - /** This means that - all character data will be returned in UTF-16. The file to read can - be in any format, it will be converted to UTF-16 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReader() instead. - \param filename: Name of file to be opened. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename); - - //! Creates an instance of an UFT-16 xml parser. - /** This means that all character data will be returned in UTF-16. The file to read can - be in any format, it will be converted to UTF-16 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReader() instead. - \param file: Pointer to opened file, must have been opened in binary mode, e.g. - using fopen("foo.bar", "wb"); The file will not be closed after it has been read. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file); - - //! Creates an instance of an UFT-16 xml parser. - /** This means that all character data will be returned in UTF-16. The file to read can - be in any format, it will be converted to UTF-16 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReader() instead. - \param callback: Callback for file read abstraction. Implement your own - callback to make the xml parser read in other things than just files. See - IFileReadCallBack for more information about this. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback); - - - //! Creates an instance of an UFT-32 xml parser. - /** This means that all character data will be returned in UTF-32. The file to read can - be in any format, it will be converted to UTF-32 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReader() instead. - \param filename: Name of file to be opened. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename); - - //! Creates an instance of an UFT-32 xml parser. - /** This means that all character data will be returned in UTF-32. The file to read can - be in any format, it will be converted to UTF-32 if it is not in this format. - if you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReader() instead. - \param file: Pointer to opened file, must have been opened in binary mode, e.g. - using fopen("foo.bar", "wb"); The file will not be closed after it has been read. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file); - - //! Creates an instance of an UFT-32 xml parser. - /** This means that - all character data will be returned in UTF-32. The file to read can - be in any format, it will be converted to UTF-32 if it is not in this format. - If you are using the Irrlicht Engine, it is better not to use this function but - IFileSystem::createXMLReader() instead. - \param callback: Callback for file read abstraction. Implement your own - callback to make the xml parser read in other things than just files. See - IFileReadCallBack for more information about this. - \return Returns a pointer to the created xml parser. This pointer should be - deleted using 'delete' after no longer needed. Returns 0 if an error occured - and the file could not be opened. */ - IRRXML_API IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback); - - - /*! \file irrxml.h - \brief Header file of the irrXML, the Irrlicht XML parser. - - This file includes everything needed for using irrXML, - the XML parser of the Irrlicht Engine. To use irrXML, - you only need to include this file in your project: - - \code - #include - \endcode - - It is also common to use the two namespaces in which irrXML is included, - directly after #including irrXML.h: - - \code - #include - using namespace irr; - using namespace io; - \endcode - */ - -} // end namespace io -} // end namespace irr - -#endif // __IRR_XML_H_INCLUDED__ - diff --git a/include/assimp/irrXMLWrapper.h b/include/assimp/XmlParser.h similarity index 79% rename from include/assimp/irrXMLWrapper.h rename to include/assimp/XmlParser.h index 77cfd5e47..425d9281e 100644 --- a/include/assimp/irrXMLWrapper.h +++ b/include/assimp/XmlParser.h @@ -44,16 +44,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #define INCLUDED_AI_IRRXML_WRAPPER // some long includes .... -#ifdef ASSIMP_USE_HUNTER -# include -#else -# include -#endif -#include "IOStream.hpp" #include "BaseImporter.h" +#include "IOStream.hpp" +#include #include -namespace Assimp { +namespace Assimp { // --------------------------------------------------------------------------------- /** @brief Utility class to make IrrXML work together with our custom IO system @@ -75,7 +71,7 @@ namespace Assimp { * } * @endcode **/ -class CIrrXML_IOStreamReader : public irr::io::IFileReadCallBack { +/*class CIrrXML_IOStreamReader : public irr::io::IFileReadCallBack { public: // ---------------------------------------------------------------------------------- @@ -110,14 +106,14 @@ public: // ---------------------------------------------------------------------------------- //! Virtual destructor - virtual ~CIrrXML_IOStreamReader() {} + virtual ~CIrrXML_IOStreamReader() {}*/ - // ---------------------------------------------------------------------------------- - //! Reads an amount of bytes from the file. - /** @param buffer: Pointer to output buffer. +// ---------------------------------------------------------------------------------- +//! Reads an amount of bytes from the file. +/** @param buffer: Pointer to output buffer. * @param sizeToRead: Amount of bytes to read * @return Returns how much bytes were read. */ - virtual int read(void* buffer, int sizeToRead) { +/*virtual int read(void* buffer, int sizeToRead) { if(sizeToRead<0) { return 0; } @@ -143,7 +139,51 @@ private: size_t t; }; // ! class CIrrXML_IOStreamReader +*/ -} // ! Assimp +class XmlParser { +public: + XmlParser() : + mDoc(nullptr), mRoot(nullptr), mData() { + // empty + } + + ~XmlParser() { + clear(); + } + + void clear() { + mData.resize(0); + delete mDoc; + mDoc = nullptr; + } + + pugi::xml_node *parse(IOStream *stream) { + if (nullptr == stream) { + return nullptr; + } + + mData.resize(stream->FileSize()); + stream->Read(&mData[0], mData.size(), 1); + mDoc = new pugi::xml_document(); + pugi::xml_parse_result result = mDoc->load_string(&mData[0]); + if (result.status == pugi::status_ok) { + mRoot = &mDoc->root(); + } + + return mRoot; + } + + pugi::xml_document *getDocument() const { + return mDoc; + } + +private: + pugi::xml_document *mDoc; + pugi::xml_node *mRoot; + std::vector mData; +}; + +} // namespace Assimp #endif // !! INCLUDED_AI_IRRXML_WRAPPER