Merge pull request #615 from delicious-monster/master

I made changes to the Collada importer so it will import SketchUp DAEs.
pull/612/merge
Kim Kulling 2015-07-27 20:25:20 +02:00
commit a9a62368f8
15 changed files with 11413 additions and 3109 deletions

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@ -0,0 +1,352 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaParser.h
* @brief Defines the parser helper class for the collada loader
*/
#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC
#include "irrXMLWrapper.h"
#include "ColladaHelper.h"
#include "../include/assimp/ai_assert.h"
#include <boost/format.hpp>
namespace Assimp
{
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser
{
friend class ColladaLoader;
protected:
/** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
/** Destructor */
~ColladaParser();
/** Reads the contents of the file */
void ReadContents();
/** Reads the structure of the file */
void ReadStructure();
/** Reads asset informations such as coordinate system informations and legal blah */
void ReadAssetInfo();
/** Reads the animation library */
void ReadAnimationLibrary();
/** Reads an animation into the given parent structure */
void ReadAnimation( Collada::Animation* pParent);
/** Reads an animation sampler into the given anim channel */
void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
/** Reads the skeleton controller library */
void ReadControllerLibrary();
/** Reads a controller into the given mesh structure */
void ReadController( Collada::Controller& pController);
/** Reads the joint definitions for the given controller */
void ReadControllerJoints( Collada::Controller& pController);
/** Reads the joint weights for the given controller */
void ReadControllerWeights( Collada::Controller& pController);
/** Reads the image library contents */
void ReadImageLibrary();
/** Reads an image entry into the given image */
void ReadImage( Collada::Image& pImage);
/** Reads the material library */
void ReadMaterialLibrary();
/** Reads a material entry into the given material */
void ReadMaterial( Collada::Material& pMaterial);
/** Reads the camera library */
void ReadCameraLibrary();
/** Reads a camera entry into the given camera */
void ReadCamera( Collada::Camera& pCamera);
/** Reads the light library */
void ReadLightLibrary();
/** Reads a light entry into the given light */
void ReadLight( Collada::Light& pLight);
/** Reads the effect library */
void ReadEffectLibrary();
/** Reads an effect entry into the given effect*/
void ReadEffect( Collada::Effect& pEffect);
/** Reads an COMMON effect profile */
void ReadEffectProfileCommon( Collada::Effect& pEffect);
/** Read sampler properties */
void ReadSamplerProperties( Collada::Sampler& pSampler);
/** Reads an effect entry containing a color or a texture defining that color */
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
/** Reads an effect entry containing a float */
void ReadEffectFloat( float& pFloat);
/** Reads an effect parameter specification of any kind */
void ReadEffectParam( Collada::EffectParam& pParam);
/** Reads the geometry library contents */
void ReadGeometryLibrary();
/** Reads a geometry from the geometry library. */
void ReadGeometry( Collada::Mesh* pMesh);
/** Reads a mesh from the geometry library */
void ReadMesh( Collada::Mesh* pMesh);
/** Reads a source element - a combination of raw data and an accessor defining
* things that should not be redefinable. Yes, that's another rant.
*/
void ReadSource();
/** Reads a data array holding a number of elements, and stores it in the global library.
* Currently supported are array of floats and arrays of strings.
*/
void ReadDataArray();
/** Reads an accessor and stores it in the global library under the given ID -
* accessors use the ID of the parent <source> element
*/
void ReadAccessor( const std::string& pID);
/** Reads input declarations of per-vertex mesh data into the given mesh */
void ReadVertexData( Collada::Mesh* pMesh);
/** Reads input declarations of per-index mesh data into the given mesh */
void ReadIndexData( Collada::Mesh* pMesh);
/** Reads a single input channel element and stores it in the given array, if valid */
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
/** Copies the data for a single primitive into the mesh, based on the InputChannels */
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t>& indices);
/** Reads one triangle of a tristrip into the mesh */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
/** Reads the library of node hierarchies and scene parts */
void ReadSceneLibrary();
/** Reads a scene node's contents including children and stores it in the given node */
void ReadSceneNode( Collada::Node* pNode);
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
/** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry( Collada::Node* pNode);
/** Reads the collada scene */
void ReadScene();
// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
protected:
/** Aborts the file reading with an exception */
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
/** Skips all data until the end node of the current element */
void SkipElement();
/** Skips all data until the end node of the given element */
void SkipElement( const char* pElement);
/** Compares the current xml element name to the given string and returns true if equal */
bool IsElement( const char* pName) const;
/** Tests for the opening tag of the given element, throws an exception if not found */
void TestOpening( const char* pName);
/** Tests for the closing tag of the given element, throws an exception if not found */
void TestClosing( const char* pName);
/** Checks the present element for the presence of the attribute, returns its index
or throws an exception if not found */
int GetAttribute( const char* pAttr) const;
/** Returns the index of the named attribute or -1 if not found. Does not throw,
therefore useful for optional attributes */
int TestAttribute( const char* pAttr) const;
/** Reads the text contents of an element, throws an exception if not given.
Skips leading whitespace. */
const char* GetTextContent();
/** Reads the text contents of an element, returns NULL if not given.
Skips leading whitespace. */
const char* TestTextContent();
/** Reads a single bool from current text content */
bool ReadBoolFromTextContent();
/** Reads a single float from current text content */
float ReadFloatFromTextContent();
/** Calculates the resulting transformation from all the given transform steps */
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
/** Finds the item in the given library by its reference, throws if not found */
template <typename Type> const Type& ResolveLibraryReference(
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
protected:
/** Filename, for a verbose error message */
std::string mFileName;
/** XML reader, member for everyday use */
irr::io::IrrXMLReader* mReader;
/** All data arrays found in the file by ID. Might be referred to by actually
everyone. Collada, you are a steaming pile of indirection. */
typedef std::map<std::string, Collada::Data> DataLibrary;
DataLibrary mDataLibrary;
/** Same for accessors which define how the data in a data array is accessed. */
typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
AccessorLibrary mAccessorLibrary;
/** Mesh library: mesh by ID */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
MeshLibrary mMeshLibrary;
/** node library: root node of the hierarchy part by ID */
typedef std::map<std::string, Collada::Node*> NodeLibrary;
NodeLibrary mNodeLibrary;
/** Image library: stores texture properties by ID */
typedef std::map<std::string, Collada::Image> ImageLibrary;
ImageLibrary mImageLibrary;
/** Effect library: surface attributes by ID */
typedef std::map<std::string, Collada::Effect> EffectLibrary;
EffectLibrary mEffectLibrary;
/** Material library: surface material by ID */
typedef std::map<std::string, Collada::Material> MaterialLibrary;
MaterialLibrary mMaterialLibrary;
/** Light library: surface light by ID */
typedef std::map<std::string, Collada::Light> LightLibrary;
LightLibrary mLightLibrary;
/** Camera library: surface material by ID */
typedef std::map<std::string, Collada::Camera> CameraLibrary;
CameraLibrary mCameraLibrary;
/** Controller library: joint controllers by ID */
typedef std::map<std::string, Collada::Controller> ControllerLibrary;
ControllerLibrary mControllerLibrary;
/** Pointer to the root node. Don't delete, it just points to one of
the nodes in the node library. */
Collada::Node* mRootNode;
/** Root animation container */
Collada::Animation mAnims;
/** Size unit: how large compared to a meter */
float mUnitSize;
/** Which is the up vector */
enum { UP_X, UP_Y, UP_Z } mUpDirection;
/** Collada file format version */
Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement( const char* pName) const
{
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp( mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
{
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
if( it == pLibrary.end())
ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
return it->second;
}
} // end of namespace Assimp
#endif // AI_COLLADAPARSER_H_INC

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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER #ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
#include <sstream> #include <sstream>
#include <stdarg.h>
#include "ColladaParser.h" #include "ColladaParser.h"
#include "fast_atof.h" #include "fast_atof.h"
#include "ParsingUtils.h" #include "ParsingUtils.h"
@ -1998,7 +1999,8 @@ void ColladaParser::ReadIndexData( Mesh* pMesh)
} }
#ifdef ASSIMP_BUILD_DEBUG #ifdef ASSIMP_BUILD_DEBUG
if (primType != Prim_TriFans && primType != Prim_TriStrips) { if (primType != Prim_TriFans && primType != Prim_TriStrips &&
primType != Prim_Lines) { // this is ONLY to workaround a bug in SketchUp 15.3.331 where it writes the wrong 'count' when it writes out the 'lines'.
ai_assert(actualPrimitives == numPrimitives); ai_assert(actualPrimitives == numPrimitives);
} }
#endif #endif
@ -2107,13 +2109,19 @@ size_t ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pP
} }
} }
// complain if the index count doesn't fit // complain if the index count doesn't fit
if( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets) if( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets) {
ThrowException( "Expected different index count in <p> element."); if (pPrimType == Prim_Lines) {
else if( expectedPointCount == 0 && (indices.size() % numOffsets) != 0) // HACK: We just fix this number since SketchUp 15.3.331 writes the wrong 'count' for 'lines'
ThrowException( "Expected different index count in <p> element."); ReportWarning( "Expected different index count in <p> element, %d instead of %d.", indices.size(), expectedPointCount * numOffsets);
pNumPrimitives = (indices.size() / numOffsets) / 2;
} else
ThrowException( "Expected different index count in <p> element.");
// find the data for all sources } else if( expectedPointCount == 0 && (indices.size() % numOffsets) != 0)
ThrowException( "Expected different index count in <p> element.");
// find the data for all sources
for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it) for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
{ {
InputChannel& input = *it; InputChannel& input = *it;
@ -2712,6 +2720,21 @@ AI_WONT_RETURN void ColladaParser::ThrowException( const std::string& pError) co
{ {
throw DeadlyImportError( boost::str( boost::format( "Collada: %s - %s") % mFileName % pError)); throw DeadlyImportError( boost::str( boost::format( "Collada: %s - %s") % mFileName % pError));
} }
void ColladaParser::ReportWarning(const char* msg,...)
{
ai_assert(NULL != msg);
va_list args;
va_start(args,msg);
char szBuffer[3000];
const int iLen = vsprintf(szBuffer,msg,args);
ai_assert(iLen > 0);
va_end(args);
DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Skips all data until the end node of the current element // Skips all data until the end node of the current element

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@ -1,42 +1,42 @@
/* /*
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2015, assimp team Copyright (c) 2006-2015, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the with or without modification, are permitted provided that the
following conditions are met: following conditions are met:
* Redistributions of source code must retain the above * Redistributions of source code must retain the above
copyright notice, this list of conditions and the copyright notice, this list of conditions and the
following disclaimer. following disclaimer.
* Redistributions in binary form must reproduce the above * Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other following disclaimer in the documentation and/or other
materials provided with the distribution. materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its * Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products contributors may be used to endorse or promote products
derived from this software without specific prior derived from this software without specific prior
written permission of the assimp team. written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
/** @file ColladaParser.h /** @file ColladaParser.h
* @brief Defines the parser helper class for the collada loader * @brief Defines the parser helper class for the collada loader
@ -53,299 +53,300 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp namespace Assimp
{ {
// ------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader. /** Parser helper class for the Collada loader.
* *
* Does all the XML reading and builds internal data structures from it, * Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader. * but leaves the resolving of all the references to the loader.
*/
class ColladaParser
{
friend class ColladaLoader;
protected:
/** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
/** Destructor */
~ColladaParser();
/** Reads the contents of the file */
void ReadContents();
/** Reads the structure of the file */
void ReadStructure();
/** Reads asset informations such as coordinate system informations and legal blah */
void ReadAssetInfo();
/** Reads the animation library */
void ReadAnimationLibrary();
/** Reads an animation into the given parent structure */
void ReadAnimation( Collada::Animation* pParent);
/** Reads an animation sampler into the given anim channel */
void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
/** Reads the skeleton controller library */
void ReadControllerLibrary();
/** Reads a controller into the given mesh structure */
void ReadController( Collada::Controller& pController);
/** Reads the joint definitions for the given controller */
void ReadControllerJoints( Collada::Controller& pController);
/** Reads the joint weights for the given controller */
void ReadControllerWeights( Collada::Controller& pController);
/** Reads the image library contents */
void ReadImageLibrary();
/** Reads an image entry into the given image */
void ReadImage( Collada::Image& pImage);
/** Reads the material library */
void ReadMaterialLibrary();
/** Reads a material entry into the given material */
void ReadMaterial( Collada::Material& pMaterial);
/** Reads the camera library */
void ReadCameraLibrary();
/** Reads a camera entry into the given camera */
void ReadCamera( Collada::Camera& pCamera);
/** Reads the light library */
void ReadLightLibrary();
/** Reads a light entry into the given light */
void ReadLight( Collada::Light& pLight);
/** Reads the effect library */
void ReadEffectLibrary();
/** Reads an effect entry into the given effect*/
void ReadEffect( Collada::Effect& pEffect);
/** Reads an COMMON effect profile */
void ReadEffectProfileCommon( Collada::Effect& pEffect);
/** Read sampler properties */
void ReadSamplerProperties( Collada::Sampler& pSampler);
/** Reads an effect entry containing a color or a texture defining that color */
void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
/** Reads an effect entry containing a float */
void ReadEffectFloat( float& pFloat);
/** Reads an effect parameter specification of any kind */
void ReadEffectParam( Collada::EffectParam& pParam);
/** Reads the geometry library contents */
void ReadGeometryLibrary();
/** Reads a geometry from the geometry library. */
void ReadGeometry( Collada::Mesh* pMesh);
/** Reads a mesh from the geometry library */
void ReadMesh( Collada::Mesh* pMesh);
/** Reads a source element - a combination of raw data and an accessor defining
* things that should not be redefinable. Yes, that's another rant.
*/ */
void ReadSource(); class ColladaParser
{
friend class ColladaLoader;
/** Reads a data array holding a number of elements, and stores it in the global library. protected:
* Currently supported are array of floats and arrays of strings. /** Constructor from XML file */
*/ ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
void ReadDataArray();
/** Reads an accessor and stores it in the global library under the given ID - /** Destructor */
* accessors use the ID of the parent <source> element ~ColladaParser();
*/
void ReadAccessor( const std::string& pID);
/** Reads input declarations of per-vertex mesh data into the given mesh */ /** Reads the contents of the file */
void ReadVertexData( Collada::Mesh* pMesh); void ReadContents();
/** Reads input declarations of per-index mesh data into the given mesh */ /** Reads the structure of the file */
void ReadIndexData( Collada::Mesh* pMesh); void ReadStructure();
/** Reads a single input channel element and stores it in the given array, if valid */ /** Reads asset informations such as coordinate system informations and legal blah */
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels); void ReadAssetInfo();
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */ /** Reads the animation library */
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels, void ReadAnimationLibrary();
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
/** Copies the data for a single primitive into the mesh, based on the InputChannels */ /** Reads an animation into the given parent structure */
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, void ReadAnimation( Collada::Animation* pParent);
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t>& indices);
/** Reads one triangle of a tristrip into the mesh */ /** Reads an animation sampler into the given anim channel */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh, void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
/** Extracts a single object from an input channel and stores it in the appropriate mesh data array */ /** Reads the skeleton controller library */
void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh); void ReadControllerLibrary();
/** Reads the library of node hierarchies and scene parts */ /** Reads a controller into the given mesh structure */
void ReadSceneLibrary(); void ReadController( Collada::Controller& pController);
/** Reads a scene node's contents including children and stores it in the given node */ /** Reads the joint definitions for the given controller */
void ReadSceneNode( Collada::Node* pNode); void ReadControllerJoints( Collada::Controller& pController);
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */ /** Reads the joint weights for the given controller */
void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType); void ReadControllerWeights( Collada::Controller& pController);
/** Reads a mesh reference in a node and adds it to the node's mesh list */ /** Reads the image library contents */
void ReadNodeGeometry( Collada::Node* pNode); void ReadImageLibrary();
/** Reads the collada scene */ /** Reads an image entry into the given image */
void ReadScene(); void ReadImage( Collada::Image& pImage);
// Processes bind_vertex_input and bind elements /** Reads the material library */
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl); void ReadMaterialLibrary();
protected: /** Reads a material entry into the given material */
/** Aborts the file reading with an exception */ void ReadMaterial( Collada::Material& pMaterial);
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
/** Skips all data until the end node of the current element */ /** Reads the camera library */
void SkipElement(); void ReadCameraLibrary();
/** Skips all data until the end node of the given element */ /** Reads a camera entry into the given camera */
void SkipElement( const char* pElement); void ReadCamera( Collada::Camera& pCamera);
/** Compares the current xml element name to the given string and returns true if equal */ /** Reads the light library */
bool IsElement( const char* pName) const; void ReadLightLibrary();
/** Tests for the opening tag of the given element, throws an exception if not found */ /** Reads a light entry into the given light */
void TestOpening( const char* pName); void ReadLight( Collada::Light& pLight);
/** Tests for the closing tag of the given element, throws an exception if not found */ /** Reads the effect library */
void TestClosing( const char* pName); void ReadEffectLibrary();
/** Checks the present element for the presence of the attribute, returns its index /** Reads an effect entry into the given effect*/
or throws an exception if not found */ void ReadEffect( Collada::Effect& pEffect);
int GetAttribute( const char* pAttr) const;
/** Returns the index of the named attribute or -1 if not found. Does not throw, /** Reads an COMMON effect profile */
therefore useful for optional attributes */ void ReadEffectProfileCommon( Collada::Effect& pEffect);
int TestAttribute( const char* pAttr) const;
/** Reads the text contents of an element, throws an exception if not given. /** Read sampler properties */
Skips leading whitespace. */ void ReadSamplerProperties( Collada::Sampler& pSampler);
const char* GetTextContent();
/** Reads the text contents of an element, returns NULL if not given. /** Reads an effect entry containing a color or a texture defining that color */
Skips leading whitespace. */ void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
const char* TestTextContent();
/** Reads a single bool from current text content */ /** Reads an effect entry containing a float */
bool ReadBoolFromTextContent(); void ReadEffectFloat( float& pFloat);
/** Reads a single float from current text content */ /** Reads an effect parameter specification of any kind */
float ReadFloatFromTextContent(); void ReadEffectParam( Collada::EffectParam& pParam);
/** Calculates the resulting transformation from all the given transform steps */ /** Reads the geometry library contents */
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const; void ReadGeometryLibrary();
/** Determines the input data type for the given semantic string */ /** Reads a geometry from the geometry library. */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic); void ReadGeometry( Collada::Mesh* pMesh);
/** Finds the item in the given library by its reference, throws if not found */ /** Reads a mesh from the geometry library */
template <typename Type> const Type& ResolveLibraryReference( void ReadMesh( Collada::Mesh* pMesh);
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
protected: /** Reads a source element - a combination of raw data and an accessor defining
/** Filename, for a verbose error message */ * things that should not be redefinable. Yes, that's another rant.
std::string mFileName; */
void ReadSource();
/** XML reader, member for everyday use */ /** Reads a data array holding a number of elements, and stores it in the global library.
irr::io::IrrXMLReader* mReader; * Currently supported are array of floats and arrays of strings.
*/
void ReadDataArray();
/** All data arrays found in the file by ID. Might be referred to by actually /** Reads an accessor and stores it in the global library under the given ID -
everyone. Collada, you are a steaming pile of indirection. */ * accessors use the ID of the parent <source> element
typedef std::map<std::string, Collada::Data> DataLibrary; */
DataLibrary mDataLibrary; void ReadAccessor( const std::string& pID);
/** Same for accessors which define how the data in a data array is accessed. */ /** Reads input declarations of per-vertex mesh data into the given mesh */
typedef std::map<std::string, Collada::Accessor> AccessorLibrary; void ReadVertexData( Collada::Mesh* pMesh);
AccessorLibrary mAccessorLibrary;
/** Mesh library: mesh by ID */ /** Reads input declarations of per-index mesh data into the given mesh */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary; void ReadIndexData( Collada::Mesh* pMesh);
MeshLibrary mMeshLibrary;
/** node library: root node of the hierarchy part by ID */ /** Reads a single input channel element and stores it in the given array, if valid */
typedef std::map<std::string, Collada::Node*> NodeLibrary; void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
NodeLibrary mNodeLibrary;
/** Image library: stores texture properties by ID */ /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
typedef std::map<std::string, Collada::Image> ImageLibrary; size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
ImageLibrary mImageLibrary; size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
/** Effect library: surface attributes by ID */ /** Copies the data for a single primitive into the mesh, based on the InputChannels */
typedef std::map<std::string, Collada::Effect> EffectLibrary; void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
EffectLibrary mEffectLibrary; Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t>& indices);
/** Material library: surface material by ID */ /** Reads one triangle of a tristrip into the mesh */
typedef std::map<std::string, Collada::Material> MaterialLibrary; void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
MaterialLibrary mMaterialLibrary; std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
/** Light library: surface light by ID */ /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
typedef std::map<std::string, Collada::Light> LightLibrary; void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
LightLibrary mLightLibrary;
/** Camera library: surface material by ID */ /** Reads the library of node hierarchies and scene parts */
typedef std::map<std::string, Collada::Camera> CameraLibrary; void ReadSceneLibrary();
CameraLibrary mCameraLibrary;
/** Controller library: joint controllers by ID */ /** Reads a scene node's contents including children and stores it in the given node */
typedef std::map<std::string, Collada::Controller> ControllerLibrary; void ReadSceneNode( Collada::Node* pNode);
ControllerLibrary mControllerLibrary;
/** Pointer to the root node. Don't delete, it just points to one of /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
the nodes in the node library. */ void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
Collada::Node* mRootNode;
/** Root animation container */ /** Reads a mesh reference in a node and adds it to the node's mesh list */
Collada::Animation mAnims; void ReadNodeGeometry( Collada::Node* pNode);
/** Size unit: how large compared to a meter */ /** Reads the collada scene */
float mUnitSize; void ReadScene();
/** Which is the up vector */ // Processes bind_vertex_input and bind elements
enum { UP_X, UP_Y, UP_Z } mUpDirection; void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
/** Collada file format version */ protected:
Collada::FormatVersion mFormat; /** Aborts the file reading with an exception */
}; AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
void ReportWarning(const char* msg,...);
// ------------------------------------------------------------------------------------------------ /** Skips all data until the end node of the current element */
// Check for element match void SkipElement();
inline bool ColladaParser::IsElement( const char* pName) const
{
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp( mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------ /** Skips all data until the end node of the given element */
// Finds the item in the given library by its reference, throws if not found void SkipElement( const char* pElement);
template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const /** Compares the current xml element name to the given string and returns true if equal */
{ bool IsElement( const char* pName) const;
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
if( it == pLibrary.end()) /** Tests for the opening tag of the given element, throws an exception if not found */
ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL)); void TestOpening( const char* pName);
return it->second;
} /** Tests for the closing tag of the given element, throws an exception if not found */
void TestClosing( const char* pName);
/** Checks the present element for the presence of the attribute, returns its index
or throws an exception if not found */
int GetAttribute( const char* pAttr) const;
/** Returns the index of the named attribute or -1 if not found. Does not throw,
therefore useful for optional attributes */
int TestAttribute( const char* pAttr) const;
/** Reads the text contents of an element, throws an exception if not given.
Skips leading whitespace. */
const char* GetTextContent();
/** Reads the text contents of an element, returns NULL if not given.
Skips leading whitespace. */
const char* TestTextContent();
/** Reads a single bool from current text content */
bool ReadBoolFromTextContent();
/** Reads a single float from current text content */
float ReadFloatFromTextContent();
/** Calculates the resulting transformation from all the given transform steps */
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
/** Finds the item in the given library by its reference, throws if not found */
template <typename Type> const Type& ResolveLibraryReference(
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
protected:
/** Filename, for a verbose error message */
std::string mFileName;
/** XML reader, member for everyday use */
irr::io::IrrXMLReader* mReader;
/** All data arrays found in the file by ID. Might be referred to by actually
everyone. Collada, you are a steaming pile of indirection. */
typedef std::map<std::string, Collada::Data> DataLibrary;
DataLibrary mDataLibrary;
/** Same for accessors which define how the data in a data array is accessed. */
typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
AccessorLibrary mAccessorLibrary;
/** Mesh library: mesh by ID */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
MeshLibrary mMeshLibrary;
/** node library: root node of the hierarchy part by ID */
typedef std::map<std::string, Collada::Node*> NodeLibrary;
NodeLibrary mNodeLibrary;
/** Image library: stores texture properties by ID */
typedef std::map<std::string, Collada::Image> ImageLibrary;
ImageLibrary mImageLibrary;
/** Effect library: surface attributes by ID */
typedef std::map<std::string, Collada::Effect> EffectLibrary;
EffectLibrary mEffectLibrary;
/** Material library: surface material by ID */
typedef std::map<std::string, Collada::Material> MaterialLibrary;
MaterialLibrary mMaterialLibrary;
/** Light library: surface light by ID */
typedef std::map<std::string, Collada::Light> LightLibrary;
LightLibrary mLightLibrary;
/** Camera library: surface material by ID */
typedef std::map<std::string, Collada::Camera> CameraLibrary;
CameraLibrary mCameraLibrary;
/** Controller library: joint controllers by ID */
typedef std::map<std::string, Collada::Controller> ControllerLibrary;
ControllerLibrary mControllerLibrary;
/** Pointer to the root node. Don't delete, it just points to one of
the nodes in the node library. */
Collada::Node* mRootNode;
/** Root animation container */
Collada::Animation mAnims;
/** Size unit: how large compared to a meter */
float mUnitSize;
/** Which is the up vector */
enum { UP_X, UP_Y, UP_Z } mUpDirection;
/** Collada file format version */
Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement( const char* pName) const
{
ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
return ::strcmp( mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
{
typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
if( it == pLibrary.end())
ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
return it->second;
}
} // end of namespace Assimp } // end of namespace Assimp

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<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:Assimp.xcodeproj">
</FileRef>
</Workspace>

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BlueprintName = "assimp"
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debugServiceExtension = "internal"
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