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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@ -1,82 +1,82 @@
/* DEPRECATED! - use code/TinyFormatter.h instead. /* DEPRECATED! - use code/TinyFormatter.h instead.
* *
* *
* */ * */
#ifndef AI_BOOST_FORMAT_DUMMY_INCLUDED #ifndef AI_BOOST_FORMAT_DUMMY_INCLUDED
#define AI_BOOST_FORMAT_DUMMY_INCLUDED #define AI_BOOST_FORMAT_DUMMY_INCLUDED
#if (!defined BOOST_FORMAT_HPP) || (defined ASSIMP_FORCE_NOBOOST) #if (!defined BOOST_FORMAT_HPP) || (defined ASSIMP_FORCE_NOBOOST)
#include <string> #include <string>
#include <vector> #include <vector>
#include <sstream> #include <sstream>
namespace boost namespace boost
{ {
class format class format
{ {
public: public:
format (const std::string& _d) format (const std::string& _d)
: d(_d) : d(_d)
{ {
} }
template <typename T> template <typename T>
format& operator % (T in) format& operator % (T in)
{ {
// XXX add replacement for boost::lexical_cast? // XXX add replacement for boost::lexical_cast?
std::ostringstream ss; std::ostringstream ss;
ss << in; // note: ss cannot be an rvalue, or the global operator << (const char*) is not called for T == const char*. ss << in; // note: ss cannot be an rvalue, or the global operator << (const char*) is not called for T == const char*.
chunks.push_back( ss.str()); chunks.push_back( ss.str());
return *this; return *this;
} }
operator std::string () const { operator std::string () const {
std::string res; // pray for NRVO to kick in std::string res; // pray for NRVO to kick in
size_t start = 0, last = 0; size_t start = 0, last = 0;
std::vector<std::string>::const_iterator chunkin = chunks.begin(); std::vector<std::string>::const_iterator chunkin = chunks.begin();
for ( start = d.find('%');start != std::string::npos; start = d.find('%',last)) { for ( start = d.find('%');start != std::string::npos; start = d.find('%',last)) {
res += d.substr(last,start-last); res += d.substr(last,start-last);
last = start+2; last = start+2;
if (d[start+1] == '%') { if (d[start+1] == '%') {
res += "%"; res += "%";
continue; continue;
} }
if (chunkin == chunks.end()) { if (chunkin == chunks.end()) {
break; break;
} }
res += *chunkin++; res += *chunkin++;
} }
res += d.substr(last); res += d.substr(last);
return res; return res;
} }
private: private:
std::string d; std::string d;
std::vector<std::string> chunks; std::vector<std::string> chunks;
}; };
inline std::string str(const std::string& s) { inline std::string str(const std::string& s) {
return s; return s;
} }
} }
#else #else
# error "format.h was already included" # error "format.h was already included"
#endif // #endif //
#endif // !! AI_BOOST_FORMAT_DUMMY_INCLUDED #endif // !! AI_BOOST_FORMAT_DUMMY_INCLUDED

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@ -1,260 +1,260 @@
#ifndef INCLUDED_AI_BOOST_SHARED_PTR #ifndef INCLUDED_AI_BOOST_SHARED_PTR
#define INCLUDED_AI_BOOST_SHARED_PTR #define INCLUDED_AI_BOOST_SHARED_PTR
#ifndef BOOST_SHARED_PTR_HPP_INCLUDED #ifndef BOOST_SHARED_PTR_HPP_INCLUDED
// ------------------------------ // ------------------------------
// Internal stub // Internal stub
#include <stddef.h> //NULL #include <stddef.h> //NULL
#include <algorithm> //std::swap #include <algorithm> //std::swap
namespace boost { namespace boost {
namespace detail { namespace detail {
class controller { class controller {
public: public:
controller() controller()
: cnt(1) : cnt(1)
{} {}
public: public:
template <typename T> template <typename T>
controller* decref(T* pt) { controller* decref(T* pt) {
if (--cnt <= 0) { if (--cnt <= 0) {
delete this; delete this;
delete pt; delete pt;
} }
return NULL; return NULL;
} }
controller* incref() { controller* incref() {
++cnt; ++cnt;
return this; return this;
} }
long get() const { long get() const {
return cnt; return cnt;
} }
private: private:
long cnt; long cnt;
}; };
struct empty {}; struct empty {};
template <typename DEST, typename SRC> template <typename DEST, typename SRC>
struct is_convertible_stub { struct is_convertible_stub {
struct yes {char s[1];}; struct yes {char s[1];};
struct no {char s[2];}; struct no {char s[2];};
static yes foo(DEST*); static yes foo(DEST*);
static no foo(...); static no foo(...);
enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)}; enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};
}; };
template <bool> struct enable_if {}; template <bool> struct enable_if {};
template <> struct enable_if<true> { template <> struct enable_if<true> {
typedef empty result; typedef empty result;
}; };
template <typename DEST, typename SRC> template <typename DEST, typename SRC>
struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > { struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
}; };
} }
// ------------------------------ // ------------------------------
// Small replacement for boost::shared_ptr, not threadsafe because no // Small replacement for boost::shared_ptr, not threadsafe because no
// atomic reference counter is in use. // atomic reference counter is in use.
// ------------------------------ // ------------------------------
template <class T> template <class T>
class shared_ptr class shared_ptr
{ {
template <typename TT> friend class shared_ptr; template <typename TT> friend class shared_ptr;
template<class TT, class U> friend shared_ptr<TT> static_pointer_cast (shared_ptr<U> ptr); template<class TT, class U> friend shared_ptr<TT> static_pointer_cast (shared_ptr<U> ptr);
template<class TT, class U> friend shared_ptr<TT> dynamic_pointer_cast (shared_ptr<U> ptr); template<class TT, class U> friend shared_ptr<TT> dynamic_pointer_cast (shared_ptr<U> ptr);
template<class TT, class U> friend shared_ptr<TT> const_pointer_cast (shared_ptr<U> ptr); template<class TT, class U> friend shared_ptr<TT> const_pointer_cast (shared_ptr<U> ptr);
template<class TT> friend bool operator== (const shared_ptr<TT>& a, const shared_ptr<TT>& b); template<class TT> friend bool operator== (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
template<class TT> friend bool operator!= (const shared_ptr<TT>& a, const shared_ptr<TT>& b); template<class TT> friend bool operator!= (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
template<class TT> friend bool operator< (const shared_ptr<TT>& a, const shared_ptr<TT>& b); template<class TT> friend bool operator< (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
public: public:
typedef T element_type; typedef T element_type;
public: public:
// provide a default constructor // provide a default constructor
shared_ptr() shared_ptr()
: ptr() : ptr()
, ctr(NULL) , ctr(NULL)
{ {
} }
// construction from an existing object of type T // construction from an existing object of type T
explicit shared_ptr(T* ptr) explicit shared_ptr(T* ptr)
: ptr(ptr) : ptr(ptr)
, ctr(ptr ? new detail::controller() : NULL) , ctr(ptr ? new detail::controller() : NULL)
{ {
} }
shared_ptr(const shared_ptr& r) shared_ptr(const shared_ptr& r)
: ptr(r.ptr) : ptr(r.ptr)
, ctr(r.ctr ? r.ctr->incref() : NULL) , ctr(r.ctr ? r.ctr->incref() : NULL)
{ {
} }
template <typename Y> template <typename Y>
shared_ptr(const shared_ptr<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty()) shared_ptr(const shared_ptr<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
: ptr(r.ptr) : ptr(r.ptr)
, ctr(r.ctr ? r.ctr->incref() : NULL) , ctr(r.ctr ? r.ctr->incref() : NULL)
{ {
} }
// automatic destruction of the wrapped object when all // automatic destruction of the wrapped object when all
// references are freed. // references are freed.
~shared_ptr() { ~shared_ptr() {
if (ctr) { if (ctr) {
ctr = ctr->decref(ptr); ctr = ctr->decref(ptr);
} }
} }
shared_ptr& operator=(const shared_ptr& r) { shared_ptr& operator=(const shared_ptr& r) {
if (this == &r) { if (this == &r) {
return *this; return *this;
} }
if (ctr) { if (ctr) {
ctr->decref(ptr); ctr->decref(ptr);
} }
ptr = r.ptr; ptr = r.ptr;
ctr = ptr?r.ctr->incref():NULL; ctr = ptr?r.ctr->incref():NULL;
return *this; return *this;
} }
template <typename Y> template <typename Y>
shared_ptr& operator=(const shared_ptr<Y>& r) { shared_ptr& operator=(const shared_ptr<Y>& r) {
if (this == &r) { if (this == &r) {
return *this; return *this;
} }
if (ctr) { if (ctr) {
ctr->decref(ptr); ctr->decref(ptr);
} }
ptr = r.ptr; ptr = r.ptr;
ctr = ptr?r.ctr->incref():NULL; ctr = ptr?r.ctr->incref():NULL;
return *this; return *this;
} }
// pointer access // pointer access
inline operator T*() const { inline operator T*() const {
return ptr; return ptr;
} }
inline T* operator-> () const { inline T* operator-> () const {
return ptr; return ptr;
} }
// standard semantics // standard semantics
inline T* get() { inline T* get() {
return ptr; return ptr;
} }
inline const T* get() const { inline const T* get() const {
return ptr; return ptr;
} }
inline operator bool () const { inline operator bool () const {
return ptr != NULL; return ptr != NULL;
} }
inline bool unique() const { inline bool unique() const {
return use_count() == 1; return use_count() == 1;
} }
inline long use_count() const { inline long use_count() const {
return ctr->get(); return ctr->get();
} }
inline void reset (T* t = 0) { inline void reset (T* t = 0) {
if (ctr) { if (ctr) {
ctr->decref(ptr); ctr->decref(ptr);
} }
ptr = t; ptr = t;
ctr = ptr?new detail::controller():NULL; ctr = ptr?new detail::controller():NULL;
} }
void swap(shared_ptr & b) { void swap(shared_ptr & b) {
std::swap(ptr, b.ptr); std::swap(ptr, b.ptr);
std::swap(ctr, b.ctr); std::swap(ctr, b.ctr);
} }
private: private:
// for use by the various xxx_pointer_cast helper templates // for use by the various xxx_pointer_cast helper templates
explicit shared_ptr(T* ptr, detail::controller* ctr) explicit shared_ptr(T* ptr, detail::controller* ctr)
: ptr(ptr) : ptr(ptr)
, ctr(ctr->incref()) , ctr(ctr->incref())
{ {
} }
private: private:
// encapsulated object pointer // encapsulated object pointer
T* ptr; T* ptr;
// control block // control block
detail::controller* ctr; detail::controller* ctr;
}; };
template<class T> template<class T>
inline void swap(shared_ptr<T> & a, shared_ptr<T> & b) inline void swap(shared_ptr<T> & a, shared_ptr<T> & b)
{ {
a.swap(b); a.swap(b);
} }
template<class T> template<class T>
bool operator== (const shared_ptr<T>& a, const shared_ptr<T>& b) { bool operator== (const shared_ptr<T>& a, const shared_ptr<T>& b) {
return a.ptr == b.ptr; return a.ptr == b.ptr;
} }
template<class T> template<class T>
bool operator!= (const shared_ptr<T>& a, const shared_ptr<T>& b) { bool operator!= (const shared_ptr<T>& a, const shared_ptr<T>& b) {
return a.ptr != b.ptr; return a.ptr != b.ptr;
} }
template<class T> template<class T>
bool operator< (const shared_ptr<T>& a, const shared_ptr<T>& b) { bool operator< (const shared_ptr<T>& a, const shared_ptr<T>& b) {
return a.ptr < b.ptr; return a.ptr < b.ptr;
} }
template<class T, class U> template<class T, class U>
inline shared_ptr<T> static_pointer_cast( shared_ptr<U> ptr) inline shared_ptr<T> static_pointer_cast( shared_ptr<U> ptr)
{ {
return shared_ptr<T>(static_cast<T*>(ptr.ptr),ptr.ctr); return shared_ptr<T>(static_cast<T*>(ptr.ptr),ptr.ctr);
} }
template<class T, class U> template<class T, class U>
inline shared_ptr<T> dynamic_pointer_cast( shared_ptr<U> ptr) inline shared_ptr<T> dynamic_pointer_cast( shared_ptr<U> ptr)
{ {
return shared_ptr<T>(dynamic_cast<T*>(ptr.ptr),ptr.ctr); return shared_ptr<T>(dynamic_cast<T*>(ptr.ptr),ptr.ctr);
} }
template<class T, class U> template<class T, class U>
inline shared_ptr<T> const_pointer_cast( shared_ptr<U> ptr) inline shared_ptr<T> const_pointer_cast( shared_ptr<U> ptr)
{ {
return shared_ptr<T>(const_cast<T*>(ptr.ptr),ptr.ctr); return shared_ptr<T>(const_cast<T*>(ptr.ptr),ptr.ctr);
} }
} // end of namespace boost } // end of namespace boost
#else #else
# error "shared_ptr.h was already included" # error "shared_ptr.h was already included"
#endif #endif
#endif // INCLUDED_AI_BOOST_SHARED_PTR #endif // INCLUDED_AI_BOOST_SHARED_PTR

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// boost timer.hpp header file ---------------------------------------------// // boost timer.hpp header file ---------------------------------------------//
// Copyright Beman Dawes 1994-99. Distributed under the Boost // Copyright Beman Dawes 1994-99. Distributed under the Boost
// Software License, Version 1.0. (See accompanying file // Software License, Version 1.0. (See accompanying file
// LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt) // LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
// See http://www.boost.org/libs/timer for documentation. // See http://www.boost.org/libs/timer for documentation.
// Revision History // Revision History
// 01 Apr 01 Modified to use new <boost/limits.hpp> header. (JMaddock) // 01 Apr 01 Modified to use new <boost/limits.hpp> header. (JMaddock)
// 12 Jan 01 Change to inline implementation to allow use without library // 12 Jan 01 Change to inline implementation to allow use without library
// builds. See docs for more rationale. (Beman Dawes) // builds. See docs for more rationale. (Beman Dawes)
// 25 Sep 99 elapsed_max() and elapsed_min() added (John Maddock) // 25 Sep 99 elapsed_max() and elapsed_min() added (John Maddock)
// 16 Jul 99 Second beta // 16 Jul 99 Second beta
// 6 Jul 99 Initial boost version // 6 Jul 99 Initial boost version
#ifndef BOOST_TIMER_HPP #ifndef BOOST_TIMER_HPP
#define BOOST_TIMER_HPP #define BOOST_TIMER_HPP
//#include <boost/config.hpp> //#include <boost/config.hpp>
#include <ctime> #include <ctime>
#include <limits> #include <limits>
//#include <boost/limits.hpp> //#include <boost/limits.hpp>
# ifdef BOOST_NO_STDC_NAMESPACE # ifdef BOOST_NO_STDC_NAMESPACE
namespace std { using ::clock_t; using ::clock; } namespace std { using ::clock_t; using ::clock; }
# endif # endif
namespace boost { namespace boost {
// timer -------------------------------------------------------------------// // timer -------------------------------------------------------------------//
// A timer object measures elapsed time. // A timer object measures elapsed time.
// It is recommended that implementations measure wall clock rather than CPU // It is recommended that implementations measure wall clock rather than CPU
// time since the intended use is performance measurement on systems where // time since the intended use is performance measurement on systems where
// total elapsed time is more important than just process or CPU time. // total elapsed time is more important than just process or CPU time.
// Warnings: The maximum measurable elapsed time may well be only 596.5+ hours // Warnings: The maximum measurable elapsed time may well be only 596.5+ hours
// due to implementation limitations. The accuracy of timings depends on the // due to implementation limitations. The accuracy of timings depends on the
// accuracy of timing information provided by the underlying platform, and // accuracy of timing information provided by the underlying platform, and
// this varies a great deal from platform to platform. // this varies a great deal from platform to platform.
class timer class timer
{ {
public: public:
timer() { _start_time = std::clock(); } // postcondition: elapsed()==0 timer() { _start_time = std::clock(); } // postcondition: elapsed()==0
// timer( const timer& src ); // post: elapsed()==src.elapsed() // timer( const timer& src ); // post: elapsed()==src.elapsed()
// ~timer(){} // ~timer(){}
// timer& operator=( const timer& src ); // post: elapsed()==src.elapsed() // timer& operator=( const timer& src ); // post: elapsed()==src.elapsed()
void restart() { _start_time = std::clock(); } // post: elapsed()==0 void restart() { _start_time = std::clock(); } // post: elapsed()==0
double elapsed() const // return elapsed time in seconds double elapsed() const // return elapsed time in seconds
{ return double(std::clock() - _start_time) / CLOCKS_PER_SEC; } { return double(std::clock() - _start_time) / CLOCKS_PER_SEC; }
double elapsed_max() const // return estimated maximum value for elapsed() double elapsed_max() const // return estimated maximum value for elapsed()
// Portability warning: elapsed_max() may return too high a value on systems // Portability warning: elapsed_max() may return too high a value on systems
// where std::clock_t overflows or resets at surprising values. // where std::clock_t overflows or resets at surprising values.
{ {
return (double((std::numeric_limits<std::clock_t>::max)()) return (double((std::numeric_limits<std::clock_t>::max)())
- double(_start_time)) / double(CLOCKS_PER_SEC); - double(_start_time)) / double(CLOCKS_PER_SEC);
} }
double elapsed_min() const // return minimum value for elapsed() double elapsed_min() const // return minimum value for elapsed()
{ return double(1)/double(CLOCKS_PER_SEC); } { return double(1)/double(CLOCKS_PER_SEC); }
private: private:
std::clock_t _start_time; std::clock_t _start_time;
}; // timer }; // timer
} // namespace boost } // namespace boost
#endif // BOOST_TIMER_HPP #endif // BOOST_TIMER_HPP

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/*
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

File diff suppressed because it is too large Load Diff

View File

@ -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

View File

@ -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
@ -52,301 +52,302 @@ 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
{
/** Reads a data array holding a number of elements, and stores it in the global library. friend class ColladaLoader;
* Currently supported are array of floats and arrays of strings.
*/ protected:
void ReadDataArray(); /** Constructor from XML file */
ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
/** Reads an accessor and stores it in the global library under the given ID -
* accessors use the ID of the parent <source> element /** Destructor */
*/ ~ColladaParser();
void ReadAccessor( const std::string& pID);
/** Reads the contents of the file */
/** Reads input declarations of per-vertex mesh data into the given mesh */ void ReadContents();
void ReadVertexData( Collada::Mesh* pMesh);
/** Reads the structure of the file */
/** Reads input declarations of per-index mesh data into the given mesh */ void ReadStructure();
void ReadIndexData( Collada::Mesh* pMesh);
/** Reads asset informations such as coordinate system informations and legal blah */
/** Reads a single input channel element and stores it in the given array, if valid */ void ReadAssetInfo();
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
/** Reads the animation library */
/** Reads a <p> primitive index list and assembles the mesh data into the given mesh */ void ReadAnimationLibrary();
size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType); /** Reads an animation into the given parent structure */
void ReadAnimation( Collada::Animation* pParent);
/** 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, /** Reads an animation sampler into the given anim channel */
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels, void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
size_t currentPrimitive, const std::vector<size_t>& indices);
/** Reads the skeleton controller library */
/** Reads one triangle of a tristrip into the mesh */ void ReadControllerLibrary();
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); /** Reads a controller into the given mesh structure */
void ReadController( Collada::Controller& pController);
/** 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 joint definitions for the given controller */
void ReadControllerJoints( Collada::Controller& pController);
/** Reads the library of node hierarchies and scene parts */
void ReadSceneLibrary(); /** Reads the joint weights for the given controller */
void ReadControllerWeights( Collada::Controller& pController);
/** Reads a scene node's contents including children and stores it in the given node */
void ReadSceneNode( Collada::Node* pNode); /** Reads the image library contents */
void ReadImageLibrary();
/** 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 an image entry into the given image */
void ReadImage( Collada::Image& pImage);
/** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry( Collada::Node* pNode); /** Reads the material library */
void ReadMaterialLibrary();
/** Reads the collada scene */
void ReadScene(); /** Reads a material entry into the given material */
void ReadMaterial( Collada::Material& pMaterial);
// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl); /** Reads the camera library */
void ReadCameraLibrary();
protected:
/** Aborts the file reading with an exception */ /** Reads a camera entry into the given camera */
AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX; void ReadCamera( Collada::Camera& pCamera);
/** Skips all data until the end node of the current element */ /** Reads the light library */
void SkipElement(); void ReadLightLibrary();
/** Skips all data until the end node of the given element */ /** Reads a light entry into the given light */
void SkipElement( const char* pElement); void ReadLight( Collada::Light& pLight);
/** Compares the current xml element name to the given string and returns true if equal */ /** Reads the effect library */
bool IsElement( const char* pName) const; void ReadEffectLibrary();
/** Tests for the opening tag of the given element, throws an exception if not found */ /** Reads an effect entry into the given effect*/
void TestOpening( const char* pName); void ReadEffect( Collada::Effect& pEffect);
/** Tests for the closing tag of the given element, throws an exception if not found */ /** Reads an COMMON effect profile */
void TestClosing( const char* pName); void ReadEffectProfileCommon( Collada::Effect& pEffect);
/** Checks the present element for the presence of the attribute, returns its index /** Read sampler properties */
or throws an exception if not found */ void ReadSamplerProperties( Collada::Sampler& pSampler);
int GetAttribute( const char* pAttr) const;
/** Reads an effect entry containing a color or a texture defining that color */
/** Returns the index of the named attribute or -1 if not found. Does not throw, void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
therefore useful for optional attributes */
int TestAttribute( const char* pAttr) const; /** Reads an effect entry containing a float */
void ReadEffectFloat( float& pFloat);
/** Reads the text contents of an element, throws an exception if not given.
Skips leading whitespace. */ /** Reads an effect parameter specification of any kind */
const char* GetTextContent(); void ReadEffectParam( Collada::EffectParam& pParam);
/** Reads the text contents of an element, returns NULL if not given. /** Reads the geometry library contents */
Skips leading whitespace. */ void ReadGeometryLibrary();
const char* TestTextContent();
/** Reads a geometry from the geometry library. */
/** Reads a single bool from current text content */ void ReadGeometry( Collada::Mesh* pMesh);
bool ReadBoolFromTextContent();
/** Reads a mesh from the geometry library */
/** Reads a single float from current text content */ void ReadMesh( Collada::Mesh* pMesh);
float ReadFloatFromTextContent();
/** Reads a source element - a combination of raw data and an accessor defining
/** Calculates the resulting transformation from all the given transform steps */ * things that should not be redefinable. Yes, that's another rant.
aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const; */
void ReadSource();
/** Determines the input data type for the given semantic string */
Collada::InputType GetTypeForSemantic( const std::string& pSemantic); /** 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.
/** Finds the item in the given library by its reference, throws if not found */ */
template <typename Type> const Type& ResolveLibraryReference( void ReadDataArray();
const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
/** Reads an accessor and stores it in the global library under the given ID -
protected: * accessors use the ID of the parent <source> element
/** Filename, for a verbose error message */ */
std::string mFileName; void ReadAccessor( const std::string& pID);
/** XML reader, member for everyday use */ /** Reads input declarations of per-vertex mesh data into the given mesh */
irr::io::IrrXMLReader* mReader; void ReadVertexData( Collada::Mesh* pMesh);
/** All data arrays found in the file by ID. Might be referred to by actually /** Reads input declarations of per-index mesh data into the given mesh */
everyone. Collada, you are a steaming pile of indirection. */ void ReadIndexData( Collada::Mesh* pMesh);
typedef std::map<std::string, Collada::Data> DataLibrary;
DataLibrary mDataLibrary; /** Reads a single input channel element and stores it in the given array, if valid */
void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
/** Same for accessors which define how the data in a data array is accessed. */
typedef std::map<std::string, Collada::Accessor> AccessorLibrary; /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
AccessorLibrary mAccessorLibrary; size_t ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
/** Mesh library: mesh by ID */
typedef std::map<std::string, Collada::Mesh*> MeshLibrary; /** Copies the data for a single primitive into the mesh, based on the InputChannels */
MeshLibrary mMeshLibrary; void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
/** node library: root node of the hierarchy part by ID */ size_t currentPrimitive, const std::vector<size_t>& indices);
typedef std::map<std::string, Collada::Node*> NodeLibrary;
NodeLibrary mNodeLibrary; /** Reads one triangle of a tristrip into the mesh */
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh* pMesh,
/** Image library: stores texture properties by ID */ std::vector<Collada::InputChannel>& pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t>& indices);
typedef std::map<std::string, Collada::Image> ImageLibrary;
ImageLibrary mImageLibrary; /** 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);
/** Effect library: surface attributes by ID */
typedef std::map<std::string, Collada::Effect> EffectLibrary; /** Reads the library of node hierarchies and scene parts */
EffectLibrary mEffectLibrary; void ReadSceneLibrary();
/** Material library: surface material by ID */ /** Reads a scene node's contents including children and stores it in the given node */
typedef std::map<std::string, Collada::Material> MaterialLibrary; void ReadSceneNode( Collada::Node* pNode);
MaterialLibrary mMaterialLibrary;
/** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
/** Light library: surface light by ID */ void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
typedef std::map<std::string, Collada::Light> LightLibrary;
LightLibrary mLightLibrary; /** Reads a mesh reference in a node and adds it to the node's mesh list */
void ReadNodeGeometry( Collada::Node* pNode);
/** Camera library: surface material by ID */
typedef std::map<std::string, Collada::Camera> CameraLibrary; /** Reads the collada scene */
CameraLibrary mCameraLibrary; void ReadScene();
/** Controller library: joint controllers by ID */ // Processes bind_vertex_input and bind elements
typedef std::map<std::string, Collada::Controller> ControllerLibrary; void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
ControllerLibrary mControllerLibrary;
protected:
/** Pointer to the root node. Don't delete, it just points to one of /** Aborts the file reading with an exception */
the nodes in the node library. */ AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
Collada::Node* mRootNode; void ReportWarning(const char* msg,...);
/** 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;
}
/** 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 } // end of namespace Assimp
#endif // AI_COLLADAPARSER_H_INC #endif // AI_COLLADAPARSER_H_INC

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@ -1,151 +1,151 @@
// Copyright (C) 2002-2005 Nikolaus Gebhardt // Copyright (C) 2002-2005 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine" and the "irrXML" project. // 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 // 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 // Need to include Assimp, too. We're using Assimp's version of fast_atof
// so we need stdint.h. But no PCH. // so we need stdint.h. But no PCH.
#include "irrXML.h" #include "irrXML.h"
#include "irrString.h" #include "irrString.h"
#include "irrArray.h" #include "irrArray.h"
#include "./../../code/fast_atof.h" #include "./../../code/fast_atof.h"
#include "CXMLReaderImpl.h" #include "CXMLReaderImpl.h"
namespace irr namespace irr
{ {
namespace io namespace io
{ {
//! Implementation of the file read callback for ordinary files //! Implementation of the file read callback for ordinary files
class CFileReadCallBack : public IFileReadCallBack class CFileReadCallBack : public IFileReadCallBack
{ {
public: public:
//! construct from filename //! construct from filename
CFileReadCallBack(const char* filename) CFileReadCallBack(const char* filename)
: File(0), Size(0), Close(true) : File(0), Size(0), Close(true)
{ {
// open file // open file
File = fopen(filename, "rb"); File = fopen(filename, "rb");
if (File) if (File)
getFileSize(); getFileSize();
} }
//! construct from FILE pointer //! construct from FILE pointer
CFileReadCallBack(FILE* file) CFileReadCallBack(FILE* file)
: File(file), Size(0), Close(false) : File(file), Size(0), Close(false)
{ {
if (File) if (File)
getFileSize(); getFileSize();
} }
//! destructor //! destructor
virtual ~CFileReadCallBack() virtual ~CFileReadCallBack()
{ {
if (Close && File) if (Close && File)
fclose(File); fclose(File);
} }
//! Reads an amount of bytes from the file. //! Reads an amount of bytes from the file.
virtual int read(void* buffer, int sizeToRead) virtual int read(void* buffer, int sizeToRead)
{ {
if (!File) if (!File)
return 0; return 0;
return (int)fread(buffer, 1, sizeToRead, File); return (int)fread(buffer, 1, sizeToRead, File);
} }
//! Returns size of file in bytes //! Returns size of file in bytes
virtual int getSize() virtual int getSize()
{ {
return Size; return Size;
} }
private: private:
//! retrieves the file size of the open file //! retrieves the file size of the open file
void getFileSize() void getFileSize()
{ {
fseek(File, 0, SEEK_END); fseek(File, 0, SEEK_END);
Size = ftell(File); Size = ftell(File);
fseek(File, 0, SEEK_SET); fseek(File, 0, SEEK_SET);
} }
FILE* File; FILE* File;
int Size; int Size;
bool Close; bool Close;
}; // end class CFileReadCallBack }; // end class CFileReadCallBack
// FACTORY FUNCTIONS: // FACTORY FUNCTIONS:
//! Creates an instance of an UFT-8 or ASCII character xml parser. //! Creates an instance of an UFT-8 or ASCII character xml parser.
IrrXMLReader* createIrrXMLReader(const char* filename) IrrXMLReader* createIrrXMLReader(const char* filename)
{ {
return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(filename)); return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(filename));
} }
//! Creates an instance of an UFT-8 or ASCII character xml parser. //! Creates an instance of an UFT-8 or ASCII character xml parser.
IrrXMLReader* createIrrXMLReader(FILE* file) IrrXMLReader* createIrrXMLReader(FILE* file)
{ {
return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(file)); return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(file));
} }
//! Creates an instance of an UFT-8 or ASCII character xml parser. //! Creates an instance of an UFT-8 or ASCII character xml parser.
IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback) IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback)
{ {
return new CXMLReaderImpl<char, IXMLBase>(callback, false); return new CXMLReaderImpl<char, IXMLBase>(callback, false);
} }
//! Creates an instance of an UTF-16 xml parser. //! Creates an instance of an UTF-16 xml parser.
IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename) IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename)
{ {
return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(filename)); return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(filename));
} }
//! Creates an instance of an UTF-16 xml parser. //! Creates an instance of an UTF-16 xml parser.
IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file) IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file)
{ {
return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(file)); return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(file));
} }
//! Creates an instance of an UTF-16 xml parser. //! Creates an instance of an UTF-16 xml parser.
IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback) IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback)
{ {
return new CXMLReaderImpl<char16, IXMLBase>(callback, false); return new CXMLReaderImpl<char16, IXMLBase>(callback, false);
} }
//! Creates an instance of an UTF-32 xml parser. //! Creates an instance of an UTF-32 xml parser.
IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename) IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename)
{ {
return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(filename)); return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(filename));
} }
//! Creates an instance of an UTF-32 xml parser. //! Creates an instance of an UTF-32 xml parser.
IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file) IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file)
{ {
return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(file)); return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(file));
} }
//! Creates an instance of an UTF-32 xml parser. //! Creates an instance of an UTF-32 xml parser.
IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback) IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback)
{ {
return new CXMLReaderImpl<char32, IXMLBase>(callback, false); return new CXMLReaderImpl<char32, IXMLBase>(callback, false);
} }
} // end namespace io } // end namespace io
} // end namespace irr } // end namespace irr

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/* ---------------------------------------------------------------------------- /* ----------------------------------------------------------------------------
// Simple sample to prove that Assimp is easy to use with OpenGL. // Simple sample to prove that Assimp is easy to use with OpenGL.
// It takes a file name as command line parameter, loads it using standard // It takes a file name as command line parameter, loads it using standard
// settings and displays it. // settings and displays it.
// //
// If you intend to _use_ this code sample in your app, do yourself a favour // If you intend to _use_ this code sample in your app, do yourself a favour
// and replace immediate mode calls with VBOs ... // and replace immediate mode calls with VBOs ...
// //
// The vc8 solution links against assimp-release-dll_win32 - be sure to // The vc8 solution links against assimp-release-dll_win32 - be sure to
// have this configuration built. // have this configuration built.
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
*/ */
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
#ifdef __APPLE__ #ifdef __APPLE__
#include <glut.h> #include <glut.h>
#else #else
#include <GL/glut.h> #include <GL/glut.h>
#endif #endif
/* assimp include files. These three are usually needed. */ /* assimp include files. These three are usually needed. */
#include <assimp/cimport.h> #include <assimp/cimport.h>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
/* the global Assimp scene object */ /* the global Assimp scene object */
const struct aiScene* scene = NULL; const struct aiScene* scene = NULL;
GLuint scene_list = 0; GLuint scene_list = 0;
struct aiVector3D scene_min, scene_max, scene_center; struct aiVector3D scene_min, scene_max, scene_center;
/* current rotation angle */ /* current rotation angle */
static float angle = 0.f; static float angle = 0.f;
#define aisgl_min(x,y) (x<y?x:y) #define aisgl_min(x,y) (x<y?x:y)
#define aisgl_max(x,y) (y>x?y:x) #define aisgl_max(x,y) (y>x?y:x)
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void reshape(int width, int height) void reshape(int width, int height)
{ {
const double aspectRatio = (float) width / height, fieldOfView = 45.0; const double aspectRatio = (float) width / height, fieldOfView = 45.0;
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective(fieldOfView, aspectRatio, gluPerspective(fieldOfView, aspectRatio,
1.0, 1000.0); /* Znear and Zfar */ 1.0, 1000.0); /* Znear and Zfar */
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void get_bounding_box_for_node (const struct aiNode* nd, void get_bounding_box_for_node (const struct aiNode* nd,
struct aiVector3D* min, struct aiVector3D* min,
struct aiVector3D* max, struct aiVector3D* max,
struct aiMatrix4x4* trafo struct aiMatrix4x4* trafo
){ ){
struct aiMatrix4x4 prev; struct aiMatrix4x4 prev;
unsigned int n = 0, t; unsigned int n = 0, t;
prev = *trafo; prev = *trafo;
aiMultiplyMatrix4(trafo,&nd->mTransformation); aiMultiplyMatrix4(trafo,&nd->mTransformation);
for (; n < nd->mNumMeshes; ++n) { for (; n < nd->mNumMeshes; ++n) {
const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t) { for (t = 0; t < mesh->mNumVertices; ++t) {
struct aiVector3D tmp = mesh->mVertices[t]; struct aiVector3D tmp = mesh->mVertices[t];
aiTransformVecByMatrix4(&tmp,trafo); aiTransformVecByMatrix4(&tmp,trafo);
min->x = aisgl_min(min->x,tmp.x); min->x = aisgl_min(min->x,tmp.x);
min->y = aisgl_min(min->y,tmp.y); min->y = aisgl_min(min->y,tmp.y);
min->z = aisgl_min(min->z,tmp.z); min->z = aisgl_min(min->z,tmp.z);
max->x = aisgl_max(max->x,tmp.x); max->x = aisgl_max(max->x,tmp.x);
max->y = aisgl_max(max->y,tmp.y); max->y = aisgl_max(max->y,tmp.y);
max->z = aisgl_max(max->z,tmp.z); max->z = aisgl_max(max->z,tmp.z);
} }
} }
for (n = 0; n < nd->mNumChildren; ++n) { for (n = 0; n < nd->mNumChildren; ++n) {
get_bounding_box_for_node(nd->mChildren[n],min,max,trafo); get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
} }
*trafo = prev; *trafo = prev;
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max) void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
{ {
struct aiMatrix4x4 trafo; struct aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo); aiIdentityMatrix4(&trafo);
min->x = min->y = min->z = 1e10f; min->x = min->y = min->z = 1e10f;
max->x = max->y = max->z = -1e10f; max->x = max->y = max->z = -1e10f;
get_bounding_box_for_node(scene->mRootNode,min,max,&trafo); get_bounding_box_for_node(scene->mRootNode,min,max,&trafo);
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void color4_to_float4(const struct aiColor4D *c, float f[4]) void color4_to_float4(const struct aiColor4D *c, float f[4])
{ {
f[0] = c->r; f[0] = c->r;
f[1] = c->g; f[1] = c->g;
f[2] = c->b; f[2] = c->b;
f[3] = c->a; f[3] = c->a;
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void set_float4(float f[4], float a, float b, float c, float d) void set_float4(float f[4], float a, float b, float c, float d)
{ {
f[0] = a; f[0] = a;
f[1] = b; f[1] = b;
f[2] = c; f[2] = c;
f[3] = d; f[3] = d;
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void apply_material(const struct aiMaterial *mtl) void apply_material(const struct aiMaterial *mtl)
{ {
float c[4]; float c[4];
GLenum fill_mode; GLenum fill_mode;
int ret1, ret2; int ret1, ret2;
struct aiColor4D diffuse; struct aiColor4D diffuse;
struct aiColor4D specular; struct aiColor4D specular;
struct aiColor4D ambient; struct aiColor4D ambient;
struct aiColor4D emission; struct aiColor4D emission;
float shininess, strength; float shininess, strength;
int two_sided; int two_sided;
int wireframe; int wireframe;
unsigned int max; unsigned int max;
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f); set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse)) if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
color4_to_float4(&diffuse, c); color4_to_float4(&diffuse, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c);
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f); set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular)) if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
color4_to_float4(&specular, c); color4_to_float4(&specular, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f); set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient)) if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
color4_to_float4(&ambient, c); color4_to_float4(&ambient, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c);
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f); set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission)) if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
color4_to_float4(&emission, c); color4_to_float4(&emission, c);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c);
max = 1; max = 1;
ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max); ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
if(ret1 == AI_SUCCESS) { if(ret1 == AI_SUCCESS) {
max = 1; max = 1;
ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max); ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
if(ret2 == AI_SUCCESS) if(ret2 == AI_SUCCESS)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
else else
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
} }
else { else {
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f); set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
} }
max = 1; max = 1;
if(AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max)) if(AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
fill_mode = wireframe ? GL_LINE : GL_FILL; fill_mode = wireframe ? GL_LINE : GL_FILL;
else else
fill_mode = GL_FILL; fill_mode = GL_FILL;
glPolygonMode(GL_FRONT_AND_BACK, fill_mode); glPolygonMode(GL_FRONT_AND_BACK, fill_mode);
max = 1; max = 1;
if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided) if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
else else
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void recursive_render (const struct aiScene *sc, const struct aiNode* nd) void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
{ {
unsigned int i; unsigned int i;
unsigned int n = 0, t; unsigned int n = 0, t;
struct aiMatrix4x4 m = nd->mTransformation; struct aiMatrix4x4 m = nd->mTransformation;
/* update transform */ /* update transform */
aiTransposeMatrix4(&m); aiTransposeMatrix4(&m);
glPushMatrix(); glPushMatrix();
glMultMatrixf((float*)&m); glMultMatrixf((float*)&m);
/* draw all meshes assigned to this node */ /* draw all meshes assigned to this node */
for (; n < nd->mNumMeshes; ++n) { for (; n < nd->mNumMeshes; ++n) {
const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
apply_material(sc->mMaterials[mesh->mMaterialIndex]); apply_material(sc->mMaterials[mesh->mMaterialIndex]);
if(mesh->mNormals == NULL) { if(mesh->mNormals == NULL) {
glDisable(GL_LIGHTING); glDisable(GL_LIGHTING);
} else { } else {
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
} }
for (t = 0; t < mesh->mNumFaces; ++t) { for (t = 0; t < mesh->mNumFaces; ++t) {
const struct aiFace* face = &mesh->mFaces[t]; const struct aiFace* face = &mesh->mFaces[t];
GLenum face_mode; GLenum face_mode;
switch(face->mNumIndices) { switch(face->mNumIndices) {
case 1: face_mode = GL_POINTS; break; case 1: face_mode = GL_POINTS; break;
case 2: face_mode = GL_LINES; break; case 2: face_mode = GL_LINES; break;
case 3: face_mode = GL_TRIANGLES; break; case 3: face_mode = GL_TRIANGLES; break;
default: face_mode = GL_POLYGON; break; default: face_mode = GL_POLYGON; break;
} }
glBegin(face_mode); glBegin(face_mode);
for(i = 0; i < face->mNumIndices; i++) { for(i = 0; i < face->mNumIndices; i++) {
int index = face->mIndices[i]; int index = face->mIndices[i];
if(mesh->mColors[0] != NULL) if(mesh->mColors[0] != NULL)
glColor4fv((GLfloat*)&mesh->mColors[0][index]); glColor4fv((GLfloat*)&mesh->mColors[0][index]);
if(mesh->mNormals != NULL) if(mesh->mNormals != NULL)
glNormal3fv(&mesh->mNormals[index].x); glNormal3fv(&mesh->mNormals[index].x);
glVertex3fv(&mesh->mVertices[index].x); glVertex3fv(&mesh->mVertices[index].x);
} }
glEnd(); glEnd();
} }
} }
/* draw all children */ /* draw all children */
for (n = 0; n < nd->mNumChildren; ++n) { for (n = 0; n < nd->mNumChildren; ++n) {
recursive_render(sc, nd->mChildren[n]); recursive_render(sc, nd->mChildren[n]);
} }
glPopMatrix(); glPopMatrix();
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void do_motion (void) void do_motion (void)
{ {
static GLint prev_time = 0; static GLint prev_time = 0;
static GLint prev_fps_time = 0; static GLint prev_fps_time = 0;
static int frames = 0; static int frames = 0;
int time = glutGet(GLUT_ELAPSED_TIME); int time = glutGet(GLUT_ELAPSED_TIME);
angle += (time-prev_time)*0.01; angle += (time-prev_time)*0.01;
prev_time = time; prev_time = time;
frames += 1; frames += 1;
if ((time - prev_fps_time) > 1000) /* update every seconds */ if ((time - prev_fps_time) > 1000) /* update every seconds */
{ {
int current_fps = frames * 1000 / (time - prev_fps_time); int current_fps = frames * 1000 / (time - prev_fps_time);
printf("%d fps\n", current_fps); printf("%d fps\n", current_fps);
frames = 0; frames = 0;
prev_fps_time = time; prev_fps_time = time;
} }
glutPostRedisplay (); glutPostRedisplay ();
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
void display(void) void display(void)
{ {
float tmp; float tmp;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f); gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f);
/* rotate it around the y axis */ /* rotate it around the y axis */
glRotatef(angle,0.f,1.f,0.f); glRotatef(angle,0.f,1.f,0.f);
/* scale the whole asset to fit into our view frustum */ /* scale the whole asset to fit into our view frustum */
tmp = scene_max.x-scene_min.x; tmp = scene_max.x-scene_min.x;
tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.y - scene_min.y,tmp);
tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp);
tmp = 1.f / tmp; tmp = 1.f / tmp;
glScalef(tmp, tmp, tmp); glScalef(tmp, tmp, tmp);
/* center the model */ /* center the model */
glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z );
/* if the display list has not been made yet, create a new one and /* if the display list has not been made yet, create a new one and
fill it with scene contents */ fill it with scene contents */
if(scene_list == 0) { if(scene_list == 0) {
scene_list = glGenLists(1); scene_list = glGenLists(1);
glNewList(scene_list, GL_COMPILE); glNewList(scene_list, GL_COMPILE);
/* now begin at the root node of the imported data and traverse /* now begin at the root node of the imported data and traverse
the scenegraph by multiplying subsequent local transforms the scenegraph by multiplying subsequent local transforms
together on GL's matrix stack. */ together on GL's matrix stack. */
recursive_render(scene, scene->mRootNode); recursive_render(scene, scene->mRootNode);
glEndList(); glEndList();
} }
glCallList(scene_list); glCallList(scene_list);
glutSwapBuffers(); glutSwapBuffers();
do_motion(); do_motion();
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
int loadasset (const char* path) int loadasset (const char* path)
{ {
/* we are taking one of the postprocessing presets to avoid /* we are taking one of the postprocessing presets to avoid
spelling out 20+ single postprocessing flags here. */ spelling out 20+ single postprocessing flags here. */
scene = aiImportFile(path,aiProcessPreset_TargetRealtime_MaxQuality); scene = aiImportFile(path,aiProcessPreset_TargetRealtime_MaxQuality);
if (scene) { if (scene) {
get_bounding_box(&scene_min,&scene_max); get_bounding_box(&scene_min,&scene_max);
scene_center.x = (scene_min.x + scene_max.x) / 2.0f; scene_center.x = (scene_min.x + scene_max.x) / 2.0f;
scene_center.y = (scene_min.y + scene_max.y) / 2.0f; scene_center.y = (scene_min.y + scene_max.y) / 2.0f;
scene_center.z = (scene_min.z + scene_max.z) / 2.0f; scene_center.z = (scene_min.z + scene_max.z) / 2.0f;
return 0; return 0;
} }
return 1; return 1;
} }
/* ---------------------------------------------------------------------------- */ /* ---------------------------------------------------------------------------- */
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
struct aiLogStream stream; struct aiLogStream stream;
glutInitWindowSize(900,600); glutInitWindowSize(900,600);
glutInitWindowPosition(100,100); glutInitWindowPosition(100,100);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInit(&argc, argv); glutInit(&argc, argv);
glutCreateWindow("Assimp - Very simple OpenGL sample"); glutCreateWindow("Assimp - Very simple OpenGL sample");
glutDisplayFunc(display); glutDisplayFunc(display);
glutReshapeFunc(reshape); glutReshapeFunc(reshape);
/* get a handle to the predefined STDOUT log stream and attach /* get a handle to the predefined STDOUT log stream and attach
it to the logging system. It remains active for all further it to the logging system. It remains active for all further
calls to aiImportFile(Ex) and aiApplyPostProcessing. */ calls to aiImportFile(Ex) and aiApplyPostProcessing. */
stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
aiAttachLogStream(&stream); aiAttachLogStream(&stream);
/* ... same procedure, but this stream now writes the /* ... same procedure, but this stream now writes the
log messages to assimp_log.txt */ log messages to assimp_log.txt */
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt"); stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
aiAttachLogStream(&stream); aiAttachLogStream(&stream);
/* the model name can be specified on the command line. If none /* the model name can be specified on the command line. If none
is specified, we try to locate one of the more expressive test is specified, we try to locate one of the more expressive test
models from the repository (/models-nonbsd may be missing in models from the repository (/models-nonbsd may be missing in
some distributions so we need a fallback from /models!). */ some distributions so we need a fallback from /models!). */
if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) { if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) { if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) {
return -1; return -1;
} }
} }
glClearColor(0.1f,0.1f,0.1f,1.f); glClearColor(0.1f,0.1f,0.1f,1.f);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); /* Uses default lighting parameters */ glEnable(GL_LIGHT0); /* Uses default lighting parameters */
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_NORMALIZE); glEnable(GL_NORMALIZE);
/* XXX docs say all polygons are emitted CCW, but tests show that some aren't. */ /* XXX docs say all polygons are emitted CCW, but tests show that some aren't. */
if(getenv("MODEL_IS_BROKEN")) if(getenv("MODEL_IS_BROKEN"))
glFrontFace(GL_CW); glFrontFace(GL_CW);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glutGet(GLUT_ELAPSED_TIME); glutGet(GLUT_ELAPSED_TIME);
glutMainLoop(); glutMainLoop();
/* cleanup - calling 'aiReleaseImport' is important, as the library /* cleanup - calling 'aiReleaseImport' is important, as the library
keeps internal resources until the scene is freed again. Not keeps internal resources until the scene is freed again. Not
doing so can cause severe resource leaking. */ doing so can cause severe resource leaking. */
aiReleaseImport(scene); aiReleaseImport(scene);
/* We added a log stream to the library, it's our job to disable it /* We added a log stream to the library, it's our job to disable it
again. This will definitely release the last resources allocated again. This will definitely release the last resources allocated
by Assimp.*/ by Assimp.*/
aiDetachAllLogStreams(); aiDetachAllLogStreams();
return 0; return 0;
} }

View File

@ -1,111 +1,111 @@
# ============================================================================== # ==============================================================================
# List of IFC structures needed by Assimp # List of IFC structures needed by Assimp
# ============================================================================== # ==============================================================================
# use genentitylist.sh to update this list # use genentitylist.sh to update this list
# This machine-generated list is not complete, it lacks many intermediate # This machine-generated list is not complete, it lacks many intermediate
# classes in the inheritance hierarchy. Those are magically augmented by the # classes in the inheritance hierarchy. Those are magically augmented by the
# code generator. Also, the names of all used entities need to be present # code generator. Also, the names of all used entities need to be present
# in the source code for this to work. # in the source code for this to work.
IfcAnnotation IfcAnnotation
IfcArbitraryClosedProfileDef IfcArbitraryClosedProfileDef
IfcArbitraryOpenProfileDef IfcArbitraryOpenProfileDef
IfcArbitraryProfileDefWithVoids IfcArbitraryProfileDefWithVoids
IfcAxis1Placement IfcAxis1Placement
IfcAxis2Placement IfcAxis2Placement
IfcAxis2Placement2D IfcAxis2Placement2D
IfcAxis2Placement3D IfcAxis2Placement3D
IfcBooleanClippingResult IfcBooleanClippingResult
IfcBooleanResult IfcBooleanResult
IfcBoundedCurve IfcBoundedCurve
IfcBoundingBox IfcBoundingBox
IfcBSplineCurve IfcBSplineCurve
IfcBuilding IfcBuilding
IfcCartesianPoint IfcCartesianPoint
IfcCartesianTransformationOperator IfcCartesianTransformationOperator
IfcCartesianTransformationOperator3D IfcCartesianTransformationOperator3D
IfcCartesianTransformationOperator3DnonUniform IfcCartesianTransformationOperator3DnonUniform
IfcCircle IfcCircle
IfcCircleHollowProfileDef IfcCircleHollowProfileDef
IfcCircleProfileDef IfcCircleProfileDef
IfcClosedShell IfcClosedShell
IfcColourOrFactor IfcColourOrFactor
IfcColourRgb IfcColourRgb
IfcCompositeCurve IfcCompositeCurve
IfcCompositeCurveSegment IfcCompositeCurveSegment
IfcConic IfcConic
IfcConnectedFaceSet IfcConnectedFaceSet
IfcConversionBasedUnit IfcConversionBasedUnit
IfcCurve IfcCurve
IfcDirection IfcDirection
IfcDoor IfcDoor
IfcEllipse IfcEllipse
IfcExtrudedAreaSolid IfcExtrudedAreaSolid
IfcFace IfcFace
IfcFaceBasedSurfaceModel IfcFaceBasedSurfaceModel
IfcFaceBound IfcFaceBound
IfcFaceOuterBound IfcFaceOuterBound
IfcFeatureElementSubtraction IfcFeatureElementSubtraction
IfcGeometricRepresentationContext IfcGeometricRepresentationContext
IfcGeometricRepresentationItem IfcGeometricRepresentationItem
IfcHalfSpaceSolid IfcHalfSpaceSolid
IfcLine IfcLine
IfcLocalPlacement IfcLocalPlacement
IfcManifoldSolidBrep IfcManifoldSolidBrep
IfcMappedItem IfcMappedItem
IfcMeasureWithUnit IfcMeasureWithUnit
IfcNamedUnit IfcNamedUnit
IfcObjectDefinition IfcObjectDefinition
IfcObjectPlacement IfcObjectPlacement
IfcOpeningElement IfcOpeningElement
IfcParameterizedProfileDef IfcParameterizedProfileDef
IfcPlane IfcPlane
IfcPolygonalBoundedHalfSpace IfcPolygonalBoundedHalfSpace
IfcPolyline IfcPolyline
IfcPolyLoop IfcPolyLoop
IfcPresentationStyleAssignment IfcPresentationStyleAssignment
IfcPresentationStyleSelect IfcPresentationStyleSelect
IfcProduct IfcProduct
IfcProductRepresentation IfcProductRepresentation
IfcProfileDef IfcProfileDef
IfcProject IfcProject
IfcRectangleProfileDef IfcRectangleProfileDef
IfcRelAggregates IfcRelAggregates
IfcRelContainedInSpatialStructure IfcRelContainedInSpatialStructure
IfcRelFillsElement IfcRelFillsElement
IfcRelVoidsElement IfcRelVoidsElement
IfcRepresentation IfcRepresentation
IfcRepresentationContext IfcRepresentationContext
IfcRepresentationItem IfcRepresentationItem
IfcRepresentationMap IfcRepresentationMap
IfcRevolvedAreaSolid IfcRevolvedAreaSolid
IfcShell IfcShell
IfcShellBasedSurfaceModel IfcShellBasedSurfaceModel
IfcSite IfcSite
IfcSIUnit IfcSIUnit
IfcSomething IfcSomething
IfcSpace IfcSpace
IfcSpatialStructureElement IfcSpatialStructureElement
IfcSpatialStructureElements IfcSpatialStructureElements
IfcStyledItem IfcStyledItem
IfcSurfaceStyle IfcSurfaceStyle
IfcSurfaceStyleElementSelect IfcSurfaceStyleElementSelect
IfcSurfaceStyleRendering IfcSurfaceStyleRendering
IfcSurfaceStyleShading IfcSurfaceStyleShading
IfcSurfaceStyleWithTextures IfcSurfaceStyleWithTextures
IfcSweptAreaSolid IfcSweptAreaSolid
IfcSweptDiskSolid IfcSweptDiskSolid
IfcTopologicalRepresentationItem IfcTopologicalRepresentationItem
IfcTrimmedCurve IfcTrimmedCurve
IfcUnit IfcUnit
IfcUnitAssignment IfcUnitAssignment
IfcVector IfcVector
IfcIShapeProfileDef IfcIShapeProfileDef
IfcPropertyListValue IfcPropertyListValue
IfcRelDefinesByProperties IfcRelDefinesByProperties
IfcPropertySet IfcPropertySet
IfcPropertySingleValue IfcPropertySingleValue
IfcProperty IfcProperty
IfcComplexProperty IfcComplexProperty
IfcElementQuantity IfcElementQuantity

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:Assimp.xcodeproj">
</FileRef>
</Workspace>

View File

@ -0,0 +1,80 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0700"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7F79227F1AB43AC3005A8E5D"
BuildableName = "libassimp.a"
BlueprintName = "assimp"
ReferencedContainer = "container:workspaces/xcode6/Assimp.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7F79227F1AB43AC3005A8E5D"
BuildableName = "libassimp.a"
BlueprintName = "assimp"
ReferencedContainer = "container:workspaces/xcode6/Assimp.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "7F79227F1AB43AC3005A8E5D"
BuildableName = "libassimp.a"
BlueprintName = "assimp"
ReferencedContainer = "container:workspaces/xcode6/Assimp.xcodeproj">
</BuildableReference>
</MacroExpansion>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>