Merge pull request #5166 from PencilAmazing/irrfix

Fix IRR and IRRMESH importers
pull/5168/head^2
Kim Kulling 2023-07-03 11:36:52 +02:00 committed by GitHub
commit d3ee157342
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7 changed files with 1754 additions and 1714 deletions

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@ -43,6 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the Irr importer class
*/
#include "assimp/Exceptional.h"
#include "assimp/StringComparison.h"
#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
#include "AssetLib/Irr/IRRLoader.h"
@ -62,8 +64,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
@ -380,7 +380,6 @@ void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector<aiNode
if (360 == lcm)
break;
// find out how many time units we'll need for the finest
// track (in seconds) - this defines the number of output
// keys (fps * seconds)
@ -836,175 +835,164 @@ void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
void IRRImporter::ParseNodeAttributes(pugi::xml_node &attributesNode, IRRImporter::Node *nd, BatchLoader &batch) {
ai_assert(!ASSIMP_stricmp(attributesNode.name(), "attributes")); // Node must be <attributes>
ai_assert(nd != nullptr); // dude
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open IRR file ", pFile);
// Big switch statement that tests for various tags inside <attributes>
// and applies them to nd
// I don't believe nodes have boolean attributes
for (pugi::xml_node &attribute : attributesNode.children()) {
if (attribute.type() != pugi::node_element) continue;
if (!ASSIMP_stricmp(attribute.name(), "vector3d")) { // <vector3d />
VectorProperty prop;
ReadVectorProperty(prop, attribute);
if (prop.name == "Position") {
nd->position = prop.value;
} else if (prop.name == "Rotation") {
nd->rotation = prop.value;
} else if (prop.name == "Scale") {
nd->scaling = prop.value;
} else if (Node::CAMERA == nd->type) {
aiCamera *cam = cameras.back();
if (prop.name == "Target") {
cam->mLookAt = prop.value;
} else if (prop.name == "UpVector") {
cam->mUp = prop.value;
}
// Construct the irrXML parser
XmlParser st;
if (!st.parse( file.get() )) {
throw DeadlyImportError("XML parse error while loading IRR file ", pFile);
}
pugi::xml_node rootElement = st.getRootNode();
// The root node of the scene
Node *root = new Node(Node::DUMMY);
root->parent = nullptr;
root->name = "<IRRSceneRoot>";
// Current node parent
Node *curParent = root;
// Scene-graph node we're currently working on
Node *curNode = nullptr;
// List of output cameras
std::vector<aiCamera *> cameras;
// List of output lights
std::vector<aiLight *> lights;
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
//batch.SetBasePath(pFile);
cameras.reserve(5);
lights.reserve(5);
bool inMaterials = false, inAnimator = false;
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
// Parse the XML file
//while (reader->read()) {
for (pugi::xml_node child : rootElement.children())
switch (child.type()) {
case pugi::node_element:
if (!ASSIMP_stricmp(child.name(), "node")) {
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
* "animatedMesh" - Load an animated mesh from an external file
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
} else if (!ASSIMP_stricmp(attribute.name(), "float")) { // <float />
FloatProperty prop;
ReadFloatProperty(prop, attribute);
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == nd->type) {
nd->framesPerSecond = prop.value;
} else if (Node::CAMERA == nd->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
*/
// ***********************************************************************
//const char *sz = reader->getAttributeValueSafe("type");
pugi::xml_attribute attrib = child.attribute("type");
Node *nd;
if (!ASSIMP_stricmp(attrib.name(), "mesh") || !ASSIMP_stricmp(attrib.name(), "octTree")) {
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
} else if (!ASSIMP_stricmp(attrib.name(), "cube")) {
nd = new Node(Node::CUBE);
++guessedMeshCnt;
} else if (!ASSIMP_stricmp(attrib.name(), "skybox")) {
nd = new Node(Node::SKYBOX);
guessedMeshCnt += 6;
} else if (!ASSIMP_stricmp(attrib.name(), "camera")) {
nd = new Node(Node::CAMERA);
if (prop.name == "Fovy") {
cameras.back()->mHorizontalFOV = prop.value;
} else if (prop.name == "Aspect") {
cameras.back()->mAspect = prop.value;
} else if (prop.name == "ZNear") {
cameras.back()->mClipPlaneNear = prop.value;
} else if (prop.name == "ZFar") {
cameras.back()->mClipPlaneFar = prop.value;
}
} else if (Node::LIGHT == nd->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
lights.back()->mAttenuationLinear = prop.value;
} else if (prop.name == "OuterCone") {
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD(prop.value);
} else if (prop.name == "InnerCone") {
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD(prop.value);
}
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == nd->type && prop.name == "Radius") ||
(Node::CUBE == nd->type && prop.name == "Size")) {
nd->sphereRadius = prop.value;
}
} else if (!ASSIMP_stricmp(attribute.name(), "int")) { // <int />
// Only sphere nodes make use of integer attributes
if (Node::SPHERE == nd->type) {
IntProperty prop;
ReadIntProperty(prop, attribute);
if (prop.name == "PolyCountX") {
nd->spherePolyCountX = prop.value;
} else if (prop.name == "PolyCountY") {
nd->spherePolyCountY = prop.value;
}
}
} else if (!ASSIMP_stricmp(attribute.name(), "string") || !ASSIMP_stricmp(attribute.name(), "enum")) { // <string /> or < enum />
StringProperty prop;
ReadStringProperty(prop, attribute);
if (prop.value.length() == 0) continue; // skip empty strings
if (prop.name == "Name") {
nd->name = prop.value;
// Setup a temporary name for the camera
aiCamera *cam = new aiCamera();
cam->mName.Set(nd->name);
cameras.push_back(cam);
} else if (!ASSIMP_stricmp(attrib.name(), "light")) {
nd = new Node(Node::LIGHT);
/* If we're either a camera or a light source
* we need to update the name in the aiLight/
* aiCamera structure, too.
*/
if (Node::CAMERA == nd->type) {
cameras.back()->mName.Set(prop.value);
} else if (Node::LIGHT == nd->type) {
lights.back()->mName.Set(prop.value);
}
} else if (Node::LIGHT == nd->type && "LightType" == prop.name) {
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else {
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
nd->type = Node::DUMMY;
// Setup a temporary name for the light
aiLight *cam = new aiLight();
cam->mName.Set(nd->name);
lights.push_back(cam);
} else if (!ASSIMP_stricmp(attrib.name(), "sphere")) {
nd = new Node(Node::SPHERE);
++guessedMeshCnt;
} else if (!ASSIMP_stricmp(attrib.name(), "animatedMesh")) {
nd = new Node(Node::ANIMMESH);
} else if (!ASSIMP_stricmp(attrib.name(), "empty")) {
nd = new Node(Node::DUMMY);
} else if (!ASSIMP_stricmp(attrib.name(), "terrain")) {
nd = new Node(Node::TERRAIN);
} else if (!ASSIMP_stricmp(attrib.name(), "billBoard")) {
// We don't support billboards, so ignore them
ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
}
} else if ((prop.name == "Mesh" && Node::MESH == nd->type) ||
Node::ANIMMESH == nd->type) {
/* This is the file name of the mesh - either
* animated or not. We need to make sure we setup
* the correct post-processing settings here.
*/
unsigned int pp = 0;
BatchLoader::PropertyMap map;
/* If the mesh is a static one remove all animations from the impor data
*/
if (Node::ANIMMESH != nd->type) {
pp |= aiProcess_RemoveComponent;
SetGenericProperty<int>(map.ints, AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
const std::string extension = GetExtension(prop.value);
if ("irr" == extension) {
ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively");
} else {
ASSIMP_LOG_WARN("IRR: Found unknown node: ", attrib.name());
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
}
/* Attach the newly created node to the scene-graph
*/
curNode = nd;
nd->parent = curParent;
curParent->children.push_back(nd);
} else if (!ASSIMP_stricmp(child.name(), "materials")) {
inMaterials = true;
} else if (!ASSIMP_stricmp(child.name(), "animators")) {
inAnimator = true;
} else if (!ASSIMP_stricmp(child.name(), "attributes")) {
// We should have a valid node here
// FIX: no ... the scene root node is also contained in an attributes block
if (!curNode) {
continue;
nd->id = batch.AddLoadRequest(prop.value, pp, &map);
nd->meshPath = prop.value;
}
}
}
}
}
void IRRImporter::ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd) {
Animator *curAnim = nullptr;
// Materials can occur for nearly any type of node
if (inMaterials && curNode->type != Node::DUMMY) {
// This is a material description - parse it!
curNode->materials.emplace_back();
std::pair<aiMaterial *, unsigned int> &p = curNode->materials.back();
p.first = ParseMaterial(p.second);
++guessedMatCnt;
continue;
} else if (inAnimator) {
// This is an animation path - add a new animator
// to the list.
curNode->animators.emplace_back();
curAnim = &curNode->animators.back();
++guessedAnimCnt;
// Make empty animator
nd->animators.emplace_back();
curAnim = &nd->animators.back(); // Push it back
pugi::xml_node attributes = animatorNode.child("attributes");
if (!attributes) {
ASSIMP_LOG_WARN("Animator node does not contain attributes. ");
return;
}
/* Parse all elements in the attributes block
* and process them.
*/
// while (reader->read()) {
for (pugi::xml_node attrib : child.children()) {
if (attrib.type() == pugi::node_element) {
//if (reader->getNodeType() == EXN_ELEMENT) {
//if (!ASSIMP_stricmp(reader->getNodeName(), "vector3d")) {
for (pugi::xml_node attrib : attributes.children()) {
// XML may contain useless noes like CDATA
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
VectorProperty prop;
ReadVectorProperty(prop);
ReadVectorProperty(prop, attrib);
if (inAnimator) {
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
// We store the rotation euler angles in 'direction'
curAnim->direction = prop.value;
@ -1041,36 +1029,20 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
curAnim->direction = prop.value;
}
}
} else {
if (prop.name == "Position") {
curNode->position = prop.value;
} else if (prop.name == "Rotation") {
curNode->rotation = prop.value;
} else if (prop.name == "Scale") {
curNode->scaling = prop.value;
} else if (Node::CAMERA == curNode->type) {
aiCamera *cam = cameras.back();
if (prop.name == "Target") {
cam->mLookAt = prop.value;
} else if (prop.name == "UpVector") {
cam->mUp = prop.value;
}
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
BoolProperty prop;
ReadBoolProperty(prop);
ReadBoolProperty(prop, attrib);
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
curAnim->loop = prop.value;
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
FloatProperty prop;
ReadFloatProperty(prop);
ReadFloatProperty(prop, attrib);
if (inAnimator) {
// The speed property exists for several animators
if (prop.name == "Speed") {
curAnim->speed = prop.value;
@ -1079,126 +1051,20 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
} else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
curAnim->tightness = prop.value;
}
} else {
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
curNode->framesPerSecond = prop.value;
} else if (Node::CAMERA == curNode->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
*/
if (prop.name == "Fovy") {
cameras.back()->mHorizontalFOV = prop.value;
} else if (prop.name == "Aspect") {
cameras.back()->mAspect = prop.value;
} else if (prop.name == "ZNear") {
cameras.back()->mClipPlaneNear = prop.value;
} else if (prop.name == "ZFar") {
cameras.back()->mClipPlaneFar = prop.value;
}
} else if (Node::LIGHT == curNode->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
lights.back()->mAttenuationLinear = prop.value;
} else if (prop.name == "OuterCone") {
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD(prop.value);
} else if (prop.name == "InnerCone") {
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD(prop.value);
}
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == curNode->type && prop.name == "Radius") || (Node::CUBE == curNode->type && prop.name == "Size")) {
curNode->sphereRadius = prop.value;
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
IntProperty prop;
ReadIntProperty(prop);
ReadIntProperty(prop, attrib);
if (inAnimator) {
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
curAnim->timeForWay = prop.value;
}
} else {
// sphere polygon numbers in each direction
if (Node::SPHERE == curNode->type) {
if (prop.name == "PolyCountX") {
curNode->spherePolyCountX = prop.value;
} else if (prop.name == "PolyCountY") {
curNode->spherePolyCountY = prop.value;
}
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length()) {
if (prop.name == "Name") {
curNode->name = prop.value;
ReadStringProperty(prop, attrib);
/* If we're either a camera or a light source
* we need to update the name in the aiLight/
* aiCamera structure, too.
*/
if (Node::CAMERA == curNode->type) {
cameras.back()->mName.Set(prop.value);
} else if (Node::LIGHT == curNode->type) {
lights.back()->mName.Set(prop.value);
}
} else if (Node::LIGHT == curNode->type && "LightType" == prop.name) {
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else {
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
curNode->type = Node::DUMMY;
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
}
} else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
Node::ANIMMESH == curNode->type) {
/* This is the file name of the mesh - either
* animated or not. We need to make sure we setup
* the correct post-processing settings here.
*/
unsigned int pp = 0;
BatchLoader::PropertyMap map;
/* If the mesh is a static one remove all animations from the impor data
*/
if (Node::ANIMMESH != curNode->type) {
pp |= aiProcess_RemoveComponent;
SetGenericProperty<int>(map.ints, AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
const std::string extension = GetExtension(prop.value);
if ("irr" == extension) {
ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively");
} else {
curNode->id = batch.AddLoadRequest(prop.value, pp, &map);
curNode->meshPath = prop.value;
}
} else if (inAnimator && prop.name == "Type") {
if (prop.name == "Type") {
// type of the animator
if (prop.value == "rotation") {
curAnim->type = Animator::ROTATION;
@ -1216,42 +1082,168 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
}
}
}
//} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) {
} else if (attrib.type() == pugi::node_null && !ASSIMP_stricmp(attrib.name(), "attributes")) {
break;
}
}
}
break;
/*case EXN_ELEMENT_END:
IRRImporter::Node *IRRImporter::ParseNode(pugi::xml_node &node, BatchLoader &batch) {
// Parse <node> tags.
// <node> tags have various types
// <node> tags can contain <attribute>, <material>
// they can also contain other <node> tags, (and can reference other files as well?)
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
* "animatedMesh" - Load an animated mesh from an external file
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
* Said materials and animators are all collected at the bottom
*/
// ***********************************************************************
Node *nd;
pugi::xml_attribute nodeTypeAttrib = node.attribute("type");
if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "mesh") || !ASSIMP_stricmp(nodeTypeAttrib.value(), "octTree")) {
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "cube")) {
nd = new Node(Node::CUBE);
guessedMeshCnt += 1; // Cube is only one mesh
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "skybox")) {
nd = new Node(Node::SKYBOX);
guessedMeshCnt += 6; // Skybox is a box, with 6 meshes?
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "camera")) {
nd = new Node(Node::CAMERA);
// Setup a temporary name for the camera
aiCamera *cam = new aiCamera();
cam->mName.Set(nd->name);
cameras.push_back(cam);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "light")) {
nd = new Node(Node::LIGHT);
// Setup a temporary name for the light
aiLight *cam = new aiLight();
cam->mName.Set(nd->name);
lights.push_back(cam);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "sphere")) {
nd = new Node(Node::SPHERE);
guessedMeshCnt += 1;
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "animatedMesh")) {
nd = new Node(Node::ANIMMESH);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "empty")) {
nd = new Node(Node::DUMMY);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "terrain")) {
nd = new Node(Node::TERRAIN);
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "billBoard")) {
// We don't support billboards, so ignore them
ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
} else {
ASSIMP_LOG_WARN("IRR: Found unknown node: ", nodeTypeAttrib.value());
// If we reached the end of a node, we need to continue processing its parent
if (!ASSIMP_stricmp(reader->getNodeName(), "node")) {
if (!curNode) {
// currently is no node set. We need to go
// back in the node hierarchy
if (!curParent) {
curParent = root;
ASSIMP_LOG_ERROR("IRR: Too many closing <node> elements");
} else
curParent = curParent->parent;
} else
curNode = nullptr;
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
}
// clear all flags
else if (!ASSIMP_stricmp(reader->getNodeName(), "materials")) {
inMaterials = false;
} else if (!ASSIMP_stricmp(reader->getNodeName(), "animators")) {
inAnimator = false;
}
break;*/
default:
// GCC complains that not all enumeration values are handled
break;
// TODO: consolidate all into one loop
for (pugi::xml_node subNode : node.children()) {
// Collect node attributes first
if (!ASSIMP_stricmp(subNode.name(), "attributes")) {
ParseNodeAttributes(subNode, nd, batch); // Parse attributes into this node
} else if (!ASSIMP_stricmp(subNode.name(), "animators")) {
// Then parse any animators
// All animators should contain an <attributes> tag
// This is an animation path - add a new animator
// to the list.
ParseAnimators(subNode, nd); // Function modifies nd's animator vector
guessedAnimCnt += 1;
}
// Then parse any materials
// Materials are available to almost all node types
if (nd->type != Node::DUMMY) {
if (!ASSIMP_stricmp(subNode.name(), "materials")) {
// Parse material description directly
// Each material should contain an <attributes> node
// with everything specified
nd->materials.emplace_back();
std::pair<aiMaterial *, unsigned int> &p = nd->materials.back();
p.first = ParseMaterial(subNode, p.second);
guessedMatCnt += 1;
}
}
}
// Then parse any child nodes
// Attach the newly created node to the scene-graph
for (pugi::xml_node child : node.children()) {
if (!ASSIMP_stricmp(child.name(), "node")) { // Is a child node
Node *childNd = ParseNode(child, batch); // Repeat this function for all children
nd->children.push_back(childNd);
};
}
// Return fully specified node
return nd;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open IRR file ", pFile);
}
// Construct the irrXML parser
XmlParser st;
if (!st.parse(file.get())) {
throw DeadlyImportError("XML parse error while loading IRR file ", pFile);
}
pugi::xml_node documentRoot = st.getRootNode();
// The root node of the scene
Node *root = new Node(Node::DUMMY);
root->parent = nullptr;
root->name = "<IRRSceneRoot>";
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
// batch.SetBasePath(pFile);
cameras.reserve(1); // Probably only one camera in entire scene
lights.reserve(5);
this->guessedAnimCnt = 0;
this->guessedMeshCnt = 0;
this->guessedMatCnt = 0;
// Parse the XML
// Find the scene root from document root.
const pugi::xml_node &sceneRoot = documentRoot.child("irr_scene");
if (!sceneRoot) throw new DeadlyImportError("IRR: <irr_scene> not found in file");
for (pugi::xml_node &child : sceneRoot.children()) {
// XML elements are either nodes, animators, attributes, or materials
if (!ASSIMP_stricmp(child.name(), "node")) {
// Recursive collect subtree children
Node *nd = ParseNode(child, batch);
// Attach to root
root->children.push_back(nd);
}
}
//}
// Now iterate through all cameras and compute their final (horizontal) FOV
for (aiCamera *cam : cameras) {
@ -1337,8 +1329,7 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
// Now merge all sub scenes and attach them to the correct
// attachment points in the scenegraph.
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
0));
// If we have no meshes | no materials now set the INCOMPLETE

View File

@ -94,18 +94,10 @@ private:
} type;
explicit Animator(AT t = UNKNOWN)
: type (t)
, speed ( ai_real( 0.001 ) )
, direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
, circleRadius ( ai_real( 1.0) )
, tightness ( ai_real( 0.5 ) )
, loop (true)
, timeForWay (100)
{
explicit Animator(AT t = UNKNOWN) :
type(t), speed(ai_real(0.001)), direction(ai_real(0.0), ai_real(1.0), ai_real(0.0)), circleRadius(ai_real(1.0)), tightness(ai_real(0.5)), loop(true), timeForWay(100) {
}
// common parameters
ai_real speed;
aiVector3D direction;
@ -128,11 +120,9 @@ private:
/** Data structure for a scene-graph node in an IRR file
*/
struct Node
{
struct Node {
// Type of the node
enum ET
{
enum ET {
LIGHT,
CUBE,
MESH,
@ -144,16 +134,15 @@ private:
ANIMMESH
} type;
explicit Node(ET t)
: type (t)
, scaling (1.0,1.0,1.0) // assume uniform scaling by default
, parent()
, framesPerSecond (0.0)
, id()
, sphereRadius (1.0)
, spherePolyCountX (100)
, spherePolyCountY (100)
{
explicit Node(ET t) :
type(t), scaling(1.0, 1.0, 1.0) // assume uniform scaling by default
,
parent(),
framesPerSecond(0.0),
id(),
sphereRadius(1.0),
spherePolyCountX(100),
spherePolyCountY(100) {
// Generate a default name for the node
char buffer[128];
@ -204,8 +193,7 @@ private:
/** Data structure for a vertex in an IRR skybox
*/
struct SkyboxVertex
{
struct SkyboxVertex {
SkyboxVertex() = default;
//! Construction from single vertex components
@ -213,14 +201,29 @@ private:
ai_real nx, ai_real ny, ai_real nz,
ai_real uvx, ai_real uvy)
: position (px,py,pz)
, normal (nx,ny,nz)
, uv (uvx,uvy,0.0)
{}
:
position(px, py, pz), normal(nx, ny, nz), uv(uvx, uvy, 0.0) {}
aiVector3D position, normal, uv;
};
// -------------------------------------------------------------------
// Parse <node> tag from XML file and extract child node
// @param node XML node
// @param guessedMeshesContained number of extra guessed meshes
IRRImporter::Node *ParseNode(pugi::xml_node &node, BatchLoader& batch);
// -------------------------------------------------------------------
// Parse <attributes> tags within <node> tags and apply to scene node
// @param attributeNode XML child node
// @param nd Attributed scene node
void ParseNodeAttributes(pugi::xml_node &attributeNode, IRRImporter::Node *nd, BatchLoader& batch);
// -------------------------------------------------------------------
// Parse an <animator> node and attach an animator to a node
// @param animatorNode XML animator node
// @param nd Animated scene node
void ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd);
// -------------------------------------------------------------------
/// Fill the scene-graph recursively
@ -276,6 +279,12 @@ private:
/// Configuration option: speed flag was set?
bool configSpeedFlag;
std::vector<aiCamera*> cameras;
std::vector<aiLight*> lights;
unsigned int guessedMeshCnt;
unsigned int guessedMatCnt;
unsigned int guessedAnimCnt;
};
} // end of namespace Assimp

View File

@ -133,6 +133,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
meshes.reserve(5);
// temporary data - current mesh buffer
// TODO move all these to inside loop
aiMaterial *curMat = nullptr;
aiMesh *curMesh = nullptr;
unsigned int curMatFlags = 0;
@ -142,23 +143,28 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
std::vector<aiVector3D> curUVs, curUV2s;
// some temporary variables
int textMeaning = 0;
int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
// textMeaning is a 15 year old variable, that could've been an enum
// int textMeaning = 0; // 0=none? 1=vertices 2=indices
// int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
bool useColors = false;
/*
** irrmesh files have a top level <mesh> owning multiple <buffer> nodes.
** Each <buffer> contains <material>, <vertices>, and <indices>
** <material> tags here directly owns the material data specs
** <vertices> are a vertex per line, contains position, UV1 coords, maybe UV2, normal, tangent, bitangent
** <boundingbox> is ignored, I think assimp recalculates those?
*/
// Parse the XML file
for (pugi::xml_node child : root.children()) {
if (child.type() == pugi::node_element) {
if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) {
// end of previous buffer. A material and a mesh should be there
if (!curMat || !curMesh) {
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
releaseMaterial(&curMat);
releaseMesh(&curMesh);
} else {
materials.push_back(curMat);
meshes.push_back(curMesh);
pugi::xml_node const &meshNode = root.child("mesh");
for (pugi::xml_node bufferNode : meshNode.children()) {
if (ASSIMP_stricmp(bufferNode.name(), "buffer")) {
// Might be a useless warning
ASSIMP_LOG_WARN("IRRMESH: Ignoring non buffer node <", bufferNode.name(), "> in mesh declaration");
continue;
}
curMat = nullptr;
curMesh = nullptr;
@ -169,42 +175,47 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
curUVs.clear();
curTangents.clear();
curBitangents.clear();
}
if (!ASSIMP_stricmp(child.name(), "material")) {
if (curMat) {
// TODO ensure all three nodes are present and populated
// before allocating everything
// Get first material node
pugi::xml_node materialNode = bufferNode.child("material");
if (materialNode) {
curMat = ParseMaterial(materialNode, curMatFlags);
// Warn if there's more materials
if (materialNode.next_sibling("material")) {
ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
releaseMaterial(&curMat);
}
curMat = ParseMaterial(curMatFlags);
}
/* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) {
pugi::xml_attribute attr = child.attribute("vertexCount");
int num = attr.as_int();
//int num = reader->getAttributeValueAsInt("vertexCount");
if (!num) {
// This is possible ... remove the mesh from the list and skip further reading
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
releaseMaterial(&curMat);
releaseMesh(&curMesh);
textMeaning = 0;
} else {
ASSIMP_LOG_ERROR("IRRMESH: Buffer must contain one material");
continue;
}
curVertices.reserve(num);
curNormals.reserve(num);
curColors.reserve(num);
curUVs.reserve(num);
// Get first vertices node
pugi::xml_node verticesNode = bufferNode.child("vertices");
if (verticesNode) {
pugi::xml_attribute vertexCountAttrib = verticesNode.attribute("vertexCount");
int vertexCount = vertexCountAttrib.as_int();
if (vertexCount == 0) {
// This is possible ... remove the mesh from the list and skip further reading
ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
releaseMaterial(&curMat);
// releaseMesh(&curMesh);
continue; // Bail out early
};
curVertices.reserve(vertexCount);
curNormals.reserve(vertexCount);
curColors.reserve(vertexCount);
curUVs.reserve(vertexCount);
VertexFormat vertexFormat;
// Determine the file format
//const char *t = reader->getAttributeValueSafe("type");
pugi::xml_attribute t = child.attribute("type");
if (!ASSIMP_stricmp("2tcoords", t.name())) {
curUV2s.reserve(num);
vertexFormat = 1;
pugi::xml_attribute typeAttrib = verticesNode.attribute("type");
if (!ASSIMP_stricmp("2tcoords", typeAttrib.value())) {
curUV2s.reserve(vertexCount);
vertexFormat = VertexFormat::t2coord;
if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
// *********************************************************
// We have a second texture! So use this UV channel
@ -223,29 +234,38 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
}
}
} else if (!ASSIMP_stricmp("tangents", t.name())) {
curTangents.reserve(num);
curBitangents.reserve(num);
vertexFormat = 2;
} else if (ASSIMP_stricmp("standard", t.name())) {
} else if (!ASSIMP_stricmp("tangents", typeAttrib.value())) {
curTangents.reserve(vertexCount);
curBitangents.reserve(vertexCount);
vertexFormat = VertexFormat::tangent;
} else if (!ASSIMP_stricmp("standard", typeAttrib.value())) {
vertexFormat = VertexFormat::standard;
} else {
// Unsupported format, discard whole buffer/mesh
// Assuming we have a correct material, then release it
// We don't have a correct mesh for sure here
releaseMaterial(&curMat);
ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
} else
vertexFormat = 0;
textMeaning = 1;
} else if (!ASSIMP_stricmp(child.name(), "indices")) {
if (curVertices.empty() && curMat) {
releaseMaterial(&curMat);
throw DeadlyImportError("IRRMESH: indices must come after vertices");
ASSIMP_LOG_ERROR("IRRMESH: Unknown vertex format");
continue; // Skip rest of buffer
};
// We know what format buffer is, collect numbers
ParseBufferVertices(verticesNode.text().get(), vertexFormat,
curVertices, curNormals,
curTangents, curBitangents,
curUVs, curUV2s, curColors, useColors);
}
textMeaning = 2;
// Get indices
// At this point we have some vertices and a valid material
// Collect indices and create aiMesh at the same time
pugi::xml_node indicesNode = bufferNode.child("indices");
if (indicesNode) {
// start a new mesh
curMesh = new aiMesh();
// allocate storage for all faces
pugi::xml_attribute attr = child.attribute("indexCount");
pugi::xml_attribute attr = indicesNode.attribute("indexCount");
curMesh->mNumVertices = attr.as_int();
if (!curMesh->mNumVertices) {
// This is possible ... remove the mesh from the list and skip further reading
@ -256,9 +276,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
// material - away
releaseMaterial(&curMat);
textMeaning = 0;
continue;
continue; // Go to next buffer
}
if (curMesh->mNumVertices % 3) {
@ -293,107 +311,6 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
if (curUV2s.size() == curVertices.size()) {
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
}
}
//break;
//case EXN_TEXT: {
const char *sz = child.child_value();
if (textMeaning == 1) {
textMeaning = 0;
// read vertices
do {
SkipSpacesAndLineEnd(&sz);
aiVector3D temp;
aiColor4D c;
// Read the vertex position
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
curVertices.push_back(temp);
// Read the vertex normals
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
curNormals.push_back(temp);
// read the vertex colors
uint32_t clr = strtoul16(sz, &sz);
ColorFromARGBPacked(clr, c);
if (!curColors.empty() && c != *(curColors.end() - 1))
useColors = true;
curColors.push_back(c);
SkipSpaces(&sz);
// read the first UV coordinate set
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.z = 0.f;
temp.y = 1.f - temp.y; // DX to OGL
curUVs.push_back(temp);
// read the (optional) second UV coordinate set
if (vertexFormat == 1) {
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
temp.y = 1.f - temp.y; // DX to OGL
curUV2s.push_back(temp);
}
// read optional tangent and bitangent vectors
else if (vertexFormat == 2) {
// tangents
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
curTangents.push_back(temp);
// bitangents
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
curBitangents.push_back(temp);
}
}
/* IMPORTANT: We assume that each vertex is specified in one
line. So we can skip the rest of the line - unknown vertex
elements are ignored.
*/
while (SkipLine(&sz));
} else if (textMeaning == 2) {
textMeaning = 0;
// read indices
aiFace *curFace = curMesh->mFaces;
@ -409,24 +326,33 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
unsigned int curIdx = 0;
unsigned int total = 0;
// NOTE this might explode for UTF-16 and wchars
const char *sz = indicesNode.text().get();
// For each index loop over aiMesh faces
while (SkipSpacesAndLineEnd(&sz)) {
if (curFace >= faceEnd) {
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
break;
}
// if new face
if (!curIdx) {
curFace->mNumIndices = 3;
curFace->mIndices = new unsigned int[3];
}
// Read index base 10
// function advances the pointer
unsigned int idx = strtoul10(sz, &sz);
if (idx >= curVertices.size()) {
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
idx = 0;
}
// make up our own indices?
curFace->mIndices[curIdx] = total++;
// Copy over data to aiMesh
*pcV++ = curVertices[idx];
if (pcN) *pcN++ = curNormals[idx];
if (pcT) *pcT++ = curTangents[idx];
@ -435,14 +361,16 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
if (pcT0) *pcT0++ = curUVs[idx];
if (pcT1) *pcT1++ = curUV2s[idx];
// start new face
if (++curIdx == 3) {
++curFace;
curIdx = 0;
}
}
// We should be at the end of mFaces
if (curFace != faceEnd)
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
}
// Finish processing the mesh - do some small material workarounds
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
@ -451,12 +379,9 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
aiMaterial *mat = (aiMaterial *)curMat;
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
}
}
}
}
// textMeaning = 2;
// End of the last buffer. A material and a mesh should be there
if (curMat || curMesh) {
// end of previous buffer. A material and a mesh should be there
if (!curMat || !curMesh) {
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
releaseMaterial(&curMat);
@ -467,7 +392,8 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
}
}
if (materials.empty()) {
// If one is empty then so is the other
if (materials.empty() || meshes.empty()) {
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
}
@ -492,7 +418,105 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mRootNode->mMeshes[i] = i;
};
}
void IRRMeshImporter::ParseBufferVertices(const char *sz, VertexFormat vertexFormat,
std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
std::vector<aiColor4D> &colors, bool &useColors) {
// read vertices
do {
SkipSpacesAndLineEnd(&sz);
aiVector3D temp;
aiColor4D c;
// Read the vertex position
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
vertices.push_back(temp);
// Read the vertex normals
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
normals.push_back(temp);
// read the vertex colors
uint32_t clr = strtoul16(sz, &sz);
ColorFromARGBPacked(clr, c);
// If we're pushing more than one distinct color
if (!colors.empty() && c != *(colors.end() - 1))
useColors = true;
colors.push_back(c);
SkipSpaces(&sz);
// read the first UV coordinate set
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.z = 0.f;
temp.y = 1.f - temp.y; // DX to OGL
UVs.push_back(temp);
// NOTE these correspond to specific S3DVertex* structs in irr sourcecode
// So by definition, all buffers have either UV2 or tangents or neither
// read the (optional) second UV coordinate set
if (vertexFormat == VertexFormat::t2coord) {
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
temp.y = 1.f - temp.y; // DX to OGL
UV2s.push_back(temp);
}
// read optional tangent and bitangent vectors
else if (vertexFormat == VertexFormat::tangent) {
// tangents
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
tangents.push_back(temp);
// bitangents
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
SkipSpaces(&sz);
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
SkipSpaces(&sz);
temp.y *= -1.0f;
bitangents.push_back(temp);
}
} while (SkipLine(&sz));
/* IMPORTANT: We assume that each vertex is specified in one
line. So we can skip the rest of the line - unknown vertex
elements are ignored.
*/
}
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER

View File

@ -85,6 +85,19 @@ protected:
*/
void InternReadFile(const std::string &pFile, aiScene *pScene,
IOSystem *pIOHandler) override;
private:
enum class VertexFormat {
standard = 0, // "standard" - also noted as 'normal' format elsewhere
t2coord = 1, // "2tcoord" - standard + 2 UV maps
tangent = 2, // "tangents" - standard + tangents and bitangents
};
void ParseBufferVertices(const char *sz, VertexFormat vertexFormat,
std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
std::vector<aiColor4D> &colors, bool &useColors);
};
} // end of namespace Assimp

View File

@ -49,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "IRRShared.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h>
#include <assimp/DefaultLogger.hpp>
using namespace Assimp;
@ -63,34 +63,34 @@ const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty(HexProperty &out ) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode) {
for (pugi::xml_attribute attrib : hexnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// parse the hexadecimal value
out.value = strtoul16(attrib.name());
out.value = strtoul16(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty(IntProperty & out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadIntProperty(IntProperty &out, pugi::xml_node& intnode) {
for (pugi::xml_attribute attrib : intnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.value(),"value")) {
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
// parse the int value
out.value = strtol10(attrib.name());
out.value = strtol10(attrib.value());
}
}
}
// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty( StringProperty& out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode) {
for (pugi::xml_attribute attrib : stringnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -102,8 +102,8 @@ void IrrlichtBase::ReadStringProperty( StringProperty& out) {
// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode) {
for (pugi::xml_attribute attrib : boolnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -115,8 +115,8 @@ void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadFloatProperty(FloatProperty &out, pugi::xml_node &floatnode) {
for (pugi::xml_attribute attrib : floatnode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -128,8 +128,8 @@ void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty( VectorProperty &out ) {
for (pugi::xml_attribute attrib : mNode->attributes()) {
void IrrlichtBase::ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode) {
for (pugi::xml_attribute attrib : vectornode.attributes()) {
if (!ASSIMP_stricmp(attrib.name(), "name")) {
out.name = std::string(attrib.value());
} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
@ -170,7 +170,7 @@ int ConvertMappingMode(const std::string& mode) {
// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
aiMaterial *IrrlichtBase::ParseMaterial(pugi::xml_node& materialNode, unsigned int &matFlags) {
aiMaterial *mat = new aiMaterial();
aiColor4D clr;
aiString s;
@ -179,10 +179,10 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
int cnt = 0; // number of used texture channels
unsigned int nd = 0;
for (pugi::xml_node child : mNode->children()) {
for (pugi::xml_node child : materialNode.children()) {
if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
HexProperty prop;
ReadHexProperty(prop);
ReadHexProperty(prop, child);
if (prop.name == "Diffuse") {
ColorFromARGBPacked(prop.value, clr);
mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
@ -206,13 +206,13 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
#endif
} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
FloatProperty prop;
ReadFloatProperty(prop);
ReadFloatProperty(prop, child);
if (prop.name == "Shininess") {
mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
}
} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
BoolProperty prop;
ReadBoolProperty(prop);
ReadBoolProperty(prop, child);
if (prop.name == "Wireframe") {
int val = (prop.value ? true : false);
mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
@ -226,7 +226,7 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
} else if (!ASSIMP_stricmp(child.name(), "texture") ||
!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
StringProperty prop;
ReadStringProperty(prop);
ReadStringProperty(prop, child);
if (prop.value.length()) {
// material type (shader)
if (prop.name == "Type") {
@ -379,7 +379,7 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) {
}
}*/
}
ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
//ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
return mat;
}

View File

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

View File

@ -51,7 +51,8 @@ public:
virtual bool importerTest() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/box.irr", aiProcess_ValidateDataStructure);
return nullptr != scene;
// Only one box thus only one mesh
return nullptr != scene && scene->mNumMeshes == 1;
}
};
@ -63,4 +64,7 @@ TEST_F(utIrrImportExport, importSGIrrTest) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/IRR/dawfInCellar_SameHierarchy.irr", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
EXPECT_EQ(scene->mNumMeshes, 2);
EXPECT_EQ(scene->mNumMaterials, 2);
EXPECT_GT(scene->mMeshes[0]->mNumVertices, 0);
}