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@ -41,7 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef INCLUDED_AI_X3D_IMPORTER_H
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#define INCLUDED_AI_X3D_IMPORTER_H
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#include <assimp/BaseImporter.h>
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#include <assimp/XmlParser.h>
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#include <assimp/importerdesc.h>
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@ -50,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/ProgressHandler.hpp>
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#include <string>
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#include <list>
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#include <string>
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#include <vector>
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namespace Assimp {
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@ -288,8 +287,248 @@ protected:
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}
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};
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/// This struct hold <Color> value.
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struct CX3DImporter_NodeElement_Color : X3DNodeElementBase {
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std::list<aiColor3D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_Color(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {}
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}; // struct CX3DImporter_NodeElement_Color
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/// This struct hold <ColorRGBA> value.
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struct CX3DImporter_NodeElement_ColorRGBA : X3DNodeElementBase {
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std::list<aiColor4D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_ColorRGBA(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {}
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}; // struct CX3DImporter_NodeElement_ColorRGBA
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/// This struct hold <Coordinate> value.
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struct CX3DImporter_NodeElement_Coordinate : public X3DNodeElementBase {
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std::list<aiVector3D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_Coordinate(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {}
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}; // struct CX3DImporter_NodeElement_Coordinate
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/// This struct hold <Normal> value.
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struct CX3DImporter_NodeElement_Normal : X3DNodeElementBase {
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std::list<aiVector3D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_Normal(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {}
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}; // struct CX3DImporter_NodeElement_Normal
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/// This struct hold <TextureCoordinate> value.
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struct CX3DImporter_NodeElement_TextureCoordinate : X3DNodeElementBase {
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std::list<aiVector2D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_TextureCoordinate(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {}
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}; // struct CX3DImporter_NodeElement_TextureCoordinate
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/// Two-dimensional figure.
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struct CX3DImporter_NodeElement_Geometry2D : X3DNodeElementBase {
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std::list<aiVector3D> Vertices; ///< Vertices list.
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size_t NumIndices; ///< Number of indices in one face.
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bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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CX3DImporter_NodeElement_Geometry2D(X3DElemType pType, X3DNodeElementBase *pParent) :
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X3DNodeElementBase(pType, pParent), Solid(true) {}
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}; // class CX3DImporter_NodeElement_Geometry2D
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/// Three-dimensional body.
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struct CX3DImporter_NodeElement_Geometry3D : X3DNodeElementBase {
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std::list<aiVector3D> Vertices; ///< Vertices list.
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size_t NumIndices; ///< Number of indices in one face.
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bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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CX3DImporter_NodeElement_Geometry3D(X3DElemType pType, X3DNodeElementBase *pParent) :
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X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) {
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// empty
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}
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}; // class CX3DImporter_NodeElement_Geometry3D
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/// Uniform rectangular grid of varying height.
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struct CX3DImporter_NodeElement_ElevationGrid : CX3DImporter_NodeElement_Geometry3D {
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bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
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bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
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/// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
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/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
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float CreaseAngle;
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std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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CX3DImporter_NodeElement_ElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) :
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CX3DImporter_NodeElement_Geometry3D(pType, pParent) {}
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}; // class CX3DImporter_NodeElement_IndexedSet
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/// Shape with indexed vertices.
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struct CX3DImporter_NodeElement_IndexedSet : public CX3DImporter_NodeElement_Geometry3D {
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/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
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/// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
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/// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
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/// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
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/// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
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/// ccw field, results are undefined.
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bool CCW;
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std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>.
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bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
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/// The convex field indicates whether all polygons in the shape are convex (TRUE). A polygon is convex if it is planar, does not intersect itself,
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/// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results
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/// even if the convex field is FALSE.
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bool Convex;
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std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
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/// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
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/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
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float CreaseAngle;
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std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
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bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
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std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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CX3DImporter_NodeElement_IndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) :
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CX3DImporter_NodeElement_Geometry3D(pType, pParent) {}
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}; // class CX3DImporter_NodeElement_IndexedSet
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/// Shape with set of vertices.
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struct CX3DImporter_NodeElement_Set : CX3DImporter_NodeElement_Geometry3D {
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/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
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/// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
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/// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
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/// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
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/// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
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/// ccw field, results are undefined.
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bool CCW;
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bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
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bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
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std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
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std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
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std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
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std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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CX3DImporter_NodeElement_Set(X3DElemType type, X3DNodeElementBase *pParent) :
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CX3DImporter_NodeElement_Geometry3D(type, pParent) {}
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}; // class CX3DImporter_NodeElement_Set
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/// This struct hold <Shape> value.
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struct CX3DImporter_NodeElement_Shape : X3DNodeElementBase {
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_Shape(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {}
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}; // struct CX3DImporter_NodeElement_Shape
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/// This struct hold <Appearance> value.
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struct CX3DImporter_NodeElement_Appearance : public X3DNodeElementBase {
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_Appearance(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {}
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}; // struct CX3DImporter_NodeElement_Appearance
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struct CX3DImporter_NodeElement_Material : public X3DNodeElementBase {
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float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect.
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aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source.
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aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models.
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float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
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aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights.
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float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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CX3DImporter_NodeElement_Material(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Material, pParent),
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AmbientIntensity(0.0f),
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DiffuseColor(),
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EmissiveColor(),
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Shininess(0.0f),
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SpecularColor(),
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Transparency(1.0f) {
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// empty
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}
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}; // class CX3DImporter_NodeElement_Material
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/// This struct hold <ImageTexture> value.
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struct CX3DImporter_NodeElement_ImageTexture : X3DNodeElementBase {
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/// RepeatS and RepeatT, that specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated
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/// outside the [0.0, 1.0] texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are
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/// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field.
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bool RepeatS;
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bool RepeatT; ///< See \ref RepeatS.
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std::string URL; ///< URL of the texture.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_ImageTexture(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {}
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}; // struct CX3DImporter_NodeElement_ImageTexture
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/// This struct hold <TextureTransform> value.
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struct CX3DImporter_NodeElement_TextureTransform : X3DNodeElementBase {
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aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied.
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float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied.
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aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point.
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aiVector2D Translation; ///< Specifies a translation of the texture coordinates.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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CX3DImporter_NodeElement_TextureTransform(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {}
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}; // struct CX3DImporter_NodeElement_TextureTransform
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struct CX3DNodeElementGroup : X3DNodeElementBase {
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aiMatrix4x4 Transformation; ///< Transformation matrix.
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/// As you know node elements can use already defined node elements when attribute "USE" is defined.
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/// Standard search when looking for an element in the whole scene graph, existing at this moment.
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/// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static.
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bool Static;
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bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
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int32_t Choice; ///< Number of the child which will be kept.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pStatic - static node flag.
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CX3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) :
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X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {}
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};
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struct X3DNodeElementMeta : X3DNodeElementBase {
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}
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};
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struct X3DNodeElementMetaString : public X3DNodeElementMeta {
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struct X3DNodeElementMetaString : X3DNodeElementMeta {
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std::list<std::string> Value; ///< Stored value.
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explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
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}
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};
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/// \struct CX3DImporter_NodeElement_Light
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/// This struct hold <TextureTransform> value.
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struct X3DNodeNodeElementLight : X3DNodeElementBase {
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float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light.
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aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value.
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aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system.
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/// \var Global
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/// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence.
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/// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light.
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bool Global;
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float Intensity; ///< Specifies the brightness of the direct emission from the light.
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/// \var Attenuation
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/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
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/// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
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aiVector3D Attenuation;
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aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
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float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
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float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity.
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float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle).
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pLightType - type of the light source.
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X3DNodeNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) :
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X3DNodeElementBase(pLightType, pParent) {}
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}; // struct CX3DImporter_NodeElement_Light
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using X3DElementList = std::list<X3DNodeElementBase*>;
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class X3DImporter : public BaseImporter {
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public:
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std::list<X3DNodeElementBase *> NodeElement_List; ///< All elements of scene graph.
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void readScene(XmlNode &node);
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void readViewpoint(XmlNode &node);
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void readMetadataObject(XmlNode &node);
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void ParseDirectionalLight(XmlNode &node);
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void Postprocess_BuildNode(const X3DNodeElementBase &pNodeElement, aiNode &pSceneNode, std::list<aiMesh *> &pSceneMeshList,
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std::list<aiMaterial *> &pSceneMaterialList, std::list<aiLight *> &pSceneLightList) const;
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private:
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static const aiImporterDesc Description;
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Reference in New Issue