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Kim Kulling 2021-06-10 23:36:07 +02:00
parent d600b45cd2
commit ebb9b1b2af
2 changed files with 2729 additions and 4 deletions

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@ -41,7 +41,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_AI_X3D_IMPORTER_H #ifndef INCLUDED_AI_X3D_IMPORTER_H
#define INCLUDED_AI_X3D_IMPORTER_H #define INCLUDED_AI_X3D_IMPORTER_H
#include <assimp/BaseImporter.h> #include <assimp/BaseImporter.h>
#include <assimp/XmlParser.h> #include <assimp/XmlParser.h>
#include <assimp/importerdesc.h> #include <assimp/importerdesc.h>
@ -50,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/DefaultLogger.hpp> #include <assimp/DefaultLogger.hpp>
#include <assimp/ProgressHandler.hpp> #include <assimp/ProgressHandler.hpp>
#include <string>
#include <list> #include <list>
#include <string>
#include <vector> #include <vector>
namespace Assimp { namespace Assimp {
@ -288,8 +287,248 @@ protected:
} }
}; };
/// This struct hold <Color> value.
struct CX3DImporter_NodeElement_Color : X3DNodeElementBase {
std::list<aiColor3D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_Color(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {}
}; // struct CX3DImporter_NodeElement_Color
/// This struct hold <ColorRGBA> value.
struct CX3DImporter_NodeElement_ColorRGBA : X3DNodeElementBase {
std::list<aiColor4D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_ColorRGBA(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {}
}; // struct CX3DImporter_NodeElement_ColorRGBA
/// This struct hold <Coordinate> value.
struct CX3DImporter_NodeElement_Coordinate : public X3DNodeElementBase {
std::list<aiVector3D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_Coordinate(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {}
}; // struct CX3DImporter_NodeElement_Coordinate
/// This struct hold <Normal> value.
struct CX3DImporter_NodeElement_Normal : X3DNodeElementBase {
std::list<aiVector3D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_Normal(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {}
}; // struct CX3DImporter_NodeElement_Normal
/// This struct hold <TextureCoordinate> value.
struct CX3DImporter_NodeElement_TextureCoordinate : X3DNodeElementBase {
std::list<aiVector2D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_TextureCoordinate(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {}
}; // struct CX3DImporter_NodeElement_TextureCoordinate
/// Two-dimensional figure.
struct CX3DImporter_NodeElement_Geometry2D : X3DNodeElementBase {
std::list<aiVector3D> Vertices; ///< Vertices list.
size_t NumIndices; ///< Number of indices in one face.
bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
CX3DImporter_NodeElement_Geometry2D(X3DElemType pType, X3DNodeElementBase *pParent) :
X3DNodeElementBase(pType, pParent), Solid(true) {}
}; // class CX3DImporter_NodeElement_Geometry2D
/// Three-dimensional body.
struct CX3DImporter_NodeElement_Geometry3D : X3DNodeElementBase {
std::list<aiVector3D> Vertices; ///< Vertices list.
size_t NumIndices; ///< Number of indices in one face.
bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
CX3DImporter_NodeElement_Geometry3D(X3DElemType pType, X3DNodeElementBase *pParent) :
X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) {
// empty
}
}; // class CX3DImporter_NodeElement_Geometry3D
/// Uniform rectangular grid of varying height.
struct CX3DImporter_NodeElement_ElevationGrid : CX3DImporter_NodeElement_Geometry3D {
bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
/// 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
/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
float CreaseAngle;
std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
CX3DImporter_NodeElement_ElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) :
CX3DImporter_NodeElement_Geometry3D(pType, pParent) {}
}; // class CX3DImporter_NodeElement_IndexedSet
/// Shape with indexed vertices.
struct CX3DImporter_NodeElement_IndexedSet : public CX3DImporter_NodeElement_Geometry3D {
/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
/// 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
/// 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
/// 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
/// 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
/// ccw field, results are undefined.
bool CCW;
std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>.
bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
/// 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,
/// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results
/// even if the convex field is FALSE.
bool Convex;
std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
/// 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
/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
float CreaseAngle;
std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
CX3DImporter_NodeElement_IndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) :
CX3DImporter_NodeElement_Geometry3D(pType, pParent) {}
}; // class CX3DImporter_NodeElement_IndexedSet
/// Shape with set of vertices.
struct CX3DImporter_NodeElement_Set : CX3DImporter_NodeElement_Geometry3D {
/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
/// 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
/// 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
/// 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
/// 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
/// ccw field, results are undefined.
bool CCW;
bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
CX3DImporter_NodeElement_Set(X3DElemType type, X3DNodeElementBase *pParent) :
CX3DImporter_NodeElement_Geometry3D(type, pParent) {}
}; // class CX3DImporter_NodeElement_Set
/// This struct hold <Shape> value.
struct CX3DImporter_NodeElement_Shape : X3DNodeElementBase {
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_Shape(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {}
}; // struct CX3DImporter_NodeElement_Shape
/// This struct hold <Appearance> value.
struct CX3DImporter_NodeElement_Appearance : public X3DNodeElementBase {
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_Appearance(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {}
}; // struct CX3DImporter_NodeElement_Appearance
struct CX3DImporter_NodeElement_Material : public X3DNodeElementBase {
float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect.
aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source.
aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models.
float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights.
float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
CX3DImporter_NodeElement_Material(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Material, pParent),
AmbientIntensity(0.0f),
DiffuseColor(),
EmissiveColor(),
Shininess(0.0f),
SpecularColor(),
Transparency(1.0f) {
// empty
}
}; // class CX3DImporter_NodeElement_Material
/// This struct hold <ImageTexture> value.
struct CX3DImporter_NodeElement_ImageTexture : X3DNodeElementBase {
/// 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
/// 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
/// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field.
bool RepeatS;
bool RepeatT; ///< See \ref RepeatS.
std::string URL; ///< URL of the texture.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_ImageTexture(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {}
}; // struct CX3DImporter_NodeElement_ImageTexture
/// This struct hold <TextureTransform> value.
struct CX3DImporter_NodeElement_TextureTransform : X3DNodeElementBase {
aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied.
float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied.
aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point.
aiVector2D Translation; ///< Specifies a translation of the texture coordinates.
/// Constructor
/// \param [in] pParent - pointer to parent node.
CX3DImporter_NodeElement_TextureTransform(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {}
}; // struct CX3DImporter_NodeElement_TextureTransform
struct CX3DNodeElementGroup : X3DNodeElementBase { struct CX3DNodeElementGroup : X3DNodeElementBase {
aiMatrix4x4 Transformation; ///< Transformation matrix. aiMatrix4x4 Transformation; ///< Transformation matrix.
/// As you know node elements can use already defined node elements when attribute "USE" is defined.
/// Standard search when looking for an element in the whole scene graph, existing at this moment.
/// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static.
bool Static;
bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
int32_t Choice; ///< Number of the child which will be kept.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pStatic - static node flag.
CX3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) :
X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {}
}; };
struct X3DNodeElementMeta : X3DNodeElementBase { struct X3DNodeElementMeta : X3DNodeElementBase {
@ -352,7 +591,7 @@ struct X3DNodeElementMetaSet : public X3DNodeElementMeta {
} }
}; };
struct X3DNodeElementMetaString : public X3DNodeElementMeta { struct X3DNodeElementMetaString : X3DNodeElementMeta {
std::list<std::string> Value; ///< Stored value. std::list<std::string> Value; ///< Stored value.
explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) : explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
@ -361,6 +600,36 @@ struct X3DNodeElementMetaString : public X3DNodeElementMeta {
} }
}; };
/// \struct CX3DImporter_NodeElement_Light
/// This struct hold <TextureTransform> value.
struct X3DNodeNodeElementLight : X3DNodeElementBase {
float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light.
aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value.
aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system.
/// \var Global
/// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence.
/// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light.
bool Global;
float Intensity; ///< Specifies the brightness of the direct emission from the light.
/// \var Attenuation
/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
/// 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.
aiVector3D Attenuation;
aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity.
float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle).
/// Constructor
/// \param [in] pParent - pointer to parent node.
/// \param [in] pLightType - type of the light source.
X3DNodeNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) :
X3DNodeElementBase(pLightType, pParent) {}
}; // struct CX3DImporter_NodeElement_Light
using X3DElementList = std::list<X3DNodeElementBase*>;
class X3DImporter : public BaseImporter { class X3DImporter : public BaseImporter {
public: public:
std::list<X3DNodeElementBase *> NodeElement_List; ///< All elements of scene graph. std::list<X3DNodeElementBase *> NodeElement_List; ///< All elements of scene graph.
@ -389,6 +658,9 @@ public:
void readScene(XmlNode &node); void readScene(XmlNode &node);
void readViewpoint(XmlNode &node); void readViewpoint(XmlNode &node);
void readMetadataObject(XmlNode &node); void readMetadataObject(XmlNode &node);
void ParseDirectionalLight(XmlNode &node);
void Postprocess_BuildNode(const X3DNodeElementBase &pNodeElement, aiNode &pSceneNode, std::list<aiMesh *> &pSceneMeshList,
std::list<aiMaterial *> &pSceneMaterialList, std::list<aiLight *> &pSceneLightList) const;
private: private:
static const aiImporterDesc Description; static const aiImporterDesc Description;