/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2022, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file IRRLoader.h * @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format) * importer class. */ #ifndef AI_IRRLOADER_H_INCLUDED #define AI_IRRLOADER_H_INCLUDED #include "AssetLib/Irr/IRRShared.h" #include "Common/Importer.h" #include #include #include namespace Assimp { // --------------------------------------------------------------------------- /** Irr importer class. * * Irr is the native scene file format of the Irrlight engine and its editor * irrEdit. As IrrEdit itself is capable of importing quite many file formats, * it might be a good file format for data exchange. */ class IRRImporter : public BaseImporter, public IrrlichtBase { public: IRRImporter(); ~IRRImporter() override = default; // ------------------------------------------------------------------- /** Returns whether the class can handle the format of the given file. * See BaseImporter::CanRead() for details. */ bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override; protected: const aiImporterDesc* GetInfo () const override; void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override; void SetupProperties(const Importer* pImp) override; private: /** Data structure for a scene-graph node animator */ struct Animator { // Type of the animator enum AT { UNKNOWN = 0x0, ROTATION = 0x1, FLY_CIRCLE = 0x2, FLY_STRAIGHT = 0x3, FOLLOW_SPLINE = 0x4, OTHER = 0x5 } 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) { } // common parameters ai_real speed; aiVector3D direction; // FLY_CIRCLE aiVector3D circleCenter; ai_real circleRadius; // FOLLOW_SPLINE ai_real tightness; std::vector splineKeys; // ROTATION (angles given in direction) // FLY STRAIGHT // circleCenter = start, direction = end bool loop; int timeForWay; }; /** Data structure for a scene-graph node in an IRR file */ struct Node { // Type of the node enum ET { LIGHT, CUBE, MESH, SKYBOX, DUMMY, CAMERA, TERRAIN, SPHERE, 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) { // Generate a default name for the node char buffer[128]; static int cnt; ai_snprintf(buffer, 128, "IrrNode_%i",cnt++); name = std::string(buffer); // reserve space for up to 5 materials materials.reserve(5); // reserve space for up to 5 children children.reserve(5); } // Transformation of the node aiVector3D position, rotation, scaling; // Name of the node std::string name; // List of all child nodes std::vector children; // Parent node Node* parent; // Animated meshes: frames per second // 0.f if not specified ai_real framesPerSecond; // Meshes: path to the mesh to be loaded std::string meshPath; unsigned int id; // Meshes: List of materials to be assigned // along with their corresponding material flags std::vector< std::pair > materials; // Spheres: radius of the sphere to be generates ai_real sphereRadius; // Spheres: Number of polygons in the x,y direction unsigned int spherePolyCountX,spherePolyCountY; // List of all animators assigned to the node std::list animators; }; /** Data structure for a vertex in an IRR skybox */ struct SkyboxVertex { SkyboxVertex() = default; //! Construction from single vertex components SkyboxVertex(ai_real px, ai_real py, ai_real pz, 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) {} aiVector3D position, normal, uv; }; // ------------------------------------------------------------------- /// Fill the scene-graph recursively void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene, BatchLoader& batch, std::vector& meshes, std::vector& anims, std::vector& attach, std::vector& materials, unsigned int& defaultMatIdx); // ------------------------------------------------------------------- /// Generate a mesh that consists of just a single quad aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1, const SkyboxVertex& v2, const SkyboxVertex& v3, const SkyboxVertex& v4); // ------------------------------------------------------------------- /// Build a sky-box /// /// @param meshes Receives 6 output meshes /// @param materials The last 6 materials are assigned to the newly /// created meshes. The names of the materials are adjusted. void BuildSkybox(std::vector& meshes, std::vector materials); // ------------------------------------------------------------------- /** Copy a material for a mesh to the output material list * * @param materials Receives an output material * @param inmaterials List of input materials * @param defMatIdx Default material index - UINT_MAX if not present * @param mesh Mesh to work on */ void CopyMaterial(std::vector& materials, std::vector< std::pair >& inmaterials, unsigned int& defMatIdx, aiMesh* mesh); // ------------------------------------------------------------------- /** Compute animations for a specific node * * @param root Node to be processed * @param anims The list of output animations */ void ComputeAnimations(Node* root, aiNode* real, std::vector& anims); private: /// Configuration option: desired output FPS double fps; /// Configuration option: speed flag was set? bool configSpeedFlag; }; } // end of namespace Assimp #endif // AI_IRRIMPORTER_H_INC