#include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER #include #include using namespace std; #include "boost/format.hpp" using namespace boost; #include "OgreImporter.h" #include "irrXMLWrapper.h" namespace Assimp { namespace Ogre { bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const { if(!checkSig)//Check File Extension { std::string extension("mesh.xml"); int l=extension.length(); return pFile.substr(pFile.length()-l, l)==extension; } else//Check file Header { const char* tokens[] = {""}; return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1); } } void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler) { m_CurrentFilename=pFile; m_CurrentIOHandler=pIOHandler; m_CurrentScene=pScene; //Open the File: boost::scoped_ptr file(pIOHandler->Open(pFile)); if( file.get() == NULL) throw new ImportErrorException("Failed to open file "+pFile+"."); //Read the Mesh File: boost::scoped_ptr mIOWrapper( new CIrrXML_IOStreamReader( file.get())); XmlReader* MeshFile = irr::io::createIrrXMLReader(mIOWrapper.get()); if(!MeshFile)//parse the xml file throw new ImportErrorException("Failed to create XML Reader for "+pFile); DefaultLogger::get()->debug("Mesh File opened"); //Read root Node: if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="mesh")) { throw new ImportErrorException("Root Node is not ! "+pFile+" "+MeshFile->getNodeName()); } //Go to the submeshs: if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes")) { throw new ImportErrorException("No node in node! "+pFile); } //-------------------Read all submeshs:----------------------- XmlRead(MeshFile); while(string(MeshFile->getNodeName())=="submesh")//read the index values (the faces): { SubMesh NewSubMesh; NewSubMesh.MaterialName=GetAttribute(MeshFile, "material"); DefaultLogger::get()->debug("Loading Submehs with Material: "+NewSubMesh.MaterialName); ReadSubMesh(NewSubMesh, MeshFile); } //_______________________________________________________________- //-----------------Read the skeleton:---------------------- //Create the root node pScene->mRootNode=new aiNode("root"); //link the mesh with the root node: pScene->mRootNode->mMeshes=new unsigned int[1]; pScene->mRootNode->mMeshes[0]=0; pScene->mRootNode->mNumMeshes=1; //_________________________________________________________ } void OgreImporter::GetExtensionList(std::string &append) { append+="*.mesh.xml"; } void OgreImporter::SetupProperties(const Importer* pImp) { m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material"); } void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader) { vector FaceList; vector Positions; bool HasPositions=false; vector Normals; bool HasNormals=false; vector Uvs; unsigned int NumUvs=0;//nearly always 2d, but assimp has always 3d texcoords XmlRead(Reader); //TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work korrekt, wenn the order //of faces and geometry changed, and not if we habe more than one of one while(Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry") { if(string(Reader->getNodeName())=="faces")//Read the face list { //some info logging: unsigned int NumFaces=GetAttribute(Reader, "count"); stringstream ss; ss <<"Submesh has " << NumFaces << " Faces."; DefaultLogger::get()->debug(ss.str()); while(XmlRead(Reader) && Reader->getNodeName()==string("face")) { Face NewFace; NewFace.VertexIndices[0]=GetAttribute(Reader, "v1"); NewFace.VertexIndices[1]=GetAttribute(Reader, "v2"); NewFace.VertexIndices[2]=GetAttribute(Reader, "v3"); if(Reader->getAttributeValue("v4"))//this should be supported in the future { throw new ImportErrorException("Submesh has quads, only traingles are supported!"); } FaceList.push_back(NewFace); } } else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata { //some info logging: unsigned int NumVertices=GetAttribute(Reader, "vertexcount"); stringstream ss; ss<<"VertexCount: "<debug(ss.str()); //General Informations about vertices XmlRead(Reader); if(!(Reader->getNodeName()==string("vertexbuffer"))) { throw new ImportErrorException("vertexbuffer node is not first in geometry node!"); } HasPositions=GetAttribute(Reader, "positions"); HasNormals=GetAttribute(Reader, "normals"); NumUvs=GetAttribute(Reader, "texture_coords"); if(NumUvs>1) throw new ImportErrorException("too many texcoords (just 1 supported!)"); //read all the vertices: XmlRead(Reader); while(Reader->getNodeName()==string("vertex")) { //read all vertex attributes: //Position if(HasPositions) { XmlRead(Reader); aiVector3D NewPos; NewPos.x=GetAttribute(Reader, "x"); NewPos.y=GetAttribute(Reader, "y"); NewPos.z=GetAttribute(Reader, "z"); Positions.push_back(NewPos); } //Normal if(HasNormals) { XmlRead(Reader); aiVector3D NewNormal; NewNormal.x=GetAttribute(Reader, "x"); NewNormal.y=GetAttribute(Reader, "y"); NewNormal.z=GetAttribute(Reader, "z"); Normals.push_back(NewNormal); } //Uv: if(1==NumUvs) { XmlRead(Reader); aiVector3D NewUv; NewUv.x=GetAttribute(Reader, "u"); NewUv.y=GetAttribute(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so! Uvs.push_back(NewUv); } XmlRead(Reader); } } } DefaultLogger::get()->debug(str(format("Positionen: %1% Normale: %2% TexCoords: %3%") % Positions.size() % Normals.size() % Uvs.size())); //Make all Vertexes unique: (this is required by assimp) vector UniqueFaceList(FaceList.size()); vector UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^ vector UniqueNormals(FaceList.size()*3); vector UniqueUvs(FaceList.size()*3); for(unsigned int i=0; imNumMeshes!=0) throw new ImportErrorException("Currently only one mesh per File is allowed!!"); //---------------------Create the aiMesh:----------------------- aiMesh* NewAiMesh=new aiMesh(); //Positions NewAiMesh->mVertices=new aiVector3D[UniquePositions.size()]; memcpy(NewAiMesh->mVertices, &UniquePositions[0], UniquePositions.size()*sizeof(aiVector3D)); NewAiMesh->mNumVertices=UniquePositions.size(); //Normals NewAiMesh->mNormals=new aiVector3D[UniqueNormals.size()]; memcpy(NewAiMesh->mNormals, &UniqueNormals[0], UniqueNormals.size()*sizeof(aiVector3D)); //Uvs NewAiMesh->mNumUVComponents[0]=2; //NewAiMesh->mTextureCoords=new aiVector3D*[1]; NewAiMesh->mTextureCoords[0]= new aiVector3D[UniqueUvs.size()]; memcpy(NewAiMesh->mTextureCoords[0], &UniqueUvs[0], UniqueUvs.size()*sizeof(aiVector3D)); //Faces NewAiMesh->mFaces=new aiFace[UniqueFaceList.size()]; for(unsigned int i=0; imFaces[i].mNumIndices=3; NewAiMesh->mFaces[i].mIndices=new unsigned int[3]; NewAiMesh->mFaces[i].mIndices[0]=UniqueFaceList[i].VertexIndices[0]; NewAiMesh->mFaces[i].mIndices[1]=UniqueFaceList[i].VertexIndices[1]; NewAiMesh->mFaces[i].mIndices[2]=UniqueFaceList[i].VertexIndices[2]; } NewAiMesh->mNumFaces=UniqueFaceList.size(); //Set the Material: NewAiMesh->mMaterialIndex=0; if(m_CurrentScene->mMaterials) throw new ImportErrorException("only 1 material supported at this time!"); m_CurrentScene->mMaterials=new aiMaterial*[1]; m_CurrentScene->mNumMaterials=1; m_CurrentScene->mMaterials[0]=MeshMat; //________________________________________________________________ //Attach the mesh to the scene: m_CurrentScene->mNumMeshes=1; m_CurrentScene->mMeshes=new aiMesh*; m_CurrentScene->mMeshes[0]=NewAiMesh; //stringstream ss; ss <<"Last Node: <" << Reader->getNodeName() << ">"; //throw new ImportErrorException(ss.str()); } aiMaterial* OgreImporter::LoadMaterial(std::string MaterialName) { MaterialHelper *NewMaterial=new MaterialHelper(); NewMaterial->AddProperty(&aiString(MaterialName.c_str()), AI_MATKEY_NAME); /*For bettetr understanding of the material parser, here is a material example file: material Sarg { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.640000 0.640000 0.640000 1.000000 specular 0.500000 0.500000 0.500000 1.000000 12.500000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture SargTextur.tga tex_address_mode wrap filtering linear linear none } } } } */ string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.find('.'))+".material"; DefaultLogger::get()->info(str(format("Trying to load %1%") % MaterialFileName)); //Read the file into memory and put it in a stringstream stringstream ss; {// after this block, the temporarly loaded data will be released IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName); if(NULL==MatFilePtr) { MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename); if(NULL==MatFilePtr) { DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opned, Material will not be loaded!"); return NewMaterial; } } scoped_ptr MaterialFile(MatFilePtr); vector FileData(MaterialFile->FileSize()); MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1); BaseImporter::ConvertToUTF8(FileData); ss << &FileData[0]; } string Line; ss >> Line; unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another while(!ss.eof()) { if(Line=="material") { ss >> Line; if(Line==MaterialName)//Load the next material { ss >> Line; if(Line!="{") throw new ImportErrorException("empty material!"); while(Line!="}")//read until the end of the material { //Proceed to the first technique ss >> Line; if(Line=="technique") { ss >> Line; if(Line!="{") throw new ImportErrorException("empty technique!"); while(Line!="}")//read until the end of the technique { ss >> Line; if(Line=="pass") { ss >> Line; if(Line!="{") throw new ImportErrorException("empty pass!"); while(Line!="}")//read until the end of the pass { ss >> Line; if(Line=="ambient") { //read the ambient light values: } else if(Line=="diffuse") { } else if(Line=="specular") { } else if(Line=="emmisive") { } else if(Line=="texture_unit") { ss >> Line; if(Line!="{") throw new ImportErrorException("empty texture unit!"); while(Line!="}")//read until the end of the texture_unit { ss >> Line; if(Line=="texture") { ss >> Line; NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0)); } }//end of texture unit } } } }//end of technique } DefaultLogger::get()->info(Line); //read informations from a custom material: if(Line=="set") { ss >> Line; if(Line=="$specular")//todo load this values: { } if(Line=="$diffuse") { } if(Line=="$ambient") { } if(Line=="$colormap") { ss >> Line; NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0)); } if(Line=="$normalmap") { ss >> Line; NewMaterial->AddProperty(&aiString(Line.c_str()), AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0)); } } }//end of material } else {} //this is the wrong material, proceed the file until we reach the next material } ss >> Line; } return NewMaterial; } }//namespace Ogre }//namespace Assimp #endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER