/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2012, 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 OgreImporter.cpp * @brief Implementation of the Ogre XML (.mesh.xml) loader. */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER #include #include using namespace std; #include "OgreImporter.hpp" #include "TinyFormatter.h" #include "irrXMLWrapper.h" static const aiImporterDesc desc = { "Ogre XML Mesh Importer", "", "", "", aiImporterFlags_SupportTextFlavour, 0, 0, 0, 0, "mesh.xml" }; 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 DeadlyImportError("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 DeadlyImportError("Failed to create XML Reader for "+pFile); DefaultLogger::get()->debug("Mesh File opened"); //Read root Node: if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="mesh")) { throw DeadlyImportError("Root Node is not ! "+pFile+" "+MeshFile->getNodeName()); } //eventually load shared geometry XmlRead(MeshFile);//shared geometry is optional, so we need a reed for the next two if's if(MeshFile->getNodeName()==string("sharedgeometry")) { unsigned int NumVertices=GetAttribute(MeshFile, "vertexcount");; XmlRead(MeshFile); while(MeshFile->getNodeName()==string("vertexbuffer")) { ReadVertexBuffer(m_SharedGeometry, MeshFile, NumVertices); } } //Go to the submeshs: if(MeshFile->getNodeName()!=string("submeshes")) { throw DeadlyImportError("No node in node! "+pFile); } //-------------------Read the submeshs and materials:----------------------- std::list > SubMeshes; vector Materials; XmlRead(MeshFile); while(MeshFile->getNodeName()==string("submesh")) { SubMesh* theSubMesh=new SubMesh(); theSubMesh->MaterialName=GetAttribute(MeshFile, "material"); DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName); ReadSubMesh(*theSubMesh, MeshFile); //just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n; //so it is important to do this before pushing the mesh in the vector! theSubMesh->MaterialIndex=SubMeshes.size(); SubMeshes.push_back(boost::shared_ptr(theSubMesh)); //Load the Material: aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName); //Set the Material: Materials.push_back(MeshMat); } if(SubMeshes.empty()) throw DeadlyImportError("no submesh loaded!"); if(SubMeshes.size()!=Materials.size()) throw DeadlyImportError("materialcount doesn't match mesh count!"); //____________________________________________________________ //----------------Load the skeleton: ------------------------------- vector Bones; vector Animations; if(MeshFile->getNodeName()==string("skeletonlink")) { string SkeletonFile=GetAttribute(MeshFile, "name"); LoadSkeleton(SkeletonFile, Bones, Animations); XmlRead(MeshFile); } else { DefaultLogger::get()->warn("No skeleton file will be loaded"); DefaultLogger::get()->warn(MeshFile->getNodeName()); } //__________________________________________________________________ //now there might be boneassignments for the shared geometry: if(MeshFile->getNodeName()==string("boneassignments")) { ReadBoneWeights(m_SharedGeometry, MeshFile); } //----------------- Process Meshs ----------------------- BOOST_FOREACH(boost::shared_ptr theSubMesh, SubMeshes) { ProcessSubMesh(*theSubMesh, m_SharedGeometry); } //_______________________________________________________ //----------------- Now fill the Assimp scene --------------------------- //put the aiMaterials in the scene: m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()]; m_CurrentScene->mNumMaterials=Materials.size(); for(unsigned int i=0; imMaterials[i]=Materials[i]; //create the aiMehs... vector aiMeshes; BOOST_FOREACH(boost::shared_ptr theSubMesh, SubMeshes) { aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones)); } //... and put them in the scene: m_CurrentScene->mNumMeshes=aiMeshes.size(); m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()]; memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size()); //Create the root node m_CurrentScene->mRootNode=new aiNode("root"); //link the meshs with the root node: m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()]; m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size(); for(unsigned int i=0; imRootNode->mMeshes[i]=i; CreateAssimpSkeleton(Bones, Animations); PutAnimationsInScene(Bones, Animations); //___________________________________________________________ } const aiImporterDesc* OgreImporter::GetInfo () const { return &desc; } void OgreImporter::SetupProperties(const Importer* pImp) { m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material"); m_TextureTypeFromFilename=pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false); } }//namespace Ogre }//namespace Assimp #endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER