assimp/code/AssetLib/X3D/X3DImporter.cpp

486 lines
19 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
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with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
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following disclaimer.
* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* 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
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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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,
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*/
/// \file X3DImporter.cpp
/// \brief X3D-format files importer for Assimp: main algorithm implementation.
/// \date 2015-2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
#include "X3DImporter.hpp"
#include "X3DImporter_Macro.hpp"
#include <assimp/DefaultIOSystem.h>
// Header files, stdlib.
#include <iterator>
#include <memory>
namespace Assimp {
/// Constant which holds the importer description
const aiImporterDesc X3DImporter::Description = {
"Extensible 3D(X3D) Importer",
"smalcom",
"",
"See documentation in source code. Chapter: Limitations.",
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
0,
0,
0,
0,
"x3d x3db"
};
bool X3DImporter::isNodeEmpty(XmlNode &node) {
return node.first_child().empty();
}
void X3DImporter::checkNodeMustBeEmpty(XmlNode &node) {
if (!isNodeEmpty(node)) throw DeadlyImportError(std::string("Node <") + node.name() + "> must be empty.");
}
void X3DImporter::skipUnsupportedNode(const std::string &pParentNodeName, XmlNode &node) {
static const size_t Uns_Skip_Len = 192;
static const char *Uns_Skip[Uns_Skip_Len] = {
// CAD geometry component
"CADAssembly", "CADFace", "CADLayer", "CADPart", "IndexedQuadSet", "QuadSet",
// Core
"ROUTE", "ExternProtoDeclare", "ProtoDeclare", "ProtoInstance", "ProtoInterface", "WorldInfo",
// Distributed interactive simulation (DIS) component
"DISEntityManager", "DISEntityTypeMapping", "EspduTransform", "ReceiverPdu", "SignalPdu", "TransmitterPdu",
// Cube map environmental texturing component
"ComposedCubeMapTexture", "GeneratedCubeMapTexture", "ImageCubeMapTexture",
// Environmental effects component
"Background", "Fog", "FogCoordinate", "LocalFog", "TextureBackground",
// Environmental sensor component
"ProximitySensor", "TransformSensor", "VisibilitySensor",
// Followers component
"ColorChaser", "ColorDamper", "CoordinateChaser", "CoordinateDamper", "OrientationChaser", "OrientationDamper", "PositionChaser", "PositionChaser2D",
"PositionDamper", "PositionDamper2D", "ScalarChaser", "ScalarDamper", "TexCoordChaser2D", "TexCoordDamper2D",
// Geospatial component
"GeoCoordinate", "GeoElevationGrid", "GeoLocation", "GeoLOD", "GeoMetadata", "GeoOrigin", "GeoPositionInterpolator", "GeoProximitySensor",
"GeoTouchSensor", "GeoTransform", "GeoViewpoint",
// Humanoid Animation (H-Anim) component
"HAnimDisplacer", "HAnimHumanoid", "HAnimJoint", "HAnimSegment", "HAnimSite",
// Interpolation component
"ColorInterpolator", "CoordinateInterpolator", "CoordinateInterpolator2D", "EaseInEaseOut", "NormalInterpolator", "OrientationInterpolator",
"PositionInterpolator", "PositionInterpolator2D", "ScalarInterpolator", "SplinePositionInterpolator", "SplinePositionInterpolator2D",
"SplineScalarInterpolator", "SquadOrientationInterpolator",
// Key device sensor component
"KeySensor", "StringSensor",
// Layering component
"Layer", "LayerSet", "Viewport",
// Layout component
"Layout", "LayoutGroup", "LayoutLayer", "ScreenFontStyle", "ScreenGroup",
// Navigation component
"Billboard", "Collision", "LOD", "NavigationInfo", "OrthoViewpoint", "Viewpoint", "ViewpointGroup",
// Networking component
"EXPORT", "IMPORT", "Anchor", "LoadSensor",
// NURBS component
"Contour2D", "ContourPolyline2D", "CoordinateDouble", "NurbsCurve", "NurbsCurve2D", "NurbsOrientationInterpolator", "NurbsPatchSurface",
"NurbsPositionInterpolator", "NurbsSet", "NurbsSurfaceInterpolator", "NurbsSweptSurface", "NurbsSwungSurface", "NurbsTextureCoordinate",
"NurbsTrimmedSurface",
// Particle systems component
"BoundedPhysicsModel", "ConeEmitter", "ExplosionEmitter", "ForcePhysicsModel", "ParticleSystem", "PointEmitter", "PolylineEmitter", "SurfaceEmitter",
"VolumeEmitter", "WindPhysicsModel",
// Picking component
"LinePickSensor", "PickableGroup", "PointPickSensor", "PrimitivePickSensor", "VolumePickSensor",
// Pointing device sensor component
"CylinderSensor", "PlaneSensor", "SphereSensor", "TouchSensor",
// Rendering component
"ClipPlane",
// Rigid body physics
"BallJoint", "CollidableOffset", "CollidableShape", "CollisionCollection", "CollisionSensor", "CollisionSpace", "Contact", "DoubleAxisHingeJoint",
"MotorJoint", "RigidBody", "RigidBodyCollection", "SingleAxisHingeJoint", "SliderJoint", "UniversalJoint",
// Scripting component
"Script",
// Programmable shaders component
"ComposedShader", "FloatVertexAttribute", "Matrix3VertexAttribute", "Matrix4VertexAttribute", "PackagedShader", "ProgramShader", "ShaderPart",
"ShaderProgram",
// Shape component
"FillProperties", "LineProperties", "TwoSidedMaterial",
// Sound component
"AudioClip", "Sound",
// Text component
"FontStyle", "Text",
// Texturing3D Component
"ComposedTexture3D", "ImageTexture3D", "PixelTexture3D", "TextureCoordinate3D", "TextureCoordinate4D", "TextureTransformMatrix3D", "TextureTransform3D",
// Texturing component
"MovieTexture", "MultiTexture", "MultiTextureCoordinate", "MultiTextureTransform", "PixelTexture", "TextureCoordinateGenerator", "TextureProperties",
// Time component
"TimeSensor",
// Event Utilities component
"BooleanFilter", "BooleanSequencer", "BooleanToggle", "BooleanTrigger", "IntegerSequencer", "IntegerTrigger", "TimeTrigger",
// Volume rendering component
"BlendedVolumeStyle", "BoundaryEnhancementVolumeStyle", "CartoonVolumeStyle", "ComposedVolumeStyle", "EdgeEnhancementVolumeStyle", "IsoSurfaceVolumeData",
"OpacityMapVolumeStyle", "ProjectionVolumeStyle", "SegmentedVolumeData", "ShadedVolumeStyle", "SilhouetteEnhancementVolumeStyle", "ToneMappedVolumeStyle",
"VolumeData"
};
const std::string nn = node.name();
if (nn.empty()) {
const std::string nv = node.value();
if (!nv.empty()) {
LogInfo("Ignoring comment \"" + nv + "\" in " + pParentNodeName + ".");
return;
}
}
bool found = false;
for (size_t i = 0; i < Uns_Skip_Len; i++) {
if (nn == Uns_Skip[i]) {
found = true;
}
}
if (!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + ".");
LogInfo("Skipping node \"" + nn + "\" in " + pParentNodeName + ".");
}
X3DImporter::X3DImporter() :
mNodeElementCur(nullptr),
mScene(nullptr),
mpIOHandler(nullptr) {
// empty
}
X3DImporter::~X3DImporter() {
// Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
Clear();
}
void X3DImporter::Clear() {
mNodeElementCur = nullptr;
// Delete all elements
if (!NodeElement_List.empty()) {
for (std::list<X3DNodeElementBase *>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); ++it) {
delete *it;
}
NodeElement_List.clear();
}
}
void X3DImporter::ParseFile(const std::string &file, IOSystem *pIOHandler) {
ai_assert(nullptr != pIOHandler);
static const std::string mode = "rb";
std::unique_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
if (!fileStream.get()) {
throw DeadlyImportError("Failed to open file " + file + ".");
}
XmlParser theParser;
if (!theParser.parse(fileStream.get())) {
return;
}
XmlNode *node = theParser.findNode("X3D");
if (nullptr == node) {
return;
}
for (auto &currentNode : node->children()) {
const std::string &currentName = currentNode.name();
if (currentName == "head") {
readHead(currentNode);
} else if (currentName == "Scene") {
readScene(currentNode);
} else {
skipUnsupportedNode("X3D", currentNode);
}
}
}
bool X3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool checkSig) const {
if (checkSig) {
if (GetExtension(pFile) == "x3d")
return true;
}
return false;
}
void X3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
mpIOHandler = pIOHandler;
Clear();
std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
if (!stream) {
throw DeadlyImportError("Could not open file for reading");
}
std::string::size_type slashPos = pFile.find_last_of("\\/");
mScene = pScene;
pScene->mRootNode = new aiNode(pFile);
pScene->mRootNode->mParent = nullptr;
pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
pIOHandler->PushDirectory(slashPos == std::string::npos ? std::string() : pFile.substr(0, slashPos + 1));
ParseFile(pFile, pIOHandler);
pIOHandler->PopDirectory();
//search for root node element
mNodeElementCur = NodeElement_List.front();
while (mNodeElementCur->Parent != nullptr) {
mNodeElementCur = mNodeElementCur->Parent;
}
{ // fill aiScene with objects.
std::list<aiMesh *> mesh_list;
std::list<aiMaterial *> mat_list;
std::list<aiLight *> light_list;
// create nodes tree
Postprocess_BuildNode(*mNodeElementCur, *pScene->mRootNode, mesh_list, mat_list, light_list);
// copy needed data to scene
if (!mesh_list.empty()) {
std::list<aiMesh *>::const_iterator it = mesh_list.begin();
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (size_t i = 0; i < pScene->mNumMeshes; i++)
pScene->mMeshes[i] = *it++;
}
if (!mat_list.empty()) {
std::list<aiMaterial *>::const_iterator it = mat_list.begin();
pScene->mNumMaterials = static_cast<unsigned int>(mat_list.size());
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
for (size_t i = 0; i < pScene->mNumMaterials; i++)
pScene->mMaterials[i] = *it++;
}
if (!light_list.empty()) {
std::list<aiLight *>::const_iterator it = light_list.begin();
pScene->mNumLights = static_cast<unsigned int>(light_list.size());
pScene->mLights = new aiLight *[pScene->mNumLights];
for (size_t i = 0; i < pScene->mNumLights; i++)
pScene->mLights[i] = *it++;
}
}
}
const aiImporterDesc *X3DImporter::GetInfo() const {
return &Description;
}
struct meta_entry {
std::string name;
std::string value;
};
void X3DImporter::readHead(XmlNode &node) {
std::vector<meta_entry> metaArray;
for (auto currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "meta") {
//checkNodeMustBeEmpty(node);
meta_entry entry;
if (XmlParser::getStdStrAttribute(currentNode, "name", entry.name)) {
XmlParser::getStdStrAttribute(currentNode, "content", entry.value);
metaArray.emplace_back(entry);
}
}
// TODO: check if other node types in head should be supported
}
mScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metaArray.size()));
unsigned int i = 0;
for (auto currentMeta : metaArray) {
mScene->mMetaData->Set(i, currentMeta.name, aiString(currentMeta.value));
++i;
}
}
void X3DImporter::readChildNodes(XmlNode &node, const std::string &pParentNodeName) {
if (node.empty()) {
return;
}
for (auto currentNode : node.children()) {
const std::string &currentName = currentNode.name();
if (currentName == "Shape")
readShape(currentNode);
else if (currentName == "Group") {
startReadGroup(currentNode);
readChildNodes(currentNode, "Group");
endReadGroup();
} else if (currentName == "StaticGroup") {
startReadStaticGroup(currentNode);
readChildNodes(currentNode, "StaticGroup");
endReadStaticGroup();
} else if (currentName == "Transform") {
startReadTransform(currentNode);
readChildNodes(currentNode, "Transform");
endReadTransform();
} else if (currentName == "Switch") {
startReadSwitch(currentNode);
readChildNodes(currentNode, "Switch");
endReadSwitch();
} else if (currentName == "DirectionalLight") {
readDirectionalLight(currentNode);
} else if (currentName == "PointLight") {
readPointLight(currentNode);
} else if (currentName == "SpotLight") {
readSpotLight(currentNode);
} else if (currentName == "Inline") {
readInline(currentNode);
} else if (!checkForMetadataNode(currentNode)) {
skipUnsupportedNode(pParentNodeName, currentNode);
}
}
}
void X3DImporter::readScene(XmlNode &node) {
ParseHelper_Group_Begin(true);
readChildNodes(node, "Scene");
ParseHelper_Node_Exit();
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: find set ************************************************************/
/*********************************************************************************************************************************************/
bool X3DImporter::FindNodeElement_FromRoot(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement) {
for (std::list<X3DNodeElementBase *>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); ++it) {
if (((*it)->Type == pType) && ((*it)->ID == pID)) {
if (pElement != nullptr) *pElement = *it;
return true;
}
} // for(std::list<CX3DImporter_NodeElement*>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); it++)
return false;
}
bool X3DImporter::FindNodeElement_FromNode(X3DNodeElementBase *pStartNode, const std::string &pID,
const X3DElemType pType, X3DNodeElementBase **pElement) {
bool found = false; // flag: true - if requested element is found.
// Check if pStartNode - this is the element, we are looking for.
if ((pStartNode->Type == pType) && (pStartNode->ID == pID)) {
found = true;
if (pElement != nullptr) {
*pElement = pStartNode;
}
goto fne_fn_end;
} // if((pStartNode->Type() == pType) && (pStartNode->ID() == pID))
// Check childs of pStartNode.
for (std::list<X3DNodeElementBase *>::iterator ch_it = pStartNode->Children.begin(); ch_it != pStartNode->Children.end(); ++ch_it) {
found = FindNodeElement_FromNode(*ch_it, pID, pType, pElement);
if (found) {
break;
}
} // for(std::list<CX3DImporter_NodeElement*>::iterator ch_it = it->Children.begin(); ch_it != it->Children.end(); ch_it++)
fne_fn_end:
return found;
}
bool X3DImporter::FindNodeElement(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement) {
X3DNodeElementBase *tnd = mNodeElementCur; // temporary pointer to node.
bool static_search = false; // flag: true if searching in static node.
// At first check if we have deal with static node. Go up through parent nodes and check flag.
while (tnd != nullptr) {
if (tnd->Type == X3DElemType::ENET_Group) {
if (((X3DNodeElementGroup *)tnd)->Static) {
static_search = true; // Flag found, stop walking up. Node with static flag will holded in tnd variable.
break;
}
}
tnd = tnd->Parent; // go up in graph.
} // while (tnd != nullptr)
// at now call appropriate search function.
if (static_search) {
return FindNodeElement_FromNode(tnd, pID, pType, pElement);
} else {
return FindNodeElement_FromRoot(pID, pType, pElement);
}
}
/*********************************************************************************************************************************************/
/************************************************************ Functions: parse set ***********************************************************/
/*********************************************************************************************************************************************/
void X3DImporter::ParseHelper_Group_Begin(const bool pStatic) {
X3DNodeElementGroup *new_group = new X3DNodeElementGroup(mNodeElementCur, pStatic); // create new node with current node as parent.
// if we are adding not the root element then add new element to current element child list.
if (mNodeElementCur != nullptr) {
mNodeElementCur->Children.push_back(new_group);
}
NodeElement_List.push_back(new_group); // it's a new element - add it to list.
mNodeElementCur = new_group; // switch current element to new one.
}
void X3DImporter::ParseHelper_Node_Enter(X3DNodeElementBase *pNode) {
ai_assert(nullptr != pNode);
mNodeElementCur->Children.push_back(pNode); // add new element to current element child list.
mNodeElementCur = pNode; // switch current element to new one.
}
void X3DImporter::ParseHelper_Node_Exit() {
// check if we can walk up.
if (mNodeElementCur != nullptr) {
mNodeElementCur = mNodeElementCur->Parent;
} else {
int i = 0;
++i;
}
}
#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
} // namespace Assimp