204 lines
6.4 KiB
C++
204 lines
6.4 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file XGLLoader.h
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* @brief Declaration of the .xgl/.zgl
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*/
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#ifndef AI_XGLLOADER_H_INCLUDED
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#define AI_XGLLOADER_H_INCLUDED
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#include <assimp/BaseImporter.h>
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#include <assimp/XmlParser.h>
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#include <assimp/LogAux.h>
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#include <assimp/light.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <assimp/light.h>
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#include <assimp/Importer.hpp>
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#include <assimp/XmlParser.h>
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#include <map>
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#include <memory>
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struct aiNode;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** XGL/ZGL importer.
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*
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* Spec: http://vizstream.aveva.com/release/vsplatform/XGLSpec.htm
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*/
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class XGLImporter : public BaseImporter, public LogFunctions<XGLImporter> {
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public:
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/// @brief The class constructor.
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XGLImporter();
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/// @brief The class destructor.
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~XGLImporter() override;
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/// @brief Returns whether the class can handle the format of the given file.
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/// @see BaseImporter::CanRead() for details. */
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bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
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bool checkSig) const override;
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details */
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const aiImporterDesc *GetInfo() const override;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details */
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void InternReadFile(const std::string &pFile, aiScene *pScene,
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IOSystem *pIOHandler) override;
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private:
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struct TempScope {
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TempScope() : light() {}
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~TempScope() {
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for (aiMesh *m : meshes_linear) {
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delete m;
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}
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for (aiMaterial *m : materials_linear) {
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delete m;
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}
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delete light;
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}
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void dismiss() {
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light = nullptr;
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meshes_linear.clear();
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materials_linear.clear();
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meshes.clear();
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materials.clear();
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}
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std::multimap<unsigned int, aiMesh *> meshes;
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std::map<unsigned int, aiMaterial *> materials;
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std::vector<aiMesh *> meshes_linear;
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std::vector<aiMaterial *> materials_linear;
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aiLight *light;
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};
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struct SortMeshByMaterialId {
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SortMeshByMaterialId(const TempScope &scope) :
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scope(scope) {
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// empty
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}
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bool operator()(unsigned int a, unsigned int b) const {
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return scope.meshes_linear[a]->mMaterialIndex < scope.meshes_linear[b]->mMaterialIndex;
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};
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const TempScope &scope;
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};
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struct TempMesh {
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std::map<unsigned int, aiVector3D> points;
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std::map<unsigned int, aiVector3D> normals;
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std::map<unsigned int, aiVector2D> uvs;
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};
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struct TempMaterialMesh {
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TempMaterialMesh() : pflags(), matid() {
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// empty
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}
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std::vector<aiVector3D> positions, normals;
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std::vector<aiVector2D> uvs;
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std::vector<unsigned int> vcounts;
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unsigned int pflags;
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unsigned int matid;
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};
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struct TempFace {
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TempFace() : has_uv(), has_normal() {
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// empty
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}
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aiVector3D pos;
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aiVector3D normal;
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aiVector2D uv;
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bool has_uv;
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bool has_normal;
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};
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private:
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void Cleanup();
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std::string GetElementName();
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bool ReadElement();
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bool ReadElementUpToClosing(const char *closetag);
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bool SkipToText();
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unsigned int ReadIDAttr(XmlNode &node);
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void ReadWorld(XmlNode &node, TempScope &scope);
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void ReadLighting(XmlNode &node, TempScope &scope);
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aiLight *ReadDirectionalLight(XmlNode &node);
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aiNode *ReadObject(XmlNode &node, TempScope &scope);
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bool ReadMesh(XmlNode &node, TempScope &scope);
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void AppendOutputMeshes(std::map<unsigned int, TempMaterialMesh> bymat, TempScope &scope, const unsigned int mesh_id);
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unsigned int ReadVertices(XmlNode &child, TempMesh t, TempFace *tf, bool *has, unsigned int mid, TempScope &scope);
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unsigned int ReadMaterial(XmlNode &node, TempScope &scope);
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aiVector2D ReadVec2(XmlNode &node);
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aiVector3D ReadVec3(XmlNode &node);
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aiColor3D ReadCol3(XmlNode &node);
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aiMatrix4x4 ReadTrafo(XmlNode &node);
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unsigned int ReadIndexFromText(XmlNode &node);
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float ReadFloat(XmlNode &node);
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aiMesh *ToOutputMesh(const TempMaterialMesh &m);
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void ReadFaceVertex(XmlNode &node, const TempMesh &t, TempFace &out);
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unsigned int ResolveMaterialRef(XmlNode &node, TempScope &scope);
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private:
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XmlParser *mXmlParser;
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aiScene *m_scene;
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};
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} // end of namespace Assimp
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#endif // AI_IRRMESHIMPORTER_H_INC
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