390 lines
18 KiB
C++
390 lines
18 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, 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 following
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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 IRRShared.cpp
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* @brief Shared utilities for the IRR and IRRMESH loaders
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*/
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// This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
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#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
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#include "IRRShared.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/material.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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// Transformation matrix to convert from Assimp to IRR space
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const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4(
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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// ------------------------------------------------------------------------------------------------
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// read a property in hexadecimal format (i.e. ffffffff)
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void IrrlichtBase::ReadHexProperty(HexProperty &out, pugi::xml_node& hexnode) {
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for (pugi::xml_attribute attrib : hexnode.attributes()) {
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if (!ASSIMP_stricmp(attrib.name(), "name")) {
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out.name = std::string(attrib.value());
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} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// parse the hexadecimal value
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out.value = strtoul16(attrib.value());
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a decimal property
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void IrrlichtBase::ReadIntProperty(IntProperty &out, pugi::xml_node& intnode) {
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for (pugi::xml_attribute attrib : intnode.attributes()) {
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if (!ASSIMP_stricmp(attrib.name(), "name")) {
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out.name = std::string(attrib.value());
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} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// parse the int value
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out.value = strtol10(attrib.value());
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a string property
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void IrrlichtBase::ReadStringProperty(StringProperty &out, pugi::xml_node& stringnode) {
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for (pugi::xml_attribute attrib : stringnode.attributes()) {
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if (!ASSIMP_stricmp(attrib.name(), "name")) {
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out.name = std::string(attrib.value());
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} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// simple copy the string
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out.value = std::string(attrib.value());
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a boolean property
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void IrrlichtBase::ReadBoolProperty(BoolProperty &out, pugi::xml_node& boolnode) {
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for (pugi::xml_attribute attrib : boolnode.attributes()) {
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if (!ASSIMP_stricmp(attrib.name(), "name")) {
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out.name = std::string(attrib.value());
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} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// true or false, case insensitive
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out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a float property
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void IrrlichtBase::ReadFloatProperty(FloatProperty &out, pugi::xml_node &floatnode) {
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for (pugi::xml_attribute attrib : floatnode.attributes()) {
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if (!ASSIMP_stricmp(attrib.name(), "name")) {
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out.name = std::string(attrib.value());
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} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// just parse the float
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out.value = fast_atof(attrib.value());
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a vector property
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void IrrlichtBase::ReadVectorProperty(VectorProperty &out, pugi::xml_node& vectornode) {
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for (pugi::xml_attribute attrib : vectornode.attributes()) {
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if (!ASSIMP_stricmp(attrib.name(), "name")) {
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out.name = std::string(attrib.value());
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} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
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// three floats, separated with commas
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const char *ptr = attrib.value();
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size_t len = std::strlen(ptr);
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const char *end = ptr + len;
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SkipSpaces(&ptr, end);
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ptr = fast_atoreal_move<float>(ptr, (float &)out.value.x);
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SkipSpaces(&ptr, end);
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if (',' != *ptr) {
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ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
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} else {
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SkipSpaces(ptr + 1, &ptr, end);
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}
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ptr = fast_atoreal_move<float>(ptr, (float &)out.value.y);
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SkipSpaces(&ptr, end);
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if (',' != *ptr) {
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ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
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} else {
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SkipSpaces(ptr + 1, &ptr, end);
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}
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ptr = fast_atoreal_move<float>(ptr, (float &)out.value.z);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Convert a string to a proper aiMappingMode
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int ConvertMappingMode(const std::string &mode) {
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if (mode == "texture_clamp_repeat") {
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return aiTextureMapMode_Wrap;
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} else if (mode == "texture_clamp_mirror") {
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return aiTextureMapMode_Mirror;
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}
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return aiTextureMapMode_Clamp;
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}
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// ------------------------------------------------------------------------------------------------
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// Parse a material from the XML file
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aiMaterial *IrrlichtBase::ParseMaterial(pugi::xml_node& materialNode, unsigned int &matFlags) {
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aiMaterial *mat = new aiMaterial();
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aiColor4D clr;
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aiString s;
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matFlags = 0; // zero output flags
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int cnt = 0; // number of used texture channels
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unsigned int nd = 0;
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for (pugi::xml_node child : materialNode.children()) {
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if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
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HexProperty prop;
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ReadHexProperty(prop, child);
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if (prop.name == "Diffuse") {
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ColorFromARGBPacked(prop.value, clr);
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mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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} else if (prop.name == "Ambient") {
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ColorFromARGBPacked(prop.value, clr);
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mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
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} else if (prop.name == "Specular") {
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ColorFromARGBPacked(prop.value, clr);
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mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
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}
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// NOTE: The 'emissive' property causes problems. It is
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// often != 0, even if there is obviously no light
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// emitted by the described surface. In fact I think
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// IRRLICHT ignores this property, too.
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#if 0
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else if (prop.name == "Emissive") {
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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#endif
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} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
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FloatProperty prop;
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ReadFloatProperty(prop, child);
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if (prop.name == "Shininess") {
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mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
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}
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} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
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BoolProperty prop;
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ReadBoolProperty(prop, child);
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if (prop.name == "Wireframe") {
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int val = (prop.value ? true : false);
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mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME);
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} else if (prop.name == "GouraudShading") {
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int val = (prop.value ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
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mat->AddProperty(&val, 1, AI_MATKEY_SHADING_MODEL);
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} else if (prop.name == "BackfaceCulling") {
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int val = (!prop.value);
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mat->AddProperty(&val, 1, AI_MATKEY_TWOSIDED);
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}
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} else if (!ASSIMP_stricmp(child.name(), "texture") ||
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!ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
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StringProperty prop;
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ReadStringProperty(prop, child);
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if (prop.value.length()) {
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// material type (shader)
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if (prop.name == "Type") {
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if (prop.value == "solid") {
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// default material ...
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} else if (prop.value == "trans_vertex_alpha") {
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matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
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} else if (prop.value == "lightmap") {
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matFlags = AI_IRRMESH_MAT_lightmap;
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} else if (prop.value == "solid_2layer") {
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matFlags = AI_IRRMESH_MAT_solid_2layer;
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} else if (prop.value == "lightmap_m2") {
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matFlags = AI_IRRMESH_MAT_lightmap_m2;
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} else if (prop.value == "lightmap_m4") {
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matFlags = AI_IRRMESH_MAT_lightmap_m4;
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} else if (prop.value == "lightmap_light") {
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matFlags = AI_IRRMESH_MAT_lightmap_light;
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} else if (prop.value == "lightmap_light_m2") {
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matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
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} else if (prop.value == "lightmap_light_m4") {
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matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
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} else if (prop.value == "lightmap_add") {
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matFlags = AI_IRRMESH_MAT_lightmap_add;
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} else if (prop.value == "normalmap_solid" ||
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prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally
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matFlags = AI_IRRMESH_MAT_normalmap_solid;
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} else if (prop.value == "normalmap_trans_vertex_alpha" ||
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prop.value == "parallaxmap_trans_vertex_alpha") {
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matFlags = AI_IRRMESH_MAT_normalmap_tva;
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} else if (prop.value == "normalmap_trans_add" ||
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prop.value == "parallaxmap_trans_add") {
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matFlags = AI_IRRMESH_MAT_normalmap_ta;
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} else {
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ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: ", prop.value);
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}
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}
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// Up to 4 texture channels are supported
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if (prop.name == "Texture1") {
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// Always accept the primary texture channel
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
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} else if (prop.name == "Texture2" && cnt == 1) {
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// 2-layer material lightmapped?
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if (matFlags & AI_IRRMESH_MAT_lightmap) {
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_LIGHTMAP(0));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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} else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_NORMALS(0));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { // or just as second diffuse texture
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(1));
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++nd;
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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} else {
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ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
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}
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} else if (prop.name == "Texture3" && cnt == 2) {
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// Irrlicht does not seem to use these channels.
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 1));
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} else if (prop.name == "Texture4" && cnt == 3) {
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// Irrlicht does not seem to use these channels.
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 2));
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}
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// Texture mapping options
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if (prop.name == "TextureWrap1" && cnt >= 1) {
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
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} else if (prop.name == "TextureWrap2" && cnt >= 2) {
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int map = ConvertMappingMode(prop.value);
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if (matFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
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} else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
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} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
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}
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} else if (prop.name == "TextureWrap3" && cnt >= 3) {
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 1));
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 1));
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} else if (prop.name == "TextureWrap4" && cnt >= 4) {
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 2));
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mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 2));
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}
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}
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}
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// break;
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/*case EXN_ELEMENT_END:
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// Assume there are no further nested nodes in <material> elements
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if ( !ASSIMP_stricmp(reader->getNodeName(),"material") ||
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!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
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{
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// Now process lightmapping flags
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// We should have at least one textur to do that ..
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if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
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{
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float f = 1.f;
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unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;
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// Additive lightmap?
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int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
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? aiTextureOp_Add : aiTextureOp_Multiply);
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// Handle Irrlicht's lightmapping scaling factor
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if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
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unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
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{
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f = 2.f;
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}
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else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
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unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
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{
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f = 4.f;
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}
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mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
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mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
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}
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return mat;
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}
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default:
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// GCC complains here ...
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break;
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}
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}*/
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}
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//ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
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return mat;
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}
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#endif // !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
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