assimp/code/OgreImporter.cpp

453 lines
14 KiB
C++

#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include <vector>
#include <sstream>
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[] = {"<mesh>"};
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<IOStream> file(pIOHandler->Open(pFile));
if( file.get() == NULL)
throw new ImportErrorException("Failed to open file "+pFile+".");
//Read the Mesh File:
boost::scoped_ptr<CIrrXML_IOStreamReader> 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 <mesh>! "+pFile+" "+MeshFile->getNodeName());
}
//Go to the submeshs:
if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes"))
{
throw new ImportErrorException("No <submeshes> node in <mesh> node! "+pFile);
}
//-------------------Read all submeshs:-----------------------
XmlRead(MeshFile);
while(string(MeshFile->getNodeName())=="submesh")//read the index values (the faces):
{
SubMesh NewSubMesh;
NewSubMesh.MaterialName=GetAttribute<string>(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<Face> FaceList;
vector<aiVector3D> Positions; bool HasPositions=false;
vector<aiVector3D> Normals; bool HasNormals=false;
vector<aiVector3D> 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<int>(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<int>(Reader, "v1");
NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
NewFace.VertexIndices[2]=GetAttribute<int>(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<int>(Reader, "vertexcount");
stringstream ss; ss<<"VertexCount: "<<NumVertices;
DefaultLogger::get()->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<bool>(Reader, "positions");
HasNormals=GetAttribute<bool>(Reader, "normals");
NumUvs=GetAttribute<int>(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<float>(Reader, "x");
NewPos.y=GetAttribute<float>(Reader, "y");
NewPos.z=GetAttribute<float>(Reader, "z");
Positions.push_back(NewPos);
}
//Normal
if(HasNormals)
{
XmlRead(Reader);
aiVector3D NewNormal;
NewNormal.x=GetAttribute<float>(Reader, "x");
NewNormal.y=GetAttribute<float>(Reader, "y");
NewNormal.z=GetAttribute<float>(Reader, "z");
Normals.push_back(NewNormal);
}
//Uv:
if(1==NumUvs)
{
XmlRead(Reader);
aiVector3D NewUv;
NewUv.x=GetAttribute<float>(Reader, "u");
NewUv.y=GetAttribute<float>(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<Face> UniqueFaceList(FaceList.size());
vector<aiVector3D> UniquePositions(FaceList.size()*3);//*3 because each face consits of 3 vertexes, because we only support triangles^^
vector<aiVector3D> UniqueNormals(FaceList.size()*3);
vector<aiVector3D> UniqueUvs(FaceList.size()*3);
for(unsigned int i=0; i<FaceList.size(); ++i)
{
UniquePositions[3*i+0]=Positions[FaceList[i].VertexIndices[0]];
UniquePositions[3*i+1]=Positions[FaceList[i].VertexIndices[1]];
UniquePositions[3*i+2]=Positions[FaceList[i].VertexIndices[2]];
UniqueNormals[3*i+0]=Normals[FaceList[i].VertexIndices[0]];
UniqueNormals[3*i+1]=Normals[FaceList[i].VertexIndices[1]];
UniqueNormals[3*i+2]=Normals[FaceList[i].VertexIndices[2]];
UniqueUvs[3*i+0]=Uvs[FaceList[i].VertexIndices[0]];
UniqueUvs[3*i+1]=Uvs[FaceList[i].VertexIndices[1]];
UniqueUvs[3*i+2]=Uvs[FaceList[i].VertexIndices[2]];
UniqueFaceList[i].VertexIndices[0]=3*i+0;
UniqueFaceList[i].VertexIndices[1]=3*i+1;
UniqueFaceList[i].VertexIndices[2]=3*i+2;
}
//----------------Load the Material:-------------------------------
aiMaterial* MeshMat=LoadMaterial(theSubMesh.MaterialName);
//_________________________________________________________________
//Mesh is fully loaded, copy it into the aiScene:
if(m_CurrentScene->mNumMeshes!=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; i<UniqueFaceList.size(); ++i)
{
NewAiMesh->mFaces[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<IOStream> MaterialFile(MatFilePtr);
vector<char> 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