653 lines
19 KiB
C++
653 lines
19 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) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the Irr importer class */
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#include "AssimpPCH.h"
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#include "IRRLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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#include "GenericProperty.h"
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#include "SceneCombiner.h"
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#include "StandardShapes.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRImporter::IRRImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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IRRImporter::~IRRImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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for (std::string::iterator i = extension.begin(); i != extension.end();++i)
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*i = ::tolower(*i);
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if (extension == ".irr")return true;
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else if (extension == ".xml")
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{
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/* If CanRead() is called to check whether the loader
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* supports a specific file extension in general we
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* must return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"irr_scene"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void IRRImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open IRR file " + pFile + "");
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// Construct the irrXML parser
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CIrrXML_IOStreamReader st(file.get());
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reader = createIrrXMLReader((IFileReadCallBack*) &st);
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// The root node of the scene
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Node* root = new Node(Node::DUMMY);
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root->parent = NULL;
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// Current node parent
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Node* curParent = root;
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// Scenegraph node we're currently working on
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Node* curNode = NULL;
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// List of output cameras
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std::vector<aiCamera*> cameras;
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// List of output lights
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std::vector<aiLight*> lights;
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BatchLoader batch(pIOHandler);
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cameras.reserve(5);
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lights.reserve(5);
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bool inMaterials = false, inAnimator = false;
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unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0;
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// Parse the XML file
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while (reader->read())
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{
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switch (reader->getNodeType())
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{
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case EXN_ELEMENT:
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if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
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{
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/* What we're going to do with the node depends
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* on its type:
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*
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* "mesh" - Load a mesh from an external file
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* "cube" - Generate a cube
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* "skybox" - Generate a skybox
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* "light" - A light source
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* "sphere" - Generate a sphere mesh
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* "animatedMesh" - Load an animated mesh from an external file
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* and join its animation channels with ours.
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* "empty" - A dummy node
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* "camera" - A camera
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*
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* Each of these nodes can be animated.
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*/
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const char* sz = reader->getAttributeValueSafe("type");
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Node* nd;
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if (!ASSIMP_stricmp(sz,"mesh"))
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{
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nd = new Node(Node::MESH);
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}
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else if (!ASSIMP_stricmp(sz,"cube"))
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{
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nd = new Node(Node::CUBE);
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++guessedMeshCnt;
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// meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
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}
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else if (!ASSIMP_stricmp(sz,"skybox"))
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{
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nd = new Node(Node::SKYBOX);
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++guessedMeshCnt;
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}
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else if (!ASSIMP_stricmp(sz,"camera"))
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{
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nd = new Node(Node::CAMERA);
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// Setup a temporary name for the camera
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aiCamera* cam = new aiCamera();
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cam->mName.Set( nd->name );
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cameras.push_back(cam);
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}
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else if (!ASSIMP_stricmp(sz,"light"))
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{
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nd = new Node(Node::LIGHT);
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// Setup a temporary name for the light
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aiLight* cam = new aiLight();
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cam->mName.Set( nd->name );
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lights.push_back(cam);
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}
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else if (!ASSIMP_stricmp(sz,"sphere"))
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{
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nd = new Node(Node::SPHERE);
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++guessedMeshCnt;
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}
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else if (!ASSIMP_stricmp(sz,"animatedMesh"))
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{
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nd = new Node(Node::ANIMMESH);
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}
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else if (!ASSIMP_stricmp(sz,"empty"))
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{
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nd = new Node(Node::DUMMY);
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}
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else
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{
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DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
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/* We skip the contents of nodes we don't know.
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* We parse the transformation and all animators
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* and skip the rest.
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*/
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nd = new Node(Node::DUMMY);
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}
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/* Attach the newly created node to the scenegraph
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*/
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curNode = nd;
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nd->parent = curParent;
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curParent->children.push_back(nd);
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
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{
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inMaterials = true;
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))
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{
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inAnimator = true;
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
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{
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/* We should have a valid node here
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*/
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if (!curNode)
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{
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DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
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"there is no node active");
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continue;
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}
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Animator* curAnim = NULL;
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if (inMaterials && curNode->type == Node::ANIMMESH ||
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curNode->type == Node::MESH )
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{
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/* This is a material description - parse it!
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*/
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curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
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std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
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p.first = ParseMaterial(p.second);
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continue;
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}
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else if (inAnimator)
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{
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/* This is an animation path - add a new animator
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* to the list.
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*/
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curNode->animators.push_back(Animator());
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curAnim = & curNode->animators.back();
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++guessedAnimCnt;
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}
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/* Parse all elements in the attributes block
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* and process them.
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*/
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while (reader->read())
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{
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if (reader->getNodeType() == EXN_ELEMENT)
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{
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if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d"))
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{
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VectorProperty prop;
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ReadVectorProperty(prop);
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// Convert to our coordinate system
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std::swap( (float&)prop.value.z, (float&)prop.value.y );
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prop.value.y *= -1.f;
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if (inAnimator)
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{
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if (curAnim->type == Animator::ROTATION && prop.name == "Rotation")
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{
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// We store the rotation euler angles in 'direction'
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curAnim->direction = prop.value;
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}
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else if (curAnim->type == Animator::FOLLOW_SPLINE)
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{
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// Check whether the vector follows the PointN naming scheme,
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// here N is the ONE-based index of the point
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if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point")
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{
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// Add a new key to the list
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curAnim->splineKeys.push_back(aiVectorKey());
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aiVectorKey& key = curAnim->splineKeys.back();
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// and parse its properties
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key.mValue = prop.value;
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key.mTime = strtol10(&prop.name.c_str()[5]);
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}
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}
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else if (curAnim->type == Animator::FLY_CIRCLE)
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{
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if (prop.name == "Center")
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{
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curAnim->circleCenter = prop.value;
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}
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else if (prop.name == "Direction")
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{
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curAnim->direction = prop.value;
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}
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}
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else if (curAnim->type == Animator::FLY_STRAIGHT)
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{
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if (prop.name == "Start")
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{
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// We reuse the field here
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curAnim->circleCenter = prop.value;
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}
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else if (prop.name == "End")
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{
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// We reuse the field here
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curAnim->direction = prop.value;
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}
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}
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}
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else
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{
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if (prop.name == "Position")
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{
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curNode->position = prop.value;
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}
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else if (prop.name == "Rotation")
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{
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curNode->rotation = prop.value;
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}
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else if (prop.name == "Scale")
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{
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curNode->scaling = prop.value;
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}
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else if (Node::CAMERA == curNode->type)
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{
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aiCamera* cam = cameras.back();
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if (prop.name == "Target")
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{
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cam->mLookAt = prop.value;
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}
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else if (prop.name == "UpVector")
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{
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cam->mUp = prop.value;
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}
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}
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}
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
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{
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BoolProperty prop;
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ReadBoolProperty(prop);
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if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop")
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{
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curAnim->loop = prop.value;
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}
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
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{
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FloatProperty prop;
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ReadFloatProperty(prop);
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if (inAnimator)
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{
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// The speed property exists for several animators
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if (prop.name == "Speed")
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{
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curAnim->speed = prop.value;
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}
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else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius")
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{
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curAnim->circleRadius = prop.value;
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}
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}
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else
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{
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if (prop.name == "FramesPerSecond" &&
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Node::ANIMMESH == curNode->type)
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{
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curNode->framesPerSecond = prop.value;
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}
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else if (Node::CAMERA == curNode->type)
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{
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/* This is the vertical, not the horizontal FOV.
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* We need to compute the right FOV from the
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* screen aspect which we don't know yet.
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*/
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if (prop.name == "Fovy")
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{
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cameras.back()->mHorizontalFOV = prop.value;
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}
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else if (prop.name == "Aspect")
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{
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cameras.back()->mAspect = prop.value;
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}
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else if (prop.name == "ZNear")
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{
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cameras.back()->mClipPlaneNear = prop.value;
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}
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else if (prop.name == "ZFar")
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{
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cameras.back()->mClipPlaneFar = prop.value;
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}
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}
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else if (Node::LIGHT == curNode->type)
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{
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/* Additional light information
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*/
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if (prop.name == "Attenuation")
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{
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lights.back()->mAttenuationLinear = prop.value;
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}
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else if (prop.name == "OuterCone")
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{
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lights.back()->mAngleOuterCone = AI_DEG_TO_RAD( prop.value );
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}
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else if (prop.name == "InnerCone")
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{
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lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
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}
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}
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// radius of the sphere to be generated
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else if (Node::SPHERE == curNode->type)
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{
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if (prop.name == "Radius")
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{
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curNode->sphereRadius = prop.value;
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}
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}
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}
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"int"))
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{
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IntProperty prop;
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ReadIntProperty(prop);
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if (inAnimator)
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{
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if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay")
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{
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curAnim->timeForWay = prop.value;
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}
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}
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else
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{
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// sphere polgon numbers in each direction
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if (Node::SPHERE == curNode->type)
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{
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if (prop.name == "PolyCountX")
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{
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curNode->spherePolyCountX = prop.value;
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}
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else if (prop.name == "PolyCountY")
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{
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curNode->spherePolyCountY = prop.value;
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}
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}
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}
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||
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!ASSIMP_stricmp(reader->getNodeName(),"enum"))
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{
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StringProperty prop;
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ReadStringProperty(prop);
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if (prop.value.length())
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{
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if (prop.name == "Name")
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{
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curNode->name = prop.value;
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/* If we're either a camera or a light source
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* we need to update the name in the aiLight/
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* aiCamera structure, too.
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*/
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if (Node::CAMERA == curNode->type)
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{
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cameras.back()->mName.Set(prop.value);
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}
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else if (Node::LIGHT == curNode->type)
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{
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lights.back()->mName.Set(prop.value);
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}
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}
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else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
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{
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}
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else if (prop.name == "Mesh" && Node::MESH == curNode->type ||
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Node::ANIMMESH == curNode->type)
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{
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/* This is the file name of the mesh - either
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* animated or not. We need to make sure we setup
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* the correct postprocessing settings here.
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*/
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unsigned int pp = 0;
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BatchLoader::PropertyMap map;
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/* If the mesh is a static one remove all animations
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*/
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if (Node::ANIMMESH != curNode->type)
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{
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pp |= aiProcess_RemoveComponent;
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SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
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aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
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}
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batch.AddLoadRequest(prop.value,pp,&map);
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}
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}
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}
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}
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else if (reader->getNodeType() == EXN_ELEMENT_END &&
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!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
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{
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break;
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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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// If we reached the end of a node, we need to continue processing its parent
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if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
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{
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if (!curNode)
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{
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// currently is no node set. We need to go
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// back in the node hierarchy
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curParent = curParent->parent;
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if (!curParent)
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{
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curParent = root;
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DefaultLogger::get()->error("IRR: Too many closing <node> elements");
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}
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}
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else curNode = NULL;
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}
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// clear all flags
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else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
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{
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inMaterials = false;
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))
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{
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inAnimator = false;
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}
|
|
break;
|
|
|
|
default:
|
|
// GCC complains that not all enumeration values are handled
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Now iterate through all cameras and compute their final (horizontal) FOV
|
|
*/
|
|
for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();
|
|
it != end; ++it)
|
|
{
|
|
aiCamera* cam = *it;
|
|
if (cam->mAspect) // screen aspect could be missing
|
|
{
|
|
cam->mHorizontalFOV *= cam->mAspect;
|
|
}
|
|
else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
|
|
}
|
|
|
|
/* Allocate a tempoary scene data structure
|
|
*/
|
|
aiScene* tempScene = new aiScene();
|
|
tempScene->mRootNode = new aiNode();
|
|
tempScene->mRootNode->mName.Set("<IRRRoot>");
|
|
|
|
/* Copy the cameras to the output array
|
|
*/
|
|
tempScene->mNumCameras = (unsigned int)cameras.size();
|
|
tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
|
|
::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
|
|
|
|
/* Copy the light sources to the output array
|
|
*/
|
|
tempScene->mNumLights = (unsigned int)lights.size();
|
|
tempScene->mLights = new aiLight*[tempScene->mNumLights];
|
|
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
|
|
|
|
|
|
// temporary data
|
|
std::vector< aiNodeAnim*> anims;
|
|
std::vector< AttachmentInfo > attach;
|
|
std::vector<aiMesh*> meshes;
|
|
|
|
anims.reserve(guessedAnimCnt + (guessedAnimCnt >> 2));
|
|
meshes.reserve(guessedMeshCnt + (guessedMeshCnt >> 2));
|
|
|
|
/* Now process our scenegraph recursively: generate final
|
|
* meshes and generate animation channels for all nodes.
|
|
*/
|
|
// GenerateGraph(root,tempScene->mRootNode, tempScene,
|
|
// batch, meshes, anims, attach);
|
|
|
|
if (!anims.empty())
|
|
{
|
|
tempScene->mNumAnimations = 1;
|
|
tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations];
|
|
aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation();
|
|
|
|
// ***********************************************************
|
|
// This is only the global animation channel of the scene.
|
|
// If there are animated models, they will have separate
|
|
// animation channels in the scene. To display IRR scenes
|
|
// correctly, users will need to combine the global anim
|
|
// channel with all the local animations they want to play
|
|
// ***********************************************************
|
|
an->mName.Set("Irr_GlobalAnimChannel");
|
|
|
|
// copy all node animation channels to the global channel
|
|
an->mNumChannels = (unsigned int)anims.size();
|
|
an->mChannels = new aiNodeAnim*[an->mNumChannels];
|
|
::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
|
|
}
|
|
if (meshes.empty())
|
|
{
|
|
// There are no meshes in the scene - the scene is incomplete
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
DefaultLogger::get()->info("IRR: No Meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE flag");
|
|
}
|
|
|
|
/* Now merge all sub scenes and attach them to the correct
|
|
* attachment points in the scenegraph.
|
|
*/
|
|
SceneCombiner::MergeScenes(pScene,tempScene,attach);
|
|
}
|