480 lines
19 KiB
C++
480 lines
19 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2021, 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 X3DImporter.cpp
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/// \brief X3D-format files importer for Assimp: main algorithm implementation.
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/// \date 2015-2016
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/// \author smal.root@gmail.com
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#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
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#include "X3DImporter.hpp"
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#include "X3DImporter_Macro.hpp"
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#include <assimp/DefaultIOSystem.h>
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// Header files, stdlib.
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#include <iterator>
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#include <memory>
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namespace Assimp {
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/// Constant which holds the importer description
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const aiImporterDesc X3DImporter::Description = {
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"Extensible 3D(X3D) Importer",
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"smalcom",
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"",
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"See documentation in source code. Chapter: Limitations.",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
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0,
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0,
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0,
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0,
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"x3d x3db"
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};
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bool X3DImporter::isNodeEmpty(XmlNode &node) {
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return node.first_child().empty();
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}
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void X3DImporter::checkNodeMustBeEmpty(XmlNode &node) {
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if (isNodeEmpty(node)) throw DeadlyImportError(std::string("Node <") + node.name() + "> must be empty.");
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}
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void X3DImporter::skipUnsupportedNode(const std::string &pParentNodeName, XmlNode &node) {
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static const size_t Uns_Skip_Len = 192;
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static const char *Uns_Skip[Uns_Skip_Len] = {
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// CAD geometry component
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"CADAssembly", "CADFace", "CADLayer", "CADPart", "IndexedQuadSet", "QuadSet",
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// Core
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"ROUTE", "ExternProtoDeclare", "ProtoDeclare", "ProtoInstance", "ProtoInterface", "WorldInfo",
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// Distributed interactive simulation (DIS) component
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"DISEntityManager", "DISEntityTypeMapping", "EspduTransform", "ReceiverPdu", "SignalPdu", "TransmitterPdu",
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// Cube map environmental texturing component
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"ComposedCubeMapTexture", "GeneratedCubeMapTexture", "ImageCubeMapTexture",
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// Environmental effects component
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"Background", "Fog", "FogCoordinate", "LocalFog", "TextureBackground",
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// Environmental sensor component
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"ProximitySensor", "TransformSensor", "VisibilitySensor",
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// Followers component
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"ColorChaser", "ColorDamper", "CoordinateChaser", "CoordinateDamper", "OrientationChaser", "OrientationDamper", "PositionChaser", "PositionChaser2D",
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"PositionDamper", "PositionDamper2D", "ScalarChaser", "ScalarDamper", "TexCoordChaser2D", "TexCoordDamper2D",
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// Geospatial component
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"GeoCoordinate", "GeoElevationGrid", "GeoLocation", "GeoLOD", "GeoMetadata", "GeoOrigin", "GeoPositionInterpolator", "GeoProximitySensor",
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"GeoTouchSensor", "GeoTransform", "GeoViewpoint",
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// Humanoid Animation (H-Anim) component
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"HAnimDisplacer", "HAnimHumanoid", "HAnimJoint", "HAnimSegment", "HAnimSite",
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// Interpolation component
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"ColorInterpolator", "CoordinateInterpolator", "CoordinateInterpolator2D", "EaseInEaseOut", "NormalInterpolator", "OrientationInterpolator",
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"PositionInterpolator", "PositionInterpolator2D", "ScalarInterpolator", "SplinePositionInterpolator", "SplinePositionInterpolator2D",
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"SplineScalarInterpolator", "SquadOrientationInterpolator",
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// Key device sensor component
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"KeySensor", "StringSensor",
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// Layering component
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"Layer", "LayerSet", "Viewport",
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// Layout component
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"Layout", "LayoutGroup", "LayoutLayer", "ScreenFontStyle", "ScreenGroup",
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// Navigation component
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"Billboard", "Collision", "LOD", "NavigationInfo", "OrthoViewpoint", "Viewpoint", "ViewpointGroup",
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// Networking component
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"EXPORT", "IMPORT", "Anchor", "LoadSensor",
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// NURBS component
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"Contour2D", "ContourPolyline2D", "CoordinateDouble", "NurbsCurve", "NurbsCurve2D", "NurbsOrientationInterpolator", "NurbsPatchSurface",
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"NurbsPositionInterpolator", "NurbsSet", "NurbsSurfaceInterpolator", "NurbsSweptSurface", "NurbsSwungSurface", "NurbsTextureCoordinate",
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"NurbsTrimmedSurface",
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// Particle systems component
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"BoundedPhysicsModel", "ConeEmitter", "ExplosionEmitter", "ForcePhysicsModel", "ParticleSystem", "PointEmitter", "PolylineEmitter", "SurfaceEmitter",
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"VolumeEmitter", "WindPhysicsModel",
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// Picking component
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"LinePickSensor", "PickableGroup", "PointPickSensor", "PrimitivePickSensor", "VolumePickSensor",
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// Pointing device sensor component
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"CylinderSensor", "PlaneSensor", "SphereSensor", "TouchSensor",
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// Rendering component
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"ClipPlane",
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// Rigid body physics
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"BallJoint", "CollidableOffset", "CollidableShape", "CollisionCollection", "CollisionSensor", "CollisionSpace", "Contact", "DoubleAxisHingeJoint",
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"MotorJoint", "RigidBody", "RigidBodyCollection", "SingleAxisHingeJoint", "SliderJoint", "UniversalJoint",
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// Scripting component
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"Script",
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// Programmable shaders component
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"ComposedShader", "FloatVertexAttribute", "Matrix3VertexAttribute", "Matrix4VertexAttribute", "PackagedShader", "ProgramShader", "ShaderPart",
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"ShaderProgram",
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// Shape component
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"FillProperties", "LineProperties", "TwoSidedMaterial",
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// Sound component
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"AudioClip", "Sound",
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// Text component
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"FontStyle", "Text",
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// Texturing3D Component
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"ComposedTexture3D", "ImageTexture3D", "PixelTexture3D", "TextureCoordinate3D", "TextureCoordinate4D", "TextureTransformMatrix3D", "TextureTransform3D",
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// Texturing component
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"MovieTexture", "MultiTexture", "MultiTextureCoordinate", "MultiTextureTransform", "PixelTexture", "TextureCoordinateGenerator", "TextureProperties",
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// Time component
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"TimeSensor",
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// Event Utilities component
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"BooleanFilter", "BooleanSequencer", "BooleanToggle", "BooleanTrigger", "IntegerSequencer", "IntegerTrigger", "TimeTrigger",
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// Volume rendering component
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"BlendedVolumeStyle", "BoundaryEnhancementVolumeStyle", "CartoonVolumeStyle", "ComposedVolumeStyle", "EdgeEnhancementVolumeStyle", "IsoSurfaceVolumeData",
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"OpacityMapVolumeStyle", "ProjectionVolumeStyle", "SegmentedVolumeData", "ShadedVolumeStyle", "SilhouetteEnhancementVolumeStyle", "ToneMappedVolumeStyle",
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"VolumeData"
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};
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const std::string nn = node.name();
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if (nn.empty()) {
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const std::string nv = node.value();
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if (!nv.empty()) {
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LogInfo("Ignoring comment \"" + nv + "\" in " + pParentNodeName + ".");
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return;
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}
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}
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bool found = false;
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for (size_t i = 0; i < Uns_Skip_Len; i++) {
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if (nn == Uns_Skip[i]) {
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found = true;
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}
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}
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if (!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + ".");
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LogInfo("Skipping node \"" + nn + "\" in " + pParentNodeName + ".");
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}
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X3DImporter::X3DImporter() :
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mNodeElementCur(nullptr),
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mScene(nullptr),
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mpIOHandler(nullptr) {
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// empty
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}
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X3DImporter::~X3DImporter() {
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// Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
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Clear();
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}
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void X3DImporter::Clear() {
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mNodeElementCur = nullptr;
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// Delete all elements
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if (!NodeElement_List.empty()) {
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for (std::list<X3DNodeElementBase *>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); ++it) {
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delete *it;
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}
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NodeElement_List.clear();
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}
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}
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void X3DImporter::ParseFile(const std::string &file, IOSystem *pIOHandler) {
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ai_assert(nullptr != pIOHandler);
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static const std::string mode = "rb";
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std::unique_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
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if (!fileStream.get()) {
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throw DeadlyImportError("Failed to open file " + file + ".");
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}
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XmlParser theParser;
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if (!theParser.parse(fileStream.get())) {
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return;
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}
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XmlNode *node = theParser.findNode("X3D");
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if (nullptr == node) {
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return;
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}
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for (auto ¤tNode : node->children()) {
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const std::string ¤tName = currentNode.name();
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if (currentName == "head") {
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readHead(currentNode);
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} else if (currentName == "Scene") {
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readScene(currentNode);
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} else {
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skipUnsupportedNode("X3D", currentNode);
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}
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}
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}
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bool X3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool checkSig) const {
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if (checkSig) {
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std::string::size_type pos = pFile.find_last_of(".x3d");
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if (pos != std::string::npos) {
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return true;
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}
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}
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return false;
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}
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void X3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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mpIOHandler = pIOHandler;
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Clear();
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std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
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if (!stream) {
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throw DeadlyImportError("Could not open file for reading");
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}
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std::string::size_type slashPos = pFile.find_last_of("\\/");
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mScene = pScene;
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pScene->mRootNode = new aiNode(pFile);
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pScene->mRootNode->mParent = nullptr;
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pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
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pIOHandler->PushDirectory(slashPos == std::string::npos ? std::string() : pFile.substr(0, slashPos + 1));
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ParseFile(pFile, pIOHandler);
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pIOHandler->PopDirectory();
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//search for root node element
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mNodeElementCur = NodeElement_List.front();
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while (mNodeElementCur->Parent != nullptr) {
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mNodeElementCur = mNodeElementCur->Parent;
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}
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{ // fill aiScene with objects.
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std::list<aiMesh *> mesh_list;
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std::list<aiMaterial *> mat_list;
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std::list<aiLight *> light_list;
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// create nodes tree
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Postprocess_BuildNode(*mNodeElementCur, *pScene->mRootNode, mesh_list, mat_list, light_list);
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// copy needed data to scene
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if (!mesh_list.empty()) {
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std::list<aiMesh *>::const_iterator it = mesh_list.begin();
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pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (size_t i = 0; i < pScene->mNumMeshes; i++)
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pScene->mMeshes[i] = *it++;
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}
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if (!mat_list.empty()) {
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std::list<aiMaterial *>::const_iterator it = mat_list.begin();
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pScene->mNumMaterials = static_cast<unsigned int>(mat_list.size());
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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for (size_t i = 0; i < pScene->mNumMaterials; i++)
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pScene->mMaterials[i] = *it++;
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}
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if (!light_list.empty()) {
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std::list<aiLight *>::const_iterator it = light_list.begin();
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pScene->mNumLights = static_cast<unsigned int>(light_list.size());
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pScene->mLights = new aiLight *[pScene->mNumLights];
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for (size_t i = 0; i < pScene->mNumLights; i++)
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pScene->mLights[i] = *it++;
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}
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}
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}
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const aiImporterDesc *X3DImporter::GetInfo() const {
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return &Description;
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}
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struct meta_entry {
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std::string name;
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std::string value;
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};
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void X3DImporter::readHead(XmlNode &node) {
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std::vector<meta_entry> metaArray;
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for (auto currentNode : node.children()) {
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const std::string ¤tName = currentNode.name();
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if (currentName == "meta") {
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checkNodeMustBeEmpty(node);
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meta_entry entry;
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if (XmlParser::getStdStrAttribute(currentNode, "name", entry.name)) {
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XmlParser::getStdStrAttribute(currentNode, "content", entry.value);
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metaArray.emplace_back(entry);
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}
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}
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// TODO: check if other node types in head should be supported
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}
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mScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metaArray.size()));
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unsigned int i = 0;
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for (auto currentMeta : metaArray) {
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mScene->mMetaData->Set(i, currentMeta.name, aiString(currentMeta.value));
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++i;
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}
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}
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void X3DImporter::readChildNodes(XmlNode &node, const std::string &pParentNodeName) {
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for (auto currentNode : node.children()) {
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const std::string ¤tName = currentNode.name();
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if (currentName == "Shape")
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readShape(currentNode);
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else if (currentName == "Group") {
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startReadGroup(currentNode);
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readChildNodes(currentNode, "Group");
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endReadGroup();
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} else if (currentName == "StaticGroup") {
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startReadStaticGroup(currentNode);
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readChildNodes(currentNode, "StaticGroup");
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endReadStaticGroup();
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} else if (currentName == "Transform") {
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startReadTransform(currentNode);
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readChildNodes(currentNode, "Transform");
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endReadTransform();
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} else if (currentName == "Switch") {
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startReadSwitch(currentNode);
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readChildNodes(currentNode, "Switch");
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endReadSwitch();
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} else if (currentName == "DirectionalLight") {
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readDirectionalLight(currentNode);
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} else if (currentName == "PointLight") {
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readPointLight(currentNode);
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} else if (currentName == "SpotLight") {
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readSpotLight(currentNode);
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} else if (currentName == "Inline") {
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readInline(currentNode);
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} else if (!checkForMetadataNode(currentNode)) {
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skipUnsupportedNode(pParentNodeName, currentNode);
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}
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}
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}
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void X3DImporter::readScene(XmlNode &node) {
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ParseHelper_Group_Begin(true);
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readChildNodes(node, "Scene");
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ParseHelper_Node_Exit();
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}
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/*********************************************************************************************************************************************/
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/************************************************************ Functions: find set ************************************************************/
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/*********************************************************************************************************************************************/
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bool X3DImporter::FindNodeElement_FromRoot(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement) {
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for (std::list<X3DNodeElementBase *>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); ++it) {
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if (((*it)->Type == pType) && ((*it)->ID == pID)) {
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if (pElement != nullptr) *pElement = *it;
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return true;
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}
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} // for(std::list<CX3DImporter_NodeElement*>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); it++)
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return false;
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}
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bool X3DImporter::FindNodeElement_FromNode(X3DNodeElementBase *pStartNode, const std::string &pID,
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const X3DElemType pType, X3DNodeElementBase **pElement) {
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bool found = false; // flag: true - if requested element is found.
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// Check if pStartNode - this is the element, we are looking for.
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if ((pStartNode->Type == pType) && (pStartNode->ID == pID)) {
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found = true;
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if (pElement != nullptr) {
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*pElement = pStartNode;
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}
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goto fne_fn_end;
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} // if((pStartNode->Type() == pType) && (pStartNode->ID() == pID))
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// Check childs of pStartNode.
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for (std::list<X3DNodeElementBase *>::iterator ch_it = pStartNode->Children.begin(); ch_it != pStartNode->Children.end(); ++ch_it) {
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found = FindNodeElement_FromNode(*ch_it, pID, pType, pElement);
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if (found) {
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break;
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}
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} // for(std::list<CX3DImporter_NodeElement*>::iterator ch_it = it->Children.begin(); ch_it != it->Children.end(); ch_it++)
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fne_fn_end:
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return found;
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}
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bool X3DImporter::FindNodeElement(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement) {
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X3DNodeElementBase *tnd = mNodeElementCur; // temporary pointer to node.
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bool static_search = false; // flag: true if searching in static node.
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// At first check if we have deal with static node. Go up through parent nodes and check flag.
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while (tnd != nullptr) {
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if (tnd->Type == X3DElemType::ENET_Group) {
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if (((X3DNodeElementGroup *)tnd)->Static) {
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static_search = true; // Flag found, stop walking up. Node with static flag will holded in tnd variable.
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break;
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}
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}
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tnd = tnd->Parent; // go up in graph.
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} // while (tnd != nullptr)
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// at now call appropriate search function.
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if (static_search) {
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return FindNodeElement_FromNode(tnd, pID, pType, pElement);
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} else {
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return FindNodeElement_FromRoot(pID, pType, pElement);
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}
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}
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/*********************************************************************************************************************************************/
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/************************************************************ Functions: parse set ***********************************************************/
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/*********************************************************************************************************************************************/
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void X3DImporter::ParseHelper_Group_Begin(const bool pStatic) {
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X3DNodeElementGroup *new_group = new X3DNodeElementGroup(mNodeElementCur, pStatic); // create new node with current node as parent.
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// if we are adding not the root element then add new element to current element child list.
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if (mNodeElementCur != nullptr) {
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mNodeElementCur->Children.push_back(new_group);
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}
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NodeElement_List.push_back(new_group); // it's a new element - add it to list.
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mNodeElementCur = new_group; // switch current element to new one.
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}
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void X3DImporter::ParseHelper_Node_Enter(X3DNodeElementBase *pNode) {
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mNodeElementCur->Children.push_back(pNode); // add new element to current element child list.
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mNodeElementCur = pNode; // switch current element to new one.
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}
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void X3DImporter::ParseHelper_Node_Exit() {
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// check if we can walk up.
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if (mNodeElementCur != nullptr) {
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mNodeElementCur = mNodeElementCur->Parent;
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}
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}
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#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
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} // namespace Assimp
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