842 lines
40 KiB
C++
842 lines
40 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2017, 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.hpp
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/// \brief X3D-format files importer for Assimp.
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/// \date 2015-2016
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/// \author smal.root@gmail.com
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// Thanks to acorn89 for support.
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#ifndef INCLUDED_AI_X3D_IMPORTER_H
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#define INCLUDED_AI_X3D_IMPORTER_H
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#include "X3DImporter_Node.hpp"
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// Header files, Assimp.
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/ProgressHandler.hpp>
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#include <assimp/types.h>
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#include "BaseImporter.h"
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#include "irrXMLWrapper.h"
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namespace Assimp {
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/// \class X3DImporter
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/// Class that holding scene graph which include: groups, geometry, metadata etc.
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///
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/// Limitations.
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///
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/// Pay attention that X3D is format for interactive graphic and simulations for web browsers.
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/// So not all features can be imported using Assimp.
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///
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/// Unsupported nodes:
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/// CAD geometry component:
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/// "CADAssembly", "CADFace", "CADLayer", "CADPart", "IndexedQuadSet", "QuadSet"
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/// Core component:
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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",
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/// "PositionChaser2D", "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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/// "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",
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/// "SurfaceEmitter", "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",
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/// "TextureTransform3D"
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/// Texturing component:
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/// "MovieTexture", "MultiTexture", "MultiTextureCoordinate", "MultiTextureTransform", "PixelTexture", "TextureCoordinateGenerator",
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/// "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",
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/// "IsoSurfaceVolumeData", "OpacityMapVolumeStyle", "ProjectionVolumeStyle", "SegmentedVolumeData", "ShadedVolumeStyle",
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/// "SilhouetteEnhancementVolumeStyle", "ToneMappedVolumeStyle", "VolumeData"
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///
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/// Supported nodes:
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/// Core component:
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/// "MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString"
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/// Geometry2D component:
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/// "Arc2D", "ArcClose2D", "Circle2D", "Disk2D", "Polyline2D", "Polypoint2D", "Rectangle2D", "TriangleSet2D"
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/// Geometry3D component:
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/// "Box", "Cone", "Cylinder", "ElevationGrid", "Extrusion", "IndexedFaceSet", "Sphere"
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/// Grouping component:
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/// "Group", "StaticGroup", "Switch", "Transform"
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/// Lighting component:
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/// "DirectionalLight", "PointLight", "SpotLight"
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/// Networking component:
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/// "Inline"
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/// Rendering component:
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/// "Color", "ColorRGBA", "Coordinate", "IndexedLineSet", "IndexedTriangleFanSet", "IndexedTriangleSet", "IndexedTriangleStripSet", "LineSet",
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/// "PointSet", "TriangleFanSet", "TriangleSet", "TriangleStripSet", "Normal"
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/// Shape component:
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/// "Shape", "Appearance", "Material"
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/// Texturing component:
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/// "ImageTexture", "TextureCoordinate", "TextureTransform"
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///
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/// Limitations of attribute "USE".
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/// If "USE" is set then node must be empty, like that:
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/// <Node USE='name'/>
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/// not the
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/// <Node USE='name'><!-- something --> </Node>
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///
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/// Ignored attributes: "creaseAngle", "convex", "solid".
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///
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/// Texture coordinates generating: only for Sphere, Cone, Cylinder. In all other case used PLANE mapping.
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/// It's better that Assimp main code has powerfull texture coordinates generator. Then is not needed to
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/// duplicate this code in every importer.
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///
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/// Lighting limitations.
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/// If light source placed in some group with "DEF" set. And after that some node is use it group with "USE" attribute then
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/// you will get error about duplicate light sources. That's happening because Assimp require names for lights but do not like
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/// duplicates of it )).
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///
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/// Color for faces.
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/// That's happening when attribute "colorPerVertex" is set to "false". But Assimp do not hold how many colors has mesh and require
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/// equal length for mVertices and mColors. You will see the colors but vertices will use call which last used in "colorIdx".
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///
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/// That's all for now. Enjoy
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///
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class X3DImporter : public BaseImporter
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{
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public:
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std::list<CX3DImporter_NodeElement*> NodeElement_List;///< All elements of scene graph.
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public:
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/***********************************************/
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/****************** Functions ******************/
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/***********************************************/
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/// Default constructor.
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X3DImporter();
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/// Default destructor.
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~X3DImporter();
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/***********************************************/
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/******** Functions: parse set, public *********/
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/***********************************************/
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/// Parse X3D file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
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/// Also exception can be thrown if trouble will found.
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/// \param [in] pFile - name of file to be parsed.
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/// \param [in] pIOHandler - pointer to IO helper object.
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void ParseFile( const std::string& pFile, IOSystem* pIOHandler );
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/***********************************************/
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/********* Functions: BaseImporter set *********/
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/***********************************************/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig ) const;
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void GetExtensionList( std::set<std::string>& pExtensionList );
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
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const aiImporterDesc* GetInfo()const;
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private:
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/// Disabled copy constructor.
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X3DImporter(const X3DImporter& pScene);
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/// Disabled assign operator.
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X3DImporter& operator=(const X3DImporter& pScene);
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/// Clear all temporary data.
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void Clear();
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/***********************************************/
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/************* Functions: find set *************/
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/***********************************************/
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/// Find requested node element. Search will be made in all existing nodes.
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/// \param [in] pID - ID of requested element.
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/// \param [in] pType - type of requested element.
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/// \param [out] pElement - pointer to pointer to item found.
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/// \return true - if the element is found, else - false.
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bool FindNodeElement_FromRoot(const std::string& pID, const CX3DImporter_NodeElement::EType pType, CX3DImporter_NodeElement** pElement);
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/// Find requested node element. Search will be made from pointed node down to childs.
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/// \param [in] pStartNode - pointer to start node.
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/// \param [in] pID - ID of requested element.
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/// \param [in] pType - type of requested element.
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/// \param [out] pElement - pointer to pointer to item found.
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/// \return true - if the element is found, else - false.
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bool FindNodeElement_FromNode(CX3DImporter_NodeElement* pStartNode, const std::string& pID, const CX3DImporter_NodeElement::EType pType,
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CX3DImporter_NodeElement** pElement);
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/// Find requested node element. For "Node"'s accounting flag "Static".
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/// \param [in] pName - name of requested element.
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/// \param [in] pType - type of requested element.
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/// \param [out] pElement - pointer to pointer to item found.
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/// \return true - if the element is found, else - false.
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bool FindNodeElement(const std::string& pName, const CX3DImporter_NodeElement::EType pType, CX3DImporter_NodeElement** pElement);
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/***********************************************/
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/********* Functions: postprocess set **********/
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/***********************************************/
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/// \return transformation matrix from global coordinate system to local.
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aiMatrix4x4 PostprocessHelper_Matrix_GlobalToCurrent() const;
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/// Check if child elements of node element is metadata and add it to temporary list.
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/// \param [in] pNodeElement - node element where metadata is searching.
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/// \param [out] pList - temporary list for collected metadata.
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void PostprocessHelper_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, std::list<CX3DImporter_NodeElement*>& pList) const;
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/// Check if type of node element is metadata. E.g. <MetadataSet>, <MetadataString>.
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/// \param [in] pType - checked type.
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/// \return true - if the type corresponds to the metadata.
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bool PostprocessHelper_ElementIsMetadata(const CX3DImporter_NodeElement::EType pType) const;
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/// Check if type of node element is geometry object and can be used to build mesh. E.g. <Box>, <Arc2D>.
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/// \param [in] pType - checked type.
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/// \return true - if the type corresponds to the mesh.
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bool PostprocessHelper_ElementIsMesh(const CX3DImporter_NodeElement::EType pType) const;
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/// Read CX3DImporter_NodeElement_Light, create aiLight and add it to list of the lights.
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/// \param [in] pNodeElement - reference to lisght element(<DirectionalLight>, <PointLight>, <SpotLight>).
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/// \param [out] pSceneLightList - reference to list of the lights.
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void Postprocess_BuildLight(const CX3DImporter_NodeElement& pNodeElement, std::list<aiLight*>& pSceneLightList) const;
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/// Create filled structure with type \ref aiMaterial from \ref CX3DImporter_NodeElement. This function itseld extract
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/// all needed data from scene graph.
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/// \param [in] pNodeElement - reference to material element(<Appearance>).
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/// \param [out] pMaterial - pointer to pointer to created material. *pMaterial must be nullptr.
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void Postprocess_BuildMaterial(const CX3DImporter_NodeElement& pNodeElement, aiMaterial** pMaterial) const;
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/// Create filled structure with type \ref aiMaterial from \ref CX3DImporter_NodeElement. This function itseld extract
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/// all needed data from scene graph.
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/// \param [in] pNodeElement - reference to geometry object.
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/// \param [out] pMesh - pointer to pointer to created mesh. *pMesh must be nullptr.
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void Postprocess_BuildMesh(const CX3DImporter_NodeElement& pNodeElement, aiMesh** pMesh) const;
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/// Create aiNode from CX3DImporter_NodeElement. Also function check children and make recursive call.
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/// \param [out] pNode - pointer to pointer to created node. *pNode must be nullptr.
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/// \param [in] pNodeElement - CX3DImporter_NodeElement which read.
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/// \param [out] pSceneNode - aiNode for filling.
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/// \param [out] pSceneMeshList - list with aiMesh which belong to scene.
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/// \param [out] pSceneMaterialList - list with aiMaterial which belong to scene.
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/// \param [out] pSceneLightList - list with aiLight which belong to scene.
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void Postprocess_BuildNode(const CX3DImporter_NodeElement& pNodeElement, aiNode& pSceneNode, std::list<aiMesh*>& pSceneMeshList,
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std::list<aiMaterial*>& pSceneMaterialList, std::list<aiLight*>& pSceneLightList) const;
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/// To create mesh and material kept in <Schape>.
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/// \param pShapeNodeElement - reference to node element which kept <Shape> data.
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/// \param pNodeMeshInd - reference to list with mesh indices. When pShapeNodeElement will read new mesh index will be added to this list.
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/// \param pSceneMeshList - reference to list with meshes. When pShapeNodeElement will read new mesh will be added to this list.
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/// \param pSceneMaterialList - reference to list with materials. When pShapeNodeElement will read new material will be added to this list.
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void Postprocess_BuildShape(const CX3DImporter_NodeElement_Shape& pShapeNodeElement, std::list<unsigned int>& pNodeMeshInd,
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std::list<aiMesh*>& pSceneMeshList, std::list<aiMaterial*>& pSceneMaterialList) const;
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/// Check if child elements of node element is metadata and add it to scene node.
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/// \param [in] pNodeElement - node element where metadata is searching.
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/// \param [out] pSceneNode - scene node in which metadata will be added.
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void Postprocess_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, aiNode& pSceneNode) const;
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/***********************************************/
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/************* Functions: throw set ************/
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/***********************************************/
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/// Call that function when argument is out of range and exception must be raised.
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/// \throw DeadlyImportError.
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/// \param [in] pArgument - argument name.
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void Throw_ArgOutOfRange(const std::string& pArgument);
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/// Call that function when close tag of node not found and exception must be raised.
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/// E.g.:
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/// <Scene>
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/// <Shape>
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/// </Scene> <!--- shape not closed --->
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/// \throw DeadlyImportError.
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/// \param [in] pNode - node name in which exception happened.
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void Throw_CloseNotFound(const std::string& pNode);
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/// Call that function when string value can not be converted to floating point value and exception must be raised.
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/// \param [in] pAttrValue - attribute value.
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/// \throw DeadlyImportError.
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void Throw_ConvertFail_Str2ArrF(const std::string& pAttrValue);
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/// Call that function when in node defined attributes "DEF" and "USE" and exception must be raised.
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/// E.g.: <Box DEF="BigBox" USE="MegaBox">
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/// \throw DeadlyImportError.
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void Throw_DEF_And_USE();
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/// Call that function when attribute name is incorrect and exception must be raised.
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/// \param [in] pAttrName - attribute name.
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/// \throw DeadlyImportError.
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void Throw_IncorrectAttr(const std::string& pAttrName);
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/// Call that function when attribute value is incorrect and exception must be raised.
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/// \param [in] pAttrName - attribute name.
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/// \throw DeadlyImportError.
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void Throw_IncorrectAttrValue(const std::string& pAttrName);
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/// Call that function when some type of nodes are defined twice or more when must be used only once and exception must be raised.
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/// E.g.:
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/// <Shape>
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/// <Box/> <!--- first geometry node --->
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/// <Sphere/> <!--- second geometry node. raise exception --->
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/// </Shape>
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/// \throw DeadlyImportError.
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/// \param [in] pNodeType - type of node which defined one more time.
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/// \param [in] pDescription - message about error. E.g. what the node defined while exception raised.
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void Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription);
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/// Call that function when count of opening and closing tags which create group(e.g. <Group>) are not equal and exception must be raised.
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/// E.g.:
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/// <Scene>
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/// <Transform> <!--- first grouping node begin --->
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/// <Group> <!--- second grouping node begin --->
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/// </Transform> <!--- first grouping node end --->
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/// </Scene> <!--- one grouping node still not closed --->
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/// \throw DeadlyImportError.
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/// \param [in] pNode - node name in which exception happened.
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void Throw_TagCountIncorrect(const std::string& pNode);
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/// Call that function when defined in "USE" element are not found in graph and exception must be raised.
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/// \param [in] pAttrValue - "USE" attribute value.
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/// \throw DeadlyImportError.
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void Throw_USE_NotFound(const std::string& pAttrValue);
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/***********************************************/
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/************** Functions: LOG set *************/
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/***********************************************/
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/// Short variant for calling \ref DefaultLogger::get()->info()
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void LogInfo(const std::string& pMessage) { DefaultLogger::get()->info(pMessage); }
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/***********************************************/
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/************** Functions: XML set *************/
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/***********************************************/
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/// Chek if current node is empty: <node />. If not then exception will throwed.
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void XML_CheckNode_MustBeEmpty();
|
|
|
|
/// Chek if current node name is equal to pNodeName.
|
|
/// \param [in] pNodeName - name for checking.
|
|
/// return true if current node name is equal to pNodeName, else - false.
|
|
bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }
|
|
|
|
/// Skip unsupported node and report about that. Depend on node name can be skipped begin tag of node all whole node.
|
|
/// \param [in] pParentNodeName - parent node name. Used for reporting.
|
|
void XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName);
|
|
|
|
/// Search for specified node in file. XML file read pointer(mReader) will point to found node or file end after search is end.
|
|
/// \param [in] pNodeName - requested node name.
|
|
/// return true - if node is found, else - false.
|
|
bool XML_SearchNode(const std::string& pNodeName);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \return read data.
|
|
bool XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \return read data.
|
|
float XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \return read data.
|
|
int32_t XML_ReadNode_GetAttrVal_AsI32(const int pAttrIdx);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsCol3f(const int pAttrIdx, aiColor3D& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsVec2f(const int pAttrIdx, aiVector2D& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsVec3f(const int pAttrIdx, aiVector3D& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListB(const int pAttrIdx, std::list<bool>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListBool(const int pAttrIdx, std::list<bool>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrB(const int pAttrIdx, std::vector<bool>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListI32(const int pAttrIdx, std::list<int32_t>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListI32(const int pAttrIdx, std::list<int32_t>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrI32(const int pAttrIdx, std::vector<int32_t>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListF(const int pAttrIdx, std::list<float>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListF(const int pAttrIdx, std::list<float>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrF(const int pAttrIdx, std::vector<float>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListD(const int pAttrIdx, std::list<double>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListD(const int pAttrIdx, std::list<double>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrD(const int pAttrIdx, std::vector<double>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListCol3f(const int pAttrIdx, std::list<aiColor3D>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListCol3f(const int pAttrIdx, std::vector<aiColor3D>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrCol3f(const int pAttrIdx, std::vector<aiColor3D>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListCol4f(const int pAttrIdx, std::list<aiColor4D>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListCol4f(const int pAttrIdx, std::list<aiColor4D>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrCol4f(const int pAttrIdx, std::vector<aiColor4D>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListVec2f(const int pAttrIdx, std::list<aiVector2D>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListVec2f(const int pAttrIdx, std::list<aiVector2D>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrVec2f(const int pAttrIdx, std::vector<aiVector2D>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListVec3f(const int pAttrIdx, std::list<aiVector3D>& pValue);
|
|
|
|
/// \overload void XML_ReadNode_GetAttrVal_AsListVec3f(const int pAttrIdx, std::list<aiVector3D>& pValue)
|
|
void XML_ReadNode_GetAttrVal_AsArrVec3f(const int pAttrIdx, std::vector<aiVector3D>& pValue);
|
|
|
|
/// Read attribute value.
|
|
/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
|
|
/// \param [out] pValue - read data.
|
|
void XML_ReadNode_GetAttrVal_AsListS(const int pAttrIdx, std::list<std::string>& pValue);
|
|
|
|
/***********************************************/
|
|
/******* Functions: geometry helper set *******/
|
|
/***********************************************/
|
|
|
|
/// Make point on surface oXY.
|
|
/// \param [in] pAngle - angle in radians between radius-vector of point and oX axis. Angle extends from the oX axis counterclockwise to the radius-vector.
|
|
/// \param [in] pRadius - length of radius-vector.
|
|
/// \return made point coordinates.
|
|
aiVector3D GeometryHelper_Make_Point2D(const float pAngle, const float pRadius);
|
|
|
|
/// Make 2D figure - linear circular arc with center in (0, 0). The z-coordinate is 0. The arc extends from the pStartAngle counterclockwise
|
|
/// to the pEndAngle. If pStartAngle and pEndAngle have the same value, a circle is specified. If the absolute difference between pStartAngle
|
|
/// and pEndAngle is greater than or equal to 2pi, a circle is specified.
|
|
/// \param [in] pStartAngle - angle in radians of start of the arc.
|
|
/// \param [in] pEndAngle - angle in radians of end of the arc.
|
|
/// \param [in] pRadius - radius of the arc.
|
|
/// \param [out] pNumSegments - number of segments in arc. In other words - tesselation factor.
|
|
/// \param [out] pVertices - generated vertices.
|
|
void GeometryHelper_Make_Arc2D(const float pStartAngle, const float pEndAngle, const float pRadius, size_t pNumSegments, std::list<aiVector3D>& pVertices);
|
|
|
|
/// Create line set from point set.
|
|
/// \param [in] pPoint - input points list.
|
|
/// \param [out] pLine - made lines list.
|
|
void GeometryHelper_Extend_PointToLine(const std::list<aiVector3D>& pPoint, std::list<aiVector3D>& pLine);
|
|
|
|
/// Create CoordIdx of line set from CoordIdx of polyline set.
|
|
/// \param [in] pPolylineCoordIdx - vertices indices divided by delimiter "-1". Must contain faces with two or more indices.
|
|
/// \param [out] pLineCoordIdx - made CoordIdx of line set.
|
|
void GeometryHelper_Extend_PolylineIdxToLineIdx(const std::list<int32_t>& pPolylineCoordIdx, std::list<int32_t>& pLineCoordIdx);
|
|
|
|
/// Make 3D body - rectangular parallelepiped with center in (0, 0). QL mean quadlist (\sa pVertices).
|
|
/// \param [in] pSize - scale factor for body for every axis. E.g. (1, 2, 1) mean: X-size and Z-size - 1, Y-size - 2.
|
|
/// \param [out] pVertices - generated vertices. The list of vertices is grouped in quads.
|
|
void GeometryHelper_MakeQL_RectParallelepiped(const aiVector3D& pSize, std::list<aiVector3D>& pVertices);
|
|
|
|
/// Create faces array from vertices indices array.
|
|
/// \param [in] pCoordIdx - vertices indices divided by delimiter "-1".
|
|
/// \param [in] pFaces - created faces array.
|
|
/// \param [in] pPrimitiveTypes - type of primitives in faces.
|
|
void GeometryHelper_CoordIdxStr2FacesArr(const std::list<int32_t>& pCoordIdx, std::vector<aiFace>& pFaces, unsigned int& pPrimitiveTypes) const;
|
|
|
|
/// Add colors to mesh.
|
|
/// a. If colorPerVertex is FALSE, colours are applied to each face, as follows:
|
|
/// If the colorIndex field is not empty, one colour is used for each face of the mesh. There shall be at least as many indices in the
|
|
/// colorIndex field as there are faces in the mesh. The colorIndex field shall not contain any negative entries.
|
|
/// If the colorIndex field is empty, the colours in the X3DColorNode node are applied to each face of the mesh in order.
|
|
/// There shall be at least as many colours in the X3DColorNode node as there are faces.
|
|
/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
|
|
/// If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
|
|
/// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (-1)
|
|
/// in exactly the same places as the coordIndex field.
|
|
/// If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
|
|
/// \param [in] pMesh - mesh for adding data.
|
|
/// \param [in] pCoordIdx - vertices indices divided by delimiter "-1".
|
|
/// \param [in] pColorIdx - color indices for every vertex divided by delimiter "-1" if \ref pColorPerVertex is true. if \ref pColorPerVertex is false
|
|
/// then pColorIdx contain color indices for every faces and must not contain delimiter "-1".
|
|
/// \param [in] pColors - defined colors.
|
|
/// \param [in] pColorPerVertex - if \ref pColorPerVertex is true then color in \ref pColors defined for every vertex, if false - for every face.
|
|
void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<int32_t>& pCoordIdx, const std::list<int32_t>& pColorIdx,
|
|
const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const;
|
|
|
|
/// \overload void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<int32_t>& pCoordIdx, const std::list<int32_t>& pColorIdx, const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const;
|
|
void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<int32_t>& pCoordIdx, const std::list<int32_t>& pColorIdx,
|
|
const std::list<aiColor3D>& pColors, const bool pColorPerVertex) const;
|
|
|
|
/// Add colors to mesh.
|
|
/// \param [in] pMesh - mesh for adding data.
|
|
/// \param [in] pColors - defined colors.
|
|
/// \param [in] pColorPerVertex - if \ref pColorPerVertex is true then color in \ref pColors defined for every vertex, if false - for every face.
|
|
void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const;
|
|
|
|
/// \overload void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<aiColor4D>& pColors, const bool pColorPerVertex) const
|
|
void MeshGeometry_AddColor(aiMesh& pMesh, const std::list<aiColor3D>& pColors, const bool pColorPerVertex) const;
|
|
|
|
/// Add normals to mesh. Function work similar to \ref MeshGeometry_AddColor;
|
|
void MeshGeometry_AddNormal(aiMesh& pMesh, const std::list<int32_t>& pCoordIdx, const std::list<int32_t>& pNormalIdx,
|
|
const std::list<aiVector3D>& pNormals, const bool pNormalPerVertex) const;
|
|
|
|
/// Add normals to mesh. Function work similar to \ref MeshGeometry_AddColor;
|
|
void MeshGeometry_AddNormal(aiMesh& pMesh, const std::list<aiVector3D>& pNormals, const bool pNormalPerVertex) const;
|
|
|
|
/// Add texture coordinates to mesh. Function work similar to \ref MeshGeometry_AddColor;
|
|
void MeshGeometry_AddTexCoord(aiMesh& pMesh, const std::list<int32_t>& pCoordIdx, const std::list<int32_t>& pTexCoordIdx,
|
|
const std::list<aiVector2D>& pTexCoords) const;
|
|
|
|
/// Add texture coordinates to mesh. Function work similar to \ref MeshGeometry_AddColor;
|
|
void MeshGeometry_AddTexCoord(aiMesh& pMesh, const std::list<aiVector2D>& pTexCoords) const;
|
|
|
|
/// Create mesh.
|
|
/// \param [in] pCoordIdx - vertices indices divided by delimiter "-1".
|
|
/// \param [in] pVertices - vertices of mesh.
|
|
/// \return created mesh.
|
|
aiMesh* GeometryHelper_MakeMesh(const std::list<int32_t>& pCoordIdx, const std::list<aiVector3D>& pVertices) const;
|
|
|
|
/***********************************************/
|
|
/******** Functions: parse set private *********/
|
|
/***********************************************/
|
|
|
|
/// Create node element with type "Node" in scene graph. That operation is needed when you enter to X3D group node
|
|
/// like <Group>, <Transform> etc. When exiting from X3D group node(e.g. </Group>) \ref ParseHelper_Node_Exit must
|
|
/// be called.
|
|
/// \param [in] pStatic - flag: if true then static node is created(e.g. <StaticGroup>).
|
|
void ParseHelper_Group_Begin(const bool pStatic = false);
|
|
|
|
/// Make pNode as current and enter deeper for parsing child nodes. At end \ref ParseHelper_Node_Exit must be called.
|
|
/// \param [in] pNode - new current node.
|
|
void ParseHelper_Node_Enter(CX3DImporter_NodeElement* pNode);
|
|
|
|
/// This function must be called when exiting from X3D group node(e.g. </Group>). \ref ParseHelper_Group_Begin.
|
|
void ParseHelper_Node_Exit();
|
|
|
|
/// Attribute values of floating point types can take form ".x"(without leading zero). irrXMLReader can not read this form of values and it
|
|
/// must be converted to right form - "0.xxx".
|
|
/// \param [in] pInStr - pointer to input string which can contain incorrect form of values.
|
|
/// \param [out[ pOutString - output string with right form of values.
|
|
void ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString);
|
|
|
|
/// Check if current node has nodes of type X3DMetadataObject. Why we must do it? Because X3DMetadataObject can be in any non-empty X3DNode.
|
|
/// Meaning that X3DMetadataObject can be in any non-empty node in <Scene>.
|
|
/// \return true - if metadata node are found and parsed, false - metadata not found.
|
|
bool ParseHelper_CheckRead_X3DMetadataObject();
|
|
|
|
/// Check if current node has nodes of type X3DGeometricPropertyNode. X3DGeometricPropertyNode
|
|
/// X3DGeometricPropertyNode inheritors:
|
|
/// <FogCoordinate>, <HAnimDisplacer>, <Color>, <ColorRGBA>, <Coordinate>, <CoordinateDouble>, <GeoCoordinate>, <Normal>,
|
|
/// <MultiTextureCoordinate>, <TextureCoordinate>, <TextureCoordinate3D>, <TextureCoordinate4D>, <TextureCoordinateGenerator>,
|
|
/// <FloatVertexAttribute>, <Matrix3VertexAttribute>, <Matrix4VertexAttribute>.
|
|
/// \return true - if nodes are found and parsed, false - nodes not found.
|
|
bool ParseHelper_CheckRead_X3DGeometricPropertyNode();
|
|
|
|
/// Parse <X3D> node of the file.
|
|
void ParseNode_Root();
|
|
|
|
/// Parse <head> node of the file.
|
|
void ParseNode_Head();
|
|
|
|
/// Parse <Scene> node of the file.
|
|
void ParseNode_Scene();
|
|
|
|
/// Parse child nodes of <Metadata*> node.
|
|
/// \param [in] pNodeName - parsed node name. Must be set because that function is general and name needed for checking the end
|
|
/// and error reporing.
|
|
/// \param [in] pParentElement - parent metadata element.
|
|
void ParseNode_Metadata(CX3DImporter_NodeElement* pParentElement, const std::string& pNodeName);
|
|
|
|
/// Parse <MetadataBoolean> node of the file.
|
|
void ParseNode_MetadataBoolean();
|
|
|
|
/// Parse <MetadataDouble> node of the file.
|
|
void ParseNode_MetadataDouble();
|
|
|
|
/// Parse <MetadataFloat> node of the file.
|
|
void ParseNode_MetadataFloat();
|
|
|
|
/// Parse <MetadataInteger> node of the file.
|
|
void ParseNode_MetadataInteger();
|
|
|
|
/// Parse <MetadataSet> node of the file.
|
|
void ParseNode_MetadataSet();
|
|
|
|
/// \fn void ParseNode_MetadataString()
|
|
/// Parse <MetadataString> node of the file.
|
|
void ParseNode_MetadataString();
|
|
|
|
/// Parse <Arc2D> node of the file.
|
|
void ParseNode_Geometry2D_Arc2D();
|
|
|
|
/// Parse <ArcClose2D> node of the file.
|
|
void ParseNode_Geometry2D_ArcClose2D();
|
|
|
|
/// Parse <Circle2D> node of the file.
|
|
void ParseNode_Geometry2D_Circle2D();
|
|
|
|
/// Parse <Disk2D> node of the file.
|
|
void ParseNode_Geometry2D_Disk2D();
|
|
|
|
/// Parse <Polyline2D> node of the file.
|
|
void ParseNode_Geometry2D_Polyline2D();
|
|
|
|
/// Parse <Polypoint2D> node of the file.
|
|
void ParseNode_Geometry2D_Polypoint2D();
|
|
|
|
/// Parse <Rectangle2D> node of the file.
|
|
void ParseNode_Geometry2D_Rectangle2D();
|
|
|
|
/// Parse <TriangleSet2D> node of the file.
|
|
void ParseNode_Geometry2D_TriangleSet2D();
|
|
|
|
/// Parse <Box> node of the file.
|
|
void ParseNode_Geometry3D_Box();
|
|
|
|
/// Parse <Cone> node of the file.
|
|
void ParseNode_Geometry3D_Cone();
|
|
|
|
/// Parse <Cylinder> node of the file.
|
|
void ParseNode_Geometry3D_Cylinder();
|
|
|
|
/// Parse <ElevationGrid> node of the file.
|
|
void ParseNode_Geometry3D_ElevationGrid();
|
|
|
|
/// Parse <Extrusion> node of the file.
|
|
void ParseNode_Geometry3D_Extrusion();
|
|
|
|
/// Parse <IndexedFaceSet> node of the file.
|
|
void ParseNode_Geometry3D_IndexedFaceSet();
|
|
|
|
/// Parse <Sphere> node of the file.
|
|
void ParseNode_Geometry3D_Sphere();
|
|
|
|
/// Parse <Group> node of the file. And create new node in scene graph.
|
|
void ParseNode_Grouping_Group();
|
|
|
|
/// Doing actions at an exit from <Group>. Walk up in scene graph.
|
|
void ParseNode_Grouping_GroupEnd();
|
|
|
|
/// Parse <StaticGroup> node of the file. And create new node in scene graph.
|
|
void ParseNode_Grouping_StaticGroup();
|
|
|
|
/// Doing actions at an exit from <StaticGroup>. Walk up in scene graph.
|
|
void ParseNode_Grouping_StaticGroupEnd();
|
|
|
|
/// Parse <Switch> node of the file. And create new node in scene graph.
|
|
void ParseNode_Grouping_Switch();
|
|
|
|
/// Doing actions at an exit from <Switch>. Walk up in scene graph.
|
|
void ParseNode_Grouping_SwitchEnd();
|
|
|
|
/// Parse <Transform> node of the file. And create new node in scene graph.
|
|
void ParseNode_Grouping_Transform();
|
|
|
|
/// Doing actions at an exit from <Transform>. Walk up in scene graph.
|
|
void ParseNode_Grouping_TransformEnd();
|
|
|
|
/// Parse <Color> node of the file.
|
|
void ParseNode_Rendering_Color();
|
|
|
|
/// Parse <ColorRGBA> node of the file.
|
|
void ParseNode_Rendering_ColorRGBA();
|
|
|
|
/// Parse <Coordinate> node of the file.
|
|
void ParseNode_Rendering_Coordinate();
|
|
|
|
/// Parse <Normal> node of the file.
|
|
void ParseNode_Rendering_Normal();
|
|
|
|
/// Parse <IndexedLineSet> node of the file.
|
|
void ParseNode_Rendering_IndexedLineSet();
|
|
|
|
/// Parse <IndexedTriangleFanSet> node of the file.
|
|
void ParseNode_Rendering_IndexedTriangleFanSet();
|
|
|
|
/// Parse <IndexedTriangleSet> node of the file.
|
|
void ParseNode_Rendering_IndexedTriangleSet();
|
|
|
|
/// Parse <IndexedTriangleStripSet> node of the file.
|
|
void ParseNode_Rendering_IndexedTriangleStripSet();
|
|
|
|
/// Parse <LineSet> node of the file.
|
|
void ParseNode_Rendering_LineSet();
|
|
|
|
/// Parse <PointSet> node of the file.
|
|
void ParseNode_Rendering_PointSet();
|
|
|
|
/// Parse <TriangleFanSet> node of the file.
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void ParseNode_Rendering_TriangleFanSet();
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/// Parse <TriangleSet> node of the file.
|
|
void ParseNode_Rendering_TriangleSet();
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/// Parse <TriangleStripSet> node of the file.
|
|
void ParseNode_Rendering_TriangleStripSet();
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|
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/// Parse <ImageTexture> node of the file.
|
|
void ParseNode_Texturing_ImageTexture();
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/// Parse <TextureCoordinate> node of the file.
|
|
void ParseNode_Texturing_TextureCoordinate();
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|
|
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/// Parse <TextureTransform> node of the file.
|
|
void ParseNode_Texturing_TextureTransform();
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|
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/// Parse <Shape> node of the file.
|
|
void ParseNode_Shape_Shape();
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|
|
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/// Parse <Appearance> node of the file.
|
|
void ParseNode_Shape_Appearance();
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|
|
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/// Parse <Material> node of the file.
|
|
void ParseNode_Shape_Material();
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|
|
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/// Parse <Inline> node of the file.
|
|
void ParseNode_Networking_Inline();
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|
|
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/// Parse <DirectionalLight> node of the file.
|
|
void ParseNode_Lighting_DirectionalLight();
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|
|
|
/// Parse <PointLight> node of the file.
|
|
void ParseNode_Lighting_PointLight();
|
|
|
|
/// Parse <SpotLight> node of the file.
|
|
void ParseNode_Lighting_SpotLight();
|
|
|
|
private:
|
|
/***********************************************/
|
|
/******************** Types ********************/
|
|
/***********************************************/
|
|
|
|
/***********************************************/
|
|
/****************** Constants ******************/
|
|
/***********************************************/
|
|
static const aiImporterDesc Description;
|
|
static const std::string whitespace;
|
|
|
|
/***********************************************/
|
|
/****************** Variables ******************/
|
|
/***********************************************/
|
|
CX3DImporter_NodeElement* NodeElement_Cur;///< Current element.
|
|
irr::io::IrrXMLReader* mReader;///< Pointer to XML-reader object
|
|
std::string mFileDir;
|
|
};// class X3DImporter
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|
|
|
}// namespace Assimp
|
|
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#endif // INCLUDED_AI_X3D_IMPORTER_H
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