839 lines
24 KiB
C++
839 lines
24 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the XGL/ZGL importer class */
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#ifndef ASSIMP_BUILD_NO_XGL_IMPORTER
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#include "XGLLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/MemoryIOWrapper.h>
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#include <assimp/StreamReader.h>
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#include <assimp/importerdesc.h>
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <cctype>
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#include <memory>
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using namespace Assimp;
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//using namespace irr;
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//using namespace irr::io;
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// zlib is needed for compressed XGL files
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#ifndef ASSIMP_BUILD_NO_COMPRESSED_XGL
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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#include <zlib.h>
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#else
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#include <contrib/zlib/zlib.h>
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#endif
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#endif
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namespace Assimp { // this has to be in here because LogFunctions is in ::Assimp
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template <>
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const char *LogFunctions<XGLImporter>::Prefix() {
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static auto prefix = "XGL: ";
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return prefix;
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}
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} // namespace Assimp
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static const aiImporterDesc desc = {
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"XGL Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
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0,
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0,
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0,
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0,
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"xgl zgl"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XGLImporter::XGLImporter() :
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mXmlParser(nullptr),
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m_scene(nullptr) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XGLImporter::~XGLImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool XGLImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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/* NOTE: A simple check for the file extension is not enough
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* here. XGL and ZGL are ok, but xml is too generic
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* and might be collada as well. So open the file and
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* look for typical signal tokens.
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*/
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const std::string extension = GetExtension(pFile);
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if (extension == "xgl" || extension == "zgl") {
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return true;
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} else if (extension == "xml" || checkSig) {
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ai_assert(pIOHandler != NULL);
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const char *tokens[] = { "<world>", "<World>", "<WORLD>" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 3);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all file extensions which are handled by this class
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const aiImporterDesc *XGLImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void XGLImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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#ifndef ASSIMP_BUILD_NO_COMPRESSED_XGL
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std::vector<Bytef> uncompressed;
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#endif
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m_scene = pScene;
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std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
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// check whether we can read from the file
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if (stream.get() == NULL) {
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throw DeadlyImportError("Failed to open XGL/ZGL file " + pFile + "");
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}
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// see if its compressed, if so uncompress it
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if (GetExtension(pFile) == "zgl") {
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#ifdef ASSIMP_BUILD_NO_COMPRESSED_XGL
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ThrowException("Cannot read ZGL file since Assimp was built without compression support");
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#else
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std::unique_ptr<StreamReaderLE> raw_reader(new StreamReaderLE(stream));
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// build a zlib stream
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z_stream zstream;
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zstream.opaque = Z_NULL;
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zstream.zalloc = Z_NULL;
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zstream.zfree = Z_NULL;
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zstream.data_type = Z_BINARY;
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// raw decompression without a zlib or gzip header
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inflateInit2(&zstream, -MAX_WBITS);
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// skip two extra bytes, zgl files do carry a crc16 upfront (I think)
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raw_reader->IncPtr(2);
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zstream.next_in = reinterpret_cast<Bytef *>(raw_reader->GetPtr());
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zstream.avail_in = (uInt) raw_reader->GetRemainingSize();
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size_t total = 0l;
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// TODO: be smarter about this, decompress directly into heap buffer
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// and decompress the data .... do 1k chunks in the hope that we won't kill the stack
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#define MYBLOCK 1024
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Bytef block[MYBLOCK];
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int ret;
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do {
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zstream.avail_out = MYBLOCK;
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zstream.next_out = block;
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ret = inflate(&zstream, Z_NO_FLUSH);
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if (ret != Z_STREAM_END && ret != Z_OK) {
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ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .XGL file");
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}
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const size_t have = MYBLOCK - zstream.avail_out;
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total += have;
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uncompressed.resize(total);
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memcpy(uncompressed.data() + total - have, block, have);
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} while (ret != Z_STREAM_END);
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// terminate zlib
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inflateEnd(&zstream);
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// replace the input stream with a memory stream
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stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t *>(uncompressed.data()), total));
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#endif
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}
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// construct the irrXML parser
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/*CIrrXML_IOStreamReader st(stream.get());
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m_reader.reset( createIrrXMLReader( ( IFileReadCallBack* ) &st ) );*/
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mXmlParser = new XmlParser;
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XmlNode *root = mXmlParser->parse(stream.get());
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if (nullptr == root) {
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return;
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}
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// parse the XML file
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TempScope scope;
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if (!ASSIMP_stricmp(root->name(), "world")) {
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ReadWorld(scope);
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}
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/* while (ReadElement()) {
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if (!ASSIMP_stricmp(m_reader->getNodeName(),"world")) {
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ReadWorld(scope);
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}
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}*/
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std::vector<aiMesh *> &meshes = scope.meshes_linear;
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std::vector<aiMaterial *> &materials = scope.materials_linear;
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if (!meshes.size() || !materials.size()) {
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ThrowException("failed to extract data from XGL file, no meshes loaded");
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}
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// copy meshes
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m_scene->mNumMeshes = static_cast<unsigned int>(meshes.size());
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m_scene->mMeshes = new aiMesh *[m_scene->mNumMeshes]();
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std::copy(meshes.begin(), meshes.end(), m_scene->mMeshes);
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// copy materials
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m_scene->mNumMaterials = static_cast<unsigned int>(materials.size());
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m_scene->mMaterials = new aiMaterial *[m_scene->mNumMaterials]();
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std::copy(materials.begin(), materials.end(), m_scene->mMaterials);
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if (scope.light) {
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m_scene->mNumLights = 1;
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m_scene->mLights = new aiLight *[1];
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m_scene->mLights[0] = scope.light;
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scope.light->mName = m_scene->mRootNode->mName;
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}
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scope.dismiss();
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}
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// ------------------------------------------------------------------------------------------------
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void XGLImporter::ReadWorld(TempScope &scope) {
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XmlNode *root = mXmlParser->getRootNode();
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for (XmlNode &node : root->children()) {
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const std::string &s = node.name();
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// XXX right now we'd skip <lighting> if it comes after
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// <object> or <mesh>
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if (s == "lighting") {
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ReadLighting(node, scope);
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} else if (s == "object" || s == "mesh" || s == "mat") {
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break;
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}
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}
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aiNode *const nd = ReadObject( *root, scope, true);
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if (!nd) {
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ThrowException("failure reading <world>");
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}
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if (!nd->mName.length) {
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nd->mName.Set("WORLD");
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}
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m_scene->mRootNode = nd;
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}
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// ------------------------------------------------------------------------------------------------
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void XGLImporter::ReadLighting(XmlNode &node, TempScope &scope) {
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const std::string &s = node.name();
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if (s == "directionallight") {
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scope.light = ReadDirectionalLight(node);
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} else if (s == "ambient") {
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LogWarn("ignoring <ambient> tag");
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} else if (s == "spheremap") {
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LogWarn("ignoring <spheremap> tag");
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}
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}
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// ------------------------------------------------------------------------------------------------
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aiLight *XGLImporter::ReadDirectionalLight(XmlNode &node) {
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std::unique_ptr<aiLight> l(new aiLight());
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l->mType = aiLightSource_DIRECTIONAL;
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find_node_by_name_predicate predicate("directionallight");
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XmlNode child = node.find_child(predicate);
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if (child.empty()) {
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return nullptr;
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}
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const std::string &s = child.name();
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if (s == "direction") {
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l->mDirection = ReadVec3(child);
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} else if (s == "diffuse") {
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l->mColorDiffuse = ReadCol3(child);
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} else if (s == "specular") {
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l->mColorSpecular = ReadCol3(child);
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}
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return l.release();
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}
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// ------------------------------------------------------------------------------------------------
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aiNode *XGLImporter::ReadObject(XmlNode &node, TempScope &scope, bool skipFirst/*, const char *closetag */) {
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aiNode *nd = new aiNode;
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std::vector<aiNode *> children;
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std::vector<unsigned int> meshes;
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try {
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for (XmlNode &child : node.children()) {
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skipFirst = false;
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const std::string &s = child.name();
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if (s == "mesh") {
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const size_t prev = scope.meshes_linear.size();
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if (ReadMesh(child, scope)) {
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const size_t newc = scope.meshes_linear.size();
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for (size_t i = 0; i < newc - prev; ++i) {
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meshes.push_back(static_cast<unsigned int>(i + prev));
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}
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}
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} else if (s == "mat") {
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ReadMaterial(child, scope);
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} else if (s == "object") {
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children.push_back(ReadObject(child, scope));
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} else if (s == "objectref") {
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// XXX
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} else if (s == "meshref") {
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const unsigned int id = static_cast<unsigned int>(ReadIndexFromText(child));
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std::multimap<unsigned int, aiMesh *>::iterator it = scope.meshes.find(id), end = scope.meshes.end();
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if (it == end) {
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ThrowException("<meshref> index out of range");
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}
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for (; it != end && (*it).first == id; ++it) {
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// ok, this is n^2 and should get optimized one day
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aiMesh *const m = it->second;
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unsigned int i = 0, mcount = static_cast<unsigned int>(scope.meshes_linear.size());
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for (; i < mcount; ++i) {
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if (scope.meshes_linear[i] == m) {
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meshes.push_back(i);
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break;
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}
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}
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ai_assert(i < mcount);
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}
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} else if (s == "transform") {
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nd->mTransformation = ReadTrafo(child);
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}
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}
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} catch (...) {
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for (aiNode *ch : children) {
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delete ch;
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}
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throw;
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}
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// FIX: since we used std::multimap<> to keep meshes by id, mesh order now depends on the behaviour
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// of the multimap implementation with respect to the ordering of entries with same values.
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// C++11 gives the guarantee that it uses insertion order, before it is implementation-specific.
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// Sort by material id to always guarantee a deterministic result.
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std::sort(meshes.begin(), meshes.end(), SortMeshByMaterialId(scope));
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// link meshes to node
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nd->mNumMeshes = static_cast<unsigned int>(meshes.size());
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if (0 != nd->mNumMeshes) {
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nd->mMeshes = new unsigned int[nd->mNumMeshes]();
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for (unsigned int i = 0; i < nd->mNumMeshes; ++i) {
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nd->mMeshes[i] = meshes[i];
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}
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}
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// link children to parent
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nd->mNumChildren = static_cast<unsigned int>(children.size());
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if (nd->mNumChildren) {
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nd->mChildren = new aiNode *[nd->mNumChildren]();
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for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
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nd->mChildren[i] = children[i];
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children[i]->mParent = nd;
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}
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}
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return nd;
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}
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// ------------------------------------------------------------------------------------------------
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aiMatrix4x4 XGLImporter::ReadTrafo(XmlNode &node) {
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aiVector3D forward, up, right, position;
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float scale = 1.0f;
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aiMatrix4x4 m;
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XmlNode child = node.child("transform");
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if (child.empty()) {
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return m;
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}
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for (XmlNode &sub_child : child.children()) {
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const std::string &s = sub_child.name();
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if (s == "forward") {
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forward = ReadVec3(sub_child);
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} else if (s == "up") {
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up = ReadVec3(sub_child);
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} else if (s == "position") {
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position = ReadVec3(sub_child);
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}
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if (s == "scale") {
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scale = ReadFloat(sub_child);
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if (scale < 0.f) {
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// this is wrong, but we can leave the value and pass it to the caller
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LogError("found negative scaling in <transform>, ignoring");
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}
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}
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}
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if (forward.SquareLength() < 1e-4 || up.SquareLength() < 1e-4) {
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LogError("A direction vector in <transform> is zero, ignoring trafo");
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return m;
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}
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forward.Normalize();
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up.Normalize();
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right = forward ^ up;
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if (std::fabs(up * forward) > 1e-4) {
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// this is definitely wrong - a degenerate coordinate space ruins everything
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// so substitute identity transform.
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LogError("<forward> and <up> vectors in <transform> are skewing, ignoring trafo");
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return m;
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}
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right *= scale;
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up *= scale;
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forward *= scale;
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m.a1 = right.x;
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m.b1 = right.y;
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m.c1 = right.z;
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m.a2 = up.x;
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m.b2 = up.y;
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m.c2 = up.z;
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m.a3 = forward.x;
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m.b3 = forward.y;
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m.c3 = forward.z;
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m.a4 = position.x;
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m.b4 = position.y;
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m.c4 = position.z;
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return m;
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}
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// ------------------------------------------------------------------------------------------------
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aiMesh *XGLImporter::ToOutputMesh(const TempMaterialMesh &m) {
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std::unique_ptr<aiMesh> mesh(new aiMesh());
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mesh->mNumVertices = static_cast<unsigned int>(m.positions.size());
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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std::copy(m.positions.begin(), m.positions.end(), mesh->mVertices);
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if (m.normals.size()) {
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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std::copy(m.normals.begin(), m.normals.end(), mesh->mNormals);
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}
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if (m.uvs.size()) {
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mesh->mNumUVComponents[0] = 2;
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mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mTextureCoords[0][i] = aiVector3D(m.uvs[i].x, m.uvs[i].y, 0.f);
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}
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}
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mesh->mNumFaces = static_cast<unsigned int>(m.vcounts.size());
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mesh->mFaces = new aiFace[m.vcounts.size()];
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unsigned int idx = 0;
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for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
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aiFace &f = mesh->mFaces[i];
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f.mNumIndices = m.vcounts[i];
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f.mIndices = new unsigned int[f.mNumIndices];
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for (unsigned int c = 0; c < f.mNumIndices; ++c) {
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f.mIndices[c] = idx++;
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}
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}
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ai_assert(idx == mesh->mNumVertices);
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mesh->mPrimitiveTypes = m.pflags;
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mesh->mMaterialIndex = m.matid;
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return mesh.release();
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}
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// ------------------------------------------------------------------------------------------------
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bool XGLImporter::ReadMesh(XmlNode &node, TempScope &scope) {
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TempMesh t;
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std::map<unsigned int, TempMaterialMesh> bymat;
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const unsigned int mesh_id = ReadIDAttr(node);
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for (XmlNode &child : node.children()) {
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const std::string &s = child.name();
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if (s == "mat") {
|
|
ReadMaterial(child, scope);
|
|
} else if (s == "p") {
|
|
pugi::xml_attribute attr = child.attribute("ID");
|
|
if (attr.empty()) {
|
|
LogWarn("no ID attribute on <p>, ignoring");
|
|
} else {
|
|
int id = attr.as_int();
|
|
t.points[id] = ReadVec3(child);
|
|
}
|
|
} else if (s == "n") {
|
|
pugi::xml_attribute attr = child.attribute("ID");
|
|
if (attr.empty()) {
|
|
LogWarn("no ID attribute on <n>, ignoring");
|
|
} else {
|
|
int id = attr.as_int();
|
|
t.normals[id] = ReadVec3(child);
|
|
}
|
|
} else if (s == "tc") {
|
|
pugi::xml_attribute attr = child.attribute("ID");
|
|
if (attr.empty()) {
|
|
LogWarn("no ID attribute on <tc>, ignoring");
|
|
} else {
|
|
int id = attr.as_int();
|
|
t.uvs[id] = ReadVec2(child);
|
|
}
|
|
} else if (s == "f" || s == "l" || s == "p") {
|
|
const unsigned int vcount = s == "f" ? 3 : (s == "l" ? 2 : 1);
|
|
|
|
unsigned int mid = ~0u;
|
|
TempFace tf[3];
|
|
bool has[3] = { false };
|
|
for (XmlNode &sub_child : child.children()) {
|
|
const std::string &scn = sub_child.name();
|
|
if (scn == "fv1" || scn == "lv1" || scn == "pv1") {
|
|
ReadFaceVertex(sub_child, t, tf[0]);
|
|
has[0] = true;
|
|
} else if (scn == "fv2" || scn == "lv2") {
|
|
ReadFaceVertex(sub_child, t, tf[1]);
|
|
has[1] = true;
|
|
} else if (scn == "fv3") {
|
|
ReadFaceVertex(sub_child, t, tf[2]);
|
|
has[2] = true;
|
|
} else if (scn == "mat") {
|
|
if (mid != ~0u) {
|
|
LogWarn("only one material tag allowed per <f>");
|
|
}
|
|
mid = ResolveMaterialRef(sub_child, scope);
|
|
} else if (scn == "matref") {
|
|
if (mid != ~0u) {
|
|
LogWarn("only one material tag allowed per <f>");
|
|
}
|
|
mid = ResolveMaterialRef(sub_child, scope);
|
|
}
|
|
}
|
|
|
|
if (mid == ~0u) {
|
|
ThrowException("missing material index");
|
|
}
|
|
|
|
bool nor = false;
|
|
bool uv = false;
|
|
for (unsigned int i = 0; i < vcount; ++i) {
|
|
if (!has[i]) {
|
|
ThrowException("missing face vertex data");
|
|
}
|
|
|
|
nor = nor || tf[i].has_normal;
|
|
uv = uv || tf[i].has_uv;
|
|
}
|
|
|
|
if (mid >= (1 << 30)) {
|
|
LogWarn("material indices exhausted, this may cause errors in the output");
|
|
}
|
|
unsigned int meshId = mid | ((nor ? 1 : 0) << 31) | ((uv ? 1 : 0) << 30);
|
|
|
|
TempMaterialMesh &mesh = bymat[meshId];
|
|
mesh.matid = mid;
|
|
|
|
for (unsigned int i = 0; i < vcount; ++i) {
|
|
mesh.positions.push_back(tf[i].pos);
|
|
if (nor) {
|
|
mesh.normals.push_back(tf[i].normal);
|
|
}
|
|
if (uv) {
|
|
mesh.uvs.push_back(tf[i].uv);
|
|
}
|
|
|
|
mesh.pflags |= 1 << (vcount - 1);
|
|
}
|
|
|
|
mesh.vcounts.push_back(vcount);
|
|
}
|
|
}
|
|
|
|
// finally extract output meshes and add them to the scope
|
|
typedef std::pair<unsigned int, TempMaterialMesh> pairt;
|
|
for (const pairt &p : bymat) {
|
|
aiMesh *const m = ToOutputMesh(p.second);
|
|
scope.meshes_linear.push_back(m);
|
|
|
|
// if this is a definition, keep it on the stack
|
|
if (mesh_id != ~0u) {
|
|
scope.meshes.insert(std::pair<unsigned int, aiMesh *>(mesh_id, m));
|
|
}
|
|
}
|
|
|
|
// no id == not a reference, insert this mesh right *here*
|
|
return mesh_id == ~0u;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------
|
|
unsigned int XGLImporter::ResolveMaterialRef(XmlNode &node, TempScope &scope) {
|
|
const std::string &s = node.name();
|
|
if (s == "mat") {
|
|
ReadMaterial(node, scope);
|
|
return static_cast<unsigned int>(scope.materials_linear.size() - 1);
|
|
}
|
|
|
|
const int id = ReadIndexFromText(node);
|
|
|
|
std::map<unsigned int, aiMaterial *>::iterator it = scope.materials.find(id), end = scope.materials.end();
|
|
if (it == end) {
|
|
ThrowException("<matref> index out of range");
|
|
}
|
|
|
|
// ok, this is n^2 and should get optimized one day
|
|
aiMaterial *const m = (*it).second;
|
|
|
|
unsigned int i = 0, mcount = static_cast<unsigned int>(scope.materials_linear.size());
|
|
for (; i < mcount; ++i) {
|
|
if (scope.materials_linear[i] == m) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
ai_assert(false);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void XGLImporter::ReadMaterial(XmlNode &node, TempScope &scope) {
|
|
const unsigned int mat_id = ReadIDAttr(node);
|
|
|
|
aiMaterial *mat(new aiMaterial);
|
|
for (XmlNode &child : node.children()) {
|
|
const std::string &s = child.name();
|
|
if (s == "amb") {
|
|
const aiColor3D c = ReadCol3(child);
|
|
mat->AddProperty(&c, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
} else if (s == "diff") {
|
|
const aiColor3D c = ReadCol3(child);
|
|
mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
} else if (s == "spec") {
|
|
const aiColor3D c = ReadCol3(child);
|
|
mat->AddProperty(&c, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
} else if (s == "emiss") {
|
|
const aiColor3D c = ReadCol3(child);
|
|
mat->AddProperty(&c, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
} else if (s == "alpha") {
|
|
const float f = ReadFloat(child);
|
|
mat->AddProperty(&f, 1, AI_MATKEY_OPACITY);
|
|
} else if (s == "shine") {
|
|
const float f = ReadFloat(child);
|
|
mat->AddProperty(&f, 1, AI_MATKEY_SHININESS);
|
|
}
|
|
}
|
|
|
|
scope.materials[mat_id] = mat;
|
|
scope.materials_linear.push_back(mat);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------
|
|
void XGLImporter::ReadFaceVertex(XmlNode &node, const TempMesh &t, TempFace &out) {
|
|
bool havep = false;
|
|
for (XmlNode &child : node.children()) {
|
|
const std::string &s = child.name();
|
|
if (s == "pref") {
|
|
const unsigned int id = ReadIndexFromText(child);
|
|
std::map<unsigned int, aiVector3D>::const_iterator it = t.points.find(id);
|
|
if (it == t.points.end()) {
|
|
ThrowException("point index out of range");
|
|
}
|
|
|
|
out.pos = (*it).second;
|
|
havep = true;
|
|
} else if (s == "nref") {
|
|
const unsigned int id = ReadIndexFromText(child);
|
|
std::map<unsigned int, aiVector3D>::const_iterator it = t.normals.find(id);
|
|
if (it == t.normals.end()) {
|
|
ThrowException("normal index out of range");
|
|
}
|
|
|
|
out.normal = (*it).second;
|
|
out.has_normal = true;
|
|
} else if (s == "tcref") {
|
|
const unsigned int id = ReadIndexFromText(child);
|
|
std::map<unsigned int, aiVector2D>::const_iterator it = t.uvs.find(id);
|
|
if (it == t.uvs.end()) {
|
|
ThrowException("uv index out of range");
|
|
}
|
|
|
|
out.uv = (*it).second;
|
|
out.has_uv = true;
|
|
} else if (s == "p") {
|
|
out.pos = ReadVec3(child);
|
|
} else if (s == "n") {
|
|
out.normal = ReadVec3(child);
|
|
} else if (s == "tc") {
|
|
out.uv = ReadVec2(child);
|
|
}
|
|
}
|
|
|
|
if (!havep) {
|
|
ThrowException("missing <pref> in <fvN> element");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int XGLImporter::ReadIDAttr(XmlNode &node) {
|
|
for (pugi::xml_attribute attr : node.attributes()) {
|
|
if (!ASSIMP_stricmp(attr.name(), "id")) {
|
|
return attr.as_int();
|
|
}
|
|
}
|
|
|
|
return ~0u;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
float XGLImporter::ReadFloat(XmlNode &node) {
|
|
const char *s = node.value(), *se;
|
|
if (!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse index element");
|
|
return 0.f;
|
|
}
|
|
float t;
|
|
se = fast_atoreal_move(s, t);
|
|
if (se == s) {
|
|
LogError("failed to read float text");
|
|
return 0.f;
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int XGLImporter::ReadIndexFromText(XmlNode &node) {
|
|
const char *s = node.value();
|
|
if (!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse index element");
|
|
return ~0u;
|
|
}
|
|
const char *se;
|
|
const unsigned int t = strtoul10(s, &se);
|
|
|
|
if (se == s) {
|
|
LogError("failed to read index");
|
|
return ~0u;
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiVector2D XGLImporter::ReadVec2(XmlNode &node) {
|
|
aiVector2D vec;
|
|
const char *s = node.value();
|
|
ai_real v[2];
|
|
for (int i = 0; i < 2; ++i) {
|
|
if (!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse vec2");
|
|
return vec;
|
|
}
|
|
|
|
v[i] = fast_atof(&s);
|
|
|
|
SkipSpaces(&s);
|
|
if (i != 1 && *s != ',') {
|
|
LogError("expected comma, failed to parse vec2");
|
|
return vec;
|
|
}
|
|
++s;
|
|
}
|
|
vec.x = v[0];
|
|
vec.y = v[1];
|
|
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiVector3D XGLImporter::ReadVec3(XmlNode &node) {
|
|
aiVector3D vec;
|
|
const char *s = node.value();
|
|
for (int i = 0; i < 3; ++i) {
|
|
if (!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse vec3");
|
|
return vec;
|
|
}
|
|
vec[i] = fast_atof(&s);
|
|
|
|
SkipSpaces(&s);
|
|
if (i != 2 && *s != ',') {
|
|
LogError("expected comma, failed to parse vec3");
|
|
return vec;
|
|
}
|
|
++s;
|
|
}
|
|
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiColor3D XGLImporter::ReadCol3(XmlNode &node) {
|
|
const aiVector3D &v = ReadVec3(node);
|
|
if (v.x < 0.f || v.x > 1.0f || v.y < 0.f || v.y > 1.0f || v.z < 0.f || v.z > 1.0f) {
|
|
LogWarn("color values out of range, ignoring");
|
|
}
|
|
return aiColor3D(v.x, v.y, v.z);
|
|
}
|
|
|
|
#endif
|