assimp/code/AssetLib/Irr/IRRLoader.cpp

1358 lines
48 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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All rights reserved.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
/** @file IRRLoader.cpp
* @brief Implementation of the Irr importer class
*/
#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
#include "AssetLib/Irr/IRRLoader.h"
#include "Common/Importer.h"
#include <assimp/GenericProperty.h>
#include <assimp/MathFunctions.h>
#include <assimp/ParsingUtils.h>
#include <assimp/SceneCombiner.h>
#include <assimp/StandardShapes.h>
#include <assimp/fast_atof.h>
#include <assimp/importerdesc.h>
#include <assimp/material.h>
#include <assimp/mesh.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
"Irrlicht Scene Reader",
"",
"",
"http://irrlicht.sourceforge.net/",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"irr xml"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
IRRImporter::IRRImporter() :
fps(), configSpeedFlag() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
IRRImporter::~IRRImporter() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool IRRImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
static const char *tokens[] = { "irr_scene" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc *IRRImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::SetupProperties(const Importer *pImp) {
// read the output frame rate of all node animation channels
fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS, 100);
if (fps < 10.) {
ASSIMP_LOG_ERROR("IRR: Invalid FPS configuration");
fps = 100;
}
// AI_CONFIG_FAVOUR_SPEED
configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED, 0));
}
// ------------------------------------------------------------------------------------------------
// Build a mesh that consists of a single squad (a side of a skybox)
aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1,
const SkyboxVertex &v2,
const SkyboxVertex &v3,
const SkyboxVertex &v4) {
// allocate and prepare the mesh
aiMesh *out = new aiMesh();
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
out->mNumFaces = 1;
// build the face
out->mFaces = new aiFace[1];
aiFace &face = out->mFaces[0];
face.mNumIndices = 4;
face.mIndices = new unsigned int[4];
for (unsigned int i = 0; i < 4; ++i)
face.mIndices[i] = i;
out->mNumVertices = 4;
// copy vertex positions
aiVector3D *vec = out->mVertices = new aiVector3D[4];
*vec++ = v1.position;
*vec++ = v2.position;
*vec++ = v3.position;
*vec = v4.position;
// copy vertex normals
vec = out->mNormals = new aiVector3D[4];
*vec++ = v1.normal;
*vec++ = v2.normal;
*vec++ = v3.normal;
*vec = v4.normal;
// copy texture coordinates
vec = out->mTextureCoords[0] = new aiVector3D[4];
*vec++ = v1.uv;
*vec++ = v2.uv;
*vec++ = v3.uv;
*vec = v4.uv;
return out;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::BuildSkybox(std::vector<aiMesh *> &meshes, std::vector<aiMaterial *> materials) {
// Update the material of the skybox - replace the name and disable shading for skyboxes.
for (unsigned int i = 0; i < 6; ++i) {
aiMaterial *out = (aiMaterial *)(*(materials.end() - (6 - i)));
aiString s;
s.length = ::ai_snprintf(s.data, MAXLEN, "SkyboxSide_%u", i);
out->AddProperty(&s, AI_MATKEY_NAME);
int shading = aiShadingMode_NoShading;
out->AddProperty(&shading, 1, AI_MATKEY_SHADING_MODEL);
}
// Skyboxes are much more difficult. They are represented
// by six single planes with different textures, so we'll
// need to build six meshes.
const ai_real l = 10.0; // the size used by Irrlicht
// FRONT SIDE
meshes.push_back(BuildSingleQuadMesh(
SkyboxVertex(-l, -l, -l, 0, 0, 1, 1.0, 1.0),
SkyboxVertex(l, -l, -l, 0, 0, 1, 0.0, 1.0),
SkyboxVertex(l, l, -l, 0, 0, 1, 0.0, 0.0),
SkyboxVertex(-l, l, -l, 0, 0, 1, 1.0, 0.0)));
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 6u);
// LEFT SIDE
meshes.push_back(BuildSingleQuadMesh(
SkyboxVertex(l, -l, -l, -1, 0, 0, 1.0, 1.0),
SkyboxVertex(l, -l, l, -1, 0, 0, 0.0, 1.0),
SkyboxVertex(l, l, l, -1, 0, 0, 0.0, 0.0),
SkyboxVertex(l, l, -l, -1, 0, 0, 1.0, 0.0)));
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 5u);
// BACK SIDE
meshes.push_back(BuildSingleQuadMesh(
SkyboxVertex(l, -l, l, 0, 0, -1, 1.0, 1.0),
SkyboxVertex(-l, -l, l, 0, 0, -1, 0.0, 1.0),
SkyboxVertex(-l, l, l, 0, 0, -1, 0.0, 0.0),
SkyboxVertex(l, l, l, 0, 0, -1, 1.0, 0.0)));
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 4u);
// RIGHT SIDE
meshes.push_back(BuildSingleQuadMesh(
SkyboxVertex(-l, -l, l, 1, 0, 0, 1.0, 1.0),
SkyboxVertex(-l, -l, -l, 1, 0, 0, 0.0, 1.0),
SkyboxVertex(-l, l, -l, 1, 0, 0, 0.0, 0.0),
SkyboxVertex(-l, l, l, 1, 0, 0, 1.0, 0.0)));
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 3u);
// TOP SIDE
meshes.push_back(BuildSingleQuadMesh(
SkyboxVertex(l, l, -l, 0, -1, 0, 1.0, 1.0),
SkyboxVertex(l, l, l, 0, -1, 0, 0.0, 1.0),
SkyboxVertex(-l, l, l, 0, -1, 0, 0.0, 0.0),
SkyboxVertex(-l, l, -l, 0, -1, 0, 1.0, 0.0)));
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 2u);
// BOTTOM SIDE
meshes.push_back(BuildSingleQuadMesh(
SkyboxVertex(l, -l, l, 0, 1, 0, 0.0, 0.0),
SkyboxVertex(l, -l, -l, 0, 1, 0, 1.0, 0.0),
SkyboxVertex(-l, -l, -l, 0, 1, 0, 1.0, 1.0),
SkyboxVertex(-l, -l, l, 0, 1, 0, 0.0, 1.0)));
meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 1u);
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::CopyMaterial(std::vector<aiMaterial *> &materials,
std::vector<std::pair<aiMaterial *, unsigned int>> &inmaterials,
unsigned int &defMatIdx,
aiMesh *mesh) {
if (inmaterials.empty()) {
// Do we have a default material? If not we need to create one
if (UINT_MAX == defMatIdx) {
defMatIdx = (unsigned int)materials.size();
//TODO: add this materials to someone?
/*aiMaterial* mat = new aiMaterial();
aiString s;
s.Set(AI_DEFAULT_MATERIAL_NAME);
mat->AddProperty(&s,AI_MATKEY_NAME);
aiColor3D c(0.6f,0.6f,0.6f);
mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);*/
}
mesh->mMaterialIndex = defMatIdx;
return;
} else if (inmaterials.size() > 1) {
ASSIMP_LOG_INFO("IRR: Skipping additional materials");
}
mesh->mMaterialIndex = (unsigned int)materials.size();
materials.push_back(inmaterials[0].first);
}
// ------------------------------------------------------------------------------------------------
inline int ClampSpline(int idx, int size) {
return (idx < 0 ? size + idx : (idx >= size ? idx - size : idx));
}
// ------------------------------------------------------------------------------------------------
inline void FindSuitableMultiple(int &angle) {
if (angle < 3)
angle = 3;
else if (angle < 10)
angle = 10;
else if (angle < 20)
angle = 20;
else if (angle < 30)
angle = 30;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector<aiNodeAnim *> &anims) {
ai_assert(nullptr != root && nullptr != real);
// XXX totally WIP - doesn't produce proper results, need to evaluate
// whether there's any use for Irrlicht's proprietary scene format
// outside Irrlicht ...
// This also applies to the above function of FindSuitableMultiple and ClampSpline which are
// solely used in this function
if (root->animators.empty()) {
return;
}
unsigned int total(0);
for (std::list<Animator>::iterator it = root->animators.begin(); it != root->animators.end(); ++it) {
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) {
ASSIMP_LOG_WARN("IRR: Skipping unknown or unsupported animator");
continue;
}
++total;
}
if (!total) {
return;
} else if (1 == total) {
ASSIMP_LOG_WARN("IRR: Adding dummy nodes to simulate multiple animators");
}
// NOTE: 1 tick == i millisecond
unsigned int cur = 0;
for (std::list<Animator>::iterator it = root->animators.begin();
it != root->animators.end(); ++it) {
if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) continue;
Animator &in = *it;
aiNodeAnim *anim = new aiNodeAnim();
if (cur != total - 1) {
// Build a new name - a prefix instead of a suffix because it is
// easier to check against
anim->mNodeName.length = ::ai_snprintf(anim->mNodeName.data, MAXLEN,
"$INST_DUMMY_%i_%s", total - 1,
(root->name.length() ? root->name.c_str() : ""));
// we'll also need to insert a dummy in the node hierarchy.
aiNode *dummy = new aiNode();
for (unsigned int i = 0; i < real->mParent->mNumChildren; ++i)
if (real->mParent->mChildren[i] == real)
real->mParent->mChildren[i] = dummy;
dummy->mParent = real->mParent;
dummy->mName = anim->mNodeName;
dummy->mNumChildren = 1;
dummy->mChildren = new aiNode *[dummy->mNumChildren];
dummy->mChildren[0] = real;
// the transformation matrix of the dummy node is the identity
real->mParent = dummy;
} else
anim->mNodeName.Set(root->name);
++cur;
switch (in.type) {
case Animator::ROTATION: {
// -----------------------------------------------------
// find out how long a full rotation will take
// This is the least common multiple of 360.f and all
// three euler angles. Although we'll surely find a
// possible multiple (haha) it could be somewhat large
// for our purposes. So we need to modify the angles
// here in order to get good results.
// -----------------------------------------------------
int angles[3];
angles[0] = (int)(in.direction.x * 100);
angles[1] = (int)(in.direction.y * 100);
angles[2] = (int)(in.direction.z * 100);
angles[0] %= 360;
angles[1] %= 360;
angles[2] %= 360;
if ((angles[0] * angles[1]) != 0 && (angles[1] * angles[2]) != 0) {
FindSuitableMultiple(angles[0]);
FindSuitableMultiple(angles[1]);
FindSuitableMultiple(angles[2]);
}
int lcm = 360;
if (angles[0])
lcm = Math::lcm(lcm, angles[0]);
if (angles[1])
lcm = Math::lcm(lcm, angles[1]);
if (angles[2])
lcm = Math::lcm(lcm, angles[2]);
if (360 == lcm)
break;
// find out how many time units we'll need for the finest
// track (in seconds) - this defines the number of output
// keys (fps * seconds)
float max = 0.f;
if (angles[0])
max = (float)lcm / angles[0];
if (angles[1])
max = std::max(max, (float)lcm / angles[1]);
if (angles[2])
max = std::max(max, (float)lcm / angles[2]);
anim->mNumRotationKeys = (unsigned int)(max * fps);
anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
// begin with a zero angle
aiVector3D angle;
for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
// build the quaternion for the given euler angles
aiQuatKey &q = anim->mRotationKeys[i];
q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
q.mTime = (double)i;
// increase the angle
angle += in.direction;
}
// This animation is repeated and repeated ...
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
} break;
case Animator::FLY_CIRCLE: {
// -----------------------------------------------------
// Find out how much time we'll need to perform a
// full circle.
// -----------------------------------------------------
const double seconds = (1. / in.speed) / 1000.;
const double tdelta = 1000. / fps;
anim->mNumPositionKeys = (unsigned int)(fps * seconds);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
// from Irrlicht, what else should we do than copying it?
aiVector3D vecU, vecV;
if (in.direction.y) {
vecV = aiVector3D(50, 0, 0) ^ in.direction;
} else
vecV = aiVector3D(0, 50, 00) ^ in.direction;
vecV.Normalize();
vecU = (vecV ^ in.direction).Normalize();
// build the output keys
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
aiVectorKey &key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
const ai_real t = (ai_real)(in.speed * key.mTime);
key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t)));
}
// This animation is repeated and repeated ...
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
} break;
case Animator::FLY_STRAIGHT: {
anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
const double seconds = in.timeForWay / 1000.;
const double tdelta = 1000. / fps;
anim->mNumPositionKeys = (unsigned int)(fps * seconds);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
aiVector3D diff = in.direction - in.circleCenter;
const ai_real lengthOfWay = diff.Length();
diff.Normalize();
const double timeFactor = lengthOfWay / in.timeForWay;
// build the output keys
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
aiVectorKey &key = anim->mPositionKeys[i];
key.mTime = i * tdelta;
key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime);
}
} break;
case Animator::FOLLOW_SPLINE: {
// repeat outside the defined time range
anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
const int size = (int)in.splineKeys.size();
if (!size) {
// We have no point in the spline. That's bad. Really bad.
ASSIMP_LOG_WARN("IRR: Spline animators with no points defined");
delete anim;
anim = nullptr;
break;
} else if (size == 1) {
// We have just one point in the spline so we don't need the full calculation
anim->mNumPositionKeys = 1;
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue;
anim->mPositionKeys[0].mTime = 0.f;
break;
}
unsigned int ticksPerFull = 15;
anim->mNumPositionKeys = (unsigned int)(ticksPerFull * fps);
anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
aiVectorKey &key = anim->mPositionKeys[i];
const ai_real dt = (i * in.speed * ai_real(0.001));
const ai_real u = dt - std::floor(dt);
const int idx = (int)std::floor(dt) % size;
// get the 4 current points to evaluate the spline
const aiVector3D &p0 = in.splineKeys[ClampSpline(idx - 1, size)].mValue;
const aiVector3D &p1 = in.splineKeys[ClampSpline(idx + 0, size)].mValue;
const aiVector3D &p2 = in.splineKeys[ClampSpline(idx + 1, size)].mValue;
const aiVector3D &p3 = in.splineKeys[ClampSpline(idx + 2, size)].mValue;
// compute polynomials
const ai_real u2 = u * u;
const ai_real u3 = u2 * 2;
const ai_real h1 = ai_real(2.0) * u3 - ai_real(3.0) * u2 + ai_real(1.0);
const ai_real h2 = ai_real(-2.0) * u3 + ai_real(3.0) * u3;
const ai_real h3 = u3 - ai_real(2.0) * u3;
const ai_real h4 = u3 - u2;
// compute the spline tangents
const aiVector3D t1 = (p2 - p0) * in.tightness;
aiVector3D t2 = (p3 - p1) * in.tightness;
// and use them to get the interpolated point
t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
// build a simple translation matrix from it
key.mValue = t2;
key.mTime = (double)i;
}
} break;
default:
// UNKNOWN , OTHER
break;
};
if (anim) {
anims.push_back(anim);
++total;
}
}
}
// ------------------------------------------------------------------------------------------------
// This function is maybe more generic than we'd need it here
void SetupMapping(aiMaterial *mat, aiTextureMapping mode, const aiVector3D &axis = aiVector3D(0.f, 0.f, -1.f)) {
if (nullptr == mat) {
return;
}
// Check whether there are texture properties defined - setup
// the desired texture mapping mode for all of them and ignore
// all UV settings we might encounter. WE HAVE NO UVS!
std::vector<aiMaterialProperty *> p;
p.reserve(mat->mNumProperties + 1);
for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
aiMaterialProperty *prop = mat->mProperties[i];
if (!::strcmp(prop->mKey.data, "$tex.file")) {
// Setup the mapping key
aiMaterialProperty *m = new aiMaterialProperty();
m->mKey.Set("$tex.mapping");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Integer;
m->mDataLength = 4;
m->mData = new char[4];
*((int *)m->mData) = mode;
p.push_back(prop);
p.push_back(m);
// Setup the mapping axis
if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) {
m = new aiMaterialProperty();
m->mKey.Set("$tex.mapaxis");
m->mIndex = prop->mIndex;
m->mSemantic = prop->mSemantic;
m->mType = aiPTI_Float;
m->mDataLength = 12;
m->mData = new char[12];
*((aiVector3D *)m->mData) = axis;
p.push_back(m);
}
} else if (!::strcmp(prop->mKey.data, "$tex.uvwsrc")) {
delete mat->mProperties[i];
} else
p.push_back(prop);
}
if (p.empty()) return;
// rebuild the output array
if (p.size() > mat->mNumAllocated) {
delete[] mat->mProperties;
mat->mProperties = new aiMaterialProperty *[p.size() * 2];
mat->mNumAllocated = static_cast<unsigned int>(p.size() * 2);
}
mat->mNumProperties = (unsigned int)p.size();
::memcpy(mat->mProperties, &p[0], sizeof(void *) * mat->mNumProperties);
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
BatchLoader &batch,
std::vector<aiMesh *> &meshes,
std::vector<aiNodeAnim *> &anims,
std::vector<AttachmentInfo> &attach,
std::vector<aiMaterial *> &materials,
unsigned int &defMatIdx) {
unsigned int oldMeshSize = (unsigned int)meshes.size();
//unsigned int meshTrafoAssign = 0;
// Now determine the type of the node
switch (root->type) {
case Node::ANIMMESH:
case Node::MESH: {
if (!root->meshPath.length())
break;
// Get the loaded mesh from the scene and add it to
// the list of all scenes to be attached to the
// graph we're currently building
aiScene *localScene = batch.GetImport(root->id);
if (!localScene) {
ASSIMP_LOG_ERROR("IRR: Unable to load external file: ", root->meshPath);
break;
}
attach.emplace_back(localScene, rootOut);
// Now combine the material we've loaded for this mesh
// with the real materials we got from the file. As we
// don't execute any pp-steps on the file, the numbers
// should be equal. If they are not, we can impossibly
// do this ...
if (root->materials.size() != (unsigned int)localScene->mNumMaterials) {
ASSIMP_LOG_WARN("IRR: Failed to match imported materials "
"with the materials found in the IRR scene file");
break;
}
for (unsigned int i = 0; i < localScene->mNumMaterials; ++i) {
// Delete the old material, we don't need it anymore
delete localScene->mMaterials[i];
std::pair<aiMaterial *, unsigned int> &src = root->materials[i];
localScene->mMaterials[i] = src.first;
}
// NOTE: Each mesh should have exactly one material assigned,
// but we do it in a separate loop if this behavior changes
// in future.
for (unsigned int i = 0; i < localScene->mNumMeshes; ++i) {
// Process material flags
aiMesh *mesh = localScene->mMeshes[i];
// If "trans_vertex_alpha" mode is enabled, search all vertex colors
// and check whether they have a common alpha value. This is quite
// often the case so we can simply extract it to a shared oacity
// value.
std::pair<aiMaterial *, unsigned int> &src = root->materials[mesh->mMaterialIndex];
aiMaterial *mat = (aiMaterial *)src.first;
if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha) {
bool bdo = true;
for (unsigned int a = 1; a < mesh->mNumVertices; ++a) {
if (mesh->mColors[0][a].a != mesh->mColors[0][a - 1].a) {
bdo = false;
break;
}
}
if (bdo) {
ASSIMP_LOG_INFO("IRR: Replacing mesh vertex alpha with common opacity");
for (unsigned int a = 0; a < mesh->mNumVertices; ++a)
mesh->mColors[0][a].a = 1.f;
mat->AddProperty(&mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY);
}
}
// If we have a second texture coordinate set and a second texture
// (either light-map, normal-map, 2layered material) we need to
// setup the correct UV index for it. The texture can either
// be diffuse (light-map & 2layer) or a normal map (normal & parallax)
if (mesh->HasTextureCoords(1)) {
int idx = 1;
if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(0));
} else if (src.second & AI_IRRMESH_MAT_normalmap_solid) {
mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
}
}
}
} break;
case Node::LIGHT:
case Node::CAMERA:
// We're already finished with lights and cameras
break;
case Node::SPHERE: {
// Generate the sphere model. Our input parameter to
// the sphere generation algorithm is the number of
// subdivisions of each triangle - but here we have
// the number of polygons on a specific axis. Just
// use some hard-coded limits to approximate this ...
unsigned int mul = root->spherePolyCountX * root->spherePolyCountY;
if (mul < 100)
mul = 2;
else if (mul < 300)
mul = 3;
else
mul = 4;
meshes.push_back(StandardShapes::MakeMesh(mul,
&StandardShapes::MakeSphere));
// Adjust scaling
root->scaling *= root->sphereRadius / 2;
// Copy one output material
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup spherical UV mapping around the Y axis.
SetupMapping((aiMaterial *)materials.back(), aiTextureMapping_SPHERE);
} break;
case Node::CUBE: {
// Generate an unit cube first
meshes.push_back(StandardShapes::MakeMesh(
&StandardShapes::MakeHexahedron));
// Adjust scaling
root->scaling *= root->sphereRadius;
// Copy one output material
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup cubic UV mapping
SetupMapping((aiMaterial *)materials.back(), aiTextureMapping_BOX);
} break;
case Node::SKYBOX: {
// A sky-box is defined by six materials
if (root->materials.size() < 6) {
ASSIMP_LOG_ERROR("IRR: There should be six materials for a skybox");
break;
}
// copy those materials and generate 6 meshes for our new sky-box
materials.reserve(materials.size() + 6);
for (unsigned int i = 0; i < 6; ++i)
materials.insert(materials.end(), root->materials[i].first);
BuildSkybox(meshes, materials);
// *************************************************************
// Skyboxes will require a different code path for rendering,
// so there must be a way for the user to add special support
// for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node.
// *************************************************************
root->name = "IRR.SkyBox_" + root->name;
ASSIMP_LOG_INFO("IRR: Loading skybox, this will "
"require special handling to be displayed correctly");
} break;
case Node::TERRAIN: {
// to support terrains, we'd need to have a texture decoder
ASSIMP_LOG_ERROR("IRR: Unsupported node - TERRAIN");
} break;
default:
// DUMMY
break;
};
// Check whether we added a mesh (or more than one ...). In this case
// we'll also need to attach it to the node
if (oldMeshSize != (unsigned int)meshes.size()) {
rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
for (unsigned int a = 0; a < rootOut->mNumMeshes; ++a) {
rootOut->mMeshes[a] = oldMeshSize + a;
}
}
// Setup the name of this node
rootOut->mName.Set(root->name);
// Now compute the final local transformation matrix of the
// node from the given translation, rotation and scaling values.
// (the rotation is given in Euler angles, XYZ order)
//std::swap((float&)root->rotation.z,(float&)root->rotation.y);
rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation));
// apply scaling
aiMatrix4x4 &mat = rootOut->mTransformation;
mat.a1 *= root->scaling.x;
mat.b1 *= root->scaling.x;
mat.c1 *= root->scaling.x;
mat.a2 *= root->scaling.y;
mat.b2 *= root->scaling.y;
mat.c2 *= root->scaling.y;
mat.a3 *= root->scaling.z;
mat.b3 *= root->scaling.z;
mat.c3 *= root->scaling.z;
// apply translation
mat.a4 += root->position.x;
mat.b4 += root->position.y;
mat.c4 += root->position.z;
// now compute animations for the node
ComputeAnimations(root, rootOut, anims);
// Add all children recursively. First allocate enough storage
// for them, then call us again
rootOut->mNumChildren = (unsigned int)root->children.size();
if (rootOut->mNumChildren) {
rootOut->mChildren = new aiNode *[rootOut->mNumChildren];
for (unsigned int i = 0; i < rootOut->mNumChildren; ++i) {
aiNode *node = rootOut->mChildren[i] = new aiNode();
node->mParent = rootOut;
GenerateGraph(root->children[i], node, scene, batch, meshes,
anims, attach, materials, defMatIdx);
}
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open IRR file ", pFile);
}
// Construct the irrXML parser
XmlParser st;
if (!st.parse( file.get() )) {
throw DeadlyImportError("XML parse error while loading IRR file ", pFile);
}
pugi::xml_node rootElement = st.getRootNode();
// The root node of the scene
Node *root = new Node(Node::DUMMY);
root->parent = nullptr;
root->name = "<IRRSceneRoot>";
// Current node parent
Node *curParent = root;
// Scene-graph node we're currently working on
Node *curNode = nullptr;
// List of output cameras
std::vector<aiCamera *> cameras;
// List of output lights
std::vector<aiLight *> lights;
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
//batch.SetBasePath(pFile);
cameras.reserve(5);
lights.reserve(5);
bool inMaterials = false, inAnimator = false;
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
// Parse the XML file
//while (reader->read()) {
for (pugi::xml_node child : rootElement.children())
switch (child.type()) {
case pugi::node_element:
if (!ASSIMP_stricmp(child.name(), "node")) {
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
* "animatedMesh" - Load an animated mesh from an external file
* and join its animation channels with ours.
* "empty" - A dummy node
* "camera" - A camera
* "terrain" - a terrain node (data comes from a heightmap)
* "billboard", ""
*
* Each of these nodes can be animated and all can have multiple
* materials assigned (except lights, cameras and dummies, of course).
*/
// ***********************************************************************
//const char *sz = reader->getAttributeValueSafe("type");
pugi::xml_attribute attrib = child.attribute("type");
Node *nd;
if (!ASSIMP_stricmp(attrib.name(), "mesh") || !ASSIMP_stricmp(attrib.name(), "octTree")) {
// OctTree's and meshes are treated equally
nd = new Node(Node::MESH);
} else if (!ASSIMP_stricmp(attrib.name(), "cube")) {
nd = new Node(Node::CUBE);
++guessedMeshCnt;
} else if (!ASSIMP_stricmp(attrib.name(), "skybox")) {
nd = new Node(Node::SKYBOX);
guessedMeshCnt += 6;
} else if (!ASSIMP_stricmp(attrib.name(), "camera")) {
nd = new Node(Node::CAMERA);
// Setup a temporary name for the camera
aiCamera *cam = new aiCamera();
cam->mName.Set(nd->name);
cameras.push_back(cam);
} else if (!ASSIMP_stricmp(attrib.name(), "light")) {
nd = new Node(Node::LIGHT);
// Setup a temporary name for the light
aiLight *cam = new aiLight();
cam->mName.Set(nd->name);
lights.push_back(cam);
} else if (!ASSIMP_stricmp(attrib.name(), "sphere")) {
nd = new Node(Node::SPHERE);
++guessedMeshCnt;
} else if (!ASSIMP_stricmp(attrib.name(), "animatedMesh")) {
nd = new Node(Node::ANIMMESH);
} else if (!ASSIMP_stricmp(attrib.name(), "empty")) {
nd = new Node(Node::DUMMY);
} else if (!ASSIMP_stricmp(attrib.name(), "terrain")) {
nd = new Node(Node::TERRAIN);
} else if (!ASSIMP_stricmp(attrib.name(), "billBoard")) {
// We don't support billboards, so ignore them
ASSIMP_LOG_ERROR("IRR: Billboards are not supported by Assimp");
nd = new Node(Node::DUMMY);
} else {
ASSIMP_LOG_WARN("IRR: Found unknown node: ", attrib.name());
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
}
/* Attach the newly created node to the scene-graph
*/
curNode = nd;
nd->parent = curParent;
curParent->children.push_back(nd);
} else if (!ASSIMP_stricmp(child.name(), "materials")) {
inMaterials = true;
} else if (!ASSIMP_stricmp(child.name(), "animators")) {
inAnimator = true;
} else if (!ASSIMP_stricmp(child.name(), "attributes")) {
// We should have a valid node here
// FIX: no ... the scene root node is also contained in an attributes block
if (!curNode) {
continue;
}
Animator *curAnim = nullptr;
// Materials can occur for nearly any type of node
if (inMaterials && curNode->type != Node::DUMMY) {
// This is a material description - parse it!
curNode->materials.emplace_back();
std::pair<aiMaterial *, unsigned int> &p = curNode->materials.back();
p.first = ParseMaterial(p.second);
++guessedMatCnt;
continue;
} else if (inAnimator) {
// This is an animation path - add a new animator
// to the list.
curNode->animators.emplace_back();
curAnim = &curNode->animators.back();
++guessedAnimCnt;
}
/* Parse all elements in the attributes block
* and process them.
*/
// while (reader->read()) {
for (pugi::xml_node attrib : child.children()) {
if (attrib.type() == pugi::node_element) {
//if (reader->getNodeType() == EXN_ELEMENT) {
//if (!ASSIMP_stricmp(reader->getNodeName(), "vector3d")) {
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
VectorProperty prop;
ReadVectorProperty(prop);
if (inAnimator) {
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
// We store the rotation euler angles in 'direction'
curAnim->direction = prop.value;
} else if (curAnim->type == Animator::FOLLOW_SPLINE) {
// Check whether the vector follows the PointN naming scheme,
// here N is the ONE-based index of the point
if (prop.name.length() >= 6 && prop.name.substr(0, 5) == "Point") {
// Add a new key to the list
curAnim->splineKeys.emplace_back();
aiVectorKey &key = curAnim->splineKeys.back();
// and parse its properties
key.mValue = prop.value;
key.mTime = strtoul10(&prop.name[5]);
}
} else if (curAnim->type == Animator::FLY_CIRCLE) {
if (prop.name == "Center") {
curAnim->circleCenter = prop.value;
} else if (prop.name == "Direction") {
curAnim->direction = prop.value;
// From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
if (curAnim->direction == aiVector3D()) {
curAnim->direction = aiVector3D(0.f, 1.f, 0.f);
} else
curAnim->direction.Normalize();
}
} else if (curAnim->type == Animator::FLY_STRAIGHT) {
if (prop.name == "Start") {
// We reuse the field here
curAnim->circleCenter = prop.value;
} else if (prop.name == "End") {
// We reuse the field here
curAnim->direction = prop.value;
}
}
} else {
if (prop.name == "Position") {
curNode->position = prop.value;
} else if (prop.name == "Rotation") {
curNode->rotation = prop.value;
} else if (prop.name == "Scale") {
curNode->scaling = prop.value;
} else if (Node::CAMERA == curNode->type) {
aiCamera *cam = cameras.back();
if (prop.name == "Target") {
cam->mLookAt = prop.value;
} else if (prop.name == "UpVector") {
cam->mUp = prop.value;
}
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
BoolProperty prop;
ReadBoolProperty(prop);
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
curAnim->loop = prop.value;
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "float")) {
} else if (!ASSIMP_stricmp(attrib.name(), "float")) {
FloatProperty prop;
ReadFloatProperty(prop);
if (inAnimator) {
// The speed property exists for several animators
if (prop.name == "Speed") {
curAnim->speed = prop.value;
} else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
curAnim->circleRadius = prop.value;
} else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
curAnim->tightness = prop.value;
}
} else {
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
curNode->framesPerSecond = prop.value;
} else if (Node::CAMERA == curNode->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
*/
if (prop.name == "Fovy") {
cameras.back()->mHorizontalFOV = prop.value;
} else if (prop.name == "Aspect") {
cameras.back()->mAspect = prop.value;
} else if (prop.name == "ZNear") {
cameras.back()->mClipPlaneNear = prop.value;
} else if (prop.name == "ZFar") {
cameras.back()->mClipPlaneFar = prop.value;
}
} else if (Node::LIGHT == curNode->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
lights.back()->mAttenuationLinear = prop.value;
} else if (prop.name == "OuterCone") {
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD(prop.value);
} else if (prop.name == "InnerCone") {
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD(prop.value);
}
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == curNode->type && prop.name == "Radius") || (Node::CUBE == curNode->type && prop.name == "Size")) {
curNode->sphereRadius = prop.value;
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
IntProperty prop;
ReadIntProperty(prop);
if (inAnimator) {
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
curAnim->timeForWay = prop.value;
}
} else {
// sphere polygon numbers in each direction
if (Node::SPHERE == curNode->type) {
if (prop.name == "PolyCountX") {
curNode->spherePolyCountX = prop.value;
} else if (prop.name == "PolyCountY") {
curNode->spherePolyCountY = prop.value;
}
}
}
//} else if (!ASSIMP_stricmp(reader->getNodeName(), "string") || !ASSIMP_stricmp(reader->getNodeName(), "enum")) {
} else if (!ASSIMP_stricmp(attrib.name(), "string") || !ASSIMP_stricmp(attrib.name(), "enum")) {
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length()) {
if (prop.name == "Name") {
curNode->name = prop.value;
/* If we're either a camera or a light source
* we need to update the name in the aiLight/
* aiCamera structure, too.
*/
if (Node::CAMERA == curNode->type) {
cameras.back()->mName.Set(prop.value);
} else if (Node::LIGHT == curNode->type) {
lights.back()->mName.Set(prop.value);
}
} else if (Node::LIGHT == curNode->type && "LightType" == prop.name) {
if (prop.value == "Spot")
lights.back()->mType = aiLightSource_SPOT;
else if (prop.value == "Point")
lights.back()->mType = aiLightSource_POINT;
else if (prop.value == "Directional")
lights.back()->mType = aiLightSource_DIRECTIONAL;
else {
// We won't pass the validation with aiLightSourceType_UNDEFINED,
// so we remove the light and replace it with a silly dummy node
delete lights.back();
lights.pop_back();
curNode->type = Node::DUMMY;
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
}
} else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
Node::ANIMMESH == curNode->type) {
/* This is the file name of the mesh - either
* animated or not. We need to make sure we setup
* the correct post-processing settings here.
*/
unsigned int pp = 0;
BatchLoader::PropertyMap map;
/* If the mesh is a static one remove all animations from the impor data
*/
if (Node::ANIMMESH != curNode->type) {
pp |= aiProcess_RemoveComponent;
SetGenericProperty<int>(map.ints, AI_CONFIG_PP_RVC_FLAGS,
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
}
/* TODO: maybe implement the protection against recursive
* loading calls directly in BatchLoader? The current
* implementation is not absolutely safe. A LWS and an IRR
* file referencing each other *could* cause the system to
* recurse forever.
*/
const std::string extension = GetExtension(prop.value);
if ("irr" == extension) {
ASSIMP_LOG_ERROR("IRR: Can't load another IRR file recursively");
} else {
curNode->id = batch.AddLoadRequest(prop.value, pp, &map);
curNode->meshPath = prop.value;
}
} else if (inAnimator && prop.name == "Type") {
// type of the animator
if (prop.value == "rotation") {
curAnim->type = Animator::ROTATION;
} else if (prop.value == "flyCircle") {
curAnim->type = Animator::FLY_CIRCLE;
} else if (prop.value == "flyStraight") {
curAnim->type = Animator::FLY_CIRCLE;
} else if (prop.value == "followSpline") {
curAnim->type = Animator::FOLLOW_SPLINE;
} else {
ASSIMP_LOG_WARN("IRR: Ignoring unknown animator: ", prop.value);
curAnim->type = Animator::UNKNOWN;
}
}
}
}
//} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) {
} else if (attrib.type() == pugi::node_null && !ASSIMP_stricmp(attrib.name(), "attributes")) {
break;
}
}
}
break;
/*case EXN_ELEMENT_END:
// If we reached the end of a node, we need to continue processing its parent
if (!ASSIMP_stricmp(reader->getNodeName(), "node")) {
if (!curNode) {
// currently is no node set. We need to go
// back in the node hierarchy
if (!curParent) {
curParent = root;
ASSIMP_LOG_ERROR("IRR: Too many closing <node> elements");
} else
curParent = curParent->parent;
} else
curNode = nullptr;
}
// clear all flags
else if (!ASSIMP_stricmp(reader->getNodeName(), "materials")) {
inMaterials = false;
} else if (!ASSIMP_stricmp(reader->getNodeName(), "animators")) {
inAnimator = false;
}
break;*/
default:
// GCC complains that not all enumeration values are handled
break;
}
//}
// Now iterate through all cameras and compute their final (horizontal) FOV
for (aiCamera *cam : cameras) {
// screen aspect could be missing
if (cam->mAspect) {
cam->mHorizontalFOV *= cam->mAspect;
} else {
ASSIMP_LOG_WARN("IRR: Camera aspect is not given, can't compute horizontal FOV");
}
}
batch.LoadAll();
// Allocate a temporary scene data structure
aiScene *tempScene = new aiScene();
tempScene->mRootNode = new aiNode();
tempScene->mRootNode->mName.Set("<IRRRoot>");
// Copy the cameras to the output array
if (!cameras.empty()) {
tempScene->mNumCameras = (unsigned int)cameras.size();
tempScene->mCameras = new aiCamera *[tempScene->mNumCameras];
::memcpy(tempScene->mCameras, &cameras[0], sizeof(void *) * tempScene->mNumCameras);
}
// Copy the light sources to the output array
if (!lights.empty()) {
tempScene->mNumLights = (unsigned int)lights.size();
tempScene->mLights = new aiLight *[tempScene->mNumLights];
::memcpy(tempScene->mLights, &lights[0], sizeof(void *) * tempScene->mNumLights);
}
// temporary data
std::vector<aiNodeAnim *> anims;
std::vector<aiMaterial *> materials;
std::vector<AttachmentInfo> attach;
std::vector<aiMesh *> meshes;
// try to guess how much storage we'll need
anims.reserve(guessedAnimCnt + (guessedAnimCnt >> 2));
meshes.reserve(guessedMeshCnt + (guessedMeshCnt >> 2));
materials.reserve(guessedMatCnt + (guessedMatCnt >> 2));
// Now process our scene-graph recursively: generate final
// meshes and generate animation channels for all nodes.
unsigned int defMatIdx = UINT_MAX;
GenerateGraph(root, tempScene->mRootNode, tempScene,
batch, meshes, anims, attach, materials, defMatIdx);
if (!anims.empty()) {
tempScene->mNumAnimations = 1;
tempScene->mAnimations = new aiAnimation *[tempScene->mNumAnimations];
aiAnimation *an = tempScene->mAnimations[0] = new aiAnimation();
// ***********************************************************
// This is only the global animation channel of the scene.
// If there are animated models, they will have separate
// animation channels in the scene. To display IRR scenes
// correctly, users will need to combine the global anim
// channel with all the local animations they want to play
// ***********************************************************
an->mName.Set("Irr_GlobalAnimChannel");
// copy all node animation channels to the global channel
an->mNumChannels = (unsigned int)anims.size();
an->mChannels = new aiNodeAnim *[an->mNumChannels];
::memcpy(an->mChannels, &anims[0], sizeof(void *) * an->mNumChannels);
}
if (!meshes.empty()) {
// copy all meshes to the temporary scene
tempScene->mNumMeshes = (unsigned int)meshes.size();
tempScene->mMeshes = new aiMesh *[tempScene->mNumMeshes];
::memcpy(tempScene->mMeshes, &meshes[0], tempScene->mNumMeshes * sizeof(void *));
}
// Copy all materials to the output array
if (!materials.empty()) {
tempScene->mNumMaterials = (unsigned int)materials.size();
tempScene->mMaterials = new aiMaterial *[tempScene->mNumMaterials];
::memcpy(tempScene->mMaterials, &materials[0], sizeof(void *) * tempScene->mNumMaterials);
}
// Now merge all sub scenes and attach them to the correct
// attachment points in the scenegraph.
SceneCombiner::MergeScenes(&pScene, tempScene, attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) :
0));
// If we have no meshes | no materials now set the INCOMPLETE
// scene flag. This is necessary if we failed to load all
// models from external files
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
ASSIMP_LOG_WARN("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
// Finished ... everything destructs automatically and all
// temporary scenes have already been deleted by MergeScenes()
delete root;
}
#endif // !! ASSIMP_BUILD_NO_IRR_IMPORTER