assimp/code/AssetLib/X3D/X3DImporter_Group.cpp

319 lines
12 KiB
C++

/*
Open Asset Import Library (assimp)
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*/
/// \file X3DImporter_Group.cpp
/// \brief Parsing data from nodes of "Grouping" set of X3D.
/// \date 2015-2016
/// \author smal.root@gmail.com
#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
#include "X3DImporter.hpp"
#include "X3DImporter_Macro.hpp"
namespace Assimp
{
// <Group
// DEF="" ID
// USE="" IDREF
// bboxCenter="0 0 0" SFVec3f [initializeOnly]
// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
// >
// <!-- ChildContentModel -->
// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
// precise palette of legal nodes that are available depends on assigned profile and components.
// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
// </Group>
// A Group node contains children nodes without introducing a new transformation. It is equivalent to a Transform node containing an identity transform.
void X3DImporter::ParseNode_Grouping_Group()
{
std::string def, use;
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
MACRO_ATTRREAD_LOOPEND;
// if "USE" defined then find already defined element.
if(!use.empty())
{
CX3DImporter_NodeElement* ne;
MACRO_USE_CHECKANDAPPLY(def, use, ENET_Group, ne);
}
else
{
ParseHelper_Group_Begin();// create new grouping element and go deeper if node has children.
// at this place new group mode created and made current, so we can name it.
if(!def.empty()) NodeElement_Cur->ID = def;
// in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
// for empty element exit from node in that place
if(mReader->isEmptyElement()) ParseHelper_Node_Exit();
}// if(!use.empty()) else
}
void X3DImporter::ParseNode_Grouping_GroupEnd()
{
ParseHelper_Node_Exit();// go up in scene graph
}
// <StaticGroup
// DEF="" ID
// USE="" IDREF
// bboxCenter="0 0 0" SFVec3f [initializeOnly]
// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
// >
// <!-- ChildContentModel -->
// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
// precise palette of legal nodes that are available depends on assigned profile and components.
// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
// </StaticGroup>
// The StaticGroup node contains children nodes which cannot be modified. StaticGroup children are guaranteed to not change, send events, receive events or
// contain any USE references outside the StaticGroup.
void X3DImporter::ParseNode_Grouping_StaticGroup()
{
std::string def, use;
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
MACRO_ATTRREAD_LOOPEND;
// if "USE" defined then find already defined element.
if(!use.empty())
{
CX3DImporter_NodeElement* ne;
MACRO_USE_CHECKANDAPPLY(def, use, ENET_Group, ne);
}
else
{
ParseHelper_Group_Begin(true);// create new grouping element and go deeper if node has children.
// at this place new group mode created and made current, so we can name it.
if(!def.empty()) NodeElement_Cur->ID = def;
// in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
// for empty element exit from node in that place
if(mReader->isEmptyElement()) ParseHelper_Node_Exit();
}// if(!use.empty()) else
}
void X3DImporter::ParseNode_Grouping_StaticGroupEnd()
{
ParseHelper_Node_Exit();// go up in scene graph
}
// <Switch
// DEF="" ID
// USE="" IDREF
// bboxCenter="0 0 0" SFVec3f [initializeOnly]
// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
// whichChoice="-1" SFInt32 [inputOutput]
// >
// <!-- ChildContentModel -->
// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
// precise palette of legal nodes that are available depends on assigned profile and components.
// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
// </Switch>
// The Switch grouping node traverses zero or one of the nodes specified in the children field. The whichChoice field specifies the index of the child
// to traverse, with the first child having index 0. If whichChoice is less than zero or greater than the number of nodes in the children field, nothing
// is chosen.
void X3DImporter::ParseNode_Grouping_Switch()
{
std::string def, use;
int32_t whichChoice = -1;
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
MACRO_ATTRREAD_CHECK_RET("whichChoice", whichChoice, XML_ReadNode_GetAttrVal_AsI32);
MACRO_ATTRREAD_LOOPEND;
// if "USE" defined then find already defined element.
if(!use.empty())
{
CX3DImporter_NodeElement* ne;
MACRO_USE_CHECKANDAPPLY(def, use, ENET_Group, ne);
}
else
{
ParseHelper_Group_Begin();// create new grouping element and go deeper if node has children.
// at this place new group mode created and made current, so we can name it.
if(!def.empty()) NodeElement_Cur->ID = def;
// also set values specific to this type of group
((CX3DImporter_NodeElement_Group*)NodeElement_Cur)->UseChoice = true;
((CX3DImporter_NodeElement_Group*)NodeElement_Cur)->Choice = whichChoice;
// in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
// for empty element exit from node in that place
if(mReader->isEmptyElement()) ParseHelper_Node_Exit();
}// if(!use.empty()) else
}
void X3DImporter::ParseNode_Grouping_SwitchEnd()
{
// just exit from node. Defined choice will be accepted at postprocessing stage.
ParseHelper_Node_Exit();// go up in scene graph
}
// <Transform
// DEF="" ID
// USE="" IDREF
// bboxCenter="0 0 0" SFVec3f [initializeOnly]
// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
// center="0 0 0" SFVec3f [inputOutput]
// rotation="0 0 1 0" SFRotation [inputOutput]
// scale="1 1 1" SFVec3f [inputOutput]
// scaleOrientation="0 0 1 0" SFRotation [inputOutput]
// translation="0 0 0" SFVec3f [inputOutput]
// >
// <!-- ChildContentModel -->
// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
// precise palette of legal nodes that are available depends on assigned profile and components.
// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
// </Transform>
// The Transform node is a grouping node that defines a coordinate system for its children that is relative to the coordinate systems of its ancestors.
// Given a 3-dimensional point P and Transform node, P is transformed into point P' in its parent's coordinate system by a series of intermediate
// transformations. In matrix transformation notation, where C (center), SR (scaleOrientation), T (translation), R (rotation), and S (scale) are the
// equivalent transformation matrices,
// P' = T * C * R * SR * S * -SR * -C * P
void X3DImporter::ParseNode_Grouping_Transform()
{
aiVector3D center(0, 0, 0);
float rotation[4] = {0, 0, 1, 0};
aiVector3D scale(1, 1, 1);// A value of zero indicates that any child geometry shall not be displayed
float scale_orientation[4] = {0, 0, 1, 0};
aiVector3D translation(0, 0, 0);
aiMatrix4x4 matr, tmatr;
std::string use, def;
MACRO_ATTRREAD_LOOPBEG;
MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
MACRO_ATTRREAD_CHECK_REF("center", center, XML_ReadNode_GetAttrVal_AsVec3f);
MACRO_ATTRREAD_CHECK_REF("scale", scale, XML_ReadNode_GetAttrVal_AsVec3f);
MACRO_ATTRREAD_CHECK_REF("translation", translation, XML_ReadNode_GetAttrVal_AsVec3f);
if(an == "rotation")
{
std::vector<float> tvec;
XML_ReadNode_GetAttrVal_AsArrF(idx, tvec);
if(tvec.size() != 4) throw DeadlyImportError("<Transform>: rotation vector must have 4 elements.");
memcpy(rotation, tvec.data(), sizeof(rotation));
continue;
}
if(an == "scaleOrientation")
{
std::vector<float> tvec;
XML_ReadNode_GetAttrVal_AsArrF(idx, tvec);
if ( tvec.size() != 4 )
{
throw DeadlyImportError( "<Transform>: scaleOrientation vector must have 4 elements." );
}
::memcpy(scale_orientation, tvec.data(), sizeof(scale_orientation) );
continue;
}
MACRO_ATTRREAD_LOOPEND;
// if "USE" defined then find already defined element.
if(!use.empty())
{
CX3DImporter_NodeElement* ne( nullptr );
MACRO_USE_CHECKANDAPPLY(def, use, ENET_Group, ne);
}
else
{
ParseHelper_Group_Begin();// create new grouping element and go deeper if node has children.
// at this place new group mode created and made current, so we can name it.
if ( !def.empty() )
{
NodeElement_Cur->ID = def;
}
//
// also set values specific to this type of group
//
// calculate transformation matrix
aiMatrix4x4::Translation(translation, matr);// T
aiMatrix4x4::Translation(center, tmatr);// C
matr *= tmatr;
aiMatrix4x4::Rotation(rotation[3], aiVector3D(rotation[0], rotation[1], rotation[2]), tmatr);// R
matr *= tmatr;
aiMatrix4x4::Rotation(scale_orientation[3], aiVector3D(scale_orientation[0], scale_orientation[1], scale_orientation[2]), tmatr);// SR
matr *= tmatr;
aiMatrix4x4::Scaling(scale, tmatr);// S
matr *= tmatr;
aiMatrix4x4::Rotation(-scale_orientation[3], aiVector3D(scale_orientation[0], scale_orientation[1], scale_orientation[2]), tmatr);// -SR
matr *= tmatr;
aiMatrix4x4::Translation(-center, tmatr);// -C
matr *= tmatr;
// and assign it
((CX3DImporter_NodeElement_Group*)NodeElement_Cur)->Transformation = matr;
// in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
// for empty element exit from node in that place
if ( mReader->isEmptyElement() )
{
ParseHelper_Node_Exit();
}
}// if(!use.empty()) else
}
void X3DImporter::ParseNode_Grouping_TransformEnd()
{
ParseHelper_Node_Exit();// go up in scene graph
}
}// namespace Assimp
#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER