425 lines
12 KiB
C++
425 lines
12 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (ASSIMP)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development Team
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the ASSIMP team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the ASSIMP Development Team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
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,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Implementation of the Irr importer class */
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
#include "IRRLoader.h"
|
|
#include "ParsingUtils.h"
|
|
#include "fast_atof.h"
|
|
|
|
#include "StandardShapes.h"
|
|
|
|
using namespace Assimp;
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
IRRImporter::IRRImporter()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
IRRImporter::~IRRImporter()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
|
{
|
|
/* NOTE: A simple check for the file extension is not enough
|
|
* here. Irrmesh and irr are easy, but xml is too generic
|
|
* and could be collada, too. So we need to open the file and
|
|
* search for typical tokens.
|
|
*/
|
|
|
|
std::string::size_type pos = pFile.find_last_of('.');
|
|
|
|
// no file extension - can't read
|
|
if( pos == std::string::npos)
|
|
return false;
|
|
|
|
std::string extension = pFile.substr( pos);
|
|
for (std::string::iterator i = extension.begin(); i != extension.end();++i)
|
|
*i = ::tolower(*i);
|
|
|
|
if (extension == ".irr")return true;
|
|
else if (extension == ".xml")
|
|
{
|
|
/* If CanRead() is called to check whether the loader
|
|
* supports a specific file extension in general we
|
|
* must return true here.
|
|
*/
|
|
if (!pIOHandler)return true;
|
|
const char* tokens[] = {"irr_scene"};
|
|
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void IRRImporter::InternReadFile( const std::string& pFile,
|
|
aiScene* pScene, IOSystem* pIOHandler)
|
|
{
|
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL)
|
|
throw new ImportErrorException( "Failed to open IRR file " + pFile + "");
|
|
|
|
// Construct the irrXML parser
|
|
CIrrXML_IOStreamReader st(file.get());
|
|
reader = createIrrXMLReader((IFileReadCallBack*) &st);
|
|
|
|
// The root node of the scene
|
|
Node* root = new Node(Node::DUMMY);
|
|
root->parent = NULL;
|
|
|
|
// Current node parent
|
|
Node* curParent = root;
|
|
|
|
// Scenegraph node we're currently working on
|
|
Node* curNode = NULL;
|
|
|
|
// List of output cameras
|
|
std::vector<aiCamera*> cameras;
|
|
|
|
// List of output lights
|
|
std::vector<aiLight*> lights;
|
|
|
|
// List of output meshes
|
|
std::vector<aiMesh*> meshes;
|
|
|
|
// List of output animation channels
|
|
std::vector<aiNodeAnim*> animations;
|
|
|
|
BatchLoader batch(pIOHandler);
|
|
|
|
cameras.reserve(5);
|
|
lights.reserve(5);
|
|
animations.reserve(5);
|
|
meshes.reserve(5);
|
|
|
|
bool inMaterials = false;
|
|
|
|
// Parse the XML file
|
|
while (reader->read())
|
|
{
|
|
switch (reader->getNodeType())
|
|
{
|
|
case EXN_ELEMENT:
|
|
|
|
if (!ASSIMP_stricmp(reader->getNodeName(),"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
|
|
*
|
|
* Each of these nodes can be animated.
|
|
*/
|
|
const char* sz = reader->getAttributeValueSafe("type");
|
|
Node* nd;
|
|
if (!ASSIMP_stricmp(sz,"mesh"))
|
|
{
|
|
nd = new Node(Node::MESH);
|
|
}
|
|
else if (!ASSIMP_stricmp(sz,"cube"))
|
|
{
|
|
nd = new Node(Node::CUBE);
|
|
meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
|
|
}
|
|
else if (!ASSIMP_stricmp(sz,"skybox"))
|
|
{
|
|
nd = new Node(Node::SKYBOX);
|
|
}
|
|
else if (!ASSIMP_stricmp(sz,"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(sz,"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(sz,"sphere"))
|
|
{
|
|
nd = new Node(Node::SPHERE);
|
|
}
|
|
else if (!ASSIMP_stricmp(sz,"animatedMesh"))
|
|
{
|
|
nd = new Node(Node::ANIMMESH);
|
|
}
|
|
else if (!ASSIMP_stricmp(sz,"empty"))
|
|
{
|
|
nd = new Node(Node::DUMMY);
|
|
}
|
|
else
|
|
{
|
|
DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
|
|
|
|
/* 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 scenegraph
|
|
*/
|
|
curNode = nd;
|
|
nd->parent = curParent;
|
|
curParent->children.push_back(nd);
|
|
}
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
|
|
{
|
|
inMaterials = true;
|
|
}
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
|
|
{
|
|
/* We should have a valid node here
|
|
*/
|
|
if (!curNode)
|
|
{
|
|
DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
|
|
"there is no node active");
|
|
continue;
|
|
}
|
|
|
|
if (inMaterials && curNode->type == Node::ANIMMESH ||
|
|
curNode->type == Node::MESH )
|
|
{
|
|
/* This is a material description - parse it!
|
|
*/
|
|
curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
|
|
std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
|
|
|
|
p.first = ParseMaterial(p.second);
|
|
continue;
|
|
}
|
|
|
|
/* Parse all elements in the attributes block
|
|
* and process them.
|
|
*/
|
|
while (reader->read())
|
|
{
|
|
if (reader->getNodeType() == EXN_ELEMENT)
|
|
{
|
|
if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d"))
|
|
{
|
|
VectorProperty prop;
|
|
ReadVectorProperty(prop);
|
|
|
|
// Convert to our coordinate system
|
|
std::swap( (float&)prop.value.z, (float&)prop.value.y );
|
|
prop.value.y *= -1.f;
|
|
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(),"float"))
|
|
{
|
|
FloatProperty prop;
|
|
ReadFloatProperty(prop);
|
|
|
|
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 (!ASSIMP_stricmp(reader->getNodeName(),"string"))
|
|
{
|
|
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 (prop.name == "Mesh" && Node::MESH == curNode->type ||
|
|
Node::ANIMMESH == curNode->type)
|
|
{
|
|
/* This is the file name of the mesh - either
|
|
* animated or not. We don't need any postprocessing
|
|
* steps here. However, it would be useful it we'd
|
|
* be able to use RemoveVC to remove animations
|
|
* if this isn't an animated mesh. But that's not
|
|
* possible at the moment.
|
|
*/
|
|
batch.AddLoadRequest(prop.value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (reader->getNodeType() == EXN_ELEMENT_END &&
|
|
!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EXN_ELEMENT_END:
|
|
|
|
if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
|
|
{
|
|
if (!curNode)
|
|
{
|
|
// currently is no node set. We need to go
|
|
// back in the node hierarchy
|
|
curParent = curParent->parent;
|
|
if (!curParent)
|
|
{
|
|
curParent = root;
|
|
DefaultLogger::get()->error("IRR: Too many closing <node> elements");
|
|
}
|
|
}
|
|
else curNode = NULL;
|
|
}
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
|
|
{
|
|
inMaterials = 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 (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();
|
|
it != end; ++it)
|
|
{
|
|
aiCamera* cam = *it;
|
|
if (cam->mAspect) // screen aspect could be missing
|
|
{
|
|
cam->mHorizontalFOV *= cam->mAspect;
|
|
}
|
|
else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
|
|
}
|
|
}
|