1352 lines
54 KiB
C++
1352 lines
54 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) 2006-2024, 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 IRRLoader.cpp
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* @brief Implementation of the Irr importer class
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*/
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#include "assimp/Exceptional.h"
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#include "assimp/StringComparison.h"
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#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
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#include "AssetLib/Irr/IRRLoader.h"
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#include "Common/Importer.h"
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#include <assimp/GenericProperty.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/StandardShapes.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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using namespace Assimp;
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static constexpr aiImporterDesc desc = {
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"Irrlicht Scene Reader",
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"",
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"",
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"http://irrlicht.sourceforge.net/",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"irr xml"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRImporter::IRRImporter() :
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fps(), configSpeedFlag() {
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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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IRRImporter::~IRRImporter() = default;
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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 IRRImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const char *tokens[] = { "irr_scene" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *IRRImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::SetupProperties(const Importer *pImp) {
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// read the output frame rate of all node animation channels
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fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS, 100);
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if (fps < 10.) {
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ASSIMP_LOG_ERROR("IRR: Invalid FPS configuration");
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fps = 100;
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}
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// AI_CONFIG_FAVOUR_SPEED
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configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED, 0));
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}
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// ------------------------------------------------------------------------------------------------
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// Build a mesh that consists of a single squad (a side of a skybox)
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aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1,
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const SkyboxVertex &v2,
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const SkyboxVertex &v3,
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const SkyboxVertex &v4) {
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// allocate and prepare the mesh
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aiMesh *out = new aiMesh();
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out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
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out->mNumFaces = 1;
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// build the face
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out->mFaces = new aiFace[1];
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aiFace &face = out->mFaces[0];
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face.mNumIndices = 4;
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face.mIndices = new unsigned int[4];
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for (unsigned int i = 0; i < 4; ++i)
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face.mIndices[i] = i;
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out->mNumVertices = 4;
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// copy vertex positions
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aiVector3D *vec = out->mVertices = new aiVector3D[4];
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*vec++ = v1.position;
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*vec++ = v2.position;
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*vec++ = v3.position;
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*vec = v4.position;
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// copy vertex normals
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vec = out->mNormals = new aiVector3D[4];
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*vec++ = v1.normal;
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*vec++ = v2.normal;
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*vec++ = v3.normal;
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*vec = v4.normal;
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// copy texture coordinates
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vec = out->mTextureCoords[0] = new aiVector3D[4];
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*vec++ = v1.uv;
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*vec++ = v2.uv;
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*vec++ = v3.uv;
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*vec = v4.uv;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::BuildSkybox(std::vector<aiMesh *> &meshes, std::vector<aiMaterial *> materials) {
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// Update the material of the skybox - replace the name and disable shading for skyboxes.
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for (unsigned int i = 0; i < 6; ++i) {
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aiMaterial *out = (aiMaterial *)(*(materials.end() - (6 - i)));
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aiString s;
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s.length = ::ai_snprintf(s.data, AI_MAXLEN, "SkyboxSide_%u", i);
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out->AddProperty(&s, AI_MATKEY_NAME);
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int shading = aiShadingMode_NoShading;
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out->AddProperty(&shading, 1, AI_MATKEY_SHADING_MODEL);
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}
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// Skyboxes are much more difficult. They are represented
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// by six single planes with different textures, so we'll
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// need to build six meshes.
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const ai_real l = 10.0; // the size used by Irrlicht
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// FRONT SIDE
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meshes.push_back(BuildSingleQuadMesh(
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SkyboxVertex(-l, -l, -l, 0, 0, 1, 1.0, 1.0),
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SkyboxVertex(l, -l, -l, 0, 0, 1, 0.0, 1.0),
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SkyboxVertex(l, l, -l, 0, 0, 1, 0.0, 0.0),
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SkyboxVertex(-l, l, -l, 0, 0, 1, 1.0, 0.0)));
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meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 6u);
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// LEFT SIDE
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meshes.push_back(BuildSingleQuadMesh(
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SkyboxVertex(l, -l, -l, -1, 0, 0, 1.0, 1.0),
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SkyboxVertex(l, -l, l, -1, 0, 0, 0.0, 1.0),
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SkyboxVertex(l, l, l, -1, 0, 0, 0.0, 0.0),
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SkyboxVertex(l, l, -l, -1, 0, 0, 1.0, 0.0)));
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meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 5u);
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// BACK SIDE
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meshes.push_back(BuildSingleQuadMesh(
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SkyboxVertex(l, -l, l, 0, 0, -1, 1.0, 1.0),
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SkyboxVertex(-l, -l, l, 0, 0, -1, 0.0, 1.0),
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SkyboxVertex(-l, l, l, 0, 0, -1, 0.0, 0.0),
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SkyboxVertex(l, l, l, 0, 0, -1, 1.0, 0.0)));
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meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 4u);
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// RIGHT SIDE
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meshes.push_back(BuildSingleQuadMesh(
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SkyboxVertex(-l, -l, l, 1, 0, 0, 1.0, 1.0),
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SkyboxVertex(-l, -l, -l, 1, 0, 0, 0.0, 1.0),
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SkyboxVertex(-l, l, -l, 1, 0, 0, 0.0, 0.0),
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SkyboxVertex(-l, l, l, 1, 0, 0, 1.0, 0.0)));
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meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 3u);
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// TOP SIDE
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meshes.push_back(BuildSingleQuadMesh(
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SkyboxVertex(l, l, -l, 0, -1, 0, 1.0, 1.0),
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SkyboxVertex(l, l, l, 0, -1, 0, 0.0, 1.0),
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SkyboxVertex(-l, l, l, 0, -1, 0, 0.0, 0.0),
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SkyboxVertex(-l, l, -l, 0, -1, 0, 1.0, 0.0)));
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meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 2u);
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// BOTTOM SIDE
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meshes.push_back(BuildSingleQuadMesh(
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SkyboxVertex(l, -l, l, 0, 1, 0, 0.0, 0.0),
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SkyboxVertex(l, -l, -l, 0, 1, 0, 1.0, 0.0),
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SkyboxVertex(-l, -l, -l, 0, 1, 0, 1.0, 1.0),
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SkyboxVertex(-l, -l, l, 0, 1, 0, 0.0, 1.0)));
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meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 1u);
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::CopyMaterial(std::vector<aiMaterial *> &materials,
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std::vector<std::pair<aiMaterial *, unsigned int>> &inmaterials,
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unsigned int &defMatIdx,
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aiMesh *mesh) {
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if (inmaterials.empty()) {
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// Do we have a default material? If not we need to create one
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if (UINT_MAX == defMatIdx) {
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defMatIdx = (unsigned int)materials.size();
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// TODO: add this materials to someone?
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/*aiMaterial* mat = new aiMaterial();
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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mat->AddProperty(&s,AI_MATKEY_NAME);
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aiColor3D c(0.6f,0.6f,0.6f);
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mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);*/
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}
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mesh->mMaterialIndex = defMatIdx;
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return;
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} else if (inmaterials.size() > 1) {
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ASSIMP_LOG_INFO("IRR: Skipping additional materials");
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}
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mesh->mMaterialIndex = (unsigned int)materials.size();
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materials.push_back(inmaterials[0].first);
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}
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// ------------------------------------------------------------------------------------------------
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inline int ClampSpline(int idx, int size) {
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return (idx < 0 ? size + idx : (idx >= size ? idx - size : idx));
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}
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// ------------------------------------------------------------------------------------------------
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inline void FindSuitableMultiple(int &angle) {
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if (angle < 3)
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angle = 3;
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else if (angle < 10)
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angle = 10;
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else if (angle < 20)
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angle = 20;
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else if (angle < 30)
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angle = 30;
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector<aiNodeAnim *> &anims) {
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ai_assert(nullptr != root && nullptr != real);
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// XXX totally WIP - doesn't produce proper results, need to evaluate
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// whether there's any use for Irrlicht's proprietary scene format
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// outside Irrlicht ...
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// This also applies to the above function of FindSuitableMultiple and ClampSpline which are
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// solely used in this function
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if (root->animators.empty()) {
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return;
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}
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unsigned int total(0);
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for (std::list<Animator>::iterator it = root->animators.begin(); it != root->animators.end(); ++it) {
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if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) {
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ASSIMP_LOG_WARN("IRR: Skipping unknown or unsupported animator");
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continue;
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}
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++total;
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}
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if (!total) {
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return;
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} else if (1 == total) {
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ASSIMP_LOG_WARN("IRR: Adding dummy nodes to simulate multiple animators");
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}
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// NOTE: 1 tick == i millisecond
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unsigned int cur = 0;
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for (std::list<Animator>::iterator it = root->animators.begin();
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it != root->animators.end(); ++it) {
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if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) continue;
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Animator &in = *it;
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aiNodeAnim *anim = new aiNodeAnim();
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if (cur != total - 1) {
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// Build a new name - a prefix instead of a suffix because it is
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// easier to check against
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anim->mNodeName.length = ::ai_snprintf(anim->mNodeName.data, AI_MAXLEN,
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"$INST_DUMMY_%i_%s", total - 1,
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(root->name.length() ? root->name.c_str() : ""));
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// we'll also need to insert a dummy in the node hierarchy.
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aiNode *dummy = new aiNode();
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for (unsigned int i = 0; i < real->mParent->mNumChildren; ++i)
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if (real->mParent->mChildren[i] == real)
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real->mParent->mChildren[i] = dummy;
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dummy->mParent = real->mParent;
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dummy->mName = anim->mNodeName;
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dummy->mNumChildren = 1;
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dummy->mChildren = new aiNode *[dummy->mNumChildren];
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dummy->mChildren[0] = real;
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// the transformation matrix of the dummy node is the identity
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real->mParent = dummy;
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} else
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anim->mNodeName.Set(root->name);
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++cur;
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switch (in.type) {
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case Animator::ROTATION: {
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// -----------------------------------------------------
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// find out how long a full rotation will take
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// This is the least common multiple of 360.f and all
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// three euler angles. Although we'll surely find a
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// possible multiple (haha) it could be somewhat large
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// for our purposes. So we need to modify the angles
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// here in order to get good results.
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// -----------------------------------------------------
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int angles[3];
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angles[0] = (int)(in.direction.x * 100);
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angles[1] = (int)(in.direction.y * 100);
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angles[2] = (int)(in.direction.z * 100);
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angles[0] %= 360;
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angles[1] %= 360;
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angles[2] %= 360;
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if ((angles[0] * angles[1]) != 0 && (angles[1] * angles[2]) != 0) {
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FindSuitableMultiple(angles[0]);
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FindSuitableMultiple(angles[1]);
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FindSuitableMultiple(angles[2]);
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}
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int lcm = 360;
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if (angles[0])
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lcm = Math::lcm(lcm, angles[0]);
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if (angles[1])
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lcm = Math::lcm(lcm, angles[1]);
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if (angles[2])
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lcm = Math::lcm(lcm, angles[2]);
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if (360 == lcm)
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break;
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// find out how many time units we'll need for the finest
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// track (in seconds) - this defines the number of output
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// keys (fps * seconds)
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float max = 0.f;
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if (angles[0])
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max = (float)lcm / angles[0];
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if (angles[1])
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max = std::max(max, (float)lcm / angles[1]);
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if (angles[2])
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max = std::max(max, (float)lcm / angles[2]);
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anim->mNumRotationKeys = (unsigned int)(max * fps);
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anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
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// begin with a zero angle
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aiVector3D angle;
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for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
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// build the quaternion for the given euler angles
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aiQuatKey &q = anim->mRotationKeys[i];
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q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
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q.mTime = (double)i;
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// increase the angle
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angle += in.direction;
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}
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// This animation is repeated and repeated ...
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anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
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} break;
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case Animator::FLY_CIRCLE: {
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// -----------------------------------------------------
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// Find out how much time we'll need to perform a
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// full circle.
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// -----------------------------------------------------
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const double seconds = (1. / in.speed) / 1000.;
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const double tdelta = 1000. / fps;
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anim->mNumPositionKeys = (unsigned int)(fps * seconds);
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anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
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// from Irrlicht, what else should we do than copying it?
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aiVector3D vecU, vecV;
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if (in.direction.y) {
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vecV = aiVector3D(50, 0, 0) ^ in.direction;
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} else
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vecV = aiVector3D(0, 50, 00) ^ in.direction;
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vecV.Normalize();
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vecU = (vecV ^ in.direction).Normalize();
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// build the output keys
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for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
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aiVectorKey &key = anim->mPositionKeys[i];
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key.mTime = i * tdelta;
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const ai_real t = (ai_real)(in.speed * key.mTime);
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key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t)));
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}
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// This animation is repeated and repeated ...
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anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
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} break;
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case Animator::FLY_STRAIGHT: {
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anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
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const double seconds = in.timeForWay / 1000.;
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const double tdelta = 1000. / fps;
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anim->mNumPositionKeys = (unsigned int)(fps * seconds);
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anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
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aiVector3D diff = in.direction - in.circleCenter;
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const ai_real lengthOfWay = diff.Length();
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diff.Normalize();
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const double timeFactor = lengthOfWay / in.timeForWay;
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// build the output keys
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for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) {
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aiVectorKey &key = anim->mPositionKeys[i];
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key.mTime = i * tdelta;
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key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime);
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}
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} break;
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case Animator::FOLLOW_SPLINE: {
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// repeat outside the defined time range
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anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
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const int size = (int)in.splineKeys.size();
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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 = sizeof(aiVector3D);
|
|
m->mData = new char[m->mDataLength];
|
|
*((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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void IRRImporter::ParseNodeAttributes(pugi::xml_node &attributesNode, IRRImporter::Node *nd, BatchLoader &batch) {
|
|
ai_assert(!ASSIMP_stricmp(attributesNode.name(), "attributes")); // Node must be <attributes>
|
|
ai_assert(nd != nullptr); // dude
|
|
|
|
// Big switch statement that tests for various tags inside <attributes>
|
|
// and applies them to nd
|
|
// I don't believe nodes have boolean attributes
|
|
for (pugi::xml_node &attribute : attributesNode.children()) {
|
|
if (attribute.type() != pugi::node_element) continue;
|
|
if (!ASSIMP_stricmp(attribute.name(), "vector3d")) { // <vector3d />
|
|
VectorProperty prop;
|
|
ReadVectorProperty(prop, attribute);
|
|
if (prop.name == "Position") {
|
|
nd->position = prop.value;
|
|
} else if (prop.name == "Rotation") {
|
|
nd->rotation = prop.value;
|
|
} else if (prop.name == "Scale") {
|
|
nd->scaling = prop.value;
|
|
} else if (Node::CAMERA == nd->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(attribute.name(), "float")) { // <float />
|
|
FloatProperty prop;
|
|
ReadFloatProperty(prop, attribute);
|
|
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == nd->type) {
|
|
nd->framesPerSecond = prop.value;
|
|
} else if (Node::CAMERA == nd->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 == nd->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 == nd->type && prop.name == "Radius") ||
|
|
(Node::CUBE == nd->type && prop.name == "Size")) {
|
|
nd->sphereRadius = prop.value;
|
|
}
|
|
} else if (!ASSIMP_stricmp(attribute.name(), "int")) { // <int />
|
|
// Only sphere nodes make use of integer attributes
|
|
if (Node::SPHERE == nd->type) {
|
|
IntProperty prop;
|
|
ReadIntProperty(prop, attribute);
|
|
if (prop.name == "PolyCountX") {
|
|
nd->spherePolyCountX = prop.value;
|
|
} else if (prop.name == "PolyCountY") {
|
|
nd->spherePolyCountY = prop.value;
|
|
}
|
|
}
|
|
} else if (!ASSIMP_stricmp(attribute.name(), "string") || !ASSIMP_stricmp(attribute.name(), "enum")) { // <string /> or < enum />
|
|
StringProperty prop;
|
|
ReadStringProperty(prop, attribute);
|
|
if (prop.value.length() == 0) continue; // skip empty strings
|
|
if (prop.name == "Name") {
|
|
nd->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 == nd->type) {
|
|
cameras.back()->mName.Set(prop.value);
|
|
} else if (Node::LIGHT == nd->type) {
|
|
lights.back()->mName.Set(prop.value);
|
|
}
|
|
} else if (Node::LIGHT == nd->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();
|
|
nd->type = Node::DUMMY;
|
|
|
|
ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value);
|
|
}
|
|
} else if ((prop.name == "Mesh" && Node::MESH == nd->type) ||
|
|
Node::ANIMMESH == nd->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 != nd->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 {
|
|
nd->id = batch.AddLoadRequest(prop.value, pp, &map);
|
|
nd->meshPath = prop.value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void IRRImporter::ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd) {
|
|
Animator *curAnim = nullptr;
|
|
// Make empty animator
|
|
nd->animators.emplace_back();
|
|
curAnim = &nd->animators.back(); // Push it back
|
|
pugi::xml_node attributes = animatorNode.child("attributes");
|
|
if (!attributes) {
|
|
ASSIMP_LOG_WARN("Animator node does not contain attributes. ");
|
|
return;
|
|
}
|
|
|
|
for (pugi::xml_node attrib : attributes.children()) {
|
|
// XML may contain useless noes like CDATA
|
|
if (!ASSIMP_stricmp(attrib.name(), "vector3d")) {
|
|
VectorProperty prop;
|
|
ReadVectorProperty(prop, attrib);
|
|
|
|
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 (!ASSIMP_stricmp(reader->getNodeName(), "bool")) {
|
|
} else if (!ASSIMP_stricmp(attrib.name(), "bool")) {
|
|
BoolProperty prop;
|
|
ReadBoolProperty(prop, attrib);
|
|
|
|
if (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, attrib);
|
|
|
|
// 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 (!ASSIMP_stricmp(reader->getNodeName(), "int")) {
|
|
} else if (!ASSIMP_stricmp(attrib.name(), "int")) {
|
|
IntProperty prop;
|
|
ReadIntProperty(prop, attrib);
|
|
|
|
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
|
|
curAnim->timeForWay = 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, attrib);
|
|
|
|
if (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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
IRRImporter::Node *IRRImporter::ParseNode(pugi::xml_node &node, BatchLoader &batch) {
|
|
// Parse <node> tags.
|
|
// <node> tags have various types
|
|
// <node> tags can contain <attribute>, <material>
|
|
// they can also contain other <node> tags, (and can reference other files as well?)
|
|
// ***********************************************************************
|
|
/* 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).
|
|
* Said materials and animators are all collected at the bottom
|
|
*/
|
|
// ***********************************************************************
|
|
Node *nd;
|
|
pugi::xml_attribute nodeTypeAttrib = node.attribute("type");
|
|
if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "mesh") || !ASSIMP_stricmp(nodeTypeAttrib.value(), "octTree")) {
|
|
// OctTree's and meshes are treated equally
|
|
nd = new Node(Node::MESH);
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "cube")) {
|
|
nd = new Node(Node::CUBE);
|
|
guessedMeshCnt += 1; // Cube is only one mesh
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "skybox")) {
|
|
nd = new Node(Node::SKYBOX);
|
|
guessedMeshCnt += 6; // Skybox is a box, with 6 meshes?
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "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(nodeTypeAttrib.value(), "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(nodeTypeAttrib.value(), "sphere")) {
|
|
nd = new Node(Node::SPHERE);
|
|
guessedMeshCnt += 1;
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "animatedMesh")) {
|
|
nd = new Node(Node::ANIMMESH);
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "empty")) {
|
|
nd = new Node(Node::DUMMY);
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "terrain")) {
|
|
nd = new Node(Node::TERRAIN);
|
|
} else if (!ASSIMP_stricmp(nodeTypeAttrib.value(), "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: ", nodeTypeAttrib.value());
|
|
|
|
/* 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);
|
|
}
|
|
|
|
// TODO: consolidate all into one loop
|
|
for (pugi::xml_node subNode : node.children()) {
|
|
// Collect node attributes first
|
|
if (!ASSIMP_stricmp(subNode.name(), "attributes")) {
|
|
ParseNodeAttributes(subNode, nd, batch); // Parse attributes into this node
|
|
} else if (!ASSIMP_stricmp(subNode.name(), "animators")) {
|
|
// Then parse any animators
|
|
// All animators should contain an <attributes> tag
|
|
|
|
// This is an animation path - add a new animator
|
|
// to the list.
|
|
ParseAnimators(subNode, nd); // Function modifies nd's animator vector
|
|
guessedAnimCnt += 1;
|
|
}
|
|
|
|
// Then parse any materials
|
|
// Materials are available to almost all node types
|
|
if (nd->type != Node::DUMMY) {
|
|
if (!ASSIMP_stricmp(subNode.name(), "materials")) {
|
|
// Parse material description directly
|
|
// Each material should contain an <attributes> node
|
|
// with everything specified
|
|
nd->materials.emplace_back();
|
|
std::pair<aiMaterial *, unsigned int> &p = nd->materials.back();
|
|
p.first = ParseMaterial(subNode, p.second);
|
|
guessedMatCnt += 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Then parse any child nodes
|
|
// Attach the newly created node to the scene-graph
|
|
for (pugi::xml_node child : node.children()) {
|
|
if (!ASSIMP_stricmp(child.name(), "node")) { // Is a child node
|
|
Node *childNd = ParseNode(child, batch); // Repeat this function for all children
|
|
nd->children.push_back(childNd);
|
|
};
|
|
}
|
|
|
|
// Return fully specified node
|
|
return nd;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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 documentRoot = st.getRootNode();
|
|
|
|
// The root node of the scene
|
|
Node *root = new Node(Node::DUMMY);
|
|
root->parent = nullptr;
|
|
root->name = "<IRRSceneRoot>";
|
|
|
|
// Batch loader used to load external models
|
|
BatchLoader batch(pIOHandler);
|
|
// batch.SetBasePath(pFile);
|
|
|
|
cameras.reserve(1); // Probably only one camera in entire scene
|
|
lights.reserve(5);
|
|
|
|
this->guessedAnimCnt = 0;
|
|
this->guessedMeshCnt = 0;
|
|
this->guessedMatCnt = 0;
|
|
|
|
// Parse the XML
|
|
// Find the scene root from document root.
|
|
const pugi::xml_node &sceneRoot = documentRoot.child("irr_scene");
|
|
if (!sceneRoot) {
|
|
delete root;
|
|
throw new DeadlyImportError("IRR: <irr_scene> not found in file");
|
|
}
|
|
for (pugi::xml_node &child : sceneRoot.children()) {
|
|
// XML elements are either nodes, animators, attributes, or materials
|
|
if (!ASSIMP_stricmp(child.name(), "node")) {
|
|
// Recursive collect subtree children
|
|
Node *nd = ParseNode(child, batch);
|
|
// Attach to root
|
|
root->children.push_back(nd);
|
|
}
|
|
}
|
|
|
|
// 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
|