517 lines
16 KiB
C++
517 lines
16 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) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the IrrMesh importer class */
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#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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#include "IRRMeshLoader.h"
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#include <assimp/ParsingUtils.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/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Irrlicht Mesh 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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"xml irrmesh"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter() :
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BaseImporter(),
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IrrlichtBase() {
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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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IRRMeshImporter::~IRRMeshImporter() {}
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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 IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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const std::string extension = GetExtension(pFile);
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if (extension == "irrmesh")
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return true;
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else if (extension == "xml" || checkSig) {
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/* If CanRead() is called to check whether the loader
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* supports a specific file extension in general we
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* must return true here.
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*/
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if (!pIOHandler) return true;
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static const char * const tokens[] = { "irrmesh" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all file extensions which are handled by this class
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const aiImporterDesc *IRRMeshImporter::GetInfo() const {
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return &desc;
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}
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static void releaseMaterial(aiMaterial **mat) {
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if (*mat != nullptr) {
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delete *mat;
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*mat = nullptr;
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}
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}
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static void releaseMesh(aiMesh **mesh) {
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if (*mesh != nullptr) {
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delete *mesh;
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*mesh = nullptr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void IRRMeshImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file.get() == NULL)
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throw DeadlyImportError("Failed to open IRRMESH file ", pFile);
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// Construct the irrXML parser
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XmlParser parser;
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if (!parser.parse( file.get() )) {
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throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
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}
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XmlNode root = parser.getRootNode();
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// final data
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std::vector<aiMaterial *> materials;
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std::vector<aiMesh *> meshes;
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materials.reserve(5);
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meshes.reserve(5);
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// temporary data - current mesh buffer
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aiMaterial *curMat = nullptr;
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aiMesh *curMesh = nullptr;
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unsigned int curMatFlags = 0;
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std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs, curUV2s;
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// some temporary variables
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int textMeaning = 0;
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int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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// Parse the XML file
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for (pugi::xml_node child : root.children()) {
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if (child.type() == pugi::node_element) {
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if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) {
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// end of previous buffer. A material and a mesh should be there
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if (!curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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curMat = nullptr;
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curMesh = nullptr;
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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}
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if (!ASSIMP_stricmp(child.name(), "material")) {
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if (curMat) {
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ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
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releaseMaterial(&curMat);
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}
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curMat = ParseMaterial(curMatFlags);
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}
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/* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) {
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pugi::xml_attribute attr = child.attribute("vertexCount");
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int num = attr.as_int();
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//int num = reader->getAttributeValueAsInt("vertexCount");
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if (!num) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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textMeaning = 0;
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continue;
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}
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curVertices.reserve(num);
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curNormals.reserve(num);
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curColors.reserve(num);
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curUVs.reserve(num);
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// Determine the file format
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//const char *t = reader->getAttributeValueSafe("type");
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pugi::xml_attribute t = child.attribute("type");
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if (!ASSIMP_stricmp("2tcoords", t.name())) {
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curUV2s.reserve(num);
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vertexFormat = 1;
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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aiMaterial *mat = (aiMaterial *)curMat;
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if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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} else if (!ASSIMP_stricmp("tangents", t.name())) {
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curTangents.reserve(num);
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curBitangents.reserve(num);
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vertexFormat = 2;
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} else if (ASSIMP_stricmp("standard", t.name())) {
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releaseMaterial(&curMat);
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ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
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} else
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vertexFormat = 0;
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textMeaning = 1;
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} else if (!ASSIMP_stricmp(child.name(), "indices")) {
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if (curVertices.empty() && curMat) {
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releaseMaterial(&curMat);
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throw DeadlyImportError("IRRMESH: indices must come after vertices");
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}
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textMeaning = 2;
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// start a new mesh
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curMesh = new aiMesh();
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// allocate storage for all faces
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pugi::xml_attribute attr = child.attribute("indexCount");
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curMesh->mNumVertices = attr.as_int();
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if (!curMesh->mNumVertices) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
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// mesh - away
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releaseMesh(&curMesh);
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// material - away
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releaseMaterial(&curMat);
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textMeaning = 0;
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continue;
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}
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if (curMesh->mNumVertices % 3) {
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ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
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}
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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if (curNormals.size() == curVertices.size()) {
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size()) {
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size()) {
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors) {
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curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
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}
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if (curUVs.size() == curVertices.size()) {
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curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
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}
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if (curUV2s.size() == curVertices.size()) {
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curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
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}
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}
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//break;
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//case EXN_TEXT: {
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const char *sz = child.child_value();
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if (textMeaning == 1) {
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textMeaning = 0;
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// read vertices
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do {
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SkipSpacesAndLineEnd(&sz);
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aiVector3D temp;
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aiColor4D c;
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// Read the vertex position
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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curVertices.push_back(temp);
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// Read the vertex normals
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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curNormals.push_back(temp);
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// read the vertex colors
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uint32_t clr = strtoul16(sz, &sz);
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ColorFromARGBPacked(clr, c);
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if (!curColors.empty() && c != *(curColors.end() - 1))
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useColors = true;
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curColors.push_back(c);
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SkipSpaces(&sz);
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// read the first UV coordinate set
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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temp.z = 0.f;
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temp.y = 1.f - temp.y; // DX to OGL
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curUVs.push_back(temp);
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// read the (optional) second UV coordinate set
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if (vertexFormat == 1) {
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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temp.y = 1.f - temp.y; // DX to OGL
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curUV2s.push_back(temp);
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}
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// read optional tangent and bitangent vectors
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else if (vertexFormat == 2) {
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// tangents
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curTangents.push_back(temp);
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// bitangents
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curBitangents.push_back(temp);
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}
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}
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/* IMPORTANT: We assume that each vertex is specified in one
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line. So we can skip the rest of the line - unknown vertex
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elements are ignored.
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*/
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while (SkipLine(&sz));
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} else if (textMeaning == 2) {
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textMeaning = 0;
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// read indices
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aiFace *curFace = curMesh->mFaces;
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aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
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aiVector3D *pcV = curMesh->mVertices;
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aiVector3D *pcN = curMesh->mNormals;
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aiVector3D *pcT = curMesh->mTangents;
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aiVector3D *pcB = curMesh->mBitangents;
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aiColor4D *pcC0 = curMesh->mColors[0];
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aiVector3D *pcT0 = curMesh->mTextureCoords[0];
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aiVector3D *pcT1 = curMesh->mTextureCoords[1];
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unsigned int curIdx = 0;
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unsigned int total = 0;
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while (SkipSpacesAndLineEnd(&sz)) {
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if (curFace >= faceEnd) {
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ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
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break;
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}
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if (!curIdx) {
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curFace->mNumIndices = 3;
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curFace->mIndices = new unsigned int[3];
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}
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unsigned int idx = strtoul10(sz, &sz);
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if (idx >= curVertices.size()) {
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ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
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idx = 0;
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}
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curFace->mIndices[curIdx] = total++;
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*pcV++ = curVertices[idx];
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if (pcN) *pcN++ = curNormals[idx];
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if (pcT) *pcT++ = curTangents[idx];
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if (pcB) *pcB++ = curBitangents[idx];
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if (pcC0) *pcC0++ = curColors[idx];
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if (pcT0) *pcT0++ = curUVs[idx];
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if (pcT1) *pcT1++ = curUV2s[idx];
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if (++curIdx == 3) {
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++curFace;
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curIdx = 0;
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}
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}
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if (curFace != faceEnd)
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ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
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// Finish processing the mesh - do some small material workarounds
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if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
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// Take the opacity value of the current material
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// from the common vertex color alpha
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aiMaterial *mat = (aiMaterial *)curMat;
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mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
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}
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}
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}
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}
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// End of the last buffer. A material and a mesh should be there
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if (curMat || curMesh) {
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if (!curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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}
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if (materials.empty()) {
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throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
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}
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// now generate the output scene
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pScene->mNumMeshes = (unsigned int)meshes.size();
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mMeshes[i] = meshes[i];
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// clean this value ...
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pScene->mMeshes[i]->mNumUVComponents[3] = 0;
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}
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pScene->mNumMaterials = (unsigned int)materials.size();
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<IRRMesh>");
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mRootNode->mMeshes[i] = i;
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}
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}
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#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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