965 lines
29 KiB
C++
965 lines
29 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) 2006-2017, 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 XGL/ZGL importer class */
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#ifndef ASSIMP_BUILD_NO_XGL_IMPORTER
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#include "XGLLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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#include "StreamReader.h"
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#include "MemoryIOWrapper.h"
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <cctype>
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#include <memory>
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using namespace Assimp;
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using namespace irr;
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using namespace irr::io;
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// zlib is needed for compressed XGL files
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#ifndef ASSIMP_BUILD_NO_COMPRESSED_XGL
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# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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# else
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# include <contrib/zlib/zlib.h>
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# endif
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#endif
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// scopeguard for a malloc'ed buffer
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struct free_it
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{
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free_it(void* free) : free(free) {}
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~free_it() {
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::free(this->free);
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}
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void* free;
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};
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namespace Assimp { // this has to be in here because LogFunctions is in ::Assimp
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template<> const char* LogFunctions<XGLImporter>::Prefix()
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{
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static auto prefix = "XGL: ";
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return prefix;
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}
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}
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static const aiImporterDesc desc = {
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"XGL Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportCompressedFlavour,
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0,
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0,
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0,
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0,
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"xgl zgl"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XGLImporter::XGLImporter()
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: m_reader( nullptr )
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, m_scene( nullptr ) {
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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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XGLImporter::~XGLImporter() {
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// empty
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}
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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 XGLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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/* NOTE: A simple check for the file extension is not enough
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* here. XGL and ZGL are ok, but xml is too generic
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* and might be collada as well. So open the file and
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* look for typical signal tokens.
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*/
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const std::string extension = GetExtension(pFile);
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if (extension == "xgl" || extension == "zgl") {
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return true;
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}
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else if (extension == "xml" || checkSig) {
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ai_assert(pIOHandler != NULL);
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const char* tokens[] = {"<world>","<World>","<WORLD>"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,3);
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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* XGLImporter::GetInfo () const
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{
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return &desc;
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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 XGLImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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#ifndef ASSIMP_BUILD_NO_COMPRESSED_XGL
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Bytef* dest = NULL;
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free_it free_it_really(dest);
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#endif
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m_scene = pScene;
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std::shared_ptr<IOStream> stream( pIOHandler->Open( pFile, "rb"));
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// check whether we can read from the file
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if( stream.get() == NULL) {
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throw DeadlyImportError( "Failed to open XGL/ZGL file " + pFile + "");
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}
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// see if its compressed, if so uncompress it
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if (GetExtension(pFile) == "zgl") {
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#ifdef ASSIMP_BUILD_NO_COMPRESSED_XGL
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ThrowException("Cannot read ZGL file since Assimp was built without compression support");
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#else
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std::unique_ptr<StreamReaderLE> raw_reader(new StreamReaderLE(stream));
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// build a zlib stream
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z_stream zstream;
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zstream.opaque = Z_NULL;
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zstream.zalloc = Z_NULL;
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zstream.zfree = Z_NULL;
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zstream.data_type = Z_BINARY;
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// raw decompression without a zlib or gzip header
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inflateInit2(&zstream, -MAX_WBITS);
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// skip two extra bytes, zgl files do carry a crc16 upfront (I think)
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raw_reader->IncPtr(2);
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zstream.next_in = reinterpret_cast<Bytef*>( raw_reader->GetPtr() );
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zstream.avail_in = raw_reader->GetRemainingSize();
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size_t total = 0l;
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// and decompress the data .... do 1k chunks in the hope that we won't kill the stack
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#define MYBLOCK 1024
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Bytef block[MYBLOCK];
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int ret;
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do {
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zstream.avail_out = MYBLOCK;
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zstream.next_out = block;
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ret = inflate(&zstream, Z_NO_FLUSH);
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if (ret != Z_STREAM_END && ret != Z_OK) {
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ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .XGL file");
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}
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const size_t have = MYBLOCK - zstream.avail_out;
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total += have;
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dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
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memcpy(dest + total - have,block,have);
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}
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while (ret != Z_STREAM_END);
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// terminate zlib
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inflateEnd(&zstream);
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// replace the input stream with a memory stream
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stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total));
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#endif
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}
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// construct the irrXML parser
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CIrrXML_IOStreamReader st(stream.get());
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m_reader.reset( createIrrXMLReader( ( IFileReadCallBack* ) &st ) );
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// parse the XML file
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TempScope scope;
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while (ReadElement()) {
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if (!ASSIMP_stricmp(m_reader->getNodeName(),"world")) {
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ReadWorld(scope);
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}
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}
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std::vector<aiMesh*>& meshes = scope.meshes_linear;
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std::vector<aiMaterial*>& materials = scope.materials_linear;
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if(!meshes.size() || !materials.size()) {
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ThrowException("failed to extract data from XGL file, no meshes loaded");
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}
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// copy meshes
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m_scene->mNumMeshes = static_cast<unsigned int>(meshes.size());
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m_scene->mMeshes = new aiMesh*[m_scene->mNumMeshes]();
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std::copy(meshes.begin(),meshes.end(),m_scene->mMeshes);
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// copy materials
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m_scene->mNumMaterials = static_cast<unsigned int>(materials.size());
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m_scene->mMaterials = new aiMaterial*[m_scene->mNumMaterials]();
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std::copy(materials.begin(),materials.end(),m_scene->mMaterials);
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if (scope.light) {
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m_scene->mNumLights = 1;
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m_scene->mLights = new aiLight*[1];
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m_scene->mLights[0] = scope.light;
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scope.light->mName = m_scene->mRootNode->mName;
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}
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scope.dismiss();
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}
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// ------------------------------------------------------------------------------------------------
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bool XGLImporter::ReadElement()
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{
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while(m_reader->read()) {
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if (m_reader->getNodeType() == EXN_ELEMENT) {
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return true;
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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bool XGLImporter::ReadElementUpToClosing(const char* closetag)
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{
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while(m_reader->read()) {
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if (m_reader->getNodeType() == EXN_ELEMENT) {
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return true;
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}
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else if (m_reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(m_reader->getNodeName(),closetag)) {
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return false;
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}
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}
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LogError("unexpected EOF, expected closing <" + std::string(closetag) + "> tag");
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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bool XGLImporter::SkipToText()
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{
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while(m_reader->read()) {
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if (m_reader->getNodeType() == EXN_TEXT) {
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return true;
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}
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else if (m_reader->getNodeType() == EXN_ELEMENT || m_reader->getNodeType() == EXN_ELEMENT_END) {
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ThrowException("expected text contents but found another element (or element end)");
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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std::string XGLImporter::GetElementName()
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{
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const char* s = m_reader->getNodeName();
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size_t len = strlen(s);
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std::string ret;
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ret.resize(len);
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std::transform(s,s+len,ret.begin(),::tolower);
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void XGLImporter::ReadWorld(TempScope& scope)
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{
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while (ReadElementUpToClosing("world")) {
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const std::string& s = GetElementName();
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// XXX right now we'd skip <lighting> if it comes after
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// <object> or <mesh>
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if (s == "lighting") {
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ReadLighting(scope);
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}
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else if (s == "object" || s == "mesh" || s == "mat") {
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break;
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}
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}
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aiNode* const nd = ReadObject(scope,true,"world");
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if(!nd) {
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ThrowException("failure reading <world>");
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}
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if(!nd->mName.length) {
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nd->mName.Set("WORLD");
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}
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m_scene->mRootNode = nd;
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}
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// ------------------------------------------------------------------------------------------------
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void XGLImporter::ReadLighting(TempScope& scope)
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{
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while (ReadElementUpToClosing("lighting")) {
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const std::string& s = GetElementName();
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if (s == "directionallight") {
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scope.light = ReadDirectionalLight();
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}
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else if (s == "ambient") {
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LogWarn("ignoring <ambient> tag");
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}
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else if (s == "spheremap") {
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LogWarn("ignoring <spheremap> tag");
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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aiLight* XGLImporter::ReadDirectionalLight()
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{
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std::unique_ptr<aiLight> l(new aiLight());
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l->mType = aiLightSource_DIRECTIONAL;
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while (ReadElementUpToClosing("directionallight")) {
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const std::string& s = GetElementName();
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if (s == "direction") {
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l->mDirection = ReadVec3();
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}
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else if (s == "diffuse") {
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l->mColorDiffuse = ReadCol3();
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}
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else if (s == "specular") {
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l->mColorSpecular = ReadCol3();
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}
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}
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return l.release();
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}
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// ------------------------------------------------------------------------------------------------
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aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* closetag)
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{
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std::unique_ptr<aiNode> nd(new aiNode());
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std::vector<aiNode*> children;
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std::vector<unsigned int> meshes;
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try {
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while (skipFirst || ReadElementUpToClosing(closetag)) {
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skipFirst = false;
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const std::string& s = GetElementName();
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if (s == "mesh") {
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const size_t prev = scope.meshes_linear.size();
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if(ReadMesh(scope)) {
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const size_t newc = scope.meshes_linear.size();
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for(size_t i = 0; i < newc-prev; ++i) {
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meshes.push_back(static_cast<unsigned int>(i+prev));
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}
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}
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}
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else if (s == "mat") {
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ReadMaterial(scope);
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}
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else if (s == "object") {
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children.push_back(ReadObject(scope));
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}
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else if (s == "objectref") {
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// XXX
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}
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else if (s == "meshref") {
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const unsigned int id = static_cast<unsigned int>( ReadIndexFromText() );
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std::multimap<unsigned int, aiMesh*>::iterator it = scope.meshes.find(id), end = scope.meshes.end();
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if (it == end) {
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ThrowException("<meshref> index out of range");
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}
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for(; it != end && (*it).first == id; ++it) {
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// ok, this is n^2 and should get optimized one day
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aiMesh* const m = (*it).second;
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unsigned int i = 0, mcount = static_cast<unsigned int>(scope.meshes_linear.size());
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for(; i < mcount; ++i) {
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if (scope.meshes_linear[i] == m) {
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meshes.push_back(i);
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break;
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}
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}
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ai_assert(i < mcount);
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}
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}
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else if (s == "transform") {
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nd->mTransformation = ReadTrafo();
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}
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}
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} catch(...) {
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for(aiNode* ch : children) {
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delete ch;
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}
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throw;
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}
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// FIX: since we used std::multimap<> to keep meshes by id, mesh order now depends on the behaviour
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// of the multimap implementation with respect to the ordering of entries with same values.
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// C++11 gives the guarantee that it uses insertion order, before it is implementation-specific.
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// Sort by material id to always guarantee a deterministic result.
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std::sort(meshes.begin(), meshes.end(), SortMeshByMaterialId(scope));
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// link meshes to node
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nd->mNumMeshes = static_cast<unsigned int>(meshes.size());
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if (nd->mNumMeshes) {
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nd->mMeshes = new unsigned int[nd->mNumMeshes]();
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for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
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nd->mMeshes[i] = meshes[i];
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}
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}
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// link children to parent
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nd->mNumChildren = static_cast<unsigned int>(children.size());
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if (nd->mNumChildren) {
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nd->mChildren = new aiNode*[nd->mNumChildren]();
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for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
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nd->mChildren[i] = children[i];
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children[i]->mParent = nd.get();
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}
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}
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return nd.release();
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}
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// ------------------------------------------------------------------------------------------------
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aiMatrix4x4 XGLImporter::ReadTrafo()
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{
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aiVector3D forward, up, right, position;
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float scale = 1.0f;
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while (ReadElementUpToClosing("transform")) {
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const std::string& s = GetElementName();
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if (s == "forward") {
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forward = ReadVec3();
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}
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else if (s == "up") {
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up = ReadVec3();
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}
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else if (s == "position") {
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position = ReadVec3();
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}
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if (s == "scale") {
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scale = ReadFloat();
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if(scale < 0.f) {
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// this is wrong, but we can leave the value and pass it to the caller
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LogError("found negative scaling in <transform>, ignoring");
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}
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}
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}
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aiMatrix4x4 m;
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if(forward.SquareLength() < 1e-4 || up.SquareLength() < 1e-4) {
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LogError("A direction vector in <transform> is zero, ignoring trafo");
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return m;
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}
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forward.Normalize();
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up.Normalize();
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right = forward ^ up;
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if (std::fabs(up * forward) > 1e-4) {
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// this is definitely wrong - a degenerate coordinate space ruins everything
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// so subtitute identity transform.
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LogError("<forward> and <up> vectors in <transform> are skewing, ignoring trafo");
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return m;
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}
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right *= scale;
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up *= scale;
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forward *= scale;
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m.a1 = right.x;
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m.b1 = right.y;
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m.c1 = right.z;
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m.a2 = up.x;
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m.b2 = up.y;
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m.c2 = up.z;
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m.a3 = forward.x;
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m.b3 = forward.y;
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m.c3 = forward.z;
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m.a4 = position.x;
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m.b4 = position.y;
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m.c4 = position.z;
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return m;
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}
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// ------------------------------------------------------------------------------------------------
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aiMesh* XGLImporter::ToOutputMesh(const TempMaterialMesh& m)
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{
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std::unique_ptr<aiMesh> mesh(new aiMesh());
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mesh->mNumVertices = static_cast<unsigned int>(m.positions.size());
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
|
std::copy(m.positions.begin(),m.positions.end(),mesh->mVertices);
|
|
|
|
if(m.normals.size()) {
|
|
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
|
std::copy(m.normals.begin(),m.normals.end(),mesh->mNormals);
|
|
}
|
|
|
|
if(m.uvs.size()) {
|
|
mesh->mNumUVComponents[0] = 2;
|
|
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
|
|
|
for(unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
|
mesh->mTextureCoords[0][i] = aiVector3D(m.uvs[i].x,m.uvs[i].y,0.f);
|
|
}
|
|
}
|
|
|
|
mesh->mNumFaces = static_cast<unsigned int>(m.vcounts.size());
|
|
mesh->mFaces = new aiFace[m.vcounts.size()];
|
|
|
|
unsigned int idx = 0;
|
|
for(unsigned int i = 0; i < mesh->mNumFaces; ++i) {
|
|
aiFace& f = mesh->mFaces[i];
|
|
f.mNumIndices = m.vcounts[i];
|
|
f.mIndices = new unsigned int[f.mNumIndices];
|
|
for(unsigned int c = 0; c < f.mNumIndices; ++c) {
|
|
f.mIndices[c] = idx++;
|
|
}
|
|
}
|
|
|
|
ai_assert(idx == mesh->mNumVertices);
|
|
|
|
mesh->mPrimitiveTypes = m.pflags;
|
|
mesh->mMaterialIndex = m.matid;
|
|
return mesh.release();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool XGLImporter::ReadMesh(TempScope& scope)
|
|
{
|
|
TempMesh t;
|
|
|
|
std::map<unsigned int, TempMaterialMesh> bymat;
|
|
const unsigned int mesh_id = ReadIDAttr();
|
|
|
|
while (ReadElementUpToClosing("mesh")) {
|
|
const std::string& s = GetElementName();
|
|
|
|
if (s == "mat") {
|
|
ReadMaterial(scope);
|
|
}
|
|
else if (s == "p") {
|
|
if (!m_reader->getAttributeValue("ID")) {
|
|
LogWarn("no ID attribute on <p>, ignoring");
|
|
}
|
|
else {
|
|
int id = m_reader->getAttributeValueAsInt("ID");
|
|
t.points[id] = ReadVec3();
|
|
}
|
|
}
|
|
else if (s == "n") {
|
|
if (!m_reader->getAttributeValue("ID")) {
|
|
LogWarn("no ID attribute on <n>, ignoring");
|
|
}
|
|
else {
|
|
int id = m_reader->getAttributeValueAsInt("ID");
|
|
t.normals[id] = ReadVec3();
|
|
}
|
|
}
|
|
else if (s == "tc") {
|
|
if (!m_reader->getAttributeValue("ID")) {
|
|
LogWarn("no ID attribute on <tc>, ignoring");
|
|
}
|
|
else {
|
|
int id = m_reader->getAttributeValueAsInt("ID");
|
|
t.uvs[id] = ReadVec2();
|
|
}
|
|
}
|
|
else if (s == "f" || s == "l" || s == "p") {
|
|
const unsigned int vcount = s == "f" ? 3 : (s == "l" ? 2 : 1);
|
|
|
|
unsigned int mid = ~0u;
|
|
TempFace tf[3];
|
|
bool has[3] = {0};
|
|
|
|
while (ReadElementUpToClosing(s.c_str())) {
|
|
const std::string& s = GetElementName();
|
|
if (s == "fv1" || s == "lv1" || s == "pv1") {
|
|
ReadFaceVertex(t,tf[0]);
|
|
has[0] = true;
|
|
}
|
|
else if (s == "fv2" || s == "lv2") {
|
|
ReadFaceVertex(t,tf[1]);
|
|
has[1] = true;
|
|
}
|
|
else if (s == "fv3") {
|
|
ReadFaceVertex(t,tf[2]);
|
|
has[2] = true;
|
|
}
|
|
else if (s == "mat") {
|
|
if (mid != ~0u) {
|
|
LogWarn("only one material tag allowed per <f>");
|
|
}
|
|
mid = ResolveMaterialRef(scope);
|
|
}
|
|
else if (s == "matref") {
|
|
if (mid != ~0u) {
|
|
LogWarn("only one material tag allowed per <f>");
|
|
}
|
|
mid = ResolveMaterialRef(scope);
|
|
}
|
|
}
|
|
|
|
if (mid == ~0u) {
|
|
ThrowException("missing material index");
|
|
}
|
|
|
|
bool nor = false;
|
|
bool uv = false;
|
|
for(unsigned int i = 0; i < vcount; ++i) {
|
|
if (!has[i]) {
|
|
ThrowException("missing face vertex data");
|
|
}
|
|
|
|
nor = nor || tf[i].has_normal;
|
|
uv = uv || tf[i].has_uv;
|
|
}
|
|
|
|
if (mid >= (1<<30)) {
|
|
LogWarn("material indices exhausted, this may cause errors in the output");
|
|
}
|
|
unsigned int meshId = mid | ((nor?1:0)<<31) | ((uv?1:0)<<30);
|
|
|
|
TempMaterialMesh& mesh = bymat[meshId];
|
|
mesh.matid = mid;
|
|
|
|
for(unsigned int i = 0; i < vcount; ++i) {
|
|
mesh.positions.push_back(tf[i].pos);
|
|
if(nor) {
|
|
mesh.normals.push_back(tf[i].normal);
|
|
}
|
|
if(uv) {
|
|
mesh.uvs.push_back(tf[i].uv);
|
|
}
|
|
|
|
mesh.pflags |= 1 << (vcount-1);
|
|
}
|
|
|
|
mesh.vcounts.push_back(vcount);
|
|
}
|
|
}
|
|
|
|
// finally extract output meshes and add them to the scope
|
|
typedef std::pair<unsigned int, TempMaterialMesh> pairt;
|
|
for(const pairt& p : bymat) {
|
|
aiMesh* const m = ToOutputMesh(p.second);
|
|
scope.meshes_linear.push_back(m);
|
|
|
|
// if this is a definition, keep it on the stack
|
|
if(mesh_id != ~0u) {
|
|
scope.meshes.insert(std::pair<unsigned int, aiMesh*>(mesh_id,m));
|
|
}
|
|
}
|
|
|
|
// no id == not a reference, insert this mesh right *here*
|
|
return mesh_id == ~0u;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------------
|
|
unsigned int XGLImporter::ResolveMaterialRef(TempScope& scope)
|
|
{
|
|
const std::string& s = GetElementName();
|
|
if (s == "mat") {
|
|
ReadMaterial(scope);
|
|
return static_cast<unsigned int>(scope.materials_linear.size()-1);
|
|
}
|
|
|
|
const int id = ReadIndexFromText();
|
|
|
|
std::map<unsigned int, aiMaterial*>::iterator it = scope.materials.find(id), end = scope.materials.end();
|
|
if (it == end) {
|
|
ThrowException("<matref> index out of range");
|
|
}
|
|
|
|
// ok, this is n^2 and should get optimized one day
|
|
aiMaterial* const m = (*it).second;
|
|
|
|
unsigned int i = 0, mcount = static_cast<unsigned int>(scope.materials_linear.size());
|
|
for(; i < mcount; ++i) {
|
|
if (scope.materials_linear[i] == m) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
ai_assert(false);
|
|
return 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void XGLImporter::ReadMaterial(TempScope& scope)
|
|
{
|
|
const unsigned int mat_id = ReadIDAttr();
|
|
|
|
std::unique_ptr<aiMaterial> mat(new aiMaterial());
|
|
while (ReadElementUpToClosing("mat")) {
|
|
const std::string& s = GetElementName();
|
|
if (s == "amb") {
|
|
const aiColor3D c = ReadCol3();
|
|
mat->AddProperty(&c,1,AI_MATKEY_COLOR_AMBIENT);
|
|
}
|
|
else if (s == "diff") {
|
|
const aiColor3D c = ReadCol3();
|
|
mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
}
|
|
else if (s == "spec") {
|
|
const aiColor3D c = ReadCol3();
|
|
mat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
|
|
}
|
|
else if (s == "emiss") {
|
|
const aiColor3D c = ReadCol3();
|
|
mat->AddProperty(&c,1,AI_MATKEY_COLOR_EMISSIVE);
|
|
}
|
|
else if (s == "alpha") {
|
|
const float f = ReadFloat();
|
|
mat->AddProperty(&f,1,AI_MATKEY_OPACITY);
|
|
}
|
|
else if (s == "shine") {
|
|
const float f = ReadFloat();
|
|
mat->AddProperty(&f,1,AI_MATKEY_SHININESS);
|
|
}
|
|
}
|
|
|
|
scope.materials[mat_id] = mat.get();
|
|
scope.materials_linear.push_back(mat.release());
|
|
}
|
|
|
|
|
|
// ----------------------------------------------------------------------------------------------
|
|
void XGLImporter::ReadFaceVertex(const TempMesh& t, TempFace& out)
|
|
{
|
|
const std::string& end = GetElementName();
|
|
|
|
bool havep = false;
|
|
while (ReadElementUpToClosing(end.c_str())) {
|
|
const std::string& s = GetElementName();
|
|
if (s == "pref") {
|
|
const unsigned int id = ReadIndexFromText();
|
|
std::map<unsigned int, aiVector3D>::const_iterator it = t.points.find(id);
|
|
if (it == t.points.end()) {
|
|
ThrowException("point index out of range");
|
|
}
|
|
|
|
out.pos = (*it).second;
|
|
havep = true;
|
|
}
|
|
else if (s == "nref") {
|
|
const unsigned int id = ReadIndexFromText();
|
|
std::map<unsigned int, aiVector3D>::const_iterator it = t.normals.find(id);
|
|
if (it == t.normals.end()) {
|
|
ThrowException("normal index out of range");
|
|
}
|
|
|
|
out.normal = (*it).second;
|
|
out.has_normal = true;
|
|
}
|
|
else if (s == "tcref") {
|
|
const unsigned int id = ReadIndexFromText();
|
|
std::map<unsigned int, aiVector2D>::const_iterator it = t.uvs.find(id);
|
|
if (it == t.uvs.end()) {
|
|
ThrowException("uv index out of range");
|
|
}
|
|
|
|
out.uv = (*it).second;
|
|
out.has_uv = true;
|
|
}
|
|
else if (s == "p") {
|
|
out.pos = ReadVec3();
|
|
}
|
|
else if (s == "n") {
|
|
out.normal = ReadVec3();
|
|
}
|
|
else if (s == "tc") {
|
|
out.uv = ReadVec2();
|
|
}
|
|
}
|
|
|
|
if (!havep) {
|
|
ThrowException("missing <pref> in <fvN> element");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int XGLImporter::ReadIDAttr()
|
|
{
|
|
for(int i = 0, e = m_reader->getAttributeCount(); i < e; ++i) {
|
|
|
|
if(!ASSIMP_stricmp(m_reader->getAttributeName(i),"id")) {
|
|
return m_reader->getAttributeValueAsInt(i);
|
|
}
|
|
}
|
|
return ~0u;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
float XGLImporter::ReadFloat()
|
|
{
|
|
if(!SkipToText()) {
|
|
LogError("unexpected EOF reading float element contents");
|
|
return 0.f;
|
|
}
|
|
const char* s = m_reader->getNodeData(), *se;
|
|
|
|
if(!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse float");
|
|
return 0.f;
|
|
}
|
|
|
|
float t;
|
|
se = fast_atoreal_move(s,t);
|
|
|
|
if (se == s) {
|
|
LogError("failed to read float text");
|
|
return 0.f;
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int XGLImporter::ReadIndexFromText()
|
|
{
|
|
if(!SkipToText()) {
|
|
LogError("unexpected EOF reading index element contents");
|
|
return ~0u;
|
|
}
|
|
const char* s = m_reader->getNodeData(), *se;
|
|
if(!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse index element");
|
|
return ~0u;
|
|
}
|
|
|
|
const unsigned int t = strtoul10(s,&se);
|
|
|
|
if (se == s) {
|
|
LogError("failed to read index");
|
|
return ~0u;
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiVector2D XGLImporter::ReadVec2()
|
|
{
|
|
aiVector2D vec;
|
|
|
|
if(!SkipToText()) {
|
|
LogError("unexpected EOF reading vec2 contents");
|
|
return vec;
|
|
}
|
|
const char* s = m_reader->getNodeData();
|
|
|
|
for(int i = 0; i < 2; ++i) {
|
|
if(!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse vec2");
|
|
return vec;
|
|
}
|
|
vec[i] = fast_atof(&s);
|
|
|
|
SkipSpaces(&s);
|
|
if (i != 1 && *s != ',') {
|
|
LogError("expected comma, failed to parse vec2");
|
|
return vec;
|
|
}
|
|
++s;
|
|
}
|
|
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiVector3D XGLImporter::ReadVec3()
|
|
{
|
|
aiVector3D vec;
|
|
|
|
if(!SkipToText()) {
|
|
LogError("unexpected EOF reading vec3 contents");
|
|
return vec;
|
|
}
|
|
const char* s = m_reader->getNodeData();
|
|
|
|
for(int i = 0; i < 3; ++i) {
|
|
if(!SkipSpaces(&s)) {
|
|
LogError("unexpected EOL, failed to parse vec3");
|
|
return vec;
|
|
}
|
|
vec[i] = fast_atof(&s);
|
|
|
|
SkipSpaces(&s);
|
|
if (i != 2 && *s != ',') {
|
|
LogError("expected comma, failed to parse vec3");
|
|
return vec;
|
|
}
|
|
++s;
|
|
}
|
|
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiColor3D XGLImporter::ReadCol3()
|
|
{
|
|
const aiVector3D& v = ReadVec3();
|
|
if (v.x < 0.f || v.x > 1.0f || v.y < 0.f || v.y > 1.0f || v.z < 0.f || v.z > 1.0f) {
|
|
LogWarn("color values out of range, ignoring");
|
|
}
|
|
return aiColor3D(v.x,v.y,v.z);
|
|
}
|
|
|
|
#endif
|