diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/Irr | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Irr')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.cpp | 1359 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h | 284 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.cpp | 502 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.h | 94 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.cpp | 387 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.h | 119 |
6 files changed, 2745 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.cpp new file mode 100644 index 0000000..0061634 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.cpp @@ -0,0 +1,1359 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file IRRLoader.cpp + * @brief Implementation of the Irr importer class + */ + +#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER + +#include "AssetLib/Irr/IRRLoader.h" +#include "Common/Importer.h" + +#include <assimp/GenericProperty.h> +#include <assimp/MathFunctions.h> +#include <assimp/ParsingUtils.h> +#include <assimp/SceneCombiner.h> +#include <assimp/StandardShapes.h> +#include <assimp/fast_atof.h> +#include <assimp/importerdesc.h> +#include <assimp/material.h> +#include <assimp/mesh.h> +#include <assimp/postprocess.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> + +#include <memory> + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Irrlicht Scene Reader", + "", + "", + "http://irrlicht.sourceforge.net/", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "irr xml" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +IRRImporter::IRRImporter() : + fps(), configSpeedFlag() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +IRRImporter::~IRRImporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool IRRImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + static const char *tokens[] = { "irr_scene" }; + return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc *IRRImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +void IRRImporter::SetupProperties(const Importer *pImp) { + // read the output frame rate of all node animation channels + fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS, 100); + if (fps < 10.) { + ASSIMP_LOG_ERROR("IRR: Invalid FPS configuration"); + fps = 100; + } + + // AI_CONFIG_FAVOUR_SPEED + configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED, 0)); +} + +// ------------------------------------------------------------------------------------------------ +// Build a mesh that consists of a single squad (a side of a skybox) +aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1, + const SkyboxVertex &v2, + const SkyboxVertex &v3, + const SkyboxVertex &v4) { + // allocate and prepare the mesh + aiMesh *out = new aiMesh(); + + out->mPrimitiveTypes = aiPrimitiveType_POLYGON; + out->mNumFaces = 1; + + // build the face + out->mFaces = new aiFace[1]; + aiFace &face = out->mFaces[0]; + + face.mNumIndices = 4; + face.mIndices = new unsigned int[4]; + for (unsigned int i = 0; i < 4; ++i) + face.mIndices[i] = i; + + out->mNumVertices = 4; + + // copy vertex positions + aiVector3D *vec = out->mVertices = new aiVector3D[4]; + *vec++ = v1.position; + *vec++ = v2.position; + *vec++ = v3.position; + *vec = v4.position; + + // copy vertex normals + vec = out->mNormals = new aiVector3D[4]; + *vec++ = v1.normal; + *vec++ = v2.normal; + *vec++ = v3.normal; + *vec = v4.normal; + + // copy texture coordinates + vec = out->mTextureCoords[0] = new aiVector3D[4]; + *vec++ = v1.uv; + *vec++ = v2.uv; + *vec++ = v3.uv; + *vec = v4.uv; + return out; +} + +// ------------------------------------------------------------------------------------------------ +void IRRImporter::BuildSkybox(std::vector<aiMesh *> &meshes, std::vector<aiMaterial *> materials) { + // Update the material of the skybox - replace the name and disable shading for skyboxes. + for (unsigned int i = 0; i < 6; ++i) { + aiMaterial *out = (aiMaterial *)(*(materials.end() - (6 - i))); + + aiString s; + s.length = ::ai_snprintf(s.data, MAXLEN, "SkyboxSide_%u", i); + out->AddProperty(&s, AI_MATKEY_NAME); + + int shading = aiShadingMode_NoShading; + out->AddProperty(&shading, 1, AI_MATKEY_SHADING_MODEL); + } + + // Skyboxes are much more difficult. They are represented + // by six single planes with different textures, so we'll + // need to build six meshes. + + const ai_real l = 10.0; // the size used by Irrlicht + + // FRONT SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(-l, -l, -l, 0, 0, 1, 1.0, 1.0), + SkyboxVertex(l, -l, -l, 0, 0, 1, 0.0, 1.0), + SkyboxVertex(l, l, -l, 0, 0, 1, 0.0, 0.0), + SkyboxVertex(-l, l, -l, 0, 0, 1, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 6u); + + // LEFT SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, -l, -l, -1, 0, 0, 1.0, 1.0), + SkyboxVertex(l, -l, l, -1, 0, 0, 0.0, 1.0), + SkyboxVertex(l, l, l, -1, 0, 0, 0.0, 0.0), + SkyboxVertex(l, l, -l, -1, 0, 0, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 5u); + + // BACK SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, -l, l, 0, 0, -1, 1.0, 1.0), + SkyboxVertex(-l, -l, l, 0, 0, -1, 0.0, 1.0), + SkyboxVertex(-l, l, l, 0, 0, -1, 0.0, 0.0), + SkyboxVertex(l, l, l, 0, 0, -1, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 4u); + + // RIGHT SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(-l, -l, l, 1, 0, 0, 1.0, 1.0), + SkyboxVertex(-l, -l, -l, 1, 0, 0, 0.0, 1.0), + SkyboxVertex(-l, l, -l, 1, 0, 0, 0.0, 0.0), + SkyboxVertex(-l, l, l, 1, 0, 0, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 3u); + + // TOP SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, l, -l, 0, -1, 0, 1.0, 1.0), + SkyboxVertex(l, l, l, 0, -1, 0, 0.0, 1.0), + SkyboxVertex(-l, l, l, 0, -1, 0, 0.0, 0.0), + SkyboxVertex(-l, l, -l, 0, -1, 0, 1.0, 0.0))); + meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 2u); + + // BOTTOM SIDE + meshes.push_back(BuildSingleQuadMesh( + SkyboxVertex(l, -l, l, 0, 1, 0, 0.0, 0.0), + SkyboxVertex(l, -l, -l, 0, 1, 0, 1.0, 0.0), + SkyboxVertex(-l, -l, -l, 0, 1, 0, 1.0, 1.0), + SkyboxVertex(-l, -l, l, 0, 1, 0, 0.0, 1.0))); + meshes.back()->mMaterialIndex = static_cast<unsigned int>(materials.size() - 1u); +} + +// ------------------------------------------------------------------------------------------------ +void IRRImporter::CopyMaterial(std::vector<aiMaterial *> &materials, + std::vector<std::pair<aiMaterial *, unsigned int>> &inmaterials, + unsigned int &defMatIdx, + aiMesh *mesh) { + if (inmaterials.empty()) { + // Do we have a default material? If not we need to create one + if (UINT_MAX == defMatIdx) { + defMatIdx = (unsigned int)materials.size(); + //TODO: add this materials to someone? + /*aiMaterial* mat = new aiMaterial(); + + aiString s; + s.Set(AI_DEFAULT_MATERIAL_NAME); + mat->AddProperty(&s,AI_MATKEY_NAME); + + aiColor3D c(0.6f,0.6f,0.6f); + mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);*/ + } + mesh->mMaterialIndex = defMatIdx; + return; + } else if (inmaterials.size() > 1) { + ASSIMP_LOG_INFO("IRR: Skipping additional materials"); + } + + mesh->mMaterialIndex = (unsigned int)materials.size(); + materials.push_back(inmaterials[0].first); +} + +// ------------------------------------------------------------------------------------------------ +inline int ClampSpline(int idx, int size) { + return (idx < 0 ? size + idx : (idx >= size ? idx - size : idx)); +} + +// ------------------------------------------------------------------------------------------------ +inline void FindSuitableMultiple(int &angle) { + if (angle < 3) + angle = 3; + else if (angle < 10) + angle = 10; + else if (angle < 20) + angle = 20; + else if (angle < 30) + angle = 30; +} + +// ------------------------------------------------------------------------------------------------ +void IRRImporter::ComputeAnimations(Node *root, aiNode *real, std::vector<aiNodeAnim *> &anims) { + ai_assert(nullptr != root && nullptr != real); + + // XXX totally WIP - doesn't produce proper results, need to evaluate + // whether there's any use for Irrlicht's proprietary scene format + // outside Irrlicht ... + // This also applies to the above function of FindSuitableMultiple and ClampSpline which are + // solely used in this function + + if (root->animators.empty()) { + return; + } + unsigned int total(0); + for (std::list<Animator>::iterator it = root->animators.begin(); it != root->animators.end(); ++it) { + if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) { + ASSIMP_LOG_WARN("IRR: Skipping unknown or unsupported animator"); + continue; + } + ++total; + } + if (!total) { + return; + } else if (1 == total) { + ASSIMP_LOG_WARN("IRR: Adding dummy nodes to simulate multiple animators"); + } + + // NOTE: 1 tick == i millisecond + + unsigned int cur = 0; + for (std::list<Animator>::iterator it = root->animators.begin(); + it != root->animators.end(); ++it) { + if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) continue; + + Animator &in = *it; + aiNodeAnim *anim = new aiNodeAnim(); + + if (cur != total - 1) { + // Build a new name - a prefix instead of a suffix because it is + // easier to check against + anim->mNodeName.length = ::ai_snprintf(anim->mNodeName.data, MAXLEN, + "$INST_DUMMY_%i_%s", total - 1, + (root->name.length() ? root->name.c_str() : "")); + + // we'll also need to insert a dummy in the node hierarchy. + aiNode *dummy = new aiNode(); + + for (unsigned int i = 0; i < real->mParent->mNumChildren; ++i) + if (real->mParent->mChildren[i] == real) + real->mParent->mChildren[i] = dummy; + + dummy->mParent = real->mParent; + dummy->mName = anim->mNodeName; + + dummy->mNumChildren = 1; + dummy->mChildren = new aiNode *[dummy->mNumChildren]; + dummy->mChildren[0] = real; + + // the transformation matrix of the dummy node is the identity + + real->mParent = dummy; + } else + anim->mNodeName.Set(root->name); + ++cur; + + switch (in.type) { + case Animator::ROTATION: { + // ----------------------------------------------------- + // find out how long a full rotation will take + // This is the least common multiple of 360.f and all + // three euler angles. Although we'll surely find a + // possible multiple (haha) it could be somewhat large + // for our purposes. So we need to modify the angles + // here in order to get good results. + // ----------------------------------------------------- + int angles[3]; + angles[0] = (int)(in.direction.x * 100); + angles[1] = (int)(in.direction.y * 100); + angles[2] = (int)(in.direction.z * 100); + + angles[0] %= 360; + angles[1] %= 360; + angles[2] %= 360; + + if ((angles[0] * angles[1]) != 0 && (angles[1] * angles[2]) != 0) { + FindSuitableMultiple(angles[0]); + FindSuitableMultiple(angles[1]); + FindSuitableMultiple(angles[2]); + } + + int lcm = 360; + + if (angles[0]) + lcm = Math::lcm(lcm, angles[0]); + + if (angles[1]) + lcm = Math::lcm(lcm, angles[1]); + + if (angles[2]) + lcm = Math::lcm(lcm, angles[2]); + + if (360 == lcm) + break; + + + // find out how many time units we'll need for the finest + // track (in seconds) - this defines the number of output + // keys (fps * seconds) + float max = 0.f; + if (angles[0]) + max = (float)lcm / angles[0]; + if (angles[1]) + max = std::max(max, (float)lcm / angles[1]); + if (angles[2]) + max = std::max(max, (float)lcm / angles[2]); + + anim->mNumRotationKeys = (unsigned int)(max * fps); + anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys]; + + // begin with a zero angle + aiVector3D angle; + for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) { + // build the quaternion for the given euler angles + aiQuatKey &q = anim->mRotationKeys[i]; + + q.mValue = aiQuaternion(angle.x, angle.y, angle.z); + q.mTime = (double)i; + + // increase the angle + angle += in.direction; + } + + // This animation is repeated and repeated ... + anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; + } break; + + case Animator::FLY_CIRCLE: { + // ----------------------------------------------------- + // Find out how much time we'll need to perform a + // full circle. + // ----------------------------------------------------- + const double seconds = (1. / in.speed) / 1000.; + const double tdelta = 1000. / fps; + + anim->mNumPositionKeys = (unsigned int)(fps * seconds); + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + + // from Irrlicht, what else should we do than copying it? + aiVector3D vecU, vecV; + if (in.direction.y) { + vecV = aiVector3D(50, 0, 0) ^ in.direction; + } else + vecV = aiVector3D(0, 50, 00) ^ in.direction; + vecV.Normalize(); + vecU = (vecV ^ in.direction).Normalize(); + + // build the output keys + for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { + aiVectorKey &key = anim->mPositionKeys[i]; + key.mTime = i * tdelta; + + const ai_real t = (ai_real)(in.speed * key.mTime); + key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t))); + } + + // This animation is repeated and repeated ... + anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; + } break; + + case Animator::FLY_STRAIGHT: { + anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT); + const double seconds = in.timeForWay / 1000.; + const double tdelta = 1000. / fps; + + anim->mNumPositionKeys = (unsigned int)(fps * seconds); + anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys]; + + aiVector3D diff = in.direction - in.circleCenter; + const ai_real lengthOfWay = diff.Length(); + diff.Normalize(); + + const double timeFactor = lengthOfWay / in.timeForWay; + + // build the output keys + for (unsigned int i = 0; i < anim->mNumPositionKeys; ++i) { + aiVectorKey &key = anim->mPositionKeys[i]; + key.mTime = i * tdelta; + key.mValue = in.circleCenter + diff * ai_real(timeFactor * key.mTime); + } + } break; + + case Animator::FOLLOW_SPLINE: { + // repeat outside the defined time range + anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT; + const int size = (int)in.splineKeys.size(); + 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 = 12; + m->mData = new char[12]; + *((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.push_back(AttachmentInfo(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); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// 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.get() == 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 rootElement = st.getRootNode(); + + // The root node of the scene + Node *root = new Node(Node::DUMMY); + root->parent = nullptr; + root->name = "<IRRSceneRoot>"; + + // Current node parent + Node *curParent = root; + + // Scene-graph node we're currently working on + Node *curNode = nullptr; + + // List of output cameras + std::vector<aiCamera *> cameras; + + // List of output lights + std::vector<aiLight *> lights; + + // Batch loader used to load external models + BatchLoader batch(pIOHandler); + // batch.SetBasePath(pFile); + + cameras.reserve(5); + lights.reserve(5); + + bool inMaterials = false, inAnimator = false; + unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0; + + // Parse the XML file + + //while (reader->read()) { + for (pugi::xml_node child : rootElement.children()) + switch (child.type()) { + case pugi::node_element: + if (!ASSIMP_stricmp(child.name(), "node")) { + // *********************************************************************** + /* What we're going to do with the node depends + * on its type: + * + * "mesh" - Load a mesh from an external file + * "cube" - Generate a cube + * "skybox" - Generate a skybox + * "light" - A light source + * "sphere" - Generate a sphere mesh + * "animatedMesh" - Load an animated mesh from an external file + * and join its animation channels with ours. + * "empty" - A dummy node + * "camera" - A camera + * "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). + */ + // *********************************************************************** + //const char *sz = reader->getAttributeValueSafe("type"); + pugi::xml_attribute attrib = child.attribute("type"); + Node *nd; + if (!ASSIMP_stricmp(attrib.name(), "mesh") || !ASSIMP_stricmp(attrib.name(), "octTree")) { + // OctTree's and meshes are treated equally + nd = new Node(Node::MESH); + } else if (!ASSIMP_stricmp(attrib.name(), "cube")) { + nd = new Node(Node::CUBE); + ++guessedMeshCnt; + } else if (!ASSIMP_stricmp(attrib.name(), "skybox")) { + nd = new Node(Node::SKYBOX); + guessedMeshCnt += 6; + } else if (!ASSIMP_stricmp(attrib.name(), "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(attrib.name(), "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(attrib.name(), "sphere")) { + nd = new Node(Node::SPHERE); + ++guessedMeshCnt; + } else if (!ASSIMP_stricmp(attrib.name(), "animatedMesh")) { + nd = new Node(Node::ANIMMESH); + } else if (!ASSIMP_stricmp(attrib.name(), "empty")) { + nd = new Node(Node::DUMMY); + } else if (!ASSIMP_stricmp(attrib.name(), "terrain")) { + nd = new Node(Node::TERRAIN); + } else if (!ASSIMP_stricmp(attrib.name(), "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: ", attrib.name()); + + /* We skip the contents of nodes we don't know. + * We parse the transformation and all animators + * and skip the rest. + */ + nd = new Node(Node::DUMMY); + } + + /* Attach the newly created node to the scene-graph + */ + curNode = nd; + nd->parent = curParent; + curParent->children.push_back(nd); + } else if (!ASSIMP_stricmp(child.name(), "materials")) { + inMaterials = true; + } else if (!ASSIMP_stricmp(child.name(), "animators")) { + inAnimator = true; + } else if (!ASSIMP_stricmp(child.name(), "attributes")) { + // We should have a valid node here + // FIX: no ... the scene root node is also contained in an attributes block + if (!curNode) { + continue; + } + + Animator *curAnim = nullptr; + + // Materials can occur for nearly any type of node + if (inMaterials && curNode->type != Node::DUMMY) { + // This is a material description - parse it! + curNode->materials.push_back(std::pair<aiMaterial *, unsigned int>()); + std::pair<aiMaterial *, unsigned int> &p = curNode->materials.back(); + + p.first = ParseMaterial(p.second); + ++guessedMatCnt; + continue; + } else if (inAnimator) { + // This is an animation path - add a new animator + // to the list. + curNode->animators.push_back(Animator()); + curAnim = &curNode->animators.back(); + + ++guessedAnimCnt; + } + + /* Parse all elements in the attributes block + * and process them. + */ + // while (reader->read()) { + for (pugi::xml_node attrib : child.children()) { + if (attrib.type() == pugi::node_element) { + //if (reader->getNodeType() == EXN_ELEMENT) { + //if (!ASSIMP_stricmp(reader->getNodeName(), "vector3d")) { + if (!ASSIMP_stricmp(attrib.name(), "vector3d")) { + VectorProperty prop; + ReadVectorProperty(prop); + + if (inAnimator) { + 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.push_back(aiVectorKey()); + 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 (prop.name == "Position") { + curNode->position = prop.value; + } else if (prop.name == "Rotation") { + curNode->rotation = prop.value; + } else if (prop.name == "Scale") { + curNode->scaling = prop.value; + } else if (Node::CAMERA == curNode->type) { + aiCamera *cam = cameras.back(); + if (prop.name == "Target") { + cam->mLookAt = prop.value; + } else if (prop.name == "UpVector") { + cam->mUp = prop.value; + } + } + } + //} else if (!ASSIMP_stricmp(reader->getNodeName(), "bool")) { + } else if (!ASSIMP_stricmp(attrib.name(), "bool")) { + BoolProperty prop; + ReadBoolProperty(prop); + + if (inAnimator && 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); + + if (inAnimator) { + // 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 (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) { + curNode->framesPerSecond = prop.value; + } else if (Node::CAMERA == curNode->type) { + /* This is the vertical, not the horizontal FOV. + * We need to compute the right FOV from the + * screen aspect which we don't know yet. + */ + if (prop.name == "Fovy") { + cameras.back()->mHorizontalFOV = prop.value; + } else if (prop.name == "Aspect") { + cameras.back()->mAspect = prop.value; + } else if (prop.name == "ZNear") { + cameras.back()->mClipPlaneNear = prop.value; + } else if (prop.name == "ZFar") { + cameras.back()->mClipPlaneFar = prop.value; + } + } else if (Node::LIGHT == curNode->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 == curNode->type && prop.name == "Radius") || (Node::CUBE == curNode->type && prop.name == "Size")) { + + curNode->sphereRadius = prop.value; + } + } + //} else if (!ASSIMP_stricmp(reader->getNodeName(), "int")) { + } else if (!ASSIMP_stricmp(attrib.name(), "int")) { + IntProperty prop; + ReadIntProperty(prop); + + if (inAnimator) { + if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") { + curAnim->timeForWay = prop.value; + } + } else { + // sphere polygon numbers in each direction + if (Node::SPHERE == curNode->type) { + + if (prop.name == "PolyCountX") { + curNode->spherePolyCountX = prop.value; + } else if (prop.name == "PolyCountY") { + curNode->spherePolyCountY = 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); + if (prop.value.length()) { + if (prop.name == "Name") { + curNode->name = prop.value; + + /* If we're either a camera or a light source + * we need to update the name in the aiLight/ + * aiCamera structure, too. + */ + if (Node::CAMERA == curNode->type) { + cameras.back()->mName.Set(prop.value); + } else if (Node::LIGHT == curNode->type) { + lights.back()->mName.Set(prop.value); + } + } else if (Node::LIGHT == curNode->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(); + curNode->type = Node::DUMMY; + + ASSIMP_LOG_ERROR("Ignoring light of unknown type: ", prop.value); + } + } else if ((prop.name == "Mesh" && Node::MESH == curNode->type) || + Node::ANIMMESH == curNode->type) { + /* This is the file name of the mesh - either + * animated or not. We 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 != curNode->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 { + curNode->id = batch.AddLoadRequest(prop.value, pp, &map); + curNode->meshPath = prop.value; + } + } else if (inAnimator && 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; + } + } + } + } + //} else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(), "attributes")) { + } else if (attrib.type() == pugi::node_null && !ASSIMP_stricmp(attrib.name(), "attributes")) { + break; + } + } + } + break; + + /*case EXN_ELEMENT_END: + + // If we reached the end of a node, we need to continue processing its parent + if (!ASSIMP_stricmp(reader->getNodeName(), "node")) { + if (!curNode) { + // currently is no node set. We need to go + // back in the node hierarchy + if (!curParent) { + curParent = root; + ASSIMP_LOG_ERROR("IRR: Too many closing <node> elements"); + } else + curParent = curParent->parent; + } else + curNode = nullptr; + } + // clear all flags + else if (!ASSIMP_stricmp(reader->getNodeName(), "materials")) { + inMaterials = false; + } else if (!ASSIMP_stricmp(reader->getNodeName(), "animators")) { + inAnimator = false; + } + break;*/ + + default: + // GCC complains that not all enumeration values are handled + break; + } + //} + + // Now iterate through all cameras and compute their final (horizontal) FOV + for (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 diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h b/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h new file mode 100644 index 0000000..d56c4ca --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h @@ -0,0 +1,284 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file IRRLoader.h + * @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format) + * importer class. + */ +#ifndef AI_IRRLOADER_H_INCLUDED +#define AI_IRRLOADER_H_INCLUDED + +#include "AssetLib/Irr/IRRShared.h" +#include "Common/Importer.h" + +#include <assimp/SceneCombiner.h> +#include <assimp/StringUtils.h> +#include <assimp/anim.h> + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** Irr importer class. + * + * Irr is the native scene file format of the Irrlight engine and its editor + * irrEdit. As IrrEdit itself is capable of importing quite many file formats, + * it might be a good file format for data exchange. + */ +class IRRImporter : public BaseImporter, public IrrlichtBase { +public: + IRRImporter(); + ~IRRImporter() override; + + // ------------------------------------------------------------------- + /** Returns whether the class can handle the format of the given file. + * See BaseImporter::CanRead() for details. + */ + bool CanRead( const std::string& pFile, IOSystem* pIOHandler, + bool checkSig) const override; + +protected: + const aiImporterDesc* GetInfo () const override; + void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override; + void SetupProperties(const Importer* pImp) override; + +private: + /** Data structure for a scene-graph node animator + */ + struct Animator { + // Type of the animator + enum AT { + UNKNOWN = 0x0, + ROTATION = 0x1, + FLY_CIRCLE = 0x2, + FLY_STRAIGHT = 0x3, + FOLLOW_SPLINE = 0x4, + OTHER = 0x5 + + } type; + + explicit Animator(AT t = UNKNOWN) + : type (t) + , speed ( ai_real( 0.001 ) ) + , direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) ) + , circleRadius ( ai_real( 1.0) ) + , tightness ( ai_real( 0.5 ) ) + , loop (true) + , timeForWay (100) + { + } + + + // common parameters + ai_real speed; + aiVector3D direction; + + // FLY_CIRCLE + aiVector3D circleCenter; + ai_real circleRadius; + + // FOLLOW_SPLINE + ai_real tightness; + std::vector<aiVectorKey> splineKeys; + + // ROTATION (angles given in direction) + + // FLY STRAIGHT + // circleCenter = start, direction = end + bool loop; + int timeForWay; + }; + + /** Data structure for a scene-graph node in an IRR file + */ + struct Node + { + // Type of the node + enum ET + { + LIGHT, + CUBE, + MESH, + SKYBOX, + DUMMY, + CAMERA, + TERRAIN, + SPHERE, + ANIMMESH + } type; + + explicit Node(ET t) + : type (t) + , scaling (1.0,1.0,1.0) // assume uniform scaling by default + , parent() + , framesPerSecond (0.0) + , id() + , sphereRadius (1.0) + , spherePolyCountX (100) + , spherePolyCountY (100) + { + + // Generate a default name for the node + char buffer[128]; + static int cnt; + ai_snprintf(buffer, 128, "IrrNode_%i",cnt++); + name = std::string(buffer); + + // reserve space for up to 5 materials + materials.reserve(5); + + // reserve space for up to 5 children + children.reserve(5); + } + + // Transformation of the node + aiVector3D position, rotation, scaling; + + // Name of the node + std::string name; + + // List of all child nodes + std::vector<Node*> children; + + // Parent node + Node* parent; + + // Animated meshes: frames per second + // 0.f if not specified + ai_real framesPerSecond; + + // Meshes: path to the mesh to be loaded + std::string meshPath; + unsigned int id; + + // Meshes: List of materials to be assigned + // along with their corresponding material flags + std::vector< std::pair<aiMaterial*, unsigned int> > materials; + + // Spheres: radius of the sphere to be generates + ai_real sphereRadius; + + // Spheres: Number of polygons in the x,y direction + unsigned int spherePolyCountX,spherePolyCountY; + + // List of all animators assigned to the node + std::list<Animator> animators; + }; + + /** Data structure for a vertex in an IRR skybox + */ + struct SkyboxVertex + { + SkyboxVertex() + {} + + //! Construction from single vertex components + SkyboxVertex(ai_real px, ai_real py, ai_real pz, + ai_real nx, ai_real ny, ai_real nz, + ai_real uvx, ai_real uvy) + + : position (px,py,pz) + , normal (nx,ny,nz) + , uv (uvx,uvy,0.0) + {} + + aiVector3D position, normal, uv; + }; + + + // ------------------------------------------------------------------- + /// Fill the scene-graph recursively + void 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& defaultMatIdx); + + // ------------------------------------------------------------------- + /// Generate a mesh that consists of just a single quad + aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1, + const SkyboxVertex& v2, + const SkyboxVertex& v3, + const SkyboxVertex& v4); + + // ------------------------------------------------------------------- + /// Build a sky-box + /// + /// @param meshes Receives 6 output meshes + /// @param materials The last 6 materials are assigned to the newly + /// created meshes. The names of the materials are adjusted. + void BuildSkybox(std::vector<aiMesh*>& meshes, + std::vector<aiMaterial*> materials); + + // ------------------------------------------------------------------- + /** Copy a material for a mesh to the output material list + * + * @param materials Receives an output material + * @param inmaterials List of input materials + * @param defMatIdx Default material index - UINT_MAX if not present + * @param mesh Mesh to work on + */ + void CopyMaterial(std::vector<aiMaterial*>& materials, + std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials, + unsigned int& defMatIdx, + aiMesh* mesh); + + // ------------------------------------------------------------------- + /** Compute animations for a specific node + * + * @param root Node to be processed + * @param anims The list of output animations + */ + void ComputeAnimations(Node* root, aiNode* real, + std::vector<aiNodeAnim*>& anims); + +private: + /// Configuration option: desired output FPS + double fps; + + /// Configuration option: speed flag was set? + bool configSpeedFlag; +}; + +} // end of namespace Assimp + +#endif // AI_IRRIMPORTER_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.cpp new file mode 100644 index 0000000..90b4d85 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.cpp @@ -0,0 +1,502 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Implementation of the IrrMesh importer class */ + +#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER + +#include "IRRMeshLoader.h" +#include <assimp/ParsingUtils.h> +#include <assimp/fast_atof.h> +#include <assimp/importerdesc.h> +#include <assimp/material.h> +#include <assimp/mesh.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> +#include <memory> + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Irrlicht Mesh Reader", + "", + "", + "http://irrlicht.sourceforge.net/", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "xml irrmesh" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +IRRMeshImporter::IRRMeshImporter() : + BaseImporter(), + IrrlichtBase() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +IRRMeshImporter::~IRRMeshImporter() {} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + /* NOTE: A simple check for the file extension is not enough + * here. Irrmesh and irr are easy, but xml is too generic + * and could be collada, too. So we need to open the file and + * search for typical tokens. + */ + static const char *tokens[] = { "irrmesh" }; + return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +// Get a list of all file extensions which are handled by this class +const aiImporterDesc *IRRMeshImporter::GetInfo() const { + return &desc; +} + +static void releaseMaterial(aiMaterial **mat) { + if (*mat != nullptr) { + delete *mat; + *mat = nullptr; + } +} + +static void releaseMesh(aiMesh **mesh) { + if (*mesh != nullptr) { + delete *mesh; + *mesh = nullptr; + } +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void IRRMeshImporter::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.get() == NULL) + throw DeadlyImportError("Failed to open IRRMESH file ", pFile); + + // Construct the irrXML parser + XmlParser parser; + if (!parser.parse( file.get() )) { + throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile); + } + XmlNode root = parser.getRootNode(); + + // final data + std::vector<aiMaterial *> materials; + std::vector<aiMesh *> meshes; + materials.reserve(5); + meshes.reserve(5); + + // temporary data - current mesh buffer + aiMaterial *curMat = nullptr; + aiMesh *curMesh = nullptr; + unsigned int curMatFlags = 0; + + std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents; + std::vector<aiColor4D> curColors; + std::vector<aiVector3D> curUVs, curUV2s; + + // some temporary variables + int textMeaning = 0; + int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents + bool useColors = false; + + // Parse the XML file + for (pugi::xml_node child : root.children()) { + if (child.type() == pugi::node_element) { + if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) { + // end of previous buffer. A material and a mesh should be there + if (!curMat || !curMesh) { + ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material"); + releaseMaterial(&curMat); + releaseMesh(&curMesh); + } else { + materials.push_back(curMat); + meshes.push_back(curMesh); + } + curMat = nullptr; + curMesh = nullptr; + + curVertices.clear(); + curColors.clear(); + curNormals.clear(); + curUV2s.clear(); + curUVs.clear(); + curTangents.clear(); + curBitangents.clear(); + } + + if (!ASSIMP_stricmp(child.name(), "material")) { + if (curMat) { + ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please"); + releaseMaterial(&curMat); + } + curMat = ParseMaterial(curMatFlags); + } + /* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) { + pugi::xml_attribute attr = child.attribute("vertexCount"); + int num = attr.as_int(); + //int num = reader->getAttributeValueAsInt("vertexCount"); + + if (!num) { + // This is possible ... remove the mesh from the list and skip further reading + ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices"); + + releaseMaterial(&curMat); + releaseMesh(&curMesh); + textMeaning = 0; + continue; + } + + curVertices.reserve(num); + curNormals.reserve(num); + curColors.reserve(num); + curUVs.reserve(num); + + // Determine the file format + //const char *t = reader->getAttributeValueSafe("type"); + pugi::xml_attribute t = child.attribute("type"); + if (!ASSIMP_stricmp("2tcoords", t.name())) { + curUV2s.reserve(num); + vertexFormat = 1; + + if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) { + // ********************************************************* + // We have a second texture! So use this UV channel + // for it. The 2nd texture can be either a normal + // texture (solid_2layer or lightmap_xxx) or a normal + // map (normal_..., parallax_...) + // ********************************************************* + int idx = 1; + aiMaterial *mat = (aiMaterial *)curMat; + + if (curMatFlags & AI_IRRMESH_MAT_lightmap) { + mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0)); + } else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) { + mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0)); + } else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) { + mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1)); + } + } + } else if (!ASSIMP_stricmp("tangents", t.name())) { + curTangents.reserve(num); + curBitangents.reserve(num); + vertexFormat = 2; + } else if (ASSIMP_stricmp("standard", t.name())) { + releaseMaterial(&curMat); + ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format"); + } else + vertexFormat = 0; + textMeaning = 1; + } else if (!ASSIMP_stricmp(child.name(), "indices")) { + if (curVertices.empty() && curMat) { + releaseMaterial(&curMat); + throw DeadlyImportError("IRRMESH: indices must come after vertices"); + } + + textMeaning = 2; + + // start a new mesh + curMesh = new aiMesh(); + + // allocate storage for all faces + pugi::xml_attribute attr = child.attribute("indexCount"); + curMesh->mNumVertices = attr.as_int(); + if (!curMesh->mNumVertices) { + // This is possible ... remove the mesh from the list and skip further reading + ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices"); + + // mesh - away + releaseMesh(&curMesh); + + // material - away + releaseMaterial(&curMat); + + textMeaning = 0; + continue; + } + + if (curMesh->mNumVertices % 3) { + ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3"); + } + + curMesh->mNumFaces = curMesh->mNumVertices / 3; + curMesh->mFaces = new aiFace[curMesh->mNumFaces]; + + // setup some members + curMesh->mMaterialIndex = (unsigned int)materials.size(); + curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + // allocate storage for all vertices + curMesh->mVertices = new aiVector3D[curMesh->mNumVertices]; + + if (curNormals.size() == curVertices.size()) { + curMesh->mNormals = new aiVector3D[curMesh->mNumVertices]; + } + if (curTangents.size() == curVertices.size()) { + curMesh->mTangents = new aiVector3D[curMesh->mNumVertices]; + } + if (curBitangents.size() == curVertices.size()) { + curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices]; + } + if (curColors.size() == curVertices.size() && useColors) { + curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices]; + } + if (curUVs.size() == curVertices.size()) { + curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices]; + } + if (curUV2s.size() == curVertices.size()) { + curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices]; + } + } + //break; + + //case EXN_TEXT: { + const char *sz = child.child_value(); + if (textMeaning == 1) { + textMeaning = 0; + + // read vertices + do { + SkipSpacesAndLineEnd(&sz); + aiVector3D temp; + aiColor4D c; + + // Read the vertex position + sz = fast_atoreal_move<float>(sz, (float &)temp.x); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.y); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.z); + SkipSpaces(&sz); + curVertices.push_back(temp); + + // Read the vertex normals + sz = fast_atoreal_move<float>(sz, (float &)temp.x); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.y); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.z); + SkipSpaces(&sz); + curNormals.push_back(temp); + + // read the vertex colors + uint32_t clr = strtoul16(sz, &sz); + ColorFromARGBPacked(clr, c); + + if (!curColors.empty() && c != *(curColors.end() - 1)) + useColors = true; + + curColors.push_back(c); + SkipSpaces(&sz); + + // read the first UV coordinate set + sz = fast_atoreal_move<float>(sz, (float &)temp.x); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.y); + SkipSpaces(&sz); + temp.z = 0.f; + temp.y = 1.f - temp.y; // DX to OGL + curUVs.push_back(temp); + + // read the (optional) second UV coordinate set + if (vertexFormat == 1) { + sz = fast_atoreal_move<float>(sz, (float &)temp.x); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.y); + temp.y = 1.f - temp.y; // DX to OGL + curUV2s.push_back(temp); + } + // read optional tangent and bitangent vectors + else if (vertexFormat == 2) { + // tangents + sz = fast_atoreal_move<float>(sz, (float &)temp.x); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.z); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.y); + SkipSpaces(&sz); + temp.y *= -1.0f; + curTangents.push_back(temp); + + // bitangents + sz = fast_atoreal_move<float>(sz, (float &)temp.x); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.z); + SkipSpaces(&sz); + + sz = fast_atoreal_move<float>(sz, (float &)temp.y); + SkipSpaces(&sz); + temp.y *= -1.0f; + curBitangents.push_back(temp); + } + } + + /* IMPORTANT: We assume that each vertex is specified in one + line. So we can skip the rest of the line - unknown vertex + elements are ignored. + */ + + while (SkipLine(&sz)); + } else if (textMeaning == 2) { + textMeaning = 0; + + // read indices + aiFace *curFace = curMesh->mFaces; + aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces; + + aiVector3D *pcV = curMesh->mVertices; + aiVector3D *pcN = curMesh->mNormals; + aiVector3D *pcT = curMesh->mTangents; + aiVector3D *pcB = curMesh->mBitangents; + aiColor4D *pcC0 = curMesh->mColors[0]; + aiVector3D *pcT0 = curMesh->mTextureCoords[0]; + aiVector3D *pcT1 = curMesh->mTextureCoords[1]; + + unsigned int curIdx = 0; + unsigned int total = 0; + while (SkipSpacesAndLineEnd(&sz)) { + if (curFace >= faceEnd) { + ASSIMP_LOG_ERROR("IRRMESH: Too many indices"); + break; + } + if (!curIdx) { + curFace->mNumIndices = 3; + curFace->mIndices = new unsigned int[3]; + } + + unsigned int idx = strtoul10(sz, &sz); + if (idx >= curVertices.size()) { + ASSIMP_LOG_ERROR("IRRMESH: Index out of range"); + idx = 0; + } + + curFace->mIndices[curIdx] = total++; + + *pcV++ = curVertices[idx]; + if (pcN) *pcN++ = curNormals[idx]; + if (pcT) *pcT++ = curTangents[idx]; + if (pcB) *pcB++ = curBitangents[idx]; + if (pcC0) *pcC0++ = curColors[idx]; + if (pcT0) *pcT0++ = curUVs[idx]; + if (pcT1) *pcT1++ = curUV2s[idx]; + + if (++curIdx == 3) { + ++curFace; + curIdx = 0; + } + } + + if (curFace != faceEnd) + ASSIMP_LOG_ERROR("IRRMESH: Not enough indices"); + + // Finish processing the mesh - do some small material workarounds + if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) { + // Take the opacity value of the current material + // from the common vertex color alpha + aiMaterial *mat = (aiMaterial *)curMat; + mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY); + } + } + } + } + + // End of the last buffer. A material and a mesh should be there + if (curMat || curMesh) { + if (!curMat || !curMesh) { + ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material"); + releaseMaterial(&curMat); + releaseMesh(&curMesh); + } else { + materials.push_back(curMat); + meshes.push_back(curMesh); + } + } + + if (materials.empty()) { + throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file"); + } + + // now generate the output scene + pScene->mNumMeshes = (unsigned int)meshes.size(); + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + pScene->mMeshes[i] = meshes[i]; + + // clean this value ... + pScene->mMeshes[i]->mNumUVComponents[3] = 0; + } + + pScene->mNumMaterials = (unsigned int)materials.size(); + pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; + ::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials); + + pScene->mRootNode = new aiNode(); + pScene->mRootNode->mName.Set("<IRRMesh>"); + pScene->mRootNode->mNumMeshes = pScene->mNumMeshes; + pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes]; + + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + pScene->mRootNode->mMeshes[i] = i; + } +} + +#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.h b/src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.h new file mode 100644 index 0000000..79c1e48 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRMeshLoader.h @@ -0,0 +1,94 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file IRRMeshLoader.h + * @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format) + * importer class. + */ +#ifndef AI_IRRMESHLOADER_H_INCLUDED +#define AI_IRRMESHLOADER_H_INCLUDED + +#include "IRRShared.h" +#include <assimp/BaseImporter.h> + +#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** IrrMesh importer class. + * + * IrrMesh is the native file format of the Irrlight engine and its editor + * irrEdit. As IrrEdit itself is capable of importing quite many file formats, + * it might be a good file format for data exchange. + */ +class IRRMeshImporter : public BaseImporter, public IrrlichtBase { +public: + IRRMeshImporter(); + ~IRRMeshImporter() override; + + // ------------------------------------------------------------------- + /** Returns whether the class can handle the format of the given file. + * See BaseImporter::CanRead() for details. + */ + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, + bool checkSig) const override; + +protected: + // ------------------------------------------------------------------- + /** Return importer meta information. + * See #BaseImporter::GetInfo for the details + */ + const aiImporterDesc *GetInfo() const override; + + // ------------------------------------------------------------------- + /** Imports the given file into the given scene structure. + * See BaseImporter::InternReadFile() for details + */ + void InternReadFile(const std::string &pFile, aiScene *pScene, + IOSystem *pIOHandler) override; +}; + +} // end of namespace Assimp + +#endif // ASSIMP_BUILD_NO_IRRMESH_IMPORTER + +#endif // AI_IRRMESHIMPORTER_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.cpp b/src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.cpp new file mode 100644 index 0000000..8763b63 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.cpp @@ -0,0 +1,387 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file IRRShared.cpp + * @brief Shared utilities for the IRR and IRRMESH loaders + */ + +//This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted. +#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER)) + +#include "IRRShared.h" +#include <assimp/ParsingUtils.h> +#include <assimp/fast_atof.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/material.h> + +using namespace Assimp; + +// Transformation matrix to convert from Assimp to IRR space +const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 ( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f); + +// ------------------------------------------------------------------------------------------------ +// read a property in hexadecimal format (i.e. ffffffff) +void IrrlichtBase::ReadHexProperty(HexProperty &out ) { + for (pugi::xml_attribute attrib : mNode->attributes()) { + if (!ASSIMP_stricmp(attrib.name(), "name")) { + out.name = std::string( attrib.value() ); + } else if (!ASSIMP_stricmp(attrib.name(),"value")) { + // parse the hexadecimal value + out.value = strtoul16(attrib.name()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// read a decimal property +void IrrlichtBase::ReadIntProperty(IntProperty & out) { + for (pugi::xml_attribute attrib : mNode->attributes()) { + if (!ASSIMP_stricmp(attrib.name(), "name")) { + out.name = std::string(attrib.value()); + } else if (!ASSIMP_stricmp(attrib.value(),"value")) { + // parse the int value + out.value = strtol10(attrib.name()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// read a string property +void IrrlichtBase::ReadStringProperty( StringProperty& out) { + for (pugi::xml_attribute attrib : mNode->attributes()) { + if (!ASSIMP_stricmp(attrib.name(), "name")) { + out.name = std::string(attrib.value()); + } else if (!ASSIMP_stricmp(attrib.name(), "value")) { + // simple copy the string + out.value = std::string(attrib.value()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// read a boolean property +void IrrlichtBase::ReadBoolProperty(BoolProperty &out) { + for (pugi::xml_attribute attrib : mNode->attributes()) { + if (!ASSIMP_stricmp(attrib.name(), "name")){ + out.name = std::string(attrib.value()); + } else if (!ASSIMP_stricmp(attrib.name(), "value")) { + // true or false, case insensitive + out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// read a float property +void IrrlichtBase::ReadFloatProperty(FloatProperty &out) { + for (pugi::xml_attribute attrib : mNode->attributes()) { + if (!ASSIMP_stricmp(attrib.name(), "name")) { + out.name = std::string(attrib.value()); + } else if (!ASSIMP_stricmp(attrib.name(), "value")) { + // just parse the float + out.value = fast_atof(attrib.value()); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// read a vector property +void IrrlichtBase::ReadVectorProperty( VectorProperty &out ) { + for (pugi::xml_attribute attrib : mNode->attributes()) { + if (!ASSIMP_stricmp(attrib.name(), "name")) { + out.name = std::string(attrib.value()); + } else if (!ASSIMP_stricmp(attrib.name(), "value")) { + // three floats, separated with commas + const char *ptr = attrib.value(); + + SkipSpaces(&ptr); + ptr = fast_atoreal_move<float>( ptr,(float&)out.value.x ); + SkipSpaces(&ptr); + if (',' != *ptr) { + ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition"); + } else { + SkipSpaces(ptr + 1, &ptr); + } + ptr = fast_atoreal_move<float>( ptr,(float&)out.value.y ); + SkipSpaces(&ptr); + if (',' != *ptr) { + ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition"); + } else { + SkipSpaces(ptr + 1, &ptr); + } + ptr = fast_atoreal_move<float>( ptr,(float&)out.value.z ); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Convert a string to a proper aiMappingMode +int ConvertMappingMode(const std::string& mode) { + if (mode == "texture_clamp_repeat") { + return aiTextureMapMode_Wrap; + } else if (mode == "texture_clamp_mirror") { + return aiTextureMapMode_Mirror; + } + + return aiTextureMapMode_Clamp; +} + +// ------------------------------------------------------------------------------------------------ +// Parse a material from the XML file +aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags) { + aiMaterial* mat = new aiMaterial(); + aiColor4D clr; + aiString s; + + matFlags = 0; // zero output flags + int cnt = 0; // number of used texture channels + unsigned int nd = 0; + + for (pugi::xml_node child : mNode->children()) { + if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties + HexProperty prop; + ReadHexProperty(prop); + if (prop.name == "Diffuse") { + ColorFromARGBPacked(prop.value, clr); + mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); + } else if (prop.name == "Ambient") { + ColorFromARGBPacked(prop.value, clr); + mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_AMBIENT); + } else if (prop.name == "Specular") { + ColorFromARGBPacked(prop.value, clr); + mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR); + } + + // NOTE: The 'emissive' property causes problems. It is + // often != 0, even if there is obviously no light + // emitted by the described surface. In fact I think + // IRRLICHT ignores this property, too. +#if 0 + else if (prop.name == "Emissive") { + ColorFromARGBPacked(prop.value,clr); + mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE); + } +#endif + } else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties + FloatProperty prop; + ReadFloatProperty(prop); + if (prop.name == "Shininess") { + mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS); + } + } else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties + BoolProperty prop; + ReadBoolProperty(prop); + if (prop.name == "Wireframe") { + int val = (prop.value ? true : false); + mat->AddProperty(&val, 1, AI_MATKEY_ENABLE_WIREFRAME); + } else if (prop.name == "GouraudShading") { + int val = (prop.value ? aiShadingMode_Gouraud : aiShadingMode_NoShading); + mat->AddProperty(&val, 1, AI_MATKEY_SHADING_MODEL); + } else if (prop.name == "BackfaceCulling") { + int val = (!prop.value); + mat->AddProperty(&val, 1, AI_MATKEY_TWOSIDED); + } + } else if (!ASSIMP_stricmp(child.name(), "texture") || + !ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties + StringProperty prop; + ReadStringProperty(prop); + if (prop.value.length()) { + // material type (shader) + if (prop.name == "Type") { + if (prop.value == "solid") { + // default material ... + } else if (prop.value == "trans_vertex_alpha") { + matFlags = AI_IRRMESH_MAT_trans_vertex_alpha; + } else if (prop.value == "lightmap") { + matFlags = AI_IRRMESH_MAT_lightmap; + } else if (prop.value == "solid_2layer") { + matFlags = AI_IRRMESH_MAT_solid_2layer; + } else if (prop.value == "lightmap_m2") { + matFlags = AI_IRRMESH_MAT_lightmap_m2; + } else if (prop.value == "lightmap_m4") { + matFlags = AI_IRRMESH_MAT_lightmap_m4; + } else if (prop.value == "lightmap_light") { + matFlags = AI_IRRMESH_MAT_lightmap_light; + } else if (prop.value == "lightmap_light_m2") { + matFlags = AI_IRRMESH_MAT_lightmap_light_m2; + } else if (prop.value == "lightmap_light_m4") { + matFlags = AI_IRRMESH_MAT_lightmap_light_m4; + } else if (prop.value == "lightmap_add") { + matFlags = AI_IRRMESH_MAT_lightmap_add; + } else if (prop.value == "normalmap_solid" || + prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally + matFlags = AI_IRRMESH_MAT_normalmap_solid; + } else if (prop.value == "normalmap_trans_vertex_alpha" || + prop.value == "parallaxmap_trans_vertex_alpha") { + matFlags = AI_IRRMESH_MAT_normalmap_tva; + } else if (prop.value == "normalmap_trans_add" || + prop.value == "parallaxmap_trans_add") { + matFlags = AI_IRRMESH_MAT_normalmap_ta; + } else { + ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: ", prop.value); + } + } + + // Up to 4 texture channels are supported + if (prop.name == "Texture1") { + // Always accept the primary texture channel + ++cnt; + s.Set(prop.value); + mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0)); + } else if (prop.name == "Texture2" && cnt == 1) { + // 2-layer material lightmapped? + if (matFlags & AI_IRRMESH_MAT_lightmap) { + ++cnt; + s.Set(prop.value); + mat->AddProperty(&s, AI_MATKEY_TEXTURE_LIGHTMAP(0)); + + // set the corresponding material flag + matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE; + } else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping + ++cnt; + s.Set(prop.value); + mat->AddProperty(&s, AI_MATKEY_TEXTURE_NORMALS(0)); + + // set the corresponding material flag + matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE; + } else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { // or just as second diffuse texture + ++cnt; + s.Set(prop.value); + mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(1)); + ++nd; + + // set the corresponding material flag + matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE; + } else { + ASSIMP_LOG_WARN("IRRmat: Skipping second texture"); + } + } else if (prop.name == "Texture3" && cnt == 2) { + // Irrlicht does not seem to use these channels. + ++cnt; + s.Set(prop.value); + mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 1)); + } else if (prop.name == "Texture4" && cnt == 3) { + // Irrlicht does not seem to use these channels. + ++cnt; + s.Set(prop.value); + mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(nd + 2)); + } + + // Texture mapping options + if (prop.name == "TextureWrap1" && cnt >= 1) { + int map = ConvertMappingMode(prop.value); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0)); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0)); + } else if (prop.name == "TextureWrap2" && cnt >= 2) { + int map = ConvertMappingMode(prop.value); + if (matFlags & AI_IRRMESH_MAT_lightmap) { + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0)); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0)); + } else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) { + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_NORMALS(0)); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_NORMALS(0)); + } else if (matFlags & AI_IRRMESH_MAT_solid_2layer) { + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1)); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1)); + } + } else if (prop.name == "TextureWrap3" && cnt >= 3) { + int map = ConvertMappingMode(prop.value); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 1)); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 1)); + } else if (prop.name == "TextureWrap4" && cnt >= 4) { + int map = ConvertMappingMode(prop.value); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd + 2)); + mat->AddProperty(&map, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd + 2)); + } + } + } + //break; + /*case EXN_ELEMENT_END: + + // Assume there are no further nested nodes in <material> elements + if ( !ASSIMP_stricmp(reader->getNodeName(),"material") || + !ASSIMP_stricmp(reader->getNodeName(),"attributes")) + { + // Now process lightmapping flags + // We should have at least one textur to do that .. + if (cnt && matFlags & AI_IRRMESH_MAT_lightmap) + { + float f = 1.f; + unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap; + + // Additive lightmap? + int op = (unmasked & AI_IRRMESH_MAT_lightmap_add + ? aiTextureOp_Add : aiTextureOp_Multiply); + + // Handle Irrlicht's lightmapping scaling factor + if (unmasked & AI_IRRMESH_MAT_lightmap_m2 || + unmasked & AI_IRRMESH_MAT_lightmap_light_m2) + { + f = 2.f; + } + else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 || + unmasked & AI_IRRMESH_MAT_lightmap_light_m4) + { + f = 4.f; + } + mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0)); + mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0)); + } + + return mat; + } + default: + + // GCC complains here ... + break; + } + }*/ + } + ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete"); + + return mat; +} + +#endif // !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER)) diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.h b/src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.h new file mode 100644 index 0000000..90e212d --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRShared.h @@ -0,0 +1,119 @@ + + +/** @file IRRShared.h + * @brief Shared utilities for the IRR and IRRMESH loaders + */ + +#ifndef INCLUDED_AI_IRRSHARED_H +#define INCLUDED_AI_IRRSHARED_H + +#include <assimp/BaseImporter.h> +#include <assimp/XmlParser.h> +#include <cstdint> + +struct aiMaterial; + +namespace Assimp { + +/** @brief Matrix to convert from Assimp to IRR and backwards + */ +extern const aiMatrix4x4 AI_TO_IRR_MATRIX; + +// Default: 0 = solid, one texture +#define AI_IRRMESH_MAT_solid_2layer 0x10000 + +// Transparency flags +#define AI_IRRMESH_MAT_trans_vertex_alpha 0x1 +#define AI_IRRMESH_MAT_trans_add 0x2 + +// Lightmapping flags +#define AI_IRRMESH_MAT_lightmap 0x2 +#define AI_IRRMESH_MAT_lightmap_m2 (AI_IRRMESH_MAT_lightmap | 0x4) +#define AI_IRRMESH_MAT_lightmap_m4 (AI_IRRMESH_MAT_lightmap | 0x8) +#define AI_IRRMESH_MAT_lightmap_light (AI_IRRMESH_MAT_lightmap | 0x10) +#define AI_IRRMESH_MAT_lightmap_light_m2 (AI_IRRMESH_MAT_lightmap | 0x20) +#define AI_IRRMESH_MAT_lightmap_light_m4 (AI_IRRMESH_MAT_lightmap | 0x40) +#define AI_IRRMESH_MAT_lightmap_add (AI_IRRMESH_MAT_lightmap | 0x80) + +// Standard NormalMap (or Parallax map, they're treated equally) +#define AI_IRRMESH_MAT_normalmap_solid (0x100) + +// Normal map combined with vertex alpha +#define AI_IRRMESH_MAT_normalmap_tva \ + (AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_vertex_alpha) + +// Normal map combined with additive transparency +#define AI_IRRMESH_MAT_normalmap_ta \ + (AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_add) + +// Special flag. It indicates a second texture has been found +// Its type depends ... either a normal textue or a normal map +#define AI_IRRMESH_EXTRA_2ND_TEXTURE 0x100000 + +// --------------------------------------------------------------------------- +/** Base class for the Irr and IrrMesh importers. + * + * Declares some irrlight-related xml parsing utilities and provides tools + * to load materials from IRR and IRRMESH files. + */ +class IrrlichtBase { +protected: + IrrlichtBase() : + mNode(nullptr) { + // empty + } + + ~IrrlichtBase() { + // empty + } + + /** @brief Data structure for a simple name-value property + */ + template <class T> + struct Property { + std::string name; + T value; + }; + + typedef Property<uint32_t> HexProperty; + typedef Property<std::string> StringProperty; + typedef Property<bool> BoolProperty; + typedef Property<float> FloatProperty; + typedef Property<aiVector3D> VectorProperty; + typedef Property<int> IntProperty; + + /// XML reader instance + XmlParser mParser; + pugi::xml_node *mNode; + + // ------------------------------------------------------------------- + /** Parse a material description from the XML + * @return The created material + * @param matFlags Receives AI_IRRMESH_MAT_XX flags + */ + aiMaterial *ParseMaterial(unsigned int &matFlags); + + // ------------------------------------------------------------------- + /** Read a property of the specified type from the current XML element. + * @param out Receives output data + */ + void ReadHexProperty(HexProperty &out); + void ReadStringProperty(StringProperty &out); + void ReadBoolProperty(BoolProperty &out); + void ReadFloatProperty(FloatProperty &out); + void ReadVectorProperty(VectorProperty &out); + void ReadIntProperty(IntProperty &out); +}; + +// ------------------------------------------------------------------------------------------------ +// Unpack a hex color, e.g. 0xdcdedfff +inline void ColorFromARGBPacked(uint32_t in, aiColor4D &clr) { + clr.a = ((in >> 24) & 0xff) / 255.f; + clr.r = ((in >> 16) & 0xff) / 255.f; + clr.g = ((in >> 8) & 0xff) / 255.f; + clr.b = ((in)&0xff) / 255.f; +} + +} // end namespace Assimp + +#endif // !! INCLUDED_AI_IRRSHARED_H |