summaryrefslogtreecommitdiff
path: root/libs/assimp/code/AssetLib/Collada/ColladaParser.h
diff options
context:
space:
mode:
Diffstat (limited to 'libs/assimp/code/AssetLib/Collada/ColladaParser.h')
-rw-r--r--libs/assimp/code/AssetLib/Collada/ColladaParser.h348
1 files changed, 348 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Collada/ColladaParser.h b/libs/assimp/code/AssetLib/Collada/ColladaParser.h
new file mode 100644
index 0000000..1598293
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Collada/ColladaParser.h
@@ -0,0 +1,348 @@
+/*
+ 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 ColladaParser.h
+ * @brief Defines the parser helper class for the collada loader
+ */
+
+#pragma once
+#ifndef AI_COLLADAPARSER_H_INC
+#define AI_COLLADAPARSER_H_INC
+
+#include "ColladaHelper.h"
+#include <assimp/TinyFormatter.h>
+#include <assimp/ai_assert.h>
+#include <assimp/XmlParser.h>
+
+#include <map>
+
+namespace Assimp {
+
+class ZipArchiveIOSystem;
+
+// ------------------------------------------------------------------------------------------
+/** Parser helper class for the Collada loader.
+ *
+ * Does all the XML reading and builds internal data structures from it,
+ * but leaves the resolving of all the references to the loader.
+ */
+class ColladaParser {
+ friend class ColladaLoader;
+
+ /** Converts a path read from a collada file to the usual representation */
+ static void UriDecodePath(aiString &ss);
+
+protected:
+ /** Map for generic metadata as aiString */
+ typedef std::map<std::string, aiString> StringMetaData;
+
+ /** Constructor from XML file */
+ ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
+
+ /** Destructor */
+ ~ColladaParser();
+
+ /** Attempts to read the ZAE manifest and returns the DAE to open */
+ static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
+
+ /** Reads the contents of the file */
+ void ReadContents(XmlNode &node);
+
+ /** Reads the structure of the file */
+ void ReadStructure(XmlNode &node);
+
+ /** Reads asset information such as coordinate system information and legal blah */
+ void ReadAssetInfo(XmlNode &node);
+
+ /** Reads contributor information such as author and legal blah */
+ void ReadContributorInfo(XmlNode &node);
+
+ /** Reads generic metadata into provided map and renames keys for Assimp */
+ void ReadMetaDataItem(XmlNode &node, StringMetaData &metadata);
+
+ /** Reads the animation library */
+ void ReadAnimationLibrary(XmlNode &node);
+
+ /** Reads the animation clip library */
+ void ReadAnimationClipLibrary(XmlNode &node);
+
+ /** Unwrap controllers dependency hierarchy */
+ void PostProcessControllers();
+
+ /** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */
+ void PostProcessRootAnimations();
+
+ /** Reads an animation into the given parent structure */
+ void ReadAnimation(XmlNode &node, Collada::Animation *pParent);
+
+ /** Reads an animation sampler into the given anim channel */
+ void ReadAnimationSampler(XmlNode &node, Collada::AnimationChannel &pChannel);
+
+ /** Reads the skeleton controller library */
+ void ReadControllerLibrary(XmlNode &node);
+
+ /** Reads a controller into the given mesh structure */
+ void ReadController(XmlNode &node, Collada::Controller &pController);
+
+ /** Reads the joint definitions for the given controller */
+ void ReadControllerJoints(XmlNode &node, Collada::Controller &pController);
+
+ /** Reads the joint weights for the given controller */
+ void ReadControllerWeights(XmlNode &node, Collada::Controller &pController);
+
+ /** Reads the image library contents */
+ void ReadImageLibrary(XmlNode &node);
+
+ /** Reads an image entry into the given image */
+ void ReadImage(XmlNode &node, Collada::Image &pImage);
+
+ /** Reads the material library */
+ void ReadMaterialLibrary(XmlNode &node);
+
+ /** Reads a material entry into the given material */
+ void ReadMaterial(XmlNode &node, Collada::Material &pMaterial);
+
+ /** Reads the camera library */
+ void ReadCameraLibrary(XmlNode &node);
+
+ /** Reads a camera entry into the given camera */
+ void ReadCamera(XmlNode &node, Collada::Camera &pCamera);
+
+ /** Reads the light library */
+ void ReadLightLibrary(XmlNode &node);
+
+ /** Reads a light entry into the given light */
+ void ReadLight(XmlNode &node, Collada::Light &pLight);
+
+ /** Reads the effect library */
+ void ReadEffectLibrary(XmlNode &node);
+
+ /** Reads an effect entry into the given effect*/
+ void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
+
+ /** Reads an COMMON effect profile */
+ void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
+
+ /** Read sampler properties */
+ void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
+
+ /** Reads an effect entry containing a color or a texture defining that color */
+ void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);
+
+ /** Reads an effect entry containing a float */
+ void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
+
+ /** Reads an effect parameter specification of any kind */
+ void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
+
+ /** Reads the geometry library contents */
+ void ReadGeometryLibrary(XmlNode &node);
+
+ /** Reads a geometry from the geometry library. */
+ void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
+
+ /** Reads a mesh from the geometry library */
+ void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);
+
+ /** Reads a source element - a combination of raw data and an accessor defining
+ * things that should not be redefinable. Yes, that's another rant.
+ */
+ void ReadSource(XmlNode &node);
+
+ /** Reads a data array holding a number of elements, and stores it in the global library.
+ * Currently supported are array of floats and arrays of strings.
+ */
+ void ReadDataArray(XmlNode &node);
+
+ /** Reads an accessor and stores it in the global library under the given ID -
+ * accessors use the ID of the parent <source> element
+ */
+ void ReadAccessor(XmlNode &node, const std::string &pID);
+
+ /** Reads input declarations of per-vertex mesh data into the given mesh */
+ void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);
+
+ /** Reads input declarations of per-index mesh data into the given mesh */
+ void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);
+
+ /** Reads a single input channel element and stores it in the given array, if valid */
+ void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);
+
+ /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
+ size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
+ size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
+
+ /** Copies the data for a single primitive into the mesh, based on the InputChannels */
+ void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
+ Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
+ size_t currentPrimitive, const std::vector<size_t> &indices);
+
+ /** Reads one triangle of a tristrip into the mesh */
+ void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
+ std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
+
+ /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
+ void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
+
+ /** Reads the library of node hierarchies and scene parts */
+ void ReadSceneLibrary(XmlNode &node);
+
+ /** Reads a scene node's contents including children and stores it in the given node */
+ void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
+
+ /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
+ void ReadNodeTransformation(XmlNode &node, Collada::Node *pNode, Collada::TransformType pType);
+
+ /** Reads a mesh reference in a node and adds it to the node's mesh list */
+ void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);
+
+ /** Reads the collada scene */
+ void ReadScene(XmlNode &node);
+
+ // Processes bind_vertex_input and bind elements
+ void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
+
+ /** Reads embedded textures from a ZAE archive*/
+ void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
+
+protected:
+ /** Calculates the resulting transformation from all the given transform steps */
+ aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
+
+ /** Determines the input data type for the given semantic string */
+ Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
+
+ /** Finds the item in the given library by its reference, throws if not found */
+ template <typename Type>
+ const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
+
+protected:
+ // Filename, for a verbose error message
+ std::string mFileName;
+
+ // XML reader, member for everyday use
+ XmlParser mXmlParser;
+
+ /** All data arrays found in the file by ID. Might be referred to by actually
+ everyone. Collada, you are a steaming pile of indirection. */
+ using DataLibrary = std::map<std::string, Collada::Data> ;
+ DataLibrary mDataLibrary;
+
+ /** Same for accessors which define how the data in a data array is accessed. */
+ using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
+ AccessorLibrary mAccessorLibrary;
+
+ /** Mesh library: mesh by ID */
+ using MeshLibrary = std::map<std::string, Collada::Mesh *>;
+ MeshLibrary mMeshLibrary;
+
+ /** node library: root node of the hierarchy part by ID */
+ using NodeLibrary = std::map<std::string, Collada::Node *>;
+ NodeLibrary mNodeLibrary;
+
+ /** Image library: stores texture properties by ID */
+ using ImageLibrary = std::map<std::string, Collada::Image> ;
+ ImageLibrary mImageLibrary;
+
+ /** Effect library: surface attributes by ID */
+ using EffectLibrary = std::map<std::string, Collada::Effect> ;
+ EffectLibrary mEffectLibrary;
+
+ /** Material library: surface material by ID */
+ using MaterialLibrary = std::map<std::string, Collada::Material> ;
+ MaterialLibrary mMaterialLibrary;
+
+ /** Light library: surface light by ID */
+ using LightLibrary = std::map<std::string, Collada::Light> ;
+ LightLibrary mLightLibrary;
+
+ /** Camera library: surface material by ID */
+ using CameraLibrary = std::map<std::string, Collada::Camera> ;
+ CameraLibrary mCameraLibrary;
+
+ /** Controller library: joint controllers by ID */
+ using ControllerLibrary = std::map<std::string, Collada::Controller> ;
+ ControllerLibrary mControllerLibrary;
+
+ /** Animation library: animation references by ID */
+ using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
+ AnimationLibrary mAnimationLibrary;
+
+ /** Animation clip library: clip animation references by ID */
+ using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
+ AnimationClipLibrary mAnimationClipLibrary;
+
+ /** Pointer to the root node. Don't delete, it just points to one of
+ the nodes in the node library. */
+ Collada::Node *mRootNode;
+
+ /** Root animation container */
+ Collada::Animation mAnims;
+
+ /** Size unit: how large compared to a meter */
+ ai_real mUnitSize;
+
+ /** Which is the up vector */
+ enum { UP_X,
+ UP_Y,
+ UP_Z } mUpDirection;
+
+ /** Asset metadata (global for scene) */
+ StringMetaData mAssetMetaData;
+
+ /** Collada file format version */
+ Collada::FormatVersion mFormat;
+};
+
+// ------------------------------------------------------------------------------------------------
+// Finds the item in the given library by its reference, throws if not found
+template <typename Type>
+const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
+ typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
+ if (it == pLibrary.end()) {
+ throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
+ }
+ return it->second;
+}
+
+} // end of namespace Assimp
+
+#endif // AI_COLLADAPARSER_H_INC