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-rw-r--r--libs/assimp/code/AssetLib/Irr/IRRLoader.cpp1359
-rw-r--r--libs/assimp/code/AssetLib/Irr/IRRLoader.h284
-rw-r--r--libs/assimp/code/AssetLib/Irr/IRRMeshLoader.cpp502
-rw-r--r--libs/assimp/code/AssetLib/Irr/IRRMeshLoader.h94
-rw-r--r--libs/assimp/code/AssetLib/Irr/IRRShared.cpp387
-rw-r--r--libs/assimp/code/AssetLib/Irr/IRRShared.h119
6 files changed, 0 insertions, 2745 deletions
diff --git a/libs/assimp/code/AssetLib/Irr/IRRLoader.cpp b/libs/assimp/code/AssetLib/Irr/IRRLoader.cpp
deleted file mode 100644
index 0061634..0000000
--- a/libs/assimp/code/AssetLib/Irr/IRRLoader.cpp
+++ /dev/null
@@ -1,1359 +0,0 @@
-/*
----------------------------------------------------------------------------
-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/libs/assimp/code/AssetLib/Irr/IRRLoader.h b/libs/assimp/code/AssetLib/Irr/IRRLoader.h
deleted file mode 100644
index d56c4ca..0000000
--- a/libs/assimp/code/AssetLib/Irr/IRRLoader.h
+++ /dev/null
@@ -1,284 +0,0 @@
-/*
-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/libs/assimp/code/AssetLib/Irr/IRRMeshLoader.cpp b/libs/assimp/code/AssetLib/Irr/IRRMeshLoader.cpp
deleted file mode 100644
index 90b4d85..0000000
--- a/libs/assimp/code/AssetLib/Irr/IRRMeshLoader.cpp
+++ /dev/null
@@ -1,502 +0,0 @@
-/*
----------------------------------------------------------------------------
-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/libs/assimp/code/AssetLib/Irr/IRRMeshLoader.h b/libs/assimp/code/AssetLib/Irr/IRRMeshLoader.h
deleted file mode 100644
index 79c1e48..0000000
--- a/libs/assimp/code/AssetLib/Irr/IRRMeshLoader.h
+++ /dev/null
@@ -1,94 +0,0 @@
-/*
-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/libs/assimp/code/AssetLib/Irr/IRRShared.cpp b/libs/assimp/code/AssetLib/Irr/IRRShared.cpp
deleted file mode 100644
index 8763b63..0000000
--- a/libs/assimp/code/AssetLib/Irr/IRRShared.cpp
+++ /dev/null
@@ -1,387 +0,0 @@
-/*
----------------------------------------------------------------------------
-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/libs/assimp/code/AssetLib/Irr/IRRShared.h b/libs/assimp/code/AssetLib/Irr/IRRShared.h
deleted file mode 100644
index 90e212d..0000000
--- a/libs/assimp/code/AssetLib/Irr/IRRShared.h
+++ /dev/null
@@ -1,119 +0,0 @@
-
-
-/** @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