diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/Irr')
-rw-r--r-- | libs/assimp/code/AssetLib/Irr/IRRLoader.cpp | 1359 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Irr/IRRLoader.h | 284 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Irr/IRRMeshLoader.cpp | 502 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Irr/IRRMeshLoader.h | 94 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Irr/IRRShared.cpp | 387 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/Irr/IRRShared.h | 119 |
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 |