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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Collada/ColladaParser.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Collada/ColladaParser.h | 348 |
1 files changed, 348 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaParser.h b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaParser.h new file mode 100644 index 0000000..1598293 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaParser.h @@ -0,0 +1,348 @@ +/* + Open Asset Import Library (assimp) + ---------------------------------------------------------------------- + + Copyright (c) 2006-2022, assimp team + + All rights reserved. + + Redistribution and use of this software in source and binary forms, + with or without modification, are permitted provided that the + following conditions are met: + + * Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + + * Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + + * Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + ---------------------------------------------------------------------- + */ + +/** @file ColladaParser.h + * @brief Defines the parser helper class for the collada loader + */ + +#pragma once +#ifndef AI_COLLADAPARSER_H_INC +#define AI_COLLADAPARSER_H_INC + +#include "ColladaHelper.h" +#include <assimp/TinyFormatter.h> +#include <assimp/ai_assert.h> +#include <assimp/XmlParser.h> + +#include <map> + +namespace Assimp { + +class ZipArchiveIOSystem; + +// ------------------------------------------------------------------------------------------ +/** Parser helper class for the Collada loader. + * + * Does all the XML reading and builds internal data structures from it, + * but leaves the resolving of all the references to the loader. + */ +class ColladaParser { + friend class ColladaLoader; + + /** Converts a path read from a collada file to the usual representation */ + static void UriDecodePath(aiString &ss); + +protected: + /** Map for generic metadata as aiString */ + typedef std::map<std::string, aiString> StringMetaData; + + /** Constructor from XML file */ + ColladaParser(IOSystem *pIOHandler, const std::string &pFile); + + /** Destructor */ + ~ColladaParser(); + + /** Attempts to read the ZAE manifest and returns the DAE to open */ + static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive); + + /** Reads the contents of the file */ + void ReadContents(XmlNode &node); + + /** Reads the structure of the file */ + void ReadStructure(XmlNode &node); + + /** Reads asset information such as coordinate system information and legal blah */ + void ReadAssetInfo(XmlNode &node); + + /** Reads contributor information such as author and legal blah */ + void ReadContributorInfo(XmlNode &node); + + /** Reads generic metadata into provided map and renames keys for Assimp */ + void ReadMetaDataItem(XmlNode &node, StringMetaData &metadata); + + /** Reads the animation library */ + void ReadAnimationLibrary(XmlNode &node); + + /** Reads the animation clip library */ + void ReadAnimationClipLibrary(XmlNode &node); + + /** Unwrap controllers dependency hierarchy */ + void PostProcessControllers(); + + /** Re-build animations from animation clip library, if present, otherwise combine single-channel animations */ + void PostProcessRootAnimations(); + + /** Reads an animation into the given parent structure */ + void ReadAnimation(XmlNode &node, Collada::Animation *pParent); + + /** Reads an animation sampler into the given anim channel */ + void ReadAnimationSampler(XmlNode &node, Collada::AnimationChannel &pChannel); + + /** Reads the skeleton controller library */ + void ReadControllerLibrary(XmlNode &node); + + /** Reads a controller into the given mesh structure */ + void ReadController(XmlNode &node, Collada::Controller &pController); + + /** Reads the joint definitions for the given controller */ + void ReadControllerJoints(XmlNode &node, Collada::Controller &pController); + + /** Reads the joint weights for the given controller */ + void ReadControllerWeights(XmlNode &node, Collada::Controller &pController); + + /** Reads the image library contents */ + void ReadImageLibrary(XmlNode &node); + + /** Reads an image entry into the given image */ + void ReadImage(XmlNode &node, Collada::Image &pImage); + + /** Reads the material library */ + void ReadMaterialLibrary(XmlNode &node); + + /** Reads a material entry into the given material */ + void ReadMaterial(XmlNode &node, Collada::Material &pMaterial); + + /** Reads the camera library */ + void ReadCameraLibrary(XmlNode &node); + + /** Reads a camera entry into the given camera */ + void ReadCamera(XmlNode &node, Collada::Camera &pCamera); + + /** Reads the light library */ + void ReadLightLibrary(XmlNode &node); + + /** Reads a light entry into the given light */ + void ReadLight(XmlNode &node, Collada::Light &pLight); + + /** Reads the effect library */ + void ReadEffectLibrary(XmlNode &node); + + /** Reads an effect entry into the given effect*/ + void ReadEffect(XmlNode &node, Collada::Effect &pEffect); + + /** Reads an COMMON effect profile */ + void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect); + + /** Read sampler properties */ + void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler); + + /** Reads an effect entry containing a color or a texture defining that color */ + void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler); + + /** Reads an effect entry containing a float */ + void ReadEffectFloat(XmlNode &node, ai_real &pFloat); + + /** Reads an effect parameter specification of any kind */ + void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam); + + /** Reads the geometry library contents */ + void ReadGeometryLibrary(XmlNode &node); + + /** Reads a geometry from the geometry library. */ + void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh); + + /** Reads a mesh from the geometry library */ + void ReadMesh(XmlNode &node, Collada::Mesh &pMesh); + + /** Reads a source element - a combination of raw data and an accessor defining + * things that should not be redefinable. Yes, that's another rant. + */ + void ReadSource(XmlNode &node); + + /** Reads a data array holding a number of elements, and stores it in the global library. + * Currently supported are array of floats and arrays of strings. + */ + void ReadDataArray(XmlNode &node); + + /** Reads an accessor and stores it in the global library under the given ID - + * accessors use the ID of the parent <source> element + */ + void ReadAccessor(XmlNode &node, const std::string &pID); + + /** Reads input declarations of per-vertex mesh data into the given mesh */ + void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh); + + /** Reads input declarations of per-index mesh data into the given mesh */ + void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh); + + /** Reads a single input channel element and stores it in the given array, if valid */ + void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels); + + /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */ + size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels, + size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType); + + /** Copies the data for a single primitive into the mesh, based on the InputChannels */ + void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, + Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels, + size_t currentPrimitive, const std::vector<size_t> &indices); + + /** Reads one triangle of a tristrip into the mesh */ + void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh, + std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices); + + /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */ + void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh); + + /** Reads the library of node hierarchies and scene parts */ + void ReadSceneLibrary(XmlNode &node); + + /** Reads a scene node's contents including children and stores it in the given node */ + void ReadSceneNode(XmlNode &node, Collada::Node *pNode); + + /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */ + void ReadNodeTransformation(XmlNode &node, Collada::Node *pNode, Collada::TransformType pType); + + /** Reads a mesh reference in a node and adds it to the node's mesh list */ + void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode); + + /** Reads the collada scene */ + void ReadScene(XmlNode &node); + + // Processes bind_vertex_input and bind elements + void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl); + + /** Reads embedded textures from a ZAE archive*/ + void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive); + +protected: + /** Calculates the resulting transformation from all the given transform steps */ + aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const; + + /** Determines the input data type for the given semantic string */ + Collada::InputType GetTypeForSemantic(const std::string &pSemantic); + + /** Finds the item in the given library by its reference, throws if not found */ + template <typename Type> + const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const; + +protected: + // Filename, for a verbose error message + std::string mFileName; + + // XML reader, member for everyday use + XmlParser mXmlParser; + + /** All data arrays found in the file by ID. Might be referred to by actually + everyone. Collada, you are a steaming pile of indirection. */ + using DataLibrary = std::map<std::string, Collada::Data> ; + DataLibrary mDataLibrary; + + /** Same for accessors which define how the data in a data array is accessed. */ + using AccessorLibrary = std::map<std::string, Collada::Accessor> ; + AccessorLibrary mAccessorLibrary; + + /** Mesh library: mesh by ID */ + using MeshLibrary = std::map<std::string, Collada::Mesh *>; + MeshLibrary mMeshLibrary; + + /** node library: root node of the hierarchy part by ID */ + using NodeLibrary = std::map<std::string, Collada::Node *>; + NodeLibrary mNodeLibrary; + + /** Image library: stores texture properties by ID */ + using ImageLibrary = std::map<std::string, Collada::Image> ; + ImageLibrary mImageLibrary; + + /** Effect library: surface attributes by ID */ + using EffectLibrary = std::map<std::string, Collada::Effect> ; + EffectLibrary mEffectLibrary; + + /** Material library: surface material by ID */ + using MaterialLibrary = std::map<std::string, Collada::Material> ; + MaterialLibrary mMaterialLibrary; + + /** Light library: surface light by ID */ + using LightLibrary = std::map<std::string, Collada::Light> ; + LightLibrary mLightLibrary; + + /** Camera library: surface material by ID */ + using CameraLibrary = std::map<std::string, Collada::Camera> ; + CameraLibrary mCameraLibrary; + + /** Controller library: joint controllers by ID */ + using ControllerLibrary = std::map<std::string, Collada::Controller> ; + ControllerLibrary mControllerLibrary; + + /** Animation library: animation references by ID */ + using AnimationLibrary = std::map<std::string, Collada::Animation *> ; + AnimationLibrary mAnimationLibrary; + + /** Animation clip library: clip animation references by ID */ + using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ; + AnimationClipLibrary mAnimationClipLibrary; + + /** Pointer to the root node. Don't delete, it just points to one of + the nodes in the node library. */ + Collada::Node *mRootNode; + + /** Root animation container */ + Collada::Animation mAnims; + + /** Size unit: how large compared to a meter */ + ai_real mUnitSize; + + /** Which is the up vector */ + enum { UP_X, + UP_Y, + UP_Z } mUpDirection; + + /** Asset metadata (global for scene) */ + StringMetaData mAssetMetaData; + + /** Collada file format version */ + Collada::FormatVersion mFormat; +}; + +// ------------------------------------------------------------------------------------------------ +// Finds the item in the given library by its reference, throws if not found +template <typename Type> +const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const { + typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL); + if (it == pLibrary.end()) { + throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\"."); + } + return it->second; +} + +} // end of namespace Assimp + +#endif // AI_COLLADAPARSER_H_INC |