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-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp675
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp250
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp531
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.h39
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.cpp488
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.hpp383
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry2D.cpp467
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry3D.cpp918
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Group.cpp277
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp270
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Macro.hpp121
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Metadata.cpp255
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Networking.cpp124
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp463
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Postprocess.cpp731
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Rendering.cpp993
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Shape.cpp241
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Texturing.cpp179
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.cpp294
-rw-r--r--src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.h30
20 files changed, 7729 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp
new file mode 100644
index 0000000..b3278a5
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.cpp
@@ -0,0 +1,675 @@
+/// \file X3DExporter.cpp
+/// \brief X3D-format files exporter for Assimp. Implementation.
+/// \date 2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_X3D_EXPORTER
+
+#include "X3DExporter.hpp"
+
+// Header files, Assimp.
+#include <assimp/Exceptional.h>
+#include <assimp/StringUtils.h>
+#include <assimp/Exporter.hpp>
+#include <assimp/IOSystem.hpp>
+
+using namespace std;
+
+namespace Assimp {
+
+void ExportSceneX3D(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties) {
+ X3DExporter exporter(pFile, pIOSystem, pScene, pProperties);
+}
+
+} // namespace Assimp
+
+namespace Assimp {
+
+void X3DExporter::IndentationStringSet(const size_t pNewLevel) {
+ if (pNewLevel > mIndentationString.size()) {
+ if (pNewLevel > mIndentationString.capacity()) mIndentationString.reserve(pNewLevel + 1);
+
+ for (size_t i = 0, i_e = pNewLevel - mIndentationString.size(); i < i_e; i++)
+ mIndentationString.push_back('\t');
+ } else if (pNewLevel < mIndentationString.size()) {
+ mIndentationString.resize(pNewLevel);
+ }
+}
+
+void X3DExporter::XML_Write(const string &pData) {
+ if (pData.size() == 0) return;
+ if (mOutFile->Write((void *)pData.data(), pData.length(), 1) != 1) throw DeadlyExportError("Failed to write scene data!");
+}
+
+aiMatrix4x4 X3DExporter::Matrix_GlobalToCurrent(const aiNode &pNode) const {
+ aiNode *cur_node;
+ std::list<aiMatrix4x4> matr;
+ aiMatrix4x4 out_matr;
+
+ // starting walk from current element to root
+ matr.push_back(pNode.mTransformation);
+ cur_node = pNode.mParent;
+ if (cur_node != nullptr) {
+ do {
+ matr.push_back(cur_node->mTransformation);
+ cur_node = cur_node->mParent;
+ } while (cur_node != nullptr);
+ }
+
+ // multiplicate all matrices in reverse order
+ for (std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); ++rit)
+ out_matr = out_matr * (*rit);
+
+ return out_matr;
+}
+
+void X3DExporter::AttrHelper_FloatToString(const float pValue, std::string &pTargetString) {
+ pTargetString = to_string(pValue);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Vec3DArrToString(const aiVector3D *pArray, const size_t pArray_Size, string &pTargetString) {
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 6); // (Number + space) * 3.
+ for (size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " " + to_string(pArray[idx].z) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Vec2DArrToString(const aiVector2D *pArray, const size_t pArray_Size, std::string &pTargetString) {
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 4); // (Number + space) * 2.
+ for (size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D *pArray, const size_t pArray_Size, string &pTargetString) {
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 4); // (Number + space) * 2.
+ for (size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].x) + " " + to_string(pArray[idx].y) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Col4DArrToString(const aiColor4D *pArray, const size_t pArray_Size, string &pTargetString) {
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 8); // (Number + space) * 4.
+ for (size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " " +
+ to_string(pArray[idx].a) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Col3DArrToString(const aiColor3D *pArray, const size_t pArray_Size, std::string &pTargetString) {
+ pTargetString.clear();
+ pTargetString.reserve(pArray_Size * 6); // (Number + space) * 3.
+ for (size_t idx = 0; idx < pArray_Size; idx++)
+ pTargetString.append(to_string(pArray[idx].r) + " " + to_string(pArray[idx].g) + " " + to_string(pArray[idx].b) + " ");
+
+ // remove last space symbol.
+ pTargetString.resize(pTargetString.length() - 1);
+ AttrHelper_CommaToPoint(pTargetString);
+}
+
+void X3DExporter::AttrHelper_Color3ToAttrList(std::list<SAttribute> &pList, const std::string &pName, const aiColor3D &pValue, const aiColor3D &pDefaultValue) {
+ string tstr;
+
+ if (pValue == pDefaultValue) return;
+
+ AttrHelper_Col3DArrToString(&pValue, 1, tstr);
+ pList.push_back({ pName, tstr });
+}
+
+void X3DExporter::AttrHelper_FloatToAttrList(std::list<SAttribute> &pList, const string &pName, const float pValue, const float pDefaultValue) {
+ string tstr;
+
+ if (pValue == pDefaultValue) return;
+
+ AttrHelper_FloatToString(pValue, tstr);
+ pList.push_back({ pName, tstr });
+}
+
+void X3DExporter::NodeHelper_OpenNode(const string &pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute> &pAttrList) {
+ // Write indentation.
+ IndentationStringSet(pTabLevel);
+ XML_Write(mIndentationString);
+ // Begin of the element
+ XML_Write("<" + pNodeName);
+ // Write attributes
+ for (const SAttribute &attr : pAttrList) {
+ XML_Write(" " + attr.Name + "='" + attr.Value + "'");
+ }
+
+ // End of the element
+ if (pEmptyElement) {
+ XML_Write("/>\n");
+ } else {
+ XML_Write(">\n");
+ }
+}
+
+void X3DExporter::NodeHelper_OpenNode(const string &pNodeName, const size_t pTabLevel, const bool pEmptyElement) {
+ const list<SAttribute> attr_list;
+
+ NodeHelper_OpenNode(pNodeName, pTabLevel, pEmptyElement, attr_list);
+}
+
+void X3DExporter::NodeHelper_CloseNode(const string &pNodeName, const size_t pTabLevel) {
+ // Write indentation.
+ IndentationStringSet(pTabLevel);
+ XML_Write(mIndentationString);
+ // Write element
+ XML_Write("</" + pNodeName + ">\n");
+}
+
+void X3DExporter::Export_Node(const aiNode *pNode, const size_t pTabLevel) {
+ bool transform = false;
+ list<SAttribute> attr_list;
+
+ // In Assimp lights is stored in next way: light source store in mScene->mLights and in node tree must present aiNode with name same as
+ // light source has. Considering it we must compare every aiNode name with light sources names. Why not to look where ligths is present
+ // and save them to fili? Because corresponding aiNode can be already written to file and we can only add information to file not to edit.
+ if (CheckAndExport_Light(*pNode, pTabLevel)) return;
+
+ // Check if need DEF.
+ if (pNode->mName.length) attr_list.push_back({ "DEF", pNode->mName.C_Str() });
+
+ // Check if need <Transformation> node against <Group>.
+ if (!pNode->mTransformation.IsIdentity()) {
+ auto Vector2String = [this](const aiVector3D pVector) -> string {
+ string tstr = to_string(pVector.x) + " " + to_string(pVector.y) + " " + to_string(pVector.z);
+
+ AttrHelper_CommaToPoint(tstr);
+
+ return tstr;
+ };
+
+ auto Rotation2String = [this](const aiVector3D pAxis, const ai_real pAngle) -> string {
+ string tstr = to_string(pAxis.x) + " " + to_string(pAxis.y) + " " + to_string(pAxis.z) + " " + to_string(pAngle);
+
+ AttrHelper_CommaToPoint(tstr);
+
+ return tstr;
+ };
+
+ aiVector3D scale, translate, rotate_axis;
+ ai_real rotate_angle;
+
+ transform = true;
+ pNode->mTransformation.Decompose(scale, rotate_axis, rotate_angle, translate);
+ // Check if values different from default
+ if ((rotate_angle != 0) && (rotate_axis.Length() > 0))
+ attr_list.push_back({ "rotation", Rotation2String(rotate_axis, rotate_angle) });
+
+ if (!scale.Equal({ 1.0, 1.0, 1.0 })) {
+ attr_list.push_back({ "scale", Vector2String(scale) });
+ }
+ if (translate.Length() > 0) {
+ attr_list.push_back({ "translation", Vector2String(translate) });
+ }
+ }
+
+ // Begin node if need.
+ if (transform)
+ NodeHelper_OpenNode("Transform", pTabLevel, false, attr_list);
+ else
+ NodeHelper_OpenNode("Group", pTabLevel);
+
+ // Export metadata
+ if (pNode->mMetaData != nullptr) {
+ for (size_t idx_prop = 0; idx_prop < pNode->mMetaData->mNumProperties; idx_prop++) {
+ const aiString *key;
+ const aiMetadataEntry *entry;
+
+ if (pNode->mMetaData->Get(idx_prop, key, entry)) {
+ switch (entry->mType) {
+ case AI_BOOL:
+ Export_MetadataBoolean(*key, *static_cast<bool *>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_DOUBLE:
+ Export_MetadataDouble(*key, *static_cast<double *>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_FLOAT:
+ Export_MetadataFloat(*key, *static_cast<float *>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_INT32:
+ Export_MetadataInteger(*key, *static_cast<int32_t *>(entry->mData), pTabLevel + 1);
+ break;
+ case AI_AISTRING:
+ Export_MetadataString(*key, *static_cast<aiString *>(entry->mData), pTabLevel + 1);
+ break;
+ default:
+ LogError("Unsupported metadata type: " + to_string(entry->mType));
+ break;
+ } // switch(entry->mType)
+ }
+ }
+ } // if(pNode->mMetaData != nullptr)
+
+ // Export meshes.
+ for (size_t idx_mesh = 0; idx_mesh < pNode->mNumMeshes; idx_mesh++)
+ Export_Mesh(pNode->mMeshes[idx_mesh], pTabLevel + 1);
+ // Export children.
+ for (size_t idx_node = 0; idx_node < pNode->mNumChildren; idx_node++)
+ Export_Node(pNode->mChildren[idx_node], pTabLevel + 1);
+
+ // End node if need.
+ if (transform)
+ NodeHelper_CloseNode("Transform", pTabLevel);
+ else
+ NodeHelper_CloseNode("Group", pTabLevel);
+}
+
+void X3DExporter::Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel) {
+ const char *NodeName_IFS = "IndexedFaceSet";
+ const char *NodeName_Shape = "Shape";
+
+ list<SAttribute> attr_list;
+ aiMesh &mesh = *mScene->mMeshes[pIdxMesh]; // create alias for convenience.
+
+ // Check if mesh already defined early.
+ if (mDEF_Map_Mesh.find(pIdxMesh) != mDEF_Map_Mesh.end()) {
+ // Mesh already defined, just refer to it
+ attr_list.push_back({ "USE", mDEF_Map_Mesh.at(pIdxMesh) });
+ NodeHelper_OpenNode(NodeName_Shape, pTabLevel, true, attr_list);
+
+ return;
+ }
+
+ string mesh_name(mesh.mName.C_Str() + string("_IDX_") + to_string(pIdxMesh)); // Create mesh name
+
+ // Define mesh name.
+ attr_list.push_back({ "DEF", mesh_name });
+ mDEF_Map_Mesh[pIdxMesh] = mesh_name;
+
+ //
+ // "Shape" node.
+ //
+ NodeHelper_OpenNode(NodeName_Shape, pTabLevel, false, attr_list);
+ attr_list.clear();
+
+ //
+ // "Appearance" node.
+ //
+ Export_Material(mesh.mMaterialIndex, pTabLevel + 1);
+
+ //
+ // "IndexedFaceSet" node.
+ //
+ // Fill attributes which differ from default. In Assimp for colors, vertices and normals used one indices set. So, only "coordIndex" must be set.
+ string coordIndex;
+
+ // fill coordinates index.
+ coordIndex.reserve(mesh.mNumVertices * 4); // Index + space + Face delimiter
+ for (size_t idx_face = 0; idx_face < mesh.mNumFaces; idx_face++) {
+ const aiFace &face_cur = mesh.mFaces[idx_face];
+
+ for (size_t idx_vert = 0; idx_vert < face_cur.mNumIndices; idx_vert++) {
+ coordIndex.append(to_string(face_cur.mIndices[idx_vert]) + " ");
+ }
+
+ coordIndex.append("-1 "); // face delimiter.
+ }
+
+ // remove last space symbol.
+ coordIndex.resize(coordIndex.length() - 1);
+ attr_list.push_back({ "coordIndex", coordIndex });
+ // create node
+ NodeHelper_OpenNode(NodeName_IFS, pTabLevel + 1, false, attr_list);
+ attr_list.clear();
+ // Child nodes for "IndexedFaceSet" needed when used colors, textures or normals.
+ string attr_value;
+
+ // Export <Coordinate>
+ AttrHelper_Vec3DArrToString(mesh.mVertices, mesh.mNumVertices, attr_value);
+ attr_list.push_back({ "point", attr_value });
+ NodeHelper_OpenNode("Coordinate", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+
+ // Export <ColorRGBA>
+ if (mesh.HasVertexColors(0)) {
+ AttrHelper_Col4DArrToString(mesh.mColors[0], mesh.mNumVertices, attr_value);
+ attr_list.push_back({ "color", attr_value });
+ NodeHelper_OpenNode("ColorRGBA", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+ }
+
+ // Export <TextureCoordinate>
+ if (mesh.HasTextureCoords(0)) {
+ AttrHelper_Vec3DAsVec2fArrToString(mesh.mTextureCoords[0], mesh.mNumVertices, attr_value);
+ attr_list.push_back({ "point", attr_value });
+ NodeHelper_OpenNode("TextureCoordinate", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+ }
+
+ // Export <Normal>
+ if (mesh.HasNormals()) {
+ AttrHelper_Vec3DArrToString(mesh.mNormals, mesh.mNumVertices, attr_value);
+ attr_list.push_back({ "vector", attr_value });
+ NodeHelper_OpenNode("Normal", pTabLevel + 2, true, attr_list);
+ attr_list.clear();
+ }
+
+ //
+ // Close opened nodes.
+ //
+ NodeHelper_CloseNode(NodeName_IFS, pTabLevel + 1);
+ NodeHelper_CloseNode(NodeName_Shape, pTabLevel);
+}
+
+void X3DExporter::Export_Material(const size_t pIdxMaterial, const size_t pTabLevel) {
+ const char *NodeName_A = "Appearance";
+
+ list<SAttribute> attr_list;
+ aiMaterial &material = *mScene->mMaterials[pIdxMaterial]; // create alias for convenience.
+
+ // Check if material already defined early.
+ if (mDEF_Map_Material.find(pIdxMaterial) != mDEF_Map_Material.end()) {
+ // Material already defined, just refer to it
+ attr_list.push_back({ "USE", mDEF_Map_Material.at(pIdxMaterial) });
+ NodeHelper_OpenNode(NodeName_A, pTabLevel, true, attr_list);
+
+ return;
+ }
+
+ string material_name(string("_IDX_") + to_string(pIdxMaterial)); // Create material name
+ aiString ai_mat_name;
+
+ if (material.Get(AI_MATKEY_NAME, ai_mat_name) == AI_SUCCESS) material_name.insert(0, ai_mat_name.C_Str());
+
+ // Define material name.
+ attr_list.push_back({ "DEF", material_name });
+ mDEF_Map_Material[pIdxMaterial] = material_name;
+
+ //
+ // "Appearance" node.
+ //
+ NodeHelper_OpenNode(NodeName_A, pTabLevel, false, attr_list);
+ attr_list.clear();
+
+ //
+ // "Material" node.
+ //
+ {
+ auto Color4ToAttrList = [&](const string &pAttrName, const aiColor4D &pAttrValue, const aiColor3D &pAttrDefaultValue) {
+ string tstr;
+
+ if (aiColor3D(pAttrValue.r, pAttrValue.g, pAttrValue.b) != pAttrDefaultValue) {
+ AttrHelper_Col4DArrToString(&pAttrValue, 1, tstr);
+ attr_list.push_back({ pAttrName, tstr });
+ }
+ };
+
+ float tvalf;
+ aiColor3D color3;
+ aiColor4D color4;
+
+ // ambientIntensity="0.2" SFFloat [inputOutput]
+ if (material.Get(AI_MATKEY_COLOR_AMBIENT, color3) == AI_SUCCESS)
+ AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color3.r + color3.g + color3.b) / 3.0f, 0.2f);
+ else if (material.Get(AI_MATKEY_COLOR_AMBIENT, color4) == AI_SUCCESS)
+ AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", (color4.r + color4.g + color4.b) / 3.0f, 0.2f);
+
+ // diffuseColor="0.8 0.8 0.8" SFColor [inputOutput]
+ if (material.Get(AI_MATKEY_COLOR_DIFFUSE, color3) == AI_SUCCESS)
+ AttrHelper_Color3ToAttrList(attr_list, "diffuseColor", color3, aiColor3D(0.8f, 0.8f, 0.8f));
+ else if (material.Get(AI_MATKEY_COLOR_DIFFUSE, color4) == AI_SUCCESS)
+ Color4ToAttrList("diffuseColor", color4, aiColor3D(0.8f, 0.8f, 0.8f));
+
+ // emissiveColor="0 0 0" SFColor [inputOutput]
+ if (material.Get(AI_MATKEY_COLOR_EMISSIVE, color3) == AI_SUCCESS)
+ AttrHelper_Color3ToAttrList(attr_list, "emissiveColor", color3, aiColor3D(0, 0, 0));
+ else if (material.Get(AI_MATKEY_COLOR_EMISSIVE, color4) == AI_SUCCESS)
+ Color4ToAttrList("emissiveColor", color4, aiColor3D(0, 0, 0));
+
+ // shininess="0.2" SFFloat [inputOutput]
+ if (material.Get(AI_MATKEY_SHININESS, tvalf) == AI_SUCCESS) AttrHelper_FloatToAttrList(attr_list, "shininess", tvalf, 0.2f);
+
+ // specularColor="0 0 0" SFColor [inputOutput]
+ if (material.Get(AI_MATKEY_COLOR_SPECULAR, color3) == AI_SUCCESS)
+ AttrHelper_Color3ToAttrList(attr_list, "specularColor", color3, aiColor3D(0, 0, 0));
+ else if (material.Get(AI_MATKEY_COLOR_SPECULAR, color4) == AI_SUCCESS)
+ Color4ToAttrList("specularColor", color4, aiColor3D(0, 0, 0));
+
+ // transparency="0" SFFloat [inputOutput]
+ if (material.Get(AI_MATKEY_OPACITY, tvalf) == AI_SUCCESS) {
+ if (tvalf > 1) tvalf = 1;
+
+ tvalf = 1.0f - tvalf;
+ AttrHelper_FloatToAttrList(attr_list, "transparency", tvalf, 0);
+ }
+
+ NodeHelper_OpenNode("Material", pTabLevel + 1, true, attr_list);
+ attr_list.clear();
+ } // "Material" node. END.
+
+ //
+ // "ImageTexture" node.
+ //
+ {
+ auto RepeatToAttrList = [&](const string &pAttrName, const bool pAttrValue) {
+ if (!pAttrValue) attr_list.push_back({ pAttrName, "false" });
+ };
+
+ bool tvalb;
+ aiString tstring;
+
+ // url="" MFString
+ if (material.Get(AI_MATKEY_TEXTURE_DIFFUSE(0), tstring) == AI_SUCCESS) {
+ if (strncmp(tstring.C_Str(), AI_EMBEDDED_TEXNAME_PREFIX, strlen(AI_EMBEDDED_TEXNAME_PREFIX)) == 0)
+ LogError("Embedded texture is not supported");
+ else
+ attr_list.push_back({ "url", string("\"") + tstring.C_Str() + "\"" });
+ }
+
+ // repeatS="true" SFBool
+ if (material.Get(AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatS", tvalb);
+
+ // repeatT="true" SFBool
+ if (material.Get(AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0), tvalb) == AI_SUCCESS) RepeatToAttrList("repeatT", tvalb);
+
+ NodeHelper_OpenNode("ImageTexture", pTabLevel + 1, true, attr_list);
+ attr_list.clear();
+ } // "ImageTexture" node. END.
+
+ //
+ // "TextureTransform" node.
+ //
+ {
+ auto Vec2ToAttrList = [&](const string &pAttrName, const aiVector2D &pAttrValue, const aiVector2D &pAttrDefaultValue) {
+ string tstr;
+
+ if (pAttrValue != pAttrDefaultValue) {
+ AttrHelper_Vec2DArrToString(&pAttrValue, 1, tstr);
+ attr_list.push_back({ pAttrName, tstr });
+ }
+ };
+
+ aiUVTransform transform;
+
+ if (material.Get(AI_MATKEY_UVTRANSFORM_DIFFUSE(0), transform) == AI_SUCCESS) {
+ Vec2ToAttrList("translation", transform.mTranslation, aiVector2D(0, 0));
+ AttrHelper_FloatToAttrList(attr_list, "rotation", transform.mRotation, 0);
+ Vec2ToAttrList("scale", transform.mScaling, aiVector2D(1, 1));
+
+ NodeHelper_OpenNode("TextureTransform", pTabLevel + 1, true, attr_list);
+ attr_list.clear();
+ }
+ } // "TextureTransform" node. END.
+
+ //
+ // Close opened nodes.
+ //
+ NodeHelper_CloseNode(NodeName_A, pTabLevel);
+}
+
+void X3DExporter::Export_MetadataBoolean(const aiString &pKey, const bool pValue, const size_t pTabLevel) {
+ list<SAttribute> attr_list;
+
+ attr_list.push_back({ "name", pKey.C_Str() });
+ attr_list.push_back({ "value", pValue ? "true" : "false" });
+ NodeHelper_OpenNode("MetadataBoolean", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataDouble(const aiString &pKey, const double pValue, const size_t pTabLevel) {
+ list<SAttribute> attr_list;
+
+ attr_list.push_back({ "name", pKey.C_Str() });
+ attr_list.push_back({ "value", to_string(pValue) });
+ NodeHelper_OpenNode("MetadataDouble", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataFloat(const aiString &pKey, const float pValue, const size_t pTabLevel) {
+ list<SAttribute> attr_list;
+
+ attr_list.push_back({ "name", pKey.C_Str() });
+ attr_list.push_back({ "value", to_string(pValue) });
+ NodeHelper_OpenNode("MetadataFloat", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataInteger(const aiString &pKey, const int32_t pValue, const size_t pTabLevel) {
+ list<SAttribute> attr_list;
+
+ attr_list.push_back({ "name", pKey.C_Str() });
+ attr_list.push_back({ "value", to_string(pValue) });
+ NodeHelper_OpenNode("MetadataInteger", pTabLevel, true, attr_list);
+}
+
+void X3DExporter::Export_MetadataString(const aiString &pKey, const aiString &pValue, const size_t pTabLevel) {
+ list<SAttribute> attr_list;
+
+ attr_list.push_back({ "name", pKey.C_Str() });
+ attr_list.push_back({ "value", pValue.C_Str() });
+ NodeHelper_OpenNode("MetadataString", pTabLevel, true, attr_list);
+}
+
+bool X3DExporter::CheckAndExport_Light(const aiNode &pNode, const size_t pTabLevel) {
+ list<SAttribute> attr_list;
+
+ auto Vec3ToAttrList = [&](const string &pAttrName, const aiVector3D &pAttrValue, const aiVector3D &pAttrDefaultValue) {
+ string tstr;
+
+ if (pAttrValue != pAttrDefaultValue) {
+ AttrHelper_Vec3DArrToString(&pAttrValue, 1, tstr);
+ attr_list.push_back({ pAttrName, tstr });
+ }
+ };
+
+ size_t idx_light;
+ bool found = false;
+
+ // Name of the light source can not be empty.
+ if (pNode.mName.length == 0) return false;
+
+ // search for light with name like node has.
+ for (idx_light = 0; mScene->mNumLights; idx_light++) {
+ if (pNode.mName == mScene->mLights[idx_light]->mName) {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) return false;
+
+ // Light source is found.
+ const aiLight &light = *mScene->mLights[idx_light]; // Alias for convenience.
+
+ aiMatrix4x4 trafo_mat = Matrix_GlobalToCurrent(pNode).Inverse();
+
+ attr_list.push_back({ "DEF", light.mName.C_Str() });
+ attr_list.push_back({ "global", "true" }); // "false" is not supported.
+ // ambientIntensity="0" SFFloat [inputOutput]
+ AttrHelper_FloatToAttrList(attr_list, "ambientIntensity", aiVector3D(light.mColorAmbient.r, light.mColorAmbient.g, light.mColorAmbient.b).Length(), 0);
+ // color="1 1 1" SFColor [inputOutput]
+ AttrHelper_Color3ToAttrList(attr_list, "color", light.mColorDiffuse, aiColor3D(1, 1, 1));
+
+ switch (light.mType) {
+ case aiLightSource_DIRECTIONAL: {
+ aiVector3D direction = trafo_mat * light.mDirection;
+
+ Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
+ NodeHelper_OpenNode("DirectionalLight", pTabLevel, true, attr_list);
+ }
+
+ break;
+ case aiLightSource_POINT: {
+ aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
+ aiVector3D location = trafo_mat * light.mPosition;
+
+ Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0));
+ Vec3ToAttrList("location", location, aiVector3D(0, 0, 0));
+ NodeHelper_OpenNode("PointLight", pTabLevel, true, attr_list);
+ }
+
+ break;
+ case aiLightSource_SPOT: {
+ aiVector3D attenuation(light.mAttenuationConstant, light.mAttenuationLinear, light.mAttenuationQuadratic);
+ aiVector3D location = trafo_mat * light.mPosition;
+ aiVector3D direction = trafo_mat * light.mDirection;
+
+ Vec3ToAttrList("attenuation", attenuation, aiVector3D(1, 0, 0));
+ Vec3ToAttrList("location", location, aiVector3D(0, 0, 0));
+ Vec3ToAttrList("direction", direction, aiVector3D(0, 0, -1));
+ AttrHelper_FloatToAttrList(attr_list, "beamWidth", light.mAngleInnerCone, 0.7854f);
+ AttrHelper_FloatToAttrList(attr_list, "cutOffAngle", light.mAngleOuterCone, 1.570796f);
+ NodeHelper_OpenNode("SpotLight", pTabLevel, true, attr_list);
+ }
+
+ break;
+ default:
+ throw DeadlyExportError("Unknown light type: " + to_string(light.mType));
+ } // switch(light.mType)
+
+ return true;
+}
+
+X3DExporter::X3DExporter(const char *pFileName, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) :
+ mScene(pScene) {
+ list<SAttribute> attr_list;
+
+ mOutFile = pIOSystem->Open(pFileName, "wt");
+ if (mOutFile == nullptr) throw DeadlyExportError("Could not open output .x3d file: " + string(pFileName));
+
+ // Begin document
+ XML_Write("<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n");
+ XML_Write("<!DOCTYPE X3D PUBLIC \"ISO//Web3D//DTD X3D 3.3//EN\" \"http://www.web3d.org/specifications/x3d-3.3.dtd\">\n");
+ // Root node
+ attr_list.push_back({ "profile", "Interchange" });
+ attr_list.push_back({ "version", "3.3" });
+ attr_list.push_back({ "xmlns:xsd", "http://www.w3.org/2001/XMLSchema-instance" });
+ attr_list.push_back({ "xsd:noNamespaceSchemaLocation", "http://www.web3d.org/specifications/x3d-3.3.xsd" });
+ NodeHelper_OpenNode("X3D", 0, false, attr_list);
+ attr_list.clear();
+ // <head>: meta data.
+ NodeHelper_OpenNode("head", 1);
+ XML_Write(mIndentationString + "<!-- All \"meta\" from this section tou will found in <Scene> node as MetadataString nodes. -->\n");
+ NodeHelper_CloseNode("head", 1);
+ // Scene node.
+ NodeHelper_OpenNode("Scene", 1);
+ Export_Node(mScene->mRootNode, 2);
+ NodeHelper_CloseNode("Scene", 1);
+ // Close Root node.
+ NodeHelper_CloseNode("X3D", 0);
+ // Cleanup
+ pIOSystem->Close(mOutFile);
+ mOutFile = nullptr;
+}
+
+} // namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_X3D_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp
new file mode 100644
index 0000000..fefaba9
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DExporter.hpp
@@ -0,0 +1,250 @@
+/// \file X3DExporter.hpp
+/// \brief X3D-format files exporter for Assimp.
+/// \date 2016
+/// \author smal.root@gmail.com
+// Thanks to acorn89 for support.
+
+#ifndef INCLUDED_AI_X3D_EXPORTER_H
+#define INCLUDED_AI_X3D_EXPORTER_H
+
+// Header files, Assimp.
+#include <assimp/material.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Exporter.hpp>
+
+// Header files, stdlib.
+#include <list>
+#include <string>
+
+namespace Assimp {
+
+/// \class X3DExporter
+/// Class which export aiScene to X3D file.
+///
+/// Limitations.
+///
+/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format.
+/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tessellation:
+/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a good idea at all.
+///
+/// Supported nodes:
+/// Core component:
+/// "MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString"
+/// Geometry3D component:
+/// "IndexedFaceSet"
+/// Grouping component:
+/// "Group", "Transform"
+/// Lighting component:
+/// "DirectionalLight", "PointLight", "SpotLight"
+/// Rendering component:
+/// "ColorRGBA", "Coordinate", "Normal"
+/// Shape component:
+/// "Shape", "Appearance", "Material"
+/// Texturing component:
+/// "ImageTexture", "TextureCoordinate", "TextureTransform"
+///
+class X3DExporter {
+ /***********************************************/
+ /******************** Types ********************/
+ /***********************************************/
+
+ struct SAttribute {
+ const std::string Name;
+ const std::string Value;
+ SAttribute() :
+ Name(),
+ Value() {
+ // empty
+ }
+ SAttribute(const std::string &name, const std::string &value) :
+ Name(name),
+ Value(value) {
+ // empty
+ }
+
+ SAttribute(SAttribute &&rhs) AI_NO_EXCEPT :
+ Name(rhs.Name),
+ Value(rhs.Value) {
+ // empty
+ }
+ };
+
+ /***********************************************/
+ /****************** Constants ******************/
+ /***********************************************/
+
+ const aiScene *const mScene;
+
+ /***********************************************/
+ /****************** Variables ******************/
+ /***********************************************/
+
+ IOStream *mOutFile;
+ std::map<size_t, std::string> mDEF_Map_Mesh;
+ std::map<size_t, std::string> mDEF_Map_Material;
+
+private:
+ std::string mIndentationString;
+
+ /***********************************************/
+ /****************** Functions ******************/
+ /***********************************************/
+
+ /// \fn void IndentationStringSet(const size_t pNewLevel)
+ /// Set value of the indentation string.
+ /// \param [in] pNewLevel - new level of the indentation.
+ void IndentationStringSet(const size_t pNewLevel);
+
+ /// \fn void XML_Write(const std::string& pData)
+ /// Write data to XML-file.
+ /// \param [in] pData - reference to string which must be written.
+ void XML_Write(const std::string &pData);
+
+ /// \fn aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const
+ /// Calculate transformation matrix for transformation from global coordinate system to pointed aiNode.
+ /// \param [in] pNode - reference to local node.
+ /// \return calculated matrix.
+ aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode &pNode) const;
+
+ /// \fn void AttrHelper_CommaToPoint(std::string& pStringWithComma)
+ /// Convert commas in string to points. That's needed because "std::to_string" result depends on locale (regional settings).
+ /// \param [in, out] pStringWithComma - reference to string, which must be modified.
+ void AttrHelper_CommaToPoint(std::string &pStringWithComma) {
+ for (char &c : pStringWithComma) {
+ if (c == ',') c = '.';
+ }
+ }
+
+ /// \fn void AttrHelper_FloatToString(const float pValue, std::string& pTargetString)
+ /// Converts float to string.
+ /// \param [in] pValue - value for converting.
+ /// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using.
+ void AttrHelper_FloatToString(const float pValue, std::string &pTargetString);
+
+ /// \fn void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// Converts array of vectors to string.
+ /// \param [in] pArray - pointer to array of vectors.
+ /// \param [in] pArray_Size - count of elements in array.
+ /// \param [out] pTargetString - reference to string where result will be placed. Will be cleared before using.
+ void AttrHelper_Vec3DArrToString(const aiVector3D *pArray, const size_t pArray_Size, std::string &pTargetString);
+
+ /// \fn void AttrHelper_Vec2DArrToString(const aiVector2D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ void AttrHelper_Vec2DArrToString(const aiVector2D *pArray, const size_t pArray_Size, std::string &pTargetString);
+
+ /// \fn void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// Only x, y is used from aiVector3D.
+ void AttrHelper_Vec3DAsVec2fArrToString(const aiVector3D *pArray, const size_t pArray_Size, std::string &pTargetString);
+
+ /// \fn void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// \overload void AttrHelper_Vec3DArrToString(const aiVector3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// Converts array of colors to string.
+ void AttrHelper_Col4DArrToString(const aiColor4D *pArray, const size_t pArray_Size, std::string &pTargetString);
+
+ /// \fn void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// \overload void AttrHelper_Col4DArrToString(const aiColor4D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ /// Converts array of colors to string.
+ void AttrHelper_Col3DArrToString(const aiColor3D *pArray, const size_t pArray_Size, std::string &pTargetString);
+
+ /// \fn void AttrHelper_FloatToAttrList(std::list<SAttribute> pList, const std::string& pName, const float pValue, const float pDefaultValue)
+ /// \overload void AttrHelper_Col3DArrToString(const aiColor3D* pArray, const size_t pArray_Size, std::string& pTargetString)
+ void AttrHelper_FloatToAttrList(std::list<SAttribute> &pList, const std::string &pName, const float pValue, const float pDefaultValue);
+
+ /// \fn void AttrHelper_Color3ToAttrList(std::list<SAttribute> pList, const std::string& pName, const aiColor3D& pValue, const aiColor3D& pDefaultValue)
+ /// Add attribute to list if value not equal to default.
+ /// \param [in] pList - target list of the attributes.
+ /// \param [in] pName - name of new attribute.
+ /// \param [in] pValue - value of the new attribute.
+ /// \param [in] pDefaultValue - default value for checking: if pValue is equal to pDefaultValue then attribute will not be added.
+ void AttrHelper_Color3ToAttrList(std::list<SAttribute> &pList, const std::string &pName, const aiColor3D &pValue, const aiColor3D &pDefaultValue);
+
+ /// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute>& pAttrList)
+ /// Begin new XML-node element.
+ /// \param [in] pNodeName - name of the element.
+ /// \param [in] pTabLevel - indentation level.
+ /// \param [in] pEmtyElement - if true then empty element will be created.
+ /// \param [in] pAttrList - list of the attributes for element.
+ void NodeHelper_OpenNode(const std::string &pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute> &pAttrList);
+
+ /// \fn void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement = false)
+ /// \overload void NodeHelper_OpenNode(const std::string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const std::list<SAttribute>& pAttrList)
+ void NodeHelper_OpenNode(const std::string &pNodeName, const size_t pTabLevel, const bool pEmptyElement = false);
+
+ /// \fn void NodeHelper_CloseNode(const std::string& pNodeName, const size_t pTabLevel)
+ /// End XML-node element.
+ /// \param [in] pNodeName - name of the element.
+ /// \param [in] pTabLevel - indentation level.
+ void NodeHelper_CloseNode(const std::string &pNodeName, const size_t pTabLevel);
+
+ /// \fn void Export_Node(const aiNode* pNode, const size_t pTabLevel)
+ /// Export data from scene to XML-file: aiNode.
+ /// \param [in] pNode - source aiNode.
+ /// \param [in] pTabLevel - indentation level.
+ void Export_Node(const aiNode *pNode, const size_t pTabLevel);
+
+ /// \fn void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel)
+ /// Export data from scene to XML-file: aiMesh.
+ /// \param [in] pMesh - index of the source aiMesh.
+ /// \param [in] pTabLevel - indentation level.
+ void Export_Mesh(const size_t pIdxMesh, const size_t pTabLevel);
+
+ /// \fn void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel)
+ /// Export data from scene to XML-file: aiMaterial.
+ /// \param [in] pIdxMaterial - index of the source aiMaterial.
+ /// \param [in] pTabLevel - indentation level.
+ void Export_Material(const size_t pIdxMaterial, const size_t pTabLevel);
+
+ /// \fn void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
+ /// Export data from scene to XML-file: aiMetadata.
+ /// \param [in] pKey - source data: value of the metadata key.
+ /// \param [in] pValue - source data: value of the metadata value.
+ /// \param [in] pTabLevel - indentation level.
+ void Export_MetadataBoolean(const aiString &pKey, const bool pValue, const size_t pTabLevel);
+
+ /// \fn void Export_MetadataDouble(const aiString& pKey, const double pValue, const size_t pTabLevel)
+ /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
+ void Export_MetadataDouble(const aiString &pKey, const double pValue, const size_t pTabLevel);
+
+ /// \fn void Export_MetadataFloat(const aiString& pKey, const float pValue, const size_t pTabLevel)
+ /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
+ void Export_MetadataFloat(const aiString &pKey, const float pValue, const size_t pTabLevel);
+
+ /// \fn void Export_MetadataInteger(const aiString& pKey, const int32_t pValue, const size_t pTabLevel)
+ /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
+ void Export_MetadataInteger(const aiString &pKey, const int32_t pValue, const size_t pTabLevel);
+
+ /// \fn void Export_MetadataString(const aiString& pKey, const aiString& pValue, const size_t pTabLevel)
+ /// \overload void Export_MetadataBoolean(const aiString& pKey, const bool pValue, const size_t pTabLevel)
+ void Export_MetadataString(const aiString &pKey, const aiString &pValue, const size_t pTabLevel);
+
+ /// \fn bool CheckAndExport_Light(const aiNode& pNode, const size_t pTabLevel)
+ /// Check if node point to light source. If yes then export light source.
+ /// \param [in] pNode - reference to node for checking.
+ /// \param [in] pTabLevel - indentation level.
+ /// \return true - if node assigned with light and it was exported, else - return false.
+ bool CheckAndExport_Light(const aiNode &pNode, const size_t pTabLevel);
+
+ /***********************************************/
+ /************** Functions: LOG set *************/
+ /***********************************************/
+
+ /// \fn void LogError(const std::string& pMessage)
+ /// Short variant for calling \ref DefaultLogger::get()->error()
+ void LogError(const std::string &pMessage) { DefaultLogger::get()->error(pMessage); }
+
+public:
+ /// \fn X3DExporter()
+ /// Default constructor.
+ X3DExporter(const char *pFileName, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties *pProperties);
+
+ /// \fn ~X3DExporter()
+ /// Default destructor.
+ ~X3DExporter() {}
+
+}; // class X3DExporter
+
+} // namespace Assimp
+
+#endif // INCLUDED_AI_X3D_EXPORTER_H
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
new file mode 100644
index 0000000..a9ac57e
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.cpp
@@ -0,0 +1,531 @@
+#include "X3DGeoHelper.h"
+#include "X3DImporter.hpp"
+
+#include <assimp/vector3.h>
+#include <assimp/Exceptional.h>
+#include <assimp/StringUtils.h>
+
+#include <vector>
+
+namespace Assimp {
+
+aiVector3D X3DGeoHelper::make_point2D(float angle, float radius) {
+ return aiVector3D(radius * std::cos(angle), radius * std::sin(angle), 0);
+}
+
+void X3DGeoHelper::make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices) {
+ // check argument values ranges.
+ if ((pStartAngle < -AI_MATH_TWO_PI_F) || (pStartAngle > AI_MATH_TWO_PI_F)) {
+ throw DeadlyImportError("GeometryHelper_Make_Arc2D.pStartAngle");
+ }
+ if ((pEndAngle < -AI_MATH_TWO_PI_F) || (pEndAngle > AI_MATH_TWO_PI_F)) {
+ throw DeadlyImportError("GeometryHelper_Make_Arc2D.pEndAngle");
+ }
+ if (pRadius <= 0) {
+ throw DeadlyImportError("GeometryHelper_Make_Arc2D.pRadius");
+ }
+
+ // calculate arc angle and check type of arc
+ float angle_full = std::fabs(pEndAngle - pStartAngle);
+ if ((angle_full > AI_MATH_TWO_PI_F) || (angle_full == 0.0f)) {
+ angle_full = AI_MATH_TWO_PI_F;
+ }
+
+ // calculate angle for one step - angle to next point of line.
+ float angle_step = angle_full / (float)numSegments;
+ // make points
+ for (size_t pi = 0; pi <= numSegments; pi++) {
+ float tangle = pStartAngle + pi * angle_step;
+ pVertices.emplace_back(make_point2D(tangle, pRadius));
+ } // for(size_t pi = 0; pi <= pNumSegments; pi++)
+
+ // if we making full circle then add last vertex equal to first vertex
+ if (angle_full == AI_MATH_TWO_PI_F) pVertices.push_back(*pVertices.begin());
+}
+
+void X3DGeoHelper::extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine) {
+ std::list<aiVector3D>::const_iterator pit = pPoint.begin();
+ std::list<aiVector3D>::const_iterator pit_last = pPoint.end();
+
+ --pit_last;
+
+ if (pPoint.size() < 2) {
+ throw DeadlyImportError("GeometryHelper_Extend_PointToLine.pPoint.size() can not be less than 2.");
+ }
+
+ // add first point of first line.
+ pLine.push_back(*pit++);
+ // add internal points
+ while (pit != pit_last) {
+ pLine.push_back(*pit); // second point of previous line
+ pLine.push_back(*pit); // first point of next line
+ ++pit;
+ }
+ // add last point of last line
+ pLine.push_back(*pit);
+}
+
+void X3DGeoHelper::polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx) {
+ std::list<int32_t>::const_iterator plit = pPolylineCoordIdx.begin();
+
+ while (plit != pPolylineCoordIdx.end()) {
+ // add first point of polyline
+ pLineCoordIdx.push_back(*plit++);
+ while ((*plit != (-1)) && (plit != pPolylineCoordIdx.end())) {
+ std::list<int32_t>::const_iterator plit_next;
+
+ plit_next = plit, ++plit_next;
+ pLineCoordIdx.push_back(*plit); // second point of previous line.
+ pLineCoordIdx.push_back(-1); // delimiter
+ if ((*plit_next == (-1)) || (plit_next == pPolylineCoordIdx.end())) break; // current polyline is finished
+
+ pLineCoordIdx.push_back(*plit); // first point of next line.
+ plit = plit_next;
+ } // while((*plit != (-1)) && (plit != pPolylineCoordIdx.end()))
+ } // while(plit != pPolylineCoordIdx.end())
+}
+
+#define MACRO_FACE_ADD_QUAD_FA(pCCW, pOut, pIn, pP1, pP2, pP3, pP4) \
+ do { \
+ if (pCCW) { \
+ pOut.push_back(pIn[pP1]); \
+ pOut.push_back(pIn[pP2]); \
+ pOut.push_back(pIn[pP3]); \
+ pOut.push_back(pIn[pP4]); \
+ } else { \
+ pOut.push_back(pIn[pP4]); \
+ pOut.push_back(pIn[pP3]); \
+ pOut.push_back(pIn[pP2]); \
+ pOut.push_back(pIn[pP1]); \
+ } \
+ } while (false)
+
+#define MESH_RectParallelepiped_CREATE_VERT \
+ aiVector3D vert_set[8]; \
+ float x1, x2, y1, y2, z1, z2, hs; \
+ \
+ hs = pSize.x / 2, x1 = -hs, x2 = hs; \
+ hs = pSize.y / 2, y1 = -hs, y2 = hs; \
+ hs = pSize.z / 2, z1 = -hs, z2 = hs; \
+ vert_set[0].Set(x2, y1, z2); \
+ vert_set[1].Set(x2, y2, z2); \
+ vert_set[2].Set(x2, y2, z1); \
+ vert_set[3].Set(x2, y1, z1); \
+ vert_set[4].Set(x1, y1, z2); \
+ vert_set[5].Set(x1, y2, z2); \
+ vert_set[6].Set(x1, y2, z1); \
+ vert_set[7].Set(x1, y1, z1)
+
+void X3DGeoHelper::rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices) {
+ MESH_RectParallelepiped_CREATE_VERT;
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 3, 2, 1, 0); // front
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 6, 7, 4, 5); // back
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 3, 0, 4); // left
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 2, 6, 5, 1); // right
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 0, 1, 5, 4); // top
+ MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 6, 2, 3); // bottom
+}
+
+#undef MESH_RectParallelepiped_CREATE_VERT
+
+void X3DGeoHelper::coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes) {
+ std::vector<int32_t> f_data(pCoordIdx);
+ std::vector<unsigned int> inds;
+ unsigned int prim_type = 0;
+
+ if (f_data.back() != (-1)) {
+ f_data.push_back(-1);
+ }
+
+ // reserve average size.
+ pFaces.reserve(f_data.size() / 3);
+ inds.reserve(4);
+ //PrintVectorSet("build. ci", pCoordIdx);
+ for (std::vector<int32_t>::iterator it = f_data.begin(); it != f_data.end(); ++it) {
+ // when face is got count how many indices in it.
+ if (*it == (-1)) {
+ aiFace tface;
+ size_t ts;
+
+ ts = inds.size();
+ switch (ts) {
+ case 0:
+ goto mg_m_err;
+ case 1:
+ prim_type |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ prim_type |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ prim_type |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ prim_type |= aiPrimitiveType_POLYGON;
+ break;
+ }
+
+ tface.mNumIndices = static_cast<unsigned int>(ts);
+ tface.mIndices = new unsigned int[ts];
+ memcpy(tface.mIndices, inds.data(), ts * sizeof(unsigned int));
+ pFaces.push_back(tface);
+ inds.clear();
+ } // if(*it == (-1))
+ else {
+ inds.push_back(*it);
+ } // if(*it == (-1)) else
+ } // for(std::list<int32_t>::iterator it = f_data.begin(); it != f_data.end(); it++)
+ //PrintVectorSet("build. faces", pCoordIdx);
+
+ pPrimitiveTypes = prim_type;
+
+ return;
+
+mg_m_err:
+ for (size_t i = 0, i_e = pFaces.size(); i < i_e; i++)
+ delete[] pFaces.at(i).mIndices;
+
+ pFaces.clear();
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
+ std::list<aiColor4D> tcol;
+
+ // create RGBA array from RGB.
+ for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it)
+ tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
+
+ // call existing function for adding RGBA colors
+ add_color(pMesh, tcol, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex) {
+ std::list<aiColor4D>::const_iterator col_it = pColors.begin();
+
+ if (pColorPerVertex) {
+ if (pColors.size() < pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Vertices count(" +
+ ai_to_string(pMesh.mNumVertices) + ").");
+ }
+
+ // copy colors to mesh
+ pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices];
+ for (size_t i = 0; i < pMesh.mNumVertices; i++)
+ pMesh.mColors[0][i] = *col_it++;
+ } // if(pColorPerVertex)
+ else {
+ if (pColors.size() < pMesh.mNumFaces) {
+ throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Faces count(" +
+ ai_to_string(pMesh.mNumFaces) + ").");
+ }
+
+ // copy colors to mesh
+ pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices];
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ // apply color to all vertices of face
+ for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++) {
+ pMesh.mColors[0][pMesh.mFaces[fi].mIndices[vi]] = *col_it;
+ }
+
+ ++col_it;
+ }
+ } // if(pColorPerVertex) else
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+ const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
+ std::list<aiColor4D> tcol;
+
+ // create RGBA array from RGB.
+ for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it) {
+ tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
+ }
+
+ // call existing function for adding RGBA colors
+ add_color(pMesh, pCoordIdx, pColorIdx, tcol, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx, const std::vector<int32_t> &colorIdx,
+ const std::list<aiColor4D> &colors, bool pColorPerVertex) {
+ std::vector<aiColor4D> col_tgt_arr;
+ std::list<aiColor4D> col_tgt_list;
+ std::vector<aiColor4D> col_arr_copy;
+
+ if (coordIdx.size() == 0) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. pCoordIdx can not be empty.");
+ }
+
+ // copy list to array because we are need indexed access to colors.
+ col_arr_copy.reserve(colors.size());
+ for (std::list<aiColor4D>::const_iterator it = colors.begin(); it != colors.end(); ++it) {
+ col_arr_copy.push_back(*it);
+ }
+
+ if (pColorPerVertex) {
+ if (colorIdx.size() > 0) {
+ // check indices array count.
+ if (colorIdx.size() < coordIdx.size()) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) +
+ ") can not be less than Coords indices count(" + ai_to_string(coordIdx.size()) + ").");
+ }
+ // create list with colors for every vertex.
+ col_tgt_arr.resize(pMesh.mNumVertices);
+ for (std::vector<int32_t>::const_iterator colidx_it = colorIdx.begin(), coordidx_it = coordIdx.begin(); colidx_it != colorIdx.end(); ++colidx_it, ++coordidx_it) {
+ if (*colidx_it == (-1)) {
+ continue; // skip faces delimiter
+ }
+ if ((unsigned int)(*coordidx_it) > pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Coordinate idx is out of range.");
+ }
+ if ((unsigned int)*colidx_it > pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Color idx is out of range.");
+ }
+
+ col_tgt_arr[*coordidx_it] = col_arr_copy[*colidx_it];
+ }
+ } // if(pColorIdx.size() > 0)
+ else {
+ // when color indices list is absent use CoordIdx.
+ // check indices array count.
+ if (colors.size() < pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Vertices count(" +
+ ai_to_string(pMesh.mNumVertices) + ").");
+ }
+ // create list with colors for every vertex.
+ col_tgt_arr.resize(pMesh.mNumVertices);
+ for (size_t i = 0; i < pMesh.mNumVertices; i++) {
+ col_tgt_arr[i] = col_arr_copy[i];
+ }
+ } // if(pColorIdx.size() > 0) else
+ } // if(pColorPerVertex)
+ else {
+ if (colorIdx.size() > 0) {
+ // check indices array count.
+ if (colorIdx.size() < pMesh.mNumFaces) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) +
+ ") can not be less than Faces count(" + ai_to_string(pMesh.mNumFaces) + ").");
+ }
+ // create list with colors for every vertex using faces indices.
+ col_tgt_arr.resize(pMesh.mNumFaces);
+
+ std::vector<int32_t>::const_iterator colidx_it = colorIdx.begin();
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ if ((unsigned int)*colidx_it > pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddColor2. Face idx is out of range.");
+
+ col_tgt_arr[fi] = col_arr_copy[*colidx_it++];
+ }
+ } // if(pColorIdx.size() > 0)
+ else {
+ // when color indices list is absent use CoordIdx.
+ // check indices array count.
+ if (colors.size() < pMesh.mNumFaces) {
+ throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Faces count(" +
+ ai_to_string(pMesh.mNumFaces) + ").");
+ }
+ // create list with colors for every vertex using faces indices.
+ col_tgt_arr.resize(pMesh.mNumFaces);
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++)
+ col_tgt_arr[fi] = col_arr_copy[fi];
+
+ } // if(pColorIdx.size() > 0) else
+ } // if(pColorPerVertex) else
+
+ // copy array to list for calling function that add colors.
+ for (std::vector<aiColor4D>::const_iterator it = col_tgt_arr.begin(); it != col_tgt_arr.end(); ++it)
+ col_tgt_list.push_back(*it);
+ // add prepared colors list to mesh.
+ add_color(pMesh, col_tgt_list, pColorPerVertex);
+}
+
+void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
+ const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex) {
+ std::vector<size_t> tind;
+ std::vector<aiVector3D> norm_arr_copy;
+
+ // copy list to array because we are need indexed access to normals.
+ norm_arr_copy.reserve(pNormals.size());
+ for (std::list<aiVector3D>::const_iterator it = pNormals.begin(); it != pNormals.end(); ++it) {
+ norm_arr_copy.push_back(*it);
+ }
+
+ if (pNormalPerVertex) {
+ if (pNormalIdx.size() > 0) {
+ // check indices array count.
+ if (pNormalIdx.size() != pCoordIdx.size()) throw DeadlyImportError("Normals and Coords inidces count must be equal.");
+
+ tind.reserve(pNormalIdx.size());
+ for (std::vector<int32_t>::const_iterator it = pNormalIdx.begin(); it != pNormalIdx.end(); ++it) {
+ if (*it != (-1)) tind.push_back(*it);
+ }
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t i = 0; (i < pMesh.mNumVertices) && (i < tind.size()); i++) {
+ if (tind[i] >= norm_arr_copy.size())
+ throw DeadlyImportError("MeshGeometry_AddNormal. Normal index(" + ai_to_string(tind[i]) +
+ ") is out of range. Normals count: " + ai_to_string(norm_arr_copy.size()) + ".");
+
+ pMesh.mNormals[i] = norm_arr_copy[tind[i]];
+ }
+ } else {
+ if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal.");
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ std::list<aiVector3D>::const_iterator norm_it = pNormals.begin();
+ for (size_t i = 0; i < pMesh.mNumVertices; i++)
+ pMesh.mNormals[i] = *norm_it++;
+ }
+ } // if(pNormalPerVertex)
+ else {
+ if (pNormalIdx.size() > 0) {
+ if (pMesh.mNumFaces != pNormalIdx.size()) throw DeadlyImportError("Normals faces count must be equal to mesh faces count.");
+
+ std::vector<int32_t>::const_iterator normidx_it = pNormalIdx.begin();
+
+ tind.reserve(pNormalIdx.size());
+ for (size_t i = 0, i_e = pNormalIdx.size(); i < i_e; i++)
+ tind.push_back(*normidx_it++);
+
+ } else {
+ tind.reserve(pMesh.mNumFaces);
+ for (size_t i = 0; i < pMesh.mNumFaces; i++)
+ tind.push_back(i);
+ }
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ aiVector3D tnorm;
+
+ tnorm = norm_arr_copy[tind[fi]];
+ for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++)
+ pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = tnorm;
+ }
+ } // if(pNormalPerVertex) else
+}
+
+void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex) {
+ std::list<aiVector3D>::const_iterator norm_it = pNormals.begin();
+
+ if (pNormalPerVertex) {
+ if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal.");
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t i = 0; i < pMesh.mNumVertices; i++)
+ pMesh.mNormals[i] = *norm_it++;
+ } // if(pNormalPerVertex)
+ else {
+ if (pNormals.size() != pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and faces count must be equal.");
+
+ // copy normals to mesh
+ pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
+ for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) {
+ // apply color to all vertices of face
+ for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++)
+ pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = *norm_it;
+
+ ++norm_it;
+ }
+ } // if(pNormalPerVertex) else
+}
+
+void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
+ const std::list<aiVector2D> &pTexCoords) {
+ std::vector<aiVector3D> texcoord_arr_copy;
+ std::vector<aiFace> faces;
+ unsigned int prim_type;
+
+ // copy list to array because we are need indexed access to normals.
+ texcoord_arr_copy.reserve(pTexCoords.size());
+ for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
+ texcoord_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
+ }
+
+ if (pTexCoordIdx.size() > 0) {
+ coordIdx_str2faces_arr(pTexCoordIdx, faces, prim_type);
+ if (faces.empty()) {
+ throw DeadlyImportError("Failed to add texture coordinates to mesh, faces list is empty.");
+ }
+ if (faces.size() != pMesh.mNumFaces) {
+ throw DeadlyImportError("Texture coordinates faces count must be equal to mesh faces count.");
+ }
+ } else {
+ coordIdx_str2faces_arr(pCoordIdx, faces, prim_type);
+ }
+
+ pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices];
+ pMesh.mNumUVComponents[0] = 2;
+ for (size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++) {
+ if (pMesh.mFaces[fi].mNumIndices != faces.at(fi).mNumIndices)
+ throw DeadlyImportError("Number of indices in texture face and mesh face must be equal. Invalid face index: " + ai_to_string(fi) + ".");
+
+ for (size_t ii = 0; ii < pMesh.mFaces[fi].mNumIndices; ii++) {
+ size_t vert_idx = pMesh.mFaces[fi].mIndices[ii];
+ size_t tc_idx = faces.at(fi).mIndices[ii];
+
+ pMesh.mTextureCoords[0][vert_idx] = texcoord_arr_copy.at(tc_idx);
+ }
+ } // for(size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++)
+}
+
+void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords) {
+ std::vector<aiVector3D> tc_arr_copy;
+
+ if (pTexCoords.size() != pMesh.mNumVertices) {
+ throw DeadlyImportError("MeshGeometry_AddTexCoord. Texture coordinates and vertices count must be equal.");
+ }
+
+ // copy list to array because we are need convert aiVector2D to aiVector3D and also get indexed access as a bonus.
+ tc_arr_copy.reserve(pTexCoords.size());
+ for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
+ tc_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
+ }
+
+ // copy texture coordinates to mesh
+ pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices];
+ pMesh.mNumUVComponents[0] = 2;
+ for (size_t i = 0; i < pMesh.mNumVertices; i++) {
+ pMesh.mTextureCoords[0][i] = tc_arr_copy[i];
+ }
+}
+
+aiMesh *X3DGeoHelper::make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices) {
+ std::vector<aiFace> faces;
+ unsigned int prim_type = 0;
+
+ // create faces array from input string with vertices indices.
+ X3DGeoHelper::coordIdx_str2faces_arr(pCoordIdx, faces, prim_type);
+ if (!faces.size()) {
+ throw DeadlyImportError("Failed to create mesh, faces list is empty.");
+ }
+
+ //
+ // Create new mesh and copy geometry data.
+ //
+ aiMesh *tmesh = new aiMesh;
+ size_t ts = faces.size();
+ // faces
+ tmesh->mFaces = new aiFace[ts];
+ tmesh->mNumFaces = static_cast<unsigned int>(ts);
+ for (size_t i = 0; i < ts; i++)
+ tmesh->mFaces[i] = faces.at(i);
+
+ // vertices
+ std::list<aiVector3D>::const_iterator vit = pVertices.begin();
+
+ ts = pVertices.size();
+ tmesh->mVertices = new aiVector3D[ts];
+ tmesh->mNumVertices = static_cast<unsigned int>(ts);
+ for (size_t i = 0; i < ts; i++) {
+ tmesh->mVertices[i] = *vit++;
+ }
+
+ // set primitives type and return result.
+ tmesh->mPrimitiveTypes = prim_type;
+
+ return tmesh;
+}
+
+} // namespace Assimp
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.h b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.h
new file mode 100644
index 0000000..78e57f9
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DGeoHelper.h
@@ -0,0 +1,39 @@
+#pragma once
+
+#include <assimp/vector2.h>
+#include <assimp/vector3.h>
+#include <assimp/color4.h>
+#include <assimp/types.h>
+
+#include <list>
+#include <vector>
+
+struct aiFace;
+struct aiMesh;
+
+namespace Assimp {
+
+class X3DGeoHelper {
+public:
+ static aiVector3D make_point2D(float angle, float radius);
+ static void make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices);
+ static void extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine);
+ static void polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx);
+ static void rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices);
+ static void coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes);
+ static void add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
+ static void add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
+ static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+ const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
+ static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
+ const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
+ static void add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
+ const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
+ static void add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
+ static void add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
+ const std::list<aiVector2D> &pTexCoords);
+ static void add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords);
+ static aiMesh *make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
+};
+
+} // namespace Assimp
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.cpp
new file mode 100644
index 0000000..b34f361
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.cpp
@@ -0,0 +1,488 @@
+/*
+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 X3DImporter.cpp
+/// \brief X3D-format files importer for Assimp: main algorithm implementation.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+
+#include <assimp/DefaultIOSystem.h>
+
+// Header files, stdlib.
+#include <iterator>
+#include <memory>
+
+namespace Assimp {
+
+/// Constant which holds the importer description
+const aiImporterDesc X3DImporter::Description = {
+ "Extensible 3D(X3D) Importer",
+ "smalcom",
+ "",
+ "See documentation in source code. Chapter: Limitations.",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
+ 0,
+ 0,
+ 0,
+ 0,
+ "x3d x3db"
+};
+
+bool X3DImporter::isNodeEmpty(XmlNode &node) {
+ return node.first_child().empty();
+}
+
+void X3DImporter::checkNodeMustBeEmpty(XmlNode &node) {
+ if (!isNodeEmpty(node)) throw DeadlyImportError(std::string("Node <") + node.name() + "> must be empty.");
+}
+
+void X3DImporter::skipUnsupportedNode(const std::string &pParentNodeName, XmlNode &node) {
+ static const size_t Uns_Skip_Len = 192;
+ static const char *Uns_Skip[Uns_Skip_Len] = {
+ // CAD geometry component
+ "CADAssembly", "CADFace", "CADLayer", "CADPart", "IndexedQuadSet", "QuadSet",
+ // Core
+ "ROUTE", "ExternProtoDeclare", "ProtoDeclare", "ProtoInstance", "ProtoInterface", "WorldInfo",
+ // Distributed interactive simulation (DIS) component
+ "DISEntityManager", "DISEntityTypeMapping", "EspduTransform", "ReceiverPdu", "SignalPdu", "TransmitterPdu",
+ // Cube map environmental texturing component
+ "ComposedCubeMapTexture", "GeneratedCubeMapTexture", "ImageCubeMapTexture",
+ // Environmental effects component
+ "Background", "Fog", "FogCoordinate", "LocalFog", "TextureBackground",
+ // Environmental sensor component
+ "ProximitySensor", "TransformSensor", "VisibilitySensor",
+ // Followers component
+ "ColorChaser", "ColorDamper", "CoordinateChaser", "CoordinateDamper", "OrientationChaser", "OrientationDamper", "PositionChaser", "PositionChaser2D",
+ "PositionDamper", "PositionDamper2D", "ScalarChaser", "ScalarDamper", "TexCoordChaser2D", "TexCoordDamper2D",
+ // Geospatial component
+ "GeoCoordinate", "GeoElevationGrid", "GeoLocation", "GeoLOD", "GeoMetadata", "GeoOrigin", "GeoPositionInterpolator", "GeoProximitySensor",
+ "GeoTouchSensor", "GeoTransform", "GeoViewpoint",
+ // Humanoid Animation (H-Anim) component
+ "HAnimDisplacer", "HAnimHumanoid", "HAnimJoint", "HAnimSegment", "HAnimSite",
+ // Interpolation component
+ "ColorInterpolator", "CoordinateInterpolator", "CoordinateInterpolator2D", "EaseInEaseOut", "NormalInterpolator", "OrientationInterpolator",
+ "PositionInterpolator", "PositionInterpolator2D", "ScalarInterpolator", "SplinePositionInterpolator", "SplinePositionInterpolator2D",
+ "SplineScalarInterpolator", "SquadOrientationInterpolator",
+ // Key device sensor component
+ "KeySensor", "StringSensor",
+ // Layering component
+ "Layer", "LayerSet", "Viewport",
+ // Layout component
+ "Layout", "LayoutGroup", "LayoutLayer", "ScreenFontStyle", "ScreenGroup",
+ // Navigation component
+ "Billboard", "Collision", "LOD", "NavigationInfo", "OrthoViewpoint", "Viewpoint", "ViewpointGroup",
+ // Networking component
+ "EXPORT", "IMPORT", "Anchor", "LoadSensor",
+ // NURBS component
+ "Contour2D", "ContourPolyline2D", "CoordinateDouble", "NurbsCurve", "NurbsCurve2D", "NurbsOrientationInterpolator", "NurbsPatchSurface",
+ "NurbsPositionInterpolator", "NurbsSet", "NurbsSurfaceInterpolator", "NurbsSweptSurface", "NurbsSwungSurface", "NurbsTextureCoordinate",
+ "NurbsTrimmedSurface",
+ // Particle systems component
+ "BoundedPhysicsModel", "ConeEmitter", "ExplosionEmitter", "ForcePhysicsModel", "ParticleSystem", "PointEmitter", "PolylineEmitter", "SurfaceEmitter",
+ "VolumeEmitter", "WindPhysicsModel",
+ // Picking component
+ "LinePickSensor", "PickableGroup", "PointPickSensor", "PrimitivePickSensor", "VolumePickSensor",
+ // Pointing device sensor component
+ "CylinderSensor", "PlaneSensor", "SphereSensor", "TouchSensor",
+ // Rendering component
+ "ClipPlane",
+ // Rigid body physics
+ "BallJoint", "CollidableOffset", "CollidableShape", "CollisionCollection", "CollisionSensor", "CollisionSpace", "Contact", "DoubleAxisHingeJoint",
+ "MotorJoint", "RigidBody", "RigidBodyCollection", "SingleAxisHingeJoint", "SliderJoint", "UniversalJoint",
+ // Scripting component
+ "Script",
+ // Programmable shaders component
+ "ComposedShader", "FloatVertexAttribute", "Matrix3VertexAttribute", "Matrix4VertexAttribute", "PackagedShader", "ProgramShader", "ShaderPart",
+ "ShaderProgram",
+ // Shape component
+ "FillProperties", "LineProperties", "TwoSidedMaterial",
+ // Sound component
+ "AudioClip", "Sound",
+ // Text component
+ "FontStyle", "Text",
+ // Texturing3D Component
+ "ComposedTexture3D", "ImageTexture3D", "PixelTexture3D", "TextureCoordinate3D", "TextureCoordinate4D", "TextureTransformMatrix3D", "TextureTransform3D",
+ // Texturing component
+ "MovieTexture", "MultiTexture", "MultiTextureCoordinate", "MultiTextureTransform", "PixelTexture", "TextureCoordinateGenerator", "TextureProperties",
+ // Time component
+ "TimeSensor",
+ // Event Utilities component
+ "BooleanFilter", "BooleanSequencer", "BooleanToggle", "BooleanTrigger", "IntegerSequencer", "IntegerTrigger", "TimeTrigger",
+ // Volume rendering component
+ "BlendedVolumeStyle", "BoundaryEnhancementVolumeStyle", "CartoonVolumeStyle", "ComposedVolumeStyle", "EdgeEnhancementVolumeStyle", "IsoSurfaceVolumeData",
+ "OpacityMapVolumeStyle", "ProjectionVolumeStyle", "SegmentedVolumeData", "ShadedVolumeStyle", "SilhouetteEnhancementVolumeStyle", "ToneMappedVolumeStyle",
+ "VolumeData"
+ };
+
+ const std::string nn = node.name();
+
+ if (nn.empty()) {
+ const std::string nv = node.value();
+ if (!nv.empty()) {
+ LogInfo("Ignoring comment \"" + nv + "\" in " + pParentNodeName + ".");
+ return;
+ }
+ }
+
+ bool found = false;
+
+ for (size_t i = 0; i < Uns_Skip_Len; i++) {
+ if (nn == Uns_Skip[i]) {
+ found = true;
+ }
+ }
+
+ if (!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + ".");
+
+ LogInfo("Skipping node \"" + nn + "\" in " + pParentNodeName + ".");
+}
+
+X3DImporter::X3DImporter() :
+ mNodeElementCur(nullptr),
+ mScene(nullptr),
+ mpIOHandler(nullptr) {
+ // empty
+}
+
+X3DImporter::~X3DImporter() {
+ // Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
+ Clear();
+}
+
+void X3DImporter::Clear() {
+ mNodeElementCur = nullptr;
+ // Delete all elements
+ if (!NodeElement_List.empty()) {
+ for (std::list<X3DNodeElementBase *>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); ++it) {
+ delete *it;
+ }
+ NodeElement_List.clear();
+ }
+}
+
+void X3DImporter::ParseFile(const std::string &file, IOSystem *pIOHandler) {
+ ai_assert(nullptr != pIOHandler);
+
+ static const std::string mode = "rb";
+ std::unique_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
+ if (!fileStream.get()) {
+ throw DeadlyImportError("Failed to open file " + file + ".");
+ }
+
+ XmlParser theParser;
+ if (!theParser.parse(fileStream.get())) {
+ return;
+ }
+
+ XmlNode *node = theParser.findNode("X3D");
+ if (nullptr == node) {
+ return;
+ }
+
+ for (auto &currentNode : node->children()) {
+ const std::string &currentName = currentNode.name();
+ if (currentName == "head") {
+ readHead(currentNode);
+ } else if (currentName == "Scene") {
+ readScene(currentNode);
+ } else {
+ skipUnsupportedNode("X3D", currentNode);
+ }
+ }
+}
+
+bool X3DImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool checkSig) const {
+ if (checkSig) {
+ if (GetExtension(pFile) == "x3d")
+ return true;
+ }
+
+ return false;
+}
+
+void X3DImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
+ mpIOHandler = pIOHandler;
+
+ Clear();
+ std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
+ if (!stream) {
+ throw DeadlyImportError("Could not open file for reading");
+ }
+ std::string::size_type slashPos = pFile.find_last_of("\\/");
+
+ mScene = pScene;
+ pScene->mRootNode = new aiNode(pFile);
+ pScene->mRootNode->mParent = nullptr;
+ pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
+
+ pIOHandler->PushDirectory(slashPos == std::string::npos ? std::string() : pFile.substr(0, slashPos + 1));
+ ParseFile(pFile, pIOHandler);
+ pIOHandler->PopDirectory();
+
+ //search for root node element
+
+ mNodeElementCur = NodeElement_List.front();
+ if (mNodeElementCur == nullptr) {
+ return;
+ }
+ while (mNodeElementCur->Parent != nullptr) {
+ mNodeElementCur = mNodeElementCur->Parent;
+ }
+
+ { // fill aiScene with objects.
+ std::list<aiMesh *> mesh_list;
+ std::list<aiMaterial *> mat_list;
+ std::list<aiLight *> light_list;
+
+ // create nodes tree
+ Postprocess_BuildNode(*mNodeElementCur, *pScene->mRootNode, mesh_list, mat_list, light_list);
+ // copy needed data to scene
+ if (!mesh_list.empty()) {
+ std::list<aiMesh *>::const_iterator it = mesh_list.begin();
+
+ pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
+ pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
+ for (size_t i = 0; i < pScene->mNumMeshes; i++)
+ pScene->mMeshes[i] = *it++;
+ }
+
+ if (!mat_list.empty()) {
+ std::list<aiMaterial *>::const_iterator it = mat_list.begin();
+
+ pScene->mNumMaterials = static_cast<unsigned int>(mat_list.size());
+ pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
+ for (size_t i = 0; i < pScene->mNumMaterials; i++)
+ pScene->mMaterials[i] = *it++;
+ }
+
+ if (!light_list.empty()) {
+ std::list<aiLight *>::const_iterator it = light_list.begin();
+
+ pScene->mNumLights = static_cast<unsigned int>(light_list.size());
+ pScene->mLights = new aiLight *[pScene->mNumLights];
+ for (size_t i = 0; i < pScene->mNumLights; i++)
+ pScene->mLights[i] = *it++;
+ }
+ }
+}
+
+const aiImporterDesc *X3DImporter::GetInfo() const {
+ return &Description;
+}
+
+struct meta_entry {
+ std::string name;
+ std::string value;
+};
+
+void X3DImporter::readHead(XmlNode &node) {
+ std::vector<meta_entry> metaArray;
+ for (auto currentNode : node.children()) {
+ const std::string &currentName = currentNode.name();
+ if (currentName == "meta") {
+ //checkNodeMustBeEmpty(node);
+ meta_entry entry;
+ if (XmlParser::getStdStrAttribute(currentNode, "name", entry.name)) {
+ XmlParser::getStdStrAttribute(currentNode, "content", entry.value);
+ metaArray.emplace_back(entry);
+ }
+ }
+ // TODO: check if other node types in head should be supported
+ }
+ mScene->mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(metaArray.size()));
+ unsigned int i = 0;
+ for (auto currentMeta : metaArray) {
+ mScene->mMetaData->Set(i, currentMeta.name, aiString(currentMeta.value));
+ ++i;
+ }
+}
+
+void X3DImporter::readChildNodes(XmlNode &node, const std::string &pParentNodeName) {
+ if (node.empty()) {
+ return;
+ }
+ for (auto currentNode : node.children()) {
+ const std::string &currentName = currentNode.name();
+ if (currentName == "Shape")
+ readShape(currentNode);
+ else if (currentName == "Group") {
+ startReadGroup(currentNode);
+ readChildNodes(currentNode, "Group");
+ endReadGroup();
+ } else if (currentName == "StaticGroup") {
+ startReadStaticGroup(currentNode);
+ readChildNodes(currentNode, "StaticGroup");
+ endReadStaticGroup();
+ } else if (currentName == "Transform") {
+ startReadTransform(currentNode);
+ readChildNodes(currentNode, "Transform");
+ endReadTransform();
+ } else if (currentName == "Switch") {
+ startReadSwitch(currentNode);
+ readChildNodes(currentNode, "Switch");
+ endReadSwitch();
+ } else if (currentName == "DirectionalLight") {
+ readDirectionalLight(currentNode);
+ } else if (currentName == "PointLight") {
+ readPointLight(currentNode);
+ } else if (currentName == "SpotLight") {
+ readSpotLight(currentNode);
+ } else if (currentName == "Inline") {
+ readInline(currentNode);
+ } else if (!checkForMetadataNode(currentNode)) {
+ skipUnsupportedNode(pParentNodeName, currentNode);
+ }
+ }
+}
+
+void X3DImporter::readScene(XmlNode &node) {
+ ParseHelper_Group_Begin(true);
+ readChildNodes(node, "Scene");
+ ParseHelper_Node_Exit();
+}
+
+/*********************************************************************************************************************************************/
+/************************************************************ Functions: find set ************************************************************/
+/*********************************************************************************************************************************************/
+
+bool X3DImporter::FindNodeElement_FromRoot(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement) {
+ for (std::list<X3DNodeElementBase *>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); ++it) {
+ if (((*it)->Type == pType) && ((*it)->ID == pID)) {
+ if (pElement != nullptr) *pElement = *it;
+
+ return true;
+ }
+ } // for(std::list<CX3DImporter_NodeElement*>::iterator it = NodeElement_List.begin(); it != NodeElement_List.end(); it++)
+
+ return false;
+}
+
+bool X3DImporter::FindNodeElement_FromNode(X3DNodeElementBase *pStartNode, const std::string &pID,
+ const X3DElemType pType, X3DNodeElementBase **pElement) {
+ bool found = false; // flag: true - if requested element is found.
+
+ // Check if pStartNode - this is the element, we are looking for.
+ if ((pStartNode->Type == pType) && (pStartNode->ID == pID)) {
+ found = true;
+ if (pElement != nullptr) {
+ *pElement = pStartNode;
+ }
+
+ goto fne_fn_end;
+ } // if((pStartNode->Type() == pType) && (pStartNode->ID() == pID))
+
+ // Check childs of pStartNode.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = pStartNode->Children.begin(); ch_it != pStartNode->Children.end(); ++ch_it) {
+ found = FindNodeElement_FromNode(*ch_it, pID, pType, pElement);
+ if (found) {
+ break;
+ }
+ } // for(std::list<CX3DImporter_NodeElement*>::iterator ch_it = it->Children.begin(); ch_it != it->Children.end(); ch_it++)
+
+fne_fn_end:
+
+ return found;
+}
+
+bool X3DImporter::FindNodeElement(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement) {
+ X3DNodeElementBase *tnd = mNodeElementCur; // temporary pointer to node.
+ bool static_search = false; // flag: true if searching in static node.
+
+ // At first check if we have deal with static node. Go up through parent nodes and check flag.
+ while (tnd != nullptr) {
+ if (tnd->Type == X3DElemType::ENET_Group) {
+ if (((X3DNodeElementGroup *)tnd)->Static) {
+ static_search = true; // Flag found, stop walking up. Node with static flag will holded in tnd variable.
+ break;
+ }
+ }
+
+ tnd = tnd->Parent; // go up in graph.
+ } // while (tnd != nullptr)
+
+ // at now call appropriate search function.
+ if (static_search) {
+ return FindNodeElement_FromNode(tnd, pID, pType, pElement);
+ } else {
+ return FindNodeElement_FromRoot(pID, pType, pElement);
+ }
+}
+
+/*********************************************************************************************************************************************/
+/************************************************************ Functions: parse set ***********************************************************/
+/*********************************************************************************************************************************************/
+
+void X3DImporter::ParseHelper_Group_Begin(const bool pStatic) {
+ X3DNodeElementGroup *new_group = new X3DNodeElementGroup(mNodeElementCur, pStatic); // create new node with current node as parent.
+
+ // if we are adding not the root element then add new element to current element child list.
+ if (mNodeElementCur != nullptr) {
+ mNodeElementCur->Children.push_back(new_group);
+ }
+
+ NodeElement_List.push_back(new_group); // it's a new element - add it to list.
+ mNodeElementCur = new_group; // switch current element to new one.
+}
+
+void X3DImporter::ParseHelper_Node_Enter(X3DNodeElementBase *pNode) {
+ ai_assert(nullptr != pNode);
+
+ mNodeElementCur->Children.push_back(pNode); // add new element to current element child list.
+ mNodeElementCur = pNode; // switch current element to new one.
+}
+
+void X3DImporter::ParseHelper_Node_Exit() {
+ // check if we can walk up.
+ if (mNodeElementCur != nullptr) {
+ mNodeElementCur = mNodeElementCur->Parent;
+ } else {
+ int i = 0;
+ ++i;
+ }
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.hpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.hpp
new file mode 100644
index 0000000..d9aed70
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter.hpp
@@ -0,0 +1,383 @@
+/*
+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.
+
+----------------------------------------------------------------------
+*/
+#ifndef INCLUDED_AI_X3D_IMPORTER_H
+#define INCLUDED_AI_X3D_IMPORTER_H
+
+#include "X3DImporter_Node.hpp"
+
+#include <assimp/BaseImporter.h>
+#include <assimp/XmlParser.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/types.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/ProgressHandler.hpp>
+
+#include <list>
+#include <string>
+
+namespace Assimp {
+
+inline void Throw_ArgOutOfRange(const std::string &argument) {
+ throw DeadlyImportError("Argument value is out of range for: \"" + argument + "\".");
+}
+
+inline void Throw_CloseNotFound(const std::string &node) {
+ throw DeadlyImportError("Close tag for node <" + node + "> not found. Seems file is corrupt.");
+}
+
+inline void Throw_ConvertFail_Str2ArrF(const std::string &nodeName, const std::string &pAttrValue) {
+ throw DeadlyImportError("In <" + nodeName + "> failed to convert attribute value \"" + pAttrValue +
+ "\" from string to array of floats.");
+}
+
+inline void Throw_ConvertFail_Str2ArrD(const std::string &nodeName, const std::string &pAttrValue) {
+ throw DeadlyImportError("In <" + nodeName + "> failed to convert attribute value \"" + pAttrValue +
+ "\" from string to array of doubles.");
+}
+
+inline void Throw_ConvertFail_Str2ArrB(const std::string &nodeName, const std::string &pAttrValue) {
+ throw DeadlyImportError("In <" + nodeName + "> failed to convert attribute value \"" + pAttrValue +
+ "\" from string to array of booleans.");
+}
+
+inline void Throw_ConvertFail_Str2ArrI(const std::string &nodeName, const std::string &pAttrValue) {
+ throw DeadlyImportError("In <" + nodeName + "> failed to convert attribute value \"" + pAttrValue +
+ "\" from string to array of integers.");
+}
+
+inline void Throw_DEF_And_USE(const std::string &nodeName) {
+ throw DeadlyImportError("\"DEF\" and \"USE\" can not be defined both in <" + nodeName + ">.");
+}
+
+inline void Throw_IncorrectAttr(const std::string &nodeName, const std::string &pAttrName) {
+ throw DeadlyImportError("Node <" + nodeName + "> has incorrect attribute \"" + pAttrName + "\".");
+}
+
+inline void Throw_IncorrectAttrValue(const std::string &nodeName, const std::string &pAttrName) {
+ throw DeadlyImportError("Attribute \"" + pAttrName + "\" in node <" + nodeName + "> has incorrect value.");
+}
+
+inline void Throw_MoreThanOnceDefined(const std::string &nodeName, const std::string &pNodeType, const std::string &pDescription) {
+ throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + nodeName + ". Description: " + pDescription);
+}
+
+inline void Throw_TagCountIncorrect(const std::string &pNode) {
+ throw DeadlyImportError("Count of open and close tags for node <" + pNode + "> are not equivalent. Seems file is corrupt.");
+}
+
+inline void Throw_USE_NotFound(const std::string &nodeName, const std::string &pAttrValue) {
+ throw DeadlyImportError("Not found node with name \"" + pAttrValue + "\" in <" + nodeName + ">.");
+}
+
+inline void LogInfo(const std::string &message) {
+ DefaultLogger::get()->info(message);
+}
+
+/// \class X3DImporter
+/// Class that holding scene graph which include: groups, geometry, metadata etc.
+///
+/// Limitations.
+///
+/// Pay attention that X3D is format for interactive graphic and simulations for web browsers.
+/// So not all features can be imported using Assimp.
+///
+/// Unsupported nodes:
+/// CAD geometry component:
+/// "CADAssembly", "CADFace", "CADLayer", "CADPart", "IndexedQuadSet", "QuadSet"
+/// Core component:
+/// "ROUTE", "ExternProtoDeclare", "ProtoDeclare", "ProtoInstance", "ProtoInterface", "WorldInfo"
+/// Distributed interactive simulation (DIS) component:
+/// "DISEntityManager", "DISEntityTypeMapping", "EspduTransform", "ReceiverPdu", "SignalPdu", "TransmitterPdu"
+/// Cube map environmental texturing component:
+/// "ComposedCubeMapTexture", "GeneratedCubeMapTexture", "ImageCubeMapTexture"
+/// Environmental effects component:
+/// "Background", "Fog", "FogCoordinate", "LocalFog", "TextureBackground"
+/// Environmental sensor component:
+/// "ProximitySensor", "TransformSensor", "VisibilitySensor"
+/// Followers component:
+/// "ColorChaser", "ColorDamper", "CoordinateChaser", "CoordinateDamper", "OrientationChaser", "OrientationDamper", "PositionChaser",
+/// "PositionChaser2D", "PositionDamper", "PositionDamper2D", "ScalarChaser", "ScalarDamper", "TexCoordChaser2D", "TexCoordDamper2D"
+/// Geospatial component:
+/// "GeoCoordinate", "GeoElevationGrid", "GeoLocation", "GeoLOD", "GeoMetadata", "GeoOrigin", "GeoPositionInterpolator", "GeoProximitySensor",
+/// "GeoTouchSensor", "GeoTransform", "GeoViewpoint"
+/// Humanoid Animation (H-Anim) component:
+/// "HAnimDisplacer", "HAnimHumanoid", "HAnimJoint", "HAnimSegment", "HAnimSite"
+/// Interpolation component:
+/// "ColorInterpolator", "CoordinateInterpolator", "CoordinateInterpolator2D", "EaseInEaseOut", "NormalInterpolator", "OrientationInterpolator",
+/// "PositionInterpolator", "PositionInterpolator2D", "ScalarInterpolator", "SplinePositionInterpolator", "SplinePositionInterpolator2D",
+/// "SplineScalarInterpolator", "SquadOrientationInterpolator",
+/// Key device sensor component:
+/// "KeySensor", "StringSensor"
+/// Layering component:
+/// "Layer", "LayerSet", "Viewport"
+/// Layout component:
+/// "Layout", "LayoutGroup", "LayoutLayer", "ScreenFontStyle", "ScreenGroup"
+/// Navigation component:
+/// "Billboard", "Collision", "LOD", "NavigationInfo", "OrthoViewpoint", "Viewpoint", "ViewpointGroup"
+/// Networking component:
+/// "EXPORT", "IMPORT", "Anchor", "LoadSensor"
+/// NURBS component:
+/// "Contour2D", "ContourPolyline2D", "CoordinateDouble", "NurbsCurve", "NurbsCurve2D", "NurbsOrientationInterpolator", "NurbsPatchSurface",
+/// "NurbsPositionInterpolator", "NurbsSet", "NurbsSurfaceInterpolator", "NurbsSweptSurface", "NurbsSwungSurface", "NurbsTextureCoordinate",
+/// "NurbsTrimmedSurface"
+/// Particle systems component:
+/// "BoundedPhysicsModel", "ConeEmitter", "ExplosionEmitter", "ForcePhysicsModel", "ParticleSystem", "PointEmitter", "PolylineEmitter",
+/// "SurfaceEmitter", "VolumeEmitter", "WindPhysicsModel"
+/// Picking component:
+/// "LinePickSensor", "PickableGroup", "PointPickSensor", "PrimitivePickSensor", "VolumePickSensor"
+/// Pointing device sensor component:
+/// "CylinderSensor", "PlaneSensor", "SphereSensor", "TouchSensor"
+/// Rendering component:
+/// "ClipPlane"
+/// Rigid body physics:
+/// "BallJoint", "CollidableOffset", "CollidableShape", "CollisionCollection", "CollisionSensor", "CollisionSpace", "Contact", "DoubleAxisHingeJoint",
+/// "MotorJoint", "RigidBody", "RigidBodyCollection", "SingleAxisHingeJoint", "SliderJoint", "UniversalJoint"
+/// Scripting component:
+/// "Script"
+/// Programmable shaders component:
+/// "ComposedShader", "FloatVertexAttribute", "Matrix3VertexAttribute", "Matrix4VertexAttribute", "PackagedShader", "ProgramShader", "ShaderPart",
+/// "ShaderProgram",
+/// Shape component:
+/// "FillProperties", "LineProperties", "TwoSidedMaterial"
+/// Sound component:
+/// "AudioClip", "Sound"
+/// Text component:
+/// "FontStyle", "Text"
+/// Texturing3D Component:
+/// "ComposedTexture3D", "ImageTexture3D", "PixelTexture3D", "TextureCoordinate3D", "TextureCoordinate4D", "TextureTransformMatrix3D",
+/// "TextureTransform3D"
+/// Texturing component:
+/// "MovieTexture", "MultiTexture", "MultiTextureCoordinate", "MultiTextureTransform", "PixelTexture", "TextureCoordinateGenerator",
+/// "TextureProperties",
+/// Time component:
+/// "TimeSensor"
+/// Event Utilities component:
+/// "BooleanFilter", "BooleanSequencer", "BooleanToggle", "BooleanTrigger", "IntegerSequencer", "IntegerTrigger", "TimeTrigger",
+/// Volume rendering component:
+/// "BlendedVolumeStyle", "BoundaryEnhancementVolumeStyle", "CartoonVolumeStyle", "ComposedVolumeStyle", "EdgeEnhancementVolumeStyle",
+/// "IsoSurfaceVolumeData", "OpacityMapVolumeStyle", "ProjectionVolumeStyle", "SegmentedVolumeData", "ShadedVolumeStyle",
+/// "SilhouetteEnhancementVolumeStyle", "ToneMappedVolumeStyle", "VolumeData"
+///
+/// Supported nodes:
+/// Core component:
+/// "MetadataBoolean", "MetadataDouble", "MetadataFloat", "MetadataInteger", "MetadataSet", "MetadataString"
+/// Geometry2D component:
+/// "Arc2D", "ArcClose2D", "Circle2D", "Disk2D", "Polyline2D", "Polypoint2D", "Rectangle2D", "TriangleSet2D"
+/// Geometry3D component:
+/// "Box", "Cone", "Cylinder", "ElevationGrid", "Extrusion", "IndexedFaceSet", "Sphere"
+/// Grouping component:
+/// "Group", "StaticGroup", "Switch", "Transform"
+/// Lighting component:
+/// "DirectionalLight", "PointLight", "SpotLight"
+/// Networking component:
+/// "Inline"
+/// Rendering component:
+/// "Color", "ColorRGBA", "Coordinate", "IndexedLineSet", "IndexedTriangleFanSet", "IndexedTriangleSet", "IndexedTriangleStripSet", "LineSet",
+/// "PointSet", "TriangleFanSet", "TriangleSet", "TriangleStripSet", "Normal"
+/// Shape component:
+/// "Shape", "Appearance", "Material"
+/// Texturing component:
+/// "ImageTexture", "TextureCoordinate", "TextureTransform"
+///
+/// Limitations of attribute "USE".
+/// If "USE" is set then node must be empty, like that:
+/// <Node USE='name'/>
+/// not the
+/// <Node USE='name'><!-- something --> </Node>
+///
+/// Ignored attributes: "creaseAngle", "convex", "solid".
+///
+/// Texture coordinates generating: only for Sphere, Cone, Cylinder. In all other case used PLANE mapping.
+/// It's better that Assimp main code has powerful texture coordinates generator. Then is not needed to
+/// duplicate this code in every importer.
+///
+/// Lighting limitations.
+/// If light source placed in some group with "DEF" set. And after that some node is use it group with "USE" attribute then
+/// you will get error about duplicate light sources. That's happening because Assimp require names for lights but do not like
+/// duplicates of it )).
+///
+/// Color for faces.
+/// That's happening when attribute "colorPerVertex" is set to "false". But Assimp do not hold how many colors has mesh and require
+/// equal length for mVertices and mColors. You will see the colors but vertices will use call which last used in "colorIdx".
+///
+/// That's all for now. Enjoy
+///
+
+using X3DElementList = std::list<X3DNodeElementBase *>;
+
+class X3DImporter : public BaseImporter {
+public:
+ std::list<X3DNodeElementBase *> NodeElement_List; ///< All elements of scene graph.
+
+public:
+ /// Default constructor.
+ X3DImporter();
+
+ /// Default destructor.
+ ~X3DImporter();
+
+ /***********************************************/
+ /******** Functions: parse set, public *********/
+ /***********************************************/
+
+ /// Parse X3D file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
+ /// Also exception can be thrown if trouble will found.
+ /// \param [in] pFile - name of file to be parsed.
+ /// \param [in] pIOHandler - pointer to IO helper object.
+ void ParseFile(const std::string &pFile, IOSystem *pIOHandler);
+ bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool pCheckSig) const;
+ void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
+ const aiImporterDesc *GetInfo() const;
+ void Clear();
+
+private:
+ X3DNodeElementBase *MACRO_USE_CHECKANDAPPLY(XmlNode &node, std::string pDEF, std::string pUSE, X3DElemType pType, X3DNodeElementBase *pNE);
+ bool isNodeEmpty(XmlNode &node);
+ void checkNodeMustBeEmpty(XmlNode &node);
+ void skipUnsupportedNode(const std::string &pParentNodeName, XmlNode &node);
+ void readHead(XmlNode &node);
+ void readChildNodes(XmlNode &node, const std::string &pParentNodeName);
+ void readScene(XmlNode &node);
+
+ bool FindNodeElement_FromRoot(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement);
+ bool FindNodeElement_FromNode(X3DNodeElementBase *pStartNode, const std::string &pID,
+ const X3DElemType pType, X3DNodeElementBase **pElement);
+ bool FindNodeElement(const std::string &pID, const X3DElemType pType, X3DNodeElementBase **pElement);
+ void ParseHelper_Group_Begin(const bool pStatic = false);
+ void ParseHelper_Node_Enter(X3DNodeElementBase *pNode);
+ void ParseHelper_Node_Exit();
+
+ // 2D geometry
+ void readArc2D(XmlNode &node);
+ void readArcClose2D(XmlNode &node);
+ void readCircle2D(XmlNode &node);
+ void readDisk2D(XmlNode &node);
+ void readPolyline2D(XmlNode &node);
+ void readPolypoint2D(XmlNode &node);
+ void readRectangle2D(XmlNode &node);
+ void readTriangleSet2D(XmlNode &node);
+
+ // 3D geometry
+ void readBox(XmlNode &node);
+ void readCone(XmlNode &node);
+ void readCylinder(XmlNode &node);
+ void readElevationGrid(XmlNode &node);
+ void readExtrusion(XmlNode &node);
+ void readIndexedFaceSet(XmlNode &node);
+ void readSphere(XmlNode &node);
+
+ // group
+ void startReadGroup(XmlNode &node);
+ void endReadGroup();
+ void startReadStaticGroup(XmlNode &node);
+ void endReadStaticGroup();
+ void startReadSwitch(XmlNode &node);
+ void endReadSwitch();
+ void startReadTransform(XmlNode &node);
+ void endReadTransform();
+
+ // light
+ void readDirectionalLight(XmlNode &node);
+ void readPointLight(XmlNode &node);
+ void readSpotLight(XmlNode &node);
+
+ // metadata
+ bool checkForMetadataNode(XmlNode &node);
+ void childrenReadMetadata(XmlNode &node, X3DNodeElementBase *pParentElement, const std::string &pNodeName);
+ void readMetadataBoolean(XmlNode &node);
+ void readMetadataDouble(XmlNode &node);
+ void readMetadataFloat(XmlNode &node);
+ void readMetadataInteger(XmlNode &node);
+ void readMetadataSet(XmlNode &node);
+ void readMetadataString(XmlNode &node);
+
+ // networking
+ void readInline(XmlNode &node);
+
+ // postprocessing
+ aiMatrix4x4 PostprocessHelper_Matrix_GlobalToCurrent() const;
+ void PostprocessHelper_CollectMetadata(const X3DNodeElementBase &pNodeElement, std::list<X3DNodeElementBase *> &pList) const;
+ bool PostprocessHelper_ElementIsMetadata(const X3DElemType pType) const;
+ bool PostprocessHelper_ElementIsMesh(const X3DElemType pType) const;
+ void Postprocess_BuildLight(const X3DNodeElementBase &pNodeElement, std::list<aiLight *> &pSceneLightList) const;
+ void Postprocess_BuildMaterial(const X3DNodeElementBase &pNodeElement, aiMaterial **pMaterial) const;
+ void Postprocess_BuildMesh(const X3DNodeElementBase &pNodeElement, aiMesh **pMesh) const;
+ void Postprocess_BuildNode(const X3DNodeElementBase &pNodeElement, aiNode &pSceneNode, std::list<aiMesh *> &pSceneMeshList,
+ std::list<aiMaterial *> &pSceneMaterialList, std::list<aiLight *> &pSceneLightList) const;
+ void Postprocess_BuildShape(const X3DNodeElementShape &pShapeNodeElement, std::list<unsigned int> &pNodeMeshInd,
+ std::list<aiMesh *> &pSceneMeshList, std::list<aiMaterial *> &pSceneMaterialList) const;
+ void Postprocess_CollectMetadata(const X3DNodeElementBase &pNodeElement, aiNode &pSceneNode) const;
+
+ // rendering
+ void readColor(XmlNode &node);
+ void readColorRGBA(XmlNode &node);
+ void readCoordinate(XmlNode &node);
+ void readIndexedLineSet(XmlNode &node);
+ void readIndexedTriangleFanSet(XmlNode &node);
+ void readIndexedTriangleSet(XmlNode &node);
+ void readIndexedTriangleStripSet(XmlNode &node);
+ void readLineSet(XmlNode &node);
+ void readPointSet(XmlNode &node);
+ void readTriangleFanSet(XmlNode &node);
+ void readTriangleSet(XmlNode &node);
+ void readTriangleStripSet(XmlNode &node);
+ void readNormal(XmlNode &node);
+
+ // shape
+ void readShape(XmlNode &node);
+ void readAppearance(XmlNode &node);
+ void readMaterial(XmlNode &node);
+
+ // texturing
+ void readImageTexture(XmlNode &node);
+ void readTextureCoordinate(XmlNode &node);
+ void readTextureTransform(XmlNode &node);
+
+ static const aiImporterDesc Description;
+ X3DNodeElementBase *mNodeElementCur;
+ aiScene *mScene;
+ IOSystem *mpIOHandler;
+}; // class X3DImporter
+
+} // namespace Assimp
+
+#endif // INCLUDED_AI_X3D_IMPORTER_H
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry2D.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry2D.cpp
new file mode 100644
index 0000000..8d0f5ba
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry2D.cpp
@@ -0,0 +1,467 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Geometry2D.cpp
+/// \brief Parsing data from nodes of "Geometry2D" set of X3D.
+/// date 2015-2016
+/// author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+#include "X3DGeoHelper.h"
+
+namespace Assimp {
+
+// <Arc2D
+// DEF="" ID
+// USE="" IDREF
+// endAngle="1.570796" SFFloat [initializeOnly]
+// radius="1" SFFloat [initializeOnly]
+// startAngle="0" SFFloat [initializeOnly]
+// />
+// The Arc2D node specifies a linear circular arc whose center is at (0,0) and whose angles are measured starting at the positive x-axis and sweeping
+// towards the positive y-axis. The radius field specifies the radius of the circle of which the arc is a portion. The arc extends from the startAngle
+// counterclockwise to the endAngle. The values of startAngle and endAngle shall be in the range [-2pi, 2pi] radians (or the equivalent if a different
+// angle base unit has been specified). If startAngle and endAngle have the same value, a circle is specified.
+void X3DImporter::readArc2D(XmlNode &node) {
+ std::string def, use;
+ float endAngle = AI_MATH_HALF_PI_F;
+ float radius = 1;
+ float startAngle = 0;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "endAngle", endAngle);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+ XmlParser::getFloatAttribute(node, "startAngle", startAngle);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Arc2D, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_Arc2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // create point list of geometry object and convert it to line set.
+ std::list<aiVector3D> tlist;
+
+ X3DGeoHelper::make_arc2D(startAngle, endAngle, radius, 10, tlist); ///TODO: IME - AI_CONFIG for NumSeg
+ X3DGeoHelper::extend_point_to_line(tlist, ((X3DNodeElementGeometry2D *)ne)->Vertices);
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 2;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Arc2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <ArcClose2D
+// DEF="" ID
+// USE="" IDREF
+// closureType="PIE" SFString [initializeOnly], {"PIE", "CHORD"}
+// endAngle="1.570796" SFFloat [initializeOnly]
+// radius="1" SFFloat [initializeOnly]
+// solid="false" SFBool [initializeOnly]
+// startAngle="0" SFFloat [initializeOnly]
+// />
+// The ArcClose node specifies a portion of a circle whose center is at (0,0) and whose angles are measured starting at the positive x-axis and sweeping
+// towards the positive y-axis. The end points of the arc specified are connected as defined by the closureType field. The radius field specifies the radius
+// of the circle of which the arc is a portion. The arc extends from the startAngle counterclockwise to the endAngle. The value of radius shall be greater
+// than zero. The values of startAngle and endAngle shall be in the range [-2pi, 2pi] radians (or the equivalent if a different default angle base unit has
+// been specified). If startAngle and endAngle have the same value, a circle is specified and closureType is ignored. If the absolute difference between
+// startAngle and endAngle is greater than or equal to 2pi, a complete circle is produced with no chord or radial line(s) drawn from the center.
+// A closureType of "PIE" connects the end point to the start point by defining two straight line segments first from the end point to the center and then
+// the center to the start point. A closureType of "CHORD" connects the end point to the start point by defining a straight line segment from the end point
+// to the start point. Textures are applied individually to each face of the ArcClose2D. On the front (+Z) and back (-Z) faces of the ArcClose2D, when
+// viewed from the +Z-axis, the texture is mapped onto each face with the same orientation as if the image were displayed normally in 2D.
+void X3DImporter::readArcClose2D(XmlNode &node) {
+ std::string def, use;
+ std::string closureType("PIE");
+ float endAngle = AI_MATH_HALF_PI_F;
+ float radius = 1;
+ bool solid = false;
+ float startAngle = 0;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "closureType", closureType);
+ XmlParser::getFloatAttribute(node, "endAngle", endAngle);
+ XmlParser::getFloatAttribute(node, "endAngle", endAngle);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+ XmlParser::getFloatAttribute(node, "startAngle", startAngle);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_ArcClose2D, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_ArcClose2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementGeometry2D *)ne)->Solid = solid;
+ // create point list of geometry object.
+ X3DGeoHelper::make_arc2D(startAngle, endAngle, radius, 10, ((X3DNodeElementGeometry2D *)ne)->Vertices); ///TODO: IME - AI_CONFIG for NumSeg
+ // add chord or two radiuses only if not a circle was defined
+ if (!((std::fabs(endAngle - startAngle) >= AI_MATH_TWO_PI_F) || (endAngle == startAngle))) {
+ std::list<aiVector3D> &vlist = ((X3DNodeElementGeometry2D *)ne)->Vertices; // just short alias.
+
+ if ((closureType == "PIE") || (closureType == "\"PIE\""))
+ vlist.push_back(aiVector3D(0, 0, 0)); // center point - first radial line
+ else if ((closureType != "CHORD") && (closureType != "\"CHORD\""))
+ Throw_IncorrectAttrValue("ArcClose2D", "closureType");
+
+ vlist.push_back(*vlist.begin()); // arc first point - chord from first to last point of arc(if CHORD) or second radial line(if PIE).
+ }
+
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = ((X3DNodeElementGeometry2D *)ne)->Vertices.size();
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "ArcClose2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Circle2D
+// DEF="" ID
+// USE="" IDREF
+// radius="1" SFFloat [initializeOnly]
+// />
+void X3DImporter::readCircle2D(XmlNode &node) {
+ std::string def, use;
+ float radius = 1;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Circle2D, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_Circle2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // create point list of geometry object and convert it to line set.
+ std::list<aiVector3D> tlist;
+
+ X3DGeoHelper::make_arc2D(0, 0, radius, 10, tlist); ///TODO: IME - AI_CONFIG for NumSeg
+ X3DGeoHelper::extend_point_to_line(tlist, ((X3DNodeElementGeometry2D *)ne)->Vertices);
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 2;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Circle2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Disk2D
+// DEF="" ID
+// USE="" IDREF
+// innerRadius="0" SFFloat [initializeOnly]
+// outerRadius="1" SFFloat [initializeOnly]
+// solid="false" SFBool [initializeOnly]
+// />
+// The Disk2D node specifies a circular disk which is centred at (0, 0) in the local coordinate system. The outerRadius field specifies the radius of the
+// outer dimension of the Disk2D. The innerRadius field specifies the inner dimension of the Disk2D. The value of outerRadius shall be greater than zero.
+// The value of innerRadius shall be greater than or equal to zero and less than or equal to outerRadius. If innerRadius is zero, the Disk2D is completely
+// filled. Otherwise, the area within the innerRadius forms a hole in the Disk2D. If innerRadius is equal to outerRadius, a solid circular line shall
+// be drawn using the current line properties. Textures are applied individually to each face of the Disk2D. On the front (+Z) and back (-Z) faces of
+// the Disk2D, when viewed from the +Z-axis, the texture is mapped onto each face with the same orientation as if the image were displayed normally in 2D.
+void X3DImporter::readDisk2D(XmlNode &node) {
+ std::string def, use;
+ float innerRadius = 0;
+ float outerRadius = 1;
+ bool solid = false;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "innerRadius", innerRadius);
+ XmlParser::getFloatAttribute(node, "outerRadius", outerRadius);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Disk2D, ne);
+ } else {
+ std::list<aiVector3D> tlist_o, tlist_i;
+
+ if (innerRadius > outerRadius) Throw_IncorrectAttrValue("Disk2D", "innerRadius");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_Disk2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // create point list of geometry object.
+ ///TODO: IME - AI_CONFIG for NumSeg
+ X3DGeoHelper::make_arc2D(0, 0, outerRadius, 10, tlist_o); // outer circle
+ if (innerRadius == 0.0f) { // make filled disk
+ // in tlist_o we already have points of circle. just copy it and sign as polygon.
+ ((X3DNodeElementGeometry2D *)ne)->Vertices = tlist_o;
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = tlist_o.size();
+ } else if (innerRadius == outerRadius) { // make circle
+ // in tlist_o we already have points of circle. convert it to line set.
+ X3DGeoHelper::extend_point_to_line(tlist_o, ((X3DNodeElementGeometry2D *)ne)->Vertices);
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 2;
+ } else { // make disk
+ std::list<aiVector3D> &vlist = ((X3DNodeElementGeometry2D *)ne)->Vertices; // just short alias.
+
+ X3DGeoHelper::make_arc2D(0, 0, innerRadius, 10, tlist_i); // inner circle
+ //
+ // create quad list from two point lists
+ //
+ if (tlist_i.size() < 2) throw DeadlyImportError("Disk2D. Not enough points for creating quad list."); // tlist_i and tlist_o has equal size.
+
+ // add all quads except last
+ for (std::list<aiVector3D>::iterator it_i = tlist_i.begin(), it_o = tlist_o.begin(); it_i != tlist_i.end();) {
+ // do not forget - CCW direction
+ vlist.push_back(*it_i++); // 1st point
+ vlist.push_back(*it_o++); // 2nd point
+ vlist.push_back(*it_o); // 3rd point
+ vlist.push_back(*it_i); // 4th point
+ }
+
+ // add last quad
+ vlist.push_back(*tlist_i.end()); // 1st point
+ vlist.push_back(*tlist_o.end()); // 2nd point
+ vlist.push_back(*tlist_o.begin()); // 3rd point
+ vlist.push_back(*tlist_o.begin()); // 4th point
+
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 4;
+ }
+
+ ((X3DNodeElementGeometry2D *)ne)->Solid = solid;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Disk2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Polyline2D
+// DEF="" ID
+// USE="" IDREF
+// lineSegments="" MFVec2F [intializeOnly]
+// />
+void X3DImporter::readPolyline2D(XmlNode &node) {
+ std::string def, use;
+ std::list<aiVector2D> lineSegments;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector2DListAttribute(node, "lineSegments", lineSegments);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Polyline2D, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_Polyline2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ //
+ // convert read point list of geometry object to line set.
+ //
+ std::list<aiVector3D> tlist;
+
+ // convert vec2 to vec3
+ for (std::list<aiVector2D>::iterator it2 = lineSegments.begin(); it2 != lineSegments.end(); ++it2)
+ tlist.push_back(aiVector3D(it2->x, it2->y, 0));
+
+ // convert point set to line set
+ X3DGeoHelper::extend_point_to_line(tlist, ((X3DNodeElementGeometry2D *)ne)->Vertices);
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 2;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Polyline2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Polypoint2D
+// DEF="" ID
+// USE="" IDREF
+// point="" MFVec2F [inputOutput]
+// />
+void X3DImporter::readPolypoint2D(XmlNode &node) {
+ std::string def, use;
+ std::list<aiVector2D> point;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector2DListAttribute(node, "point", point);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Polypoint2D, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_Polypoint2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // convert vec2 to vec3
+ for (std::list<aiVector2D>::iterator it2 = point.begin(); it2 != point.end(); ++it2) {
+ ((X3DNodeElementGeometry2D *)ne)->Vertices.push_back(aiVector3D(it2->x, it2->y, 0));
+ }
+
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 1;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Polypoint2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Rectangle2D
+// DEF="" ID
+// USE="" IDREF
+// size="2 2" SFVec2f [initializeOnly]
+// solid="false" SFBool [initializeOnly]
+// />
+void X3DImporter::readRectangle2D(XmlNode &node) {
+ std::string def, use;
+ aiVector2D size(2, 2);
+ bool solid = false;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector2DAttribute(node, "size", size);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Rectangle2D, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_Rectangle2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ float x1 = -size.x / 2.0f;
+ float x2 = size.x / 2.0f;
+ float y1 = -size.y / 2.0f;
+ float y2 = size.y / 2.0f;
+ std::list<aiVector3D> &vlist = ((X3DNodeElementGeometry2D *)ne)->Vertices; // just short alias.
+
+ vlist.push_back(aiVector3D(x2, y1, 0)); // 1st point
+ vlist.push_back(aiVector3D(x2, y2, 0)); // 2nd point
+ vlist.push_back(aiVector3D(x1, y2, 0)); // 3rd point
+ vlist.push_back(aiVector3D(x1, y1, 0)); // 4th point
+ ((X3DNodeElementGeometry2D *)ne)->Solid = solid;
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 4;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Rectangle2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <TriangleSet2D
+// DEF="" ID
+// USE="" IDREF
+// solid="false" SFBool [initializeOnly]
+// vertices="" MFVec2F [inputOutput]
+// />
+void X3DImporter::readTriangleSet2D(XmlNode &node) {
+ std::string def, use;
+ bool solid = false;
+ std::list<aiVector2D> vertices;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector2DListAttribute(node, "vertices", vertices);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_TriangleSet2D, ne);
+ } else {
+ if (vertices.size() % 3) throw DeadlyImportError("TriangleSet2D. Not enough points for defining triangle.");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry2D(X3DElemType::ENET_TriangleSet2D, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // convert vec2 to vec3
+ for (std::list<aiVector2D>::iterator it2 = vertices.begin(); it2 != vertices.end(); ++it2) {
+ ((X3DNodeElementGeometry2D *)ne)->Vertices.push_back(aiVector3D(it2->x, it2->y, 0));
+ }
+
+ ((X3DNodeElementGeometry2D *)ne)->Solid = solid;
+ ((X3DNodeElementGeometry2D *)ne)->NumIndices = 3;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "TriangleSet2D");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry3D.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry3D.cpp
new file mode 100644
index 0000000..b9fc2a4
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Geometry3D.cpp
@@ -0,0 +1,918 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Geometry3D.cpp
+/// \brief Parsing data from nodes of "Geometry3D" set of X3D.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DGeoHelper.h"
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+// Header files, Assimp.
+#include <assimp/StandardShapes.h>
+
+namespace Assimp {
+
+// <Box
+// DEF="" ID
+// USE="" IDREF
+// size="2 2 2" SFVec3f [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// />
+// The Box node specifies a rectangular parallelepiped box centred at (0, 0, 0) in the local coordinate system and aligned with the local coordinate axes.
+// By default, the box measures 2 units in each dimension, from -1 to +1. The size field specifies the extents of the box along the X-, Y-, and Z-axes
+// respectively and each component value shall be greater than zero.
+void X3DImporter::readBox(XmlNode &node) {
+ std::string def, use;
+ bool solid = true;
+ aiVector3D size(2, 2, 2);
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector3DAttribute(node, "size", size);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Box, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry3D(X3DElemType::ENET_Box, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DGeoHelper::rect_parallel_epiped(size, ((X3DNodeElementGeometry3D *)ne)->Vertices); // get quad list
+ ((X3DNodeElementGeometry3D *)ne)->Solid = solid;
+ ((X3DNodeElementGeometry3D *)ne)->NumIndices = 4;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Box");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Cone
+// DEF="" ID
+// USE="" IDREF
+// bottom="true" SFBool [initializeOnly]
+// bottomRadius="1" SFloat [initializeOnly]
+// height="2" SFloat [initializeOnly]
+// side="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// />
+void X3DImporter::readCone(XmlNode &node) {
+ std::string use, def;
+ bool bottom = true;
+ float bottomRadius = 1;
+ float height = 2;
+ bool side = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+ XmlParser::getBoolAttribute(node, "side", side);
+ XmlParser::getBoolAttribute(node, "bottom", bottom);
+ XmlParser::getFloatAttribute(node, "height", height);
+ XmlParser::getFloatAttribute(node, "bottomRadius", bottomRadius);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Cone, ne);
+ } else {
+ const unsigned int tess = 30; ///TODO: IME tessellation factor through ai_property
+
+ std::vector<aiVector3D> tvec; // temp array for vertices.
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry3D(X3DElemType::ENET_Cone, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // make cone or parts according to flags.
+ if (side) {
+ StandardShapes::MakeCone(height, 0, bottomRadius, tess, tvec, !bottom);
+ } else if (bottom) {
+ StandardShapes::MakeCircle(bottomRadius, tess, tvec);
+ height = -(height / 2);
+ for (std::vector<aiVector3D>::iterator it = tvec.begin(); it != tvec.end(); ++it)
+ it->y = height; // y - because circle made in oXZ.
+ }
+
+ // copy data from temp array
+ for (std::vector<aiVector3D>::iterator it = tvec.begin(); it != tvec.end(); ++it)
+ ((X3DNodeElementGeometry3D *)ne)->Vertices.push_back(*it);
+
+ ((X3DNodeElementGeometry3D *)ne)->Solid = solid;
+ ((X3DNodeElementGeometry3D *)ne)->NumIndices = 3;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Cone");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Cylinder
+// DEF="" ID
+// USE="" IDREF
+// bottom="true" SFBool [initializeOnly]
+// height="2" SFloat [initializeOnly]
+// radius="1" SFloat [initializeOnly]
+// side="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// top="true" SFBool [initializeOnly]
+// />
+void X3DImporter::readCylinder(XmlNode &node) {
+ std::string use, def;
+ bool bottom = true;
+ float height = 2;
+ float radius = 1;
+ bool side = true;
+ bool solid = true;
+ bool top = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+ XmlParser::getBoolAttribute(node, "bottom", bottom);
+ XmlParser::getBoolAttribute(node, "top", top);
+ XmlParser::getBoolAttribute(node, "side", side);
+ XmlParser::getFloatAttribute(node, "height", height);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Cylinder, ne);
+ } else {
+ const unsigned int tess = 30; ///TODO: IME tessellation factor through ai_property
+
+ std::vector<aiVector3D> tside; // temp array for vertices of side.
+ std::vector<aiVector3D> tcir; // temp array for vertices of circle.
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry3D(X3DElemType::ENET_Cylinder, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // make cilynder or parts according to flags.
+ if (side) StandardShapes::MakeCone(height, radius, radius, tess, tside, true);
+
+ height /= 2; // height defined for whole cylinder, when creating top and bottom circle we are using just half of height.
+ if (top || bottom) StandardShapes::MakeCircle(radius, tess, tcir);
+ // copy data from temp arrays
+ std::list<aiVector3D> &vlist = ((X3DNodeElementGeometry3D *)ne)->Vertices; // just short alias.
+
+ for (std::vector<aiVector3D>::iterator it = tside.begin(); it != tside.end(); ++it)
+ vlist.push_back(*it);
+
+ if (top) {
+ for (std::vector<aiVector3D>::iterator it = tcir.begin(); it != tcir.end(); ++it) {
+ (*it).y = height; // y - because circle made in oXZ.
+ vlist.push_back(*it);
+ }
+ } // if(top)
+
+ if (bottom) {
+ for (std::vector<aiVector3D>::iterator it = tcir.begin(); it != tcir.end(); ++it) {
+ (*it).y = -height; // y - because circle made in oXZ.
+ vlist.push_back(*it);
+ }
+ } // if(top)
+
+ ((X3DNodeElementGeometry3D *)ne)->Solid = solid;
+ ((X3DNodeElementGeometry3D *)ne)->NumIndices = 3;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Cylinder");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <ElevationGrid
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// creaseAngle="0" SFloat [initializeOnly]
+// height="" MFloat [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// xDimension="0" SFInt32 [initializeOnly]
+// xSpacing="1.0" SFloat [initializeOnly]
+// zDimension="0" SFInt32 [initializeOnly]
+// zSpacing="1.0" SFloat [initializeOnly]
+// >
+// <!-- ColorNormalTexCoordContentModel -->
+// ColorNormalTexCoordContentModel can contain Color (or ColorRGBA), Normal and TextureCoordinate, in any order. No more than one instance of any single
+// node type is allowed. A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </ElevationGrid>
+// The ElevationGrid node specifies a uniform rectangular grid of varying height in the Y=0 plane of the local coordinate system. The geometry is described
+// by a scalar array of height values that specify the height of a surface above each point of the grid. The xDimension and zDimension fields indicate
+// the number of elements of the grid height array in the X and Z directions. Both xDimension and zDimension shall be greater than or equal to zero.
+// If either the xDimension or the zDimension is less than two, the ElevationGrid contains no quadrilaterals.
+void X3DImporter::readElevationGrid(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ float creaseAngle = 0;
+ std::vector<float> height;
+ bool normalPerVertex = true;
+ bool solid = true;
+ int32_t xDimension = 0;
+ float xSpacing = 1;
+ int32_t zDimension = 0;
+ float zSpacing = 1;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getFloatAttribute(node, "creaseAngle", creaseAngle);
+ X3DXmlHelper::getFloatArrayAttribute(node, "height", height);
+ XmlParser::getIntAttribute(node, "xDimension", xDimension);
+ XmlParser::getFloatAttribute(node, "xSpacing", xSpacing);
+ XmlParser::getIntAttribute(node, "zDimension", zDimension);
+ XmlParser::getFloatAttribute(node, "zSpacing", zSpacing);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_ElevationGrid, ne);
+ } else {
+ if ((xSpacing == 0.0f) || (zSpacing == 0.0f)) throw DeadlyImportError("Spacing in <ElevationGrid> must be grater than zero.");
+ if ((xDimension <= 0) || (zDimension <= 0)) throw DeadlyImportError("Dimension in <ElevationGrid> must be grater than zero.");
+ if ((size_t)(xDimension * zDimension) != height.size()) DeadlyImportError("Heights count must be equal to \"xDimension * zDimension\" in <ElevationGrid>");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementElevationGrid(X3DElemType::ENET_ElevationGrid, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementElevationGrid &grid_alias = *((X3DNodeElementElevationGrid *)ne); // create alias for conveience
+
+ { // create grid vertices list
+ std::vector<float>::const_iterator he_it = height.begin();
+
+ for (int32_t zi = 0; zi < zDimension; zi++) // rows
+ {
+ for (int32_t xi = 0; xi < xDimension; xi++) // columns
+ {
+ aiVector3D tvec(xSpacing * xi, *he_it, zSpacing * zi);
+
+ grid_alias.Vertices.push_back(tvec);
+ ++he_it;
+ }
+ }
+ } // END: create grid vertices list
+ //
+ // create faces list. In "coordIdx" format
+ //
+ // check if we have quads
+ if ((xDimension < 2) || (zDimension < 2)) // only one element in dimension is set, create line set.
+ {
+ ((X3DNodeElementElevationGrid *)ne)->NumIndices = 2; // will be holded as line set.
+ for (size_t i = 0, i_e = (grid_alias.Vertices.size() - 1); i < i_e; i++) {
+ grid_alias.CoordIdx.push_back(static_cast<int32_t>(i));
+ grid_alias.CoordIdx.push_back(static_cast<int32_t>(i + 1));
+ grid_alias.CoordIdx.push_back(-1);
+ }
+ } else // two or more elements in every dimension is set. create quad set.
+ {
+ ((X3DNodeElementElevationGrid *)ne)->NumIndices = 4;
+ for (int32_t fzi = 0, fzi_e = (zDimension - 1); fzi < fzi_e; fzi++) // rows
+ {
+ for (int32_t fxi = 0, fxi_e = (xDimension - 1); fxi < fxi_e; fxi++) // columns
+ {
+ // points direction in face.
+ if (ccw) {
+ // CCW:
+ // 3 2
+ // 0 1
+ grid_alias.CoordIdx.push_back((fzi + 1) * xDimension + fxi);
+ grid_alias.CoordIdx.push_back((fzi + 1) * xDimension + (fxi + 1));
+ grid_alias.CoordIdx.push_back(fzi * xDimension + (fxi + 1));
+ grid_alias.CoordIdx.push_back(fzi * xDimension + fxi);
+ } else {
+ // CW:
+ // 0 1
+ // 3 2
+ grid_alias.CoordIdx.push_back(fzi * xDimension + fxi);
+ grid_alias.CoordIdx.push_back(fzi * xDimension + (fxi + 1));
+ grid_alias.CoordIdx.push_back((fzi + 1) * xDimension + (fxi + 1));
+ grid_alias.CoordIdx.push_back((fzi + 1) * xDimension + fxi);
+ } // if(ccw) else
+
+ grid_alias.CoordIdx.push_back(-1);
+ } // for(int32_t fxi = 0, fxi_e = (xDimension - 1); fxi < fxi_e; fxi++)
+ } // for(int32_t fzi = 0, fzi_e = (zDimension - 1); fzi < fzi_e; fzi++)
+ } // if((xDimension < 2) || (zDimension < 2)) else
+
+ grid_alias.ColorPerVertex = colorPerVertex;
+ grid_alias.NormalPerVertex = normalPerVertex;
+ grid_alias.CreaseAngle = creaseAngle;
+ grid_alias.Solid = solid;
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("ElevationGrid", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!mReader->isEmptyElement())
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ } // if(!mReader->isEmptyElement()) else
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+template <typename TVector>
+static void GeometryHelper_Extrusion_CurveIsClosed(std::vector<TVector> &pCurve, const bool pDropTail, const bool pRemoveLastPoint, bool &pCurveIsClosed) {
+ size_t cur_sz = pCurve.size();
+
+ pCurveIsClosed = false;
+ // for curve with less than four points checking is have no sense,
+ if (cur_sz < 4) return;
+
+ for (size_t s = 3, s_e = cur_sz; s < s_e; s++) {
+ // search for first point of duplicated part.
+ if (pCurve[0] == pCurve[s]) {
+ bool found = true;
+
+ // check if tail(indexed by b2) is duplicate of head(indexed by b1).
+ for (size_t b1 = 1, b2 = (s + 1); b2 < cur_sz; b1++, b2++) {
+ if (pCurve[b1] != pCurve[b2]) { // points not match: clear flag and break loop.
+ found = false;
+
+ break;
+ }
+ } // for(size_t b1 = 1, b2 = (s + 1); b2 < cur_sz; b1++, b2++)
+
+ // if duplicate tail is found then drop or not it depending on flags.
+ if (found) {
+ pCurveIsClosed = true;
+ if (pDropTail) {
+ if (!pRemoveLastPoint) s++; // prepare value for iterator's arithmetics.
+
+ pCurve.erase(pCurve.begin() + s, pCurve.end()); // remove tail
+ }
+
+ break;
+ } // if(found)
+ } // if(pCurve[0] == pCurve[s])
+ } // for(size_t s = 3, s_e = (cur_sz - 1); s < s_e; s++)
+}
+
+static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx, const std::vector<aiVector3D> &pSpine, const bool pSpine_Closed) {
+ const size_t spine_idx_last = pSpine.size() - 1;
+ aiVector3D tvec;
+
+ if ((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) // at first special cases
+ {
+ if (pSpine_Closed) { // If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] - spine[n - 2]) to compute the Y-axis.
+ // As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0])
+ // in tail are removed.
+ // So, last point in pSpine is a spine[n - 2]
+ tvec = pSpine[1] - pSpine[spine_idx_last];
+ } else if (pSpine_PointIdx == 0) { // The Y-axis used for the first point is the vector from spine[0] to spine[1]
+ tvec = pSpine[1] - pSpine[0];
+ } else { // The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about dropping tail) spine[n - 1] is
+ // the spine[0].
+ tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
+ }
+ } // if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))
+ else { // For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] - spine[i-1]).
+ tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1];
+ } // if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else
+
+ return tvec.Normalize();
+}
+
+static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx, const std::vector<aiVector3D> &pSpine, const bool pSpine_Closed,
+ const aiVector3D pVecZ_Prev) {
+ const aiVector3D zero_vec(0);
+ const size_t spine_idx_last = pSpine.size() - 1;
+
+ aiVector3D tvec;
+
+ // at first special cases
+ if (pSpine.size() < 3) // spine have not enough points for vector calculations.
+ {
+ tvec.Set(0, 0, 1);
+ } else if (pSpine_PointIdx == 0) // special case: first point
+ {
+ if (pSpine_Closed) // for calculating use previous point in curve s[n - 2]. In list it's a last point, because point s[n - 1] was removed as duplicate.
+ {
+ tvec = (pSpine[1] - pSpine[0]) ^ (pSpine[spine_idx_last] - pSpine[0]);
+ } else // for not closed curve first and next point(s[0] and s[1]) has the same vector Z.
+ {
+ bool found = false;
+
+ // As said: "If the Z-axis of the first point is undefined (because the spine is not closed and the first two spine segments are collinear)
+ // then the Z-axis for the first spine point with a defined Z-axis is used."
+ // Walk through spine and find Z.
+ for (size_t next_point = 2; (next_point <= spine_idx_last) && !found; next_point++) {
+ // (pSpine[2] - pSpine[1]) ^ (pSpine[0] - pSpine[1])
+ tvec = (pSpine[next_point] - pSpine[next_point - 1]) ^ (pSpine[next_point - 2] - pSpine[next_point - 1]);
+ found = !tvec.Equal(zero_vec);
+ }
+
+ // if entire spine are collinear then use OZ axis.
+ if (!found) tvec.Set(0, 0, 1);
+ } // if(pSpine_Closed) else
+ } // else if(pSpine_PointIdx == 0)
+ else if (pSpine_PointIdx == spine_idx_last) // special case: last point
+ {
+ if (pSpine_Closed) { // do not forget that real last point s[n - 1] is removed as duplicated. And in this case we are calculating vector Z for point s[n - 2].
+ tvec = (pSpine[0] - pSpine[pSpine_PointIdx]) ^ (pSpine[pSpine_PointIdx - 1] - pSpine[pSpine_PointIdx]);
+ // if taken spine vectors are collinear then use previous vector Z.
+ if (tvec.Equal(zero_vec)) tvec = pVecZ_Prev;
+ } else { // vector Z for last point of not closed curve is previous vector Z.
+ tvec = pVecZ_Prev;
+ }
+ } else // regular point
+ {
+ tvec = (pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx]) ^ (pSpine[pSpine_PointIdx - 1] - pSpine[pSpine_PointIdx]);
+ // if taken spine vectors are collinear then use previous vector Z.
+ if (tvec.Equal(zero_vec)) tvec = pVecZ_Prev;
+ }
+
+ // After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis
+ // is flipped (multiplied by -1).
+ if ((tvec * pVecZ_Prev) < 0) tvec = -tvec;
+
+ return tvec.Normalize();
+}
+
+// <Extrusion
+// DEF="" ID
+// USE="" IDREF
+// beginCap="true" SFBool [initializeOnly]
+// ccw="true" SFBool [initializeOnly]
+// convex="true" SFBool [initializeOnly]
+// creaseAngle="0.0" SFloat [initializeOnly]
+// crossSection="1 1 1 -1 -1 -1 -1 1 1 1" MFVec2f [initializeOnly]
+// endCap="true" SFBool [initializeOnly]
+// orientation="0 0 1 0" MFRotation [initializeOnly]
+// scale="1 1" MFVec2f [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// spine="0 0 0 0 1 0" MFVec3f [initializeOnly]
+// />
+void X3DImporter::readExtrusion(XmlNode &node) {
+ std::string use, def;
+ bool beginCap = true;
+ bool ccw = true;
+ bool convex = true;
+ float creaseAngle = 0;
+ std::vector<aiVector2D> crossSection;
+ bool endCap = true;
+ std::vector<float> orientation;
+ std::vector<aiVector2D> scale;
+ bool solid = true;
+ std::vector<aiVector3D> spine;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "beginCap", beginCap);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "convex", convex);
+ XmlParser::getFloatAttribute(node, "creaseAngle", creaseAngle);
+ X3DXmlHelper::getVector2DArrayAttribute(node, "crossSection", crossSection);
+ XmlParser::getBoolAttribute(node, "endCap", endCap);
+ X3DXmlHelper::getFloatArrayAttribute(node, "orientation", orientation);
+ X3DXmlHelper::getVector2DArrayAttribute(node, "scale", scale);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+ X3DXmlHelper::getVector3DArrayAttribute(node, "spine", spine);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Extrusion, ne);
+ } else {
+ //
+ // check if default values must be assigned
+ //
+ if (spine.size() == 0) {
+ spine.resize(2);
+ spine[0].Set(0, 0, 0), spine[1].Set(0, 1, 0);
+ } else if (spine.size() == 1) {
+ throw DeadlyImportError("ParseNode_Geometry3D_Extrusion. Spine must have at least two points.");
+ }
+
+ if (crossSection.size() == 0) {
+ crossSection.resize(5);
+ crossSection[0].Set(1, 1), crossSection[1].Set(1, -1), crossSection[2].Set(-1, -1), crossSection[3].Set(-1, 1), crossSection[4].Set(1, 1);
+ }
+
+ { // orientation
+ size_t ori_size = orientation.size() / 4;
+
+ if (ori_size < spine.size()) {
+ float add_ori[4]; // values that will be added
+
+ if (ori_size == 1) // if "orientation" has one element(means one MFRotation with four components) then use it value for all spine points.
+ {
+ add_ori[0] = orientation[0], add_ori[1] = orientation[1], add_ori[2] = orientation[2], add_ori[3] = orientation[3];
+ } else // else - use default values
+ {
+ add_ori[0] = 0, add_ori[1] = 0, add_ori[2] = 1, add_ori[3] = 0;
+ }
+
+ orientation.reserve(spine.size() * 4);
+ for (size_t i = 0, i_e = (spine.size() - ori_size); i < i_e; i++)
+ orientation.push_back(add_ori[0]), orientation.push_back(add_ori[1]), orientation.push_back(add_ori[2]), orientation.push_back(add_ori[3]);
+ }
+
+ if (orientation.size() % 4) throw DeadlyImportError("Attribute \"orientation\" in <Extrusion> must has multiple four quantity of numbers.");
+ } // END: orientation
+
+ { // scale
+ if (scale.size() < spine.size()) {
+ aiVector2D add_sc;
+
+ if (scale.size() == 1) // if "scale" has one element then use it value for all spine points.
+ add_sc = scale[0];
+ else // else - use default values
+ add_sc.Set(1, 1);
+
+ scale.reserve(spine.size());
+ for (size_t i = 0, i_e = (spine.size() - scale.size()); i < i_e; i++)
+ scale.push_back(add_sc);
+ }
+ } // END: scale
+ //
+ // create and if needed - define new geometry object.
+ //
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_Extrusion, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementIndexedSet &ext_alias = *((X3DNodeElementIndexedSet *)ne); // create alias for conveience
+ // assign part of input data
+ ext_alias.CCW = ccw;
+ ext_alias.Convex = convex;
+ ext_alias.CreaseAngle = creaseAngle;
+ ext_alias.Solid = solid;
+
+ //
+ // How we done it at all?
+ // 1. At first we will calculate array of basises for every point in spine(look SCP in ISO-dic). Also "orientation" vector
+ // are applied vor every basis.
+ // 2. After that we can create array of point sets: which are scaled, transferred to basis of relative basis and at final translated to real position
+ // using relative spine point.
+ // 3. Next step is creating CoordIdx array(do not forget "-1" delimiter). While creating CoordIdx also created faces for begin and end caps, if
+ // needed. While createing CootdIdx is taking in account CCW flag.
+ // 4. The last step: create Vertices list.
+ //
+ bool spine_closed; // flag: true if spine curve is closed.
+ bool cross_closed; // flag: true if cross curve is closed.
+ std::vector<aiMatrix3x3> basis_arr; // array of basises. ROW_a - X, ROW_b - Y, ROW_c - Z.
+ std::vector<std::vector<aiVector3D>> pointset_arr; // array of point sets: cross curves.
+
+ // detect closed curves
+ GeometryHelper_Extrusion_CurveIsClosed(crossSection, true, true, cross_closed); // true - drop tail, true - remove duplicate end.
+ GeometryHelper_Extrusion_CurveIsClosed(spine, true, true, spine_closed); // true - drop tail, true - remove duplicate end.
+ // If both cap are requested and spine curve is closed then we can make only one cap. Because second cap will be the same surface.
+ if (spine_closed) {
+ beginCap |= endCap;
+ endCap = false;
+ }
+
+ { // 1. Calculate array of basises.
+ aiMatrix4x4 rotmat;
+ aiVector3D vecX(0), vecY(0), vecZ(0);
+
+ basis_arr.resize(spine.size());
+ for (size_t i = 0, i_e = spine.size(); i < i_e; i++) {
+ aiVector3D tvec;
+
+ // get axises of basis.
+ vecY = GeometryHelper_Extrusion_GetNextY(i, spine, spine_closed);
+ vecZ = GeometryHelper_Extrusion_GetNextZ(i, spine, spine_closed, vecZ);
+ vecX = (vecY ^ vecZ).Normalize();
+ // get rotation matrix and apply "orientation" to basis
+ aiMatrix4x4::Rotation(orientation[i * 4 + 3], aiVector3D(orientation[i * 4], orientation[i * 4 + 1], orientation[i * 4 + 2]), rotmat);
+ tvec = vecX, tvec *= rotmat, basis_arr[i].a1 = tvec.x, basis_arr[i].a2 = tvec.y, basis_arr[i].a3 = tvec.z;
+ tvec = vecY, tvec *= rotmat, basis_arr[i].b1 = tvec.x, basis_arr[i].b2 = tvec.y, basis_arr[i].b3 = tvec.z;
+ tvec = vecZ, tvec *= rotmat, basis_arr[i].c1 = tvec.x, basis_arr[i].c2 = tvec.y, basis_arr[i].c3 = tvec.z;
+ } // for(size_t i = 0, i_e = spine.size(); i < i_e; i++)
+ } // END: 1. Calculate array of basises
+
+ { // 2. Create array of point sets.
+ aiMatrix4x4 scmat;
+ std::vector<aiVector3D> tcross(crossSection.size());
+
+ pointset_arr.resize(spine.size());
+ for (size_t spi = 0, spi_e = spine.size(); spi < spi_e; spi++) {
+ aiVector3D tc23vec;
+
+ tc23vec.Set(scale[spi].x, 0, scale[spi].y);
+ aiMatrix4x4::Scaling(tc23vec, scmat);
+ for (size_t cri = 0, cri_e = crossSection.size(); cri < cri_e; cri++) {
+ aiVector3D tvecX, tvecY, tvecZ;
+
+ tc23vec.Set(crossSection[cri].x, 0, crossSection[cri].y);
+ // apply scaling to point
+ tcross[cri] = scmat * tc23vec;
+ //
+ // transfer point to new basis
+ // calculate coordinate in new basis
+ tvecX.Set(basis_arr[spi].a1, basis_arr[spi].a2, basis_arr[spi].a3), tvecX *= tcross[cri].x;
+ tvecY.Set(basis_arr[spi].b1, basis_arr[spi].b2, basis_arr[spi].b3), tvecY *= tcross[cri].y;
+ tvecZ.Set(basis_arr[spi].c1, basis_arr[spi].c2, basis_arr[spi].c3), tvecZ *= tcross[cri].z;
+ // apply new coordinates and translate it to spine point.
+ tcross[cri] = tvecX + tvecY + tvecZ + spine[spi];
+ } // for(size_t cri = 0, cri_e = crossSection.size(); cri < cri_e; i++)
+
+ pointset_arr[spi] = tcross; // store transferred point set
+ } // for(size_t spi = 0, spi_e = spine.size(); spi < spi_e; i++)
+ } // END: 2. Create array of point sets.
+
+ { // 3. Create CoordIdx.
+ // add caps if needed
+ if (beginCap) {
+ // add cap as polygon. vertices of cap are places at begin, so just add numbers from zero.
+ for (size_t i = 0, i_e = crossSection.size(); i < i_e; i++)
+ ext_alias.CoordIndex.push_back(static_cast<int32_t>(i));
+
+ // add delimiter
+ ext_alias.CoordIndex.push_back(-1);
+ } // if(beginCap)
+
+ if (endCap) {
+ // add cap as polygon. vertices of cap are places at end, as for beginCap use just sequence of numbers but with offset.
+ size_t beg = (pointset_arr.size() - 1) * crossSection.size();
+
+ for (size_t i = beg, i_e = (beg + crossSection.size()); i < i_e; i++)
+ ext_alias.CoordIndex.push_back(static_cast<int32_t>(i));
+
+ // add delimiter
+ ext_alias.CoordIndex.push_back(-1);
+ } // if(beginCap)
+
+ // add quads
+ for (size_t spi = 0, spi_e = (spine.size() - 1); spi <= spi_e; spi++) {
+ const size_t cr_sz = crossSection.size();
+ const size_t cr_last = crossSection.size() - 1;
+
+ size_t right_col; // hold index basis for points of quad placed in right column;
+
+ if (spi != spi_e)
+ right_col = spi + 1;
+ else if (spine_closed) // if spine curve is closed then one more quad is needed: between first and last points of curve.
+ right_col = 0;
+ else
+ break; // if spine curve is not closed then break the loop, because spi is out of range for that type of spine.
+
+ for (size_t cri = 0; cri < cr_sz; cri++) {
+ if (cri != cr_last) {
+ MACRO_FACE_ADD_QUAD(ccw, ext_alias.CoordIndex,
+ static_cast<int32_t>(spi * cr_sz + cri),
+ static_cast<int32_t>(right_col * cr_sz + cri),
+ static_cast<int32_t>(right_col * cr_sz + cri + 1),
+ static_cast<int32_t>(spi * cr_sz + cri + 1));
+ // add delimiter
+ ext_alias.CoordIndex.push_back(-1);
+ } else if (cross_closed) // if cross curve is closed then one more quad is needed: between first and last points of curve.
+ {
+ MACRO_FACE_ADD_QUAD(ccw, ext_alias.CoordIndex,
+ static_cast<int32_t>(spi * cr_sz + cri),
+ static_cast<int32_t>(right_col * cr_sz + cri),
+ static_cast<int32_t>(right_col * cr_sz + 0),
+ static_cast<int32_t>(spi * cr_sz + 0));
+ // add delimiter
+ ext_alias.CoordIndex.push_back(-1);
+ }
+ } // for(size_t cri = 0; cri < cr_sz; cri++)
+ } // for(size_t spi = 0, spi_e = (spine.size() - 2); spi < spi_e; spi++)
+ } // END: 3. Create CoordIdx.
+
+ { // 4. Create vertices list.
+ // just copy all vertices
+ for (size_t spi = 0, spi_e = spine.size(); spi < spi_e; spi++) {
+ for (size_t cri = 0, cri_e = crossSection.size(); cri < cri_e; cri++) {
+ ext_alias.Vertices.emplace_back(pointset_arr[spi][cri]);
+ }
+ }
+ } // END: 4. Create vertices list.
+ //PrintVectorSet("Ext. CoordIdx", ext_alias.CoordIndex);
+ //PrintVectorSet("Ext. Vertices", ext_alias.Vertices);
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Extrusion");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <IndexedFaceSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorIndex="" MFInt32 [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// convex="true" SFBool [initializeOnly]
+// coordIndex="" MFInt32 [initializeOnly]
+// creaseAngle="0" SFFloat [initializeOnly]
+// normalIndex="" MFInt32 [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// texCoordIndex="" MFInt32 [initializeOnly]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </IndexedFaceSet>
+void X3DImporter::readIndexedFaceSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ std::vector<int32_t> colorIndex;
+ bool colorPerVertex = true;
+ bool convex = true;
+ std::vector<int32_t> coordIndex;
+ float creaseAngle = 0;
+ std::vector<int32_t> normalIndex;
+ bool normalPerVertex = true;
+ bool solid = true;
+ std::vector<int32_t> texCoordIndex;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "colorIndex", colorIndex);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ XmlParser::getBoolAttribute(node, "convex", convex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "coordIndex", coordIndex);
+ XmlParser::getFloatAttribute(node, "creaseAngle", creaseAngle);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "normalIndex", normalIndex);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "texCoordIndex", texCoordIndex);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_IndexedFaceSet, ne);
+ } else {
+ // check data
+ if (coordIndex.size() == 0) throw DeadlyImportError("IndexedFaceSet must contain not empty \"coordIndex\" attribute.");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_IndexedFaceSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementIndexedSet &ne_alias = *((X3DNodeElementIndexedSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorIndex = colorIndex;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.Convex = convex;
+ ne_alias.CoordIndex = coordIndex;
+ ne_alias.CreaseAngle = creaseAngle;
+ ne_alias.NormalIndex = normalIndex;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+ ne_alias.TexCoordIndex = texCoordIndex;
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("IndexedFaceSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Sphere
+// DEF="" ID
+// USE="" IDREF
+// radius="1" SFloat [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// />
+void X3DImporter::readSphere(XmlNode &node) {
+ std::string use, def;
+ ai_real radius = 1;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getRealAttribute(node, "radius", radius);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Sphere, ne);
+ } else {
+ const unsigned int tess = 3; ///TODO: IME tessellation factor through ai_property
+
+ std::vector<aiVector3D> tlist;
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementGeometry3D(X3DElemType::ENET_Sphere, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ StandardShapes::MakeSphere(tess, tlist);
+ // copy data from temp array and apply scale
+ for (std::vector<aiVector3D>::iterator it = tlist.begin(); it != tlist.end(); ++it) {
+ aiVector3D v = *it;
+ ((X3DNodeElementGeometry3D *)ne)->Vertices.emplace_back(v * radius);
+ }
+
+ ((X3DNodeElementGeometry3D *)ne)->Solid = solid;
+ ((X3DNodeElementGeometry3D *)ne)->NumIndices = 3;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Sphere");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Group.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Group.cpp
new file mode 100644
index 0000000..e7a2e91
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Group.cpp
@@ -0,0 +1,277 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Group.cpp
+/// \brief Parsing data from nodes of "Grouping" set of X3D.
+/// date 2015-2016
+/// author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+namespace Assimp {
+
+// <Group
+// DEF="" ID
+// USE="" IDREF
+// bboxCenter="0 0 0" SFVec3f [initializeOnly]
+// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
+// >
+// <\!-- ChildContentModel -->
+// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
+// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
+// precise palette of legal nodes that are available depends on assigned profile and components.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </Group>
+// A Group node contains children nodes without introducing a new transformation. It is equivalent to a Transform node containing an identity transform.
+void X3DImporter::startReadGroup(XmlNode &node) {
+ std::string def, use;
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ X3DNodeElementBase *ne(nullptr);
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Group, ne);
+ } else {
+ ParseHelper_Group_Begin(); // create new grouping element and go deeper if node has children.
+ // at this place new group mode created and made current, so we can name it.
+ if (!def.empty()) mNodeElementCur->ID = def;
+ // in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
+
+ // for empty element exit from node in that place
+ if (isNodeEmpty(node)) ParseHelper_Node_Exit();
+ } // if(!use.empty()) else
+}
+
+void X3DImporter::endReadGroup() {
+ ParseHelper_Node_Exit(); // go up in scene graph
+}
+
+// <StaticGroup
+// DEF="" ID
+// USE="" IDREF
+// bboxCenter="0 0 0" SFVec3f [initializeOnly]
+// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
+// >
+// <\!-- ChildContentModel -->
+// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
+// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
+// precise palette of legal nodes that are available depends on assigned profile and components.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </StaticGroup>
+// The StaticGroup node contains children nodes which cannot be modified. StaticGroup children are guaranteed to not change, send events, receive events or
+// contain any USE references outside the StaticGroup.
+void X3DImporter::startReadStaticGroup(XmlNode &node) {
+ std::string def, use;
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ X3DNodeElementBase *ne(nullptr);
+
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Group, ne);
+ } else {
+ ParseHelper_Group_Begin(true); // create new grouping element and go deeper if node has children.
+ // at this place new group mode created and made current, so we can name it.
+ if (!def.empty()) mNodeElementCur->ID = def;
+ // in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
+
+ // for empty element exit from node in that place
+ if (isNodeEmpty(node)) ParseHelper_Node_Exit();
+ } // if(!use.empty()) else
+}
+
+void X3DImporter::endReadStaticGroup() {
+ ParseHelper_Node_Exit(); // go up in scene graph
+}
+
+// <Switch
+// DEF="" ID
+// USE="" IDREF
+// bboxCenter="0 0 0" SFVec3f [initializeOnly]
+// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
+// whichChoice="-1" SFInt32 [inputOutput]
+// >
+// <\!-- ChildContentModel -->
+// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
+// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
+// precise palette of legal nodes that are available depends on assigned profile and components.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </Switch>
+// The Switch grouping node traverses zero or one of the nodes specified in the children field. The whichChoice field specifies the index of the child
+// to traverse, with the first child having index 0. If whichChoice is less than zero or greater than the number of nodes in the children field, nothing
+// is chosen.
+void X3DImporter::startReadSwitch(XmlNode &node) {
+ std::string def, use;
+ int32_t whichChoice = -1;
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getIntAttribute(node, "whichChoice", whichChoice);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ X3DNodeElementBase *ne(nullptr);
+
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Group, ne);
+ } else {
+ ParseHelper_Group_Begin(); // create new grouping element and go deeper if node has children.
+ // at this place new group mode created and made current, so we can name it.
+ if (!def.empty()) mNodeElementCur->ID = def;
+
+ // also set values specific to this type of group
+ ((X3DNodeElementGroup *)mNodeElementCur)->UseChoice = true;
+ ((X3DNodeElementGroup *)mNodeElementCur)->Choice = whichChoice;
+ // in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
+
+ // for empty element exit from node in that place
+ if (isNodeEmpty(node)) ParseHelper_Node_Exit();
+ } // if(!use.empty()) else
+}
+
+void X3DImporter::endReadSwitch() {
+ // just exit from node. Defined choice will be accepted at postprocessing stage.
+ ParseHelper_Node_Exit(); // go up in scene graph
+}
+
+// <Transform
+// DEF="" ID
+// USE="" IDREF
+// bboxCenter="0 0 0" SFVec3f [initializeOnly]
+// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
+// center="0 0 0" SFVec3f [inputOutput]
+// rotation="0 0 1 0" SFRotation [inputOutput]
+// scale="1 1 1" SFVec3f [inputOutput]
+// scaleOrientation="0 0 1 0" SFRotation [inputOutput]
+// translation="0 0 0" SFVec3f [inputOutput]
+// >
+// <\!-- ChildContentModel -->
+// ChildContentModel is the child-node content model corresponding to X3DChildNode, combining all profiles. ChildContentModel can contain most nodes,
+// other Grouping nodes, Prototype declarations and ProtoInstances in any order and any combination. When the assigned profile is less than Full, the
+// precise palette of legal nodes that are available depends on assigned profile and components.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </Transform>
+// The Transform node is a grouping node that defines a coordinate system for its children that is relative to the coordinate systems of its ancestors.
+// Given a 3-dimensional point P and Transform node, P is transformed into point P' in its parent's coordinate system by a series of intermediate
+// transformations. In matrix transformation notation, where C (center), SR (scaleOrientation), T (translation), R (rotation), and S (scale) are the
+// equivalent transformation matrices,
+// P' = T * C * R * SR * S * -SR * -C * P
+void X3DImporter::startReadTransform(XmlNode &node) {
+ aiVector3D center(0, 0, 0);
+ float rotation[4] = { 0, 0, 1, 0 };
+ aiVector3D scale(1, 1, 1); // A value of zero indicates that any child geometry shall not be displayed
+ float scale_orientation[4] = { 0, 0, 1, 0 };
+ aiVector3D translation(0, 0, 0);
+ aiMatrix4x4 matr, tmatr;
+ std::string use, def;
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector3DAttribute(node, "center", center);
+ X3DXmlHelper::getVector3DAttribute(node, "scale", scale);
+ X3DXmlHelper::getVector3DAttribute(node, "translation", translation);
+ std::vector<float> tvec;
+ if (X3DXmlHelper::getFloatArrayAttribute(node, "rotation", tvec)) {
+ if (tvec.size() != 4) throw DeadlyImportError("<Transform>: rotation vector must have 4 elements.");
+ memcpy(rotation, tvec.data(), sizeof(rotation));
+ tvec.clear();
+ }
+ if (X3DXmlHelper::getFloatArrayAttribute(node, "scaleOrientation", tvec)) {
+ if (tvec.size() != 4) throw DeadlyImportError("<Transform>: scaleOrientation vector must have 4 elements.");
+ memcpy(scale_orientation, tvec.data(), sizeof(scale_orientation));
+ tvec.clear();
+ }
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ X3DNodeElementBase *ne(nullptr);
+ bool newgroup = (nullptr == mNodeElementCur);
+ if(newgroup)
+ ParseHelper_Group_Begin();
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Group, ne);
+ if (newgroup && isNodeEmpty(node)) {
+ ParseHelper_Node_Exit();
+ }
+ } else {
+ ParseHelper_Group_Begin(); // create new grouping element and go deeper if node has children.
+ // at this place new group mode created and made current, so we can name it.
+ if (!def.empty()) {
+ mNodeElementCur->ID = def;
+ }
+
+ //
+ // also set values specific to this type of group
+ //
+ // calculate transformation matrix
+ aiMatrix4x4::Translation(translation, matr); // T
+ aiMatrix4x4::Translation(center, tmatr); // C
+ matr *= tmatr;
+ aiMatrix4x4::Rotation(rotation[3], aiVector3D(rotation[0], rotation[1], rotation[2]), tmatr); // R
+ matr *= tmatr;
+ aiMatrix4x4::Rotation(scale_orientation[3], aiVector3D(scale_orientation[0], scale_orientation[1], scale_orientation[2]), tmatr); // SR
+ matr *= tmatr;
+ aiMatrix4x4::Scaling(scale, tmatr); // S
+ matr *= tmatr;
+ aiMatrix4x4::Rotation(-scale_orientation[3], aiVector3D(scale_orientation[0], scale_orientation[1], scale_orientation[2]), tmatr); // -SR
+ matr *= tmatr;
+ aiMatrix4x4::Translation(-center, tmatr); // -C
+ matr *= tmatr;
+ // and assign it
+ ((X3DNodeElementGroup *)mNodeElementCur)->Transformation = matr;
+ // in grouping set of nodes check X3DMetadataObject is not needed, because it is done in <Scene> parser function.
+
+ // for empty element exit from node in that place
+ if (isNodeEmpty(node)) {
+ ParseHelper_Node_Exit();
+ }
+ } // if(!use.empty()) else
+}
+
+void X3DImporter::endReadTransform() {
+ ParseHelper_Node_Exit(); // go up in scene graph
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp
new file mode 100644
index 0000000..f1ed5e4
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp
@@ -0,0 +1,270 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Light.cpp
+/// \brief Parsing data from nodes of "Lighting" set of X3D.
+/// date 2015-2016
+/// author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+#include <assimp/StringUtils.h>
+
+namespace Assimp {
+
+// <DirectionalLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// direction="0 0 -1" SFVec3f [inputOutput]
+// global="false" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// on="true" SFBool [inputOutput]
+// />
+void X3DImporter::readDirectionalLight(XmlNode &node) {
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiColor3D color(1, 1, 1);
+ aiVector3D direction(0, 0, -1);
+ bool global = false;
+ float intensity = 1;
+ bool on = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ X3DXmlHelper::getColor3DAttribute(node, "color", color);
+ X3DXmlHelper::getVector3DAttribute(node, "direction", direction);
+ XmlParser::getBoolAttribute(node, "global", global);
+ XmlParser::getFloatAttribute(node, "intensity", intensity);
+ XmlParser::getBoolAttribute(node, "on", on);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_DirectionalLight, ne);
+ } else {
+ if (on) {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementLight(X3DElemType::ENET_DirectionalLight, mNodeElementCur);
+ if (!def.empty())
+ ne->ID = def;
+ else
+ ne->ID = "DirectionalLight_" + ai_to_string((size_t)ne); // make random name
+
+ ((X3DNodeElementLight *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementLight *)ne)->Color = color;
+ ((X3DNodeElementLight *)ne)->Direction = direction;
+ ((X3DNodeElementLight *)ne)->Global = global;
+ ((X3DNodeElementLight *)ne)->Intensity = intensity;
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+
+ mNodeElementCur->ID = ne->ID; // assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "DirectionalLight");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(on)
+ } // if(!use.empty()) else
+}
+
+// <PointLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// attenuation="1 0 0" SFVec3f [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// global="true" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// location="0 0 0" SFVec3f [inputOutput]
+// on="true" SFBool [inputOutput]
+// radius="100" SFFloat [inputOutput]
+// />
+void X3DImporter::readPointLight(XmlNode &node) {
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiVector3D attenuation(1, 0, 0);
+ aiColor3D color(1, 1, 1);
+ bool global = true;
+ float intensity = 1;
+ aiVector3D location(0, 0, 0);
+ bool on = true;
+ float radius = 100;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ X3DXmlHelper::getVector3DAttribute(node, "attenuation", attenuation);
+ X3DXmlHelper::getColor3DAttribute(node, "color", color);
+ XmlParser::getBoolAttribute(node, "global", global);
+ XmlParser::getFloatAttribute(node, "intensity", intensity);
+ X3DXmlHelper::getVector3DAttribute(node, "location", location);
+ XmlParser::getBoolAttribute(node, "on", on);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_PointLight, ne);
+ } else {
+ if (on) {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementLight(X3DElemType::ENET_PointLight, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementLight *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementLight *)ne)->Attenuation = attenuation;
+ ((X3DNodeElementLight *)ne)->Color = color;
+ ((X3DNodeElementLight *)ne)->Global = global;
+ ((X3DNodeElementLight *)ne)->Intensity = intensity;
+ ((X3DNodeElementLight *)ne)->Location = location;
+ ((X3DNodeElementLight *)ne)->Radius = radius;
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+ // make random name
+ if (ne->ID.empty()) ne->ID = "PointLight_" + ai_to_string((size_t)ne);
+
+ mNodeElementCur->ID = ne->ID; // assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "PointLight");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(on)
+ } // if(!use.empty()) else
+}
+
+// <SpotLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// attenuation="1 0 0" SFVec3f [inputOutput]
+// beamWidth="0.7854" SFFloat [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// cutOffAngle="1.570796" SFFloat [inputOutput]
+// direction="0 0 -1" SFVec3f [inputOutput]
+// global="true" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// location="0 0 0" SFVec3f [inputOutput]
+// on="true" SFBool [inputOutput]
+// radius="100" SFFloat [inputOutput]
+// />
+void X3DImporter::readSpotLight(XmlNode &node) {
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiVector3D attenuation(1, 0, 0);
+ float beamWidth = 0.7854f;
+ aiColor3D color(1, 1, 1);
+ float cutOffAngle = 1.570796f;
+ aiVector3D direction(0, 0, -1);
+ bool global = true;
+ float intensity = 1;
+ aiVector3D location(0, 0, 0);
+ bool on = true;
+ float radius = 100;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ X3DXmlHelper::getVector3DAttribute(node, "attenuation", attenuation);
+ XmlParser::getFloatAttribute(node, "beamWidth", beamWidth);
+ X3DXmlHelper::getColor3DAttribute(node, "color", color);
+ XmlParser::getFloatAttribute(node, "cutOffAngle", cutOffAngle);
+ X3DXmlHelper::getVector3DAttribute(node, "direction", direction);
+ XmlParser::getBoolAttribute(node, "global", global);
+ XmlParser::getFloatAttribute(node, "intensity", intensity);
+ X3DXmlHelper::getVector3DAttribute(node, "location", location);
+ XmlParser::getBoolAttribute(node, "on", on);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_SpotLight, ne);
+ } else {
+ if (on) {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementLight(X3DElemType::ENET_SpotLight, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ if (beamWidth > cutOffAngle) beamWidth = cutOffAngle;
+
+ ((X3DNodeElementLight *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementLight *)ne)->Attenuation = attenuation;
+ ((X3DNodeElementLight *)ne)->BeamWidth = beamWidth;
+ ((X3DNodeElementLight *)ne)->Color = color;
+ ((X3DNodeElementLight *)ne)->CutOffAngle = cutOffAngle;
+ ((X3DNodeElementLight *)ne)->Direction = direction;
+ ((X3DNodeElementLight *)ne)->Global = global;
+ ((X3DNodeElementLight *)ne)->Intensity = intensity;
+ ((X3DNodeElementLight *)ne)->Location = location;
+ ((X3DNodeElementLight *)ne)->Radius = radius;
+
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+ // make random name
+ if (ne->ID.empty()) ne->ID = "SpotLight_" + ai_to_string((size_t)ne);
+
+ mNodeElementCur->ID = ne->ID; // assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "SpotLight");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(on)
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Macro.hpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Macro.hpp
new file mode 100644
index 0000000..a84a739
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Macro.hpp
@@ -0,0 +1,121 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Macro.hpp
+/// \brief Useful macrodefines.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef X3DIMPORTER_MACRO_HPP_INCLUDED
+#define X3DIMPORTER_MACRO_HPP_INCLUDED
+
+#include <assimp/XmlParser.h>
+#include "X3DImporter.hpp"
+#include <string>
+
+namespace Assimp {
+
+/// Used for regular checking while attribute "USE" is defined.
+/// \param [in] pNode - pugi xml node to read.
+/// \param [in] pDEF - string holding "DEF" value.
+/// \param [in] pUSE - string holding "USE" value.
+/// \param [in] pType - type of element to find.
+/// \param [out] pNE - pointer to found node element.
+inline X3DNodeElementBase *X3DImporter::MACRO_USE_CHECKANDAPPLY(XmlNode &node, std::string pDEF, std::string pUSE, X3DElemType pType, X3DNodeElementBase *pNE) {
+ checkNodeMustBeEmpty(node);
+ if (!pDEF.empty())
+ Assimp::Throw_DEF_And_USE(node.name());
+ if (!FindNodeElement(pUSE, pType, &pNE))
+ Assimp::Throw_USE_NotFound(node.name(), pUSE);
+ ai_assert(nullptr != mNodeElementCur);
+ mNodeElementCur->Children.push_back(pNE); /* add found object as child to current element */
+
+ return pNE;
+}
+
+} // namespace Assimp
+
+/// \def MACRO_ATTRREAD_CHECKUSEDEF_RET
+/// Compact variant for checking "USE" and "DEF".
+/// \param [in] pNode - pugi xml node to read.
+/// \param [out] pDEF_Var - output variable name for "DEF" value.
+/// \param [out] pUSE_Var - output variable name for "USE" value.
+#define MACRO_ATTRREAD_CHECKUSEDEF_RET(pNode, pDEF_Var, pUSE_Var) \
+ do { \
+ XmlParser::getStdStrAttribute(pNode, "DEF", pDEF_Var); \
+ XmlParser::getStdStrAttribute(pNode, "USE", pUSE_Var); \
+ } while (false)
+
+/// \def MACRO_FACE_ADD_QUAD_FA(pCCW, pOut, pIn, pP1, pP2, pP3, pP4)
+/// Add points as quad. Means that pP1..pP4 set in CCW order.
+#define MACRO_FACE_ADD_QUAD_FA(pCCW, pOut, pIn, pP1, pP2, pP3, pP4) \
+ do { \
+ if (pCCW) { \
+ pOut.push_back(pIn[pP1]); \
+ pOut.push_back(pIn[pP2]); \
+ pOut.push_back(pIn[pP3]); \
+ pOut.push_back(pIn[pP4]); \
+ } else { \
+ pOut.push_back(pIn[pP4]); \
+ pOut.push_back(pIn[pP3]); \
+ pOut.push_back(pIn[pP2]); \
+ pOut.push_back(pIn[pP1]); \
+ } \
+ } while (false)
+
+/// \def MACRO_FACE_ADD_QUAD(pCCW, pOut, pP1, pP2, pP3, pP4)
+/// Add points as quad. Means that pP1..pP4 set in CCW order.
+#define MACRO_FACE_ADD_QUAD(pCCW, pOut, pP1, pP2, pP3, pP4) \
+ do { \
+ if (pCCW) { \
+ pOut.push_back(pP1); \
+ pOut.push_back(pP2); \
+ pOut.push_back(pP3); \
+ pOut.push_back(pP4); \
+ } else { \
+ pOut.push_back(pP4); \
+ pOut.push_back(pP3); \
+ pOut.push_back(pP2); \
+ pOut.push_back(pP1); \
+ } \
+ } while (false)
+
+#endif // X3DIMPORTER_MACRO_HPP_INCLUDED
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Metadata.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Metadata.cpp
new file mode 100644
index 0000000..8e07d8b
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Metadata.cpp
@@ -0,0 +1,255 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Metadata.cpp
+/// \brief Parsing data from nodes of "Metadata" set of X3D.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+namespace Assimp {
+
+bool X3DImporter::checkForMetadataNode(XmlNode &node) {
+ const std::string &name = node.name();
+ if (name == "MetadataBoolean") {
+ readMetadataBoolean(node);
+ } else if (name == "MetadataDouble") {
+ readMetadataDouble(node);
+ } else if (name == "MetadataFloat") {
+ readMetadataFloat(node);
+ } else if (name == "MetadataInteger") {
+ readMetadataInteger(node);
+ } else if (name == "MetadataSet") {
+ readMetadataSet(node);
+ } else if (name == "MetadataString") {
+ readMetadataString(node);
+ } else
+ return false;
+ return true;
+}
+
+void X3DImporter::childrenReadMetadata(XmlNode &node, X3DNodeElementBase *pParentElement, const std::string &pNodeName) {
+ ParseHelper_Node_Enter(pParentElement);
+ for (auto childNode : node.children()) {
+ if (!checkForMetadataNode(childNode)) skipUnsupportedNode(pNodeName, childNode);
+ }
+ ParseHelper_Node_Exit();
+}
+
+/// \def MACRO_METADATA_FINDCREATE(pDEF_Var, pUSE_Var, pReference, pValue, pNE, pMetaName)
+/// Find element by "USE" or create new one.
+/// \param [in] pNode - pugi xml node to read.
+/// \param [in] pDEF_Var - variable name with "DEF" value.
+/// \param [in] pUSE_Var - variable name with "USE" value.
+/// \param [in] pReference - variable name with "reference" value.
+/// \param [in] pValue - variable name with "value" value.
+/// \param [in, out] pNE - pointer to node element.
+/// \param [in] pMetaClass - Class of node.
+/// \param [in] pMetaName - Name of node.
+/// \param [in] pType - type of element to find.
+#define MACRO_METADATA_FINDCREATE(pNode, pDEF_Var, pUSE_Var, pReference, pValue, pNE, pMetaClass, pMetaName, pType) \
+ /* if "USE" defined then find already defined element. */ \
+ if (!pUSE_Var.empty()) { \
+ ne = MACRO_USE_CHECKANDAPPLY(pNode, pDEF_Var, pUSE_Var, pType, pNE); \
+ } else { \
+ pNE = new pMetaClass(mNodeElementCur); \
+ if (!pDEF_Var.empty()) pNE->ID = pDEF_Var; \
+ \
+ ((pMetaClass *)pNE)->Reference = pReference; \
+ ((pMetaClass *)pNE)->Value = pValue; \
+ /* also metadata node can contain childs */ \
+ if (!isNodeEmpty(pNode)) \
+ childrenReadMetadata(pNode, pNE, pMetaName); /* in that case node element will be added to child elements list of current node. */ \
+ else \
+ mNodeElementCur->Children.push_back(pNE); /* else - add element to child list manually */ \
+ \
+ NodeElement_List.push_back(pNE); /* add new element to elements list. */ \
+ } /* if(!pUSE_Var.empty()) else */ \
+ \
+ do { \
+ } while (false)
+
+// <MetadataBoolean
+// DEF="" ID
+// USE="" IDREF
+// name="" SFString [inputOutput]
+// reference="" SFString [inputOutput]
+// value="" MFBool [inputOutput]
+// />
+void X3DImporter::readMetadataBoolean(XmlNode &node) {
+ std::string def, use;
+ std::string name, reference;
+ std::vector<bool> value;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "name", name);
+ XmlParser::getStdStrAttribute(node, "reference", reference);
+ X3DXmlHelper::getBooleanArrayAttribute(node, "value", value);
+
+ MACRO_METADATA_FINDCREATE(node, def, use, reference, value, ne, X3DNodeElementMetaBoolean, "MetadataBoolean", ENET_MetaBoolean);
+}
+
+// <MetadataDouble
+// DEF="" ID
+// USE="" IDREF
+// name="" SFString [inputOutput]
+// reference="" SFString [inputOutput]
+// value="" MFDouble [inputOutput]
+// />
+void X3DImporter::readMetadataDouble(XmlNode &node) {
+ std::string def, use;
+ std::string name, reference;
+ std::vector<double> value;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "name", name);
+ XmlParser::getStdStrAttribute(node, "reference", reference);
+ X3DXmlHelper::getDoubleArrayAttribute(node, "value", value);
+
+ MACRO_METADATA_FINDCREATE(node, def, use, reference, value, ne, X3DNodeElementMetaDouble, "MetadataDouble", ENET_MetaDouble);
+}
+
+// <MetadataFloat
+// DEF="" ID
+// USE="" IDREF
+// name="" SFString [inputOutput]
+// reference="" SFString [inputOutput]
+// value="" MFFloat [inputOutput]
+// />
+void X3DImporter::readMetadataFloat(XmlNode &node) {
+ std::string def, use;
+ std::string name, reference;
+ std::vector<float> value;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "name", name);
+ XmlParser::getStdStrAttribute(node, "reference", reference);
+ X3DXmlHelper::getFloatArrayAttribute(node, "value", value);
+
+ MACRO_METADATA_FINDCREATE(node, def, use, reference, value, ne, X3DNodeElementMetaFloat, "MetadataFloat", ENET_MetaFloat);
+}
+
+// <MetadataInteger
+// DEF="" ID
+// USE="" IDREF
+// name="" SFString [inputOutput]
+// reference="" SFString [inputOutput]
+// value="" MFInteger [inputOutput]
+// />
+void X3DImporter::readMetadataInteger(XmlNode &node) {
+ std::string def, use;
+ std::string name, reference;
+ std::vector<int32_t> value;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "name", name);
+ XmlParser::getStdStrAttribute(node, "reference", reference);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "value", value);
+
+ MACRO_METADATA_FINDCREATE(node, def, use, reference, value, ne, X3DNodeElementMetaInt, "MetadataInteger", ENET_MetaInteger);
+}
+
+// <MetadataSet
+// DEF="" ID
+// USE="" IDREF
+// name="" SFString [inputOutput]
+// reference="" SFString [inputOutput]
+// />
+void X3DImporter::readMetadataSet(XmlNode &node) {
+ std::string def, use;
+ std::string name, reference;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "name", name);
+ XmlParser::getStdStrAttribute(node, "reference", reference);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_MetaSet, ne);
+ } else {
+ ne = new X3DNodeElementMetaSet(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementMetaSet *)ne)->Reference = reference;
+ // also metadata node can contain children
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "MetadataSet");
+ else
+ mNodeElementCur->Children.push_back(ne); // made object as child to current element
+
+ NodeElement_List.push_back(ne); // add new element to elements list.
+ } // if(!use.empty()) else
+}
+
+// <MetadataString
+// DEF="" ID
+// USE="" IDREF
+// name="" SFString [inputOutput]
+// reference="" SFString [inputOutput]
+// value="" MFString [inputOutput]
+// />
+void X3DImporter::readMetadataString(XmlNode &node) {
+ std::string def, use;
+ std::string name, reference;
+ std::vector<std::string> value;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getStdStrAttribute(node, "name", name);
+ XmlParser::getStdStrAttribute(node, "reference", reference);
+ X3DXmlHelper::getStringArrayAttribute(node, "value", value);
+
+ MACRO_METADATA_FINDCREATE(node, def, use, reference, value, ne, X3DNodeElementMetaString, "MetadataString", ENET_MetaString);
+}
+
+}// namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Networking.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Networking.cpp
new file mode 100644
index 0000000..f2b4716
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Networking.cpp
@@ -0,0 +1,124 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Networking.cpp
+/// \brief Parsing data from nodes of "Networking" set of X3D.
+/// date 2015-2016
+/// author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+// Header files, Assimp.
+#include <assimp/DefaultIOSystem.h>
+
+//#include <regex>
+
+namespace Assimp {
+
+//static std::regex pattern_parentDir(R"((^|/)[^/]+/../)");
+static std::string parentDir("/../");
+
+// <Inline
+// DEF="" ID
+// USE="" IDREF
+// bboxCenter="0 0 0" SFVec3f [initializeOnly]
+// bboxSize="-1 -1 -1" SFVec3f [initializeOnly]
+// load="true" SFBool [inputOutput]
+// url="" MFString [inputOutput]
+// />
+void X3DImporter::readInline(XmlNode &node) {
+ std::string def, use;
+ bool load = true;
+ std::list<std::string> url;
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "load", load);
+ X3DXmlHelper::getStringListAttribute(node, "url", url);
+
+ // if "USE" defined then find already defined element.
+ X3DNodeElementBase *ne = nullptr;
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Group, ne);
+ } else {
+ ParseHelper_Group_Begin(true); // create new grouping element and go deeper if node has children.
+ // at this place new group mode created and made current, so we can name it.
+ if (!def.empty()) mNodeElementCur->ID = def;
+
+ if (load && !url.empty()) {
+ std::string full_path = mpIOHandler->CurrentDirectory() + url.front();
+
+ //full_path = std::regex_replace(full_path, pattern_parentDir, "$1");
+ for (std::string::size_type pos = full_path.find(parentDir); pos != std::string::npos; pos = full_path.find(parentDir, pos)) {
+ if (pos > 0) {
+ std::string::size_type pos2 = full_path.rfind('/', pos - 1);
+ if (pos2 != std::string::npos) {
+ full_path.erase(pos2, pos - pos2 + 3);
+ pos = pos2;
+ } else {
+ full_path.erase(0, pos + 4);
+ pos = 0;
+ }
+ } else {
+ pos += 3;
+ }
+ }
+ // Attribute "url" can contain list of strings. But we need only one - first.
+ std::string::size_type slashPos = full_path.find_last_of("\\/");
+ mpIOHandler->PushDirectory(slashPos == std::string::npos ? std::string() : full_path.substr(0, slashPos + 1));
+ ParseFile(full_path, mpIOHandler);
+ mpIOHandler->PopDirectory();
+ }
+
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node)) childrenReadMetadata(node, mNodeElementCur, "Inline");
+
+ // exit from node in that place
+ ParseHelper_Node_Exit();
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp
new file mode 100644
index 0000000..8d33c4b
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp
@@ -0,0 +1,463 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Node.hpp
+/// \brief Elements of scene graph.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef INCLUDED_AI_X3D_IMPORTER_NODE_H
+#define INCLUDED_AI_X3D_IMPORTER_NODE_H
+
+// Header files, Assimp.
+#include <assimp/types.h>
+
+#include <list>
+#include <vector>
+
+enum X3DElemType {
+ ENET_Group, ///< Element has type "Group".
+ ENET_MetaBoolean, ///< Element has type "Metadata boolean".
+ ENET_MetaDouble, ///< Element has type "Metadata double".
+ ENET_MetaFloat, ///< Element has type "Metadata float".
+ ENET_MetaInteger, ///< Element has type "Metadata integer".
+ ENET_MetaSet, ///< Element has type "Metadata set".
+ ENET_MetaString, ///< Element has type "Metadata string".
+ ENET_Arc2D, ///< Element has type "Arc2D".
+ ENET_ArcClose2D, ///< Element has type "ArcClose2D".
+ ENET_Circle2D, ///< Element has type "Circle2D".
+ ENET_Disk2D, ///< Element has type "Disk2D".
+ ENET_Polyline2D, ///< Element has type "Polyline2D".
+ ENET_Polypoint2D, ///< Element has type "Polypoint2D".
+ ENET_Rectangle2D, ///< Element has type "Rectangle2D".
+ ENET_TriangleSet2D, ///< Element has type "TriangleSet2D".
+ ENET_Box, ///< Element has type "Box".
+ ENET_Cone, ///< Element has type "Cone".
+ ENET_Cylinder, ///< Element has type "Cylinder".
+ ENET_Sphere, ///< Element has type "Sphere".
+ ENET_ElevationGrid, ///< Element has type "ElevationGrid".
+ ENET_Extrusion, ///< Element has type "Extrusion".
+ ENET_Coordinate, ///< Element has type "Coordinate".
+ ENET_Normal, ///< Element has type "Normal".
+ ENET_TextureCoordinate, ///< Element has type "TextureCoordinate".
+ ENET_IndexedFaceSet, ///< Element has type "IndexedFaceSet".
+ ENET_IndexedLineSet, ///< Element has type "IndexedLineSet".
+ ENET_IndexedTriangleSet, ///< Element has type "IndexedTriangleSet".
+ ENET_IndexedTriangleFanSet, ///< Element has type "IndexedTriangleFanSet".
+ ENET_IndexedTriangleStripSet, ///< Element has type "IndexedTriangleStripSet".
+ ENET_LineSet, ///< Element has type "LineSet".
+ ENET_PointSet, ///< Element has type "PointSet".
+ ENET_TriangleSet, ///< Element has type "TriangleSet".
+ ENET_TriangleFanSet, ///< Element has type "TriangleFanSet".
+ ENET_TriangleStripSet, ///< Element has type "TriangleStripSet".
+ ENET_Color, ///< Element has type "Color".
+ ENET_ColorRGBA, ///< Element has type "ColorRGBA".
+ ENET_Shape, ///< Element has type "Shape".
+ ENET_Appearance, ///< Element has type "Appearance".
+ ENET_Material, ///< Element has type "Material".
+ ENET_ImageTexture, ///< Element has type "ImageTexture".
+ ENET_TextureTransform, ///< Element has type "TextureTransform".
+ ENET_DirectionalLight, ///< Element has type "DirectionalLight".
+ ENET_PointLight, ///< Element has type "PointLight".
+ ENET_SpotLight, ///< Element has type "SpotLight".
+
+ ENET_Invalid ///< Element has invalid type and possible contain invalid data.
+};
+
+struct X3DNodeElementBase {
+ X3DNodeElementBase *Parent;
+ std::string ID;
+ std::list<X3DNodeElementBase *> Children;
+ X3DElemType Type;
+
+ virtual ~X3DNodeElementBase() {
+ // empty
+ }
+
+protected:
+ X3DNodeElementBase(X3DElemType type, X3DNodeElementBase *pParent) :
+ Parent(pParent), Type(type) {
+ // empty
+ }
+};
+
+/// This struct hold <Color> value.
+struct X3DNodeElementColor : X3DNodeElementBase {
+ std::list<aiColor3D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementColor(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {}
+
+}; // struct X3DNodeElementColor
+
+/// This struct hold <ColorRGBA> value.
+struct X3DNodeElementColorRGBA : X3DNodeElementBase {
+ std::list<aiColor4D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementColorRGBA(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {}
+
+}; // struct X3DNodeElementColorRGBA
+
+/// This struct hold <Coordinate> value.
+struct X3DNodeElementCoordinate : public X3DNodeElementBase {
+ std::list<aiVector3D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementCoordinate(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {}
+
+}; // struct X3DNodeElementCoordinate
+
+/// This struct hold <Normal> value.
+struct X3DNodeElementNormal : X3DNodeElementBase {
+ std::list<aiVector3D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementNormal(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {}
+
+}; // struct X3DNodeElementNormal
+
+/// This struct hold <TextureCoordinate> value.
+struct X3DNodeElementTextureCoordinate : X3DNodeElementBase {
+ std::list<aiVector2D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementTextureCoordinate(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {}
+
+}; // struct X3DNodeElementTextureCoordinate
+
+/// Two-dimensional figure.
+struct X3DNodeElementGeometry2D : X3DNodeElementBase {
+ std::list<aiVector3D> Vertices; ///< Vertices list.
+ size_t NumIndices; ///< Number of indices in one face.
+ bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementGeometry2D(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(pType, pParent), Solid(true) {}
+
+}; // class X3DNodeElementGeometry2D
+
+/// Three-dimensional body.
+struct X3DNodeElementGeometry3D : X3DNodeElementBase {
+ std::list<aiVector3D> Vertices; ///< Vertices list.
+ size_t NumIndices; ///< Number of indices in one face.
+ bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementGeometry3D(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) {
+ // empty
+ }
+}; // class X3DNodeElementGeometry3D
+
+/// Uniform rectangular grid of varying height.
+struct X3DNodeElementElevationGrid : X3DNodeElementGeometry3D {
+ bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
+ bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
+ /// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
+ /// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
+ float CreaseAngle;
+ std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementGeometry3D(pType, pParent) {}
+}; // class X3DNodeElementIndexedSet
+
+/// Shape with indexed vertices.
+struct X3DNodeElementIndexedSet : public X3DNodeElementGeometry3D {
+ /// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
+ /// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
+ /// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
+ /// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
+ /// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
+ /// ccw field, results are undefined.
+ bool CCW;
+ std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>.
+ bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
+ /// The convex field indicates whether all polygons in the shape are convex (TRUE). A polygon is convex if it is planar, does not intersect itself,
+ /// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results
+ /// even if the convex field is FALSE.
+ bool Convex;
+ std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
+ /// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
+ /// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
+ float CreaseAngle;
+ std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
+ bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
+ std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementIndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementGeometry3D(pType, pParent) {}
+}; // class X3DNodeElementIndexedSet
+
+/// Shape with set of vertices.
+struct X3DNodeElementSet : X3DNodeElementGeometry3D {
+ /// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
+ /// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
+ /// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
+ /// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
+ /// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
+ /// ccw field, results are undefined.
+ bool CCW;
+ bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
+ bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
+ std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
+ std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
+ std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
+ std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementSet(X3DElemType type, X3DNodeElementBase *pParent) :
+ X3DNodeElementGeometry3D(type, pParent) {}
+
+}; // class X3DNodeElementSet
+
+/// This struct hold <Shape> value.
+struct X3DNodeElementShape : X3DNodeElementBase {
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementShape(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {}
+}; // struct X3DNodeElementShape
+
+/// This struct hold <Appearance> value.
+struct X3DNodeElementAppearance : public X3DNodeElementBase {
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementAppearance(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {}
+
+}; // struct X3DNodeElementAppearance
+
+struct X3DNodeElementMaterial : public X3DNodeElementBase {
+ float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect.
+ aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source.
+ aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models.
+ float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
+ aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights.
+ float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementMaterial(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Material, pParent),
+ AmbientIntensity(0.0f),
+ DiffuseColor(),
+ EmissiveColor(),
+ Shininess(0.0f),
+ SpecularColor(),
+ Transparency(1.0f) {
+ // empty
+ }
+}; // class X3DNodeElementMaterial
+
+/// This struct hold <ImageTexture> value.
+struct X3DNodeElementImageTexture : X3DNodeElementBase {
+ /// RepeatS and RepeatT, that specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated
+ /// outside the [0.0, 1.0] texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are
+ /// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field.
+ bool RepeatS;
+ bool RepeatT; ///< See \ref RepeatS.
+ std::string URL; ///< URL of the texture.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementImageTexture(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {}
+
+}; // struct X3DNodeElementImageTexture
+
+/// This struct hold <TextureTransform> value.
+struct X3DNodeElementTextureTransform : X3DNodeElementBase {
+ aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied.
+ float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied.
+ aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point.
+ aiVector2D Translation; ///< Specifies a translation of the texture coordinates.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementTextureTransform(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {}
+
+}; // struct X3DNodeElementTextureTransform
+
+struct X3DNodeElementGroup : X3DNodeElementBase {
+ aiMatrix4x4 Transformation; ///< Transformation matrix.
+
+ /// As you know node elements can use already defined node elements when attribute "USE" is defined.
+ /// Standard search when looking for an element in the whole scene graph, existing at this moment.
+ /// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static.
+ bool Static;
+
+ bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
+ int32_t Choice; ///< Number of the child which will be kept.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pStatic - static node flag.
+ X3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) :
+ X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {}
+};
+
+struct X3DNodeElementMeta : X3DNodeElementBase {
+ std::string Name; ///< Name of metadata object.
+ std::string Reference;
+
+ virtual ~X3DNodeElementMeta() {
+ // empty
+ }
+
+protected:
+ X3DNodeElementMeta(X3DElemType type, X3DNodeElementBase *parent) :
+ X3DNodeElementBase(type, parent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaBoolean : X3DNodeElementMeta {
+ std::vector<bool> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaBoolean(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaBoolean, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaDouble : X3DNodeElementMeta {
+ std::vector<double> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaDouble(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaDouble, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaFloat : public X3DNodeElementMeta {
+ std::vector<float> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaFloat(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaFloat, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaInt : public X3DNodeElementMeta {
+ std::vector<int32_t> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaInt(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaInteger, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaSet : public X3DNodeElementMeta {
+ std::list<X3DNodeElementMeta> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaSet(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaSet, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaString : X3DNodeElementMeta {
+ std::vector<std::string> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaString, pParent) {
+ // empty
+ }
+};
+
+/// \struct X3DNodeElementLight
+/// This struct hold <TextureTransform> value.
+struct X3DNodeElementLight : X3DNodeElementBase {
+ float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light.
+ aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value.
+ aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system.
+ /// \var Global
+ /// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence.
+ /// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light.
+ bool Global;
+ float Intensity; ///< Specifies the brightness of the direct emission from the light.
+ /// \var Attenuation
+ /// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
+ /// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
+ aiVector3D Attenuation;
+ aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
+ float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
+ float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity.
+ float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle).
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pLightType - type of the light source.
+ X3DNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(pLightType, pParent) {}
+
+}; // struct X3DNodeElementLight
+
+#endif // INCLUDED_AI_X3D_IMPORTER_NODE_H
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Postprocess.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Postprocess.cpp
new file mode 100644
index 0000000..87121ef
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Postprocess.cpp
@@ -0,0 +1,731 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Postprocess.cpp
+/// \brief Convert built scenegraph and objects to Assimp scenegraph.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DGeoHelper.h"
+#include "X3DImporter.hpp"
+
+// Header files, Assimp.
+#include <assimp/StandardShapes.h>
+#include <assimp/StringUtils.h>
+#include <assimp/ai_assert.h>
+
+// Header files, stdlib.
+#include <algorithm>
+#include <iterator>
+#include <string>
+
+namespace Assimp {
+
+aiMatrix4x4 X3DImporter::PostprocessHelper_Matrix_GlobalToCurrent() const {
+ X3DNodeElementBase *cur_node;
+ std::list<aiMatrix4x4> matr;
+ aiMatrix4x4 out_matr;
+
+ // starting walk from current element to root
+ cur_node = mNodeElementCur;
+ if (cur_node != nullptr) {
+ do {
+ // if cur_node is group then store group transformation matrix in list.
+ if (cur_node->Type == X3DElemType::ENET_Group) matr.push_back(((X3DNodeElementGroup *)cur_node)->Transformation);
+
+ cur_node = cur_node->Parent;
+ } while (cur_node != nullptr);
+ }
+
+ // multiplicate all matrices in reverse order
+ for (std::list<aiMatrix4x4>::reverse_iterator rit = matr.rbegin(); rit != matr.rend(); ++rit)
+ out_matr = out_matr * (*rit);
+
+ return out_matr;
+}
+
+void X3DImporter::PostprocessHelper_CollectMetadata(const X3DNodeElementBase &pNodeElement, std::list<X3DNodeElementBase *> &pList) const {
+ // walk through childs and find for metadata.
+ for (std::list<X3DNodeElementBase *>::const_iterator el_it = pNodeElement.Children.begin(); el_it != pNodeElement.Children.end(); ++el_it) {
+ if (((*el_it)->Type == X3DElemType::ENET_MetaBoolean) || ((*el_it)->Type == X3DElemType::ENET_MetaDouble) ||
+ ((*el_it)->Type == X3DElemType::ENET_MetaFloat) || ((*el_it)->Type == X3DElemType::ENET_MetaInteger) ||
+ ((*el_it)->Type == X3DElemType::ENET_MetaString)) {
+ pList.push_back(*el_it);
+ } else if ((*el_it)->Type == X3DElemType::ENET_MetaSet) {
+ PostprocessHelper_CollectMetadata(**el_it, pList);
+ }
+ } // for(std::list<X3DNodeElementBase*>::const_iterator el_it = pNodeElement.Children.begin(); el_it != pNodeElement.Children.end(); el_it++)
+}
+
+bool X3DImporter::PostprocessHelper_ElementIsMetadata(const X3DElemType pType) const {
+ if ((pType == X3DElemType::ENET_MetaBoolean) || (pType == X3DElemType::ENET_MetaDouble) ||
+ (pType == X3DElemType::ENET_MetaFloat) || (pType == X3DElemType::ENET_MetaInteger) ||
+ (pType == X3DElemType::ENET_MetaString) || (pType == X3DElemType::ENET_MetaSet)) {
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool X3DImporter::PostprocessHelper_ElementIsMesh(const X3DElemType pType) const {
+ if ((pType == X3DElemType::ENET_Arc2D) || (pType == X3DElemType::ENET_ArcClose2D) ||
+ (pType == X3DElemType::ENET_Box) || (pType == X3DElemType::ENET_Circle2D) ||
+ (pType == X3DElemType::ENET_Cone) || (pType == X3DElemType::ENET_Cylinder) ||
+ (pType == X3DElemType::ENET_Disk2D) || (pType == X3DElemType::ENET_ElevationGrid) ||
+ (pType == X3DElemType::ENET_Extrusion) || (pType == X3DElemType::ENET_IndexedFaceSet) ||
+ (pType == X3DElemType::ENET_IndexedLineSet) || (pType == X3DElemType::ENET_IndexedTriangleFanSet) ||
+ (pType == X3DElemType::ENET_IndexedTriangleSet) || (pType == X3DElemType::ENET_IndexedTriangleStripSet) ||
+ (pType == X3DElemType::ENET_PointSet) || (pType == X3DElemType::ENET_LineSet) ||
+ (pType == X3DElemType::ENET_Polyline2D) || (pType == X3DElemType::ENET_Polypoint2D) ||
+ (pType == X3DElemType::ENET_Rectangle2D) || (pType == X3DElemType::ENET_Sphere) ||
+ (pType == X3DElemType::ENET_TriangleFanSet) || (pType == X3DElemType::ENET_TriangleSet) ||
+ (pType == X3DElemType::ENET_TriangleSet2D) || (pType == X3DElemType::ENET_TriangleStripSet)) {
+ return true;
+ } else {
+ return false;
+ }
+}
+
+void X3DImporter::Postprocess_BuildLight(const X3DNodeElementBase &pNodeElement, std::list<aiLight *> &pSceneLightList) const {
+ const X3DNodeElementLight &ne = *((X3DNodeElementLight *)&pNodeElement);
+ aiMatrix4x4 transform_matr = PostprocessHelper_Matrix_GlobalToCurrent();
+ aiLight *new_light = new aiLight;
+
+ new_light->mName = ne.ID;
+ new_light->mColorAmbient = ne.Color * ne.AmbientIntensity;
+ new_light->mColorDiffuse = ne.Color * ne.Intensity;
+ new_light->mColorSpecular = ne.Color * ne.Intensity;
+ switch (pNodeElement.Type) {
+ case X3DElemType::ENET_DirectionalLight:
+ new_light->mType = aiLightSource_DIRECTIONAL;
+ new_light->mDirection = ne.Direction, new_light->mDirection *= transform_matr;
+
+ break;
+ case X3DElemType::ENET_PointLight:
+ new_light->mType = aiLightSource_POINT;
+ new_light->mPosition = ne.Location, new_light->mPosition *= transform_matr;
+ new_light->mAttenuationConstant = ne.Attenuation.x;
+ new_light->mAttenuationLinear = ne.Attenuation.y;
+ new_light->mAttenuationQuadratic = ne.Attenuation.z;
+
+ break;
+ case X3DElemType::ENET_SpotLight:
+ new_light->mType = aiLightSource_SPOT;
+ new_light->mPosition = ne.Location, new_light->mPosition *= transform_matr;
+ new_light->mDirection = ne.Direction, new_light->mDirection *= transform_matr;
+ new_light->mAttenuationConstant = ne.Attenuation.x;
+ new_light->mAttenuationLinear = ne.Attenuation.y;
+ new_light->mAttenuationQuadratic = ne.Attenuation.z;
+ new_light->mAngleInnerCone = ne.BeamWidth;
+ new_light->mAngleOuterCone = ne.CutOffAngle;
+
+ break;
+ default:
+ throw DeadlyImportError("Postprocess_BuildLight. Unknown type of light: " + ai_to_string(pNodeElement.Type) + ".");
+ }
+
+ pSceneLightList.push_back(new_light);
+}
+
+void X3DImporter::Postprocess_BuildMaterial(const X3DNodeElementBase &pNodeElement, aiMaterial **pMaterial) const {
+ // check argument
+ if (pMaterial == nullptr) throw DeadlyImportError("Postprocess_BuildMaterial. pMaterial is nullptr.");
+ if (*pMaterial != nullptr) throw DeadlyImportError("Postprocess_BuildMaterial. *pMaterial must be nullptr.");
+
+ *pMaterial = new aiMaterial;
+ aiMaterial &taimat = **pMaterial; // creating alias for convenience.
+
+ // at this point pNodeElement point to <Appearance> node. Walk through childs and add all stored data.
+ for (std::list<X3DNodeElementBase *>::const_iterator el_it = pNodeElement.Children.begin(); el_it != pNodeElement.Children.end(); ++el_it) {
+ if ((*el_it)->Type == X3DElemType::ENET_Material) {
+ aiColor3D tcol3;
+ float tvalf;
+ X3DNodeElementMaterial &tnemat = *((X3DNodeElementMaterial *)*el_it);
+
+ tcol3.r = tnemat.AmbientIntensity, tcol3.g = tnemat.AmbientIntensity, tcol3.b = tnemat.AmbientIntensity;
+ taimat.AddProperty(&tcol3, 1, AI_MATKEY_COLOR_AMBIENT);
+ taimat.AddProperty(&tnemat.DiffuseColor, 1, AI_MATKEY_COLOR_DIFFUSE);
+ taimat.AddProperty(&tnemat.EmissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE);
+ taimat.AddProperty(&tnemat.SpecularColor, 1, AI_MATKEY_COLOR_SPECULAR);
+ tvalf = 1;
+ taimat.AddProperty(&tvalf, 1, AI_MATKEY_SHININESS_STRENGTH);
+ taimat.AddProperty(&tnemat.Shininess, 1, AI_MATKEY_SHININESS);
+ tvalf = 1.0f - tnemat.Transparency;
+ taimat.AddProperty(&tvalf, 1, AI_MATKEY_OPACITY);
+ } // if((*el_it)->Type == X3DElemType::ENET_Material)
+ else if ((*el_it)->Type == X3DElemType::ENET_ImageTexture) {
+ X3DNodeElementImageTexture &tnetex = *((X3DNodeElementImageTexture *)*el_it);
+ aiString url_str(tnetex.URL.c_str());
+ int mode = aiTextureOp_Multiply;
+
+ taimat.AddProperty(&url_str, AI_MATKEY_TEXTURE_DIFFUSE(0));
+ taimat.AddProperty(&tnetex.RepeatS, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
+ taimat.AddProperty(&tnetex.RepeatT, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
+ taimat.AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
+ } // else if((*el_it)->Type == X3DElemType::ENET_ImageTexture)
+ else if ((*el_it)->Type == X3DElemType::ENET_TextureTransform) {
+ aiUVTransform trans;
+ X3DNodeElementTextureTransform &tnetextr = *((X3DNodeElementTextureTransform *)*el_it);
+
+ trans.mTranslation = tnetextr.Translation - tnetextr.Center;
+ trans.mScaling = tnetextr.Scale;
+ trans.mRotation = tnetextr.Rotation;
+ taimat.AddProperty(&trans, 1, AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
+ } // else if((*el_it)->Type == X3DElemType::ENET_TextureTransform)
+ } // for(std::list<X3DNodeElementBase*>::const_iterator el_it = pNodeElement.Children.begin(); el_it != pNodeElement.Children.end(); el_it++)
+}
+
+void X3DImporter::Postprocess_BuildMesh(const X3DNodeElementBase &pNodeElement, aiMesh **pMesh) const {
+ // check argument
+ if (pMesh == nullptr) throw DeadlyImportError("Postprocess_BuildMesh. pMesh is nullptr.");
+ if (*pMesh != nullptr) throw DeadlyImportError("Postprocess_BuildMesh. *pMesh must be nullptr.");
+
+ /************************************************************************************************************************************/
+ /************************************************************ Geometry2D ************************************************************/
+ /************************************************************************************************************************************/
+ if ((pNodeElement.Type == X3DElemType::ENET_Arc2D) || (pNodeElement.Type == X3DElemType::ENET_ArcClose2D) ||
+ (pNodeElement.Type == X3DElemType::ENET_Circle2D) || (pNodeElement.Type == X3DElemType::ENET_Disk2D) ||
+ (pNodeElement.Type == X3DElemType::ENET_Polyline2D) || (pNodeElement.Type == X3DElemType::ENET_Polypoint2D) ||
+ (pNodeElement.Type == X3DElemType::ENET_Rectangle2D) || (pNodeElement.Type == X3DElemType::ENET_TriangleSet2D)) {
+ X3DNodeElementGeometry2D &tnemesh = *((X3DNodeElementGeometry2D *)&pNodeElement); // create alias for convenience
+ std::vector<aiVector3D> tarr;
+
+ tarr.reserve(tnemesh.Vertices.size());
+ for (std::list<aiVector3D>::iterator it = tnemesh.Vertices.begin(); it != tnemesh.Vertices.end(); ++it)
+ tarr.push_back(*it);
+ *pMesh = StandardShapes::MakeMesh(tarr, static_cast<unsigned int>(tnemesh.NumIndices)); // create mesh from vertices using Assimp help.
+
+ return; // mesh is build, nothing to do anymore.
+ }
+ /************************************************************************************************************************************/
+ /************************************************************ Geometry3D ************************************************************/
+ /************************************************************************************************************************************/
+ //
+ // Predefined figures
+ //
+ if ((pNodeElement.Type == X3DElemType::ENET_Box) || (pNodeElement.Type == X3DElemType::ENET_Cone) ||
+ (pNodeElement.Type == X3DElemType::ENET_Cylinder) || (pNodeElement.Type == X3DElemType::ENET_Sphere)) {
+ X3DNodeElementGeometry3D &tnemesh = *((X3DNodeElementGeometry3D *)&pNodeElement); // create alias for convenience
+ std::vector<aiVector3D> tarr;
+
+ tarr.reserve(tnemesh.Vertices.size());
+ for (std::list<aiVector3D>::iterator it = tnemesh.Vertices.begin(); it != tnemesh.Vertices.end(); ++it)
+ tarr.push_back(*it);
+
+ *pMesh = StandardShapes::MakeMesh(tarr, static_cast<unsigned int>(tnemesh.NumIndices)); // create mesh from vertices using Assimp help.
+
+ return; // mesh is build, nothing to do anymore.
+ }
+ //
+ // Parametric figures
+ //
+ if (pNodeElement.Type == X3DElemType::ENET_ElevationGrid) {
+ X3DNodeElementElevationGrid &tnemesh = *((X3DNodeElementElevationGrid *)&pNodeElement); // create alias for convenience
+
+ // at first create mesh from existing vertices.
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIdx, tnemesh.Vertices);
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColorRGBA *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Normal)
+ X3DGeoHelper::add_normal(**pMesh, ((X3DNodeElementNormal *)*ch_it)->Value, tnemesh.NormalPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_TextureCoordinate)
+ X3DGeoHelper::add_tex_coord(**pMesh, ((X3DNodeElementTextureCoordinate *)*ch_it)->Value);
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of ElevationGrid: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_ElevationGrid)
+ //
+ // Indexed primitives sets
+ //
+ if (pNodeElement.Type == X3DElemType::ENET_IndexedFaceSet) {
+ X3DNodeElementIndexedSet &tnemesh = *((X3DNodeElementIndexedSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, tnemesh.CoordIndex, tnemesh.ColorIndex, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, tnemesh.CoordIndex, tnemesh.ColorIndex, ((X3DNodeElementColorRGBA *)*ch_it)->Value,
+ tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else if ((*ch_it)->Type == X3DElemType::ENET_Normal)
+ X3DGeoHelper::add_normal(**pMesh, tnemesh.CoordIndex, tnemesh.NormalIndex, ((X3DNodeElementNormal *)*ch_it)->Value,
+ tnemesh.NormalPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_TextureCoordinate)
+ X3DGeoHelper::add_tex_coord(**pMesh, tnemesh.CoordIndex, tnemesh.TexCoordIndex, ((X3DNodeElementTextureCoordinate *)*ch_it)->Value);
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of IndexedFaceSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_IndexedFaceSet)
+
+ if (pNodeElement.Type == X3DElemType::ENET_IndexedLineSet) {
+ X3DNodeElementIndexedSet &tnemesh = *((X3DNodeElementIndexedSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ ai_assert(*pMesh);
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, tnemesh.CoordIndex, tnemesh.ColorIndex, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, tnemesh.CoordIndex, tnemesh.ColorIndex, ((X3DNodeElementColorRGBA *)*ch_it)->Value,
+ tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of IndexedLineSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_IndexedLineSet)
+
+ if ((pNodeElement.Type == X3DElemType::ENET_IndexedTriangleSet) ||
+ (pNodeElement.Type == X3DElemType::ENET_IndexedTriangleFanSet) ||
+ (pNodeElement.Type == X3DElemType::ENET_IndexedTriangleStripSet)) {
+ X3DNodeElementIndexedSet &tnemesh = *((X3DNodeElementIndexedSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ ai_assert(*pMesh);
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, tnemesh.CoordIndex, tnemesh.ColorIndex, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, tnemesh.CoordIndex, tnemesh.ColorIndex, ((X3DNodeElementColorRGBA *)*ch_it)->Value,
+ tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else if ((*ch_it)->Type == X3DElemType::ENET_Normal)
+ X3DGeoHelper::add_normal(**pMesh, tnemesh.CoordIndex, tnemesh.NormalIndex, ((X3DNodeElementNormal *)*ch_it)->Value,
+ tnemesh.NormalPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_TextureCoordinate)
+ X3DGeoHelper::add_tex_coord(**pMesh, tnemesh.CoordIndex, tnemesh.TexCoordIndex, ((X3DNodeElementTextureCoordinate *)*ch_it)->Value);
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of IndexedTriangleSet or IndexedTriangleFanSet, or \
+ IndexedTriangleStripSet: " +
+ ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if((pNodeElement.Type == X3DElemType::ENET_IndexedTriangleFanSet) || (pNodeElement.Type == X3DElemType::ENET_IndexedTriangleStripSet))
+
+ if (pNodeElement.Type == X3DElemType::ENET_Extrusion) {
+ X3DNodeElementIndexedSet &tnemesh = *((X3DNodeElementIndexedSet *)&pNodeElement); // create alias for convenience
+
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, tnemesh.Vertices);
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_Extrusion)
+
+ //
+ // Primitives sets
+ //
+ if (pNodeElement.Type == X3DElemType::ENET_PointSet) {
+ X3DNodeElementSet &tnemesh = *((X3DNodeElementSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ std::vector<aiVector3D> vec_copy;
+
+ vec_copy.reserve(((X3DNodeElementCoordinate *)*ch_it)->Value.size());
+ for (std::list<aiVector3D>::const_iterator it = ((X3DNodeElementCoordinate *)*ch_it)->Value.begin();
+ it != ((X3DNodeElementCoordinate *)*ch_it)->Value.end(); ++it) {
+ vec_copy.push_back(*it);
+ }
+
+ *pMesh = StandardShapes::MakeMesh(vec_copy, 1);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ ai_assert(*pMesh);
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColor *)*ch_it)->Value, true);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColorRGBA *)*ch_it)->Value, true);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of PointSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_PointSet)
+
+ if (pNodeElement.Type == X3DElemType::ENET_LineSet) {
+ X3DNodeElementSet &tnemesh = *((X3DNodeElementSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ ai_assert(*pMesh);
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColor *)*ch_it)->Value, true);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColorRGBA *)*ch_it)->Value, true);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of LineSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_LineSet)
+
+ if (pNodeElement.Type == X3DElemType::ENET_TriangleFanSet) {
+ X3DNodeElementSet &tnemesh = *((X3DNodeElementSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if (nullptr == *pMesh) {
+ break;
+ }
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColorRGBA *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else if ((*ch_it)->Type == X3DElemType::ENET_Normal)
+ X3DGeoHelper::add_normal(**pMesh, tnemesh.CoordIndex, tnemesh.NormalIndex, ((X3DNodeElementNormal *)*ch_it)->Value,
+ tnemesh.NormalPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_TextureCoordinate)
+ X3DGeoHelper::add_tex_coord(**pMesh, tnemesh.CoordIndex, tnemesh.TexCoordIndex, ((X3DNodeElementTextureCoordinate *)*ch_it)->Value);
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of TrianlgeFanSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_TriangleFanSet)
+
+ if (pNodeElement.Type == X3DElemType::ENET_TriangleSet) {
+ X3DNodeElementSet &tnemesh = *((X3DNodeElementSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ std::vector<aiVector3D> vec_copy;
+
+ vec_copy.reserve(((X3DNodeElementCoordinate *)*ch_it)->Value.size());
+ for (std::list<aiVector3D>::const_iterator it = ((X3DNodeElementCoordinate *)*ch_it)->Value.begin();
+ it != ((X3DNodeElementCoordinate *)*ch_it)->Value.end(); ++it) {
+ vec_copy.push_back(*it);
+ }
+
+ *pMesh = StandardShapes::MakeMesh(vec_copy, 3);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ ai_assert(*pMesh);
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColorRGBA *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else if ((*ch_it)->Type == X3DElemType::ENET_Normal)
+ X3DGeoHelper::add_normal(**pMesh, tnemesh.CoordIndex, tnemesh.NormalIndex, ((X3DNodeElementNormal *)*ch_it)->Value,
+ tnemesh.NormalPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_TextureCoordinate)
+ X3DGeoHelper::add_tex_coord(**pMesh, tnemesh.CoordIndex, tnemesh.TexCoordIndex, ((X3DNodeElementTextureCoordinate *)*ch_it)->Value);
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of TrianlgeSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_TriangleSet)
+
+ if (pNodeElement.Type == X3DElemType::ENET_TriangleStripSet) {
+ X3DNodeElementSet &tnemesh = *((X3DNodeElementSet *)&pNodeElement); // create alias for convenience
+
+ // at first search for <Coordinate> node and create mesh.
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ *pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
+ }
+ }
+
+ // copy additional information from children
+ for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
+ ai_assert(*pMesh);
+ if ((*ch_it)->Type == X3DElemType::ENET_Color)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColor *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_ColorRGBA)
+ X3DGeoHelper::add_color(**pMesh, ((X3DNodeElementColorRGBA *)*ch_it)->Value, tnemesh.ColorPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
+ } // skip because already read when mesh created.
+ else if ((*ch_it)->Type == X3DElemType::ENET_Normal)
+ X3DGeoHelper::add_normal(**pMesh, tnemesh.CoordIndex, tnemesh.NormalIndex, ((X3DNodeElementNormal *)*ch_it)->Value,
+ tnemesh.NormalPerVertex);
+ else if ((*ch_it)->Type == X3DElemType::ENET_TextureCoordinate)
+ X3DGeoHelper::add_tex_coord(**pMesh, tnemesh.CoordIndex, tnemesh.TexCoordIndex, ((X3DNodeElementTextureCoordinate *)*ch_it)->Value);
+ else
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown child of TriangleStripSet: " + ai_to_string((*ch_it)->Type) + ".");
+ } // for(std::list<X3DNodeElementBase*>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it)
+
+ return; // mesh is build, nothing to do anymore.
+ } // if(pNodeElement.Type == X3DElemType::ENET_TriangleStripSet)
+
+ throw DeadlyImportError("Postprocess_BuildMesh. Unknown mesh type: " + ai_to_string(pNodeElement.Type) + ".");
+}
+
+void X3DImporter::Postprocess_BuildNode(const X3DNodeElementBase &pNodeElement, aiNode &pSceneNode, std::list<aiMesh *> &pSceneMeshList,
+ std::list<aiMaterial *> &pSceneMaterialList, std::list<aiLight *> &pSceneLightList) const {
+ std::list<X3DNodeElementBase *>::const_iterator chit_begin = pNodeElement.Children.begin();
+ std::list<X3DNodeElementBase *>::const_iterator chit_end = pNodeElement.Children.end();
+ std::list<aiNode *> SceneNode_Child;
+ std::list<unsigned int> SceneNode_Mesh;
+
+ // At first read all metadata
+ Postprocess_CollectMetadata(pNodeElement, pSceneNode);
+ // check if we have deal with grouping node. Which can contain transformation or switch
+ if (pNodeElement.Type == X3DElemType::ENET_Group) {
+ const X3DNodeElementGroup &tne_group = *((X3DNodeElementGroup *)&pNodeElement); // create alias for convenience
+
+ pSceneNode.mTransformation = tne_group.Transformation;
+ if (tne_group.UseChoice) {
+ // If Choice is less than zero or greater than the number of nodes in the children field, nothing is chosen.
+ if ((tne_group.Choice < 0) || ((size_t)tne_group.Choice >= pNodeElement.Children.size())) {
+ chit_begin = pNodeElement.Children.end();
+ chit_end = pNodeElement.Children.end();
+ } else {
+ for (size_t i = 0; i < (size_t)tne_group.Choice; i++)
+ ++chit_begin; // forward iterator to chosen node.
+
+ chit_end = chit_begin;
+ ++chit_end; // point end iterator to next element after chosen node.
+ }
+ } // if(tne_group.UseChoice)
+ } // if(pNodeElement.Type == X3DElemType::ENET_Group)
+
+ // Reserve memory for fast access and check children.
+ for (std::list<X3DNodeElementBase *>::const_iterator it = chit_begin; it != chit_end; ++it) { // in this loop we do not read metadata because it's already read at begin.
+ if ((*it)->Type == X3DElemType::ENET_Group) {
+ // if child is group then create new node and do recursive call.
+ aiNode *new_node = new aiNode;
+
+ new_node->mName = (*it)->ID;
+ new_node->mParent = &pSceneNode;
+ SceneNode_Child.push_back(new_node);
+ Postprocess_BuildNode(**it, *new_node, pSceneMeshList, pSceneMaterialList, pSceneLightList);
+ } else if ((*it)->Type == X3DElemType::ENET_Shape) {
+ // shape can contain only one geometry and one appearance nodes.
+ Postprocess_BuildShape(*((X3DNodeElementShape *)*it), SceneNode_Mesh, pSceneMeshList, pSceneMaterialList);
+ } else if (((*it)->Type == X3DElemType::ENET_DirectionalLight) || ((*it)->Type == X3DElemType::ENET_PointLight) ||
+ ((*it)->Type == X3DElemType::ENET_SpotLight)) {
+ Postprocess_BuildLight(*((X3DNodeElementLight *)*it), pSceneLightList);
+ } else if (!PostprocessHelper_ElementIsMetadata((*it)->Type)) // skip metadata
+ {
+ throw DeadlyImportError("Postprocess_BuildNode. Unknown type: " + ai_to_string((*it)->Type) + ".");
+ }
+ } // for(std::list<X3DNodeElementBase*>::const_iterator it = chit_begin; it != chit_end; it++)
+
+ // copy data about children and meshes to aiNode.
+ if (!SceneNode_Child.empty()) {
+ std::list<aiNode *>::const_iterator it = SceneNode_Child.begin();
+
+ pSceneNode.mNumChildren = static_cast<unsigned int>(SceneNode_Child.size());
+ pSceneNode.mChildren = new aiNode *[pSceneNode.mNumChildren];
+ for (size_t i = 0; i < pSceneNode.mNumChildren; i++)
+ pSceneNode.mChildren[i] = *it++;
+ }
+
+ if (!SceneNode_Mesh.empty()) {
+ std::list<unsigned int>::const_iterator it = SceneNode_Mesh.begin();
+
+ pSceneNode.mNumMeshes = static_cast<unsigned int>(SceneNode_Mesh.size());
+ pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
+ for (size_t i = 0; i < pSceneNode.mNumMeshes; i++)
+ pSceneNode.mMeshes[i] = *it++;
+ }
+
+ // that's all. return to previous deals
+}
+
+void X3DImporter::Postprocess_BuildShape(const X3DNodeElementShape &pShapeNodeElement, std::list<unsigned int> &pNodeMeshInd,
+ std::list<aiMesh *> &pSceneMeshList, std::list<aiMaterial *> &pSceneMaterialList) const {
+ aiMaterial *tmat = nullptr;
+ aiMesh *tmesh = nullptr;
+ X3DElemType mesh_type = X3DElemType::ENET_Invalid;
+ unsigned int mat_ind = 0;
+
+ for (std::list<X3DNodeElementBase *>::const_iterator it = pShapeNodeElement.Children.begin(); it != pShapeNodeElement.Children.end(); ++it) {
+ if (PostprocessHelper_ElementIsMesh((*it)->Type)) {
+ Postprocess_BuildMesh(**it, &tmesh);
+ if (tmesh != nullptr) {
+ // if mesh successfully built then add data about it to arrays
+ pNodeMeshInd.push_back(static_cast<unsigned int>(pSceneMeshList.size()));
+ pSceneMeshList.push_back(tmesh);
+ // keep mesh type. Need above for texture coordinate generation.
+ mesh_type = (*it)->Type;
+ }
+ } else if ((*it)->Type == X3DElemType::ENET_Appearance) {
+ Postprocess_BuildMaterial(**it, &tmat);
+ if (tmat != nullptr) {
+ // if material successfully built then add data about it to array
+ mat_ind = static_cast<unsigned int>(pSceneMaterialList.size());
+ pSceneMaterialList.push_back(tmat);
+ }
+ }
+ } // for(std::list<X3DNodeElementBase*>::const_iterator it = pShapeNodeElement.Children.begin(); it != pShapeNodeElement.Children.end(); it++)
+
+ // associate read material with read mesh.
+ if ((tmesh != nullptr) && (tmat != nullptr)) {
+ tmesh->mMaterialIndex = mat_ind;
+ // Check texture mapping. If material has texture but mesh has no texture coordinate then try to ask Assimp to generate texture coordinates.
+ if ((tmat->GetTextureCount(aiTextureType_DIFFUSE) != 0) && !tmesh->HasTextureCoords(0)) {
+ int32_t tm;
+ aiVector3D tvec3;
+
+ switch (mesh_type) {
+ case X3DElemType::ENET_Box:
+ tm = aiTextureMapping_BOX;
+ break;
+ case X3DElemType::ENET_Cone:
+ case X3DElemType::ENET_Cylinder:
+ tm = aiTextureMapping_CYLINDER;
+ break;
+ case X3DElemType::ENET_Sphere:
+ tm = aiTextureMapping_SPHERE;
+ break;
+ default:
+ tm = aiTextureMapping_PLANE;
+ break;
+ } // switch(mesh_type)
+
+ tmat->AddProperty(&tm, 1, AI_MATKEY_MAPPING_DIFFUSE(0));
+ } // if((tmat->GetTextureCount(aiTextureType_DIFFUSE) != 0) && !tmesh->HasTextureCoords(0))
+ } // if((tmesh != nullptr) && (tmat != nullptr))
+}
+
+void X3DImporter::Postprocess_CollectMetadata(const X3DNodeElementBase &pNodeElement, aiNode &pSceneNode) const {
+ std::list<X3DNodeElementBase *> meta_list;
+ size_t meta_idx;
+
+ PostprocessHelper_CollectMetadata(pNodeElement, meta_list); // find metadata in current node element.
+ if (!meta_list.empty()) {
+ if (pSceneNode.mMetaData != nullptr) {
+ throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
+ }
+
+ // copy collected metadata to output node.
+ pSceneNode.mMetaData = aiMetadata::Alloc(static_cast<unsigned int>(meta_list.size()));
+ meta_idx = 0;
+ for (std::list<X3DNodeElementBase *>::const_iterator it = meta_list.begin(); it != meta_list.end(); ++it, ++meta_idx) {
+ X3DNodeElementMeta *cur_meta = (X3DNodeElementMeta *)*it;
+
+ // due to limitations we can add only first element of value list.
+ // Add an element according to its type.
+ if ((*it)->Type == X3DElemType::ENET_MetaBoolean) {
+ if (((X3DNodeElementMetaBoolean *)cur_meta)->Value.size() > 0)
+ pSceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx), cur_meta->Name, *(((X3DNodeElementMetaBoolean *)cur_meta)->Value.begin()) == true);
+ } else if ((*it)->Type == X3DElemType::ENET_MetaDouble) {
+ if (((X3DNodeElementMetaDouble *)cur_meta)->Value.size() > 0)
+ pSceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx), cur_meta->Name, (float)*(((X3DNodeElementMetaDouble *)cur_meta)->Value.begin()));
+ } else if ((*it)->Type == X3DElemType::ENET_MetaFloat) {
+ if (((X3DNodeElementMetaFloat *)cur_meta)->Value.size() > 0)
+ pSceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx), cur_meta->Name, *(((X3DNodeElementMetaFloat *)cur_meta)->Value.begin()));
+ } else if ((*it)->Type == X3DElemType::ENET_MetaInteger) {
+ if (((X3DNodeElementMetaInt *)cur_meta)->Value.size() > 0)
+ pSceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx), cur_meta->Name, *(((X3DNodeElementMetaInt *)cur_meta)->Value.begin()));
+ } else if ((*it)->Type == X3DElemType::ENET_MetaString) {
+ if (((X3DNodeElementMetaString *)cur_meta)->Value.size() > 0) {
+ aiString tstr(((X3DNodeElementMetaString *)cur_meta)->Value.begin()->data());
+
+ pSceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx), cur_meta->Name, tstr);
+ }
+ } else {
+ throw DeadlyImportError("Postprocess. Unknown metadata type.");
+ } // if((*it)->Type == X3DElemType::ENET_Meta*) else
+ } // for(std::list<X3DNodeElementBase*>::const_iterator it = meta_list.begin(); it != meta_list.end(); it++)
+ } // if( !meta_list.empty() )
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Rendering.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Rendering.cpp
new file mode 100644
index 0000000..66a30a9
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Rendering.cpp
@@ -0,0 +1,993 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Rendering.cpp
+/// \brief Parsing data from nodes of "Rendering" set of X3D.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+namespace Assimp {
+
+// <Color
+// DEF="" ID
+// USE="" IDREF
+// color="" MFColor [inputOutput]
+// />
+void X3DImporter::readColor(XmlNode &node) {
+ std::string use, def;
+ std::list<aiColor3D> color;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getColor3DListAttribute(node, "color", color);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Color, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementColor(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementColor *)ne)->Value = color;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Color");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <ColorRGBA
+// DEF="" ID
+// USE="" IDREF
+// color="" MFColorRGBA [inputOutput]
+// />
+void X3DImporter::readColorRGBA(XmlNode &node) {
+ std::string use, def;
+ std::list<aiColor4D> color;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getColor4DListAttribute(node, "color", color);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_ColorRGBA, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementColorRGBA(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementColorRGBA *)ne)->Value = color;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "ColorRGBA");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Coordinate
+// DEF="" ID
+// USE="" IDREF
+// point="" MFVec3f [inputOutput]
+// />
+void X3DImporter::readCoordinate(XmlNode &node) {
+ std::string use, def;
+ std::list<aiVector3D> point;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector3DListAttribute(node, "point", point);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Coordinate, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementCoordinate(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementCoordinate *)ne)->Value = point;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Coordinate");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <IndexedLineSet
+// DEF="" ID
+// USE="" IDREF
+// colorIndex="" MFInt32 [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// coordIndex="" MFInt32 [initializeOnly]
+// >
+// <!-- ColorCoordinateContentModel -->
+// ColorCoordinateContentModel is the child-node content model corresponding to IndexedLineSet, LineSet and PointSet. ColorCoordinateContentModel can
+// contain any-order Coordinate node with Color (or ColorRGBA) node. No more than one instance of any single node type is allowed.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </IndexedLineSet>
+void X3DImporter::readIndexedLineSet(XmlNode &node) {
+ std::string use, def;
+ std::vector<int32_t> colorIndex;
+ bool colorPerVertex = true;
+ std::vector<int32_t> coordIndex;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "colorIndex", colorIndex);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "coordIndex", coordIndex);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_IndexedLineSet, ne);
+ } else {
+ // check data
+ if ((coordIndex.size() < 2) || ((coordIndex.back() == (-1)) && (coordIndex.size() < 3)))
+ throw DeadlyImportError("IndexedLineSet must contain not empty \"coordIndex\" attribute.");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_IndexedLineSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementIndexedSet &ne_alias = *((X3DNodeElementIndexedSet *)ne);
+
+ ne_alias.ColorIndex = colorIndex;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.CoordIndex = coordIndex;
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for Color and Coordinate nodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("IndexedLineSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <IndexedTriangleFanSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// index="" MFInt32 [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </IndexedTriangleFanSet>
+void X3DImporter::readIndexedTriangleFanSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ std::vector<int32_t> index;
+ bool normalPerVertex = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "index", index);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_IndexedTriangleFanSet, ne);
+ } else {
+ // check data
+ if (index.size() == 0) throw DeadlyImportError("IndexedTriangleFanSet must contain not empty \"index\" attribute.");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_IndexedTriangleFanSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementIndexedSet &ne_alias = *((X3DNodeElementIndexedSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+
+ ne_alias.CoordIndex.clear();
+ int counter = 0;
+ int32_t idx[3];
+ for (std::vector<int32_t>::const_iterator idx_it = index.begin(); idx_it != index.end(); ++idx_it) {
+ idx[2] = *idx_it;
+ if (idx[2] < 0) {
+ counter = 0;
+ } else {
+ if (counter >= 2) {
+ if (ccw) {
+ ne_alias.CoordIndex.push_back(idx[0]);
+ ne_alias.CoordIndex.push_back(idx[1]);
+ ne_alias.CoordIndex.push_back(idx[2]);
+ } else {
+ ne_alias.CoordIndex.push_back(idx[0]);
+ ne_alias.CoordIndex.push_back(idx[2]);
+ ne_alias.CoordIndex.push_back(idx[1]);
+ }
+ ne_alias.CoordIndex.push_back(-1);
+ idx[1] = idx[2];
+ } else {
+ idx[counter] = idx[2];
+ }
+ ++counter;
+ }
+ } // for(std::list<int32_t>::const_iterator idx_it = index.begin(); idx_it != ne_alias.index.end(); idx_it++)
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("IndexedTriangleFanSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <IndexedTriangleSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// index="" MFInt32 [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </IndexedTriangleSet>
+void X3DImporter::readIndexedTriangleSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ std::vector<int32_t> index;
+ bool normalPerVertex = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "index", index);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_IndexedTriangleSet, ne);
+ } else {
+ // check data
+ if (index.size() == 0) throw DeadlyImportError("IndexedTriangleSet must contain not empty \"index\" attribute.");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_IndexedTriangleSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementIndexedSet &ne_alias = *((X3DNodeElementIndexedSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+
+ ne_alias.CoordIndex.clear();
+ int counter = 0;
+ int32_t idx[3];
+ for (std::vector<int32_t>::const_iterator idx_it = index.begin(); idx_it != index.end(); ++idx_it) {
+ idx[counter++] = *idx_it;
+ if (counter > 2) {
+ counter = 0;
+ if (ccw) {
+ ne_alias.CoordIndex.push_back(idx[0]);
+ ne_alias.CoordIndex.push_back(idx[1]);
+ ne_alias.CoordIndex.push_back(idx[2]);
+ } else {
+ ne_alias.CoordIndex.push_back(idx[0]);
+ ne_alias.CoordIndex.push_back(idx[2]);
+ ne_alias.CoordIndex.push_back(idx[1]);
+ }
+ ne_alias.CoordIndex.push_back(-1);
+ }
+ } // for(std::list<int32_t>::const_iterator idx_it = index.begin(); idx_it != ne_alias.index.end(); idx_it++)
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("IndexedTriangleSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <IndexedTriangleStripSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// index="" MFInt32 [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </IndexedTriangleStripSet>
+void X3DImporter::readIndexedTriangleStripSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ std::vector<int32_t> index;
+ bool normalPerVertex = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "index", index);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_IndexedTriangleStripSet, ne);
+ } else {
+ // check data
+ if (index.empty()) {
+ throw DeadlyImportError("IndexedTriangleStripSet must contain not empty \"index\" attribute.");
+ }
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_IndexedTriangleStripSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementIndexedSet &ne_alias = *((X3DNodeElementIndexedSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+
+ ne_alias.CoordIndex.clear();
+ int counter = 0;
+ int32_t idx[3];
+ for (std::vector<int32_t>::const_iterator idx_it = index.begin(); idx_it != index.end(); ++idx_it) {
+ idx[2] = *idx_it;
+ if (idx[2] < 0) {
+ counter = 0;
+ } else {
+ if (counter >= 2) {
+ if (ccw) {
+ ne_alias.CoordIndex.push_back(idx[0]);
+ ne_alias.CoordIndex.push_back(idx[1]);
+ ne_alias.CoordIndex.push_back(idx[2]);
+ } else {
+ ne_alias.CoordIndex.push_back(idx[0]);
+ ne_alias.CoordIndex.push_back(idx[2]);
+ ne_alias.CoordIndex.push_back(idx[1]);
+ }
+ ne_alias.CoordIndex.push_back(-1);
+ }
+ idx[counter & 1] = idx[2];
+ ++counter;
+ }
+ } // for(std::list<int32_t>::const_iterator idx_it = index.begin(); idx_it != ne_alias.index.end(); idx_it++)
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("IndexedTriangleStripSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <LineSet
+// DEF="" ID
+// USE="" IDREF
+// vertexCount="" MFInt32 [initializeOnly]
+// >
+// <!-- ColorCoordinateContentModel -->
+// ColorCoordinateContentModel is the child-node content model corresponding to IndexedLineSet, LineSet and PointSet. ColorCoordinateContentModel can
+// contain any-order Coordinate node with Color (or ColorRGBA) node. No more than one instance of any single node type is allowed.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </LineSet>
+void X3DImporter::readLineSet(XmlNode &node) {
+ std::string use, def;
+ std::vector<int32_t> vertexCount;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "vertexCount", vertexCount);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_LineSet, ne);
+ } else {
+ // check data
+ if (vertexCount.empty()) {
+ throw DeadlyImportError("LineSet must contain not empty \"vertexCount\" attribute.");
+ }
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementSet(X3DElemType::ENET_LineSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementSet &ne_alias = *((X3DNodeElementSet *)ne);
+
+ ne_alias.VertexCount = vertexCount;
+ // create CoordIdx
+ size_t coord_num = 0;
+
+ ne_alias.CoordIndex.clear();
+ for (std::vector<int32_t>::const_iterator vc_it = ne_alias.VertexCount.begin(); vc_it != ne_alias.VertexCount.end(); ++vc_it) {
+ if (*vc_it < 2) throw DeadlyImportError("LineSet. vertexCount shall be greater than or equal to two.");
+
+ for (int32_t i = 0; i < *vc_it; i++)
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num++)); // add vertices indices
+
+ ne_alias.CoordIndex.push_back(-1); // add face delimiter.
+ }
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("LineSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <PointSet
+// DEF="" ID
+// USE="" IDREF
+// >
+// <!-- ColorCoordinateContentModel -->
+// ColorCoordinateContentModel is the child-node content model corresponding to IndexedLineSet, LineSet and PointSet. ColorCoordinateContentModel can
+// contain any-order Coordinate node with Color (or ColorRGBA) node. No more than one instance of any single node type is allowed.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </PointSet>
+void X3DImporter::readPointSet(XmlNode &node) {
+ std::string use, def;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_PointSet, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_PointSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("PointSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <TriangleFanSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// fanCount="" MFInt32 [inputOutput]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </TriangleFanSet>
+void X3DImporter::readTriangleFanSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ std::vector<int32_t> fanCount;
+ bool normalPerVertex = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "fanCount", fanCount);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_TriangleFanSet, ne);
+ } else {
+ // check data
+ if (fanCount.empty()) {
+ throw DeadlyImportError("TriangleFanSet must contain not empty \"fanCount\" attribute.");
+ }
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementSet(X3DElemType::ENET_TriangleFanSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementSet &ne_alias = *((X3DNodeElementSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.VertexCount = fanCount;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+ // create CoordIdx
+ size_t coord_num_first, coord_num_prev;
+
+ ne_alias.CoordIndex.clear();
+ // assign indices for first triangle
+ coord_num_first = 0;
+ coord_num_prev = 1;
+ for (std::vector<int32_t>::const_iterator vc_it = ne_alias.VertexCount.begin(); vc_it != ne_alias.VertexCount.end(); ++vc_it) {
+ if (*vc_it < 3) throw DeadlyImportError("TriangleFanSet. fanCount shall be greater than or equal to three.");
+
+ for (int32_t vc = 2; vc < *vc_it; vc++) {
+ if (ccw) {
+ // 2 1
+ // 0
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num_first)); // first vertex is a center and always is [0].
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num_prev++));
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num_prev));
+ } else {
+ // 1 2
+ // 0
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num_first)); // first vertex is a center and always is [0].
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num_prev + 1));
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num_prev++));
+ } // if(ccw) else
+
+ ne_alias.CoordIndex.push_back(-1); // add face delimiter.
+ } // for(int32_t vc = 2; vc < *vc_it; vc++)
+
+ coord_num_prev++; // that index will be center of next fan
+ coord_num_first = coord_num_prev++; // forward to next point - second point of fan
+ } // for(std::list<int32_t>::const_iterator vc_it = ne_alias.VertexCount.begin(); vc_it != ne_alias.VertexCount.end(); vc_it++)
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("TriangleFanSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <TriangleSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </TriangleSet>
+void X3DImporter::readTriangleSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ bool normalPerVertex = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_TriangleSet, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementIndexedSet(X3DElemType::ENET_TriangleSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementSet &ne_alias = *((X3DNodeElementSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("TriangleSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <TriangleStripSet
+// DEF="" ID
+// USE="" IDREF
+// ccw="true" SFBool [initializeOnly]
+// colorPerVertex="true" SFBool [initializeOnly]
+// normalPerVertex="true" SFBool [initializeOnly]
+// solid="true" SFBool [initializeOnly]
+// stripCount="" MFInt32 [inputOutput]
+// >
+// <!-- ComposedGeometryContentModel -->
+// ComposedGeometryContentModel is the child-node content model corresponding to X3DComposedGeometryNodes. It can contain Color (or ColorRGBA), Coordinate,
+// Normal and TextureCoordinate, in any order. No more than one instance of these nodes is allowed. Multiple VertexAttribute (FloatVertexAttribute,
+// Matrix3VertexAttribute, Matrix4VertexAttribute) nodes can also be contained.
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model.
+// </TriangleStripSet>
+void X3DImporter::readTriangleStripSet(XmlNode &node) {
+ std::string use, def;
+ bool ccw = true;
+ bool colorPerVertex = true;
+ std::vector<int32_t> stripCount;
+ bool normalPerVertex = true;
+ bool solid = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "ccw", ccw);
+ XmlParser::getBoolAttribute(node, "colorPerVertex", colorPerVertex);
+ X3DXmlHelper::getInt32ArrayAttribute(node, "stripCount", stripCount);
+ XmlParser::getBoolAttribute(node, "normalPerVertex", normalPerVertex);
+ XmlParser::getBoolAttribute(node, "solid", solid);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_TriangleStripSet, ne);
+ } else {
+ // check data
+ if (stripCount.size() == 0) throw DeadlyImportError("TriangleStripSet must contain not empty \"stripCount\" attribute.");
+
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementSet(X3DElemType::ENET_TriangleStripSet, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ X3DNodeElementSet &ne_alias = *((X3DNodeElementSet *)ne);
+
+ ne_alias.CCW = ccw;
+ ne_alias.ColorPerVertex = colorPerVertex;
+ ne_alias.VertexCount = stripCount;
+ ne_alias.NormalPerVertex = normalPerVertex;
+ ne_alias.Solid = solid;
+ // create CoordIdx
+ size_t coord_num0, coord_num1, coord_num2; // indices of current triangle
+ bool odd_tri; // sequence of current triangle
+ size_t coord_num_sb; // index of first point of strip
+
+ ne_alias.CoordIndex.clear();
+ coord_num_sb = 0;
+ for (std::vector<int32_t>::const_iterator vc_it = ne_alias.VertexCount.begin(); vc_it != ne_alias.VertexCount.end(); ++vc_it) {
+ if (*vc_it < 3) throw DeadlyImportError("TriangleStripSet. stripCount shall be greater than or equal to three.");
+
+ // set initial values for first triangle
+ coord_num0 = coord_num_sb;
+ coord_num1 = coord_num_sb + 1;
+ coord_num2 = coord_num_sb + 2;
+ odd_tri = true;
+
+ for (int32_t vc = 2; vc < *vc_it; vc++) {
+ if (ccw) {
+ // 0 2
+ // 1
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num0));
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num1));
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num2));
+ } else {
+ // 0 1
+ // 2
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num0));
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num2));
+ ne_alias.CoordIndex.push_back(static_cast<int32_t>(coord_num1));
+ } // if(ccw) else
+
+ ne_alias.CoordIndex.push_back(-1); // add face delimiter.
+ // prepare values for next triangle
+ if (odd_tri) {
+ coord_num0 = coord_num2;
+ coord_num2++;
+ } else {
+ coord_num1 = coord_num2;
+ coord_num2 = coord_num1 + 1;
+ }
+
+ odd_tri = !odd_tri;
+ coord_num_sb = coord_num2; // that index will be start of next strip
+ } // for(int32_t vc = 2; vc < *vc_it; vc++)
+ } // for(std::list<int32_t>::const_iterator vc_it = ne_alias.VertexCount.begin(); vc_it != ne_alias.VertexCount.end(); vc_it++)
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for X3DComposedGeometryNodes
+ if (currentChildName == "Color")
+ readColor(currentChildNode);
+ else if (currentChildName == "ColorRGBA")
+ readColorRGBA(currentChildNode);
+ else if (currentChildName == "Coordinate")
+ readCoordinate(currentChildNode);
+ else if (currentChildName == "Normal")
+ readNormal(currentChildNode);
+ else if (currentChildName == "TextureCoordinate")
+ readTextureCoordinate(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("TriangleStripSet", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Normal
+// DEF="" ID
+// USE="" IDREF
+// vector="" MFVec3f [inputOutput]
+// />
+void X3DImporter::readNormal(XmlNode &node) {
+ std::string use, def;
+ std::list<aiVector3D> vector;
+ X3DNodeElementBase *ne=nullptr;
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector3DListAttribute(node, "vector", vector);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Normal, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementNormal(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementNormal *)ne)->Value = vector;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Normal");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Shape.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Shape.cpp
new file mode 100644
index 0000000..1c472e1
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Shape.cpp
@@ -0,0 +1,241 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Shape.cpp
+/// \brief Parsing data from nodes of "Shape" set of X3D.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+namespace Assimp {
+
+void X3DImporter::readShape(XmlNode &node) {
+ std::string use, def;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Shape, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementShape(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ // check for appearance node
+ if (currentChildName == "Appearance") readAppearance(currentChildNode);
+ // check for X3DGeometryNodes
+ else if (currentChildName == "Arc2D")
+ readArc2D(currentChildNode);
+ else if (currentChildName == "ArcClose2D")
+ readArcClose2D(currentChildNode);
+ else if (currentChildName == "Circle2D")
+ readCircle2D(currentChildNode);
+ else if (currentChildName == "Disk2D")
+ readDisk2D(currentChildNode);
+ else if (currentChildName == "Polyline2D")
+ readPolyline2D(currentChildNode);
+ else if (currentChildName == "Polypoint2D")
+ readPolypoint2D(currentChildNode);
+ else if (currentChildName == "Rectangle2D")
+ readRectangle2D(currentChildNode);
+ else if (currentChildName == "TriangleSet2D")
+ readTriangleSet2D(currentChildNode);
+ else if (currentChildName == "Box")
+ readBox(currentChildNode);
+ else if (currentChildName == "Cone")
+ readCone(currentChildNode);
+ else if (currentChildName == "Cylinder")
+ readCylinder(currentChildNode);
+ else if (currentChildName == "ElevationGrid")
+ readElevationGrid(currentChildNode);
+ else if (currentChildName == "Extrusion")
+ readExtrusion(currentChildNode);
+ else if (currentChildName == "IndexedFaceSet")
+ readIndexedFaceSet(currentChildNode);
+ else if (currentChildName == "Sphere")
+ readSphere(currentChildNode);
+ else if (currentChildName == "IndexedLineSet")
+ readIndexedLineSet(currentChildNode);
+ else if (currentChildName == "LineSet")
+ readLineSet(currentChildNode);
+ else if (currentChildName == "PointSet")
+ readPointSet(currentChildNode);
+ else if (currentChildName == "IndexedTriangleFanSet")
+ readIndexedTriangleFanSet(currentChildNode);
+ else if (currentChildName == "IndexedTriangleSet")
+ readIndexedTriangleSet(currentChildNode);
+ else if (currentChildName == "IndexedTriangleStripSet")
+ readIndexedTriangleStripSet(currentChildNode);
+ else if (currentChildName == "TriangleFanSet")
+ readTriangleFanSet(currentChildNode);
+ else if (currentChildName == "TriangleSet")
+ readTriangleSet(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("Shape", currentChildNode);
+ }
+
+ ParseHelper_Node_Exit();
+ } // if (!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Appearance
+// DEF="" ID
+// USE="" IDREF
+// >
+// <!-- AppearanceChildContentModel -->
+// "Child-node content model corresponding to X3DAppearanceChildNode. Appearance can contain FillProperties, LineProperties, Material, any Texture node and
+// any TextureTransform node, in any order. No more than one instance of these nodes is allowed. Appearance may also contain multiple shaders (ComposedShader,
+// PackagedShader, ProgramShader).
+// A ProtoInstance node (with the proper node type) can be substituted for any node in this content model."
+// </Appearance>
+void X3DImporter::readAppearance(XmlNode &node) {
+ std::string use, def;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Appearance, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementAppearance(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ // check for child nodes
+ if (!isNodeEmpty(node)) {
+ ParseHelper_Node_Enter(ne);
+ for (auto currentChildNode : node.children()) {
+ const std::string &currentChildName = currentChildNode.name();
+ if (currentChildName == "Material")
+ readMaterial(currentChildNode);
+ else if (currentChildName == "ImageTexture")
+ readImageTexture(currentChildNode);
+ else if (currentChildName == "TextureTransform")
+ readTextureTransform(currentChildNode);
+ // check for X3DMetadataObject
+ else if (!checkForMetadataNode(currentChildNode))
+ skipUnsupportedNode("Appearance", currentChildNode);
+ }
+ ParseHelper_Node_Exit();
+ } // if(!isNodeEmpty(node))
+ else {
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+ }
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <Material
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0.2" SFFloat [inputOutput]
+// diffuseColor="0.8 0.8 0.8" SFColor [inputOutput]
+// emissiveColor="0 0 0" SFColor [inputOutput]
+// shininess="0.2" SFFloat [inputOutput]
+// specularColor="0 0 0" SFColor [inputOutput]
+// transparency="0" SFFloat [inputOutput]
+// />
+void X3DImporter::readMaterial(XmlNode &node) {
+ std::string use, def;
+ float ambientIntensity = 0.2f;
+ float shininess = 0.2f;
+ float transparency = 0;
+ aiColor3D diffuseColor(0.8f, 0.8f, 0.8f);
+ aiColor3D emissiveColor(0, 0, 0);
+ aiColor3D specularColor(0, 0, 0);
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ XmlParser::getFloatAttribute(node, "shininess", shininess);
+ XmlParser::getFloatAttribute(node, "transparency", transparency);
+ X3DXmlHelper::getColor3DAttribute(node, "diffuseColor", diffuseColor);
+ X3DXmlHelper::getColor3DAttribute(node, "emissiveColor", emissiveColor);
+ X3DXmlHelper::getColor3DAttribute(node, "specularColor", specularColor);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_Material, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementMaterial(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementMaterial *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementMaterial *)ne)->Shininess = shininess;
+ ((X3DNodeElementMaterial *)ne)->Transparency = transparency;
+ ((X3DNodeElementMaterial *)ne)->DiffuseColor = diffuseColor;
+ ((X3DNodeElementMaterial *)ne)->EmissiveColor = emissiveColor;
+ ((X3DNodeElementMaterial *)ne)->SpecularColor = specularColor;
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "Material");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Texturing.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Texturing.cpp
new file mode 100644
index 0000000..32c1a90
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Texturing.cpp
@@ -0,0 +1,179 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 X3DImporter_Texturing.cpp
+/// \brief Parsing data from nodes of "Texturing" set of X3D.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+
+namespace Assimp {
+
+// <ImageTexture
+// DEF="" ID
+// USE="" IDREF
+// repeatS="true" SFBool
+// repeatT="true" SFBool
+// url="" MFString
+// />
+// When the url field contains no values ([]), texturing is disabled.
+void X3DImporter::readImageTexture(XmlNode &node) {
+ std::string use, def;
+ bool repeatS = true;
+ bool repeatT = true;
+ std::list<std::string> url;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getBoolAttribute(node, "repeatS", repeatS);
+ XmlParser::getBoolAttribute(node, "repeatT", repeatT);
+ X3DXmlHelper::getStringListAttribute(node, "url", url);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_ImageTexture, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementImageTexture(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementImageTexture *)ne)->RepeatS = repeatS;
+ ((X3DNodeElementImageTexture *)ne)->RepeatT = repeatT;
+ // Attribute "url" can contain list of strings. But we need only one - first.
+ if (!url.empty())
+ ((X3DNodeElementImageTexture *)ne)->URL = url.front();
+ else
+ ((X3DNodeElementImageTexture *)ne)->URL = "";
+
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "ImageTexture");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <TextureCoordinate
+// DEF="" ID
+// USE="" IDREF
+// point="" MFVec3f [inputOutput]
+// />
+void X3DImporter::readTextureCoordinate(XmlNode &node) {
+ std::string use, def;
+ std::list<aiVector2D> point;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector2DListAttribute(node, "point", point);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_TextureCoordinate, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementTextureCoordinate(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementTextureCoordinate *)ne)->Value = point;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "TextureCoordinate");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+// <TextureTransform
+// DEF="" ID
+// USE="" IDREF
+// center="0 0" SFVec2f [inputOutput]
+// rotation="0" SFFloat [inputOutput]
+// scale="1 1" SFVec2f [inputOutput]
+// translation="0 0" SFVec2f [inputOutput]
+// />
+void X3DImporter::readTextureTransform(XmlNode &node) {
+ std::string use, def;
+ aiVector2D center(0, 0);
+ float rotation = 0;
+ aiVector2D scale(1, 1);
+ aiVector2D translation(0, 0);
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ X3DXmlHelper::getVector2DAttribute(node, "center", center);
+ XmlParser::getFloatAttribute(node, "rotation", rotation);
+ X3DXmlHelper::getVector2DAttribute(node, "scale", scale);
+ X3DXmlHelper::getVector2DAttribute(node, "translation", translation);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_TextureTransform, ne);
+ } else {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementTextureTransform(mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementTextureTransform *)ne)->Center = center;
+ ((X3DNodeElementTextureTransform *)ne)->Rotation = rotation;
+ ((X3DNodeElementTextureTransform *)ne)->Scale = scale;
+ ((X3DNodeElementTextureTransform *)ne)->Translation = translation;
+ // check for X3DMetadataObject childs.
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "TextureTransform");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.cpp
new file mode 100644
index 0000000..ff24b74
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.cpp
@@ -0,0 +1,294 @@
+#include "X3DXmlHelper.h"
+#include "X3DImporter.hpp"
+
+#include <assimp/ParsingUtils.h>
+
+namespace Assimp {
+
+bool X3DXmlHelper::getColor3DAttribute(XmlNode &node, const char *attributeName, aiColor3D &color) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() != 3) {
+ Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ return false;
+ }
+ auto it = values.begin();
+ color.r = stof(*it++);
+ color.g = stof(*it++);
+ color.b = stof(*it);
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getVector2DAttribute(XmlNode &node, const char *attributeName, aiVector2D &color) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() != 2) {
+ Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ return false;
+ }
+ auto it = values.begin();
+ color.x = stof(*it++);
+ color.y = stof(*it);
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getVector3DAttribute(XmlNode &node, const char *attributeName, aiVector3D &color) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() != 3) {
+ Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ return false;
+ }
+ auto it = values.begin();
+ color.x = stof(*it++);
+ color.y = stof(*it++);
+ color.z = stof(*it);
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getBooleanArrayAttribute(XmlNode &node, const char *attributeName, std::vector<bool> &boolArray) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ auto it = values.begin();
+ while (it != values.end()) {
+ auto s = *it++;
+ if (!s.empty())
+ boolArray.push_back(s[0] == 't' || s[0] == '1');
+ else
+ Throw_ConvertFail_Str2ArrB(node.name(), attributeName);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getDoubleArrayAttribute(XmlNode &node, const char *attributeName, std::vector<double> &doubleArray) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ auto it = values.begin();
+ while (it != values.end()) {
+ auto s = *it++;
+ if (!s.empty())
+ doubleArray.push_back(atof(s.c_str()));
+ else
+ Throw_ConvertFail_Str2ArrD(node.name(), attributeName);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getFloatArrayAttribute(XmlNode &node, const char *attributeName, std::vector<float> &floatArray) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ auto it = values.begin();
+ while (it != values.end()) {
+ auto s = *it++;
+ if (!s.empty())
+ floatArray.push_back((float)atof(s.c_str()));
+ else
+ Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getInt32ArrayAttribute(XmlNode &node, const char *attributeName, std::vector<int32_t> &intArray) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ auto it = values.begin();
+ while (it != values.end()) {
+ auto s = *it++;
+ if (!s.empty())
+ intArray.push_back((int32_t)atof(s.c_str()));
+ else
+ Throw_ConvertFail_Str2ArrI(node.name(), attributeName);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getStringListAttribute(XmlNode &node, const char *attributeName, std::list<std::string> &stringList) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ auto it = values.begin();
+ std::string currentConcat = "";
+ bool inQuotes = false;
+ while (it != values.end()) {
+ auto s = *it++;
+ if (!s.empty()) {
+ if (inQuotes) {
+ if (*(s.rbegin()) == '"') {
+ stringList.push_back(currentConcat + s.substr(0, s.length() - 1));
+ currentConcat = "";
+ inQuotes = false;
+ } else {
+ currentConcat += " " + s;
+ }
+ } else {
+ if (s[0] == '"') {
+ currentConcat = s.substr(1);
+ inQuotes = true;
+ } else {
+ stringList.push_back(s);
+ }
+ }
+ } else if (!inQuotes)
+ Throw_ConvertFail_Str2ArrI(node.name(), attributeName);
+ }
+ if (inQuotes) Throw_ConvertFail_Str2ArrI(node.name(), attributeName);
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getStringArrayAttribute(XmlNode &node, const char *attributeName, std::vector<std::string> &stringArray) {
+ std::list<std::string> tlist;
+
+ if (getStringListAttribute(node, attributeName, tlist)) {
+ if (!tlist.empty()) {
+ stringArray.reserve(tlist.size());
+ for (std::list<std::string>::iterator it = tlist.begin(); it != tlist.end(); ++it) {
+ stringArray.push_back(*it);
+ }
+ return true;
+ }
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getVector2DListAttribute(XmlNode &node, const char *attributeName, std::list<aiVector2D> &vectorList) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() % 2) Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ auto it = values.begin();
+ while (it != values.end()) {
+ aiVector2D tvec;
+
+ tvec.x = (float)atof((*it++).c_str());
+ tvec.y = (float)atof((*it++).c_str());
+ vectorList.push_back(tvec);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getVector2DArrayAttribute(XmlNode &node, const char *attributeName, std::vector<aiVector2D> &vectorArray) {
+ std::list<aiVector2D> tlist;
+
+ if (getVector2DListAttribute(node, attributeName, tlist)) {
+ if (!tlist.empty()) {
+ vectorArray.reserve(tlist.size());
+ for (std::list<aiVector2D>::iterator it = tlist.begin(); it != tlist.end(); ++it) {
+ vectorArray.push_back(*it);
+ }
+ return true;
+ }
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getVector3DListAttribute(XmlNode &node, const char *attributeName, std::list<aiVector3D> &vectorList) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() % 3 != 0) Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ auto it = values.begin();
+ while (it != values.end()) {
+ aiVector3D tvec;
+
+ tvec.x = (float)atof((*it++).c_str());
+ tvec.y = (float)atof((*it++).c_str());
+ tvec.z = (float)atof((*it++).c_str());
+ vectorList.push_back(tvec);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getVector3DArrayAttribute(XmlNode &node, const char *attributeName, std::vector<aiVector3D> &vectorArray) {
+ std::list<aiVector3D> tlist;
+
+ if (getVector3DListAttribute(node, attributeName, tlist)) {
+ if (!tlist.empty()) {
+ vectorArray.reserve(tlist.size());
+ for (std::list<aiVector3D>::iterator it = tlist.begin(); it != tlist.end(); ++it) {
+ vectorArray.push_back(*it);
+ }
+ return true;
+ }
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getColor3DListAttribute(XmlNode &node, const char *attributeName, std::list<aiColor3D> &colorList) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() % 3 != 0) Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ auto it = values.begin();
+ while (it != values.end()) {
+ aiColor3D tvec;
+
+ tvec.r = (float)atof((*it++).c_str());
+ tvec.g = (float)atof((*it++).c_str());
+ tvec.b = (float)atof((*it++).c_str());
+ colorList.push_back(tvec);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool X3DXmlHelper::getColor4DListAttribute(XmlNode &node, const char *attributeName, std::list<aiColor4D> &colorList) {
+ std::string val;
+ if (XmlParser::getStdStrAttribute(node, attributeName, val)) {
+ std::vector<std::string> values;
+ tokenize<std::string>(val, values, " ");
+ if (values.size() % 4 != 0) Throw_ConvertFail_Str2ArrF(node.name(), attributeName);
+ auto it = values.begin();
+ while (it != values.end()) {
+ aiColor4D tvec;
+
+ tvec.r = (float)atof((*it++).c_str());
+ tvec.g = (float)atof((*it++).c_str());
+ tvec.b = (float)atof((*it++).c_str());
+ tvec.a = (float)atof((*it++).c_str());
+ colorList.push_back(tvec);
+ }
+ return true;
+ }
+ return false;
+}
+
+} // namespace Assimp
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.h b/src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.h
new file mode 100644
index 0000000..dd305f8
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DXmlHelper.h
@@ -0,0 +1,30 @@
+#pragma once
+
+#include <assimp/XmlParser.h>
+#include <assimp/types.h>
+#include <list>
+
+namespace Assimp {
+
+class X3DXmlHelper {
+public:
+ static bool getColor3DAttribute(XmlNode &node, const char *attributeName, aiColor3D &color);
+ static bool getVector2DAttribute(XmlNode &node, const char *attributeName, aiVector2D &vector);
+ static bool getVector3DAttribute(XmlNode &node, const char *attributeName, aiVector3D &vector);
+
+ static bool getBooleanArrayAttribute(XmlNode &node, const char *attributeName, std::vector<bool> &boolArray);
+ static bool getDoubleArrayAttribute(XmlNode &node, const char *attributeName, std::vector<double> &doubleArray);
+ static bool getFloatArrayAttribute(XmlNode &node, const char *attributeName, std::vector<float> &floatArray);
+ static bool getInt32ArrayAttribute(XmlNode &node, const char *attributeName, std::vector<int32_t> &intArray);
+ static bool getStringListAttribute(XmlNode &node, const char *attributeName, std::list<std::string> &stringArray);
+ static bool getStringArrayAttribute(XmlNode &node, const char *attributeName, std::vector<std::string> &stringArray);
+
+ static bool getVector2DListAttribute(XmlNode &node, const char *attributeName, std::list<aiVector2D> &vectorList);
+ static bool getVector2DArrayAttribute(XmlNode &node, const char *attributeName, std::vector<aiVector2D> &vectorArray);
+ static bool getVector3DListAttribute(XmlNode &node, const char *attributeName, std::list<aiVector3D> &vectorList);
+ static bool getVector3DArrayAttribute(XmlNode &node, const char *attributeName, std::vector<aiVector3D> &vectorArray);
+ static bool getColor3DListAttribute(XmlNode &node, const char *attributeName, std::list<aiColor3D> &colorList);
+ static bool getColor4DListAttribute(XmlNode &node, const char *attributeName, std::list<aiColor4D> &colorList);
+};
+
+} // namespace Assimp