summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h
blob: d56c4ca2db758b3475ecfc726a9aa5d4de04bc0c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2022, assimp team

All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

/** @file IRRLoader.h
 *  @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format)
 *  importer class.
 */
#ifndef AI_IRRLOADER_H_INCLUDED
#define AI_IRRLOADER_H_INCLUDED

#include "AssetLib/Irr/IRRShared.h"
#include "Common/Importer.h"

#include <assimp/SceneCombiner.h>
#include <assimp/StringUtils.h>
#include <assimp/anim.h>

namespace Assimp    {

// ---------------------------------------------------------------------------
/** Irr importer class.
 *
 * Irr is the native scene file format of the Irrlight engine and its editor
 * irrEdit. As IrrEdit itself is capable of importing quite many file formats,
 * it might be a good file format for data exchange.
 */
class IRRImporter : public BaseImporter, public IrrlichtBase {
public:
    IRRImporter();
    ~IRRImporter() override;

    // -------------------------------------------------------------------
    /** Returns whether the class can handle the format of the given file.
     *  See BaseImporter::CanRead() for details.
     */
    bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
        bool checkSig) const override;

protected:
    const aiImporterDesc* GetInfo () const override;
    void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
    void SetupProperties(const Importer* pImp) override;

private:
    /** Data structure for a scene-graph node animator
     */
    struct Animator {
        // Type of the animator
        enum AT {
            UNKNOWN       = 0x0,
            ROTATION      = 0x1,
            FLY_CIRCLE    = 0x2,
            FLY_STRAIGHT  = 0x3,
            FOLLOW_SPLINE = 0x4,
            OTHER         = 0x5

        } type;

        explicit Animator(AT t = UNKNOWN)
            : type              (t)
            , speed             ( ai_real( 0.001 ) )
            , direction         ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
            , circleRadius      ( ai_real( 1.0) )
            , tightness         ( ai_real( 0.5 ) )
            , loop              (true)
            , timeForWay        (100)
        {
        }


        // common parameters
        ai_real speed;
        aiVector3D direction;

        // FLY_CIRCLE
        aiVector3D circleCenter;
        ai_real circleRadius;

        // FOLLOW_SPLINE
        ai_real tightness;
        std::vector<aiVectorKey> splineKeys;

        // ROTATION (angles given in direction)

        // FLY STRAIGHT
        // circleCenter = start, direction = end
        bool loop;
        int timeForWay;
    };

    /** Data structure for a scene-graph node in an IRR file
     */
    struct Node
    {
        // Type of the node
        enum ET
        {
            LIGHT,
            CUBE,
            MESH,
            SKYBOX,
            DUMMY,
            CAMERA,
            TERRAIN,
            SPHERE,
            ANIMMESH
        } type;

        explicit Node(ET t)
            :   type                (t)
            ,   scaling             (1.0,1.0,1.0) // assume uniform scaling by default
            ,   parent()
            ,   framesPerSecond     (0.0)
            ,   id()
            ,   sphereRadius        (1.0)
            ,   spherePolyCountX    (100)
            ,   spherePolyCountY    (100)
        {

            // Generate a default name for the node
            char buffer[128];
            static int cnt;
            ai_snprintf(buffer, 128, "IrrNode_%i",cnt++);
            name = std::string(buffer);

            // reserve space for up to 5 materials
            materials.reserve(5);

            // reserve space for up to 5 children
            children.reserve(5);
        }

        // Transformation of the node
        aiVector3D position, rotation, scaling;

        // Name of the node
        std::string name;

        // List of all child nodes
        std::vector<Node*> children;

        // Parent node
        Node* parent;

        // Animated meshes: frames per second
        // 0.f if not specified
        ai_real framesPerSecond;

        // Meshes: path to the mesh to be loaded
        std::string meshPath;
        unsigned int id;

        // Meshes: List of materials to be assigned
        // along with their corresponding material flags
        std::vector< std::pair<aiMaterial*, unsigned int> > materials;

        // Spheres: radius of the sphere to be generates
        ai_real sphereRadius;

        // Spheres: Number of polygons in the x,y direction
        unsigned int spherePolyCountX,spherePolyCountY;

        // List of all animators assigned to the node
        std::list<Animator> animators;
    };

    /** Data structure for a vertex in an IRR skybox
     */
    struct SkyboxVertex
    {
        SkyboxVertex()
        {}

        //! Construction from single vertex components
        SkyboxVertex(ai_real px, ai_real py, ai_real pz,
            ai_real nx, ai_real ny, ai_real nz,
            ai_real uvx, ai_real uvy)

            :   position    (px,py,pz)
            ,   normal      (nx,ny,nz)
            ,   uv          (uvx,uvy,0.0)
        {}

        aiVector3D position, normal, uv;
    };


    // -------------------------------------------------------------------
    /// Fill the scene-graph recursively
    void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
        BatchLoader& batch,
        std::vector<aiMesh*>& meshes,
        std::vector<aiNodeAnim*>& anims,
        std::vector<AttachmentInfo>& attach,
        std::vector<aiMaterial*>& materials,
        unsigned int& defaultMatIdx);

    // -------------------------------------------------------------------
    /// Generate a mesh that consists of just a single quad
    aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
        const SkyboxVertex& v2,
        const SkyboxVertex& v3,
        const SkyboxVertex& v4);

    // -------------------------------------------------------------------
    /// Build a sky-box
    ///
    /// @param meshes Receives 6 output meshes
    /// @param materials The last 6 materials are assigned to the newly
    ///                  created meshes. The names of the materials are adjusted.
    void BuildSkybox(std::vector<aiMesh*>& meshes,
        std::vector<aiMaterial*> materials);

    // -------------------------------------------------------------------
    /** Copy a material for a mesh to the output material list
     *
     *  @param materials Receives an output material
     *  @param inmaterials List of input materials
     *  @param defMatIdx Default material index - UINT_MAX if not present
     *  @param mesh Mesh to work on
     */
    void CopyMaterial(std::vector<aiMaterial*>&  materials,
        std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
        unsigned int& defMatIdx,
        aiMesh* mesh);

    // -------------------------------------------------------------------
    /** Compute animations for a specific node
     *
     *  @param root Node to be processed
     *  @param anims The list of output animations
     */
    void ComputeAnimations(Node* root, aiNode* real,
        std::vector<aiNodeAnim*>& anims);

private:
    /// Configuration option: desired output FPS
    double fps;

    /// Configuration option: speed flag was set?
    bool configSpeedFlag;
};

} // end of namespace Assimp

#endif // AI_IRRIMPORTER_H_INC