This commit does not add or remove c’tors or d’tors, so it is *not* ABI-breaking. If a c’tor/d’tor does nothing else than the default behavior, this commit replaces it with “= default”. If an initializer list entry does nothing else than the default behavior, this commit removes it. First and foremost, remove default c’tor calls of base classes (always called by the compiler if no other base c’tor is explicitly called) and c’tor calls of members with complex types (e.g. “std::vector”). In a few instances, user-defined copy c’tors / move c’tors / assignment operators / move assignment operators were replaced with “= default”, too. I only did this if I had a clear understanding of what’s going on.
499 lines
16 KiB
C++
499 lines
16 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the IrrMesh importer class */
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#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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#include "IRRMeshLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Irrlicht Mesh Reader",
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"",
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"",
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"http://irrlicht.sourceforge.net/",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"xml irrmesh"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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IRRMeshImporter::~IRRMeshImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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static const char *tokens[] = { "irrmesh" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all file extensions which are handled by this class
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const aiImporterDesc *IRRMeshImporter::GetInfo() const {
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return &desc;
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}
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static void releaseMaterial(aiMaterial **mat) {
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if (*mat != nullptr) {
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delete *mat;
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*mat = nullptr;
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}
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}
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static void releaseMesh(aiMesh **mesh) {
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if (*mesh != nullptr) {
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delete *mesh;
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*mesh = nullptr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void IRRMeshImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file == nullptr)
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throw DeadlyImportError("Failed to open IRRMESH file ", pFile);
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// Construct the irrXML parser
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XmlParser parser;
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if (!parser.parse( file.get() )) {
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throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
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}
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XmlNode root = parser.getRootNode();
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// final data
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std::vector<aiMaterial *> materials;
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std::vector<aiMesh *> meshes;
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materials.reserve(5);
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meshes.reserve(5);
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// temporary data - current mesh buffer
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aiMaterial *curMat = nullptr;
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aiMesh *curMesh = nullptr;
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unsigned int curMatFlags = 0;
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std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs, curUV2s;
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// some temporary variables
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int textMeaning = 0;
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int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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// Parse the XML file
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for (pugi::xml_node child : root.children()) {
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if (child.type() == pugi::node_element) {
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if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) {
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// end of previous buffer. A material and a mesh should be there
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if (!curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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curMat = nullptr;
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curMesh = nullptr;
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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}
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if (!ASSIMP_stricmp(child.name(), "material")) {
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if (curMat) {
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ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
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releaseMaterial(&curMat);
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}
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curMat = ParseMaterial(curMatFlags);
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}
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/* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) {
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pugi::xml_attribute attr = child.attribute("vertexCount");
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int num = attr.as_int();
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//int num = reader->getAttributeValueAsInt("vertexCount");
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if (!num) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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textMeaning = 0;
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continue;
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}
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curVertices.reserve(num);
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curNormals.reserve(num);
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curColors.reserve(num);
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curUVs.reserve(num);
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// Determine the file format
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//const char *t = reader->getAttributeValueSafe("type");
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pugi::xml_attribute t = child.attribute("type");
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if (!ASSIMP_stricmp("2tcoords", t.name())) {
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curUV2s.reserve(num);
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vertexFormat = 1;
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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aiMaterial *mat = (aiMaterial *)curMat;
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if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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} else if (!ASSIMP_stricmp("tangents", t.name())) {
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curTangents.reserve(num);
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curBitangents.reserve(num);
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vertexFormat = 2;
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} else if (ASSIMP_stricmp("standard", t.name())) {
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releaseMaterial(&curMat);
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ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
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} else
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vertexFormat = 0;
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textMeaning = 1;
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} else if (!ASSIMP_stricmp(child.name(), "indices")) {
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if (curVertices.empty() && curMat) {
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releaseMaterial(&curMat);
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throw DeadlyImportError("IRRMESH: indices must come after vertices");
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}
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textMeaning = 2;
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// start a new mesh
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curMesh = new aiMesh();
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// allocate storage for all faces
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pugi::xml_attribute attr = child.attribute("indexCount");
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curMesh->mNumVertices = attr.as_int();
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if (!curMesh->mNumVertices) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
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// mesh - away
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releaseMesh(&curMesh);
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// material - away
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releaseMaterial(&curMat);
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textMeaning = 0;
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continue;
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}
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if (curMesh->mNumVertices % 3) {
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ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
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}
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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if (curNormals.size() == curVertices.size()) {
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size()) {
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size()) {
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors) {
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curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
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}
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if (curUVs.size() == curVertices.size()) {
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curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
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}
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if (curUV2s.size() == curVertices.size()) {
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curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
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}
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}
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//break;
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//case EXN_TEXT: {
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const char *sz = child.child_value();
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if (textMeaning == 1) {
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textMeaning = 0;
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// read vertices
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do {
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SkipSpacesAndLineEnd(&sz);
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aiVector3D temp;
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aiColor4D c;
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// Read the vertex position
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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curVertices.push_back(temp);
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// Read the vertex normals
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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curNormals.push_back(temp);
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// read the vertex colors
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uint32_t clr = strtoul16(sz, &sz);
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ColorFromARGBPacked(clr, c);
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if (!curColors.empty() && c != *(curColors.end() - 1))
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useColors = true;
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curColors.push_back(c);
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SkipSpaces(&sz);
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// read the first UV coordinate set
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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temp.z = 0.f;
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temp.y = 1.f - temp.y; // DX to OGL
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curUVs.push_back(temp);
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// read the (optional) second UV coordinate set
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if (vertexFormat == 1) {
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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temp.y = 1.f - temp.y; // DX to OGL
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curUV2s.push_back(temp);
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}
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// read optional tangent and bitangent vectors
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else if (vertexFormat == 2) {
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// tangents
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curTangents.push_back(temp);
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// bitangents
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sz = fast_atoreal_move<float>(sz, (float &)temp.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.z);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz, (float &)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curBitangents.push_back(temp);
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}
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}
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/* IMPORTANT: We assume that each vertex is specified in one
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line. So we can skip the rest of the line - unknown vertex
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elements are ignored.
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*/
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while (SkipLine(&sz));
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} else if (textMeaning == 2) {
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textMeaning = 0;
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// read indices
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aiFace *curFace = curMesh->mFaces;
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aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
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aiVector3D *pcV = curMesh->mVertices;
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aiVector3D *pcN = curMesh->mNormals;
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aiVector3D *pcT = curMesh->mTangents;
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aiVector3D *pcB = curMesh->mBitangents;
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aiColor4D *pcC0 = curMesh->mColors[0];
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aiVector3D *pcT0 = curMesh->mTextureCoords[0];
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aiVector3D *pcT1 = curMesh->mTextureCoords[1];
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unsigned int curIdx = 0;
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unsigned int total = 0;
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while (SkipSpacesAndLineEnd(&sz)) {
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if (curFace >= faceEnd) {
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ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
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break;
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}
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if (!curIdx) {
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curFace->mNumIndices = 3;
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curFace->mIndices = new unsigned int[3];
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}
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unsigned int idx = strtoul10(sz, &sz);
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if (idx >= curVertices.size()) {
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ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
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idx = 0;
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}
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curFace->mIndices[curIdx] = total++;
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*pcV++ = curVertices[idx];
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if (pcN) *pcN++ = curNormals[idx];
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if (pcT) *pcT++ = curTangents[idx];
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if (pcB) *pcB++ = curBitangents[idx];
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if (pcC0) *pcC0++ = curColors[idx];
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if (pcT0) *pcT0++ = curUVs[idx];
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if (pcT1) *pcT1++ = curUV2s[idx];
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if (++curIdx == 3) {
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++curFace;
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curIdx = 0;
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}
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}
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if (curFace != faceEnd)
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ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
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// Finish processing the mesh - do some small material workarounds
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if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
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// Take the opacity value of the current material
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// from the common vertex color alpha
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aiMaterial *mat = (aiMaterial *)curMat;
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mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
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}
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}
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}
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}
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// End of the last buffer. A material and a mesh should be there
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if (curMat || curMesh) {
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if (!curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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}
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if (materials.empty()) {
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throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
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}
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// now generate the output scene
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pScene->mNumMeshes = (unsigned int)meshes.size();
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mMeshes[i] = meshes[i];
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// clean this value ...
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pScene->mMeshes[i]->mNumUVComponents[3] = 0;
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}
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pScene->mNumMaterials = (unsigned int)materials.size();
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<IRRMesh>");
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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pScene->mRootNode->mMeshes[i] = i;
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}
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}
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#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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