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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file Implementation of the IrrMesh importer class */
- #ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
- #include "IRRMeshLoader.h"
- #include <assimp/ParsingUtils.h>
- #include <assimp/fast_atof.h>
- #include <assimp/importerdesc.h>
- #include <assimp/material.h>
- #include <assimp/mesh.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/IOSystem.hpp>
- #include <memory>
- using namespace Assimp;
- static constexpr aiImporterDesc desc = {
- "Irrlicht Mesh Reader",
- "",
- "",
- "http://irrlicht.sourceforge.net/",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "xml irrmesh"
- };
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- /* NOTE: A simple check for the file extension is not enough
- * here. Irrmesh and irr are easy, but xml is too generic
- * and could be collada, too. So we need to open the file and
- * search for typical tokens.
- */
- static const char *tokens[] = { "irrmesh" };
- return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- // Get a list of all file extensions which are handled by this class
- const aiImporterDesc *IRRMeshImporter::GetInfo() const {
- return &desc;
- }
- static void releaseMaterial(aiMaterial **mat) {
- if (*mat != nullptr) {
- delete *mat;
- *mat = nullptr;
- }
- }
- static void releaseMesh(aiMesh **mesh) {
- if (*mesh != nullptr) {
- delete *mesh;
- *mesh = nullptr;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void IRRMeshImporter::InternReadFile(const std::string &pFile,
- aiScene *pScene, IOSystem *pIOHandler) {
- std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
- // Check whether we can read from the file
- if (file == nullptr) {
- throw DeadlyImportError("Failed to open IRRMESH file ", pFile);
- }
- // Construct the irrXML parser
- XmlParser parser;
- if (!parser.parse(file.get())) {
- throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
- }
- XmlNode root = parser.getRootNode();
- // final data
- std::vector<aiMaterial *> materials;
- std::vector<aiMesh *> meshes;
- materials.reserve(5);
- meshes.reserve(5);
- // temporary data - current mesh buffer
- // TODO move all these to inside loop
- aiMaterial *curMat = nullptr;
- aiMesh *curMesh = nullptr;
- unsigned int curMatFlags = 0;
- std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
- std::vector<aiColor4D> curColors;
- std::vector<aiVector3D> curUVs, curUV2s;
- // some temporary variables
- // textMeaning is a 15 year old variable, that could've been an enum
- // int textMeaning = 0; // 0=none? 1=vertices 2=indices
- // int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
- bool useColors = false;
- // irrmesh files have a top level <mesh> owning multiple <buffer> nodes.
- // Each <buffer> contains <material>, <vertices>, and <indices>
- // <material> tags here directly owns the material data specs
- // <vertices> are a vertex per line, contains position, UV1 coords, maybe UV2, normal, tangent, bitangent
- // <boundingbox> is ignored, I think assimp recalculates those?
- // Parse the XML file
- pugi::xml_node const &meshNode = root.child("mesh");
- for (pugi::xml_node bufferNode : meshNode.children()) {
- if (ASSIMP_stricmp(bufferNode.name(), "buffer")) {
- // Might be a useless warning
- ASSIMP_LOG_WARN("IRRMESH: Ignoring non buffer node <", bufferNode.name(), "> in mesh declaration");
- continue;
- }
- curMat = nullptr;
- curMesh = nullptr;
- curVertices.clear();
- curColors.clear();
- curNormals.clear();
- curUV2s.clear();
- curUVs.clear();
- curTangents.clear();
- curBitangents.clear();
- // TODO ensure all three nodes are present and populated
- // before allocating everything
- // Get first material node
- pugi::xml_node materialNode = bufferNode.child("material");
- if (materialNode) {
- curMat = ParseMaterial(materialNode, curMatFlags);
- // Warn if there's more materials
- if (materialNode.next_sibling("material")) {
- ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
- }
- } else {
- ASSIMP_LOG_ERROR("IRRMESH: Buffer must contain one material");
- continue;
- }
- // Get first vertices node
- pugi::xml_node verticesNode = bufferNode.child("vertices");
- if (verticesNode) {
- pugi::xml_attribute vertexCountAttrib = verticesNode.attribute("vertexCount");
- int vertexCount = vertexCountAttrib.as_int();
- if (vertexCount == 0) {
- // This is possible ... remove the mesh from the list and skip further reading
- ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
- releaseMaterial(&curMat);
- continue; // Bail out early
- };
- curVertices.reserve(vertexCount);
- curNormals.reserve(vertexCount);
- curColors.reserve(vertexCount);
- curUVs.reserve(vertexCount);
- VertexFormat vertexFormat;
- // Determine the file format
- pugi::xml_attribute typeAttrib = verticesNode.attribute("type");
- if (!ASSIMP_stricmp("2tcoords", typeAttrib.value())) {
- curUV2s.reserve(vertexCount);
- vertexFormat = VertexFormat::t2coord;
- if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
- // *********************************************************
- // We have a second texture! So use this UV channel
- // for it. The 2nd texture can be either a normal
- // texture (solid_2layer or lightmap_xxx) or a normal
- // map (normal_..., parallax_...)
- // *********************************************************
- int idx = 1;
- aiMaterial *mat = (aiMaterial *)curMat;
- if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
- mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
- } else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
- mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
- } else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
- mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
- }
- }
- } else if (!ASSIMP_stricmp("tangents", typeAttrib.value())) {
- curTangents.reserve(vertexCount);
- curBitangents.reserve(vertexCount);
- vertexFormat = VertexFormat::tangent;
- } else if (!ASSIMP_stricmp("standard", typeAttrib.value())) {
- vertexFormat = VertexFormat::standard;
- } else {
- // Unsupported format, discard whole buffer/mesh
- // Assuming we have a correct material, then release it
- // We don't have a correct mesh for sure here
- releaseMaterial(&curMat);
- ASSIMP_LOG_ERROR("IRRMESH: Unknown vertex format");
- continue; // Skip rest of buffer
- };
- // We know what format buffer is, collect numbers
- std::string v = verticesNode.text().get();
- const char *end = v.c_str() + v.size();
- ParseBufferVertices(v.c_str(), end, vertexFormat,
- curVertices, curNormals,
- curTangents, curBitangents,
- curUVs, curUV2s, curColors, useColors);
- }
- // Get indices
- // At this point we have some vertices and a valid material
- // Collect indices and create aiMesh at the same time
- pugi::xml_node indicesNode = bufferNode.child("indices");
- if (indicesNode) {
- // start a new mesh
- curMesh = new aiMesh();
- // allocate storage for all faces
- pugi::xml_attribute attr = indicesNode.attribute("indexCount");
- curMesh->mNumVertices = attr.as_int();
- if (!curMesh->mNumVertices) {
- // This is possible ... remove the mesh from the list and skip further reading
- ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
- // mesh - away
- releaseMesh(&curMesh);
- // material - away
- releaseMaterial(&curMat);
- continue; // Go to next buffer
- }
- if (curMesh->mNumVertices % 3) {
- ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
- }
- curMesh->mNumFaces = curMesh->mNumVertices / 3;
- curMesh->mFaces = new aiFace[curMesh->mNumFaces];
- // setup some members
- curMesh->mMaterialIndex = (unsigned int)materials.size();
- curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- // allocate storage for all vertices
- curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
- if (curNormals.size() == curVertices.size()) {
- curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
- }
- if (curTangents.size() == curVertices.size()) {
- curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
- }
- if (curBitangents.size() == curVertices.size()) {
- curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
- }
- if (curColors.size() == curVertices.size() && useColors) {
- curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
- }
- if (curUVs.size() == curVertices.size()) {
- curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
- }
- if (curUV2s.size() == curVertices.size()) {
- curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
- }
- // read indices
- aiFace *curFace = curMesh->mFaces;
- aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
- aiVector3D *pcV = curMesh->mVertices;
- aiVector3D *pcN = curMesh->mNormals;
- aiVector3D *pcT = curMesh->mTangents;
- aiVector3D *pcB = curMesh->mBitangents;
- aiColor4D *pcC0 = curMesh->mColors[0];
- aiVector3D *pcT0 = curMesh->mTextureCoords[0];
- aiVector3D *pcT1 = curMesh->mTextureCoords[1];
- unsigned int curIdx = 0;
- unsigned int total = 0;
- // NOTE this might explode for UTF-16 and wchars
- const char *sz = indicesNode.text().get();
- const char *end = sz + std::strlen(sz);
- // For each index loop over aiMesh faces
- while (SkipSpacesAndLineEnd(&sz, end)) {
- if (curFace >= faceEnd) {
- ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
- break;
- }
- // if new face
- if (!curIdx) {
- curFace->mNumIndices = 3;
- curFace->mIndices = new unsigned int[3];
- }
- // Read index base 10
- // function advances the pointer
- unsigned int idx = strtoul10(sz, &sz);
- if (idx >= curVertices.size()) {
- ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
- idx = 0;
- }
- // make up our own indices?
- curFace->mIndices[curIdx] = total++;
- // Copy over data to aiMesh
- *pcV++ = curVertices[idx];
- if (pcN)
- *pcN++ = curNormals[idx];
- if (pcT)
- *pcT++ = curTangents[idx];
- if (pcB)
- *pcB++ = curBitangents[idx];
- if (pcC0)
- *pcC0++ = curColors[idx];
- if (pcT0)
- *pcT0++ = curUVs[idx];
- if (pcT1)
- *pcT1++ = curUV2s[idx];
- // start new face
- if (++curIdx == 3) {
- ++curFace;
- curIdx = 0;
- }
- }
- // We should be at the end of mFaces
- if (curFace != faceEnd) {
- ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
- }
- }
- // Finish processing the mesh - do some small material workarounds
- if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
- // Take the opacity value of the current material
- // from the common vertex color alpha
- aiMaterial *mat = (aiMaterial *)curMat;
- mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
- }
- // end of previous buffer. A material and a mesh should be there
- if (!curMat || !curMesh) {
- ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
- releaseMaterial(&curMat);
- releaseMesh(&curMesh);
- } else {
- materials.push_back(curMat);
- meshes.push_back(curMesh);
- }
- }
- // If one is empty then so is the other
- if (materials.empty() || meshes.empty()) {
- throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
- }
- // now generate the output scene
- pScene->mNumMeshes = (unsigned int)meshes.size();
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- pScene->mMeshes[i] = meshes[i];
- // clean this value ...
- pScene->mMeshes[i]->mNumUVComponents[3] = 0;
- }
- pScene->mNumMaterials = (unsigned int)materials.size();
- pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- ::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<IRRMesh>");
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- pScene->mRootNode->mMeshes[i] = i;
- };
- }
- void IRRMeshImporter::ParseBufferVertices(const char *sz, const char *end, VertexFormat vertexFormat,
- std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
- std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
- std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
- std::vector<aiColor4D> &colors, bool &useColors) {
- // read vertices
- do {
- SkipSpacesAndLineEnd(&sz, end);
- aiVector3D temp;
- aiColor4D c;
- // Read the vertex position
- sz = fast_atoreal_move<float>(sz, (float &)temp.x);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.y);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.z);
- SkipSpaces(&sz, end);
- vertices.push_back(temp);
- // Read the vertex normals
- sz = fast_atoreal_move<float>(sz, (float &)temp.x);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.y);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.z);
- SkipSpaces(&sz, end);
- normals.push_back(temp);
- // read the vertex colors
- uint32_t clr = strtoul16(sz, &sz);
- ColorFromARGBPacked(clr, c);
- // If we're pushing more than one distinct color
- if (!colors.empty() && c != *(colors.end() - 1))
- useColors = true;
- colors.push_back(c);
- SkipSpaces(&sz, end);
- // read the first UV coordinate set
- sz = fast_atoreal_move<float>(sz, (float &)temp.x);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.y);
- SkipSpaces(&sz, end);
- temp.z = 0.f;
- temp.y = 1.f - temp.y; // DX to OGL
- UVs.push_back(temp);
- // NOTE these correspond to specific S3DVertex* structs in irr sourcecode
- // So by definition, all buffers have either UV2 or tangents or neither
- // read the (optional) second UV coordinate set
- if (vertexFormat == VertexFormat::t2coord) {
- sz = fast_atoreal_move<float>(sz, (float &)temp.x);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.y);
- temp.y = 1.f - temp.y; // DX to OGL
- UV2s.push_back(temp);
- }
- // read optional tangent and bitangent vectors
- else if (vertexFormat == VertexFormat::tangent) {
- // tangents
- sz = fast_atoreal_move<float>(sz, (float &)temp.x);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.z);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.y);
- SkipSpaces(&sz, end);
- temp.y *= -1.0f;
- tangents.push_back(temp);
- // bitangents
- sz = fast_atoreal_move<float>(sz, (float &)temp.x);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.z);
- SkipSpaces(&sz, end);
- sz = fast_atoreal_move<float>(sz, (float &)temp.y);
- SkipSpaces(&sz, end);
- temp.y *= -1.0f;
- bitangents.push_back(temp);
- }
- } while (SkipLine(&sz, end));
- // IMPORTANT: We assume that each vertex is specified in one
- // line. So we can skip the rest of the line - unknown vertex
- // elements are ignored.
- }
- #endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
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