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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, 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 XGLLoader.h
- * @brief Declaration of the .xgl/.zgl
- */
- #ifndef AI_XGLLOADER_H_INCLUDED
- #define AI_XGLLOADER_H_INCLUDED
- #include <assimp/BaseImporter.h>
- #include <assimp/LogAux.h>
- #include <assimp/irrXMLWrapper.h>
- #include <assimp/light.h>
- #include <assimp/material.h>
- #include <assimp/mesh.h>
- #include <assimp/Importer.hpp>
- #include <map>
- #include <memory>
- struct aiNode;
- namespace Assimp {
- // ---------------------------------------------------------------------------
- /** XGL/ZGL importer.
- *
- * Spec: http://vizstream.aveva.com/release/vsplatform/XGLSpec.htm
- */
- class XGLImporter : public BaseImporter, public LogFunctions<XGLImporter> {
- public:
- XGLImporter();
- ~XGLImporter();
- public:
- // -------------------------------------------------------------------
- /** 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;
- protected:
- // -------------------------------------------------------------------
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details */
- const aiImporterDesc *GetInfo() const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details */
- void InternReadFile(const std::string &pFile, aiScene *pScene,
- IOSystem *pIOHandler);
- private:
- struct TempScope {
- TempScope() :
- light() {}
- ~TempScope() {
- for (aiMesh *m : meshes_linear) {
- delete m;
- }
- for (aiMaterial *m : materials_linear) {
- delete m;
- }
- delete light;
- }
- void dismiss() {
- light = nullptr;
- meshes_linear.clear();
- materials_linear.clear();
- meshes.clear();
- materials.clear();
- }
- std::multimap<unsigned int, aiMesh *> meshes;
- std::map<unsigned int, aiMaterial *> materials;
- std::vector<aiMesh *> meshes_linear;
- std::vector<aiMaterial *> materials_linear;
- aiLight *light;
- };
- struct SortMeshByMaterialId {
- SortMeshByMaterialId(const TempScope &scope) :
- scope(scope) {}
- bool operator()(unsigned int a, unsigned int b) const {
- return scope.meshes_linear[a]->mMaterialIndex < scope.meshes_linear[b]->mMaterialIndex;
- };
- const TempScope &scope;
- };
- struct TempMesh {
- std::map<unsigned int, aiVector3D> points;
- std::map<unsigned int, aiVector3D> normals;
- std::map<unsigned int, aiVector2D> uvs;
- };
- struct TempMaterialMesh {
- TempMaterialMesh() :
- pflags(), matid() {}
- std::vector<aiVector3D> positions, normals;
- std::vector<aiVector2D> uvs;
- std::vector<unsigned int> vcounts;
- unsigned int pflags;
- unsigned int matid;
- };
- struct TempFace {
- TempFace() :
- has_uv(), has_normal() {}
- aiVector3D pos;
- aiVector3D normal;
- aiVector2D uv;
- bool has_uv;
- bool has_normal;
- };
- private:
- void Cleanup();
- std::string GetElementName();
- bool ReadElement();
- bool ReadElementUpToClosing(const char *closetag);
- bool SkipToText();
- unsigned int ReadIDAttr();
- void ReadWorld(TempScope &scope);
- void ReadLighting(TempScope &scope);
- aiLight *ReadDirectionalLight();
- aiNode *ReadObject(TempScope &scope, bool skipFirst = false, const char *closetag = "object");
- bool ReadMesh(TempScope &scope);
- void ReadMaterial(TempScope &scope);
- aiVector2D ReadVec2();
- aiVector3D ReadVec3();
- aiColor3D ReadCol3();
- aiMatrix4x4 ReadTrafo();
- unsigned int ReadIndexFromText();
- float ReadFloat();
- aiMesh *ToOutputMesh(const TempMaterialMesh &m);
- void ReadFaceVertex(const TempMesh &t, TempFace &out);
- unsigned int ResolveMaterialRef(TempScope &scope);
- private:
- std::shared_ptr<irr::io::IrrXMLReader> m_reader;
- aiScene *m_scene;
- };
- } // end of namespace Assimp
- #endif // AI_IRRMESHIMPORTER_H_INC
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