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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 IRRLoader.h
- * @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format)
- * importer class.
- */
- #ifndef AI_IRRLOADER_H_INCLUDED
- #define AI_IRRLOADER_H_INCLUDED
- #include "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() = default;
- //! 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;
- };
- // -------------------------------------------------------------------
- // Parse <node> tag from XML file and extract child node
- // @param node XML node
- // @param guessedMeshesContained number of extra guessed meshes
- IRRImporter::Node *ParseNode(pugi::xml_node &node, BatchLoader& batch);
- // -------------------------------------------------------------------
- // Parse <attributes> tags within <node> tags and apply to scene node
- // @param attributeNode XML child node
- // @param nd Attributed scene node
- void ParseNodeAttributes(pugi::xml_node &attributeNode, IRRImporter::Node *nd, BatchLoader& batch);
- // -------------------------------------------------------------------
- // Parse an <animator> node and attach an animator to a node
- // @param animatorNode XML animator node
- // @param nd Animated scene node
- void ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd);
- // -------------------------------------------------------------------
- /// 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;
- std::vector<aiCamera*> cameras;
- std::vector<aiLight*> lights;
- unsigned int guessedMeshCnt;
- unsigned int guessedMatCnt;
- unsigned int guessedAnimCnt;
- };
- } // end of namespace Assimp
- #endif // AI_IRRIMPORTER_H_INC
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