vrshoot

annotate libs/assimp/ColladaParser.h @ 1:e7ca128b8713

looks nice :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 00:35:22 +0200
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nuclear@0 1 /*
nuclear@0 2 Open Asset Import Library (assimp)
nuclear@0 3 ----------------------------------------------------------------------
nuclear@0 4
nuclear@0 5 Copyright (c) 2006-2012, assimp team
nuclear@0 6 All rights reserved.
nuclear@0 7
nuclear@0 8 Redistribution and use of this software in source and binary forms,
nuclear@0 9 with or without modification, are permitted provided that the
nuclear@0 10 following conditions are met:
nuclear@0 11
nuclear@0 12 * Redistributions of source code must retain the above
nuclear@0 13 copyright notice, this list of conditions and the
nuclear@0 14 following disclaimer.
nuclear@0 15
nuclear@0 16 * Redistributions in binary form must reproduce the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer in the documentation and/or other
nuclear@0 19 materials provided with the distribution.
nuclear@0 20
nuclear@0 21 * Neither the name of the assimp team, nor the names of its
nuclear@0 22 contributors may be used to endorse or promote products
nuclear@0 23 derived from this software without specific prior
nuclear@0 24 written permission of the assimp team.
nuclear@0 25
nuclear@0 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 37
nuclear@0 38 ----------------------------------------------------------------------
nuclear@0 39 */
nuclear@0 40
nuclear@0 41 /** @file ColladaParser.h
nuclear@0 42 * @brief Defines the parser helper class for the collada loader
nuclear@0 43 */
nuclear@0 44
nuclear@0 45 #ifndef AI_COLLADAPARSER_H_INC
nuclear@0 46 #define AI_COLLADAPARSER_H_INC
nuclear@0 47
nuclear@0 48 #include "irrXMLWrapper.h"
nuclear@0 49 #include "ColladaHelper.h"
nuclear@0 50
nuclear@0 51 namespace Assimp
nuclear@0 52 {
nuclear@0 53
nuclear@0 54 // ------------------------------------------------------------------------------------------
nuclear@0 55 /** Parser helper class for the Collada loader.
nuclear@0 56 *
nuclear@0 57 * Does all the XML reading and builds internal data structures from it,
nuclear@0 58 * but leaves the resolving of all the references to the loader.
nuclear@0 59 */
nuclear@0 60 class ColladaParser
nuclear@0 61 {
nuclear@0 62 friend class ColladaLoader;
nuclear@0 63
nuclear@0 64 protected:
nuclear@0 65 /** Constructor from XML file */
nuclear@0 66 ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
nuclear@0 67
nuclear@0 68 /** Destructor */
nuclear@0 69 ~ColladaParser();
nuclear@0 70
nuclear@0 71 /** Reads the contents of the file */
nuclear@0 72 void ReadContents();
nuclear@0 73
nuclear@0 74 /** Reads the structure of the file */
nuclear@0 75 void ReadStructure();
nuclear@0 76
nuclear@0 77 /** Reads asset informations such as coordinate system informations and legal blah */
nuclear@0 78 void ReadAssetInfo();
nuclear@0 79
nuclear@0 80 /** Reads the animation library */
nuclear@0 81 void ReadAnimationLibrary();
nuclear@0 82
nuclear@0 83 /** Reads an animation into the given parent structure */
nuclear@0 84 void ReadAnimation( Collada::Animation* pParent);
nuclear@0 85
nuclear@0 86 /** Reads an animation sampler into the given anim channel */
nuclear@0 87 void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
nuclear@0 88
nuclear@0 89 /** Reads the skeleton controller library */
nuclear@0 90 void ReadControllerLibrary();
nuclear@0 91
nuclear@0 92 /** Reads a controller into the given mesh structure */
nuclear@0 93 void ReadController( Collada::Controller& pController);
nuclear@0 94
nuclear@0 95 /** Reads the joint definitions for the given controller */
nuclear@0 96 void ReadControllerJoints( Collada::Controller& pController);
nuclear@0 97
nuclear@0 98 /** Reads the joint weights for the given controller */
nuclear@0 99 void ReadControllerWeights( Collada::Controller& pController);
nuclear@0 100
nuclear@0 101 /** Reads the image library contents */
nuclear@0 102 void ReadImageLibrary();
nuclear@0 103
nuclear@0 104 /** Reads an image entry into the given image */
nuclear@0 105 void ReadImage( Collada::Image& pImage);
nuclear@0 106
nuclear@0 107 /** Reads the material library */
nuclear@0 108 void ReadMaterialLibrary();
nuclear@0 109
nuclear@0 110 /** Reads a material entry into the given material */
nuclear@0 111 void ReadMaterial( Collada::Material& pMaterial);
nuclear@0 112
nuclear@0 113 /** Reads the camera library */
nuclear@0 114 void ReadCameraLibrary();
nuclear@0 115
nuclear@0 116 /** Reads a camera entry into the given camera */
nuclear@0 117 void ReadCamera( Collada::Camera& pCamera);
nuclear@0 118
nuclear@0 119 /** Reads the light library */
nuclear@0 120 void ReadLightLibrary();
nuclear@0 121
nuclear@0 122 /** Reads a light entry into the given light */
nuclear@0 123 void ReadLight( Collada::Light& pLight);
nuclear@0 124
nuclear@0 125 /** Reads the effect library */
nuclear@0 126 void ReadEffectLibrary();
nuclear@0 127
nuclear@0 128 /** Reads an effect entry into the given effect*/
nuclear@0 129 void ReadEffect( Collada::Effect& pEffect);
nuclear@0 130
nuclear@0 131 /** Reads an COMMON effect profile */
nuclear@0 132 void ReadEffectProfileCommon( Collada::Effect& pEffect);
nuclear@0 133
nuclear@0 134 /** Read sampler properties */
nuclear@0 135 void ReadSamplerProperties( Collada::Sampler& pSampler);
nuclear@0 136
nuclear@0 137 /** Reads an effect entry containing a color or a texture defining that color */
nuclear@0 138 void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
nuclear@0 139
nuclear@0 140 /** Reads an effect entry containing a float */
nuclear@0 141 void ReadEffectFloat( float& pFloat);
nuclear@0 142
nuclear@0 143 /** Reads an effect parameter specification of any kind */
nuclear@0 144 void ReadEffectParam( Collada::EffectParam& pParam);
nuclear@0 145
nuclear@0 146 /** Reads the geometry library contents */
nuclear@0 147 void ReadGeometryLibrary();
nuclear@0 148
nuclear@0 149 /** Reads a geometry from the geometry library. */
nuclear@0 150 void ReadGeometry( Collada::Mesh* pMesh);
nuclear@0 151
nuclear@0 152 /** Reads a mesh from the geometry library */
nuclear@0 153 void ReadMesh( Collada::Mesh* pMesh);
nuclear@0 154
nuclear@0 155 /** Reads a source element - a combination of raw data and an accessor defining
nuclear@0 156 * things that should not be redefinable. Yes, that's another rant.
nuclear@0 157 */
nuclear@0 158 void ReadSource();
nuclear@0 159
nuclear@0 160 /** Reads a data array holding a number of elements, and stores it in the global library.
nuclear@0 161 * Currently supported are array of floats and arrays of strings.
nuclear@0 162 */
nuclear@0 163 void ReadDataArray();
nuclear@0 164
nuclear@0 165 /** Reads an accessor and stores it in the global library under the given ID -
nuclear@0 166 * accessors use the ID of the parent <source> element
nuclear@0 167 */
nuclear@0 168 void ReadAccessor( const std::string& pID);
nuclear@0 169
nuclear@0 170 /** Reads input declarations of per-vertex mesh data into the given mesh */
nuclear@0 171 void ReadVertexData( Collada::Mesh* pMesh);
nuclear@0 172
nuclear@0 173 /** Reads input declarations of per-index mesh data into the given mesh */
nuclear@0 174 void ReadIndexData( Collada::Mesh* pMesh);
nuclear@0 175
nuclear@0 176 /** Reads a single input channel element and stores it in the given array, if valid */
nuclear@0 177 void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
nuclear@0 178
nuclear@0 179 /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
nuclear@0 180 void ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
nuclear@0 181 size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
nuclear@0 182
nuclear@0 183 /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
nuclear@0 184 void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
nuclear@0 185
nuclear@0 186 /** Reads the library of node hierarchies and scene parts */
nuclear@0 187 void ReadSceneLibrary();
nuclear@0 188
nuclear@0 189 /** Reads a scene node's contents including children and stores it in the given node */
nuclear@0 190 void ReadSceneNode( Collada::Node* pNode);
nuclear@0 191
nuclear@0 192 /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
nuclear@0 193 void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
nuclear@0 194
nuclear@0 195 /** Reads a mesh reference in a node and adds it to the node's mesh list */
nuclear@0 196 void ReadNodeGeometry( Collada::Node* pNode);
nuclear@0 197
nuclear@0 198 /** Reads the collada scene */
nuclear@0 199 void ReadScene();
nuclear@0 200
nuclear@0 201 // Processes bind_vertex_input and bind elements
nuclear@0 202 void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
nuclear@0 203
nuclear@0 204 protected:
nuclear@0 205 /** Aborts the file reading with an exception */
nuclear@0 206 void ThrowException( const std::string& pError) const;
nuclear@0 207
nuclear@0 208 /** Skips all data until the end node of the current element */
nuclear@0 209 void SkipElement();
nuclear@0 210
nuclear@0 211 /** Skips all data until the end node of the given element */
nuclear@0 212 void SkipElement( const char* pElement);
nuclear@0 213
nuclear@0 214 /** Compares the current xml element name to the given string and returns true if equal */
nuclear@0 215 bool IsElement( const char* pName) const;
nuclear@0 216
nuclear@0 217 /** Tests for the opening tag of the given element, throws an exception if not found */
nuclear@0 218 void TestOpening( const char* pName);
nuclear@0 219
nuclear@0 220 /** Tests for the closing tag of the given element, throws an exception if not found */
nuclear@0 221 void TestClosing( const char* pName);
nuclear@0 222
nuclear@0 223 /** Checks the present element for the presence of the attribute, returns its index
nuclear@0 224 or throws an exception if not found */
nuclear@0 225 int GetAttribute( const char* pAttr) const;
nuclear@0 226
nuclear@0 227 /** Returns the index of the named attribute or -1 if not found. Does not throw,
nuclear@0 228 therefore useful for optional attributes */
nuclear@0 229 int TestAttribute( const char* pAttr) const;
nuclear@0 230
nuclear@0 231 /** Reads the text contents of an element, throws an exception if not given.
nuclear@0 232 Skips leading whitespace. */
nuclear@0 233 const char* GetTextContent();
nuclear@0 234
nuclear@0 235 /** Reads the text contents of an element, returns NULL if not given.
nuclear@0 236 Skips leading whitespace. */
nuclear@0 237 const char* TestTextContent();
nuclear@0 238
nuclear@0 239 /** Reads a single bool from current text content */
nuclear@0 240 bool ReadBoolFromTextContent();
nuclear@0 241
nuclear@0 242 /** Reads a single float from current text content */
nuclear@0 243 float ReadFloatFromTextContent();
nuclear@0 244
nuclear@0 245 /** Calculates the resulting transformation from all the given transform steps */
nuclear@0 246 aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
nuclear@0 247
nuclear@0 248 /** Determines the input data type for the given semantic string */
nuclear@0 249 Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
nuclear@0 250
nuclear@0 251 /** Finds the item in the given library by its reference, throws if not found */
nuclear@0 252 template <typename Type> const Type& ResolveLibraryReference(
nuclear@0 253 const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
nuclear@0 254
nuclear@0 255 protected:
nuclear@0 256 /** Filename, for a verbose error message */
nuclear@0 257 std::string mFileName;
nuclear@0 258
nuclear@0 259 /** XML reader, member for everyday use */
nuclear@0 260 irr::io::IrrXMLReader* mReader;
nuclear@0 261
nuclear@0 262 /** All data arrays found in the file by ID. Might be referred to by actually
nuclear@0 263 everyone. Collada, you are a steaming pile of indirection. */
nuclear@0 264 typedef std::map<std::string, Collada::Data> DataLibrary;
nuclear@0 265 DataLibrary mDataLibrary;
nuclear@0 266
nuclear@0 267 /** Same for accessors which define how the data in a data array is accessed. */
nuclear@0 268 typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
nuclear@0 269 AccessorLibrary mAccessorLibrary;
nuclear@0 270
nuclear@0 271 /** Mesh library: mesh by ID */
nuclear@0 272 typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
nuclear@0 273 MeshLibrary mMeshLibrary;
nuclear@0 274
nuclear@0 275 /** node library: root node of the hierarchy part by ID */
nuclear@0 276 typedef std::map<std::string, Collada::Node*> NodeLibrary;
nuclear@0 277 NodeLibrary mNodeLibrary;
nuclear@0 278
nuclear@0 279 /** Image library: stores texture properties by ID */
nuclear@0 280 typedef std::map<std::string, Collada::Image> ImageLibrary;
nuclear@0 281 ImageLibrary mImageLibrary;
nuclear@0 282
nuclear@0 283 /** Effect library: surface attributes by ID */
nuclear@0 284 typedef std::map<std::string, Collada::Effect> EffectLibrary;
nuclear@0 285 EffectLibrary mEffectLibrary;
nuclear@0 286
nuclear@0 287 /** Material library: surface material by ID */
nuclear@0 288 typedef std::map<std::string, Collada::Material> MaterialLibrary;
nuclear@0 289 MaterialLibrary mMaterialLibrary;
nuclear@0 290
nuclear@0 291 /** Light library: surface light by ID */
nuclear@0 292 typedef std::map<std::string, Collada::Light> LightLibrary;
nuclear@0 293 LightLibrary mLightLibrary;
nuclear@0 294
nuclear@0 295 /** Camera library: surface material by ID */
nuclear@0 296 typedef std::map<std::string, Collada::Camera> CameraLibrary;
nuclear@0 297 CameraLibrary mCameraLibrary;
nuclear@0 298
nuclear@0 299 /** Controller library: joint controllers by ID */
nuclear@0 300 typedef std::map<std::string, Collada::Controller> ControllerLibrary;
nuclear@0 301 ControllerLibrary mControllerLibrary;
nuclear@0 302
nuclear@0 303 /** Pointer to the root node. Don't delete, it just points to one of
nuclear@0 304 the nodes in the node library. */
nuclear@0 305 Collada::Node* mRootNode;
nuclear@0 306
nuclear@0 307 /** Root animation container */
nuclear@0 308 Collada::Animation mAnims;
nuclear@0 309
nuclear@0 310 /** Size unit: how large compared to a meter */
nuclear@0 311 float mUnitSize;
nuclear@0 312
nuclear@0 313 /** Which is the up vector */
nuclear@0 314 enum { UP_X, UP_Y, UP_Z } mUpDirection;
nuclear@0 315
nuclear@0 316 /** Collada file format version */
nuclear@0 317 Collada::FormatVersion mFormat;
nuclear@0 318 };
nuclear@0 319
nuclear@0 320 // ------------------------------------------------------------------------------------------------
nuclear@0 321 // Check for element match
nuclear@0 322 inline bool ColladaParser::IsElement( const char* pName) const
nuclear@0 323 {
nuclear@0 324 ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
nuclear@0 325 return ::strcmp( mReader->getNodeName(), pName) == 0;
nuclear@0 326 }
nuclear@0 327
nuclear@0 328 // ------------------------------------------------------------------------------------------------
nuclear@0 329 // Finds the item in the given library by its reference, throws if not found
nuclear@0 330 template <typename Type>
nuclear@0 331 const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
nuclear@0 332 {
nuclear@0 333 typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
nuclear@0 334 if( it == pLibrary.end())
nuclear@0 335 ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
nuclear@0 336 return it->second;
nuclear@0 337 }
nuclear@0 338
nuclear@0 339 } // end of namespace Assimp
nuclear@0 340
nuclear@0 341 #endif // AI_COLLADAPARSER_H_INC