irrlicht/source/Irrlicht/CColladaFileLoader.cpp
cutealien 2ae2a551a6 Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 19:05:16 +00:00

3009 lines
86 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_
#include "CColladaFileLoader.h"
#include "CMeshTextureLoader.h"
#include "os.h"
#include "IXMLReader.h"
#include "IDummyTransformationSceneNode.h"
#include "SAnimatedMesh.h"
#include "fast_atof.h"
#include "quaternion.h"
#include "ILightSceneNode.h"
#include "ICameraSceneNode.h"
#include "IMeshManipulator.h"
#include "IReadFile.h"
#include "IAttributes.h"
#include "IMeshCache.h"
#include "IMeshSceneNode.h"
#include "SMeshBufferLightMap.h"
#include "irrMap.h"
#ifdef _DEBUG
#define COLLADA_READER_DEBUG
#endif
namespace irr
{
namespace scene
{
namespace
{
// currently supported COLLADA tag names
const core::stringc colladaSectionName = "COLLADA";
const core::stringc librarySectionName = "library";
const core::stringc libraryNodesSectionName = "library_nodes";
const core::stringc libraryGeometriesSectionName = "library_geometries";
const core::stringc libraryMaterialsSectionName = "library_materials";
const core::stringc libraryImagesSectionName = "library_images";
const core::stringc libraryVisualScenesSectionName = "library_visual_scenes";
const core::stringc libraryCamerasSectionName = "library_cameras";
const core::stringc libraryLightsSectionName = "library_lights";
const core::stringc libraryEffectsSectionName = "library_effects";
const core::stringc assetSectionName = "asset";
const core::stringc sceneSectionName = "scene";
const core::stringc visualSceneSectionName = "visual_scene";
const core::stringc lightPrefabName = "light";
const core::stringc cameraPrefabName = "camera";
const core::stringc materialSectionName = "material";
const core::stringc geometrySectionName = "geometry";
const core::stringc imageSectionName = "image";
const core::stringc textureSectionName = "texture";
const core::stringc effectSectionName = "effect";
const core::stringc pointSectionName = "point";
const core::stringc directionalSectionName ="directional";
const core::stringc spotSectionName = "spot";
const core::stringc ambientSectionName = "ambient";
const core::stringc meshSectionName = "mesh";
const core::stringc sourceSectionName = "source";
const core::stringc arraySectionName = "array";
const core::stringc floatArraySectionName ="float_array";
const core::stringc intArraySectionName = "int_array";
const core::stringc techniqueCommonSectionName = "technique_common";
const core::stringc accessorSectionName = "accessor";
const core::stringc verticesSectionName = "vertices";
const core::stringc inputTagName = "input";
const core::stringc polylistSectionName = "polylist";
const core::stringc trianglesSectionName = "triangles";
const core::stringc polygonsSectionName = "polygons";
const core::stringc primitivesName = "p";
const core::stringc vcountName = "vcount";
const core::stringc upAxisNodeName = "up_axis";
const core::stringc nodeSectionName = "node";
const core::stringc lookatNodeName = "lookat";
const core::stringc matrixNodeName = "matrix";
const core::stringc perspectiveNodeName = "perspective";
const core::stringc rotateNodeName = "rotate";
const core::stringc scaleNodeName = "scale";
const core::stringc translateNodeName = "translate";
const core::stringc skewNodeName = "skew";
const core::stringc minNodeName = "min";
const core::stringc maxNodeName = "max";
const core::stringc instanceName = "instance";
const core::stringc instanceGeometryName = "instance_geometry";
const core::stringc instanceSceneName = "instance_visual_scene";
const core::stringc instanceEffectName = "instance_effect";
const core::stringc instanceMaterialName = "instance_material";
const core::stringc instanceLightName = "instance_light";
const core::stringc instanceNodeName = "instance_node";
const core::stringc instanceCameraName = "instance_camera";
const core::stringc bindMaterialName = "bind_material";
const core::stringc extraNodeName = "extra";
const core::stringc techniqueNodeName = "technique";
const core::stringc colorNodeName = "color";
const core::stringc floatNodeName = "float";
const core::stringc float2NodeName = "float2";
const core::stringc float3NodeName = "float3";
const core::stringc newParamName = "newparam";
const core::stringc paramTagName = "param";
const core::stringc initFromName = "init_from";
const core::stringc dataName = "data";
const core::stringc wrapsName = "wrap_s";
const core::stringc wraptName = "wrap_t";
const core::stringc wraprName = "wrap_r"; // for downward compatibility to bug in old Irrlicht collada writer. Not standard but we wrote that accidentally up to Irrlicht 1.8, so we should still be able to load those files
const core::stringc wrappName = "wrap_p";
const core::stringc minfilterName = "minfilter";
const core::stringc magfilterName = "magfilter";
const core::stringc mipfilterName = "mipfilter";
const core::stringc textureNodeName = "texture";
const core::stringc doubleSidedNodeName = "double_sided";
const core::stringc constantAttenuationNodeName = "constant_attenuation";
const core::stringc linearAttenuationNodeName = "linear_attenuation";
const core::stringc quadraticAttenuationNodeName = "quadratic_attenuation";
const core::stringc falloffAngleNodeName = "falloff_angle";
const core::stringc falloffExponentNodeName = "falloff_exponent";
const core::stringc profileCOMMONSectionName = "profile_COMMON";
const core::stringc profileCOMMONAttributeName = "COMMON";
const char* const inputSemanticNames[] = {"POSITION", "VERTEX", "NORMAL", "TEXCOORD",
"UV", "TANGENT", "IMAGE", "TEXTURE", "COLOR", 0};
// We have to read ambient lights like other light types here, so we need a type for it
const video::E_LIGHT_TYPE ELT_AMBIENT = video::E_LIGHT_TYPE(video::ELT_COUNT+1);
}
//! following class is for holding and creating instances of library
//! objects, named prefabs in this loader.
class CPrefab : public IColladaPrefab
{
public:
CPrefab(const core::stringc& id) : Id(id)
{
}
//! creates an instance of this prefab
virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
scene::ISceneManager* mgr) _IRR_OVERRIDE_
{
// empty implementation
return 0;
}
//! returns id of this prefab
virtual const core::stringc& getId() _IRR_OVERRIDE_
{
return Id;
}
protected:
core::stringc Id;
};
//! prefab for a light scene node
class CLightPrefab : public CPrefab
{
public:
CLightPrefab(const core::stringc& id) : CPrefab(id)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: loaded light prefab", Id.c_str(), ELL_DEBUG);
#endif
}
video::SLight LightData; // publically accessible
//! creates an instance of this prefab
virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
scene::ISceneManager* mgr) _IRR_OVERRIDE_
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: Constructing light instance", Id.c_str(), ELL_DEBUG);
#endif
if ( LightData.Type == ELT_AMBIENT )
{
mgr->setAmbientLight( LightData.DiffuseColor );
return 0;
}
scene::ILightSceneNode* l = mgr->addLightSceneNode(parent);
if (l)
{
l->setLightData ( LightData );
l->setName(getId());
}
return l;
}
};
//! prefab for a mesh scene node
class CGeometryPrefab : public CPrefab
{
public:
CGeometryPrefab(const core::stringc& id) : CPrefab(id)
{
}
scene::IMesh* Mesh;
//! creates an instance of this prefab
virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
scene::ISceneManager* mgr) _IRR_OVERRIDE_
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: Constructing mesh instance", Id.c_str(), ELL_DEBUG);
#endif
scene::ISceneNode* m = mgr->addMeshSceneNode(Mesh, parent);
if (m)
{
m->setName(getId());
// m->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
// m->setDebugDataVisible(scene::EDS_FULL);
}
return m;
}
};
//! prefab for a camera scene node
class CCameraPrefab : public CPrefab
{
public:
CCameraPrefab(const core::stringc& id)
: CPrefab(id), YFov(core::PI / 2.5f), ZNear(1.0f), ZFar(3000.0f)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: loaded camera prefab", Id.c_str(), ELL_DEBUG);
#endif
}
// publicly accessible data
f32 YFov;
f32 ZNear;
f32 ZFar;
//! creates an instance of this prefab
virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
scene::ISceneManager* mgr) _IRR_OVERRIDE_
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: Constructing camera instance", Id.c_str(), ELL_DEBUG);
#endif
scene::ICameraSceneNode* c = mgr->addCameraSceneNode(parent, core::vector3df(0,0,0), core::vector3df(0,0,100), -1, false);
if (c)
{
c->setFOV(YFov);
c->setNearValue(ZNear);
c->setFarValue(ZFar);
c->setName(getId());
}
return c;
}
};
//! prefab for a container scene node
//! Collects other prefabs and instantiates them upon instantiation
//! Uses a dummy scene node to return the children as one scene node
class CScenePrefab : public CPrefab
{
public:
CScenePrefab(const core::stringc& id) : CPrefab(id)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: loaded scene prefab", Id.c_str(), ELL_DEBUG);
#endif
}
//! creates an instance of this prefab
virtual scene::ISceneNode* addInstance(scene::ISceneNode* parent,
scene::ISceneManager* mgr) _IRR_OVERRIDE_
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: Constructing scene instance", Id.c_str(), ELL_DEBUG);
#endif
if (Children.size()==0)
return 0;
scene::IDummyTransformationSceneNode* s = mgr->addDummyTransformationSceneNode(parent);
if (s)
{
s->setName(getId());
s->getRelativeTransformationMatrix() = Transformation;
s->updateAbsolutePosition();
core::stringc t;
for (u32 i=0; i<16; ++i)
{
t+=core::stringc((double)Transformation[i]);
t+=" ";
}
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA: Transformation", t.c_str(), ELL_DEBUG);
#endif
for (u32 i=0; i<Children.size(); ++i)
Children[i]->addInstance(s, mgr);
}
return s;
}
core::array<IColladaPrefab*> Children;
core::matrix4 Transformation;
};
//! Constructor
CColladaFileLoader::CColladaFileLoader(scene::ISceneManager* smgr,
io::IFileSystem* fs)
: SceneManager(smgr), FileSystem(fs), DummyMesh(0),
FirstLoadedMesh(0), LoadedMeshCount(0), CreateInstances(false)
{
#ifdef _DEBUG
setDebugName("CColladaFileLoader");
#endif
// Escape characters, see https://www.w3schools.com/tags/ref_urlencode.asp
// TODO: There should be more, but usually people just escape the space character anyway.
// And I'm not sure if our xml files are utf-8 or windows-1252, so let's avoid the ambiguous ones.
EscapeCharsAnyURI.push_back(EscapeCharacterURL(' ', "%20"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('"', "%22"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('#', "%23"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('$', "%24"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('%', "%25"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('&', "%26"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('\'', "%27"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('(', "%28"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL(')', "%29"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('/', "%2F"));
EscapeCharsAnyURI.push_back(EscapeCharacterURL('\\', "%5C"));
TextureLoader = new CMeshTextureLoader( FileSystem, SceneManager->getVideoDriver() );
}
//! destructor
CColladaFileLoader::~CColladaFileLoader()
{
if (DummyMesh)
DummyMesh->drop();
if (FirstLoadedMesh)
FirstLoadedMesh->drop();
}
//! Returns true if the file maybe is able to be loaded by this class.
/** This decision should be based only on the file extension (e.g. ".cob") */
bool CColladaFileLoader::isALoadableFileExtension(const io::path& filename) const
{
return core::hasFileExtension ( filename, "xml", "dae" );
}
//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
IAnimatedMesh* CColladaFileLoader::createMesh(io::IReadFile* file)
{
io::IXMLReaderUTF8* reader = FileSystem->createXMLReaderUTF8(file);
if (!reader)
return 0;
if ( getMeshTextureLoader() )
getMeshTextureLoader()->setMeshFile(file);
CurrentlyLoadingMesh = file->getFileName();
CreateInstances = SceneManager->getParameters()->getAttributeAsBool(
scene::COLLADA_CREATE_SCENE_INSTANCES);
Version = 0;
FlipAxis = false;
// read until COLLADA section, skip other parts
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (colladaSectionName == reader->getNodeName())
readColladaSection(reader);
else
skipSection(reader, true); // unknown section
}
}
reader->drop();
if (!Version)
return 0;
// because this loader loads and creates a complete scene instead of
// a single mesh, return an empty dummy mesh to make the scene manager
// know that everything went well.
if (!DummyMesh)
DummyMesh = new SAnimatedMesh();
scene::IAnimatedMesh* returnMesh = DummyMesh;
if (Version < 10400)
instantiateNode(SceneManager->getRootSceneNode());
// add the first loaded mesh into the mesh cache too, if more than one
// meshes have been loaded from the file
if (LoadedMeshCount>1 && FirstLoadedMesh)
{
os::Printer::log("Added COLLADA mesh", FirstLoadedMeshName.c_str());
SceneManager->getMeshCache()->addMesh(FirstLoadedMeshName.c_str(), FirstLoadedMesh);
}
// clean up temporary loaded data
clearData();
returnMesh->grab(); // store until this loader is destroyed
DummyMesh->drop();
DummyMesh = 0;
if (FirstLoadedMesh)
FirstLoadedMesh->drop();
FirstLoadedMesh = 0;
LoadedMeshCount = 0;
return returnMesh;
}
//! skips an (unknown) section in the collada document
void CColladaFileLoader::skipSection(io::IXMLReaderUTF8* reader, bool reportSkipping)
{
#ifndef COLLADA_READER_DEBUG
if (reportSkipping) // always report in COLLADA_READER_DEBUG mode
#endif
os::Printer::log("COLLADA skipping section", core::stringc(reader->getNodeName()).c_str(), ELL_DEBUG);
// skip if this element is empty anyway.
if (reader->isEmptyElement())
return;
// read until we've reached the last element in this section
u32 tagCounter = 1;
while(tagCounter && reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT &&
!reader->isEmptyElement())
{
#ifdef COLLADA_READER_DEBUG
if (reportSkipping)
os::Printer::log("Skipping COLLADA unknown element", core::stringc(reader->getNodeName()).c_str(), ELL_DEBUG);
#endif
++tagCounter;
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
--tagCounter;
}
}
//! reads the <COLLADA> section and its content
void CColladaFileLoader::readColladaSection(io::IXMLReaderUTF8* reader)
{
if (reader->isEmptyElement())
return;
// todo: patch level needs to be handled
const f32 version = core::fast_atof(core::stringc(reader->getAttributeValue("version")).c_str());
Version = core::floor32(version)*10000+core::round32(core::fract(version)*1000.0f);
// Version 1.4 can be checked for by if (Version >= 10400)
while(reader->read())
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (assetSectionName == reader->getNodeName())
readAssetSection(reader);
else
if (librarySectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryNodesSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryGeometriesSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryMaterialsSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryEffectsSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryImagesSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryCamerasSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryLightsSectionName == reader->getNodeName())
readLibrarySection(reader);
else
if (libraryVisualScenesSectionName == reader->getNodeName())
readVisualScene(reader);
else
if (assetSectionName == reader->getNodeName())
readAssetSection(reader);
else
if (sceneSectionName == reader->getNodeName())
readSceneSection(reader);
else
{
os::Printer::log("COLLADA loader warning: Wrong tag usage found", reader->getNodeName(), ELL_WARNING);
skipSection(reader, true); // unknown section
}
}
}
//! reads a <library> section and its content
void CColladaFileLoader::readLibrarySection(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading library", ELL_DEBUG);
#endif
if (reader->isEmptyElement())
return;
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
// animation section tbd
if (cameraPrefabName == reader->getNodeName())
readCameraPrefab(reader);
else
// code section tbd
// controller section tbd
if (geometrySectionName == reader->getNodeName())
readGeometry(reader);
else
if (imageSectionName == reader->getNodeName())
readImage(reader);
else
if (lightPrefabName == reader->getNodeName())
readLightPrefab(reader);
else
if (materialSectionName == reader->getNodeName())
readMaterial(reader);
else
if (nodeSectionName == reader->getNodeName())
{
CScenePrefab p("");
readNodeSection(reader, SceneManager->getRootSceneNode(), &p);
}
else
if (effectSectionName == reader->getNodeName())
readEffect(reader);
else
// program section tbd
if (textureSectionName == reader->getNodeName())
readTexture(reader);
else
skipSection(reader, true); // unknown section, not all allowed supported yet
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (librarySectionName == reader->getNodeName())
break; // end reading.
if (libraryNodesSectionName == reader->getNodeName())
break; // end reading.
if (libraryGeometriesSectionName == reader->getNodeName())
break; // end reading.
if (libraryMaterialsSectionName == reader->getNodeName())
break; // end reading.
if (libraryEffectsSectionName == reader->getNodeName())
break; // end reading.
if (libraryImagesSectionName == reader->getNodeName())
break; // end reading.
if (libraryLightsSectionName == reader->getNodeName())
break; // end reading.
if (libraryCamerasSectionName == reader->getNodeName())
break; // end reading.
}
}
}
//! reads a <visual_scene> element and stores it as a prefab
void CColladaFileLoader::readVisualScene(io::IXMLReaderUTF8* reader)
{
CScenePrefab* p = 0;
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (visualSceneSectionName == reader->getNodeName())
p = new CScenePrefab(readId(reader));
else
if (p && nodeSectionName == reader->getNodeName()) // as a child of visual_scene
readNodeSection(reader, SceneManager->getRootSceneNode(), p);
else
if (assetSectionName == reader->getNodeName())
readAssetSection(reader);
else
if (extraNodeName == reader->getNodeName())
skipSection(reader, false); // ignore all other sections
else
{
os::Printer::log("COLLADA loader warning: Wrong tag usage found", reader->getNodeName(), ELL_WARNING);
skipSection(reader, true); // ignore all other sections
}
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (libraryVisualScenesSectionName == reader->getNodeName())
return;
else
if ((visualSceneSectionName == reader->getNodeName()) && p)
{
Prefabs.push_back(p);
p = 0;
}
}
}
}
//! reads a <scene> section and its content
void CColladaFileLoader::readSceneSection(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading scene", ELL_DEBUG);
#endif
if (reader->isEmptyElement())
return;
// read the scene
core::matrix4 transform; // transformation of this node
scene::IDummyTransformationSceneNode* node = 0;
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (lookatNodeName == reader->getNodeName())
transform *= readLookAtNode(reader);
else
if (matrixNodeName == reader->getNodeName())
transform *= readMatrixNode(reader);
else
if (perspectiveNodeName == reader->getNodeName())
transform *= readPerspectiveNode(reader);
else
if (rotateNodeName == reader->getNodeName())
transform *= readRotateNode(reader);
else
if (scaleNodeName == reader->getNodeName())
transform *= readScaleNode(reader);
else
if (skewNodeName == reader->getNodeName())
transform *= readSkewNode(reader);
else
if (translateNodeName == reader->getNodeName())
transform *= readTranslateNode(reader);
else
if (nodeSectionName == reader->getNodeName())
{
// create dummy node if there is none yet.
if (!node)
node = SceneManager->addDummyTransformationSceneNode(SceneManager->getRootSceneNode());
readNodeSection(reader, node);
}
else
if ((instanceSceneName == reader->getNodeName()))
readInstanceNode(reader, SceneManager->getRootSceneNode(), 0, 0,instanceSceneName);
else
if (extraNodeName == reader->getNodeName())
skipSection(reader, false);
else
{
os::Printer::log("COLLADA loader warning: Wrong tag usage found", reader->getNodeName(), ELL_WARNING);
skipSection(reader, true); // ignore all other sections
}
}
else
if ((reader->getNodeType() == io::EXN_ELEMENT_END) &&
(sceneSectionName == reader->getNodeName()))
return;
}
if (node)
node->getRelativeTransformationMatrix() = transform;
}
//! reads a <asset> section and its content
void CColladaFileLoader::readAssetSection(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading asset", ELL_DEBUG);
#endif
if (reader->isEmptyElement())
return;
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (upAxisNodeName == reader->getNodeName())
{
reader->read();
FlipAxis = (core::stringc("Z_UP") == reader->getNodeData());
}
}
else
if ((reader->getNodeType() == io::EXN_ELEMENT_END) &&
(assetSectionName == reader->getNodeName()))
return;
}
}
//! reads a <node> section and its content
void CColladaFileLoader::readNodeSection(io::IXMLReaderUTF8* reader, scene::ISceneNode* parent, CScenePrefab* p)
{
if (reader->isEmptyElement())
{
return;
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading empty node", ELL_DEBUG);
#endif
}
core::stringc name = readId(reader);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading node", name, ELL_DEBUG);
#endif
core::matrix4 transform; // transformation of this node
scene::ISceneNode* node = 0; // instance
CScenePrefab* nodeprefab = 0; // prefab for library_nodes usage
if (p)
{
nodeprefab = new CScenePrefab(readId(reader));
p->Children.push_back(nodeprefab);
Prefabs.push_back(nodeprefab); // in order to delete them later on
}
// read the node
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (assetSectionName == reader->getNodeName())
readAssetSection(reader);
else
if (lookatNodeName == reader->getNodeName())
transform *= readLookAtNode(reader);
else
if (matrixNodeName == reader->getNodeName())
transform *= readMatrixNode(reader);
else
if (perspectiveNodeName == reader->getNodeName())
transform *= readPerspectiveNode(reader);
else
if (rotateNodeName == reader->getNodeName())
transform *= readRotateNode(reader);
else
if (scaleNodeName == reader->getNodeName())
transform *= readScaleNode(reader);
else
if (skewNodeName == reader->getNodeName())
transform *= readSkewNode(reader);
else
if (translateNodeName == reader->getNodeName())
transform *= readTranslateNode(reader);
else
if ((instanceName == reader->getNodeName()) ||
(instanceNodeName == reader->getNodeName()) ||
(instanceGeometryName == reader->getNodeName()) ||
(instanceLightName == reader->getNodeName()) ||
(instanceCameraName == reader->getNodeName())
)
{
scene::ISceneNode* newnode = 0;
readInstanceNode(reader, parent, &newnode, nodeprefab, reader->getNodeName());
if (node && newnode)
{
// move children from dummy to new node
ISceneNodeList::ConstIterator it = node->getChildren().begin();
for (; it != node->getChildren().end(); it = node->getChildren().begin())
(*it)->setParent(newnode);
// remove previous dummy node
node->remove();
node = newnode;
}
}
else
if (nodeSectionName == reader->getNodeName())
{
// create dummy node if there is none yet.
if (CreateInstances && !node)
{
scene::IDummyTransformationSceneNode* dummy =
SceneManager->addDummyTransformationSceneNode(parent);
dummy->getRelativeTransformationMatrix() = transform;
node = dummy;
}
else
node = parent;
// read and add child
readNodeSection(reader, node, nodeprefab);
}
else
if (extraNodeName == reader->getNodeName())
skipSection(reader, false);
else
skipSection(reader, true); // ignore all other sections
} // end if node
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (nodeSectionName == reader->getNodeName())
break;
}
}
if (nodeprefab)
nodeprefab->Transformation = transform;
else
if (node)
{
// set transformation correctly into node.
node->setPosition(transform.getTranslation());
node->setRotation(transform.getRotationDegrees());
node->setScale(transform.getScale());
node->updateAbsolutePosition();
node->setName(name);
}
}
//! reads a <lookat> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readLookAtNode(io::IXMLReaderUTF8* reader)
{
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading look at node", ELL_DEBUG);
#endif
f32 floats[9];
readFloatsInsideElement(reader, floats, 9);
if (FlipAxis)
{
mat.buildCameraLookAtMatrixLH(
core::vector3df(floats[0], floats[2], floats[1]),
core::vector3df(floats[3], floats[5], floats[4]),
core::vector3df(floats[6], floats[8], floats[7]));
}
else
{
mat.buildCameraLookAtMatrixLH(
core::vector3df(floats[0], floats[1], floats[2]*-1.f),
core::vector3df(floats[3], floats[4], floats[5]*-1.f),
core::vector3df(floats[6], floats[7], floats[8]*-1.f));
}
return mat;
}
//! reads a <skew> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readSkewNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading skew node", ELL_DEBUG);
#endif
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
f32 floats[7]; // angle rotation-axis translation-axis
readFloatsInsideElement(reader, floats, 7);
// build skew matrix from these 7 floats
// TODO: missing example, not sure if rotation is in correct direction.
// TODO: shouldn't FlipAxis also be regarded here?
core::quaternion q;
q.fromAngleAxis(floats[0]*core::DEGTORAD, core::vector3df(floats[1], floats[2], floats[3]));
mat = q.getMatrix();
if (floats[4]==1.f) // along x-axis
{
mat[4]=0.f;
mat[6]=0.f;
mat[8]=0.f;
mat[9]=0.f;
}
else
if (floats[5]==1.f) // along y-axis
{
mat[1]=0.f;
mat[2]=0.f;
mat[8]=0.f;
mat[9]=0.f;
}
else
if (floats[6]==1.f) // along z-axis
{
mat[1]=0.f;
mat[2]=0.f;
mat[4]=0.f;
mat[6]=0.f;
}
if ( FlipAxis )
return mat;
else
return flipZAxis(mat);
}
//! reads a <matrix> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readMatrixNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading matrix node", ELL_DEBUG);
#endif
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
readFloatsInsideElement(reader, mat.pointer(), 16);
// put translation into the correct place
if (FlipAxis)
{
core::matrix4 mat2(mat, core::matrix4::EM4CONST_TRANSPOSED);
mat2[1]=mat[8];
mat2[2]=mat[4];
mat2[4]=mat[2];
mat2[5]=mat[10];
mat2[6]=mat[6];
mat2[8]=mat[1];
mat2[9]=mat[9];
mat2[10]=mat[5];
mat2[12]=mat[3];
mat2[13]=mat[11];
mat2[14]=mat[7];
return mat2;
}
else
return flipZAxis(core::matrix4(mat, core::matrix4::EM4CONST_TRANSPOSED));
}
//! reads a <perspective> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readPerspectiveNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading perspective node", ELL_DEBUG);
#endif
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
f32 floats[1];
readFloatsInsideElement(reader, floats, 1);
// TODO: build perspective matrix from this float
os::Printer::log("COLLADA loader warning: <perspective> not implemented yet.", ELL_WARNING);
return mat;
}
//! reads a <rotate> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readRotateNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading rotate node", ELL_DEBUG);
#endif
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
f32 floats[4];
readFloatsInsideElement(reader, floats, 4);
floats[3] *= -1.f; // to left handed rotation
if (!core::iszero(floats[3]))
{
core::quaternion q;
if (FlipAxis)
q.fromAngleAxis(floats[3]*core::DEGTORAD, core::vector3df(floats[0], floats[2], floats[1]));
else
q.fromAngleAxis(floats[3]*core::DEGTORAD, core::vector3df(floats[0], floats[1], floats[2]*-1.f));
return q.getMatrix();
}
else
return core::IdentityMatrix;
}
//! reads a <scale> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readScaleNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading scale node", ELL_DEBUG);
#endif
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
f32 floats[3];
readFloatsInsideElement(reader, floats, 3);
if (FlipAxis)
mat.setScale(core::vector3df(floats[0], floats[2], floats[1]));
else
mat.setScale(core::vector3df(floats[0], floats[1], floats[2]));
return mat;
}
//! reads a <translate> element and its content and creates a matrix from it
core::matrix4 CColladaFileLoader::readTranslateNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading translate node", ELL_DEBUG);
#endif
core::matrix4 mat;
if (reader->isEmptyElement())
return mat;
f32 floats[3];
readFloatsInsideElement(reader, floats, 3);
if (FlipAxis)
mat.setTranslation(core::vector3df(floats[0], floats[2], floats[1]));
else
mat.setTranslation(core::vector3df(floats[0], floats[1], floats[2]*-1.f));
return mat;
}
//! reads any kind of <instance*> node
void CColladaFileLoader::readInstanceNode(io::IXMLReaderUTF8* reader,
scene::ISceneNode* parent, scene::ISceneNode** outNode,
CScenePrefab* p, const core::stringc& type)
{
// find prefab of the specified id
core::stringc url = reader->getAttributeValue("url");
uriToId(url);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading instance", url, ELL_DEBUG);
#endif
if (!reader->isEmptyElement())
{
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (bindMaterialName == reader->getNodeName())
readBindMaterialSection(reader,url);
else
if (extraNodeName == reader->getNodeName())
skipSection(reader, false);
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
break;
}
}
instantiateNode(parent, outNode, p, url, type);
}
void CColladaFileLoader::instantiateNode(scene::ISceneNode* parent,
scene::ISceneNode** outNode, CScenePrefab* p, const core::stringc& url,
const core::stringc& type)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA instantiate node", ELL_DEBUG);
#endif
for (u32 i=0; i<Prefabs.size(); ++i)
{
if (url == "" || url == Prefabs[i]->getId())
{
if (p)
p->Children.push_back(Prefabs[i]);
else
if (CreateInstances)
{
scene::ISceneNode * newNode
= Prefabs[i]->addInstance(parent, SceneManager);
if (outNode)
{
*outNode = newNode;
if (*outNode)
(*outNode)->setName(url);
}
}
return;
}
}
if (p)
{
if (instanceGeometryName==type)
{
Prefabs.push_back(new CGeometryPrefab(url));
p->Children.push_back(Prefabs.getLast());
}
}
}
//! reads a <camera> element and stores it as prefab
void CColladaFileLoader::readCameraPrefab(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading camera prefab", ELL_DEBUG);
#endif
CCameraPrefab* prefab = new CCameraPrefab(readId(reader));
if (!reader->isEmptyElement())
{
// read techniques optics and imager (the latter is completely ignored, though)
readColladaParameters(reader, cameraPrefabName);
SColladaParam* p;
// XFOV not yet supported
p = getColladaParameter(ECPN_YFOV);
if (p && p->Type == ECPT_FLOAT)
prefab->YFov = p->Floats[0];
p = getColladaParameter(ECPN_ZNEAR);
if (p && p->Type == ECPT_FLOAT)
prefab->ZNear = p->Floats[0];
p = getColladaParameter(ECPN_ZFAR);
if (p && p->Type == ECPT_FLOAT)
prefab->ZFar = p->Floats[0];
// orthographic camera uses LEFT, RIGHT, TOP, and BOTTOM
}
Prefabs.push_back(prefab);
}
//! reads a <image> element and stores it in the image section
void CColladaFileLoader::readImage(io::IXMLReaderUTF8* reader)
{
// add image to list of loaded images.
Images.push_back(SColladaImage());
SColladaImage& image=Images.getLast();
image.Id = readId(reader);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading image", core::stringc(image.Id), ELL_DEBUG);
#endif
image.Dimension.Height = (u32)reader->getAttributeValueAsInt("height");
image.Dimension.Width = (u32)reader->getAttributeValueAsInt("width");
if (Version >= 10400) // start with 1.4
{
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (assetSectionName == reader->getNodeName())
skipSection(reader, false);
else
if (initFromName == reader->getNodeName())
{
reader->read();
image.Source = reader->getNodeData();
image.Source.trim();
unescape(image.Source);
image.SourceIsFilename=true;
}
else
if (dataName == reader->getNodeName())
{
reader->read();
image.Source = reader->getNodeData();
image.Source.trim();
image.SourceIsFilename=false;
}
else
if (extraNodeName == reader->getNodeName())
skipSection(reader, false);
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (initFromName == reader->getNodeName())
return;
}
}
}
else
{
image.Source = reader->getAttributeValue("source");
image.Source.trim();
image.SourceIsFilename=false;
}
}
//! reads a <texture> element and stores it in the texture section
void CColladaFileLoader::readTexture(io::IXMLReaderUTF8* reader)
{
// add texture to list of loaded textures.
Textures.push_back(SColladaTexture());
SColladaTexture& texture=Textures.getLast();
texture.Id = readId(reader);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading texture", core::stringc(texture.Id), ELL_DEBUG);
#endif
if (!reader->isEmptyElement())
{
readColladaInputs(reader, textureSectionName);
SColladaInput* input = getColladaInput(ECIS_IMAGE);
if (input)
{
const core::stringc imageName = input->Source;
texture.Texture = getTextureFromImage(imageName, NULL);
}
}
}
//! reads a <material> element and stores it in the material section
void CColladaFileLoader::readMaterial(io::IXMLReaderUTF8* reader)
{
// add material to list of loaded materials.
Materials.push_back(SColladaMaterial());
SColladaMaterial& material = Materials.getLast();
material.Id = readId(reader);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading material", core::stringc(material.Id), ELL_DEBUG);
#endif
if (Version >= 10400)
{
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT &&
instanceEffectName == reader->getNodeName())
{
material.InstanceEffectId = reader->getAttributeValue("url");
uriToId(material.InstanceEffectId);
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END &&
materialSectionName == reader->getNodeName())
{
break;
}
} // end while reader->read();
}
else
{
if (!reader->isEmptyElement())
{
readColladaInputs(reader, materialSectionName);
SColladaInput* input = getColladaInput(ECIS_TEXTURE);
if (input)
{
core::stringc textureName = input->Source;
uriToId(textureName);
for (u32 i=0; i<Textures.size(); ++i)
if (textureName == Textures[i].Id)
{
material.Mat.setTexture(0, Textures[i].Texture);
break;
}
}
//does not work because the wrong start node is chosen due to reading of inputs before
#if 0
readColladaParameters(reader, materialSectionName);
SColladaParam* p;
p = getColladaParameter(ECPN_AMBIENT);
if (p && p->Type == ECPT_FLOAT3)
material.Mat.AmbientColor = video::SColorf(p->Floats[0],p->Floats[1],p->Floats[2]).toSColor();
p = getColladaParameter(ECPN_DIFFUSE);
if (p && p->Type == ECPT_FLOAT3)
material.Mat.DiffuseColor = video::SColorf(p->Floats[0],p->Floats[1],p->Floats[2]).toSColor();
p = getColladaParameter(ECPN_SPECULAR);
if (p && p->Type == ECPT_FLOAT3)
material.Mat.DiffuseColor = video::SColorf(p->Floats[0],p->Floats[1],p->Floats[2]).toSColor();
p = getColladaParameter(ECPN_SHININESS);
if (p && p->Type == ECPT_FLOAT)
material.Mat.Shininess = p->Floats[0];
#endif
}
}
}
void CColladaFileLoader::readEffect(io::IXMLReaderUTF8* reader, SColladaEffect * effect)
{
static const core::stringc constantNode("constant");
static const core::stringc lambertNode("lambert");
static const core::stringc phongNode("phong");
static const core::stringc blinnNode("blinn");
static const core::stringc emissionNode("emission");
static const core::stringc ambientNode("ambient");
static const core::stringc diffuseNode("diffuse");
static const core::stringc specularNode("specular");
static const core::stringc shininessNode("shininess");
static const core::stringc reflectiveNode("reflective");
static const core::stringc reflectivityNode("reflectivity");
static const core::stringc transparentNode("transparent");
static const core::stringc transparencyNode("transparency");
static const core::stringc indexOfRefractionNode("index_of_refraction");
if (!effect)
{
Effects.push_back(SColladaEffect());
effect = &Effects.getLast();
effect->Parameters = new io::CAttributes();
effect->Id = readId(reader);
effect->Transparency = 1.f;
effect->Mat.Lighting=true;
effect->Mat.NormalizeNormals=true;
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading effect", core::stringc(effect->Id), ELL_DEBUG);
#endif
}
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
// first come the tags we descend, but ignore the top-levels
if (!reader->isEmptyElement() && ((profileCOMMONSectionName == reader->getNodeName()) ||
(techniqueNodeName == reader->getNodeName())))
readEffect(reader,effect);
else
if (newParamName == reader->getNodeName())
readParameter(reader, effect->Parameters);
else
// these are the actual materials inside technique
if (constantNode == reader->getNodeName() ||
lambertNode == reader->getNodeName() ||
phongNode == reader->getNodeName() ||
blinnNode == reader->getNodeName())
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading effect part", reader->getNodeName(), ELL_DEBUG);
#endif
effect->Mat.setFlag(irr::video::EMF_GOURAUD_SHADING,
phongNode == reader->getNodeName() ||
blinnNode == reader->getNodeName());
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
const core::stringc node = reader->getNodeName();
if (emissionNode == node || ambientNode == node ||
diffuseNode == node || specularNode == node ||
reflectiveNode == node || transparentNode == node )
{
// color or texture types
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT &&
colorNodeName == reader->getNodeName())
{
const video::SColorf colorf = readColorNode(reader);
const video::SColor color = colorf.toSColor();
if (emissionNode == node)
effect->Mat.EmissiveColor = color;
else
if (ambientNode == node)
effect->Mat.AmbientColor = color;
else
if (diffuseNode == node)
effect->Mat.DiffuseColor = color;
else
if (specularNode == node)
effect->Mat.SpecularColor = color;
else
if (transparentNode == node)
effect->Transparency = colorf.getAlpha();
}
else
if (reader->getNodeType() == io::EXN_ELEMENT &&
textureNodeName == reader->getNodeName())
{
effect->Textures.push_back(reader->getAttributeValue("texture"));
break;
}
else
if (reader->getNodeType() == io::EXN_ELEMENT)
skipSection(reader, false);
else
if (reader->getNodeType() == io::EXN_ELEMENT_END &&
node == reader->getNodeName())
break;
}
}
else
if (shininessNode == node || reflectivityNode == node ||
transparencyNode == node || indexOfRefractionNode == node )
{
// float or param types
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT &&
floatNodeName == reader->getNodeName())
{
f32 f = readFloatNode(reader);
if (shininessNode == node)
effect->Mat.Shininess = f;
else
if (transparencyNode == node)
effect->Transparency *= f;
}
else
if (reader->getNodeType() == io::EXN_ELEMENT)
skipSection(reader, false);
else
if (reader->getNodeType() == io::EXN_ELEMENT_END &&
node == reader->getNodeName())
break;
}
}
else
skipSection(reader, true); // ignore all other nodes
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END && (
constantNode == reader->getNodeName() ||
lambertNode == reader->getNodeName() ||
phongNode == reader->getNodeName() ||
blinnNode == reader->getNodeName()
))
break;
}
}
else
if (!reader->isEmptyElement() && (extraNodeName == reader->getNodeName()))
readEffect(reader,effect);
else
if (doubleSidedNodeName == reader->getNodeName())
{
// read the GoogleEarth extra flag for double sided polys
s32 doubleSided = 0;
readIntsInsideElement(reader,&doubleSided,1);
if (doubleSided)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Setting double sided flag for effect.", ELL_DEBUG);
#endif
effect->Mat.setFlag(irr::video::EMF_BACK_FACE_CULLING,false);
}
}
else
skipSection(reader, true); // ignore all other sections
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (effectSectionName == reader->getNodeName())
break;
else
if (profileCOMMONSectionName == reader->getNodeName())
break;
else
if (techniqueNodeName == reader->getNodeName())
break;
else
if (extraNodeName == reader->getNodeName())
break;
}
}
if (effect->Mat.AmbientColor == video::SColor(0) &&
effect->Mat.DiffuseColor != video::SColor(0))
effect->Mat.AmbientColor = effect->Mat.DiffuseColor;
if (effect->Mat.DiffuseColor == video::SColor(0) &&
effect->Mat.AmbientColor != video::SColor(0))
effect->Mat.DiffuseColor = effect->Mat.AmbientColor;
if ((effect->Transparency != 0.0f) && (effect->Transparency != 1.0f))
{
effect->Mat.MaterialType = irr::video::EMT_TRANSPARENT_VERTEX_ALPHA;
effect->Mat.ZWriteEnable = video::EZW_OFF;
}
video::E_TEXTURE_CLAMP twu = video::ETC_REPEAT;
s32 idx = effect->Parameters->findAttribute(wrapsName.c_str());
if ( idx >= 0 )
twu = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
video::E_TEXTURE_CLAMP twv = video::ETC_REPEAT;
idx = effect->Parameters->findAttribute(wraptName.c_str());
if ( idx >= 0 )
twv = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
video::E_TEXTURE_CLAMP twr = video::ETC_REPEAT;
idx = effect->Parameters->findAttribute(wrappName.c_str());
if ( idx >= 0 )
twr = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
else
{
// for downward compatibility with older Irrlicht collada writer
idx = effect->Parameters->findAttribute(wraprName.c_str());
if ( idx >= 0 )
twr = (video::E_TEXTURE_CLAMP)(effect->Parameters->getAttributeAsInt(idx));
}
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
{
effect->Mat.TextureLayer[i].TextureWrapU = twu;
effect->Mat.TextureLayer[i].TextureWrapV = twv;
effect->Mat.TextureLayer[i].TextureWrapW = twr;
}
effect->Mat.setFlag(video::EMF_BILINEAR_FILTER, effect->Parameters->getAttributeAsBool("bilinear"));
effect->Mat.setFlag(video::EMF_TRILINEAR_FILTER, effect->Parameters->getAttributeAsBool("trilinear"));
effect->Mat.setFlag(video::EMF_ANISOTROPIC_FILTER, effect->Parameters->getAttributeAsBool("anisotropic"));
}
const SColladaMaterial* CColladaFileLoader::findMaterial(const core::stringc& materialName)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA find material", materialName, ELL_DEBUG);
#endif
// do a quick lookup in the materials
SColladaMaterial matToFind;
matToFind.Id = materialName;
s32 mat = Materials.binary_search(matToFind);
if (mat == -1)
return 0;
// instantiate the material effect if needed
if (Materials[mat].InstanceEffectId.size() != 0)
{
// do a quick lookup in the effects
SColladaEffect effectToFind;
effectToFind.Id = Materials[mat].InstanceEffectId;
s32 effect = Effects.binary_search(effectToFind);
if (effect != -1)
{
// found the effect, instantiate by copying into the material
Materials[mat].Mat = Effects[effect].Mat;
if (Effects[effect].Textures.size())
Materials[mat].Mat.setTexture(0, getTextureFromImage(Effects[effect].Textures[0], &(Effects[effect])));
Materials[mat].Transparency = Effects[effect].Transparency;
// and indicate the material is instantiated by removing the effect ref
Materials[mat].InstanceEffectId = "";
}
else
return 0;
}
return &Materials[mat];
}
void CColladaFileLoader::readBindMaterialSection(io::IXMLReaderUTF8* reader, const core::stringc & id)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading bind material", ELL_DEBUG);
#endif
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (instanceMaterialName == reader->getNodeName())
{
// the symbol to retarget, and the target material
core::stringc meshbufferReference = reader->getAttributeValue("symbol");
if (meshbufferReference.size()==0)
continue;
core::stringc target = reader->getAttributeValue("target");
uriToId(target);
if (target.size()==0)
continue;
const SColladaMaterial * material = findMaterial(target);
if (!material)
continue;
// bind any pending materials for this node
meshbufferReference = id+"/"+meshbufferReference;
#ifdef COLLADA_READER_DEBUG
os::Printer::log((core::stringc("Material binding: ")+meshbufferReference+" "+target).c_str(), ELL_DEBUG);
#endif
if (MaterialsToBind.find(meshbufferReference))
{
core::array<irr::scene::IMeshBuffer*> & toBind
= MeshesToBind[MaterialsToBind[meshbufferReference]];
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Material binding now ",material->Id.c_str(), ELL_DEBUG);
os::Printer::log("#meshbuffers",core::stringc(toBind.size()).c_str(), ELL_DEBUG);
#endif
SMesh tmpmesh;
for (u32 i = 0; i < toBind.size(); ++i)
{
toBind[i]->getMaterial() = material->Mat;
tmpmesh.addMeshBuffer(toBind[i]);
if ((material->Transparency!=0.0f) && (material->Transparency!=1.0f))
{
toBind[i]->getMaterial().MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
toBind[i]->getMaterial().ZWriteEnable = video::EZW_OFF;
}
}
SceneManager->getMeshManipulator()->setVertexColors(&tmpmesh,material->Mat.DiffuseColor);
if ((material->Transparency!=0.0f) && (material->Transparency!=1.0f))
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA found transparency material", core::stringc(material->Transparency).c_str(), ELL_DEBUG);
#endif
SceneManager->getMeshManipulator()->setVertexColorAlpha(&tmpmesh, core::floor32(material->Transparency*255.0f));
}
}
}
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END &&
bindMaterialName == reader->getNodeName())
break;
}
}
//! reads a <geometry> element and stores it as mesh if possible
void CColladaFileLoader::readGeometry(io::IXMLReaderUTF8* reader)
{
core::stringc id = readId(reader);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading geometry", id, ELL_DEBUG);
#endif
SAnimatedMesh* amesh = new SAnimatedMesh();
scene::SMesh* mesh = new SMesh();
amesh->addMesh(mesh);
core::array<SSource> sources;
bool okToReadArray = false;
// handles geometry node and the mesh children in this loop
// read sources with arrays and accessor for each mesh
if (!reader->isEmptyElement())
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
const char* nodeName = reader->getNodeName();
if (meshSectionName == nodeName)
{
// inside a mesh section. Don't have to do anything here.
}
else
if (sourceSectionName == nodeName)
{
// create a new source
sources.push_back(SSource());
sources.getLast().Id = readId(reader);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Reading source", sources.getLast().Id.c_str(), ELL_DEBUG);
#endif
}
else
if (arraySectionName == nodeName || floatArraySectionName == nodeName || intArraySectionName == nodeName)
{
// create a new array and read it.
if (!sources.empty())
{
sources.getLast().Array.Name = readId(reader);
int count = reader->getAttributeValueAsInt("count");
sources.getLast().Array.Data.set_used(count); // pre allocate
// check if type of array is ok
const char* type = reader->getAttributeValue("type");
okToReadArray = (type && (!strcmp("float", type) || !strcmp("int", type))) || floatArraySectionName == nodeName || intArraySectionName == nodeName;
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Read array", sources.getLast().Array.Name.c_str(), ELL_DEBUG);
#endif
}
#ifdef COLLADA_READER_DEBUG
else
os::Printer::log("Warning, array outside source found",
readId(reader).c_str(), ELL_DEBUG);
#endif
}
else
if (accessorSectionName == nodeName) // child of source (below a technique tag)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Reading accessor", ELL_DEBUG);
#endif
SAccessor accessor;
accessor.Count = reader->getAttributeValueAsInt("count");
accessor.Offset = reader->getAttributeValueAsInt("offset");
accessor.Stride = reader->getAttributeValueAsInt("stride");
if (accessor.Stride == 0)
accessor.Stride = 1;
// the accessor contains some information on how to access (boi!) the array,
// the info is stored in collada style parameters, so just read them.
readColladaParameters(reader, accessorSectionName);
if (!sources.empty())
{
sources.getLast().Accessors.push_back(accessor);
sources.getLast().Accessors.getLast().Parameters = ColladaParameters;
}
}
else
if (verticesSectionName == nodeName)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Reading vertices", ELL_DEBUG);
#endif
// read vertex input position source
readColladaInputs(reader, verticesSectionName);
}
else
// lines and linestrips missing
if (polygonsSectionName == nodeName ||
polylistSectionName == nodeName ||
trianglesSectionName == nodeName)
{
// read polygons section
readPolygonSection(reader, sources, mesh, id);
}
else
// trifans, and tristrips missing
if (doubleSidedNodeName == reader->getNodeName())
{
// read the extra flag for double sided polys
s32 doubleSided = 0;
readIntsInsideElement(reader,&doubleSided,1);
if (doubleSided)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("Setting double sided flag for mesh.", ELL_DEBUG);
#endif
amesh->setMaterialFlag(irr::video::EMF_BACK_FACE_CULLING,false);
}
}
else
// techniqueCommon or 'technique profile=common' must not be skipped
if ((techniqueCommonSectionName != nodeName) // Collada 1.2/1.3
&& (techniqueNodeName != nodeName) // Collada 1.4+
&& (extraNodeName != nodeName))
{
os::Printer::log("COLLADA loader warning: Wrong tag usage found in geometry", reader->getNodeName(), ELL_WARNING);
skipSection(reader, true); // ignore all other sections
}
} // end if node type is element
else
if (reader->getNodeType() == io::EXN_TEXT)
{
// read array data
if (okToReadArray && !sources.empty())
{
core::array<f32>& a = sources.getLast().Array.Data;
core::stringc data = reader->getNodeData();
data.trim();
const c8* p = &data[0];
for (u32 i=0; i<a.size(); ++i)
{
findNextNoneWhiteSpace(&p);
if (*p)
a[i] = readFloat(&p);
else
a[i] = 0.0f;
}
} // end reading array
okToReadArray = false;
} // end if node type is text
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (geometrySectionName == reader->getNodeName())
{
// end of geometry section reached, cancel out
break;
}
}
} // end while reader->read();
// add mesh as geometry
mesh->recalculateBoundingBox();
amesh->recalculateBoundingBox();
// create virtual file name
io::path filename = CurrentlyLoadingMesh;
filename += '#';
filename += id;
// add to scene manager
if (LoadedMeshCount)
{
SceneManager->getMeshCache()->addMesh(filename.c_str(), amesh);
os::Printer::log("Added COLLADA mesh", filename.c_str(), ELL_DEBUG);
}
else
{
FirstLoadedMeshName = filename;
FirstLoadedMesh = amesh;
FirstLoadedMesh->grab();
}
++LoadedMeshCount;
mesh->drop();
amesh->drop();
// create geometry prefab
u32 i;
for (i=0; i<Prefabs.size(); ++i)
{
if (Prefabs[i]->getId()==id)
{
((CGeometryPrefab*)Prefabs[i])->Mesh=mesh;
break;
}
}
if (i==Prefabs.size())
{
CGeometryPrefab* prefab = new CGeometryPrefab(id);
prefab->Mesh = mesh;
Prefabs.push_back(prefab);
}
// store as dummy mesh if no instances will be created
if (!CreateInstances && !DummyMesh)
{
DummyMesh = amesh;
DummyMesh->grab();
}
}
struct SPolygon
{
core::array<s32> Indices;
};
//! reads a polygons section and creates a mesh from it
void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
core::array<SSource>& sources, scene::SMesh* mesh,
const core::stringc& geometryId)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading polygon section", ELL_DEBUG);
#endif
core::stringc materialName = reader->getAttributeValue("material");
core::stringc polygonType = reader->getNodeName();
const int polygonCount = reader->getAttributeValueAsInt("count"); // Not useful because it only determines the number of primitives, which have arbitrary vertices in case of polygon
core::array<SPolygon> polygons;
if (polygonType == polygonsSectionName)
polygons.reallocate(polygonCount);
core::array<int> vCounts;
bool parsePolygonOK = false;
bool parseVcountOK = false;
u32 inputSemanticCount = 0;
u32 maxOffset = 0;
core::array<SColladaInput> localInputs;
// read all <input> and primitives
if (!reader->isEmptyElement())
while(reader->read())
{
const char* nodeName = reader->getNodeName();
if (reader->getNodeType() == io::EXN_ELEMENT)
{
// polygon node may contain params
if (inputTagName == nodeName)
{
// read input tag
readColladaInput(reader, localInputs);
// resolve input source
SColladaInput& inp = localInputs.getLast();
// get input source array id, if it is a vertex input, take
// the <vertex><input>-source attribute.
if (inp.Semantic == ECIS_VERTEX)
{
inp.Source = Inputs[0].Source;
for (u32 i=1; i<Inputs.size(); ++i)
{
localInputs.push_back(Inputs[i]);
uriToId(localInputs.getLast().Source);
maxOffset = core::max_(maxOffset,localInputs.getLast().Offset);
++inputSemanticCount;
}
}
uriToId(inp.Source);
maxOffset = core::max_(maxOffset,inp.Offset);
++inputSemanticCount;
}
else
if (primitivesName == nodeName)
{
parsePolygonOK = true;
polygons.push_back(SPolygon());
}
else
if (vcountName == nodeName)
{
parseVcountOK = true;
} // end is polygon node
} // end is element node
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (primitivesName == nodeName)
parsePolygonOK = false; // end parsing a polygon
else
if (vcountName == nodeName)
parseVcountOK = false; // end parsing vcounts
else
if (polygonType == nodeName)
break; // cancel out and create mesh
} // end is element end
else
if (reader->getNodeType() == io::EXN_TEXT)
{
if (parseVcountOK)
{
core::stringc data = reader->getNodeData();
data.trim();
const c8* p = &data[0];
while(*p)
{
findNextNoneWhiteSpace(&p);
if (*p)
vCounts.push_back(readInt(&p));
}
parseVcountOK = false;
}
else
if (parsePolygonOK && polygons.size())
{
core::stringc data = reader->getNodeData();
data.trim();
const c8* p = &data[0];
SPolygon& poly = polygons.getLast();
if (polygonType == polygonsSectionName)
poly.Indices.reallocate((maxOffset+1)*3);
else
poly.Indices.reallocate(polygonCount*(maxOffset+1)*3);
if (vCounts.empty())
{
while(*p)
{
findNextNoneWhiteSpace(&p);
poly.Indices.push_back(readInt(&p));
}
}
else
{
for (u32 i = 0; i < vCounts.size(); i++)
{
const int polyVCount = vCounts[i];
core::array<int> polyCorners;
for (u32 j = 0; j < polyVCount * inputSemanticCount; j++)
{
if (!*p)
break;
findNextNoneWhiteSpace(&p);
polyCorners.push_back(readInt(&p));
}
while (polyCorners.size() >= 3 * inputSemanticCount)
{
// add one triangle's worth of indices
for (u32 k = 0; k < inputSemanticCount * 3; ++k)
{
poly.Indices.push_back(polyCorners[k]);
}
// remove one corner from our poly
polyCorners.erase(inputSemanticCount,inputSemanticCount);
}
polyCorners.clear();
}
vCounts.clear();
}
parsePolygonOK = false;
}
}
} // end while reader->read()
// find source array (we'll ignore accessors for this implementation)
for (u32 i=0; i<localInputs.size(); ++i)
{
SColladaInput& inp = localInputs[i];
u32 s;
for (s=0; s<sources.size(); ++s)
{
if (sources[s].Id == inp.Source)
{
// slot found
inp.Data = sources[s].Array.Data.pointer();
inp.Stride = sources[s].Accessors[0].Stride;
break;
}
}
if (s == sources.size())
{
os::Printer::log("COLLADA Warning, polygon input source not found",
inp.Source.c_str(), ELL_DEBUG);
inp.Semantic=ECIS_COUNT; // for unknown
}
else
{
#ifdef COLLADA_READER_DEBUG
// print slot
core::stringc tmp = "Added slot ";
tmp += inputSemanticNames[inp.Semantic];
tmp += " sourceArray:";
tmp += inp.Source;
os::Printer::log(tmp.c_str(), ELL_DEBUG);
#endif
}
}
if ((inputSemanticCount == 0) || !polygons.size())
return; // cancel if there are no polygons anyway.
// analyze content of Inputs to create a fitting mesh buffer
u32 u;
u32 textureCoordSetCount = 0;
bool normalSlotCount = false;
u32 secondTexCoordSetIndex = 0xFFFFFFFF;
for (u=0; u<Inputs.size(); ++u)
{
if (Inputs[u].Semantic == ECIS_TEXCOORD || Inputs[u].Semantic == ECIS_UV )
{
++textureCoordSetCount;
if (textureCoordSetCount==2)
secondTexCoordSetIndex = u;
}
else
if (Inputs[u].Semantic == ECIS_NORMAL)
normalSlotCount=true;
}
// if there is more than one texture coordinate set, create a lightmap mesh buffer,
// otherwise use a standard mesh buffer
scene::IMeshBuffer* buffer = 0;
++maxOffset; // +1 to jump to the next value
if ( textureCoordSetCount < 2 )
{
// standard mesh buffer
scene::SMeshBuffer* mbuffer = new SMeshBuffer();
buffer = mbuffer;
core::map<video::S3DVertex, int> vertMap;
for (u32 i=0; i<polygons.size(); ++i)
{
core::array<u16> indices;
const u32 vertexCount = polygons[i].Indices.size() / maxOffset;
mbuffer->Vertices.reallocate(mbuffer->Vertices.size()+vertexCount);
// for all index/semantic groups
for (u32 v=0; v<polygons[i].Indices.size(); v+=maxOffset)
{
video::S3DVertex vtx;
vtx.Color.set(255,255,255,255);
// for all input semantics
for (u32 k=0; k<localInputs.size(); ++k)
{
if (!localInputs[k].Data)
continue;
// build vertex from input semantics.
const u32 idx = localInputs[k].Stride*polygons[i].Indices[v+localInputs[k].Offset];
switch(localInputs[k].Semantic)
{
case ECIS_POSITION:
case ECIS_VERTEX:
vtx.Pos.X = localInputs[k].Data[idx+0];
if (FlipAxis)
{
vtx.Pos.Z = localInputs[k].Data[idx+1];
vtx.Pos.Y = localInputs[k].Data[idx+2];
}
else
{
vtx.Pos.Y = localInputs[k].Data[idx+1];
vtx.Pos.Z = localInputs[k].Data[idx+2] * -1.f;
}
break;
case ECIS_NORMAL:
vtx.Normal.X = localInputs[k].Data[idx+0];
if (FlipAxis)
{
vtx.Normal.Z = localInputs[k].Data[idx+1];
vtx.Normal.Y = localInputs[k].Data[idx+2];
}
else
{
vtx.Normal.Y = localInputs[k].Data[idx+1];
vtx.Normal.Z = localInputs[k].Data[idx+2] * -1.f;
}
break;
case ECIS_TEXCOORD:
case ECIS_UV:
vtx.TCoords.X = localInputs[k].Data[idx+0];
vtx.TCoords.Y = 1-localInputs[k].Data[idx+1];
break;
case ECIS_TANGENT:
break;
case ECIS_COLOR:
{
video::SColorf col;
col.r = localInputs[k].Data[idx+0];
col.g = localInputs[k].Data[idx+1];
col.b = localInputs[k].Data[idx+2];
vtx.Color = col.toSColor();
break;
}
default:
break;
}
}
//first, try to find this vertex in the mesh
core::map<video::S3DVertex, int>::Node* n = vertMap.find(vtx);
if (n)
{
indices.push_back(n->getValue());
}
else
{
indices.push_back(mbuffer->getVertexCount());
mbuffer->Vertices.push_back(vtx);
vertMap.insert(vtx, mbuffer->getVertexCount()-1);
}
} // end for all vertices
if (polygonsSectionName == polygonType &&
indices.size() > 3)
{
// need to tessellate for polygons of 4 or more vertices
// for now we naively turn interpret it as a triangle fan
// as full tessellation is problematic
for (u32 ind = 0; ind+2 < indices.size(); ++ind)
{
mbuffer->Indices.push_back(indices[0]);
mbuffer->Indices.push_back(indices[ind+2]);
mbuffer->Indices.push_back(indices[ind+1]);
}
}
else
{
// it's just triangles
for (u32 ind = 0; ind < indices.size(); ind+=3)
{
mbuffer->Indices.push_back(indices[ind+2]);
mbuffer->Indices.push_back(indices[ind+1]);
mbuffer->Indices.push_back(indices[ind+0]);
}
}
} // end for all polygons
}
else
{
// lightmap mesh buffer
scene::SMeshBufferLightMap* mbuffer = new SMeshBufferLightMap();
buffer = mbuffer;
for (u32 i=0; i<polygons.size(); ++i)
{
const u32 vertexCount = polygons[i].Indices.size() / maxOffset;
mbuffer->Vertices.reallocate(mbuffer->Vertices.size()+vertexCount);
// for all vertices in array
for (u32 v=0; v<polygons[i].Indices.size(); v+=maxOffset)
{
video::S3DVertex2TCoords vtx;
vtx.Color.set(100,255,255,255);
// for all input semantics
for (u32 k=0; k<Inputs.size(); ++k)
{
// build vertex from input semantics.
const u32 idx = localInputs[k].Stride*polygons[i].Indices[v+Inputs[k].Offset];
switch(localInputs[k].Semantic)
{
case ECIS_POSITION:
case ECIS_VERTEX:
vtx.Pos.X = localInputs[k].Data[idx+0];
if (FlipAxis)
{
vtx.Pos.Z = localInputs[k].Data[idx+1];
vtx.Pos.Y = localInputs[k].Data[idx+2];
}
else
{
vtx.Pos.Y = localInputs[k].Data[idx+1];
vtx.Pos.Z = localInputs[k].Data[idx+2];
}
break;
case ECIS_NORMAL:
vtx.Normal.X = localInputs[k].Data[idx+0];
if (FlipAxis)
{
vtx.Normal.Z = localInputs[k].Data[idx+1];
vtx.Normal.Y = localInputs[k].Data[idx+2];
}
else
{
vtx.Normal.Y = localInputs[k].Data[idx+1];
vtx.Normal.Z = localInputs[k].Data[idx+2];
}
break;
case ECIS_TEXCOORD:
case ECIS_UV:
if (k==secondTexCoordSetIndex)
{
vtx.TCoords2.X = localInputs[k].Data[idx+0];
vtx.TCoords2.Y = 1-localInputs[k].Data[idx+1];
}
else
{
vtx.TCoords.X = localInputs[k].Data[idx+0];
vtx.TCoords.Y = 1-localInputs[k].Data[idx+1];
}
break;
case ECIS_TANGENT:
break;
case ECIS_COLOR:
{
video::SColorf col;
col.r = localInputs[k].Data[idx+0];
col.g = localInputs[k].Data[idx+1];
col.b = localInputs[k].Data[idx+2];
vtx.Color = col.toSColor();
break;
}
default:
break;
}
}
mbuffer->Vertices.push_back(vtx);
} // end for all vertices
// add vertex indices
const u32 oldVertexCount = mbuffer->Vertices.size() - vertexCount;
for (u32 face=0; face<vertexCount-2; ++face)
{
mbuffer->Indices.push_back(oldVertexCount + 0);
mbuffer->Indices.push_back(oldVertexCount + 1 + face);
mbuffer->Indices.push_back(oldVertexCount + 2 + face);
}
} // end for all polygons
}
const SColladaMaterial* m = findMaterial(materialName);
if (m)
{
buffer->getMaterial() = m->Mat;
SMesh tmpmesh;
tmpmesh.addMeshBuffer(buffer);
SceneManager->getMeshManipulator()->setVertexColors(&tmpmesh,m->Mat.DiffuseColor);
if (m->Transparency != 1.0f)
SceneManager->getMeshManipulator()->setVertexColorAlpha(&tmpmesh,core::floor32(m->Transparency*255.0f));
}
// add future bind reference for the material
core::stringc meshbufferReference = geometryId+"/"+materialName;
if (!MaterialsToBind.find(meshbufferReference))
{
MaterialsToBind[meshbufferReference] = MeshesToBind.size();
MeshesToBind.push_back(core::array<irr::scene::IMeshBuffer*>());
}
MeshesToBind[MaterialsToBind[meshbufferReference]].push_back(buffer);
// calculate normals if there is no slot for it
if (!normalSlotCount)
SceneManager->getMeshManipulator()->recalculateNormals(buffer, true);
// recalculate bounding box
buffer->recalculateBoundingBox();
// add mesh buffer
mesh->addMeshBuffer(buffer);
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA added meshbuffer", core::stringc(buffer->getVertexCount())+" vertices, "+core::stringc(buffer->getIndexCount())+" indices.", ELL_DEBUG);
#endif
buffer->drop();
}
//! reads a <light> element and stores it as prefab
void CColladaFileLoader::readLightPrefab(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading light prefab", ELL_DEBUG);
#endif
CLightPrefab* prefab = new CLightPrefab(readId(reader));
if (!reader->isEmptyElement())
{
if (Version >= 10400) // start with 1.4
{
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (pointSectionName == reader->getNodeName())
prefab->LightData.Type=video::ELT_POINT;
else
if (directionalSectionName == reader->getNodeName())
prefab->LightData.Type=video::ELT_DIRECTIONAL;
else
if (spotSectionName == reader->getNodeName())
prefab->LightData.Type=video::ELT_SPOT;
else
if (ambientSectionName == reader->getNodeName())
prefab->LightData.Type=ELT_AMBIENT;
else
if (colorNodeName == reader->getNodeName())
prefab->LightData.DiffuseColor=readColorNode(reader);
else
if (constantAttenuationNodeName == reader->getNodeName())
readFloatsInsideElement(reader,&prefab->LightData.Attenuation.X,1);
else
if (linearAttenuationNodeName == reader->getNodeName())
readFloatsInsideElement(reader,&prefab->LightData.Attenuation.Y,1);
else
if (quadraticAttenuationNodeName == reader->getNodeName())
readFloatsInsideElement(reader,&prefab->LightData.Attenuation.Z,1);
else
if (falloffAngleNodeName == reader->getNodeName())
{
readFloatsInsideElement(reader,&prefab->LightData.OuterCone,1);
prefab->LightData.OuterCone *= core::DEGTORAD;
}
else
if (falloffExponentNodeName == reader->getNodeName())
readFloatsInsideElement(reader,&prefab->LightData.Falloff,1);
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if ((pointSectionName == reader->getNodeName()) ||
(directionalSectionName == reader->getNodeName()) ||
(spotSectionName == reader->getNodeName()) ||
(ambientSectionName == reader->getNodeName()))
break;
}
}
}
else
{
readColladaParameters(reader, lightPrefabName);
SColladaParam* p = getColladaParameter(ECPN_COLOR);
if (p && p->Type == ECPT_FLOAT3)
prefab->LightData.DiffuseColor.set(p->Floats[0], p->Floats[1], p->Floats[2]);
}
}
Prefabs.push_back(prefab);
}
//! returns a collada parameter or none if not found
SColladaParam* CColladaFileLoader::getColladaParameter(ECOLLADA_PARAM_NAME name)
{
for (u32 i=0; i<ColladaParameters.size(); ++i)
if (ColladaParameters[i].Name == name)
return &ColladaParameters[i];
return 0;
}
//! returns a collada input or none if not found
SColladaInput* CColladaFileLoader::getColladaInput(ECOLLADA_INPUT_SEMANTIC input)
{
for (u32 i=0; i<Inputs.size(); ++i)
if (Inputs[i].Semantic == input)
return &Inputs[i];
return 0;
}
//! reads a collada input tag and adds it to the input parameter
void CColladaFileLoader::readColladaInput(io::IXMLReaderUTF8* reader, core::array<SColladaInput>& inputs)
{
// parse param
SColladaInput p;
// get type
core::stringc semanticName = reader->getAttributeValue("semantic");
for (u32 i=0; inputSemanticNames[i]; ++i)
{
if (semanticName == inputSemanticNames[i])
{
p.Semantic = (ECOLLADA_INPUT_SEMANTIC)i;
break;
}
}
// get source
p.Source = reader->getAttributeValue("source");
if (reader->getAttributeValue("offset")) // Collada 1.4+
p.Offset = (u32)reader->getAttributeValueAsInt("offset");
else // Collada 1.2/1.3
p.Offset = (u32)reader->getAttributeValueAsInt("idx");
p.Set = (u32)reader->getAttributeValueAsInt("set");
// add input
inputs.push_back(p);
}
//! parses all collada inputs inside an element and stores them in Inputs
void CColladaFileLoader::readColladaInputs(io::IXMLReaderUTF8* reader, const core::stringc& parentName)
{
Inputs.clear();
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT &&
inputTagName == reader->getNodeName())
{
readColladaInput(reader, Inputs);
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (parentName == reader->getNodeName())
return; // end of parent reached
}
} // end while reader->read();
}
//! parses all collada parameters inside an element and stores them in ColladaParameters
void CColladaFileLoader::readColladaParameters(io::IXMLReaderUTF8* reader,
const core::stringc& parentName)
{
ColladaParameters.clear();
const char* const paramNames[] = {"COLOR", "AMBIENT", "DIFFUSE",
"SPECULAR", "SHININESS", "YFOV", "ZNEAR", "ZFAR", 0};
const char* const typeNames[] = {"float", "float2", "float3", 0};
while(reader->read())
{
const char* nodeName = reader->getNodeName();
if (reader->getNodeType() == io::EXN_ELEMENT &&
paramTagName == nodeName)
{
// parse param
SColladaParam p;
// get type
u32 i;
core::stringc typeName = reader->getAttributeValue("type");
for (i=0; typeNames[i]; ++i)
if (typeName == typeNames[i])
{
p.Type = (ECOLLADA_PARAM_TYPE)i;
break;
}
// get name
core::stringc nameName = reader->getAttributeValue("name");
for (i=0; typeNames[i]; ++i)
if (nameName == paramNames[i])
{
p.Name = (ECOLLADA_PARAM_NAME)i;
break;
}
// read parameter data inside parameter tags
switch(p.Type)
{
case ECPT_FLOAT:
case ECPT_FLOAT2:
case ECPT_FLOAT3:
case ECPT_FLOAT4:
readFloatsInsideElement(reader, p.Floats, p.Type - ECPT_FLOAT + 1);
break;
// TODO: other types of data (ints, bools or whatever)
default:
break;
}
// add param
ColladaParameters.push_back(p);
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (parentName == reader->getNodeName())
return; // end of parent reached
}
} // end while reader->read();
}
//! parses a float from a char pointer and moves the pointer
//! to the end of the parsed float
inline f32 CColladaFileLoader::readFloat(const c8** p)
{
f32 ftmp;
*p = core::fast_atof_move(*p, ftmp);
return ftmp;
}
//! parses an int from a char pointer and moves the pointer to
//! the end of the parsed float
inline s32 CColladaFileLoader::readInt(const c8** p)
{
return (s32)readFloat(p);
}
//! places pointer to next begin of a token
void CColladaFileLoader::findNextNoneWhiteSpace(const c8** start)
{
const c8* p = *start;
while(*p && (*p==' ' || *p=='\n' || *p=='\r' || *p=='\t'))
++p;
// TODO: skip comments <!-- -->
*start = p;
}
//! reads floats from inside of xml element until end of xml element
void CColladaFileLoader::readFloatsInsideElement(io::IXMLReaderUTF8* reader, f32* floats, u32 count)
{
if (reader->isEmptyElement())
return;
while(reader->read())
{
// TODO: check for comments inside the element
// and ignore them.
if (reader->getNodeType() == io::EXN_TEXT)
{
// parse float data
core::stringc data = reader->getNodeData();
data.trim();
const c8* p = &data[0];
for (u32 i=0; i<count; ++i)
{
findNextNoneWhiteSpace(&p);
if (*p)
floats[i] = readFloat(&p);
else
floats[i] = 0.0f;
}
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
break; // end parsing text
}
}
//! reads ints from inside of xml element until end of xml element
void CColladaFileLoader::readIntsInsideElement(io::IXMLReaderUTF8* reader, s32* ints, u32 count)
{
if (reader->isEmptyElement())
return;
while(reader->read())
{
// TODO: check for comments inside the element
// and ignore them.
if (reader->getNodeType() == io::EXN_TEXT)
{
// parse float data
core::stringc data = reader->getNodeData();
data.trim();
const c8* p = &data[0];
for (u32 i=0; i<count; ++i)
{
findNextNoneWhiteSpace(&p);
if (*p)
ints[i] = readInt(&p);
else
ints[i] = 0;
}
}
else
if (reader->getNodeType() == io::EXN_ELEMENT_END)
break; // end parsing text
}
}
video::SColorf CColladaFileLoader::readColorNode(io::IXMLReaderUTF8* reader)
{
if (reader->getNodeType() == io::EXN_ELEMENT &&
colorNodeName == reader->getNodeName())
{
f32 color[4];
readFloatsInsideElement(reader,color,4);
return video::SColorf(color[0], color[1], color[2], color[3]);
}
return video::SColorf();
}
f32 CColladaFileLoader::readFloatNode(io::IXMLReaderUTF8* reader)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading <float>", ELL_DEBUG);
#endif
f32 result = 0.0f;
if (reader->getNodeType() == io::EXN_ELEMENT &&
floatNodeName == reader->getNodeName())
{
readFloatsInsideElement(reader,&result,1);
}
return result;
}
//! clears all loaded data
void CColladaFileLoader::clearData()
{
// delete all prefabs
for (u32 i=0; i<Prefabs.size(); ++i)
Prefabs[i]->drop();
Prefabs.clear();
// clear all parameters
ColladaParameters.clear();
// clear all materials
Images.clear();
// clear all materials
Textures.clear();
// clear all materials
Materials.clear();
// clear all inputs
Inputs.clear();
// clear all effects
for ( u32 i=0; i<Effects.size(); ++i )
Effects[i].Parameters->drop();
Effects.clear();
// clear all the materials to bind
MaterialsToBind.clear();
MeshesToBind.clear();
}
//! changes the XML URI into an internal id
void CColladaFileLoader::uriToId(core::stringc& str)
{
// Currently, we only remove the # from the beginning
// as we don't support referencing other files.
if (!str.size())
return;
if (str[0] == '#')
str.erase(0);
}
//! read Collada Id, uses id or name if id is missing
core::stringc CColladaFileLoader::readId(io::IXMLReaderUTF8* reader)
{
core::stringc id = reader->getAttributeValue("id");
if (id.size()==0)
id = reader->getAttributeValue("name");
return id;
}
//! create an Irrlicht texture from the reference
video::ITexture* CColladaFileLoader::getTextureFromImage(core::stringc uri, SColladaEffect * effect)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA searching texture", uri, ELL_DEBUG);
#endif
video::IVideoDriver* driver = SceneManager->getVideoDriver();
for (;;)
{
uriToId(uri);
for (u32 i=0; i<Images.size(); ++i)
{
if (uri == Images[i].Id)
{
if (Images[i].Source.size() && Images[i].SourceIsFilename)
{
return getMeshTextureLoader() ? getMeshTextureLoader()->getTexture( Images[i].Source ) : NULL;
}
else
if (Images[i].Source.size())
{
//const u32 size = Images[i].Dimension.getArea();
const u32 size = Images[i].Dimension.Width * Images[i].Dimension.Height;;
u32* data = new u32[size]; // we assume RGBA
u32* ptrdest = data;
const c8* ptrsrc = Images[i].Source.c_str();
for (u32 j=0; j<size; ++j)
{
sscanf(ptrsrc, "%x", ptrdest);
++ptrdest;
ptrsrc += 4;
}
video::IImage* img = driver->createImageFromData(video::ECF_A8R8G8B8, Images[i].Dimension, data, true, true);
video::ITexture* tex = driver->addTexture((CurrentlyLoadingMesh+"#"+Images[i].Id).c_str(), img);
img->drop();
return tex;
}
break;
}
}
if (effect && effect->Parameters->getAttributeType(uri.c_str())==io::EAT_STRING)
{
uri = effect->Parameters->getAttributeAsString(uri.c_str());
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA now searching texture", uri.c_str(), ELL_DEBUG);
#endif
}
else
break;
}
return 0;
}
//! read a parameter and value
void CColladaFileLoader::readParameter(io::IXMLReaderUTF8* reader, io::IAttributes* parameters)
{
#ifdef COLLADA_READER_DEBUG
os::Printer::log("COLLADA reading parameter", ELL_DEBUG);
#endif
if ( !parameters )
return;
const core::stringc name = reader->getAttributeValue("sid");
if (!reader->isEmptyElement())
{
while(reader->read())
{
if (reader->getNodeType() == io::EXN_ELEMENT)
{
if (floatNodeName == reader->getNodeName())
{
const f32 f = readFloatNode(reader);
parameters->addFloat(name.c_str(), f);
}
else
if (float2NodeName == reader->getNodeName())
{
f32 f[2];
readFloatsInsideElement(reader, f, 2);
// Parameters.addVector2d(name.c_str(), core::vector2df(f[0],f[1]));
}
else
if (float3NodeName == reader->getNodeName())
{
f32 f[3];
readFloatsInsideElement(reader, f, 3);
parameters->addVector3d(name.c_str(), core::vector3df(f[0],f[1],f[2]));
}
else
if ((initFromName == reader->getNodeName()) ||
(sourceSectionName == reader->getNodeName()))
{
reader->read();
parameters->addString(name.c_str(), reader->getNodeData());
}
else
if (wrapsName == reader->getNodeName())
{
reader->read();
const core::stringc val = reader->getNodeData();
if (val == "WRAP")
parameters->addInt(wrapsName.c_str(), (int)video::ETC_REPEAT);
else if ( val== "MIRROR")
parameters->addInt(wrapsName.c_str(), (int)video::ETC_MIRROR);
else if ( val== "CLAMP")
parameters->addInt(wrapsName.c_str(), (int)video::ETC_CLAMP_TO_EDGE);
else if ( val== "BORDER")
parameters->addInt(wrapsName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
else if ( val== "NONE")
parameters->addInt(wrapsName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
}
else
if (wraptName == reader->getNodeName())
{
reader->read();
const core::stringc val = reader->getNodeData();
if (val == "WRAP")
parameters->addInt(wraptName.c_str(), (int)video::ETC_REPEAT);
else if ( val== "MIRROR")
parameters->addInt(wraptName.c_str(), (int)video::ETC_MIRROR);
else if ( val== "CLAMP")
parameters->addInt(wraptName.c_str(), (int)video::ETC_CLAMP_TO_EDGE);
else if ( val== "BORDER")
parameters->addInt(wraptName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
else if ( val== "NONE")
parameters->addInt(wraptName.c_str(), (int)video::ETC_CLAMP_TO_BORDER);
}
else
if (minfilterName == reader->getNodeName())
{
reader->read();
const core::stringc val = reader->getNodeData();
if (val == "LINEAR_MIPMAP_LINEAR")
parameters->addBool("trilinear", true);
else
if (val == "LINEAR_MIPMAP_NEAREST")
parameters->addBool("bilinear", true);
}
else
if (magfilterName == reader->getNodeName())
{
reader->read();
const core::stringc val = reader->getNodeData();
if (val != "LINEAR")
{
parameters->addBool("bilinear", false);
parameters->addBool("trilinear", false);
}
}
else
if (mipfilterName == reader->getNodeName())
{
parameters->addBool("anisotropic", true);
}
}
else
if(reader->getNodeType() == io::EXN_ELEMENT_END)
{
if (newParamName == reader->getNodeName())
break;
}
}
}
}
core::matrix4 CColladaFileLoader::flipZAxis(const core::matrix4& m)
{
core::matrix4 matrix(m);
matrix[2] *= -1.f;
matrix[6] *= -1.f;
matrix[8] *= -1.f;
matrix[9] *= -1.f;
matrix[11] *= -1.f;
matrix[14] *= -1.f;
return matrix;
}
void CColladaFileLoader::unescape(irr::core::stringc& uri)
{
u32 len = uri.size();
for (u32 i=0; i<len-1; ++i)
{
if (uri[i] == '%' )
{
if (uri[i+1] == '%')
{
++i;
continue;
}
for (u32 e = 0; e < EscapeCharsAnyURI.size(); ++e)
{
const irr::core::stringc& escapeString = EscapeCharsAnyURI[e].Escape;
const u32 escapeLen = escapeString.size();
bool equals = true;
for ( u32 c = 1; c<escapeLen; ++c) // string compare (and we already know first on fits as always '%')
{
if ( uri[i+c] != escapeString[c] )
{
equals = false;
break;
}
}
if ( equals )
{
uri[i] = EscapeCharsAnyURI[e].Character;
// TODO: core::string has no erase function which erases more than one char at a time currently
for ( u32 a=0;a<escapeLen-1; ++a)
uri.erase(i+1);
len -= escapeLen-1;
break;
}
}
}
}
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_COLLADA_LOADER_