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Aeon/ThirdParty/assimp/code/AssetLib/Collada/ColladaParser.h
2025-06-29 23:33:26 +01:00

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2025, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaParser.h
* @brief Defines the parser helper class for the collada loader
*/
#pragma once
#ifndef AI_COLLADAPARSER_H_INC
#define AI_COLLADAPARSER_H_INC
#include "ColladaHelper.h"
#include <assimp/ai_assert.h>
#include <assimp/XmlParser.h>
#include <map>
namespace Assimp {
class ZipArchiveIOSystem;
// ------------------------------------------------------------------------------------------
/** Parser helper class for the Collada loader.
*
* Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser {
friend class ColladaLoader;
public:
/// Map for generic metadata as aiString.
using StringMetaData = std::map<std::string, aiString>;
/// Constructor from XML file.
ColladaParser(IOSystem *pIOHandler, const std::string &pFile);
/// Destructor
~ColladaParser();
/// Attempts to read the ZAE manifest and returns the DAE to open
static std::string ReadZaeManifest(ZipArchiveIOSystem &zip_archive);
/// Reads the contents of the file
void ReadContents(XmlNode &node);
/// Reads the structure of the file
void ReadStructure(XmlNode &node);
/// Reads asset information such as coordinate system information and legal blah
void ReadAssetInfo(XmlNode &node);
/// Reads contributor information such as author and legal blah
void ReadContributorInfo(XmlNode &node);
/// Reads the animation library
void ReadAnimationLibrary(XmlNode &node);
/// Reads the animation clip library
void ReadAnimationClipLibrary(XmlNode &node);
/// Unwrap controllers dependency hierarchy
void PostProcessControllers();
/// Re-build animations from animation clip library, if present, otherwise combine single-channel animations
void PostProcessRootAnimations();
/// Reads an animation into the given parent structure
void ReadAnimation(XmlNode &node, Collada::Animation *pParent);
/// Reads the skeleton controller library
void ReadControllerLibrary(XmlNode &node);
/// Reads a controller into the given mesh structure
void ReadController(XmlNode &node, Collada::Controller &pController);
/// Reads the image library contents
void ReadImageLibrary(const XmlNode &node);
/// Reads an image entry into the given image
void ReadImage(const XmlNode &node, Collada::Image &pImage) const;
/// Reads the material library
void ReadMaterialLibrary(XmlNode &node);
/// Reads the camera library
void ReadCameraLibrary(XmlNode &node);
/// Reads the light library
void ReadLightLibrary(XmlNode &node);
/// Reads the effect library
void ReadEffectLibrary(XmlNode &node);
/// Reads an effect entry into the given effect
void ReadEffect(XmlNode &node, Collada::Effect &pEffect);
/// Reads an COMMON effect profile
void ReadEffectProfileCommon(XmlNode &node, Collada::Effect &pEffect);
/// Read sampler properties
void ReadSamplerProperties(XmlNode &node, Collada::Sampler &pSampler);
/// Reads an effect entry containing a color or a texture defining that color
void ReadEffectColor(XmlNode &node, aiColor4D &pColor, Collada::Sampler &pSampler);
/// Reads an effect entry containing a float
void ReadEffectFloat(XmlNode &node, ai_real &pFloat);
/// Reads an effect parameter specification of any kind
void ReadEffectParam(XmlNode &node, Collada::EffectParam &pParam);
/// Reads the geometry library contents
void ReadGeometryLibrary(XmlNode &node);
/// Reads a geometry from the geometry library.
void ReadGeometry(XmlNode &node, Collada::Mesh &pMesh);
/// Reads a mesh from the geometry library
void ReadMesh(XmlNode &node, Collada::Mesh &pMesh);
/// Reads a source element - a combination of raw data and an accessor defining
///things that should not be definable. Yes, that's another rant.
void ReadSource(XmlNode &node);
/// Reads a data array holding a number of elements, and stores it in the global library.
/// Currently supported are array of floats and arrays of strings.
void ReadDataArray(XmlNode &node);
/// Reads an accessor and stores it in the global library under the given ID -
/// accessors use the ID of the parent <source> element
void ReadAccessor(XmlNode &node, const std::string &pID);
/// Reads input declarations of per-vertex mesh data into the given mesh
void ReadVertexData(XmlNode &node, Collada::Mesh &pMesh);
/// Reads input declarations of per-index mesh data into the given mesh
void ReadIndexData(XmlNode &node, Collada::Mesh &pMesh);
/// Reads a single input channel element and stores it in the given array, if valid
void ReadInputChannel(XmlNode &node, std::vector<Collada::InputChannel> &poChannels);
/// Reads a <p> primitive index list and assembles the mesh data into the given mesh
size_t ReadPrimitives(XmlNode &node, Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t pNumPrimitives, const std::vector<size_t> &pVCount, Collada::PrimitiveType pPrimType);
/// Copies the data for a single primitive into the mesh, based on the InputChannels
void CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset,
Collada::Mesh &pMesh, std::vector<Collada::InputChannel> &pPerIndexChannels,
size_t currentPrimitive, const std::vector<size_t> &indices);
/// Reads one triangle of a tristrip into the mesh
void ReadPrimTriStrips(size_t numOffsets, size_t perVertexOffset, Collada::Mesh &pMesh,
std::vector<Collada::InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices);
/// Extracts a single object from an input channel and stores it in the appropriate mesh data array
void ExtractDataObjectFromChannel(const Collada::InputChannel &pInput, size_t pLocalIndex, Collada::Mesh &pMesh);
/// Reads the library of node hierarchies and scene parts
void ReadSceneLibrary(XmlNode &node);
/// Reads a scene node's contents including children and stores it in the given node
void ReadSceneNode(XmlNode &node, Collada::Node *pNode);
/// Reads a mesh reference in a node and adds it to the node's mesh list
void ReadNodeGeometry(XmlNode &node, Collada::Node *pNode);
/// Reads the collada scene
void ReadScene(XmlNode &node);
/// Processes bind_vertex_input and bind elements
void ReadMaterialVertexInputBinding(XmlNode &node, Collada::SemanticMappingTable &tbl);
/// Reads embedded textures from a ZAE archive
void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
protected:
/// Converts a path read from a collada file to the usual representation
static void UriDecodePath(aiString &ss);
/// Calculates the resulting transformation from all the given transform steps
aiMatrix4x4 CalculateResultTransform(const std::vector<Collada::Transform> &pTransforms) const;
/// Determines the input data type for the given semantic string
Collada::InputType GetTypeForSemantic(const std::string &pSemantic);
/// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const;
private:
/// Filename, for a verbose error message
std::string mFileName;
/// XML reader, member for everyday use
XmlParser mXmlParser;
/// All data arrays found in the file by ID. Might be referred to by actually
/// everyone. Collada, you are a steaming pile of indirection.
using DataLibrary = std::map<std::string, Collada::Data> ;
DataLibrary mDataLibrary;
/// Same for accessors which define how the data in a data array is accessed.
using AccessorLibrary = std::map<std::string, Collada::Accessor> ;
AccessorLibrary mAccessorLibrary;
/// Mesh library: mesh by ID
using MeshLibrary = std::map<std::string, Collada::Mesh *>;
MeshLibrary mMeshLibrary;
/// node library: root node of the hierarchy part by ID
using NodeLibrary = std::map<std::string, Collada::Node *>;
NodeLibrary mNodeLibrary;
/// Image library: stores texture properties by ID
using ImageLibrary = std::map<std::string, Collada::Image> ;
ImageLibrary mImageLibrary;
/// Effect library: surface attributes by ID
using EffectLibrary = std::map<std::string, Collada::Effect> ;
EffectLibrary mEffectLibrary;
/// Material library: surface material by ID
using MaterialLibrary = std::map<std::string, Collada::Material> ;
MaterialLibrary mMaterialLibrary;
/// Light library: surface light by ID
using LightLibrary = std::map<std::string, Collada::Light> ;
LightLibrary mLightLibrary;
/// Camera library: surface material by ID
using CameraLibrary = std::map<std::string, Collada::Camera> ;
CameraLibrary mCameraLibrary;
/// Controller library: joint controllers by ID
using ControllerLibrary = std::map<std::string, Collada::Controller> ;
ControllerLibrary mControllerLibrary;
/// Animation library: animation references by ID
using AnimationLibrary = std::map<std::string, Collada::Animation *> ;
AnimationLibrary mAnimationLibrary;
/// Animation clip library: clip animation references by ID
using AnimationClipLibrary = std::vector<std::pair<std::string, std::vector<std::string>>> ;
AnimationClipLibrary mAnimationClipLibrary;
/// Pointer to the root node. Don't delete, it just points to one of the nodes in the node library.
Collada::Node *mRootNode;
/// Root animation container
Collada::Animation mAnims;
/// Size unit: how large compared to a meter
ai_real mUnitSize;
/// Which is the up vector
enum { UP_X,
UP_Y,
UP_Z } mUpDirection;
/// Asset metadata (global for scene)
StringMetaData mAssetMetaData;
/// Collada file format version
Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
template <typename Type>
const Type &ColladaParser::ResolveLibraryReference(const std::map<std::string, Type> &pLibrary, const std::string &pURL) const {
typename std::map<std::string, Type>::const_iterator it = pLibrary.find(pURL);
if (it == pLibrary.end()) {
throw DeadlyImportError("Unable to resolve library reference \"", pURL, "\".");
}
return it->second;
}
} // end of namespace Assimp
#endif // AI_COLLADAPARSER_H_INC