void XmlParser::readModel(Transform * transform, XmlNode * modelNode) {
    // Create model
    glm::mat4 model;

    if (modelNode) {
        // Get each transformation
        XmlNode * transformNode = modelNode->first_node();

        while (transformNode) {
            std::string type(transformNode->name());

            // Translate
            if (type == "translate") {
                XmlAttr * x, * y, * z;
                xmlAttribute(x, transformNode);
                xmlAttribute(y, transformNode);
                xmlAttribute(z, transformNode);

                // Apply transformation
                transform->translate(atof(x->value()), atof(y->value()), atof(z->value()));
            }
            // Rotate
            else if (type == "rotate") {
                // Read angle
                XmlAttr * angle;
                xmlAttribute(angle, transformNode);

                // Check normal
                glm::vec3 normal(0, 1, 0);
                XmlNode * normalNode = transformNode->first_node("normal");
                if (normalNode) {
                    XmlAttr * x, * y, * z;
                    xmlAttribute(x, normalNode);
                    xmlAttribute(y, normalNode);
                    xmlAttribute(z, normalNode);

                    // Set new normal
                    normal = glm::vec3(atof(x->value()), atof(y->value()), atof(z->value()));
                }

                // Apply transformation
                transform->rotate(atof(angle->value()), normal);
            }
            // Scale
            else if (type == "scale") {
                XmlAttr * x, * y, * z;
                xmlAttribute(x, transformNode);
                xmlAttribute(y, transformNode);
                xmlAttribute(z, transformNode);

                // Apply transformation
                transform->scale(atof(x->value()), atof(y->value()), atof(z->value()));
            }

            // Get next transformation
            transformNode = transformNode->next_sibling();
        }
    }
}
void XmlParser::readScripts(Scene * scene, Transform * transform, XmlNode * scripts) {
    if (scripts) {
        // Get each script
        XmlNode * script = scripts->first_node("script");
        while (script) {
            XmlAttr * name;
            xmlAttribute(name, script);

            // Crate script and bind it to transform
            scene->addScript(Script::GetScriptByName(transform, name->value()));

            // Get next script
            script = script->next_sibling("script");
        }
    }
}
示例#3
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void ofTag::addAttribute(string name,string val)
{
	attributes.push_back(xmlAttribute(name,val));
}
void XmlParser::readLights(Scene * scene, XmlNode * lights) {
    if (lights) {
        // Read all lights from scene
        XmlNode * light = lights->first_node("light");
        while (light) {
            // Create light
            Light * l = new Light();

            // Get position from xml
            XmlNode * position;
            xmlElement(position, light);
            // Get coordinates
            XmlAttr * x, * y, * z;
            xmlAttribute(x, position);
            xmlAttribute(y, position);
            xmlAttribute(z, position);
            // Set position
            l->setPosition(atof(x->value()), atof(y->value()), atof(z->value()));

            // Get direction from xml
			XmlNode * direction;
			xmlElement(direction, light);
			// Get coordinates
			xmlAttribute(x, direction);
			xmlAttribute(y, direction);
			xmlAttribute(z, direction);
			// Set position
			l->setDirection(atof(x->value()), atof(y->value()), atof(z->value()));

			// Check angle
			XmlNode * angle = light->first_node("angle");
			if (angle) {
				XmlAttr * value;
				xmlAttribute(value, angle);
				l->setLightAngle(atof(value->value()));
			}

            // Try to get diffuse
            XmlNode * diffuse = light->first_node("diffuse");
            if (diffuse) {
                // Get coordinates
                XmlAttr * r, * g, * b;
                xmlAttribute(r, diffuse);
                xmlAttribute(g, diffuse);
                xmlAttribute(b, diffuse);
                // Set diffuse
                l->setDiffuse(atof(r->value()), atof(g->value()), atof(b->value()));
            }

            // Try to get specular
            XmlNode * specular = light->first_node("specular");
            if (specular) {
                // Get coordinates
                XmlAttr * r, * g, * b;
                xmlAttribute(r, specular);
                xmlAttribute(g, specular);
                xmlAttribute(b, specular);
                // Set specular
                l->setSpecular(atof(r->value()), atof(g->value()), atof(b->value()));
            }

            // Read scripts
            XmlNode * scripts = light->first_node("scripts");
            readScripts(scene, l, scripts);

            // Add to scene
            scene->addLight(l);

            // Get next light
            light = light->next_sibling("light");
        }
    } else {
        printf("No lights\n");
    }
}
void XmlParser::readMeshs(Renderer * renderer ,Scene * scene, XmlNode * meshNode) {
    // Read mesh
    while(meshNode) {
        // Create cube
        glm::mat4 id;
        MeshObject * mesh = new MeshObject(id);
        // Read shaders and init it
        int basicShader = renderer->getDefaultBasicShader();
        int lightShader = renderer->getDefaultLightShader();
        XmlNode * basicShaderNode = meshNode->first_node("basic-shader");
        XmlNode * lightShaderNode = meshNode->first_node("light-shader");
        
        // If there is a basic shader node
        if (basicShaderNode) {
            XmlAttr * vert, * frag;
            xmlAttribute(vert, basicShaderNode);
            xmlAttribute(frag, basicShaderNode);
            // Create new shader
            basicShader = renderer->createShaderProg(vert->value(), frag->value());
        }

        // If there is a light shader node
        if (lightShaderNode) {
            XmlAttr * vert, * frag;
            xmlAttribute(vert, lightShaderNode);
            xmlAttribute(frag, lightShaderNode);
            // Create new shader
            lightShader = renderer->createShaderProg(vert->value(), frag->value());
        }

        // Init mesh
        mesh->init(basicShader, lightShader);

        // Load file (it must exist)
        XmlAttr * file;
        xmlAttribute(file, meshNode);
        mesh->loadFromFile(file->value());
        
        // Try to read model
        readModel(mesh, meshNode->first_node("model"));

        // Add c to scene
        scene->addGameObject(mesh);

        // Set texture
        XmlNode * textureNode = meshNode->first_node("texture");
        if (textureNode) {
            // Get file name
            XmlAttr * file;
            xmlAttribute(file, textureNode);

            // Create texture
            Texture texture(GL_TEXTURE0, std::string(file->value()));

            // Set texture
            mesh->setTexture(texture);
        }

        // Set normal map
        XmlNode * normalMapNode = meshNode->first_node("normal-map");
        if (normalMapNode) {
            // Get file name
            XmlAttr * file;
            xmlAttribute(file, normalMapNode);

            // Create texture
            Texture normalMap(GL_TEXTURE2, std::string(file->value()));

            // Set texture
            mesh->setNormalMap(normalMap);
        }

        // Set material
		XmlNode * material = meshNode->first_node("material");
		if (material) {
			// Create material
			Material * m = new Material();

			// Set emissive
			XmlNode * emissive = material->first_node("emissive");
			if (emissive) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, emissive);
				xmlAttribute(g, emissive);
				xmlAttribute(b, emissive);
				// Set diffuse
				m->setEmissive(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read ambient
			XmlNode * ambient = material->first_node("ambient");
			if (ambient) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, ambient);
				xmlAttribute(g, ambient);
				xmlAttribute(b, ambient);
				// Set diffuse
				m->setAmbient(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read diffuse
			XmlNode * diffuse = material->first_node("diffuse");
			if (diffuse) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, diffuse);
				xmlAttribute(g, diffuse);
				xmlAttribute(b, diffuse);
				// Set diffuse
				m->setDiffuse(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read specular
			XmlNode * specular = material->first_node("specular");
			if (specular) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, specular);
				xmlAttribute(g, specular);
				xmlAttribute(b, specular);
				// Set diffuse
				m->setSpecular(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read specular
			XmlNode * shininess = material->first_node("shininess");
			if (shininess) {
				XmlAttr * value;
				xmlAttribute(value, shininess);
				// Set diffuse
				m->setShininess(atof(value->value()));
			}

			// Set material
			mesh->setMaterial(m);
		}

        // Read Scripts
        XmlNode * scripts = meshNode->first_node("scripts");
        readScripts(scene, mesh, scripts);

        // Get next cube
        meshNode = meshNode->next_sibling("mesh");
    }
}
void XmlParser::readCubes(Renderer * renderer ,Scene * scene, XmlNode * cubeNode) {
    // Read all cubes from scene
    while(cubeNode) {
        // Create cube
        Cube * c = new Cube();
        // Read shaders and init it
        int basicShader = renderer->getDefaultBasicShader();
        int lightShader = renderer->getDefaultLightShader();
        XmlNode * basicShaderNode = cubeNode->first_node("basic-shader");
        XmlNode * lightShaderNode = cubeNode->first_node("light-shader");
        
        // If there is a basic shader node
        if (basicShaderNode) {
            XmlAttr * vert, * frag;
            xmlAttribute(vert, basicShaderNode);
            xmlAttribute(frag, basicShaderNode);
            // Create new shader
            basicShader = renderer->createShaderProg(vert->value(), frag->value());
        }

        // If there is a light shader node
        if (lightShaderNode) {
            XmlAttr * vert, * frag;
            xmlAttribute(vert, lightShaderNode);
            xmlAttribute(frag, lightShaderNode);
            // Create new shader
            lightShader = renderer->createShaderProg(vert->value(), frag->value());
        }

        // Init cube
        c->init(basicShader, lightShader);
        
        // Try to read model
        readModel(c, cubeNode->first_node("model"));


        // Add c to scene
        scene->addGameObject(c);

        // Set texture
        XmlNode * texture = cubeNode->first_node("texture");
        if (texture) {
            // Get file name
            XmlAttr * file;
            xmlAttribute(file, texture);

            // Create texture
            Texture texture(GL_TEXTURE0, std::string(file->value()));

            // Set texture
            c->setTexture(texture);
        }

        // Set material
        XmlNode * material = cubeNode->first_node("material");
        if (material) {
        	// Create material
        	Material * m = new Material();

        	// Set emissive
        	XmlNode * emissive = material->first_node("emissive");
			if (emissive) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, emissive);
				xmlAttribute(g, emissive);
				xmlAttribute(b, emissive);
				// Set diffuse
				m->setEmissive(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read ambient
			XmlNode * ambient = material->first_node("ambient");
			if (ambient) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, ambient);
				xmlAttribute(g, ambient);
				xmlAttribute(b, ambient);
				// Set diffuse
				m->setAmbient(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read diffuse
			XmlNode * diffuse = material->first_node("diffuse");
			if (diffuse) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, diffuse);
				xmlAttribute(g, diffuse);
				xmlAttribute(b, diffuse);
				// Set diffuse
				m->setDiffuse(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read specular
			XmlNode * specular = material->first_node("specular");
			if (specular) {
				XmlAttr * r, *g, *b;
				xmlAttribute(r, specular);
				xmlAttribute(g, specular);
				xmlAttribute(b, specular);
				// Set diffuse
				m->setSpecular(atof(r->value()), atof(g->value()),
						atof(b->value()));
			}

			// Read specular
			XmlNode * shininess = material->first_node("shininess");
			if (shininess) {
				XmlAttr * value;
				xmlAttribute(value, shininess);
				// Set diffuse
				m->setShininess(atof(value->value()));
			}

			// Set material
			c->setMaterial(m);
        }

        // Read Scripts
        XmlNode * scripts = cubeNode->first_node("scripts");
        readScripts(scene, c, scripts);

        // Get next cube
        cubeNode = cubeNode->next_sibling("cube");
    }
}