Model loading and texturing
This commit is contained in:
1328
thirdparty/assimp/code/ASE/ASELoader.cpp
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1328
thirdparty/assimp/code/ASE/ASELoader.cpp
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File diff suppressed because it is too large
Load Diff
207
thirdparty/assimp/code/ASE/ASELoader.h
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207
thirdparty/assimp/code/ASE/ASELoader.h
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@@ -0,0 +1,207 @@
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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.
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||||
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||||
----------------------------------------------------------------------
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||||
*/
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||||
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/** @file ASELoader.h
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* @brief Definition of the .ASE importer class.
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*/
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#ifndef AI_ASELOADER_H_INCLUDED
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#define AI_ASELOADER_H_INCLUDED
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#include <assimp/BaseImporter.h>
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#include <assimp/types.h>
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#include "ASEParser.h"
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struct aiNode;
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namespace Assimp {
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||||
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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// --------------------------------------------------------------------------------
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/** Importer class for the 3DS ASE ASCII format.
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*
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||||
*/
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||||
class ASEImporter : public BaseImporter {
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public:
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ASEImporter();
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~ASEImporter();
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// -------------------------------------------------------------------
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||||
/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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||||
bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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||||
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||||
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||||
// -------------------------------------------------------------------
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||||
/** Imports the given file into the given scene structure.
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||||
* See BaseImporter::InternReadFile() for details
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||||
*/
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||||
void InternReadFile( const std::string& pFile, aiScene* pScene,
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||||
IOSystem* pIOHandler);
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||||
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||||
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||||
// -------------------------------------------------------------------
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||||
/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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private:
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// -------------------------------------------------------------------
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/** Generate normal vectors basing on smoothing groups
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* (in some cases the normal are already contained in the file)
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* \param mesh Mesh to work on
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* \return false if the normals have been recomputed
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*/
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bool GenerateNormals(ASE::Mesh& mesh);
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// -------------------------------------------------------------------
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/** Create valid vertex/normal/UV/color/face lists.
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* All elements are unique, faces have only one set of indices
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* after this step occurs.
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* \param mesh Mesh to work on
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*/
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void BuildUniqueRepresentation(ASE::Mesh& mesh);
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/** Create one-material-per-mesh meshes ;-)
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* \param mesh Mesh to work with
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* \param Receives the list of all created meshes
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*/
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void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
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// -------------------------------------------------------------------
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/** Convert a material to a aiMaterial object
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* \param mat Input material
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*/
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void ConvertMaterial(ASE::Material& mat);
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// -------------------------------------------------------------------
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/** Setup the final material indices for each mesh
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*/
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void BuildMaterialIndices();
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// -------------------------------------------------------------------
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/** Build the node graph
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*/
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void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
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// -------------------------------------------------------------------
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/** Build output cameras
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*/
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void BuildCameras();
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// -------------------------------------------------------------------
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/** Build output lights
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*/
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void BuildLights();
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// -------------------------------------------------------------------
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/** Build output animations
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*/
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void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
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||||
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// -------------------------------------------------------------------
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/** Add sub nodes to a node
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* \param pcParent parent node to be filled
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* \param szName Name of the parent node
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* \param matrix Current transform
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*/
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void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
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aiNode* pcParent,const char* szName);
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void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
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aiNode* pcParent,const char* szName,
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const aiMatrix4x4& matrix);
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void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
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// -------------------------------------------------------------------
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/** Generate a default material and add it to the parser's list
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* Called if no material has been found in the file (rare for ASE,
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* but not impossible)
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*/
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void GenerateDefaultMaterial();
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protected:
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/** Parser instance */
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||||
ASE::Parser* mParser;
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/** Buffer to hold the loaded file */
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||||
char* mBuffer;
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||||
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/** Scene to be filled */
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aiScene* pcScene;
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||||
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/** Config options: Recompute the normals in every case - WA
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||||
for 3DS Max broken ASE normal export */
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||||
bool configRecomputeNormals;
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||||
bool noSkeletonMesh;
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||||
};
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||||
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||||
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
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||||
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||||
} // end of namespace Assimp
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||||
|
||||
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||||
#endif // AI_3DSIMPORTER_H_INC
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||||
2159
thirdparty/assimp/code/ASE/ASEParser.cpp
vendored
Normal file
2159
thirdparty/assimp/code/ASE/ASEParser.cpp
vendored
Normal file
File diff suppressed because it is too large
Load Diff
693
thirdparty/assimp/code/ASE/ASEParser.h
vendored
Normal file
693
thirdparty/assimp/code/ASE/ASEParser.h
vendored
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@@ -0,0 +1,693 @@
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
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||||
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||||
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||||
/** @file Defines the helper data structures for importing ASE files */
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#ifndef AI_ASEFILEHELPER_H_INC
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#define AI_ASEFILEHELPER_H_INC
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||||
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||||
// public ASSIMP headers
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||||
#include <assimp/types.h>
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||||
#include <assimp/mesh.h>
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#include <assimp/anim.h>
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||||
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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||||
// for some helper routines like IsSpace()
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#include <assimp/ParsingUtils.h>
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||||
#include <assimp/qnan.h>
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||||
// ASE is quite similar to 3ds. We can reuse some structures
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#include "3DS/3DSLoader.h"
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namespace Assimp {
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namespace ASE {
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||||
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||||
using namespace D3DS;
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// ---------------------------------------------------------------------------
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/** Helper structure representing an ASE material */
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struct Material : public D3DS::Material
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{
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||||
//! Default constructor has been deleted
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||||
Material() = delete;
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||||
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||||
//! Constructor with explicit name
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||||
explicit Material(const std::string &name)
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||||
: D3DS::Material(name)
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||||
, pcInstance(NULL)
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||||
, bNeed (false) {
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||||
// empty
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||||
}
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||||
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||||
Material(const Material &other) = default;
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||||
Material &operator=(const Material &other) = default;
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||||
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||||
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||||
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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||||
Material(Material &&other) AI_NO_EXCEPT
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||||
: D3DS::Material(std::move(other))
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||||
, avSubMaterials(std::move(other.avSubMaterials))
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||||
, pcInstance(std::move(other.pcInstance))
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||||
, bNeed(std::move(other.bNeed))
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||||
{
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||||
other.pcInstance = nullptr;
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||||
}
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||||
|
||||
|
||||
Material &operator=(Material &&other) AI_NO_EXCEPT {
|
||||
if (this == &other) {
|
||||
return *this;
|
||||
}
|
||||
|
||||
D3DS::Material::operator=(std::move(other));
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||||
|
||||
avSubMaterials = std::move(other.avSubMaterials);
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||||
pcInstance = std::move(other.pcInstance);
|
||||
bNeed = std::move(other.bNeed);
|
||||
|
||||
other.pcInstance = nullptr;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
~Material() {}
|
||||
|
||||
|
||||
//! Contains all sub materials of this material
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||||
std::vector<Material> avSubMaterials;
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||||
|
||||
//! aiMaterial object
|
||||
aiMaterial* pcInstance;
|
||||
|
||||
//! Can we remove this material?
|
||||
bool bNeed;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE file face */
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||||
struct Face : public FaceWithSmoothingGroup {
|
||||
//! Default constructor. Initializes everything with 0
|
||||
Face() AI_NO_EXCEPT
|
||||
: iMaterial(DEFAULT_MATINDEX)
|
||||
, iFace(0) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! special value to indicate that no material index has
|
||||
//! been assigned to a face. The default material index
|
||||
//! will replace this value later.
|
||||
static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
|
||||
|
||||
//! Indices into each list of texture coordinates
|
||||
unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
|
||||
|
||||
//! Index into the list of vertex colors
|
||||
unsigned int mColorIndices[3];
|
||||
|
||||
//! (Sub)Material index to be assigned to this face
|
||||
unsigned int iMaterial;
|
||||
|
||||
//! Index of the face. It is not specified whether it is
|
||||
//! a requirement of the file format that all faces are
|
||||
//! written in sequential order, so we have to expect this case
|
||||
unsigned int iFace;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE file bone */
|
||||
struct Bone {
|
||||
//! Constructor
|
||||
Bone() = delete;
|
||||
|
||||
//! Construction from an existing name
|
||||
explicit Bone( const std::string& name)
|
||||
: mName(name) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! Name of the bone
|
||||
std::string mName;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE file bone vertex */
|
||||
struct BoneVertex {
|
||||
//! Bone and corresponding vertex weight.
|
||||
//! -1 for unrequired bones ....
|
||||
std::vector<std::pair<int,float> > mBoneWeights;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE file animation */
|
||||
struct Animation {
|
||||
enum Type {
|
||||
TRACK = 0x0,
|
||||
BEZIER = 0x1,
|
||||
TCB = 0x2
|
||||
} mRotationType, mScalingType, mPositionType;
|
||||
|
||||
Animation() AI_NO_EXCEPT
|
||||
: mRotationType (TRACK)
|
||||
, mScalingType (TRACK)
|
||||
, mPositionType (TRACK) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! List of track rotation keyframes
|
||||
std::vector< aiQuatKey > akeyRotations;
|
||||
|
||||
//! List of track position keyframes
|
||||
std::vector< aiVectorKey > akeyPositions;
|
||||
|
||||
//! List of track scaling keyframes
|
||||
std::vector< aiVectorKey > akeyScaling;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent the inheritance information of an ASE node */
|
||||
struct InheritanceInfo {
|
||||
//! Default constructor
|
||||
InheritanceInfo() AI_NO_EXCEPT {
|
||||
for ( size_t i=0; i<3; ++i ) {
|
||||
abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
|
||||
}
|
||||
}
|
||||
|
||||
//! Inherit the parent's position?, axis order is x,y,z
|
||||
bool abInheritPosition[3];
|
||||
|
||||
//! Inherit the parent's rotation?, axis order is x,y,z
|
||||
bool abInheritRotation[3];
|
||||
|
||||
//! Inherit the parent's scaling?, axis order is x,y,z
|
||||
bool abInheritScaling[3];
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents an ASE file node. Base class for mesh, light and cameras */
|
||||
struct BaseNode {
|
||||
enum Type {
|
||||
Light,
|
||||
Camera,
|
||||
Mesh,
|
||||
Dummy
|
||||
} mType;
|
||||
|
||||
//! Construction from an existing name
|
||||
BaseNode(Type _mType, const std::string &name)
|
||||
: mType (_mType)
|
||||
, mName (name)
|
||||
, mProcessed (false) {
|
||||
// Set mTargetPosition to qnan
|
||||
const ai_real qnan = get_qnan();
|
||||
mTargetPosition.x = qnan;
|
||||
}
|
||||
|
||||
//! Name of the mesh
|
||||
std::string mName;
|
||||
|
||||
//! Name of the parent of the node
|
||||
//! "" if there is no parent ...
|
||||
std::string mParent;
|
||||
|
||||
//! Transformation matrix of the node
|
||||
aiMatrix4x4 mTransform;
|
||||
|
||||
//! Target position (target lights and cameras)
|
||||
aiVector3D mTargetPosition;
|
||||
|
||||
//! Specifies which axes transformations a node inherits
|
||||
//! from its parent ...
|
||||
InheritanceInfo inherit;
|
||||
|
||||
//! Animation channels for the node
|
||||
Animation mAnim;
|
||||
|
||||
//! Needed for lights and cameras: target animation channel
|
||||
//! Should contain position keys only.
|
||||
Animation mTargetAnim;
|
||||
|
||||
bool mProcessed;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE file mesh */
|
||||
struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
|
||||
//! Default constructor has been deleted
|
||||
Mesh() = delete;
|
||||
|
||||
//! Construction from an existing name
|
||||
explicit Mesh(const std::string &name)
|
||||
: BaseNode( BaseNode::Mesh, name )
|
||||
, mVertexColors()
|
||||
, mBoneVertices()
|
||||
, mBones()
|
||||
, iMaterialIndex(Face::DEFAULT_MATINDEX)
|
||||
, bSkip (false) {
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
|
||||
this->mNumUVComponents[c] = 2;
|
||||
}
|
||||
}
|
||||
|
||||
//! List of all texture coordinate sets
|
||||
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
//! List of all vertex color sets.
|
||||
std::vector<aiColor4D> mVertexColors;
|
||||
|
||||
//! List of all bone vertices
|
||||
std::vector<BoneVertex> mBoneVertices;
|
||||
|
||||
//! List of all bones
|
||||
std::vector<Bone> mBones;
|
||||
|
||||
//! Material index of the mesh
|
||||
unsigned int iMaterialIndex;
|
||||
|
||||
//! Number of vertex components for each UVW set
|
||||
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
//! used internally
|
||||
bool bSkip;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE light source */
|
||||
struct Light : public BaseNode
|
||||
{
|
||||
enum LightType
|
||||
{
|
||||
OMNI,
|
||||
TARGET,
|
||||
FREE,
|
||||
DIRECTIONAL
|
||||
};
|
||||
|
||||
//! Default constructor has been deleted
|
||||
Light() = delete;
|
||||
|
||||
//! Construction from an existing name
|
||||
explicit Light(const std::string &name)
|
||||
: BaseNode (BaseNode::Light, name)
|
||||
, mLightType (OMNI)
|
||||
, mColor (1.f,1.f,1.f)
|
||||
, mIntensity (1.f) // light is white by default
|
||||
, mAngle (45.f)
|
||||
, mFalloff (0.f)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
LightType mLightType;
|
||||
aiColor3D mColor;
|
||||
ai_real mIntensity;
|
||||
ai_real mAngle; // in degrees
|
||||
ai_real mFalloff;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE camera */
|
||||
struct Camera : public BaseNode
|
||||
{
|
||||
enum CameraType
|
||||
{
|
||||
FREE,
|
||||
TARGET
|
||||
};
|
||||
|
||||
//! Default constructor has been deleted
|
||||
Camera() = delete;
|
||||
|
||||
|
||||
//! Construction from an existing name
|
||||
explicit Camera(const std::string &name)
|
||||
: BaseNode (BaseNode::Camera, name)
|
||||
, mFOV (0.75f) // in radians
|
||||
, mNear (0.1f)
|
||||
, mFar (1000.f) // could be zero
|
||||
, mCameraType (FREE)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
ai_real mFOV, mNear, mFar;
|
||||
CameraType mCameraType;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent an ASE helper object (dummy) */
|
||||
struct Dummy : public BaseNode {
|
||||
//! Constructor
|
||||
Dummy() AI_NO_EXCEPT
|
||||
: BaseNode (BaseNode::Dummy, "DUMMY") {
|
||||
// empty
|
||||
}
|
||||
};
|
||||
|
||||
// Parameters to Parser::Parse()
|
||||
#define AI_ASE_NEW_FILE_FORMAT 200
|
||||
#define AI_ASE_OLD_FILE_FORMAT 110
|
||||
|
||||
// Internally we're a little bit more tolerant
|
||||
#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
|
||||
#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** \brief Class to parse ASE files
|
||||
*/
|
||||
class Parser {
|
||||
private:
|
||||
Parser() AI_NO_EXCEPT {
|
||||
// empty
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Construct a parser from a given input file which is
|
||||
//! guaranteed to be terminated with zero.
|
||||
//! @param szFile Input file
|
||||
//! @param fileFormatDefault Assumed file format version. If the
|
||||
//! file format is specified in the file the new value replaces
|
||||
//! the default value.
|
||||
Parser (const char* szFile, unsigned int fileFormatDefault);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parses the file into the parsers internal representation
|
||||
void Parse();
|
||||
|
||||
|
||||
private:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse the *SCENE block in a file
|
||||
void ParseLV1SceneBlock();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse the *MESH_SOFTSKINVERTS block in a file
|
||||
void ParseLV1SoftSkinBlock();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse the *MATERIAL_LIST block in a file
|
||||
void ParseLV1MaterialListBlock();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *<xxx>OBJECT block in a file
|
||||
//! \param mesh Node to be filled
|
||||
void ParseLV1ObjectBlock(BaseNode& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MATERIAL blocks in a material list
|
||||
//! \param mat Material structure to be filled
|
||||
void ParseLV2MaterialBlock(Material& mat);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *NODE_TM block in a file
|
||||
//! \param mesh Node (!) object to be filled
|
||||
void ParseLV2NodeTransformBlock(BaseNode& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *TM_ANIMATION block in a file
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV2AnimationBlock(BaseNode& mesh);
|
||||
void ParseLV3PosAnimationBlock(ASE::Animation& anim);
|
||||
void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
|
||||
void ParseLV3RotAnimationBlock(ASE::Animation& anim);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH block in a file
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV2MeshBlock(Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *LIGHT_SETTINGS block in a file
|
||||
//! \param light Light object to be filled
|
||||
void ParseLV2LightSettingsBlock(Light& light);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *CAMERA_SETTINGS block in a file
|
||||
//! \param cam Camera object to be filled
|
||||
void ParseLV2CameraSettingsBlock(Camera& cam);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse the *MAP_XXXXXX blocks in a material
|
||||
//! \param map Texture structure to be filled
|
||||
void ParseLV3MapBlock(Texture& map);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_VERTEX_LIST block in a file
|
||||
//! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
|
||||
//! Otherwise zero. This is used to check the consistency of the file.
|
||||
//! A warning is sent to the logger if the validations fails.
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MeshVertexListBlock(
|
||||
unsigned int iNumVertices,Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_FACE_LIST block in a file
|
||||
//! \param iNumFaces Value of *MESH_NUMFACES, if present.
|
||||
//! Otherwise zero. This is used to check the consistency of the file.
|
||||
//! A warning is sent to the logger if the validations fails.
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MeshFaceListBlock(
|
||||
unsigned int iNumFaces,Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_TVERT_LIST block in a file
|
||||
//! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
|
||||
//! Otherwise zero. This is used to check the consistency of the file.
|
||||
//! A warning is sent to the logger if the validations fails.
|
||||
//! \param mesh Mesh object to be filled
|
||||
//! \param iChannel Output UVW channel
|
||||
void ParseLV3MeshTListBlock(
|
||||
unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_TFACELIST block in a file
|
||||
//! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
|
||||
//! Otherwise zero. This is used to check the consistency of the file.
|
||||
//! A warning is sent to the logger if the validations fails.
|
||||
//! \param mesh Mesh object to be filled
|
||||
//! \param iChannel Output UVW channel
|
||||
void ParseLV3MeshTFaceListBlock(
|
||||
unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse an additional mapping channel
|
||||
//! (specified via *MESH_MAPPINGCHANNEL)
|
||||
//! \param iChannel Channel index to be filled
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MappingChannel(
|
||||
unsigned int iChannel, Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_CVERTLIST block in a file
|
||||
//! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
|
||||
//! Otherwise zero. This is used to check the consistency of the file.
|
||||
//! A warning is sent to the logger if the validations fails.
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MeshCListBlock(
|
||||
unsigned int iNumVertices, Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_CFACELIST block in a file
|
||||
//! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
|
||||
//! Otherwise zero. This is used to check the consistency of the file.
|
||||
//! A warning is sent to the logger if the validations fails.
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MeshCFaceListBlock(
|
||||
unsigned int iNumFaces, Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_NORMALS block in a file
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MeshNormalListBlock(Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_WEIGHTSblock in a file
|
||||
//! \param mesh Mesh object to be filled
|
||||
void ParseLV3MeshWeightsBlock(Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse the bone list of a file
|
||||
//! \param mesh Mesh object to be filled
|
||||
//! \param iNumBones Number of bones in the mesh
|
||||
void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse the bone vertices list of a file
|
||||
//! \param mesh Mesh object to be filled
|
||||
//! \param iNumVertices Number of vertices to be parsed
|
||||
void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_FACE block in a file
|
||||
//! \param out receive the face data
|
||||
void ParseLV4MeshFace(ASE::Face& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_VERT block in a file
|
||||
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
|
||||
//! \param apOut Output buffer (3 floats)
|
||||
//! \param rIndexOut Output index
|
||||
void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_VERT block in a file
|
||||
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
|
||||
//! \param apOut Output buffer (3 floats)
|
||||
void ParseLV4MeshFloatTriple(ai_real* apOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_TFACE block in a file
|
||||
//! (also works for MESH_CFACE)
|
||||
//! \param apOut Output buffer (3 ints)
|
||||
//! \param rIndexOut Output index
|
||||
void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a *MESH_TFACE block in a file
|
||||
//! (also works for MESH_CFACE)
|
||||
//! \param apOut Output buffer (3 ints)
|
||||
void ParseLV4MeshLongTriple(unsigned int* apOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a single float element
|
||||
//! \param fOut Output float
|
||||
void ParseLV4MeshFloat(ai_real& fOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a single int element
|
||||
//! \param iOut Output integer
|
||||
void ParseLV4MeshLong(unsigned int& iOut);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Skip everything to the next: '*' or '\0'
|
||||
bool SkipToNextToken();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Skip the current section until the token after the closing }.
|
||||
//! This function handles embedded subsections correctly
|
||||
bool SkipSection();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Output a warning to the logger
|
||||
//! \param szWarn Warn message
|
||||
void LogWarning(const char* szWarn);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Output a message to the logger
|
||||
//! \param szWarn Message
|
||||
void LogInfo(const char* szWarn);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Output an error to the logger
|
||||
//! \param szWarn Error message
|
||||
AI_WONT_RETURN void LogError(const char* szWarn) AI_WONT_RETURN_SUFFIX;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
//! Parse a string, enclosed in double quotation marks
|
||||
//! \param out Output string
|
||||
//! \param szName Name of the enclosing element -> used in error
|
||||
//! messages.
|
||||
//! \return false if an error occurred
|
||||
bool ParseString(std::string& out,const char* szName);
|
||||
|
||||
public:
|
||||
|
||||
//! Pointer to current data
|
||||
const char* filePtr;
|
||||
|
||||
//! background color to be passed to the viewer
|
||||
//! QNAN if none was found
|
||||
aiColor3D m_clrBackground;
|
||||
|
||||
//! Base ambient color to be passed to all materials
|
||||
//! QNAN if none was found
|
||||
aiColor3D m_clrAmbient;
|
||||
|
||||
//! List of all materials found in the file
|
||||
std::vector<Material> m_vMaterials;
|
||||
|
||||
//! List of all meshes found in the file
|
||||
std::vector<Mesh> m_vMeshes;
|
||||
|
||||
//! List of all dummies found in the file
|
||||
std::vector<Dummy> m_vDummies;
|
||||
|
||||
//! List of all lights found in the file
|
||||
std::vector<Light> m_vLights;
|
||||
|
||||
//! List of all cameras found in the file
|
||||
std::vector<Camera> m_vCameras;
|
||||
|
||||
//! Current line in the file
|
||||
unsigned int iLineNumber;
|
||||
|
||||
//! First frame
|
||||
unsigned int iFirstFrame;
|
||||
|
||||
//! Last frame
|
||||
unsigned int iLastFrame;
|
||||
|
||||
//! Frame speed - frames per second
|
||||
unsigned int iFrameSpeed;
|
||||
|
||||
//! Ticks per frame
|
||||
unsigned int iTicksPerFrame;
|
||||
|
||||
//! true if the last character read was an end-line character
|
||||
bool bLastWasEndLine;
|
||||
|
||||
//! File format version
|
||||
unsigned int iFileFormat;
|
||||
};
|
||||
|
||||
|
||||
} // Namespace ASE
|
||||
} // Namespace ASSIMP
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
|
||||
|
||||
#endif // !! include guard
|
||||
Reference in New Issue
Block a user