Model loading and texturing
This commit is contained in:
314
thirdparty/assimp/code/MD3/MD3FileData.h
vendored
Normal file
314
thirdparty/assimp/code/MD3/MD3FileData.h
vendored
Normal file
@@ -0,0 +1,314 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Md3FileData.h
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||||
*
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||||
* @brief Defines helper data structures for importing MD3 files.
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||||
* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
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||||
*/
|
||||
#ifndef AI_MD3FILEHELPER_H_INC
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||||
#define AI_MD3FILEHELPER_H_INC
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||||
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||||
#include <string>
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||||
#include <vector>
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||||
#include <sstream>
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||||
#include <stdint.h>
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||||
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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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||||
#include <assimp/Compiler/pushpack1.h>
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||||
|
||||
namespace Assimp {
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||||
namespace MD3 {
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||||
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||||
// to make it easier for us, we test the magic word against both "endianesses"
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||||
#define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3")
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||||
#define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI")
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||||
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||||
// common limitations
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#define AI_MD3_VERSION 15
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#define AI_MD3_MAXQPATH 64
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#define AI_MD3_MAXFRAME 16
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||||
#define AI_MD3_MAX_FRAMES 1024
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||||
#define AI_MD3_MAX_TAGS 16
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||||
#define AI_MD3_MAX_SURFACES 32
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||||
#define AI_MD3_MAX_SHADERS 256
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||||
#define AI_MD3_MAX_VERTS 4096
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||||
#define AI_MD3_MAX_TRIANGLES 8192
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||||
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// master scale factor for all vertices in a MD3 model
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#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
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||||
|
||||
// -------------------------------------------------------------------------------
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||||
/** @brief Data structure for the MD3 main header
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||||
*/
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||||
struct Header
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||||
{
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||||
//! magic number
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||||
uint32_t IDENT;
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||||
|
||||
//! file format version
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||||
uint32_t VERSION;
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||||
|
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//! original name in .pak archive
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char NAME[ AI_MD3_MAXQPATH ];
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||||
|
||||
//! unknown
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int32_t FLAGS;
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||||
|
||||
//! number of frames in the file
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||||
uint32_t NUM_FRAMES;
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||||
|
||||
//! number of tags in the file
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uint32_t NUM_TAGS;
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||||
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||||
//! number of surfaces in the file
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||||
uint32_t NUM_SURFACES;
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||||
|
||||
//! number of skins in the file
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||||
uint32_t NUM_SKINS;
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||||
|
||||
//! offset of the first frame
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||||
uint32_t OFS_FRAMES;
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||||
|
||||
//! offset of the first tag
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||||
uint32_t OFS_TAGS;
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||||
|
||||
//! offset of the first surface
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||||
uint32_t OFS_SURFACES;
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||||
|
||||
//! end of file
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||||
uint32_t OFS_EOF;
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||||
} PACK_STRUCT;
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||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Data structure for the frame header
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||||
*/
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||||
struct Frame
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||||
{
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||||
//! minimum bounds
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||||
aiVector3D min;
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||||
|
||||
//! maximum bounds
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||||
aiVector3D max;
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||||
|
||||
//! local origin for this frame
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||||
aiVector3D origin;
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||||
|
||||
//! radius of bounding sphere
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||||
ai_real radius;
|
||||
|
||||
//! name of frame
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||||
char name[ AI_MD3_MAXFRAME ];
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||||
|
||||
} /* PACK_STRUCT */;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/**
|
||||
* @brief Data structure for the tag header
|
||||
*/
|
||||
struct Tag {
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||||
//! name of the tag
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||||
char NAME[ AI_MD3_MAXQPATH ];
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||||
|
||||
//! Local tag origin and orientation
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||||
aiVector3D origin;
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||||
ai_real orientation[3][3];
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||||
|
||||
} /* PACK_STRUCT */;
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||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Data structure for the surface header
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||||
*/
|
||||
struct Surface {
|
||||
//! magic number
|
||||
int32_t IDENT;
|
||||
|
||||
//! original name of the surface
|
||||
char NAME[ AI_MD3_MAXQPATH ];
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||||
|
||||
//! unknown
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||||
int32_t FLAGS;
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||||
|
||||
//! number of frames in the surface
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||||
uint32_t NUM_FRAMES;
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||||
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||||
//! number of shaders in the surface
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uint32_t NUM_SHADER;
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||||
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||||
//! number of vertices in the surface
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||||
uint32_t NUM_VERTICES;
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||||
|
||||
//! number of triangles in the surface
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||||
uint32_t NUM_TRIANGLES;
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||||
|
||||
//! offset to the triangle data
|
||||
uint32_t OFS_TRIANGLES;
|
||||
|
||||
//! offset to the shader data
|
||||
uint32_t OFS_SHADERS;
|
||||
|
||||
//! offset to the texture coordinate data
|
||||
uint32_t OFS_ST;
|
||||
|
||||
//! offset to the vertex/normal data
|
||||
uint32_t OFS_XYZNORMAL;
|
||||
|
||||
//! offset to the end of the Surface object
|
||||
int32_t OFS_END;
|
||||
} /*PACK_STRUCT*/;
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Data structure for a shader defined in there
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||||
*/
|
||||
struct Shader {
|
||||
//! filename of the shader
|
||||
char NAME[ AI_MD3_MAXQPATH ];
|
||||
|
||||
//! index of the shader
|
||||
uint32_t SHADER_INDEX;
|
||||
} /*PACK_STRUCT*/;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Data structure for a triangle
|
||||
*/
|
||||
struct Triangle
|
||||
{
|
||||
//! triangle indices
|
||||
uint32_t INDEXES[3];
|
||||
} /*PACK_STRUCT*/;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Data structure for an UV coord
|
||||
*/
|
||||
struct TexCoord
|
||||
{
|
||||
//! UV coordinates
|
||||
ai_real U,V;
|
||||
} /*PACK_STRUCT*/;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Data structure for a vertex
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||||
*/
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||||
struct Vertex
|
||||
{
|
||||
//! X/Y/Z coordinates
|
||||
int16_t X,Y,Z;
|
||||
|
||||
//! encoded normal vector
|
||||
uint16_t NORMAL;
|
||||
} /*PACK_STRUCT*/;
|
||||
|
||||
#include <assimp/Compiler/poppack1.h>
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Unpack a Q3 16 bit vector to its full float3 representation
|
||||
*
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||||
* @param p_iNormal Input normal vector in latitude/longitude form
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||||
* @param p_afOut Pointer to an array of three floats to receive the result
|
||||
*
|
||||
* @note This has been taken from q3 source (misc_model.c)
|
||||
*/
|
||||
inline void LatLngNormalToVec3(uint16_t p_iNormal, ai_real* p_afOut)
|
||||
{
|
||||
ai_real lat = (ai_real)(( p_iNormal >> 8u ) & 0xff);
|
||||
ai_real lng = (ai_real)(( p_iNormal & 0xff ));
|
||||
const ai_real invVal( ai_real( 1.0 ) / ai_real( 128.0 ) );
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||||
lat *= ai_real( 3.141926 ) * invVal;
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||||
lng *= ai_real( 3.141926 ) * invVal;
|
||||
|
||||
p_afOut[ 0 ] = std::cos(lat) * std::sin(lng);
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||||
p_afOut[ 1 ] = std::sin(lat) * std::sin(lng);
|
||||
p_afOut[ 2 ] = std::cos(lng);
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @brief Pack a Q3 normal into 16bit latitute/longitude representation
|
||||
* @param p_vIn Input vector
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||||
* @param p_iOut Output normal
|
||||
*
|
||||
* @note This has been taken from q3 source (mathlib.c)
|
||||
*/
|
||||
inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
|
||||
{
|
||||
// check for singularities
|
||||
if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
|
||||
{
|
||||
if ( p_vIn[2] > 0.0f )
|
||||
{
|
||||
((unsigned char*)&p_iOut)[0] = 0;
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||||
((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
|
||||
}
|
||||
else
|
||||
{
|
||||
((unsigned char*)&p_iOut)[0] = 128;
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||||
((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int a, b;
|
||||
|
||||
a = int(57.2957795f * ( std::atan2( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
|
||||
a &= 0xff;
|
||||
|
||||
b = int(57.2957795f * ( std::acos( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
|
||||
b &= 0xff;
|
||||
|
||||
((unsigned char*)&p_iOut)[0] = (unsigned char) b; // longitude
|
||||
((unsigned char*)&p_iOut)[1] = (unsigned char) a; // latitude
|
||||
}
|
||||
}
|
||||
|
||||
} // Namespace MD3
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! AI_MD3FILEHELPER_H_INC
|
||||
1096
thirdparty/assimp/code/MD3/MD3Loader.cpp
vendored
Normal file
1096
thirdparty/assimp/code/MD3/MD3Loader.cpp
vendored
Normal file
File diff suppressed because it is too large
Load Diff
333
thirdparty/assimp/code/MD3/MD3Loader.h
vendored
Normal file
333
thirdparty/assimp/code/MD3/MD3Loader.h
vendored
Normal file
@@ -0,0 +1,333 @@
|
||||
/*
|
||||
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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Md3Loader.h
|
||||
* @brief Declaration of the .MD3 importer class.
|
||||
*/
|
||||
#ifndef AI_MD3LOADER_H_INCLUDED
|
||||
#define AI_MD3LOADER_H_INCLUDED
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/ByteSwapper.h>
|
||||
#include "MD3FileData.h"
|
||||
#include <assimp/StringComparison.h>
|
||||
#include <assimp/types.h>
|
||||
|
||||
#include <list>
|
||||
|
||||
struct aiMaterial;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
|
||||
using namespace MD3;
|
||||
namespace Q3Shader {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Tiny utility data structure to hold the data of a .skin file
|
||||
*/
|
||||
struct SkinData
|
||||
{
|
||||
//! A single entryin texture list
|
||||
struct TextureEntry : public std::pair<std::string,std::string>
|
||||
{
|
||||
// did we resolve this texture entry?
|
||||
bool resolved;
|
||||
|
||||
// for std::find()
|
||||
bool operator == (const std::string& f) const {
|
||||
return f == first;
|
||||
}
|
||||
};
|
||||
|
||||
//! List of textures
|
||||
std::list<TextureEntry> textures;
|
||||
|
||||
// rest is ignored for the moment
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specifies cull modi for Quake shader files.
|
||||
*/
|
||||
enum ShaderCullMode
|
||||
{
|
||||
CULL_NONE,
|
||||
CULL_CW,
|
||||
CULL_CCW
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
|
||||
*/
|
||||
enum BlendFunc
|
||||
{
|
||||
BLEND_NONE,
|
||||
BLEND_GL_ONE,
|
||||
BLEND_GL_ZERO,
|
||||
BLEND_GL_DST_COLOR,
|
||||
BLEND_GL_ONE_MINUS_DST_COLOR,
|
||||
BLEND_GL_SRC_ALPHA,
|
||||
BLEND_GL_ONE_MINUS_SRC_ALPHA
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specifies alpha test modi for Quake texture maps
|
||||
*/
|
||||
enum AlphaTestFunc
|
||||
{
|
||||
AT_NONE,
|
||||
AT_GT0,
|
||||
AT_LT128,
|
||||
AT_GE128
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Tiny utility data structure to hold a .shader map data block
|
||||
*/
|
||||
struct ShaderMapBlock
|
||||
{
|
||||
ShaderMapBlock() AI_NO_EXCEPT
|
||||
: blend_src (BLEND_NONE)
|
||||
, blend_dest (BLEND_NONE)
|
||||
, alpha_test (AT_NONE)
|
||||
{}
|
||||
|
||||
//! Name of referenced map
|
||||
std::string name;
|
||||
|
||||
//! Blend and alpha test settings for texture
|
||||
BlendFunc blend_src,blend_dest;
|
||||
AlphaTestFunc alpha_test;
|
||||
|
||||
|
||||
//! For std::find()
|
||||
bool operator== (const std::string& o) const {
|
||||
return !ASSIMP_stricmp(o,name);
|
||||
}
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Tiny utility data structure to hold a .shader data block
|
||||
*/
|
||||
struct ShaderDataBlock
|
||||
{
|
||||
ShaderDataBlock() AI_NO_EXCEPT
|
||||
: cull (CULL_CW)
|
||||
{}
|
||||
|
||||
//! Name of referenced data element
|
||||
std::string name;
|
||||
|
||||
//! Cull mode for the element
|
||||
ShaderCullMode cull;
|
||||
|
||||
//! Maps defined in the shader
|
||||
std::list<ShaderMapBlock> maps;
|
||||
|
||||
|
||||
//! For std::find()
|
||||
bool operator== (const std::string& o) const {
|
||||
return !ASSIMP_stricmp(o,name);
|
||||
}
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Tiny utility data structure to hold the data of a .shader file
|
||||
*/
|
||||
struct ShaderData
|
||||
{
|
||||
//! Shader data blocks
|
||||
std::list<ShaderDataBlock> blocks;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Load a shader file
|
||||
*
|
||||
* Generally, parsing is error tolerant. There's no failure.
|
||||
* @param fill Receives output data
|
||||
* @param file File to be read.
|
||||
* @param io IOSystem to be used for reading
|
||||
* @return false if file is not accessible
|
||||
*/
|
||||
bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Convert a Q3Shader to an aiMaterial
|
||||
*
|
||||
* @param[out] out Material structure to be filled.
|
||||
* @param[in] shader Input shader
|
||||
*/
|
||||
void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Load a skin file
|
||||
*
|
||||
* Generally, parsing is error tolerant. There's no failure.
|
||||
* @param fill Receives output data
|
||||
* @param file File to be read.
|
||||
* @param io IOSystem to be used for reading
|
||||
* @return false if file is not accessible
|
||||
*/
|
||||
bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
|
||||
|
||||
} // ! namespace Q3SHader
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Importer class to load MD3 files
|
||||
*/
|
||||
class MD3Importer : public BaseImporter
|
||||
{
|
||||
public:
|
||||
MD3Importer();
|
||||
~MD3Importer();
|
||||
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the class can handle the format of the given file.
|
||||
* See BaseImporter::CanRead() for details. */
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
|
||||
bool checkSig) const;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called prior to ReadFile().
|
||||
* The function is a request to the importer to update its configuration
|
||||
* basing on the Importer's configuration property list.
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Return importer meta information.
|
||||
* See #BaseImporter::GetInfo for the details
|
||||
*/
|
||||
const aiImporterDesc* GetInfo () const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Imports the given file into the given scene structure.
|
||||
* See BaseImporter::InternReadFile() for details
|
||||
*/
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene,
|
||||
IOSystem* pIOHandler);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Validate offsets in the header
|
||||
*/
|
||||
void ValidateHeaderOffsets();
|
||||
void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Read a Q3 multipart file
|
||||
* @return true if multi part has been processed
|
||||
*/
|
||||
bool ReadMultipartFile();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Try to read the skin for a MD3 file
|
||||
* @param fill Receives output information
|
||||
*/
|
||||
void ReadSkin(Q3Shader::SkinData& fill) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Try to read the shader for a MD3 file
|
||||
* @param fill Receives output information
|
||||
*/
|
||||
void ReadShader(Q3Shader::ShaderData& fill) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Convert a texture path in a MD3 file to a proper value
|
||||
* @param[in] texture_name Path to be converted
|
||||
* @param[in] header_path Base path specified in MD3 header
|
||||
* @param[out] out Receives the converted output string
|
||||
*/
|
||||
void ConvertPath(const char* texture_name, const char* header_path,
|
||||
std::string& out) const;
|
||||
|
||||
protected:
|
||||
|
||||
/** Configuration option: frame to be loaded */
|
||||
unsigned int configFrameID;
|
||||
|
||||
/** Configuration option: process multi-part files */
|
||||
bool configHandleMP;
|
||||
|
||||
/** Configuration option: name of skin file to be read */
|
||||
std::string configSkinFile;
|
||||
|
||||
/** Configuration option: name or path of shader */
|
||||
std::string configShaderFile;
|
||||
|
||||
/** Configuration option: speed flag was set? */
|
||||
bool configSpeedFlag;
|
||||
|
||||
/** Header of the MD3 file */
|
||||
BE_NCONST MD3::Header* pcHeader;
|
||||
|
||||
/** File buffer */
|
||||
BE_NCONST unsigned char* mBuffer;
|
||||
|
||||
/** Size of the file, in bytes */
|
||||
unsigned int fileSize;
|
||||
|
||||
/** Current file name */
|
||||
std::string mFile;
|
||||
|
||||
/** Current base directory */
|
||||
std::string path;
|
||||
|
||||
/** Pure file we're currently reading */
|
||||
std::string filename;
|
||||
|
||||
/** Output scene to be filled */
|
||||
aiScene* mScene;
|
||||
|
||||
/** IO system to be used to access the data*/
|
||||
IOSystem* mIOHandler;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_3DSIMPORTER_H_INC
|
||||
Reference in New Issue
Block a user