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annotate libs/assimp/UnrealLoader.h @ 2:334d17aed7de

visual studio project files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 18:36:38 +0200
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nuclear@0 1 /*
nuclear@0 2 Open Asset Import Library (assimp)
nuclear@0 3 ----------------------------------------------------------------------
nuclear@0 4
nuclear@0 5 Copyright (c) 2006-2012, assimp team
nuclear@0 6 All rights reserved.
nuclear@0 7
nuclear@0 8 Redistribution and use of this software in source and binary forms,
nuclear@0 9 with or without modification, are permitted provided that the
nuclear@0 10 following conditions are met:
nuclear@0 11
nuclear@0 12 * Redistributions of source code must retain the above
nuclear@0 13 copyright notice, this list of conditions and the
nuclear@0 14 following disclaimer.
nuclear@0 15
nuclear@0 16 * Redistributions in binary form must reproduce the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer in the documentation and/or other
nuclear@0 19 materials provided with the distribution.
nuclear@0 20
nuclear@0 21 * Neither the name of the assimp team, nor the names of its
nuclear@0 22 contributors may be used to endorse or promote products
nuclear@0 23 derived from this software without specific prior
nuclear@0 24 written permission of the assimp team.
nuclear@0 25
nuclear@0 26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 37
nuclear@0 38 ----------------------------------------------------------------------
nuclear@0 39 */
nuclear@0 40
nuclear@0 41 /** @file UnrealLoader.h
nuclear@0 42 * @brief Declaration of the .3d (UNREAL) importer class.
nuclear@0 43 */
nuclear@0 44 #ifndef INCLUDED_AI_3D_LOADER_H
nuclear@0 45 #define INCLUDED_AI_3D_LOADER_H
nuclear@0 46
nuclear@0 47 #include "BaseImporter.h"
nuclear@0 48 namespace Assimp {
nuclear@0 49 namespace Unreal {
nuclear@0 50
nuclear@0 51 /*
nuclear@0 52 0 = Normal one-sided
nuclear@0 53 1 = Normal two-sided
nuclear@0 54 2 = Translucent two-sided
nuclear@0 55 3 = Masked two-sided
nuclear@0 56 4 = Modulation blended two-sided
nuclear@0 57 8 = Placeholder triangle for weapon positioning (invisible)
nuclear@0 58 */
nuclear@0 59 enum MeshFlags {
nuclear@0 60 MF_NORMAL_OS = 0,
nuclear@0 61 MF_NORMAL_TS = 1,
nuclear@0 62 MF_NORMAL_TRANS_TS = 2,
nuclear@0 63 MF_NORMAL_MASKED_TS = 3,
nuclear@0 64 MF_NORMAL_MOD_TS = 4,
nuclear@0 65 MF_WEAPON_PLACEHOLDER = 8
nuclear@0 66 };
nuclear@0 67
nuclear@0 68 // a single triangle
nuclear@0 69 struct Triangle {
nuclear@0 70 uint16_t mVertex[3]; // Vertex indices
nuclear@0 71 char mType; // James' Mesh Type
nuclear@0 72 char mColor; // Color for flat and Gourand Shaded
nuclear@0 73 unsigned char mTex[3][2]; // Texture UV coordinates
nuclear@0 74 unsigned char mTextureNum; // Source texture offset
nuclear@0 75 char mFlags; // Unreal Mesh Flags (unused)
nuclear@0 76
nuclear@0 77 unsigned int matIndex;
nuclear@0 78 };
nuclear@0 79
nuclear@0 80 // temporary representation for a material
nuclear@0 81 struct TempMat {
nuclear@0 82 TempMat()
nuclear@0 83 : numFaces (0)
nuclear@0 84 {}
nuclear@0 85
nuclear@0 86 TempMat(const Triangle& in)
nuclear@0 87 : type ((Unreal::MeshFlags)in.mType)
nuclear@0 88 , tex (in.mTextureNum)
nuclear@0 89 , numFaces (0)
nuclear@0 90 {}
nuclear@0 91
nuclear@0 92 // type of mesh
nuclear@0 93 Unreal::MeshFlags type;
nuclear@0 94
nuclear@0 95 // index of texture
nuclear@0 96 unsigned int tex;
nuclear@0 97
nuclear@0 98 // number of faces using us
nuclear@0 99 unsigned int numFaces;
nuclear@0 100
nuclear@0 101 // for std::find
nuclear@0 102 bool operator == (const TempMat& o ) {
nuclear@0 103 return (tex == o.tex && type == o.type);
nuclear@0 104 }
nuclear@0 105 };
nuclear@0 106
nuclear@0 107 struct Vertex
nuclear@0 108 {
nuclear@0 109 int32_t X : 11;
nuclear@0 110 int32_t Y : 11;
nuclear@0 111 int32_t Z : 10;
nuclear@0 112 };
nuclear@0 113
nuclear@0 114 // UNREAL vertex compression
nuclear@0 115 inline void CompressVertex(const aiVector3D& v, uint32_t& out)
nuclear@0 116 {
nuclear@0 117 union {
nuclear@0 118 Vertex n;
nuclear@0 119 int32_t t;
nuclear@0 120 };
nuclear@0 121 n.X = (int32_t)v.x;
nuclear@0 122 n.Y = (int32_t)v.y;
nuclear@0 123 n.Z = (int32_t)v.z;
nuclear@0 124 out = t;
nuclear@0 125 }
nuclear@0 126
nuclear@0 127 // UNREAL vertex decompression
nuclear@0 128 inline void DecompressVertex(aiVector3D& v, int32_t in)
nuclear@0 129 {
nuclear@0 130 union {
nuclear@0 131 Vertex n;
nuclear@0 132 int32_t i;
nuclear@0 133 };
nuclear@0 134 i = in;
nuclear@0 135
nuclear@0 136 v.x = (float)n.X;
nuclear@0 137 v.y = (float)n.Y;
nuclear@0 138 v.z = (float)n.Z;
nuclear@0 139 }
nuclear@0 140
nuclear@0 141 } // end namespace Unreal
nuclear@0 142
nuclear@0 143 // ---------------------------------------------------------------------------
nuclear@0 144 /** @brief Importer class to load UNREAL files (*.3d)
nuclear@0 145 */
nuclear@0 146 class UnrealImporter : public BaseImporter
nuclear@0 147 {
nuclear@0 148 public:
nuclear@0 149 UnrealImporter();
nuclear@0 150 ~UnrealImporter();
nuclear@0 151
nuclear@0 152
nuclear@0 153 public:
nuclear@0 154
nuclear@0 155 // -------------------------------------------------------------------
nuclear@0 156 /** @brief Returns whether we can handle the format of the given file
nuclear@0 157 *
nuclear@0 158 * See BaseImporter::CanRead() for details.
nuclear@0 159 **/
nuclear@0 160 bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
nuclear@0 161 bool checkSig) const;
nuclear@0 162
nuclear@0 163 protected:
nuclear@0 164
nuclear@0 165 // -------------------------------------------------------------------
nuclear@0 166 /** @brief Called by Importer::GetExtensionList()
nuclear@0 167 *
nuclear@0 168 * See #BaseImporter::GetInfo for the details
nuclear@0 169 */
nuclear@0 170 const aiImporterDesc* GetInfo () const;
nuclear@0 171
nuclear@0 172
nuclear@0 173 // -------------------------------------------------------------------
nuclear@0 174 /** @brief Setup properties for the importer
nuclear@0 175 *
nuclear@0 176 * See BaseImporter::SetupProperties() for details
nuclear@0 177 */
nuclear@0 178 void SetupProperties(const Importer* pImp);
nuclear@0 179
nuclear@0 180
nuclear@0 181 // -------------------------------------------------------------------
nuclear@0 182 /** @brief Imports the given file into the given scene structure.
nuclear@0 183 *
nuclear@0 184 * See BaseImporter::InternReadFile() for details
nuclear@0 185 */
nuclear@0 186 void InternReadFile( const std::string& pFile, aiScene* pScene,
nuclear@0 187 IOSystem* pIOHandler);
nuclear@0 188
nuclear@0 189 private:
nuclear@0 190
nuclear@0 191 //! frame to be loaded
nuclear@0 192 uint32_t configFrameID;
nuclear@0 193
nuclear@0 194 //! process surface flags
nuclear@0 195 bool configHandleFlags;
nuclear@0 196
nuclear@0 197 }; // !class UnrealImporter
nuclear@0 198
nuclear@0 199 } // end of namespace Assimp
nuclear@0 200 #endif // AI_UNREALIMPORTER_H_INC