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1 /*
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2 Open Asset Import Library (assimp)
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3 ----------------------------------------------------------------------
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4
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5 Copyright (c) 2006-2012, assimp team
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6 All rights reserved.
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7
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8 Redistribution and use of this software in source and binary forms,
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9 with or without modification, are permitted provided that the
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10 following conditions are met:
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11
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12 * Redistributions of source code must retain the above
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13 copyright notice, this list of conditions and the
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14 following disclaimer.
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15
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16 * Redistributions in binary form must reproduce the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer in the documentation and/or other
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19 materials provided with the distribution.
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20
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21 * Neither the name of the assimp team, nor the names of its
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22 contributors may be used to endorse or promote products
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23 derived from this software without specific prior
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24 written permission of the assimp team.
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25
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26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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37
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38 ----------------------------------------------------------------------
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39 */
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40
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41 /** @file Md3Loader.h
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42 * @brief Declaration of the .MD3 importer class.
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43 */
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44 #ifndef AI_MD3LOADER_H_INCLUDED
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45 #define AI_MD3LOADER_H_INCLUDED
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46
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47 #include "BaseImporter.h"
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48 #include "ByteSwap.h"
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49
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50 #include "assimp/types.h"
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51
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52 #include "MD3FileData.h"
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53 namespace Assimp {
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54
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55
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56 using namespace MD3;
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57 namespace Q3Shader {
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58
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59 // ---------------------------------------------------------------------------
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60 /** @brief Tiny utility data structure to hold the data of a .skin file
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61 */
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62 struct SkinData
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63 {
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64 //! A single entryin texture list
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65 struct TextureEntry : public std::pair<std::string,std::string>
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66 {
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67 // did we resolve this texture entry?
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68 bool resolved;
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69
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70 // for std::find()
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71 bool operator == (const std::string& f) const {
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72 return f == first;
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73 }
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74 };
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75
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76 //! List of textures
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77 std::list<TextureEntry> textures;
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78
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79 // rest is ignored for the moment
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80 };
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81
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82 // ---------------------------------------------------------------------------
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83 /** @brief Specifies cull modi for Quake shader files.
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84 */
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85 enum ShaderCullMode
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86 {
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87 CULL_NONE,
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88 CULL_CW,
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89 CULL_CCW
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90 };
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91
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92 // ---------------------------------------------------------------------------
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93 /** @brief Specifies alpha blend modi (src + dest) for Quake shader files
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94 */
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95 enum BlendFunc
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96 {
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97 BLEND_NONE,
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98 BLEND_GL_ONE,
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99 BLEND_GL_ZERO,
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100 BLEND_GL_DST_COLOR,
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101 BLEND_GL_ONE_MINUS_DST_COLOR,
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102 BLEND_GL_SRC_ALPHA,
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103 BLEND_GL_ONE_MINUS_SRC_ALPHA
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104 };
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105
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106 // ---------------------------------------------------------------------------
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107 /** @brief Specifies alpha test modi for Quake texture maps
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108 */
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109 enum AlphaTestFunc
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110 {
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111 AT_NONE,
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112 AT_GT0,
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113 AT_LT128,
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114 AT_GE128
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115 };
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116
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117 // ---------------------------------------------------------------------------
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118 /** @brief Tiny utility data structure to hold a .shader map data block
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119 */
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120 struct ShaderMapBlock
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121 {
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122 ShaderMapBlock()
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123 : blend_src (BLEND_NONE)
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124 , blend_dest (BLEND_NONE)
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125 , alpha_test (AT_NONE)
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126 {}
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127
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128 //! Name of referenced map
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129 std::string name;
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130
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131 //! Blend and alpha test settings for texture
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132 BlendFunc blend_src,blend_dest;
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133 AlphaTestFunc alpha_test;
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134
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135
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136 //! For std::find()
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137 bool operator== (const std::string& o) const {
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138 return !ASSIMP_stricmp(o,name);
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139 }
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140 };
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141
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142 // ---------------------------------------------------------------------------
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143 /** @brief Tiny utility data structure to hold a .shader data block
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144 */
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145 struct ShaderDataBlock
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146 {
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147 ShaderDataBlock()
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148 : cull (CULL_CW)
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149 {}
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150
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151 //! Name of referenced data element
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152 std::string name;
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153
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154 //! Cull mode for the element
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155 ShaderCullMode cull;
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156
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157 //! Maps defined in the shader
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158 std::list<ShaderMapBlock> maps;
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159
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160
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161 //! For std::find()
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162 bool operator== (const std::string& o) const {
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163 return !ASSIMP_stricmp(o,name);
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164 }
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165 };
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166
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167 // ---------------------------------------------------------------------------
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168 /** @brief Tiny utility data structure to hold the data of a .shader file
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169 */
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170 struct ShaderData
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171 {
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172 //! Shader data blocks
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173 std::list<ShaderDataBlock> blocks;
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174 };
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175
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176 // ---------------------------------------------------------------------------
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177 /** @brief Load a shader file
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178 *
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179 * Generally, parsing is error tolerant. There's no failure.
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180 * @param fill Receives output data
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181 * @param file File to be read.
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182 * @param io IOSystem to be used for reading
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183 * @return false if file is not accessible
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184 */
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185 bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
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186
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187
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188 // ---------------------------------------------------------------------------
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189 /** @brief Convert a Q3Shader to an aiMaterial
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190 *
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191 * @param[out] out Material structure to be filled.
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192 * @param[in] shader Input shader
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193 */
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194 void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
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195
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196 // ---------------------------------------------------------------------------
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197 /** @brief Load a skin file
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198 *
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199 * Generally, parsing is error tolerant. There's no failure.
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200 * @param fill Receives output data
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201 * @param file File to be read.
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202 * @param io IOSystem to be used for reading
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203 * @return false if file is not accessible
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204 */
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205 bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
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206
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207 } // ! namespace Q3SHader
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208
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209 // ---------------------------------------------------------------------------
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210 /** @brief Importer class to load MD3 files
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211 */
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212 class MD3Importer : public BaseImporter
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213 {
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214 public:
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215 MD3Importer();
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216 ~MD3Importer();
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217
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218
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219 public:
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220
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221 // -------------------------------------------------------------------
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222 /** Returns whether the class can handle the format of the given file.
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223 * See BaseImporter::CanRead() for details. */
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224 bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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225 bool checkSig) const;
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226
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227
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228 // -------------------------------------------------------------------
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229 /** Called prior to ReadFile().
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230 * The function is a request to the importer to update its configuration
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231 * basing on the Importer's configuration property list.
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232 */
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233 void SetupProperties(const Importer* pImp);
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234
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235 protected:
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236
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237 // -------------------------------------------------------------------
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238 /** Return importer meta information.
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239 * See #BaseImporter::GetInfo for the details
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240 */
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241 const aiImporterDesc* GetInfo () const;
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242
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243 // -------------------------------------------------------------------
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244 /** Imports the given file into the given scene structure.
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245 * See BaseImporter::InternReadFile() for details
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246 */
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247 void InternReadFile( const std::string& pFile, aiScene* pScene,
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248 IOSystem* pIOHandler);
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249
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250 // -------------------------------------------------------------------
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251 /** Validate offsets in the header
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252 */
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253 void ValidateHeaderOffsets();
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254 void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
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255
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256 // -------------------------------------------------------------------
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257 /** Read a Q3 multipart file
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258 * @return true if multi part has been processed
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259 */
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260 bool ReadMultipartFile();
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261
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262 // -------------------------------------------------------------------
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263 /** Try to read the skin for a MD3 file
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264 * @param fill Receives output information
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265 */
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266 void ReadSkin(Q3Shader::SkinData& fill) const;
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267
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268 // -------------------------------------------------------------------
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269 /** Try to read the shader for a MD3 file
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270 * @param fill Receives output information
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271 */
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272 void ReadShader(Q3Shader::ShaderData& fill) const;
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273
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274 // -------------------------------------------------------------------
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275 /** Convert a texture path in a MD3 file to a proper value
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276 * @param[in] texture_name Path to be converted
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277 * @param[in] header_path Base path specified in MD3 header
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278 * @param[out] out Receives the converted output string
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279 */
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280 void ConvertPath(const char* texture_name, const char* header_path,
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281 std::string& out) const;
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282
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283 protected:
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284
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285 /** Configuration option: frame to be loaded */
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286 unsigned int configFrameID;
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287
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288 /** Configuration option: process multi-part files */
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289 bool configHandleMP;
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290
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291 /** Configuration option: name of skin file to be read */
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292 std::string configSkinFile;
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293
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294 /** Configuration option: name or path of shader */
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295 std::string configShaderFile;
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296
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297 /** Configuration option: speed flag was set? */
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298 bool configSpeedFlag;
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299
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300 /** Header of the MD3 file */
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301 BE_NCONST MD3::Header* pcHeader;
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302
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303 /** File buffer */
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304 BE_NCONST unsigned char* mBuffer;
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305
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306 /** Size of the file, in bytes */
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307 unsigned int fileSize;
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308
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309 /** Current file name */
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310 std::string mFile;
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311
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312 /** Current base directory */
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313 std::string path;
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314
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315 /** Pure file we're currently reading */
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316 std::string filename;
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317
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318 /** Output scene to be filled */
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319 aiScene* mScene;
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320
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321 /** IO system to be used to access the data*/
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322 IOSystem* mIOHandler;
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323 };
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324
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325 } // end of namespace Assimp
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326
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327 #endif // AI_3DSIMPORTER_H_INC
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