vrshoot

diff libs/assimp/ACLoader.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/ACLoader.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,267 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +/** @file  ACLoader.h
    1.45 + *  @brief Declaration of the .ac importer class.
    1.46 + */
    1.47 +#ifndef AI_AC3DLOADER_H_INCLUDED
    1.48 +#define AI_AC3DLOADER_H_INCLUDED
    1.49 +
    1.50 +#include <vector>
    1.51 +
    1.52 +#include "BaseImporter.h"
    1.53 +#include "assimp/types.h"
    1.54 +
    1.55 +namespace Assimp	{
    1.56 +
    1.57 +// ---------------------------------------------------------------------------
    1.58 +/** AC3D (*.ac) importer class
    1.59 +*/
    1.60 +class AC3DImporter : public BaseImporter
    1.61 +{
    1.62 +public:
    1.63 +	AC3DImporter();
    1.64 +	~AC3DImporter();
    1.65 +
    1.66 +
    1.67 +
    1.68 +	// Represents an AC3D material
    1.69 +	struct Material
    1.70 +	{
    1.71 +		Material()
    1.72 +			:	rgb		(0.6f,0.6f,0.6f)
    1.73 +			,	spec	(1.f,1.f,1.f)
    1.74 +			,	shin	(0.f)
    1.75 +			,	trans	(0.f)
    1.76 +		{}
    1.77 +
    1.78 +		// base color of the material
    1.79 +		aiColor3D rgb;
    1.80 +
    1.81 +		// ambient color of the material
    1.82 +		aiColor3D amb;
    1.83 +
    1.84 +		// emissive color of the material
    1.85 +		aiColor3D emis;
    1.86 +
    1.87 +		// specular color of the material
    1.88 +		aiColor3D spec;
    1.89 +
    1.90 +		// shininess exponent
    1.91 +		float shin;
    1.92 +
    1.93 +		// transparency. 0 == opaque
    1.94 +		float trans;
    1.95 +
    1.96 +		// name of the material. optional.
    1.97 +		std::string name;
    1.98 +	};
    1.99 +
   1.100 +	// Represents an AC3D surface
   1.101 +	struct Surface
   1.102 +	{
   1.103 +		Surface()
   1.104 +			:	mat		(0)
   1.105 +			,	flags	(0)
   1.106 +		{}
   1.107 +
   1.108 +		unsigned int mat,flags;
   1.109 +
   1.110 +		typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
   1.111 +		std::vector< SurfaceEntry > entries;
   1.112 +	};
   1.113 +
   1.114 +	// Represents an AC3D object
   1.115 +	struct Object
   1.116 +	{
   1.117 +		Object()
   1.118 +			:	type	(World)
   1.119 +			,	name( "" )
   1.120 +			,	children()
   1.121 +			,	texture( "" )
   1.122 +			,	texRepeat( 1.f, 1.f )
   1.123 +			,	texOffset( 0.0f, 0.0f )
   1.124 +			,	rotation()
   1.125 +			,	translation()
   1.126 +			,	vertices()
   1.127 +			,	surfaces()
   1.128 +			,	numRefs (0)
   1.129 +			,	subDiv	(0)                
   1.130 +		{}
   1.131 +
   1.132 +		// Type description
   1.133 +		enum Type
   1.134 +		{
   1.135 +			World = 0x0,
   1.136 +			Poly  = 0x1,
   1.137 +			Group = 0x2,
   1.138 +			Light = 0x4
   1.139 +		} type;
   1.140 +
   1.141 +		// name of the object
   1.142 +		std::string name;
   1.143 +
   1.144 +		// object children
   1.145 +		std::vector<Object> children;
   1.146 +
   1.147 +		// texture to be assigned to all surfaces of the object
   1.148 +		std::string texture;
   1.149 +
   1.150 +		// texture repat factors (scaling for all coordinates)
   1.151 +		aiVector2D texRepeat, texOffset;
   1.152 +
   1.153 +		// rotation matrix
   1.154 +		aiMatrix3x3 rotation;
   1.155 +
   1.156 +		// translation vector
   1.157 +		aiVector3D translation;
   1.158 +
   1.159 +		// vertices
   1.160 +		std::vector<aiVector3D> vertices;
   1.161 +
   1.162 +		// surfaces
   1.163 +		std::vector<Surface> surfaces;
   1.164 +
   1.165 +		// number of indices (= num verts in verbose format)
   1.166 +		unsigned int numRefs;
   1.167 +
   1.168 +		// number of subdivisions to be performed on the 
   1.169 +		// imported data
   1.170 +		unsigned int subDiv;
   1.171 +
   1.172 +		// max angle limit for smoothing
   1.173 +		float crease;
   1.174 +	};
   1.175 +
   1.176 +
   1.177 +public:
   1.178 +
   1.179 +	// -------------------------------------------------------------------
   1.180 +	/** Returns whether the class can handle the format of the given file. 
   1.181 +	 * See BaseImporter::CanRead() for details.
   1.182 +	 */
   1.183 +	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
   1.184 +		bool checkSig) const;
   1.185 +
   1.186 +protected:
   1.187 +
   1.188 +	// -------------------------------------------------------------------
   1.189 +	/** Return importer meta information.
   1.190 +	 * See #BaseImporter::GetInfo for the details */
   1.191 +	const aiImporterDesc* GetInfo () const;
   1.192 +
   1.193 +	// -------------------------------------------------------------------
   1.194 +	/** Imports the given file into the given scene structure. 
   1.195 +	 * See BaseImporter::InternReadFile() for details*/
   1.196 +	void InternReadFile( const std::string& pFile, aiScene* pScene, 
   1.197 +		IOSystem* pIOHandler);
   1.198 +
   1.199 +	// -------------------------------------------------------------------
   1.200 +	/** Called prior to ReadFile().
   1.201 +	* The function is a request to the importer to update its configuration
   1.202 +	* basing on the Importer's configuration property list.*/
   1.203 +	void SetupProperties(const Importer* pImp);
   1.204 +
   1.205 +private:
   1.206 +
   1.207 +	// -------------------------------------------------------------------
   1.208 +	/** Get the next line from the file.
   1.209 +	 *  @return false if the end of the file was reached*/
   1.210 +	bool GetNextLine();
   1.211 +
   1.212 +	// -------------------------------------------------------------------
   1.213 +	/** Load the object section. This method is called recursively to
   1.214 +	 *  load subobjects, the method returns after a 'kids 0' was 
   1.215 +	 *  encountered.
   1.216 +	 *  @objects List of output objects*/
   1.217 +	void LoadObjectSection(std::vector<Object>& objects);
   1.218 +
   1.219 +	// -------------------------------------------------------------------
   1.220 +	/** Convert all objects into meshes and nodes.
   1.221 +	 *  @param object Current object to work on
   1.222 +	 *  @param meshes Pointer to the list of output meshes
   1.223 +	 *  @param outMaterials List of output materials
   1.224 +	 *  @param materials Material list
   1.225 +	 *  @param Scenegraph node for the object */
   1.226 +	aiNode* ConvertObjectSection(Object& object,
   1.227 +		std::vector<aiMesh*>& meshes,
   1.228 +		std::vector<aiMaterial*>& outMaterials,
   1.229 +		const std::vector<Material>& materials,
   1.230 +		aiNode* parent = NULL);
   1.231 +
   1.232 +	// -------------------------------------------------------------------
   1.233 +	/** Convert a material
   1.234 +	 *  @param object Current object
   1.235 +	 *  @param matSrc Source material description
   1.236 +	 *  @param matDest Destination material to be filled */
   1.237 +	void ConvertMaterial(const Object& object,
   1.238 +		const Material& matSrc,
   1.239 +		aiMaterial& matDest);
   1.240 +
   1.241 +private:
   1.242 +
   1.243 +
   1.244 +	// points to the next data line
   1.245 +	const char* buffer;
   1.246 +
   1.247 +	// Configuration option: if enabled, up to two meshes
   1.248 +	// are generated per material: those faces who have 
   1.249 +	// their bf cull flags set are separated.
   1.250 +	bool configSplitBFCull;
   1.251 +
   1.252 +	// Configuration switch: subdivision surfaces are only
   1.253 +	// evaluated if the value is true.
   1.254 +	bool configEvalSubdivision;
   1.255 +
   1.256 +	// counts how many objects we have in the tree.
   1.257 +	// basing on this information we can find a
   1.258 +	// good estimate how many meshes we'll have in the final scene.
   1.259 +	unsigned int mNumMeshes;
   1.260 +
   1.261 +	// current list of light sources
   1.262 +	std::vector<aiLight*>* mLights;
   1.263 +
   1.264 +	// name counters
   1.265 +	unsigned int lights, groups, polys, worlds;
   1.266 +};
   1.267 +
   1.268 +} // end of namespace Assimp
   1.269 +
   1.270 +#endif // AI_AC3DIMPORTER_H_INC