vrshoot

diff libs/assimp/MD3Loader.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/MD3Loader.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,327 @@
     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  Md3Loader.h
    1.45 + *  @brief Declaration of the .MD3 importer class.
    1.46 + */
    1.47 +#ifndef AI_MD3LOADER_H_INCLUDED
    1.48 +#define AI_MD3LOADER_H_INCLUDED
    1.49 +
    1.50 +#include "BaseImporter.h"
    1.51 +#include "ByteSwap.h"
    1.52 +
    1.53 +#include "assimp/types.h"
    1.54 +
    1.55 +#include "MD3FileData.h"
    1.56 +namespace Assimp	{
    1.57 +
    1.58 +
    1.59 +using namespace MD3;
    1.60 +namespace Q3Shader {
    1.61 +
    1.62 +// ---------------------------------------------------------------------------
    1.63 +/** @brief Tiny utility data structure to hold the data of a .skin file
    1.64 + */
    1.65 +struct SkinData
    1.66 +{
    1.67 +	//! A single entryin texture list
    1.68 +	struct TextureEntry : public std::pair<std::string,std::string>
    1.69 +	{
    1.70 +		// did we resolve this texture entry?
    1.71 +		bool resolved;
    1.72 +
    1.73 +		// for std::find()
    1.74 +		bool operator == (const std::string& f) const {
    1.75 +			return f == first;
    1.76 +		}
    1.77 +	};
    1.78 +
    1.79 +	//! List of textures
    1.80 +	std::list<TextureEntry> textures;
    1.81 +
    1.82 +	// rest is ignored for the moment
    1.83 +};
    1.84 +
    1.85 +// ---------------------------------------------------------------------------
    1.86 +/** @brief Specifies cull modi for Quake shader files.
    1.87 + */
    1.88 +enum ShaderCullMode
    1.89 +{
    1.90 +	CULL_NONE,
    1.91 +	CULL_CW,
    1.92 +	CULL_CCW
    1.93 +};
    1.94 +
    1.95 +// ---------------------------------------------------------------------------
    1.96 +/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
    1.97 + */
    1.98 +enum BlendFunc
    1.99 +{
   1.100 +	BLEND_NONE,
   1.101 +	BLEND_GL_ONE, 
   1.102 +	BLEND_GL_ZERO,
   1.103 +	BLEND_GL_DST_COLOR,
   1.104 +	BLEND_GL_ONE_MINUS_DST_COLOR,
   1.105 +	BLEND_GL_SRC_ALPHA,
   1.106 +	BLEND_GL_ONE_MINUS_SRC_ALPHA
   1.107 +};
   1.108 +
   1.109 +// ---------------------------------------------------------------------------
   1.110 +/** @brief Specifies alpha test modi for Quake texture maps
   1.111 + */
   1.112 +enum AlphaTestFunc
   1.113 +{
   1.114 +	AT_NONE,
   1.115 +	AT_GT0,
   1.116 +	AT_LT128, 
   1.117 +	AT_GE128
   1.118 +};
   1.119 +
   1.120 +// ---------------------------------------------------------------------------
   1.121 +/** @brief Tiny utility data structure to hold a .shader map data block
   1.122 + */
   1.123 +struct ShaderMapBlock
   1.124 +{
   1.125 +	ShaderMapBlock()
   1.126 +		 :	blend_src	(BLEND_NONE)
   1.127 +		 ,	blend_dest	(BLEND_NONE)
   1.128 +		 ,	alpha_test	(AT_NONE)
   1.129 +	{}
   1.130 +
   1.131 +	//! Name of referenced map
   1.132 +	std::string name;
   1.133 +
   1.134 +	//! Blend and alpha test settings for texture
   1.135 +	BlendFunc blend_src,blend_dest;
   1.136 +	AlphaTestFunc alpha_test;
   1.137 +
   1.138 +
   1.139 +	//! For std::find()
   1.140 +	bool operator== (const std::string& o) const {
   1.141 +		return !ASSIMP_stricmp(o,name);
   1.142 +	}
   1.143 +};
   1.144 +
   1.145 +// ---------------------------------------------------------------------------
   1.146 +/** @brief Tiny utility data structure to hold a .shader data block
   1.147 + */
   1.148 +struct ShaderDataBlock
   1.149 +{
   1.150 +	ShaderDataBlock()
   1.151 +		:	cull	(CULL_CW)
   1.152 +	{}
   1.153 +
   1.154 +	//! Name of referenced data element
   1.155 +	std::string name;
   1.156 +
   1.157 +	//! Cull mode for the element
   1.158 +	ShaderCullMode cull;
   1.159 +
   1.160 +	//! Maps defined in the shader
   1.161 +	std::list<ShaderMapBlock> maps;
   1.162 +
   1.163 +
   1.164 +	//! For std::find()
   1.165 +	bool operator== (const std::string& o) const {
   1.166 +		return !ASSIMP_stricmp(o,name);
   1.167 +	}
   1.168 +};
   1.169 +
   1.170 +// ---------------------------------------------------------------------------
   1.171 +/** @brief Tiny utility data structure to hold the data of a .shader file
   1.172 + */
   1.173 +struct ShaderData
   1.174 +{
   1.175 +	//! Shader data blocks
   1.176 +	std::list<ShaderDataBlock> blocks;
   1.177 +};
   1.178 +
   1.179 +// ---------------------------------------------------------------------------
   1.180 +/** @brief Load a shader file
   1.181 + *
   1.182 + *  Generally, parsing is error tolerant. There's no failure.
   1.183 + *  @param fill Receives output data
   1.184 + *  @param file File to be read.
   1.185 + *  @param io IOSystem to be used for reading
   1.186 + *  @return false if file is not accessible
   1.187 + */
   1.188 +bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
   1.189 +
   1.190 +
   1.191 +// ---------------------------------------------------------------------------
   1.192 +/** @brief Convert a Q3Shader to an aiMaterial
   1.193 + *
   1.194 + *  @param[out] out Material structure to be filled.
   1.195 + *  @param[in] shader Input shader
   1.196 + */
   1.197 +void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
   1.198 +
   1.199 +// ---------------------------------------------------------------------------
   1.200 +/** @brief Load a skin file
   1.201 + *
   1.202 + *  Generally, parsing is error tolerant. There's no failure.
   1.203 + *  @param fill Receives output data
   1.204 + *  @param file File to be read.
   1.205 + *  @param io IOSystem to be used for reading
   1.206 + *  @return false if file is not accessible
   1.207 + */
   1.208 +bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
   1.209 +
   1.210 +} // ! namespace Q3SHader
   1.211 +
   1.212 +// ---------------------------------------------------------------------------
   1.213 +/** @brief Importer class to load MD3 files
   1.214 +*/
   1.215 +class MD3Importer : public BaseImporter
   1.216 +{
   1.217 +public:
   1.218 +	MD3Importer();
   1.219 +	~MD3Importer();
   1.220 +
   1.221 +
   1.222 +public:
   1.223 +
   1.224 +	// -------------------------------------------------------------------
   1.225 +	/** Returns whether the class can handle the format of the given file. 
   1.226 +	* See BaseImporter::CanRead() for details.	*/
   1.227 +	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
   1.228 +		bool checkSig) const;
   1.229 +
   1.230 +
   1.231 +	// -------------------------------------------------------------------
   1.232 +	/** Called prior to ReadFile().
   1.233 +	* The function is a request to the importer to update its configuration
   1.234 +	* basing on the Importer's configuration property list.
   1.235 +	*/
   1.236 +	void SetupProperties(const Importer* pImp);
   1.237 +
   1.238 +protected:
   1.239 +
   1.240 +	// -------------------------------------------------------------------
   1.241 +	/** Return importer meta information.
   1.242 +	 * See #BaseImporter::GetInfo for the details
   1.243 +	 */
   1.244 +	const aiImporterDesc* GetInfo () const;
   1.245 +
   1.246 +	// -------------------------------------------------------------------
   1.247 +	/** Imports the given file into the given scene structure. 
   1.248 +	 * See BaseImporter::InternReadFile() for details
   1.249 +	 */
   1.250 +	void InternReadFile( const std::string& pFile, aiScene* pScene, 
   1.251 +		IOSystem* pIOHandler);
   1.252 +
   1.253 +	// -------------------------------------------------------------------
   1.254 +	/** Validate offsets in the header
   1.255 +	 */
   1.256 +	void ValidateHeaderOffsets();
   1.257 +	void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
   1.258 +
   1.259 +	// -------------------------------------------------------------------
   1.260 +	/** Read a Q3 multipart file
   1.261 +	 *  @return true if multi part has been processed
   1.262 +	 */
   1.263 +	bool ReadMultipartFile();
   1.264 +
   1.265 +	// -------------------------------------------------------------------
   1.266 +	/** Try to read the skin for a MD3 file
   1.267 +	 *  @param fill Receives output information
   1.268 +	 */
   1.269 +	void ReadSkin(Q3Shader::SkinData& fill) const;
   1.270 +
   1.271 +	// -------------------------------------------------------------------
   1.272 +	/** Try to read the shader for a MD3 file
   1.273 +	 *  @param fill Receives output information
   1.274 +	 */
   1.275 +	void ReadShader(Q3Shader::ShaderData& fill) const;
   1.276 +
   1.277 +	// -------------------------------------------------------------------
   1.278 +	/** Convert a texture path in a MD3 file to a proper value
   1.279 +	 *  @param[in] texture_name Path to be converted
   1.280 +	 *  @param[in] header_path Base path specified in MD3 header
   1.281 +	 *  @param[out] out Receives the converted output string
   1.282 +	 */
   1.283 +	void ConvertPath(const char* texture_name, const char* header_path, 
   1.284 +		std::string& out) const;
   1.285 +
   1.286 +protected:
   1.287 +
   1.288 +	/** Configuration option: frame to be loaded */
   1.289 +	unsigned int configFrameID;
   1.290 +
   1.291 +	/** Configuration option: process multi-part files */
   1.292 +	bool configHandleMP;
   1.293 +
   1.294 +	/** Configuration option: name of skin file to be read */
   1.295 +	std::string configSkinFile;
   1.296 +
   1.297 +	/** Configuration option: name or path of shader */
   1.298 +	std::string configShaderFile;
   1.299 +
   1.300 +	/** Configuration option: speed flag was set? */
   1.301 +	bool configSpeedFlag;
   1.302 +
   1.303 +	/** Header of the MD3 file */
   1.304 +	BE_NCONST MD3::Header* pcHeader;
   1.305 +
   1.306 +	/** File buffer  */
   1.307 +	BE_NCONST unsigned char* mBuffer;
   1.308 +
   1.309 +	/** Size of the file, in bytes */
   1.310 +	unsigned int fileSize;
   1.311 +
   1.312 +	/** Current file name */
   1.313 +	std::string mFile;
   1.314 +
   1.315 +	/** Current base directory  */
   1.316 +	std::string path;
   1.317 +
   1.318 +	/** Pure file we're currently reading */
   1.319 +	std::string filename;
   1.320 +
   1.321 +	/** Output scene to be filled */
   1.322 +	aiScene* mScene;
   1.323 +
   1.324 +	/** IO system to be used to access the data*/
   1.325 +	IOSystem* mIOHandler;
   1.326 +	};
   1.327 +
   1.328 +} // end of namespace Assimp
   1.329 +
   1.330 +#endif // AI_3DSIMPORTER_H_INC