vrshoot

diff libs/assimp/SMDLoader.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/SMDLoader.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,416 @@
     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  SMDLoader.h
    1.45 + *  @brief Defintion of the Valve SMD file format
    1.46 + */
    1.47 +
    1.48 +#ifndef AI_SMDLOADER_H_INCLUDED
    1.49 +#define AI_SMDLOADER_H_INCLUDED
    1.50 +
    1.51 +// internal headers
    1.52 +#include "BaseImporter.h"
    1.53 +#include "ParsingUtils.h"
    1.54 +
    1.55 +// public Assimp headers
    1.56 +#include "assimp/types.h"
    1.57 +#include "assimp/texture.h"
    1.58 +#include "assimp/anim.h"
    1.59 +#include "assimp/material.h"
    1.60 +struct aiNode;
    1.61 +
    1.62 +// STL headers
    1.63 +#include <vector>
    1.64 +
    1.65 +namespace Assimp	{
    1.66 +
    1.67 +
    1.68 +namespace SMD	{
    1.69 +
    1.70 +// ---------------------------------------------------------------------------
    1.71 +/** Data structure for a vertex in a SMD file
    1.72 +*/
    1.73 +struct Vertex
    1.74 +{
    1.75 +	Vertex() : iParentNode(UINT_MAX)
    1.76 +	 {}
    1.77 +
    1.78 +	//! Vertex position, normal and texture coordinate
    1.79 +	aiVector3D pos,nor,uv;
    1.80 +
    1.81 +	//! Vertex parent node
    1.82 +	unsigned int iParentNode;
    1.83 +
    1.84 +	//! Links to bones: pair.first is the bone index,
    1.85 +	//! pair.second is the vertex weight.
    1.86 +	//! WARN: The remaining weight (to reach 1.0f) is assigned
    1.87 +	//! to the parent node/bone
    1.88 +	std::vector<std::pair<unsigned int, float> > aiBoneLinks;
    1.89 +};
    1.90 +
    1.91 +// ---------------------------------------------------------------------------
    1.92 +/** Data structure for a face in a SMD file
    1.93 +*/
    1.94 +struct Face
    1.95 +{
    1.96 +	Face() : iTexture(0x0)
    1.97 +	 {}
    1.98 +
    1.99 +	//! Texture index for the face
   1.100 +	unsigned int iTexture;
   1.101 +
   1.102 +	//! The three vertices of the face
   1.103 +	Vertex avVertices[3];
   1.104 +};
   1.105 +
   1.106 +// ---------------------------------------------------------------------------
   1.107 +/** Data structure for a bone in a SMD file
   1.108 +*/
   1.109 +struct Bone
   1.110 +{
   1.111 +	//! Default constructor
   1.112 +	Bone() : iParent(UINT_MAX), bIsUsed(false)
   1.113 +	{
   1.114 +	}
   1.115 +
   1.116 +	//! Destructor
   1.117 +	~Bone()
   1.118 +	{
   1.119 +	}
   1.120 +
   1.121 +	//! Name of the bone
   1.122 +	std::string mName;
   1.123 +
   1.124 +	//! Parent of the bone
   1.125 +	uint32_t iParent;
   1.126 +
   1.127 +	//! Animation of the bone
   1.128 +	struct Animation
   1.129 +	{
   1.130 +		//! Public default constructor
   1.131 +		Animation() 
   1.132 +		{
   1.133 +			asKeys.reserve(20);
   1.134 +		}
   1.135 +
   1.136 +		//! Data structure for a matrix key
   1.137 +		struct MatrixKey
   1.138 +		{
   1.139 +			//! Matrix at this time
   1.140 +			aiMatrix4x4 matrix;
   1.141 +
   1.142 +			//! Absolute transformation matrix
   1.143 +			aiMatrix4x4 matrixAbsolute;
   1.144 +
   1.145 +			//! Position
   1.146 +			aiVector3D vPos;
   1.147 +
   1.148 +			//! Rotation (euler angles)
   1.149 +			aiVector3D vRot;
   1.150 +
   1.151 +			//! Current time. may be negative, this
   1.152 +			//! will be fixed later
   1.153 +			double dTime;
   1.154 +		};
   1.155 +
   1.156 +		//! Index of the key with the smallest time value
   1.157 +		uint32_t iFirstTimeKey;
   1.158 +
   1.159 +		//! Array of matrix keys
   1.160 +		std::vector<MatrixKey> asKeys;
   1.161 +
   1.162 +	} sAnim;
   1.163 +
   1.164 +	//! Offset matrix of the bone
   1.165 +	aiMatrix4x4 mOffsetMatrix;
   1.166 +
   1.167 +	//! true if the bone is referenced by at least one mesh
   1.168 +	bool bIsUsed;
   1.169 +};
   1.170 +
   1.171 +} //! namespace SMD
   1.172 +
   1.173 +// ---------------------------------------------------------------------------
   1.174 +/** Used to load Half-life 1 and 2 SMD models
   1.175 +*/
   1.176 +class SMDImporter : public BaseImporter
   1.177 +{
   1.178 +public:
   1.179 +	SMDImporter();
   1.180 +	~SMDImporter();
   1.181 +
   1.182 +
   1.183 +public:
   1.184 +
   1.185 +	// -------------------------------------------------------------------
   1.186 +	/** Returns whether the class can handle the format of the given file. 
   1.187 +	 * See BaseImporter::CanRead() for details.
   1.188 +	 */
   1.189 +	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
   1.190 +		bool checkSig) const;
   1.191 +
   1.192 +	// -------------------------------------------------------------------
   1.193 +	/** Called prior to ReadFile().
   1.194 +	 * The function is a request to the importer to update its configuration
   1.195 +	 * basing on the Importer's configuration property list.
   1.196 +	 */
   1.197 +	void SetupProperties(const Importer* pImp);
   1.198 +
   1.199 +protected:
   1.200 +
   1.201 +
   1.202 +	// -------------------------------------------------------------------
   1.203 +	/** Return importer meta information.
   1.204 +	 * See #BaseImporter::GetInfo for the details
   1.205 +	 */
   1.206 +	const aiImporterDesc* GetInfo () const;
   1.207 +
   1.208 +	// -------------------------------------------------------------------
   1.209 +	/** Imports the given file into the given scene structure. 
   1.210 +	* See BaseImporter::InternReadFile() for details
   1.211 +	*/
   1.212 +	void InternReadFile( const std::string& pFile, aiScene* pScene, 
   1.213 +		IOSystem* pIOHandler);
   1.214 +
   1.215 +protected:
   1.216 +
   1.217 +	// -------------------------------------------------------------------
   1.218 +	/** Parse the SMD file and create the output scene
   1.219 +	*/
   1.220 +	void ParseFile();
   1.221 +
   1.222 +	// -------------------------------------------------------------------
   1.223 +	/** Parse the triangles section of the SMD file
   1.224 +	 * \param szCurrent Current position in the file. Points to the first
   1.225 +	 * data line of the section.
   1.226 +	 * \param szCurrentOut Receives a pointer to the heading line of
   1.227 +	 * the next section (or to EOF)
   1.228 +	*/
   1.229 +	void ParseTrianglesSection(const char* szCurrent,
   1.230 +		const char** szCurrentOut);
   1.231 +
   1.232 +	// -------------------------------------------------------------------
   1.233 +	/** Parse the vertex animation section in VTA files
   1.234 +	 * \param szCurrent Current position in the file. Points to the first
   1.235 +	 * data line of the section.
   1.236 +	 * \param szCurrentOut Receives a pointer to the heading line of
   1.237 +	 * the next section (or to EOF)
   1.238 +	*/
   1.239 +	void ParseVASection(const char* szCurrent,
   1.240 +		const char** szCurrentOut);
   1.241 +
   1.242 +	// -------------------------------------------------------------------
   1.243 +	/** Parse the nodes section of the SMD file
   1.244 +	 * \param szCurrent Current position in the file. Points to the first
   1.245 +	 * data line of the section.
   1.246 +	 * \param szCurrentOut Receives a pointer to the heading line of
   1.247 +	 * the next section (or to EOF)
   1.248 +	*/
   1.249 +	void ParseNodesSection(const char* szCurrent,
   1.250 +		const char** szCurrentOut);
   1.251 +
   1.252 +	// -------------------------------------------------------------------
   1.253 +	/** Parse the skeleton section of the SMD file
   1.254 +	 * \param szCurrent Current position in the file. Points to the first
   1.255 +	 * data line of the section.
   1.256 +	 * \param szCurrentOut Receives a pointer to the heading line of
   1.257 +	 * the next section (or to EOF)
   1.258 +	*/
   1.259 +	void ParseSkeletonSection(const char* szCurrent,
   1.260 +		const char** szCurrentOut);
   1.261 +
   1.262 +	// -------------------------------------------------------------------
   1.263 +	/** Parse a single triangle in the SMD file
   1.264 +	 * \param szCurrent Current position in the file. Points to the first
   1.265 +	 * data line of the section.
   1.266 +	 * \param szCurrentOut Receives the output cursor position
   1.267 +	*/
   1.268 +	void ParseTriangle(const char* szCurrent,
   1.269 +		const char** szCurrentOut);
   1.270 +
   1.271 +
   1.272 +	// -------------------------------------------------------------------
   1.273 +	/** Parse a single vertex in the SMD file
   1.274 +	 * \param szCurrent Current position in the file. Points to the first
   1.275 +	 * data line of the section.
   1.276 +	 * \param szCurrentOut Receives the output cursor position
   1.277 +	 * \param vertex Vertex to be filled
   1.278 +	*/
   1.279 +	void ParseVertex(const char* szCurrent,
   1.280 +		const char** szCurrentOut, SMD::Vertex& vertex,
   1.281 +		bool bVASection = false);
   1.282 +
   1.283 +	// -------------------------------------------------------------------
   1.284 +	/** Get  the index of a texture. If the texture was not yet known
   1.285 +	 *  it will be added to the internal texture list.
   1.286 +	 * \param filename Name of the texture
   1.287 +	 * \return Value texture index
   1.288 +	 */
   1.289 +	unsigned int GetTextureIndex(const std::string& filename);
   1.290 +
   1.291 +	// -------------------------------------------------------------------
   1.292 +	/** Computes absolute bone transformations
   1.293 +	 * All output transformations are in worldspace.
   1.294 +	 */
   1.295 +	void ComputeAbsoluteBoneTransformations();
   1.296 +
   1.297 +
   1.298 +	// -------------------------------------------------------------------
   1.299 +	/** Parse a line in the skeleton section
   1.300 +	 */
   1.301 +	void ParseSkeletonElement(const char* szCurrent,
   1.302 +		const char** szCurrentOut,int iTime);
   1.303 +
   1.304 +	// -------------------------------------------------------------------
   1.305 +	/** Parse a line in the nodes section
   1.306 +	 */
   1.307 +	void ParseNodeInfo(const char* szCurrent,
   1.308 +		const char** szCurrentOut);
   1.309 +
   1.310 +
   1.311 +	// -------------------------------------------------------------------
   1.312 +	/** Parse a floating-point value
   1.313 +	 */
   1.314 +	bool ParseFloat(const char* szCurrent,
   1.315 +		const char** szCurrentOut, float& out);
   1.316 +
   1.317 +	// -------------------------------------------------------------------
   1.318 +	/** Parse an unsigned integer. There may be no sign!
   1.319 +	 */
   1.320 +	bool ParseUnsignedInt(const char* szCurrent,
   1.321 +		const char** szCurrentOut, unsigned int& out);
   1.322 +
   1.323 +	// -------------------------------------------------------------------
   1.324 +	/** Parse a signed integer. Signs (+,-) are handled.
   1.325 +	 */
   1.326 +	bool ParseSignedInt(const char* szCurrent,
   1.327 +		const char** szCurrentOut, int& out);
   1.328 +
   1.329 +	// -------------------------------------------------------------------
   1.330 +	/** Fix invalid time values in the file
   1.331 +	 */
   1.332 +	void FixTimeValues();
   1.333 +
   1.334 +	// -------------------------------------------------------------------
   1.335 +	/** Add all children of a bone as subnodes to a node
   1.336 +	 * \param pcNode Parent node
   1.337 +	 * \param iParent Parent bone index
   1.338 +	 */
   1.339 +	void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
   1.340 +
   1.341 +	// -------------------------------------------------------------------
   1.342 +	/** Build output meshes/materials/nodes/animations
   1.343 +	 */
   1.344 +	void CreateOutputMeshes();
   1.345 +	void CreateOutputNodes();
   1.346 +	void CreateOutputAnimations();
   1.347 +	void CreateOutputMaterials();
   1.348 +
   1.349 +
   1.350 +	// -------------------------------------------------------------------
   1.351 +	/** Print a log message together with the current line number
   1.352 +	 */
   1.353 +	void LogErrorNoThrow(const char* msg);
   1.354 +	void LogWarning(const char* msg);
   1.355 +
   1.356 +
   1.357 +	// -------------------------------------------------------------------
   1.358 +	inline bool SkipLine( const char* in, const char** out)
   1.359 +	{
   1.360 +		Assimp::SkipLine(in,out);
   1.361 +		++iLineNumber;
   1.362 +		return true;
   1.363 +	}
   1.364 +	// -------------------------------------------------------------------
   1.365 +	inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
   1.366 +	{
   1.367 +		++iLineNumber;
   1.368 +		return Assimp::SkipSpacesAndLineEnd(in,out);
   1.369 +	}
   1.370 +
   1.371 +private:
   1.372 +
   1.373 +	/** Configuration option: frame to be loaded */
   1.374 +	unsigned int configFrameID;
   1.375 +
   1.376 +	/** Buffer to hold the loaded file */
   1.377 +	const char* mBuffer;
   1.378 +
   1.379 +	/** Output scene to be filled
   1.380 +	*/
   1.381 +	aiScene* pScene;
   1.382 +
   1.383 +	/** Size of the input file in bytes
   1.384 +	 */
   1.385 +	unsigned int iFileSize;
   1.386 +
   1.387 +	/** Array of textures found in the file
   1.388 +	 */
   1.389 +	std::vector<std::string> aszTextures;
   1.390 +
   1.391 +	/** Array of triangles found in the file
   1.392 +	 */
   1.393 +	std::vector<SMD::Face> asTriangles;
   1.394 +
   1.395 +	/** Array of bones found in the file
   1.396 +	 */
   1.397 +	std::vector<SMD::Bone> asBones;
   1.398 +
   1.399 +	/** Smallest frame index found in the skeleton
   1.400 +	 */
   1.401 +	int iSmallestFrame;
   1.402 +
   1.403 +	/** Length of the whole animation, in frames
   1.404 +	 */
   1.405 +	double dLengthOfAnim;
   1.406 +
   1.407 +	/** Do we have texture coordinates?
   1.408 +	 */
   1.409 +	bool bHasUVs;
   1.410 +
   1.411 +	/** Current line numer
   1.412 +	 */
   1.413 +	unsigned int iLineNumber;
   1.414 +
   1.415 +};
   1.416 +
   1.417 +} // end of namespace Assimp
   1.418 +
   1.419 +#endif // AI_SMDIMPORTER_H_INC