vrshoot
diff libs/assimp/UnrealLoader.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/UnrealLoader.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,200 @@ 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 UnrealLoader.h 1.45 + * @brief Declaration of the .3d (UNREAL) importer class. 1.46 + */ 1.47 +#ifndef INCLUDED_AI_3D_LOADER_H 1.48 +#define INCLUDED_AI_3D_LOADER_H 1.49 + 1.50 +#include "BaseImporter.h" 1.51 +namespace Assimp { 1.52 +namespace Unreal { 1.53 + 1.54 + /* 1.55 + 0 = Normal one-sided 1.56 + 1 = Normal two-sided 1.57 + 2 = Translucent two-sided 1.58 + 3 = Masked two-sided 1.59 + 4 = Modulation blended two-sided 1.60 + 8 = Placeholder triangle for weapon positioning (invisible) 1.61 + */ 1.62 +enum MeshFlags { 1.63 + MF_NORMAL_OS = 0, 1.64 + MF_NORMAL_TS = 1, 1.65 + MF_NORMAL_TRANS_TS = 2, 1.66 + MF_NORMAL_MASKED_TS = 3, 1.67 + MF_NORMAL_MOD_TS = 4, 1.68 + MF_WEAPON_PLACEHOLDER = 8 1.69 +}; 1.70 + 1.71 + // a single triangle 1.72 +struct Triangle { 1.73 + uint16_t mVertex[3]; // Vertex indices 1.74 + char mType; // James' Mesh Type 1.75 + char mColor; // Color for flat and Gourand Shaded 1.76 + unsigned char mTex[3][2]; // Texture UV coordinates 1.77 + unsigned char mTextureNum; // Source texture offset 1.78 + char mFlags; // Unreal Mesh Flags (unused) 1.79 + 1.80 + unsigned int matIndex; 1.81 +}; 1.82 + 1.83 +// temporary representation for a material 1.84 +struct TempMat { 1.85 + TempMat() 1.86 + : numFaces (0) 1.87 + {} 1.88 + 1.89 + TempMat(const Triangle& in) 1.90 + : type ((Unreal::MeshFlags)in.mType) 1.91 + , tex (in.mTextureNum) 1.92 + , numFaces (0) 1.93 + {} 1.94 + 1.95 + // type of mesh 1.96 + Unreal::MeshFlags type; 1.97 + 1.98 + // index of texture 1.99 + unsigned int tex; 1.100 + 1.101 + // number of faces using us 1.102 + unsigned int numFaces; 1.103 + 1.104 + // for std::find 1.105 + bool operator == (const TempMat& o ) { 1.106 + return (tex == o.tex && type == o.type); 1.107 + } 1.108 +}; 1.109 + 1.110 +struct Vertex 1.111 +{ 1.112 + int32_t X : 11; 1.113 + int32_t Y : 11; 1.114 + int32_t Z : 10; 1.115 +}; 1.116 + 1.117 + // UNREAL vertex compression 1.118 +inline void CompressVertex(const aiVector3D& v, uint32_t& out) 1.119 +{ 1.120 + union { 1.121 + Vertex n; 1.122 + int32_t t; 1.123 + }; 1.124 + n.X = (int32_t)v.x; 1.125 + n.Y = (int32_t)v.y; 1.126 + n.Z = (int32_t)v.z; 1.127 + out = t; 1.128 +} 1.129 + 1.130 + // UNREAL vertex decompression 1.131 +inline void DecompressVertex(aiVector3D& v, int32_t in) 1.132 +{ 1.133 + union { 1.134 + Vertex n; 1.135 + int32_t i; 1.136 + }; 1.137 + i = in; 1.138 + 1.139 + v.x = (float)n.X; 1.140 + v.y = (float)n.Y; 1.141 + v.z = (float)n.Z; 1.142 +} 1.143 + 1.144 +} // end namespace Unreal 1.145 + 1.146 +// --------------------------------------------------------------------------- 1.147 +/** @brief Importer class to load UNREAL files (*.3d) 1.148 +*/ 1.149 +class UnrealImporter : public BaseImporter 1.150 +{ 1.151 +public: 1.152 + UnrealImporter(); 1.153 + ~UnrealImporter(); 1.154 + 1.155 + 1.156 +public: 1.157 + 1.158 + // ------------------------------------------------------------------- 1.159 + /** @brief Returns whether we can handle the format of the given file 1.160 + * 1.161 + * See BaseImporter::CanRead() for details. 1.162 + **/ 1.163 + bool CanRead( const std::string& pFile, IOSystem* pIOHandler, 1.164 + bool checkSig) const; 1.165 + 1.166 +protected: 1.167 + 1.168 + // ------------------------------------------------------------------- 1.169 + /** @brief Called by Importer::GetExtensionList() 1.170 + * 1.171 + * See #BaseImporter::GetInfo for the details 1.172 + */ 1.173 + const aiImporterDesc* GetInfo () const; 1.174 + 1.175 + 1.176 + // ------------------------------------------------------------------- 1.177 + /** @brief Setup properties for the importer 1.178 + * 1.179 + * See BaseImporter::SetupProperties() for details 1.180 + */ 1.181 + void SetupProperties(const Importer* pImp); 1.182 + 1.183 + 1.184 + // ------------------------------------------------------------------- 1.185 + /** @brief Imports the given file into the given scene structure. 1.186 + * 1.187 + * See BaseImporter::InternReadFile() for details 1.188 + */ 1.189 + void InternReadFile( const std::string& pFile, aiScene* pScene, 1.190 + IOSystem* pIOHandler); 1.191 + 1.192 +private: 1.193 + 1.194 + //! frame to be loaded 1.195 + uint32_t configFrameID; 1.196 + 1.197 + //! process surface flags 1.198 + bool configHandleFlags; 1.199 + 1.200 +}; // !class UnrealImporter 1.201 + 1.202 +} // end of namespace Assimp 1.203 +#endif // AI_UNREALIMPORTER_H_INC