nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the nuclear@0: following conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: nuclear@0: ---------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file UnrealLoader.h nuclear@0: * @brief Declaration of the .3d (UNREAL) importer class. nuclear@0: */ nuclear@0: #ifndef INCLUDED_AI_3D_LOADER_H nuclear@0: #define INCLUDED_AI_3D_LOADER_H nuclear@0: nuclear@0: #include "BaseImporter.h" nuclear@0: namespace Assimp { nuclear@0: namespace Unreal { nuclear@0: nuclear@0: /* nuclear@0: 0 = Normal one-sided nuclear@0: 1 = Normal two-sided nuclear@0: 2 = Translucent two-sided nuclear@0: 3 = Masked two-sided nuclear@0: 4 = Modulation blended two-sided nuclear@0: 8 = Placeholder triangle for weapon positioning (invisible) nuclear@0: */ nuclear@0: enum MeshFlags { nuclear@0: MF_NORMAL_OS = 0, nuclear@0: MF_NORMAL_TS = 1, nuclear@0: MF_NORMAL_TRANS_TS = 2, nuclear@0: MF_NORMAL_MASKED_TS = 3, nuclear@0: MF_NORMAL_MOD_TS = 4, nuclear@0: MF_WEAPON_PLACEHOLDER = 8 nuclear@0: }; nuclear@0: nuclear@0: // a single triangle nuclear@0: struct Triangle { nuclear@0: uint16_t mVertex[3]; // Vertex indices nuclear@0: char mType; // James' Mesh Type nuclear@0: char mColor; // Color for flat and Gourand Shaded nuclear@0: unsigned char mTex[3][2]; // Texture UV coordinates nuclear@0: unsigned char mTextureNum; // Source texture offset nuclear@0: char mFlags; // Unreal Mesh Flags (unused) nuclear@0: nuclear@0: unsigned int matIndex; nuclear@0: }; nuclear@0: nuclear@0: // temporary representation for a material nuclear@0: struct TempMat { nuclear@0: TempMat() nuclear@0: : numFaces (0) nuclear@0: {} nuclear@0: nuclear@0: TempMat(const Triangle& in) nuclear@0: : type ((Unreal::MeshFlags)in.mType) nuclear@0: , tex (in.mTextureNum) nuclear@0: , numFaces (0) nuclear@0: {} nuclear@0: nuclear@0: // type of mesh nuclear@0: Unreal::MeshFlags type; nuclear@0: nuclear@0: // index of texture nuclear@0: unsigned int tex; nuclear@0: nuclear@0: // number of faces using us nuclear@0: unsigned int numFaces; nuclear@0: nuclear@0: // for std::find nuclear@0: bool operator == (const TempMat& o ) { nuclear@0: return (tex == o.tex && type == o.type); nuclear@0: } nuclear@0: }; nuclear@0: nuclear@0: struct Vertex nuclear@0: { nuclear@0: int32_t X : 11; nuclear@0: int32_t Y : 11; nuclear@0: int32_t Z : 10; nuclear@0: }; nuclear@0: nuclear@0: // UNREAL vertex compression nuclear@0: inline void CompressVertex(const aiVector3D& v, uint32_t& out) nuclear@0: { nuclear@0: union { nuclear@0: Vertex n; nuclear@0: int32_t t; nuclear@0: }; nuclear@0: n.X = (int32_t)v.x; nuclear@0: n.Y = (int32_t)v.y; nuclear@0: n.Z = (int32_t)v.z; nuclear@0: out = t; nuclear@0: } nuclear@0: nuclear@0: // UNREAL vertex decompression nuclear@0: inline void DecompressVertex(aiVector3D& v, int32_t in) nuclear@0: { nuclear@0: union { nuclear@0: Vertex n; nuclear@0: int32_t i; nuclear@0: }; nuclear@0: i = in; nuclear@0: nuclear@0: v.x = (float)n.X; nuclear@0: v.y = (float)n.Y; nuclear@0: v.z = (float)n.Z; nuclear@0: } nuclear@0: nuclear@0: } // end namespace Unreal nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** @brief Importer class to load UNREAL files (*.3d) nuclear@0: */ nuclear@0: class UnrealImporter : public BaseImporter nuclear@0: { nuclear@0: public: nuclear@0: UnrealImporter(); nuclear@0: ~UnrealImporter(); nuclear@0: nuclear@0: nuclear@0: public: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** @brief Returns whether we can handle the format of the given file nuclear@0: * nuclear@0: * See BaseImporter::CanRead() for details. nuclear@0: **/ nuclear@0: bool CanRead( const std::string& pFile, IOSystem* pIOHandler, nuclear@0: bool checkSig) const; nuclear@0: nuclear@0: protected: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** @brief Called by Importer::GetExtensionList() nuclear@0: * nuclear@0: * See #BaseImporter::GetInfo for the details nuclear@0: */ nuclear@0: const aiImporterDesc* GetInfo () const; nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** @brief Setup properties for the importer nuclear@0: * nuclear@0: * See BaseImporter::SetupProperties() for details nuclear@0: */ nuclear@0: void SetupProperties(const Importer* pImp); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** @brief Imports the given file into the given scene structure. nuclear@0: * nuclear@0: * See BaseImporter::InternReadFile() for details nuclear@0: */ nuclear@0: void InternReadFile( const std::string& pFile, aiScene* pScene, nuclear@0: IOSystem* pIOHandler); nuclear@0: nuclear@0: private: nuclear@0: nuclear@0: //! frame to be loaded nuclear@0: uint32_t configFrameID; nuclear@0: nuclear@0: //! process surface flags nuclear@0: bool configHandleFlags; nuclear@0: nuclear@0: }; // !class UnrealImporter nuclear@0: nuclear@0: } // end of namespace Assimp nuclear@0: #endif // AI_UNREALIMPORTER_H_INC