nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2008, 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: #ifndef ASSIMP_Q3BSPFILEIMPORTER_H_INC nuclear@0: #define ASSIMP_Q3BSPFILEIMPORTER_H_INC nuclear@0: nuclear@0: #include "BaseImporter.h" nuclear@0: nuclear@0: struct aiMesh; nuclear@0: nuclear@0: namespace Assimp nuclear@0: { nuclear@0: namespace Q3BSP nuclear@0: { nuclear@0: nuclear@0: class Q3BSPZipArchive; nuclear@0: struct Q3BSPModel; nuclear@0: struct sQ3BSPFace; nuclear@0: nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: /** Loader to import BSP-levels from a PK3 archive or from a unpacked BSP-level. nuclear@0: */ nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: class Q3BSPFileImporter : public BaseImporter nuclear@0: { nuclear@0: public: nuclear@0: nuclear@0: /// @brief Default constructor. nuclear@0: Q3BSPFileImporter(); nuclear@0: nuclear@0: /// @brief Destructor. nuclear@0: ~Q3BSPFileImporter(); nuclear@0: nuclear@0: public: nuclear@0: /// @brief Returns whether the class can handle the format of the given file. nuclear@0: /// @remark See BaseImporter::CanRead() for details. nuclear@0: bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const; nuclear@0: nuclear@0: private: nuclear@0: typedef std::map*> FaceMap; nuclear@0: typedef std::map* >::iterator FaceMapIt; nuclear@0: typedef std::map*>::const_iterator FaceMapConstIt; nuclear@0: nuclear@0: const aiImporterDesc* GetInfo () const; nuclear@0: void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); nuclear@0: void separateMapName( const std::string &rImportName, std::string &rArchiveName, std::string &rMapName ); nuclear@0: bool findFirstMapInArchive( Q3BSP::Q3BSPZipArchive &rArchive, std::string &rMapName ); nuclear@0: void CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive ); nuclear@0: void CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiNode *pParent ); nuclear@0: aiNode *CreateTopology( const Q3BSP::Q3BSPModel *pModel, unsigned int materialIdx, nuclear@0: std::vector &rArray, aiMesh* pMesh ); nuclear@0: void createTriangleTopology( const Q3BSP::Q3BSPModel *pModel, Q3BSP::sQ3BSPFace *pQ3BSPFace, aiMesh* pMesh, unsigned int &rFaceIdx, nuclear@0: unsigned int &rVertIdx ); nuclear@0: void createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive ); nuclear@0: size_t countData( const std::vector &rArray ) const; nuclear@0: size_t countFaces( const std::vector &rArray ) const; nuclear@0: size_t countTriangles( const std::vector &rArray ) const; nuclear@0: void createMaterialMap( const Q3BSP::Q3BSPModel *pModel); nuclear@0: aiFace *getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx ); nuclear@0: bool importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel, Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene, nuclear@0: aiMaterial *pMatHelper, int textureId ); nuclear@0: bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiMaterial *pMatHelper, int lightmapId ); nuclear@0: bool importEntities( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene ); nuclear@0: bool expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename, const std::vector &rExtList, nuclear@0: std::string &rFile, std::string &rExt ); nuclear@0: nuclear@0: private: nuclear@0: aiMesh *m_pCurrentMesh; nuclear@0: aiFace *m_pCurrentFace; nuclear@0: FaceMap m_MaterialLookupMap; nuclear@0: std::vector mTextures; nuclear@0: }; nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: nuclear@0: } // Namespace Assimp nuclear@0: nuclear@0: nuclear@0: #endif // ASSIMP_Q3BSPFILEIMPORTER_H_INC