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: /** @file HMPLoader.h nuclear@0: * @brief Declaration of the HMP importer class nuclear@0: */ nuclear@0: nuclear@0: #ifndef AI_HMPLOADER_H_INCLUDED nuclear@0: #define AI_HMPLOADER_H_INCLUDED nuclear@0: nuclear@0: // public ASSIMP headers nuclear@0: #include "assimp/types.h" nuclear@0: #include "assimp/texture.h" nuclear@0: #include "assimp/material.h" nuclear@0: nuclear@0: // internal headers nuclear@0: #include "BaseImporter.h" nuclear@0: #include "MDLLoader.h" nuclear@0: #include "HMPFileData.h" nuclear@0: nuclear@0: namespace Assimp { nuclear@0: using namespace HMP; nuclear@0: nuclear@0: // --------------------------------------------------------------------------- nuclear@0: /** Used to load 3D GameStudio HMP files (terrains) nuclear@0: */ nuclear@0: class HMPImporter : public MDLImporter nuclear@0: { nuclear@0: public: nuclear@0: HMPImporter(); nuclear@0: ~HMPImporter(); nuclear@0: nuclear@0: nuclear@0: public: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Returns whether the class can handle the format of the given file. 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: // ------------------------------------------------------------------- nuclear@0: /** Return importer meta information. nuclear@0: * See #BaseImporter::GetInfo for the details nuclear@0: */ nuclear@0: const aiImporterDesc* GetInfo () const; nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Imports the given file into the given scene structure. 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: protected: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Import a HMP4 file nuclear@0: */ nuclear@0: void InternReadFile_HMP4( ); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Import a HMP5 file nuclear@0: */ nuclear@0: void InternReadFile_HMP5( ); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Import a HMP7 file nuclear@0: */ nuclear@0: void InternReadFile_HMP7( ); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Validate a HMP 5,4,7 file header nuclear@0: */ nuclear@0: void ValidateHeader_HMP457( ); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Try to load one material from the file, if this fails create nuclear@0: * a default material nuclear@0: */ nuclear@0: void CreateMaterial(const unsigned char* szCurrent, nuclear@0: const unsigned char** szCurrentOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Build a list of output faces and vertices. The function nuclear@0: * triangulates the height map read from the file nuclear@0: * \param width Width of the height field nuclear@0: * \param width Height of the height field nuclear@0: */ nuclear@0: void CreateOutputFaceList(unsigned int width,unsigned int height); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Generate planar texture coordinates for a terrain nuclear@0: * \param width Width of the terrain, in vertices nuclear@0: * \param height Height of the terrain, in vertices nuclear@0: */ nuclear@0: void GenerateTextureCoords(const unsigned int width, nuclear@0: const unsigned int height); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Read the first skin from the file and skip all others ... nuclear@0: * \param iNumSkins Number of skins in the file nuclear@0: * \param szCursor Position of the first skin (offset 84) nuclear@0: */ nuclear@0: void ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor, nuclear@0: const unsigned char** szCursorOut); nuclear@0: nuclear@0: private: nuclear@0: nuclear@0: }; nuclear@0: nuclear@0: } // end of namespace Assimp nuclear@0: nuclear@0: #endif // AI_HMPIMPORTER_H_INC nuclear@0: