assimp/include/aiTypes.h

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file aiTypes.h
*/
#ifndef AI_TYPES_H_INC
#define AI_TYPES_H_INC
// Some CRT headers
#include <sys/types.h>
#include <memory.h>
#include <math.h>
#include <stddef.h>
// Our compile configuration
#include "aiDefines.h"
// Some types moved to separate header due to size of operators
#include "aiVector3D.h"
#include "aiVector2D.h"
#include "aiMatrix3x3.h"
#include "aiMatrix4x4.h"
#include "aiQuaternion.h"
#ifdef __cplusplus
# include <string> // for aiString::Set(const std::string&)
namespace Assimp {
namespace Intern {
/** @brief Internal helper class to utilize our internal new/delete
* routines for allocating object of this and derived classes.
*
* By doing this you can safely share class objects between Assimp
* and the application - it works even over DLL boundaries. A good
* example is the IOSystem where the application allocates its custom
* IOSystem, then calls Importer::SetIOSystem(). When the Importer
* destructs, Assimp calls operator delete on the stored IOSystem.
* If it lies on a different heap than Assimp is working with,
* the application is determined to crash.
*/
struct ASSIMP_API AllocateFromAssimpHeap {
// new/delete overload
void *operator new ( size_t num_bytes);
void operator delete ( void* data);
// array new/delete overload
void *operator new[] ( size_t num_bytes);
void operator delete[] ( void* data);
}; //! struct AllocateFromAssimpHeap
} //! namespace Intern
} //! namespace Assimp
extern "C" {
#endif
/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
#ifdef __cplusplus
const size_t MAXLEN = 1024;
#else
# define MAXLEN 1024
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a plane in a three-dimensional, euclidean space
*/
struct aiPlane
{
#ifdef __cplusplus
aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
aiPlane (float _a, float _b, float _c, float _d)
: a(_a), b(_b), c(_c), d(_d) {}
aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
#endif // !__cplusplus
//! Plane equation
float a,b,c,d;
} PACK_STRUCT; // !struct aiPlane
// ----------------------------------------------------------------------------------
/** Represents a ray
*/
struct aiRay
{
#ifdef __cplusplus
aiRay () {}
aiRay (const aiVector3D& _pos, const aiVector3D& _dir)
: pos(_pos), dir(_dir) {}
aiRay (const aiRay& o) : pos (o.pos), dir (o.dir) {}
#endif // !__cplusplus
//! Position and direction of the ray
C_STRUCT aiVector3D pos, dir;
} PACK_STRUCT; // !struct aiRay
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space.
*/
struct aiColor3D
{
#ifdef __cplusplus
aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
// Component-wise comparison
// TODO: add epsilon?
bool operator == (const aiColor3D& other) const
{return r == other.r && g == other.g && b == other.b;}
// Component-wise inverse comparison
// TODO: add epsilon?
bool operator != (const aiColor3D& other) const
{return r != other.r || g != other.g || b != other.b;}
// Component-wise addition
aiColor3D operator+(const aiColor3D& c) const {
return aiColor3D(r+c.r,g+c.g,b+c.b);
}
// Component-wise subtraction
aiColor3D operator-(const aiColor3D& c) const {
return aiColor3D(r+c.r,g+c.g,b+c.b);
}
// Component-wise multiplication
aiColor3D operator*(const aiColor3D& c) const {
return aiColor3D(r*c.r,g*c.g,b*c.b);
}
// Multiply with a scalar
aiColor3D operator*(float f) const {
return aiColor3D(r*f,g*f,b*f);
}
// Access a specific color component
float operator[](unsigned int i) const {return *(&r + i);}
float& operator[](unsigned int i) {return *(&r + i);}
// Check whether a color is black
bool IsBlack() const
{
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // !__cplusplus
//! Red, green and blue color values
float r, g, b;
} PACK_STRUCT; // !struct aiColor3D
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space including an
* alpha component.
*/
struct aiColor4D
{
#ifdef __cplusplus
aiColor4D () : r(0.0f), g(0.0f), b(0.0f), a(0.0f) {}
aiColor4D (float _r, float _g, float _b, float _a)
: r(_r), g(_g), b(_b), a(_a) {}
aiColor4D (const aiColor4D& o)
: r(o.r), g(o.g), b(o.b), a(o.a) {}
// Component-wise comparison
// TODO: add epsilon?
bool operator == (const aiColor4D& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// Component-wise inverse comparison
// TODO: add epsilon?
bool operator != (const aiColor4D& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// Access a specific color component
inline float operator[](unsigned int i) const {return *(&r + i);}
inline float& operator[](unsigned int i) {return *(&r + i);}
// Check whether a color is black
// TODO: add epsilon?
inline bool IsBlack() const
{
// The alpha component doesn't care here. black is black.
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // !__cplusplus
//! Red, green, blue and alpha color values
float r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
#include "./Compiler/poppack1.h"
// ----------------------------------------------------------------------------------
/** Represents a string, zero byte terminated.
*
* We use this representation to be C-compatible. The length of such a string is
* limited to MAXLEN characters (excluding the terminal zero).
*/
struct aiString
{
#ifdef __cplusplus
//! Default constructor, the string is set to have zero length
aiString() :
length(0)
{
data[0] = '\0';
#ifdef _DEBUG
// Debug build: overwrite the string on its full length with ESC (27)
::memset(data+1,27,MAXLEN-1);
#endif
}
//! Copy constructor
aiString(const aiString& rOther) :
length(rOther.length)
{
::memcpy( data, rOther.data, rOther.length);
data[length] = '\0';
}
//! Constructor from std::string
aiString(const std::string& pString) :
length(pString.length())
{
memcpy( data, pString.c_str(), length);
data[length] = '\0';
}
//! Copy a std::string to the aiString
void Set( const std::string& pString)
{
if( pString.length() > MAXLEN - 1)
return;
length = pString.length();
::memcpy( data, pString.c_str(), length);
data[length] = 0;
}
//! Copy a const char* to the aiString
void Set( const char* sz)
{
const size_t len = ::strlen(sz);
if( len > MAXLEN - 1)
return;
length = len;
::memcpy( data, sz, len);
data[len] = 0;
}
// Assign a const char* to the string
aiString& operator = (const char* sz)
{
Set(sz);
return *this;
}
// Assign a cstd::string to the string
aiString& operator = ( const std::string& pString)
{
Set(pString);
return *this;
}
//! Comparison operator
bool operator==(const aiString& other) const
{
return (length == other.length && 0 == strcmp(this->data,other.data));
}
//! Inverse comparison operator
bool operator!=(const aiString& other) const
{
return (length != other.length || 0 != ::strcmp(this->data,other.data));
}
//! Append a string to the string
void Append (const char* app)
{
const size_t len = ::strlen(app);
if (!len)return;
if (length + len >= MAXLEN)
return;
::memcpy(&data[length],app,len+1);
length += len;
}
//! Clear the string - reset its length to zero
void Clear ()
{
length = 0;
data[0] = '\0';
#ifdef _DEBUG
// Debug build: overwrite the string on its full length with ESC (27)
::memset(data+1,27,MAXLEN-1);
#endif
}
#endif // !__cplusplus
//! Length of the string excluding the terminal 0
size_t length;
//! String buffer. Size limit is MAXLEN
char data[MAXLEN];
} ; // !struct aiString
// ----------------------------------------------------------------------------------
/** Standard return type for all library functions.
*
* To check whether or not a function failed check against
* AI_SUCCESS. The error codes are mainly used by the C-API.
*/
enum aiReturn
{
//! Indicates that a function was successful
AI_SUCCESS = 0x0,
//! Indicates that a function failed
AI_FAILURE = -0x1,
//! Indicates that a file was invalid
AI_INVALIDFILE = -0x2,
//! Indicates that not enough memory was available
//! to perform the requested operation
AI_OUTOFMEMORY = -0x3,
//! Indicates that an illegal argument has been
//! passed to a function. This is rarely used,
//! most functions assert in this case.
AI_INVALIDARG = -0x4,
//! Force 32-bit size enum
_AI_ENFORCE_ENUM_SIZE = 0x7fffffff
}; // !enum aiReturn
// ----------------------------------------------------------------------------------
/** Seek origins (for the virtual file system API)
*/
enum aiOrigin
{
//! Beginning of the file
aiOrigin_SET = 0x0,
//! Current position of the file pointer
aiOrigin_CUR = 0x1,
//! End of the file, offsets must be negative
aiOrigin_END = 0x2,
//! Force 32-bit size enum
_AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
}; // !enum aiOrigin
// ----------------------------------------------------------------------------------
/** Stores the memory requirements for different parts (e.g. meshes, materials,
* animations) of an import.
* @see Importer::GetMemoryRequirements()
*/
struct aiMemoryInfo
{
#ifdef __cplusplus
//! Default constructor
aiMemoryInfo()
: textures (0)
, materials (0)
, meshes (0)
, nodes (0)
, animations (0)
, cameras (0)
, lights (0)
, total (0)
{}
#endif
//! Storage allocated for texture data, in bytes
unsigned int textures;
//! Storage allocated for material data, in bytes
unsigned int materials;
//! Storage allocated for mesh data, in bytes
unsigned int meshes;
//! Storage allocated for node data, in bytes
unsigned int nodes;
//! Storage allocated for animation data, in bytes
unsigned int animations;
//! Storage allocated for camera data, in bytes
unsigned int cameras;
//! Storage allocated for light data, in bytes
unsigned int lights;
//! Storage allocated for the full import, in bytes
unsigned int total;
}; // !struct aiMemoryInfo
#ifdef __cplusplus
}
#endif //! __cplusplus
// Include implementations
#include "aiVector3D.inl"
#include "aiMatrix3x3.inl"
#include "aiMatrix4x4.inl"
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
#endif //!! include guard