2008-11-04 20:41:11 +00:00
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/*
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2012-02-03 03:38:30 +00:00
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Open Asset Import Library (assimp)
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2008-11-04 20:41:11 +00:00
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----------------------------------------------------------------------
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2012-02-03 03:38:30 +00:00
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Copyright (c) 2006-2012, assimp team
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2008-11-04 20:41:11 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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2012-02-03 03:38:30 +00:00
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* Neither the name of the assimp team, nor the names of its
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2008-11-04 20:41:11 +00:00
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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2012-02-03 03:38:30 +00:00
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written permission of the assimp team.
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2008-11-04 20:41:11 +00:00
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Definition of the .b3d importer class. */
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#ifndef AI_B3DIMPORTER_H_INC
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#define AI_B3DIMPORTER_H_INC
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2012-02-03 17:04:06 +00:00
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#include "../include/assimp/types.h"
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#include "../include/assimp/mesh.h"
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#include "../include/assimp/material.h"
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2008-11-04 20:41:11 +00:00
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#include <string>
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#include <vector>
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namespace Assimp{
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class B3DImporter : public BaseImporter{
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public:
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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
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virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
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2008-11-04 20:41:11 +00:00
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protected:
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2012-04-22 22:26:26 +00:00
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virtual const aiImporterDesc* GetInfo () const;
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2008-11-04 20:41:11 +00:00
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virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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private:
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int ReadByte();
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int ReadInt();
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float ReadFloat();
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2009-06-02 05:08:24 +00:00
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aiVector2D ReadVec2();
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aiVector3D ReadVec3();
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aiQuaternion ReadQuat();
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2008-11-04 20:41:11 +00:00
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std::string ReadString();
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std::string ReadChunk();
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void ExitChunk();
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unsigned ChunkSize();
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2009-06-02 05:08:24 +00:00
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template<class T>
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T *to_array( const std::vector<T> &v );
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struct Vertex{
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aiVector3D vertex;
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aiVector3D normal;
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aiVector3D texcoords;
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unsigned char bones[4];
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float weights[4];
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};
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2015-02-13 12:45:36 +00:00
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AI_WONT_RETURN void Oops() AI_WONT_RETURN_SUFFIX;
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AI_WONT_RETURN void Fail( std::string str ) AI_WONT_RETURN_SUFFIX;
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2009-06-02 05:08:24 +00:00
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2008-11-04 20:41:11 +00:00
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void ReadTEXS();
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void ReadBRUS();
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2009-06-02 05:08:24 +00:00
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2008-11-04 20:41:11 +00:00
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void ReadVRTS();
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2009-06-02 05:08:24 +00:00
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void ReadTRIS( int v0 );
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2008-11-04 20:41:11 +00:00
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void ReadMESH();
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2009-06-02 05:08:24 +00:00
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void ReadBONE( int id );
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void ReadKEYS( aiNodeAnim *nodeAnim );
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void ReadANIM();
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aiNode *ReadNODE( aiNode *parent );
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void ReadBB3D( aiScene *scene );
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2008-11-04 20:41:11 +00:00
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unsigned _pos;
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2010-04-02 04:17:05 +00:00
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// unsigned _size;
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2008-11-04 20:41:11 +00:00
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std::vector<unsigned char> _buf;
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std::vector<unsigned> _stack;
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2009-01-31 23:24:11 +00:00
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2009-06-02 05:08:24 +00:00
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std::vector<std::string> _textures;
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std::vector<aiMaterial*> _materials;
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int _vflags,_tcsets,_tcsize;
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2008-11-04 20:41:11 +00:00
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std::vector<Vertex> _vertices;
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2009-06-02 05:08:24 +00:00
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std::vector<aiNode*> _nodes;
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2008-11-04 20:41:11 +00:00
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std::vector<aiMesh*> _meshes;
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2009-06-02 05:08:24 +00:00
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std::vector<aiNodeAnim*> _nodeAnims;
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std::vector<aiAnimation*> _animations;
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2008-11-04 20:41:11 +00:00
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};
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}
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#endif
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