assimp/code/DXFLoader.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 Declaration of the .dxf importer class. */
#ifndef AI_DXFLOADER_H_INCLUDED
#define AI_DXFLOADER_H_INCLUDED
#include "BaseImporter.h"
namespace Assimp {
// ---------------------------------------------------------------------------
/** DXF importer class
*/
class DXFImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
DXFImporter();
/** Destructor, private as well */
~DXFImporter();
// describes a single layer in the DXF file
struct LayerInfo
{
LayerInfo()
{
name[0] = '\0';
}
char name[4096];
// face buffer - order is x,y,z v1,v2,v3,v4
// if v2 = v3: line
// elsif v3 = v2: triangle
// else: polygon
std::vector<aiVector3D> vPositions;
std::vector<aiColor4D> vColors;
};
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
append.append("*.dxf");
}
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Get the next line from the file.
* @return false if the end of the file was reached
*/
bool GetNextLine();
// -------------------------------------------------------------------
/** Get the next token (group code + data line) from the file.
* @return false if the end of the file was reached
*/
bool GetNextToken();
// -------------------------------------------------------------------
/** Parses the ENTITIES section in the file
* @return false if the end of the file was reached
*/
bool ParseEntities();
// -------------------------------------------------------------------
/** Parses a 3DFACE section in the file
* @return false if the end of the file was reached
*/
bool Parse3DFace();
// -------------------------------------------------------------------
/** Parses a POLYLINE section in the file
* @return false if the end of the file was reached
*/
bool ParsePolyLine();
// -------------------------------------------------------------------
/** Sets the current layer - cursor must point to the name of it.
* @param out Receives a handle to the layer
*/
void SetLayer(LayerInfo*& out);
// -------------------------------------------------------------------
/** Creates a default layer.
* @param out Receives a handle to the default layer
*/
void SetDefaultLayer(LayerInfo*& out);
// -------------------------------------------------------------------
/** Parses a VERTEX element in a POLYLINE/POLYFACE
* @param out Receives the output vertex.
* @param clr Receives the output vertex color - won't be modified
* if it is not existing.
* @param outIdx Receives the output vertex indices, if present.
* Wont't be modified otherwise. Size must be at least 4.
* @return false if the end of the file was reached
*/
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
bool ParsePolyLineVertex(aiVector3D& out, aiColor4D& clr,
unsigned int* outIdx);
private:
// points to the next section
const char* buffer;
// specifies the current group code
int groupCode;
// contains the current data line
char cursor[4096];
// specifies whether the next call to GetNextToken()
// should return the current token a second time
bool bRepeat;
// list of all loaded layers
std::vector<LayerInfo> mLayers;
LayerInfo* mDefaultLayer;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC