fix build for vs2013

Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>
pull/538/head
Kim Kulling 2015-04-16 11:38:53 +02:00
parent 444a77e170
commit 02ee002878
10 changed files with 268 additions and 263 deletions

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@ -10,7 +10,8 @@
#include "irrXMLWrapper.h" #include "irrXMLWrapper.h"
#include "BaseImporter.h" #include "BaseImporter.h"
#include <stdint.h> #include <stdint.h>
class aiMaterial;
struct aiMaterial;
namespace Assimp { namespace Assimp {

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@ -1,249 +1,249 @@
/* /*
Open Asset Import Library (assimp) Open Asset Import Library (assimp)
---------------------------------------------------------------------- ----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp 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 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 LWSLoader.h
* @brief Declaration of the LightWave scene importer class.
*/
#ifndef AI_LWSLOADER_H_INCLUDED
#define AI_LWSLOADER_H_INCLUDED
#include "LWOFileData.h"
#include "SceneCombiner.h"
#include "BaseImporter.h"
struct aiImporterDesc;
namespace Assimp {
struct BatchLoader;
struct Importer;
struct IOSystem;
namespace LWS { Copyright (c) 2006-2012, assimp team
All rights reserved.
// ---------------------------------------------------------------------------
/** Represents an element in a LWS file. Redistribution and use of this software in source and binary forms,
* with or without modification, are permitted provided that the
* This can either be a single data line - <name> <value> or a data following conditions are met:
* group - { name <data_line0> ... n }
*/ * Redistributions of source code must retain the above
class Element copyright notice, this list of conditions and the
{ following disclaimer.
public:
Element() * Redistributions in binary form must reproduce the above
{} copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
// first: name, second: rest materials provided with the distribution.
std::string tokens[2];
std::list<Element> children; * Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
//! Recursive parsing function derived from this software without specific prior
void Parse (const char*& buffer); written permission of the assimp team.
};
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
#define AI_LWS_MASK (0xffffffff >> 4u) "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
/** Represents a LWS scenegraph element OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
*/ SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
struct NodeDesc LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
{ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
NodeDesc() THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
: number (0) (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
, parent (0) OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
, name ("")
, isPivotSet (false) ----------------------------------------------------------------------
, lightColor (1.f,1.f,1.f) */
, lightIntensity (1.f)
, lightType (0) /** @file LWSLoader.h
, lightFalloffType (0) * @brief Declaration of the LightWave scene importer class.
, lightConeAngle (45.f) */
, parent_resolved (NULL) #ifndef AI_LWSLOADER_H_INCLUDED
{} #define AI_LWSLOADER_H_INCLUDED
enum { #include "LWOFileData.h"
#include "SceneCombiner.h"
OBJECT = 1, #include "BaseImporter.h"
LIGHT = 2,
CAMERA = 3, struct aiImporterDesc;
BONE = 4
} type; // type of node namespace Assimp {
class BatchLoader;
// if object: path class Importer;
std::string path; class IOSystem;
unsigned int id;
namespace LWS {
// number of object
unsigned int number; // ---------------------------------------------------------------------------
/** Represents an element in a LWS file.
// index of parent index *
unsigned int parent; * This can either be a single data line - <name> <value> or a data
* group - { name <data_line0> ... n }
// lights & cameras & dummies: name */
const char* name; class Element
{
// animation channels public:
std::list< LWO::Envelope > channels; Element()
{}
// position of pivot point
aiVector3D pivotPos; // first: name, second: rest
bool isPivotSet; std::string tokens[2];
std::list<Element> children;
//! Recursive parsing function
// color of light source void Parse (const char*& buffer);
aiColor3D lightColor; };
// intensity of light source #define AI_LWS_MASK (0xffffffff >> 4u)
float lightIntensity;
// ---------------------------------------------------------------------------
// type of light source /** Represents a LWS scenegraph element
unsigned int lightType; */
struct NodeDesc
// falloff type of light source {
unsigned int lightFalloffType; NodeDesc()
: number (0)
// cone angle of (spot) light source , parent (0)
float lightConeAngle; , name ("")
, isPivotSet (false)
// soft cone angle of (spot) light source , lightColor (1.f,1.f,1.f)
float lightEdgeAngle; , lightIntensity (1.f)
, lightType (0)
, lightFalloffType (0)
, lightConeAngle (45.f)
// list of resolved children , parent_resolved (NULL)
std::list< NodeDesc* > children; {}
// resolved parent node enum {
NodeDesc* parent_resolved;
OBJECT = 1,
LIGHT = 2,
// for std::find() CAMERA = 3,
bool operator == (unsigned int num) const { BONE = 4
if (!num) } type; // type of node
return false;
unsigned int _type = num >> 28u; // if object: path
std::string path;
return _type == static_cast<unsigned int>(type) && (num & AI_LWS_MASK) == number; unsigned int id;
}
}; // number of object
unsigned int number;
} // end namespace LWS
// index of parent index
// --------------------------------------------------------------------------- unsigned int parent;
/** LWS (LightWave Scene Format) importer class.
* // lights & cameras & dummies: name
* This class does heavily depend on the LWO importer class. LWS files const char* name;
* contain mainly descriptions how LWO objects are composed together
* in a scene. // animation channels
*/ std::list< LWO::Envelope > channels;
class LWSImporter : public BaseImporter
{ // position of pivot point
public: aiVector3D pivotPos;
LWSImporter(); bool isPivotSet;
~LWSImporter();
public: // color of light source
aiColor3D lightColor;
// -------------------------------------------------------------------
// Check whether we can read a specific file // intensity of light source
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, float lightIntensity;
bool checkSig) const;
// type of light source
protected: unsigned int lightType;
// ------------------------------------------------------------------- // falloff type of light source
// Get list of supported extensions unsigned int lightFalloffType;
const aiImporterDesc* GetInfo () const;
// cone angle of (spot) light source
// ------------------------------------------------------------------- float lightConeAngle;
// Import file into given scene data structure
void InternReadFile( const std::string& pFile, aiScene* pScene, // soft cone angle of (spot) light source
IOSystem* pIOHandler); float lightEdgeAngle;
// -------------------------------------------------------------------
// Setup import properties
void SetupProperties(const Importer* pImp); // list of resolved children
std::list< NodeDesc* > children;
private:
// resolved parent node
NodeDesc* parent_resolved;
// -------------------------------------------------------------------
// Read an envelope description
void ReadEnvelope(const LWS::Element& dad, LWO::Envelope& out ); // for std::find()
bool operator == (unsigned int num) const {
// ------------------------------------------------------------------- if (!num)
// Read an envelope description for the older LW file format return false;
void ReadEnvelope_Old(std::list< LWS::Element >::const_iterator& it, unsigned int _type = num >> 28u;
const std::list< LWS::Element >::const_iterator& end,
LWS::NodeDesc& nodes, return _type == static_cast<unsigned int>(type) && (num & AI_LWS_MASK) == number;
unsigned int version); }
};
// -------------------------------------------------------------------
// Setup a nice name for a node } // end namespace LWS
void SetupNodeName(aiNode* nd, LWS::NodeDesc& src);
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------- /** LWS (LightWave Scene Format) importer class.
// Recursively build the scenegraph *
void BuildGraph(aiNode* nd, * This class does heavily depend on the LWO importer class. LWS files
LWS::NodeDesc& src, * contain mainly descriptions how LWO objects are composed together
std::vector<AttachmentInfo>& attach, * in a scene.
BatchLoader& batch, */
aiCamera**& camOut, class LWSImporter : public BaseImporter
aiLight**& lightOut, {
std::vector<aiNodeAnim*>& animOut); public:
LWSImporter();
// ------------------------------------------------------------------- ~LWSImporter();
// Try several dirs until we find the right location of a LWS file.
std::string FindLWOFile(const std::string& in);
public:
private:
// -------------------------------------------------------------------
bool configSpeedFlag; // Check whether we can read a specific file
IOSystem* io; bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
double first,last,fps;
protected:
bool noSkeletonMesh;
}; // -------------------------------------------------------------------
// Get list of supported extensions
} // end of namespace Assimp const aiImporterDesc* GetInfo () const;
#endif // AI_LWSIMPORTER_H_INC // -------------------------------------------------------------------
// Import file into given scene data structure
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
// Setup import properties
void SetupProperties(const Importer* pImp);
private:
// -------------------------------------------------------------------
// Read an envelope description
void ReadEnvelope(const LWS::Element& dad, LWO::Envelope& out );
// -------------------------------------------------------------------
// Read an envelope description for the older LW file format
void ReadEnvelope_Old(std::list< LWS::Element >::const_iterator& it,
const std::list< LWS::Element >::const_iterator& end,
LWS::NodeDesc& nodes,
unsigned int version);
// -------------------------------------------------------------------
// Setup a nice name for a node
void SetupNodeName(aiNode* nd, LWS::NodeDesc& src);
// -------------------------------------------------------------------
// Recursively build the scenegraph
void BuildGraph(aiNode* nd,
LWS::NodeDesc& src,
std::vector<AttachmentInfo>& attach,
BatchLoader& batch,
aiCamera**& camOut,
aiLight**& lightOut,
std::vector<aiNodeAnim*>& animOut);
// -------------------------------------------------------------------
// Try several dirs until we find the right location of a LWS file.
std::string FindLWOFile(const std::string& in);
private:
bool configSpeedFlag;
IOSystem* io;
double first,last,fps;
bool noSkeletonMesh;
};
} // end of namespace Assimp
#endif // AI_LWSIMPORTER_H_INC

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@ -59,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdint.h> #include <stdint.h>
#include <vector> #include <vector>
class aiMaterial; struct aiMaterial;
namespace Assimp { namespace Assimp {
namespace MDL { namespace MDL {

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@ -46,11 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER #ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
#include "NDOLoader.h" #include "NDOLoader.h"
#include "../include/assimp/DefaultLogger.hpp" #include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/IOSystem.hpp" #include "../include/assimp/IOSystem.hpp"
#include "../include/assimp/scene.h" #include "../include/assimp/scene.h"
#include "StreamReader.h" #include "StreamReader.h"
#include <boost/foreach.hpp> #include <boost/foreach.hpp>
using namespace Assimp; using namespace Assimp;
#define for_each BOOST_FOREACH #define for_each BOOST_FOREACH

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@ -50,12 +50,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string> #include <string>
#include <vector> #include <vector>
class IOSystem;
class Importer;
struct aiImporterDesc; struct aiImporterDesc;
struct aiScene; struct aiScene;
namespace Assimp { namespace Assimp {
class IOSystem;
class Importer;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Importer class to load meshes from Nendo. /** @brief Importer class to load meshes from Nendo.

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@ -772,12 +772,12 @@ void OpenGEXImporter::handleColorNode( ODDLParser::DDLNode *node, aiScene *pScen
Property *colorProp = node->getProperties(); Property *colorProp = node->getProperties();
if( NULL != colorProp ) { if( NULL != colorProp ) {
if( NULL != colorProp->m_id ) { if( NULL != colorProp->m_id ) {
ColorType type( getColorType( colorProp->m_primData ) ); /* ColorType type( getColorType( colorProp->m_primData ) );
if( type == DiffuseColor ) { if( type == DiffuseColor ) {
aiColor3D *col = new aiColor3D; aiColor3D *col = new aiColor3D;
getColorRGBA( col, node->getValue() ); getColorRGBA( col, node->getValue() );
m_currentMaterial->AddProperty( col, 1, AI_MATKEY_COLOR_DIFFUSE ); m_currentMaterial->AddProperty( col, 1, AI_MATKEY_COLOR_DIFFUSE );
} }*/
} }
} }
} }

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@ -53,6 +53,7 @@ namespace ODDLParser {
struct Context; struct Context;
} }
struct aiNode; struct aiNode;
struct aiMaterial;
namespace Assimp { namespace Assimp {
namespace OpenGEX { namespace OpenGEX {

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@ -54,9 +54,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Hash.h" #include "Hash.h"
#include "time.h" #include "time.h"
#include "../include/assimp/DefaultLogger.hpp" #include "../include/assimp/DefaultLogger.hpp"
#include "../include/assimp/scene.h" #include "../include/assimp/scene.h"
#include <stdio.h> #include <stdio.h>
#include "ScenePrivate.h" #include "ScenePrivate.h"
namespace Assimp { namespace Assimp {

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@ -51,6 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <set> #include <set>
#include <list> #include <list>
#include <stdint.h> #include <stdint.h>
//#include "../include/assimp/Compiler/pstdint.h"
#include <vector> #include <vector>
struct aiScene; struct aiScene;

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@ -21,8 +21,8 @@
#include <stdexcept> #include <stdexcept>
#include "StringComparison.h" #include "StringComparison.h"
#include "../include/assimp/Compiler/pstdint.h" //#include "../include/assimp/Compiler/pstdint.h"
#include <stdint.h>
namespace Assimp namespace Assimp
{ {