Refactor: Use LF line endings

pull/566/head
Richard 2015-05-18 22:16:51 -06:00
parent 9d736cc1c5
commit 5dbd676c01
38 changed files with 12494 additions and 12495 deletions

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@ -1,190 +1,190 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 DefaultLogger.hpp
*/
#ifndef INCLUDED_AI_DEFAULTLOGGER
#define INCLUDED_AI_DEFAULTLOGGER
#include "Logger.hpp"
#include "LogStream.hpp"
#include "NullLogger.hpp"
#include <vector>
namespace Assimp {
// ------------------------------------------------------------------------------------
class IOStream;
struct LogStreamInfo;
/** default name of logfile */
#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Primary logging facility of Assimp.
*
* The library stores its primary #Logger as a static member of this class.
* #get() returns this primary logger. By default the underlying implementation is
* just a #NullLogger which rejects all log messages. By calling #create(), logging
* is turned on. To capture the log output multiple log streams (#LogStream) can be
* attach to the logger. Some default streams for common streaming locations (such as
* a file, std::cout, OutputDebugString()) are also provided.
*
* If you wish to customize the logging at an even deeper level supply your own
* implementation of #Logger to #set().
* @note The whole logging stuff causes a small extra overhead for all imports. */
class ASSIMP_API DefaultLogger :
public Logger {
public:
// ----------------------------------------------------------------------
/** @brief Creates a logging instance.
* @param name Name for log file. Only valid in combination
* with the aiDefaultLogStream_FILE flag.
* @param severity Log severity, VERBOSE turns on debug messages
* @param defStreams Default log streams to be attached. Any bitwise
* combination of the aiDefaultLogStream enumerated values.
* If #aiDefaultLogStream_FILE is specified but an empty string is
* passed for 'name', no log file is created at all.
* @param io IOSystem to be used to open external files (such as the
* log file). Pass NULL to rely on the default implementation.
* This replaces the default #NullLogger with a #DefaultLogger instance. */
static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
LogSeverity severity = NORMAL,
unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
IOSystem* io = NULL);
// ----------------------------------------------------------------------
/** @brief Setup a custom #Logger implementation.
*
* Use this if the provided #DefaultLogger class doesn't fit into
* your needs. If the provided message formatting is OK for you,
* it's much easier to use #create() and to attach your own custom
* output streams to it.
* @param logger Pass NULL to setup a default NullLogger*/
static void set (Logger *logger);
// ----------------------------------------------------------------------
/** @brief Getter for singleton instance
* @return Only instance. This is never null, but it could be a
* NullLogger. Use isNullLogger to check this.*/
static Logger *get();
// ----------------------------------------------------------------------
/** @brief Return whether a #NullLogger is currently active
* @return true if the current logger is a #NullLogger.
* Use create() or set() to setup a logger that does actually do
* something else than just rejecting all log messages. */
static bool isNullLogger();
// ----------------------------------------------------------------------
/** @brief Kills the current singleton logger and replaces it with a
* #NullLogger instance. */
static void kill();
// ----------------------------------------------------------------------
/** @copydoc Logger::attachStream */
bool attachStream(LogStream *pStream,
unsigned int severity);
// ----------------------------------------------------------------------
/** @copydoc Logger::detatchStream */
bool detatchStream(LogStream *pStream,
unsigned int severity);
private:
// ----------------------------------------------------------------------
/** @briefPrivate construction for internal use by create().
* @param severity Logging granularity */
DefaultLogger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @briefDestructor */
~DefaultLogger();
private:
/** @brief Logs debug infos, only been written when severity level VERBOSE is set */
void OnDebug(const char* message);
/** @brief Logs an info message */
void OnInfo(const char* message);
/** @brief Logs a warning message */
void OnWarn(const char* message);
/** @brief Logs an error message */
void OnError(const char* message);
// ----------------------------------------------------------------------
/** @brief Writes a message to all streams */
void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
// ----------------------------------------------------------------------
/** @brief Returns the thread id.
* @note This is an OS specific feature, if not supported, a
* zero will be returned.
*/
unsigned int GetThreadID();
private:
// Aliases for stream container
typedef std::vector<LogStreamInfo*> StreamArray;
typedef std::vector<LogStreamInfo*>::iterator StreamIt;
typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
//! only logging instance
static Logger *m_pLogger;
static NullLogger s_pNullLogger;
//! Attached streams
StreamArray m_StreamArray;
bool noRepeatMsg;
char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
size_t lastLen;
};
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_DEFAULTLOGGER
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 DefaultLogger.hpp
*/
#ifndef INCLUDED_AI_DEFAULTLOGGER
#define INCLUDED_AI_DEFAULTLOGGER
#include "Logger.hpp"
#include "LogStream.hpp"
#include "NullLogger.hpp"
#include <vector>
namespace Assimp {
// ------------------------------------------------------------------------------------
class IOStream;
struct LogStreamInfo;
/** default name of logfile */
#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Primary logging facility of Assimp.
*
* The library stores its primary #Logger as a static member of this class.
* #get() returns this primary logger. By default the underlying implementation is
* just a #NullLogger which rejects all log messages. By calling #create(), logging
* is turned on. To capture the log output multiple log streams (#LogStream) can be
* attach to the logger. Some default streams for common streaming locations (such as
* a file, std::cout, OutputDebugString()) are also provided.
*
* If you wish to customize the logging at an even deeper level supply your own
* implementation of #Logger to #set().
* @note The whole logging stuff causes a small extra overhead for all imports. */
class ASSIMP_API DefaultLogger :
public Logger {
public:
// ----------------------------------------------------------------------
/** @brief Creates a logging instance.
* @param name Name for log file. Only valid in combination
* with the aiDefaultLogStream_FILE flag.
* @param severity Log severity, VERBOSE turns on debug messages
* @param defStreams Default log streams to be attached. Any bitwise
* combination of the aiDefaultLogStream enumerated values.
* If #aiDefaultLogStream_FILE is specified but an empty string is
* passed for 'name', no log file is created at all.
* @param io IOSystem to be used to open external files (such as the
* log file). Pass NULL to rely on the default implementation.
* This replaces the default #NullLogger with a #DefaultLogger instance. */
static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
LogSeverity severity = NORMAL,
unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
IOSystem* io = NULL);
// ----------------------------------------------------------------------
/** @brief Setup a custom #Logger implementation.
*
* Use this if the provided #DefaultLogger class doesn't fit into
* your needs. If the provided message formatting is OK for you,
* it's much easier to use #create() and to attach your own custom
* output streams to it.
* @param logger Pass NULL to setup a default NullLogger*/
static void set (Logger *logger);
// ----------------------------------------------------------------------
/** @brief Getter for singleton instance
* @return Only instance. This is never null, but it could be a
* NullLogger. Use isNullLogger to check this.*/
static Logger *get();
// ----------------------------------------------------------------------
/** @brief Return whether a #NullLogger is currently active
* @return true if the current logger is a #NullLogger.
* Use create() or set() to setup a logger that does actually do
* something else than just rejecting all log messages. */
static bool isNullLogger();
// ----------------------------------------------------------------------
/** @brief Kills the current singleton logger and replaces it with a
* #NullLogger instance. */
static void kill();
// ----------------------------------------------------------------------
/** @copydoc Logger::attachStream */
bool attachStream(LogStream *pStream,
unsigned int severity);
// ----------------------------------------------------------------------
/** @copydoc Logger::detatchStream */
bool detatchStream(LogStream *pStream,
unsigned int severity);
private:
// ----------------------------------------------------------------------
/** @briefPrivate construction for internal use by create().
* @param severity Logging granularity */
DefaultLogger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @briefDestructor */
~DefaultLogger();
private:
/** @brief Logs debug infos, only been written when severity level VERBOSE is set */
void OnDebug(const char* message);
/** @brief Logs an info message */
void OnInfo(const char* message);
/** @brief Logs a warning message */
void OnWarn(const char* message);
/** @brief Logs an error message */
void OnError(const char* message);
// ----------------------------------------------------------------------
/** @brief Writes a message to all streams */
void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
// ----------------------------------------------------------------------
/** @brief Returns the thread id.
* @note This is an OS specific feature, if not supported, a
* zero will be returned.
*/
unsigned int GetThreadID();
private:
// Aliases for stream container
typedef std::vector<LogStreamInfo*> StreamArray;
typedef std::vector<LogStreamInfo*>::iterator StreamIt;
typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
//! only logging instance
static Logger *m_pLogger;
static NullLogger s_pNullLogger;
//! Attached streams
StreamArray m_StreamArray;
bool noRepeatMsg;
char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
size_t lastLen;
};
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_DEFAULTLOGGER

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@ -1,138 +1,138 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 IOStream.hpp
* @brief File I/O wrappers for C++.
*/
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
#include "types.h"
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
*
* Derive an own implementation from this interface to provide custom IO handling
* to the Importer. If you implement this interface, be sure to also provide an
* implementation for IOSystem that creates instances of your custom IO class.
*/
class ASSIMP_API IOStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** Constructor protected, use IOSystem::Open() to create an instance. */
IOStream(void);
public:
// -------------------------------------------------------------------
/** @brief Destructor. Deleting the object closes the underlying file,
* alternatively you may use IOSystem::Close() to release the file.
*/
virtual ~IOStream();
// -------------------------------------------------------------------
/** @brief Read from the file
*
* See fread() for more details
* This fails for write-only files */
virtual size_t Read(void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Write to the file
*
* See fwrite() for more details
* This fails for read-only files */
virtual size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Set the read/write cursor of the file
*
* Note that the offset is _negative_ for aiOrigin_END.
* See fseek() for more details */
virtual aiReturn Seek(size_t pOffset,
aiOrigin pOrigin) = 0;
// -------------------------------------------------------------------
/** @brief Get the current position of the read/write cursor
*
* See ftell() for more details */
virtual size_t Tell() const = 0;
// -------------------------------------------------------------------
/** @brief Returns filesize
* Returns the filesize. */
virtual size_t FileSize() const = 0;
// -------------------------------------------------------------------
/** @brief Flush the contents of the file buffer (for writers)
* See fflush() for more details.
*/
virtual void Flush() = 0;
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline IOStream::IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
inline IOStream::~IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
} //!namespace Assimp
#endif //!!AI_IOSTREAM_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 IOStream.hpp
* @brief File I/O wrappers for C++.
*/
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
#include "types.h"
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
*
* Derive an own implementation from this interface to provide custom IO handling
* to the Importer. If you implement this interface, be sure to also provide an
* implementation for IOSystem that creates instances of your custom IO class.
*/
class ASSIMP_API IOStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** Constructor protected, use IOSystem::Open() to create an instance. */
IOStream(void);
public:
// -------------------------------------------------------------------
/** @brief Destructor. Deleting the object closes the underlying file,
* alternatively you may use IOSystem::Close() to release the file.
*/
virtual ~IOStream();
// -------------------------------------------------------------------
/** @brief Read from the file
*
* See fread() for more details
* This fails for write-only files */
virtual size_t Read(void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Write to the file
*
* See fwrite() for more details
* This fails for read-only files */
virtual size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Set the read/write cursor of the file
*
* Note that the offset is _negative_ for aiOrigin_END.
* See fseek() for more details */
virtual aiReturn Seek(size_t pOffset,
aiOrigin pOrigin) = 0;
// -------------------------------------------------------------------
/** @brief Get the current position of the read/write cursor
*
* See ftell() for more details */
virtual size_t Tell() const = 0;
// -------------------------------------------------------------------
/** @brief Returns filesize
* Returns the filesize. */
virtual size_t FileSize() const = 0;
// -------------------------------------------------------------------
/** @brief Flush the contents of the file buffer (for writers)
* See fflush() for more details.
*/
virtual void Flush() = 0;
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline IOStream::IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
inline IOStream::~IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
} //!namespace Assimp
#endif //!!AI_IOSTREAM_H_INC

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@ -1,225 +1,225 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 IOSystem.hpp
* @brief File system wrapper for C++. Inherit this class to supply
* custom file handling logic to the Import library.
*/
#ifndef AI_IOSYSTEM_H_INC
#define AI_IOSYSTEM_H_INC
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
#include "types.h"
namespace Assimp {
class IOStream;
// ---------------------------------------------------------------------------
/** @brief CPP-API: Interface to the file system.
*
* Derive an own implementation from this interface to supply custom file handling
* to the importer library. If you implement this interface, you also want to
* supply a custom implementation for IOStream.
*
* @see Importer::SetIOHandler() */
class ASSIMP_API IOSystem
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// -------------------------------------------------------------------
/** @brief Default constructor.
*
* Create an instance of your derived class and assign it to an
* #Assimp::Importer instance by calling Importer::SetIOHandler().
*/
IOSystem();
// -------------------------------------------------------------------
/** @brief Virtual destructor.
*
* It is safe to be called from within DLL Assimp, we're constructed
* on Assimp's heap.
*/
virtual ~IOSystem();
public:
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Exists(const char*)
*/
AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
// -------------------------------------------------------------------
/** @brief Tests for the existence of a file at the given path.
*
* @param pFile Path to the file
* @return true if there is a file with this path, else false.
*/
virtual bool Exists( const char* pFile) const = 0;
// -------------------------------------------------------------------
/** @brief Returns the system specific directory separator
* @return System specific directory separator
*/
virtual char getOsSeparator() const = 0;
// -------------------------------------------------------------------
/** @brief Open a new file with a given path.
*
* When the access to the file is finished, call Close() to release
* all associated resources (or the virtual dtor of the IOStream).
*
* @param pFile Path to the file
* @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
* "rb", "r", "rt".
*
* @return New IOStream interface allowing the lib to access
* the underlying file.
* @note When implementing this class to provide custom IO handling,
* you probably have to supply an own implementation of IOStream as well.
*/
virtual IOStream* Open(const char* pFile,
const char* pMode = "rb") = 0;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Open(const char*, const char*)
*/
inline IOStream* Open(const std::string& pFile,
const std::string& pMode = std::string("rb"));
// -------------------------------------------------------------------
/** @brief Closes the given file and releases all resources
* associated with it.
* @param pFile The file instance previously created by Open().
*/
virtual void Close( IOStream* pFile) = 0;
// -------------------------------------------------------------------
/** @brief Compares two paths and check whether the point to
* identical files.
*
* The dummy implementation of this virtual member performs a
* case-insensitive comparison of the given strings. The default IO
* system implementation uses OS mechanisms to convert relative into
* absolute paths, so the result can be trusted.
* @param one First file
* @param second Second file
* @return true if the paths point to the same file. The file needn't
* be existing, however.
*/
virtual bool ComparePaths (const char* one,
const char* second) const;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see ComparePaths(const char*, const char*)
*/
inline bool ComparePaths (const std::string& one,
const std::string& second) const;
};
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::~IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL
// versions. This code her is inlined, so it shouldn't cause any problems.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
const std::string& pMode)
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Open(pFile.c_str(),pMode.c_str());
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Exists(pFile.c_str());
}
// ----------------------------------------------------------------------------
inline bool IOSystem::ComparePaths (const std::string& one,
const std::string& second) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return ComparePaths(one.c_str(),second.c_str());
}
// ----------------------------------------------------------------------------
} //!ns Assimp
#endif //AI_IOSYSTEM_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 IOSystem.hpp
* @brief File system wrapper for C++. Inherit this class to supply
* custom file handling logic to the Import library.
*/
#ifndef AI_IOSYSTEM_H_INC
#define AI_IOSYSTEM_H_INC
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
#include "types.h"
namespace Assimp {
class IOStream;
// ---------------------------------------------------------------------------
/** @brief CPP-API: Interface to the file system.
*
* Derive an own implementation from this interface to supply custom file handling
* to the importer library. If you implement this interface, you also want to
* supply a custom implementation for IOStream.
*
* @see Importer::SetIOHandler() */
class ASSIMP_API IOSystem
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// -------------------------------------------------------------------
/** @brief Default constructor.
*
* Create an instance of your derived class and assign it to an
* #Assimp::Importer instance by calling Importer::SetIOHandler().
*/
IOSystem();
// -------------------------------------------------------------------
/** @brief Virtual destructor.
*
* It is safe to be called from within DLL Assimp, we're constructed
* on Assimp's heap.
*/
virtual ~IOSystem();
public:
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Exists(const char*)
*/
AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
// -------------------------------------------------------------------
/** @brief Tests for the existence of a file at the given path.
*
* @param pFile Path to the file
* @return true if there is a file with this path, else false.
*/
virtual bool Exists( const char* pFile) const = 0;
// -------------------------------------------------------------------
/** @brief Returns the system specific directory separator
* @return System specific directory separator
*/
virtual char getOsSeparator() const = 0;
// -------------------------------------------------------------------
/** @brief Open a new file with a given path.
*
* When the access to the file is finished, call Close() to release
* all associated resources (or the virtual dtor of the IOStream).
*
* @param pFile Path to the file
* @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
* "rb", "r", "rt".
*
* @return New IOStream interface allowing the lib to access
* the underlying file.
* @note When implementing this class to provide custom IO handling,
* you probably have to supply an own implementation of IOStream as well.
*/
virtual IOStream* Open(const char* pFile,
const char* pMode = "rb") = 0;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Open(const char*, const char*)
*/
inline IOStream* Open(const std::string& pFile,
const std::string& pMode = std::string("rb"));
// -------------------------------------------------------------------
/** @brief Closes the given file and releases all resources
* associated with it.
* @param pFile The file instance previously created by Open().
*/
virtual void Close( IOStream* pFile) = 0;
// -------------------------------------------------------------------
/** @brief Compares two paths and check whether the point to
* identical files.
*
* The dummy implementation of this virtual member performs a
* case-insensitive comparison of the given strings. The default IO
* system implementation uses OS mechanisms to convert relative into
* absolute paths, so the result can be trusted.
* @param one First file
* @param second Second file
* @return true if the paths point to the same file. The file needn't
* be existing, however.
*/
virtual bool ComparePaths (const char* one,
const char* second) const;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see ComparePaths(const char*, const char*)
*/
inline bool ComparePaths (const std::string& one,
const std::string& second) const;
};
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::~IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL
// versions. This code her is inlined, so it shouldn't cause any problems.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
const std::string& pMode)
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Open(pFile.c_str(),pMode.c_str());
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Exists(pFile.c_str());
}
// ----------------------------------------------------------------------------
inline bool IOSystem::ComparePaths (const std::string& one,
const std::string& second) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return ComparePaths(one.c_str(),second.c_str());
}
// ----------------------------------------------------------------------------
} //!ns Assimp
#endif //AI_IOSYSTEM_H_INC

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@ -1,96 +1,96 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 LogStream.hpp
* @brief Abstract base class 'LogStream', representing an output log stream.
*/
#ifndef INCLUDED_AI_LOGSTREAM_H
#define INCLUDED_AI_LOGSTREAM_H
#include "types.h"
namespace Assimp {
class IOSystem;
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for log stream implementations.
*
* Several default implementations are provided, see #aiDefaultLogStream for more
* details. Writing your own implementation of LogStream is just necessary if these
* are not enough for your purpose. */
class ASSIMP_API LogStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
LogStream() {
}
public:
/** @brief Virtual destructor */
virtual ~LogStream() {
}
// -------------------------------------------------------------------
/** @brief Overwrite this for your own output methods
*
* Log messages *may* consist of multiple lines and you shouldn't
* expect a consistent formatting. If you want custom formatting
* (e.g. generate HTML), supply a custom instance of Logger to
* #DefaultLogger:set(). Usually you can *expect* that a log message
* is exactly one line and terminated with a single \n character.
* @param message Message to be written */
virtual void write(const char* message) = 0;
// -------------------------------------------------------------------
/** @brief Creates a default log stream
* @param streams Type of the default stream
* @param name For aiDefaultLogStream_FILE: name of the output file
* @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
* file. Pass NULL for the default implementation.
* @return New LogStream instance. */
static LogStream* createDefaultStream(aiDefaultLogStream stream,
const char* name = "AssimpLog.txt",
IOSystem* io = NULL);
}; // !class LogStream
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 LogStream.hpp
* @brief Abstract base class 'LogStream', representing an output log stream.
*/
#ifndef INCLUDED_AI_LOGSTREAM_H
#define INCLUDED_AI_LOGSTREAM_H
#include "types.h"
namespace Assimp {
class IOSystem;
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for log stream implementations.
*
* Several default implementations are provided, see #aiDefaultLogStream for more
* details. Writing your own implementation of LogStream is just necessary if these
* are not enough for your purpose. */
class ASSIMP_API LogStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
LogStream() {
}
public:
/** @brief Virtual destructor */
virtual ~LogStream() {
}
// -------------------------------------------------------------------
/** @brief Overwrite this for your own output methods
*
* Log messages *may* consist of multiple lines and you shouldn't
* expect a consistent formatting. If you want custom formatting
* (e.g. generate HTML), supply a custom instance of Logger to
* #DefaultLogger:set(). Usually you can *expect* that a log message
* is exactly one line and terminated with a single \n character.
* @param message Message to be written */
virtual void write(const char* message) = 0;
// -------------------------------------------------------------------
/** @brief Creates a default log stream
* @param streams Type of the default stream
* @param name For aiDefaultLogStream_FILE: name of the output file
* @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
* file. Pass NULL for the default implementation.
* @return New LogStream instance. */
static LogStream* createDefaultStream(aiDefaultLogStream stream,
const char* name = "AssimpLog.txt",
IOSystem* io = NULL);
}; // !class LogStream
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif

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@ -1,265 +1,265 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 Logger.hpp
* @brief Abstract base class 'Logger', base of the logging system.
*/
#ifndef INCLUDED_AI_LOGGER_H
#define INCLUDED_AI_LOGGER_H
#include "types.h"
namespace Assimp {
class LogStream;
// Maximum length of a log message. Longer messages are rejected.
#define MAX_LOG_MESSAGE_LENGTH 1024u
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for logger implementations.
* Assimp provides a default implementation and uses it for almost all
* logging stuff ('DefaultLogger'). This class defines just basic logging
* behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
class ASSIMP_API Logger
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// ----------------------------------------------------------------------
/** @enum LogSeverity
* @brief Log severity to describe the granularity of logging.
*/
enum LogSeverity
{
NORMAL, //!< Normal granularity of logging
VERBOSE //!< Debug infos will be logged, too
};
// ----------------------------------------------------------------------
/** @enum ErrorSeverity
* @brief Description for severity of a log message.
*
* Every LogStream has a bitwise combination of these flags.
* A LogStream doesn't receive any messages of a specific type
* if it doesn't specify the corresponding ErrorSeverity flag.
*/
enum ErrorSeverity
{
Debugging = 1, //!< Debug log message
Info = 2, //!< Info log message
Warn = 4, //!< Warn log message
Err = 8 //!< Error log message
};
public:
/** @brief Virtual destructor */
virtual ~Logger();
// ----------------------------------------------------------------------
/** @brief Writes a debug message
* @param message Debug message*/
void debug(const char* message);
inline void debug(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a info message
* @param message Info message*/
void info(const char* message);
inline void info(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a warning message
* @param message Warn message*/
void warn(const char* message);
inline void warn(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes an error message
* @param message Error message*/
void error(const char* message);
inline void error(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Set a new log severity.
* @param log_severity New severity for logging*/
void setLogSeverity(LogSeverity log_severity);
// ----------------------------------------------------------------------
/** @brief Get the current log severity*/
LogSeverity getLogSeverity() const;
// ----------------------------------------------------------------------
/** @brief Attach a new log-stream
*
* The logger takes ownership of the stream and is responsible
* for its destruction (which is done using ::delete when the logger
* itself is destroyed). Call detachStream to detach a stream and to
* gain ownership of it again.
* @param pStream Log-stream to attach
* @param severity Message filter, specified which types of log
* messages are dispatched to the stream. Provide a bitwise
* combination of the ErrorSeverity flags.
* @return true if the stream has been attached, false otherwise.*/
virtual bool attachStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
// ----------------------------------------------------------------------
/** @brief Detach a still attached stream from the logger (or
* modify the filter flags bits)
* @param pStream Log-stream instance for detaching
* @param severity Provide a bitwise combination of the ErrorSeverity
* flags. This value is &~ed with the current flags of the stream,
* if the result is 0 the stream is detached from the Logger and
* the caller retakes the possession of the stream.
* @return true if the stream has been detached, false otherwise.*/
virtual bool detatchStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
protected:
/** Default constructor */
Logger();
/** Construction with a given log severity */
Logger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific debug message
* @param message Debug message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnDebug(const char* message)= 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific info message
* @param message Info message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (ecxluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnInfo(const char* message) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific warn message
* @param message Warn message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnWarn(const char* essage) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific error message
* @param message Error message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnError(const char* message) = 0;
protected:
//! Logger severity
LogSeverity m_Severity;
};
// ----------------------------------------------------------------------------------
// Default constructor
inline Logger::Logger() {
setLogSeverity(NORMAL);
}
// ----------------------------------------------------------------------------------
// Virtual destructor
inline Logger::~Logger()
{
}
// ----------------------------------------------------------------------------------
// Construction with given logging severity
inline Logger::Logger(LogSeverity severity) {
setLogSeverity(severity);
}
// ----------------------------------------------------------------------------------
// Log severity setter
inline void Logger::setLogSeverity(LogSeverity log_severity){
m_Severity = log_severity;
}
// ----------------------------------------------------------------------------------
// Log severity getter
inline Logger::LogSeverity Logger::getLogSeverity() const {
return m_Severity;
}
// ----------------------------------------------------------------------------------
inline void Logger::debug(const std::string &message)
{
return debug(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::error(const std::string &message)
{
return error(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::warn(const std::string &message)
{
return warn(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::info(const std::string &message)
{
return info(message.c_str());
}
// ----------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_LOGGER_H
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 Logger.hpp
* @brief Abstract base class 'Logger', base of the logging system.
*/
#ifndef INCLUDED_AI_LOGGER_H
#define INCLUDED_AI_LOGGER_H
#include "types.h"
namespace Assimp {
class LogStream;
// Maximum length of a log message. Longer messages are rejected.
#define MAX_LOG_MESSAGE_LENGTH 1024u
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for logger implementations.
* Assimp provides a default implementation and uses it for almost all
* logging stuff ('DefaultLogger'). This class defines just basic logging
* behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
class ASSIMP_API Logger
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// ----------------------------------------------------------------------
/** @enum LogSeverity
* @brief Log severity to describe the granularity of logging.
*/
enum LogSeverity
{
NORMAL, //!< Normal granularity of logging
VERBOSE //!< Debug infos will be logged, too
};
// ----------------------------------------------------------------------
/** @enum ErrorSeverity
* @brief Description for severity of a log message.
*
* Every LogStream has a bitwise combination of these flags.
* A LogStream doesn't receive any messages of a specific type
* if it doesn't specify the corresponding ErrorSeverity flag.
*/
enum ErrorSeverity
{
Debugging = 1, //!< Debug log message
Info = 2, //!< Info log message
Warn = 4, //!< Warn log message
Err = 8 //!< Error log message
};
public:
/** @brief Virtual destructor */
virtual ~Logger();
// ----------------------------------------------------------------------
/** @brief Writes a debug message
* @param message Debug message*/
void debug(const char* message);
inline void debug(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a info message
* @param message Info message*/
void info(const char* message);
inline void info(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a warning message
* @param message Warn message*/
void warn(const char* message);
inline void warn(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes an error message
* @param message Error message*/
void error(const char* message);
inline void error(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Set a new log severity.
* @param log_severity New severity for logging*/
void setLogSeverity(LogSeverity log_severity);
// ----------------------------------------------------------------------
/** @brief Get the current log severity*/
LogSeverity getLogSeverity() const;
// ----------------------------------------------------------------------
/** @brief Attach a new log-stream
*
* The logger takes ownership of the stream and is responsible
* for its destruction (which is done using ::delete when the logger
* itself is destroyed). Call detachStream to detach a stream and to
* gain ownership of it again.
* @param pStream Log-stream to attach
* @param severity Message filter, specified which types of log
* messages are dispatched to the stream. Provide a bitwise
* combination of the ErrorSeverity flags.
* @return true if the stream has been attached, false otherwise.*/
virtual bool attachStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
// ----------------------------------------------------------------------
/** @brief Detach a still attached stream from the logger (or
* modify the filter flags bits)
* @param pStream Log-stream instance for detaching
* @param severity Provide a bitwise combination of the ErrorSeverity
* flags. This value is &~ed with the current flags of the stream,
* if the result is 0 the stream is detached from the Logger and
* the caller retakes the possession of the stream.
* @return true if the stream has been detached, false otherwise.*/
virtual bool detatchStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
protected:
/** Default constructor */
Logger();
/** Construction with a given log severity */
Logger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific debug message
* @param message Debug message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnDebug(const char* message)= 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific info message
* @param message Info message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (ecxluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnInfo(const char* message) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific warn message
* @param message Warn message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnWarn(const char* essage) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific error message
* @param message Error message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnError(const char* message) = 0;
protected:
//! Logger severity
LogSeverity m_Severity;
};
// ----------------------------------------------------------------------------------
// Default constructor
inline Logger::Logger() {
setLogSeverity(NORMAL);
}
// ----------------------------------------------------------------------------------
// Virtual destructor
inline Logger::~Logger()
{
}
// ----------------------------------------------------------------------------------
// Construction with given logging severity
inline Logger::Logger(LogSeverity severity) {
setLogSeverity(severity);
}
// ----------------------------------------------------------------------------------
// Log severity setter
inline void Logger::setLogSeverity(LogSeverity log_severity){
m_Severity = log_severity;
}
// ----------------------------------------------------------------------------------
// Log severity getter
inline Logger::LogSeverity Logger::getLogSeverity() const {
return m_Severity;
}
// ----------------------------------------------------------------------------------
inline void Logger::debug(const std::string &message)
{
return debug(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::error(const std::string &message)
{
return error(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::warn(const std::string &message)
{
return warn(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::info(const std::string &message)
{
return info(message.c_str());
}
// ----------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_LOGGER_H

View File

@ -1,95 +1,95 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 NullLogger.hpp
* @brief Dummy logger
*/
#ifndef INCLUDED_AI_NULLLOGGER_H
#define INCLUDED_AI_NULLLOGGER_H
#include "Logger.hpp"
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Empty logging implementation.
*
* Does nothing! Used by default if the application hasn't requested a
* custom logger via #DefaultLogger::set() or #DefaultLogger::create(); */
class ASSIMP_API NullLogger
: public Logger {
public:
/** @brief Logs a debug message */
void OnDebug(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an info message */
void OnInfo(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs a warning message */
void OnWarn(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an error message */
void OnError(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Detach a still attached stream from logger */
bool attachStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
/** @brief Detach a still attached stream from logger */
bool detatchStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
private:
};
}
#endif // !! AI_NULLLOGGER_H_INCLUDED
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 NullLogger.hpp
* @brief Dummy logger
*/
#ifndef INCLUDED_AI_NULLLOGGER_H
#define INCLUDED_AI_NULLLOGGER_H
#include "Logger.hpp"
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Empty logging implementation.
*
* Does nothing! Used by default if the application hasn't requested a
* custom logger via #DefaultLogger::set() or #DefaultLogger::create(); */
class ASSIMP_API NullLogger
: public Logger {
public:
/** @brief Logs a debug message */
void OnDebug(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an info message */
void OnInfo(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs a warning message */
void OnWarn(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an error message */
void OnError(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Detach a still attached stream from logger */
bool attachStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
/** @brief Detach a still attached stream from logger */
bool detatchStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
private:
};
}
#endif // !! AI_NULLLOGGER_H_INCLUDED

View File

@ -1,122 +1,122 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 ProgressHandler.hpp
* @brief Abstract base class 'ProgressHandler'.
*/
#ifndef INCLUDED_AI_PROGRESSHANDLER_H
#define INCLUDED_AI_PROGRESSHANDLER_H
#include "types.h"
namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for custom progress report receivers.
*
* Each #Importer instance maintains its own #ProgressHandler. The default
* implementation provided by Assimp doesn't do anything at all. */
class ASSIMP_API ProgressHandler
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
ProgressHandler () {
}
public:
/** @brief Virtual destructor */
virtual ~ProgressHandler () {
}
// -------------------------------------------------------------------
/** @brief Progress callback.
* @param percentage An estimate of the current loading progress,
* in percent. Or -1.f if such an estimate is not available.
*
* There are restriction on what you may do from within your
* implementation of this method: no exceptions may be thrown and no
* non-const #Importer methods may be called. It is
* not generally possible to predict the number of callbacks
* fired during a single import.
*
* @return Return false to abort loading at the next possible
* occasion (loaders and Assimp are generally allowed to perform
* all needed cleanup tasks prior to returning control to the
* caller). If the loading is aborted, #Importer::ReadFile()
* returns always NULL.
* */
virtual bool Update(float percentage = -1.f) = 0;
// -------------------------------------------------------------------
/** @brief Progress callback for file loading steps
* @param numberOfSteps The number of total post-processing
* steps
* @param currentStep The index of the current post-processing
* step that will run, or equal to numberOfSteps if all of
* them has finished. This number is always strictly monotone
* increasing, although not necessarily linearly.
*
* @note This is currently only used at the start and the end
* of the file parsing.
* */
virtual void UpdateFileRead(int currentStep /*= 0*/, int numberOfSteps /*= 0*/) {
float f = numberOfSteps ? currentStep / (float)numberOfSteps : 1.0f;
Update( f * 0.5f );
}
// -------------------------------------------------------------------
/** @brief Progress callback for post-processing steps
* @param numberOfSteps The number of total post-processing
* steps
* @param currentStep The index of the current post-processing
* step that will run, or equal to numberOfSteps if all of
* them has finished. This number is always strictly monotone
* increasing, although not necessarily linearly.
* */
virtual void UpdatePostProcess(int currentStep /*= 0*/, int numberOfSteps /*= 0*/) {
float f = numberOfSteps ? currentStep / (float)numberOfSteps : 1.0f;
Update( f * 0.5f + 0.5f );
}
}; // !class ProgressHandler
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 ProgressHandler.hpp
* @brief Abstract base class 'ProgressHandler'.
*/
#ifndef INCLUDED_AI_PROGRESSHANDLER_H
#define INCLUDED_AI_PROGRESSHANDLER_H
#include "types.h"
namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for custom progress report receivers.
*
* Each #Importer instance maintains its own #ProgressHandler. The default
* implementation provided by Assimp doesn't do anything at all. */
class ASSIMP_API ProgressHandler
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
ProgressHandler () {
}
public:
/** @brief Virtual destructor */
virtual ~ProgressHandler () {
}
// -------------------------------------------------------------------
/** @brief Progress callback.
* @param percentage An estimate of the current loading progress,
* in percent. Or -1.f if such an estimate is not available.
*
* There are restriction on what you may do from within your
* implementation of this method: no exceptions may be thrown and no
* non-const #Importer methods may be called. It is
* not generally possible to predict the number of callbacks
* fired during a single import.
*
* @return Return false to abort loading at the next possible
* occasion (loaders and Assimp are generally allowed to perform
* all needed cleanup tasks prior to returning control to the
* caller). If the loading is aborted, #Importer::ReadFile()
* returns always NULL.
* */
virtual bool Update(float percentage = -1.f) = 0;
// -------------------------------------------------------------------
/** @brief Progress callback for file loading steps
* @param numberOfSteps The number of total post-processing
* steps
* @param currentStep The index of the current post-processing
* step that will run, or equal to numberOfSteps if all of
* them has finished. This number is always strictly monotone
* increasing, although not necessarily linearly.
*
* @note This is currently only used at the start and the end
* of the file parsing.
* */
virtual void UpdateFileRead(int currentStep /*= 0*/, int numberOfSteps /*= 0*/) {
float f = numberOfSteps ? currentStep / (float)numberOfSteps : 1.0f;
Update( f * 0.5f );
}
// -------------------------------------------------------------------
/** @brief Progress callback for post-processing steps
* @param numberOfSteps The number of total post-processing
* steps
* @param currentStep The index of the current post-processing
* step that will run, or equal to numberOfSteps if all of
* them has finished. This number is always strictly monotone
* increasing, although not necessarily linearly.
* */
virtual void UpdatePostProcess(int currentStep /*= 0*/, int numberOfSteps /*= 0*/) {
float f = numberOfSteps ? currentStep / (float)numberOfSteps : 1.0f;
Update( f * 0.5f + 0.5f );
}
}; // !class ProgressHandler
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif

View File

@ -1,14 +1,14 @@
/** @file ai_assert.h
*/
#ifndef AI_DEBUG_H_INC
#define AI_DEBUG_H_INC
#ifdef ASSIMP_BUILD_DEBUG
# include <assert.h>
# define ai_assert(expression) assert(expression)
#else
# define ai_assert(expression)
#endif
#endif
/** @file ai_assert.h
*/
#ifndef AI_DEBUG_H_INC
#define AI_DEBUG_H_INC
#ifdef ASSIMP_BUILD_DEBUG
# include <assert.h>
# define ai_assert(expression) assert(expression)
#else
# define ai_assert(expression)
#endif
#endif

View File

@ -1,484 +1,484 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 anim.h
* @brief Defines the data structures in which the imported animations
* are returned.
*/
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
#include "types.h"
#include "quaternion.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** A time-value pair specifying a certain 3D vector for the given time. */
struct aiVectorKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiVector3D mValue;
#ifdef __cplusplus
//! Default constructor
aiVectorKey(){}
//! Construction from a given time and key value
aiVectorKey(double time, const aiVector3D& value)
: mTime (time)
, mValue (value)
{}
typedef aiVector3D elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiVectorKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiVectorKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiVectorKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiVectorKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** A time-value pair specifying a rotation for the given time.
* Rotations are expressed with quaternions. */
struct aiQuatKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiQuaternion mValue;
#ifdef __cplusplus
aiQuatKey(){
}
/** Construction from a given time and key value */
aiQuatKey(double time, const aiQuaternion& value)
: mTime (time)
, mValue (value)
{}
typedef aiQuaternion elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiQuatKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiQuatKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiQuatKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiQuatKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Binds a anim mesh to a specific point in time. */
struct aiMeshKey
{
/** The time of this key */
double mTime;
/** Index into the aiMesh::mAnimMeshes array of the
* mesh coresponding to the #aiMeshAnim hosting this
* key frame. The referenced anim mesh is evaluated
* according to the rules defined in the docs for #aiAnimMesh.*/
unsigned int mValue;
#ifdef __cplusplus
aiMeshKey() {
}
/** Construction from a given time and key value */
aiMeshKey(double time, const unsigned int value)
: mTime (time)
, mValue (value)
{}
typedef unsigned int elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiMeshKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiMeshKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiMeshKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiMeshKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Defines how an animation channel behaves outside the defined time
* range. This corresponds to aiNodeAnim::mPreState and
* aiNodeAnim::mPostState.*/
enum aiAnimBehaviour
{
/** The value from the default node transformation is taken*/
aiAnimBehaviour_DEFAULT = 0x0,
/** The nearest key value is used without interpolation */
aiAnimBehaviour_CONSTANT = 0x1,
/** The value of the nearest two keys is linearly
* extrapolated for the current time value.*/
aiAnimBehaviour_LINEAR = 0x2,
/** The animation is repeated.
*
* If the animation key go from n to m and the current
* time is t, use the value at (t-n) % (|m-n|).*/
aiAnimBehaviour_REPEAT = 0x3,
/** This value is not used, it is just here to force the
* the compiler to map this enum to a 32 Bit integer */
#ifndef SWIG
_aiAnimBehaviour_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Describes the animation of a single node. The name specifies the
* bone/node which is affected by this animation channel. The keyframes
* are given in three separate series of values, one each for position,
* rotation and scaling. The transformation matrix computed from these
* values replaces the node's original transformation matrix at a
* specific time.
* This means all keys are absolute and not relative to the bone default pose.
* The order in which the transformations are applied is
* - as usual - scaling, rotation, translation.
*
* @note All keys are returned in their correct, chronological order.
* Duplicate keys don't pass the validation step. Most likely there
* will be no negative time values, but they are not forbidden also ( so
* implementations need to cope with them! ) */
struct aiNodeAnim
{
/** The name of the node affected by this animation. The node
* must exist and it must be unique.*/
C_STRUCT aiString mNodeName;
/** The number of position keys */
unsigned int mNumPositionKeys;
/** The position keys of this animation channel. Positions are
* specified as 3D vector. The array is mNumPositionKeys in size.
*
* If there are position keys, there will also be at least one
* scaling and one rotation key.*/
C_STRUCT aiVectorKey* mPositionKeys;
/** The number of rotation keys */
unsigned int mNumRotationKeys;
/** The rotation keys of this animation channel. Rotations are
* given as quaternions, which are 4D vectors. The array is
* mNumRotationKeys in size.
*
* If there are rotation keys, there will also be at least one
* scaling and one position key. */
C_STRUCT aiQuatKey* mRotationKeys;
/** The number of scaling keys */
unsigned int mNumScalingKeys;
/** The scaling keys of this animation channel. Scalings are
* specified as 3D vector. The array is mNumScalingKeys in size.
*
* If there are scaling keys, there will also be at least one
* position and one rotation key.*/
C_STRUCT aiVectorKey* mScalingKeys;
/** Defines how the animation behaves before the first
* key is encountered.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is used).*/
C_ENUM aiAnimBehaviour mPreState;
/** Defines how the animation behaves after the last
* key was processed.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is taken).*/
C_ENUM aiAnimBehaviour mPostState;
#ifdef __cplusplus
aiNodeAnim()
{
mNumPositionKeys = 0; mPositionKeys = NULL;
mNumRotationKeys = 0; mRotationKeys = NULL;
mNumScalingKeys = 0; mScalingKeys = NULL;
mPreState = mPostState = aiAnimBehaviour_DEFAULT;
}
~aiNodeAnim()
{
delete [] mPositionKeys;
delete [] mRotationKeys;
delete [] mScalingKeys;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** Describes vertex-based animations for a single mesh or a group of
* meshes. Meshes carry the animation data for each frame in their
* aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
* define keyframes linking each mesh attachment to a particular
* point in time. */
struct aiMeshAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wildcard to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshKey* mKeys;
#ifdef __cplusplus
aiMeshAnim()
: mNumKeys()
, mKeys()
{}
~aiMeshAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** An animation consists of keyframe data for a number of nodes. For
* each node affected by the animation a separate series of data is given.*/
struct aiAnimation
{
/** The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero). */
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
double mDuration;
/** Ticks per second. 0 if not specified in the imported file */
double mTicksPerSecond;
/** The number of bone animation channels. Each channel affects
* a single node. */
unsigned int mNumChannels;
/** The node animation channels. Each channel affects a single node.
* The array is mNumChannels in size. */
C_STRUCT aiNodeAnim** mChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines vertex-based animation. */
unsigned int mNumMeshChannels;
/** The mesh animation channels. Each channel affects a single mesh.
* The array is mNumMeshChannels in size. */
C_STRUCT aiMeshAnim** mMeshChannels;
#ifdef __cplusplus
aiAnimation()
: mDuration(-1.)
, mTicksPerSecond()
, mNumChannels()
, mChannels()
, mNumMeshChannels()
, mMeshChannels()
{
}
~aiAnimation()
{
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumChannels && mChannels) {
for( unsigned int a = 0; a < mNumChannels; a++) {
delete mChannels[a];
}
delete [] mChannels;
}
if (mNumMeshChannels && mMeshChannels) {
for( unsigned int a = 0; a < mNumMeshChannels; a++) {
delete mMeshChannels[a];
}
delete [] mMeshChannels;
}
}
#endif // __cplusplus
};
#ifdef __cplusplus
}
// some C++ utilities for inter- and extrapolation
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Utility class to simplify interpolations of various data types.
*
* The type of interpolation is choosen automatically depending on the
* types of the arguments. */
template <typename T>
struct Interpolator
{
// ------------------------------------------------------------------
/** @brief Get the result of the interpolation between a,b.
*
* The interpolation algorithm depends on the type of the operands.
* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
* linear interpolation. */
void operator () (T& out,const T& a, const T& b, float d) const {
out = a + (b-a)*d;
}
}; // ! Interpolator <T>
//! @cond Never
template <>
struct Interpolator <aiQuaternion> {
void operator () (aiQuaternion& out,const aiQuaternion& a,
const aiQuaternion& b, float d) const
{
aiQuaternion::Interpolate(out,a,b,d);
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <unsigned int> {
void operator () (unsigned int& out,unsigned int a,
unsigned int b, float d) const
{
out = d>0.5f ? b : a;
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <aiVectorKey> {
void operator () (aiVector3D& out,const aiVectorKey& a,
const aiVectorKey& b, float d) const
{
Interpolator<aiVector3D> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiVectorKey>
template <>
struct Interpolator <aiQuatKey> {
void operator () (aiQuaternion& out, const aiQuatKey& a,
const aiQuatKey& b, float d) const
{
Interpolator<aiQuaternion> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
template <>
struct Interpolator <aiMeshKey> {
void operator () (unsigned int& out, const aiMeshKey& a,
const aiMeshKey& b, float d) const
{
Interpolator<unsigned int> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
//! @endcond
} // ! end namespace Assimp
#endif // __cplusplus
#endif // AI_ANIM_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 anim.h
* @brief Defines the data structures in which the imported animations
* are returned.
*/
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
#include "types.h"
#include "quaternion.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** A time-value pair specifying a certain 3D vector for the given time. */
struct aiVectorKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiVector3D mValue;
#ifdef __cplusplus
//! Default constructor
aiVectorKey(){}
//! Construction from a given time and key value
aiVectorKey(double time, const aiVector3D& value)
: mTime (time)
, mValue (value)
{}
typedef aiVector3D elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiVectorKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiVectorKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiVectorKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiVectorKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** A time-value pair specifying a rotation for the given time.
* Rotations are expressed with quaternions. */
struct aiQuatKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiQuaternion mValue;
#ifdef __cplusplus
aiQuatKey(){
}
/** Construction from a given time and key value */
aiQuatKey(double time, const aiQuaternion& value)
: mTime (time)
, mValue (value)
{}
typedef aiQuaternion elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiQuatKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiQuatKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiQuatKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiQuatKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Binds a anim mesh to a specific point in time. */
struct aiMeshKey
{
/** The time of this key */
double mTime;
/** Index into the aiMesh::mAnimMeshes array of the
* mesh coresponding to the #aiMeshAnim hosting this
* key frame. The referenced anim mesh is evaluated
* according to the rules defined in the docs for #aiAnimMesh.*/
unsigned int mValue;
#ifdef __cplusplus
aiMeshKey() {
}
/** Construction from a given time and key value */
aiMeshKey(double time, const unsigned int value)
: mTime (time)
, mValue (value)
{}
typedef unsigned int elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiMeshKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiMeshKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiMeshKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiMeshKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Defines how an animation channel behaves outside the defined time
* range. This corresponds to aiNodeAnim::mPreState and
* aiNodeAnim::mPostState.*/
enum aiAnimBehaviour
{
/** The value from the default node transformation is taken*/
aiAnimBehaviour_DEFAULT = 0x0,
/** The nearest key value is used without interpolation */
aiAnimBehaviour_CONSTANT = 0x1,
/** The value of the nearest two keys is linearly
* extrapolated for the current time value.*/
aiAnimBehaviour_LINEAR = 0x2,
/** The animation is repeated.
*
* If the animation key go from n to m and the current
* time is t, use the value at (t-n) % (|m-n|).*/
aiAnimBehaviour_REPEAT = 0x3,
/** This value is not used, it is just here to force the
* the compiler to map this enum to a 32 Bit integer */
#ifndef SWIG
_aiAnimBehaviour_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Describes the animation of a single node. The name specifies the
* bone/node which is affected by this animation channel. The keyframes
* are given in three separate series of values, one each for position,
* rotation and scaling. The transformation matrix computed from these
* values replaces the node's original transformation matrix at a
* specific time.
* This means all keys are absolute and not relative to the bone default pose.
* The order in which the transformations are applied is
* - as usual - scaling, rotation, translation.
*
* @note All keys are returned in their correct, chronological order.
* Duplicate keys don't pass the validation step. Most likely there
* will be no negative time values, but they are not forbidden also ( so
* implementations need to cope with them! ) */
struct aiNodeAnim
{
/** The name of the node affected by this animation. The node
* must exist and it must be unique.*/
C_STRUCT aiString mNodeName;
/** The number of position keys */
unsigned int mNumPositionKeys;
/** The position keys of this animation channel. Positions are
* specified as 3D vector. The array is mNumPositionKeys in size.
*
* If there are position keys, there will also be at least one
* scaling and one rotation key.*/
C_STRUCT aiVectorKey* mPositionKeys;
/** The number of rotation keys */
unsigned int mNumRotationKeys;
/** The rotation keys of this animation channel. Rotations are
* given as quaternions, which are 4D vectors. The array is
* mNumRotationKeys in size.
*
* If there are rotation keys, there will also be at least one
* scaling and one position key. */
C_STRUCT aiQuatKey* mRotationKeys;
/** The number of scaling keys */
unsigned int mNumScalingKeys;
/** The scaling keys of this animation channel. Scalings are
* specified as 3D vector. The array is mNumScalingKeys in size.
*
* If there are scaling keys, there will also be at least one
* position and one rotation key.*/
C_STRUCT aiVectorKey* mScalingKeys;
/** Defines how the animation behaves before the first
* key is encountered.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is used).*/
C_ENUM aiAnimBehaviour mPreState;
/** Defines how the animation behaves after the last
* key was processed.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is taken).*/
C_ENUM aiAnimBehaviour mPostState;
#ifdef __cplusplus
aiNodeAnim()
{
mNumPositionKeys = 0; mPositionKeys = NULL;
mNumRotationKeys = 0; mRotationKeys = NULL;
mNumScalingKeys = 0; mScalingKeys = NULL;
mPreState = mPostState = aiAnimBehaviour_DEFAULT;
}
~aiNodeAnim()
{
delete [] mPositionKeys;
delete [] mRotationKeys;
delete [] mScalingKeys;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** Describes vertex-based animations for a single mesh or a group of
* meshes. Meshes carry the animation data for each frame in their
* aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
* define keyframes linking each mesh attachment to a particular
* point in time. */
struct aiMeshAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wildcard to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshKey* mKeys;
#ifdef __cplusplus
aiMeshAnim()
: mNumKeys()
, mKeys()
{}
~aiMeshAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** An animation consists of keyframe data for a number of nodes. For
* each node affected by the animation a separate series of data is given.*/
struct aiAnimation
{
/** The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero). */
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
double mDuration;
/** Ticks per second. 0 if not specified in the imported file */
double mTicksPerSecond;
/** The number of bone animation channels. Each channel affects
* a single node. */
unsigned int mNumChannels;
/** The node animation channels. Each channel affects a single node.
* The array is mNumChannels in size. */
C_STRUCT aiNodeAnim** mChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines vertex-based animation. */
unsigned int mNumMeshChannels;
/** The mesh animation channels. Each channel affects a single mesh.
* The array is mNumMeshChannels in size. */
C_STRUCT aiMeshAnim** mMeshChannels;
#ifdef __cplusplus
aiAnimation()
: mDuration(-1.)
, mTicksPerSecond()
, mNumChannels()
, mChannels()
, mNumMeshChannels()
, mMeshChannels()
{
}
~aiAnimation()
{
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumChannels && mChannels) {
for( unsigned int a = 0; a < mNumChannels; a++) {
delete mChannels[a];
}
delete [] mChannels;
}
if (mNumMeshChannels && mMeshChannels) {
for( unsigned int a = 0; a < mNumMeshChannels; a++) {
delete mMeshChannels[a];
}
delete [] mMeshChannels;
}
}
#endif // __cplusplus
};
#ifdef __cplusplus
}
// some C++ utilities for inter- and extrapolation
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Utility class to simplify interpolations of various data types.
*
* The type of interpolation is choosen automatically depending on the
* types of the arguments. */
template <typename T>
struct Interpolator
{
// ------------------------------------------------------------------
/** @brief Get the result of the interpolation between a,b.
*
* The interpolation algorithm depends on the type of the operands.
* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
* linear interpolation. */
void operator () (T& out,const T& a, const T& b, float d) const {
out = a + (b-a)*d;
}
}; // ! Interpolator <T>
//! @cond Never
template <>
struct Interpolator <aiQuaternion> {
void operator () (aiQuaternion& out,const aiQuaternion& a,
const aiQuaternion& b, float d) const
{
aiQuaternion::Interpolate(out,a,b,d);
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <unsigned int> {
void operator () (unsigned int& out,unsigned int a,
unsigned int b, float d) const
{
out = d>0.5f ? b : a;
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <aiVectorKey> {
void operator () (aiVector3D& out,const aiVectorKey& a,
const aiVectorKey& b, float d) const
{
Interpolator<aiVector3D> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiVectorKey>
template <>
struct Interpolator <aiQuatKey> {
void operator () (aiQuaternion& out, const aiQuatKey& a,
const aiQuatKey& b, float d) const
{
Interpolator<aiQuaternion> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
template <>
struct Interpolator <aiMeshKey> {
void operator () (unsigned int& out, const aiMeshKey& a,
const aiMeshKey& b, float d) const
{
Interpolator<unsigned int> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
//! @endcond
} // ! end namespace Assimp
#endif // __cplusplus
#endif // AI_ANIM_H_INC

View File

@ -1,223 +1,223 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 camera.h
* @brief Defines the aiCamera data structure
*/
#ifndef AI_CAMERA_H_INC
#define AI_CAMERA_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Helper structure to describe a virtual camera.
*
* Cameras have a representation in the node graph and can be animated.
* An important aspect is that the camera itself is also part of the
* scenegraph. This means, any values such as the look-at vector are not
* *absolute*, they're <b>relative</b> to the coordinate system defined
* by the node which corresponds to the camera. This allows for camera
* animations. For static cameras parameters like the 'look-at' or 'up' vectors
* are usually specified directly in aiCamera, but beware, they could also
* be encoded in the node transformation. The following (pseudo)code sample
* shows how to do it: <br><br>
* @code
* // Get the camera matrix for a camera at a specific time
* // if the node hierarchy for the camera does not contain
* // at least one animated node this is a static computation
* get-camera-matrix (node sceneRoot, camera cam) : matrix
* {
* node cnd = find-node-for-camera(cam)
* matrix cmt = identity()
*
* // as usual - get the absolute camera transformation for this frame
* for each node nd in hierarchy from sceneRoot to cnd
* matrix cur
* if (is-animated(nd))
* cur = eval-animation(nd)
* else cur = nd->mTransformation;
* cmt = mult-matrices( cmt, cur )
* end for
*
* // now multiply with the camera's own local transform
* cam = mult-matrices (cam, get-camera-matrix(cmt) )
* }
* @endcode
*
* @note some file formats (such as 3DS, ASE) export a "target point" -
* the point the camera is looking at (it can even be animated). Assimp
* writes the target point as a subnode of the camera's main node,
* called "<camName>.Target". However this is just additional information
* then the transformation tracks of the camera main node make the
* camera already look in the right direction.
*
*/
struct aiCamera
{
/** The name of the camera.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the camera in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** Position of the camera relative to the coordinate space
* defined by the corresponding node.
*
* The default value is 0|0|0.
*/
C_STRUCT aiVector3D mPosition;
/** 'Up' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* The 'right' vector of the camera coordinate system is
* the cross product of the up and lookAt vectors.
* The default value is 0|1|0. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mUp;
/** 'LookAt' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* This is the viewing direction of the user.
* The default value is 0|0|1. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mLookAt;
/** Half horizontal field of view angle, in radians.
*
* The field of view angle is the angle between the center
* line of the screen and the left or right border.
* The default value is 1/4PI.
*/
float mHorizontalFOV;
/** Distance of the near clipping plane from the camera.
*
* The value may not be 0.f (for arithmetic reasons to prevent
* a division through zero). The default value is 0.1f.
*/
float mClipPlaneNear;
/** Distance of the far clipping plane from the camera.
*
* The far clipping plane must, of course, be further away than the
* near clipping plane. The default value is 1000.f. The ratio
* between the near and the far plane should not be too
* large (between 1000-10000 should be ok) to avoid floating-point
* inaccuracies which could lead to z-fighting.
*/
float mClipPlaneFar;
/** Screen aspect ratio.
*
* This is the ration between the width and the height of the
* screen. Typical values are 4/3, 1/2 or 1/1. This value is
* 0 if the aspect ratio is not defined in the source file.
* 0 is also the default value.
*/
float mAspect;
#ifdef __cplusplus
aiCamera()
: mUp (0.f,1.f,0.f)
, mLookAt (0.f,0.f,1.f)
, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
, mClipPlaneNear (0.1f)
, mClipPlaneFar (1000.f)
, mAspect (0.f)
{}
/** @brief Get a *right-handed* camera matrix from me
* @param out Camera matrix to be filled
*/
void GetCameraMatrix (aiMatrix4x4& out) const
{
/** todo: test ... should work, but i'm not absolutely sure */
/** We don't know whether these vectors are already normalized ...*/
aiVector3D zaxis = mLookAt; zaxis.Normalize();
aiVector3D yaxis = mUp; yaxis.Normalize();
aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
out.a4 = -(xaxis * mPosition);
out.b4 = -(yaxis * mPosition);
out.c4 = -(zaxis * mPosition);
out.a1 = xaxis.x;
out.a2 = xaxis.y;
out.a3 = xaxis.z;
out.b1 = yaxis.x;
out.b2 = yaxis.y;
out.b3 = yaxis.z;
out.c1 = zaxis.x;
out.c2 = zaxis.y;
out.c3 = zaxis.z;
out.d1 = out.d2 = out.d3 = 0.f;
out.d4 = 1.f;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_CAMERA_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 camera.h
* @brief Defines the aiCamera data structure
*/
#ifndef AI_CAMERA_H_INC
#define AI_CAMERA_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Helper structure to describe a virtual camera.
*
* Cameras have a representation in the node graph and can be animated.
* An important aspect is that the camera itself is also part of the
* scenegraph. This means, any values such as the look-at vector are not
* *absolute*, they're <b>relative</b> to the coordinate system defined
* by the node which corresponds to the camera. This allows for camera
* animations. For static cameras parameters like the 'look-at' or 'up' vectors
* are usually specified directly in aiCamera, but beware, they could also
* be encoded in the node transformation. The following (pseudo)code sample
* shows how to do it: <br><br>
* @code
* // Get the camera matrix for a camera at a specific time
* // if the node hierarchy for the camera does not contain
* // at least one animated node this is a static computation
* get-camera-matrix (node sceneRoot, camera cam) : matrix
* {
* node cnd = find-node-for-camera(cam)
* matrix cmt = identity()
*
* // as usual - get the absolute camera transformation for this frame
* for each node nd in hierarchy from sceneRoot to cnd
* matrix cur
* if (is-animated(nd))
* cur = eval-animation(nd)
* else cur = nd->mTransformation;
* cmt = mult-matrices( cmt, cur )
* end for
*
* // now multiply with the camera's own local transform
* cam = mult-matrices (cam, get-camera-matrix(cmt) )
* }
* @endcode
*
* @note some file formats (such as 3DS, ASE) export a "target point" -
* the point the camera is looking at (it can even be animated). Assimp
* writes the target point as a subnode of the camera's main node,
* called "<camName>.Target". However this is just additional information
* then the transformation tracks of the camera main node make the
* camera already look in the right direction.
*
*/
struct aiCamera
{
/** The name of the camera.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the camera in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** Position of the camera relative to the coordinate space
* defined by the corresponding node.
*
* The default value is 0|0|0.
*/
C_STRUCT aiVector3D mPosition;
/** 'Up' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* The 'right' vector of the camera coordinate system is
* the cross product of the up and lookAt vectors.
* The default value is 0|1|0. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mUp;
/** 'LookAt' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* This is the viewing direction of the user.
* The default value is 0|0|1. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mLookAt;
/** Half horizontal field of view angle, in radians.
*
* The field of view angle is the angle between the center
* line of the screen and the left or right border.
* The default value is 1/4PI.
*/
float mHorizontalFOV;
/** Distance of the near clipping plane from the camera.
*
* The value may not be 0.f (for arithmetic reasons to prevent
* a division through zero). The default value is 0.1f.
*/
float mClipPlaneNear;
/** Distance of the far clipping plane from the camera.
*
* The far clipping plane must, of course, be further away than the
* near clipping plane. The default value is 1000.f. The ratio
* between the near and the far plane should not be too
* large (between 1000-10000 should be ok) to avoid floating-point
* inaccuracies which could lead to z-fighting.
*/
float mClipPlaneFar;
/** Screen aspect ratio.
*
* This is the ration between the width and the height of the
* screen. Typical values are 4/3, 1/2 or 1/1. This value is
* 0 if the aspect ratio is not defined in the source file.
* 0 is also the default value.
*/
float mAspect;
#ifdef __cplusplus
aiCamera()
: mUp (0.f,1.f,0.f)
, mLookAt (0.f,0.f,1.f)
, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
, mClipPlaneNear (0.1f)
, mClipPlaneFar (1000.f)
, mAspect (0.f)
{}
/** @brief Get a *right-handed* camera matrix from me
* @param out Camera matrix to be filled
*/
void GetCameraMatrix (aiMatrix4x4& out) const
{
/** todo: test ... should work, but i'm not absolutely sure */
/** We don't know whether these vectors are already normalized ...*/
aiVector3D zaxis = mLookAt; zaxis.Normalize();
aiVector3D yaxis = mUp; yaxis.Normalize();
aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
out.a4 = -(xaxis * mPosition);
out.b4 = -(yaxis * mPosition);
out.c4 = -(zaxis * mPosition);
out.a1 = xaxis.x;
out.a2 = xaxis.y;
out.a3 = xaxis.z;
out.b1 = yaxis.x;
out.b2 = yaxis.y;
out.b3 = yaxis.z;
out.c1 = zaxis.x;
out.c2 = zaxis.y;
out.c3 = zaxis.z;
out.d1 = out.d2 = out.d3 = 0.f;
out.d4 = 1.f;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_CAMERA_H_INC

View File

@ -1,135 +1,135 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 cfileio.h
* @brief Defines generic C routines to access memory-mapped files
*/
#ifndef AI_FILEIO_H_INC
#define AI_FILEIO_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiFileIO;
struct aiFile;
// aiFile callbacks
typedef size_t (*aiFileWriteProc) (C_STRUCT aiFile*, const char*, size_t, size_t);
typedef size_t (*aiFileReadProc) (C_STRUCT aiFile*, char*, size_t,size_t);
typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
// aiFileIO callbacks
typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);
// Represents user-defined data
typedef char* aiUserData;
// ----------------------------------------------------------------------------------
/** @brief C-API: File system callbacks
*
* Provided are functions to open and close files. Supply a custom structure to
* the import function. If you don't, a default implementation is used. Use custom
* file systems to enable reading from other sources, such as ZIPs
* or memory locations. */
struct aiFileIO
{
/** Function used to open a new file
*/
aiFileOpenProc OpenProc;
/** Function used to close an existing file
*/
aiFileCloseProc CloseProc;
/** User-defined, opaque data */
aiUserData UserData;
};
// ----------------------------------------------------------------------------------
/** @brief C-API: File callbacks
*
* Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
* replacement functions.
*
* The default implementation of the functions utilizes the fXXX functions from
* the CRT. However, you can supply a custom implementation to Assimp by
* delivering a custom aiFileIO. Use this to enable reading from other sources,
* such as ZIP archives or memory locations. */
struct aiFile
{
/** Callback to read from a file */
aiFileReadProc ReadProc;
/** Callback to write to a file */
aiFileWriteProc WriteProc;
/** Callback to retrieve the current position of
* the file cursor (ftell())
*/
aiFileTellProc TellProc;
/** Callback to retrieve the size of the file,
* in bytes
*/
aiFileTellProc FileSizeProc;
/** Callback to set the current position
* of the file cursor (fseek())
*/
aiFileSeek SeekProc;
/** Callback to flush the file contents
*/
aiFileFlushProc FlushProc;
/** User-defined, opaque data
*/
aiUserData UserData;
};
#ifdef __cplusplus
}
#endif
#endif // AI_FILEIO_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 cfileio.h
* @brief Defines generic C routines to access memory-mapped files
*/
#ifndef AI_FILEIO_H_INC
#define AI_FILEIO_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiFileIO;
struct aiFile;
// aiFile callbacks
typedef size_t (*aiFileWriteProc) (C_STRUCT aiFile*, const char*, size_t, size_t);
typedef size_t (*aiFileReadProc) (C_STRUCT aiFile*, char*, size_t,size_t);
typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
// aiFileIO callbacks
typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);
// Represents user-defined data
typedef char* aiUserData;
// ----------------------------------------------------------------------------------
/** @brief C-API: File system callbacks
*
* Provided are functions to open and close files. Supply a custom structure to
* the import function. If you don't, a default implementation is used. Use custom
* file systems to enable reading from other sources, such as ZIPs
* or memory locations. */
struct aiFileIO
{
/** Function used to open a new file
*/
aiFileOpenProc OpenProc;
/** Function used to close an existing file
*/
aiFileCloseProc CloseProc;
/** User-defined, opaque data */
aiUserData UserData;
};
// ----------------------------------------------------------------------------------
/** @brief C-API: File callbacks
*
* Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
* replacement functions.
*
* The default implementation of the functions utilizes the fXXX functions from
* the CRT. However, you can supply a custom implementation to Assimp by
* delivering a custom aiFileIO. Use this to enable reading from other sources,
* such as ZIP archives or memory locations. */
struct aiFile
{
/** Callback to read from a file */
aiFileReadProc ReadProc;
/** Callback to write to a file */
aiFileWriteProc WriteProc;
/** Callback to retrieve the current position of
* the file cursor (ftell())
*/
aiFileTellProc TellProc;
/** Callback to retrieve the size of the file,
* in bytes
*/
aiFileTellProc FileSizeProc;
/** Callback to set the current position
* of the file cursor (fseek())
*/
aiFileSeek SeekProc;
/** Callback to flush the file contents
*/
aiFileFlushProc FlushProc;
/** User-defined, opaque data
*/
aiUserData UserData;
};
#ifdef __cplusplus
}
#endif
#endif // AI_FILEIO_H_INC

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@ -1,104 +1,104 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 color4.h
* @brief RGBA color structure, including operators when compiling in C++
*/
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space including an
* alpha component. Color values range from 0 to 1. */
// ----------------------------------------------------------------------------------
template <typename TReal>
class aiColor4t
{
public:
aiColor4t () : r(), g(), b(), a() {}
aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
: r(_r), g(_g), b(_b), a(_a) {}
aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
aiColor4t (const aiColor4t& o)
: r(o.r), g(o.g), b(o.b), a(o.a) {}
public:
// combined operators
const aiColor4t& operator += (const aiColor4t& o);
const aiColor4t& operator -= (const aiColor4t& o);
const aiColor4t& operator *= (TReal f);
const aiColor4t& operator /= (TReal f);
public:
// comparison
bool operator == (const aiColor4t& other) const;
bool operator != (const aiColor4t& other) const;
bool operator < (const aiColor4t& other) const;
// color tuple access, rgba order
inline TReal operator[](unsigned int i) const;
inline TReal& operator[](unsigned int i);
/** check whether a color is (close to) black */
inline bool IsBlack() const;
public:
// Red, green, blue and alpha color values
TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
typedef aiColor4t<float> aiColor4D;
#else
struct aiColor4D {
float r, g, b, a;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_COLOR4D_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 color4.h
* @brief RGBA color structure, including operators when compiling in C++
*/
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space including an
* alpha component. Color values range from 0 to 1. */
// ----------------------------------------------------------------------------------
template <typename TReal>
class aiColor4t
{
public:
aiColor4t () : r(), g(), b(), a() {}
aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
: r(_r), g(_g), b(_b), a(_a) {}
aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
aiColor4t (const aiColor4t& o)
: r(o.r), g(o.g), b(o.b), a(o.a) {}
public:
// combined operators
const aiColor4t& operator += (const aiColor4t& o);
const aiColor4t& operator -= (const aiColor4t& o);
const aiColor4t& operator *= (TReal f);
const aiColor4t& operator /= (TReal f);
public:
// comparison
bool operator == (const aiColor4t& other) const;
bool operator != (const aiColor4t& other) const;
bool operator < (const aiColor4t& other) const;
// color tuple access, rgba order
inline TReal operator[](unsigned int i) const;
inline TReal& operator[](unsigned int i);
/** check whether a color is (close to) black */
inline bool IsBlack() const;
public:
// Red, green, blue and alpha color values
TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
typedef aiColor4t<float> aiColor4D;
#else
struct aiColor4D {
float r, g, b, a;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_COLOR4D_H_INC

View File

@ -1,182 +1,182 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 color4.inl
* @brief Inline implementation of aiColor4t<TReal> operators
*/
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#ifdef __cplusplus
#include "color4.h"
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
r += o.r; g += o.g; b += o.b; a += o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
r *= f; g *= f; b *= f; a *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
r /= f; g /= f; b /= f; a /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other) const {
return r < other.r || (
r == other.r && (
g < other.g || (
g == other.g && (
b < other.b || (
b == other.b && (
a < other.a
)
)
)
)
)
);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
return aiColor4t<TReal>(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiColor4t<TReal> :: IsBlack() const {
// The alpha component doesn't care here. black is black.
static const TReal epsilon = 10e-3f;
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 color4.inl
* @brief Inline implementation of aiColor4t<TReal> operators
*/
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#ifdef __cplusplus
#include "color4.h"
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
r += o.r; g += o.g; b += o.b; a += o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
r *= f; g *= f; b *= f; a *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
r /= f; g /= f; b /= f; a /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other) const {
return r < other.r || (
r == other.r && (
g < other.g || (
g == other.g && (
b < other.b || (
b == other.b && (
a < other.a
)
)
)
)
)
);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
return aiColor4t<TReal>(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiColor4t<TReal> :: IsBlack() const {
// The alpha component doesn't care here. black is black.
static const TReal epsilon = 10e-3f;
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC

File diff suppressed because it is too large Load Diff

View File

@ -1,279 +1,279 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 defs.h
* @brief Assimp build configuration setup. See the notes in the comment
* blocks to find out how to customize _your_ Assimp build.
*/
#ifndef INCLUDED_AI_DEFINES_H
#define INCLUDED_AI_DEFINES_H
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
* file format loader. The loader is be excluded from the
* build in this case. 'XX' stands for the most common file
* extension of the file format. E.g.:
* ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
*
* If you're unsure about that, take a look at the implementation of the
* import plugin you wish to disable. You'll find the right define in the
* first lines of the corresponding unit.
*
* Other (mixed) configuration switches are listed here:
* ASSIMP_BUILD_NO_COMPRESSED_X
* - Disable support for compressed X files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_BLEND
* - Disable support for compressed Blender files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_IFC
* - Disable support for IFCZIP files (unzip)
*/
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_IFC
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
* post processing step. This is the current list of process names ('XX'):
* CALCTANGENTS
* JOINVERTICES
* TRIANGULATE
* GENFACENORMALS
* GENVERTEXNORMALS
* REMOVEVC
* SPLITLARGEMESHES
* PRETRANSFORMVERTICES
* LIMITBONEWEIGHTS
* VALIDATEDS
* IMPROVECACHELOCALITY
* FIXINFACINGNORMALS
* REMOVE_REDUNDANTMATERIALS
* OPTIMIZEGRAPH
* SORTBYPTYPE
* FINDINVALIDDATA
* TRANSFORMTEXCOORDS
* GENUVCOORDS
* ENTITYMESHBUILDER
* MAKELEFTHANDED
* FLIPUVS
* FLIPWINDINGORDER
* OPTIMIZEMESHES
* OPTIMIZEANIMS
* OPTIMIZEGRAPH
* GENENTITYMESHES
* FIXTEXTUREPATHS */
//////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER
# undef ASSIMP_API
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
//////////////////////////////////////////////////////////////////////////
# ifdef ASSIMP_BUILD_DLL_EXPORT
# define ASSIMP_API __declspec(dllexport)
# define ASSIMP_API_WINONLY __declspec(dllexport)
# pragma warning (disable : 4251)
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
* an external DLL under Windows. Default is static linkage. */
//////////////////////////////////////////////////////////////////////////
# elif (defined ASSIMP_DLL)
# define ASSIMP_API __declspec(dllimport)
# define ASSIMP_API_WINONLY __declspec(dllimport)
# else
# define ASSIMP_API
# define ASSIMP_API_WINONLY
# endif
/* Force the compiler to inline a function, if possible
*/
# define AI_FORCE_INLINE __forceinline
/* Tells the compiler that a function never returns. Used in code analysis
* to skip dead paths (e.g. after an assertion evaluated to false). */
# define AI_WONT_RETURN __declspec(noreturn)
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define AI_WONT_RETURN
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
# define AI_FORCE_INLINE inline
#endif // (defined _MSC_VER)
#ifdef __GNUC__
# define AI_WONT_RETURN_SUFFIX __attribute__((noreturn))
#else
# define AI_WONT_RETURN_SUFFIX
#endif // (defined __clang__)
#ifdef __cplusplus
/* No explicit 'struct' and 'enum' tags for C++, this keeps showing up
* in doxydocs.
*/
# define C_STRUCT
# define C_ENUM
#else
//////////////////////////////////////////////////////////////////////////
/* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
* is defined by Doxygen's preprocessor. The corresponding
* entries in the DOXYFILE are: */
//////////////////////////////////////////////////////////////////////////
#if 0
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = YES
EXPAND_ONLY_PREDEF = YES
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
EXPAND_AS_DEFINED = C_STRUCT C_ENUM
SKIP_FUNCTION_MACROS = YES
#endif
//////////////////////////////////////////////////////////////////////////
/* Doxygen gets confused if we use c-struct typedefs to avoid
* the explicit 'struct' notation. This trick here has the same
* effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
* to typedef all structs/enums. */
//////////////////////////////////////////////////////////////////////////
# if (defined ASSIMP_DOXYGEN_BUILD)
# define C_STRUCT
# define C_ENUM
# else
# define C_STRUCT struct
# define C_ENUM enum
# endif
#endif
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
#error Currently, Borland is unsupported. Feel free to port Assimp.
// "W8059 Packgr<67><72>e der Struktur ge<67>ndert"
#endif
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_BOOST_WORKAROUND' to compile assimp
* without boost. This is done by using a few workaround
* classes and brings some limitations (e.g. some logging won't be done,
* the library won't utilize threads or be threadsafe at all).
* This implies the 'ASSIMP_BUILD_SINGLETHREADED' setting. */
//////////////////////////////////////////////////////////////////////////
#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
// threading support requires boost
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#endif // !! ASSIMP_BUILD_BOOST_WORKAROUND
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
* without threading support. The library doesn't utilize
* threads then and is itself not threadsafe.
* If this flag is specified boost::threads is *not* required. */
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#if defined(_DEBUG) || ! defined(NDEBUG)
# define ASSIMP_BUILD_DEBUG
#endif
//////////////////////////////////////////////////////////////////////////
/* Useful constants */
//////////////////////////////////////////////////////////////////////////
/* This is PI. Hi PI. */
#define AI_MATH_PI (3.141592653589793238462643383279 )
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
/* And this is to avoid endless casts to float */
#define AI_MATH_PI_F (3.1415926538f)
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
#define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
/* Support for big-endian builds */
#if defined(__BYTE_ORDER__)
# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
# if !defined(__BIG_ENDIAN__)
# define __BIG_ENDIAN__
# endif
# else /* little endian */
# if defined (__BIG_ENDIAN__)
# undef __BIG_ENDIAN__
# endif
# endif
#endif
#if defined(__BIG_ENDIAN__)
# define AI_BUILD_BIG_ENDIAN
#endif
#endif // !! INCLUDED_AI_DEFINES_H
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 defs.h
* @brief Assimp build configuration setup. See the notes in the comment
* blocks to find out how to customize _your_ Assimp build.
*/
#ifndef INCLUDED_AI_DEFINES_H
#define INCLUDED_AI_DEFINES_H
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
* file format loader. The loader is be excluded from the
* build in this case. 'XX' stands for the most common file
* extension of the file format. E.g.:
* ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
*
* If you're unsure about that, take a look at the implementation of the
* import plugin you wish to disable. You'll find the right define in the
* first lines of the corresponding unit.
*
* Other (mixed) configuration switches are listed here:
* ASSIMP_BUILD_NO_COMPRESSED_X
* - Disable support for compressed X files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_BLEND
* - Disable support for compressed Blender files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_IFC
* - Disable support for IFCZIP files (unzip)
*/
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_IFC
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
* post processing step. This is the current list of process names ('XX'):
* CALCTANGENTS
* JOINVERTICES
* TRIANGULATE
* GENFACENORMALS
* GENVERTEXNORMALS
* REMOVEVC
* SPLITLARGEMESHES
* PRETRANSFORMVERTICES
* LIMITBONEWEIGHTS
* VALIDATEDS
* IMPROVECACHELOCALITY
* FIXINFACINGNORMALS
* REMOVE_REDUNDANTMATERIALS
* OPTIMIZEGRAPH
* SORTBYPTYPE
* FINDINVALIDDATA
* TRANSFORMTEXCOORDS
* GENUVCOORDS
* ENTITYMESHBUILDER
* MAKELEFTHANDED
* FLIPUVS
* FLIPWINDINGORDER
* OPTIMIZEMESHES
* OPTIMIZEANIMS
* OPTIMIZEGRAPH
* GENENTITYMESHES
* FIXTEXTUREPATHS */
//////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER
# undef ASSIMP_API
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
//////////////////////////////////////////////////////////////////////////
# ifdef ASSIMP_BUILD_DLL_EXPORT
# define ASSIMP_API __declspec(dllexport)
# define ASSIMP_API_WINONLY __declspec(dllexport)
# pragma warning (disable : 4251)
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
* an external DLL under Windows. Default is static linkage. */
//////////////////////////////////////////////////////////////////////////
# elif (defined ASSIMP_DLL)
# define ASSIMP_API __declspec(dllimport)
# define ASSIMP_API_WINONLY __declspec(dllimport)
# else
# define ASSIMP_API
# define ASSIMP_API_WINONLY
# endif
/* Force the compiler to inline a function, if possible
*/
# define AI_FORCE_INLINE __forceinline
/* Tells the compiler that a function never returns. Used in code analysis
* to skip dead paths (e.g. after an assertion evaluated to false). */
# define AI_WONT_RETURN __declspec(noreturn)
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define AI_WONT_RETURN
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
# define AI_FORCE_INLINE inline
#endif // (defined _MSC_VER)
#ifdef __GNUC__
# define AI_WONT_RETURN_SUFFIX __attribute__((noreturn))
#else
# define AI_WONT_RETURN_SUFFIX
#endif // (defined __clang__)
#ifdef __cplusplus
/* No explicit 'struct' and 'enum' tags for C++, this keeps showing up
* in doxydocs.
*/
# define C_STRUCT
# define C_ENUM
#else
//////////////////////////////////////////////////////////////////////////
/* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
* is defined by Doxygen's preprocessor. The corresponding
* entries in the DOXYFILE are: */
//////////////////////////////////////////////////////////////////////////
#if 0
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = YES
EXPAND_ONLY_PREDEF = YES
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
EXPAND_AS_DEFINED = C_STRUCT C_ENUM
SKIP_FUNCTION_MACROS = YES
#endif
//////////////////////////////////////////////////////////////////////////
/* Doxygen gets confused if we use c-struct typedefs to avoid
* the explicit 'struct' notation. This trick here has the same
* effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
* to typedef all structs/enums. */
//////////////////////////////////////////////////////////////////////////
# if (defined ASSIMP_DOXYGEN_BUILD)
# define C_STRUCT
# define C_ENUM
# else
# define C_STRUCT struct
# define C_ENUM enum
# endif
#endif
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
#error Currently, Borland is unsupported. Feel free to port Assimp.
// "W8059 Packgr<67><72>e der Struktur ge<67>ndert"
#endif
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_BOOST_WORKAROUND' to compile assimp
* without boost. This is done by using a few workaround
* classes and brings some limitations (e.g. some logging won't be done,
* the library won't utilize threads or be threadsafe at all).
* This implies the 'ASSIMP_BUILD_SINGLETHREADED' setting. */
//////////////////////////////////////////////////////////////////////////
#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
// threading support requires boost
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#endif // !! ASSIMP_BUILD_BOOST_WORKAROUND
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
* without threading support. The library doesn't utilize
* threads then and is itself not threadsafe.
* If this flag is specified boost::threads is *not* required. */
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#if defined(_DEBUG) || ! defined(NDEBUG)
# define ASSIMP_BUILD_DEBUG
#endif
//////////////////////////////////////////////////////////////////////////
/* Useful constants */
//////////////////////////////////////////////////////////////////////////
/* This is PI. Hi PI. */
#define AI_MATH_PI (3.141592653589793238462643383279 )
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
/* And this is to avoid endless casts to float */
#define AI_MATH_PI_F (3.1415926538f)
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
#define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
/* Support for big-endian builds */
#if defined(__BYTE_ORDER__)
# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
# if !defined(__BIG_ENDIAN__)
# define __BIG_ENDIAN__
# endif
# else /* little endian */
# if defined (__BIG_ENDIAN__)
# undef __BIG_ENDIAN__
# endif
# endif
#endif
#if defined(__BIG_ENDIAN__)
# define AI_BUILD_BIG_ENDIAN
#endif
#endif // !! INCLUDED_AI_DEFINES_H

View File

@ -1,143 +1,143 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 importerdesc.h
* @brief #aiImporterFlags, aiImporterDesc implementation.
*/
#ifndef INCLUDED_AI_IMPORTER_DESC_H
#define INCLUDED_AI_IMPORTER_DESC_H
/** Mixed set of flags for #aiImporterDesc, indicating some features
* common to many importers*/
enum aiImporterFlags
{
/** Indicates that there is a textual encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportTextFlavour = 0x1,
/** Indicates that there is a binary encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportBinaryFlavour = 0x2,
/** Indicates that there is a compressed encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportCompressedFlavour = 0x4,
/** Indicates that the importer reads only a very particular
* subset of the file format. This happens commonly for
* declarative or procedural formats which cannot easily
* be mapped to #aiScene */
aiImporterFlags_LimitedSupport = 0x8,
/** Indicates that the importer is highly experimental and
* should be used with care. This only happens for trunk
* (i.e. SVN) versions, experimental code is not included
* in releases. */
aiImporterFlags_Experimental = 0x10
};
/** Meta information about a particular importer. Importers need to fill
* this structure, but they can freely decide how talkative they are.
* A common use case for loader meta info is a user interface
* in which the user can choose between various import/export file
* formats. Building such an UI by hand means a lot of maintenance
* as importers/exporters are added to Assimp, so it might be useful
* to have a common mechanism to query some rough importer
* characteristics. */
struct aiImporterDesc
{
/** Full name of the importer (i.e. Blender3D importer)*/
const char* mName;
/** Original author (left blank if unknown or whole assimp team) */
const char* mAuthor;
/** Current maintainer, left blank if the author maintains */
const char* mMaintainer;
/** Implementation comments, i.e. unimplemented features*/
const char* mComments;
/** These flags indicate some characteristics common to many
importers. */
unsigned int mFlags;
/** Minimum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. */
unsigned int mMinMajor;
unsigned int mMinMinor;
/** Maximum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. Loaders that expect to be
forward-compatible to potential future format versions should
indicate zero, otherwise they should specify the current
maximum version.*/
unsigned int mMaxMajor;
unsigned int mMaxMinor;
/** List of file extensions this importer can handle.
List entries are separated by space characters.
All entries are lower case without a leading dot (i.e.
"xml dae" would be a valid value. Note that multiple
importers may respond to the same file extension -
assimp calls all importers in the order in which they
are registered and each importer gets the opportunity
to load the file until one importer "claims" the file. Apart
from file extension checks, importers typically use
other methods to quickly reject files (i.e. magic
words) so this does not mean that common or generic
file extensions such as XML would be tediously slow. */
const char* mFileExtensions;
};
/** \brief Returns the Importer description for a given extension.
Will return a NULL-pointer if no assigned importer desc. was found for the given extension
\param extension [in] The extension to look for
\return A pointer showing to the ImporterDesc, \see aiImporterDesc.
*/
ASSIMP_API const C_STRUCT aiImporterDesc* aiGetImporterDesc( const char *extension );
#endif
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 importerdesc.h
* @brief #aiImporterFlags, aiImporterDesc implementation.
*/
#ifndef INCLUDED_AI_IMPORTER_DESC_H
#define INCLUDED_AI_IMPORTER_DESC_H
/** Mixed set of flags for #aiImporterDesc, indicating some features
* common to many importers*/
enum aiImporterFlags
{
/** Indicates that there is a textual encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportTextFlavour = 0x1,
/** Indicates that there is a binary encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportBinaryFlavour = 0x2,
/** Indicates that there is a compressed encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportCompressedFlavour = 0x4,
/** Indicates that the importer reads only a very particular
* subset of the file format. This happens commonly for
* declarative or procedural formats which cannot easily
* be mapped to #aiScene */
aiImporterFlags_LimitedSupport = 0x8,
/** Indicates that the importer is highly experimental and
* should be used with care. This only happens for trunk
* (i.e. SVN) versions, experimental code is not included
* in releases. */
aiImporterFlags_Experimental = 0x10
};
/** Meta information about a particular importer. Importers need to fill
* this structure, but they can freely decide how talkative they are.
* A common use case for loader meta info is a user interface
* in which the user can choose between various import/export file
* formats. Building such an UI by hand means a lot of maintenance
* as importers/exporters are added to Assimp, so it might be useful
* to have a common mechanism to query some rough importer
* characteristics. */
struct aiImporterDesc
{
/** Full name of the importer (i.e. Blender3D importer)*/
const char* mName;
/** Original author (left blank if unknown or whole assimp team) */
const char* mAuthor;
/** Current maintainer, left blank if the author maintains */
const char* mMaintainer;
/** Implementation comments, i.e. unimplemented features*/
const char* mComments;
/** These flags indicate some characteristics common to many
importers. */
unsigned int mFlags;
/** Minimum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. */
unsigned int mMinMajor;
unsigned int mMinMinor;
/** Maximum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. Loaders that expect to be
forward-compatible to potential future format versions should
indicate zero, otherwise they should specify the current
maximum version.*/
unsigned int mMaxMajor;
unsigned int mMaxMinor;
/** List of file extensions this importer can handle.
List entries are separated by space characters.
All entries are lower case without a leading dot (i.e.
"xml dae" would be a valid value. Note that multiple
importers may respond to the same file extension -
assimp calls all importers in the order in which they
are registered and each importer gets the opportunity
to load the file until one importer "claims" the file. Apart
from file extension checks, importers typically use
other methods to quickly reject files (i.e. magic
words) so this does not mean that common or generic
file extensions such as XML would be tediously slow. */
const char* mFileExtensions;
};
/** \brief Returns the Importer description for a given extension.
Will return a NULL-pointer if no assigned importer desc. was found for the given extension
\param extension [in] The extension to look for
\return A pointer showing to the ImporterDesc, \see aiImporterDesc.
*/
ASSIMP_API const C_STRUCT aiImporterDesc* aiGetImporterDesc( const char *extension );
#endif

View File

@ -1,240 +1,240 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 light.h
* @brief Defines the aiLight data structure
*/
#ifndef __AI_LIGHT_H_INC__
#define __AI_LIGHT_H_INC__
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Enumerates all supported types of light sources.
*/
enum aiLightSourceType
{
aiLightSource_UNDEFINED = 0x0,
//! A directional light source has a well-defined direction
//! but is infinitely far away. That's quite a good
//! approximation for sun light.
aiLightSource_DIRECTIONAL = 0x1,
//! A point light source has a well-defined position
//! in space but no direction - it emits light in all
//! directions. A normal bulb is a point light.
aiLightSource_POINT = 0x2,
//! A spot light source emits light in a specific
//! angle. It has a position and a direction it is pointing to.
//! A good example for a spot light is a light spot in
//! sport arenas.
aiLightSource_SPOT = 0x3,
//! The generic light level of the world, including the bounces
//! of all other lightsources.
//! Typically, there's at most one ambient light in a scene.
//! This light type doesn't have a valid position, direction, or
//! other properties, just a color.
aiLightSource_AMBIENT = 0x4,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiLightSource_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to describe a light source.
*
* Assimp supports multiple sorts of light sources, including
* directional, point and spot lights. All of them are defined with just
* a single structure and distinguished by their parameters.
* Note - some file formats (such as 3DS, ASE) export a "target point" -
* the point a spot light is looking at (it can even be animated). Assimp
* writes the target point as a subnode of a spotlights's main node,
* called "<spotName>.Target". However, this is just additional information
* then, the transformation tracks of the main node make the
* spot light already point in the right direction.
*/
struct aiLight
{
/** The name of the light source.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the light in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** The type of the light source.
*
* aiLightSource_UNDEFINED is not a valid value for this member.
*/
C_ENUM aiLightSourceType mType;
/** Position of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The position is undefined for directional lights.
*/
C_STRUCT aiVector3D mPosition;
/** Direction of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The direction is undefined for point lights. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mDirection;
/** Constant light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att0 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationConstant;
/** Linear light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att1 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationLinear;
/** Quadratic light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att2 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationQuadratic;
/** Diffuse color of the light source
*
* The diffuse light color is multiplied with the diffuse
* material color to obtain the final color that contributes
* to the diffuse shading term.
*/
C_STRUCT aiColor3D mColorDiffuse;
/** Specular color of the light source
*
* The specular light color is multiplied with the specular
* material color to obtain the final color that contributes
* to the specular shading term.
*/
C_STRUCT aiColor3D mColorSpecular;
/** Ambient color of the light source
*
* The ambient light color is multiplied with the ambient
* material color to obtain the final color that contributes
* to the ambient shading term. Most renderers will ignore
* this value it, is just a remaining of the fixed-function pipeline
* that is still supported by quite many file formats.
*/
C_STRUCT aiColor3D mColorAmbient;
/** Inner angle of a spot light's light cone.
*
* The spot light has maximum influence on objects inside this
* angle. The angle is given in radians. It is 2PI for point
* lights and undefined for directional lights.
*/
float mAngleInnerCone;
/** Outer angle of a spot light's light cone.
*
* The spot light does not affect objects outside this angle.
* The angle is given in radians. It is 2PI for point lights and
* undefined for directional lights. The outer angle must be
* greater than or equal to the inner angle.
* It is assumed that the application uses a smooth
* interpolation between the inner and the outer cone of the
* spot light.
*/
float mAngleOuterCone;
#ifdef __cplusplus
aiLight()
: mType (aiLightSource_UNDEFINED)
, mAttenuationConstant (0.f)
, mAttenuationLinear (1.f)
, mAttenuationQuadratic (0.f)
, mAngleInnerCone ((float)AI_MATH_TWO_PI)
, mAngleOuterCone ((float)AI_MATH_TWO_PI)
{
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // !! __AI_LIGHT_H_INC__
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 light.h
* @brief Defines the aiLight data structure
*/
#ifndef __AI_LIGHT_H_INC__
#define __AI_LIGHT_H_INC__
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Enumerates all supported types of light sources.
*/
enum aiLightSourceType
{
aiLightSource_UNDEFINED = 0x0,
//! A directional light source has a well-defined direction
//! but is infinitely far away. That's quite a good
//! approximation for sun light.
aiLightSource_DIRECTIONAL = 0x1,
//! A point light source has a well-defined position
//! in space but no direction - it emits light in all
//! directions. A normal bulb is a point light.
aiLightSource_POINT = 0x2,
//! A spot light source emits light in a specific
//! angle. It has a position and a direction it is pointing to.
//! A good example for a spot light is a light spot in
//! sport arenas.
aiLightSource_SPOT = 0x3,
//! The generic light level of the world, including the bounces
//! of all other lightsources.
//! Typically, there's at most one ambient light in a scene.
//! This light type doesn't have a valid position, direction, or
//! other properties, just a color.
aiLightSource_AMBIENT = 0x4,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiLightSource_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to describe a light source.
*
* Assimp supports multiple sorts of light sources, including
* directional, point and spot lights. All of them are defined with just
* a single structure and distinguished by their parameters.
* Note - some file formats (such as 3DS, ASE) export a "target point" -
* the point a spot light is looking at (it can even be animated). Assimp
* writes the target point as a subnode of a spotlights's main node,
* called "<spotName>.Target". However, this is just additional information
* then, the transformation tracks of the main node make the
* spot light already point in the right direction.
*/
struct aiLight
{
/** The name of the light source.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the light in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** The type of the light source.
*
* aiLightSource_UNDEFINED is not a valid value for this member.
*/
C_ENUM aiLightSourceType mType;
/** Position of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The position is undefined for directional lights.
*/
C_STRUCT aiVector3D mPosition;
/** Direction of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The direction is undefined for point lights. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mDirection;
/** Constant light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att0 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationConstant;
/** Linear light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att1 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationLinear;
/** Quadratic light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att2 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationQuadratic;
/** Diffuse color of the light source
*
* The diffuse light color is multiplied with the diffuse
* material color to obtain the final color that contributes
* to the diffuse shading term.
*/
C_STRUCT aiColor3D mColorDiffuse;
/** Specular color of the light source
*
* The specular light color is multiplied with the specular
* material color to obtain the final color that contributes
* to the specular shading term.
*/
C_STRUCT aiColor3D mColorSpecular;
/** Ambient color of the light source
*
* The ambient light color is multiplied with the ambient
* material color to obtain the final color that contributes
* to the ambient shading term. Most renderers will ignore
* this value it, is just a remaining of the fixed-function pipeline
* that is still supported by quite many file formats.
*/
C_STRUCT aiColor3D mColorAmbient;
/** Inner angle of a spot light's light cone.
*
* The spot light has maximum influence on objects inside this
* angle. The angle is given in radians. It is 2PI for point
* lights and undefined for directional lights.
*/
float mAngleInnerCone;
/** Outer angle of a spot light's light cone.
*
* The spot light does not affect objects outside this angle.
* The angle is given in radians. It is 2PI for point lights and
* undefined for directional lights. The outer angle must be
* greater than or equal to the inner angle.
* It is assumed that the application uses a smooth
* interpolation between the inner and the outer cone of the
* spot light.
*/
float mAngleOuterCone;
#ifdef __cplusplus
aiLight()
: mType (aiLightSource_UNDEFINED)
, mAttenuationConstant (0.f)
, mAttenuationLinear (1.f)
, mAttenuationQuadratic (0.f)
, mAngleInnerCone ((float)AI_MATH_TWO_PI)
, mAngleOuterCone ((float)AI_MATH_TWO_PI)
{
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // !! __AI_LIGHT_H_INC__

File diff suppressed because it is too large Load Diff

View File

@ -1,350 +1,350 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 material.inl
* @brief Defines the C++ getters for the material system
*/
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
//! @cond never
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
{
return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}
// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
return ::aiGetMaterialTextureCount(this,type);
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const
{
unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)*iNum) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
::memcpy(pOut,prop->mData,iNum * sizeof(Type));
if (pMax) {
*pMax = iNum;
}
}
return ret;
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const
{
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
::memcpy(&pOut,prop->mData,sizeof(Type));
}
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float& pOut) const
{
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const
{
return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const
{
return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const
{
aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const
{
return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const
{
return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(TYPE),
pKey,type,index,aiPTI_Buffer);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
//! @endcond
#endif //! AI_MATERIAL_INL_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 material.inl
* @brief Defines the C++ getters for the material system
*/
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
//! @cond never
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
{
return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}
// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
return ::aiGetMaterialTextureCount(this,type);
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const
{
unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)*iNum) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
::memcpy(pOut,prop->mData,iNum * sizeof(Type));
if (pMax) {
*pMax = iNum;
}
}
return ret;
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const
{
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
::memcpy(&pOut,prop->mData,sizeof(Type));
}
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float& pOut) const
{
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const
{
return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const
{
return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const
{
aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const
{
return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const
{
return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(TYPE),
pKey,type,index,aiPTI_Buffer);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
//! @endcond
#endif //! AI_MATERIAL_INL_INC

View File

@ -1,185 +1,185 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 matrix3x3.h
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
*/
#ifndef AI_MATRIX3x3_H_INC
#define AI_MATRIX3x3_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template <typename T> class aiMatrix4x4t;
template <typename T> class aiVector2t;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 3x3 matrix
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template <typename TReal>
class aiMatrix3x3t
{
public:
aiMatrix3x3t () :
a1(static_cast<TReal>(1.0f)), a2(), a3(),
b1(), b2(static_cast<TReal>(1.0f)), b3(),
c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
TReal _b1, TReal _b2, TReal _b3,
TReal _c1, TReal _c2, TReal _c3) :
a1(_a1), a2(_a2), a3(_a3),
b1(_b1), b2(_b2), b3(_b3),
c1(_c1), c2(_c2), c3(_c3)
{}
public:
// matrix multiplication.
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t<TReal>& m) const;
bool operator!= (const aiMatrix4x4t<TReal>& m) const;
bool Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiMatrix3x3t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Construction from a 4x4 matrix. The remaining parts
* of the matrix are ignored.
*/
explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
// -------------------------------------------------------------------
/** @brief Transpose the matrix
*/
aiMatrix3x3t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix3x3t& Inverse();
TReal Determinant() const;
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around z
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around
* an arbitrary axis.
*
* @param a Rotation angle, in radians
* @param axis Axis to rotate around
* @param out To be filled
*/
static aiMatrix3x3t& Rotation( TReal a,
const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t& out);
public:
TReal a1, a2, a3;
TReal b1, b2, b3;
TReal c1, c2, c3;
} PACK_STRUCT;
typedef aiMatrix3x3t<float> aiMatrix3x3;
#else
struct aiMatrix3x3 {
float a1, a2, a3;
float b1, b2, b3;
float c1, c2, c3;
} PACK_STRUCT;
#endif
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX3x3_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 matrix3x3.h
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
*/
#ifndef AI_MATRIX3x3_H_INC
#define AI_MATRIX3x3_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template <typename T> class aiMatrix4x4t;
template <typename T> class aiVector2t;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 3x3 matrix
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template <typename TReal>
class aiMatrix3x3t
{
public:
aiMatrix3x3t () :
a1(static_cast<TReal>(1.0f)), a2(), a3(),
b1(), b2(static_cast<TReal>(1.0f)), b3(),
c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
TReal _b1, TReal _b2, TReal _b3,
TReal _c1, TReal _c2, TReal _c3) :
a1(_a1), a2(_a2), a3(_a3),
b1(_b1), b2(_b2), b3(_b3),
c1(_c1), c2(_c2), c3(_c3)
{}
public:
// matrix multiplication.
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t<TReal>& m) const;
bool operator!= (const aiMatrix4x4t<TReal>& m) const;
bool Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiMatrix3x3t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Construction from a 4x4 matrix. The remaining parts
* of the matrix are ignored.
*/
explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
// -------------------------------------------------------------------
/** @brief Transpose the matrix
*/
aiMatrix3x3t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix3x3t& Inverse();
TReal Determinant() const;
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around z
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around
* an arbitrary axis.
*
* @param a Rotation angle, in radians
* @param axis Axis to rotate around
* @param out To be filled
*/
static aiMatrix3x3t& Rotation( TReal a,
const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t& out);
public:
TReal a1, a2, a3;
TReal b1, b2, b3;
TReal c1, c2, c3;
} PACK_STRUCT;
typedef aiMatrix3x3t<float> aiMatrix3x3;
#else
struct aiMatrix3x3 {
float a1, a2, a3;
float b1, b2, b3;
float c1, c2, c3;
} PACK_STRUCT;
#endif
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX3x3_H_INC

View File

@ -1,332 +1,332 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 matrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
#define AI_MATRIX3x3_INL_INC
#ifdef __cplusplus
#include "matrix3x3.h"
#include "matrix4x4.h"
#include <algorithm>
#include <cmath>
#include <limits>
// ------------------------------------------------------------------------------------------------
// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
{
a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
std::swap( (TReal&)b3, (TReal&)c2);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense; but at least qnans are easy to
// spot. XXX we might throw an exception instead, which would
// be even much better to spot :/.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
return *this;
}
TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix3x3t<TReal> res;
res.a1 = invdet * (b2 * c3 - b3 * c2);
res.a2 = -invdet * (a2 * c3 - a3 * c2);
res.a3 = invdet * (a2 * b3 - a3 * b2);
res.b1 = -invdet * (b1 * c3 - b3 * c1);
res.b2 = invdet * (a1 * c3 - a3 * c1);
res.b3 = -invdet * (a1 * b3 - a3 * b1);
res.c1 = invdet * (b1 * c2 - b2 * c1);
res.c2 = -invdet * (a1 * c2 - a2 * c1);
res.c3 = invdet * (a1 * b2 - a2 * b1);
*this = res;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
{
out.a1 = out.b2 = std::cos(a);
out.b1 = std::sin(a);
out.a2 = - out.b1;
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
out.c3 = 1.f;
return out;
}
// ------------------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
{
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
return out;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
return out;
}
// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
{
aiVector3D u,v; /* temporary storage vectors */
aiVector3D x; /* vector most nearly orthogonal to "from" */
x.x = (from.x > 0.0)? from.x : -from.x;
x.y = (from.y > 0.0)? from.y : -from.y;
x.z = (from.z > 0.0)? from.z : -from.z;
if (x.x < x.y)
{
if (x.x < x.z)
{
x.x = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
}
else
{
if (x.y < x.z)
{
x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
}
}
u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
const TReal c1 = static_cast<TReal>(2.0) / (u * u);
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
const TReal c3 = c1 * c2 * (u * v);
for (unsigned int i = 0; i < 3; i++)
{
for (unsigned int j = 0; j < 3; j++)
{
mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ c3 * v[i] * u[j];
}
mtx[i][i] += static_cast<TReal>(1.0);
}
}
else /* the most common case, unless "from"="to", or "from"=-"to" */
{
const aiVector3D v = from ^ to;
/* ... use this hand optimized version (9 mults less) */
const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
const TReal hvx = h * v.x;
const TReal hvz = h * v.z;
const TReal hvxy = hvx * v.y;
const TReal hvxz = hvx * v.z;
const TReal hvyz = hvz * v.y;
mtx[0][0] = e + hvx * v.x;
mtx[0][1] = hvxy - v.z;
mtx[0][2] = hvxz + v.y;
mtx[1][0] = hvxy + v.z;
mtx[1][1] = e + h * v.y * v.y;
mtx[1][2] = hvyz - v.x;
mtx[2][0] = hvxz - v.y;
mtx[2][1] = hvyz + v.x;
mtx[2][2] = e + hvz * v.z;
}
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX3x3_INL_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 matrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
#define AI_MATRIX3x3_INL_INC
#ifdef __cplusplus
#include "matrix3x3.h"
#include "matrix4x4.h"
#include <algorithm>
#include <cmath>
#include <limits>
// ------------------------------------------------------------------------------------------------
// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
{
a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
std::swap( (TReal&)b3, (TReal&)c2);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense; but at least qnans are easy to
// spot. XXX we might throw an exception instead, which would
// be even much better to spot :/.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
return *this;
}
TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix3x3t<TReal> res;
res.a1 = invdet * (b2 * c3 - b3 * c2);
res.a2 = -invdet * (a2 * c3 - a3 * c2);
res.a3 = invdet * (a2 * b3 - a3 * b2);
res.b1 = -invdet * (b1 * c3 - b3 * c1);
res.b2 = invdet * (a1 * c3 - a3 * c1);
res.b3 = -invdet * (a1 * b3 - a3 * b1);
res.c1 = invdet * (b1 * c2 - b2 * c1);
res.c2 = -invdet * (a1 * c2 - a2 * c1);
res.c3 = invdet * (a1 * b2 - a2 * b1);
*this = res;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
{
out.a1 = out.b2 = std::cos(a);
out.b1 = std::sin(a);
out.a2 = - out.b1;
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
out.c3 = 1.f;
return out;
}
// ------------------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
{
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
return out;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
return out;
}
// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
{
aiVector3D u,v; /* temporary storage vectors */
aiVector3D x; /* vector most nearly orthogonal to "from" */
x.x = (from.x > 0.0)? from.x : -from.x;
x.y = (from.y > 0.0)? from.y : -from.y;
x.z = (from.z > 0.0)? from.z : -from.z;
if (x.x < x.y)
{
if (x.x < x.z)
{
x.x = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
}
else
{
if (x.y < x.z)
{
x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
}
}
u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
const TReal c1 = static_cast<TReal>(2.0) / (u * u);
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
const TReal c3 = c1 * c2 * (u * v);
for (unsigned int i = 0; i < 3; i++)
{
for (unsigned int j = 0; j < 3; j++)
{
mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ c3 * v[i] * u[j];
}
mtx[i][i] += static_cast<TReal>(1.0);
}
}
else /* the most common case, unless "from"="to", or "from"=-"to" */
{
const aiVector3D v = from ^ to;
/* ... use this hand optimized version (9 mults less) */
const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
const TReal hvx = h * v.x;
const TReal hvz = h * v.z;
const TReal hvxy = hvx * v.y;
const TReal hvxz = hvx * v.z;
const TReal hvyz = hvz * v.y;
mtx[0][0] = e + hvx * v.x;
mtx[0][1] = hvxy - v.z;
mtx[0][2] = hvxz + v.y;
mtx[1][0] = hvxy + v.z;
mtx[1][1] = e + h * v.y * v.y;
mtx[1][2] = hvyz - v.x;
mtx[2][0] = hvxz - v.y;
mtx[2][1] = hvyz + v.x;
mtx[2][2] = e + hvz * v.z;
}
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX3x3_INL_INC

View File

@ -1,249 +1,249 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 matrix4x4.h
* @brief 4x4 matrix structure, including operators when compiling in C++
*/
#ifndef AI_MATRIX4X4_H_INC
#define AI_MATRIX4X4_H_INC
#include "vector3.h"
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiQuaterniont;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
* coordinates.
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template<typename TReal>
class aiMatrix4x4t
{
public:
/** set to identity */
aiMatrix4x4t ();
/** construction from single values */
aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4);
/** construction from 3x3 matrix, remaining elements are set to identity */
explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
/** construction from position, rotation and scaling components
* @param scaling The scaling for the x,y,z axes
* @param rotation The rotation as a hamilton quaternion
* @param position The position for the x,y,z axes
*/
aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
const aiVector3t<TReal>& position);
public:
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t& m) const;
bool operator!= (const aiMatrix4x4t& m) const;
bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
// matrix multiplication.
aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
template <typename TOther>
operator aiMatrix4x4t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Transpose the matrix */
aiMatrix4x4t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix4x4t& Inverse();
TReal Determinant() const;
// -------------------------------------------------------------------
/** @brief Returns true of the matrix is the identity matrix.
* The check is performed against a not so small epsilon.
*/
inline bool IsIdentity() const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix into its original components
* @param scaling Receives the output scaling for the x,y,z axes
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix with no scaling into its
* original components
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Creates a trafo matrix from a set of euler angles
* @param x Rotation angle for the x-axis, in radians
* @param y Rotation angle for the y-axis, in radians
* @param z Rotation angle for the z-axis, in radians
*/
aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the x axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the y axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the z axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** Returns a rotation matrix for a rotation around an arbitrary axis.
* @param a Rotation angle, in radians
* @param axis Rotation axis, should be a normalized vector.
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a scaling matrix
* @param v Scaling vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t& out);
public:
TReal a1, a2, a3, a4;
TReal b1, b2, b3, b4;
TReal c1, c2, c3, c4;
TReal d1, d2, d3, d4;
} PACK_STRUCT;
typedef aiMatrix4x4t<float> aiMatrix4x4;
#else
struct aiMatrix4x4 {
float a1, a2, a3, a4;
float b1, b2, b3, b4;
float c1, c2, c3, c4;
float d1, d2, d3, d4;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX4X4_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 matrix4x4.h
* @brief 4x4 matrix structure, including operators when compiling in C++
*/
#ifndef AI_MATRIX4X4_H_INC
#define AI_MATRIX4X4_H_INC
#include "vector3.h"
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiQuaterniont;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
* coordinates.
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template<typename TReal>
class aiMatrix4x4t
{
public:
/** set to identity */
aiMatrix4x4t ();
/** construction from single values */
aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4);
/** construction from 3x3 matrix, remaining elements are set to identity */
explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
/** construction from position, rotation and scaling components
* @param scaling The scaling for the x,y,z axes
* @param rotation The rotation as a hamilton quaternion
* @param position The position for the x,y,z axes
*/
aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
const aiVector3t<TReal>& position);
public:
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t& m) const;
bool operator!= (const aiMatrix4x4t& m) const;
bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
// matrix multiplication.
aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
template <typename TOther>
operator aiMatrix4x4t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Transpose the matrix */
aiMatrix4x4t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix4x4t& Inverse();
TReal Determinant() const;
// -------------------------------------------------------------------
/** @brief Returns true of the matrix is the identity matrix.
* The check is performed against a not so small epsilon.
*/
inline bool IsIdentity() const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix into its original components
* @param scaling Receives the output scaling for the x,y,z axes
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix with no scaling into its
* original components
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Creates a trafo matrix from a set of euler angles
* @param x Rotation angle for the x-axis, in radians
* @param y Rotation angle for the y-axis, in radians
* @param z Rotation angle for the z-axis, in radians
*/
aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the x axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the y axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the z axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** Returns a rotation matrix for a rotation around an arbitrary axis.
* @param a Rotation angle, in radians
* @param axis Rotation axis, should be a normalized vector.
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a scaling matrix
* @param v Scaling vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t& out);
public:
TReal a1, a2, a3, a4;
TReal b1, b2, b3, b4;
TReal c1, c2, c3, c4;
TReal d1, d2, d3, d4;
} PACK_STRUCT;
typedef aiMatrix4x4t<float> aiMatrix4x4;
#else
struct aiMatrix4x4 {
float a1, a2, a3, a4;
float b1, b2, b3, b4;
float c1, c2, c3, c4;
float d1, d2, d3, d4;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX4X4_H_INC

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@ -1,126 +1,126 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 quaternion.h
* @brief Quaternion structure, including operators when compiling in C++
*/
#ifndef AI_QUATERNION_H_INC
#define AI_QUATERNION_H_INC
#ifdef __cplusplus
template <typename TReal> class aiVector3t;
template <typename TReal> class aiMatrix3x3t;
// ---------------------------------------------------------------------------
/** Represents a quaternion in a 4D vector. */
template <typename TReal>
class aiQuaterniont
{
public:
aiQuaterniont() : w(1.0), x(), y(), z() {}
aiQuaterniont(TReal pw, TReal px, TReal py, TReal pz)
: w(pw), x(px), y(py), z(pz) {}
/** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
aiQuaterniont( const aiMatrix3x3t<TReal>& pRotMatrix);
/** Construct from euler angles */
aiQuaterniont( TReal rotx, TReal roty, TReal rotz);
/** Construct from an axis-angle pair */
aiQuaterniont( aiVector3t<TReal> axis, TReal angle);
/** Construct from a normalized quaternion stored in a vec3 */
aiQuaterniont( aiVector3t<TReal> normalized);
/** Returns a matrix representation of the quaternion */
aiMatrix3x3t<TReal> GetMatrix() const;
public:
bool operator== (const aiQuaterniont& o) const;
bool operator!= (const aiQuaterniont& o) const;
bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
public:
/** Normalize the quaternion */
aiQuaterniont& Normalize();
/** Compute quaternion conjugate */
aiQuaterniont& Conjugate ();
/** Rotate a point by this quaternion */
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
/** Multiply two quaternions */
aiQuaterniont operator* (const aiQuaterniont& two) const;
public:
/** Performs a spherical interpolation between two quaternions and writes the result into the third.
* @param pOut Target object to received the interpolated rotation.
* @param pStart Start rotation of the interpolation at factor == 0.
* @param pEnd End rotation, factor == 1.
* @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
*/
static void Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart,
const aiQuaterniont& pEnd, TReal pFactor);
public:
//! w,x,y,z components of the quaternion
TReal w, x, y, z;
} ;
typedef aiQuaterniont<float> aiQuaternion;
#else
struct aiQuaternion {
float w, x, y, z;
};
#endif
#endif // AI_QUATERNION_H_INC
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2015, 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 quaternion.h
* @brief Quaternion structure, including operators when compiling in C++
*/
#ifndef AI_QUATERNION_H_INC
#define AI_QUATERNION_H_INC
#ifdef __cplusplus
template <typename TReal> class aiVector3t;
template <typename TReal> class aiMatrix3x3t;
// ---------------------------------------------------------------------------
/** Represents a quaternion in a 4D vector. */
template <typename TReal>
class aiQuaterniont
{
public:
aiQuaterniont() : w(1.0), x(), y(), z() {}
aiQuaterniont(TReal pw, TReal px, TReal py, TReal pz)
: w(pw), x(px), y(py), z(pz) {}
/** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
aiQuaterniont( const aiMatrix3x3t<TReal>& pRotMatrix);
/** Construct from euler angles */
aiQuaterniont( TReal rotx, TReal roty, TReal rotz);
/** Construct from an axis-angle pair */
aiQuaterniont( aiVector3t<TReal> axis, TReal angle);
/** Construct from a normalized quaternion stored in a vec3 */
aiQuaterniont( aiVector3t<TReal> normalized);
/** Returns a matrix representation of the quaternion */
aiMatrix3x3t<TReal> GetMatrix() const;
public:
bool operator== (const aiQuaterniont& o) const;
bool operator!= (const aiQuaterniont& o) const;
bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
public:
/** Normalize the quaternion */
aiQuaterniont& Normalize();
/** Compute quaternion conjugate */
aiQuaterniont& Conjugate ();
/** Rotate a point by this quaternion */
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
/** Multiply two quaternions */
aiQuaterniont operator* (const aiQuaterniont& two) const;
public:
/** Performs a spherical interpolation between two quaternions and writes the result into the third.
* @param pOut Target object to received the interpolated rotation.
* @param pStart Start rotation of the interpolation at factor == 0.
* @param pEnd End rotation, factor == 1.
* @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
*/
static void Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart,
const aiQuaterniont& pEnd, TReal pFactor);
public:
//! w,x,y,z components of the quaternion
TReal w, x, y, z;
} ;
typedef aiQuaterniont<float> aiQuaternion;
#else
struct aiQuaternion {
float w, x, y, z;
};
#endif
#endif // AI_QUATERNION_H_INC

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@ -1,283 +1,283 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 quaternion.inl
* @brief Inline implementation of aiQuaterniont<TReal> operators
*/
#ifndef AI_QUATERNION_INL_INC
#define AI_QUATERNION_INL_INC
#ifdef __cplusplus
#include "quaternion.h"
#include <cmath>
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
{
return x == o.x && y == o.y && z == o.z && w == o.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
{
return !(*this == o);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
return
std::abs(x - o.x) <= epsilon &&
std::abs(y - o.y) <= epsilon &&
std::abs(z - o.z) <= epsilon &&
std::abs(w - o.w) <= epsilon;
}
// ---------------------------------------------------------------------------
// Constructs a quaternion from a rotation matrix
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
{
TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
// large enough
if( t > static_cast<TReal>(0))
{
TReal s = std::sqrt(1 + t) * static_cast<TReal>(2.0);
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
w = static_cast<TReal>(0.25) * s;
} // else we have to check several cases
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
{
// Column 0:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = static_cast<TReal>(0.25) * s;
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
}
else if( pRotMatrix.b2 > pRotMatrix.c3)
{
// Column 1:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
y = static_cast<TReal>(0.25) * s;
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
} else
{
// Column 2:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
z = static_cast<TReal>(0.25) * s;
w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
}
}
// ---------------------------------------------------------------------------
// Construction from euler angles
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
{
const TReal fSinPitch(std::sin(fPitch*static_cast<TReal>(0.5)));
const TReal fCosPitch(std::cos(fPitch*static_cast<TReal>(0.5)));
const TReal fSinYaw(std::sin(fYaw*static_cast<TReal>(0.5)));
const TReal fCosYaw(std::cos(fYaw*static_cast<TReal>(0.5)));
const TReal fSinRoll(std::sin(fRoll*static_cast<TReal>(0.5)));
const TReal fCosRoll(std::cos(fRoll*static_cast<TReal>(0.5)));
const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
}
// ---------------------------------------------------------------------------
// Returns a matrix representation of the quaternion
template<typename TReal>
inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
{
aiMatrix3x3t<TReal> resMatrix;
resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
return resMatrix;
}
// ---------------------------------------------------------------------------
// Construction from an axis-angle pair
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
{
axis.Normalize();
const TReal sin_a = std::sin( angle / 2 );
const TReal cos_a = std::cos( angle / 2 );
x = axis.x * sin_a;
y = axis.y * sin_a;
z = axis.z * sin_a;
w = cos_a;
}
// ---------------------------------------------------------------------------
// Construction from am existing, normalized quaternion
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
{
x = normalized.x;
y = normalized.y;
z = normalized.z;
const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
if (t < static_cast<TReal>(0.0)) {
w = static_cast<TReal>(0.0);
}
else w = std::sqrt (t);
}
// ---------------------------------------------------------------------------
// Performs a spherical interpolation between two quaternions
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
// Congrats, gmtl!
template<typename TReal>
inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
{
// calc cosine theta
TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
// adjust signs (if necessary)
aiQuaterniont end = pEnd;
if( cosom < static_cast<TReal>(0.0))
{
cosom = -cosom;
end.x = -end.x; // Reverse all signs
end.y = -end.y;
end.z = -end.z;
end.w = -end.w;
}
// Calculate coefficients
TReal sclp, sclq;
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
{
// Standard case (slerp)
TReal omega, sinom;
omega = std::acos( cosom); // extract theta from dot product's cos theta
sinom = std::sin( omega);
sclp = std::sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
sclq = std::sin( pFactor * omega) / sinom;
} else
{
// Very close, do linear interp (because it's faster)
sclp = static_cast<TReal>(1.0) - pFactor;
sclq = pFactor;
}
pOut.x = sclp * pStart.x + sclq * end.x;
pOut.y = sclp * pStart.y + sclq * end.y;
pOut.z = sclp * pStart.z + sclq * end.z;
pOut.w = sclp * pStart.w + sclq * end.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
{
// compute the magnitude and divide through it
const TReal mag = std::sqrt(x*x + y*y + z*z + w*w);
if (mag)
{
const TReal invMag = static_cast<TReal>(1.0)/mag;
x *= invMag;
y *= invMag;
z *= invMag;
w *= invMag;
}
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
{
return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
w*t.x + x*t.w + y*t.z - z*t.y,
w*t.y + y*t.w + z*t.x - x*t.z,
w*t.z + z*t.w + x*t.y - y*t.x);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
{
x = -x;
y = -y;
z = -z;
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
{
aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
qinv.Conjugate();
q = q*q2*qinv;
return aiVector3t<TReal>(q.x,q.y,q.z);
}
#endif
#endif
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 quaternion.inl
* @brief Inline implementation of aiQuaterniont<TReal> operators
*/
#ifndef AI_QUATERNION_INL_INC
#define AI_QUATERNION_INL_INC
#ifdef __cplusplus
#include "quaternion.h"
#include <cmath>
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
{
return x == o.x && y == o.y && z == o.z && w == o.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
{
return !(*this == o);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
return
std::abs(x - o.x) <= epsilon &&
std::abs(y - o.y) <= epsilon &&
std::abs(z - o.z) <= epsilon &&
std::abs(w - o.w) <= epsilon;
}
// ---------------------------------------------------------------------------
// Constructs a quaternion from a rotation matrix
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
{
TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
// large enough
if( t > static_cast<TReal>(0))
{
TReal s = std::sqrt(1 + t) * static_cast<TReal>(2.0);
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
w = static_cast<TReal>(0.25) * s;
} // else we have to check several cases
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
{
// Column 0:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = static_cast<TReal>(0.25) * s;
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
}
else if( pRotMatrix.b2 > pRotMatrix.c3)
{
// Column 1:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
y = static_cast<TReal>(0.25) * s;
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
} else
{
// Column 2:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
z = static_cast<TReal>(0.25) * s;
w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
}
}
// ---------------------------------------------------------------------------
// Construction from euler angles
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
{
const TReal fSinPitch(std::sin(fPitch*static_cast<TReal>(0.5)));
const TReal fCosPitch(std::cos(fPitch*static_cast<TReal>(0.5)));
const TReal fSinYaw(std::sin(fYaw*static_cast<TReal>(0.5)));
const TReal fCosYaw(std::cos(fYaw*static_cast<TReal>(0.5)));
const TReal fSinRoll(std::sin(fRoll*static_cast<TReal>(0.5)));
const TReal fCosRoll(std::cos(fRoll*static_cast<TReal>(0.5)));
const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
}
// ---------------------------------------------------------------------------
// Returns a matrix representation of the quaternion
template<typename TReal>
inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
{
aiMatrix3x3t<TReal> resMatrix;
resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
return resMatrix;
}
// ---------------------------------------------------------------------------
// Construction from an axis-angle pair
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
{
axis.Normalize();
const TReal sin_a = std::sin( angle / 2 );
const TReal cos_a = std::cos( angle / 2 );
x = axis.x * sin_a;
y = axis.y * sin_a;
z = axis.z * sin_a;
w = cos_a;
}
// ---------------------------------------------------------------------------
// Construction from am existing, normalized quaternion
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
{
x = normalized.x;
y = normalized.y;
z = normalized.z;
const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
if (t < static_cast<TReal>(0.0)) {
w = static_cast<TReal>(0.0);
}
else w = std::sqrt (t);
}
// ---------------------------------------------------------------------------
// Performs a spherical interpolation between two quaternions
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
// Congrats, gmtl!
template<typename TReal>
inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
{
// calc cosine theta
TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
// adjust signs (if necessary)
aiQuaterniont end = pEnd;
if( cosom < static_cast<TReal>(0.0))
{
cosom = -cosom;
end.x = -end.x; // Reverse all signs
end.y = -end.y;
end.z = -end.z;
end.w = -end.w;
}
// Calculate coefficients
TReal sclp, sclq;
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
{
// Standard case (slerp)
TReal omega, sinom;
omega = std::acos( cosom); // extract theta from dot product's cos theta
sinom = std::sin( omega);
sclp = std::sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
sclq = std::sin( pFactor * omega) / sinom;
} else
{
// Very close, do linear interp (because it's faster)
sclp = static_cast<TReal>(1.0) - pFactor;
sclq = pFactor;
}
pOut.x = sclp * pStart.x + sclq * end.x;
pOut.y = sclp * pStart.y + sclq * end.y;
pOut.z = sclp * pStart.z + sclq * end.z;
pOut.w = sclp * pStart.w + sclq * end.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
{
// compute the magnitude and divide through it
const TReal mag = std::sqrt(x*x + y*y + z*z + w*w);
if (mag)
{
const TReal invMag = static_cast<TReal>(1.0)/mag;
x *= invMag;
y *= invMag;
z *= invMag;
w *= invMag;
}
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
{
return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
w*t.x + x*t.w + y*t.z - z*t.y,
w*t.y + y*t.w + z*t.x - x*t.z,
w*t.z + z*t.w + x*t.y - y*t.x);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
{
x = -x;
y = -y;
z = -z;
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
{
aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
qinv.Conjugate();
q = q*q2*qinv;
return aiVector3t<TReal>(q.x,q.y,q.z);
}
#endif
#endif

View File

@ -1,426 +1,426 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 scene.h
* @brief Defines the data structures in which the imported scene is returned.
*/
#ifndef __AI_SCENE_H_INC__
#define __AI_SCENE_H_INC__
#include "types.h"
#include "texture.h"
#include "mesh.h"
#include "light.h"
#include "camera.h"
#include "material.h"
#include "anim.h"
#include "metadata.h"
#ifdef __cplusplus
extern "C" {
#endif
// -------------------------------------------------------------------------------
/** A node in the imported hierarchy.
*
* Each node has name, a parent node (except for the root node),
* a transformation relative to its parent and possibly several child nodes.
* Simple file formats don't support hierarchical structures - for these formats
* the imported scene does consist of only a single root node without children.
*/
// -------------------------------------------------------------------------------
struct aiNode
{
/** The name of the node.
*
* The name might be empty (length of zero) but all nodes which
* need to be referenced by either bones or animations are named.
* Multiple nodes may have the same name, except for nodes which are referenced
* by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
*
* Cameras and lights reference a specific node by name - if there
* are multiple nodes with this name, they are assigned to each of them.
* <br>
* There are no limitations with regard to the characters contained in
* the name string as it is usually taken directly from the source file.
*
* Implementations should be able to handle tokens such as whitespace, tabs,
* line feeds, quotation marks, ampersands etc.
*
* Sometimes assimp introduces new nodes not present in the source file
* into the hierarchy (usually out of necessity because sometimes the
* source hierarchy format is simply not compatible). Their names are
* surrounded by @verbatim <> @endverbatim e.g.
* @verbatim<DummyRootNode> @endverbatim.
*/
C_STRUCT aiString mName;
/** The transformation relative to the node's parent. */
C_STRUCT aiMatrix4x4 mTransformation;
/** Parent node. NULL if this node is the root node. */
C_STRUCT aiNode* mParent;
/** The number of child nodes of this node. */
unsigned int mNumChildren;
/** The child nodes of this node. NULL if mNumChildren is 0. */
C_STRUCT aiNode** mChildren;
/** The number of meshes of this node. */
unsigned int mNumMeshes;
/** The meshes of this node. Each entry is an index into the mesh */
unsigned int* mMeshes;
/** Metadata associated with this node or NULL if there is no metadata.
* Whether any metadata is generated depends on the source file format. See the
* @link importer_notes @endlink page for more information on every source file
* format. Importers that don't document any metadata don't write any.
*/
C_STRUCT aiMetadata* mMetaData;
#ifdef __cplusplus
/** Constructor */
aiNode()
// set all members to zero by default
: mName("")
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Construction from a specific name */
aiNode(const std::string& name)
// set all members to zero by default
: mName(name)
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Destructor */
~aiNode()
{
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
{
for( unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];
}
delete [] mChildren;
delete [] mMeshes;
delete mMetaData;
}
/** Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline const aiNode* FindNode(const aiString& name) const
{
return FindNode(name.data);
}
inline aiNode* FindNode(const aiString& name)
{
return FindNode(name.data);
}
inline const aiNode* FindNode(const char* name) const
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
const aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
inline aiNode* FindNode(const char* name)
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
#endif // __cplusplus
};
// -------------------------------------------------------------------------------
/**
* Specifies that the scene data structure that was imported is not complete.
* This flag bypasses some internal validations and allows the import
* of animation skeletons, material libraries or camera animation paths
* using Assimp. Most applications won't support such data.
*/
#define AI_SCENE_FLAGS_INCOMPLETE 0x1
/**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful. In a validated scene you can be sure that
* any cross references in the data structure (e.g. vertex indices) are valid.
*/
#define AI_SCENE_FLAGS_VALIDATED 0x2
/**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful but some issues have been found.
* This can for example mean that a texture that does not exist is referenced
* by a material or that the bone weights for a vertex don't sum to 1.0 ... .
* In most cases you should still be able to use the import. This flag could
* be useful for applications which don't capture Assimp's log output.
*/
#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
/**
* This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
* It indicates that the vertices of the output meshes aren't in the internal
* verbose format anymore. In the verbose format all vertices are unique,
* no vertex is ever referenced by more than one face.
*/
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
/**
* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
* positions refer to the x,y coordinates on the terrain height map, the z-axis
* stores the elevation at a specific point.
*
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
* @note Assimp is probably not the best choice for loading *huge* terrains -
* fully triangulated data takes extremely much free store and should be avoided
* as long as possible (typically you'll do the triangulation when you actually
* need to render it).
*/
#define AI_SCENE_FLAGS_TERRAIN 0x10
// -------------------------------------------------------------------------------
/** The root structure of the imported data.
*
* Everything that was imported from the given file can be accessed from here.
* Objects of this class are generally maintained and owned by Assimp, not
* by the caller. You shouldn't want to instance it, nor should you ever try to
* delete a given scene on your own.
*/
// -------------------------------------------------------------------------------
struct aiScene
{
/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
* this value is 0, no flags are set. Most applications will
* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
* bit set.
*/
unsigned int mFlags;
/** The root node of the hierarchy.
*
* There will always be at least the root node if the import
* was successful (and no special flags have been set).
* Presence of further nodes depends on the format and content
* of the imported file.
*/
C_STRUCT aiNode* mRootNode;
/** The number of meshes in the scene. */
unsigned int mNumMeshes;
/** The array of meshes.
*
* Use the indices given in the aiNode structure to access
* this array. The array is mNumMeshes in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMesh** mMeshes;
/** The number of materials in the scene. */
unsigned int mNumMaterials;
/** The array of materials.
*
* Use the index given in each aiMesh structure to access this
* array. The array is mNumMaterials in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMaterial** mMaterials;
/** The number of animations in the scene. */
unsigned int mNumAnimations;
/** The array of animations.
*
* All animations imported from the given file are listed here.
* The array is mNumAnimations in size.
*/
C_STRUCT aiAnimation** mAnimations;
/** The number of textures embedded into the file */
unsigned int mNumTextures;
/** The array of embedded textures.
*
* Not many file formats embed their textures into the file.
* An example is Quake's MDL format (which is also used by
* some GameStudio versions)
*/
C_STRUCT aiTexture** mTextures;
/** The number of light sources in the scene. Light sources
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumLights;
/** The array of light sources.
*
* All light sources imported from the given file are
* listed here. The array is mNumLights in size.
*/
C_STRUCT aiLight** mLights;
/** The number of cameras in the scene. Cameras
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumCameras;
/** The array of cameras.
*
* All cameras imported from the given file are listed here.
* The array is mNumCameras in size. The first camera in the
* array (if existing) is the default camera view into
* the scene.
*/
C_STRUCT aiCamera** mCameras;
#ifdef __cplusplus
//! Default constructor - set everything to 0/NULL
ASSIMP_API aiScene();
//! Destructor
ASSIMP_API ~aiScene();
//! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true.
inline bool HasMeshes() const
{ return mMeshes != NULL && mNumMeshes > 0; }
//! Check whether the scene contains materials
//! Unless no special scene flags are set this will always be true.
inline bool HasMaterials() const
{ return mMaterials != NULL && mNumMaterials > 0; }
//! Check whether the scene contains lights
inline bool HasLights() const
{ return mLights != NULL && mNumLights > 0; }
//! Check whether the scene contains textures
inline bool HasTextures() const
{ return mTextures != NULL && mNumTextures > 0; }
//! Check whether the scene contains cameras
inline bool HasCameras() const
{ return mCameras != NULL && mNumCameras > 0; }
//! Check whether the scene contains animations
inline bool HasAnimations() const
{ return mAnimations != NULL && mNumAnimations > 0; }
#endif // __cplusplus
/** Internal data, do not touch */
#ifdef __cplusplus
void* mPrivate;
#else
char* mPrivate;
#endif
};
#ifdef __cplusplus
} //! namespace Assimp
#endif
#endif // __AI_SCENE_H_INC__
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 scene.h
* @brief Defines the data structures in which the imported scene is returned.
*/
#ifndef __AI_SCENE_H_INC__
#define __AI_SCENE_H_INC__
#include "types.h"
#include "texture.h"
#include "mesh.h"
#include "light.h"
#include "camera.h"
#include "material.h"
#include "anim.h"
#include "metadata.h"
#ifdef __cplusplus
extern "C" {
#endif
// -------------------------------------------------------------------------------
/** A node in the imported hierarchy.
*
* Each node has name, a parent node (except for the root node),
* a transformation relative to its parent and possibly several child nodes.
* Simple file formats don't support hierarchical structures - for these formats
* the imported scene does consist of only a single root node without children.
*/
// -------------------------------------------------------------------------------
struct aiNode
{
/** The name of the node.
*
* The name might be empty (length of zero) but all nodes which
* need to be referenced by either bones or animations are named.
* Multiple nodes may have the same name, except for nodes which are referenced
* by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
*
* Cameras and lights reference a specific node by name - if there
* are multiple nodes with this name, they are assigned to each of them.
* <br>
* There are no limitations with regard to the characters contained in
* the name string as it is usually taken directly from the source file.
*
* Implementations should be able to handle tokens such as whitespace, tabs,
* line feeds, quotation marks, ampersands etc.
*
* Sometimes assimp introduces new nodes not present in the source file
* into the hierarchy (usually out of necessity because sometimes the
* source hierarchy format is simply not compatible). Their names are
* surrounded by @verbatim <> @endverbatim e.g.
* @verbatim<DummyRootNode> @endverbatim.
*/
C_STRUCT aiString mName;
/** The transformation relative to the node's parent. */
C_STRUCT aiMatrix4x4 mTransformation;
/** Parent node. NULL if this node is the root node. */
C_STRUCT aiNode* mParent;
/** The number of child nodes of this node. */
unsigned int mNumChildren;
/** The child nodes of this node. NULL if mNumChildren is 0. */
C_STRUCT aiNode** mChildren;
/** The number of meshes of this node. */
unsigned int mNumMeshes;
/** The meshes of this node. Each entry is an index into the mesh */
unsigned int* mMeshes;
/** Metadata associated with this node or NULL if there is no metadata.
* Whether any metadata is generated depends on the source file format. See the
* @link importer_notes @endlink page for more information on every source file
* format. Importers that don't document any metadata don't write any.
*/
C_STRUCT aiMetadata* mMetaData;
#ifdef __cplusplus
/** Constructor */
aiNode()
// set all members to zero by default
: mName("")
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Construction from a specific name */
aiNode(const std::string& name)
// set all members to zero by default
: mName(name)
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Destructor */
~aiNode()
{
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
{
for( unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];
}
delete [] mChildren;
delete [] mMeshes;
delete mMetaData;
}
/** Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline const aiNode* FindNode(const aiString& name) const
{
return FindNode(name.data);
}
inline aiNode* FindNode(const aiString& name)
{
return FindNode(name.data);
}
inline const aiNode* FindNode(const char* name) const
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
const aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
inline aiNode* FindNode(const char* name)
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
#endif // __cplusplus
};
// -------------------------------------------------------------------------------
/**
* Specifies that the scene data structure that was imported is not complete.
* This flag bypasses some internal validations and allows the import
* of animation skeletons, material libraries or camera animation paths
* using Assimp. Most applications won't support such data.
*/
#define AI_SCENE_FLAGS_INCOMPLETE 0x1
/**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful. In a validated scene you can be sure that
* any cross references in the data structure (e.g. vertex indices) are valid.
*/
#define AI_SCENE_FLAGS_VALIDATED 0x2
/**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful but some issues have been found.
* This can for example mean that a texture that does not exist is referenced
* by a material or that the bone weights for a vertex don't sum to 1.0 ... .
* In most cases you should still be able to use the import. This flag could
* be useful for applications which don't capture Assimp's log output.
*/
#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
/**
* This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
* It indicates that the vertices of the output meshes aren't in the internal
* verbose format anymore. In the verbose format all vertices are unique,
* no vertex is ever referenced by more than one face.
*/
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
/**
* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
* positions refer to the x,y coordinates on the terrain height map, the z-axis
* stores the elevation at a specific point.
*
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
* @note Assimp is probably not the best choice for loading *huge* terrains -
* fully triangulated data takes extremely much free store and should be avoided
* as long as possible (typically you'll do the triangulation when you actually
* need to render it).
*/
#define AI_SCENE_FLAGS_TERRAIN 0x10
// -------------------------------------------------------------------------------
/** The root structure of the imported data.
*
* Everything that was imported from the given file can be accessed from here.
* Objects of this class are generally maintained and owned by Assimp, not
* by the caller. You shouldn't want to instance it, nor should you ever try to
* delete a given scene on your own.
*/
// -------------------------------------------------------------------------------
struct aiScene
{
/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
* this value is 0, no flags are set. Most applications will
* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
* bit set.
*/
unsigned int mFlags;
/** The root node of the hierarchy.
*
* There will always be at least the root node if the import
* was successful (and no special flags have been set).
* Presence of further nodes depends on the format and content
* of the imported file.
*/
C_STRUCT aiNode* mRootNode;
/** The number of meshes in the scene. */
unsigned int mNumMeshes;
/** The array of meshes.
*
* Use the indices given in the aiNode structure to access
* this array. The array is mNumMeshes in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMesh** mMeshes;
/** The number of materials in the scene. */
unsigned int mNumMaterials;
/** The array of materials.
*
* Use the index given in each aiMesh structure to access this
* array. The array is mNumMaterials in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMaterial** mMaterials;
/** The number of animations in the scene. */
unsigned int mNumAnimations;
/** The array of animations.
*
* All animations imported from the given file are listed here.
* The array is mNumAnimations in size.
*/
C_STRUCT aiAnimation** mAnimations;
/** The number of textures embedded into the file */
unsigned int mNumTextures;
/** The array of embedded textures.
*
* Not many file formats embed their textures into the file.
* An example is Quake's MDL format (which is also used by
* some GameStudio versions)
*/
C_STRUCT aiTexture** mTextures;
/** The number of light sources in the scene. Light sources
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumLights;
/** The array of light sources.
*
* All light sources imported from the given file are
* listed here. The array is mNumLights in size.
*/
C_STRUCT aiLight** mLights;
/** The number of cameras in the scene. Cameras
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumCameras;
/** The array of cameras.
*
* All cameras imported from the given file are listed here.
* The array is mNumCameras in size. The first camera in the
* array (if existing) is the default camera view into
* the scene.
*/
C_STRUCT aiCamera** mCameras;
#ifdef __cplusplus
//! Default constructor - set everything to 0/NULL
ASSIMP_API aiScene();
//! Destructor
ASSIMP_API ~aiScene();
//! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true.
inline bool HasMeshes() const
{ return mMeshes != NULL && mNumMeshes > 0; }
//! Check whether the scene contains materials
//! Unless no special scene flags are set this will always be true.
inline bool HasMaterials() const
{ return mMaterials != NULL && mNumMaterials > 0; }
//! Check whether the scene contains lights
inline bool HasLights() const
{ return mLights != NULL && mNumLights > 0; }
//! Check whether the scene contains textures
inline bool HasTextures() const
{ return mTextures != NULL && mNumTextures > 0; }
//! Check whether the scene contains cameras
inline bool HasCameras() const
{ return mCameras != NULL && mNumCameras > 0; }
//! Check whether the scene contains animations
inline bool HasAnimations() const
{ return mAnimations != NULL && mNumAnimations > 0; }
#endif // __cplusplus
/** Internal data, do not touch */
#ifdef __cplusplus
void* mPrivate;
#else
char* mPrivate;
#endif
};
#ifdef __cplusplus
} //! namespace Assimp
#endif
#endif // __AI_SCENE_H_INC__

View File

@ -1,197 +1,197 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 texture.h
* @brief Defines texture helper structures for the library
*
* Used for file formats which embed their textures into the model file.
* Supported are both normal textures, which are stored as uncompressed
* pixels, and "compressed" textures, which are stored in a file format
* such as PNG or TGA.
*/
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// --------------------------------------------------------------------------------
/** @def AI_MAKE_EMBEDDED_TEXNAME
* Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
#include "./Compiler/pushpack1.h"
// --------------------------------------------------------------------------------
/** @brief Helper structure to represent a texel in a ARGB8888 format
*
* Used by aiTexture.
*/
struct aiTexel
{
unsigned char b,g,r,a;
#ifdef __cplusplus
//! Comparison operator
bool operator== (const aiTexel& other) const
{
return b == other.b && r == other.r &&
g == other.g && a == other.a;
}
//! Inverse comparison operator
bool operator!= (const aiTexel& other) const
{
return b != other.b || r != other.r ||
g != other.g || a != other.a;
}
//! Conversion to a floating-point 4d color
operator aiColor4D() const
{
return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
}
#endif // __cplusplus
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
// --------------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
*
* Normally textures are contained in external files but some file formats embed
* them directly in the model file. There are two types of embedded textures:
* 1. Uncompressed textures. The color data is given in an uncompressed format.
* 2. Compressed textures stored in a file format like png or jpg. The raw file
* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
* get access to the actual color data.
*/
struct aiTexture
{
/** Width of the texture, in pixels
*
* If mHeight is zero the texture is compressed in a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/
unsigned int mWidth;
/** Height of the texture, in pixels
*
* If this value is zero, pcData points to an compressed texture
* in any format (e.g. JPEG).
*/
unsigned int mHeight;
/** A hint from the loader to make it easier for applications
* to determine the type of embedded compressed textures.
*
* If mHeight != 0 this member is undefined. Otherwise it
* is set set to '\\0\\0\\0\\0' if the loader has no additional
* information about the texture file format used OR the
* file extension of the format without a trailing dot. If there
* are multiple file extensions for a format, the shortest
* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
* E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
* The fourth character will always be '\\0'.
*/
char achFormatHint[4];
/** Data of the texture.
*
* Points to an array of mWidth * mHeight aiTexel's.
* The format of the texture data is always ARGB8888 to
* make the implementation for user of the library as easy
* as possible. If mHeight = 0 this is a pointer to a memory
* buffer of size mWidth containing the compressed texture
* data. Good luck, have fun!
*/
C_STRUCT aiTexel* pcData;
#ifdef __cplusplus
//! For compressed textures (mHeight == 0): compare the
//! format hint against a given string.
//! @param s Input string. 3 characters are maximally processed.
//! Example values: "jpg", "png"
//! @return true if the given string matches the format hint
bool CheckFormat(const char* s) const
{
return (0 == ::strncmp(achFormatHint,s,3));
}
// Construction
aiTexture ()
: mWidth (0)
, mHeight (0)
, pcData (NULL)
{
achFormatHint[0] = achFormatHint[1] = 0;
achFormatHint[2] = achFormatHint[3] = 0;
}
// Destruction
~aiTexture ()
{
delete[] pcData;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_TEXTURE_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 texture.h
* @brief Defines texture helper structures for the library
*
* Used for file formats which embed their textures into the model file.
* Supported are both normal textures, which are stored as uncompressed
* pixels, and "compressed" textures, which are stored in a file format
* such as PNG or TGA.
*/
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// --------------------------------------------------------------------------------
/** @def AI_MAKE_EMBEDDED_TEXNAME
* Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
#include "./Compiler/pushpack1.h"
// --------------------------------------------------------------------------------
/** @brief Helper structure to represent a texel in a ARGB8888 format
*
* Used by aiTexture.
*/
struct aiTexel
{
unsigned char b,g,r,a;
#ifdef __cplusplus
//! Comparison operator
bool operator== (const aiTexel& other) const
{
return b == other.b && r == other.r &&
g == other.g && a == other.a;
}
//! Inverse comparison operator
bool operator!= (const aiTexel& other) const
{
return b != other.b || r != other.r ||
g != other.g || a != other.a;
}
//! Conversion to a floating-point 4d color
operator aiColor4D() const
{
return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
}
#endif // __cplusplus
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
// --------------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
*
* Normally textures are contained in external files but some file formats embed
* them directly in the model file. There are two types of embedded textures:
* 1. Uncompressed textures. The color data is given in an uncompressed format.
* 2. Compressed textures stored in a file format like png or jpg. The raw file
* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
* get access to the actual color data.
*/
struct aiTexture
{
/** Width of the texture, in pixels
*
* If mHeight is zero the texture is compressed in a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/
unsigned int mWidth;
/** Height of the texture, in pixels
*
* If this value is zero, pcData points to an compressed texture
* in any format (e.g. JPEG).
*/
unsigned int mHeight;
/** A hint from the loader to make it easier for applications
* to determine the type of embedded compressed textures.
*
* If mHeight != 0 this member is undefined. Otherwise it
* is set set to '\\0\\0\\0\\0' if the loader has no additional
* information about the texture file format used OR the
* file extension of the format without a trailing dot. If there
* are multiple file extensions for a format, the shortest
* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
* E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
* The fourth character will always be '\\0'.
*/
char achFormatHint[4];
/** Data of the texture.
*
* Points to an array of mWidth * mHeight aiTexel's.
* The format of the texture data is always ARGB8888 to
* make the implementation for user of the library as easy
* as possible. If mHeight = 0 this is a pointer to a memory
* buffer of size mWidth containing the compressed texture
* data. Good luck, have fun!
*/
C_STRUCT aiTexel* pcData;
#ifdef __cplusplus
//! For compressed textures (mHeight == 0): compare the
//! format hint against a given string.
//! @param s Input string. 3 characters are maximally processed.
//! Example values: "jpg", "png"
//! @return true if the given string matches the format hint
bool CheckFormat(const char* s) const
{
return (0 == ::strncmp(achFormatHint,s,3));
}
// Construction
aiTexture ()
: mWidth (0)
, mHeight (0)
, pcData (NULL)
{
achFormatHint[0] = achFormatHint[1] = 0;
achFormatHint[2] = achFormatHint[3] = 0;
}
// Destruction
~aiTexture ()
{
delete[] pcData;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_TEXTURE_H_INC

File diff suppressed because it is too large Load Diff

View File

@ -1,113 +1,113 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector2.h
* @brief 2D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR2D_H_INC
#define AI_VECTOR2D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a two-dimensional vector.
*/
#ifdef __cplusplus
template <typename TReal>
class aiVector2t
{
public:
aiVector2t () : x(), y() {}
aiVector2t (TReal _x, TReal _y) : x(_x), y(_y) {}
explicit aiVector2t (TReal _xyz) : x(_xyz), y(_xyz) {}
aiVector2t (const aiVector2t& o) : x(o.x), y(o.y) {}
public:
void Set( TReal pX, TReal pY);
TReal SquareLength() const ;
TReal Length() const ;
aiVector2t& Normalize();
public:
const aiVector2t& operator += (const aiVector2t& o);
const aiVector2t& operator -= (const aiVector2t& o);
const aiVector2t& operator *= (TReal f);
const aiVector2t& operator /= (TReal f);
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
bool operator== (const aiVector2t& other) const;
bool operator!= (const aiVector2t& other) const;
bool Equal(const aiVector2t& other, TReal epsilon = 1e-6) const;
aiVector2t& operator= (TReal f);
const aiVector2t SymMul(const aiVector2t& o);
template <typename TOther>
operator aiVector2t<TOther> () const;
TReal x, y;
} PACK_STRUCT;
typedef aiVector2t<float> aiVector2D;
#else
struct aiVector2D {
float x,y;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_VECTOR2D_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector2.h
* @brief 2D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR2D_H_INC
#define AI_VECTOR2D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a two-dimensional vector.
*/
#ifdef __cplusplus
template <typename TReal>
class aiVector2t
{
public:
aiVector2t () : x(), y() {}
aiVector2t (TReal _x, TReal _y) : x(_x), y(_y) {}
explicit aiVector2t (TReal _xyz) : x(_xyz), y(_xyz) {}
aiVector2t (const aiVector2t& o) : x(o.x), y(o.y) {}
public:
void Set( TReal pX, TReal pY);
TReal SquareLength() const ;
TReal Length() const ;
aiVector2t& Normalize();
public:
const aiVector2t& operator += (const aiVector2t& o);
const aiVector2t& operator -= (const aiVector2t& o);
const aiVector2t& operator *= (TReal f);
const aiVector2t& operator /= (TReal f);
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
bool operator== (const aiVector2t& other) const;
bool operator!= (const aiVector2t& other) const;
bool Equal(const aiVector2t& other, TReal epsilon = 1e-6) const;
aiVector2t& operator= (TReal f);
const aiVector2t SymMul(const aiVector2t& o);
template <typename TOther>
operator aiVector2t<TOther> () const;
TReal x, y;
} PACK_STRUCT;
typedef aiVector2t<float> aiVector2D;
#else
struct aiVector2D {
float x,y;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_VECTOR2D_H_INC

View File

@ -1,224 +1,224 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector2.inl
* @brief Inline implementation of aiVector2t<TReal> operators
*/
#ifndef AI_VECTOR2D_INL_INC
#define AI_VECTOR2D_INL_INC
#ifdef __cplusplus
#include "vector2.h"
#include <cmath>
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiVector2t<TReal>::operator aiVector2t<TOther> () const {
return aiVector2t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
void aiVector2t<TReal>::Set( TReal pX, TReal pY) {
x = pX; y = pY;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::SquareLength() const {
return x*x + y*y;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::Length() const {
return std::sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
aiVector2t<TReal>& aiVector2t<TReal>::Normalize() {
*this /= Length();
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator += (const aiVector2t& o) {
x += o.x; y += o.y;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator -= (const aiVector2t& o) {
x -= o.x; y -= o.y;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator *= (TReal f) {
x *= f; y *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator /= (TReal f) {
x /= f; y /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal& aiVector2t<TReal>::operator[](unsigned int i) {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
bool aiVector2t<TReal>::operator== (const aiVector2t& other) const {
return x == other.x && y == other.y;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
bool aiVector2t<TReal>::operator!= (const aiVector2t& other) const {
return x != other.x || y != other.y;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiVector2t<TReal>::Equal(const aiVector2t& other, TReal epsilon) const {
return
std::abs(x - other.x) <= epsilon &&
std::abs(y - other.y) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
aiVector2t<TReal>& aiVector2t<TReal>::operator= (TReal f) {
x = y = f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal> aiVector2t<TReal>::SymMul(const aiVector2t& o) {
return aiVector2t(x*o.x,y*o.y);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
template <typename TReal>
inline aiVector2t<TReal> operator + (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>( v1.x + v2.x, v1.y + v2.y);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
template <typename TReal>
inline aiVector2t<TReal> operator - (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>( v1.x - v2.x, v1.y - v2.y);
}
// ------------------------------------------------------------------------------------------------
// scalar product
template <typename TReal>
inline TReal operator * (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return v1.x*v2.x + v1.y*v2.y;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
template <typename TReal>
inline aiVector2t<TReal> operator * ( TReal f, const aiVector2t<TReal>& v)
{
return aiVector2t<TReal>( f*v.x, f*v.y);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
template <typename TReal>
inline aiVector2t<TReal> operator * ( const aiVector2t<TReal>& v, TReal f)
{
return aiVector2t<TReal>( f*v.x, f*v.y);
}
// ------------------------------------------------------------------------------------------------
// scalar division
template <typename TReal>
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, TReal f)
{
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
template <typename TReal>
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>(v.x / v2.x,v.y / v2.y);
}
// ------------------------------------------------------------------------------------------------
// vector negation
template <typename TReal>
inline aiVector2t<TReal> operator - ( const aiVector2t<TReal>& v)
{
return aiVector2t<TReal>( -v.x, -v.y);
}
#endif
#endif
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector2.inl
* @brief Inline implementation of aiVector2t<TReal> operators
*/
#ifndef AI_VECTOR2D_INL_INC
#define AI_VECTOR2D_INL_INC
#ifdef __cplusplus
#include "vector2.h"
#include <cmath>
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiVector2t<TReal>::operator aiVector2t<TOther> () const {
return aiVector2t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
void aiVector2t<TReal>::Set( TReal pX, TReal pY) {
x = pX; y = pY;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::SquareLength() const {
return x*x + y*y;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::Length() const {
return std::sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
aiVector2t<TReal>& aiVector2t<TReal>::Normalize() {
*this /= Length();
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator += (const aiVector2t& o) {
x += o.x; y += o.y;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator -= (const aiVector2t& o) {
x -= o.x; y -= o.y;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator *= (TReal f) {
x *= f; y *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator /= (TReal f) {
x /= f; y /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal& aiVector2t<TReal>::operator[](unsigned int i) {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
bool aiVector2t<TReal>::operator== (const aiVector2t& other) const {
return x == other.x && y == other.y;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
bool aiVector2t<TReal>::operator!= (const aiVector2t& other) const {
return x != other.x || y != other.y;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiVector2t<TReal>::Equal(const aiVector2t& other, TReal epsilon) const {
return
std::abs(x - other.x) <= epsilon &&
std::abs(y - other.y) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
aiVector2t<TReal>& aiVector2t<TReal>::operator= (TReal f) {
x = y = f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal> aiVector2t<TReal>::SymMul(const aiVector2t& o) {
return aiVector2t(x*o.x,y*o.y);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
template <typename TReal>
inline aiVector2t<TReal> operator + (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>( v1.x + v2.x, v1.y + v2.y);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
template <typename TReal>
inline aiVector2t<TReal> operator - (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>( v1.x - v2.x, v1.y - v2.y);
}
// ------------------------------------------------------------------------------------------------
// scalar product
template <typename TReal>
inline TReal operator * (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return v1.x*v2.x + v1.y*v2.y;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
template <typename TReal>
inline aiVector2t<TReal> operator * ( TReal f, const aiVector2t<TReal>& v)
{
return aiVector2t<TReal>( f*v.x, f*v.y);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
template <typename TReal>
inline aiVector2t<TReal> operator * ( const aiVector2t<TReal>& v, TReal f)
{
return aiVector2t<TReal>( f*v.x, f*v.y);
}
// ------------------------------------------------------------------------------------------------
// scalar division
template <typename TReal>
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, TReal f)
{
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
template <typename TReal>
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>(v.x / v2.x,v.y / v2.y);
}
// ------------------------------------------------------------------------------------------------
// vector negation
template <typename TReal>
inline aiVector2t<TReal> operator - ( const aiVector2t<TReal>& v)
{
return aiVector2t<TReal>( -v.x, -v.y);
}
#endif
#endif

View File

@ -1,149 +1,149 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector3.h
* @brief 3D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiMatrix4x4t;
// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
template <typename TReal>
class aiVector3t
{
public:
aiVector3t () : x(), y(), z() {}
aiVector3t (TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
explicit aiVector3t (TReal _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
aiVector3t (const aiVector3t& o) : x(o.x), y(o.y), z(o.z) {}
public:
// combined operators
const aiVector3t& operator += (const aiVector3t& o);
const aiVector3t& operator -= (const aiVector3t& o);
const aiVector3t& operator *= (TReal f);
const aiVector3t& operator /= (TReal f);
// transform vector by matrix
aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);
// access a single element
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
// comparison
bool operator== (const aiVector3t& other) const;
bool operator!= (const aiVector3t& other) const;
bool operator < (const aiVector3t& other) const;
bool Equal(const aiVector3t& other, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiVector3t<TOther> () const;
public:
/** @brief Set the components of a vector
* @param pX X component
* @param pY Y component
* @param pZ Z component */
void Set( TReal pX, TReal pY, TReal pZ);
/** @brief Get the squared length of the vector
* @return Square length */
TReal SquareLength() const;
/** @brief Get the length of the vector
* @return length */
TReal Length() const;
/** @brief Normalize the vector */
aiVector3t& Normalize();
/** @brief Componentwise multiplication of two vectors
*
* Note that vec*vec yields the dot product.
* @param o Second factor */
const aiVector3t SymMul(const aiVector3t& o);
TReal x, y, z;
} PACK_STRUCT;
typedef aiVector3t<float> aiVector3D;
#else
struct aiVector3D {
float x,y,z;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#ifdef __cplusplus
#endif // __cplusplus
#endif // AI_VECTOR3D_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector3.h
* @brief 3D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiMatrix4x4t;
// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
template <typename TReal>
class aiVector3t
{
public:
aiVector3t () : x(), y(), z() {}
aiVector3t (TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
explicit aiVector3t (TReal _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
aiVector3t (const aiVector3t& o) : x(o.x), y(o.y), z(o.z) {}
public:
// combined operators
const aiVector3t& operator += (const aiVector3t& o);
const aiVector3t& operator -= (const aiVector3t& o);
const aiVector3t& operator *= (TReal f);
const aiVector3t& operator /= (TReal f);
// transform vector by matrix
aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);
// access a single element
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
// comparison
bool operator== (const aiVector3t& other) const;
bool operator!= (const aiVector3t& other) const;
bool operator < (const aiVector3t& other) const;
bool Equal(const aiVector3t& other, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiVector3t<TOther> () const;
public:
/** @brief Set the components of a vector
* @param pX X component
* @param pY Y component
* @param pZ Z component */
void Set( TReal pX, TReal pY, TReal pZ);
/** @brief Get the squared length of the vector
* @return Square length */
TReal SquareLength() const;
/** @brief Get the length of the vector
* @return length */
TReal Length() const;
/** @brief Normalize the vector */
aiVector3t& Normalize();
/** @brief Componentwise multiplication of two vectors
*
* Note that vec*vec yields the dot product.
* @param o Second factor */
const aiVector3t SymMul(const aiVector3t& o);
TReal x, y, z;
} PACK_STRUCT;
typedef aiVector3t<float> aiVector3D;
#else
struct aiVector3D {
float x,y,z;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#ifdef __cplusplus
#endif // __cplusplus
#endif // AI_VECTOR3D_H_INC

View File

@ -1,228 +1,228 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector3.inl
* @brief Inline implementation of aiVector3t<TReal> operators
*/
#ifndef AI_VECTOR3D_INL_INC
#define AI_VECTOR3D_INL_INC
#ifdef __cplusplus
#include "vector3.h"
#include <cmath>
// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 3x3 matrix */
template <typename TReal>
inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
{
aiVector3t<TReal> res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
return res;
}
// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 4x4 matrix */
template <typename TReal>
inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
{
aiVector3t<TReal> res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
return res;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiVector3t<TReal>::operator aiVector3t<TOther> () const {
return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
x = pX; y = pY; z = pZ;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
return x*x + y*y + z*z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
return std::sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
*this /= Length(); return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
x += o.x; y += o.y; z += o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
x -= o.x; y -= o.y; z -= o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
x *= f; y *= f; z *= f; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
x /= f; y /= f; z /= f; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
return x == other.x && y == other.y && z == other.z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
return x != other.x || y != other.y || z != other.z;
}
// ---------------------------------------------------------------------------
template<typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const {
return
std::abs(x - other.x) <= epsilon &&
std::abs(y - other.y) <= epsilon &&
std::abs(z - other.z) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const {
return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
// ------------------------------------------------------------------------------------------------
// scalar product
template <typename TReal>
AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// scalar division
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
}
// ------------------------------------------------------------------------------------------------
// cross product
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
}
// ------------------------------------------------------------------------------------------------
// vector negation
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
return aiVector3t<TReal>( -v.x, -v.y, -v.z);
}
// ------------------------------------------------------------------------------------------------
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 vector3.inl
* @brief Inline implementation of aiVector3t<TReal> operators
*/
#ifndef AI_VECTOR3D_INL_INC
#define AI_VECTOR3D_INL_INC
#ifdef __cplusplus
#include "vector3.h"
#include <cmath>
// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 3x3 matrix */
template <typename TReal>
inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
{
aiVector3t<TReal> res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
return res;
}
// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 4x4 matrix */
template <typename TReal>
inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
{
aiVector3t<TReal> res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
return res;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiVector3t<TReal>::operator aiVector3t<TOther> () const {
return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
x = pX; y = pY; z = pZ;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
return x*x + y*y + z*z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
return std::sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
*this /= Length(); return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
x += o.x; y += o.y; z += o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
x -= o.x; y -= o.y; z -= o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
x *= f; y *= f; z *= f; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
x /= f; y /= f; z /= f; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
return x == other.x && y == other.y && z == other.z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
return x != other.x || y != other.y || z != other.z;
}
// ---------------------------------------------------------------------------
template<typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const {
return
std::abs(x - other.x) <= epsilon &&
std::abs(y - other.y) <= epsilon &&
std::abs(z - other.z) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const {
return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
// ------------------------------------------------------------------------------------------------
// scalar product
template <typename TReal>
AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// scalar division
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
}
// ------------------------------------------------------------------------------------------------
// cross product
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
}
// ------------------------------------------------------------------------------------------------
// vector negation
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
return aiVector3t<TReal>( -v.x, -v.y, -v.z);
}
// ------------------------------------------------------------------------------------------------
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC

View File

@ -1,105 +1,105 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 version.h
* @brief Functions to query the version of the Assimp runtime, check
* compile flags, ...
*/
#ifndef INCLUDED_AI_VERSION_H
#define INCLUDED_AI_VERSION_H
#include "defs.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** @brief Returns a string with legal copyright and licensing information
* about Assimp. The string may include multiple lines.
* @return Pointer to static string.
*/
ASSIMP_API const char* aiGetLegalString (void);
// ---------------------------------------------------------------------------
/** @brief Returns the current minor version number of Assimp.
* @return Minor version of the Assimp runtime the application was
* linked/built against
*/
ASSIMP_API unsigned int aiGetVersionMinor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the current major version number of Assimp.
* @return Major version of the Assimp runtime the application was
* linked/built against
*/
ASSIMP_API unsigned int aiGetVersionMajor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the repository revision of the Assimp runtime.
* @return SVN Repository revision number of the Assimp runtime the
* application was linked/built against.
*/
ASSIMP_API unsigned int aiGetVersionRevision (void);
//! Assimp was compiled as a shared object (Windows: DLL)
#define ASSIMP_CFLAGS_SHARED 0x1
//! Assimp was compiled against STLport
#define ASSIMP_CFLAGS_STLPORT 0x2
//! Assimp was compiled as a debug build
#define ASSIMP_CFLAGS_DEBUG 0x4
//! Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined
#define ASSIMP_CFLAGS_NOBOOST 0x8
//! Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined
#define ASSIMP_CFLAGS_SINGLETHREADED 0x10
// ---------------------------------------------------------------------------
/** @brief Returns assimp's compile flags
* @return Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
*/
ASSIMP_API unsigned int aiGetCompileFlags (void);
#ifdef __cplusplus
} // end extern "C"
#endif
#endif // !! #ifndef INCLUDED_AI_VERSION_H
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2015, 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 version.h
* @brief Functions to query the version of the Assimp runtime, check
* compile flags, ...
*/
#ifndef INCLUDED_AI_VERSION_H
#define INCLUDED_AI_VERSION_H
#include "defs.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** @brief Returns a string with legal copyright and licensing information
* about Assimp. The string may include multiple lines.
* @return Pointer to static string.
*/
ASSIMP_API const char* aiGetLegalString (void);
// ---------------------------------------------------------------------------
/** @brief Returns the current minor version number of Assimp.
* @return Minor version of the Assimp runtime the application was
* linked/built against
*/
ASSIMP_API unsigned int aiGetVersionMinor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the current major version number of Assimp.
* @return Major version of the Assimp runtime the application was
* linked/built against
*/
ASSIMP_API unsigned int aiGetVersionMajor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the repository revision of the Assimp runtime.
* @return SVN Repository revision number of the Assimp runtime the
* application was linked/built against.
*/
ASSIMP_API unsigned int aiGetVersionRevision (void);
//! Assimp was compiled as a shared object (Windows: DLL)
#define ASSIMP_CFLAGS_SHARED 0x1
//! Assimp was compiled against STLport
#define ASSIMP_CFLAGS_STLPORT 0x2
//! Assimp was compiled as a debug build
#define ASSIMP_CFLAGS_DEBUG 0x4
//! Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined
#define ASSIMP_CFLAGS_NOBOOST 0x8
//! Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined
#define ASSIMP_CFLAGS_SINGLETHREADED 0x10
// ---------------------------------------------------------------------------
/** @brief Returns assimp's compile flags
* @return Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
*/
ASSIMP_API unsigned int aiGetCompileFlags (void);
#ifdef __cplusplus
} // end extern "C"
#endif
#endif // !! #ifndef INCLUDED_AI_VERSION_H