Adding WIP stuff to jAssimp.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@431 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
3b03839d46
commit
703d11b5c4
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>jAssimp</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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<buildCommand>
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<name>org.eclipse.jdt.core.javabuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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</buildSpec>
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<natures>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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/*
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||||
---------------------------------------------------------------------------
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||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
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package assimp;
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/**
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* An animation consists of keyframe data for a number of bones. For each bone
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* affected by the animation a separate series of data is given. There can be
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* multiple animations in a single scene.
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*
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* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
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* @version 1.0
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*/
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public class Animation {
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/**
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* Returns the name of the animation channel
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*
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* @return If the modeling package this data was exported from does support
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* only a single animation channel, this name is usually
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* <code>""</code>
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*/
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public final String getName() {
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return name;
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}
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/**
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* Returns the total duration of the animation, in ticks
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*
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* @return Total duration
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*/
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public final double getDuration() {
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return mDuration;
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}
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/**
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* Returns the ticks per second count.
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*
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* @return 0 if not specified in the imported file
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*/
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public final double getTicksPerSecond() {
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return mTicksPerSecond;
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}
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/**
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* Returns the number of bone animation channels
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*
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* @return This value is never 0
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*/
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public final int getNumNodeAnimChannels() {
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assert (null != boneAnims);
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return boneAnims.length;
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}
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/**
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* Returns the list of all bone animation channels
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*
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* @return This value is never <code>null</code>
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*/
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public final NodeAnim[] getNodeAnimChannels() {
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assert (null != boneAnims);
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return boneAnims;
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}
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// --------------------------------------------------------------------------
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// Private stuff
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// --------------------------------------------------------------------------
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/**
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* The name of the animation.
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*/
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private String name = "";
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/**
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* Duration of the animation in ticks.
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*/
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private double mDuration = 0.0;
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/**
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* Ticks per second. 0 if not specified in the imported file
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*/
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private double mTicksPerSecond = 0.0;
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/**
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* Bone animation channels
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*/
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private NodeAnim[] boneAnims = null;
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}
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@ -0,0 +1,117 @@
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|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
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||||
*/
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package assimp;
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/**
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* A bone belongs to a mesh stores a list of vertex weights. It represents a
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* joint of the skeleton. The bone hierarchy is contained in the node graph.
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*
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* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
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* @version 1.0
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*/
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public class Bone {
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/**
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* Represents a single vertex weight
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*/
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public class Weight {
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public Weight() {
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index = 0;
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weight = 1.0f;
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}
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/**
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* Index of the vertex in the corresponding <code>Mesh</code>
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*/
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public int index;
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/**
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* Weight of the vertex. All weights for a vertex sum up to 1.0
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*/
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public float weight;
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}
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/**
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* Retrieves the name of the node
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*
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* @return Normally bones are never unnamed
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*/
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public final String getName() {
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return name;
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}
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/**
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* Returns a reference to the array of weights
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*
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* @return <code>Weight</code> array
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*/
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public final Weight[] getWeightsArray() {
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assert (null != weights);
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return weights;
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}
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/**
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* Returns the number of bone weights.
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*
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* @return There should at least be one vertex weights (the validation step
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* would complain otherwise)
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*/
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public final int getNumWeights() {
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assert (null != weights);
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return weights.length;
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}
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// --------------------------------------------------------------------------
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// Private stuff
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// --------------------------------------------------------------------------
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/**
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* Name of the bone
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*/
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private String name = "";
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/**
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* List of vertex weights for the bone
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*/
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private Weight[] weights = null;
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}
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@ -0,0 +1,191 @@
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/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
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||||
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package assimp;
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/**
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||||
* Describes a virtual camera in the scene.
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*
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* Cameras have a representation in the node graph and can be animated.
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||||
*
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||||
* @author Aramis (Alexander Gessler)
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* @version 1.0
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*/
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||||
public class Camera {
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||||
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/**
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* Get the screen aspect ratio of the camera
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||||
*
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* This is the ration between the width and the height of the screen.
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||||
* Typical values are 4/3, 1/2 or 1/1. This value is 0 if the aspect ratio
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||||
* is not defined in the source file. 0 is also the default value.
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||||
*/
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||||
public final float GetAspect() {
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||||
return mAspect;
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||||
}
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||||
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||||
/**
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||||
* Get the distance of the far clipping plane from the camera.
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||||
*
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||||
* The far clipping plane must, of course, be farer away than the near
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||||
* clipping plane. The default value is 1000.f. The radio between the near
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||||
* and the far plane should not be too large (between 1000-10000 should be
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||||
* ok) to avoid floating-point inaccuracies which could lead to z-fighting.
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||||
*/
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||||
public final float GetFarClipPlane() {
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||||
return mClipPlaneFar;
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||||
}
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||||
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||||
/**
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||||
* Get the distance of the near clipping plane from the camera.
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||||
*
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||||
* The value may not be 0.f (for arithmetic reasons to prevent a division
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||||
* through zero). The default value is 0.1f.
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||||
*/
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||||
public final float GetNearClipPlane() {
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||||
return mClipPlaneNear;
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||||
}
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||||
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||||
/**
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||||
* Half horizontal field of view angle, in radians.
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||||
*
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||||
* 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.
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||||
*/
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||||
public final float GetHorizontalFOV() {
|
||||
return mHorizontalFOV;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the '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.
|
||||
*
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||||
* @return component order: x,y,z
|
||||
*/
|
||||
public final float[] GetLookAt() {
|
||||
return mLookAt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the '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.
|
||||
*
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||||
* @return component order: x,y,z
|
||||
*/
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||||
public final float[] GetUp() {
|
||||
return mUp;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the position of the camera relative to the coordinate space defined
|
||||
* by the corresponding node.
|
||||
*
|
||||
* The default value is 0|0|0.
|
||||
*
|
||||
* @return component order: x,y,z
|
||||
*/
|
||||
public final float[] GetPosition() {
|
||||
return mPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the name of the camera.
|
||||
*
|
||||
* There must be a node in the scene graph with the same name. This node
|
||||
* specifies the position of the camera in the scene hierarchy and can be
|
||||
* animated. The local transformation information of the camera is relative
|
||||
* to the coordinate space defined by this node.
|
||||
*/
|
||||
public final String GetName() {
|
||||
return mName;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// Private stuff
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The name of the camera.
|
||||
*/
|
||||
private String mName;
|
||||
|
||||
/**
|
||||
* Position of the camera
|
||||
*/
|
||||
private float[] mPosition;
|
||||
|
||||
/**
|
||||
* 'Up' - vector of the camera coordinate system
|
||||
*/
|
||||
private float[] mUp;
|
||||
|
||||
/**
|
||||
* 'LookAt' - vector of the camera coordinate system relative to
|
||||
*/
|
||||
private float[] mLookAt;
|
||||
|
||||
/**
|
||||
* Half horizontal field of view angle, in radians.
|
||||
*/
|
||||
private float mHorizontalFOV;
|
||||
|
||||
/**
|
||||
* Distance of the near clipping plane from the camera.
|
||||
*/
|
||||
private float mClipPlaneNear;
|
||||
|
||||
/**
|
||||
* Distance of the far clipping plane from the camera.
|
||||
*/
|
||||
private float mClipPlaneFar;
|
||||
|
||||
/**
|
||||
* Screen aspect ratio.
|
||||
*/
|
||||
private float mAspect;
|
||||
};
|
|
@ -0,0 +1,175 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
import javax.imageio.ImageIO;
|
||||
import javax.imageio.stream.ImageInputStream;
|
||||
import java.awt.*;
|
||||
import java.awt.image.BufferedImage;
|
||||
import java.io.IOException;
|
||||
import java.io.ByteArrayInputStream;
|
||||
|
||||
/**
|
||||
* Represents an embedded compressed texture typically stored in a format such
|
||||
* as JPEG or PNG. See the documentation of <code>Texture</code> for more
|
||||
* details on this class. Use <code>instanceof</code> to determine whether a
|
||||
* particular <code>Texture</code> in the global texture array is actually
|
||||
* compressed texture. Then downcast to <code>CompressedTexture</code>, extract
|
||||
* the data and you're fine.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
* @see Texture
|
||||
*/
|
||||
public class CompressedTexture extends Texture {
|
||||
|
||||
/**
|
||||
* Retrieves the format of the texture data. This is the most common file
|
||||
* extension of the format. For example "jpg", "bmp", "tga", ...
|
||||
*
|
||||
* @return Extension string identifying the file format or alternatively
|
||||
* <code>null</code> if Assimp has no further information on the
|
||||
* format of the compressed data.
|
||||
*/
|
||||
public final String getFormat() {
|
||||
return m_format;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a pointer to the data of the compressed texture
|
||||
*
|
||||
* @return Data buffer
|
||||
*/
|
||||
public final byte[] getData() {
|
||||
return (byte[]) data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns always 0 for compressed textures
|
||||
*
|
||||
* @return n/a
|
||||
*/
|
||||
@Override
|
||||
public final int getHeight() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns always 0 for compressed textures
|
||||
*
|
||||
* @return n/a
|
||||
*/
|
||||
@Override
|
||||
public final int getWidth() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns always <code>null</code> for compressed textures
|
||||
*
|
||||
* @return n/a
|
||||
*/
|
||||
@Override
|
||||
public Color getPixel(int x, int y) {
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns null for compressed textures
|
||||
*
|
||||
* @return n/a
|
||||
*/
|
||||
@Override
|
||||
public final Color[] getColorArray() {
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return The return value is <code>true</code> of the file format can't be
|
||||
* recognized.
|
||||
* @see <code>Texture.hasAlphaChannel()</code>
|
||||
*/
|
||||
public boolean hasAlphaChannel() {
|
||||
|
||||
// try to determine it from the file format sequence
|
||||
if (m_format.equals("bmp") || m_format.equals("dib"))
|
||||
return false;
|
||||
if (m_format.equals("tif") || m_format.equals("tiff"))
|
||||
return false;
|
||||
if (m_format.equals("jpg") || m_format.equals("jpeg"))
|
||||
return false;
|
||||
|
||||
// TODO: add more
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert the texture into a <code>java.awt.BufferedImage</code>
|
||||
*
|
||||
* @return A valid <code>java.awt.BufferedImage</code> object
|
||||
* @throws IOException
|
||||
* If the texture could not be uncompressed.
|
||||
*/
|
||||
public BufferedImage convertToImage() throws IOException {
|
||||
|
||||
BufferedImage img = null;
|
||||
try {
|
||||
|
||||
// create an input stream and attach it to an image input stream
|
||||
ImageInputStream stream = ImageIO
|
||||
.createImageInputStream(new ByteArrayInputStream(
|
||||
(byte[]) data));
|
||||
|
||||
// and use the stream to decode the file
|
||||
img = ImageIO.read(stream);
|
||||
|
||||
} catch (IOException e) {
|
||||
DefaultLogger.get().error("Failed to decode compressed texture");
|
||||
throw e;
|
||||
}
|
||||
// return the created image to the caller
|
||||
return img;
|
||||
}
|
||||
|
||||
private String m_format = "";
|
||||
}
|
|
@ -0,0 +1,513 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Defines all predefined configuration properties used by Assimp. The user can
|
||||
* fine-tune these settings to optimize Assimp for a particular purpose. There
|
||||
* are both global settings and settings referring to a post processing step or
|
||||
* a particular import plugin.
|
||||
*
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
* @see Importer#setProperty
|
||||
*/
|
||||
public class ConfigProperty {
|
||||
|
||||
private ConfigProperty() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Enumerates components of the aiScene and aiMesh data structures that can
|
||||
* be excluded from the import by using the
|
||||
* <code>PostProcessing.RemoveComponent</code> step.
|
||||
*
|
||||
* See the documentation to <code>PostProcessing.RemoveComponent</code> for
|
||||
* more details.
|
||||
*
|
||||
* @see PostProcessing#RemoveComponent
|
||||
*/
|
||||
public static final class Component {
|
||||
/**
|
||||
* Normal vectors
|
||||
*/
|
||||
public static final int NORMALS = 0x2;
|
||||
|
||||
/**
|
||||
* Tangents and bitangents go always together ...
|
||||
*/
|
||||
public static final int TANGENTS_AND_BITANGENTS = 0x4;
|
||||
|
||||
/**
|
||||
* ALL color sets Use aiComponent_COLORn(N) to specify the N'th set
|
||||
*/
|
||||
public static final int COLORS = 0x8;
|
||||
|
||||
/**
|
||||
* ALL texture UV sets aiComponent_TEXCOORDn(N) to specify the N'th set
|
||||
*/
|
||||
public static final int TEXCOORDS = 0x10;
|
||||
|
||||
/**
|
||||
* Removes all bone weights from all meshes. The scene graph nodes
|
||||
* corresponding to the bones are NOT removed. use the
|
||||
* #aiProcess_OptimizeGraph step to do this
|
||||
*/
|
||||
public static final int BONEWEIGHTS = 0x20;
|
||||
|
||||
/**
|
||||
* Removes all node animations (aiScene::mAnimations). The scene graph
|
||||
* nodes corresponding to the bones are NOT removed. use the
|
||||
* #aiProcess_OptimizeGraph step to do this
|
||||
*/
|
||||
public static final int ANIMATIONS = 0x40;
|
||||
|
||||
/**
|
||||
* Removes all embedded textures (aiScene::mTextures)
|
||||
*/
|
||||
public static final int TEXTURES = 0x80;
|
||||
|
||||
/**
|
||||
* Removes all light sources (aiScene::mLights). The scenegraph nodes
|
||||
* corresponding to the bones are NOT removed. use the
|
||||
* #aiProcess_OptimizeGraph step to do this
|
||||
*/
|
||||
public static final int LIGHTS = 0x100;
|
||||
|
||||
/**
|
||||
* Removes all light sources (aiScene::mCameras). The scenegraph nodes
|
||||
* corresponding to the bones are NOT removed. use the
|
||||
* #aiProcess_OptimizeGraph step to do this
|
||||
*/
|
||||
public static final int CAMERAS = 0x200;
|
||||
|
||||
/**
|
||||
* Removes all meshes (aiScene::mMeshes).
|
||||
*/
|
||||
public static final int MESHES = 0x400;
|
||||
|
||||
/**
|
||||
* Removes all materials. One default material will be generated, so
|
||||
* aiScene::mNumMaterials will be 1.
|
||||
*/
|
||||
public static final int MATERIALS = 0x800;
|
||||
|
||||
// Remove a specific color channel 'n'
|
||||
public static final int COLORSn(int n) {
|
||||
return (1 << (n + 20));
|
||||
}
|
||||
|
||||
// Remove a specific UV channel 'n'
|
||||
public static final int TEXCOORDSn(int n) {
|
||||
return (1 << (n + 25));
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Dummy base for all predefined configuration keys.
|
||||
*/
|
||||
public static class Any<Type> {
|
||||
public Any(String str) {
|
||||
name = str;
|
||||
}
|
||||
|
||||
String name;
|
||||
}
|
||||
|
||||
/**
|
||||
* Specifies the maximum angle that may be between two vertex tangents that
|
||||
* their tangents and bitangents are smoothed.
|
||||
*
|
||||
* This applies to the CalcTangentSpace-Step. The angle is specified in
|
||||
* degrees, so 180 is PI. The default value is 45 degrees. The maximum value
|
||||
* is 175. Property type: float.
|
||||
*/
|
||||
public static final Any<Float> PP_CT_MAX_SMOOTHING_ANGLE = new Any<Float>(
|
||||
"PP_CT_MAX_SMOOTHING_ANGLE");
|
||||
|
||||
/**
|
||||
* Specifies the maximum angle that may be between two face normals at the
|
||||
* same vertex position that their are smoothed together.
|
||||
*
|
||||
* Sometimes referred to as 'crease angle'. This applies to the
|
||||
* GenSmoothNormals-Step. The angle is specified in degrees, so 180 is PI.
|
||||
* The default value is 175 degrees (all vertex normals are smoothed). The
|
||||
* maximum value is 175, too. Property type: float. Warning: setting this
|
||||
* option may cause a severe loss of performance. The performance is
|
||||
* unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but the output
|
||||
* quality may be reduced.
|
||||
*/
|
||||
public static final Any<Float> PP_GSN_MAX_SMOOTHING_ANGLE = new Any<Float>(
|
||||
"PP_GSN_MAX_SMOOTHING_ANGLE");
|
||||
|
||||
/**
|
||||
* Configures the #aiProcess_RemoveRedundantMaterials step to keep materials
|
||||
* matching a name in a given list.
|
||||
*
|
||||
* This is a list of 1 to n strings, ' ' serves as delimiter character.
|
||||
* Identifiers containing whitespaces must be enclosed in *single* quotation
|
||||
* marks. For example:<tt>
|
||||
* "keep-me and_me_to anotherMaterialToBeKept = new Any<Float>('name with whitespace= new Any<Float>('"</tt>
|
||||
* . If a material matches on of these names, it will not be modified or
|
||||
* removed by the postprocessing step nor will other materials be replaced
|
||||
* by a reference to it. <br>
|
||||
* This option might be useful if you are using some magic material names to
|
||||
* pass additional semantics through the content pipeline. This ensures they
|
||||
* won't be optimized away, but a general optimization is still performed
|
||||
* for materials not contained in the list. Property type: String. Default
|
||||
* value: n/a
|
||||
*
|
||||
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
|
||||
* Material names are case sensitive.
|
||||
*/
|
||||
public static final Any<Float> PP_RRM_EXCLUDE_LIST = new Any<Float>(
|
||||
"PP_RRM_EXCLUDE_LIST");
|
||||
|
||||
/**
|
||||
* Configures the #aiProcess_PretransformVertices step to keep the scene
|
||||
* hierarchy. Meshes are moved to worldspace, but no optimization is
|
||||
* performed (means: meshes are not joined. The total number of meshes won't
|
||||
* change).
|
||||
*
|
||||
* This option could be of use for you if the scene hierarchy contains
|
||||
* important additional information which you want to interpret. For
|
||||
* rendering, you can still render all meshes in the scene without any
|
||||
* transformations. Property type: integer (0: false; !0: true). Default
|
||||
* value: false.
|
||||
*/
|
||||
public static final Any<Float> PP_PTV_KEEP_HIERARCHY = new Any<Float>(
|
||||
"PP_PTV_KEEP_HIERARCHY");
|
||||
|
||||
/**
|
||||
* Configures the #aiProcess_FindDegenerates step to remove degenerated
|
||||
* primitives from the import - immediately.
|
||||
*
|
||||
* The default behaviour converts degenerated triangles to lines and
|
||||
* degenerated lines to points. See the documentation to the
|
||||
* #aiProcess_FindDegenerates step for a detailed example of the various
|
||||
* ways to get rid of these lines and points if you don't want them.
|
||||
* Property type: integer (0: false; !0: true). Default value: false.
|
||||
*/
|
||||
public static final Any<Float> PP_FD_REMOVE = new Any<Float>("PP_FD_REMOVE");
|
||||
|
||||
/**
|
||||
* Configures the #aiProcess_OptimizeGraph step to preserve nodes matching a
|
||||
* name in a given list.
|
||||
*
|
||||
* This is a list of 1 to n strings, ' ' serves as delimiter character.
|
||||
* Identifiers containing whitespaces must be enclosed in *single* quotation
|
||||
* marks. For example:<tt>
|
||||
* "keep-me and_me_to anotherNodeToBeKept = new Any<Float>('name with whitespace= new Any<Float>('"</tt>
|
||||
* . If a node matches on of these names, it will not be modified or removed
|
||||
* by the postprocessing step.<br>
|
||||
* This option might be useful if you are using some magic node names to
|
||||
* pass additional semantics through the content pipeline. This ensures they
|
||||
* won't be optimized away, but a general optimization is still performed
|
||||
* for nodes not contained in the list. Property type: String. Default
|
||||
* value: n/a
|
||||
*
|
||||
* @note Linefeeds, tabs or carriage returns are treated as whitespace. Node
|
||||
* names are case sensitive.
|
||||
*/
|
||||
public static final Any<Float> PP_OG_EXCLUDE_LIST = new Any<Float>(
|
||||
"PP_OG_EXCLUDE_LIST");
|
||||
|
||||
/**
|
||||
* Set the maximum number of vertices in a mesh.
|
||||
*
|
||||
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
|
||||
* whether a mesh must be split or not.
|
||||
*
|
||||
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES Property type:
|
||||
* integer.
|
||||
*/
|
||||
public static final Any<Float> PP_SLM_TRIANGLE_LIMIT = new Any<Float>(
|
||||
"PP_SLM_TRIANGLE_LIMIT");
|
||||
|
||||
/**
|
||||
* Set the maximum number of triangles in a mesh.
|
||||
*
|
||||
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
|
||||
* whether a mesh must be split or not.
|
||||
*
|
||||
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES Property type:
|
||||
* integer.
|
||||
*/
|
||||
public static final Any<Float> PP_SLM_VERTEX_LIMIT = new Any<Float>(
|
||||
"PP_SLM_VERTEX_LIMIT");
|
||||
|
||||
/**
|
||||
* Set the maximum number of bones affecting a single vertex
|
||||
*
|
||||
* This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
|
||||
*
|
||||
* @note The default value is AI_LBW_MAX_WEIGHTS Property type: integer.
|
||||
*/
|
||||
public static final Any<Float> PP_LBW_MAX_WEIGHTS = new Any<Float>(
|
||||
"PP_LBW_MAX_WEIGHTS");
|
||||
|
||||
/**
|
||||
* Set the size of the post-transform vertex cache to optimize the vertices
|
||||
* for. This configures the #aiProcess_ImproveCacheLocality step.
|
||||
*
|
||||
* The size is given in vertices. Of course you can't know how the vertex
|
||||
* format will exactly look like after the import returns, but you can still
|
||||
* guess what your meshes will probably have.
|
||||
*
|
||||
* @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
|
||||
* performance improvements for most nVidia/AMD cards since 2002.
|
||||
* Property type: integer.
|
||||
*/
|
||||
public static final Any<Float> PP_ICL_PTCACHE_SIZE = new Any<Float>(
|
||||
"PP_ICL_PTCACHE_SIZE");
|
||||
|
||||
/**
|
||||
* Input parameter to the #aiProcess_RemoveComponent step: Specifies the
|
||||
* parts of the data structure to be removed.
|
||||
*
|
||||
* See the documentation to this step for further details. The property is
|
||||
* expected to be an integer, a bitwise combination of the #aiComponent
|
||||
* flags defined above in this header. The default value is 0. Important: if
|
||||
* no valid mesh is remaining after the step has been executed (e.g you
|
||||
* thought it was funny to specify ALL of the flags defined above) the
|
||||
* import FAILS. Mainly because there is no data to work on anymore ...
|
||||
*/
|
||||
public static final Any<Float> PP_RVC_FLAGS = new Any<Float>("PP_RVC_FLAGS");
|
||||
|
||||
/**
|
||||
* Input parameter to the #aiProcess_SortByPType step: Specifies which
|
||||
* primitive types are removed by the step.
|
||||
*
|
||||
* This is a bitwise combination of the aiPrimitiveType flags. Specifying
|
||||
* all of them is illegal, of course. A typical use would be to exclude all
|
||||
* line and point meshes from the import. This is an integer property, its
|
||||
* default value is 0.
|
||||
*/
|
||||
public static final Any<Float> PP_SBP_REMOVE = new Any<Float>(
|
||||
"PP_SBP_REMOVE");
|
||||
|
||||
/**
|
||||
* A hint to Assimp to favor speed against import quality.
|
||||
*
|
||||
* Enabling this option may result in faster loading, but it needn't. It
|
||||
* represents just a hint to loaders and post-processing steps to use faster
|
||||
* code paths, if possible. This property is expected to be an integer, != 0
|
||||
* stands for true. The default value is 0.
|
||||
*/
|
||||
public static final Any<Float> FAVOUR_SPEED = new Any<Float>("FAVOUR_SPEED");
|
||||
|
||||
/**
|
||||
* Set the vertex animation keyframe to be imported
|
||||
*
|
||||
* ASSIMP does not support vertex keyframes (only bone animation is
|
||||
* supported). The library reads only one frame of models with vertex
|
||||
* animations. By default this is the first frame. = new Any<Float>(note The
|
||||
* default value is 0. This option applies to all importers. However, it is
|
||||
* also possible to override the global setting for a specific loader. You
|
||||
* can use the IMPORT_XXX_KEYFRAME options (where XXX is a placeholder for
|
||||
* the file format for which you want to override the global setting).
|
||||
* Property type: integer.
|
||||
*/
|
||||
public static final Any<Integer> IMPORT_GLOBAL_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_GLOBAL_KEYFRAME");
|
||||
|
||||
public static final Any<Integer> IMPORT_MD3_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_MD3_KEYFRAME");
|
||||
public static final Any<Integer> IMPORT_MD2_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_MD2_KEYFRAME");
|
||||
public static final Any<Integer> IMPORT_MDL_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_MDL_KEYFRAME");
|
||||
public static final Any<Integer> IMPORT_MDC_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_MDC_KEYFRAME");
|
||||
public static final Any<Integer> IMPORT_SMD_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_SMD_KEYFRAME");
|
||||
public static final Any<Integer> IMPORT_UNREAL_KEYFRAME = new Any<Integer>(
|
||||
"IMPORT_UNREAL_KEYFRAME");
|
||||
|
||||
/**
|
||||
* Configures the AC loader to collect all surfaces which have the
|
||||
* "Backface cull" flag set in separate meshes.
|
||||
*
|
||||
* Property type: integer (0: false; !0: true). Default value: true.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_AC_SEPARATE_BFCULL = new Any<Float>(
|
||||
"IMPORT_AC_SEPARATE_BFCULL");
|
||||
|
||||
/**
|
||||
* Configures the UNREAL 3D loader to separate faces with different surface
|
||||
* flags (e.g. two-sided vs. single-sided).
|
||||
*
|
||||
* Property type: integer (0: false; !0: true). Default value: true.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_UNREAL_HANDLE_FLAGS = new Any<Float>(
|
||||
"UNREAL_HANDLE_FLAGS");
|
||||
|
||||
/**
|
||||
* Configures the terragen import plugin to compute uv's for terrains, if
|
||||
* not given. Furthermore a default texture is assigned.
|
||||
*
|
||||
* UV coordinates for terrains are so simple to compute that you'll usually
|
||||
* want to compute them on your own, if you need them. This option is
|
||||
* intended for model viewers which want to offer an easy way to apply
|
||||
* textures to terrains. Property type: integer (0: false; !0: true).
|
||||
* Default value: false.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_TER_MAKE_UVS = new Any<Float>(
|
||||
"IMPORT_TER_MAKE_UVS");
|
||||
|
||||
/**
|
||||
* Configures the ASE loader to always reconstruct normal vectors basing on
|
||||
* the smoothing groups loaded from the file.
|
||||
*
|
||||
* Many ASE files have invalid normals (they're not orthonormal). Property
|
||||
* type: integer (0: false; !0: true). Default value: true.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_ASE_RECONSTRUCT_NORMALS = new Any<Float>(
|
||||
"IMPORT_ASE_RECONSTRUCT_NORMALS");
|
||||
|
||||
/**
|
||||
* Configures the M3D loader to process multi-part player models.
|
||||
*
|
||||
* These models usually consist of 3 files, lower.md3, upper.md3 and
|
||||
* head.md3. If this property is set to true, Assimp will try to load and
|
||||
* combine all three files if one of them is loaded. Property type: integer
|
||||
* (0: false; !0: true). Default value: true.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_MD3_HANDLE_MULTIPART = new Any<Float>(
|
||||
"IMPORT_MD3_HANDLE_MULTIPART");
|
||||
|
||||
/**
|
||||
* Tells the MD3 loader which skin files to load.
|
||||
*
|
||||
* When loading MD3 files, Assimp checks whether a file
|
||||
* <md3_file_name>_<skin_name>.skin is existing. These files are used by
|
||||
* Quake III to be able to assign different skins (e.g. red and blue team)
|
||||
* to models. 'default', 'red', 'blue' are typical skin names. Property
|
||||
* type: String. Default value: "default".
|
||||
*/
|
||||
public static final Any<Float> IMPORT_MD3_SKIN_NAME = new Any<Float>(
|
||||
"IMPORT_MD3_SKIN_NAME");
|
||||
|
||||
/**
|
||||
* Specify the Quake 3 shader file to be used for a particular MD3 file.
|
||||
* This can also be a search path.
|
||||
*
|
||||
* By default Assimp's behaviour is as follows: If a MD3 file
|
||||
* <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt>
|
||||
* is loaded, the library tries to locate the corresponding shader file in
|
||||
* <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides
|
||||
* this behaviour. It can either specify a full path to the shader to be
|
||||
* loaded or alternatively the path (relative or absolute) to the directory
|
||||
* where the shaders for all MD3s to be loaded reside. Assimp attempts to
|
||||
* open <tt><dir>/<model_name>.shader</tt> first,
|
||||
* <tt><dir>/<file_name>.shader</tt> is the fallback file. Note that <dir>
|
||||
* should have a terminal (back)slash. Property type: String. Default value:
|
||||
* n/a.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_MD3_SHADER_SRC = new Any<Float>(
|
||||
"IMPORT_MD3_SHADER_SRC");
|
||||
|
||||
/**
|
||||
* Configures the LWO loader to load just a single layer from the file.
|
||||
*
|
||||
* LWO files consist of layers which are completely separate from each
|
||||
* other. Each layer has a zero-based index. If this property is set, only
|
||||
* layers with that particular index are loaded.
|
||||
*/
|
||||
public static final Any<Integer> IMPORT_LWO_LAYER_INDEX = new Any<Integer>(
|
||||
"IMPORT_LWO_ONE_LAYER_ONLY");
|
||||
|
||||
/**
|
||||
* Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file
|
||||
* automatically.
|
||||
*
|
||||
* The default strategy is to look for a file with the same name but the
|
||||
* MD5ANIM extension in the same directory. If it is found, it is loaded and
|
||||
* combined with the MD5MESH file. This configuration option can be used to
|
||||
* disable this behaviour. This is a boolean property, != 0 is
|
||||
* <code>true</code>.
|
||||
*/
|
||||
public static final Any<Float> IMPORT_MD5_NO_ANIM_AUTOLOAD = new Any<Float>(
|
||||
"IMPORT_MD5_NO_ANIM_AUTOLOAD");
|
||||
|
||||
/**
|
||||
* Defines the begin/end of the animation time range for the LWS loader.
|
||||
*
|
||||
* Assimp provides full conversion of LightWave's envelope system, including
|
||||
* proper handling of LightWave's pre and post conditions. The loader
|
||||
* computes linearly subsampled animation chanels with the frame rate given
|
||||
* in the LWS file. This property defines the start time. Note: animation
|
||||
* channels are only generated if a node has at least one envelope with more
|
||||
* tan one key assigned. This property is given in frames, '0' is the first
|
||||
* frame. By default the importer takes the animation start from the input
|
||||
* LWS file ('FirstFrame' line)<br>
|
||||
*
|
||||
* @see IMPORT_LWS_ANIM_END - end of the imported time range
|
||||
*/
|
||||
public static final Any<Float> IMPORT_LWS_ANIM_START = new Any<Float>(
|
||||
"IMPORT_LWS_ANIM_START");
|
||||
public static final Any<Float> IMPORT_LWS_ANIM_END = new Any<Float>(
|
||||
"IMPORT_LWS_ANIM_END");
|
||||
|
||||
/**
|
||||
* Defines the output frame rate of the IRR loader.
|
||||
*
|
||||
* IRR animations are difficult to convert for Assimp and there will always
|
||||
* be a loss of quality. This setting defines how many keys per second are
|
||||
* returned by the converter.
|
||||
*/
|
||||
public static final Any<Integer> IMPORT_IRR_ANIM_FPS = new Any<Integer>(
|
||||
"IMPORT_IRR_ANIM_FPS");
|
||||
|
||||
/**
|
||||
* Sets the colormap (= palette) to be used to decode embedded textures in
|
||||
* MDL (Quake or 3DGS) files.
|
||||
*
|
||||
* This must be a valid path to a file. The file is 768 (256*3) bytes large
|
||||
* and contains RGB triplets for each of the 256 palette entries. The
|
||||
* default value is 'colormap.lmp'. If the file is not found, a default
|
||||
* palette (suitable for Quake 1) is used.
|
||||
*/
|
||||
public static final Any<String> IMPORT_MDL_COLORMAP = new Any<String>(
|
||||
"IMPORT_MDL_COLORMAP");
|
||||
};
|
|
@ -0,0 +1,406 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
|
||||
package assimp;
|
||||
|
||||
import java.util.Vector;
|
||||
import java.io.FileWriter;
|
||||
import java.io.IOException;
|
||||
import java.io.OutputStream;
|
||||
|
||||
/**
|
||||
* Default implementation of a logger. When writing to the log,
|
||||
* jASSIMP uses the <code>Logger</code> instance returned by
|
||||
* <code>DefaultLogger.get()</code>
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class DefaultLogger implements Logger {
|
||||
|
||||
|
||||
/**
|
||||
* Helper class to combine a log stream with an error severity
|
||||
*/
|
||||
private static class LogStreamInfo {
|
||||
public LogStream stream;
|
||||
public int severity;
|
||||
|
||||
public LogStreamInfo(LogStream stream, int severity) {
|
||||
this.stream = stream;
|
||||
this.severity = severity;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* NULL logger class. Does nothing ...
|
||||
*/
|
||||
private static class NullLogger implements Logger {
|
||||
|
||||
|
||||
public void debug(String message) {
|
||||
} // nothing to do here ...
|
||||
|
||||
|
||||
public void error(String message) {
|
||||
} // nothing to do here ...
|
||||
|
||||
|
||||
public void warn(String message) {
|
||||
} // nothing to do here ...
|
||||
|
||||
|
||||
public void info(String message) {
|
||||
} // nothing to do here ...
|
||||
|
||||
|
||||
public void attachStream(LogStream stream, int severity) {
|
||||
} // nothing to do here ...
|
||||
|
||||
|
||||
public void detachStream(LogStream stream, int severity) {
|
||||
} // nothing to do here ...
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Implementation of LogStream that can be used to use a
|
||||
* <code>java.io.OutputStream</code> object directly as log stream.
|
||||
*/
|
||||
public static class StreamWrapper implements LogStream {
|
||||
|
||||
private OutputStream stream;
|
||||
|
||||
/**
|
||||
* Construction from an existing <code>java.io.OutputStream</code> object
|
||||
*
|
||||
* @param stream May not be null
|
||||
*/
|
||||
public StreamWrapper(OutputStream stream) {
|
||||
assert(null != stream);
|
||||
this.stream = stream;
|
||||
}
|
||||
|
||||
public void write(String message) {
|
||||
try {
|
||||
stream.write(message.getBytes(), 0, message.length());
|
||||
} catch (IOException e) {
|
||||
// .... should't care
|
||||
}
|
||||
}
|
||||
|
||||
public OutputStream getStream() {
|
||||
return stream;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Implementation of LogStream that can be used to use a
|
||||
* <code>java.io.FileWriter</code> object directly as log stream.
|
||||
*/
|
||||
public static class FileStreamWrapper implements LogStream {
|
||||
|
||||
private FileWriter stream;
|
||||
|
||||
/**
|
||||
* Construction from an existing <code>java.io.FileWriter</code> object
|
||||
*
|
||||
* @param stream May not be null
|
||||
*/
|
||||
public FileStreamWrapper(FileWriter stream) {
|
||||
assert(null != stream);
|
||||
this.stream = stream;
|
||||
}
|
||||
|
||||
public void write(String message) {
|
||||
try {
|
||||
stream.write(message);
|
||||
} catch (IOException e) {
|
||||
// .... should't care
|
||||
}
|
||||
}
|
||||
|
||||
public FileWriter getStream() {
|
||||
return stream;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Normal granularity of logging
|
||||
*/
|
||||
public static final int LOGSEVERITY_NORMAL = 0x0;
|
||||
|
||||
/**
|
||||
* Debug info will be logged, too
|
||||
*/
|
||||
public static final int LOGSEVERITY_VERBOSE = 0x1;
|
||||
|
||||
/**
|
||||
* Default logger. It does nothing and is used if the
|
||||
* application hasn't allocated a default logger
|
||||
*/
|
||||
private static NullLogger s_nullLogger = new NullLogger();
|
||||
|
||||
/**
|
||||
* The logger that is used by ASSIMP for logging
|
||||
*/
|
||||
private static Logger s_logger = s_nullLogger;
|
||||
|
||||
/**
|
||||
* List of logstreams to output to
|
||||
*/
|
||||
private Vector<LogStreamInfo> m_avStreams;
|
||||
|
||||
/**
|
||||
* One of the LOGSEVERITY_XXX constants.
|
||||
*/
|
||||
@SuppressWarnings("unused")
|
||||
private int m_iLogSeverity = LOGSEVERITY_NORMAL;
|
||||
|
||||
|
||||
private DefaultLogger() {
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Create the default logger
|
||||
*
|
||||
* @param file Output log file. If != <code>null</code> this will
|
||||
* automatically add a file log stream to the logger
|
||||
* @param bErrOut If this is true an additional logstream which
|
||||
* outputs all log messages via <code>System.err.println()</code>
|
||||
* will be added to the logger.
|
||||
*/
|
||||
public static void create(String file, boolean bErrOut) throws IOException {
|
||||
|
||||
s_logger = new DefaultLogger();
|
||||
|
||||
if (null != file) {
|
||||
FileWriter stream = new FileWriter(file);
|
||||
s_logger.attachStream(new FileStreamWrapper(stream), 0);
|
||||
}
|
||||
if (bErrOut) {
|
||||
s_logger.attachStream(new StreamWrapper(System.err), 0);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create the default logger, no default log streams will be
|
||||
* attached to it.
|
||||
*/
|
||||
public static void create() throws IOException {
|
||||
create(null, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Supply your own implementation of <code>Logger</code> to the
|
||||
* logging system. Use this if you want to override the default
|
||||
* formatting behavior of <code>DefaultLogger</code>. You can
|
||||
* access your logger as normal, via <code>get()</code>.
|
||||
*
|
||||
* @param logger
|
||||
*/
|
||||
public static void set(Logger logger) {
|
||||
s_logger = logger;
|
||||
}
|
||||
|
||||
/**
|
||||
* Kill the logger ... a null logger will be used instead
|
||||
*/
|
||||
public static void kill() {
|
||||
s_logger = s_nullLogger;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get access to the Singleton instance of the logger. This will
|
||||
* never be null. If no logger has been explicitly created via
|
||||
* <code>create()</code> this is a <code>NULLLogger</code> instance.
|
||||
* Use <code>isNullLogger()</code> to check whether the returned logger
|
||||
* is a null logger.
|
||||
*
|
||||
* @return Never null ...
|
||||
*/
|
||||
public static Logger get() {
|
||||
return s_logger;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Check whether the current logger is a null logger, which
|
||||
* doesn't log anything. Use <code>create()</code> or <code>set()</code>
|
||||
* to setup another logger.
|
||||
*
|
||||
* @return true if the curent logger is a null logger (true by default)
|
||||
*/
|
||||
public static boolean isNullLogger() {
|
||||
return (s_logger instanceof NullLogger);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Write a debug message to the log
|
||||
*
|
||||
* @param message Message to be logged
|
||||
*/
|
||||
public void debug(String message) {
|
||||
this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_DEBUGGING);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write an error message to the log
|
||||
*
|
||||
* @param message Message to be logged
|
||||
*/
|
||||
public void error(String message) {
|
||||
this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_ERR);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write a warning message to the log
|
||||
*
|
||||
* @param message Message to be logged
|
||||
*/
|
||||
public void warn(String message) {
|
||||
this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_WARN);
|
||||
}
|
||||
|
||||
/**
|
||||
* Write an information message to the log
|
||||
*
|
||||
* @param message Message to be logged
|
||||
*/
|
||||
public void info(String message) {
|
||||
this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_INFO);
|
||||
}
|
||||
|
||||
/**
|
||||
* Attach a log stream to the logger
|
||||
*
|
||||
* @param stream Log stream instance
|
||||
* @param severity Error severity. Bitwise combination of the
|
||||
* ERRORSEVERITY_XXX constants. Specify 0 to attach the
|
||||
* stream to all types of log messages.
|
||||
*/
|
||||
public void attachStream(LogStream stream, int severity) {
|
||||
|
||||
if (0 == severity) {
|
||||
severity = ERRORSEVERITY_DEBUGGING | ERRORSEVERITY_WARN |
|
||||
ERRORSEVERITY_ERR | ERRORSEVERITY_INFO;
|
||||
}
|
||||
|
||||
for (LogStreamInfo info : this.m_avStreams) {
|
||||
|
||||
if (info.stream != stream) continue;
|
||||
info.severity |= severity;
|
||||
severity = 0xcdcdcdcd;
|
||||
}
|
||||
if (0xcdcdcdcd != severity)
|
||||
this.m_avStreams.add(new LogStreamInfo(stream, severity));
|
||||
}
|
||||
|
||||
/**
|
||||
* Detach a log stream from the logger
|
||||
*
|
||||
* @param stream Log stream instance
|
||||
* @param severity Error severities to detach the stream from.
|
||||
* Bitwise combination of the ERRORSEVERITY_XXX constants.
|
||||
* Specify 0 to detach the stream from all types of log messages.
|
||||
*/
|
||||
public void detachStream(LogStream stream, int severity) {
|
||||
|
||||
if (0 == severity) {
|
||||
severity = ERRORSEVERITY_DEBUGGING | ERRORSEVERITY_WARN |
|
||||
ERRORSEVERITY_ERR | ERRORSEVERITY_INFO;
|
||||
}
|
||||
|
||||
for (LogStreamInfo info : this.m_avStreams) {
|
||||
|
||||
if (info.stream != stream) continue;
|
||||
|
||||
if (0 != (severity & ERRORSEVERITY_DEBUGGING)) {
|
||||
info.severity &= (~ERRORSEVERITY_DEBUGGING);
|
||||
}
|
||||
if (0 != (severity & ERRORSEVERITY_ERR)) {
|
||||
info.severity &= (~ERRORSEVERITY_ERR);
|
||||
}
|
||||
if (0 != (severity & ERRORSEVERITY_INFO)) {
|
||||
info.severity &= (~ERRORSEVERITY_INFO);
|
||||
}
|
||||
if (0 != (severity & ERRORSEVERITY_WARN)) {
|
||||
info.severity &= (~ERRORSEVERITY_WARN);
|
||||
}
|
||||
if (0 == info.severity) {
|
||||
this.m_avStreams.remove(info);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void writeToStreams(String message, int severity) {
|
||||
|
||||
for (LogStreamInfo info : this.m_avStreams) {
|
||||
|
||||
if (0 == (info.severity & severity)) continue;
|
||||
|
||||
info.stream.write(message);
|
||||
}
|
||||
}
|
||||
|
||||
// Helpers to make access to the logging system easier for native code
|
||||
public static void _NativeCallWriteError(String message) {
|
||||
DefaultLogger.get().error(message);
|
||||
}
|
||||
|
||||
public static void _NativeCallWriteWarn(String message) {
|
||||
DefaultLogger.get().warn(message);
|
||||
}
|
||||
|
||||
public static void _NativeCallWriteInfo(String message) {
|
||||
DefaultLogger.get().info(message);
|
||||
}
|
||||
|
||||
public static void _NativeCallWriteDebug(String message) {
|
||||
DefaultLogger.get().debug(message);
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,106 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2009, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Represents a single face of a mesh. Faces a generally simple polygons and
|
||||
* store n indices into the vertex streams of the mesh they belong to.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Face {
|
||||
|
||||
/**
|
||||
* Different types of faces.
|
||||
*
|
||||
* Faces of different primitive types can occur in a single mesh. To get
|
||||
* homogeneous meshes, try the <code>PostProcessing.SortByPType</code> flag.
|
||||
*
|
||||
* @see Mesh.mPrimitiveTypes
|
||||
* @see PostProcessing#SortByPType
|
||||
*/
|
||||
public static class Type {
|
||||
|
||||
/**
|
||||
* This is just a single vertex in the virtual world. #aiFace contains
|
||||
* just one index for such a primitive.
|
||||
*/
|
||||
public static final int POINT = 0x1;
|
||||
|
||||
/**
|
||||
* This is a line defined by start and end position. Surprise, Face
|
||||
* defines two indices for a line.
|
||||
*/
|
||||
public static final int LINE = 0x2;
|
||||
|
||||
/**
|
||||
* A triangle, probably the only kind of primitive you wish to handle. 3
|
||||
* indices.
|
||||
*/
|
||||
public static final int TRIANGLE = 0x4;
|
||||
|
||||
/**
|
||||
* A simple, non-intersecting polygon defined by n points (n > 3). Can
|
||||
* be concave or convex. Use the <code>PostProcessing.Triangulate</code>
|
||||
* flag to have all polygons triangulated.
|
||||
*
|
||||
* @see PostProcessing.Triangulate
|
||||
*/
|
||||
public static final int POLYGON = 0x8;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the indices of the face
|
||||
*
|
||||
* @return Array of n indices into the vertices of the father mesh. The
|
||||
* return value is *never* <code>null</code>
|
||||
*/
|
||||
public int[] getIndices() {
|
||||
assert(null != indices);
|
||||
return indices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Indices of the face
|
||||
*/
|
||||
private int[] indices;
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
package assimp;
|
||||
|
||||
/**
|
||||
* Represents a s
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public interface IOStream {
|
||||
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,71 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
import java.io.FileNotFoundException;
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
public interface IOSystem {
|
||||
|
||||
/**
|
||||
* Called to check whether a file is existing
|
||||
*
|
||||
* @param file
|
||||
* Filename
|
||||
* @return true if the file is existing and accessible
|
||||
*/
|
||||
boolean Exists(String file);
|
||||
|
||||
/**
|
||||
* Open a file and return an <code> IOStream </code> interface to access it.
|
||||
*
|
||||
* @param file
|
||||
* File name of the file to be opened
|
||||
* @return A valid IOStream interface
|
||||
* @throws FileNotFoundException
|
||||
* if the file can't be accessed
|
||||
*/
|
||||
IOStream Open(String file) throws FileNotFoundException;
|
||||
|
||||
}
|
|
@ -0,0 +1,562 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
import java.util.Vector;
|
||||
import java.io.FileNotFoundException;
|
||||
import java.io.FileReader;
|
||||
import java.io.File;
|
||||
|
||||
/**
|
||||
* Main class of jAssimp. Just a simple wrapper around the native Assimp API
|
||||
* (Assimp::Importer).
|
||||
*
|
||||
* The java port exposes the full functionality of the library but differs in
|
||||
* some documented details. In order to use Assimp from multiple threads, each
|
||||
* thread should maintain its own <code>Importer</code> instance.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Importer {
|
||||
|
||||
/**
|
||||
* Indicates that a requested property has not yet a defined value
|
||||
*/
|
||||
public static final int PROPERTY_WAS_NOT_EXISTING = 0xffffffff;
|
||||
|
||||
/**
|
||||
* Current interface version. Increment this if a change on one side of the
|
||||
* language bridge will also require to change the other.
|
||||
*/
|
||||
public static final int ABI_VERSION = 1;
|
||||
|
||||
/**
|
||||
* Public constructor. Initializes the JNI bridge to the native Assimp
|
||||
* library. The post processing flag list is set to zero and a default I/O
|
||||
* handler is prepared for use.
|
||||
*
|
||||
* @throws NativeException
|
||||
* Thrown if the required native jAssimp library could not be
|
||||
* located and mapped into address space. If the c'tor succeeds
|
||||
* with no exception, you can safely assume that jAssimp is
|
||||
* fully available for use.
|
||||
*/
|
||||
public Importer() throws NativeException {
|
||||
this(ABI_VERSION);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the I/O system (<code>IOSystem</code>) to be used for loading assets.
|
||||
* If no custom implementation was provided via <code>setIoSystem()</code> a
|
||||
* default implementation will be used. Use <code>isDefaultIoSystem()</code>
|
||||
* to check this.
|
||||
*
|
||||
* @return Always a valid <code>IOSystem</code> object, never null.
|
||||
*/
|
||||
public final IOSystem getIoSystem() {
|
||||
return ioSystem;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether a default IO system is currently being used to load
|
||||
* assets. Using the default IO system has many performance benefits, but it
|
||||
* is possible to provide a custom IO system (<code>setIoSystem()</code>).
|
||||
* This allows applications to add support for archives like ZIP.
|
||||
*
|
||||
* @return true if a default <code>IOSystem</code> is active,
|
||||
*/
|
||||
public final boolean isDefaultIoSystem() {
|
||||
return ioSystem instanceof DefaultIOSystem;
|
||||
}
|
||||
|
||||
/**
|
||||
* Load a model from a file using the current list of post processing steps
|
||||
* and the current I/O handler. If no custom I/O handler was provided a
|
||||
* default implementation is used. This implementation uses basic OS file
|
||||
* handling and provides no support for direct reading from archives
|
||||
* formats, such as ZIP or PAK.
|
||||
*
|
||||
* @param path
|
||||
* Path to the file to be read
|
||||
* @param flags
|
||||
* List of post processing steps to be applied. Any values from
|
||||
* the <code>PostProcessing</code> 'enum', or'ed together.
|
||||
* @return <code>null</code> if the import failed, otherwise a valid
|
||||
* <code>Scene</code> instance. The <code>Importer</code> keeps a
|
||||
* reference to it, use <code>getScene()</code> to query it.
|
||||
* @throws NativeException
|
||||
* Thrown if an unknown error occurs somewhere in the magic JNI
|
||||
* bridge module.
|
||||
*/
|
||||
public final Scene readFile(String path, long flags) throws NativeException {
|
||||
this.scene = new Scene(this);
|
||||
this.path = path;
|
||||
|
||||
// now load the scene and hope and pray for success
|
||||
if (0xffffffff == this._NativeLoad(this.path, flags,
|
||||
this.m_iNativeHandle)) {
|
||||
this.scene = null;
|
||||
this.path = null;
|
||||
throw new NativeException("Failed to load the scene");
|
||||
}
|
||||
if (null == this.scene) {
|
||||
throw new NativeException("Failed to transfer the scene data to VM");
|
||||
}
|
||||
return this.scene;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current scene or <code>null</code> if none is loaded
|
||||
*
|
||||
* @return Current scene. The Importer keeps a permanent reference to it
|
||||
* until it is replaced by a new scene. Nevertheless you may access
|
||||
* if even after the Importer has been finalized.
|
||||
*/
|
||||
public final Scene getScene() {
|
||||
return scene;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the source path of the current scene or <code>null</code> if none is
|
||||
* in a loaded state.
|
||||
*
|
||||
* @return Game Over.
|
||||
*/
|
||||
public final String getScenePath() {
|
||||
return path;
|
||||
}
|
||||
|
||||
/**
|
||||
* Implementation of <code>java.lang.Object.equals()</code>
|
||||
*
|
||||
* @param o
|
||||
* Object to be compared with *this*
|
||||
* @return true if *this* is equal to o
|
||||
*/
|
||||
public final boolean equals(Object o) {
|
||||
if (this == o)
|
||||
return true;
|
||||
if (o == null || getClass() != o.getClass())
|
||||
return false;
|
||||
|
||||
final Importer importer = (Importer) o;
|
||||
|
||||
// comparing native handles is unique
|
||||
return m_iNativeHandle == importer.m_iNativeHandle;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Implementation of <code>java.lang.Object.finalize()</code> We override
|
||||
* this to make sure that all native resources are deleted properly. This
|
||||
* will free the native Assimp::Importer object and its associated aiScene
|
||||
* instance. A NativeException is thrown if the destruction fails. This can
|
||||
* mean that not all resources have been deallocated and memory leaks are
|
||||
* remaining but it will not affect the stability of the VM (hopefully).
|
||||
*/
|
||||
@Override
|
||||
protected void finalize() throws Throwable {
|
||||
super.finalize();
|
||||
|
||||
// be sure that native resources are deallocated properly
|
||||
if (0xffffffff == _NativeFreeContext(this.m_iNativeHandle)) {
|
||||
throw new NativeException(
|
||||
"Unable to destroy the native library context");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Implementation of <code>java.lang.Object.hashCode()</code>
|
||||
* <p/>
|
||||
* The native handle obtained from the JNI bridge is used as hash code. It
|
||||
* is always unique.
|
||||
*
|
||||
* @return An unique value representing the object
|
||||
*/
|
||||
@Override
|
||||
public int hashCode() {
|
||||
return (int) (m_iNativeHandle >> 32) ^ (int) (m_iNativeHandle);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set an integer property. All supported configuration properties are
|
||||
* defined as constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @param prop
|
||||
* Name of the configuration property
|
||||
* @param val
|
||||
* New value for the configuration property
|
||||
*/
|
||||
public final void setPropertyInt(final String prop, int val) {
|
||||
|
||||
this.properties.setProperty(prop, val);
|
||||
this._NativeSetPropertyInt(prop, val, this.getContext());
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a floating-point property. All supported import properties are
|
||||
* defined as constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @param prop
|
||||
* Name of the configuration property
|
||||
* @param val
|
||||
* New value for the configuration property
|
||||
*/
|
||||
public final void setPropertyFloat(final String prop, float val) {
|
||||
|
||||
this.propertiesFloat.setProperty(prop, val);
|
||||
this._NativeSetPropertyFloat(prop, val, this.getContext());
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a string property. All supported import properties are defined as
|
||||
* constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @param prop
|
||||
* Name of the configuration property
|
||||
* @param val
|
||||
* New value for the configuration property
|
||||
*/
|
||||
public final void setPropertyString(final String prop, String val) {
|
||||
|
||||
this.propertiesString.setProperty(prop, val);
|
||||
this._NativeSetPropertyString(prop, val, this.getContext());
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets an integer configuration property that has been set using
|
||||
* <code>setPropertyInt</code>. All supported import properties are defined
|
||||
* as constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @param prop
|
||||
* Name of the configuration property
|
||||
* @param error_return
|
||||
* Default return value if the property isn't there
|
||||
* @return Current value of the configuration property or error_return if
|
||||
* the property has not yet been set
|
||||
*/
|
||||
public final int getPropertyInt(final String prop, int error_return) {
|
||||
|
||||
Integer i = this.properties.getProperty(prop);
|
||||
return i != null ? i : error_return;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets a floating-point configuration property that has been set using
|
||||
* <code>setPropertyFloat</code>. All supported import properties are
|
||||
* defined as constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @see <code>getPropertyInt</code>
|
||||
*/
|
||||
public final float getPropertyFloat(final String prop, float error_return) {
|
||||
|
||||
Float i = this.propertiesFloat.getProperty(prop);
|
||||
return i != null ? i : error_return;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets a string configuration property that has been set using
|
||||
* <code>setPropertyString</code>. All supported import properties are
|
||||
* defined as constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @see <code>getPropertyInt</code>
|
||||
*/
|
||||
public final String getPropertyString(final String prop, String error_return) {
|
||||
|
||||
String i = this.propertiesString.getProperty(prop);
|
||||
return i != null ? i : error_return;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets an integer configuration property that has been set using
|
||||
* <code>setPropertyInt</code>. All supported import properties are defined
|
||||
* as constants in the <code>ConfigProperty</code> class
|
||||
*
|
||||
* @param prop
|
||||
* Name of the configuration property
|
||||
* @return Current of the property or <code>PROPERTY_WAS_NOT_EXISTING</code>
|
||||
* if the property has not yet been set.
|
||||
*/
|
||||
public final int getPropertyInt(final String prop) {
|
||||
return getPropertyInt(prop, PROPERTY_WAS_NOT_EXISTING);
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieves the native context of the class. This is normally the address
|
||||
* of the native Importer object.
|
||||
*
|
||||
* @return Native context
|
||||
*/
|
||||
public final long getContext() {
|
||||
return m_iNativeHandle;
|
||||
}
|
||||
|
||||
/**
|
||||
* Represents a property (key-value)
|
||||
*/
|
||||
private class Property<Type> {
|
||||
String key;
|
||||
Type value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Represents a property list. This exposes Assimp's configuration interface
|
||||
* from Java.
|
||||
*/
|
||||
private class PropertyList<Type> extends Vector<Property<Type>> {
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
private static final long serialVersionUID = -990406536792129089L;
|
||||
|
||||
public void setProperty(final String prop, final Type val) {
|
||||
|
||||
for (Property<Type> i : this) {
|
||||
if (i.key.equals(prop)) {
|
||||
i.value = val;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Property<Type> propNew = new Property<Type>();
|
||||
propNew.key = prop;
|
||||
propNew.value = val;
|
||||
this.add(propNew);
|
||||
}
|
||||
|
||||
public Type getProperty(final String prop) {
|
||||
|
||||
for (Property<Type> i : this) {
|
||||
if (i.key.equals(prop)) {
|
||||
return i.value;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Default implementation of <code>IOStream</code>. <br>
|
||||
* This might become a performance bottleneck: The application needs to map
|
||||
* the data read via this interface into a C-style array. For every single
|
||||
* read operation! Therefore it's a good optimization to use the default C
|
||||
* IOStream handler if no custom java handler was specified. Assuming that
|
||||
* the Java Runtime is using the fXXX-family of functions internally too,
|
||||
* the result should be the same.
|
||||
*/
|
||||
private class DefaultIOStream implements IOStream {
|
||||
|
||||
@SuppressWarnings("unused")
|
||||
private FileReader reader = null;
|
||||
|
||||
/**
|
||||
* Construction from a given path
|
||||
*
|
||||
* @param file
|
||||
* Path to the file to be opened
|
||||
* @throws FileNotFoundException
|
||||
* If the file isn't accessible at all
|
||||
*/
|
||||
public DefaultIOStream(final String file) throws FileNotFoundException {
|
||||
reader = new FileReader(file);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Default implementation of <code>IOSystem</code>.
|
||||
*
|
||||
* Again, we're assuming that the Java runtime accesses the file system
|
||||
* similar to our own native default implementation. This allows this piece
|
||||
* of code to reside in Java.
|
||||
*/
|
||||
private class DefaultIOSystem implements IOSystem {
|
||||
|
||||
/**
|
||||
* Called to check whether a file is existing
|
||||
*
|
||||
* @param file
|
||||
* Filename
|
||||
* @return true if the file is existing and accessible
|
||||
*/
|
||||
public boolean Exists(String file) {
|
||||
File f = new File(file);
|
||||
return f.exists();
|
||||
}
|
||||
|
||||
/**
|
||||
* Open a file and return an <code> IOStream </code> interface to access
|
||||
* it.
|
||||
*
|
||||
* @param file
|
||||
* File name of the file to be opened
|
||||
* @return A valid IOStream interface
|
||||
* @throws FileNotFoundException
|
||||
* if the file can't be accessed
|
||||
*/
|
||||
public IOStream Open(String file) throws FileNotFoundException {
|
||||
return new DefaultIOStream(file);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Unique number to identify the internal Assimp::Importer object which
|
||||
* belongs to a Java Importer. This value is opaque and may not be changed
|
||||
* from within Java.
|
||||
*/
|
||||
private long m_iNativeHandle = 0xffffffffffffffffl;
|
||||
|
||||
/**
|
||||
* Loaded scene. It is - unlike in native Assimp - not bound to its father
|
||||
* Importer.
|
||||
*/
|
||||
private Scene scene = null;
|
||||
|
||||
/**
|
||||
* Path to the scene to be loaded
|
||||
*/
|
||||
private String path = null;
|
||||
|
||||
/**
|
||||
* I/O system to be used for importing
|
||||
*/
|
||||
private IOSystem ioSystem = new DefaultIOSystem();
|
||||
|
||||
/**
|
||||
* List of configuration properties for the three supported types integer,
|
||||
* float and string.
|
||||
*/
|
||||
private PropertyList<Integer> properties = new PropertyList<Integer>();
|
||||
private PropertyList<Float> propertiesFloat = new PropertyList<Float>();
|
||||
private PropertyList<String> propertiesString = new PropertyList<String>();
|
||||
|
||||
/**
|
||||
* Specifies whether the native jAssimp library is currently in a properly
|
||||
* initialized and responding state.
|
||||
*/
|
||||
private static boolean bLibInitialized = false;
|
||||
|
||||
/**
|
||||
* Expected names for native runtime libraries.
|
||||
*/
|
||||
private static final String JASSIMP_RUNTIME_NAME_X64 = "assimp-jbridge64";
|
||||
private static final String JASSIMP_RUNTIME_NAME_X86 = "assimp-jbridge32";
|
||||
|
||||
/**
|
||||
* Private constructor for internal use.
|
||||
*
|
||||
* @param Interface
|
||||
* version. Increment this if a change has global effect.
|
||||
* @throws NativeException
|
||||
*/
|
||||
private Importer(int iVersion) throws NativeException {
|
||||
|
||||
if (!bLibInitialized) {
|
||||
|
||||
/**
|
||||
* Try to load the jAssimp library. First attempt to load the x64
|
||||
* version, in case of failure the x86 version
|
||||
*/
|
||||
try {
|
||||
System.loadLibrary(JASSIMP_RUNTIME_NAME_X64);
|
||||
} catch (UnsatisfiedLinkError exc) {
|
||||
try {
|
||||
System.loadLibrary(JASSIMP_RUNTIME_NAME_X86);
|
||||
} catch (UnsatisfiedLinkError exc2) {
|
||||
throw new NativeException(
|
||||
"Unable to load the jAssimp library");
|
||||
}
|
||||
}
|
||||
bLibInitialized = true;
|
||||
}
|
||||
// Now create the native Importer class and setup our internal
|
||||
// data structures outside the VM.
|
||||
try {
|
||||
if (0xffffffffffffffffl == (m_iNativeHandle = _NativeInitContext(iVersion))) {
|
||||
throw new NativeException(
|
||||
"Failed to initialize jAssimp: interface version not matching");
|
||||
}
|
||||
} catch (UnsatisfiedLinkError exc) {
|
||||
throw new NativeException(
|
||||
"Failed to initialize jAssimp: entry point not found");
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// JNI INTERNALS
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* JNI interface call
|
||||
*/
|
||||
private native int _NativeInitContext(int version);
|
||||
|
||||
/**
|
||||
* JNI interface call
|
||||
*/
|
||||
private native int _NativeFreeContext(long iContext);
|
||||
|
||||
/**
|
||||
* JNI interface call
|
||||
*/
|
||||
private native int _NativeLoad(String path, long flags, long iContext);
|
||||
|
||||
/**
|
||||
* JNI interface call
|
||||
*/
|
||||
private native int _NativeSetPropertyInt(String name, int prop,
|
||||
long iContext);
|
||||
|
||||
/**
|
||||
* JNI interface call
|
||||
*/
|
||||
private native int _NativeSetPropertyFloat(String name, float prop,
|
||||
long iContext);
|
||||
|
||||
/**
|
||||
* JNI interface call
|
||||
*/
|
||||
private native int _NativeSetPropertyString(String name, String prop,
|
||||
long iContext);
|
||||
}
|
|
@ -0,0 +1,280 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Describes a virtual light source in the scene
|
||||
*
|
||||
* Lights have a representation in the node graph and can be animated
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Light {
|
||||
|
||||
/**
|
||||
* Enumerates all supported types of light sources
|
||||
*/
|
||||
public class Type {
|
||||
// public static final int 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.
|
||||
* */
|
||||
public static final int DIRECTIONAL = 0x1;
|
||||
|
||||
/**
|
||||
* A point light source has a well-defined position in space but no
|
||||
* direction - it emmits light in all directions. A normal bulb is a
|
||||
* point light.
|
||||
* */
|
||||
public static final int POINT = 0x2;
|
||||
|
||||
/**
|
||||
* A spot light source emmits 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.
|
||||
* */
|
||||
public static final int SPOT = 0x3;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Get 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.
|
||||
*/
|
||||
public final String GetName() {
|
||||
return mName;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the type of the light source.
|
||||
*
|
||||
*/
|
||||
public final Type GetType() {
|
||||
return mType;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*
|
||||
* @return Component order: x,y,z
|
||||
*/
|
||||
public final float[] GetPosition() {
|
||||
return mPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*
|
||||
* @return Component order: x,y,z
|
||||
*/
|
||||
public final float[] GetDirection() {
|
||||
return mDirection;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float GetAttenuationConstant() {
|
||||
return mAttenuationConstant;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float GetAttenuationLinear() {
|
||||
return mAttenuationLinear;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float GetAttenuationQuadratic() {
|
||||
return mAttenuationQuadratic;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the diffuse color of the light source
|
||||
*
|
||||
*
|
||||
*/
|
||||
public final float[] GetColorDiffuse() {
|
||||
return mColorDiffuse;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float[] GetColorSpecular() {
|
||||
return mColorSpecular;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float[] GetColorAmbient() {
|
||||
return mColorAmbient;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float GetAngleInnerCone() {
|
||||
return mAngleInnerCone;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the 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.
|
||||
*/
|
||||
public final float GetAngleOuterCone() {
|
||||
return mAngleOuterCone;
|
||||
}
|
||||
|
||||
/**
|
||||
* The name of the light source.
|
||||
*/
|
||||
private String mName;
|
||||
|
||||
/**
|
||||
* The type of the light source.
|
||||
*/
|
||||
private Type mType;
|
||||
|
||||
/**
|
||||
* Position of the light source in space.
|
||||
*/
|
||||
private float[] mPosition;
|
||||
|
||||
/**
|
||||
* Direction of the light source in space.
|
||||
*/
|
||||
private float[] mDirection;
|
||||
|
||||
/**
|
||||
* Constant light attenuation factor.
|
||||
*/
|
||||
private float mAttenuationConstant;
|
||||
|
||||
/**
|
||||
* Linear light attenuation factor.
|
||||
*/
|
||||
private float mAttenuationLinear;
|
||||
|
||||
/**
|
||||
* Quadratic light attenuation factor.
|
||||
*/
|
||||
private float mAttenuationQuadratic;
|
||||
|
||||
/**
|
||||
* Diffuse color of the light source
|
||||
*/
|
||||
private float[] mColorDiffuse;
|
||||
|
||||
/**
|
||||
* Specular color of the light source
|
||||
*/
|
||||
private float[] mColorSpecular;
|
||||
|
||||
/**
|
||||
* Ambient color of the light source
|
||||
*/
|
||||
private float[] mColorAmbient;
|
||||
|
||||
/**
|
||||
* Inner angle of a spot light's light cone.
|
||||
*/
|
||||
private float mAngleInnerCone;
|
||||
|
||||
/**
|
||||
* Outer angle of a spot light's light cone.
|
||||
*/
|
||||
private float mAngleOuterCone;
|
||||
};
|
|
@ -0,0 +1,62 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Output stream for the logger. Directly corresponding with the native
|
||||
* LoggStream interface <br>
|
||||
* For direct output to a <code>java.io.Stream</code> you can use the
|
||||
* DefaultLogStream class.
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public interface LogStream {
|
||||
|
||||
/**
|
||||
* Override this for your own output implementations
|
||||
*
|
||||
* @param message
|
||||
* Message to be written to the log stream
|
||||
*/
|
||||
public void write(String message);
|
||||
}
|
|
@ -0,0 +1,128 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Base logging interface. Directly corresponding with the native Logger
|
||||
* interface
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public interface Logger {
|
||||
|
||||
/**
|
||||
* Debug log message
|
||||
*/
|
||||
public static final int ERRORSEVERITY_DEBUGGING = 0x1;
|
||||
|
||||
/**
|
||||
* Information log message
|
||||
*/
|
||||
public static final int ERRORSEVERITY_INFO = 0x2;
|
||||
|
||||
/**
|
||||
* Warn log message
|
||||
*/
|
||||
public static final int ERRORSEVERITY_WARN = 0x4;
|
||||
|
||||
/**
|
||||
* Error log message
|
||||
*/
|
||||
public static final int ERRORSEVERITY_ERR = 0x8;
|
||||
|
||||
/**
|
||||
* Write a debug message to the log
|
||||
*
|
||||
* @param message
|
||||
* Message to be logged
|
||||
*/
|
||||
public void debug(String message);
|
||||
|
||||
/**
|
||||
* Write an error message to the log
|
||||
*
|
||||
* @param message
|
||||
* Message to be logged
|
||||
*/
|
||||
public void error(String message);
|
||||
|
||||
/**
|
||||
* Write a warn message to the log
|
||||
*
|
||||
* @param message
|
||||
* Message to be logged
|
||||
*/
|
||||
public void warn(String message);
|
||||
|
||||
/**
|
||||
* Write an info message to the log
|
||||
*
|
||||
* @param message
|
||||
* Message to be logged
|
||||
*/
|
||||
public void info(String message);
|
||||
|
||||
/**
|
||||
* Attach a logstream to the logger
|
||||
*
|
||||
* @param stream
|
||||
* Log stream instance
|
||||
* @param severity
|
||||
* Error severity. Bitwise combination of the ERRORSEVERITY_XXX
|
||||
* constants. Specify 0 to attach the stream to all types of log
|
||||
* messages.
|
||||
*/
|
||||
public void attachStream(LogStream stream, int severity);
|
||||
|
||||
/**
|
||||
* Detach a logstream from the logger
|
||||
*
|
||||
* @param stream
|
||||
* Log stream instance
|
||||
* @param severity
|
||||
* Error severities to detach the stream from. Bitwise
|
||||
* combination of the ERRORSEVERITY_XXX constants. Specify 0 to
|
||||
* detach the stream from all types of log messages.
|
||||
*/
|
||||
public void detachStream(LogStream stream, int severity);
|
||||
}
|
|
@ -0,0 +1,447 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* A material key represents a single material property, accessed through its
|
||||
* key. Most material properties are predefined for simplicity.
|
||||
*
|
||||
* Material properties can be of several data types, including integers, floats
|
||||
* strings and arrays of them.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public final class MatKey {
|
||||
private MatKey() {}
|
||||
|
||||
/**
|
||||
* Enumerates all supported texture layer blending operations.
|
||||
*
|
||||
* @see TEXOP()
|
||||
*/
|
||||
public static final class TextureOp {
|
||||
/** T = T1 * T2 */
|
||||
public static final int Multiply = 0x0;
|
||||
|
||||
/** T = T1 + T2 */
|
||||
public static final int Add = 0x1;
|
||||
|
||||
/** T = T1 - T2 */
|
||||
public static final int Subtract = 0x2;
|
||||
|
||||
/** T = T1 / T2 */
|
||||
public static final int Divide = 0x3;
|
||||
|
||||
/** T = (T1 + T2) - (T1 * T2) */
|
||||
public static final int SmoothAdd = 0x4;
|
||||
|
||||
/** T = T1 + (T2-0.5) */
|
||||
public static final int SignedAdd = 0x5;
|
||||
}
|
||||
|
||||
/**
|
||||
* Enumerates all supported texture wrapping modes. They define how mapping
|
||||
* coordinates outside the 0...1 range are handled.
|
||||
*
|
||||
* @see TEXWRAP_U()
|
||||
* @see TEXWRAP_V()
|
||||
*/
|
||||
public static final class TextureWrapMode {
|
||||
/**
|
||||
* A texture coordinate u|v is translated to u%1|v%1
|
||||
*/
|
||||
public static final int Wrap = 0x0;
|
||||
|
||||
/**
|
||||
* Texture coordinates outside [0...1] are clamped to the nearest valid
|
||||
* value.
|
||||
*/
|
||||
public static final int Clamp = 0x1;
|
||||
|
||||
/**
|
||||
* If the texture coordinates for a pixel are outside [0...1], the
|
||||
* texture is not applied to that pixel.
|
||||
*/
|
||||
public static final int Decal = 0x3;
|
||||
|
||||
/**
|
||||
* A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
|
||||
* 1-(u%1)|1-(v%1) otherwise
|
||||
*/
|
||||
public static final int Mirror = 0x2;
|
||||
}
|
||||
|
||||
/**
|
||||
* Enumerates all supported texture mapping modes. They define how the
|
||||
* texture is applied to the surface.
|
||||
*
|
||||
* @see TEXMAP()
|
||||
*/
|
||||
public static final class TextureMapping {
|
||||
/**
|
||||
* Explicit mapping coordinates are given. The source mapping channel to
|
||||
* be used is defined in the <code>UVSRC</code> material property.
|
||||
*/
|
||||
public static final int UV = 0x0;
|
||||
|
||||
/** Spherical mapping */
|
||||
public static final int SPHERE = 0x1;
|
||||
|
||||
/** Cylindrical mapping */
|
||||
public static final int CYLINDER = 0x2;
|
||||
|
||||
/** Cubic mapping */
|
||||
public static final int BOX = 0x3;
|
||||
|
||||
/** Planar mapping */
|
||||
public static final int PLANE = 0x4;
|
||||
|
||||
/** Undefined mapping. Have fun. */
|
||||
public static final int OTHER = 0x5;
|
||||
}
|
||||
|
||||
/**
|
||||
* Enumerates all recognized purposes of texture maps. Textures are layered
|
||||
* in stacks, one stack for each kind of texture map.
|
||||
*/
|
||||
public static final class TextureType {
|
||||
/**
|
||||
* Dummy value.
|
||||
*
|
||||
* Value for <code>Any.textureType</code> for properties not related to
|
||||
* a specific texture layer.
|
||||
*/
|
||||
public static final int NONE = 0x0;
|
||||
|
||||
/**
|
||||
* The texture is combined with the result of the diffuse lighting
|
||||
* equation.
|
||||
*/
|
||||
public static final int DIFFUSE = 0x1;
|
||||
|
||||
/**
|
||||
* The texture is combined with the result of the specular lighting
|
||||
* equation.
|
||||
*/
|
||||
public static final int SPECULAR = 0x2;
|
||||
|
||||
/**
|
||||
* The texture is combined with the result of the ambient lighting
|
||||
* equation, if any.
|
||||
*/
|
||||
public static final int AMBIENT = 0x3;
|
||||
|
||||
/**
|
||||
* The texture is added to the final result of the lighting calculation.
|
||||
* It isn't influenced by incoming or ambient light.
|
||||
*/
|
||||
public static final int EMISSIVE = 0x4;
|
||||
|
||||
/**
|
||||
* The texture is a height map.
|
||||
*
|
||||
* Usually higher grey-scale values map to higher elevations.
|
||||
* Applications will typically want to convert height maps to tangent
|
||||
* space normal maps.
|
||||
*/
|
||||
public static final int HEIGHT = 0x5;
|
||||
|
||||
/**
|
||||
* The texture is a tangent space normal-map.
|
||||
*
|
||||
* There are many conventions, but usually you can expect the data to be
|
||||
* given in the r,g channels of the texture where the b or a channel is
|
||||
* probably containing the original height map.
|
||||
*/
|
||||
public static final int NORMALS = 0x6;
|
||||
|
||||
/**
|
||||
* The texture defines the glossiness of the material.
|
||||
*
|
||||
* The glossiness is nothing else than the exponent of the specular
|
||||
* (phong) lighting equation. Usually there is a conversion function
|
||||
* defined to map the linear color values in the texture to a suitable
|
||||
* exponent. Have fun.
|
||||
*/
|
||||
public static final int SHININESS = 0x7;
|
||||
|
||||
/**
|
||||
* The texture defines per-pixel opacity.
|
||||
*
|
||||
* Usually 'white' means opaque and 'black' means 'transparency'. Or
|
||||
* quite the opposite. Have fun.
|
||||
*/
|
||||
public static final int OPACITY = 0x8;
|
||||
|
||||
/**
|
||||
* Displacement texture
|
||||
*
|
||||
* The exact purpose and format is application-dependent. Higher color
|
||||
* values usually map to higher displacements.
|
||||
*/
|
||||
public static final int DISPLACEMENT = 0x9;
|
||||
|
||||
/**
|
||||
* Lightmap texture (or Ambient Occlusion Map)
|
||||
*
|
||||
* Both 'lightmaps' in the classic sense and dedicated 'ambient
|
||||
* occlusion maps' are covered by this material property. The texture
|
||||
* contains a scaling value for the final color value of a pixel. It's
|
||||
* intensity is not affected by incoming or ambient light.
|
||||
*/
|
||||
public static final int LIGHTMAP = 0xA;
|
||||
|
||||
/**
|
||||
* Reflection texture
|
||||
*
|
||||
* Defines the color of a perfect mirror reflection at a particular
|
||||
* pixel.
|
||||
*/
|
||||
public static final int REFLECTION = 0xB;
|
||||
|
||||
/**
|
||||
* Unknown texture for your amusement.
|
||||
*
|
||||
* A texture reference that does not match any of the definitions above
|
||||
* is considered to be 'unknown'. It is still imported, but is excluded
|
||||
* from any further post processing.
|
||||
*/
|
||||
public static final int UNKNOWN = 0xC;
|
||||
};
|
||||
|
||||
/**
|
||||
* Defines some standard shading hints provided by Assimp. In order to match
|
||||
* the intended visual appearance of a model as closely as possible,
|
||||
* applications will need to apply the right shader to the model or at least
|
||||
* find a similar one.
|
||||
*
|
||||
* The list of shaders comes from Blender, btw.
|
||||
*/
|
||||
public static final class ShadingMode {
|
||||
/**
|
||||
* Flat shading. Shading is done on per-face base, diffuse only. Also
|
||||
* known as 'faceted shading'.
|
||||
*/
|
||||
public static final int Flat = 0x1;
|
||||
|
||||
/**
|
||||
* Simple Gouraud Shader
|
||||
*/
|
||||
public static final int Gouraud = 0x2;
|
||||
|
||||
/**
|
||||
* Phong Shader
|
||||
*/
|
||||
public static final int Phong = 0x3;
|
||||
|
||||
/**
|
||||
* Phong-Blinn Shader
|
||||
*/
|
||||
public static final int Blinn = 0x4;
|
||||
|
||||
/**
|
||||
* Toon Shader
|
||||
*
|
||||
* Also known as 'comic' shader.
|
||||
*/
|
||||
public static final int Toon = 0x5;
|
||||
|
||||
/**
|
||||
* OrenNayar Shader
|
||||
*
|
||||
* Extension to standard Gouraud shading taking the roughness of the
|
||||
* material into account
|
||||
*/
|
||||
public static final int OrenNayar = 0x6;
|
||||
|
||||
/**
|
||||
* Minnaert Shader
|
||||
*
|
||||
* Extension to standard Gouraud shading taking the "darkness" of the
|
||||
* material into account
|
||||
*/
|
||||
public static final int Minnaert = 0x7;
|
||||
|
||||
/**
|
||||
* CookTorrance Shader.
|
||||
*
|
||||
* Special shader for metal surfaces.
|
||||
*/
|
||||
public static final int CookTorrance = 0x8;
|
||||
|
||||
/**
|
||||
* No shading at all. Constant light influence of 1.0.
|
||||
*/
|
||||
public static final int NoShading = 0x9;
|
||||
|
||||
/**
|
||||
* Fresnel Shader
|
||||
*/
|
||||
public static final int Fresnel = 0xa;
|
||||
};
|
||||
|
||||
/**
|
||||
* Some mixed texture flags. They are only present in a material if Assimp
|
||||
* gets very, very detailed information about the characteristics of a
|
||||
* texture from the source file. In order to display completely generic
|
||||
* models properly, you'll need to query them.
|
||||
*
|
||||
* @see TEXFLAGS()
|
||||
*/
|
||||
public static final class TextureFlags {
|
||||
/**
|
||||
* The texture's color values have to be inverted (component wise 1-n)
|
||||
*/
|
||||
public static final int Invert = 0x1;
|
||||
|
||||
/**
|
||||
* Explicit request to the application to process the alpha channel of
|
||||
* the texture.
|
||||
*
|
||||
* Mutually exclusive with <code>IgnoreAlpha</code>. These flags are set
|
||||
* if the library can say for sure that the alpha channel is used/is not
|
||||
* used. If the model format does not define this, it is left to the
|
||||
* application to decide whether the texture alpha channel - if any - is
|
||||
* evaluated or not.
|
||||
*/
|
||||
public static final int UseAlpha = 0x2;
|
||||
|
||||
/**
|
||||
* Explicit request to the application to ignore the alpha channel of
|
||||
* the texture.
|
||||
*
|
||||
* Mutually exclusive with <code>UseAlpha</code>.
|
||||
*/
|
||||
public static final int IgnoreAlpha = 0x4;
|
||||
}
|
||||
|
||||
/**
|
||||
* Defines how the computed value for a particular pixel is combined with
|
||||
* the previous value of the backbuffer at that position.
|
||||
*
|
||||
* @see #BLEND_FUNC()
|
||||
*/
|
||||
public static final class BlendFunc {
|
||||
|
||||
/** SourceColor*SourceAlpha + DestColor*(1-SourceAlpha) */
|
||||
public static final int Default = 0x0;
|
||||
|
||||
/** SourceColor*1 + DestColor*1 */
|
||||
public static final int Additive = 0x1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Defines the name of the material.
|
||||
*/
|
||||
public static final Any<String> NAME = new Any<String>("?mat.name");
|
||||
|
||||
/**
|
||||
* Defines whether the material must be rendered two-sided. This is a
|
||||
* boolean property. n != 0 is <code>true</code>.
|
||||
*/
|
||||
public static final Any<Integer> TWOSIDED = new Any<Integer>(
|
||||
"$mat.twosided");
|
||||
|
||||
/**
|
||||
* Defines whether the material must be rendered in wireframe. This is a
|
||||
* boolean property. n != 0 is <code>true</code>.
|
||||
*/
|
||||
public static final Any<Integer> WIREFRAME = new Any<Integer>(
|
||||
"$mat.wireframe");
|
||||
|
||||
/**
|
||||
* Defines the shading model to be used to compute the lighting for the
|
||||
* material. This is one of the values defined in the
|
||||
* <code>ShadingModel</code> 'enum'.
|
||||
*/
|
||||
public static final Any<Integer> SHADING_MODEL = new Any<Integer>(
|
||||
"$mat.shadingm");
|
||||
|
||||
/**
|
||||
* Defines the blend function to be used to combine the computed color value
|
||||
* of a pixel with the previous value in the backbuffer. This is one of the
|
||||
* values defined in the <code>BlendFunc</code> 'enum'.
|
||||
*/
|
||||
public static final Any<Integer> BLEND_FUNC = new Any<Integer>("$mat.blend");
|
||||
|
||||
/**
|
||||
* Defines the basic opacity of the material in range 0..1 where 0 is fully
|
||||
* transparent and 1 is fully opaque. The default value to be taken if this
|
||||
* property is not defined is naturally <code>1.0f</code>.
|
||||
*/
|
||||
public static final Any<Float> OPACITY = new Any<Float>("$mat.opacity");
|
||||
|
||||
/**
|
||||
* Defines the height scaling of bumpmaps/parallax maps on this material.
|
||||
* The default value to be taken if this property is not defined is
|
||||
* naturally <code>1.0f</code>.
|
||||
*/
|
||||
public static final Any<Float> BUMPHEIGHT = new Any<Float>(
|
||||
"$mat.bumpscaling");
|
||||
|
||||
/**
|
||||
* Defines the shininess of the material. This is simply the exponent of the
|
||||
* phong and blinn-phong shading equations. If the property is not defined,
|
||||
* no specular lighting must be computed for the material.
|
||||
*/
|
||||
public static final Any<Float> SHININESS = new Any<Float>("$mat.shininess");
|
||||
|
||||
/**
|
||||
* Dummy base for all predefined material keys.
|
||||
*/
|
||||
public static class Any<Type> {
|
||||
public Any(String str) {
|
||||
this(str, 0, 0);
|
||||
}
|
||||
|
||||
public Any(String str, int tType, int tIndex) {
|
||||
name = str;
|
||||
textureType = tType;
|
||||
textureIndex = tIndex;
|
||||
}
|
||||
|
||||
String name;
|
||||
int textureType, textureIndex;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,186 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Class to wrap materials. Materials are represented in ASSIMP as a list of
|
||||
* key/value pairs, the key being a <code>String</code> and the value being a
|
||||
* binary buffer. The class provides several get methods to access material
|
||||
* properties easily.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Material {
|
||||
|
||||
/**
|
||||
* Internal representation of a material property
|
||||
*/
|
||||
private class Property {
|
||||
String key;
|
||||
Object value;
|
||||
}
|
||||
|
||||
/**
|
||||
* List of all properties for this material
|
||||
*/
|
||||
private Property[] properties;
|
||||
|
||||
/**
|
||||
* Special exception class which is thrown if a material property could not
|
||||
* be found.
|
||||
*/
|
||||
@SuppressWarnings("serial")
|
||||
public class PropertyNotFoundException extends Exception {
|
||||
public final String property_key;
|
||||
|
||||
/**
|
||||
* Constructs a new exception
|
||||
*
|
||||
* @param message
|
||||
* Error message
|
||||
* @param property_key
|
||||
* Name of the property that wasn't found
|
||||
*/
|
||||
public PropertyNotFoundException(String message, String property_key) {
|
||||
super(message);
|
||||
this.property_key = property_key;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the value for a specific key from the material.
|
||||
*
|
||||
* @param key
|
||||
* Raw name of the property to be queried
|
||||
* @return null if the property wasn't there or hasn't the desired output
|
||||
* type. The returned <code>Object</code> can be casted to the
|
||||
* expected data type for the property. Primitive types are
|
||||
* represented by their boxed variants.
|
||||
*/
|
||||
public Object getProperty(String key) throws PropertyNotFoundException {
|
||||
|
||||
for (Property prop : properties) {
|
||||
if (prop.key.equals(key)) {
|
||||
return prop.value;
|
||||
}
|
||||
}
|
||||
throw new PropertyNotFoundException(
|
||||
"Unable to find material property: ", key);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the floating-point value for a specific key from the material.
|
||||
*
|
||||
* @param key
|
||||
* One of the constant key values defined in <code>MatKey</code>
|
||||
* @return the value of the property
|
||||
* @throws PropertyNotFoundException
|
||||
* If the property isn't set.
|
||||
*/
|
||||
public Float getProperty(MatKey.Any<Float> key)
|
||||
throws PropertyNotFoundException {
|
||||
|
||||
return (Float) getProperty(key.name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the integer value for a specific key from the material.
|
||||
*
|
||||
* @param key
|
||||
* One of the constant key values defined in <code>MatKey</code>
|
||||
* @return the value of the property
|
||||
* @throws PropertyNotFoundException
|
||||
* If the property isn't set.
|
||||
*/
|
||||
public Integer getProperty(MatKey.Any<Integer> key)
|
||||
throws PropertyNotFoundException {
|
||||
|
||||
return (Integer) getProperty(key.name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the floating-point-array value for a specific key from the material.
|
||||
*
|
||||
* @param key
|
||||
* One of the constant key values defined in <code>MatKey</code>
|
||||
* @return the value of the property
|
||||
* @throws PropertyNotFoundException
|
||||
* If the property isn't set.
|
||||
*/
|
||||
public float[] getProperty(MatKey.Any<float[]> key)
|
||||
throws PropertyNotFoundException {
|
||||
|
||||
return (float[]) getProperty(key.name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the integer-array value for a specific key from the material.
|
||||
*
|
||||
* @param key
|
||||
* One of the constant key values defined in <code>MatKey</code>
|
||||
* @return the value of the property
|
||||
* @throws PropertyNotFoundException
|
||||
* If the property isn't set.
|
||||
*/
|
||||
public int[] getProperty(MatKey.Any<int[]> key)
|
||||
throws PropertyNotFoundException {
|
||||
|
||||
return (int[]) getProperty(key.name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the string value for a specific key from the material.
|
||||
*
|
||||
* @param key
|
||||
* One of the constant key values defined in <code>MatKey</code>
|
||||
* @return the value of the property
|
||||
* @throws PropertyNotFoundException
|
||||
* If the property isn't set.
|
||||
*/
|
||||
public String getProperty(MatKey.Any<String> key)
|
||||
throws PropertyNotFoundException {
|
||||
|
||||
return (String) getProperty(key.name);
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,149 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Represents a 3x3 row major matrix
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Matrix3x3 {
|
||||
|
||||
|
||||
/**
|
||||
* Default constructor. Initializes the matrix with its identity
|
||||
*/
|
||||
public Matrix3x3() {
|
||||
coeff[0] = coeff[4] = coeff[8] = 1.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Copy constructor
|
||||
* @param other Matrix to be copied
|
||||
*/
|
||||
public Matrix3x3 ( Matrix3x3 other) {
|
||||
System.arraycopy(other.coeff, 0, this.coeff, 0, 9);
|
||||
}
|
||||
|
||||
/**
|
||||
* Construction from nine given coefficents
|
||||
* @param a1
|
||||
* @param a2
|
||||
* @param a3
|
||||
* @param b1
|
||||
* @param b2
|
||||
* @param b3
|
||||
* @param c1
|
||||
* @param c2
|
||||
* @param c3
|
||||
*/
|
||||
public Matrix3x3 (float a1, float a2, float a3,
|
||||
float b1, float b2, float b3,
|
||||
float c1, float c2, float c3) {
|
||||
|
||||
coeff[0] = a1;
|
||||
coeff[1] = a2;
|
||||
coeff[2] = a3;
|
||||
coeff[3] = b1;
|
||||
coeff[4] = b2;
|
||||
coeff[5] = b3;
|
||||
coeff[6] = c1;
|
||||
coeff[7] = c2;
|
||||
coeff[8] = c3;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Copy constructor (construction from a 4x4 matrix)
|
||||
* @param other Matrix to be copied
|
||||
*/
|
||||
public Matrix3x3 ( Matrix4x4 other) {
|
||||
coeff[0] = other.coeff[0];
|
||||
coeff[1] = other.coeff[1];
|
||||
coeff[2] = other.coeff[2];
|
||||
coeff[3] = other.coeff[4];
|
||||
coeff[4] = other.coeff[5];
|
||||
coeff[5] = other.coeff[6];
|
||||
coeff[6] = other.coeff[8];
|
||||
coeff[7] = other.coeff[9];
|
||||
coeff[8] = other.coeff[10];
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* The coefficients of the matrix
|
||||
*/
|
||||
public float[] coeff = new float[9];
|
||||
|
||||
|
||||
/**
|
||||
* Returns a field in the matrix
|
||||
* @param row Row index
|
||||
* @param column Column index
|
||||
* @return The corresponding field value
|
||||
*/
|
||||
public final float get(int row, int column) {
|
||||
assert(row <= 2 && column <= 2);
|
||||
return coeff[row*3+column];
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Multiplies *this* matrix with another matrix
|
||||
* @param m Matrix to multiply with
|
||||
* @return Output matrix
|
||||
*/
|
||||
public final Matrix3x3 Mul(Matrix3x3 m) {
|
||||
|
||||
return new Matrix3x3(
|
||||
m.coeff[0] * coeff[0] + m.coeff[3] * coeff[1] + m.coeff[6] * coeff[2],
|
||||
m.coeff[1] * coeff[0] + m.coeff[4] * coeff[1] + m.coeff[7] * coeff[2],
|
||||
m.coeff[2] * coeff[0] + m.coeff[5] * coeff[1] + m.coeff[8] * coeff[2],
|
||||
m.coeff[0] * coeff[3] + m.coeff[3] * coeff[4] + m.coeff[6] * coeff[5],
|
||||
m.coeff[1] * coeff[3] + m.coeff[4] * coeff[4] + m.coeff[7] * coeff[5],
|
||||
m.coeff[2] * coeff[3] + m.coeff[5] * coeff[4] + m.coeff[8] * coeff[5],
|
||||
m.coeff[0] * coeff[6] + m.coeff[3] * coeff[7] + m.coeff[6] * coeff[8],
|
||||
m.coeff[1] * coeff[6] + m.coeff[4] * coeff[7] + m.coeff[7] * coeff[8],
|
||||
m.coeff[2] * coeff[6] + m.coeff[5] * coeff[7] + m.coeff[8] * coeff[8]);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,184 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Represents a 4x4 matrix.
|
||||
*
|
||||
* There's no explicit convention for 'majorness'; objects of Matrix4x4 can be
|
||||
* either row-major or column-major.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
* @see Node#getTransformColumnMajor()
|
||||
* @see Node#getTransformRowMajor()()
|
||||
*/
|
||||
public class Matrix4x4 {
|
||||
|
||||
/**
|
||||
* Default constructor. Initializes the matrix with its identity
|
||||
*/
|
||||
public Matrix4x4() {
|
||||
coeff[0] = coeff[5] = coeff[10] = coeff[15] = 1.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Copy constructor
|
||||
*
|
||||
* @param other
|
||||
* Matrix to be copied
|
||||
*/
|
||||
public Matrix4x4(Matrix4x4 other) {
|
||||
System.arraycopy(other.coeff, 0, this.coeff, 0, 16);
|
||||
}
|
||||
|
||||
/**
|
||||
* Construction from 16 given coefficients
|
||||
*
|
||||
* @param a1
|
||||
* @param a2
|
||||
* @param a3
|
||||
* @param a4
|
||||
* @param b1
|
||||
* @param b2
|
||||
* @param b3
|
||||
* @param b4
|
||||
* @param c1
|
||||
* @param c2
|
||||
* @param c3
|
||||
* @param c4
|
||||
* @param d1
|
||||
* @param d2
|
||||
* @param d3
|
||||
* @param d4
|
||||
*/
|
||||
public Matrix4x4(float a1, float a2, float a3, float a4, float b1,
|
||||
float b2, float b3, float b4, float c1, float c2, float c3,
|
||||
float c4, float d1, float d2, float d3, float d4) {
|
||||
|
||||
coeff[0] = a1;
|
||||
coeff[1] = a2;
|
||||
coeff[2] = a3;
|
||||
coeff[3] = a4;
|
||||
coeff[4] = b1;
|
||||
coeff[5] = b2;
|
||||
coeff[6] = b3;
|
||||
coeff[7] = b4;
|
||||
coeff[8] = c1;
|
||||
coeff[9] = c2;
|
||||
coeff[10] = c3;
|
||||
coeff[11] = c4;
|
||||
coeff[12] = d1;
|
||||
coeff[13] = d2;
|
||||
coeff[14] = d3;
|
||||
coeff[15] = d4;
|
||||
}
|
||||
|
||||
/**
|
||||
* Copy constructor (construction from a 4x4 matrix)
|
||||
*
|
||||
* @param other
|
||||
* Matrix to be copied
|
||||
*/
|
||||
public Matrix4x4(Matrix3x3 other) {
|
||||
coeff[0] = other.coeff[0];
|
||||
coeff[1] = other.coeff[1];
|
||||
coeff[2] = other.coeff[2];
|
||||
coeff[4] = other.coeff[3];
|
||||
coeff[5] = other.coeff[4];
|
||||
coeff[6] = other.coeff[5];
|
||||
coeff[8] = other.coeff[6];
|
||||
coeff[9] = other.coeff[7];
|
||||
coeff[10] = other.coeff[8];
|
||||
coeff[15] = 1.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* The coefficients of the matrix
|
||||
*/
|
||||
public float[] coeff = new float[16];
|
||||
|
||||
/**
|
||||
* Returns a field in the matrix
|
||||
*
|
||||
* @param row
|
||||
* Row index
|
||||
* @param column
|
||||
* Column index
|
||||
* @return The corresponding field value
|
||||
*/
|
||||
public final float get(int row, int column) {
|
||||
assert (row <= 3 && column <= 3);
|
||||
return coeff[row * 4 + column];
|
||||
}
|
||||
|
||||
/**
|
||||
* Computes the transpose of *this* matrix.
|
||||
*/
|
||||
public final Matrix4x4 transpose() {
|
||||
|
||||
float fTemp = coeff[1 * 4 + 0];
|
||||
coeff[1 * 4 + 0] = coeff[0 * 4 + 1];
|
||||
coeff[0 * 4 + 1] = fTemp;
|
||||
|
||||
fTemp = coeff[2 * 4 + 0];
|
||||
coeff[2 * 4 + 0] = coeff[0 * 4 + 2];
|
||||
coeff[0 * 4 + 2] = fTemp;
|
||||
|
||||
fTemp = coeff[2 * 4 + 1];
|
||||
coeff[2 * 4 + 1] = coeff[1 * 4 + 2];
|
||||
coeff[1 * 4 + 2] = fTemp;
|
||||
|
||||
fTemp = coeff[3 * 4 + 0];
|
||||
coeff[3 * 4 + 0] = coeff[0 * 4 + 3];
|
||||
coeff[0 * 4 + 3] = fTemp;
|
||||
|
||||
fTemp = coeff[3 * 4 + 1];
|
||||
coeff[3 * 4 + 1] = coeff[1 * 4 + 3];
|
||||
coeff[1 * 4 + 3] = fTemp;
|
||||
|
||||
fTemp = coeff[3 * 4 + 2];
|
||||
coeff[3 * 4 + 2] = coeff[2 * 4 + 3];
|
||||
coeff[2 * 4 + 3] = fTemp;
|
||||
return this;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,633 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
import java.awt.*;
|
||||
|
||||
/**
|
||||
* A mesh represents a part of the whole scene geometry. It references exactly
|
||||
* one material and can this be drawn in a single draw call.
|
||||
* <p/>
|
||||
* It usually consists of a number of vertices and a series of primitives/faces
|
||||
* referencing the vertices. In addition there might be a series of bones, each
|
||||
* of them addressing a number of vertices with a certain weight. Vertex data is
|
||||
* presented in channels with each channel containing a single per-vertex
|
||||
* information such as a set of texture coordinates or a normal vector.
|
||||
* <p/>
|
||||
* Note that not all mesh data channels must be there. E.g. most models don't
|
||||
* contain vertex colors so this data channel is mostly not filled.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Mesh {
|
||||
|
||||
/**
|
||||
* Defines the maximum number of UV(W) channels that are available for a
|
||||
* mesh. If a loader finds more channels in a file, it skips them
|
||||
*/
|
||||
public static final int MAX_NUMBER_OF_TEXTURECOORDS = 0x4;
|
||||
|
||||
/**
|
||||
* Defines the maximum number of vertex color channels that are available
|
||||
* for a mesh. If a loader finds more channels in a file, it skips them.
|
||||
*/
|
||||
public static final int MAX_NUMBER_OF_COLOR_SETS = 0x4;
|
||||
|
||||
/**
|
||||
* Check whether there are vertex positions in the model
|
||||
* <code>getPosition()</code> asserts this.
|
||||
*
|
||||
* @return true if vertex positions are available. Currently this is
|
||||
* guaranteed to be <code>true</code>.
|
||||
*
|
||||
*/
|
||||
public final boolean hasPositions() {
|
||||
return null != m_vVertices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there are normal vectors in the model
|
||||
* <code>getNormal()</code> asserts this.
|
||||
*
|
||||
* @return true if vertex normals are available.
|
||||
*/
|
||||
public final boolean hasNormals() {
|
||||
return null != m_vNormals;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there are bones in the model. If the answer is
|
||||
* <code>true</code>, use <code>getBone()</code> to query them.
|
||||
*
|
||||
* @return true if vertex normals are available.
|
||||
*/
|
||||
public final boolean hasBones() {
|
||||
return null != m_vBones;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there are tangents/bitangents in the model If the answer is
|
||||
* <code>true</code>, use <code>getTangent()</code> and
|
||||
* <code>getBitangent()</code> to query them.
|
||||
*
|
||||
* @return true if vertex tangents and bitangents are available.
|
||||
*/
|
||||
public final boolean hasTangentsAndBitangents() {
|
||||
return null != m_vBitangents && null != m_vTangents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether a given UV set is existing the model <code>getUV()</code>
|
||||
* will assert this.
|
||||
*
|
||||
* @param n
|
||||
* UV coordinate set index
|
||||
* @return true the uv coordinate set is available.
|
||||
*/
|
||||
public final boolean hasUVCoords(int n) {
|
||||
return n < m_avUVs.length && null != m_avUVs[n];
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether a given vertex color set is existing the model
|
||||
* <code>getColor()</code> will assert this.
|
||||
*
|
||||
* @param n
|
||||
* Vertex color set index
|
||||
* @return true the vertex color set is available.
|
||||
*/
|
||||
public final boolean hasVertexColors(int n) {
|
||||
return n < m_avColors.length && null != m_avColors[n];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of vertices in the model
|
||||
*
|
||||
* @return Number of vertices in the model. This could be 0 in some extreme
|
||||
* cases although loaders should filter such cases out
|
||||
*/
|
||||
public final int getNumVertices() {
|
||||
return m_vVertices.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of faces in the model
|
||||
*
|
||||
* @return Number of faces in the model. This could be 0 in some extreme
|
||||
* cases although loaders should filter such cases out
|
||||
*/
|
||||
public final int getNumFaces() {
|
||||
return m_vFaces.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of bones in the model
|
||||
*
|
||||
* @return Number of bones in the model.
|
||||
*/
|
||||
public final int getNumBones() {
|
||||
return m_vBones.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the material index of the mesh
|
||||
*
|
||||
* @return Zero-based index into the global material array
|
||||
*/
|
||||
public final int getMaterialIndex() {
|
||||
return m_iMaterialIndex;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a bitwise combination of all types of primitives which are present in
|
||||
* the mesh.
|
||||
*
|
||||
* @see Face.Type
|
||||
*/
|
||||
public final int getPrimitiveTypes() {
|
||||
return m_iPrimitiveTypes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a single vertex position in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3 Receives the vertex
|
||||
* position components in x,y,z order
|
||||
*/
|
||||
public final void getPosition(int iIndex, float[] afOut) {
|
||||
assert (hasPositions() && afOut.length >= 3 && iIndex < this
|
||||
.getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = this.m_vVertices[iIndex];
|
||||
afOut[1] = this.m_vVertices[iIndex + 1];
|
||||
afOut[2] = this.m_vVertices[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a single vertex position in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3
|
||||
* @param iOutBase
|
||||
* Start index in the output array Receives the vertex position
|
||||
* components in x,y,z order
|
||||
*/
|
||||
public final void getPosition(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert (hasPositions() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = m_vVertices[iIndex];
|
||||
afOut[iOutBase + 1] = m_vVertices[iIndex + 1];
|
||||
afOut[iOutBase + 2] = m_vVertices[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex position array of the mesh This is
|
||||
* the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component ordering is xyz.
|
||||
*/
|
||||
public final float[] getPositionArray() {
|
||||
return m_vVertices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex normal in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3 Receives the vertex
|
||||
* normal components in x,y,z order
|
||||
*/
|
||||
public final void getNormal(int iIndex, float[] afOut) {
|
||||
assert (hasNormals() && afOut.length >= 3 && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = m_vTangents[iIndex];
|
||||
afOut[1] = m_vTangents[iIndex + 1];
|
||||
afOut[2] = m_vTangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex normal in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3
|
||||
* @param iOutBase
|
||||
* Start index in the output array Receives the vertex normal
|
||||
* components in x,y,z order
|
||||
*/
|
||||
public final void getNormal(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert (hasNormals() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = m_vNormals[iIndex];
|
||||
afOut[iOutBase + 1] = m_vNormals[iIndex + 1];
|
||||
afOut[iOutBase + 2] = m_vNormals[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex normal array of the mesh This is the
|
||||
* recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component order is xyz.
|
||||
*/
|
||||
public final float[] getNormalArray() {
|
||||
return this.m_vNormals;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex tangent in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3 Receives the vertex
|
||||
* tangent components in x,y,z order
|
||||
*/
|
||||
public final void getTangent(int iIndex, float[] afOut) {
|
||||
assert (hasTangentsAndBitangents() && afOut.length >= 3 && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = m_vTangents[iIndex];
|
||||
afOut[1] = m_vTangents[iIndex + 1];
|
||||
afOut[2] = m_vTangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex tangent in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3
|
||||
* @param iOutBase
|
||||
* Start index in the output array Receives the vertex tangent
|
||||
* components in x,y,z order
|
||||
*/
|
||||
public final void getTangent(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert (hasTangentsAndBitangents() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = m_vTangents[iIndex];
|
||||
afOut[iOutBase + 1] = m_vTangents[iIndex + 1];
|
||||
afOut[iOutBase + 2] = m_vTangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex tangent array of the mesh This is
|
||||
* the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component order is xyz.
|
||||
*/
|
||||
public final float[] getTangentArray() {
|
||||
return m_vTangents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex bitangent in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3 Receives the vertex
|
||||
* bitangent components in x,y,z order
|
||||
*/
|
||||
public final void getBitangent(int iIndex, float[] afOut) {
|
||||
assert (hasTangentsAndBitangents() && afOut.length >= 3
|
||||
&& 3 >= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[0] = m_vBitangents[iIndex];
|
||||
afOut[1] = m_vBitangents[iIndex + 1];
|
||||
afOut[2] = m_vBitangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex bitangent in the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 3
|
||||
* @param iOutBase
|
||||
* Start index in the output array Receives the vertex bitangent
|
||||
* components in x,y,z order
|
||||
*/
|
||||
public final void getBitangent(int iIndex, float[] afOut, int iOutBase) {
|
||||
assert (hasTangentsAndBitangents() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 3;
|
||||
afOut[iOutBase] = m_vBitangents[iIndex];
|
||||
afOut[iOutBase + 1] = m_vBitangents[iIndex + 1];
|
||||
afOut[iOutBase + 2] = m_vBitangents[iIndex + 2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex bitangent array of the mesh This is
|
||||
* the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Vector components are
|
||||
* given in xyz order.
|
||||
*/
|
||||
public final float[] getBitangentArray() {
|
||||
assert (hasTangentsAndBitangents());
|
||||
return m_vBitangents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex texture coordinate in the mesh
|
||||
*
|
||||
* @param channel
|
||||
* Texture coordinate channel
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be equal to the value
|
||||
* <code>getNumUVComponents</code> returns for
|
||||
* <code>channel</code> Receives the vertex texture coordinate.
|
||||
* Vector components are given in uvw order.
|
||||
*/
|
||||
public final void getTexCoord(int channel, int iIndex, float[] afOut) {
|
||||
assert (hasUVCoords(channel) && afOut.length >= 4 && 4 >= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= m_aiNumUVComponents[channel];
|
||||
for (int i = 0; i < m_aiNumUVComponents[channel]; ++i) {
|
||||
afOut[i] = m_avUVs[channel][iIndex + i];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex texture coordinate in the mesh
|
||||
*
|
||||
* @param channel
|
||||
* Texture coordinate channel
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be equal to the value
|
||||
* <code>getNumUVComponents</code> returns for
|
||||
* <code>channel</code> Receives the vertex texture coordinate,
|
||||
* components are in u,v,w order
|
||||
* @param iOutBase
|
||||
* Start index in the output array
|
||||
*/
|
||||
public final void getTexCoord(int channel, int iIndex, float[] afOut,
|
||||
int iOutBase) {
|
||||
assert (hasUVCoords(channel) && afOut.length >= 4
|
||||
&& iOutBase + 4 <= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= m_aiNumUVComponents[channel];
|
||||
for (int i = 0; i < m_aiNumUVComponents[channel]; ++i) {
|
||||
afOut[i + iOutBase] = m_avUVs[channel][iIndex + i];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to a texture coordinate channel of the mesh This
|
||||
* is the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * <code>getNumUVComponents
|
||||
* (channel)</code>. Component ordering is uvw.
|
||||
*/
|
||||
public final float[] getTexCoordArray(int channel) {
|
||||
assert (channel < MAX_NUMBER_OF_TEXTURECOORDS);
|
||||
return m_avUVs[channel];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex color in the mesh
|
||||
*
|
||||
* @param channel
|
||||
* Vertex color channel
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 4 Receives the vertex
|
||||
* color components in r,g,b,a order
|
||||
*/
|
||||
public final void getVertexColor(int channel, int iIndex, float[] afOut) {
|
||||
assert (this.hasVertexColors(channel) && afOut.length >= 4 && iIndex < this
|
||||
.getNumVertices());
|
||||
|
||||
iIndex *= 4; // RGBA order
|
||||
afOut[0] = m_avColors[channel][iIndex];
|
||||
afOut[1] = m_avColors[channel][iIndex + 1];
|
||||
afOut[2] = m_avColors[channel][iIndex + 2];
|
||||
afOut[3] = m_avColors[channel][iIndex + 3];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex color as <code>java.awt.Color</code> in the mesh
|
||||
*
|
||||
* @param channel
|
||||
* Vertex color channel
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @return Vertex color value packed as <code>java.awt.Color</code>
|
||||
*/
|
||||
public final Color getVertexColor(int channel, int iIndex) {
|
||||
|
||||
float[] afColor = new float[4];
|
||||
getVertexColor(channel, iIndex, afColor);
|
||||
return new Color(afColor[0], afColor[1], afColor[2], afColor[3]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a vertex color in the mesh
|
||||
*
|
||||
* @param channel
|
||||
* Vertex color channel
|
||||
* @param iIndex
|
||||
* Zero-based index of the vertex
|
||||
* @param afOut
|
||||
* Output array, size must at least be 4 Receives the vertex
|
||||
* color components in r,g,b,a order
|
||||
* @param iOutBase
|
||||
* Start index in the output array
|
||||
*/
|
||||
public final void getVertexColor(int channel, int iIndex, float[] afOut,
|
||||
int iOutBase) {
|
||||
assert (hasVertexColors(channel) && afOut.length >= 4
|
||||
&& iOutBase + 4 <= afOut.length && iIndex < getNumVertices());
|
||||
|
||||
iIndex *= 4; // RGBA order
|
||||
afOut[iOutBase] = m_avColors[channel][iIndex];
|
||||
afOut[iOutBase + 1] = m_avColors[channel][iIndex + 1];
|
||||
afOut[iOutBase + 2] = m_avColors[channel][iIndex + 2];
|
||||
afOut[iOutBase + 3] = m_avColors[channel][iIndex + 3];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the vertex bitangent array of the mesh This is
|
||||
* the recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of floats, size is numverts * 3. Component ordering is xyz.
|
||||
*/
|
||||
public final float[] getVertexColorArray(int channel) {
|
||||
assert (channel < MAX_NUMBER_OF_COLOR_SETS);
|
||||
return m_avColors[channel];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a single face of the mesh
|
||||
*
|
||||
* @param iIndex
|
||||
* Index of the face. Must be smaller than the value returned by
|
||||
* <code>getNumFaces()</code>
|
||||
*/
|
||||
public final Face getFace(int iIndex) {
|
||||
return this.m_vFaces[iIndex];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides direct access to the face array of the mesh This is the
|
||||
* recommended way of accessing the data.
|
||||
*
|
||||
* @return Array of ints, size is numfaces * 3. Each face consists of three
|
||||
* indices (higher level polygons are automatically triangulated by
|
||||
* the library)
|
||||
*/
|
||||
public final Face[] getFaceArray() {
|
||||
return this.m_vFaces;
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides access to the array of all bones influencing this mesh.
|
||||
*
|
||||
* @return Bone array
|
||||
*/
|
||||
public final Bone[] getBonesArray() {
|
||||
assert (null != this.m_vBones);
|
||||
return this.m_vBones;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a bone influencing the mesh
|
||||
*
|
||||
* @param i
|
||||
* Index of the bone
|
||||
* @return Bone
|
||||
*/
|
||||
public final Bone getBone(int i) {
|
||||
assert (null != this.m_vBones && i < this.m_vBones.length);
|
||||
return this.m_vBones[i];
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// PRIVATE STUFF
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Contains normal vectors in a continuous float array, xyz order. Can't be
|
||||
* <code>null</code>
|
||||
*/
|
||||
private float[] m_vVertices = null;
|
||||
|
||||
/**
|
||||
* Contains normal vectors in a continuous float array, xyz order. Can be
|
||||
* <code>null</code>
|
||||
*/
|
||||
private float[] m_vNormals = null;
|
||||
|
||||
/**
|
||||
* Contains tangent vectors in a continuous float array, xyz order. Can be
|
||||
* <code>null</code>
|
||||
*/
|
||||
private float[] m_vTangents = null;
|
||||
|
||||
/**
|
||||
* Contains bitangent vectors in a continuous float array, xyz order. Can be
|
||||
* <code>null</code>
|
||||
*/
|
||||
private float[] m_vBitangents = null;
|
||||
|
||||
/**
|
||||
* Contains UV coordinate channels in a continuous float array, uvw order.
|
||||
* Unused channels are set to <code>null</code>.
|
||||
*/
|
||||
private float[][] m_avUVs = new float[MAX_NUMBER_OF_TEXTURECOORDS][];
|
||||
|
||||
/**
|
||||
* Defines the number of relevant vector components for each UV channel.
|
||||
* Typically the value is 2 or 3.
|
||||
*/
|
||||
private int[] m_aiNumUVComponents = new int[MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
/**
|
||||
* Contains vertex color channels in a continuous float array, rgba order.
|
||||
* Unused channels are set to <code>null</code>.
|
||||
*/
|
||||
private float[][] m_avColors = new float[MAX_NUMBER_OF_COLOR_SETS][];
|
||||
|
||||
/**
|
||||
* The list of all faces for the mesh.
|
||||
*/
|
||||
private Face[] m_vFaces = null;
|
||||
|
||||
/**
|
||||
* Bones influencing the mesh
|
||||
*/
|
||||
private Bone[] m_vBones = null;
|
||||
|
||||
/**
|
||||
* Material index of the mesh. This is simply an index into the global
|
||||
* material array.
|
||||
*/
|
||||
private int m_iMaterialIndex = 0;
|
||||
|
||||
/**
|
||||
* Bitwise combination of the kinds of primitives present in the mesh. The
|
||||
* constant values are enumerated in <code>Face.Type</code>
|
||||
*/
|
||||
private int m_iPrimitiveTypes = 0;
|
||||
}
|
|
@ -0,0 +1,62 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Exception class used by jAssimp. It is thrown whenever an unknown error
|
||||
* occurs in the JNI bridge between the native Assimp library and the Java VM.
|
||||
*/
|
||||
public class NativeException extends Exception {
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
private static final long serialVersionUID = -8882941564623281784L;
|
||||
|
||||
public NativeException() {
|
||||
super("Unknown error");
|
||||
}
|
||||
|
||||
public NativeException(String sz) {
|
||||
super(sz);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,242 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.io.PrintStream;
|
||||
|
||||
/**
|
||||
* A node in the imported scene hierarchy.
|
||||
*
|
||||
* Each node has name, a single 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 with no childs.
|
||||
* Multiple meshes can be assigned to a single node.
|
||||
*
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Node {
|
||||
|
||||
/**
|
||||
* Constructs a new node and initializes it
|
||||
*
|
||||
* @param parentNode
|
||||
* Parent node or null for root nodes
|
||||
*/
|
||||
public Node(Node parentNode) {
|
||||
|
||||
this.parent = parentNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of meshes of this node
|
||||
*
|
||||
* @return Number of meshes
|
||||
*/
|
||||
public final int getNumMeshes() {
|
||||
return meshIndices.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a list of all meshes of this node
|
||||
*
|
||||
* @return Array containing indices into the Scene's mesh list. If there are
|
||||
* no meshes, the array is <code>null</code>
|
||||
*/
|
||||
public final int[] getMeshes() {
|
||||
return meshIndices;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the local transformation matrix of the node in row-major order:
|
||||
* <code>
|
||||
* a1 a2 a3 a4 (the translational part of the matrix is stored
|
||||
* b1 b2 b3 b4 in (a4|b4|c4))
|
||||
* c1 c2 c3 c4
|
||||
* d1 d2 d3 d4
|
||||
* </code>
|
||||
*
|
||||
* @return Row-major transformation matrix
|
||||
*/
|
||||
public final Matrix4x4 getTransformRowMajor() {
|
||||
return nodeTransform;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the local transformation matrix of the node in column-major order:
|
||||
* <code>
|
||||
* a1 b1 c1 d1 (the translational part of the matrix is stored
|
||||
* a2 b2 c2 d2 in (a4|b4|c4))
|
||||
* a3 b3 c3 d3
|
||||
* a4 b4 c4 d4
|
||||
* </code>
|
||||
*
|
||||
* @return Column-major transformation matrix
|
||||
*/
|
||||
public final Matrix4x4 getTransformColumnMajor() {
|
||||
|
||||
Matrix4x4 m = new Matrix4x4(nodeTransform);
|
||||
return m.transpose();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the name of the node. The name might be empty (length of zero) but
|
||||
* all nodes which need to be accessed afterwards by bones or anims are
|
||||
* usually named.
|
||||
*
|
||||
* @return Node name
|
||||
*/
|
||||
public final String getName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the list of all child nodes of *this* node
|
||||
*
|
||||
* @return List of children. May be empty.
|
||||
*/
|
||||
public final Node[] getChildren() {
|
||||
return children;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of child nodes of *this* node
|
||||
*
|
||||
* @return May be 0
|
||||
*/
|
||||
public final int getNumChildren() {
|
||||
return children.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the parent node of the node
|
||||
*
|
||||
* @return Parent node
|
||||
*/
|
||||
public final Node getParent() {
|
||||
return parent;
|
||||
}
|
||||
|
||||
/**
|
||||
* Searches this node and recursively all sub nodes for a node with a
|
||||
* specific name
|
||||
*
|
||||
* @param _name
|
||||
* Name of the node to search for
|
||||
* @return Either a reference to the node or <code>null</code> if no node
|
||||
* with this name was found.
|
||||
*/
|
||||
public final Node findNode(String _name) {
|
||||
|
||||
if (_name.equals(name))
|
||||
return this;
|
||||
for (Node node : children) {
|
||||
Node out;
|
||||
if (null != (out = node.findNode(_name)))
|
||||
return out;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Print all nodes recursively. This is a debugging utility.
|
||||
* @param stream
|
||||
* Output stream
|
||||
* @param suffix
|
||||
* Suffix to all output
|
||||
* @throws IOException
|
||||
* yes ... sometimes ... :-)
|
||||
*/
|
||||
public void printNodes(PrintStream stream, String suffix)
|
||||
throws IOException {
|
||||
String suffNew = suffix + "\t";
|
||||
stream.println(suffix + getName());
|
||||
|
||||
// print all mesh indices
|
||||
if (0 != getNumMeshes()) {
|
||||
stream.println(suffNew + "Meshes: ");
|
||||
|
||||
for (int i : getMeshes()) {
|
||||
stream.println(i + " ");
|
||||
}
|
||||
stream.println("");
|
||||
}
|
||||
|
||||
// print all children
|
||||
if (0 != getNumChildren()) {
|
||||
for (Node n : getChildren()) {
|
||||
|
||||
n.printNodes(stream, suffNew);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* List of all meshes of this node. The array contains indices into the
|
||||
* Scene's mesh list
|
||||
*/
|
||||
private int[] meshIndices = null;
|
||||
|
||||
/**
|
||||
* Local transformation matrix of the node Stored in row-major order.
|
||||
*/
|
||||
private Matrix4x4 nodeTransform = null;
|
||||
|
||||
/**
|
||||
* Name of the node The name might be empty (length of zero) but all nodes
|
||||
* which need to be accessed afterwards by bones or anims are usually named.
|
||||
*/
|
||||
private String name = "";
|
||||
|
||||
/**
|
||||
* List of all child nodes May be empty
|
||||
*/
|
||||
private Node[] children = null;
|
||||
|
||||
/**
|
||||
* Parent node or null if we're the root node of the scene
|
||||
*/
|
||||
private Node parent = null;
|
||||
}
|
|
@ -0,0 +1,155 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* A bone animation channel defines the animation keyframes for a single bone in
|
||||
* the mesh hierarchy.
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class NodeAnim {
|
||||
|
||||
/**
|
||||
* Describes a keyframe
|
||||
*/
|
||||
public class KeyFrame<Type> {
|
||||
|
||||
/**
|
||||
* Time line position of *this* keyframe, in "ticks"
|
||||
*/
|
||||
public double time;
|
||||
|
||||
/**
|
||||
* Current value of the property being animated
|
||||
*/
|
||||
public Type value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the name of the bone affected by this animation channel
|
||||
*
|
||||
* @return Bone name
|
||||
*/
|
||||
public final String getName() {
|
||||
return mName;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of rotation keyframes
|
||||
*
|
||||
* @return This can be 0.
|
||||
*/
|
||||
public final int getNumQuatKeys() {
|
||||
return null == mQuatKeys ? 0 : mQuatKeys.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of position keyframes
|
||||
*
|
||||
* @return This can be 0.
|
||||
*/
|
||||
public final int getNumPosKeys() {
|
||||
return null == mPosKeys ? 0 : mPosKeys.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the number of scaling keyframes
|
||||
*
|
||||
* @return This can be 0.
|
||||
*/
|
||||
public final int getNumScalingKeys() {
|
||||
return null == mScalingKeys ? 0 : mScalingKeys.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a reference to the list of all rotation keyframes
|
||||
*
|
||||
* @return Could be <code>null</code> if there are no rotation keys
|
||||
*/
|
||||
public final KeyFrame<Quaternion>[] getQuatKeys() {
|
||||
return mQuatKeys;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a reference to the list of all position keyframes
|
||||
*
|
||||
* @return Could be <code>null</code> if there are no position keys
|
||||
*/
|
||||
public final KeyFrame<float[]>[] getPosKeys() {
|
||||
return mPosKeys;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a reference to the list of all scaling keyframes
|
||||
*
|
||||
* @return Could be <code>null</code> if there are no scaling keys
|
||||
*/
|
||||
public final KeyFrame<float[]>[] getScalingKeys() {
|
||||
return mScalingKeys;
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------
|
||||
// Private stuff
|
||||
// --------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Rotation keyframes
|
||||
*/
|
||||
private KeyFrame<Quaternion>[] mQuatKeys = null;
|
||||
|
||||
/**
|
||||
* Position keyframes. Component order is x,y,z
|
||||
*/
|
||||
private KeyFrame<float[]>[] mPosKeys = null;
|
||||
|
||||
/**
|
||||
* scaling keyframes. Component order is x,y,z
|
||||
*/
|
||||
private KeyFrame<float[]>[] mScalingKeys = null;
|
||||
|
||||
/**
|
||||
* Name of the bone affected by this animation channel
|
||||
*/
|
||||
private String mName;
|
||||
}
|
|
@ -0,0 +1,552 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Lists all provided post processing steps.
|
||||
*
|
||||
* Post processing steps are various algorithms to improve the output scene.
|
||||
* They compute additional data, help identify invalid data and optimize the 3d
|
||||
* scene for a particular purpose. Post processing is one of the key concept of
|
||||
* Assimp. If the various flags seem confusing to you, simply try one of the
|
||||
* presets and check out whether the results fit to your requirements.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
*/
|
||||
public class PostProcessing {
|
||||
|
||||
/**
|
||||
* Declares some handy post processing presets.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
*/
|
||||
public static class Preset {
|
||||
|
||||
/**
|
||||
* Simple post processing preset targeting fast loading for use in real
|
||||
* time apps.
|
||||
*
|
||||
* Applications would want to use this preset to load models on end-user
|
||||
* PCs, maybe even for direct use in game. That's not absolutely what
|
||||
* Assimp was designed for but who cares ..?
|
||||
*
|
||||
* If you're using DirectX, don't forget to combine this value with the
|
||||
* #aiProcess_ConvertToLeftHanded step. If you don't support UV
|
||||
* transformations in your application apply the
|
||||
* #aiProcess_TransformUVCoords step, too.
|
||||
*
|
||||
* @note Please take the time to read the doc for the single flags
|
||||
* included by this preset. Some of them offer further
|
||||
* configurable properties and some of them might not be of use
|
||||
* for you.
|
||||
*/
|
||||
public static final long TargetRealtime_Fast = CalcTangentSpace
|
||||
| GenNormals | JoinIdenticalVertices | Triangulate
|
||||
| GenUVCoords | SortByPType | 0;
|
||||
|
||||
/**
|
||||
* Default post processing configuration targeting real time rendering
|
||||
*
|
||||
* Unlike TargetRealtime_Fast this predefined configuration performs
|
||||
* some extra optimizations to improve rendering speed and to minimize
|
||||
* memory usage. It could be a good choice for a level editor
|
||||
* environment where import speed is not so important.
|
||||
*
|
||||
* If you're using DirectX, don't forget to combine this value with the
|
||||
* #aiProcess_ConvertToLeftHanded step. If you don't support UV
|
||||
* transformations in your application apply the
|
||||
* #aiProcess_TransformUVCoords step, too.
|
||||
*
|
||||
* @note Please take the time to read the doc for the single flags
|
||||
* included by this preset. Some of them offer further
|
||||
* configurable properties and some of them might not be of use
|
||||
* for you.
|
||||
*/
|
||||
public static final long TargetRealtime_Quality = CalcTangentSpace
|
||||
| GenSmoothNormals | JoinIdenticalVertices
|
||||
| ImproveCacheLocality | LimitBoneWeights
|
||||
| RemoveRedundantMaterials | SplitLargeMeshes | Triangulate
|
||||
| GenUVCoords | SortByPType | FindDegenerates | FindInvalidData
|
||||
| 0;
|
||||
|
||||
/**
|
||||
* Default post processing configuration targeting real time rendering.
|
||||
*
|
||||
* This preset enables almost every optimization step to achieve
|
||||
* perfectly optimized data. It's your choice for level editor
|
||||
* environments where import speed doesn't care.
|
||||
*
|
||||
* If you're using DirectX, don't forget to combine this value with the
|
||||
* ConvertToLeftHanded step. If you don't support UV transformations in
|
||||
* your application, apply the TransformUVCoords step too.
|
||||
*
|
||||
* @note Please take the time to read the doc for the single flags
|
||||
* included by this preset. Some of them offer further
|
||||
* configurable properties and some of them might not be of use
|
||||
* for you.
|
||||
*/
|
||||
public static final long TargetRealtime_MaxQuality = TargetRealtime_Quality
|
||||
| FindInstances | ValidateDataStructure | OptimizeMeshes | 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the tangents and bitangents (aka 'binormals') for the imported
|
||||
* meshes.
|
||||
*
|
||||
* Does nothing if a mesh does not have normals. You might want this post
|
||||
* processing step to be executed if you plan to use tangent space
|
||||
* calculations such as normal mapping applied to the meshes. There's a
|
||||
* separate setting, <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which
|
||||
* allows you to specify a maximum smoothing angle for the algorithm.
|
||||
* However, usually you'll want to let the default value. Thanks.
|
||||
*/
|
||||
public static final long CalcTangentSpace = 0x1;
|
||||
|
||||
/**
|
||||
* Identifies and joins identical vertex data sets within all imported
|
||||
* meshes.
|
||||
*
|
||||
* After this step is run each mesh does contain only unique vertices
|
||||
* anymore, so a vertex is possibly used by multiple faces. You usually want
|
||||
* to use this post processing step. If your application deals with indexed
|
||||
* geometry, this step is compulsory or you'll just waste rendering time.
|
||||
* <b>If this flag is not specified</b>, no vertices are referenced by more
|
||||
* than one face and <b>no index buffer is required</b> for rendering.
|
||||
*/
|
||||
public static final int JoinIdenticalVertices = 0x2;
|
||||
|
||||
/**
|
||||
* Converts all the imported data to a left-handed coordinate space.
|
||||
*
|
||||
* By default the data is returned in a right-handed coordinate space which
|
||||
* for example OpenGL prefers. In this space, +X points to the right, +Z
|
||||
* points towards the viewer and and +Y points upwards. In the DirectX
|
||||
* coordinate space +X points to the right, +Y points upwards and +Z points
|
||||
* away from the viewer.
|
||||
*
|
||||
* You'll probably want to consider this flag if you use Direct3D for
|
||||
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
||||
* setting and boundles all conversions typically required for D3D-based
|
||||
* applications.
|
||||
*/
|
||||
public static final long MakeLeftHanded = 0x4;
|
||||
|
||||
/**
|
||||
* Triangulates all faces.
|
||||
*
|
||||
* Originally the imported mesh data might contain faces with more than 3
|
||||
* indices. For rendering you'll usually want all faces to be triangles.
|
||||
* This post processing step splits up all higher faces to triangles. Lines
|
||||
* and points are *not* modified!. If you want 'triangles only' with no
|
||||
* other kinds of primitives, try the following:
|
||||
* <ul>
|
||||
* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType</li>
|
||||
* </li>Processing Assimp's output, ignore all point and line meshes</li>
|
||||
* </ul>
|
||||
*/
|
||||
public static final long Triangulate = 0x8;
|
||||
|
||||
/**
|
||||
* Removes some parts of the data structure (animations, materials, light
|
||||
* sources, cameras, textures, specific vertex components, ..).
|
||||
*
|
||||
* The components to be removed are specified in a separate configuration
|
||||
* option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful if you
|
||||
* don't need all parts of the output structure. Calling this step to remove
|
||||
* unneeded stuff from the pipeline as early as possible results in better
|
||||
* performance and a perfectly optimized output data structure. This step is
|
||||
* also useful if you want to force Assimp to recompute normals or tangents.
|
||||
* The corresponding steps don't recompute them if they're already there
|
||||
* (loaded from the source asset). By using this step you can make sure they
|
||||
* are NOT there :-)
|
||||
*
|
||||
* Consider the following case: a 3d model has been exported from a CAD
|
||||
* application, it has per-face vertex colors. Vertex positions can't be
|
||||
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to optimize
|
||||
* the data. Just because these nasty, little vertex colors. Most apps don't
|
||||
* even process them so it's all for nothing. By using this step unneeded
|
||||
* components are excluded as early as possible thus opening more room for
|
||||
* internal optimizations.
|
||||
*/
|
||||
public static final long RemoveComponent = 0x10;
|
||||
|
||||
/**
|
||||
* Generates per-face normals for all meshes in the scene.
|
||||
*
|
||||
* This step is skipped if normals are already present in the source file.
|
||||
* Model importers try to load them from the source file and many file
|
||||
* formats provide support for them. Face normals are shared between all
|
||||
* points of a single face. Thus a single point can have multiple normals
|
||||
* forcing the library to duplicate vertices in some cases.
|
||||
* #aiProcess_JoinIdenticalVertices is *senseless* then because there's
|
||||
* nothing to be joined.
|
||||
*
|
||||
* This flag may not be specified together with #aiProcess_GenSmoothNormals.
|
||||
*/
|
||||
public static final long GenNormals = 0x20;
|
||||
|
||||
/**
|
||||
* Generates smooth per-vertex normals for all meshes in the scene.
|
||||
*
|
||||
* This step is skipped if normals are already present in the source file.
|
||||
* Model importers try to load them from the source file and many file
|
||||
* formats provide support for them.
|
||||
*
|
||||
* There the, <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> configuration
|
||||
* property which allows you to specify an angle maximum for the normal
|
||||
* smoothing algorithm. Normals exceeding this limit are not smoothed,
|
||||
* resulting in a a visually 'hard' seam between two faces. Using a decent
|
||||
* angle here (e.g. 80°) results in very good visual appearance. Again, this
|
||||
* doesn't apply if the source format provides proper normals.
|
||||
*
|
||||
* This flag may not be specified together with #aiProcess_GenNormals.
|
||||
*/
|
||||
public static final long GenSmoothNormals = 0x40;
|
||||
|
||||
/**
|
||||
* Splits large unbeatable meshes into smaller sub meshes
|
||||
*
|
||||
* This is quite useful for real time rendering where the number of
|
||||
* triangles which can be maximally processed in a single draw-call is
|
||||
* usually limited by the video hardware. The maximum vertex buffer is
|
||||
* usually limited too. Both requirements can be met with this step: you may
|
||||
* specify both a triangle and vertex limit for a single mesh.
|
||||
*
|
||||
* The split limits can (and should!) be set through the
|
||||
* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and
|
||||
* <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt> settings. The default values
|
||||
* are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
|
||||
* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
|
||||
*
|
||||
* Note that splitting is generally a time-consuming task, but not if
|
||||
* there's nothing to split. The use of this step is recommended for most
|
||||
* users.
|
||||
*/
|
||||
public static final long SplitLargeMeshes = 0x80;
|
||||
|
||||
/**
|
||||
* Removes the node graph and transforms all vertices by the absolute
|
||||
* transformations of their host nodes. The output scene does still contain
|
||||
* nodes but there is only a root node with children, each one referencing
|
||||
* exactly only one mesh, each mesh referencing exactly one material. For
|
||||
* rendering you can simply draw all meshes in order, you don't need to pay
|
||||
* attention to local transformations and the node hierarchy. Animations are
|
||||
* removed during this step. This step is intended for applications without
|
||||
* a scene graph-like system.
|
||||
*/
|
||||
public static final long PreTransformVertices = 0x100;
|
||||
|
||||
/**
|
||||
* Limits the number of bones simultaneously affecting a single vertex to a
|
||||
* maximum value.
|
||||
*
|
||||
* If any vertex is affected by more than that number of bones, the least
|
||||
* important vertex weights are removed and the remaining vertex weights are
|
||||
* renormalized so that the weights still sum up to 1. The default bone
|
||||
* weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
|
||||
* aiConfig.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt>
|
||||
* setting to supply your own limit to the post processing step.
|
||||
*
|
||||
* If you intend to perform the skinning in hardware, this post processing
|
||||
* step might be of interest for you.
|
||||
*/
|
||||
public static final long LimitBoneWeights = 0x200;
|
||||
|
||||
/**
|
||||
* Validates the imported scene data structure .This makes sure that all
|
||||
* indices are valid, all animations and bones are linked correctly, all
|
||||
* material references are correct .. etc.
|
||||
*
|
||||
* It is recommended to capture Assimp's log output if you use this flag, so
|
||||
* you can easily find ot what's actually wrong if a file fails the
|
||||
* validation. The validation is quite rude and will usually find *all*
|
||||
* inconsistencies in the data structure ... plugin developers are
|
||||
* recommended to use it to debug their loaders. There are two types of
|
||||
* validation failures:
|
||||
* <ul>
|
||||
* <li>Error: There's something wrong with the imported data. Further post
|
||||
* processing is not possible and the data is not usable at all. The import
|
||||
* fails. <code>Importer::getErrorString()</code> retrieves the error
|
||||
* string.</li>
|
||||
* <li>Warning: There are some minor issues with the imported scene but
|
||||
* further post processing and use of the data structure is still safe.
|
||||
* Details about the issue are written to the log file and the
|
||||
* <tt>Importer.SCENE_FLAGS_VALIDATION_WARNING</tt> scene flag is set</li>
|
||||
* </ul>
|
||||
*
|
||||
* This post-processing step is not time-consuming at all. It's use is not
|
||||
* compulsory but recommended.
|
||||
*/
|
||||
public static final long ValidateDataStructure = 0x400;
|
||||
|
||||
/**
|
||||
* Reorders triangles for better vertex cache locality.
|
||||
*
|
||||
* The step tries to improve the ACMR (average post-transform vertex cache
|
||||
* miss ratio) for all meshes. The implementation runs in O(n) and is
|
||||
* roughly based on the 'tipsify' algorithm.
|
||||
*
|
||||
* If you intend to render huge models in hardware, this step might be of
|
||||
* interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
|
||||
* configuration is provided to fine-tune the cache optimization for a
|
||||
* particular target cache size. The default value is mostly fine.
|
||||
*
|
||||
* @see http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
|
||||
*/
|
||||
public static final long ImproveCacheLocality = 0x800;
|
||||
|
||||
/**
|
||||
* Searches for redundant/unreferenced materials and removes them.
|
||||
*
|
||||
* This is especially useful in combination with the
|
||||
* <code>PretransformVertices</code> and <code>OptimizeMeshes</code> flags.
|
||||
* Both join small meshes with equal characteristics, but they can't do
|
||||
* their work if two meshes have different materials. Because several
|
||||
* material settings are always lost during Assimp's import filters, (and
|
||||
* because many exporters don't check for redundant materials), huge models
|
||||
* often have materials which are are defined several times with exactly the
|
||||
* same settings ..
|
||||
*
|
||||
* Several material settings not contributing to the final appearance of a
|
||||
* surface are ignored in all comparisons ... the material name is one of
|
||||
* them. So, if you're passing additional information through the content
|
||||
* pipeline (probably using using *magic* material names), don't specify
|
||||
* this flag. Alternatively take a look at the
|
||||
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
|
||||
*/
|
||||
public static final long RemoveRedundantMaterials = 0x1000;
|
||||
|
||||
/**
|
||||
* This step tries to determine which meshes have normal vectors that are
|
||||
* facing inwards. The algorithm is simple but effective: the bounding box
|
||||
* of all vertices + their normals is compared against the volume of the
|
||||
* bounding box of all vertices without their normals. This works well for
|
||||
* most objects, problems might occur with planar surfaces. However, the
|
||||
* step tries to filter such cases. The step inverts all in-facing normals.
|
||||
* Generally it is recommended to enable this step, although the result is
|
||||
* not always correct.
|
||||
*/
|
||||
public static final long FixInfacingNormals = 0x2000;
|
||||
|
||||
/**
|
||||
* This step splits meshes with more than one primitive type in homogeneous
|
||||
* sub meshes.
|
||||
*
|
||||
* The step is executed directly after the triangulation step. After the
|
||||
* step returns just *one* bit remains set in aiMesh::mPrimitiveTypes. This
|
||||
* is especially useful for real-time rendering where point and line
|
||||
* primitives are often ignored, or rendered separately. You can use the
|
||||
* <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which primitive types
|
||||
* you need. This can be used to easily exclude the rarely wanted lines and
|
||||
* points from the import.
|
||||
*/
|
||||
public static final long SortByPType = 0x8000;
|
||||
|
||||
/**
|
||||
* This step searches all meshes for degenerated primitives and converts
|
||||
* them to proper lines or points.
|
||||
*
|
||||
* A face is 'degenerated' if one or more of its points are identical. To
|
||||
* have the degenerated stuff not only detected and collapsed but also
|
||||
* removed, try one of the following procedures: <br>
|
||||
* <b>1.</b> (if you support lines&points for rendering but don't want the
|
||||
* degenerates)</br>
|
||||
* <ul>
|
||||
* <li>Specify the #aiProcess_FindDegenerates flag.</li>
|
||||
* <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will cause
|
||||
* the step to remove degenerated triangles from the import as soon as
|
||||
* they're detected. They won't pass any further pipeline steps.</li>
|
||||
* </ul>
|
||||
* <br>
|
||||
* <b>2.</b>(if you don't support lines&points at all ...)</br>
|
||||
* <ul>
|
||||
* <li>Specify the #aiProcess_FindDegenerates flag.</li>
|
||||
* <li>Specify the #aiProcess_SortByPType flag. This moves line and point
|
||||
* primitives to separate meshes.</li>
|
||||
* <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
|
||||
*
|
||||
* <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code> to enforce
|
||||
* SortByPType to reject point and line meshes from the scene.</li>
|
||||
* </ul>
|
||||
*
|
||||
* Degenerated polygons are not necessarily evil and that's why they're not
|
||||
* removed by default. There are several file formats which don't support
|
||||
* lines or points. Some exporters bypass the format specification and write
|
||||
* them as degenerated triangle instead. Assimp can't guess for you, so you
|
||||
* have to decide. YOU!
|
||||
*/
|
||||
public static final long FindDegenerates = 0x10000;
|
||||
|
||||
/**
|
||||
* This step searches all meshes for incorrect data such as all-zero normal
|
||||
* vectors or invalid UV coordinates and removes them.
|
||||
*
|
||||
* This is especially useful for stuff like normals or tangents. Some
|
||||
* exporters tend to write very strange stuff into their output files. This
|
||||
* flag increases the chance that this is detected and repaired
|
||||
* automatically.
|
||||
*/
|
||||
public static final long FindInvalidData = 0x20000;
|
||||
|
||||
/**
|
||||
* This step converts non-UV mappings (such as spherical or cylindrical
|
||||
* mapping) to proper texture coordinate channels.
|
||||
*
|
||||
* Most applications will support UV mapping only so you will probably want
|
||||
* to specify this step in every case. Note that Assimp is not always able
|
||||
* to match the original mapping implementation of the 3d application which
|
||||
* produced a model perfectly. It's always better to let max,maja,blender or
|
||||
* whatever you're using compute the UV channels.
|
||||
*
|
||||
* @note If this step is not requested, you'll need to process the
|
||||
* <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display
|
||||
* all files properly.
|
||||
*/
|
||||
public static final long GenUVCoords = 0x40000;
|
||||
|
||||
/**
|
||||
* This step applies per-texture UV transformations and bakes them to
|
||||
* stand-alone texture coordinate channels.
|
||||
*
|
||||
* UV transformations are specified per-texture - see the
|
||||
* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information. This
|
||||
* step processes all textures with transformed input UV coordinates and
|
||||
* generates new (pre-transformed) UV channel which replace the old channel.
|
||||
* Most applications won't support UV transformations, so you will probably
|
||||
* always want to request this step.
|
||||
*
|
||||
* @note UV transformations are usually implemented in real time
|
||||
* applications by transforming texture coordinates at vertex shader
|
||||
* stage with a 3x3 (homogeneous) transformation matrix.
|
||||
*/
|
||||
public static final long TransformUVCoords = 0x80000;
|
||||
|
||||
/**
|
||||
* This step searches for duplicate meshes and replaces duplicates with
|
||||
* references to the first mesh.
|
||||
*
|
||||
* This step takes a while, don't use it if you have no time for it. It's
|
||||
* main purpose is to provide a workaround for the limitation that many
|
||||
* export file formats don't support instanced meshes, so exporters need to
|
||||
* duplicate meshes. This step removes the duplicates again. Please note
|
||||
* that Assimp does currently not support per-node material assignment to
|
||||
* meshes, which means that identical meshes with different materials are
|
||||
* currently *not* joined, although this is planned for future versions.
|
||||
*/
|
||||
public static final long FindInstances = 0x100000;
|
||||
|
||||
/**
|
||||
* A post processing step to reduce the number of meshes in the scene.
|
||||
*
|
||||
* This is a very effective optimization and is recommended to be used
|
||||
* together with <code>OptimizeGraph</code>, if possible. It is fully
|
||||
* compatible with both <code>SplitLargeMeshes</code> and
|
||||
* <code>SortByPType</code>.
|
||||
*/
|
||||
public static final long OptimizeMeshes = 0x200000;
|
||||
|
||||
/**
|
||||
* A post processing step to optimize the scene hierarchy.
|
||||
*
|
||||
* Nodes with no animations, bones, lights or cameras assigned are collapsed
|
||||
* and joined.
|
||||
*
|
||||
* Node names can be lost during this step. If you use special 'tag nodes'
|
||||
* to pass additional information through your content pipeline, use the
|
||||
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<7tt> setting to specify a list of node
|
||||
* names you want to be kept. Nodes matching one of the names in this list won't
|
||||
* be touched or modified.
|
||||
*
|
||||
* Use this flag with caution. Most simple files will be collapsed to a
|
||||
* single node, complex hierarchies are usually completely lost. That's not
|
||||
* the right choice for editor environments, but probably a very effective
|
||||
* optimization if you just want to get the model data, convert it to your
|
||||
* own format and render it as fast as possible.
|
||||
*
|
||||
* This flag is designed to be used with #aiProcess_OptimizeMeshes for best
|
||||
* results.
|
||||
*
|
||||
* 'Crappy' scenes with thousands of extremely small meshes packed in
|
||||
* deeply nested nodes exist for almost all file formats.
|
||||
* <code>OptimizeMeshes</code> in combination with
|
||||
* <code>OptimizeGraph</code> usually fixes them all and makes them
|
||||
* beatable.
|
||||
*/
|
||||
public static final long OptimizeGraph = 0x400000;
|
||||
|
||||
/**
|
||||
* This step flips all UV coordinates along the y-axis and adjusts material
|
||||
* settings and bitangents accordingly. <br>
|
||||
* <b>Output UV coordinate system:</b> <code>
|
||||
* 0y|0y ---------- 1x|0y
|
||||
* | |
|
||||
* | |
|
||||
* | |
|
||||
* 0x|1y ---------- 1x|1y
|
||||
* </code>
|
||||
*
|
||||
* You'll probably want to consider this flag if you use Direct3D for
|
||||
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
||||
* setting and includes all conversions typically required for D3D-based
|
||||
* applications.
|
||||
*/
|
||||
public static final long FlipUVs = 0x800000;
|
||||
|
||||
/**
|
||||
* This step adjusts the output face winding order to be clockwise.
|
||||
*
|
||||
* The default face winding order is counter-clockwise. <br>
|
||||
* <b>Output face order:</b>
|
||||
*
|
||||
* <code> x2
|
||||
*
|
||||
* x0 x1
|
||||
* </code>
|
||||
*
|
||||
* You'll probably want to consider this flag if you use Direct3D for
|
||||
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
|
||||
* setting and includes all conversions typically required for D3D-based
|
||||
* applications.
|
||||
*/
|
||||
public static final long FlipWindingOrder = 0x1000000;
|
||||
|
||||
}
|
|
@ -0,0 +1,147 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Represents a rotation quaternion
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Quaternion {
|
||||
|
||||
public float x, y, z, w;
|
||||
|
||||
/**
|
||||
* Construction from euler angles
|
||||
*
|
||||
* @param fPitch
|
||||
* Rotation around the x axis
|
||||
* @param fYaw
|
||||
* Rotation around the y axis
|
||||
* @param fRoll
|
||||
* Rotation around the z axis
|
||||
*/
|
||||
public Quaternion(float fPitch, float fYaw, float fRoll) {
|
||||
float fSinPitch = (float) Math.sin(fPitch * 0.5F);
|
||||
float fCosPitch = (float) Math.cos(fPitch * 0.5F);
|
||||
float fSinYaw = (float) Math.sin(fYaw * 0.5F);
|
||||
float fCosYaw = (float) Math.cos(fYaw * 0.5F);
|
||||
float fSinRoll = (float) Math.sin(fRoll * 0.5F);
|
||||
float fCosRoll = (float) Math.cos(fRoll * 0.5F);
|
||||
float fCosPitchCosYaw = (fCosPitch * fCosYaw);
|
||||
float 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Construction from an existing rotation matrix
|
||||
*
|
||||
* @param pRotMatrix
|
||||
* Matrix to be converted to a quaternion
|
||||
*/
|
||||
public Quaternion(Matrix3x3 pRotMatrix) {
|
||||
|
||||
float t = 1 + pRotMatrix.coeff[0] + pRotMatrix.coeff[4]
|
||||
+ pRotMatrix.coeff[8];
|
||||
|
||||
// large enough
|
||||
if (t > 0.00001f) {
|
||||
float s = (float) Math.sqrt(t) * 2.0f;
|
||||
x = (pRotMatrix.coeff[8] - pRotMatrix.coeff[7]) / s;
|
||||
y = (pRotMatrix.coeff[6] - pRotMatrix.coeff[2]) / s;
|
||||
z = (pRotMatrix.coeff[1] - pRotMatrix.coeff[3]) / s;
|
||||
w = 0.25f * s;
|
||||
} // else we have to check several cases
|
||||
else if (pRotMatrix.coeff[0] > pRotMatrix.coeff[4]
|
||||
&& pRotMatrix.coeff[0] > pRotMatrix.coeff[8]) {
|
||||
// Column 0:
|
||||
float s = (float) Math.sqrt(1.0f + pRotMatrix.coeff[0]
|
||||
- pRotMatrix.coeff[4] - pRotMatrix.coeff[8]) * 2.0f;
|
||||
x = -0.25f * s;
|
||||
y = (pRotMatrix.coeff[1] + pRotMatrix.coeff[3]) / s;
|
||||
z = (pRotMatrix.coeff[6] + pRotMatrix.coeff[2]) / s;
|
||||
w = (pRotMatrix.coeff[7] - pRotMatrix.coeff[5]) / s;
|
||||
} else if (pRotMatrix.coeff[4] > pRotMatrix.coeff[8]) {
|
||||
// Column 1:
|
||||
float s = (float) Math.sqrt(1.0f + pRotMatrix.coeff[4]
|
||||
- pRotMatrix.coeff[0] - pRotMatrix.coeff[8]) * 2.0f;
|
||||
x = (pRotMatrix.coeff[1] + pRotMatrix.coeff[3]) / s;
|
||||
y = -0.25f * s;
|
||||
z = (pRotMatrix.coeff[5] + pRotMatrix.coeff[7]) / s;
|
||||
w = (pRotMatrix.coeff[2] - pRotMatrix.coeff[6]) / s;
|
||||
} else {
|
||||
// Column 2:
|
||||
float s = (float) Math.sqrt(1.0f + pRotMatrix.coeff[8]
|
||||
- pRotMatrix.coeff[0] - pRotMatrix.coeff[4]) * 2.0f;
|
||||
x = (pRotMatrix.coeff[6] + pRotMatrix.coeff[2]) / s;
|
||||
y = (pRotMatrix.coeff[5] + pRotMatrix.coeff[7]) / s;
|
||||
z = -0.25f * s;
|
||||
w = (pRotMatrix.coeff[3] - pRotMatrix.coeff[1]) / s;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert the quaternion to a rotation matrix
|
||||
*
|
||||
* @return 3x3 rotation matrix
|
||||
*/
|
||||
public Matrix3x3 getMatrix() {
|
||||
|
||||
Matrix3x3 resMatrix = new Matrix3x3();
|
||||
resMatrix.coeff[0] = 1.0f - 2.0f * (y * y + z * z);
|
||||
resMatrix.coeff[1] = 2.0f * (x * y + z * w);
|
||||
resMatrix.coeff[2] = 2.0f * (x * z - y * w);
|
||||
resMatrix.coeff[3] = 2.0f * (x * y - z * w);
|
||||
resMatrix.coeff[4] = 1.0f - 2.0f * (x * x + z * z);
|
||||
resMatrix.coeff[5] = 2.0f * (y * z + x * w);
|
||||
resMatrix.coeff[6] = 2.0f * (x * z + y * w);
|
||||
resMatrix.coeff[7] = 2.0f * (y * z - x * w);
|
||||
resMatrix.coeff[8] = 1.0f - 2.0f * (x * x + y * y);
|
||||
|
||||
return resMatrix;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,176 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
/**
|
||||
* Represents the asset data that has been loaded. A scene consists of
|
||||
* multiple meshes, animations, materials and embedded textures.
|
||||
* And it defines the scene graph of the asset (the hierarchy of all
|
||||
* meshes, bones, ...).
|
||||
* <p/>
|
||||
* An instance of this class is returned by <code>Importer.readFile()</code>.
|
||||
*
|
||||
* @author Alexander Gessler (aramis_acg@users.sourceforge.net)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Scene {
|
||||
|
||||
private Mesh[] m_vMeshes = null;
|
||||
private Texture[] m_vTextures = null;
|
||||
private Material[] m_vMaterials = null;
|
||||
private Animation[] m_vAnimations = null;
|
||||
private Node m_rootNode = null;
|
||||
private Importer imp = null;
|
||||
private int flags = 0;
|
||||
|
||||
@SuppressWarnings("unused")
|
||||
private Scene() {
|
||||
}
|
||||
|
||||
protected Scene(Importer imp) {
|
||||
this.imp = imp;
|
||||
}
|
||||
|
||||
public final Importer getImporter() {
|
||||
return this.imp;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Get the scene flags. This can be any combination of the FLAG_XXX constants.
|
||||
* @return Scene flags.
|
||||
*/
|
||||
public final int getFlags() {
|
||||
return flags;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the mesh list of the scene.
|
||||
*
|
||||
* @return mesh list
|
||||
*/
|
||||
public final Mesh[] getMeshes() {
|
||||
return m_vMeshes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of meshes in the scene
|
||||
* @return this value can be 0 if the <code>ANIMATION_SKELETON_ONLY</code>
|
||||
* flag is set.
|
||||
*/
|
||||
public final int getNumMeshes() {
|
||||
return m_vMeshes.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a mesh from the scene
|
||||
* @param i Index of the mesh
|
||||
* @return scene.mesh[i]
|
||||
*/
|
||||
public final Mesh getMesh(int i) {
|
||||
assert(i < m_vMeshes.length);
|
||||
return m_vMeshes[i];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the texture list
|
||||
*
|
||||
* @return Texture list
|
||||
*/
|
||||
public final Texture[] getTextures() {
|
||||
return m_vTextures;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of embedded textures in the scene
|
||||
* @return the number of embedded textures in the scene, usually 0.
|
||||
*/
|
||||
public int getNumTextures() {
|
||||
return m_vTextures.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get an embedded texture from the scene
|
||||
* @param i Index of the textures.
|
||||
* @return scene.texture[i]
|
||||
*/
|
||||
public final Texture getTexture(int i) {
|
||||
assert(i < m_vTextures.length);
|
||||
return m_vTextures[i];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the material list for the scene
|
||||
*
|
||||
* @return Material list
|
||||
*/
|
||||
public final Material[] getMaterials() {
|
||||
return m_vMaterials;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the number of animations in the scene
|
||||
* @return this value could be 0, most models have no animations
|
||||
*/
|
||||
public int getNumAnimations() {
|
||||
return m_vAnimations.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the animation list for the scene
|
||||
*
|
||||
* @return Animation list
|
||||
*/
|
||||
public final Animation[] getAnimations() {
|
||||
return m_vAnimations;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the root node of the scene graph
|
||||
*
|
||||
* @return Root node
|
||||
*/
|
||||
public final Node getRootNode() {
|
||||
return m_rootNode;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,195 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp;
|
||||
|
||||
import java.awt.*;
|
||||
import java.awt.image.BufferedImage;
|
||||
import java.io.File;
|
||||
import java.io.IOException;
|
||||
import java.util.Iterator;
|
||||
|
||||
import javax.imageio.ImageIO;
|
||||
import javax.imageio.ImageWriter;
|
||||
import javax.imageio.stream.ImageOutputStream;
|
||||
|
||||
/**
|
||||
* Represents an embedded texture. Sometimes textures are not referenced with a
|
||||
* path, instead they are directly embedded into the model file. Example file
|
||||
* formats doing this include MDL3, MDL5 and MDL7 (3D GameStudio). Embedded
|
||||
* textures are converted to an array of color values (RGBA).
|
||||
* <p/>
|
||||
* Compressed textures (textures that are stored in a format like png or jpg)
|
||||
* are represented by the <code><CompressedTexture/code> class.
|
||||
*
|
||||
* @author Aramis (Alexander Gessler)
|
||||
* @version 1.0
|
||||
*/
|
||||
public class Texture {
|
||||
|
||||
protected int width = 0;
|
||||
protected int height = 0;
|
||||
protected int needAlpha = 0xffffffff;
|
||||
|
||||
protected Object data = null;
|
||||
|
||||
/**
|
||||
* Retrieve the height of the texture image
|
||||
*
|
||||
* @return Height, in pixels
|
||||
*/
|
||||
public int getHeight() {
|
||||
return height;
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieve the width of the texture image
|
||||
*
|
||||
* @return Width, in pixels
|
||||
*/
|
||||
public int getWidth() {
|
||||
return width;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the texture uses its alpha channel
|
||||
*
|
||||
* @return <code>true</code> if at least one pixel has an alpha value below
|
||||
* 0xFF.
|
||||
*/
|
||||
public boolean hasAlphaChannel() {
|
||||
|
||||
// already computed?
|
||||
if (0xffffffff == needAlpha && null != data) {
|
||||
|
||||
Color[] clr = getColorArray();
|
||||
for (Color c : clr) {
|
||||
if (c.getAlpha() < 255) {
|
||||
needAlpha = 1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
needAlpha = 0;
|
||||
return false;
|
||||
}
|
||||
return 0x1 == needAlpha;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the color at a given position of the texture
|
||||
*
|
||||
* @param x
|
||||
* X coordinate, zero based
|
||||
* @param y
|
||||
* Y coordinate, zero based
|
||||
* @return Color at this position
|
||||
*/
|
||||
public Color getPixel(int x, int y) {
|
||||
|
||||
assert (x < width && y < height);
|
||||
return ((Color[]) data)[y * width + x];
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a pointer to the color buffer of the texture
|
||||
*
|
||||
* @return Array of <code>java.awt.Color</code>, size: width * height
|
||||
*/
|
||||
public Color[] getColorArray() {
|
||||
return (Color[]) data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert the texture into a <code>java.awt.BufferedImage</code>
|
||||
*
|
||||
* @return Valid <code>java.awt.BufferedImage</code> object containing a
|
||||
* copy of the texture image. The texture is a ARGB texture if an
|
||||
* alpha channel is really required, otherwise RGB is used as pixel
|
||||
* format.
|
||||
* @throws IOException
|
||||
* If the conversion fails.
|
||||
*/
|
||||
public BufferedImage convertToImage() throws IOException {
|
||||
|
||||
BufferedImage buf = new BufferedImage(width, height,
|
||||
hasAlphaChannel() ? BufferedImage.TYPE_INT_ARGB
|
||||
: BufferedImage.TYPE_INT_RGB);
|
||||
|
||||
int[] aiColorBuffer = new int[width * height];
|
||||
Color[] clr = getColorArray();
|
||||
|
||||
for (int i = 0; i < width * height; ++i) {
|
||||
aiColorBuffer[i] = clr[i].getRGB();
|
||||
}
|
||||
|
||||
buf.setRGB(0, 0, width, height, aiColorBuffer, 0, width * 4);
|
||||
return buf;
|
||||
}
|
||||
|
||||
/**
|
||||
* Saves a texture as TGA file. This is a debugging helper.
|
||||
*
|
||||
* @param texture
|
||||
* Texture to be exported
|
||||
* @param path
|
||||
* Output path. Output file format is always TGA, regardless of
|
||||
* the file extension.
|
||||
*/
|
||||
public static void SaveTextureToTGA(Texture texture, String path)
|
||||
throws IOException {
|
||||
BufferedImage bImg = texture.convertToImage();
|
||||
|
||||
Iterator<ImageWriter> writers = ImageIO.getImageWritersBySuffix("tga");
|
||||
if (!(writers.hasNext())) {
|
||||
|
||||
final String err = "No writer for TGA file format available";
|
||||
|
||||
DefaultLogger.get().error(err);
|
||||
throw new IOException(err);
|
||||
}
|
||||
ImageWriter w = (ImageWriter) (writers.next());
|
||||
File fo = new File(path);
|
||||
|
||||
ImageOutputStream ios = ImageIO.createImageOutputStream(fo);
|
||||
w.setOutput(ios);
|
||||
w.write(bImg);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,376 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
package assimp.test;
|
||||
|
||||
import assimp.*;
|
||||
import java.io.FileWriter;
|
||||
import java.io.IOException;
|
||||
|
||||
/**
|
||||
* Example class to demonstrate how to use jAssimp to load an asset from a file.
|
||||
* The Main() method expects two parameters, the first being the path to the
|
||||
* file to be opened, the second being the output path. The class writes a text
|
||||
* file with the asset data inside.
|
||||
*/
|
||||
public class DumpToFile {
|
||||
|
||||
/**
|
||||
* Count all nodes recursively
|
||||
*
|
||||
* @param node
|
||||
* Current node
|
||||
* @return Number of nodes
|
||||
*/
|
||||
public static int CountNodes(Node node) {
|
||||
|
||||
int ret = 1;
|
||||
if (0 != node.getNumChildren()) {
|
||||
for (Node n : node.getChildren()) {
|
||||
|
||||
ret += CountNodes(n);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
/**
|
||||
* Entry point of the application
|
||||
*
|
||||
* @param arguments
|
||||
* The first argument is the name of the mesh to be opened, the
|
||||
* second is the name of the primary output file.
|
||||
* @throws IOException
|
||||
*/
|
||||
public static void main(String[] arguments) throws IOException {
|
||||
|
||||
/*
|
||||
* Use output.txt as default output file if none was specified.
|
||||
*/
|
||||
if (1 == arguments.length) {
|
||||
String s = arguments[0];
|
||||
arguments = new String[2];
|
||||
arguments[0] = s;
|
||||
arguments[1] = "output.txt";
|
||||
} else if (2 != arguments.length) {
|
||||
System.exit(-5);
|
||||
}
|
||||
|
||||
if (!arguments[1].endsWith(".txt")) {
|
||||
System.out.println("The output file extension must be .txt");
|
||||
System.exit(-10);
|
||||
return;
|
||||
}
|
||||
|
||||
FileWriter stream;
|
||||
try {
|
||||
stream = new FileWriter(arguments[1]);
|
||||
} catch (IOException e) {
|
||||
e.printStackTrace();
|
||||
System.out.println("Unable to open output file for writing");
|
||||
System.exit(-15);
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
* Try to create an instance of class assimp.Importer. The constructor
|
||||
* throws an assimp.NativeException exception if the native jAssimp
|
||||
* library is not available.It must be placed in the jar/class directory
|
||||
* of the application
|
||||
*/
|
||||
Importer imp;
|
||||
try {
|
||||
imp = new Importer();
|
||||
} catch (NativeException nativeException) {
|
||||
nativeException.printStackTrace();
|
||||
System.out.println("NativeException caught [#1]: "
|
||||
+ nativeException.getMessage());
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
* Load the asset into memory. Again, a NativeException exception could
|
||||
* be thrown if an unexpected errors occurs in the native interface. If
|
||||
* assimp is just unable to load the asset null is the return value and
|
||||
* no exception is thrown
|
||||
*/
|
||||
Scene scene;
|
||||
try {
|
||||
scene = imp.readFile(arguments[0],
|
||||
PostProcessing.Preset.TargetRealtime_MaxQuality);
|
||||
} catch (NativeException nativeException) {
|
||||
nativeException.printStackTrace();
|
||||
System.out.println("NativeException caught [#2] :"
|
||||
+ nativeException.getMessage());
|
||||
return;
|
||||
}
|
||||
if (null == scene) {
|
||||
System.out.println("Unable to load asset: " + arguments[0]);
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
* Now iterate through all meshes that have been loaded
|
||||
*/
|
||||
if (0 != scene.getNumMeshes()) {
|
||||
for (Mesh mesh : scene.getMeshes()) {
|
||||
|
||||
stream.write("Mesh\n");
|
||||
stream.write("\tNum Vertices: " + mesh.getNumVertices() + "\n");
|
||||
stream.write("\tNum Faces: " + mesh.getNumFaces() + "\n");
|
||||
stream.write("\tNum Bones: " + mesh.getNumBones() + "\n\n");
|
||||
|
||||
/*
|
||||
* Output all vertices. First get direct access to jAssimp's
|
||||
* buffers
|
||||
*/
|
||||
float[] positions = mesh.getPositionArray();
|
||||
float[] normals = mesh.getNormalArray();
|
||||
float[] tangents = mesh.getTangentArray();
|
||||
float[] bitangents = mesh.getBitangentArray();
|
||||
|
||||
float[][] uvs = new float[Mesh.MAX_NUMBER_OF_TEXTURECOORDS][];
|
||||
for (int i = 0; i < Mesh.MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
||||
if (mesh.hasUVCoords((i)))
|
||||
uvs[i] = mesh.getTexCoordArray(i);
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
float[][] vcs = new float[Mesh.MAX_NUMBER_OF_COLOR_SETS][];
|
||||
for (int i = 0; i < Mesh.MAX_NUMBER_OF_COLOR_SETS; ++i) {
|
||||
if (mesh.hasVertexColors((i)))
|
||||
uvs[i] = mesh.getVertexColorArray(i);
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
for (int i = 0; i < mesh.getNumVertices(); ++i) {
|
||||
|
||||
// format:
|
||||
// "Vertex pos(x|y|z) nor(x|y|z) tan(x|y|) bit(x|y|z)"
|
||||
// great that this IDE is automatically able to replace +
|
||||
// with append ... ;-)
|
||||
if (mesh.hasPositions()) {
|
||||
stream.write(new StringBuilder().append(
|
||||
"\tVertex: pos(").append(positions[i * 3])
|
||||
.append("|").append(positions[i * 3 + 1])
|
||||
.append("|").append(positions[i * 3 + 2])
|
||||
.append(")").toString());
|
||||
}
|
||||
if (mesh.hasNormals()) {
|
||||
stream.write(new StringBuilder().append("\tnor(")
|
||||
.append(normals[i * 3]).append("|").append(
|
||||
normals[i * 3 + 1]).append("|").append(
|
||||
normals[i * 3 + 2]).append(")")
|
||||
.toString());
|
||||
}
|
||||
if (mesh.hasTangentsAndBitangents()) {
|
||||
stream.write(new StringBuilder().append("\ttan(")
|
||||
.append(tangents[i * 3]).append("|").append(
|
||||
tangents[i * 3 + 1]).append("|")
|
||||
.append(tangents[i * 3 + 2]).append(")")
|
||||
.toString());
|
||||
|
||||
stream.write(new StringBuilder().append("\tbit(")
|
||||
.append(bitangents[i * 3]).append("|").append(
|
||||
bitangents[i * 3 + 1]).append("|")
|
||||
.append(bitangents[i * 3 + 2]).append(")")
|
||||
.toString());
|
||||
}
|
||||
|
||||
for (int a = 0; i < Mesh.MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
||||
if (!mesh.hasUVCoords((a)))
|
||||
break;
|
||||
|
||||
stream.write(new StringBuilder().append("\tuv").append(
|
||||
a).append("(").append(uvs[a][i * 3])
|
||||
.append("|").append(uvs[a][i * 3 + 1]).append(
|
||||
"|").append(uvs[a][i * 3 + 2]).append(
|
||||
")").toString());
|
||||
}
|
||||
|
||||
for (int a = 0; i < Mesh.MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
||||
if (!mesh.hasVertexColors((a)))
|
||||
break;
|
||||
|
||||
stream.write(new StringBuilder().append("\tcol")
|
||||
.append(a).append("(").append(vcs[a][i * 4])
|
||||
.append("|").append(vcs[a][i * 4 + 1]).append(
|
||||
"|").append(vcs[a][i * 4 + 2]).append(
|
||||
"|").append(vcs[a][i * 4 + 3]).append(
|
||||
")").toString());
|
||||
}
|
||||
stream.write("\n");
|
||||
}
|
||||
stream.write("\n");
|
||||
|
||||
/*
|
||||
* Now write a list of all faces in this model
|
||||
*/
|
||||
Face[] faces = mesh.getFaceArray();
|
||||
for (int i = 0; i < mesh.getNumFaces(); ++i) {
|
||||
stream.write(new StringBuilder().append("\tFace (").append(
|
||||
faces[i * 3]).append("|").append(faces[i * 3 + 1])
|
||||
.append("|").append(faces[i * 3 + 2]).append(")\n")
|
||||
.toString());
|
||||
}
|
||||
stream.write("\n");
|
||||
|
||||
/*
|
||||
* Now write a list of all bones of this model
|
||||
*/
|
||||
if (mesh.hasBones()) {
|
||||
Bone[] bones = mesh.getBonesArray();
|
||||
for (Bone bone : bones) {
|
||||
|
||||
stream.write("\tBone " + bone.getName() + "\n");
|
||||
Bone.Weight[] weights = bone.getWeightsArray();
|
||||
for (Bone.Weight weight : weights) {
|
||||
stream.write("\t\tWeight (" + weight.index + "|"
|
||||
+ weight.weight + ")\n");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
stream.write("\n");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Now iterate through all animations that have been loaded
|
||||
*/
|
||||
if (0 != scene.getNumAnimations()) {
|
||||
for (Animation anim : scene.getAnimations()) {
|
||||
|
||||
stream.write("Animation\n" + "\tName: " + anim.getName() + "\n"
|
||||
+ "\tDuration: " + anim.getDuration() + "\n"
|
||||
+ "\tTicks/s: " + anim.getTicksPerSecond() + "\n"
|
||||
+ "\tNum BoneAnim channels: "
|
||||
+ anim.getNumNodeAnimChannels() + "\n\n");
|
||||
|
||||
/*
|
||||
* Write all bone animation channels
|
||||
*/
|
||||
if (0 != anim.getNumNodeAnimChannels()) {
|
||||
for (NodeAnim boneAnim : anim.getNodeAnimChannels()) {
|
||||
|
||||
stream.write("\tBoneAnim\n" + "\tName: "
|
||||
+ boneAnim.getName() + "\n"
|
||||
+ "\tNum QuatKeys: "
|
||||
+ boneAnim.getNumQuatKeys() + "\n");
|
||||
|
||||
/*
|
||||
* Write all rotation keys
|
||||
*/
|
||||
for (NodeAnim.KeyFrame<Quaternion> key : boneAnim
|
||||
.getQuatKeys()) {
|
||||
stream.write("\t\tQuatKey: \n" + "\t\t\tTicks: "
|
||||
+ key.time + "\n" + "\t\t\tValue: ("
|
||||
+ key.value.x + "|" + key.value.y + "|"
|
||||
+ key.value.z + "|" + key.value.w + ")\n");
|
||||
}
|
||||
stream.write("\tNum SclKeys: "
|
||||
+ boneAnim.getNumScalingKeys() + "\n");
|
||||
|
||||
/*
|
||||
* Write all scaling keys
|
||||
*/
|
||||
for (NodeAnim.KeyFrame<float[]> key : boneAnim
|
||||
.getScalingKeys()) {
|
||||
stream.write("\t\tSclKey: \n" + "\t\t\tTicks: "
|
||||
+ key.time + "\n" + "\t\t\tValue: ("
|
||||
+ key.value[0] + "|" + key.value[1] + "|"
|
||||
+ key.value[2] + ")\n");
|
||||
}
|
||||
stream.write("\tNum PosKeys: "
|
||||
+ boneAnim.getNumPosKeys() + "\n");
|
||||
|
||||
/*
|
||||
* Write all position keys
|
||||
*/
|
||||
for (NodeAnim.KeyFrame<float[]> key : boneAnim
|
||||
.getPosKeys()) {
|
||||
stream.write("\t\tPosKey: \n" + "\t\t\tTicks: "
|
||||
+ key.time + "\n" + "\t\t\tValue: ("
|
||||
+ key.value[0] + "|" + key.value[1] + "|"
|
||||
+ key.value[2] + ")\n");
|
||||
}
|
||||
stream.write("\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Now print all nodes -> recursively
|
||||
*/
|
||||
stream.write("Nodegraph\n" + "\tNodes: "
|
||||
+ CountNodes(scene.getRootNode()) + "\n\n");
|
||||
// scene.getRootNode().printNodes( stream, "\t");
|
||||
stream.write("\n");
|
||||
|
||||
/*
|
||||
* Now print all textures .. hm ... export them to proper TGA files
|
||||
*/
|
||||
if (0 != scene.getNumTextures()) {
|
||||
int i = 0;
|
||||
for (Texture texture : scene.getTextures()) {
|
||||
|
||||
String path = arguments[1].substring(0,
|
||||
arguments[1].length() - 4)
|
||||
+ "_tex" + i++ + ".tga";
|
||||
stream.write("Emb. Texture\n" + "\tExportPath: " + path
|
||||
+ "\n\n");
|
||||
|
||||
Texture.SaveTextureToTGA(texture, path);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Now print all materials
|
||||
*/
|
||||
|
||||
// ...
|
||||
// close the stream again
|
||||
stream.close();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue