diff --git a/port/jAssimp/java/.classpath b/port/jAssimp/java/.classpath new file mode 100644 index 000000000..d171cd4c1 --- /dev/null +++ b/port/jAssimp/java/.classpath @@ -0,0 +1,6 @@ + + + + + + diff --git a/port/jAssimp/java/.project b/port/jAssimp/java/.project new file mode 100644 index 000000000..e86905bec --- /dev/null +++ b/port/jAssimp/java/.project @@ -0,0 +1,17 @@ + + + jAssimp + + + + + + org.eclipse.jdt.core.javabuilder + + + + + + org.eclipse.jdt.core.javanature + + diff --git a/port/jAssimp/java/src/assimp/Animation.java b/port/jAssimp/java/src/assimp/Animation.java new file mode 100644 index 000000000..ae0f8f16c --- /dev/null +++ b/port/jAssimp/java/src/assimp/Animation.java @@ -0,0 +1,126 @@ +/* +--------------------------------------------------------------------------- +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; + +/** + * An animation consists of keyframe data for a number of bones. For each bone + * affected by the animation a separate series of data is given. There can be + * multiple animations in a single scene. + * + * @author Alexander Gessler (aramis_acg@users.sourceforge.net) + * @version 1.0 + */ +public class Animation { + + /** + * Returns the name of the animation channel + * + * @return If the modeling package this data was exported from does support + * only a single animation channel, this name is usually + * "" + */ + public final String getName() { + return name; + } + + /** + * Returns the total duration of the animation, in ticks + * + * @return Total duration + */ + public final double getDuration() { + return mDuration; + } + + /** + * Returns the ticks per second count. + * + * @return 0 if not specified in the imported file + */ + public final double getTicksPerSecond() { + return mTicksPerSecond; + } + + /** + * Returns the number of bone animation channels + * + * @return This value is never 0 + */ + public final int getNumNodeAnimChannels() { + assert (null != boneAnims); + return boneAnims.length; + } + + /** + * Returns the list of all bone animation channels + * + * @return This value is never null + */ + public final NodeAnim[] getNodeAnimChannels() { + assert (null != boneAnims); + return boneAnims; + } + + // -------------------------------------------------------------------------- + // Private stuff + // -------------------------------------------------------------------------- + + /** + * The name of the animation. + */ + private String name = ""; + + /** + * Duration of the animation in ticks. + */ + private double mDuration = 0.0; + + /** + * Ticks per second. 0 if not specified in the imported file + */ + private double mTicksPerSecond = 0.0; + + /** + * Bone animation channels + */ + private NodeAnim[] boneAnims = null; +} diff --git a/port/jAssimp/java/src/assimp/Bone.java b/port/jAssimp/java/src/assimp/Bone.java new file mode 100644 index 000000000..db1b7ac05 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Bone.java @@ -0,0 +1,117 @@ +/* +--------------------------------------------------------------------------- +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 belongs to a mesh stores a list of vertex weights. It represents a + * joint of the skeleton. The bone hierarchy is contained in the node graph. + * + * @author Alexander Gessler (aramis_acg@users.sourceforge.net) + * @version 1.0 + */ +public class Bone { + + /** + * Represents a single vertex weight + */ + public class Weight { + + public Weight() { + index = 0; + weight = 1.0f; + } + + /** + * Index of the vertex in the corresponding Mesh + */ + public int index; + + /** + * Weight of the vertex. All weights for a vertex sum up to 1.0 + */ + public float weight; + } + + /** + * Retrieves the name of the node + * + * @return Normally bones are never unnamed + */ + public final String getName() { + return name; + } + + /** + * Returns a reference to the array of weights + * + * @return Weight array + */ + public final Weight[] getWeightsArray() { + assert (null != weights); + return weights; + } + + /** + * Returns the number of bone weights. + * + * @return There should at least be one vertex weights (the validation step + * would complain otherwise) + */ + public final int getNumWeights() { + assert (null != weights); + return weights.length; + } + + // -------------------------------------------------------------------------- + // Private stuff + // -------------------------------------------------------------------------- + + /** + * Name of the bone + */ + private String name = ""; + + /** + * List of vertex weights for the bone + */ + private Weight[] weights = null; +} diff --git a/port/jAssimp/java/src/assimp/Camera.java b/port/jAssimp/java/src/assimp/Camera.java new file mode 100644 index 000000000..45cd543a5 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Camera.java @@ -0,0 +1,191 @@ +/* +--------------------------------------------------------------------------- +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 camera in the scene. + * + * Cameras have a representation in the node graph and can be animated. + * + * @author Aramis (Alexander Gessler) + * @version 1.0 + */ +public class Camera { + + /** + * Get the screen aspect ratio of the camera + * + * This is the ration between the width and the height of the screen. + * Typical values are 4/3, 1/2 or 1/1. This value is 0 if the aspect ratio + * is not defined in the source file. 0 is also the default value. + */ + public final float GetAspect() { + return mAspect; + } + + /** + * Get the distance of the far clipping plane from the camera. + * + * The far clipping plane must, of course, be farer away than the near + * clipping plane. The default value is 1000.f. The radio between the near + * and the far plane should not be too large (between 1000-10000 should be + * ok) to avoid floating-point inaccuracies which could lead to z-fighting. + */ + public final float GetFarClipPlane() { + return mClipPlaneFar; + } + + /** + * Get the distance of the near clipping plane from the camera. + * + * The value may not be 0.f (for arithmetic reasons to prevent a division + * through zero). The default value is 0.1f. + */ + public final float GetNearClipPlane() { + return mClipPlaneNear; + } + + /** + * Half horizontal field of view angle, in radians. + * + * The field of view angle is the angle between the center line of the + * screen and the left or right border. The default value is 1/4PI. + */ + 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. + * + * @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. + * + * @return component order: x,y,z + */ + 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; +}; \ No newline at end of file diff --git a/port/jAssimp/java/src/assimp/CompressedTexture.java b/port/jAssimp/java/src/assimp/CompressedTexture.java new file mode 100644 index 000000000..8f5eecc42 --- /dev/null +++ b/port/jAssimp/java/src/assimp/CompressedTexture.java @@ -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 Texture for more + * details on this class. Use instanceof to determine whether a + * particular Texture in the global texture array is actually + * compressed texture. Then downcast to CompressedTexture, 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 + * null 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 null 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 true of the file format can't be + * recognized. + * @see Texture.hasAlphaChannel() + */ + 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 java.awt.BufferedImage + * + * @return A valid java.awt.BufferedImage 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 = ""; +} diff --git a/port/jAssimp/java/src/assimp/ConfigProperty.java b/port/jAssimp/java/src/assimp/ConfigProperty.java new file mode 100644 index 000000000..7a5375a15 --- /dev/null +++ b/port/jAssimp/java/src/assimp/ConfigProperty.java @@ -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 + * PostProcessing.RemoveComponent step. + * + * See the documentation to PostProcessing.RemoveComponent 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 { + 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 PP_CT_MAX_SMOOTHING_ANGLE = new Any( + "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 PP_GSN_MAX_SMOOTHING_ANGLE = new Any( + "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: + * "keep-me and_me_to anotherMaterialToBeKept = new Any('name with whitespace= new Any('" + * . 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.
+ * 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 PP_RRM_EXCLUDE_LIST = new Any( + "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 PP_PTV_KEEP_HIERARCHY = new Any( + "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 PP_FD_REMOVE = new Any("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: + * "keep-me and_me_to anotherNodeToBeKept = new Any('name with whitespace= new Any('" + * . If a node matches on of these names, it will not be modified or removed + * by the postprocessing step.
+ * 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 PP_OG_EXCLUDE_LIST = new Any( + "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 PP_SLM_TRIANGLE_LIMIT = new Any( + "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 PP_SLM_VERTEX_LIMIT = new Any( + "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 PP_LBW_MAX_WEIGHTS = new Any( + "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 PP_ICL_PTCACHE_SIZE = new Any( + "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 PP_RVC_FLAGS = new Any("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 PP_SBP_REMOVE = new Any( + "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 FAVOUR_SPEED = new Any("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(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 IMPORT_GLOBAL_KEYFRAME = new Any( + "IMPORT_GLOBAL_KEYFRAME"); + + public static final Any IMPORT_MD3_KEYFRAME = new Any( + "IMPORT_MD3_KEYFRAME"); + public static final Any IMPORT_MD2_KEYFRAME = new Any( + "IMPORT_MD2_KEYFRAME"); + public static final Any IMPORT_MDL_KEYFRAME = new Any( + "IMPORT_MDL_KEYFRAME"); + public static final Any IMPORT_MDC_KEYFRAME = new Any( + "IMPORT_MDC_KEYFRAME"); + public static final Any IMPORT_SMD_KEYFRAME = new Any( + "IMPORT_SMD_KEYFRAME"); + public static final Any IMPORT_UNREAL_KEYFRAME = new Any( + "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 IMPORT_AC_SEPARATE_BFCULL = new Any( + "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 IMPORT_UNREAL_HANDLE_FLAGS = new Any( + "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 IMPORT_TER_MAKE_UVS = new Any( + "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 IMPORT_ASE_RECONSTRUCT_NORMALS = new Any( + "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 IMPORT_MD3_HANDLE_MULTIPART = new Any( + "IMPORT_MD3_HANDLE_MULTIPART"); + + /** + * Tells the MD3 loader which skin files to load. + * + * When loading MD3 files, Assimp checks whether a file + * _.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 IMPORT_MD3_SKIN_NAME = new Any( + "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 + * /models///.md3 + * is loaded, the library tries to locate the corresponding shader file in + * /scripts/.shader. 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 /.shader first, + * /.shader is the fallback file. Note that + * should have a terminal (back)slash. Property type: String. Default value: + * n/a. + */ + public static final Any IMPORT_MD3_SHADER_SRC = new Any( + "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 IMPORT_LWO_LAYER_INDEX = new Any( + "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 + * true. + */ + public static final Any IMPORT_MD5_NO_ANIM_AUTOLOAD = new Any( + "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)
+ * + * @see IMPORT_LWS_ANIM_END - end of the imported time range + */ + public static final Any IMPORT_LWS_ANIM_START = new Any( + "IMPORT_LWS_ANIM_START"); + public static final Any IMPORT_LWS_ANIM_END = new Any( + "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 IMPORT_IRR_ANIM_FPS = new Any( + "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 IMPORT_MDL_COLORMAP = new Any( + "IMPORT_MDL_COLORMAP"); +}; diff --git a/port/jAssimp/java/src/assimp/DefaultLogger.java b/port/jAssimp/java/src/assimp/DefaultLogger.java new file mode 100644 index 000000000..61bcf9885 --- /dev/null +++ b/port/jAssimp/java/src/assimp/DefaultLogger.java @@ -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 Logger instance returned by + * DefaultLogger.get() + * + * @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 + * java.io.OutputStream object directly as log stream. + */ + public static class StreamWrapper implements LogStream { + + private OutputStream stream; + + /** + * Construction from an existing java.io.OutputStream 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 + * java.io.FileWriter object directly as log stream. + */ + public static class FileStreamWrapper implements LogStream { + + private FileWriter stream; + + /** + * Construction from an existing java.io.FileWriter 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 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 != null 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 System.err.println() + * 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 Logger to the + * logging system. Use this if you want to override the default + * formatting behavior of DefaultLogger. You can + * access your logger as normal, via get(). + * + * @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 + * create() this is a NULLLogger instance. + * Use isNullLogger() 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 create() or set() + * 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); + } + +} diff --git a/port/jAssimp/java/src/assimp/Face.java b/port/jAssimp/java/src/assimp/Face.java new file mode 100644 index 000000000..02d8415d4 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Face.java @@ -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 PostProcessing.SortByPType 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 PostProcessing.Triangulate + * 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* null + */ + public int[] getIndices() { + assert(null != indices); + return indices; + } + + /** + * Indices of the face + */ + private int[] indices; +} diff --git a/port/jAssimp/java/src/assimp/IOStream.java b/port/jAssimp/java/src/assimp/IOStream.java new file mode 100644 index 000000000..300ff525b --- /dev/null +++ b/port/jAssimp/java/src/assimp/IOStream.java @@ -0,0 +1,13 @@ +package assimp; + +/** + * Represents a s + * + * @author Alexander Gessler (aramis_acg@users.sourceforge.net) + * @version 1.0 + */ +public interface IOStream { + + + +} diff --git a/port/jAssimp/java/src/assimp/IOSystem.java b/port/jAssimp/java/src/assimp/IOSystem.java new file mode 100644 index 000000000..8fd279c74 --- /dev/null +++ b/port/jAssimp/java/src/assimp/IOSystem.java @@ -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 IOStream 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; + +} diff --git a/port/jAssimp/java/src/assimp/Importer.java b/port/jAssimp/java/src/assimp/Importer.java new file mode 100644 index 000000000..5ef392e01 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Importer.java @@ -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 Importer 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 (IOSystem) to be used for loading assets. + * If no custom implementation was provided via setIoSystem() a + * default implementation will be used. Use isDefaultIoSystem() + * to check this. + * + * @return Always a valid IOSystem 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 (setIoSystem()). + * This allows applications to add support for archives like ZIP. + * + * @return true if a default IOSystem 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 PostProcessing 'enum', or'ed together. + * @return null if the import failed, otherwise a valid + * Scene instance. The Importer keeps a + * reference to it, use getScene() 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 null 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 null if none is + * in a loaded state. + * + * @return Game Over. + */ + public final String getScenePath() { + return path; + } + + /** + * Implementation of java.lang.Object.equals() + * + * @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 java.lang.Object.finalize() 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 java.lang.Object.hashCode() + *

+ * 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 ConfigProperty 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 ConfigProperty 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 ConfigProperty 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 + * setPropertyInt. All supported import properties are defined + * as constants in the ConfigProperty 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 + * setPropertyFloat. All supported import properties are + * defined as constants in the ConfigProperty class + * + * @see getPropertyInt + */ + 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 + * setPropertyString. All supported import properties are + * defined as constants in the ConfigProperty class + * + * @see getPropertyInt + */ + 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 + * setPropertyInt. All supported import properties are defined + * as constants in the ConfigProperty class + * + * @param prop + * Name of the configuration property + * @return Current of the property or PROPERTY_WAS_NOT_EXISTING + * 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 { + String key; + Type value; + } + + /** + * Represents a property list. This exposes Assimp's configuration interface + * from Java. + */ + private class PropertyList extends Vector> { + + /** + * + */ + private static final long serialVersionUID = -990406536792129089L; + + public void setProperty(final String prop, final Type val) { + + for (Property i : this) { + if (i.key.equals(prop)) { + i.value = val; + return; + } + } + + Property propNew = new Property(); + propNew.key = prop; + propNew.value = val; + this.add(propNew); + } + + public Type getProperty(final String prop) { + + for (Property i : this) { + if (i.key.equals(prop)) { + return i.value; + } + } + return null; + } + } + + /** + * Default implementation of IOStream.
+ * 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 IOSystem. + * + * 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 IOStream 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 properties = new PropertyList(); + private PropertyList propertiesFloat = new PropertyList(); + private PropertyList propertiesString = new PropertyList(); + + /** + * 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); +} diff --git a/port/jAssimp/java/src/assimp/Light.java b/port/jAssimp/java/src/assimp/Light.java new file mode 100644 index 000000000..f626f0c17 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Light.java @@ -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; +}; \ No newline at end of file diff --git a/port/jAssimp/java/src/assimp/LogStream.java b/port/jAssimp/java/src/assimp/LogStream.java new file mode 100644 index 000000000..453b35d1f --- /dev/null +++ b/port/jAssimp/java/src/assimp/LogStream.java @@ -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
+ * For direct output to a java.io.Stream 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); +} diff --git a/port/jAssimp/java/src/assimp/Logger.java b/port/jAssimp/java/src/assimp/Logger.java new file mode 100644 index 000000000..bc02c51ec --- /dev/null +++ b/port/jAssimp/java/src/assimp/Logger.java @@ -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); +} diff --git a/port/jAssimp/java/src/assimp/MatKey.java b/port/jAssimp/java/src/assimp/MatKey.java new file mode 100644 index 000000000..892f0ff84 --- /dev/null +++ b/port/jAssimp/java/src/assimp/MatKey.java @@ -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 UVSRC 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 Any.textureType 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 IgnoreAlpha. 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 UseAlpha. + */ + 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 NAME = new Any("?mat.name"); + + /** + * Defines whether the material must be rendered two-sided. This is a + * boolean property. n != 0 is true. + */ + public static final Any TWOSIDED = new Any( + "$mat.twosided"); + + /** + * Defines whether the material must be rendered in wireframe. This is a + * boolean property. n != 0 is true. + */ + public static final Any WIREFRAME = new Any( + "$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 + * ShadingModel 'enum'. + */ + public static final Any SHADING_MODEL = new Any( + "$mat.shadingm"); + + /** + * Defines the blend function to be used to combine the computed color value + * of a pixel with the previous value in the backbuffer. This is one of the + * values defined in the BlendFunc 'enum'. + */ + public static final Any BLEND_FUNC = new Any("$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 1.0f. + */ + public static final Any OPACITY = new Any("$mat.opacity"); + + /** + * Defines the height scaling of bumpmaps/parallax maps on this material. + * The default value to be taken if this property is not defined is + * naturally 1.0f. + */ + public static final Any BUMPHEIGHT = new Any( + "$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 SHININESS = new Any("$mat.shininess"); + + /** + * Dummy base for all predefined material keys. + */ + public static class Any { + 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; + } + +} diff --git a/port/jAssimp/java/src/assimp/Material.java b/port/jAssimp/java/src/assimp/Material.java new file mode 100644 index 000000000..addc34674 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Material.java @@ -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 String 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 Object 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 MatKey + * @return the value of the property + * @throws PropertyNotFoundException + * If the property isn't set. + */ + public Float getProperty(MatKey.Any 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 MatKey + * @return the value of the property + * @throws PropertyNotFoundException + * If the property isn't set. + */ + public Integer getProperty(MatKey.Any 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 MatKey + * @return the value of the property + * @throws PropertyNotFoundException + * If the property isn't set. + */ + public float[] getProperty(MatKey.Any 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 MatKey + * @return the value of the property + * @throws PropertyNotFoundException + * If the property isn't set. + */ + public int[] getProperty(MatKey.Any 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 MatKey + * @return the value of the property + * @throws PropertyNotFoundException + * If the property isn't set. + */ + public String getProperty(MatKey.Any key) + throws PropertyNotFoundException { + + return (String) getProperty(key.name); + } + +} diff --git a/port/jAssimp/java/src/assimp/Matrix3x3.java b/port/jAssimp/java/src/assimp/Matrix3x3.java new file mode 100644 index 000000000..98ecd7284 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Matrix3x3.java @@ -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]); + } +} diff --git a/port/jAssimp/java/src/assimp/Matrix4x4.java b/port/jAssimp/java/src/assimp/Matrix4x4.java new file mode 100644 index 000000000..3a69f2311 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Matrix4x4.java @@ -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; + } +} diff --git a/port/jAssimp/java/src/assimp/Mesh.java b/port/jAssimp/java/src/assimp/Mesh.java new file mode 100644 index 000000000..aaf6b0e0f --- /dev/null +++ b/port/jAssimp/java/src/assimp/Mesh.java @@ -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. + *

+ * 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. + *

+ * 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 + * getPosition() asserts this. + * + * @return true if vertex positions are available. Currently this is + * guaranteed to be true. + * + */ + public final boolean hasPositions() { + return null != m_vVertices; + } + + /** + * Check whether there are normal vectors in the model + * getNormal() 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 + * true, use getBone() 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 + * true, use getTangent() and + * getBitangent() 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 getUV() + * 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 + * getColor() 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 + * getNumUVComponents returns for + * channel 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 + * getNumUVComponents returns for + * channel 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 * getNumUVComponents + * (channel). 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 java.awt.Color in the mesh + * + * @param channel + * Vertex color channel + * @param iIndex + * Zero-based index of the vertex + * @return Vertex color value packed as java.awt.Color + */ + 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 + * getNumFaces() + */ + 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 + * null + */ + private float[] m_vVertices = null; + + /** + * Contains normal vectors in a continuous float array, xyz order. Can be + * null + */ + private float[] m_vNormals = null; + + /** + * Contains tangent vectors in a continuous float array, xyz order. Can be + * null + */ + private float[] m_vTangents = null; + + /** + * Contains bitangent vectors in a continuous float array, xyz order. Can be + * null + */ + private float[] m_vBitangents = null; + + /** + * Contains UV coordinate channels in a continuous float array, uvw order. + * Unused channels are set to null. + */ + 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 null. + */ + 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 Face.Type + */ + private int m_iPrimitiveTypes = 0; +} diff --git a/port/jAssimp/java/src/assimp/NativeException.java b/port/jAssimp/java/src/assimp/NativeException.java new file mode 100644 index 000000000..1e1272098 --- /dev/null +++ b/port/jAssimp/java/src/assimp/NativeException.java @@ -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); + } +} diff --git a/port/jAssimp/java/src/assimp/Node.java b/port/jAssimp/java/src/assimp/Node.java new file mode 100644 index 000000000..f8ac6b93a --- /dev/null +++ b/port/jAssimp/java/src/assimp/Node.java @@ -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 null + */ + public final int[] getMeshes() { + return meshIndices; + } + + /** + * Get the local transformation matrix of the node in row-major order: + * + * 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 + * + * + * @return Row-major transformation matrix + */ + public final Matrix4x4 getTransformRowMajor() { + return nodeTransform; + } + + /** + * Get the local transformation matrix of the node in column-major order: + * + * 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 + * + * + * @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 null 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; +} diff --git a/port/jAssimp/java/src/assimp/NodeAnim.java b/port/jAssimp/java/src/assimp/NodeAnim.java new file mode 100644 index 000000000..ed69ce39b --- /dev/null +++ b/port/jAssimp/java/src/assimp/NodeAnim.java @@ -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 { + + /** + * 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 null if there are no rotation keys + */ + public final KeyFrame[] getQuatKeys() { + return mQuatKeys; + } + + /** + * Get a reference to the list of all position keyframes + * + * @return Could be null if there are no position keys + */ + public final KeyFrame[] getPosKeys() { + return mPosKeys; + } + + /** + * Get a reference to the list of all scaling keyframes + * + * @return Could be null if there are no scaling keys + */ + public final KeyFrame[] getScalingKeys() { + return mScalingKeys; + } + + // -------------------------------------------------------------------------- + // Private stuff + // -------------------------------------------------------------------------- + + /** + * Rotation keyframes + */ + private KeyFrame[] mQuatKeys = null; + + /** + * Position keyframes. Component order is x,y,z + */ + private KeyFrame[] mPosKeys = null; + + /** + * scaling keyframes. Component order is x,y,z + */ + private KeyFrame[] mScalingKeys = null; + + /** + * Name of the bone affected by this animation channel + */ + private String mName; +} diff --git a/port/jAssimp/java/src/assimp/PostProcessing.java b/port/jAssimp/java/src/assimp/PostProcessing.java new file mode 100644 index 000000000..b7f06593e --- /dev/null +++ b/port/jAssimp/java/src/assimp/PostProcessing.java @@ -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, #AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, 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. + * If this flag is not specified, no vertices are referenced by more + * than one face and no index buffer is required 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: + *

    + *
  • Specify both #aiProcess_Triangulate and #aiProcess_SortByPType
  • + * Processing Assimp's output, ignore all point and line meshes + *
+ */ + 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, #AI_CONFIG_PP_RVC_FLAGS. 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, #AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE 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 + * #AI_CONFIG_PP_SLM_VERTEX_LIMIT and + * #AI_CONFIG_PP_SLM_TRIANGLE_LIMIT settings. The default values + * are #AI_SLM_DEFAULT_MAX_VERTICES and + * #AI_SLM_DEFAULT_MAX_TRIANGLES. + * + * 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 #AI_LMW_MAX_WEIGHTS in + * aiConfig.h), but you can use the #AI_CONFIG_PP_LBW_MAX_WEIGHTS + * 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: + *
    + *
  • 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. Importer::getErrorString() retrieves the error + * string.
  • + *
  • 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 + * Importer.SCENE_FLAGS_VALIDATION_WARNING scene flag is set
  • + *
+ * + * 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 #AI_CONFIG_PP_ICL_PTCACHE_SIZE + * 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 + * PretransformVertices and OptimizeMeshes 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 + * #AI_CONFIG_PP_RRM_EXCLUDE_LIST 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 + * #AI_CONFIG_PP_SBP_REMOVE 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:
+ * 1. (if you support lines&points for rendering but don't want the + * degenerates)
+ *
    + *
  • Specify the #aiProcess_FindDegenerates flag.
  • + *
  • Set the AI_CONFIG_PP_FD_REMOVE 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.
  • + *
+ *
+ * 2.(if you don't support lines&points at all ...)
+ *
    + *
  • Specify the #aiProcess_FindDegenerates flag.
  • + *
  • Specify the #aiProcess_SortByPType flag. This moves line and point + * primitives to separate meshes.
  • + *
  • Set the AI_CONFIG_PP_SBP_REMOVE option to + * + * aiPrimitiveType_POINTS | aiPrimitiveType_LINES to enforce + * SortByPType to reject point and line meshes from the scene.
  • + *
+ * + * 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 + * #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 + * #AI_MATKEY_UVTRANSFORM 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 OptimizeGraph, if possible. It is fully + * compatible with both SplitLargeMeshes and + * SortByPType. + */ + 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 + * #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. + * OptimizeMeshes in combination with + * OptimizeGraph 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.
+ * Output UV coordinate system: + * 0y|0y ---------- 1x|0y + * | | + * | | + * | | + * 0x|1y ---------- 1x|1y + * + * + * 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.
+ * Output face order: + * + * x2 + * + * x0 x1 + * + * + * 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; + +} diff --git a/port/jAssimp/java/src/assimp/Quaternion.java b/port/jAssimp/java/src/assimp/Quaternion.java new file mode 100644 index 000000000..31bce19eb --- /dev/null +++ b/port/jAssimp/java/src/assimp/Quaternion.java @@ -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; + } + +} diff --git a/port/jAssimp/java/src/assimp/Scene.java b/port/jAssimp/java/src/assimp/Scene.java new file mode 100644 index 000000000..92cb2f541 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Scene.java @@ -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, ...). + *

+ * An instance of this class is returned by Importer.readFile(). + * + * @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 ANIMATION_SKELETON_ONLY + * 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; + } +} diff --git a/port/jAssimp/java/src/assimp/Texture.java b/port/jAssimp/java/src/assimp/Texture.java new file mode 100644 index 000000000..ae6065586 --- /dev/null +++ b/port/jAssimp/java/src/assimp/Texture.java @@ -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). + *

+ * Compressed textures (textures that are stored in a format like png or jpg) + * are represented by the 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 true 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 java.awt.Color, size: width * height + */ + public Color[] getColorArray() { + return (Color[]) data; + } + + /** + * Convert the texture into a java.awt.BufferedImage + * + * @return Valid java.awt.BufferedImage 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 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); + } +} diff --git a/port/jAssimp/java/src/assimp/test/DumpToFile.java b/port/jAssimp/java/src/assimp/test/DumpToFile.java new file mode 100644 index 000000000..3ae69b9bb --- /dev/null +++ b/port/jAssimp/java/src/assimp/test/DumpToFile.java @@ -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 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 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 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(); + } +}