- ASE loader alpha

- MDL loader stable
- 3ds bugfixes,
- API extensions
- New viewer features - WIP
- Support for C

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@11 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-05-09 17:24:28 +00:00
parent 14abdcbbed
commit db9c5fef2b
116 changed files with 13324 additions and 1894 deletions

5
README
View File

@ -1,5 +0,0 @@
AssetImporter
---------------
To use the asset importer lbrary just compile it with visual-c++ 8.0 (at this
moment no other build enviroments are supported).

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the 3ds importer class */
#include "3DSLoader.h"
#include "MaterialSystem.h"
@ -207,48 +248,67 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
}
mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
if (Dot3DS::Dot3DSFile::Wire == oldMat.mShading)
{
// set the wireframe flag
unsigned int iWire = 1;
mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
}
// texture, if there is one
if( oldMat.sTexDiffuse.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexDiffuse.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
mat.AddProperty<float>( &oldMat.sTexDiffuse.mTextureBlend, 1, AI_MATKEY_TEXBLEND_DIFFUSE(0));
if (is_not_qnan(oldMat.sTexDiffuse.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexDiffuse.mTextureBlend, 1, AI_MATKEY_TEXBLEND_DIFFUSE(0));
}
if( oldMat.sTexSpecular.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexSpecular.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
mat.AddProperty<float>( &oldMat.sTexSpecular.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SPECULAR(0));
if (is_not_qnan(oldMat.sTexSpecular.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexSpecular.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SPECULAR(0));
}
if( oldMat.sTexOpacity.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexOpacity.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
mat.AddProperty<float>( &oldMat.sTexOpacity.mTextureBlend, 1,AI_MATKEY_TEXBLEND_OPACITY(0));
if (is_not_qnan(oldMat.sTexOpacity.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexOpacity.mTextureBlend, 1,AI_MATKEY_TEXBLEND_OPACITY(0));
}
if( oldMat.sTexEmissive.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexEmissive.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
mat.AddProperty<float>( &oldMat.sTexEmissive.mTextureBlend, 1, AI_MATKEY_TEXBLEND_EMISSIVE(0));
if (is_not_qnan(oldMat.sTexEmissive.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexEmissive.mTextureBlend, 1, AI_MATKEY_TEXBLEND_EMISSIVE(0));
}
if( oldMat.sTexBump.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexBump.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_BUMP(0));
mat.AddProperty<float>( &oldMat.sTexBump.mTextureBlend, 1, AI_MATKEY_TEXBLEND_BUMP(0));
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
if (is_not_qnan(oldMat.sTexBump.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexBump.mTextureBlend, 1, AI_MATKEY_TEXBLEND_HEIGHT(0));
}
if( oldMat.sTexShininess.mMapName.length() > 0)
{
aiString tex;
tex.Set( oldMat.sTexShininess.mMapName);
mat.AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
mat.AddProperty<float>( &oldMat.sTexBump.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SHININESS(0));
if (is_not_qnan(oldMat.sTexShininess.mTextureBlend))
mat.AddProperty<float>( &oldMat.sTexShininess.mTextureBlend, 1, AI_MATKEY_TEXBLEND_SHININESS(0));
}
// store the name of the material itself, too
@ -267,7 +327,7 @@ void SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
pcHelper->AddProperty<int>(&pcMatIn->sTexDiffuse.iUVSrc,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexSpecular.iUVSrc,1,AI_MATKEY_UVWSRC_SPECULAR(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexEmissive.iUVSrc,1,AI_MATKEY_UVWSRC_EMISSIVE(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexBump.iUVSrc,1,AI_MATKEY_UVWSRC_BUMP(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexBump.iUVSrc,1,AI_MATKEY_UVWSRC_HEIGHT(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexShininess.iUVSrc,1,AI_MATKEY_UVWSRC_SHININESS(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexOpacity.iUVSrc,1,AI_MATKEY_UVWSRC_OPACITY(0));
}
@ -331,14 +391,16 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
p_pcOut->mNumVertices = aiSplit[p].size()*3;
p_pcOut->mNumFaces = aiSplit[p].size();
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
iFaceCnt += p_pcOut->mNumFaces;
if (p_pcOut->mNumVertices != 0)
{
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
unsigned int iBase = 0;
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
for (unsigned int q = 0; q < aiSplit[p].size();++q)
{
unsigned int iIndex = aiSplit[p][q];
@ -617,8 +679,8 @@ void Dot3DSImporter::BakeScaleNOffset(
{
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
{
pcMesh->mTextureCoords[0][i].x *= pcSrc->pcSingleTexture->mScaleU;
pcMesh->mTextureCoords[0][i].y *= pcSrc->pcSingleTexture->mScaleV;
pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
@ -630,8 +692,8 @@ void Dot3DSImporter::BakeScaleNOffset(
const float fCos = cosf(pcSrc->pcSingleTexture->mRotation);
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
{
pcMesh->mTextureCoords[0][i].x *= pcSrc->pcSingleTexture->mScaleU;
pcMesh->mTextureCoords[0][i].y *= pcSrc->pcSingleTexture->mScaleV;
pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
pcMesh->mTextureCoords[0][i].x *= fCos;
pcMesh->mTextureCoords[0][i].y *= fSin;
@ -694,8 +756,8 @@ void Dot3DSImporter::BakeScaleNOffset(
{
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x * (*i).fScaleU;
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y * (*i).fScaleV;
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
@ -709,8 +771,8 @@ void Dot3DSImporter::BakeScaleNOffset(
const float fCos = cosf((*i).fRotation);
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x * (*i).fScaleU;
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y * (*i).fScaleV;
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
pcMesh->mTextureCoords[iCnt][n].x *= fCos;
pcMesh->mTextureCoords[iCnt][n].y *= fSin;

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@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the 3ds importer class */
#include "3DSLoader.h"
#include "MaterialSystem.h"
@ -14,7 +55,6 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
{
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// First generate face normals
sMesh->mNormals.resize(sMesh->mPositions.size(),aiVector3D());
for( unsigned int a = 0; a < sMesh->mFaces.size(); a++)
@ -29,17 +69,12 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1;
aiVector3D vNor = pDelta1 ^ pDelta2;
//float fLength = vNor.Length();
//if (0.0f != fLength)vNor /= fLength;
sMesh->mNormals[face.i1] = vNor;
sMesh->mNormals[face.i2] = vNor;
sMesh->mNormals[face.i3] = vNor;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// calculate the position bounds so we have a reliable epsilon to
// check position differences against
// @Schrompf: This is the 6th time this snippet is repeated!
@ -54,81 +89,48 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
maxVec.z = std::max( maxVec.z, sMesh->mPositions[a].z);
}
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
std::vector<aiVector3D> avNormals;
avNormals.resize(sMesh->mNormals.size());
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// now generate the spatial sort tree
D3DSSpatialSorter sSort(sMesh);
D3DSSpatialSorter sSort;
for( std::vector<Dot3DS::Face>::iterator
i = sMesh->mFaces.begin();
i != sMesh->mFaces.end();++i)
{
sSort.AddFace(&(*i),sMesh->mPositions);
}
sSort.Prepare();
for( std::vector<Dot3DS::Face>::iterator
i = sMesh->mFaces.begin();
i != sMesh->mFaces.end();++i)
{
{
std::vector<unsigned int> poResult;
// need to repeat the code for all three vertices of the triangle
// vertex 1
sSort.FindPositions(sMesh->mPositions[(*i).i1],(*i).iSmoothGroup,
posEpsilon,poResult);
for (unsigned int c = 0; c < 3;++c)
{
aiVector3D vNormals;
float fDiv = 0.0f;
for (std::vector<unsigned int>::const_iterator
a = poResult.begin();
a != poResult.end();++a)
sSort.FindPositions(sMesh->mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
posEpsilon,poResult);
aiVector3D vNormals;
float fDiv = 0.0f;
for (std::vector<unsigned int>::const_iterator
a = poResult.begin();
a != poResult.end();++a)
{
vNormals += sMesh->mNormals[(*a)];
fDiv += 1.0f;
vNormals += sMesh->mNormals[(*a)];
fDiv += 1.0f;
}
vNormals.x /= fDiv;
vNormals.y /= fDiv;
vNormals.z /= fDiv;
vNormals.Normalize();
avNormals[(*i).i1] = vNormals;
poResult.clear();
// vertex 2
sSort.FindPositions(sMesh->mPositions[(*i).i2],(*i).iSmoothGroup,
posEpsilon,poResult);
vNormals = aiVector3D();
fDiv = 0.0f;
for (std::vector<unsigned int>::const_iterator
a = poResult.begin();
a != poResult.end();++a)
{
vNormals += sMesh->mNormals[(*a)];
fDiv += 1.0f;
}
vNormals.x /= fDiv;
vNormals.y /= fDiv;
vNormals.z /= fDiv;
vNormals.Normalize();
avNormals[(*i).i2] = vNormals;
poResult.clear();
// vertex 3
sSort.FindPositions(sMesh->mPositions[(*i).i3],(*i).iSmoothGroup,
posEpsilon ,poResult);
vNormals = aiVector3D();
fDiv = 0.0f;
for (std::vector<unsigned int>::const_iterator
a = poResult.begin();
a != poResult.end();++a)
{
vNormals += sMesh->mNormals[(*a)];
fDiv += 1.0f;
}
vNormals.x /= fDiv;
vNormals.y /= fDiv;
vNormals.z /= fDiv;
vNormals.Normalize();
avNormals[(*i).i3] = vNormals;
vNormals.x /= fDiv;
vNormals.y /= fDiv;
vNormals.z /= fDiv;
vNormals.Normalize();
avNormals[(*i).mIndices[c]] = vNormals;
poResult.clear();
}
}
sMesh->mNormals = avNormals;
return;
}

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@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing XFiles */
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
@ -35,27 +75,30 @@ class Dot3DSFile
public:
inline Dot3DSFile() {}
// data structure for a single chunk in a .3ds file
//! data structure for a single chunk in a .3ds file
struct Chunk
{
unsigned short Flag;
long Size;
} PACK_STRUCT;
// source for this used own structures,
// replaced it with out standard math helpers
//! source for this used own structures,
//! replaced it with out standard math helpers
typedef aiMatrix3x3 MatTransform;
typedef aiVector3D MatTranslate;
// Used for shading field in material3ds structure
// From AutoDesk 3ds SDK
//! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK
typedef enum
{
Wire = 0,
Flat = 1,
Gouraud = 2,
Phong = 3,
Metal = 4
Metal = 4,
// required by the ASE loader
Blinn = 5
} shadetype3ds;
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -261,30 +304,38 @@ public:
/** Helper structure representing a 3ds mesh face */
struct Face
{
Face() : iSmoothGroup(0), bDirection(true)
Face() : iSmoothGroup(0), bDirection(true), i1(0), i2(0), i3(0)
{
// let the rest uninitialized for performance
}
// Indices. .3ds is using uint16. However, after
// an unique vrtex set has been geneerated it might
// be an index becomes > 2^16
uint32_t i1;
uint32_t i2;
uint32_t i3;
//! Indices. .3ds is using uint16. However, after
//! an unique vrtex set has been geneerated it might
//! be an index becomes > 2^16
union
{
struct
{
uint32_t i1;
uint32_t i2;
uint32_t i3;
};
uint32_t mIndices[3];
};
// specifies to which smoothing group the face belongs to
//! specifies to which smoothing group the face belongs to
uint32_t iSmoothGroup;
// Direction the normal vector of the face
// will be pointing to
//! Direction the normal vector of the face
//! will be pointing to
bool bDirection;
};
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture
{
//! Default constructor
Texture()
:
mScaleU(1.0f),
@ -296,20 +347,20 @@ struct Texture
{
mTextureBlend = std::numeric_limits<float>::quiet_NaN();
}
// Specifies the blending factor for the texture
//! Specifies the blending factor for the texture
float mTextureBlend;
// Specifies the filename of the texture
//! Specifies the filename of the texture
std::string mMapName;
// Specifies texture coordinate offsets/scaling/rotations
//! Specifies texture coordinate offsets/scaling/rotations
float mScaleU;
float mScaleV;
float mOffsetU;
float mOffsetV;
float mRotation;
// Used internally
//! Used internally
bool bPrivate;
int iUVSrc;
};
@ -317,6 +368,7 @@ struct Texture
/** Helper structure representing a 3ds material */
struct Material
{
//! Default constructor. Builds a default name for the material
Material()
:
mSpecularExponent (0.0f),
@ -331,27 +383,32 @@ struct Material
ss << "%%_UNNAMED_" << iCnt++ << "_%%";
}
// Name of the material
//! Name of the material
std::string mName;
// Diffuse color of the material
//! Diffuse color of the material
aiColor3D mDiffuse;
// Specular exponent
//! Specular exponent
float mSpecularExponent;
// Specular color of the material
//! Specular color of the material
aiColor3D mSpecular;
// Ambient color of the material
//! Ambient color of the material
aiColor3D mAmbient;
// Shading type to be used
//! Shading type to be used
Dot3DSFile::shadetype3ds mShading;
// Opacity of the material
//! Opacity of the material
float mTransparency;
// Different texture channels
//! Diffuse texture channel
Texture sTexDiffuse;
//! Opacity texture channel
Texture sTexOpacity;
//! Specular texture channel
Texture sTexSpecular;
//! Bump texture channel
Texture sTexBump;
//! Emissive texture channel
Texture sTexEmissive;
//! Shininess texture channel
Texture sTexShininess;
/*
@ -360,10 +417,10 @@ struct Material
*/
float mBumpHeight;
// Emissive color
//! Emissive color
aiColor3D mEmissive;
// Used internally
//! Used internally
unsigned int iBakeUVTransform;
Texture* pcSingleTexture;
};
@ -371,28 +428,33 @@ struct Material
/** Helper structure to represent a 3ds file mesh */
struct Mesh
{
//! Default constructor
Mesh()
{
static int iCnt = 0;
std::stringstream ss(mName);
ss << "%%_UNNAMED_" << iCnt++ << "_%%";
#if 0
for (unsigned int i = 0; i < 32;++i)
bSmoothGroupRequired[i] = false;
#endif
}
//! Name of the mesh
std::string mName;
//! Vertex positions
std::vector<aiVector3D> mPositions;
//! Face lists
std::vector<Face> mFaces;
//! Texture coordinates
std::vector<aiVector2D> mTexCoords;
//! Face materials
std::vector<unsigned int> mFaceMaterials;
//! Normal vectors
std::vector<aiVector3D> mNormals;
#if 0
bool bSmoothGroupRequired[32];
#endif
//! Local transformation matrix
aiMatrix4x4 mMat;
};
// ---------------------------------------------------------------------------
@ -412,10 +474,19 @@ struct Node
mHierarchyIndex = 0;
}
//! Pointer to the parent node
Node* mParent;
//! Holds all child nodes
std::vector<Node*> mChildren;
//! Name of the node
std::string mName;
//! Position of the node in the hierarchy (tree depth)
int16_t mHierarchyPos;
//! Index of the node
int16_t mHierarchyIndex;
#if 0
@ -425,6 +496,8 @@ struct Node
aiVector3D vPosition;
#endif
//! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted'
inline Node& push_back(Node* pc)
{
mChildren.push_back(pc);
@ -438,10 +511,14 @@ struct Node
struct Scene
{
// NOTE: 3ds references materials globally
//! List of all materials loaded
//! NOTE: 3ds references materials globally
std::vector<Material> mMaterials;
//! List of all meshes loaded
std::vector<Mesh> mMeshes;
//! Pointer to the root node of the scene
Node* pcRootNode;
};

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the 3ds importer class */
#include "3DSLoader.h"
#include "MaterialSystem.h"

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@ -1,3 +1,44 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the .3ds importer class. */
#ifndef AI_3DSIMPORTER_H_INC
#define AI_3DSIMPORTER_H_INC
@ -5,230 +46,238 @@
#include <map>
#include "BaseImporter.h"
#include "../include/aiTypes.h"
struct aiNode;
#include "3DSHelper.h"
namespace Assimp
{
class MaterialHelper;
class MaterialHelper;
using namespace Dot3DS;
using namespace Dot3DS;
// ---------------------------------------------------------------------------
/** The Dot3DSImporter is a worker class capable of importing a scene from a
* 3ds Max 4/5 File (.3ds)
*/
class Dot3DSImporter : public BaseImporter
// ---------------------------------------------------------------------------
/** The Dot3DSImporter is a worker class capable of importing a scene from a
* 3ds Max 4/5 Files (.3ds)
*/
class Dot3DSImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
Dot3DSImporter();
/** Destructor, private as well */
~Dot3DSImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
friend class Importer;
append.append("*.3ds");
}
protected:
/** Constructor to be privately used by Importer */
Dot3DSImporter();
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
/** Destructor, private as well */
~Dot3DSImporter();
// -------------------------------------------------------------------
/** Converts a temporary material to the outer representation
*/
void ConvertMaterial(Dot3DS::Material& p_cMat,
MaterialHelper& p_pcOut);
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
// -------------------------------------------------------------------
/** Read a chunk, get a pointer to it
* The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
* thus pointing directly to the data of the chunk
*/
void ReadChunk(const Dot3DSFile::Chunk** p_ppcOut);
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Parse a percentage chunk. mCurrent will point to the next
* chunk behind afterwards. If no percentage chunk is found
* QNAN is returned.
*/
float ParsePercentageChunk();
// -------------------------------------------------------------------
/** Parse a color chunk. mCurrent will point to the next
* chunk behind afterwards. If no color chunk is found
* QNAN is returned in all members.
*/
void ParseColorChunk(aiColor3D* p_pcOut,
bool p_bAcceptPercent = true);
// -------------------------------------------------------------------
/** Converts a temporary material to the outer representation
*/
void ConvertMaterial(Dot3DS::Material& p_cMat,
MaterialHelper& p_pcOut);
// -------------------------------------------------------------------
/** Skip a chunk in the file
*/
void SkipChunk();
// -------------------------------------------------------------------
/** Generate the nodegraph
*/
void GenerateNodeGraph(aiScene* pcOut);
// -------------------------------------------------------------------
/** Parse a main top-level chunk in the file
*/
void ParseMainChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level chunk in the file
*/
void ParseChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level editor chunk in the file
*/
void ParseEditorChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level object chunk in the file
*/
void ParseObjectChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a material chunk in the file
*/
void ParseMaterialChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Apply texture coordinate offsets
*/
void ApplyScaleNOffset();
void BakeScaleNOffset(aiMesh* pcMesh, Dot3DS::Material* pcSrc);
// -------------------------------------------------------------------
/** Parse a mesh chunk in the file
*/
void ParseMeshChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a face list chunk in the file
*/
void ParseFaceChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a keyframe chunk in the file
*/
void ParseKeyframeChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a hierarchy chunk in the file
*/
void ParseHierarchyChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a texture chunk in the file
*/
void ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut);
// -------------------------------------------------------------------
/** Convert the meshes in the file
*/
void ConvertMeshes(aiScene* pcOut);
// -------------------------------------------------------------------
/** Replace the default material in the scene
*/
void ReplaceDefaultMaterial();
// -------------------------------------------------------------------
/** Convert the whole scene
*/
void ConvertScene(aiScene* pcOut);
// -------------------------------------------------------------------
/** U/V Scaling/Offset handling
*/
void GenTexCoord (Dot3DS::Texture* pcTexture,
const std::vector<aiVector2D>& p_vIn,
std::vector<aiVector2D>& p_vOut);
// -------------------------------------------------------------------
/** generate normal vectors for a given mesh
*/
void GenNormals(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** Read a chunk, get a pointer to it
* The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
* thus pointing directly to the data of the chunk
*/
void ReadChunk(const Dot3DSFile::Chunk** p_ppcOut);
// -------------------------------------------------------------------
/** Parse a percentage chunk. mCurrent will point to the next
* chunk behind afterwards. If no percentage chunk is found
* QNAN is returned.
*/
float ParsePercentageChunk();
// -------------------------------------------------------------------
/** Parse a color chunk. mCurrent will point to the next
* chunk behind afterwards. If no color chunk is found
* QNAN is returned in all members.
*/
void ParseColorChunk(aiColor3D* p_pcOut,
bool p_bAcceptPercent = true);
// -------------------------------------------------------------------
/** generate unique vertices for a mesh
*/
void MakeUnique(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** Skip a chunk in the file
*/
void SkipChunk();
// -------------------------------------------------------------------
/** Add a node to the node graph
*/
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn);
// -------------------------------------------------------------------
/** Generate the nodegraph
*/
void GenerateNodeGraph(aiScene* pcOut);
// -------------------------------------------------------------------
/** Parse a main top-level chunk in the file
*/
void ParseMainChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level chunk in the file
*/
void ParseChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level editor chunk in the file
*/
void ParseEditorChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level object chunk in the file
*/
void ParseObjectChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a material chunk in the file
*/
void ParseMaterialChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Apply texture coordinate offsets
*/
void ApplyScaleNOffset();
void BakeScaleNOffset(aiMesh* pcMesh, Dot3DS::Material* pcSrc);
// -------------------------------------------------------------------
/** Parse a mesh chunk in the file
*/
void ParseMeshChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a face list chunk in the file
*/
void ParseFaceChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a keyframe chunk in the file
*/
void ParseKeyframeChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a hierarchy chunk in the file
*/
void ParseHierarchyChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a texture chunk in the file
*/
void ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut);
// -------------------------------------------------------------------
/** Convert the meshes in the file
*/
void ConvertMeshes(aiScene* pcOut);
// -------------------------------------------------------------------
/** Replace the default material in the scene
*/
void ReplaceDefaultMaterial();
// -------------------------------------------------------------------
/** Convert the whole scene
*/
void ConvertScene(aiScene* pcOut);
// -------------------------------------------------------------------
/** U/V Scaling/Offset handling
*/
void GenTexCoord (Dot3DS::Texture* pcTexture,
const std::vector<aiVector2D>& p_vIn,
std::vector<aiVector2D>& p_vOut);
// -------------------------------------------------------------------
/** generate normal vectors for a given mesh
*/
void GenNormals(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** Search for a node in the graph.
* Called recursively
*/
void InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent);
// -------------------------------------------------------------------
/** generate unique vertices for a mesh
*/
void MakeUnique(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** Apply the master scaling factor to the mesh
*/
void ApplyMasterScale(aiScene* pScene);
// -------------------------------------------------------------------
/** Add a node to the node graph
*/
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn);
// -------------------------------------------------------------------
/** Search for a node in the graph.
* Called recursively
*/
void InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent);
// -------------------------------------------------------------------
/** Clamp all indices in the file to a valid range
*/
void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** Apply the master scaling factor to the mesh
*/
void ApplyMasterScale(aiScene* pScene);
protected:
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** Pointer to the current read position */
const unsigned char* mCurrent;
// -------------------------------------------------------------------
/** Clamp all indices in the file to a valid range
*/
void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh);
/** Used to store old chunk addresses to jump back in the file*/
const unsigned char* mLast;
/** Last touched node index */
short mLastNodeIndex;
protected:
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** Current node, root node */
Dot3DS::Node* mCurrentNode, *mRootNode;
/** Pointer to the current read position */
const unsigned char* mCurrent;
/** Scene under construction */
Dot3DS::Scene* mScene;
/** Used to store old chunk addresses to jump back in the file*/
const unsigned char* mLast;
/** Ambient base color of the scene */
aiColor3D mClrAmbient;
/** Last touched node index */
short mLastNodeIndex;
/** Master scaling factor of the scene */
float mMasterScale;
/** Current node, root node */
Dot3DS::Node* mCurrentNode, *mRootNode;
/** Scene under construction */
Dot3DS::Scene* mScene;
/** Ambient base color of the scene */
aiColor3D mClrAmbient;
/** Master scaling factor of the scene */
float mMasterScale;
/** Path to the background image of the scene */
std::string mBackgroundImage;
bool bHasBG;
};
/** Path to the background image of the scene */
std::string mBackgroundImage;
bool bHasBG;
};
} // end of namespace Assimp

View File

@ -1,67 +1,64 @@
/** @file Implementation of the helper class to quickly find vertices close to a given position */
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the helper class to quickly find
vertices close to a given position. Special implementation for
the 3ds loader handling smooth groups correctly */
#include <algorithm>
#include "3DSSpatialSort.h"
#include "aiAssert.h"
using namespace Assimp;
using namespace Assimp::Dot3DS;
// ------------------------------------------------------------------------------------------------
// Constructs a spatially sorted representation from the given position array.
D3DSSpatialSorter::D3DSSpatialSorter( const aiVector3D* pPositions,
unsigned int pNumPositions, unsigned int pElementOffset)
D3DSSpatialSorter::D3DSSpatialSorter()
{
// define the reference plane. We choose some arbitrary vector away from all basic axises
// in the hope that no model spreads all its vertices along this plane.
mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
mPlaneNormal.Normalize();
// store references to all given positions along with their distance to the reference plane
mPositions.reserve( pNumPositions);
for( unsigned int a = 0; a < pNumPositions; a++)
{
const char* tempPointer = reinterpret_cast<const char*> (pPositions);
const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
// store position by index and distance
float distance = *vec * mPlaneNormal;
mPositions.push_back( Entry( a, *vec, distance,0));
}
// now sort the array ascending by distance.
std::sort( mPositions.begin(), mPositions.end());
}
// ------------------------------------------------------------------------------------------------
D3DSSpatialSorter::D3DSSpatialSorter( const Dot3DS::Mesh* p_pcMesh)
{
// define the reference plane. We choose some arbitrary vector away from all basic axises
// in the hope that no model spreads all its vertices along this plane.
mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
mPlaneNormal.Normalize();
// store references to all given positions along with their distance to the reference plane
mPositions.reserve( p_pcMesh->mPositions.size());
for( std::vector<Dot3DS::Face>::const_iterator
i = p_pcMesh->mFaces.begin();
i != p_pcMesh->mFaces.end();++i)
{
// store position by index and distance
float distance = p_pcMesh->mPositions[(*i).i1] * mPlaneNormal;
mPositions.push_back( Entry( (*i).i1, p_pcMesh->mPositions[(*i).i1],
distance, (*i).iSmoothGroup));
// triangle vertex 2
distance = p_pcMesh->mPositions[(*i).i2] * mPlaneNormal;
mPositions.push_back( Entry( (*i).i2, p_pcMesh->mPositions[(*i).i2],
distance, (*i).iSmoothGroup));
// triangle vertex 3
distance = p_pcMesh->mPositions[(*i).i3] * mPlaneNormal;
mPositions.push_back( Entry( (*i).i3, p_pcMesh->mPositions[(*i).i3],
distance, (*i).iSmoothGroup));
}
// now sort the array ascending by distance.
std::sort( this->mPositions.begin(), this->mPositions.end());
}
// ------------------------------------------------------------------------------------------------
// Destructor
@ -69,11 +66,39 @@ D3DSSpatialSorter::~D3DSSpatialSorter()
{
// nothing to do here, everything destructs automatically
}
// ------------------------------------------------------------------------------------------------
void D3DSSpatialSorter::AddFace(const Dot3DS::Face* pcFace,
const std::vector<aiVector3D>& vPositions)
{
ai_assert(NULL != pcFace);
// store position by index and distance
float distance = vPositions[pcFace->i1] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->i1, vPositions[pcFace->i1],
distance, pcFace->iSmoothGroup));
// triangle vertex 2
distance = vPositions[pcFace->i2] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->i2, vPositions[pcFace->i2],
distance, pcFace->iSmoothGroup));
// triangle vertex 3
distance = vPositions[pcFace->i3] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->i3, vPositions[pcFace->i3],
distance, pcFace->iSmoothGroup));
}
// ------------------------------------------------------------------------------------------------
void D3DSSpatialSorter::Prepare()
{
// now sort the array ascending by distance.
std::sort( this->mPositions.begin(), this->mPositions.end());
}
// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
void D3DSSpatialSorter::FindPositions( const aiVector3D& pPosition,
uint32_t pSG,float pRadius, std::vector<unsigned int>& poResults) const
uint32_t pSG,
float pRadius,
std::vector<unsigned int>& poResults) const
{
float dist = pPosition * mPlaneNormal;
float minDist = dist - pRadius, maxDist = dist + pRadius;
@ -113,10 +138,10 @@ void D3DSSpatialSorter::FindPositions( const aiVector3D& pPosition,
// Mow start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the given radius to the result aray
float squareEpsilon = pRadius * pRadius;
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
if (0 == pSG)
{
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
float squareEpsilon = pRadius * pRadius;
while( it->mDistance < maxDist)
{
if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
@ -130,8 +155,6 @@ void D3DSSpatialSorter::FindPositions( const aiVector3D& pPosition,
}
else
{
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
float squareEpsilon = pRadius * pRadius;
while( it->mDistance < maxDist)
{
if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
@ -144,5 +167,6 @@ void D3DSSpatialSorter::FindPositions( const aiVector3D& pPosition,
break;
}
}
return;
}

View File

@ -1,10 +1,55 @@
/** Small helper classes to optimise finding vertizes close to a given location */
/*
Free 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.
----------------------------------------------------------------------
*/
/** Small helper classes to optimise finding vertizes close to a given location
*/
#ifndef AI_D3DSSPATIALSORT_H_INC
#define AI_D3DSSPATIALSORT_H_INC
#include <vector>
#include "../include/aiVector3D.h"
#include "3DSHelper.h"
#if (!defined AI_BUILD_NO_ASE_IMPORTER)
# include "3DSHelper.h"
#endif
namespace Assimp
{
@ -19,28 +64,30 @@ class D3DSSpatialSorter
{
public:
D3DSSpatialSorter() {/* This is unintialized. This is evil. This is OK. */}
/** Constructs a spatially sorted representation from the given position array.
* Supply the positions in its layout in memory, the class will only refer to them
* by index.
* @param pPositions Pointer to the first position vector of the array.
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory to the beginning of the next vector.
* @note Smoothing groups are ignored
*/
D3DSSpatialSorter( const aiVector3D* pPositions,
unsigned int pNumPositions, unsigned int pElementOffset);
D3DSSpatialSorter();
// -------------------------------------------------------------------
/** Construction from a given face array, handling smoothing groups properly
* @param p_pcMesh Input mesh.
*/
D3DSSpatialSorter( const Dot3DS::Mesh* p_pcMesh);
D3DSSpatialSorter(const std::vector<aiVector3D>& vPositions);
// -------------------------------------------------------------------
/** Add a face to the spatial sorter
* @param pcFace Face to be added
* @param vPositions Input position list
*/
void AddFace(const Dot3DS::Face* pcFace,
const std::vector<aiVector3D>& vPositions);
// -------------------------------------------------------------------
/** Prepare the spatial sorter for use
*/
void Prepare();
/** Destructor */
~D3DSSpatialSorter();
// -------------------------------------------------------------------
/** Returns an iterator for all positions close to the given position.
* @param pPosition The position to look for vertices.
* @param pSG Only included vertices with at least one shared smooth group
@ -56,6 +103,7 @@ protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
aiVector3D mPlaneNormal;
// -------------------------------------------------------------------
/** An entry in a spatially sorted position array. Consists of a vertex index,
* its position and its precalculated distance from the reference plane */
struct Entry

720
code/ASELoader.cpp 100644
View File

@ -0,0 +1,720 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the ASE importer class */
#include "ASELoader.h"
#include "3DSSpatialSort.h"
#include "MaterialSystem.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
using namespace Assimp::ASE;
#define LOGOUT_WARN(x)
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ASEImporter::ASEImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ASEImporter::~ASEImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
if (extension.length() < 4)return false;
if (extension[0] != '.')return false;
if (extension[1] != 'a' && extension[1] != 'A')return false;
if (extension[2] != 's' && extension[2] != 'S')return false;
// NOTE: Sometimes the extension .ASK is also used
if (extension[3] != 'e' && extension[3] != 'E' &&
extension[3] != 'k' && extension[3] != 'K')return false;
return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void ASEImporter::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
{
throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
}
size_t fileSize = file->FileSize();
// allocate storage and copy the contents of the file to a memory buffer
// (terminate it with zero)
this->mBuffer = new unsigned char[fileSize+1];
file->Read( (void*)mBuffer, 1, fileSize);
this->mBuffer[fileSize] = '\0';
// construct an ASE parser and parse the file
this->mParser = new ASE::Parser((const char*)this->mBuffer);
this->mParser->Parse();
// process all meshes
for (std::vector<ASE::Mesh>::iterator
i = this->mParser->m_vMeshes.begin();
i != this->mParser->m_vMeshes.end();++i)
{
// need to generate proper vertex normals if necessary
this->GenerateNormals(*i);
// now we need to create proper meshes from the import
// we need to split them by materials, build valid vertex/face lists ...
this->BuildUniqueRepresentation(*i);
this->ConvertMeshes(*i,pScene);
}
// buil final material indices (remove submaterials and make the final list)
this->BuildMaterialIndices(pScene);
// build the final node graph
this->BuildNodes(pScene);
// delete the ASE parser
delete this->mParser;
this->mParser = NULL;
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildNodes(aiScene* pcScene)
{
ai_assert(NULL != pcScene);
pcScene->mRootNode = new aiNode();
pcScene->mRootNode->mNumMeshes = pcScene->mNumMeshes;
pcScene->mRootNode->mMeshes = new unsigned int[pcScene->mRootNode->mNumMeshes];
for (unsigned int i = 0; i < pcScene->mRootNode->mNumMeshes;++i)
pcScene->mRootNode->mMeshes[i] = i;
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
{
// allocate output storage
std::vector<aiVector3D> mPositions;
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> mVertexColors;
std::vector<aiVector3D> mNormals;
unsigned int iSize = mesh.mFaces.size() * 3;
mPositions.resize(iSize);
// optional texture coordinates
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
{
if (!mesh.amTexCoords[i].empty())
{
amTexCoords[i].resize(iSize);
}
}
// optional vertex colors
if (!mesh.mVertexColors.empty())
{
mVertexColors.resize(iSize);
}
// optional vertex normals (vertex normals can simply be copied)
if (!mesh.mNormals.empty())
{
mNormals.resize(iSize);
}
// iterate through all faces in the mesh
unsigned int iCurrent = 0;
for (std::vector<ASE::Face>::iterator
i = mesh.mFaces.begin();
i != mesh.mFaces.end();++i)
{
for (unsigned int n = 0; n < 3;++n,++iCurrent)
{
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
// add texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
if (!mesh.amTexCoords[c].empty())
{
amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
}
}
// add vertex colors
if (!mesh.mVertexColors.empty())
{
mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
}
// add normal vectors
if (!mesh.mNormals.empty())
{
mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
}
// assign a new valid index to the face
(*i).mIndices[n] = iCurrent;
}
}
// replace the old arrays
mesh.mNormals = mNormals;
mesh.mPositions = mPositions;
mesh.mVertexColors = mVertexColors;
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
mesh.amTexCoords[c] = amTexCoords[c];
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::ConvertMaterial(ASE::Material& mat)
{
// allocate the output material
mat.pcInstance = new MaterialHelper();
// At first add the base ambient color of the
// scene to the material
mat.mAmbient.r += this->mParser->m_clrAmbient.r;
mat.mAmbient.g += this->mParser->m_clrAmbient.g;
mat.mAmbient.b += this->mParser->m_clrAmbient.b;
aiString name;
name.Set( mat.mName);
mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
// material colors
mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// opacity
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
// shading mode
aiShadingMode eShading = aiShadingMode_NoShading;
switch (mat.mShading)
{
case Dot3DS::Dot3DSFile::Flat:
eShading = aiShadingMode_Flat; break;
case Dot3DS::Dot3DSFile::Phong :
eShading = aiShadingMode_Phong; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse (L dot N) shading
case Dot3DS::Dot3DSFile::Wire:
case Dot3DS::Dot3DSFile::Gouraud:
eShading = aiShadingMode_Gouraud; break;
case Dot3DS::Dot3DSFile::Metal :
eShading = aiShadingMode_CookTorrance; break;
}
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
{
// set the wireframe flag
unsigned int iWire = 1;
mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
}
// texture, if there is one
if( mat.sTexDiffuse.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexDiffuse.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_DIFFUSE(0));
}
if( mat.sTexSpecular.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexSpecular.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_SPECULAR(0));
}
if( mat.sTexOpacity.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexOpacity.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_OPACITY(0));
}
if( mat.sTexEmissive.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexEmissive.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexEmissive.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_EMISSIVE(0));
}
if( mat.sTexAmbient.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexAmbient.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(0));
if (is_not_qnan(mat.sTexAmbient.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexAmbient.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_AMBIENT(0));
}
if( mat.sTexBump.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexBump.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
if (is_not_qnan(mat.sTexBump.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_HEIGHT(0));
}
if( mat.sTexShininess.mMapName.length() > 0)
{
aiString tex;
tex.Set( mat.sTexShininess.mMapName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
if (is_not_qnan(mat.sTexShininess.mTextureBlend))
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
AI_MATKEY_TEXBLEND_SHININESS(0));
}
// store the name of the material itself, too
if( mat.mName.length() > 0)
{
aiString tex;
tex.Set( mat.mName);
mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
}
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
{
ai_assert(NULL != pcScene);
// validate the material index of the mesh
if (mesh.iMaterialIndex >= this->mParser->m_vMaterials.size())
{
mesh.iMaterialIndex = this->mParser->m_vMaterials.size()-1;
LOGOUT_WARN("Material index is out of range");
}
// List of all output meshes
std::vector<aiMesh*> avOutMeshes;
// if the material the mesh is assigned to is consisting of submeshes
// we'll need to split it ... Quak.
if (!this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())
{
std::vector<ASE::Material> vSubMaterials = this->mParser->
m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
vSubMaterials.size()];
// build a list of all faces per submaterial
unsigned int iNum = 0;
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
{
// check range
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
{
LOGOUT_WARN("Submaterial index is out of range");
// use the last material instead
aiSplit[vSubMaterials.size()-1].push_back(i);
}
else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
}
// now generate submeshes
for (unsigned int p = 0; p < vSubMaterials.size();++p)
{
if (aiSplit[p].size() != 0)
{
aiMesh* p_pcOut = new aiMesh();
// let the sub material index
p_pcOut->mMaterialIndex = p;
// we will need this material
this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
// store the real index here ...
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
avOutMeshes.push_back(p_pcOut);
// convert vertices
p_pcOut->mNumVertices = aiSplit[p].size()*3;
p_pcOut->mNumFaces = aiSplit[p].size();
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
if (p_pcOut->mNumVertices != 0)
{
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
unsigned int iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q)
{
unsigned int iIndex = aiSplit[p][q];
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
p_pcOut->mFaces[q].mNumIndices = 3;
for (unsigned int t = 0; t < 3;++t)
{
p_pcOut->mFaces[q].mIndices[t] = iBase;
p_pcOut->mVertices[iBase] = mesh.mPositions[mesh.mFaces[iIndex].mIndices[t]];
p_pcOut->mNormals[iBase++] = mesh.mNormals[mesh.mFaces[iIndex].mIndices[t]];
}
}
}
// convert texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
if (!mesh.amTexCoords[c].empty())
{
p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
unsigned int iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q)
{
unsigned int iIndex = aiSplit[p][q];
for (unsigned int t = 0; t < 3;++t)
{
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
}
}
// setup the number of valid vertex components
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
}
}
// convert vertex colors (only one set supported)
if (!mesh.mVertexColors.empty())
{
p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
unsigned int iBase = 0;
for (unsigned int q = 0; q < aiSplit[p].size();++q)
{
unsigned int iIndex = aiSplit[p][q];
for (unsigned int t = 0; t < 3;++t)
{
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
}
}
}
}
}
// delete storage
delete[] aiSplit;
}
else
{
// otherwise we can simply copy the data to one output mesh
aiMesh* p_pcOut = new aiMesh();
// set an empty sub material index
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
this->mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
// store the real index here ...
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
avOutMeshes.push_back(p_pcOut);
// convert vertices
p_pcOut->mNumVertices = mesh.mPositions.size();
p_pcOut->mNumFaces = mesh.mFaces.size();
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
// copy vertices
p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
mesh.mPositions.size() * sizeof(aiVector3D));
// copy normals
p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
mesh.mNormals.size() * sizeof(aiVector3D));
// copy texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
if (!mesh.amTexCoords[c].empty())
{
p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
mesh.amTexCoords[c].size() * sizeof(aiVector3D));
// setup the number of valid vertex components
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
}
}
// copy vertex colors
if (!mesh.mVertexColors.empty())
{
p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
mesh.mVertexColors.size() * sizeof(aiColor4D));
}
// copy faces
for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)
{
p_pcOut->mFaces[iFace].mNumIndices = 3;
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
// copy indices
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
}
}
// now build the output mesh list
pcScene->mNumMeshes = avOutMeshes.size();
pcScene->mMeshes = new aiMesh*[pcScene->mNumMeshes];
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
pcScene->mMeshes[i] = avOutMeshes[i];
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildMaterialIndices(aiScene* pcScene)
{
ai_assert(NULL != pcScene);
// iterate through all materials and check whether we need them
unsigned int iNum = 0;
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
{
if (this->mParser->m_vMaterials[iMat].bNeed)
{
// convert it to the aiMaterial layout
this->ConvertMaterial(this->mParser->m_vMaterials[iMat]);
iNum++;
}
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[
iMat].avSubMaterials.size();++iSubMat)
{
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
{
// convert it to the aiMaterial layout
this->ConvertMaterial(this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat]);
iNum++;
}
}
}
// allocate the output material array
pcScene->mNumMaterials = iNum;
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
iNum = 0;
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
{
if (this->mParser->m_vMaterials[iMat].bNeed)
{
ai_assert(NULL != this->mParser->m_vMaterials[iMat].pcInstance);
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].pcInstance;
// iterate through all meshes and search for one which is using
// this top-level material index
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
{
if (ASE::Face::DEFAULT_MATINDEX == pcScene->mMeshes[iMesh]->mMaterialIndex &&
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
{
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
}
}
iNum++;
}
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[iMat].avSubMaterials.size();++iSubMat)
{
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
{
ai_assert(NULL != this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].pcInstance);
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].
avSubMaterials[iSubMat].pcInstance;
// iterate through all meshes and search for one which is using
// this sub-level material index
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
{
if (iSubMat == pcScene->mMeshes[iMesh]->mMaterialIndex &&
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
{
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
}
}
iNum++;
}
}
}
// finished!
return;
}
// ------------------------------------------------------------------------------------------------
// Generate normal vectors basing on smoothing groups
void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
{
if (mesh.mNormals.empty())
{
// need to calculate normals ...
// TODO: Find a way to merge this with the code in 3DSGenNormals.cpp
mesh.mNormals.resize(mesh.mPositions.size(),aiVector3D());
for( unsigned int a = 0; a < mesh.mFaces.size(); a++)
{
const ASE::Face& face = mesh.mFaces[a];
// assume it is a triangle
aiVector3D* pV1 = &mesh.mPositions[face.i1];
aiVector3D* pV2 = &mesh.mPositions[face.i2];
aiVector3D* pV3 = &mesh.mPositions[face.i3];
aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1;
aiVector3D vNor = pDelta1 ^ pDelta2;
mesh.mNormals[face.i1] = vNor;
mesh.mNormals[face.i2] = vNor;
mesh.mNormals[face.i3] = vNor;
}
// calculate the position bounds so we have a reliable epsilon to
// check position differences against
// @Schrompf: This is the 7th time this snippet is repeated!
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
for( unsigned int a = 0; a < mesh.mPositions.size(); a++)
{
minVec.x = std::min( minVec.x, mesh.mPositions[a].x);
minVec.y = std::min( minVec.y, mesh.mPositions[a].y);
minVec.z = std::min( minVec.z, mesh.mPositions[a].z);
maxVec.x = std::max( maxVec.x, mesh.mPositions[a].x);
maxVec.y = std::max( maxVec.y, mesh.mPositions[a].y);
maxVec.z = std::max( maxVec.z, mesh.mPositions[a].z);
}
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
std::vector<aiVector3D> avNormals;
avNormals.resize(mesh.mNormals.size());
// now generate the spatial sort tree
D3DSSpatialSorter sSort;
for( std::vector<ASE::Face>::iterator
i = mesh.mFaces.begin();
i != mesh.mFaces.end();++i){sSort.AddFace(&(*i),mesh.mPositions);}
sSort.Prepare();
for( std::vector<ASE::Face>::iterator
i = mesh.mFaces.begin();
i != mesh.mFaces.end();++i)
{
std::vector<unsigned int> poResult;
for (unsigned int c = 0; c < 3;++c)
{
sSort.FindPositions(mesh.mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
posEpsilon,poResult);
aiVector3D vNormals;
float fDiv = 0.0f;
for (std::vector<unsigned int>::const_iterator
a = poResult.begin();
a != poResult.end();++a)
{
vNormals += mesh.mNormals[(*a)];
fDiv += 1.0f;
}
vNormals.x /= fDiv;vNormals.y /= fDiv;vNormals.z /= fDiv;
vNormals.Normalize();
avNormals[(*i).mIndices[c]] = vNormals;
poResult.clear();
}
}
mesh.mNormals = avNormals;
}
return;
}

147
code/ASELoader.h 100644
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@ -0,0 +1,147 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the .ASE importer class. */
#ifndef AI_ASELOADER_H_INCLUDED
#define AI_ASELOADER_H_INCLUDED
#include "BaseImporter.h"
#include "../include/aiTypes.h"
struct aiNode;
#include "ASEParser.h"
namespace Assimp
{
class MaterialHelper;
using namespace ASE;
// ---------------------------------------------------------------------------
/** Used to load ASE files
*/
class ASEImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
ASEImporter();
/** Destructor, private as well */
~ASEImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
append.append("*.ase;*.ask");
}
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Generate normal vectors basing on smoothing groups
* (in some cases the normal are already contained in the file)
* \param mesh Mesh to work on
*/
void GenerateNormals(ASE::Mesh& mesh);
// -------------------------------------------------------------------
/** Create valid vertex/normal/UV/color/face lists.
* All elements are unique, faces have only one set of indices
* after this step occurs.
* \param mesh Mesh to work on
*/
void BuildUniqueRepresentation(ASE::Mesh& mesh);
// -------------------------------------------------------------------
/** Create one-material-per-mesh meshes ;-)
* \param mesh Mesh to work with
* \param pcScene Scene object to be filled
*/
void ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene);
// -------------------------------------------------------------------
/** Convert a material to a MaterialHelper object
* \param mat Input material
*/
void ConvertMaterial(ASE::Material& mat);
// -------------------------------------------------------------------
/** Setup the final material indices for each mesh
* \param pcScene Scene object to be filled
*/
void BuildMaterialIndices(aiScene* pcScene);
// -------------------------------------------------------------------
/** Build the node graph
* \param pcScene Scene object to be filled
*/
void BuildNodes(aiScene* pcScene);
protected:
/** Parser instance */
ASE::Parser* mParser;
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

1644
code/ASEParser.cpp 100644

File diff suppressed because it is too large Load Diff

387
code/ASEParser.h 100644
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@ -0,0 +1,387 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing ASE files */
#ifndef AI_ASEFILEHELPER_H_INC
#define AI_ASEFILEHELPER_H_INC
#include <string>
#include <vector>
#include <list>
#include <sstream>
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
// for some helper routines like IsSpace()
#include "PlyParser.h"
// ASE is quite similar to 3ds. We can reuse some structures
#include "3DSLoader.h"
namespace Assimp
{
// http://wiki.beyondunreal.com/Legacy:ASE_File_Format
namespace ASE
{
using namespace Dot3DS;
// ---------------------------------------------------------------------------
/** Helper structure representing an ASE material */
struct Material : public Dot3DS::Material
{
//! Default constructor
Material() : pcInstance(NULL), bNeed (false)
{}
//! Ambient texture channel
Texture sTexAmbient;
//! Contains all sub materials of this material
std::vector<Material> avSubMaterials;
//! MaterialHelper object
MaterialHelper* pcInstance;
//! Can we remove this material?
bool bNeed;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file face */
struct Face : public Dot3DS::Face
{
//! Default constructor. Initializes everything with 0
Face()
{
mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
{
amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
}
iMaterial = DEFAULT_MATINDEX;
iFace = 0;
}
//! special value to indicate that no material index has
//! been assigned to a face. The default material index
//! will replace this value later.
static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
//! Indices into the list of vertices
unsigned int mIndices[3];
//! Indices into each list of texture coordinates
unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
//! Index into the list of vertex colors
unsigned int mColorIndices[3];
//! (Sub)Material index to be assigned to this face
unsigned int iMaterial;
//! Index of the face. It is not specified whether it is
//! a requirement of the file format that all faces are
//! written in sequential order, so we have to expect this case
unsigned int iFace;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file mesh */
struct Mesh
{
//! Constructor. Creates a default name for the mesh
Mesh()
{
static int iCnt = 0;
std::stringstream ss(mName);
ss << "%%_UNNAMED_" << iCnt++ << "_%%";
// use 2 texture vertex components by default
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
this->mNumUVComponents[c] = 2;
}
std::string mName;
//! vertex positions
std::vector<aiVector3D> mPositions;
//! List of all faces loaded
std::vector<ASE::Face> mFaces;
//! List of all texture coordinate sets
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
//! List of all vertex color sets.
std::vector<aiColor4D> mVertexColors;
//! List of normal vectors
std::vector<aiVector3D> mNormals;
//! Transformation matrix of the mesh
aiMatrix4x4 mTransform;
//! Material index of the mesh
unsigned int iMaterialIndex;
//! Number of vertex components for each UVW set
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
};
// ---------------------------------------------------------------------------------
/** \brief Class to parse ASE files
*/
class Parser
{
private:
Parser() {}
public:
//! Construct a parser from a given input file which is
//! guaranted to be terminated with zero.
Parser (const char* szFile);
// -------------------------------------------------------------------
//! Parses the file into the parsers internal representation
void Parse();
private:
// -------------------------------------------------------------------
//! Parse the *SCENE block in a file
void ParseLV1SceneBlock();
// -------------------------------------------------------------------
//! Parse the *MATERIAL_LIST block in a file
void ParseLV1MaterialListBlock();
// -------------------------------------------------------------------
//! Parse a *GEOMOBJECT block in a file
//! \param mesh Mesh object to be filled
void ParseLV1GeometryObjectBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MATERIAL blocks in a material list
//! \param mat Material structure to be filled
void ParseLV2MaterialBlock(Material& mat);
// -------------------------------------------------------------------
//! Parse a *NODE_TM block in a file
//! \param mesh Mesh object to be filled
void ParseLV2NodeTransformBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH block in a file
//! \param mesh Mesh object to be filled
void ParseLV2MeshBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse the *MAP_XXXXXX blocks in a material
//! \param map Texture structure to be filled
void ParseLV3MapBlock(Texture& map);
// -------------------------------------------------------------------
//! Parse a *MESH_VERTEX_LIST block in a file
//! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshVertexListBlock(
unsigned int iNumVertices,Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_FACE_LIST block in a file
//! \param iNumFaces Value of *MESH_NUMFACES, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshFaceListBlock(
unsigned int iNumFaces,Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_TVERT_LIST block in a file
//! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
//! \param iChannel Output UVW channel
void ParseLV3MeshTListBlock(
unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACELIST block in a file
//! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
//! \param iChannel Output UVW channel
void ParseLV3MeshTFaceListBlock(
unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
// -------------------------------------------------------------------
//! Parse an additional mapping channel
//! (specified via *MESH_MAPPINGCHANNEL)
//! \param iChannel Channel index to be filled
//! \param mesh Mesh object to be filled
void ParseLV3MappingChannel(
unsigned int iChannel, Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_CVERTLIST block in a file
//! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshCListBlock(
unsigned int iNumVertices, Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_CFACELIST block in a file
//! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
//! Otherwise zero. This is used to check the consistency of the file.
//! A warning is sent to the logger if the validations fails.
//! \param mesh Mesh object to be filled
void ParseLV3MeshCFaceListBlock(
unsigned int iNumFaces, Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_NORMALS block in a file
//! \param mesh Mesh object to be filled
void ParseLV3MeshNormalListBlock(Mesh& mesh);
// -------------------------------------------------------------------
//! Parse a *MESH_FACE block in a file
//! \param out receive the face data
void ParseLV4MeshFace(ASE::Face& out);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
//! \param rIndexOut Output index
void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_VERT block in a file
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
//! \param apOut Output buffer (3 floats)
void ParseLV4MeshFloatTriple(float* apOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
//! (also works for MESH_CFACE)
//! \param apOut Output buffer (3 ints)
//! \param rIndexOut Output index
void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
// -------------------------------------------------------------------
//! Parse a *MESH_TFACE block in a file
//! (also works for MESH_CFACE)
//! \param apOut Output buffer (3 ints)
void ParseLV4MeshLongTriple(unsigned int* apOut);
// -------------------------------------------------------------------
//! Parse a single float element
//! \param fOut Output float
void ParseLV4MeshFloat(float& fOut);
// -------------------------------------------------------------------
//! Parse a single int element
//! \param iOut Output integer
void ParseLV4MeshLong(unsigned int& iOut);
// -------------------------------------------------------------------
//! Skip the opening bracket at the beginning of a complex statement
bool SkipOpeningBracket();
// -------------------------------------------------------------------
//! Skip everything to the next: '*' or '\0'
bool SkipToNextToken();
// -------------------------------------------------------------------
//! Skip the current section until the token after the closing }.
//! This function handles embedded subsections correctly
bool SkipSection();
// -------------------------------------------------------------------
//! Output a warning to the logger
//! \param szWarn Warn message
void LogWarning(const char* szWarn);
// -------------------------------------------------------------------
//! Output an error to the logger
//! \param szWarn Error message
void LogError(const char* szWarn);
public:
//! Pointer to current data
const char* m_szFile;
//! background color to be passed to the viewer
//! QNAN if none was found
aiColor3D m_clrBackground;
//! Base ambient color to be passed to all materials
//! QNAN if none was found
aiColor3D m_clrAmbient;
//! List of all materials found in the file
std::vector<Material> m_vMaterials;
//! List of all meshes found in the file
std::vector<Mesh> m_vMeshes;
//! Current line in the file
unsigned int iLineNumber;
};
};};
#endif // !! include guard

View File

@ -1,22 +1,77 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the Plain-C API */
#include <map>
#include "../include/assimp.h"
#include "../include/assimp.hpp"
#include "../include/aiassert.h"
using namespace Assimp;
#if (defined AI_C_THREADSAFE)
# include <boost/thread/thread.hpp>
# include <boost/thread/mutex.hpp>
#endif
/** Stores the importer objects for all active import processes */
typedef std::map< const aiScene*, Assimp::Importer* > ImporterMap;
/** Local storage of all active import processes */
static ImporterMap gActiveImports;
/** Error message of the last failed import process */
static std::string gLastErrorString;
#if (defined AI_C_THREADSAFE)
/** Global mutex to manage the access to the importer map */
static boost::mutex gMutex;
#endif
// ------------------------------------------------------------------------------------------------
// Reads the given file and returns its content.
const aiScene* aiImportFile( const char* pFile, unsigned int pFlags)
{
ai_assert(NULL != pFile);
// create an Importer for this file
Assimp::Importer* imp = new Assimp::Importer;
// and have it read the file
@ -25,6 +80,9 @@ const aiScene* aiImportFile( const char* pFile, unsigned int pFlags)
// if succeeded, place it in the collection of active processes
if( scene)
{
#if (defined AI_C_THREADSAFE)
boost::mutex::scoped_lock lock(gMutex);
#endif
gActiveImports[scene] = imp;
}
else
@ -42,6 +100,13 @@ const aiScene* aiImportFile( const char* pFile, unsigned int pFlags)
// Releases all resources associated with the given import process.
void aiReleaseImport( const aiScene* pScene)
{
if (!pScene)return;
// lock the mutex
#if (defined AI_C_THREADSAFE)
boost::mutex::scoped_lock lock(gMutex);
#endif
// find the importer associated with this data
ImporterMap::iterator it = gActiveImports.find( pScene);
// it should be there... else the user is playing fools with us
@ -59,3 +124,52 @@ const char* aiGetErrorString()
{
return gLastErrorString.c_str();
}
// ------------------------------------------------------------------------------------------------
// Returns the error text of the last failed import process.
int aiIsExtensionSupported(const char* szExtension)
{
ai_assert(NULL != szExtension);
// lock the mutex
#if (defined AI_C_THREADSAFE)
boost::mutex::scoped_lock lock(gMutex);
#endif
if (!gActiveImports.empty())
{
return (int)((*(gActiveImports.begin())).second->IsExtensionSupported(
std::string ( szExtension )));
}
// need to create a temporary Importer instance.
// TODO: Find a better solution ...
Assimp::Importer* pcTemp = new Assimp::Importer();
int i = (int)pcTemp->IsExtensionSupported(std::string ( szExtension ));
delete pcTemp;
return i;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all file extensions supported by ASSIMP
void aiGetExtensionList(aiString* szOut)
{
ai_assert(NULL != szOut);
// lock the mutex
#if (defined AI_C_THREADSAFE)
boost::mutex::scoped_lock lock(gMutex);
#endif
std::string szTemp;
if (!gActiveImports.empty())
{
(*(gActiveImports.begin())).second->GetExtensionList(szTemp);
szOut->Set ( szTemp );
return;
}
// need to create a temporary Importer instance.
// TODO: Find a better solution ...
Assimp::Importer* pcTemp = new Assimp::Importer();
pcTemp->GetExtensionList(szTemp);
szOut->Set ( szTemp );
delete pcTemp;
}

View File

@ -1,5 +1,47 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the few default functions of the base importer class */
#include "BaseImporter.h"
#include "DefaultLogger.h"
#include "../include/aiScene.h"
#include "aiAssert.h"
using namespace Assimp;
@ -33,6 +75,9 @@ aiScene* BaseImporter::ReadFile( const std::string& pFile, IOSystem* pIOHandler)
{
// extract error description
mErrorText = exception->GetErrorText();
DefaultLogger::get()->error(mErrorText);
delete exception;
// and kill the partially imported data

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the base class for all importer worker classes. */
#ifndef AI_BASEIMPORTER_H_INC
#define AI_BASEIMPORTER_H_INC
@ -22,8 +62,10 @@ public:
mErrorText = pErrorText;
}
// -------------------------------------------------------------------
/** Returns the error text provided when throwing the exception */
const std::string& GetErrorText() const { return mErrorText; }
inline const std::string& GetErrorText() const
{ return mErrorText; }
private:
std::string mErrorText;
@ -36,15 +78,16 @@ private:
* The interface defines two functions: CanRead() is used to check if the
* importer can handle the format of the given file. If an implementation of
* this function returns true, the importer then calls ReadFile() which
* imports the given file. ReadFile is not overridable, it just calls InternReadFile()
* and catches any ImportErrorException that might occur.
* imports the given file. ReadFile is not overridable, it just calls
* InternReadFile() and catches any ImportErrorException that might occur.
*/
class BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
/** Constructor to be privately used by #Importer */
BaseImporter();
/** Destructor, private as well */
@ -56,46 +99,73 @@ public:
* @param pFile Path and file name of the file to be examined.
* @param pIOHandler The IO handler to use for accessing any file.
* @return true if the class can read this file, false if not.
*
* @note Sometimes ASSIMP uses this method to determine whether a
* a given file extension is generally supported. In this case the
* file extension is passed in the pFile parameter, pIOHandler is NULL
*/
virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const = 0;
virtual bool CanRead( const std::string& pFile,
IOSystem* pIOHandler) const = 0;
// -------------------------------------------------------------------
/** Imports the given file and returns the imported data.
* If the import succeeds, ownership of the data is transferred to the caller.
* If the import failes, NULL is returned. The function takes care that any
* partially constructed data is destroyed beforehand.
* If the import succeeds, ownership of the data is transferred to
* the caller. If the import failes, NULL is returned. The function
* takes care that any partially constructed data is destroyed
* beforehand.
*
* @param pFile Path of the file to be imported.
* @param pIOHandler IO-Handler used to open this and possible other files.
* @return The imported data or NULL if failed. If it failed a human-readable
* error description can be retrieved by calling GetErrorText()
* @return The imported data or NULL if failed. If it failed a
* human-readable error description can be retrieved by calling
* GetErrorText()
*
* @note This function is not intended to be overridden. Implement InternReadFile()
* to do the import. If an exception is thrown somewhere in InternReadFile(),
* this function will catch it and transform it into a suitable response to the caller.
* @note This function is not intended to be overridden. Implement
* InternReadFile() to do the import. If an exception is thrown somewhere
* in InternReadFile(), this function will catch it and transform it into
* a suitable response to the caller.
*/
aiScene* ReadFile( const std::string& pFile, IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Returns the error description of the last error that occured.
* @return A description of the last error that occured. An empty string if no error.
* @return A description of the last error that occured. An empty
* string if there was no error.
*/
const std::string& GetErrorText() const { return mErrorText; }
inline const std::string& GetErrorText() const
{ return mErrorText; }
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure. The function is
* expected to throw an ImportErrorException if there is an error. If it
* terminates normally, the data in aiScene is expected to be correct.
* Override this function to implement the actual importing.
/** Called by Importer::GetExtensionList() for each loaded importer.
* Importer implementations should append all file extensions
* which they supported to the passed string.
* Example: "*.blabb;*.quak;*.gug;*.foo" (no comma after the last!)
* @param append Output string
*/
virtual void GetExtensionList(std::string& append) = 0;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure. The
* function is expected to throw an ImportErrorException if there is
* an error. If it terminates normally, the data in aiScene is
* expected to be correct. Override this function to implement the
* actual importing.
*
* @param pFile Path of the file to be imported.
* @param pScene The scene object to hold the imported data.
* NULL is not a valid parameter.
* @param pIOHandler The IO handler to use for any file access.
* NULL is not a valid parameter.
*/
virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) = 0;
virtual void InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler) = 0;
protected:
/** Error description in case there was one. */
std::string mErrorText;
};

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Base class of all import post processing steps */
#ifndef AI_BASEPROCESS_H_INC
#define AI_BASEPROCESS_H_INC

View File

@ -1,5 +1,46 @@
/** @file Implementation of the post processing step to calculate tangents and bitangents
* for all imported meshes
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the post processing step to calculate
* tangents and bitangents for all imported meshes
*/
#include <vector>

View File

@ -1,3 +1,44 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to calculate tangents and bitangents on all imported meshes.*/
#ifndef AI_CALCTANGENTSPROCESS_H_INC
#define AI_CALCTANGENTSPROCESS_H_INC

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
#ifndef AI_CONVERTTOLHPROCESS_H_INC
#define AI_CONVERTTOLHPROCESS_H_INC

View File

@ -1,3 +1,43 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Default File I/O implementation for #Importer */
#include "DefaultIOStream.h"
@ -8,7 +48,6 @@
using namespace Assimp;
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
DefaultIOStream::~DefaultIOStream()
{
@ -17,8 +56,6 @@ DefaultIOStream::~DefaultIOStream()
fclose(this->mFile);
}
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
size_t DefaultIOStream::Read(void* pvBuffer,
size_t pSize,
@ -29,9 +66,6 @@ size_t DefaultIOStream::Read(void* pvBuffer,
return fread(pvBuffer, pSize, pCount, this->mFile);
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
size_t DefaultIOStream::Write(const void* pvBuffer,
size_t pSize,
@ -42,9 +76,6 @@ size_t DefaultIOStream::Write(const void* pvBuffer,
fseek(mFile, 0, SEEK_SET);
return fwrite(pvBuffer, pSize, pCount, this->mFile);
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
aiReturn DefaultIOStream::Seek(size_t pOffset,
aiOrigin pOrigin)
@ -56,9 +87,6 @@ aiReturn DefaultIOStream::Seek(size_t pOffset,
(aiOrigin_END == pOrigin ? SEEK_END : SEEK_SET)))
? AI_SUCCESS : AI_FAILURE);
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
size_t DefaultIOStream::Tell() const
{
@ -66,8 +94,6 @@ size_t DefaultIOStream::Tell() const
return ftell(this->mFile);
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
size_t DefaultIOStream::FileSize() const
{

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Default file I/O using fXXX()-family of functions */
#ifndef AI_DEFAULTIOSTREAM_H_INC
#define AI_DEFAULTIOSTREAM_H_INC

View File

@ -1,3 +1,43 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Default implementation of IOSystem using the standard C file functions */
#include <stdlib.h>
#include <string>

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Default implementation of IOSystem using the standard C file functions */
#ifndef AI_DEFAULTIOSYSTEM_H_INC
#define AI_DEFAULTIOSYSTEM_H_INC

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the post processing step to generate face
* normals for all imported faces.
*/

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to compute face normals for all loaded faces*/
#ifndef AI_GENFACENORMALPROCESS_H_INC
#define AI_GENFACENORMALPROCESS_H_INC

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the post processing step to generate face
* normals for all imported faces.
*/

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to compute vertex normals for all loaded vertizes */
#ifndef AI_GENVERTEXNORMALPROCESS_H_INC
#define AI_GENVERTEXNORMALPROCESS_H_INC

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the CPP-API class #Importer */
#include <fstream>
#include <string>
@ -8,12 +49,35 @@
#include "BaseProcess.h"
#include "DefaultIOStream.h"
#include "DefaultIOSystem.h"
#include "XFileImporter.h"
#include "3DSLoader.h"
#include "MD3Loader.h"
#include "MD2Loader.h"
#include "PlyLoader.h"
#include "ObjFileImporter.h"
#if (!defined AI_BUILD_NO_X_IMPORTER)
# include "XFileImporter.h"
#endif
#if (!defined AI_BUILD_NO_3DS_IMPORTER)
# include "3DSLoader.h"
#endif
#if (!defined AI_BUILD_NO_MD3_IMPORTER)
# include "MD3Loader.h"
#endif
#if (!defined AI_BUILD_NO_MD4_IMPORTER)
# include "MD4Loader.h"
#endif
#if (!defined AI_BUILD_NO_MDL_IMPORTER)
# include "MDLLoader.h"
#endif
#if (!defined AI_BUILD_NO_MD2_IMPORTER)
# include "MD2Loader.h"
#endif
#if (!defined AI_BUILD_NO_PLY_IMPORTER)
# include "PlyLoader.h"
#endif
#if (!defined AI_BUILD_NO_ASE_IMPORTER)
# include "ASELoader.h"
#endif
#if (!defined AI_BUILD_NO_OBJ_IMPORTER)
# include "ObjFileImporter.h"
#endif
#include "CalcTangentsProcess.h"
#include "JoinVerticesProcess.h"
#include "ConvertToLHProcess.h"
@ -32,25 +96,47 @@ Importer::Importer() :
mScene(NULL),
mErrorString("")
{
// default IO handler
// allocate a default IO handler
mIOHandler = new DefaultIOSystem;
// add an instance of each worker class here
#if (!defined AI_BUILD_NO_X_IMPORTER)
mImporter.push_back( new XFileImporter());
#endif
#if (!defined AI_BUILD_NO_OBJ_IMPORTER)
mImporter.push_back( new ObjFileImporter());
#endif
#if (!defined AI_BUILD_NO_3DS_IMPORTER)
mImporter.push_back( new Dot3DSImporter());
#endif
#if (!defined AI_BUILD_NO_MD3_IMPORTER)
mImporter.push_back( new MD3Importer());
#endif
#if (!defined AI_BUILD_NO_MD2_IMPORTER)
mImporter.push_back( new MD2Importer());
#endif
#if (!defined AI_BUILD_NO_PLY_IMPORTER)
mImporter.push_back( new PLYImporter());
#endif
#if (!defined AI_BUILD_NO_MDL_IMPORTER)
mImporter.push_back( new MDLImporter());
#endif
#if (!defined AI_BUILD_NO_MD4_IMPORTER)
mImporter.push_back( new MD4Importer());
#endif
#if (!defined AI_BUILD_NO_ASE_IMPORTER)
mImporter.push_back( new ASEImporter());
#endif
// add an instance of each post processing step here in the order of sequence it is executed
mPostProcessingSteps.push_back( new TriangulateProcess());
mPostProcessingSteps.push_back( new SplitLargeMeshesProcess());
mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Triangle());
mPostProcessingSteps.push_back( new KillNormalsProcess());
mPostProcessingSteps.push_back( new GenFaceNormalsProcess());
mPostProcessingSteps.push_back( new GenVertexNormalsProcess());
mPostProcessingSteps.push_back( new CalcTangentsProcess());
mPostProcessingSteps.push_back( new JoinVerticesProcess());
mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Vertex());
mPostProcessingSteps.push_back( new ConvertToLHProcess());
}
@ -63,6 +149,7 @@ Importer::~Importer()
for( unsigned int a = 0; a < mPostProcessingSteps.size(); a++)
delete mPostProcessingSteps[a];
// delete the assigned IO handler
delete mIOHandler;
// kill imported scene. Destructors should do that recursivly
@ -73,8 +160,17 @@ Importer::~Importer()
// Supplies a custom IO handler to the importer to open and access files.
void Importer::SetIOHandler( IOSystem* pIOHandler)
{
delete mIOHandler;
mIOHandler = pIOHandler;
if (NULL == pIOHandler)
{
delete mIOHandler;
mIOHandler = new DefaultIOSystem();
}
else if (mIOHandler != pIOHandler)
{
delete mIOHandler;
mIOHandler = pIOHandler;
}
return;
}
// ------------------------------------------------------------------------------------------------
@ -128,9 +224,40 @@ const aiScene* Importer::ReadFile( const std::string& pFile, unsigned int pFlags
}
// ------------------------------------------------------------------------------------------------
// Empty and rpivate copy constructor
// Empty and private copy constructor
Importer::Importer(const Importer &other)
{
// empty
}
// ------------------------------------------------------------------------------------------------
// Helper function to check whether an extension is supported by ASSIMP
bool Importer::IsExtensionSupported(const std::string& szExtension)
{
for (std::vector<BaseImporter*>::const_iterator
i = this->mImporter.begin();
i != this->mImporter.end();++i)
{
// pass the file extension to the CanRead(..,NULL)-method
if ((*i)->CanRead(szExtension,NULL))return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Helper function to build a list of all file extensions supported by ASSIMP
void Importer::GetExtensionList(std::string& szOut)
{
unsigned int iNum = 0;
for (std::vector<BaseImporter*>::const_iterator
i = this->mImporter.begin();
i != this->mImporter.end();++i,++iNum)
{
// insert a comma as delimiter character
if (0 != iNum)
szOut.append(";");
(*i)->GetExtensionList(szOut);
}
return;
}

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the post processing step to join identical vertices
* for all imported meshes
*/

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to join identical vertices on all imported meshes.*/
#ifndef AI_JOINVERTICESPROCESS_H_INC
#define AI_CALCTANGENTSPROCESS_H_INC

View File

@ -1,3 +1,43 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the post processing step tokill mesh normals
*/
#include "KillNormalsProcess.h"

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to kill all loaded normals */
#ifndef AI_KILLNORMALPROCESS_H_INC
#define AI_KILLNORMALPROCESS_H_INC

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing MD2 files */
#ifndef AI_MD2FILEHELPER_H_INC
#define AI_MD2FILEHELPER_H_INC

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the MD2 importer class */
#include "MD2Loader.h"
#include "MaterialSystem.h"
@ -150,11 +191,11 @@ void MD2Importer::InternReadFile(
std::vector<aiVector3D> vTexCoords;
std::vector<aiVector3D> vNormals;
vPositions.resize(this->m_pcHeader->numVertices,aiVector3D());
vTexCoords.resize(this->m_pcHeader->numVertices,aiVector3D(
vPositions.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
vTexCoords.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D(
std::numeric_limits<float>::quiet_NaN(),
std::numeric_limits<float>::quiet_NaN(),0.0f));
vNormals.resize(this->m_pcHeader->numVertices,aiVector3D());
vNormals.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
// not sure whether there are MD2 files without texture coordinates
if (0 != this->m_pcHeader->numTexCoords && 0 != this->m_pcHeader->numSkins)
@ -198,32 +239,9 @@ void MD2Importer::InternReadFile(
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
}
// now read all vertices of the frame
for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numVertices;++i)
{
// read x,y, and z component of the vertex
aiVector3D& vec = vPositions[i];
vec.x = (float)pcVerts[i].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
vec.z = (float)pcVerts[i].vertex[1] * pcFrame->scale[1];
vec.z += pcFrame->translate[1];
vec.y = (float)pcVerts[i].vertex[2] * pcFrame->scale[2];
vec.y += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
vNormals[i] = *((const aiVector3D*)(&g_avNormals[std::min(
int(pcVerts[i].lightNormalIndex),
int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
std::swap ( vNormals[i].y,vNormals[i].z );
}
// now read all triangles of the first frame, apply scaling and translation
unsigned int iCurrent = 0;
if (0 != this->m_pcHeader->numTexCoords)
{
for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
@ -235,40 +253,47 @@ void MD2Importer::InternReadFile(
// copy texture coordinates
// check whether they are different from the previous value at this index.
// In this case, create a full separate set of vertices/normals/texcoords
for (unsigned int c = 0; c < 3;++c)
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
// validate vertex indices
if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
// copy face indices
pScene->mMeshes[0]->mFaces[i].mIndices[c] = (unsigned int)pcTriangles[i].vertexIndices[c];
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
// read x,y, and z component of the vertex
aiVector3D& vec = vPositions[iCurrent];
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
vec.z += pcFrame->translate[1];
vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
vec.y += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
int(pcVerts[iIndex].lightNormalIndex),
int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
// validate texture coordinates
if (pcTriangles[i].textureIndices[c] >= this->m_pcHeader->numTexCoords)
pcTriangles[i].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
aiVector3D* pcOut = &vTexCoords[pScene->mMeshes[0]->mFaces[i].mIndices[c]];
aiVector3D* pcOut = &vTexCoords[iCurrent];
float u,v;
u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
if ( is_not_qnan ( pcOut->x ) && (pcOut->x != u || pcOut->y != v))
{
// generate a separate vertex/index set
vTexCoords.push_back(aiVector3D(u,v,0.0f));
vPositions.push_back(vPositions[pcTriangles[i].vertexIndices[c]]);
vNormals.push_back(vPositions[pcTriangles[i].vertexIndices[c]]);
unsigned int iPos = vTexCoords.size()-1;
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iPos;
}
else
{
pcOut->x = u;
pcOut->y = v;
}
pcOut->x = u;
pcOut->y = v;
}
}
}
@ -280,18 +305,44 @@ void MD2Importer::InternReadFile(
pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
// validate vertex indices
if (pcTriangles[i].vertexIndices[0] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[0] = this->m_pcHeader->numVertices-1;
if (pcTriangles[i].vertexIndices[1] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[1] = this->m_pcHeader->numVertices-1;
if (pcTriangles[i].vertexIndices[2] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[2] = this->m_pcHeader->numVertices-1;
// copy texture coordinates
// check whether they are different from the previous value at this index.
// In this case, create a full separate set of vertices/normals/texcoords
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
// copy face indices
pScene->mMeshes[0]->mFaces[i].mIndices[0] = (unsigned int)pcTriangles[i].vertexIndices[0];
pScene->mMeshes[0]->mFaces[i].mIndices[1] = (unsigned int)pcTriangles[i].vertexIndices[1];
pScene->mMeshes[0]->mFaces[i].mIndices[2] = (unsigned int)pcTriangles[i].vertexIndices[2];
// validate vertex indices
if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
// copy face indices
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
// read x,y, and z component of the vertex
aiVector3D& vec = vPositions[iCurrent];
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
vec.z += pcFrame->translate[1];
vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
vec.y += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
int(pcVerts[iIndex].lightNormalIndex),
int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
aiVector3D* pcOut = &vTexCoords[iCurrent];
pcOut->x = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
pcOut->y = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
}
}
}
@ -302,9 +353,16 @@ void MD2Importer::InternReadFile(
pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[vPositions.size()];
// memcpy() the data to the c-syle arrays
memcpy(pScene->mMeshes[0]->mVertices, &vPositions[0], vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mNormals, &vNormals[0], vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mTextureCoords[0], &vTexCoords[0], vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mVertices, &vPositions[0],
vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mNormals, &vNormals[0],
vPositions.size() * sizeof(aiVector3D));
if (0 != this->m_pcHeader->numTexCoords)
{
memcpy(pScene->mMeshes[0]->mTextureCoords[0], &vTexCoords[0],
vPositions.size() * sizeof(aiVector3D));
}
return;
}

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the .MD2 importer class. */
#ifndef AI_MD2LOADER_H_INCLUDED
#define AI_MD2LOADER_H_INCLUDED
@ -10,47 +50,57 @@ struct aiNode;
namespace Assimp
{
class MaterialHelper;
class MaterialHelper;
using namespace MD2;
using namespace MD2;
// ---------------------------------------------------------------------------
/** Used to load MD2 files
*/
class MD2Importer : public BaseImporter
// ---------------------------------------------------------------------------
/** Used to load MD2 files
*/
class MD2Importer : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
MD2Importer();
/** Destructor, private as well */
~MD2Importer();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
friend class Importer;
append.append("*.md2");
}
protected:
/** Constructor to be privately used by Importer */
MD2Importer();
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
/** Destructor, private as well */
~MD2Importer();
protected:
public:
/** Header of the MD2 file */
const MD2::Header* m_pcHeader;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
protected:
/** Header of the MD2 file */
const MD2::Header* m_pcHeader;
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
} // end of namespace Assimp

View File

@ -1,11 +1,55 @@
/*
* Slightly modified version of the anorms.h header file released by
* ID software with the Quake 2 source code.
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/*
* @file Slightly modified version of the anorms.h header file
* released by ID software with the Quake 2 source code.
*
* Table of normals used by MD2 models
*/
float g_avNormals[][3] = {
#ifndef AI_MDL_NORMALTABLE_H_INC
#define AI_MDL_NORMALTABLE_H_INC
float g_avNormals[162][3] = {
{ -0.525731f, 0.000000f, 0.850651f },
{ -0.442863f, 0.238856f, 0.864188f },
{ -0.295242f, 0.000000f, 0.955423f },
@ -169,3 +213,5 @@ float g_avNormals[][3] = {
{ -0.587785f, -0.425325f, -0.688191f },
{ -0.688191f, -0.587785f, -0.425325f }
};
#endif // !! include guard

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing MD3 files */
#ifndef AI_MD3FILEHELPER_H_INC
#define AI_MD3FILEHELPER_H_INC
@ -43,51 +83,51 @@ namespace MD3
#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
// ---------------------------------------------------------------------------
/** \brief Data structure for the MD3 main header
/** \brief Data structure for the MD3 main header
*/
// ---------------------------------------------------------------------------
struct Header
{
// magic number
//! magic number
int32_t IDENT;
// file format version
//! file format version
int32_t VERSION;
// original name in .pak archive
//! original name in .pak archive
unsigned char NAME[ AI_MD3_MAXQPATH ];
// unknown
//! unknown
int32_t FLAGS;
// number of frames in the file
//! number of frames in the file
int32_t NUM_FRAMES;
// number of tags in the file
//! number of tags in the file
int32_t NUM_TAGS;
// number of surfaces in the file
//! number of surfaces in the file
int32_t NUM_SURFACES;
// number of skins in the file
//! number of skins in the file
int32_t NUM_SKINS;
// offset of the first frame
//! offset of the first frame
int32_t OFS_FRAMES;
// offset of the first tag
//! offset of the first tag
int32_t OFS_TAGS;
// offset of the first surface
//! offset of the first surface
int32_t OFS_SURFACES;
// end of file
//! end of file
int32_t OFS_EOF;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for the frame header
/** \brief Data structure for the frame header
*/
// ---------------------------------------------------------------------------
struct Frame
@ -97,7 +137,7 @@ struct Frame
// ---------------------------------------------------------------------------
/** \brief Data structure for the tag header
/** \brief Data structure for the tag header
*/
// ---------------------------------------------------------------------------
struct Tag
@ -107,95 +147,95 @@ struct Tag
// ---------------------------------------------------------------------------
/** \brief Data structure for the surface header
/** \brief Data structure for the surface header
*/
// ---------------------------------------------------------------------------
struct Surface
{
// magic number
//! magic number
int32_t IDENT;
// original name of the surface
//! original name of the surface
unsigned char NAME[ AI_MD3_MAXQPATH ];
// unknown
//! unknown
int32_t FLAGS;
// number of frames in the surface
//! number of frames in the surface
int32_t NUM_FRAMES;
// number of shaders in the surface
//! number of shaders in the surface
int32_t NUM_SHADER;
// number of vertices in the surface
//! number of vertices in the surface
int32_t NUM_VERTICES;
// number of triangles in the surface
//! number of triangles in the surface
int32_t NUM_TRIANGLES;
// offset to the triangle data
//! offset to the triangle data
int32_t OFS_TRIANGLES;
// offset to the shader data
//! offset to the shader data
int32_t OFS_SHADERS;
// offset to the texture coordinate data
//! offset to the texture coordinate data
int32_t OFS_ST;
// offset to the vertex/normal data
//! offset to the vertex/normal data
int32_t OFS_XYZNORMAL;
// offset to the end of the Surface object
//! offset to the end of the Surface object
int32_t OFS_END;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a shader
/** \brief Data structure for a shader
*/
// ---------------------------------------------------------------------------
struct Shader
{
// filename of the shader
//! filename of the shader
unsigned char NAME[ AI_MD3_MAXQPATH ];
// index of the shader
//! index of the shader
int32_t SHADER_INDEX;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a triangle
/** \brief Data structure for a triangle
*/
// ---------------------------------------------------------------------------
struct Triangle
{
// triangle indices
//! triangle indices
int32_t INDEXES[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for an UV coord
/** \brief Data structure for an UV coord
*/
// ---------------------------------------------------------------------------
struct TexCoord
{
// UV coordinates
//! UV coordinates
float U,V;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a vertex
/** \brief Data structure for a vertex
*/
// ---------------------------------------------------------------------------
struct Vertex
{
// X/Y/Z coordinates
//! X/Y/Z coordinates
int16_t X,Y,Z;
// encoded normal vector
//! encoded normal vector
int16_t NORMAL;
} PACK_STRUCT;

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the MD3 importer class */
#include "MD3Loader.h"
#include "MaterialSystem.h"
@ -142,7 +183,7 @@ void MD3Importer::InternReadFile(
pScene->mMeshes[iNum] = new aiMesh();
aiMesh* pcMesh = pScene->mMeshes[iNum];
pcMesh->mNumVertices = pcSurfaces->NUM_VERTICES;
pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
pcMesh->mNumBones = 0;
pcMesh->mColors[0] = pcMesh->mColors[1] = pcMesh->mColors[2] = pcMesh->mColors[3] = NULL;
pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
@ -153,35 +194,32 @@ void MD3Importer::InternReadFile(
pcMesh->mTextureCoords[1] = pcMesh->mTextureCoords[2] = pcMesh->mTextureCoords[3] = NULL;
pcMesh->mNumUVComponents[0] = 2;
// fill in all vertices and normals
// fill in all texture coordinates
for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_VERTICES;++i)
{
pcMesh->mVertices[i].x = pcVertices->X;
pcMesh->mVertices[i].y = pcVertices->Y;
pcMesh->mVertices[i].z = -1.0f*pcVertices->Z;
// convert the normal vector to uncompressed float3 format
LatLngNormalToVec3(pcVertices->NORMAL,(float*)&pcMesh->mNormals[i]);
// read texture coordinates
pcMesh->mTextureCoords[0][i].x = pcUVs->U;
pcMesh->mTextureCoords[0][i].y = 1.0f - pcUVs->V;
pcVertices++;
pcUVs++;
}
// fill in all triangles
unsigned int iCurrent = 0;
for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
{
pcMesh->mFaces[i].mIndices = new unsigned int[3];
pcMesh->mFaces[i].mNumIndices = 3;
pcMesh->mFaces[i].mIndices[0] = pcTriangles->INDEXES[0];
pcMesh->mFaces[i].mIndices[1] = pcTriangles->INDEXES[1];
pcMesh->mFaces[i].mIndices[2] = pcTriangles->INDEXES[2];
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
pcMesh->mFaces[i].mIndices[c] = iCurrent;
// read vertices
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X;
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y;
pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z * -1.0f;
// convert the normal vector to uncompressed float3 format
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
(float*)&pcMesh->mNormals[iCurrent]);
std::swap ( pcMesh->mNormals[iCurrent].y,pcMesh->mNormals[iCurrent].z );
// read texture coordinates
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[ pcTriangles->INDEXES[c]].V;
}
pcTriangles++;
}
@ -250,12 +288,15 @@ void MD3Importer::InternReadFile(
{
MaterialHelper* pcHelper = new MaterialHelper();
aiString szString;
const size_t iLen = strlen(szEndDir2);
memcpy(szString.data,szEndDir2,iLen+1);
szString.length = iLen-1;
if (szEndDir2)
{
aiString szString;
const size_t iLen = strlen(szEndDir2);
memcpy(szString.data,szEndDir2,iLen+1);
szString.length = iLen-1;
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
int iMode = (int)aiShadingMode_Gouraud;
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the .MD3 importer class. */
#ifndef AI_MD3LOADER_H_INCLUDED
#define AI_MD3LOADER_H_INCLUDED
@ -13,46 +53,56 @@ struct aiNode;
#include "MD3FileData.h"
namespace Assimp
{
class MaterialHelper;
class MaterialHelper;
using namespace MD3;
using namespace MD3;
// ---------------------------------------------------------------------------
/** Used to load MD3 files
*/
class MD3Importer : public BaseImporter
// ---------------------------------------------------------------------------
/** Used to load MD3 files
*/
class MD3Importer : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
MD3Importer();
/** Destructor, private as well */
~MD3Importer();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
friend class Importer;
append.append("*.md3");
}
protected:
/** Constructor to be privately used by Importer */
MD3Importer();
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
/** Destructor, private as well */
~MD3Importer();
protected:
public:
/** Header of the MD3 file */
const MD3::Header* m_pcHeader;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
protected:
/** Header of the MD3 file */
const MD3::Header* m_pcHeader;
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
} // end of namespace Assimp

View File

@ -0,0 +1,218 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing MD4 files */
#ifndef AI_MD4FILEHELPER_H_INC
#define AI_MD4FILEHELPER_H_INC
#include <string>
#include <vector>
#include <sstream>
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error Compiler not supported
#endif
namespace Assimp
{
// http://gongo.quakedev.com/md4.html
namespace MD4
{
#define AI_MD4_MAGIC_NUMBER_BE 'IDP4'
#define AI_MD4_MAGIC_NUMBER_LE '4PDI'
// common limitations
#define AI_MD4_VERSION 4
#define AI_MD4_MAXQPATH 64
#define AI_MD4_MAX_FRAMES 2028
#define AI_MD4_MAX_SURFACES 32
#define AI_MD4_MAX_BONES 256
#define AI_MD4_MAX_VERTS 4096
#define AI_MD4_MAX_TRIANGLES 8192
// ---------------------------------------------------------------------------
/** \brief Data structure for the MD4 main header
*/
// ---------------------------------------------------------------------------
struct Header
{
//! magic number
int32_t magic;
//! file format version
int32_t version;
//! original name in .pak archive
unsigned char name[ AI_MD4_MAXQPATH ];
//! number of frames in the file
int32_t NUM_FRAMES;
//! number of bones in the file
int32_t NUM_BONES;
//! number of surfaces in the file
int32_t NUM_SURFACES;
//! offset of the first frame
int32_t OFS_FRAMES;
//! offset of the first bone
int32_t OFS_BONES;
//! offset of the first surface
int32_t OFS_SURFACES;
//! end of file
int32_t OFS_EOF;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Stores the local transformation matrix of a bone
*/
// ---------------------------------------------------------------------------
struct BoneFrame
{
float matrix[3][4];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Stores the name / parent index / flag of a node
*/
// ---------------------------------------------------------------------------
struct BoneName
{
char name[32] ;
int parent ;
int flags ;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a surface in a MD4 file
*/
// ---------------------------------------------------------------------------
struct Surface
{
int32_t ident;
char name[64];
char shader[64];
int32_t shaderIndex;
int32_t lodBias;
int32_t minLod;
int32_t ofsHeader;
int32_t numVerts;
int32_t ofsVerts;
int32_t numTris;
int32_t ofsTris;
int32_t numBoneRefs;
int32_t ofsBoneRefs;
int32_t ofsCollapseMap;
int32_t ofsEnd;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD4 vertex' weight
*/
// ---------------------------------------------------------------------------
struct Weight
{
int32_t boneIndex;
float boneWeight;
float offset[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a vertex in a MD4 file
*/
// ---------------------------------------------------------------------------
struct Vertex
{
float vertex[3];
float normal[3];
float texCoords[2];
int32_t numWeights;
Weight weights[1];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a triangle in a MD4 file
*/
// ---------------------------------------------------------------------------
struct Triangle
{
int32_t indexes[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a MD4 frame
*/
// ---------------------------------------------------------------------------
struct Frame
{
float bounds[3][2];
float localOrigin[3];
float radius;
BoneFrame bones[1];
} PACK_STRUCT;
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
};
};
#endif // !! AI_MD4FILEHELPER_H_INC

115
code/MD4Loader.cpp 100644
View File

@ -0,0 +1,115 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the MD4 importer class */
#include "MD4Loader.h"
#include "MaterialSystem.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD4Importer::MD4Importer()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD4Importer::~MD4Importer()
{
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD4Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
if (extension.length() < 4)return false;
if (extension[0] != '.')return false;
// not brilliant but working ;-)
if( extension == ".md4" || extension == ".MD4" ||
extension == ".mD4" || extension == ".Md4")
{
return true;
}
#if (!defined AI_MD4_DONT_SUPPORT_RAVENSOFT_MDR)
if (extension[1] != 'm' && extension[1] != 'M')return false;
if (extension[2] != 'd' && extension[2] != 'D')return false;
if (extension[3] != 'r' && extension[3] != 'R')return false;
#endif
return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD4Importer::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
{
throw new ImportErrorException( "Failed to open md4/mdr file " + pFile + ".");
}
// check whether the md4 file is large enough to contain
// at least the file header
size_t fileSize = file->FileSize();
if( fileSize < sizeof(MD4::Header))
{
throw new ImportErrorException( ".mdd File is too small.");
}
return;
}

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the .MD4 importer class. */
#ifndef AI_MD4LOADER_H_INCLUDED
#define AI_MD4LOADER_H_INCLUDED
@ -10,47 +50,57 @@ struct aiNode;
namespace Assimp
{
class MaterialHelper;
class MaterialHelper;
using namespace MD4;
using namespace MD4;
// ---------------------------------------------------------------------------
/** Used to load MD4 files
*/
class MD4Importer : public BaseImporter
// ---------------------------------------------------------------------------
/** Used to load MD4 files
*/
class MD4Importer : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
MD4Importer();
/** Destructor, private as well */
~MD4Importer();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
friend class Importer;
append.append("*.md4;*.mdr");
}
protected:
/** Constructor to be privately used by Importer */
MD4Importer();
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
/** Destructor, private as well */
~MD4Importer();
protected:
public:
/** Header of the MD4 file */
const MD4::Header* m_pcHeader;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
protected:
/** Header of the MD4 file */
const MD4::Header* m_pcHeader;
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
} // end of namespace Assimp

View File

@ -1,3 +1,44 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the .MD5 importer class. */
#ifndef AI_MD5LOADER_H_INCLUDED
#define AI_MD5LOADER_H_INCLUDED
@ -10,47 +51,57 @@ struct aiNode;
namespace Assimp
{
class MaterialHelper;
class MaterialHelper;
using namespace MD5;
using namespace MD5;
// ---------------------------------------------------------------------------
/** Used to load MD5 files
*/
class MD5Importer : public BaseImporter
// ---------------------------------------------------------------------------
/** Used to load MD5 files
*/
class MD5Importer : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
MD5Importer();
/** Destructor, private as well */
~MD5Importer();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
friend class Importer;
append.append("*.md5");
}
protected:
/** Constructor to be privately used by Importer */
MD5Importer();
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
/** Destructor, private as well */
~MD5Importer();
protected:
public:
/** Header of the MD5 file */
const MD5::Header* m_pcHeader;
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
protected:
/** Header of the MD5 file */
const MD5::Header* m_pcHeader;
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
/** Buffer to hold the loaded file */
const unsigned char* mBuffer;
};
} // end of namespace Assimp

View File

@ -0,0 +1,118 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the default color map used for Quake 1 model textures
*
* The lib tries to load colormap.lmp from the model's directory.
* This table is only used when required.
*/
#ifndef AI_MDL_DEFAULTLMP_H_INC
#define AI_MDL_DEFAULTLMP_H_INC
const unsigned char g_aclrDefaultColorMap[256][3] = {
{ 0, 0, 0}, { 15, 15, 15}, { 31, 31, 31}, { 47, 47, 47},
{ 63, 63, 63}, { 75, 75, 75}, { 91, 91, 91}, {107, 107, 107},
{123, 123, 123}, {139, 139, 139}, {155, 155, 155}, {171, 171, 171},
{187, 187, 187}, {203, 203, 203}, {219, 219, 219}, {235, 235, 235},
{ 15, 11, 7}, { 23, 15, 11}, { 31, 23, 11}, { 39, 27, 15},
{ 47, 35, 19}, { 55, 43, 23}, { 63, 47, 23}, { 75, 55, 27},
{ 83, 59, 27}, { 91, 67, 31}, { 99, 75, 31}, {107, 83, 31},
{115, 87, 31}, {123, 95, 35}, {131, 103, 35}, {143, 111, 35},
{ 11, 11, 15}, { 19, 19, 27}, { 27, 27, 39}, { 39, 39, 51},
{ 47, 47, 63}, { 55, 55, 75}, { 63, 63, 87}, { 71, 71, 103},
{ 79, 79, 115}, { 91, 91, 127}, { 99, 99, 139}, {107, 107, 151},
{115, 115, 163}, {123, 123, 175}, {131, 131, 187}, {139, 139, 203},
{ 0, 0, 0}, { 7, 7, 0}, { 11, 11, 0}, { 19, 19, 0},
{ 27, 27, 0}, { 35, 35, 0}, { 43, 43, 7}, { 47, 47, 7},
{ 55, 55, 7}, { 63, 63, 7}, { 71, 71, 7}, { 75, 75, 11},
{ 83, 83, 11}, { 91, 91, 11}, { 99, 99, 11}, {107, 107, 15},
{ 7, 0, 0}, { 15, 0, 0}, { 23, 0, 0}, { 31, 0, 0},
{ 39, 0, 0}, { 47, 0, 0}, { 55, 0, 0}, { 63, 0, 0},
{ 71, 0, 0}, { 79, 0, 0}, { 87, 0, 0}, { 95, 0, 0},
{103, 0, 0}, {111, 0, 0}, {119, 0, 0}, {127, 0, 0},
{ 19, 19, 0}, { 27, 27, 0}, { 35, 35, 0}, { 47, 43, 0},
{ 55, 47, 0}, { 67, 55, 0}, { 75, 59, 7}, { 87, 67, 7},
{ 95, 71, 7}, {107, 75, 11}, {119, 83, 15}, {131, 87, 19},
{139, 91, 19}, {151, 95, 27}, {163, 99, 31}, {175, 103, 35},
{ 35, 19, 7}, { 47, 23, 11}, { 59, 31, 15}, { 75, 35, 19},
{ 87, 43, 23}, { 99, 47, 31}, {115, 55, 35}, {127, 59, 43},
{143, 67, 51}, {159, 79, 51}, {175, 99, 47}, {191, 119, 47},
{207, 143, 43}, {223, 171, 39}, {239, 203, 31}, {255, 243, 27},
{ 11, 7, 0}, { 27, 19, 0}, { 43, 35, 15}, { 55, 43, 19},
{ 71, 51, 27}, { 83, 55, 35}, { 99, 63, 43}, {111, 71, 51},
{127, 83, 63}, {139, 95, 71}, {155, 107, 83}, {167, 123, 95},
{183, 135, 107}, {195, 147, 123}, {211, 163, 139}, {227, 179, 151},
{171, 139, 163}, {159, 127, 151}, {147, 115, 135}, {139, 103, 123},
{127, 91, 111}, {119, 83, 99}, {107, 75, 87}, { 95, 63, 75},
{ 87, 55, 67}, { 75, 47, 55}, { 67, 39, 47}, { 55, 31, 35},
{ 43, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
{187, 115, 159}, {175, 107, 143}, {163, 95, 131}, {151, 87, 119},
{139, 79, 107}, {127, 75, 95}, {115, 67, 83}, {107, 59, 75},
{ 95, 51, 63}, { 83, 43, 55}, { 71, 35, 43}, { 59, 31, 35},
{ 47, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
{219, 195, 187}, {203, 179, 167}, {191, 163, 155}, {175, 151, 139},
{163, 135, 123}, {151, 123, 111}, {135, 111, 95}, {123, 99, 83},
{107, 87, 71}, { 95, 75, 59}, { 83, 63, 51}, { 67, 51, 39},
{ 55, 43, 31}, { 39, 31, 23}, { 27, 19, 15}, { 15, 11, 7},
{111, 131, 123}, {103, 123, 111}, { 95, 115, 103}, { 87, 107, 95},
{ 79, 99, 87}, { 71, 91, 79}, { 63, 83, 71}, { 55, 75, 63},
{ 47, 67, 55}, { 43, 59, 47}, { 35, 51, 39}, { 31, 43, 31},
{ 23, 35, 23}, { 15, 27, 19}, { 11, 19, 11}, { 7, 11, 7},
{255, 243, 27}, {239, 223, 23}, {219, 203, 19}, {203, 183, 15},
{187, 167, 15}, {171, 151, 11}, {155, 131, 7}, {139, 115, 7},
{123, 99, 7}, {107, 83, 0}, { 91, 71, 0}, { 75, 55, 0},
{ 59, 43, 0}, { 43, 31, 0}, { 27, 15, 0}, { 11, 7, 0},
{ 0, 0, 255}, { 11, 11, 239}, { 19, 19, 223}, { 27, 27, 207},
{ 35, 35, 191}, { 43, 43, 175}, { 47, 47, 159}, { 47, 47, 143},
{ 47, 47, 127}, { 47, 47, 111}, { 47, 47, 95}, { 43, 43, 79},
{ 35, 35, 63}, { 27, 27, 47}, { 19, 19, 31}, { 11, 11, 15},
{ 43, 0, 0}, { 59, 0, 0}, { 75, 7, 0}, { 95, 7, 0},
{111, 15, 0}, {127, 23, 7}, {147, 31, 7}, {163, 39, 11},
{183, 51, 15}, {195, 75, 27}, {207, 99, 43}, {219, 127, 59},
{227, 151, 79}, {231, 171, 95}, {239, 191, 119}, {247, 211, 139},
{167, 123, 59}, {183, 155, 55}, {199, 195, 55}, {231, 227, 87},
{127, 191, 255}, {171, 231, 255}, {215, 255, 255}, {103, 0, 0},
{139, 0, 0}, {179, 0, 0}, {215, 0, 0}, {255, 0, 0},
{255, 243, 147}, {255, 247, 199}, {255, 255, 255}, {159, 91, 83} };
#endif // !! AI_MDL_DEFAULTLMP_H_INC

706
code/MDLFileData.h 100644
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@ -0,0 +1,706 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
//
//! @file Definition of in-memory structures for the MDL file format.
//
// The specification has been taken from various sources on the internet.
// http://tfc.duke.free.fr/coding/mdl-specs-en.html
#ifndef AI_MDLFILEHELPER_H_INC
#define AI_MDLFILEHELPER_H_INC
#include <string>
#include <vector>
#include "../include/aiTypes.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
#include "../include/aiMaterial.h"
// ugly compiler dependent packing stuff
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error Compiler not supported. Never do this again.
#endif
namespace Assimp
{
namespace MDL
{
// magic bytes used in Quake 1 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE 'IDPO'
#define AI_MDL_MAGIC_NUMBER_LE 'OPDI'
// magic bytes used in GameStudio A4 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS4 'MDL3'
#define AI_MDL_MAGIC_NUMBER_LE_GS4 '3LDM'
// magic bytes used in GameStudio A5+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS5a 'MDL4'
#define AI_MDL_MAGIC_NUMBER_LE_GS5a '4LDM'
#define AI_MDL_MAGIC_NUMBER_BE_GS5b 'MDL5'
#define AI_MDL_MAGIC_NUMBER_LE_GS5b '5LDM'
// magic bytes used in GameStudio A6+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS6 'MDL6'
#define AI_MDL_MAGIC_NUMBER_LE_GS6 '6LDM'
// magic bytes used in GameStudio A7+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS7 'MDL7'
#define AI_MDL_MAGIC_NUMBER_LE_GS7 '7LDM'
// common limitations for Quake1 meshes. The loader does not check them,
// but models should not exceed these limits.
#if (!defined AI_MDL_VERSION)
# define AI_MDL_VERSION 6
#endif
#if (!defined AI_MDL_MAX_FRAMES)
# define AI_MDL_MAX_FRAMES 256
#endif
#if (!defined AI_MDL_MAX_UVS)
# define AI_MDL_MAX_UVS 1024
#endif
#if (!defined AI_MDL_MAX_VERTS)
# define AI_MDL_MAX_VERTS 1024
#endif
#if (!defined AI_MDL_MAX_TRIANGLES)
# define AI_MDL_MAX_TRIANGLES 2048
#endif
// ---------------------------------------------------------------------------
/** \struct Header
* \brief Data structure for the MDL main header
*/
// ---------------------------------------------------------------------------
struct Header
{
//! magic number: "IDPO"
int32_t ident;
//! version number: 6
int32_t version;
//! scale factors for each axis
aiVector3D scale;
//! translation factors for each axis
aiVector3D translate;
//! bounding radius of the mesh
float boundingradius;
//! Position of the viewer's exe. Ignored
aiVector3D vEyePos;
//! Number of textures
int32_t num_skins;
//! Texture width in pixels
int32_t skinwidth;
//! Texture height in pixels
int32_t skinheight;
//! Number of vertices contained in the file
int32_t num_verts;
//! Number of triangles contained in the file
int32_t num_tris;
//! Number of frames contained in the file
int32_t num_frames;
//! 0 = synchron, 1 = random . Ignored
int32_t synctype;
//! State flag
int32_t flags;
//! ???
float size;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct Header_MDL7
* \brief Data structure for the MDL 7 main header
*/
// ---------------------------------------------------------------------------
struct Header_MDL7
{
//! magic number: "MDL7"
char ident[4];
//! Version number. Ignored
int32_t version;
//! Number of bones in file
int32_t bones_num;
//! Number of groups in file
int32_t groups_num;
//! Size of data in the file
int32_t data_size;
//! Ignored. Used to store entity specific information
int32_t entlump_size;
//! Ignored. Used to store MED related data
int32_t medlump_size;
// -------------------------------------------------------
// Sizes of some file parts
uint16_t bone_stc_size;
uint16_t skin_stc_size;
uint16_t colorvalue_stc_size;
uint16_t material_stc_size;
uint16_t skinpoint_stc_size;
uint16_t triangle_stc_size;
uint16_t mainvertex_stc_size;
uint16_t framevertex_stc_size;
uint16_t bonetrans_stc_size;
uint16_t frame_stc_size;
} PACK_STRUCT;
#define AI_MDL7_MAX_BONENAMESIZE 20
// ---------------------------------------------------------------------------
/** \struct Bone_MDL7
* \brief Bone in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct Bone_MDL7
{
uint16_t parent_index;
uint8_t _unused_[2]; //
float x,y,z;
char name[AI_MDL7_MAX_BONENAMESIZE];
};
#define AI_MDL7_MAX_GROUPNAMESIZE 16
// ---------------------------------------------------------------------------
/** \struct Group_MDL7
* \brief Group in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct Group_MDL7
{
//! = '1' -> triangle based Mesh
unsigned char typ;
int8_t deformers;
int8_t max_weights;
int8_t _unused_;
//! size of data for this group in bytes ( MD7_GROUP stc. included).
int32_t groupdata_size;
char name[AI_MDL7_MAX_GROUPNAMESIZE];
//! Number of skins
int32_t numskins;
//! Number of texture coordinates
int32_t num_stpts;
//! Number of triangles
int32_t numtris;
//! Number of vertices
int32_t numverts;
//! Number of frames
int32_t numframes;
} PACK_STRUCT;
#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
#define AI_MDL7_SKINTYPE_MATERIAL 0x10
#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
#define AI_MDL7_MAX_BONENAMESIZE 20
// ---------------------------------------------------------------------------
/** \struct Deformer_MDL7
* \brief Deformer in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct Deformer_MDL7
{
int8_t deformer_version; // 0
int8_t deformer_typ; // 0 - bones
int8_t _unused_[2];
int32_t group_index;
int32_t elements;
int32_t deformerdata_size;
} PACK_STRUCT;
struct DeformerElement_MDL7
{
//! bei deformer_typ==0 (==bones) element_index == bone index
int32_t element_index;
char element_name[AI_MDL7_MAX_BONENAMESIZE];
int32_t weights;
} PACK_STRUCT;
struct DeformerWeight_MDL7
{
//! for deformer_typ==0 (==bones) index == vertex index
int32_t index;
float weight;
} PACK_STRUCT;
#define AI_MDL7_MAX_TEXNAMESIZE 0x10
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
// ---------------------------------------------------------------------------
/** \struct Skin_MDL7
* \brief Skin in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct Skin_MDL7
{
uint8_t typ;
int8_t _unused_[3];
int32_t width;
int32_t height;
char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
} PACK_STRUCT;
struct ColorValue_MDL7
{
float r,g,b,a;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct Material_MDL7
* \brief Material in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct Material_MDL7
{
//! Diffuse base color of the material
ColorValue_MDL7 Diffuse;
//! Ambient base color of the material
ColorValue_MDL7 Ambient;
//! Specular base color of the material
ColorValue_MDL7 Specular;
//! Emissive base color of the material
ColorValue_MDL7 Emissive;
//! Phong power
float Power;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct Skin
* \brief Skin data structure #1
*/
// ---------------------------------------------------------------------------
struct Skin
{
//! 0 = single (Skin), 1 = group (GroupSkin)
//! For MDL3-5: Defines the type of the skin and there
//! fore the size of the data to skip:
//-------------------------------------------------------
//! 2 for 565 RGB,
//! 3 for 4444 ARGB,
//! 10 for 565 mipmapped,
//! 11 for 4444 mipmapped (bpp = 2),
//! 12 for 888 RGB mipmapped (bpp = 3),
//! 13 for 8888 ARGB mipmapped (bpp = 4)
//-------------------------------------------------------
int32_t group;
//! Texture data
uint8_t *data;
} PACK_STRUCT;
struct Skin_MDL5
{
int32_t size, width, height;
uint8_t *data;
} PACK_STRUCT;
struct RGB565
{
uint16_t r : 5;
uint16_t g : 6;
uint16_t b : 5;
} PACK_STRUCT;
struct ARGB4
{
uint16_t a : 4;
uint16_t r : 4;
uint16_t g : 4;
uint16_t b : 4;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct GroupSkin
* \brief Skin data structure #2 (group of pictures)
*/
// ---------------------------------------------------------------------------
struct GroupSkin
{
//! 0 = single (Skin), 1 = group (GroupSkin)
int32_t group;
//! Number of images
int32_t nb;
//! Time for each image
float *time;
//! Data of each image
uint8_t **data;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct TexCoord
* \brief Texture coordinate data structure
*/
// ---------------------------------------------------------------------------
struct TexCoord
{
//! Is the vertex on the noundary between front and back piece?
int32_t onseam;
//! Texture coordinate in the tx direction
int32_t s;
//! Texture coordinate in the ty direction
int32_t t;
} PACK_STRUCT;
struct TexCoord_MDL3
{
//! position, horizontally in range 0..skinwidth-1
int16_t u;
//! position, vertically in range 0..skinheight-1
int16_t v;
} PACK_STRUCT;
struct TexCoord_MDL7
{
//! position, horizontally in range 0..1
float u;
//! position, vertically in range 0..1
float v;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct Triangle
* \brief Triangle data structure
*/
// ---------------------------------------------------------------------------
struct Triangle
{
//! 0 = backface, 1 = frontface
int32_t facesfront;
//! Vertex indices
int32_t vertex[3];
} PACK_STRUCT;
struct Triangle_MDL3
{
//! Index of 3 3D vertices in range 0..numverts
uint16_t index_xyz[3];
//! Index of 3 skin vertices in range 0..numskinverts
uint16_t index_uv[3];
} PACK_STRUCT;
struct SkinSet_MDL7
{
//! Index into the UV coordinate list
uint16_t st_index[3]; // size 6
//! Material index
int32_t material; // size 4
} PACK_STRUCT;
struct Triangle_MDL7
{
//! Vertex indices
uint16_t v_index[3]; // size 6
//! Two skinsets. The second will be used for multi-texturing
SkinSet_MDL7 skinsets[2];
} PACK_STRUCT;
// Helper constants for Triangle::facesfront
#if (!defined AI_MDL_BACKFACE)
# define AI_MDL_BACKFACE 0x0
#endif
#if (!defined AI_MDL_FRONTFACE)
# define AI_MDL_FRONTFACE 0x1
#endif
// ---------------------------------------------------------------------------
/** \struct Vertex
* \brief Vertex data structure
*/
// ---------------------------------------------------------------------------
struct Vertex
{
uint8_t v[3];
uint8_t normalIndex;
} PACK_STRUCT;
struct Vertex_MDL4
{
uint16_t v[3];
uint8_t normalIndex;
uint8_t unused;
} PACK_STRUCT;
#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
// ---------------------------------------------------------------------------
/** \struct Vertex_MDL7
* \brief Vertex data structure used in MDL7 files
*/
// ---------------------------------------------------------------------------
struct Vertex_MDL7
{
float x,y,z;
uint16_t vertindex;
union {
uint16_t norm162index;
float norm[3];
};
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct BoneTransform_MDL7
* \brief bone transformation matrix structure used in MDL7 files
*/
// ---------------------------------------------------------------------------
struct BoneTransform_MDL7
{
//! 4*3
float m [4*4];
//! the index of this vertex, 0.. header::bones_num - 1
uint16_t bone_index;
//! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
//! THIS STUPID FILE FORMAT!
int8_t _unused_[2];
} PACK_STRUCT;
#define AI_MDL7_MAX_FRAMENAMESIZE 16
// ---------------------------------------------------------------------------
/** \struct Frame_MDL7
* \brief Frame data structure used by MDL7 files
*/
// ---------------------------------------------------------------------------
struct Frame_MDL7
{
char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
uint32_t vertices_count;
uint32_t transmatrix_count;
};
// ---------------------------------------------------------------------------
/** \struct SimpleFrame
* \brief Data structure for a simple frame
*/
// ---------------------------------------------------------------------------
struct SimpleFrame
{
//! Minimum vertex of the bounding box
Vertex bboxmin;
//! Maximum vertex of the bounding box
Vertex bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex *verts;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct Frame
* \brief Model frame data structure
*/
// ---------------------------------------------------------------------------
struct Frame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
//! Frame data
SimpleFrame frame;
} PACK_STRUCT;
struct SimpleFrame_MDLn_SP
{
//! Minimum vertex of the bounding box
Vertex_MDL4 bboxmin;
//! Maximum vertex of the bounding box
Vertex_MDL4 bboxmax;
//! Name of the frame
char name[16];
//! Vertex list of the frame
Vertex_MDL4 *verts;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct GroupFrame
* \brief Data structure for a group of frames
*/
// ---------------------------------------------------------------------------
struct GroupFrame
{
//! 0 = simple frame, !0 = group frame
int32_t type;
//! Minimum vertex for all single frames
Vertex min;
//! Maximum vertex for all single frames
Vertex max;
//! Time for all single frames
float *time;
//! List of single frames
SimpleFrame *frames;
} PACK_STRUCT;
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
// ---------------------------------------------------------------------------
/** \struct IntFace_MDL7
* \brief Internal data structure to temporarily represent a face
*/
// ---------------------------------------------------------------------------
struct IntFace_MDL7
{
// provide a constructor for our own convenience
IntFace_MDL7()
{
// set everything to zero
mIndices[0] = mIndices[1] = mIndices[2] = 0;
iMatIndex[0] = iMatIndex[1] = 0;
}
//! Vertex indices
uint32_t mIndices[3];
//! Material index (maximally two channels, which are joined later)
unsigned int iMatIndex[2];
};
// ---------------------------------------------------------------------------
/** \struct IntMaterial_MDL7
* \brief Internal data structure to temporarily represent a material
* which has been created from two single materials along with the
* original material indices.
*/
// ---------------------------------------------------------------------------
struct IntMaterial_MDL7
{
// provide a constructor for our own convenience
IntMaterial_MDL7()
{
pcMat = NULL;
iOldMatIndices[0] = iOldMatIndices[1] = 0;
}
//! Material instance
MaterialHelper* pcMat;
//! Old material indices
unsigned int iOldMatIndices[2];
};
};}; // end namespaces
#endif // !! AI_MDLFILEHELPER_H_INC

1715
code/MDLLoader.cpp 100644

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code/MDLLoader.h 100644
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/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
//!
//! @file Definition of MDL importer class
//!
#ifndef AI_MDLLOADER_H_INCLUDED
#define AI_MDLLOADER_H_INCLUDED
#include "BaseImporter.h"
#include "../include/aiTypes.h"
#include "../include/aiTexture.h"
#include "../include/aiMaterial.h"
struct aiNode;
#include "MDLFileData.h"
namespace Assimp
{
class MaterialHelper;
using namespace MDL;
// ---------------------------------------------------------------------------
/** Used to load MDL files
*/
class MDLImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
MDLImporter();
/** Destructor, private as well */
~MDLImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
append.append("*.mdl");
}
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
protected:
// -------------------------------------------------------------------
/** Import a quake 1 MDL file
*/
void InternReadFile_Quake1( );
// -------------------------------------------------------------------
/** Import a GameStudio A4/A5 file
*/
void InternReadFile_GameStudio( );
// -------------------------------------------------------------------
/** Import a GameStudio A7 file
*/
void InternReadFile_GameStudioA7( );
// -------------------------------------------------------------------
/** Load a paletized texture from the file and convert it to 32bpp
*/
void CreateTextureARGB8(const unsigned char* szData);
// -------------------------------------------------------------------
/** Used to load textures from MDL3/4
* \param szData Input data
* \param iType Color data type
* \param piSkip Receive: Size to skip
*/
void CreateTextureARGB8_GS4(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip);
// -------------------------------------------------------------------
/** Used to load textures from MDL5
* \param szData Input data
* \param iType Color data type
* \param piSkip Receive: Size to skip
*/
void CreateTextureARGB8_GS5(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip);
// -------------------------------------------------------------------
/** Parse a skin lump in a MDL7 file with all of its features
* \param szCurrent Current data pointer
* \param szCurrentOut Output data pointer
* \param pcMats Material list for this group. To be filled ...
*/
void ParseSkinLump_GameStudioA7(
const unsigned char* szCurrent,
const unsigned char** szCurrentOut,
std::vector<MaterialHelper*>& pcMats);
// -------------------------------------------------------------------
/** Parse texture color data for MDL5, MDL6 and MDL7 formats
* \param szData Current data pointer
* \param iType type of the texture data. No DDS or external
* \param piSkip Receive the number of bytes to skip
* \param pcNew Must point to fully initialized data. Width and
* height must be set.
*/
void ParseTextureColorData(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip,
aiTexture* pcNew);
// -------------------------------------------------------------------
/** Validate the header data structure of a game studio MDL7 file
* \param pcHeader Input header to be validated
*/
void ValidateHeader_GameStudioA7(const MDL::Header_MDL7* pcHeader);
// -------------------------------------------------------------------
/** Join two materials / skins. Setup UV source ... etc
* \param pcMat1 First input material
* \param pcMat2 Second input material
* \param pcMatOut Output material instance to be filled. Must be empty
*/
void JoinSkins_GameStudioA7(MaterialHelper* pcMat1,
MaterialHelper* pcMat2,
MaterialHelper* pcMatOut);
// -------------------------------------------------------------------
/** Generate the final output meshes for a7 models
* \param aiSplit Face-per-material list
* \param pcMats List of all materials
* \param avOutList Output: List of all meshes
* \param pcFaces List of all input faces
* \param vPositions List of all input vectors
* \param vNormals List of all input normal vectors
* \param vTextureCoords1 List of all input UV coords #1
* \param vTextureCoords2 List of all input UV coords #2
*/
void GenerateOutputMeshes_GameStudioA7(
const std::vector<unsigned int>** aiSplit,
const std::vector<MaterialHelper*>& pcMats,
std::vector<aiMesh*>& avOutList,
const MDL::IntFace_MDL7* pcFaces,
const std::vector<aiVector3D>& vPositions,
const std::vector<aiVector3D>& vNormals,
const std::vector<aiVector3D>& vTextureCoords1,
const std::vector<aiVector3D>& vTextureCoords2);
// -------------------------------------------------------------------
/** Try to load a palette from the current directory (colormap.lmp)
* If it is not found the default palette of Quake1 is returned
*/
void SearchPalette(const unsigned char** pszColorMap);
// -------------------------------------------------------------------
/** Free a palette created with a previous call to SearchPalette()
*/
void FreePalette(const unsigned char* pszColorMap);
private:
/** Header of the MDL file */
const MDL::Header* m_pcHeader;
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** For GameStudio MDL files: The number in the magic
word, either 3,4 or 5*/
unsigned int iGSFileVersion;
/** Output I/O handler. used to load external lmp files
*/
IOSystem* pIOHandler;
/** Output scene to be filled
*/
aiScene* pScene;
};
}; // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC

View File

@ -1,4 +1,42 @@
/*
Free 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.
----------------------------------------------------------------------
*/
#include "assimp.h"
#include "aiMaterial.h"
@ -11,20 +49,15 @@
using namespace Assimp;
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
const char* pKey,
const aiMaterialProperty** pPropOut)
{
#if (defined DEBUG)
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pPropOut != NULL);
#endif // ASSIMP_DEBUG
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
if (NULL != pMat->mProperties[i])
@ -39,23 +72,16 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
*pPropOut = NULL;
return AI_FAILURE;
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
const char* pKey,
float* pOut,
unsigned int* pMax)
{
#if (defined DEBUG)
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pOut != NULL);
#endif // ASSIMP_DEBUG
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
if (NULL != pMat->mProperties[i])
@ -106,23 +132,15 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
}
return AI_FAILURE;
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
const char* pKey,
int* pOut,
unsigned int* pMax)
{
#if (defined DEBUG)
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pOut != NULL);
#endif // ASSIMP_DEBUG
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
if (NULL != pMat->mProperties[i])
@ -173,10 +191,7 @@ aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
}
return AI_FAILURE;
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialColor(const aiMaterial* pMat,
const char* pKey,
aiColor4D* pOut)
@ -188,22 +203,15 @@ aiReturn aiGetMaterialColor(const aiMaterial* pMat,
if (3 == iMax)pOut->a = 1.0f;
return eRet;
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialString(const aiMaterial* pMat,
const char* pKey,
aiString* pOut)
{
#if (defined DEBUG)
ai_assert (pMat != NULL);
ai_assert (pKey != NULL);
ai_assert (pOut != NULL);
#endif // ASSIMP_DEBUG
for (unsigned int i = 0; i < pMat->mNumProperties;++i)
{
if (NULL != pMat->mProperties[i])
@ -223,23 +231,16 @@ aiReturn aiGetMaterialString(const aiMaterial* pMat,
}
return AI_FAILURE;
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
const unsigned int pSizeInBytes,
const char* pKey,
aiPropertyTypeInfo pType)
{
#if (defined DEBUG)
ai_assert (pInput != NULL);
ai_assert (pKey != NULL);
ai_assert (0 != pSizeInBytes);
#endif // ASSIMP_DEBUG
aiMaterialProperty* pcNew = new aiMaterialProperty();
// fill this
@ -273,13 +274,146 @@ aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
this->mProperties[this->mNumProperties++] = pcNew;
return AI_SUCCESS;
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
aiReturn MaterialHelper::AddProperty (const aiString* pInput,
const char* pKey)
{
return this->AddBinaryProperty(pInput,
sizeof(aiString),pKey,aiPTI_String);
}
// ------------------------------------------------------------------------------------------------
void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
const MaterialHelper* pcSrc)
{
ai_assert(NULL != pcDest);
ai_assert(NULL != pcSrc);
unsigned int iOldNum = pcDest->mNumProperties;
pcDest->mNumAllocated += pcSrc->mNumAllocated;
pcDest->mNumProperties += pcSrc->mNumProperties;
aiMaterialProperty** pcOld = pcDest->mProperties;
pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
if (pcOld)
{
for (unsigned int i = 0; i < iOldNum;++i)
pcDest->mProperties[i] = pcOld[i];
delete[] pcDest->mProperties;
}
for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i)
{
pcDest->mProperties[i]->mKey = new aiString(*pcSrc->mProperties[i]->mKey);
pcDest->mProperties[i]->mDataLength = pcSrc->mProperties[i]->mDataLength;
pcDest->mProperties[i]->mType = pcSrc->mProperties[i]->mType;
pcDest->mProperties[i]->mData = new char[pcDest->mProperties[i]->mDataLength];
memcpy(pcDest->mProperties[i]->mData,pcSrc->mProperties[i]->mData,
pcDest->mProperties[i]->mDataLength);
}
return;
}
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialTexture(const aiMaterial* pcMat,
unsigned int iIndex,
unsigned int iTexType,
aiString* szOut,
unsigned int* piUVIndex,
float* pfBlendFactor,
aiTextureOp* peTextureOp)
{
ai_assert(NULL != pcMat);
ai_assert(NULL != szOut);
const char* szPathBase;
const char* szUVBase;
const char* szBlendBase;
const char* szOpBase;
switch (iTexType)
{
case AI_TEXTYPE_DIFFUSE:
szPathBase = AI_MATKEY_TEXTURE_DIFFUSE_;
szUVBase = AI_MATKEY_UVWSRC_DIFFUSE_;
szBlendBase = AI_MATKEY_TEXBLEND_DIFFUSE_;
szOpBase = AI_MATKEY_TEXOP_DIFFUSE_;
break;
case AI_TEXTYPE_SPECULAR:
szPathBase = AI_MATKEY_TEXTURE_SPECULAR_;
szUVBase = AI_MATKEY_UVWSRC_SPECULAR_;
szBlendBase = AI_MATKEY_TEXBLEND_SPECULAR_;
szOpBase = AI_MATKEY_TEXOP_SPECULAR_;
break;
case AI_TEXTYPE_AMBIENT:
szPathBase = AI_MATKEY_TEXTURE_AMBIENT_;
szUVBase = AI_MATKEY_UVWSRC_AMBIENT_;
szBlendBase = AI_MATKEY_TEXBLEND_AMBIENT_;
szOpBase = AI_MATKEY_TEXOP_AMBIENT_;
break;
case AI_TEXTYPE_EMISSIVE:
szPathBase = AI_MATKEY_TEXTURE_EMISSIVE_;
szUVBase = AI_MATKEY_UVWSRC_EMISSIVE_;
szBlendBase = AI_MATKEY_TEXBLEND_EMISSIVE_;
szOpBase = AI_MATKEY_TEXOP_EMISSIVE_;
break;
case AI_TEXTYPE_HEIGHT:
szPathBase = AI_MATKEY_TEXTURE_HEIGHT_;
szUVBase = AI_MATKEY_UVWSRC_HEIGHT_;
szBlendBase = AI_MATKEY_TEXBLEND_HEIGHT_;
szOpBase = AI_MATKEY_TEXOP_HEIGHT_;
break;
case AI_TEXTYPE_NORMALS:
szPathBase = AI_MATKEY_TEXTURE_NORMALS_;
szUVBase = AI_MATKEY_UVWSRC_NORMALS_;
szBlendBase = AI_MATKEY_TEXBLEND_NORMALS_;
szOpBase = AI_MATKEY_TEXOP_NORMALS_;
break;
case AI_TEXTYPE_SHININESS:
szPathBase = AI_MATKEY_TEXTURE_SHININESS_;
szUVBase = AI_MATKEY_UVWSRC_SHININESS_;
szBlendBase = AI_MATKEY_TEXBLEND_SHININESS_;
szOpBase = AI_MATKEY_TEXOP_SHININESS_;
break;
default: return AI_FAILURE;
};
char szKey[256];
// get the path to the texture
sprintf(szKey,"%s[%i]",szPathBase,iIndex);
if (AI_SUCCESS != aiGetMaterialString(pcMat,szKey,szOut))
{
return AI_FAILURE;
}
// get the UV index of the texture
if (piUVIndex)
{
int iUV;
sprintf(szKey,"%s[%i]",szUVBase,iIndex);
if (AI_SUCCESS != aiGetMaterialInteger(pcMat,szKey,&iUV))
iUV = 0;
*piUVIndex = iUV;
}
// get the blend factor of the texture
if (pfBlendFactor)
{
float fBlend;
sprintf(szKey,"%s[%i]",szBlendBase,iIndex);
if (AI_SUCCESS != aiGetMaterialFloat(pcMat,szKey,&fBlend))
fBlend = 1.0f;
*pfBlendFactor = fBlend;
}
// get the texture operation of the texture
if (peTextureOp)
{
aiTextureOp op;
sprintf(szKey,"%s[%i]",szOpBase,iIndex);
if (AI_SUCCESS != aiGetMaterialInteger(pcMat,szKey,(int*)&op))
op = aiTextureOp_Multiply;
*peTextureOp = op;
}
return AI_SUCCESS;
}

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the base class for all importer worker classes. */
#ifndef AI_MATERIALSYSTEM_H_INC
#define AI_MATERIALSYSTEM_H_INC
@ -8,6 +48,15 @@ namespace Assimp
{
// ---------------------------------------------------------------------------
/** \brief Helper function to do platform independent string comparison.
*
* This is required since stricmp() is not consistently available on
* all platforms. Some platforms use the '_' prefix, others don't even
* have such a function. Yes, this is called an ISO standard.
*
* \param s1 First input string
* \param s2 Second input string
*/
// ---------------------------------------------------------------------------
inline int ASSIMP_stricmp(const char *s1, const char *s2)
{
@ -28,6 +77,16 @@ inline int ASSIMP_stricmp(const char *s1, const char *s2)
}
// ---------------------------------------------------------------------------
/** \brief Helper function to do platform independent string comparison.
*
* This is required since strincmp() is not consistently available on
* all platforms. Some platforms use the '_' prefix, others don't even
* have such a function. Yes, this is called an ISO standard.
*
* \param s1 First input string
* \param s2 Second input string
* \param n Macimum number of characters to compare
*/
// ---------------------------------------------------------------------------
inline int ASSIMP_strincmp(const char *s1, const char *s2, unsigned int n)
{
@ -58,14 +117,20 @@ inline int ASSIMP_strincmp(const char *s1, const char *s2, unsigned int n)
structure easily. */
class MaterialHelper : public ::aiMaterial
{
public:
public:
inline MaterialHelper();
inline ~MaterialHelper();
// -------------------------------------------------------------------
/** Add a property with a given key and type info to the material
structure */
* structure
*
* \param pInput Pointer to input data
* \param pSizeInBytes Size of input data
* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
* \param pType Type information hint
*/
aiReturn AddBinaryProperty (const void* pInput,
const unsigned int pSizeInBytes,
const char* pKey,
@ -74,17 +139,33 @@ class MaterialHelper : public ::aiMaterial
// -------------------------------------------------------------------
/** Add a string property with a given key and type info to the
material structure */
* material structure
*
* \param pInput Input string
* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
*/
aiReturn AddProperty (const aiString* pInput,
const char* pKey);
// -------------------------------------------------------------------
/** Add a property with a given key to the material structure */
/** Add a property with a given key to the material structure
* \param pInput Pointer to the input data
* \param pNumValues Number of values in the array
* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
*/
template<class TYPE>
aiReturn AddProperty (const TYPE* pInput,
const unsigned int pNumValues,
const char* pKey);
// -------------------------------------------------------------------
/** Copy the property list of a material
* \param pcDest Destination material
* \param pcSrc Source material
*/
static void CopyPropertyList(MaterialHelper* pcDest,
const MaterialHelper* pcSrc);
};

View File

@ -1,3 +1,44 @@
/*
Free 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.
----------------------------------------------------------------------
*/
#ifndef OBJ_FILEDATA_H_INC
#define OBJ_FILEDATA_H_INC
@ -128,16 +169,16 @@ struct Model
//! Vector with all generated group
std::vector<std::string> m_GroupLib;
//! Vector with all generated vertices
std::vector<aiVector3D_t*> m_Vertices;
std::vector<aiVector3D*> m_Vertices;
//! vector with all generated normals
std::vector<aiVector3D_t*> m_Normals;
std::vector<aiVector3D*> m_Normals;
//! Groupmap
GroupMap m_Groups;
std::vector<unsigned int> *m_pGroupFaceIDs;
//! Active group
std::string m_strActiveGroup;
//! Vector with generated texture coordinates
std::vector<aiVector2D_t*> m_TextureCoord;
std::vector<aiVector2D*> m_TextureCoord;
//! Material map
std::map<std::string, Material*> m_MaterialMap;

View File

@ -260,7 +260,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
// Copy all stored vertices, normals and so on
pMesh->mNumVertices = pModel->m_Vertices.size();
pMesh->mVertices = new aiVector3D_t[pMesh->mNumVertices];
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
for (size_t index=0; index < pModel->m_Vertices.size(); index++)
{
pMesh->mVertices[ index ] = *pModel->m_Vertices[ index ];
@ -268,7 +268,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
if (!pModel->m_Normals.empty())
{
pMesh->mNormals = new aiVector3D_t[pModel->m_Normals.size()];
pMesh->mNormals = new aiVector3D[pModel->m_Normals.size()];
for (size_t index = 0; index < pModel->m_Normals.size(); index++)
{
pMesh->mNormals[ index ] = *pModel->m_Normals[ index ];

View File

@ -1,3 +1,44 @@
/*
Free 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.
----------------------------------------------------------------------
*/
#ifndef OBJ_FILE_IMPORTER_H_INC
#define OBJ_FILE_IMPORTER_H_INC
@ -39,6 +80,13 @@ public:
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
private:
//! brief
void GetExtensionList(std::string& append)
{
append.append("*.obj");
}
//! \brief
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);

View File

@ -1,3 +1,44 @@
/*
Free 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.
----------------------------------------------------------------------
*/
#ifndef OBJFILEMTLIMPORTER_H_INC
#define OBJFILEMTLIMPORTER_H_INC

View File

@ -161,7 +161,7 @@ void ObjFileParser::copyNextLine(char *pBuffer, size_t length)
// -------------------------------------------------------------------
// Get values for a new 3D vector instance
void ObjFileParser::getVector3(std::vector<aiVector3D_t*> &point3d_array)
void ObjFileParser::getVector3(std::vector<aiVector3D*> &point3d_array)
{
float x, y, z;
copyNextWord(m_buffer, BUFFERSIZE);
@ -179,7 +179,7 @@ void ObjFileParser::getVector3(std::vector<aiVector3D_t*> &point3d_array)
// -------------------------------------------------------------------
// Get values for a new 2D vector instance
void ObjFileParser::getVector2(std::vector<aiVector2D_t*> &point2d_array)
void ObjFileParser::getVector2(std::vector<aiVector2D*> &point2d_array)
{
float x, y;
copyNextWord(m_buffer, BUFFERSIZE);

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ObjTools.h
* @brief Some helpful templates for text parsing
*/

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the PLY importer class */
#include "PLYLoader.h"
#include "MaterialSystem.h"
@ -172,13 +213,17 @@ void PLYImporter::InternReadFile(
std::vector<aiColor4D> avColors;
this->LoadVertexColor(&avColors);
// now try to load texture coordinates
std::vector<aiVector2D> avTexCoords;
this->LoadTextureCoordinates(&avTexCoords);
// now replace the default material in all faces and validate all material indices
this->ReplaceDefaultMaterial(&avFaces,&avMaterials);
// now convert this to a list of aiMesh instances
std::vector<aiMesh*> avMeshes;
this->ConvertMeshes(&avFaces,&avPositions,&avNormals,
&avColors,&avMaterials,&avMeshes);
&avColors,&avTexCoords,&avMaterials,&avMeshes);
if (avMeshes.empty())
{
@ -216,6 +261,7 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
const std::vector<aiVector3D>* avPositions,
const std::vector<aiVector3D>* avNormals,
const std::vector<aiColor4D>* avColors,
const std::vector<aiVector2D>* avTexCoords,
const std::vector<MaterialHelper*>* avMaterials,
std::vector<aiMesh*>* avOut)
{
@ -258,6 +304,11 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
if (!avColors->empty())
p_pcOut->mColors[0] = new aiColor4D[iNum];
if (!avTexCoords->empty())
{
p_pcOut->mNumUVComponents[0] = 2;
p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
}
if (!avNormals->empty())
p_pcOut->mNormals = new aiVector3D[iNum];
@ -272,53 +323,26 @@ void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
// build an unique set of vertices/colors for this face
// hardcode all combinations to speedup this piece of code
if (!avColors->empty())
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
if (!avColors->empty())
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
if (!avTexCoords->empty())
{
const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
}
if (!avNormals->empty())
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
else
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
}
else
{
if (!avNormals->empty())
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
else
{
for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
{
p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
iVertex++;
}
}
// add the mesh to the output list
avOut->push_back(p_pcOut);
@ -370,8 +394,79 @@ void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
return;
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadTextureCoordinates(std::vector<aiVector2D>* pvOut)
{
ai_assert(NULL != pvOut);
unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
PLY::EDataType aiTypes[2];
PLY::ElementInstanceList* pcList = NULL;
unsigned int cnt = 0;
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element*>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Vertex == (*i)->eSemantic)
{
pcList = this->pcDOM->alElementData[_i];
// now check whether which normal components are available
unsigned int _a = 0;
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
if ((*a)->bIsList)continue;
if (PLY::EST_UTextureCoord == (*a)->Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a)->eType;
}
else if (PLY::EST_VTextureCoord == (*a)->Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a)->eType;
}
}
}
}
// check whether we have a valid source for the texture coordinates data
if (NULL != pcList && 0 != cnt)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance*>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
// convert the vertices to sp floats
aiVector2D vOut;
if (0xFFFFFFFF != aiPositions[0])
{
vOut.x = PLY::PropertyInstance::ConvertTo<float>(
(*i)->alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
}
if (0xFFFFFFFF != aiPositions[1])
{
vOut.y = PLY::PropertyInstance::ConvertTo<float>(
(*i)->alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
}
// and add them to our nice list
pvOut->push_back(vOut);
}
}
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
{
ai_assert(NULL != pvOut);
unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
PLY::EDataType aiTypes[3];
PLY::ElementInstanceList* pcList = NULL;
@ -379,43 +474,42 @@ void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
for (std::vector<PLY::Element*>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Vertex == (*i).eSemantic)
if (PLY::EEST_Vertex == (*i)->eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
pcList = this->pcDOM->alElementData[_i];
// load normal vectors?
if (p_bNormals)
{
// now check whether which normal components are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if (PLY::EST_XNormal == (*a).Semantic)
if ((*a)->bIsList)continue;
if (PLY::EST_XNormal == (*a)->Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a).eType;
aiTypes[0] = (*a)->eType;
}
else if (PLY::EST_YNormal == (*a).Semantic)
else if (PLY::EST_YNormal == (*a)->Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a).eType;
aiTypes[1] = (*a)->eType;
}
else if (PLY::EST_ZNormal == (*a).Semantic)
else if (PLY::EST_ZNormal == (*a)->Semantic)
{
cnt++;
aiPositions[2] = _a;
aiTypes[2] = (*a).eType;
aiTypes[2] = (*a)->eType;
}
if (3 == cnt)break;
}
}
// load vertex coordinates
@ -423,28 +517,28 @@ void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
{
// now check whether which coordinate sets are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if (PLY::EST_XCoord == (*a).Semantic)
if ((*a)->bIsList)continue;
if (PLY::EST_XCoord == (*a)->Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a).eType;
aiTypes[0] = (*a)->eType;
}
else if (PLY::EST_YCoord == (*a).Semantic)
else if (PLY::EST_YCoord == (*a)->Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a).eType;
aiTypes[1] = (*a)->eType;
}
else if (PLY::EST_ZCoord == (*a).Semantic)
else if (PLY::EST_ZCoord == (*a)->Semantic)
{
cnt++;
aiPositions[2] = _a;
aiTypes[2] = (*a).eType;
aiTypes[2] = (*a)->eType;
}
if (3 == cnt)break;
}
@ -456,32 +550,29 @@ void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
if (NULL != pcList && 0 != cnt)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance>::const_iterator
for (std::vector<ElementInstance*>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
// convert the vertices to sp floats
aiVector3D vOut;
if (0xFFFFFFFF == aiPositions[0])vOut.x = 0.0f;
else
if (0xFFFFFFFF != aiPositions[0])
{
vOut.x = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
(*i)->alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
}
if (0xFFFFFFFF == aiPositions[1])vOut.y = 0.0f;
else
if (0xFFFFFFFF != aiPositions[1])
{
vOut.y = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
(*i)->alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
}
if (0xFFFFFFFF == aiPositions[2])vOut.z = 0.0f;
else
if (0xFFFFFFFF != aiPositions[2])
{
vOut.z = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[aiPositions[2]].avList.front(),aiTypes[2]);
(*i)->alProperties[aiPositions[2]].avList.front(),aiTypes[2]);
}
// and add them to our nice list
@ -491,7 +582,8 @@ void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
return;
}
// ------------------------------------------------------------------------------------------------
float NormalizeColorValue (PLY::PropertyInstance::ValueUnion val,PLY::EDataType eType)
float PLYImporter::NormalizeColorValue (PLY::PropertyInstance::ValueUnion val,
PLY::EDataType eType)
{
switch (eType)
{
@ -518,6 +610,8 @@ float NormalizeColorValue (PLY::PropertyInstance::ValueUnion val,PLY::EDataType
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
{
ai_assert(NULL != pvOut);
unsigned int aiPositions[4] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
PLY::EDataType aiTypes[4];
unsigned int cnt = 0;
@ -525,44 +619,44 @@ void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
for (std::vector<PLY::Element*>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Vertex == (*i).eSemantic)
if (PLY::EEST_Vertex == (*i)->eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
pcList = this->pcDOM->alElementData[_i];
// now check whether which coordinate sets are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if (PLY::EST_Red == (*a).Semantic)
if ((*a)->bIsList)continue;
if (PLY::EST_Red == (*a)->Semantic)
{
cnt++;
aiPositions[0] = _a;
aiTypes[0] = (*a).eType;
aiTypes[0] = (*a)->eType;
}
else if (PLY::EST_Green == (*a).Semantic)
else if (PLY::EST_Green == (*a)->Semantic)
{
cnt++;
aiPositions[1] = _a;
aiTypes[1] = (*a).eType;
aiTypes[1] = (*a)->eType;
}
else if (PLY::EST_Blue == (*a).Semantic)
else if (PLY::EST_Blue == (*a)->Semantic)
{
cnt++;
aiPositions[2] = _a;
aiTypes[2] = (*a).eType;
aiTypes[2] = (*a)->eType;
}
else if (PLY::EST_Alpha == (*a).Semantic)
else if (PLY::EST_Alpha == (*a)->Semantic)
{
cnt++;
aiPositions[3] = _a;
aiTypes[3] = (*a).eType;
aiTypes[3] = (*a)->eType;
}
if (4 == cnt)break;
}
@ -573,31 +667,28 @@ void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
if (NULL != pcList && 0 != cnt)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance>::const_iterator
for (std::vector<ElementInstance*>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
// convert the vertices to sp floats
aiColor4D vOut;
if (0xFFFFFFFF == aiPositions[0])vOut.r = 0.0f;
else
if (0xFFFFFFFF != aiPositions[0])
{
vOut.r = NormalizeColorValue((*i).alProperties[
vOut.r = NormalizeColorValue((*i)->alProperties[
aiPositions[0]].avList.front(),aiTypes[0]);
}
if (0xFFFFFFFF == aiPositions[1])vOut.g = 0.0f;
else
if (0xFFFFFFFF != aiPositions[1])
{
vOut.g = NormalizeColorValue((*i).alProperties[
vOut.g = NormalizeColorValue((*i)->alProperties[
aiPositions[1]].avList.front(),aiTypes[1]);
}
if (0xFFFFFFFF == aiPositions[2])vOut.b = 0.0f;
else
if (0xFFFFFFFF != aiPositions[2])
{
vOut.b = NormalizeColorValue((*i).alProperties[
vOut.b = NormalizeColorValue((*i)->alProperties[
aiPositions[2]].avList.front(),aiTypes[2]);
}
@ -605,7 +696,7 @@ void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
if (0xFFFFFFFF == aiPositions[3])vOut.a = 1.0f;
else
{
vOut.a = NormalizeColorValue((*i).alProperties[
vOut.a = NormalizeColorValue((*i)->alProperties[
aiPositions[3]].avList.front(),aiTypes[3]);
}
@ -619,6 +710,8 @@ void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
{
ai_assert(NULL != pvOut);
PLY::ElementInstanceList* pcList = NULL;
bool bOne = false;
@ -633,54 +726,54 @@ void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
// serach in the DOM for a face entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
for (std::vector<PLY::Element*>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
// face = unique number of vertex indices
if (PLY::EEST_Face == (*i).eSemantic)
if (PLY::EEST_Face == (*i)->eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
pcList = this->pcDOM->alElementData[_i];
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
if (PLY::EST_VertexIndex == (*a).Semantic)
if (PLY::EST_VertexIndex == (*a)->Semantic)
{
// must be a dynamic list!
if (!(*a).bIsList)continue;
if (!(*a)->bIsList)continue;
iProperty = _a;
bOne = true;
eType = (*a).eType;
eType = (*a)->eType;
}
else if (PLY::EST_MaterialIndex == (*a).Semantic)
else if (PLY::EST_MaterialIndex == (*a)->Semantic)
{
if ((*a).bIsList)continue;
if ((*a)->bIsList)continue;
iMaterialIndex = _a;
bOne = true;
eType2 = (*a).eType;
eType2 = (*a)->eType;
}
}
break;
}
// triangle strip
// TODO: triangle strip and material index support???
else if (PLY::EEST_TriStrip == (*i).eSemantic)
else if (PLY::EEST_TriStrip == (*i)->eSemantic)
{
// find a list property in this ...
pcList = &this->pcDOM->alElementData[_i];
pcList = this->pcDOM->alElementData[_i];
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
// must be a dynamic list!
if (!(*a).bIsList)continue;
if (!(*a)->bIsList)continue;
iProperty = _a;
bOne = true;
bIsTristrip = true;
eType = (*a).eType;
eType = (*a)->eType;
break;
}
break;
@ -692,7 +785,7 @@ void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
if (!bIsTristrip)
{
pvOut->reserve(pcList->alInstances.size());
for (std::vector<ElementInstance>::const_iterator
for (std::vector<ElementInstance*>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
@ -701,11 +794,19 @@ void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
// parse the list of vertex indices
if (0xFFFFFFFF != iProperty)
{
const unsigned int iNum = (*i).alProperties[iProperty].avList.size();
const unsigned int iNum = (*i)->alProperties[iProperty].avList.size();
sFace.mIndices.resize(iNum);
if (3 > iNum)
{
// We must filter out all degenerates. Leave a message
// in the log ...
// LOG
continue;
}
std::list<PLY::PropertyInstance::ValueUnion>::const_iterator p =
(*i).alProperties[iProperty].avList.begin();
(*i)->alProperties[iProperty].avList.begin();
for (unsigned int a = 0; a < iNum;++a,++p)
{
@ -717,7 +818,7 @@ void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
if (0xFFFFFFFF != iMaterialIndex)
{
sFace.iMaterialIndex = PLY::PropertyInstance::ConvertTo<unsigned int>(
(*i).alProperties[iMaterialIndex].avList.front(),eType2);
(*i)->alProperties[iMaterialIndex].avList.front(),eType2);
}
pvOut->push_back(sFace);
}
@ -726,14 +827,14 @@ void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
{
// normally we have only one triangle strip instance where
// a value of -1 indicates a restart of the strip
for (std::vector<ElementInstance>::const_iterator
for (std::vector<ElementInstance*>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
int aiTable[2] = {-1,-1};
for (std::list<PLY::PropertyInstance::ValueUnion>::const_iterator
a = (*i).alProperties[iProperty].avList.begin();
a != (*i).alProperties[iProperty].avList.end();++a)
a = (*i)->alProperties[iProperty].avList.begin();
a != (*i)->alProperties[iProperty].avList.end();++a)
{
int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
if (-1 == p)
@ -768,10 +869,10 @@ void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
return;
}
// ------------------------------------------------------------------------------------------------
void GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
unsigned int aiPositions[4],
PLY::EDataType aiTypes[4],
aiColor4D* clrOut)
void PLYImporter::GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
unsigned int aiPositions[4],
PLY::EDataType aiTypes[4],
aiColor4D* clrOut)
{
ai_assert(NULL != clrOut);
@ -809,6 +910,8 @@ void GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
{
ai_assert(NULL != pvOut);
// diffuse[4], specular[4], ambient[4]
// rgba order
unsigned int aaiPositions[3][4] = {
@ -830,98 +933,98 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
// serach in the DOM for a vertex entry
unsigned int _i = 0;
for (std::vector<PLY::Element>::const_iterator
for (std::vector<PLY::Element*>::const_iterator
i = this->pcDOM->alElements.begin();
i != this->pcDOM->alElements.end();++i,++_i)
{
if (PLY::EEST_Material == (*i).eSemantic)
if (PLY::EEST_Material == (*i)->eSemantic)
{
pcList = &this->pcDOM->alElementData[_i];
pcList = this->pcDOM->alElementData[_i];
// now check whether which coordinate sets are available
unsigned int _a = 0;
for (std::vector<PLY::Property>::const_iterator
a = (*i).alProperties.begin();
a != (*i).alProperties.end();++a,++_a)
for (std::vector<PLY::Property*>::const_iterator
a = (*i)->alProperties.begin();
a != (*i)->alProperties.end();++a,++_a)
{
if ((*a).bIsList)continue;
if ((*a)->bIsList)continue;
// pohng specularity -----------------------------------
if (PLY::EST_PhongPower == (*a).Semantic)
if (PLY::EST_PhongPower == (*a)->Semantic)
{
iPhong = _a;
ePhong = (*a).eType;
ePhong = (*a)->eType;
}
// general opacity -----------------------------------
if (PLY::EST_Opacity == (*a).Semantic)
if (PLY::EST_Opacity == (*a)->Semantic)
{
iOpacity = _a;
eOpacity = (*a).eType;
eOpacity = (*a)->eType;
}
// diffuse color channels -----------------------------------
if (PLY::EST_DiffuseRed == (*a).Semantic)
if (PLY::EST_DiffuseRed == (*a)->Semantic)
{
aaiPositions[0][0] = _a;
aaiTypes[0][0] = (*a).eType;
aaiTypes[0][0] = (*a)->eType;
}
else if (PLY::EST_DiffuseGreen == (*a).Semantic)
else if (PLY::EST_DiffuseGreen == (*a)->Semantic)
{
aaiPositions[0][1] = _a;
aaiTypes[0][1] = (*a).eType;
aaiTypes[0][1] = (*a)->eType;
}
else if (PLY::EST_DiffuseBlue == (*a).Semantic)
else if (PLY::EST_DiffuseBlue == (*a)->Semantic)
{
aaiPositions[0][2] = _a;
aaiTypes[0][2] = (*a).eType;
aaiTypes[0][2] = (*a)->eType;
}
else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
else if (PLY::EST_DiffuseAlpha == (*a)->Semantic)
{
aaiPositions[0][3] = _a;
aaiTypes[0][3] = (*a).eType;
aaiTypes[0][3] = (*a)->eType;
}
// specular color channels -----------------------------------
else if (PLY::EST_SpecularRed == (*a).Semantic)
else if (PLY::EST_SpecularRed == (*a)->Semantic)
{
aaiPositions[1][0] = _a;
aaiTypes[1][0] = (*a).eType;
aaiTypes[1][0] = (*a)->eType;
}
else if (PLY::EST_SpecularGreen == (*a).Semantic)
else if (PLY::EST_SpecularGreen == (*a)->Semantic)
{
aaiPositions[1][1] = _a;
aaiTypes[1][1] = (*a).eType;
aaiTypes[1][1] = (*a)->eType;
}
else if (PLY::EST_SpecularBlue == (*a).Semantic)
else if (PLY::EST_SpecularBlue == (*a)->Semantic)
{
aaiPositions[1][2] = _a;
aaiTypes[1][2] = (*a).eType;
aaiTypes[1][2] = (*a)->eType;
}
else if (PLY::EST_SpecularAlpha == (*a).Semantic)
else if (PLY::EST_SpecularAlpha == (*a)->Semantic)
{
aaiPositions[1][3] = _a;
aaiTypes[1][3] = (*a).eType;
aaiTypes[1][3] = (*a)->eType;
}
// ambient color channels -----------------------------------
else if (PLY::EST_AmbientRed == (*a).Semantic)
else if (PLY::EST_AmbientRed == (*a)->Semantic)
{
aaiPositions[2][0] = _a;
aaiTypes[2][0] = (*a).eType;
aaiTypes[2][0] = (*a)->eType;
}
else if (PLY::EST_AmbientGreen == (*a).Semantic)
else if (PLY::EST_AmbientGreen == (*a)->Semantic)
{
aaiPositions[2][1] = _a;
aaiTypes[2][1] = (*a).eType;
aaiTypes[2][1] = (*a)->eType;
}
else if (PLY::EST_AmbientBlue == (*a).Semantic)
else if (PLY::EST_AmbientBlue == (*a)->Semantic)
{
aaiPositions[22][2] = _a;
aaiTypes[2][2] = (*a).eType;
aaiTypes[2][2] = (*a)->eType;
}
else if (PLY::EST_AmbientAlpha == (*a).Semantic)
else if (PLY::EST_AmbientAlpha == (*a)->Semantic)
{
aaiPositions[2][3] = _a;
aaiTypes[2][3] = (*a).eType;
aaiTypes[2][3] = (*a)->eType;
}
}
break;
@ -930,7 +1033,7 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
// check whether we have a valid source for the material data
if (NULL != pcList)
{
for (std::vector<ElementInstance>::const_iterator
for (std::vector<ElementInstance*>::const_iterator
i = pcList->alInstances.begin();
i != pcList->alInstances.end();++i)
{
@ -938,15 +1041,15 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
MaterialHelper* pcHelper = new MaterialHelper();
// build the diffuse material color
GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
GetMaterialColor((*i)->alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
// build the specular material color
GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
GetMaterialColor((*i)->alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
// build the ambient material color
GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
GetMaterialColor((*i)->alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
// handle phong power and shading mode
@ -954,7 +1057,7 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
if (0xFFFFFFFF != iPhong)
{
float fSpec = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[iPhong].avList.front(),ePhong);
(*i)->alProperties[iPhong].avList.front(),ePhong);
// if shininess is 0 (and the pow() calculation would therefore always
// become 1, not depending on the angle) use gouraud lighting
@ -962,8 +1065,7 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
{
// scale this with 15 ... hopefully this is correct
fSpec += 15;
fSpec *= 15;
pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
iMode = (int)aiShadingMode_Phong;
@ -977,7 +1079,7 @@ void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
if (0xFFFFFFFF != iOpacity)
{
float fOpacity = PLY::PropertyInstance::ConvertTo<float>(
(*i).alProperties[iPhong].avList.front(),eOpacity);
(*i)->alProperties[iPhong].avList.front(),eOpacity);
pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
}

View File

@ -1,4 +1,45 @@
/** @file Definition of the .ply importer class. */
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Declaration of the .ply importer class. */
#ifndef AI_PLYLOADER_H_INCLUDED
#define AI_PLYLOADER_H_INCLUDED
@ -11,88 +52,124 @@ struct aiNode;
namespace Assimp
{
class MaterialHelper;
class MaterialHelper;
using namespace PLY;
using namespace PLY;
// ---------------------------------------------------------------------------
/** Used to load PLY files
*/
class PLYImporter : public BaseImporter
// ---------------------------------------------------------------------------
/** Used to load PLY files
*/
class PLYImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
PLYImporter();
/** Destructor, private as well */
~PLYImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
friend class Importer;
append.append("*.ply");
}
protected:
/** Constructor to be privately used by Importer */
PLYImporter();
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
/** Destructor, private as well */
~PLYImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
protected:
protected:
// -------------------------------------------------------------------
/** Extract vertices from the DOM
*/
void LoadVertices(std::vector<aiVector3D>* pvOut,bool p_bNormals = false);
// -------------------------------------------------------------------
/** Extract vertices from the DOM
*/
void LoadVertices(std::vector<aiVector3D>* pvOut,
bool p_bNormals = false);
// -------------------------------------------------------------------
/** Extract vertex color channels
*/
void LoadVertexColor(std::vector<aiColor4D>* pvOut);
// -------------------------------------------------------------------
/** Extract vertex color channels from the DOM
*/
void LoadVertexColor(std::vector<aiColor4D>* pvOut);
// -------------------------------------------------------------------
/** Extract a face list from the DOM
*/
void LoadFaces(std::vector<PLY::Face>* pvOut);
// -------------------------------------------------------------------
/** Extract texture coordinate channels from the DOM
*/
void LoadTextureCoordinates(std::vector<aiVector2D>* pvOut);
// -------------------------------------------------------------------
/** Extract a material list from the DOM
*/
void LoadMaterial(std::vector<MaterialHelper*>* pvOut);
// -------------------------------------------------------------------
/** Extract a face list from the DOM
*/
void LoadFaces(std::vector<PLY::Face>* pvOut);
// -------------------------------------------------------------------
/** Extract a material list from the DOM
*/
void LoadMaterial(std::vector<MaterialHelper*>* pvOut);
// -------------------------------------------------------------------
/** Validate material indices, replace default material identifiers
*/
void ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
std::vector<MaterialHelper*>* avMaterials);
// -------------------------------------------------------------------
/** Validate material indices, replace default material identifiers
*/
void ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
std::vector<MaterialHelper*>* avMaterials);
// -------------------------------------------------------------------
/** Convert all meshes into our ourer representation
*/
void ConvertMeshes(std::vector<PLY::Face>* avFaces,
const std::vector<aiVector3D>* avPositions,
const std::vector<aiVector3D>* avNormals,
const std::vector<aiColor4D>* avColors,
const std::vector<MaterialHelper*>* avMaterials,
std::vector<aiMesh*>* avOut);
// -------------------------------------------------------------------
/** Convert all meshes into our ourer representation
*/
void ConvertMeshes(std::vector<PLY::Face>* avFaces,
const std::vector<aiVector3D>* avPositions,
const std::vector<aiVector3D>* avNormals,
const std::vector<aiColor4D>* avColors,
const std::vector<aiVector2D>* avTexCoords,
const std::vector<MaterialHelper*>* avMaterials,
std::vector<aiMesh*>* avOut);
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
// -------------------------------------------------------------------
/** Static helper to parse a color from four single channels in
*/
static void GetMaterialColor(
const std::vector<PLY::PropertyInstance>& avList,
unsigned int aiPositions[4],
PLY::EDataType aiTypes[4],
aiColor4D* clrOut);
/** Document object model representation extracted from the file */
PLY::DOM* pcDOM;
};
// -------------------------------------------------------------------
/** Static helper to parse a color channel value. The input value
* is normalized to 0-1.
*/
static float NormalizeColorValue (
PLY::PropertyInstance::ValueUnion val,
PLY::EDataType eType);
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** Document object model representation extracted from the file */
PLY::DOM* pcDOM;
};
} // end of namespace Assimp

View File

@ -1,4 +1,46 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the PLY parser class */
#include "PLYLoader.h"
#include "MaterialSystem.h"
#include "fast_atof.h"
@ -13,7 +55,6 @@
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
PLY::EDataType PLY::Property::ParseDataType(const char* p_szIn,const char** p_szOut)
{
@ -100,22 +141,7 @@ PLY::EDataType PLY::Property::ParseDataType(const char* p_szIn,const char** p_sz
PLY::ESemantic PLY::Property::ParseSemantic(const char* p_szIn,const char** p_szOut)
{
PLY::ESemantic eOut = PLY::EST_INVALID;
if (0 == ASSIMP_strincmp(p_szIn,"x",1))
{
p_szIn++;
eOut = PLY::EST_XCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"y",1))
{
p_szIn++;
eOut = PLY::EST_YCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"z",1))
{
p_szIn++;
eOut = PLY::EST_ZCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"red",3))
if (0 == ASSIMP_strincmp(p_szIn,"red",3))
{
p_szIn+=3;
eOut = PLY::EST_Red;
@ -235,6 +261,41 @@ PLY::ESemantic PLY::Property::ParseSemantic(const char* p_szIn,const char** p_sz
p_szIn++;
eOut = PLY::EST_Blue;
}
else if (0 == ASSIMP_strincmp(p_szIn,"tx",2))
{
p_szIn+=2;
eOut = PLY::EST_UTextureCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"ty",2))
{
p_szIn+=2;
eOut = PLY::EST_VTextureCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"u",1))
{
p_szIn++;
eOut = PLY::EST_UTextureCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"v",1))
{
p_szIn++;
eOut = PLY::EST_VTextureCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"x",1))
{
p_szIn++;
eOut = PLY::EST_XCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"y",1))
{
p_szIn++;
eOut = PLY::EST_YCoord;
}
else if (0 == ASSIMP_strincmp(p_szIn,"z",1))
{
p_szIn++;
eOut = PLY::EST_ZCoord;
}
else
{
// ... find the next space or new line
@ -250,7 +311,9 @@ PLY::ESemantic PLY::Property::ParseSemantic(const char* p_szIn,const char** p_sz
return eOut;
}
// ------------------------------------------------------------------------------------------------
bool PLY::Property::ParseProperty (const char* p_szIn, const char** p_szOut, PLY::Property* pOut)
bool PLY::Property::ParseProperty (const char* p_szIn,
const char** p_szOut,
PLY::Property* pOut)
{
// Forms supported:
// "property float x"
@ -320,7 +383,8 @@ bool PLY::Property::ParseProperty (const char* p_szIn, const char** p_szOut, PLY
return true;
}
// ------------------------------------------------------------------------------------------------
PLY::EElementSemantic PLY::Element::ParseSemantic(const char* p_szIn,const char** p_szOut)
PLY::EElementSemantic PLY::Element::ParseSemantic(const char* p_szIn,
const char** p_szOut)
{
PLY::EElementSemantic eOut = PLY::EEST_INVALID;
if (0 == ASSIMP_strincmp(p_szIn,"vertex",6))
@ -365,8 +429,9 @@ PLY::EElementSemantic PLY::Element::ParseSemantic(const char* p_szIn,const char*
return eOut;
}
// ------------------------------------------------------------------------------------------------
bool PLY::Element::ParseElement (const char* p_szIn, const char** p_szOut,
PLY::Element* pOut)
bool PLY::Element::ParseElement (const char* p_szIn,
const char** p_szOut,
PLY::Element* pOut)
{
// Example format: "element vertex 8"
*p_szOut = p_szIn;
@ -410,8 +475,8 @@ bool PLY::Element::ParseElement (const char* p_szIn, const char** p_szOut,
// skip all comments
PLY::DOM::SkipComments(p_szIn,&p_szIn);
Property prop;
if(!PLY::Property::ParseProperty(p_szIn,&p_szIn,&prop))break;
PLY::Property* prop = new PLY::Property();
if(!PLY::Property::ParseProperty(p_szIn,&p_szIn,prop))break;
// add the property to the property list
pOut->alProperties.push_back(prop);
@ -420,7 +485,8 @@ bool PLY::Element::ParseElement (const char* p_szIn, const char** p_szOut,
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::SkipComments (const char* p_szIn,const char** p_szOut)
bool PLY::DOM::SkipComments (const char* p_szIn,
const char** p_szOut)
{
*p_szOut = p_szIn;
@ -451,8 +517,8 @@ bool PLY::DOM::ParseHeader (const char* p_szIn,const char** p_szOut)
// skip all comments
PLY::DOM::SkipComments(p_szIn,&p_szIn);
Element out;
if(PLY::Element::ParseElement(p_szIn,&p_szIn,&out))
PLY::Element* out = new PLY::Element();
if(PLY::Element::ParseElement(p_szIn,&p_szIn,out))
{
// add the element to the list of elements
this->alElements.push_back(out);
@ -470,34 +536,39 @@ bool PLY::DOM::ParseHeader (const char* p_szIn,const char** p_szOut)
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseElementInstanceLists (const char* p_szIn,const char** p_szOut)
bool PLY::DOM::ParseElementInstanceLists (
const char* p_szIn,
const char** p_szOut)
{
this->alElementData.resize(this->alElements.size());
std::vector<PLY::Element>::const_iterator i = this->alElements.begin();
std::vector<PLY::ElementInstanceList>::iterator a = this->alElementData.begin();
std::vector<PLY::Element*>::const_iterator i = this->alElements.begin();
std::vector<PLY::ElementInstanceList*>::iterator a = this->alElementData.begin();
// parse all element instances
for (;i != this->alElements.end();++i,++a)
{
*a = PLY::ElementInstanceList(&(*i)); // reserve enough storage
PLY::ElementInstanceList::ParseInstanceList(p_szIn,&p_szIn,&(*i),&(*a));
*a = new PLY::ElementInstanceList((*i)); // reserve enough storage
PLY::ElementInstanceList::ParseInstanceList(p_szIn,&p_szIn,(*i),(*a));
}
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseElementInstanceListsBinary (const char* p_szIn,const char** p_szOut,bool p_bBE)
bool PLY::DOM::ParseElementInstanceListsBinary (
const char* p_szIn,
const char** p_szOut,
bool p_bBE)
{
this->alElementData.resize(this->alElements.size());
std::vector<PLY::Element>::const_iterator i = this->alElements.begin();
std::vector<PLY::ElementInstanceList>::iterator a = this->alElementData.begin();
std::vector<PLY::Element*>::const_iterator i = this->alElements.begin();
std::vector<PLY::ElementInstanceList*>::iterator a = this->alElementData.begin();
// parse all element instances
for (;i != this->alElements.end();++i,++a)
{
*a = PLY::ElementInstanceList(&(*i)); // reserve enough storage
PLY::ElementInstanceList::ParseInstanceListBinary(p_szIn,&p_szIn,&(*i),&(*a),p_bBE);
*a = new PLY::ElementInstanceList((*i)); // reserve enough storage
PLY::ElementInstanceList::ParseInstanceListBinary(p_szIn,&p_szIn,(*i),(*a),p_bBE);
}
return true;
}
@ -549,8 +620,8 @@ bool PLY::ElementInstanceList::ParseInstanceList (const char* p_szIn,const char*
{
PLY::DOM::SkipComments(p_szIn,&p_szIn);
PLY::ElementInstance out;
PLY::ElementInstance::ParseInstance(p_szIn, &p_szIn,pcElement, &out);
PLY::ElementInstance* out = new PLY::ElementInstance();
PLY::ElementInstance::ParseInstance(p_szIn, &p_szIn,pcElement, out);
// add it to the list
p_pcOut->alInstances[i] = out;
}
@ -559,8 +630,12 @@ bool PLY::ElementInstanceList::ParseInstanceList (const char* p_szIn,const char*
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstanceList::ParseInstanceListBinary (const char* p_szIn,const char** p_szOut,
const PLY::Element* pcElement, PLY::ElementInstanceList* p_pcOut,bool p_bBE)
bool PLY::ElementInstanceList::ParseInstanceListBinary (
const char* p_szIn,
const char** p_szOut,
const PLY::Element* pcElement,
PLY::ElementInstanceList* p_pcOut,
bool p_bBE /* = false */)
{
// we can add special handling code for unknown element semantics since
// we can't skip it as a whole block (we don't know its exact size
@ -568,8 +643,8 @@ bool PLY::ElementInstanceList::ParseInstanceListBinary (const char* p_szIn,const
// of the unknown element)
for (unsigned int i = 0; i < pcElement->NumOccur;++i)
{
PLY::ElementInstance out;
PLY::ElementInstance::ParseInstanceBinary(p_szIn, &p_szIn,pcElement, &out, p_bBE);
PLY::ElementInstance* out = new PLY::ElementInstance();
PLY::ElementInstance::ParseInstanceBinary(p_szIn, &p_szIn,pcElement, out, p_bBE);
// add it to the list
p_pcOut->alInstances[i] = out;
}
@ -577,24 +652,28 @@ bool PLY::ElementInstanceList::ParseInstanceListBinary (const char* p_szIn,const
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstance::ParseInstance (const char* p_szIn,const char** p_szOut,
const PLY::Element* pcElement, PLY::ElementInstance* p_pcOut)
bool PLY::ElementInstance::ParseInstance (
const char* p_szIn,
const char** p_szOut,
const PLY::Element* pcElement,
PLY::ElementInstance* p_pcOut)
{
if (!SkipSpaces(p_szIn, &p_szIn))return false;
// allocate enough storage
p_pcOut->alProperties.resize(pcElement->alProperties.size());
*p_szOut = p_szIn;
std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
std::vector<PLY::Property*>::const_iterator a = pcElement->alProperties.begin();
for (;i != p_pcOut->alProperties.end();++i,++a)
{
if(!(PLY::PropertyInstance::ParseInstance(p_szIn, &p_szIn,&(*a),&(*i))))
if(!(PLY::PropertyInstance::ParseInstance(p_szIn, &p_szIn,(*a),&(*i))))
{
// skip the rest of the instance
SkipLine(p_szIn, &p_szIn);
PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a).eType);
PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a)->eType);
(*i).avList.push_back(v);
}
}
@ -602,19 +681,24 @@ bool PLY::ElementInstance::ParseInstance (const char* p_szIn,const char** p_szOu
return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstance::ParseInstanceBinary (const char* p_szIn,const char** p_szOut,
const PLY::Element* pcElement, PLY::ElementInstance* p_pcOut, bool p_bBE)
bool PLY::ElementInstance::ParseInstanceBinary (
const char* p_szIn,
const char** p_szOut,
const PLY::Element* pcElement,
PLY::ElementInstance* p_pcOut,
bool p_bBE /* = false */)
{
// allocate enough storage
p_pcOut->alProperties.resize(pcElement->alProperties.size());
*p_szOut = p_szIn;
std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
std::vector<PLY::Property*>::const_iterator a = pcElement->alProperties.begin();
for (;i != p_pcOut->alProperties.end();++i,++a)
{
if(!(PLY::PropertyInstance::ParseInstance(p_szIn, &p_szIn,&(*a),&(*i))))
if(!(PLY::PropertyInstance::ParseInstance(p_szIn, &p_szIn,(*a),&(*i))))
{
PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a).eType);
PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a)->eType);
(*i).avList.push_back(v);
}
}

View File

@ -1,3 +1,44 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing PLY files */
#ifndef AI_PLYFILEHELPER_H_INC
#define AI_PLYFILEHELPER_H_INC
@ -54,9 +95,9 @@ enum EDataType
};
// ---------------------------------------------------------------------------------
/** \brief Specifies semantics for PLY element properties
/** \brief Specifies semantics for PLY element properties
*
* Semantics define the usage of a property, e.g. x coordinate
* Semantics define the usage of a property, e.g. x coordinate
*/
enum ESemantic
{
@ -73,6 +114,11 @@ enum ESemantic
EST_YNormal,
//! vertex normal z coordinate
EST_ZNormal,
//! u texture coordinate
EST_UTextureCoord,
//! v texture coordinate
EST_VTextureCoord,
//! vertex colors, red channel
EST_Red,
@ -133,9 +179,9 @@ enum ESemantic
};
// ---------------------------------------------------------------------------------
/** \brief Specifies semantics for PLY elements
/** \brief Specifies semantics for PLY elements
*
* Semantics define the usage of an element, e.g. vertex or material
* Semantics define the usage of an element, e.g. vertex or material
*/
enum EElementSemantic
{
@ -159,9 +205,9 @@ enum EElementSemantic
};
// ---------------------------------------------------------------------------------
/** \brief Helper class for a property in a PLY file.
/** \brief Helper class for a property in a PLY file.
*
* This can e.g. be a part of the vertex declaration
* This can e.g. be a part of the vertex declaration
*/
class Property
{
@ -187,6 +233,7 @@ public:
bool bIsList;
EDataType eFirstType;
// -------------------------------------------------------------------
//! Parse a property from a string. The end of the
//! string is either '\n', '\r' or '\0'. Return valie is false
//! if the input string is NOT a valid property (E.g. does
@ -194,18 +241,20 @@ public:
static bool ParseProperty (const char* p_szIn, const char** p_szOut,
Property* pOut);
// -------------------------------------------------------------------
//! Parse a data type from a string
static EDataType ParseDataType(const char* p_szIn,const char** p_szOut);
// -------------------------------------------------------------------
//! Parse a semantic from a string
static ESemantic ParseSemantic(const char* p_szIn,const char** p_szOut);
};
// ---------------------------------------------------------------------------------
/** \brief Helper class for an element in a PLY file.
/** \brief Helper class for an element in a PLY file.
*
* This can e.g. be the vertex declaration. Elements contain a
* well-defined number of properties.
* This can e.g. be the vertex declaration. Elements contain a
* well-defined number of properties.
*/
class Element
{
@ -216,9 +265,22 @@ public:
: NumOccur(0), eSemantic (EEST_INVALID)
{}
//! Destructor. Dallocates all storage
~Element()
{
// delete all elements
for (std::vector<Property*>::const_iterator
i = this->alProperties.begin();
i != this->alProperties.end();++i)
{
delete (*i);
}
return;
}
//! List of properties assigned to the element
//! std::vector to support operator[]
std::vector<Property> alProperties;
std::vector<Property*> alProperties;
//! Semantic of the element
EElementSemantic eSemantic;
@ -230,19 +292,22 @@ public:
//! How many times will the element occur?
unsigned int NumOccur;
// -------------------------------------------------------------------
//! Parse an element from a string.
//! The function will parse all properties contained in the
//! element, too.
static bool ParseElement (const char* p_szIn, const char** p_szOut,
Element* pOut);
// -------------------------------------------------------------------
//! Parse a semantic from a string
static EElementSemantic ParseSemantic(const char* p_szIn,
const char** p_szOut);
};
// ---------------------------------------------------------------------------------
/** \brief Instance of a property in a PLY file
/** \brief Instance of a property in a PLY file
*/
class PropertyInstance
{
@ -271,36 +336,43 @@ public:
};
// -------------------------------------------------------------------
//! List of all values parsed. Contains only one value
// for non-list propertys
std::list<ValueUnion> avList;
// -------------------------------------------------------------------
//! Parse a property instance
static bool ParseInstance (const char* p_szIn,const char** p_szOut,
const Property* prop, PropertyInstance* p_pcOut);
// -------------------------------------------------------------------
//! Parse a property instance in binary format
static bool ParseInstanceBinary (const char* p_szIn,const char** p_szOut,
const Property* prop, PropertyInstance* p_pcOut,bool p_bBE);
// -------------------------------------------------------------------
//! Get the default value for a given data type
static ValueUnion DefaultValue(EDataType eType);
// -------------------------------------------------------------------
//! Parse a value
static bool ParseValue(const char* p_szIn,const char** p_szOut,
EDataType eType,ValueUnion* out);
// -------------------------------------------------------------------
//! Parse a binary value
static bool ParseValueBinary(const char* p_szIn,const char** p_szOut,
EDataType eType,ValueUnion* out,bool p_bBE);
// -------------------------------------------------------------------
//! Convert a property value to a given type TYPE
template <typename TYPE>
static TYPE ConvertTo(ValueUnion v, EDataType eType);
};
// ---------------------------------------------------------------------------------
/** \brief Class for an element instance in a PLY file
/** \brief Class for an element instance in a PLY file
*/
class ElementInstance
{
@ -313,17 +385,19 @@ public:
//! List of all parsed properties
std::vector< PropertyInstance > alProperties;
// -------------------------------------------------------------------
//! Parse an element instance
static bool ParseInstance (const char* p_szIn,const char** p_szOut,
const Element* pcElement, ElementInstance* p_pcOut);
// -------------------------------------------------------------------
//! Parse a binary element instance
static bool ParseInstanceBinary (const char* p_szIn,const char** p_szOut,
const Element* pcElement, ElementInstance* p_pcOut,bool p_bBE);
};
// ---------------------------------------------------------------------------------
/** \brief Class for an element instance list in a PLY file
/** \brief Class for an element instance list in a PLY file
*/
class ElementInstanceList
{
@ -333,25 +407,42 @@ public:
ElementInstanceList ()
{}
//! Construction from a given element description
ElementInstanceList (const Element* pc)
{
// reserve enough storage to speedup the process
alInstances.reserve(pc->NumOccur);
}
//! List of all element instances
std::vector< ElementInstance > alInstances;
//! Destructor. Dallocates all storage
~ElementInstanceList()
{
// delete all elements
for (std::vector<ElementInstance*>::const_iterator
i = this->alInstances.begin();
i != this->alInstances.end();++i)
{
delete (*i);
}
return;
}
//! List of all element instances
std::vector< ElementInstance* > alInstances;
// -------------------------------------------------------------------
//! Parse an element instance list
static bool ParseInstanceList (const char* p_szIn,const char** p_szOut,
const Element* pcElement, ElementInstanceList* p_pcOut);
// -------------------------------------------------------------------
//! Parse a binary element instance list
static bool ParseInstanceListBinary (const char* p_szIn,const char** p_szOut,
const Element* pcElement, ElementInstanceList* p_pcOut,bool p_bBE);
};
// ---------------------------------------------------------------------------------
/** \brief Class to represent the document object model of an ASCII or binary
* (both little and big-endian) PLY file
/** \brief Class to represent the document object model of an ASCII or binary
* (both little and big-endian) PLY file
*/
class DOM
{
@ -361,9 +452,30 @@ public:
DOM()
{}
//! Destructor. Dallocates all storage
~DOM()
{
// delete all elements
for (std::vector<Element*>::const_iterator
i = this->alElements.begin();
i != this->alElements.end();++i)
{
delete (*i);
}
// delete all instance lists
for (std::vector<ElementInstanceList*>::const_iterator
i = this->alElementData.begin();
i != this->alElementData.end();++i)
{
delete (*i);
}
return;
}
std::vector<Element> alElements;
std::vector<ElementInstanceList> alElementData;
//! Contains all elements of the file format
std::vector<Element*> alElements;
//! Contains the real data of each element's instance list
std::vector<ElementInstanceList*> alElementData;
//! Parse the DOM for a PLY file. The input string is assumed
//! to be terminated with zero
@ -376,19 +488,22 @@ public:
private:
// -------------------------------------------------------------------
//! Handle the file header and read all element descriptions
bool ParseHeader (const char* p_szIn,const char** p_szOut);
// -------------------------------------------------------------------
//! Read in all element instance lists
bool ParseElementInstanceLists (const char* p_szIn,const char** p_szOut);
// -------------------------------------------------------------------
//! Read in all element instance lists for a binary file format
bool ParseElementInstanceListsBinary (const char* p_szIn,
const char** p_szOut,bool p_bBE);
};
// ---------------------------------------------------------------------------------
/** \brief Helper class to represent a loaded face
/** \brief Helper class to represent a loaded PLY face
*/
class Face
{
@ -434,6 +549,8 @@ TYPE PLY::PropertyInstance::ConvertTo(
};
return (TYPE)0;
}
};
// ---------------------------------------------------------------------------------
inline bool IsSpace( const char in)
{
@ -476,8 +593,6 @@ inline void SkipSpacesAndLineEnd( const char* in, const char** out)
while (*in == ' ' || *in == '\t' || *in == '\r' || *in == '\n')in++;
*out = in;
}
};
};
#endif // !! include guard

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the helper class to quickly find vertices close to a given position */
#include <algorithm>
#include "SpatialSort.h"

View File

@ -1,3 +1,43 @@
/*
Free 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.
----------------------------------------------------------------------
*/
/** Small helper classes to optimise finding vertizes close to a given location */
#ifndef AI_SPATIALSORT_H_INC
#define AI_SPATIALSORT_H_INC

View File

@ -1,3 +1,44 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Implementation of the SplitLargeMeshes postprocessing step
*/
#include "SplitLargeMeshes.h"
@ -7,27 +48,56 @@
using namespace Assimp;
// Constructor to be privately used by Importer
SplitLargeMeshesProcess::SplitLargeMeshesProcess()
/*static*/ unsigned int SplitLargeMeshesProcess_Triangle::LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
/*static*/ unsigned int SplitLargeMeshesProcess_Vertex::LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
extern "C" {
// ------------------------------------------------------------------------------------------------
aiReturn aiSetVertexSplitLimit(unsigned int pLimit)
{
if (0 == pLimit)
{
SplitLargeMeshesProcess_Vertex::LIMIT = 0xFFFFFFFF;
return AI_FAILURE;
}
// Destructor, private as well
SplitLargeMeshesProcess::~SplitLargeMeshesProcess()
SplitLargeMeshesProcess_Vertex::LIMIT = pLimit;
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
aiReturn aiSetTriangleSplitLimit(unsigned int pLimit)
{
if (0 == pLimit)
{
SplitLargeMeshesProcess_Triangle::LIMIT = 0xFFFFFFFF;
return AI_FAILURE;
}
SplitLargeMeshesProcess_Triangle::LIMIT = pLimit;
return AI_SUCCESS;
}
}; //! extern "C"
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess::IsActive( unsigned int pFlags) const
bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_SplitLargeMeshes) != 0;
return (pFlags & aiProcess_SplitLargeMeshes) != 0 && (0xFFFFFFFF != LIMIT);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess::Execute( aiScene* pScene)
void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
{
std::vector<std::pair<aiMesh*, unsigned int> > avList;
@ -51,12 +121,10 @@ void SplitLargeMeshesProcess::Execute( aiScene* pScene)
}
// ------------------------------------------------------------------------------------------------
// Update a node after some meshes have been split
void SplitLargeMeshesProcess::UpdateNode(aiNode* pcNode,
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
// for every index in out list build a new entry
// TODO: Currently O(n^2)
std::vector<unsigned int> aiEntries;
aiEntries.reserve(pcNode->mNumMeshes + 1);
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
@ -81,25 +149,22 @@ void SplitLargeMeshesProcess::UpdateNode(aiNode* pcNode,
// recusively update all other nodes
for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
{
this->UpdateNode ( pcNode->mChildren[i], avList );
UpdateNode ( pcNode->mChildren[i], avList );
}
return;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess::SplitMesh(
void SplitLargeMeshesProcess_Triangle::SplitMesh(
unsigned int a,
aiMesh* pMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
// TODO: Mesh splitting is currently not supported for meshes
// containing bones
if (pMesh->mNumVertices > AI_SLM_MAX_VERTICES && 0 == pMesh->mNumBones)
if (pMesh->mNumFaces > LIMIT)
{
// we need to split this mesh into sub meshes
// determine the size of a submesh
const unsigned int iSubMeshes = (pMesh->mNumVertices / AI_SLM_MAX_VERTICES) + 1;
const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;
const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
const unsigned int iOutVertexNum = iOutFaceNum * 3;
@ -162,19 +227,25 @@ void SplitLargeMeshesProcess::SplitMesh(
}
// (we will also need to copy the array of indices)
unsigned int iCurrent = 0;
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
{
pcMesh->mFaces[p].mNumIndices = 3;
// allocate a new array
unsigned int* pi = pMesh->mFaces[p + iBase].mIndices;
pcMesh->mFaces[p].mIndices = new unsigned int[3];
const unsigned int iTemp = p + iBase;
const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;
// setup face type and number of indices
pcMesh->mFaces[p].mNumIndices = iNumIndices;
unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
// and copy the contents of the old array, offset by current base
for (unsigned int v = 0; v < 3;++v)
for (unsigned int v = 0; v < iNumIndices;++v)
{
unsigned int iIndex = pMesh->mFaces[p+iBase].mIndices[v];
unsigned int iIndexOut = p*3 + v;
unsigned int iIndex = pMesh->mFaces[iTemp].mIndices[v];
unsigned int iIndexOut = iCurrent++;
pcMesh->mFaces[p].mIndices[v] = iIndexOut;
// copy positions
@ -224,4 +295,222 @@ void SplitLargeMeshesProcess::SplitMesh(
}
else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
return;
}
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_SplitLargeMeshes) != 0 && (0xFFFFFFFF != LIMIT);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
{
std::vector<std::pair<aiMesh*, unsigned int> > avList;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
this->SplitMesh(a, pScene->mMeshes[a],avList);
if (avList.size() != pScene->mNumMeshes)
{
// it seems something has been splitted. rebuild the mesh list
delete[] pScene->mMeshes;
pScene->mNumMeshes = avList.size();
pScene->mMeshes = new aiMesh*[avList.size()];
for (unsigned int i = 0; i < avList.size();++i)
pScene->mMeshes[i] = avList[i].first;
// now we need to update all nodes
SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
}
return;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::SplitMesh(
unsigned int a,
aiMesh* pMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
{
// we need to split this mesh into sub meshes
// determine the estimated size of a submesh
// (this could be too large. Max waste is a single digit percentage)
const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;
// create a std::vector<unsigned int> to indicate which vertices
// have already been copied
std::vector<unsigned int> avWasCopied;
avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);
// try to find a good estimate for the number of output faces
// per mesh. Add 12.5% as buffer
unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
iEstimatedSize += iEstimatedSize >> 3;
// now generate all submeshes
unsigned int iBase = 0;
while (true)
{
const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
aiMesh* pcMesh = new aiMesh;
pcMesh->mNumVertices = 0;
pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
// clear the temporary helper array
if (0 != iBase)
{
memset(&avWasCopied[0],0xFF,pMesh->mNumVertices * sizeof(unsigned int));
}
// output vectors
std::vector<aiFace> vFaces;
// reserve enough storage for most cases
if (pMesh->HasPositions())
{
pcMesh->mVertices = new aiVector3D[iOutVertexNum];
}
if (pMesh->HasNormals())
{
pcMesh->mNormals = new aiVector3D[iOutVertexNum];
}
if (pMesh->HasTangentsAndBitangents())
{
pcMesh->mTangents = new aiVector3D[iOutVertexNum];
pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
}
for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
{
pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
}
for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
{
pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
}
vFaces.reserve(iEstimatedSize);
// (we will also need to copy the array of indices)
while (iBase < pMesh->mNumFaces)
{
// allocate a new array
const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
// doesn't catch degenerates but is quite fast
unsigned int iNeed = 0;
for (unsigned int v = 0; v < iNumIndices;++v)
{
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
// check whether we do already have this vertex
if (0xFFFFFFFF == avWasCopied[iIndex])
{
iNeed++;
}
}
if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
{
// don't use this face
break;
}
vFaces.push_back(aiFace());
aiFace& rFace = vFaces.back();
// setup face type and number of indices
rFace.mNumIndices = iNumIndices;
rFace.mIndices = new unsigned int[iNumIndices];
// and copy the contents of the old array, offset by current base
for (unsigned int v = 0; v < iNumIndices;++v)
{
unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
// check whether we do already have this vertex
if (0xFFFFFFFF != avWasCopied[iIndex])
{
rFace.mIndices[v] = avWasCopied[iIndex];
continue;
}
// copy positions
pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
// copy normals
if (pMesh->HasNormals())
{
pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
}
// copy tangents/bitangents
if (pMesh->HasTangentsAndBitangents())
{
pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
}
// texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
{
if (pMesh->HasTextureCoords( c))
{
pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
}
}
// vertex colors
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
{
if (pMesh->HasVertexColors( c))
{
pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
}
}
rFace.mIndices[v] = pcMesh->mNumVertices;
avWasCopied[iIndex] = pcMesh->mNumVertices;
pcMesh->mNumVertices++;
}
iBase++;
if(pcMesh->mNumVertices == iOutVertexNum)
{
// break here. The face is only added if it was complete
break;
}
}
// copy the face list to the mesh
pcMesh->mFaces = new aiFace[vFaces.size()];
pcMesh->mNumFaces = vFaces.size();
for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
pcMesh->mFaces[p] = vFaces[p];
// add the newly created mesh to the list
avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
if (iBase == pMesh->mNumFaces)
{
// have all faces ... finish the outer loop, too
break;
}
}
// now delete the old mesh data
delete pMesh;
}
else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
return;
}

View File

@ -1,4 +1,45 @@
/** @file Defines a post processing step to split large meshes into submeshes*/
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to split large meshes into submeshes
*/
#ifndef AI_SPLITLARGEMESHES_H_INC
#define AI_SPLITLARGEMESHES_H_INC
@ -10,21 +51,32 @@
namespace Assimp
{
#define AI_SLM_MAX_VERTICES 1000000
class SplitLargeMeshesProcess_Triangle;
class SplitLargeMeshesProcess_Vertex;
// default limit for vertices
#define AI_SLM_DEFAULT_MAX_VERTICES 1000000
// default limit for triangles
#define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
// ---------------------------------------------------------------------------
/** Postprocessing filter to split large meshes into submeshes
*
* Applied BEFORE the JoinVertices-Step occurs.
* Returns NON-UNIQUE vertices, splits by triangle number.
*/
class SplitLargeMeshesProcess : public BaseProcess
class SplitLargeMeshesProcess_Triangle : public BaseProcess
{
friend class Importer;
friend class SplitLargeMeshesProcess_Vertex;
protected:
/** Constructor to be privately used by Importer */
SplitLargeMeshesProcess();
SplitLargeMeshesProcess_Triangle();
/** Destructor, private as well */
~SplitLargeMeshesProcess();
~SplitLargeMeshesProcess_Triangle();
public:
// -------------------------------------------------------------------
@ -49,10 +101,60 @@ private:
void SplitMesh (unsigned int a, aiMesh* pcMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
//! Update a node in the asset after a few of its meshes
//! have been split
void UpdateNode(aiNode* pcNode,
//! Update a node in the asset after a few of its meshes have been split
static void UpdateNode(aiNode* pcNode,
const std::vector<std::pair<aiMesh*, unsigned int> >& avList);
public:
//! Triangle limit set via aiSetTriangleSplitLimit()
static unsigned int LIMIT;
};
// ---------------------------------------------------------------------------
/** Postprocessing filter to split large meshes into submeshes
*
* Applied AFTER the JoinVertices-Step occurs.
* Returns UNIQUE vertices, splits by vertex number.
*/
class SplitLargeMeshesProcess_Vertex : public BaseProcess
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
SplitLargeMeshesProcess_Vertex();
/** Destructor, private as well */
~SplitLargeMeshesProcess_Vertex();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not.
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute( aiScene* pScene);
private:
//! Apply the algorithm to a given mesh
void SplitMesh (unsigned int a, aiMesh* pcMesh,
std::vector<std::pair<aiMesh*, unsigned int> >& avList);
// NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode()
public:
//! Triangle limit set via aiSetTriangleSplitLimit()
static unsigned int LIMIT;
};
} // end of namespace Assimp

View File

@ -1,4 +1,46 @@
/** @file Defines a post processing step to triangulate all faces with more than three vertices.*/
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to triangulate all faces
with more than three vertices.
*/
#ifndef AI_TRIANGULATEPROCESS_H_INC
#define AI_TRIANGULATEPROCESS_H_INC

View File

@ -1,3 +1,44 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing XFiles */
#ifndef AI_XFILEHELPER_H_INC
#define AI_XFILEHELPER_H_INC

View File

@ -1,3 +1,43 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the XFile importer class */
#include "XFileImporter.h"
#include "XFileParser.h"
@ -586,7 +626,7 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::
}
if (std::string::npos != s2)
{
sprintf(key,AI_MATKEY_TEXTURE_BUMP_ "[%i]",iHM++);
sprintf(key,AI_MATKEY_TEXTURE_HEIGHT_ "[%i]",iHM++);
}
else
{

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the XFile importer class. */
#ifndef AI_XFILEIMPORTER_H_INC
#define AI_XFILEIMPORTER_H_INC
@ -38,51 +78,71 @@ public:
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append)
{
append.append("*.x");
}
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Constructs the return data structure out of the imported data.
* @param pScene The scene to construct the return data in.
* @param pData The imported data in the internal temporary representation.
* @param pData The imported data in the internal temporary
* representation.
*/
void CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData);
void CreateDataRepresentationFromImport( aiScene* pScene,
const XFile::Scene* pData);
// -------------------------------------------------------------------
/** Recursively creates scene nodes from the imported hierarchy. The meshes and materials
* of the nodes will be extracted on the way.
/** Recursively creates scene nodes from the imported hierarchy.
* The meshes and materials of the nodes will be extracted on the way.
* @param pScene The scene to construct the return data in.
* @param pParent The parent node where to create new child nodes
* @param pNode The temporary node to copy.
* @return The created node
*/
aiNode* CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode);
aiNode* CreateNodes( aiScene* pScene, aiNode* pParent,
const XFile::Node* pNode);
// -------------------------------------------------------------------
/** Converts all meshes in the given mesh array. Each mesh is splitted up per material,
* the indices of the generated meshes are stored in the node structure.
/** Converts all meshes in the given mesh array. Each mesh is splitted
* up per material, the indices of the generated meshes are stored in
* the node structure.
* @param pScene The scene to construct the return data in.
* @param pNode The target node structure that references the constructed meshes.
* @param pNode The target node structure that references the
* constructed meshes.
* @param pMeshes The array of meshes to convert
*/
void CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes);
void CreateMeshes( aiScene* pScene, aiNode* pNode,
const std::vector<XFile::Mesh*>& pMeshes);
// -------------------------------------------------------------------
/** Converts the animations from the given imported data and creates them in the scene.
/** Converts the animations from the given imported data and creates
* them in the scene.
* @param pScene The scene to hold to converted animations
* @param pData The data to read the animations from
*/
void CreateAnimations( aiScene* pScene, const XFile::Scene* pData);
// -------------------------------------------------------------------
/** Converts all materials in the given array and stores them in the scene's material list.
/** Converts all materials in the given array and stores them in the
* scene's material list.
* @param pScene The scene to hold the converted materials.
* @param pMaterials The material array to convert.
*/
void ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials);
void ConvertMaterials( aiScene* pScene,
const std::vector<XFile::Material>& pMaterials);
protected:
/** Buffer to hold the loaded file */

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the XFile parser helper class */
#include "XFileParser.h"
#include "XFileHelper.h"

View File

@ -1,3 +1,43 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Helper class to parse a XFile into a temporary structure */
#ifndef AI_XFILEPARSER_H_INC
#define AI_XFILEPARSER_H_INC

103
code/res/assimp.rc 100644
View File

@ -0,0 +1,103 @@
// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "afxres.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// Deutsch (Deutschland) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU)
#ifdef _WIN32
LANGUAGE LANG_GERMAN, SUBLANG_GERMAN
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x17L
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L
FILETYPE 0x7L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040704b0"
BEGIN
VALUE "Comments", "Licensed under a 3-clause BSD license"
VALUE "CompanyName", "ASSIMP Development Team"
VALUE "FileDescription", "Free Asset Import Library "
VALUE "FileVersion", "1, 0, 0, 0"
VALUE "InternalName", "assimp"
VALUE "LegalCopyright", "Copyright (C) 2008"
VALUE "OriginalFilename", "assimp32.dll"
VALUE "ProductName", "Free Asset Import Library "
VALUE "ProductVersion", "1, 0, 0, 0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x407, 1200
END
END
#endif // Deutsch (Deutschland) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

View File

@ -0,0 +1,14 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by assimp.rc
// Nächste Standardwerte für neue Objekte
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 101
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

View File

@ -1,3 +1,44 @@
/*
Free 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.
----------------------------------------------------------------------
*/
#ifndef OBJ_FILEPARSER_H_INC
#define OBJ_FILEPARSER_H_INC
@ -38,8 +79,8 @@ private:
void parseFile();
void copyNextWord(char *pBuffer, size_t length);
void copyNextLine(char *pBuffer, size_t length);
void getVector3(std::vector<aiVector3D_t*> &point3d_array);
void getVector2(std::vector<aiVector2D_t*> &point2d_array);
void getVector3(std::vector<aiVector3D*> &point3d_array);
void getVector2(std::vector<aiVector2D*> &point2d_array);
void skipLine();
void getFace();
void getMaterialDesc();

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the data structures in which the imported animations are returned. */
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
@ -13,7 +54,7 @@ extern "C" {
struct aiVectorKey
{
double mTime; ///< The time of this key
aiVector3D_t mValue; ///< The value of this key
C_STRUCT aiVector3D mValue; ///< The value of this key
};
/** A time-value pair specifying a rotation for the given time. For joint animations
@ -22,7 +63,7 @@ struct aiVectorKey
struct aiQuatKey
{
double mTime; ///< The time of this key
aiQuaternion_t mValue; ///< The value of this key
C_STRUCT aiQuaternion mValue; ///< The value of this key
};
/** Describes the animation of a single bone. The name specifies the bone which is affected by this
@ -32,28 +73,28 @@ struct aiQuatKey
struct aiBoneAnim
{
/** The name of the bone affected by this animation. */
aiString mBoneName;
C_STRUCT aiString mBoneName;
/** The number of position keys */
unsigned int mNumPositionKeys;
/** The position keys of this animation channel. Positions are specified as 3D vector.
* The array is mNumPositionKeys in size.
*/
aiVectorKey* mPositionKeys;
C_STRUCT aiVectorKey* mPositionKeys;
/** The number of rotation keys */
unsigned int mNumRotationKeys;
/** The rotation keys of this animation channel. Rotations are given as quaternions,
* which are 4D vectors. The array is mNumRotationKeys in size.
*/
aiQuatKey* mRotationKeys;
C_STRUCT aiQuatKey* mRotationKeys;
/** The number of scaling keys */
unsigned int mNumScalingKeys;
/** The scaling keys of this animation channel. Scalings are specified as 3D vector.
* The array is mNumScalingKeys in size.
*/
aiVectorKey* mScalingKeys;
C_STRUCT aiVectorKey* mScalingKeys;
#ifdef __cplusplus
aiBoneAnim()
@ -80,7 +121,7 @@ struct aiAnimation
/** The name of the animation. If the modelling package this data was exported from does support
* only a single animation channel, this name is usually empty (length is zero).
*/
aiString mName;
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
double mDuration;
@ -92,7 +133,7 @@ struct aiAnimation
/** The bone animation channels. Each channel affects a single bone. The array
* is mNumBones in size.
*/
aiBoneAnim** mBones;
C_STRUCT aiBoneAnim** mBones;
#ifdef __cplusplus
aiAnimation()

View File

@ -1,6 +1,45 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines generic routines to access memory-mapped files
*
*/
#ifndef AI_FILEIO_H_INC
@ -14,11 +53,11 @@ extern "C" {
struct aiFileIO;
//enum aiOrigin;
typedef aiFileIO (*aiFileOpenProc)(aiFileIO*, const char*, const char*);
typedef aiReturn (*aiFileCloseProc)(aiFileIO*);
typedef unsigned long (*aiFileReadWriteProc)(aiFileIO*, char*, unsigned int, unsigned int);
typedef unsigned long (*aiFileTellProc)(aiFileIO*);
typedef aiFileIO (*aiFileOpenProc)(C_STRUCT aiFileIO*, const char*, const char*);
typedef aiReturn (*aiFileCloseProc)(C_STRUCT aiFileIO*);
typedef unsigned long (*aiFileReadWriteProc)(C_STRUCT aiFileIO*, char*, unsigned int, unsigned int);
typedef unsigned long (*aiFileTellProc)(C_STRUCT aiFileIO*);
// ---------------------------------------------------------------------------
/** Define seek origins in fseek()-style.
@ -44,13 +83,27 @@ typedef char* aiUserData;
// ---------------------------------------------------------------------------
struct aiFileIO
{
//! User data assigned to the structure
aiUserData UserData;
//! Function used to open a new file
aiFileOpenProc OpenFunc;
//! Function used to close an existing file
aiFileCloseProc CloseFunc;
//! Function used to read from a file
aiFileReadWriteProc ReadFunc;
//! Function used to write to a file
aiFileReadWriteProc WriteFunc;
//! Function used to retrieve the current
//! position of the file cursor (ftell())
aiFileTellProc TellProc;
//! Function used to set the current position
//! of the file cursor (fseek())
aiFileSeek SeekProc;
};

View File

@ -1,4 +1,43 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the material system of the library
*
@ -24,57 +63,51 @@ enum aiPropertyTypeInfo
*/
aiPTI_Float = 0x1,
/** aiString data structure
*/
aiPTI_String = 0x3,
/** Array of Integers
*/
aiPTI_Integer = 0x4,
/** Simple binary buffer
*/
aiPTI_Buffer = 0x5,
};
// ---------------------------------------------------------------------------
/** Defines algorithms for generating UVW-coords (for texture sampling)
* procedurally.
/** Defines texture operations like add, mul ...
*
*/
// ---------------------------------------------------------------------------
enum aiTexUVWGen
enum aiTextureOp
{
/** The view vector will be reflected to a pixel's normal.
*
* The result is used as UVW-coordinate for
* accessing a cubemap
*/
aiTexUVWGen_VIEWREFLEFT = 0x800001,
/** T = T1 * T2
*/
aiTextureOp_Multiply = 0x0,
/** T = T1 + T2
*/
aiTextureOp_Add = 0x1,
/** The view vector will be used as UVW-src
*
* The view vector is used as UVW-coordinate for
* accessing a cubemap
*/
aiTexUVWGen_VIEW = 0x800002,
/** T = T1 - T2
*/
aiTextureOp_Subtract = 0x2,
/** T = T1 / T2
*/
aiTextureOp_Divide = 0x3,
/** The view vector will be refracted to the pixel's normal.
*
* If this is used, the refraction index to be applied should
* also be contained in the material description.
* The result is used as UVW-coordinate for
* accessing a cubemap.
*/
aiTexUVWGen_VIEWREFRACT = 0x800003
/** T = (T1 + T2) - (T1 * T2)
*/
aiTextureOp_SmoothAdd = 0x4,
/** T = T1 + (T2-0.5)
*/
aiTextureOp_SignedAdd = 0x5
};
// ---------------------------------------------------------------------------
/** Defines all shading models supported by the library
*
@ -92,12 +125,10 @@ enum aiShadingMode
*/
aiShadingMode_Flat = 0x1,
/** Diffuse gouraud shading. Shading on per-vertex base
*/
aiShadingMode_Gouraud = 0x2,
/** Diffuse/Specular Phong-Shading
*
* Shading is applied on per-pixel base. This is the
@ -105,7 +136,6 @@ enum aiShadingMode
*/
aiShadingMode_Phong = 0x3,
/** Diffuse/Specular Phong-Blinn-Shading
*
* Shading is applied on per-pixel base. This is a little
@ -114,7 +144,6 @@ enum aiShadingMode
*/
aiShadingMode_Blinn = 0x4,
/** Toon-Shading per pixel
*
* Shading is applied on per-pixel base. The output looks
@ -122,7 +151,6 @@ enum aiShadingMode
*/
aiShadingMode_Toon = 0x5,
/** OrenNayar-Shading per pixel
*
* Extension to standard lambertian shading, taking the
@ -131,7 +159,6 @@ enum aiShadingMode
*/
aiShadingMode_OrenNayar = 0x6,
/** Minnaert-Shading per pixel
*
* Extension to standard lambertian shading, taking the
@ -139,12 +166,10 @@ enum aiShadingMode
*/
aiShadingMode_Minnaert = 0x7,
/** CookTorrance-Shading per pixel
*/
aiShadingMode_CookTorrance = 0x8,
/** No shading at all
*/
aiShadingMode_NoShading = 0x8
@ -163,14 +188,12 @@ struct aiMaterialProperty
*
* Keys are case insensitive.
*/
aiString* mKey;
C_STRUCT aiString* mKey;
/** Size of the buffer mData is pointing to, in bytes
*/
unsigned int mDataLength;
/** Type information for the property.
*
* Defines the data layout inside the
@ -179,7 +202,6 @@ struct aiMaterialProperty
*/
aiPropertyTypeInfo mType;
/** Binary buffer to hold the property's value
*
* The buffer has no terminal character. However,
@ -199,19 +221,17 @@ struct aiMaterialProperty
* for nearly all purposes.
*/
// ---------------------------------------------------------------------------
#ifdef __cplusplus
class aiMaterial
struct aiMaterial
{
#ifdef __cplusplus
protected:
aiMaterial() {}
public:
#else
struct aiMaterial
{
#endif // __cplusplus
/** List of all material properties loaded.
*/
aiMaterialProperty** mProperties;
C_STRUCT aiMaterialProperty** mProperties;
/** Number of properties loaded
*/
@ -231,6 +251,11 @@ struct aiMaterial
*/
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm"
/** @def AI_MATKEY_ENABLE_WIREFRAM
* Integer property. 1 to enable wireframe for rendering
*/
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe"
/** @def AI_MATKEY_OPACITY
* Defines the base opacity of the material
*/
@ -297,15 +322,15 @@ struct aiMaterial
#define AI_MATKEY_TEXTURE_NORMALS(N) "$tex.file.normals["#N"]"
#define AI_MATKEY_TEXTURE_NORMALS_ "$tex.file.normals"
/** @def AI_MATKEY_TEXTURE_BUMP
/** @def AI_MATKEY_TEXTURE_HEIGHT
* Defines a specified bumpmap texture (=heightmap) channel of the material
* This is very similar to #AI_MATKEY_TEXTURE_NORMALS. It is provided
* to allow applications to determine whether the input data for
* normal mapping is already a normal map or needs to be converted to
* a heightmap.
* normal mapping is already a normal map or needs to be converted from
* a heightmap to a normal map.
*/
#define AI_MATKEY_TEXTURE_BUMP(N) "$tex.file.bump["#N"]"
#define AI_MATKEY_TEXTURE_BUMP_ "$tex.file.bump"
#define AI_MATKEY_TEXTURE_HEIGHT(N) "$tex.file.bump["#N"]"
#define AI_MATKEY_TEXTURE_HEIGHT_ "$tex.file.bump"
/** @def AI_MATKEY_TEXTURE_SHININESS
* Defines a specified shininess texture channel of the material
@ -325,37 +350,55 @@ struct aiMaterial
#define AI_MATKEY_TEXOP_SPECULAR(N) "$tex.op.specular["#N"]"
#define AI_MATKEY_TEXOP_EMISSIVE(N) "$tex.op.emissive["#N"]"
#define AI_MATKEY_TEXOP_NORMALS(N) "$tex.op.normals["#N"]"
#define AI_MATKEY_TEXOP_BUMP(N) "$tex.op.bump["#N"]"
#define AI_MATKEY_TEXOP_HEIGHT(N) "$tex.op.bump["#N"]"
#define AI_MATKEY_TEXOP_SHININESS(N) "$tex.op.shininess["#N"]"
#define AI_MATKEY_TEXOP_OPACITY(N) "$tex.op.opacity["#N"]"
#define AI_MATKEY_TEXOP_DIFFUSE_ "$tex.op.diffuse"
#define AI_MATKEY_TEXOP_AMBIENT_ "$tex.op.ambient"
#define AI_MATKEY_TEXOP_SPECULAR_ "$tex.op.specular"
#define AI_MATKEY_TEXOP_EMISSIVE_ "$tex.op.emissive"
#define AI_MATKEY_TEXOP_NORMALS_ "$tex.op.normals"
#define AI_MATKEY_TEXOP_HEIGHT_ "$tex.op.bump"
#define AI_MATKEY_TEXOP_SHININESS_ "$tex.op.shininess"
#define AI_MATKEY_TEXOP_OPACITY_ "$tex.op.opacity"
#define AI_MATKEY_UVWSRC_DIFFUSE(N) "$tex.uvw.diffuse["#N"]"
#define AI_MATKEY_UVWSRC_AMBIENT(N) "$tex.uvw.ambient["#N"]"
#define AI_MATKEY_UVWSRC_SPECULAR(N) "$tex.uvw.specular["#N"]"
#define AI_MATKEY_UVWSRC_EMISSIVE(N) "$tex.uvw.emissive["#N"]"
#define AI_MATKEY_UVWSRC_NORMALS(N) "$tex.uvw.normals["#N"]"
#define AI_MATKEY_UVWSRC_BUMP(N) "$tex.uvw.bump["#N"]"
#define AI_MATKEY_UVWSRC_HEIGHT(N) "$tex.uvw.bump["#N"]"
#define AI_MATKEY_UVWSRC_SHININESS(N) "$tex.uvw.shininess["#N"]"
#define AI_MATKEY_UVWSRC_OPACITY(N) "$tex.uvw.opacity["#N"]"
#define AI_MATKEY_REFRACTI_DIFFUSE(N) "$tex.refracti.diffuse["#N"]"
#define AI_MATKEY_REFRACTI_AMBIENT(N) "$tex.refracti.ambient["#N"]"
#define AI_MATKEY_REFRACTI_SPECULAR(N) "$tex.refracti.specular["#N"]"
#define AI_MATKEY_REFRACTI_EMISSIVE(N) "$tex.refracti.emissive["#N"]"
#define AI_MATKEY_REFRACTI_NORMALS(N) "$tex.refracti.normals["#N"]"
#define AI_MATKEY_REFRACTI_BUMP(N) "$tex.refracti.bump["#N"]"
#define AI_MATKEY_REFRACTI_SHININESS(N) "$tex.refracti.shininess["#N"]"
#define AI_MATKEY_REFRACTI_OPACITY(N) "$tex.refracti.opacity["#N"]"
#define AI_MATKEY_UVWSRC_DIFFUSE_ "$tex.uvw.diffuse"
#define AI_MATKEY_UVWSRC_AMBIENT_ "$tex.uvw.ambient"
#define AI_MATKEY_UVWSRC_SPECULAR_ "$tex.uvw.specular"
#define AI_MATKEY_UVWSRC_EMISSIVE_ "$tex.uvw.emissive"
#define AI_MATKEY_UVWSRC_NORMALS_ "$tex.uvw.normals"
#define AI_MATKEY_UVWSRC_HEIGHT_ "$tex.uvw.bump"
#define AI_MATKEY_UVWSRC_SHININESS_ "$tex.uvw.shininess"
#define AI_MATKEY_UVWSRC_OPACITY_ "$tex.uvw.opacity"
#define AI_MATKEY_TEXBLEND_DIFFUSE(N) "$tex.blend.diffuse["#N"]"
#define AI_MATKEY_TEXBLEND_AMBIENT(N) "$tex.blend.ambient["#N"]"
#define AI_MATKEY_TEXBLEND_SPECULAR(N) "$tex.blend.specular["#N"]"
#define AI_MATKEY_TEXBLEND_EMISSIVE(N) "$tex.blend.emissive["#N"]"
#define AI_MATKEY_TEXBLEND_NORMALS(N) "$tex.blend.normals["#N"]"
#define AI_MATKEY_TEXBLEND_BUMP(N) "$tex.blend.bump["#N"]"
#define AI_MATKEY_TEXBLEND_HEIGHT(N) "$tex.blend.bump["#N"]"
#define AI_MATKEY_TEXBLEND_SHININESS(N) "$tex.blend.shininess["#N"]"
#define AI_MATKEY_TEXBLEND_OPACITY(N) "$tex.blend.opacity["#N"]"
#define AI_MATKEY_TEXBLEND_DIFFUSE_ "$tex.blend.diffuse"
#define AI_MATKEY_TEXBLEND_AMBIENT_ "$tex.blend.ambient"
#define AI_MATKEY_TEXBLEND_SPECULAR_ "$tex.blend.specular"
#define AI_MATKEY_TEXBLEND_EMISSIVE_ "$tex.blend.emissive"
#define AI_MATKEY_TEXBLEND_NORMALS_ "$tex.blend.normals"
#define AI_MATKEY_TEXBLEND_HEIGHT_ "$tex.blend.bump"
#define AI_MATKEY_TEXBLEND_SHININESS_ "$tex.blend.shininess"
#define AI_MATKEY_TEXBLEND_OPACITY_ "$tex.blend.opacity"
#define AI_MATKEY_ORENNAYAR_ROUGHNESS "$shading.orennayar.roughness"
#define AI_MATKEY_MINNAERT_DARKNESS "$shading.minnaert.darkness"
@ -379,9 +422,9 @@ struct aiMaterial
* structure or NULL if the key has not been found.
*/
// ---------------------------------------------------------------------------
aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
const char* pKey,
const aiMaterialProperty** pPropOut);
aiReturn aiGetMaterialProperty(const C_STRUCT aiMaterial* pMat,
const char* pKey,
const C_STRUCT aiMaterialProperty** pPropOut);
// ---------------------------------------------------------------------------
@ -395,16 +438,16 @@ aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
* Receives the number of values (not bytes!) read.
*/
// ---------------------------------------------------------------------------
aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
const char* pKey,
float* pOut,
unsigned int* pMax);
aiReturn aiGetMaterialFloatArray(const C_STRUCT aiMaterial* pMat,
const char* pKey,
float* pOut,
unsigned int* pMax);
#ifdef __cplusplus
// inline it
inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
const char* pKey,
float* pOut)
inline aiReturn aiGetMaterialFloat(const C_STRUCT aiMaterial* pMat,
const char* pKey,
float* pOut)
{return aiGetMaterialFloatArray(pMat,pKey,pOut,(unsigned int*)0x0);}
#else
// use our friend, the C preprocessor
@ -424,16 +467,16 @@ inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
* Receives the number of values (not bytes!) read.
*/
// ---------------------------------------------------------------------------
aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
const char* pKey,
int* pOut,
unsigned int* pMax);
aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
const char* pKey,
int* pOut,
unsigned int* pMax);
#ifdef __cplusplus
// inline it
inline aiReturn aiGetMaterialInteger(const aiMaterial* pMat,
const char* pKey,
int* pOut)
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
const char* pKey,
int* pOut)
{return aiGetMaterialIntegerArray(pMat,pKey,pOut,(unsigned int*)0x0);}
#else
// use our friend, the C preprocessor
@ -451,9 +494,9 @@ inline aiReturn aiGetMaterialInteger(const aiMaterial* pMat,
* @param pOut Pointer to a buffer to receive the result.
*/
// ---------------------------------------------------------------------------
aiReturn aiGetMaterialColor(const aiMaterial* pMat,
const char* pKey,
aiColor4D* pOut);
aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
const char* pKey,
aiColor4D* pOut);
// ---------------------------------------------------------------------------
@ -464,9 +507,46 @@ aiReturn aiGetMaterialColor(const aiMaterial* pMat,
* @param pOut Pointer to a buffer to receive the result.
*/
// ---------------------------------------------------------------------------
aiReturn aiGetMaterialString(const aiMaterial* pMat,
const char* pKey,
aiString* pOut);
aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
const char* pKey,
aiString* pOut);
#define AI_TEXTYPE_DIFFUSE 0x0
#define AI_TEXTYPE_SPECULAR 0x1
#define AI_TEXTYPE_AMBIENT 0x2
#define AI_TEXTYPE_EMISSIVE 0x3
#define AI_TEXTYPE_HEIGHT 0x4
#define AI_TEXTYPE_NORMALS 0x5
#define AI_TEXTYPE_SHININESS 0x6
// ---------------------------------------------------------------------------
/** Helper function to get a diffuse texture from a material
*
* This function is provided just for convinience.
* @param pMat Pointer to the input material. May not be NULL
* @param iIndex Index of the texture to retrieve. If the index is too
* large the function fails.
* @param iTexType One of the AI_TEXTYPE constants. Specifies the type of
* the texture to retrieve (e.g. diffuse, specular, height map ...)
* @param szPath Receives the output path
* NULL is no allowed as value
* @param piUVIndex Receives the UV index of the texture.
* NULL is allowed as value.
* @param pfBlendFactor Receives the blend factor for the texture
* NULL is allowed as value.
* @param peTextureOp Receives the texture operation to perform between
* this texture and the previous texture.
* NULL is allowed as value.
*/
// ---------------------------------------------------------------------------
aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* pMat,
unsigned int iIndex,
unsigned int iTexType,
C_STRUCT aiString* szPath,
unsigned int* piUVIndex,
float* pfBlendFactor,
aiTextureOp* peTextureOp);
#ifdef __cplusplus

View File

@ -12,7 +12,7 @@ struct aiMatrix4x4;
/** Represents a column-major 3x3 matrix
*/
// ---------------------------------------------------------------------------
typedef struct aiMatrix3x3
struct aiMatrix3x3
{
#ifdef __cplusplus
aiMatrix3x3 () :
@ -41,7 +41,7 @@ typedef struct aiMatrix3x3
float a1, a2, a3;
float b1, b2, b3;
float c1, c2, c3;
} aiMatrix3x3_t;
};
#ifdef __cplusplus
} // end of extern C

View File

@ -23,7 +23,7 @@ struct aiMatrix3x3;
* use this for homogenious coordinates
*/
// ---------------------------------------------------------------------------
typedef struct aiMatrix4x4
struct aiMatrix4x4
{
#ifdef __cplusplus
aiMatrix4x4 () :
@ -60,7 +60,7 @@ typedef struct aiMatrix4x4
float c1, c2, c3, c4;
float d1, d2, d3, d4;
} PACK_STRUCT aiMatrix4x4_t;
} PACK_STRUCT;
// Reset packing

View File

@ -1,4 +1,46 @@
/** @file Defines the data structures in which the imported geometry is returned. */
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the data structures in which the imported geometry is
returned by ASSIMP */
#ifndef AI_MESH_H_INC
#define AI_MESH_H_INC
@ -10,31 +52,43 @@ extern "C" {
// ---------------------------------------------------------------------------
/** A single face in a mesh, referring to multiple vertices.
* If mNumIndices is 3, the face is a triangle, for mNumIndices > 3 it's a polygon.
*
* If mNumIndices is 3, the face is a triangle,
* for mNumIndices > 3 it's a polygon.
* Point and line primitives are rarely used and are NOT supported. However,
* a load could pass them as degenerated triangles.
*/
// ---------------------------------------------------------------------------
struct aiFace
{
unsigned int mNumIndices; ///< Number of indices defining this face. 3 for a triangle, >3 for polygon
unsigned int* mIndices; ///< Pointer to the indices array. Size of the array is given in numIndices.
//! Number of indices defining this face. 3 for a triangle, >3 for polygon
unsigned int mNumIndices;
//! Pointer to the indices array. Size of the array is given in numIndices.
unsigned int* mIndices;
#ifdef __cplusplus
//! Default constructor
aiFace()
{
mNumIndices = 0; mIndices = NULL;
}
//! Default destructor. Delete the index array
~aiFace()
{
delete [] mIndices;
}
//! Copy constructor. Copy the index array
aiFace( const aiFace& o)
{
mIndices = NULL;
*this = o;
}
//! Assignment operator. Copy the index array
const aiFace& operator = ( const aiFace& o)
{
if (&o == this)
@ -47,21 +101,58 @@ struct aiFace
return *this;
}
//! Comparison operator. Checks whether the index array
//! of two faces is identical
bool operator== (const aiFace& o) const
{
if (this->mIndices == o.mIndices)return true;
else if (this->mIndices && this->mNumIndices == o.mNumIndices)
{
for (unsigned int i = 0;i < this->mNumIndices;++i)
{
if (this->mIndices[i] != o.mIndices[i])return false;
}
return true;
}
return false;
}
//! Inverse comparison operator. Checks whether the index
//! array of two faces is NOT identical
bool operator != (const aiFace& o) const
{
return !(*this == o);
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** A single influence of a bone on a vertex. */
/** A single influence of a bone on a vertex.
*/
// ---------------------------------------------------------------------------
struct aiVertexWeight
{
unsigned int mVertexId; ///< Index of the vertex which is influenced by the bone.
float mWeight; ///< The strength of the influence in the range (0...1). The influence from all bones at one vertex amounts to 1.
//! Index of the vertex which is influenced by the bone.
unsigned int mVertexId;
//! The strength of the influence in the range (0...1).
//! The influence from all bones at one vertex amounts to 1.
float mWeight;
#ifdef __cplusplus
//! Default constructor
aiVertexWeight() { }
aiVertexWeight( unsigned int pID, float pWeight) : mVertexId( pID), mWeight( pWeight) { }
//! Initialisation from a given index and vertex weight factor
//! \param pID ID
//! \param pWeight Vertex weight factor
aiVertexWeight( unsigned int pID, float pWeight)
: mVertexId( pID), mWeight( pWeight)
{ /* nothing to do here */ }
#endif // __cplusplus
};
@ -74,17 +165,27 @@ struct aiVertexWeight
// ---------------------------------------------------------------------------
struct aiBone
{
aiString mName; ///< The name of the bone.
unsigned int mNumWeights; ///< The number of vertices affected by this bone
aiVertexWeight* mWeights; ///< The vertices affected by this bone
aiMatrix4x4 mOffsetMatrix; ///< Matrix that transforms from mesh space to bone space in bind pose
//! The name of the bone.
C_STRUCT aiString mName;
//! The number of vertices affected by this bone
unsigned int mNumWeights;
//! The vertices affected by this bone
C_STRUCT aiVertexWeight* mWeights;
//! Matrix that transforms from mesh space to bone space in bind pose
C_STRUCT aiMatrix4x4 mOffsetMatrix;
#ifdef __cplusplus
//! Default constructor
aiBone()
{
mNumWeights = 0; mWeights = NULL;
}
//! Destructor to delete the array of vertex weights
~aiBone()
{
delete [] mWeights;
@ -92,31 +193,48 @@ struct aiBone
#endif // __cplusplus
};
#if (!defined AI_MAX_NUMBER_OF_COLOR_SETS)
/** Maximum number of vertex color sets per mesh.
*
* Diffuse, specular, ambient and emissive
* Normally: Diffuse, specular, ambient and emissive
* However, one could use the vertex color sets for any other purpose, too.
*
* \note Some internal structures expect (and assert) this value
* to be at least 4
*/
#define AI_MAX_NUMBER_OF_COLOR_SETS 0x4
#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
#if (!defined AI_MAX_NUMBER_OF_TEXTURECOORDS)
/** Maximum number of texture coord sets (UV channels) per mesh
/** Maximum number of texture coord sets (UV(W) channels) per mesh
*
* The material system uses the AI_MATKEY_UVWSRC_XXX keys to specify
* which UVW channel serves as data source for a texture,
*
* \note Some internal structures expect (and assert) this value
* to be at least 4
*/
#define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x4
#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
// ---------------------------------------------------------------------------
/** A mesh represents a geometry or model with a single material.
*
* 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
* 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 coords or a normal vector.
* If a data pointer is non-null, the corresponding data stream is present.
* From C++-programs you can also use the comfort functions Has*() to
* test for the presence of various data streams.
*
* A Mesh uses only a single material which is referenced by a material ID.
* \note The mPositions member is not optional, although a Has()-Method is
* provided for it.
*/
struct aiMesh
{
@ -134,13 +252,13 @@ struct aiMesh
* This array is always present in a mesh. The array is
* mNumVertices in size.
*/
aiVector3D_t* mVertices;
C_STRUCT aiVector3D* mVertices;
/** Vertex normals.
* The array contains normalized vectors, NULL if not present.
* The array is mNumVertices in size.
*/
aiVector3D_t* mNormals;
C_STRUCT aiVector3D* mNormals;
/** Vertex tangents.
* The tangent of a vertex points in the direction of the positive
@ -149,7 +267,7 @@ struct aiMesh
* @note If the mesh contains tangents, it automatically also
* contains bitangents.
*/
aiVector3D_t* mTangents;
C_STRUCT aiVector3D* mTangents;
/** Vertex bitangents.
* The bitangent of a vertex points in the direction of the positive
@ -158,20 +276,20 @@ struct aiMesh
* @note If the mesh contains tangents, it automatically also contains
* bitangents.
*/
aiVector3D_t* mBitangents;
C_STRUCT aiVector3D* mBitangents;
/** Vertex color sets.
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. NULL if not present. Each array is
* mNumVertices in size if present.
*/
aiColor4D_t* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Vertex texture coords, also known as UV channels.
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. NULL if not present. The array is mNumVertices in size.
*/
aiVector3D_t* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** Specifies the number of components for a given UV channel.
* Up to three channels are supported (UVW, for accessing volume
@ -187,7 +305,7 @@ struct aiMesh
* This array is always present in a mesh, its size is given
* in mNumFaces.
*/
aiFace* mFaces;
C_STRUCT aiFace* mFaces;
/** The number of bones this mesh contains.
* Can be 0, in which case the mBones array is NULL.
@ -198,7 +316,7 @@ struct aiMesh
* A bone consists of a name by which it can be found in the
* frame hierarchy and a set of vertex weights.
*/
aiBone** mBones;
C_STRUCT aiBone** mBones;
/** The material used by this mesh.
* A mesh does use only a single material. If an imported model uses multiple materials,
@ -240,23 +358,40 @@ struct aiMesh
delete [] mBones;
}
bool HasNormals() const { return mNormals != NULL; }
bool HasTangentsAndBitangents() const { return mTangents != NULL && mBitangents != NULL; }
bool HasVertexColors( unsigned int pIndex)
//! Check whether the mesh contains positions. Should always return true
inline bool HasPositions() const
{ return mVertices != NULL; }
//! Check whether the mesh contains normal vectors
inline bool HasNormals() const
{ return mNormals != NULL; }
//! Check whether the mesh contains tangent and bitangent vectors
inline bool HasTangentsAndBitangents() const
{ return mTangents != NULL && mBitangents != NULL; }
//! Check whether the mesh contains a vertex color set
//! \param pIndex Index of the vertex color set
inline bool HasVertexColors( unsigned int pIndex)
{
if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
return false;
else
return mColors[pIndex] != NULL;
}
bool HasTextureCoords( unsigned int pIndex)
//! Check whether the mesh contains a texture coordinate set
//! \param pIndex Index of the texture coordinates set
inline bool HasTextureCoords( unsigned int pIndex)
{
if( pIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS)
return false;
else
return mTextureCoords[pIndex] != NULL;
}
bool HasBones() const { return mBones != NULL; }
//! Check whether the mesh contains bones
inline bool HasBones() const
{ return mBones != NULL; }
#endif // __cplusplus
};

View File

@ -1,7 +1,49 @@
/*
Free Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definitions for import post processing steps */
#ifndef AI_POSTPROCESS_H_INC
#define AI_POSTPROCESS_H_INC
#include "aiTypes.h"
#ifdef __cplusplus
extern "C" {
#endif
@ -65,12 +107,37 @@ enum aiPostProcessSteps
* This is quite useful for realtime rendering where the number of vertices
* is usually limited by the video driver.
*
* A mesh is split if it consists of more than 1 * 10^6 vertices. This is defined
* in the internal SplitLargeMeshes.h header as AI_SLM_MAX_VERTICES.
* The split limits can be set through aiSetVertexSplitLimit() and
* aiSetTriangleSplitLimit(). The default values for this are defined
* in the internal SplitLargeMeshes.h header as AI_SLM_DEFAULT_MAX_VERTICES
* and AI_SLM_DEFAULT_MAX_TRIANGLES.
*/
aiProcess_SplitLargeMeshes = 0x80
};
// ---------------------------------------------------------------------------
/** \brief Set the maximum number of vertices in a mesh.
*
* This is used by the SplitLargeMeshes PostProcess-Step to determine
* whether a mesh must be splitted or not.
* \param pLimit Vertex limit.
* \note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
* the internal header file SplitLargeMeshes.h
*/
aiReturn aiSetVertexSplitLimit(unsigned int pLimit);
// ---------------------------------------------------------------------------
/** \brief Set the maximum number of triangles in a mesh.
*
* This is used by the SplitLargeMeshes PostProcess-Step to determine
* whether a mesh must be splitted or not.
* \param pLimit Triangle limit
* \note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
* the internal header file SplitLargeMeshes.h
*/
aiReturn aiSetTriangleSplitLimit(unsigned int pLimit);
#ifdef __cplusplus
} // end of extern "C"
#endif

View File

@ -11,7 +11,7 @@ extern "C" {
// ---------------------------------------------------------------------------
/** Represents a quaternion in a 4D vector. */
typedef struct aiQuaternion
struct aiQuaternion
{
#ifdef __cplusplus
aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
@ -23,8 +23,9 @@ typedef struct aiQuaternion
aiMatrix3x3 GetMatrix() const;
#endif // __cplusplus
//! w,x,y,z components of the quaternion
float w, x, y, z;
} aiQuaternion_t;
} ;
#ifdef __cplusplus
@ -33,43 +34,44 @@ typedef struct aiQuaternion
// Constructs a quaternion from a rotation matrix
inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
{
float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
// large enough
if( t > 0.00001f)
{
float s = sqrt( t) * 2.0f;
x = (pRotMatrix.b3 - pRotMatrix.c2) / s;
y = (pRotMatrix.c1 - pRotMatrix.a3) / s;
z = (pRotMatrix.a2 - pRotMatrix.b1) / s;
w = 0.25f * s;
} // else we have to check several cases
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
{
// Column 0:
float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
x = 0.25f * s;
y = (pRotMatrix.a2 + pRotMatrix.b1) / s;
z = (pRotMatrix.c1 + pRotMatrix.a3) / s;
w = (pRotMatrix.b3 - pRotMatrix.c2) / s;
} else
if( pRotMatrix.b2 > pRotMatrix.c3)
{
// Column 1:
float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
x = (pRotMatrix.a2 + pRotMatrix.b1) / s;
y = 0.25f * s;
z = (pRotMatrix.b3 + pRotMatrix.c2) / s;
w = (pRotMatrix.c1 - pRotMatrix.a3) / s;
} else
{
// Column 2:
float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
x = (pRotMatrix.c1 + pRotMatrix.a3) / s;
y = (pRotMatrix.b3 + pRotMatrix.c2) / s;
z = 0.25f * s;
w = (pRotMatrix.a2 - pRotMatrix.b1) / s;
}
// large enough
if( t > 0.00001f)
{
float s = sqrt( t) * 2.0f;
x = (pRotMatrix.b3 - pRotMatrix.c2) / s;
y = (pRotMatrix.c1 - pRotMatrix.a3) / s;
z = (pRotMatrix.a2 - pRotMatrix.b1) / s;
w = 0.25f * s;
} // else we have to check several cases
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
{
// Column 0:
float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
x = 0.25f * s;
y = (pRotMatrix.a2 + pRotMatrix.b1) / s;
z = (pRotMatrix.c1 + pRotMatrix.a3) / s;
w = (pRotMatrix.b3 - pRotMatrix.c2) / s;
}
else if( pRotMatrix.b2 > pRotMatrix.c3)
{
// Column 1:
float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
x = (pRotMatrix.a2 + pRotMatrix.b1) / s;
y = 0.25f * s;
z = (pRotMatrix.b3 + pRotMatrix.c2) / s;
w = (pRotMatrix.c1 - pRotMatrix.a3) / s;
}
else
{
// Column 2:
float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
x = (pRotMatrix.c1 + pRotMatrix.a3) / s;
y = (pRotMatrix.b3 + pRotMatrix.c2) / s;
z = 0.25f * s;
w = (pRotMatrix.a2 - pRotMatrix.b1) / s;
}
}
// ---------------------------------------------------------------------------

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the data structures in which the imported scene is returned. */
#ifndef AI_SCENE_H_INC
#define AI_SCENE_H_INC
@ -5,6 +46,7 @@
#include "aiTypes.h"
#include "aiMesh.h"
#include "aiMaterial.h"
#include "aiTexture.h"
#include "aiAnim.h"
#ifdef __cplusplus
@ -28,19 +70,19 @@ struct aiNode
* The name might be empty (length of zero) but all nodes which
* need to be accessed afterwards by bones or anims are usually named.
*/
aiString mName;
C_STRUCT aiString mName;
/** The transformation relative to the node's parent. */
aiMatrix4x4 mTransformation;
/** Parent node. NULL if this node is the root node. */
aiNode* mParent;
C_STRUCT aiNode* mParent;
/** The number of child nodes of this node. */
unsigned int mNumChildren;
/** The child nodes of this node. NULL if mNumChildren is 0. */
aiNode** mChildren;
C_STRUCT aiNode** mChildren;
/** The number of meshes of this node. */
unsigned int mNumMeshes;
@ -83,7 +125,7 @@ struct aiScene
* was successful. Presence of further nodes depends on the
* format and content of the imported file.
*/
aiNode* mRootNode;
C_STRUCT aiNode* mRootNode;
/** The number of meshes in the scene. */
unsigned int mNumMeshes;
@ -93,7 +135,7 @@ struct aiScene
* Use the indices given in the aiNode structure to access
* this array. The array is mNumMeshes in size.
*/
aiMesh** mMeshes;
C_STRUCT aiMesh** mMeshes;
/** The number of materials in the scene. */
unsigned int mNumMaterials;
@ -103,7 +145,7 @@ struct aiScene
* Use the index given in each aiMesh structure to access this
* array. The array is mNumMaterials in size.
*/
aiMaterial** mMaterials;
C_STRUCT aiMaterial** mMaterials;
/** The number of animations in the scene. */
unsigned int mNumAnimations;
@ -113,7 +155,18 @@ struct aiScene
* All animations imported from the given file are listed here.
* The array is mNumAnimations in size.
*/
aiAnimation** mAnimations;
C_STRUCT aiAnimation** mAnimations;
/** The number of textures embedded into the file */
unsigned int mNumTextures;
/** The array of embedded textures.
*
* Not many file formats embedd their textures into the file.
* Examples include Quake's MDL format (which is also used by
* some GameStudio™ versions)
*/
C_STRUCT aiTexture** mTextures;
#ifdef __cplusplus
aiScene()
@ -122,6 +175,7 @@ struct aiScene
mNumMeshes = 0; mMeshes = NULL;
mNumMaterials = 0; mMaterials = NULL;
mNumAnimations = 0; mAnimations = NULL;
mNumTextures = 0; mTextures = NULL;
}
~aiScene()
@ -136,6 +190,9 @@ struct aiScene
for( unsigned int a = 0; a < mNumAnimations; a++)
delete mAnimations[a];
delete [] mAnimations;
for( unsigned int a = 0; a < mNumTextures; a++)
delete mTextures[a];
delete [] mTextures;
}
#endif // __cplusplus
};

149
include/aiTexture.h 100644
View File

@ -0,0 +1,149 @@
/**
** This file is part of the Free Asset Import Library ASSIMP.
** -------------------------------------------------------------------------
**
** ASSIMP is free software: you can redistribute it and/or modify it
** under the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** ASSIMP is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU Lesser General Public License for more details.
**
** You should have received a copy of the GNU Lesser General Public License
** along with ASSIMP. If not, see <http://www.gnu.org/licenses/>.
**
** -------------------------------------------------------------------------
**/
/** @file Defines texture helper structures for the library
*
* Used for file formats that embedd their textures into the file
*/
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
#include "aiTypes.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** \def AI_MAKE_EMBEDDED_TEXNAME
* Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
// ---------------------------------------------------------------------------
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
// ugly compiler dependent packing stuff
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error Compiler not supported. Never do this again.
#endif
// ---------------------------------------------------------------------------
/** Helper structure to represent a texel in ARGB8888 format
*
* Used by aiTexture
*/
// ---------------------------------------------------------------------------
struct aiTexel
{
unsigned char b;
unsigned char g;
unsigned char r;
unsigned char a;
} PACK_STRUCT;
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
// ---------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
*
* Normally textures are contained in external files but some file formats
* do embedd them. Embedded
*/
// ---------------------------------------------------------------------------
struct aiTexture
{
/** Width of the texture, in pixels
*
* If mHeight is zero the texture is compressedin a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/
unsigned int mWidth;
/** Height of the texture, in pixels
*
* If this value is zero, pcData points to an compressed texture
* in an unknown format (e.g. JPEG).
*/
unsigned int mHeight;
/** A hint from the loader to make it easier for applications
* to determine the type of embedded compressed textures.
*
* If mHeight != 0 this member is undefined. Otherwise it
* will be set to '\0\0\0\0' if the loader has no additional
* information about the texture file format used OR the
* file extension of the format without a leading dot.
* E.g. 'dds\0', 'pcx\0'
*/
char achFormatHint[4];
/** Data of the texture.
*
* Points to an array of mWidth * mHeight aiTexel's.
* The format of the texture data is always ARGB8888 to
* make the implementation for user of the library as easy
* as possible. If mHeight = 0 this is a pointer to a memory
* buffer of size mWidth containing the compressed texture
* data. Good luck, have fun!
*/
aiTexel* pcData;
#ifdef __cplusplus
// Construction
aiTexture ()
: mHeight(0), mWidth(0), pcData(NULL)
{
achFormatHint[0] = '\0';
achFormatHint[1] = '\0';
achFormatHint[2] = '\0';
achFormatHint[3] = '\0';
}
// Destruction
~aiTexture ()
{
delete[] pcData;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_TEXTURE_H_INC

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
#ifndef AI_TYPES_H_INC
#define AI_TYPES_H_INC
@ -16,50 +57,57 @@
#include "aiMatrix4x4.inl"
#ifdef __cplusplus
#include <string>
# include <string>
extern "C" {
# define C_STRUCT
#else
# define C_STRUCT struct
#endif
/** Maximum dimension for strings, ASSIMP strings are zero terminated */
#ifdef __cplusplus
const size_t MAXLEN = 1024;
#else
# define MAXLEN 1024
#endif
// ---------------------------------------------------------------------------
/** Represents a two-dimensional vector.
*/
// ---------------------------------------------------------------------------
typedef struct aiVector2D
struct aiVector2D
{
#ifdef __cplusplus
aiVector2D () : x(0.0f), y(0.0f) {}
aiVector2D (float _x, float _y) : x(_x), y(_y) {}
aiVector2D (const aiVector2D& o) : x(o.x), y(o.y) {}
#endif // __cplusplus
#endif // !__cplusplus
//! X and y coordinates
float x, y;
} aiVector2D_t;
} ;
// aiVector3D type moved to separate header due to size of operators
// aiQuaternion type moved to separate header due to size of operators
// aiMatrix4x4 type moved to separate header due to size of operators
// ---------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space.
*/
// ---------------------------------------------------------------------------
typedef struct aiColor3D
struct aiColor3D
{
#ifdef __cplusplus
aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
#endif // __cplusplus
#endif // !__cplusplus
//! Red, green and blue color values
float r, g, b;
} aiColor3D_t;
};
// ---------------------------------------------------------------------------
@ -67,7 +115,7 @@ typedef struct aiColor3D
* alpha component.
*/
// ---------------------------------------------------------------------------
typedef struct aiColor4D
struct aiColor4D
{
#ifdef __cplusplus
aiColor4D () : r(0.0f), g(0.0f), b(0.0f), a(0.0f) {}
@ -76,17 +124,18 @@ typedef struct aiColor4D
aiColor4D (const aiColor4D& o)
: r(o.r), g(o.g), b(o.b), a(o.a) {}
#endif // __cplusplus
#endif // !__cplusplus
//! Red, green, blue and alpha color values
float r, g, b, a;
} aiColor4D_t;
};
// ---------------------------------------------------------------------------
/** Represents a string, zero byte terminated
*/
// ---------------------------------------------------------------------------
typedef struct aiString
struct aiString
{
#ifdef __cplusplus
inline aiString() :
@ -110,11 +159,14 @@ typedef struct aiString
memcpy( data, pString.c_str(), length);
data[length] = 0;
}
#endif // __cplusplus
#endif // !__cplusplus
//! Length of the string excluding the terminal 0
size_t length;
//! String buffer. Size limit is MAXLEN
char data[MAXLEN];
} aiString_t;
} ;
// ---------------------------------------------------------------------------
@ -124,17 +176,27 @@ typedef struct aiString
* AI_SUCCESS.
*/
// ---------------------------------------------------------------------------
enum aiReturn
{
//! Indicates that a function was successful
AI_SUCCESS = 0x0,
//! Indicates that a function failed
AI_FAILURE = -0x1,
//! Indicates that a file was invalid
AI_INVALIDFILE = -0x2,
//! Indicates that not enough memory was available
//! to perform the requested operation
AI_OUTOFMEMORY = -0x3,
//! Indicates that an illegal argument has been
//! passed to a function. This is rarely used,
//! most functions assert in this case.
AI_INVALIDARG = -0x4
};
#ifdef __cplusplus
}
#endif
#endif
#endif //! __cplusplus
#endif //!! include guard

View File

@ -4,15 +4,13 @@
#include <math.h>
#include "aiAssert.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
typedef struct aiVector3D
struct aiVector3D
{
#ifdef __cplusplus
aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
@ -33,7 +31,7 @@ typedef struct aiVector3D
#endif // __cplusplus
float x, y, z;
} aiVector3D_t;
};
#ifdef __cplusplus
} // end extern "C"
@ -71,16 +69,15 @@ inline aiVector3D operator * ( const aiVector3D& v, float f)
// scalar division
inline aiVector3D operator / ( const aiVector3D& v, float f)
{
//ai_assert(0.0f != f);
return v * (1/f);
}
// vector division
inline aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2)
{
//ai_assert(0.0f != v2.x && 0.0f != v2.y && 0.0f != v2.z);
{
return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z);
}
}
// cross product
inline aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2)

View File

@ -1,14 +1,58 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the C-API to the Asset Import Library. */
#ifndef AI_ASSIMP_H_INC
#define AI_ASSIMP_H_INC
#include "aiTypes.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiScene;
struct aiFileIO;
//enum aiOrigin;
struct aiString;
// ---------------------------------------------------------------------------
/** Reads the given file and returns its content.
@ -20,14 +64,14 @@ struct aiFileIO;
* this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string.
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the #aiPostProcessSteps
* flags.
* @return Pointer to the imported data or NULL if the import failed.
*/
// ---------------------------------------------------------------------------
const aiScene* aiImportFile( const char* pFile, unsigned int pFlags);
const C_STRUCT aiScene* aiImportFile( const char* pFile, unsigned int pFlags);
// ---------------------------------------------------------------------------
@ -41,13 +85,16 @@ const aiScene* aiImportFile( const char* pFile, unsigned int pFlags);
* this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
* @param pFile aiFileIO structure. All functions pointers must be
* initialized. aiFileIO::OpenFunc() and aiFileIO::CloseFunc()
* will be used to open other files in the fs if the asset to be
* loaded depends on them.
* initialized. aiFileIO::OpenFunc() and aiFileIO::CloseFunc()
* will be used to open other files in the fs if the asset to be
* loaded depends on them. NULL is not a valid value.
* @return Pointer to the imported data or NULL if the import failed.
*
* @note The C-API creates a new Importer instance internally for each call
* to this function. Therefore the C-API is thread-safe.
*/
// ---------------------------------------------------------------------------
const aiScene* aiImportFileEx( const aiFileIO* pFile);
const C_STRUCT aiScene* aiImportFileEx( const C_STRUCT aiFileIO* pFile);
@ -55,10 +102,10 @@ const aiScene* aiImportFileEx( const aiFileIO* pFile);
/** Releases all resources associated with the given import process.
*
* Call this function after you're done with the imported data.
* @param pScene The imported data to release.
* @param pScene The imported data to release. NULL is a valid value.
*/
// ---------------------------------------------------------------------------
void aiReleaseImport( const aiScene* pScene);
void aiReleaseImport( const C_STRUCT aiScene* pScene);
// ---------------------------------------------------------------------------
@ -70,6 +117,29 @@ void aiReleaseImport( const aiScene* pScene);
// ---------------------------------------------------------------------------
const char* aiGetErrorString();
// ---------------------------------------------------------------------------
/** Returns whether a given file extension is supported by ASSIMP
*
* @param szExtension Extension for which the function queries support.
* Must include a leading dot '.'. Example: ".3ds", ".md3"
* @return 1 if the extension is supported, 0 otherwise
*/
// ---------------------------------------------------------------------------
int aiIsExtensionSupported(const char* szExtension);
// ---------------------------------------------------------------------------
/** Get a full list of all file extensions generally supported by ASSIMP.
*
* If a file extension is contained in the list this does, of course, not
* mean that ASSIMP is able to load all files with this extension.
* @param szOut String to receive the extension list.
* Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
*/
// ---------------------------------------------------------------------------
void aiGetExtensionList(C_STRUCT aiString* szOut);
#ifdef __cplusplus
}
#endif

View File

@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Defines the CPP-API to the Asset Import Library. */
#ifndef AI_ASSIMP_HPP_INC
#define AI_ASSIMP_HPP_INC
@ -32,10 +73,13 @@ class IOSystem;
* GetErrorString().
*
* If you need the Importer to do custom file handling to access the files,
* implement IOSystem and IOStream and supply an instance of your custom IOSystem
* implementation by calling SetIOHandler() before calling ReadFile(). If you
* do not assign a custion IO handler, a default handler using the standard C++
* IO logic will be used.
* implement IOSystem and IOStream and supply an instance of your custom
* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
* If you do not assign a custion IO handler, a default handler using the
* standard C++ IO logic will be used.
*
* @note One Importer instance is not thread-safe. If you use multiple
* threads for loading each thread should manage its own Importer instance.
*/
class Importer
{
@ -55,16 +99,17 @@ public:
~Importer();
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the importer to open and access files.
* If you need the importer to use custion IO logic to access the files,
* you need to provide a custom implementation of IOSystem and IOFile
* to the importer. Then create an instance of your custion IOSystem
* implementation and supply it by this function.
/** Supplies a custom IO handler to the importer to use to open and
* access files. If you need the importer to use custion IO logic to
* access the files, you need to provide a custom implementation of
* IOSystem and IOFile to the importer. Then create an instance of
* your custion IOSystem implementation and supply it by this function.
*
* The Importer takes ownership of the object and will destroy it afterwards.
* The previously assigned handler will be deleted.
* The Importer takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
*
* @param pIOHandler The IO handler to be used in all file accesses of the Importer.
* @param pIOHandler The IO handler to be used in all file accesses
* of the Importer. NULL resets it to the default handler.
*/
void SetIOHandler( IOSystem* pIOHandler);
@ -95,6 +140,27 @@ public:
inline const std::string& GetErrorString() const
{ return mErrorString; }
// -------------------------------------------------------------------
/** Returns whether a given file extension is supported by ASSIMP
*
* @param szExtension Extension for which the function queries support.
* Must include a leading dot '.'. Example: ".3ds", ".md3"
* @return true if the extension is supported, false otherwise
*/
bool IsExtensionSupported(const std::string& szExtension);
// -------------------------------------------------------------------
/** Get a full list of all file extensions generally supported by ASSIMP.
*
* If a file extension is contained in the list this does, of course, not
* mean that ASSIMP is able to load all files with this extension.
* @param szOut String to receive the extension list.
* Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
*/
void GetExtensionList(std::string& szOut);
private:
/** Empty copy constructor. */
Importer(const Importer &other);

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"

View File

@ -0,0 +1 @@
#include "stdafx.h"

View File

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#if (!defined AV_LOG_DISPLAY_H_INCLUDED)
#define AV_LOG_DISPLAY_H_INCLUDE

View File

@ -0,0 +1,103 @@
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
/* extern */ CLogWindow CLogWindow::s_cInstance;
//-------------------------------------------------------------------------------
// Message procedure for the log window
//-------------------------------------------------------------------------------
INT_PTR CALLBACK LogDialogProc(HWND hwndDlg,UINT uMsg,
WPARAM wParam,LPARAM lParam)
{
lParam;
switch (uMsg)
{
case WM_INITDIALOG:
{
return TRUE;
}
case WM_SIZE:
{
int x = LOWORD(lParam);
int y = HIWORD(lParam);
SetWindowPos(GetDlgItem(hwndDlg,IDC_EDIT1),NULL,0,0,
x,y,SWP_NOMOVE|SWP_NOZORDER);
return TRUE;
}
case WM_CLOSE:
EndDialog(hwndDlg,0);
return TRUE;
};
return FALSE;
}
//-------------------------------------------------------------------------------
void CLogWindow::Init ()
{
this->hwnd = ::CreateDialog(g_hInstance,MAKEINTRESOURCE(IDD_LOGVIEW),
NULL,&LogDialogProc);
if (!this->hwnd)
{
CLogDisplay::Instance().AddEntry("[ERROR] Unable to create logger window",
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
}
}
//-------------------------------------------------------------------------------
void CLogWindow::Show()
{
if (this->hwnd)
{
ShowWindow(this->hwnd,SW_SHOW);
}
}
}; //! AssimpView

View File

@ -0,0 +1,78 @@
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
#if (!defined AV_LOG_WINDOW_H_INCLUDED)
#define AV_LOG_WINDOW_H_INCLUDE
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in a separate window
*/
//-------------------------------------------------------------------------------
class CLogWindow
{
private:
CLogWindow() : hwnd(NULL) {}
public:
// Singleton accessors
static CLogWindow s_cInstance;
inline static CLogWindow& Instance ()
{
return s_cInstance;
}
// initializes the log window
void Init ();
// Shows the log window
void Show();
private:
// Window handle
HWND hwnd;
};
#endif // AV_LOG_DISPLA

File diff suppressed because it is too large Load Diff

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"
@ -15,9 +46,7 @@
namespace AssimpView {
// Static array to keep custom color values
COLORREF g_aclCustomColors[16] =
{0};
COLORREF g_aclCustomColors[16] = {0};
//-------------------------------------------------------------------------------
// Setup file associations for all formats supported by the library
@ -27,12 +56,6 @@ COLORREF g_aclCustomColors[16] =
//-------------------------------------------------------------------------------
void MakeFileAssociations()
{
/*
; .wscript
root: HKCR; Flags: deletekey; Subkey: ".uscript"; ValueType: string; ValueData: "UE_WSCRIPT_CLASS"; Components: rt
root: HKCR; Flags: deletekey; Subkey: "UE_WSCRIPT_CLASS"; ValueName:; ValueType: string; ValueData: "UtopicEngine Console Script"; Components: rt
root: HKCR; Flags: deletekey; Subkey: "UE_WSCRIPT_CLASS\shell\open\command"; ValueName:; ValueType: string; ValueData: "notepad.exe %1"; Components: rt
*/
char szTemp2[MAX_PATH];
char szTemp[MAX_PATH + 10];
@ -45,130 +68,105 @@ void MakeFileAssociations()
// .3ds
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.3ds",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AV3DSCLASS",(DWORD)strlen("AV3DSCLASS")+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AV3DSCLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AV3DSCLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .x
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.x",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVXCLASS",(DWORD)strlen("AVXCLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVXCLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVXCLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .obj
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.obj",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVOBJCLASS",(DWORD)strlen("AVOBJCLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVOBJCLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVOBJCLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .ms3d
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.ms3d",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVMS3DCLASS",(DWORD)strlen("AVMS3DCLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMS3DCLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMS3DCLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .md3
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.md3",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVMD3CLASS",(DWORD)strlen("AVMD3CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD3CLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD3CLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .md2
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.md2",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVMD2CLASS",(DWORD)strlen("AVMD2CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD3CLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD2CLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .md4
// .md4/mdr
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.md4",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVMD4CLASS",(DWORD)strlen("AVMD4CLASS")+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD4CLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD4CLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.mdr",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .md5
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.md5",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVMD5CLASS",(DWORD)strlen("AVMD5CLASS")+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD5CLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
// -------------------------------------------------
// .mdl
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.mdl",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVMD5CLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegCloseKey(hTemp);
// -------------------------------------------------
// .ply
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.ply",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"AVPLYCLASS",(DWORD)strlen("AVPLYCLASS")+1);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVPLYCLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
// -------------------------------------------------
// .ase/.ask
// -------------------------------------------------
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.ase",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\.ask",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)"ASSIMPVIEW_CLASS",(DWORD)strlen("ASSIMPVIEW_CLASS")+1);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\AVPLYCLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\ASSIMPVIEW_CLASS",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegCloseKey(hTemp);
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\Classes\\ASSIMPVIEW_CLASS\\shell\\open\\command",NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
RegSetValueEx(hTemp,"",0,REG_SZ,(const BYTE*)szTemp,(DWORD)strlen(szTemp)+1);
RegCloseKey(hTemp);
CLogDisplay::Instance().AddEntry("[OK] File assocations have been registered",
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
aiString sz;
aiGetExtensionList(&sz);
CLogDisplay::Instance().AddEntry(sz.data,
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
}
@ -248,6 +246,47 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
SetDlgItemText(hwndDlg,IDC_EFACE,"0");
SetDlgItemText(hwndDlg,IDC_EMAT,"0");
SetDlgItemText(hwndDlg,IDC_ESHADER,"0");
SetDlgItemText(hwndDlg,IDC_ENODE,"0");
SetDlgItemText(hwndDlg,IDC_ETEX,"0");
// setup the default window title
SetWindowText(hwndDlg,AI_VIEW_CAPTION_BASE);
{
// read some UI properties from the registry and apply them
DWORD dwValue;
DWORD dwTemp = sizeof( DWORD );
HKEY hTemp;
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\ASSIMP\\Viewer",
NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
if(ERROR_SUCCESS != RegQueryValueEx(hTemp,"LastUIState",NULL,NULL,
(BYTE*)&dwValue,&dwTemp))
{
dwValue = 1;
}
if (0 == dwValue)
{
// collapse the viewer
// adjust the size
RECT sRect;
GetWindowRect(hwndDlg,&sRect);
sRect.right -= sRect.left;
sRect.bottom -= sRect.top;
RECT sRect2;
GetWindowRect(GetDlgItem ( hwndDlg, IDC_BLUBB ),&sRect2);
sRect2.left -= sRect.left;
sRect2.top -= sRect.top;
SetWindowPos(hwndDlg,NULL,0,0,sRect.right-188,sRect.bottom,
SWP_NOMOVE | SWP_NOZORDER);
SetWindowText(GetDlgItem(hwndDlg,IDC_BLUBB),">>");
}
else
{
CheckDlgButton(hwndDlg,IDC_BLUBB,BST_CHECKED);
}
RegCloseKey(hTemp);}
return TRUE;
case WM_MOUSEWHEEL:
@ -365,34 +404,6 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
g_eClick = EClickPos_CircleVert;
}
}
// OLD version of this code. Not using a texture lookup to
// determine the exact position, but using maths and the fact
// that we have a circle f(x) = m +rx ;-)
#if 0
g_eClick = EClickPos_Circle;
if (yPos < 10 && yPos > -10)
{
if ((xPos2 > fHalfX-5 && xPos2 < fHalfX+15) ||
(xPos2 > fHalfX+(int)sDesc.Width-10 && xPos2 < fHalfX+(int)sDesc.Width+10))
{
g_eClick = EClickPos_CircleHor;
}
}
else if (xPos < 10 && xPos > -10)
{
if ((yPos2 > fHalfY-5 && yPos2 < fHalfY+15) ||
(yPos2 > fHalfY+(int)sDesc.Height-10 && yPos2 < fHalfY+(int)sDesc.Height+10))
{
g_eClick = EClickPos_CircleVert;
}
}
else if (sqrtf((float)(xPos * xPos + yPos * yPos)) > (float)(sDesc.Width/2))
{
g_eClick = EClickPos_Outside;
}
#endif
return TRUE;
case WM_RBUTTONDOWN:
@ -467,6 +478,10 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_ABOUTBOX),
hwndDlg,&AboutMessageProc);
}
else if (ID_TOOLS_LOGWINDOW == LOWORD(wParam))
{
CLogWindow::Instance().Show();
}
else if (ID_VIEWER_H == LOWORD(wParam))
{
MakeFileAssociations();
@ -657,10 +672,24 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
if (!sz)sz = strrchr(szFileName,'/');
if (!sz)*sz = 0;
}
// get a list of all file extensions supported by ASSIMP
aiString sz;
aiGetExtensionList(&sz);
char szList[MAXLEN + 100];
strcpy(szList,"ASSIMP assets");
char* szCur = szList + 14;
strcpy(szCur,sz.data);
szCur += sz.length+1;
strcpy(szCur,"All files");
szCur += 10;
strcpy(szCur,"*.*");
szCur[4] = 0;
OPENFILENAME sFilename1 = {
sizeof(OPENFILENAME),
g_hDlg,GetModuleHandle(NULL),
"ASSIMP assets\0*.x;*.obj;*.ms3d;*.3ds;*.md3;*.md1;*.md2;*.md4;*.md5;*.ply\0All files\0*.*", NULL, 0, 1,
g_hDlg,GetModuleHandle(NULL), szList, NULL, 0, 1,
szFileName, MAX_PATH, NULL, 0, NULL,
"Import Asset into ASSIMP",
OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR,
@ -728,6 +757,44 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
SetupFPSView();
}
else if (IDC_BLUBB == LOWORD(wParam))
{
// adjust the size
RECT sRect;
GetWindowRect(hwndDlg,&sRect);
sRect.right -= sRect.left;
sRect.bottom -= sRect.top;
RECT sRect2;
GetWindowRect(GetDlgItem ( hwndDlg, IDC_BLUBB ),&sRect2);
sRect2.left -= sRect.left;
sRect2.top -= sRect.top;
HKEY hTemp;
DWORD dwValue;
RegCreateKeyEx(HKEY_CURRENT_USER,"Software\\ASSIMP\\Viewer",
NULL,NULL,0,KEY_ALL_ACCESS, NULL, &hTemp,NULL);
if (BST_UNCHECKED == IsDlgButtonChecked(hwndDlg,IDC_BLUBB))
{
SetWindowPos(hwndDlg,NULL,0,0,sRect.right-188,sRect.bottom,
SWP_NOMOVE | SWP_NOZORDER);
dwValue = 0;
SetWindowText(GetDlgItem(hwndDlg,IDC_BLUBB),">>");
RegSetValueExA(hTemp,"LastUIState",0,REG_DWORD,(const BYTE*)&dwValue,4);
}
else
{
SetWindowPos(hwndDlg,NULL,0,0,sRect.right+188,sRect.bottom,
SWP_NOMOVE | SWP_NOZORDER);
dwValue = 1;
SetWindowText(GetDlgItem(hwndDlg,IDC_BLUBB),"<<");
RegSetValueExA(hTemp,"LastUIState",0,REG_DWORD,(const BYTE*)&dwValue,4);
}
RegCloseKey(hTemp);
}
else if (IDC_TOGGLENORMALS == LOWORD(wParam))
{
g_sOptions.bRenderNormals = !g_sOptions.bRenderNormals;
@ -898,6 +965,11 @@ int APIENTRY _tWinMain(HINSTANCE hInstance,
CLogDisplay::Instance().AddEntry("[OK] The viewer has been initialized successfully");
// create the log window
CLogWindow::Instance().Init();
// set the focus to the main window
SetFocus(g_hDlg);
// recover background skyboxes/textures from the last session
HKEY hTemp;
union

View File

@ -1,12 +1,43 @@
//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
/*
---------------------------------------------------------------------------
Free 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.
---------------------------------------------------------------------------
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"
@ -15,16 +46,6 @@
namespace AssimpView {
std::string g_szNormalsShader = std::string(
//-------------------------------------------------------------------------------\n"
/**\n"
* This program is distributed under the terms of the GNU Lesser General\n
* Public License (LGPL). \n
*\n
* ASSIMP Viewer Utility\n
*\n"
*/
//-------------------------------------------------------------------------------\n"
// World * View * Projection matrix\n"
// NOTE: Assume that the material uses a WorldViewProjection matrix\n"
@ -90,16 +111,6 @@ std::string g_szNormalsShader = std::string(
);
std::string g_szSkyboxShader = std::string(
//-------------------------------------------------------------------------------\n"
/**\n"
* This program is distributed under the terms of the GNU Lesser General\n
* Public License (LGPL). \n
*\n
* ASSIMP Viewer Utility\n
*\n"
*/
//-------------------------------------------------------------------------------\n"
// ----------------------------------------------------------------------------\n"
// Sampler and texture for the skybox\n"
@ -252,16 +263,6 @@ std::string g_szSkyboxShader = std::string(
);
std::string g_szDefaultShader = std::string(
//-------------------------------------------------------------------------------\n"
/**\n"
* This program is distributed under the terms of the GNU Lesser General\n
* Public License (LGPL). \n
*\n
* ASSIMP Viewer Utility\n
*\n"
*/
//-------------------------------------------------------------------------------\n"
// World * View * Projection matrix\n"
// NOTE: Assume that the material uses a WorldViewProjection matrix\n"
@ -453,16 +454,6 @@ std::string g_szDefaultShader = std::string(
std::string g_szMaterialShader = std::string(
//-------------------------------------------------------------------------------\n"
/**\n"
* This program is distributed under the terms of the GNU Lesser General\n
* Public License (LGPL). \n
*\n
* ASSIMP Viewer Utility\n
*\n"
*/
//-------------------------------------------------------------------------------\n"
// World * View * Projection matrix\n"
// NOTE: Assume that the material uses a WorldViewProjection matrix\n"
@ -1143,15 +1134,6 @@ std::string g_szMaterialShader = std::string(
);
std::string g_szPassThroughShader = std::string(
//-------------------------------------------------------------------------------\n"
/**\n"
* This program is distributed under the terms of the GNU Lesser General\n
* Public License (LGPL). \n
*\n
* ASSIMP Viewer Utility\n
*\n"
*/
//-------------------------------------------------------------------------------\n"
"texture TEXTURE_2D;\n"
"sampler TEXTURE_SAMPLER = sampler_state\n"

Binary file not shown.

View File

@ -67,7 +67,7 @@ AssetHelper *g_pcAsset = NULL;
unsigned char* g_szImageMask = NULL;
//-------------------------------------------------------------------------------
// table of colors used for normal vectors.
// Table of colors used for normal vectors.
//-------------------------------------------------------------------------------
D3DXVECTOR4 g_aclNormalColors[14] =
{
@ -94,27 +94,41 @@ D3DXVECTOR4 g_aclNormalColors[14] =
//-------------------------------------------------------------------------------
//! \brief Entry point for loader thread
// Entry point for the loader thread
// The laoder thread loads the asset while the progress dialog displays the
// smart progress bar
//-------------------------------------------------------------------------------
DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
{
UNREFERENCED_PARAMETER(lpParameter);
// get current time
double fCur = (double)timeGetTime();
// call ASSIMPs C-API to load the file
g_pcAsset->pcScene = aiImportFile(g_szFileName,
aiProcess_CalcTangentSpace | aiProcess_JoinIdenticalVertices | aiProcess_Triangulate |
aiProcess_GenSmoothNormals | aiProcess_ConvertToLeftHanded | aiProcess_SplitLargeMeshes);
aiProcess_CalcTangentSpace | // calculate tangents and bitangents
aiProcess_JoinIdenticalVertices | // join identical vertices
aiProcess_Triangulate | // triangulate n-polygons
aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
aiProcess_SplitLargeMeshes); // split large, unrenderable meshes into submeshes
// get the end time of zje operation, calculate delta t
double fEnd = (double)timeGetTime();
double dTime = (fEnd - fCur) / 1000;
char szTemp[128];
sprintf(szTemp,"%.5f",(float)dTime);
SetDlgItemText(g_hDlg,IDC_ELOAD,szTemp);
g_bLoadingFinished = true;
// check whether the loading process has failed ...
if (NULL == g_pcAsset->pcScene)
{
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:",
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
// print ASSIMPs error string to the log display
CLogDisplay::Instance().AddEntry(aiGetErrorString(),
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
return 1;
@ -123,42 +137,72 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
}
//-------------------------------------------------------------------------------
// Recursivly count the number of nodes in an asset's node graph
// Used by LoadAsset()
//-------------------------------------------------------------------------------
void GetNodeCount(aiNode* pcNode, unsigned int* piCnt)
{
*piCnt = *piCnt+1;
for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
GetNodeCount(pcNode->mChildren[i],piCnt);
}
//-------------------------------------------------------------------------------
// load the current asset
// THe path to the asset is specified in the global path variable
//-------------------------------------------------------------------------------
int LoadAsset(void)
{
{
// set the world and world rotation matrices to the identuty
g_mWorldRotate = aiMatrix4x4();
g_mWorld = aiMatrix4x4();
// create a helper thread to load the asset
DWORD dwID;
g_bLoadingCanceled = false;
g_pcAsset = new AssetHelper();
g_hThreadHandle = CreateThread(NULL,0,&LoadThreadProc,NULL,0,&dwID);
if (!g_hThreadHandle)
{
CLogDisplay::Instance().AddEntry(
"[ERROR] Unable to create helper thread for loading",
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
return 0;
}
// show the progress bar dialog
DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_LOADDIALOG),
g_hDlg,&ProgressMessageProc);
// now we should have loaded the asset. Check this ...
g_bLoadingFinished = false;
if (!g_pcAsset || !g_pcAsset->pcScene)
{
{
if (g_pcAsset)
{
{
delete g_pcAsset;
g_pcAsset = NULL;
}
return 0;
}
return 0;
}
// allocate a new MeshHelper array and build a new instance
// for each mesh in the original asset
g_pcAsset->apcMeshes = new AssetHelper::MeshHelper*[
g_pcAsset->pcScene->mNumMeshes]();
// get the number of vertices/faces in the model
unsigned int iNumVert = 0;
unsigned int iNumFaces = 0;
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
{
iNumVert += g_pcAsset->pcScene->mMeshes[i]->mNumVertices;
iNumFaces += g_pcAsset->pcScene->mMeshes[i]->mNumFaces;
g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper();
}
char szOut[120];
}
// and fill the statistic edit controls
char szOut[1024];
sprintf(szOut,"%i",(int)iNumVert);
SetDlgItemText(g_hDlg,IDC_EVERT,szOut);
sprintf(szOut,"%i",(int)iNumFaces);
@ -166,25 +210,41 @@ int LoadAsset(void)
sprintf(szOut,"%i",(int)g_pcAsset->pcScene->mNumMaterials);
SetDlgItemText(g_hDlg,IDC_EMAT,szOut);
// need to get the number of nodes
iNumVert = 0;
GetNodeCount(g_pcAsset->pcScene->mRootNode,&iNumVert);
sprintf(szOut,"%i",(int)iNumVert);
SetDlgItemText(g_hDlg,IDC_ENODE,szOut);
// build a new caption string for the viewer
sprintf(szOut,AI_VIEW_CAPTION_BASE " [%s]",g_szFileName);
SetWindowText(g_hDlg,szOut);
// scale the asset vertices to fit into the viewer window
ScaleAsset();
// reset the camera view to the default position
g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f);
g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
// build native D3D vertex/index buffers, textures, materials
return CreateAssetData();
}
}
//-------------------------------------------------------------------------------
// Delete the loaded asset
//-------------------------------------------------------------------------------
int DeleteAsset(void)
{
if (!g_pcAsset)return 0;
// don't anymore know why this was necessary ...
Render();
// delete everything
DeleteAssetData();
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
@ -195,9 +255,16 @@ int DeleteAsset(void)
delete g_pcAsset;
g_pcAsset = NULL;
// clear all stats edit controls
SetDlgItemText(g_hDlg,IDC_EVERT,"0");
SetDlgItemText(g_hDlg,IDC_EFACE,"0");
SetDlgItemText(g_hDlg,IDC_EMAT,"0");
SetDlgItemText(g_hDlg,IDC_ENODE,"0");
SetDlgItemText(g_hDlg,IDC_ESHADER,"0");
SetDlgItemText(g_hDlg,IDC_ETEX,"0");
// reset the caption of the viewer window
SetWindowText(g_hDlg,AI_VIEW_CAPTION_BASE);
return 1;
}
@ -357,12 +424,12 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
// The animations are added in order
//-------------------------------------------------------------------------------
int FillAnimList(void)
{
{
// clear the combo box
SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_RESETCONTENT,0,0);
if (0 == g_pcAsset->pcScene->mNumAnimations)
{
{
// disable all UI components related to animations
EnableWindow(GetDlgItem(g_hDlg,IDC_PLAYANIM),FALSE);
EnableWindow(GetDlgItem(g_hDlg,IDC_SPEED),FALSE);
@ -374,7 +441,7 @@ int FillAnimList(void)
EnableWindow(GetDlgItem(g_hDlg,IDC_COMBO1),FALSE);
}
else
{
{
// reenable all animation components if they have been
// disabled for a previous mesh
EnableWindow(GetDlgItem(g_hDlg,IDC_PLAYANIM),TRUE);
@ -388,13 +455,276 @@ int FillAnimList(void)
// now fill in all animation names
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumAnimations;++i)
{
{
SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0,
( LPARAM ) g_pcAsset->pcScene->mAnimations[i]->mName.data);
}
}
return 1;
}
return 1;
}
//-------------------------------------------------------------------------------
// Add a node to the display list
// Recusrivly add all subnodes
// iNode - Index of the node image in the tree view's image lust
// iIndex - Index of the node in the parent's child list
// iDepth - Current depth of the node
// pcNode - Node object
// hRoot - Parent tree view node
//-------------------------------------------------------------------------------
int AddNodeToDisplayList(unsigned int iNode,
unsigned int iIndex,
unsigned int iDepth,
const aiNode* pcNode,
HTREEITEM hRoot)
{
ai_assert(NULL != pcNode);
char chTemp[512];
if(0 == pcNode->mName.length)
{
if (iNode >= 100)
{
iNode += iDepth * 1000;
}
else if (iNode >= 10)
{
iNode += iDepth * 100;
}
else iNode += iDepth * 10;
sprintf(chTemp,"Node %i",iNode);
}
else strcpy(chTemp,pcNode->mName.data);
TVITEMEX tvi;
TVINSERTSTRUCT sNew;
tvi.pszText = chTemp;
tvi.cchTextMax = (int)strlen(chTemp);
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE;
tvi.iImage = iNode;
tvi.iSelectedImage = iNode;
tvi.lParam = (LPARAM)0;
sNew.itemex = tvi;
sNew.hInsertAfter = TVI_LAST;
sNew.hParent = hRoot;
// add the item to the list
HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
TVM_INSERTITEM,
0,
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
// recursively add all child nodes
++iDepth;
for (unsigned int i = 0; i< pcNode->mNumChildren;++i)
{
AddNodeToDisplayList(iNode,i,iDepth,pcNode->mChildren[i],hTexture);
}
return 1;
}
//-------------------------------------------------------------------------------
// Add a texture to the display list
// pcMat - material containing the texture
// hTexture - Handle to the material tree item
// iTexture - Index of the texture image in the image list of the tree view
// szPath - Path to the texture
// iUVIndex - UV index to be used for the texture
// fBlendFactor - Blend factor to be used for the texture
// eTextureOp - texture operation to be used for the texture
//-------------------------------------------------------------------------------
int AddTextureToDisplayList(unsigned int iType,
unsigned int iIndex,
const aiString* szPath,
HTREEITEM hFX,
const aiMaterial* pcMat,
unsigned int iTexture = 0,
unsigned int iUVIndex = 0,
const float fBlendFactor = 0.0f,
aiTextureOp eTextureOp = aiTextureOp_Multiply)
{
char chTemp[512];
const char* sz = strrchr(szPath->data,'\\');
if (!sz)sz = strrchr(szPath->data,'/');
if (!sz)sz = szPath->data;
const char* szType;
switch (iType)
{
case AI_TEXTYPE_DIFFUSE:
szType = "Diffuse";break;
case AI_TEXTYPE_SPECULAR:
szType = "Specular";break;
case AI_TEXTYPE_AMBIENT:
szType = "Ambient";break;
case AI_TEXTYPE_EMISSIVE:
szType = "Emissive";break;
case AI_TEXTYPE_HEIGHT:
szType = "HeightMap";break;
case AI_TEXTYPE_NORMALS:
szType = "NormalMap";break;
case AI_TEXTYPE_SHININESS:
szType = "Shininess";break;
};
sprintf(chTemp,"%s %i (%s)",szType,iIndex+1,sz);
TVITEMEX tvi;
TVINSERTSTRUCT sNew;
tvi.pszText = chTemp;
tvi.cchTextMax = (int)strlen(chTemp);
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE;
tvi.iImage = iTexture;
tvi.iSelectedImage = iTexture;
tvi.lParam = (LPARAM)0;
sNew.itemex = tvi;
sNew.hInsertAfter = TVI_LAST;
sNew.hParent = hFX;
// add the item to the list
HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
TVM_INSERTITEM,
0,
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
return 1;
}
//-------------------------------------------------------------------------------
// Add a material and all sub textures to the display mode list
// pcMat - material to be added
// hRoot - Handle to the root of the tree view
// iFX - Index of the material image in the image list of the tree view
// iTexture - Index of the texture image in the image list of the tree view
// iIndex - Material index
//-------------------------------------------------------------------------------
int AddMaterialToDisplayList(HTREEITEM hRoot, const aiMaterial* pcMat,
unsigned int iFX, unsigned int iTexture, unsigned int iIndex)
{
// use the name of the material, if possible
char chTemp[512];
aiString szOut;
if (AI_SUCCESS != aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szOut))
{
sprintf(chTemp,"Material %i",iIndex+1);
}
else
{
sprintf(chTemp,"%s (%i)",szOut.data,iIndex+1);
}
TVITEMEX tvi;
TVINSERTSTRUCT sNew;
tvi.pszText = chTemp;
tvi.cchTextMax = (int)strlen(chTemp);
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_STATE;
tvi.iImage = iFX;
tvi.iSelectedImage = iFX;
tvi.lParam = (LPARAM)0;
tvi.state = TVIS_EXPANDED | TVIS_EXPANDEDONCE ;
sNew.itemex = tvi;
sNew.hInsertAfter = TVI_LAST;
sNew.hParent = hRoot;
// add the item to the list
HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
TVM_INSERTITEM,
0,
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
// for each texture in the list ... add it
unsigned int iUV;
float fBlend;
aiTextureOp eOp;
aiString szPath;
for (unsigned int i = 0; i < 7;++i)
{
unsigned int iNum = 0;
while (true)
{
if (AI_SUCCESS != aiGetMaterialTexture(pcMat,iNum,i,
&szPath,&iUV,&fBlend,&eOp))
{
break;
}
AddTextureToDisplayList(i,iNum,&szPath,hTexture,
pcMat,iTexture,iUV,fBlend,eOp);
++iNum;
}
}
return 1;
}
//-------------------------------------------------------------------------------
// Fill the UI combobox with a list of all supported view modi
//
// The display modes are added in order
//-------------------------------------------------------------------------------
int FillDisplayList(void)
{
// Initialize the tree view window.
// First, create the image list we will need.
#define NUM_BITMAPS 4
HIMAGELIST hIml = ImageList_Create( 16,16,ILC_COLOR24, NUM_BITMAPS, 0 );
// Load the bitmaps and add them to the image lists.
HBITMAP hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BFX));
int iFX = ImageList_Add(hIml, hBmp, NULL);
DeleteObject(hBmp);
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BNODE));
int iNode = ImageList_Add(hIml, hBmp, NULL);
DeleteObject(hBmp);
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTX));
int iTexture = ImageList_Add(hIml, hBmp, NULL);
DeleteObject(hBmp);
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BROOT));
int iRoot = ImageList_Add(hIml, hBmp, NULL);
DeleteObject(hBmp);
// Associate the image list with the tree.
TreeView_SetImageList(GetDlgItem(g_hDlg,IDC_TREE1), hIml, TVSIL_NORMAL);
// fill in the first entry
TVITEMEX tvi;
TVINSERTSTRUCT sNew;
tvi.pszText = "Model";
tvi.cchTextMax = (int)strlen(tvi.pszText);
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_STATE;
tvi.state = TVIS_EXPANDED ;
tvi.iImage = iRoot;
tvi.iSelectedImage = iRoot;
tvi.lParam = (LPARAM)0;
sNew.itemex = tvi;
sNew.hInsertAfter = TVI_ROOT;
sNew.hParent = 0;
HTREEITEM hRoot = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
TVM_INSERTITEM,
0,
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
// add each loaded material
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMaterials;++i)
{
AddMaterialToDisplayList(hRoot,g_pcAsset->pcScene->mMaterials[i],
iFX,iTexture,i);
}
// now add all loaded nodes recursively
AddNodeToDisplayList(iNode,0,0,g_pcAsset->pcScene->mRootNode,hRoot);
return 1;
}
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------
@ -416,29 +746,59 @@ int CreateAssetData(void)
MessageBox(g_hDlg,"Failed to create vertex buffer",
"ASSIMP Viewer Utility",MB_OK);
return 2;
}
// create index buffer
if(FAILED( g_piDevice->CreateIndexBuffer( 4 *
g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3,
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX32,
D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piIB,NULL)))
}
// check whether we can use 16 bit indices
if (g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3 >= 65536)
{
// create 32 bit index buffer
if(FAILED( g_piDevice->CreateIndexBuffer( 4 *
g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3,
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX32,
D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piIB,NULL)))
{
MessageBox(g_hDlg,"Failed to create index buffer",
"ASSIMP Viewer Utility",MB_OK);
return 2;
MessageBox(g_hDlg,"Failed to create 32 Bit index buffer",
"ASSIMP Viewer Utility",MB_OK);
return 2;
}
// now fill the index buffer
unsigned int* pbData;
g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumFaces;++x)
// now fill the index buffer
unsigned int* pbData;
g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumFaces;++x)
{
for (unsigned int a = 0; a < 3;++a)
for (unsigned int a = 0; a < 3;++a)
{
*pbData++ = g_pcAsset->pcScene->mMeshes[i]->mFaces[x].mIndices[a];
*pbData++ = g_pcAsset->pcScene->mMeshes[i]->mFaces[x].mIndices[a];
}
}
}
else
{
// create 16 bit index buffer
if(FAILED( g_piDevice->CreateIndexBuffer( 2 *
g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3,
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piIB,NULL)))
{
MessageBox(g_hDlg,"Failed to create 16 Bit index buffer",
"ASSIMP Viewer Utility",MB_OK);
return 2;
}
// now fill the index buffer
uint16_t* pbData;
g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumFaces;++x)
{
for (unsigned int a = 0; a < 3;++a)
{
*pbData++ = (uint16_t)g_pcAsset->pcScene->mMeshes[i]->mFaces[x].mIndices[a];
}
}
}
g_pcAsset->apcMeshes[i]->piIB->Unlock();
// now fill the vertex buffer
@ -504,6 +864,7 @@ int CreateAssetData(void)
sprintf(szTemp,"%i", g_iShaderCount);
SetDlgItemText(g_hDlg,IDC_ESHADER,szTemp);
FillDisplayList();
return FillAnimList();
}
@ -755,6 +1116,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
{
D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
// get the client rectangle of the window.
RECT sRect;
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
sRect.right -= sRect.left;
@ -763,17 +1125,26 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
D3DPRESENT_PARAMETERS sParams;
memset(&sParams,0,sizeof(D3DPRESENT_PARAMETERS));
// get the current display mode
D3DDISPLAYMODE sMode;
g_piD3D->GetAdapterDisplayMode(0,&sMode);
sParams.Windowed = TRUE;
sParams.hDeviceWindow = GetDlgItem( g_hDlg, IDC_RT );
sParams.EnableAutoDepthStencil = TRUE;
sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
sParams.BackBufferWidth = (UINT)sRect.right;
sParams.BackBufferHeight = (UINT)sRect.bottom;
sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
sParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
// fill the presentation parameter structure
sParams.Windowed = TRUE;
sParams.hDeviceWindow = GetDlgItem( g_hDlg, IDC_RT );
sParams.EnableAutoDepthStencil = TRUE;
sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
sParams.BackBufferWidth = (UINT)sRect.right;
sParams.BackBufferHeight = (UINT)sRect.bottom;
sParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
// check whether we can use a D32 depth buffer format
if (SUCCEEDED ( g_piD3D->CheckDepthStencilMatch(0,eType,
D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32)))
{
sParams.AutoDepthStencilFormat = D3DFMT_D32;
}
else sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
// find the highest multisample type available on this device
D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
@ -797,6 +1168,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
sParams.MultiSampleType = sMSOut;
}
// create the D3D9 device object
if(FAILED(g_piD3D->CreateDevice(0,eType,
g_hDlg,D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,&sParams,&g_piDevice)))
{
@ -810,6 +1182,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
}
g_piDevice->SetFVF(AssetHelper::Vertex::GetFVF());
// compile the default material shader (gray gouraud/phong)
ID3DXBuffer* piBuffer = NULL;
if(FAILED( D3DXCreateEffect(g_piDevice,
g_szDefaultShader.c_str(),
@ -833,6 +1206,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
piBuffer = NULL;
}
// create the shader used to draw the HUD
if(FAILED( D3DXCreateEffect(g_piDevice,
g_szPassThroughShader.c_str(),(UINT)g_szPassThroughShader.length(),
NULL,NULL,D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,NULL,&g_piPassThroughEffect,&piBuffer)))
@ -850,6 +1224,8 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
piBuffer->Release();
piBuffer = NULL;
}
// create the shader used to visualize normal vectors
if(FAILED( D3DXCreateEffect(g_piDevice,
g_szNormalsShader.c_str(),(UINT)g_szNormalsShader.length(),
NULL,NULL,D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,NULL,&g_piNormalsEffect, &piBuffer)))
@ -868,6 +1244,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
piBuffer = NULL;
}
// get the capabilities of the device object
g_piDevice->GetDeviceCaps(&g_sCaps);
if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0))
{

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