/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2021, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file ACLoader.h * @brief Declaration of the .ac importer class. */ #ifndef AI_AC3DLOADER_H_INCLUDED #define AI_AC3DLOADER_H_INCLUDED #include #include #include struct aiNode; struct aiMesh; struct aiMaterial; struct aiLight; namespace Assimp { // --------------------------------------------------------------------------- /** AC3D (*.ac) importer class */ class AC3DImporter : public BaseImporter { public: AC3DImporter(); ~AC3DImporter(); // Represents an AC3D material struct Material { Material() : rgb(0.6f, 0.6f, 0.6f), spec(1.f, 1.f, 1.f), shin(0.f), trans(0.f) {} // base color of the material aiColor3D rgb; // ambient color of the material aiColor3D amb; // emissive color of the material aiColor3D emis; // specular color of the material aiColor3D spec; // shininess exponent float shin; // transparency. 0 == opaque float trans; // name of the material. optional. std::string name; }; // Represents an AC3D surface struct Surface { Surface() : mat(0), flags(0) {} unsigned int mat, flags; typedef std::pair SurfaceEntry; std::vector entries; // Type is low nibble of flags enum Type : uint8_t { Polygon = 0x0, ClosedLine = 0x1, OpenLine = 0x2, TriangleStrip = 0x4, // ACC extension (TORCS and Speed Dreams) Mask = 0xf, }; inline uint8_t GetType() const { return (flags & Mask); } }; // Represents an AC3D object struct Object { Object() : type(World), name(""), children(), texture(""), texRepeat(1.f, 1.f), texOffset(0.0f, 0.0f), rotation(), translation(), vertices(), surfaces(), numRefs(0), subDiv(0), crease() {} // Type description enum Type { World = 0x0, Poly = 0x1, Group = 0x2, Light = 0x4 } type; // name of the object std::string name; // object children std::vector children; // texture to be assigned to all surfaces of the object std::string texture; // texture repat factors (scaling for all coordinates) aiVector2D texRepeat, texOffset; // rotation matrix aiMatrix3x3 rotation; // translation vector aiVector3D translation; // vertices std::vector vertices; // surfaces std::vector surfaces; // number of indices (= num verts in verbose format) unsigned int numRefs; // number of subdivisions to be performed on the // imported data unsigned int subDiv; // max angle limit for smoothing float crease; }; 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, bool checkSig) const; protected: // ------------------------------------------------------------------- /** Return importer meta information. * See #BaseImporter::GetInfo for the details */ const aiImporterDesc *GetInfo() const; // ------------------------------------------------------------------- /** Imports the given file into the given scene structure. * See BaseImporter::InternReadFile() for details*/ void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler); // ------------------------------------------------------------------- /** Called prior to ReadFile(). * The function is a request to the importer to update its configuration * basing on the Importer's configuration property list.*/ void SetupProperties(const Importer *pImp); private: // ------------------------------------------------------------------- /** Get the next line from the file. * @return false if the end of the file was reached*/ bool GetNextLine(); // ------------------------------------------------------------------- /** Load the object section. This method is called recursively to * load subobjects, the method returns after a 'kids 0' was * encountered. * @objects List of output objects*/ void LoadObjectSection(std::vector &objects); // ------------------------------------------------------------------- /** Convert all objects into meshes and nodes. * @param object Current object to work on * @param meshes Pointer to the list of output meshes * @param outMaterials List of output materials * @param materials Material list * @param Scenegraph node for the object */ aiNode *ConvertObjectSection(Object &object, std::vector &meshes, std::vector &outMaterials, const std::vector &materials, aiNode *parent = nullptr); // ------------------------------------------------------------------- /** Convert a material * @param object Current object * @param matSrc Source material description * @param matDest Destination material to be filled */ void ConvertMaterial(const Object &object, const Material &matSrc, aiMaterial &matDest); private: // points to the next data line const char *buffer; // Configuration option: if enabled, up to two meshes // are generated per material: those faces who have // their bf cull flags set are separated. bool configSplitBFCull; // Configuration switch: subdivision surfaces are only // evaluated if the value is true. bool configEvalSubdivision; // counts how many objects we have in the tree. // basing on this information we can find a // good estimate how many meshes we'll have in the final scene. unsigned int mNumMeshes; // current list of light sources std::vector *mLights; // name counters unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter; }; } // end of namespace Assimp #endif // AI_AC3DIMPORTER_H_INC