/* Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file Defines the helper data structures for importing ASE files */ #ifndef AI_ASEFILEHELPER_H_INC #define AI_ASEFILEHELPER_H_INC // STL/CRT headers #include #include #include // public ASSIMP headers #include "../include/aiTypes.h" #include "../include/aiMesh.h" #include "../include/aiAnim.h" // for some helper routines like IsSpace() #include "ParsingUtils.h" #include "qnan.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) {} //! Contains all sub materials of this material std::vector avSubMaterials; //! MaterialHelper object MaterialHelper* pcInstance; //! Can we remove this material? bool bNeed; }; // --------------------------------------------------------------------------- /** Helper structure to represent an ASE file face */ struct Face : public FaceWithSmoothingGroup { //! 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 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 bone */ struct Bone { //! Constructor Bone() { static int iCnt = 0; char szTemp[128]; ::sprintf(szTemp,"UNNAMED_%i",iCnt++); mName = szTemp; } //! Name of the bone std::string mName; }; // --------------------------------------------------------------------------- /** Helper structure to represent an ASE file bone vertex */ struct BoneVertex { //! Bone and corresponding vertex weight. //! -1 for unrequired bones .... std::vector > mBoneWeights; //! Position of the bone vertex. //! MUST be identical to the vertex position //aiVector3D mPosition; }; // --------------------------------------------------------------------------- /** Helper structure to represent an ASE file animation */ struct Animation { //! List of rotation keyframes std::vector< aiQuatKey > akeyRotations; //! List of position keyframes std::vector< aiVectorKey > akeyPositions; }; // --------------------------------------------------------------------------- /** Helper structure to represent the inheritance information of an ASE node */ struct InheritanceInfo { //! Default constructor InheritanceInfo() { // set the inheritance flag for all axes by default to true for (unsigned int i = 0; i < 3;++i) abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true; } //! Inherit the parent's position?, axis order is x,y,z bool abInheritPosition[3]; //! Inherit the parent's rotation?, axis order is x,y,z bool abInheritRotation[3]; //! Inherit the parent's scaling?, axis order is x,y,z bool abInheritScaling[3]; }; // --------------------------------------------------------------------------- /** Represents an ASE file node. Base class for mesh, light and cameras */ struct BaseNode { enum Type {Light, Camera, Mesh, Dummy} mType; //! Constructor. Creates a default name for the node BaseNode(Type _mType) : mType (_mType) , mProcessed (false) { // generate a default name for the node static int iCnt = 0; char szTemp[128]; // should be sufficiently large ::sprintf(szTemp,"UNNAMED_%i",iCnt++); mName = szTemp; } //! Name of the mesh std::string mName; //! Name of the parent of the node //! "" if there is no parent ... std::string mParent; //! Transformation matrix of the node aiMatrix4x4 mTransform; //! Specifies which axes transformations a node inherits //! from its parent ... InheritanceInfo inherit; bool mProcessed; }; // --------------------------------------------------------------------------- /** Helper structure to represent an ASE file mesh */ struct Mesh : public MeshWithSmoothingGroups, public BaseNode { //! Constructor. Mesh() : BaseNode (BaseNode::Mesh) , bSkip (false) { // use 2 texture vertex components by default for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) this->mNumUVComponents[c] = 2; // setup the default material index by default iMaterialIndex = Face::DEFAULT_MATINDEX; } //! List of all texture coordinate sets std::vector amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; //! List of all vertex color sets. std::vector mVertexColors; //! List of all bone vertices std::vector mBoneVertices; //! List of all bones std::vector mBones; //! Animation channels for the node Animation mAnim; //! Material index of the mesh unsigned int iMaterialIndex; //! Number of vertex components for each UVW set unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS]; //! used internally bool bSkip; }; // --------------------------------------------------------------------------- /** Helper structure to represent an ASE light source */ struct Light : public BaseNode { enum LightType { OMNI }; //! Constructor. Light() : BaseNode (BaseNode::Light) , mLightType (OMNI) , mColor (1.f,1.f,1.f) , mIntensity (1.f) // light is white by default { } LightType mLightType; aiColor3D mColor; float mIntensity; }; // --------------------------------------------------------------------------- /** Helper structure to represent an ASE camera */ struct Camera : public BaseNode { //! Constructor Camera() : BaseNode (BaseNode::Camera) , mFOV (0.75f) // in radians , mNear (0.1f) , mFar (1000.f) // could be zero { } float mFOV, mNear, mFar; }; // --------------------------------------------------------------------------------- /** \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 *LIGHTOBJECT block in a file //! \param light Light object to be filled void ParseLV1LightObjectBlock(Light& mesh); // ------------------------------------------------------------------- //! Parse a *CAMERAOBJECT block in a file //! \param cam Camera object to be filled void ParseLV1CameraObjectBlock(Camera& cam); // ------------------------------------------------------------------- //! Parse the shared parts of the *GEOMOBJECT, *LIGHTOBJECT and //! *CAMERAOBJECT chunks. //! \param mesh .. //! \return true = token parsed, get next please bool ParseSharedNodeInfo(ASE::BaseNode& 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 Node (!) object to be filled void ParseLV2NodeTransformBlock(BaseNode& mesh); // ------------------------------------------------------------------- //! Parse a *TM_ANIMATION block in a file //! \param mesh Mesh object to be filled void ParseLV2AnimationBlock(Mesh& mesh); void ParseLV3PosAnimationBlock(Mesh& mesh); void ParseLV3RotAnimationBlock(Mesh& mesh); // ------------------------------------------------------------------- //! Parse a *MESH block in a file //! \param mesh Mesh object to be filled void ParseLV2MeshBlock(Mesh& mesh); // ------------------------------------------------------------------- //! Parse a *LIGHT_SETTINGS block in a file //! \param light Light object to be filled void ParseLV2LightSettingsBlock(Light& light); // ------------------------------------------------------------------- //! Parse a *CAMERA_SETTINGS block in a file //! \param cam Camera object to be filled void ParseLV2CameraSettingsBlock(Camera& cam); // ------------------------------------------------------------------- //! 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_WEIGHTSblock in a file //! \param mesh Mesh object to be filled void ParseLV3MeshWeightsBlock(Mesh& mesh); // ------------------------------------------------------------------- //! Parse the bone list of a file //! \param mesh Mesh object to be filled //! \param iNumBones Number of bones in the mesh void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh); // ------------------------------------------------------------------- //! Parse the bone vertices list of a file //! \param mesh Mesh object to be filled //! \param iNumVertices Number of vertices to be parsed void ParseLV4MeshBonesVertices(unsigned int iNumVertices,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 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 a message to the logger //! \param szWarn Message void LogInfo(const char* szWarn); // ------------------------------------------------------------------- //! Output an error to the logger //! \param szWarn Error message void LogError(const char* szWarn); // ------------------------------------------------------------------- //! Parse a string, enclosed in double quotation marks //! \param out Output string //! \param szName Name of the enclosing element -> used in error //! messages. //! \return false if an error occured bool ParseString(std::string& out,const char* szName); 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 m_vMaterials; //! List of all meshes found in the file std::vector m_vMeshes; //! List of all lights found in the file std::vector m_vLights; //! List of all cameras found in the file std::vector m_vCameras; //! Current line in the file unsigned int iLineNumber; //! First frame unsigned int iFirstFrame; //! Last frame unsigned int iLastFrame; //! Frame speed - frames per second unsigned int iFrameSpeed; //! Ticks per frame unsigned int iTicksPerFrame; //! true if the last character read was an end-line character bool bLastWasEndLine; }; } // Namespace ASE } // Namespace ASSIMP #endif // !! include guard