/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2020, 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 LWSLoader.h * @brief Declaration of the LightWave scene importer class. */ #ifndef AI_LWSLOADER_H_INCLUDED #define AI_LWSLOADER_H_INCLUDED #include "AssetLib/LWO/LWOFileData.h" #include #include struct aiImporterDesc; namespace Assimp { class BatchLoader; class Importer; class IOSystem; namespace LWS { // --------------------------------------------------------------------------- /** Represents an element in a LWS file. * * This can either be a single data line - or a data * group - { name ... n } */ class Element { public: Element() {} // first: name, second: rest std::string tokens[2]; std::list children; //! Recursive parsing function void Parse(const char *&buffer); }; #define AI_LWS_MASK (0xffffffff >> 4u) // --------------------------------------------------------------------------- /** Represents a LWS scenegraph element */ struct NodeDesc { NodeDesc() : type(), id(), number(0), parent(0), name(""), isPivotSet(false), lightColor(1.f, 1.f, 1.f), lightIntensity(1.f), lightType(0), lightFalloffType(0), lightConeAngle(45.f), lightEdgeAngle(), parent_resolved(NULL) {} enum { OBJECT = 1, LIGHT = 2, CAMERA = 3, BONE = 4 } type; // type of node // if object: path std::string path; unsigned int id; // number of object unsigned int number; // index of parent index unsigned int parent; // lights & cameras & dummies: name const char *name; // animation channels std::list channels; // position of pivot point aiVector3D pivotPos; bool isPivotSet; // color of light source aiColor3D lightColor; // intensity of light source float lightIntensity; // type of light source unsigned int lightType; // falloff type of light source unsigned int lightFalloffType; // cone angle of (spot) light source float lightConeAngle; // soft cone angle of (spot) light source float lightEdgeAngle; // list of resolved children std::list children; // resolved parent node NodeDesc *parent_resolved; // for std::find() bool operator==(unsigned int num) const { if (!num) return false; unsigned int _type = num >> 28u; return _type == static_cast(type) && (num & AI_LWS_MASK) == number; } }; } // end namespace LWS // --------------------------------------------------------------------------- /** LWS (LightWave Scene Format) importer class. * * This class does heavily depend on the LWO importer class. LWS files * contain mainly descriptions how LWO objects are composed together * in a scene. */ class LWSImporter : public BaseImporter { public: LWSImporter(); ~LWSImporter(); // ------------------------------------------------------------------- // Check whether we can read a specific file bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const; protected: // ------------------------------------------------------------------- // Get list of supported extensions const aiImporterDesc *GetInfo() const; // ------------------------------------------------------------------- // Import file into given scene data structure void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler); // ------------------------------------------------------------------- // Setup import properties void SetupProperties(const Importer *pImp); private: // ------------------------------------------------------------------- // Read an envelope description void ReadEnvelope(const LWS::Element &dad, LWO::Envelope &out); // ------------------------------------------------------------------- // Read an envelope description for the older LW file format void ReadEnvelope_Old(std::list::const_iterator &it, const std::list::const_iterator &end, LWS::NodeDesc &nodes, unsigned int version); // ------------------------------------------------------------------- // Setup a nice name for a node void SetupNodeName(aiNode *nd, LWS::NodeDesc &src); // ------------------------------------------------------------------- // Recursively build the scenegraph void BuildGraph(aiNode *nd, LWS::NodeDesc &src, std::vector &attach, BatchLoader &batch, aiCamera **&camOut, aiLight **&lightOut, std::vector &animOut); // ------------------------------------------------------------------- // Try several dirs until we find the right location of a LWS file. std::string FindLWOFile(const std::string &in); private: bool configSpeedFlag; IOSystem *io; double first, last, fps; bool noSkeletonMesh; }; } // end of namespace Assimp #endif // AI_LWSIMPORTER_H_INC