645 lines
20 KiB
C++
645 lines
20 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Defines the helper data structures for importing ASE files */
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#ifndef AI_ASEFILEHELPER_H_INC
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#define AI_ASEFILEHELPER_H_INC
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// STL/CRT headers
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#include <string>
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#include <vector>
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#include <list>
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// public ASSIMP headers
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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// for some helper routines like IsSpace()
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#include "ParsingUtils.h"
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#include "qnan.h"
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// ASE is quite similar to 3ds. We can reuse some structures
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#include "3DSLoader.h"
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namespace Assimp {
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namespace ASE {
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using namespace D3DS;
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// ---------------------------------------------------------------------------
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/** Helper structure representing an ASE material */
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struct Material : public D3DS::Material
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{
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//! Default constructor
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Material() : pcInstance(NULL), bNeed (false)
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{}
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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//! MaterialHelper object
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MaterialHelper* pcInstance;
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//! Can we remove this material?
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bool bNeed;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file face */
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struct Face : public FaceWithSmoothingGroup
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{
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//! Default constructor. Initializes everything with 0
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Face()
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{
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mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
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}
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iMaterial = DEFAULT_MATINDEX;
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iFace = 0;
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}
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//! special value to indicate that no material index has
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//! been assigned to a face. The default material index
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//! will replace this value later.
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static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
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//! Indices into each list of texture coordinates
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unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
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//! Index into the list of vertex colors
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unsigned int mColorIndices[3];
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//! (Sub)Material index to be assigned to this face
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unsigned int iMaterial;
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//! Index of the face. It is not specified whether it is
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//! a requirement of the file format that all faces are
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//! written in sequential order, so we have to expect this case
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unsigned int iFace;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file bone */
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struct Bone
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{
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//! Constructor
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Bone()
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{
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static int iCnt = 0;
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char szTemp[128];
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::sprintf(szTemp,"UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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//! Name of the bone
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std::string mName;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file bone vertex */
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struct BoneVertex
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{
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//! Bone and corresponding vertex weight.
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//! -1 for unrequired bones ....
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std::vector<std::pair<int,float> > mBoneWeights;
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//! Position of the bone vertex.
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//! MUST be identical to the vertex position
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//aiVector3D mPosition;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file animation */
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struct Animation
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{
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enum Type
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{
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TRACK = 0x0,
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BEZIER = 0x1,
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TCB = 0x2
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} mRotationType, mScalingType, mPositionType;
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Animation()
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: mRotationType (TRACK)
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, mScalingType (TRACK)
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, mPositionType (TRACK)
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{}
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/** ONLY ONE OF THESE SETS IS USED
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*
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* Bezier and TCB channels are converted to a normal
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* trac later.
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*/
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//! List of track rotation keyframes
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std::vector< aiQuatKey > akeyRotations;
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//! List of track position keyframes
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std::vector< aiVectorKey > akeyPositions;
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//! List of track scaling keyframes
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std::vector< aiVectorKey > akeyScaling;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent the inheritance information of an ASE node */
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struct InheritanceInfo
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{
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//! Default constructor
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InheritanceInfo()
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{
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// set the inheritance flag for all axes by default to true
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for (unsigned int i = 0; i < 3;++i)
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abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
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}
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//! Inherit the parent's position?, axis order is x,y,z
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bool abInheritPosition[3];
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//! Inherit the parent's rotation?, axis order is x,y,z
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bool abInheritRotation[3];
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//! Inherit the parent's scaling?, axis order is x,y,z
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bool abInheritScaling[3];
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};
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// ---------------------------------------------------------------------------
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/** Represents an ASE file node. Base class for mesh, light and cameras */
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struct BaseNode
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{
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enum Type {Light, Camera, Mesh, Dummy} mType;
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//! Constructor. Creates a default name for the node
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BaseNode(Type _mType)
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: mType (_mType)
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, mProcessed (false)
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{
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// generate a default name for the node
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static int iCnt = 0;
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char szTemp[128]; // should be sufficiently large
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::sprintf(szTemp,"UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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//! Name of the mesh
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std::string mName;
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//! Name of the parent of the node
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//! "" if there is no parent ...
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std::string mParent;
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//! Transformation matrix of the node
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aiMatrix4x4 mTransform;
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//! Target position (target lights and cameras)
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aiVector3D mTargetPosition;
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//! Specifies which axes transformations a node inherits
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//! from its parent ...
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InheritanceInfo inherit;
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//! Animation channels for the node
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Animation mAnim;
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//! Needed for lights and cameras: target animation channel
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//! Should contain position keys only.
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Animation mTargetAnim;
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bool mProcessed;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file mesh */
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struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
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{
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//! Constructor.
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Mesh()
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: BaseNode (BaseNode::Mesh)
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, bSkip (false)
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{
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// use 2 texture vertex components by default
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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this->mNumUVComponents[c] = 2;
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// setup the default material index by default
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iMaterialIndex = Face::DEFAULT_MATINDEX;
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}
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//! List of all texture coordinate sets
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std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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//! List of all vertex color sets.
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std::vector<aiColor4D> mVertexColors;
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//! List of all bone vertices
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std::vector<BoneVertex> mBoneVertices;
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//! List of all bones
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std::vector<Bone> mBones;
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//! Material index of the mesh
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unsigned int iMaterialIndex;
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//! Number of vertex components for each UVW set
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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//! used internally
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bool bSkip;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE light source */
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struct Light : public BaseNode
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{
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enum LightType
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{
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OMNI,
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TARGET,
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FREE,
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DIRECTIONAL
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};
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//! Constructor.
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Light()
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: BaseNode (BaseNode::Light)
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, mLightType (OMNI)
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, mColor (1.f,1.f,1.f)
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, mIntensity (1.f) // light is white by default
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, mAngle (45.f)
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, mFalloff (0.f)
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{
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}
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LightType mLightType;
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aiColor3D mColor;
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float mIntensity;
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float mAngle; // in degrees
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float mFalloff;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE camera */
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struct Camera : public BaseNode
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{
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enum CameraType
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{
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FREE,
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TARGET
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};
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//! Constructor
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Camera()
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: BaseNode (BaseNode::Camera)
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, mFOV (0.75f) // in radians
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, mNear (0.1f)
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, mFar (1000.f) // could be zero
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, mCameraType (FREE)
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{
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}
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float mFOV, mNear, mFar;
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CameraType mCameraType;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE helper object (dummy) */
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struct Dummy : public BaseNode
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{
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//! Constructor
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Dummy()
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: BaseNode (BaseNode::Dummy)
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{
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}
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};
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// ---------------------------------------------------------------------------------
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/** \brief Class to parse ASE files
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*/
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class Parser
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{
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private:
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Parser() {}
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public:
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//! Construct a parser from a given input file which is
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//! guaranted to be terminated with zero.
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Parser (const char* szFile);
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// -------------------------------------------------------------------
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//! Parses the file into the parsers internal representation
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void Parse();
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private:
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// -------------------------------------------------------------------
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//! Parse the *SCENE block in a file
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void ParseLV1SceneBlock();
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// -------------------------------------------------------------------
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//! Parse the *MATERIAL_LIST block in a file
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void ParseLV1MaterialListBlock();
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// -------------------------------------------------------------------
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//! Parse a *<xxx>OBJECT block in a file
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//! \param mesh Node to be filled
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void ParseLV1ObjectBlock(BaseNode& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MATERIAL blocks in a material list
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//! \param mat Material structure to be filled
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void ParseLV2MaterialBlock(Material& mat);
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// -------------------------------------------------------------------
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//! Parse a *NODE_TM block in a file
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//! \param mesh Node (!) object to be filled
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void ParseLV2NodeTransformBlock(BaseNode& mesh);
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// -------------------------------------------------------------------
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//! Parse a *TM_ANIMATION block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV2AnimationBlock(BaseNode& mesh);
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void ParseLV3PosAnimationBlock(ASE::Animation& anim);
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void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
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void ParseLV3RotAnimationBlock(ASE::Animation& anim);
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// -------------------------------------------------------------------
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//! Parse a *MESH block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV2MeshBlock(Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *LIGHT_SETTINGS block in a file
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//! \param light Light object to be filled
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void ParseLV2LightSettingsBlock(Light& light);
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// -------------------------------------------------------------------
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//! Parse a *CAMERA_SETTINGS block in a file
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//! \param cam Camera object to be filled
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void ParseLV2CameraSettingsBlock(Camera& cam);
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// -------------------------------------------------------------------
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//! Parse the *MAP_XXXXXX blocks in a material
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//! \param map Texture structure to be filled
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void ParseLV3MapBlock(Texture& map);
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// -------------------------------------------------------------------
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//! Parse a *MESH_VERTEX_LIST block in a file
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//! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshVertexListBlock(
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unsigned int iNumVertices,Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_FACE_LIST block in a file
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//! \param iNumFaces Value of *MESH_NUMFACES, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshFaceListBlock(
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unsigned int iNumFaces,Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TVERT_LIST block in a file
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//! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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//! \param iChannel Output UVW channel
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void ParseLV3MeshTListBlock(
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unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACELIST block in a file
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//! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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//! \param iChannel Output UVW channel
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void ParseLV3MeshTFaceListBlock(
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unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
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// -------------------------------------------------------------------
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//! Parse an additional mapping channel
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//! (specified via *MESH_MAPPINGCHANNEL)
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//! \param iChannel Channel index to be filled
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//! \param mesh Mesh object to be filled
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void ParseLV3MappingChannel(
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unsigned int iChannel, Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_CVERTLIST block in a file
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//! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshCListBlock(
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unsigned int iNumVertices, Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_CFACELIST block in a file
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//! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshCFaceListBlock(
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unsigned int iNumFaces, Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_NORMALS block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshNormalListBlock(Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_WEIGHTSblock in a file
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshWeightsBlock(Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse the bone list of a file
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//! \param mesh Mesh object to be filled
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//! \param iNumBones Number of bones in the mesh
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void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse the bone vertices list of a file
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//! \param mesh Mesh object to be filled
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//! \param iNumVertices Number of vertices to be parsed
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void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_FACE block in a file
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//! \param out receive the face data
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void ParseLV4MeshFace(ASE::Face& out);
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// -------------------------------------------------------------------
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//! Parse a *MESH_VERT block in a file
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//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
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//! \param apOut Output buffer (3 floats)
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//! \param rIndexOut Output index
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void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_VERT block in a file
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//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
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//! \param apOut Output buffer (3 floats)
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void ParseLV4MeshFloatTriple(float* apOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACE block in a file
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//! (also works for MESH_CFACE)
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//! \param apOut Output buffer (3 ints)
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//! \param rIndexOut Output index
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void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACE block in a file
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//! (also works for MESH_CFACE)
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//! \param apOut Output buffer (3 ints)
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void ParseLV4MeshLongTriple(unsigned int* apOut);
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// -------------------------------------------------------------------
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//! Parse a single float element
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//! \param fOut Output float
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void ParseLV4MeshFloat(float& fOut);
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// -------------------------------------------------------------------
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//! Parse a single int element
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//! \param iOut Output integer
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void ParseLV4MeshLong(unsigned int& iOut);
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// -------------------------------------------------------------------
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//! Skip everything to the next: '*' or '\0'
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bool SkipToNextToken();
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// -------------------------------------------------------------------
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//! 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<Material> m_vMaterials;
|
|
|
|
//! List of all meshes found in the file
|
|
std::vector<Mesh> m_vMeshes;
|
|
|
|
//! List of all dummies found in the file
|
|
std::vector<Dummy> m_vDummies;
|
|
|
|
//! List of all lights found in the file
|
|
std::vector<Light> m_vLights;
|
|
|
|
//! List of all cameras found in the file
|
|
std::vector<Camera> 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
|