assimp/code/IRRLoader.h

338 lines
8.7 KiB
C++

/*
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 Declaration of the .irrMesh (Irrlight Engine Mesh Format)
importer class.
*/
#ifndef AI_IRRLOADER_H_INCLUDED
#define AI_IRRLOADER_H_INCLUDED
#include "IRRMeshLoader.h"
#include "SceneCombiner.h"
namespace Assimp {
// ---------------------------------------------------------------------------
/** Irr importer class.
*
* Irr is the native scene file format of the Irrlight engine and its editor
* irrEdit. As IrrEdit itself is capable of importing quite many file formats,
* it might be a good file format for data exchange.
*/
class IRRImporter : public BaseImporter, public IrrlichtBase
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
IRRImporter();
/** Destructor, private as well */
~IRRImporter();
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:
// -------------------------------------------------------------------
/**
*/
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
/**
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
/**
*/
void SetupProperties(const Importer* pImp);
private:
/** Data structure for a scenegraph node animator
*/
struct Animator
{
// Type of the animator
enum AT
{
UNKNOWN = 0x0,
ROTATION = 0x1,
FLY_CIRCLE = 0x2,
FLY_STRAIGHT = 0x3,
FOLLOW_SPLINE = 0x4,
OTHER = 0x5
} type;
Animator(AT t = UNKNOWN)
: type (t)
, speed (0.001f)
, direction (0.f,1.f,0.f)
, circleRadius (1.f)
, tightness (0.5f)
, loop (true)
, timeForWay (100)
{
}
// common parameters
float speed;
aiVector3D direction;
// FLY_CIRCLE
aiVector3D circleCenter;
float circleRadius;
// FOLLOW_SPLINE
float tightness;
std::vector<aiVectorKey> splineKeys;
// ROTATION (angles given in direction)
// FLY STRAIGHT
// circleCenter = start, direction = end
bool loop;
int timeForWay;
};
/** Data structure for a scenegraph node in an IRR file
*/
struct Node
{
// Type of the node
enum ET
{
LIGHT,
CUBE,
MESH,
SKYBOX,
DUMMY,
CAMERA,
TERRAIN,
SPHERE,
ANIMMESH
} type;
Node(ET t)
: type (t)
, scaling (1.f,1.f,1.f) // assume uniform scaling by default
, framesPerSecond (0.f)
, sphereRadius (1.f)
, spherePolyCountX (100)
, spherePolyCountY (100)
{
// Generate a default name for the node
char buffer[128];
static int cnt;
::sprintf(buffer,"IrrNode_%i",cnt++);
name = std::string(buffer);
// reserve space for up to 5 materials
materials.reserve(5);
// reserve space for up to 5 children
children.reserve(5);
}
// Transformation of the node
aiVector3D position, rotation, scaling;
// Name of the node
std::string name;
// List of all child nodes
std::vector<Node*> children;
// Parent node
Node* parent;
// Animated meshes: frames per second
// 0.f if not specified
float framesPerSecond;
// Meshes: path to the mesh to be loaded
std::string meshPath;
// Meshes: List of materials to be assigned
// along with their corresponding material flags
std::vector< std::pair<aiMaterial*, unsigned int> > materials;
// Spheres: radius of the sphere to be generates
float sphereRadius;
// Spheres: Number of polygons in the x,y direction
unsigned int spherePolyCountX,spherePolyCountY;
// List of all animators assigned to the node
std::list<Animator> animators;
};
/** Data structure for a vertex in an IRR skybox
*/
struct SkyboxVertex
{
SkyboxVertex()
{}
//! Construction from single vertex components
SkyboxVertex(float px, float py, float pz,
float nx, float ny, float nz,
float uvx, float uvy)
: position (px,py,pz)
, normal (nx,ny,nz)
, uv (uvx,uvy,0.f)
{}
aiVector3D position, normal, uv;
};
/** Temporary data structure to describe an IRR animator
*
* Irrlicht animations always start at the beginning, so
* we don't need "first" and "pre" for the moment.
*/
struct TemporaryAnim
{
TemporaryAnim()
: last (0)
, post (aiAnimBehaviour_DEFAULT)
, matrices (NULL)
{}
~TemporaryAnim()
{
delete[] matrices;
}
void SetupMatrices(unsigned int num)
{
last = num;
matrices = new aiMatrix4x4[num];
}
unsigned int last;
aiAnimBehaviour post;
aiMatrix4x4* matrices;
};
// -------------------------------------------------------------------
/** Fill the scenegraph recursively
*/
void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
BatchLoader& batch,
std::vector<aiMesh*>& meshes,
std::vector<aiNodeAnim*>& anims,
std::vector<AttachmentInfo>& attach,
std::vector<aiMaterial*> materials,
unsigned int& defaultMatIdx);
// -------------------------------------------------------------------
/** Generate a mesh that consists of just a single quad
*/
aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
const SkyboxVertex& v2,
const SkyboxVertex& v3,
const SkyboxVertex& v4);
// -------------------------------------------------------------------
/** Build a skybox
*
* @param meshes Receives 6 output meshes
* @param materials The last 6 materials are assigned to the newly
* created meshes. The names of the materials are adjusted.
*/
void BuildSkybox(std::vector<aiMesh*>& meshes,
std::vector<aiMaterial*> materials);
// -------------------------------------------------------------------
/** Copy a material for a mesh to the output material list
*
* @param materials Receives an output material
* @param inmaterials List of input materials
* @param defMatIdx Default material index - 0xffffffff if not there
* @param mesh Mesh to work on
*/
void CopyMaterial(std::vector<aiMaterial*> materials,
std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
unsigned int& defMatIdx,
aiMesh* mesh);
// -------------------------------------------------------------------
/** Compute animations for a specific node
*
* @param root Node to be processed
* @param anims The list of output animations
* @param transform Transformation matrix of the current node
* (relative to the parent's coordinate space)
*/
void ComputeAnimations(Node* root, std::vector<aiNodeAnim*>& anims,
const aiMatrix4x4& transform);
private:
unsigned int fps;
};
} // end of namespace Assimp
#endif // AI_IRRIMPORTER_H_INC