118 lines
5.1 KiB
C++
118 lines
5.1 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp 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 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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#ifndef ASSIMP_Q3BSPFILEIMPORTER_H_INC
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#define ASSIMP_Q3BSPFILEIMPORTER_H_INC
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#include "BaseImporter.h"
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#include <map>
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struct aiMesh;
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struct aiNode;
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struct aiFace;
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struct aiMaterial;
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struct aiTexture;
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namespace Assimp {
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namespace Q3BSP {
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class Q3BSPZipArchive;
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struct Q3BSPModel;
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struct sQ3BSPFace;
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}
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// ------------------------------------------------------------------------------------------------
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/** Loader to import BSP-levels from a PK3 archive or from a unpacked BSP-level.
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*/
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// ------------------------------------------------------------------------------------------------
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class Q3BSPFileImporter : public BaseImporter {
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public:
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/// @brief Default constructor.
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Q3BSPFileImporter();
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/// @brief Destructor.
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~Q3BSPFileImporter();
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public:
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/// @brief Returns whether the class can handle the format of the given file.
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/// @remark See BaseImporter::CanRead() for details.
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
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private:
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typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>*> FaceMap;
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typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>* >::iterator FaceMapIt;
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typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>*>::const_iterator FaceMapConstIt;
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const aiImporterDesc* GetInfo () const;
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void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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void separateMapName( const std::string &rImportName, std::string &rArchiveName, std::string &rMapName );
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bool findFirstMapInArchive( Q3BSP::Q3BSPZipArchive &rArchive, std::string &rMapName );
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void CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive );
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void CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiNode *pParent );
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aiNode *CreateTopology( const Q3BSP::Q3BSPModel *pModel, unsigned int materialIdx,
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std::vector<Q3BSP::sQ3BSPFace*> &rArray, aiMesh* pMesh );
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void createTriangleTopology( const Q3BSP::Q3BSPModel *pModel, Q3BSP::sQ3BSPFace *pQ3BSPFace, aiMesh* pMesh, unsigned int &rFaceIdx,
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unsigned int &rVertIdx );
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void createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive );
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size_t countData( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
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size_t countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
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size_t countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
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void createMaterialMap( const Q3BSP::Q3BSPModel *pModel);
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aiFace *getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx );
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bool importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel, Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene,
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aiMaterial *pMatHelper, int textureId );
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bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiMaterial *pMatHelper, int lightmapId );
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bool importEntities( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene );
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bool expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename, const std::vector<std::string> &rExtList,
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std::string &rFile, std::string &rExt );
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private:
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aiMesh *m_pCurrentMesh;
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aiFace *m_pCurrentFace;
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FaceMap m_MaterialLookupMap;
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std::vector<aiTexture*> mTextures;
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};
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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#endif // ASSIMP_Q3BSPFILEIMPORTER_H_INC
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