238 lines
6.9 KiB
C++
238 lines
6.9 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, 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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/** @file LWSLoader.h
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* @brief Declaration of the LightWave scene importer class.
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*/
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#pragma once
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#ifndef AI_LWSLOADER_H_INCLUDED
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#define AI_LWSLOADER_H_INCLUDED
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#include "AssetLib/LWO/LWOFileData.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/SceneCombiner.h>
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struct aiImporterDesc;
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namespace Assimp {
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class BatchLoader;
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class Importer;
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class IOSystem;
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namespace LWS {
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// ---------------------------------------------------------------------------
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/** Represents an element in a LWS file.
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*
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* This can either be a single data line - <name> <value> or a data
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* group - { name <data_line0> ... n }
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*/
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class Element {
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public:
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Element() = default;
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// first: name, second: rest
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std::string tokens[2];
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std::list<Element> children;
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//! Recursive parsing function
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void Parse(const char *&buffer, const char *end);
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};
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#define AI_LWS_MASK (0xffffffff >> 4u)
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// ---------------------------------------------------------------------------
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/** Represents a LWS scenegraph element
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*/
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struct NodeDesc {
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NodeDesc() :
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type(),
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id(),
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number(0),
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parent(0),
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name(),
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isPivotSet(false),
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lightColor(1.f, 1.f, 1.f),
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lightIntensity(1.f),
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lightType(0),
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lightFalloffType(0),
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lightConeAngle(45.f),
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lightEdgeAngle(),
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parent_resolved(nullptr) {}
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enum {
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OBJECT = 1,
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LIGHT = 2,
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CAMERA = 3,
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BONE = 4
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} type; // type of node
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// if object: path
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std::string path;
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unsigned int id;
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// number of object
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unsigned int number;
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// index of parent index
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unsigned int parent;
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// lights & cameras & dummies: name
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const char *name;
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// animation channels
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std::list<LWO::Envelope> channels;
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// position of pivot point
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aiVector3D pivotPos;
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bool isPivotSet;
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// color of light source
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aiColor3D lightColor;
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// intensity of light source
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float lightIntensity;
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// type of light source
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unsigned int lightType;
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// falloff type of light source
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unsigned int lightFalloffType;
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// cone angle of (spot) light source
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float lightConeAngle;
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// soft cone angle of (spot) light source
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float lightEdgeAngle;
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// list of resolved children
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std::list<NodeDesc *> children;
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// resolved parent node
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NodeDesc *parent_resolved;
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// for std::find()
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bool operator==(unsigned int num) const {
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if (!num)
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return false;
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unsigned int _type = num >> 28u;
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return _type == static_cast<unsigned int>(type) && (num & AI_LWS_MASK) == number;
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}
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};
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} // end namespace LWS
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// ---------------------------------------------------------------------------
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/** LWS (LightWave Scene Format) importer class.
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*
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* This class does heavily depend on the LWO importer class. LWS files
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* contain mainly descriptions how LWO objects are composed together
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* in a scene.
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*/
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class LWSImporter : public BaseImporter {
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public:
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LWSImporter();
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~LWSImporter() override = default;
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// -------------------------------------------------------------------
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// Check whether we can read a specific file
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bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
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bool checkSig) const override;
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protected:
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// -------------------------------------------------------------------
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// Get list of supported extensions
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const aiImporterDesc *GetInfo() const override;
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// -------------------------------------------------------------------
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// Import file into given scene data structure
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void InternReadFile(const std::string &pFile, aiScene *pScene,
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IOSystem *pIOHandler) override;
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// -------------------------------------------------------------------
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// Setup import properties
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void SetupProperties(const Importer *pImp) override;
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private:
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// -------------------------------------------------------------------
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// Read an envelope description
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void ReadEnvelope(const LWS::Element &dad, LWO::Envelope &out);
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// -------------------------------------------------------------------
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// Read an envelope description for the older LW file format
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void ReadEnvelope_Old(std::list<LWS::Element>::const_iterator &it,
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const std::list<LWS::Element>::const_iterator &end,
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LWS::NodeDesc &nodes,
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unsigned int version);
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// -------------------------------------------------------------------
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// Setup a nice name for a node
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void SetupNodeName(aiNode *nd, LWS::NodeDesc &src);
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// -------------------------------------------------------------------
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// Recursively build the scenegraph
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void BuildGraph(aiNode *nd,
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LWS::NodeDesc &src,
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std::vector<AttachmentInfo> &attach,
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BatchLoader &batch,
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aiCamera **&camOut,
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aiLight **&lightOut,
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std::vector<aiNodeAnim *> &animOut);
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// -------------------------------------------------------------------
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// Try several dirs until we find the right location of a LWS file.
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std::string FindLWOFile(const std::string &in);
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private:
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bool configSpeedFlag;
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IOSystem *io;
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double first, last, fps;
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bool noSkeletonMesh;
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};
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} // end of namespace Assimp
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#endif // AI_LWSIMPORTER_H_INC
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