assimp/code/LWSLoader.h

250 lines
6.4 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, 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 "LWOFileData.h"
#include "SceneCombiner.h"
#include "BaseImporter.h"
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 - <name> <value> or a data
* group - { name <data_line0> ... n }
*/
class Element
{
public:
Element()
{}
// first: name, second: rest
std::string tokens[2];
std::list<Element> children;
//! Recursive parsing function
void Parse (const char*& buffer);
};
#define AI_LWS_MASK (0xffffffff >> 4u)
// ---------------------------------------------------------------------------
/** Represents a LWS scenegraph element
*/
struct NodeDesc
{
NodeDesc()
: number (0)
, parent (0)
, name ("")
, isPivotSet (false)
, lightColor (1.f,1.f,1.f)
, lightIntensity (1.f)
, lightType (0)
, lightFalloffType (0)
, lightConeAngle (45.f)
, 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< LWO::Envelope > 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< NodeDesc* > 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<unsigned int>(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();
public:
// -------------------------------------------------------------------
// 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< LWS::Element >::const_iterator& it,
const std::list< LWS::Element >::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<AttachmentInfo>& attach,
BatchLoader& batch,
aiCamera**& camOut,
aiLight**& lightOut,
std::vector<aiNodeAnim*>& 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