201 lines
6.5 KiB
C++
201 lines
6.5 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 ASELoader.h
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* @brief Definition of the .ASE importer class.
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*/
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#ifndef AI_ASELOADER_H_INCLUDED
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#define AI_ASELOADER_H_INCLUDED
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#include "BaseImporter.h"
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#include "../include/aiTypes.h"
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struct aiNode;
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#include "ASEParser.h"
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namespace Assimp {
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class MaterialHelper;
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using namespace ASE;
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// --------------------------------------------------------------------------------
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/** Importer class for the 3DS ASE ASCII format
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*
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* fixme: consider code cleanup
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*/
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class ASEImporter : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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ASEImporter();
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/** Destructor, private as well */
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~ASEImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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/** Called by Importer::GetExtensionList() for each loaded importer.
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* See BaseImporter::GetExtensionList() for details
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*/
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void GetExtensionList(std::set<std::string>& extensions);
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** Generate normal vectors basing on smoothing groups
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* (in some cases the normal are already contained in the file)
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* \param mesh Mesh to work on
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* \return false if the normals have been recomputed
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*/
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bool GenerateNormals(ASE::Mesh& mesh);
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// -------------------------------------------------------------------
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/** Create valid vertex/normal/UV/color/face lists.
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* All elements are unique, faces have only one set of indices
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* after this step occurs.
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* \param mesh Mesh to work on
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*/
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void BuildUniqueRepresentation(ASE::Mesh& mesh);
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/** Create one-material-per-mesh meshes ;-)
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* \param mesh Mesh to work with
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* \param Receives the list of all created meshes
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*/
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void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
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// -------------------------------------------------------------------
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/** Convert a material to a MaterialHelper object
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* \param mat Input material
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*/
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void ConvertMaterial(ASE::Material& mat);
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// -------------------------------------------------------------------
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/** Setup the final material indices for each mesh
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*/
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void BuildMaterialIndices();
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// -------------------------------------------------------------------
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/** Build the node graph
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*/
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void BuildNodes();
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// -------------------------------------------------------------------
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/** Build output cameras
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*/
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void BuildCameras();
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// -------------------------------------------------------------------
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/** Build output lights
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*/
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void BuildLights();
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// -------------------------------------------------------------------
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/** Build output animations
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*/
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void BuildAnimations();
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// -------------------------------------------------------------------
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/** Add sub nodes to a node
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* \param pcParent parent node to be filled
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* \param szName Name of the parent node
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* \param matrix Current transform
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*/
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void AddNodes(std::vector<BaseNode*>& nodes,
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aiNode* pcParent,const char* szName);
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void AddNodes(std::vector<BaseNode*>& nodes,
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aiNode* pcParent,const char* szName,
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const aiMatrix4x4& matrix);
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void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
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// -------------------------------------------------------------------
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/** Generate a default material and add it to the parser's list
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* Called if no material has been found in the file (rare for ASE,
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* but not impossible)
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*/
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void GenerateDefaultMaterial();
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protected:
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/** Parser instance */
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ASE::Parser* mParser;
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/** Buffer to hold the loaded file */
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char* mBuffer;
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/** Scene to be filled */
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aiScene* pcScene;
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std::vector<BaseNode*> nodes;
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/** Config options: Recompute the normals in every case - WA
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for 3DS Max broken ASE normal export */
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bool configRecomputeNormals;
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};
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} // end of namespace Assimp
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#endif // AI_3DSIMPORTER_H_INC
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