674 lines
23 KiB
C++
674 lines
23 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 Defines the helper data structures for importing ASE files */
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#ifndef AI_ASEFILEHELPER_H_INC
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#define AI_ASEFILEHELPER_H_INC
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// public ASSIMP headers
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#include <assimp/anim.h>
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#include <assimp/mesh.h>
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#include <assimp/types.h>
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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// for some helper routines like IsSpace()
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#include <assimp/ParsingUtils.h>
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#include <assimp/qnan.h>
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// ASE is quite similar to 3ds. We can reuse some structures
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#include "AssetLib/3DS/3DSLoader.h"
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namespace Assimp {
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namespace ASE {
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using namespace D3DS;
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// ---------------------------------------------------------------------------
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/** Helper structure representing an ASE material */
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struct Material : public D3DS::Material {
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//! Default constructor has been deleted
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Material() = delete;
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//! Constructor with explicit name
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explicit Material(const std::string &name) :
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D3DS::Material(name),
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pcInstance(nullptr),
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bNeed(false) {
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// empty
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}
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Material(const Material &other) = default;
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Material &operator=(const Material &other) {
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if (this == &other) {
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return *this;
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}
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avSubMaterials = other.avSubMaterials;
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pcInstance = other.pcInstance;
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bNeed = other.bNeed;
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return *this;
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}
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other) AI_NO_EXCEPT
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: D3DS::Material(std::move(other)),
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avSubMaterials(std::move(other.avSubMaterials)),
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pcInstance(other.pcInstance),
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bNeed(other.bNeed) {
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other.pcInstance = nullptr;
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}
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Material &operator=(Material &&other) AI_NO_EXCEPT {
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if (this == &other) {
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return *this;
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}
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//D3DS::Material::operator=(std::move(other));
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avSubMaterials = std::move(other.avSubMaterials);
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pcInstance = other.pcInstance;
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bNeed = other.bNeed;
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other.pcInstance = nullptr;
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return *this;
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}
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~Material() = default;
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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//! aiMaterial object
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aiMaterial *pcInstance;
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//! Can we remove this material?
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bool bNeed;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file face */
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struct Face : public FaceWithSmoothingGroup {
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//! Default constructor. Initializes everything with 0
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Face() AI_NO_EXCEPT
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: iMaterial(DEFAULT_MATINDEX),
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iFace(0) {
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// empty
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}
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//! special value to indicate that no material index has
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//! been assigned to a face. The default material index
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//! will replace this value later.
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static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
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//! Indices into each list of texture coordinates
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unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
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//! Index into the list of vertex colors
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unsigned int mColorIndices[3];
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//! (Sub)Material index to be assigned to this face
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unsigned int iMaterial;
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//! Index of the face. It is not specified whether it is
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//! a requirement of the file format that all faces are
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//! written in sequential order, so we have to expect this case
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unsigned int iFace;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file bone */
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struct Bone {
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//! Constructor
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Bone() = delete;
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//! Construction from an existing name
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explicit Bone(const std::string &name) :
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mName(name) {
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// empty
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}
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//! Name of the bone
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std::string mName;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file bone vertex */
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struct BoneVertex {
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//! Bone and corresponding vertex weight.
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//! -1 for unrequired bones ....
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std::vector<std::pair<int, float>> mBoneWeights;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file animation */
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struct Animation {
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enum Type {
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TRACK = 0x0,
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BEZIER = 0x1,
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TCB = 0x2
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} mRotationType,
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mScalingType, mPositionType;
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Animation() AI_NO_EXCEPT
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: mRotationType(TRACK),
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mScalingType(TRACK),
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mPositionType(TRACK) {
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// empty
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}
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//! List of track rotation keyframes
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std::vector<aiQuatKey> akeyRotations;
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//! List of track position keyframes
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std::vector<aiVectorKey> akeyPositions;
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//! List of track scaling keyframes
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std::vector<aiVectorKey> akeyScaling;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent the inheritance information of an ASE node */
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struct InheritanceInfo {
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//! Default constructor
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InheritanceInfo() AI_NO_EXCEPT {
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for (size_t i = 0; i < 3; ++i) {
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abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
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}
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}
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//! Inherit the parent's position?, axis order is x,y,z
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bool abInheritPosition[3];
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//! Inherit the parent's rotation?, axis order is x,y,z
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bool abInheritRotation[3];
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//! Inherit the parent's scaling?, axis order is x,y,z
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bool abInheritScaling[3];
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};
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// ---------------------------------------------------------------------------
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/** Represents an ASE file node. Base class for mesh, light and cameras */
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struct BaseNode {
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enum Type {
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Light,
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Camera,
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Mesh,
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Dummy
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} mType;
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//! Construction from an existing name
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BaseNode(Type _mType, const std::string &name) :
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mType(_mType), mName(name), mProcessed(false) {
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// Set mTargetPosition to qnan
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const ai_real qnan = get_qnan();
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mTargetPosition.x = qnan;
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}
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//! Name of the mesh
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std::string mName;
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//! Name of the parent of the node
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//! "" if there is no parent ...
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std::string mParent;
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//! Transformation matrix of the node
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aiMatrix4x4 mTransform;
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//! Target position (target lights and cameras)
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aiVector3D mTargetPosition;
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//! Specifies which axes transformations a node inherits
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//! from its parent ...
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InheritanceInfo inherit;
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//! Animation channels for the node
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Animation mAnim;
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//! Needed for lights and cameras: target animation channel
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//! Should contain position keys only.
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Animation mTargetAnim;
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bool mProcessed;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE file mesh */
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struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
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//! Default constructor has been deleted
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Mesh() = delete;
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//! Construction from an existing name
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explicit Mesh(const std::string &name) :
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BaseNode(BaseNode::Mesh, name), mVertexColors(), mBoneVertices(), mBones(), iMaterialIndex(Face::DEFAULT_MATINDEX), bSkip(false) {
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
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this->mNumUVComponents[c] = 2;
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}
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}
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//! List of all texture coordinate sets
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std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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//! List of all vertex color sets.
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std::vector<aiColor4D> mVertexColors;
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//! List of all bone vertices
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std::vector<BoneVertex> mBoneVertices;
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//! List of all bones
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std::vector<Bone> mBones;
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//! Material index of the mesh
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unsigned int iMaterialIndex;
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//! Number of vertex components for each UVW set
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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//! used internally
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bool bSkip;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE light source */
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struct Light : public BaseNode {
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enum LightType {
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OMNI,
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TARGET,
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FREE,
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DIRECTIONAL
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};
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//! Default constructor has been deleted
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Light() = delete;
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//! Construction from an existing name
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explicit Light(const std::string &name) :
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BaseNode(BaseNode::Light, name), mLightType(OMNI), mColor(1.f, 1.f, 1.f), mIntensity(1.f) // light is white by default
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,
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mAngle(45.f),
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mFalloff(0.f) {
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}
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LightType mLightType;
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aiColor3D mColor;
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ai_real mIntensity;
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ai_real mAngle; // in degrees
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ai_real mFalloff;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE camera */
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struct Camera : public BaseNode {
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enum CameraType {
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FREE,
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TARGET
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};
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//! Default constructor has been deleted
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Camera() = delete;
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//! Construction from an existing name
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explicit Camera(const std::string &name) :
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BaseNode(BaseNode::Camera, name), mFOV(0.75f) // in radians
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,
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mNear(0.1f),
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mFar(1000.f) // could be zero
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,
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mCameraType(FREE) {
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}
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ai_real mFOV, mNear, mFar;
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CameraType mCameraType;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent an ASE helper object (dummy) */
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struct Dummy : public BaseNode {
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//! Constructor
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Dummy() AI_NO_EXCEPT
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: BaseNode(BaseNode::Dummy, "DUMMY") {
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// empty
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}
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};
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// Parameters to Parser::Parse()
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#define AI_ASE_NEW_FILE_FORMAT 200
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#define AI_ASE_OLD_FILE_FORMAT 110
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// Internally we're a little bit more tolerant
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#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
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#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
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// -------------------------------------------------------------------------------
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/** \brief Class to parse ASE files
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*/
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class Parser {
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public:
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/// @brief No default constructor.
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Parser() = delete;
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// -------------------------------------------------------------------
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//! Construct a parser from a given input file which is
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//! guaranteed to be terminated with zero.
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//! @param file The name of the input file.
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//! @param fileFormatDefault Assumed file format version. If the
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//! file format is specified in the file the new value replaces
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//! the default value.
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Parser(const char *file, size_t fileLen, unsigned int fileFormatDefault);
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// -------------------------------------------------------------------
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//! Parses the file into the parsers internal representation
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void Parse();
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private:
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// -------------------------------------------------------------------
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//! Parse the *SCENE block in a file
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void ParseLV1SceneBlock();
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// -------------------------------------------------------------------
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//! Parse the *MESH_SOFTSKINVERTS block in a file
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void ParseLV1SoftSkinBlock();
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// -------------------------------------------------------------------
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//! Parse the *MATERIAL_LIST block in a file
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void ParseLV1MaterialListBlock();
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// -------------------------------------------------------------------
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//! Parse a *<xxx>OBJECT block in a file
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//! \param mesh Node to be filled
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void ParseLV1ObjectBlock(BaseNode &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MATERIAL blocks in a material list
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//! \param mat Material structure to be filled
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void ParseLV2MaterialBlock(Material &mat);
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// -------------------------------------------------------------------
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//! Parse a *NODE_TM block in a file
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//! \param mesh Node (!) object to be filled
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void ParseLV2NodeTransformBlock(BaseNode &mesh);
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// -------------------------------------------------------------------
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//! Parse a *TM_ANIMATION block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV2AnimationBlock(BaseNode &mesh);
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void ParseLV3PosAnimationBlock(ASE::Animation &anim);
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void ParseLV3ScaleAnimationBlock(ASE::Animation &anim);
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void ParseLV3RotAnimationBlock(ASE::Animation &anim);
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// -------------------------------------------------------------------
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//! Parse a *MESH block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV2MeshBlock(Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *LIGHT_SETTINGS block in a file
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//! \param light Light object to be filled
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void ParseLV2LightSettingsBlock(Light &light);
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// -------------------------------------------------------------------
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//! Parse a *CAMERA_SETTINGS block in a file
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//! \param cam Camera object to be filled
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void ParseLV2CameraSettingsBlock(Camera &cam);
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// -------------------------------------------------------------------
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//! Parse the *MAP_XXXXXX blocks in a material
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//! \param map Texture structure to be filled
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void ParseLV3MapBlock(Texture &map);
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// -------------------------------------------------------------------
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//! Parse a *MESH_VERTEX_LIST block in a file
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//! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshVertexListBlock(
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unsigned int iNumVertices, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_FACE_LIST block in a file
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//! \param iNumFaces Value of *MESH_NUMFACES, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshFaceListBlock(
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unsigned int iNumFaces, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TVERT_LIST block in a file
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//! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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//! \param iChannel Output UVW channel
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void ParseLV3MeshTListBlock(
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unsigned int iNumVertices, Mesh &mesh, unsigned int iChannel = 0);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACELIST block in a file
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//! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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//! \param iChannel Output UVW channel
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void ParseLV3MeshTFaceListBlock(
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unsigned int iNumFaces, Mesh &mesh, unsigned int iChannel = 0);
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// -------------------------------------------------------------------
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//! Parse an additional mapping channel
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//! (specified via *MESH_MAPPINGCHANNEL)
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//! \param iChannel Channel index to be filled
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//! \param mesh Mesh object to be filled
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void ParseLV3MappingChannel(
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unsigned int iChannel, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_CVERTLIST block in a file
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//! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshCListBlock(
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unsigned int iNumVertices, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_CFACELIST block in a file
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//! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
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//! Otherwise zero. This is used to check the consistency of the file.
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//! A warning is sent to the logger if the validations fails.
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshCFaceListBlock(
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unsigned int iNumFaces, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_NORMALS block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshNormalListBlock(Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_WEIGHTSblock in a file
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//! \param mesh Mesh object to be filled
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void ParseLV3MeshWeightsBlock(Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse the bone list of a file
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//! \param mesh Mesh object to be filled
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//! \param iNumBones Number of bones in the mesh
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void ParseLV4MeshBones(unsigned int iNumBones, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse the bone vertices list of a file
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//! \param mesh Mesh object to be filled
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//! \param iNumVertices Number of vertices to be parsed
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void ParseLV4MeshBonesVertices(unsigned int iNumVertices, Mesh &mesh);
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// -------------------------------------------------------------------
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//! Parse a *MESH_FACE block in a file
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//! \param out receive the face data
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void ParseLV4MeshFace(ASE::Face &out);
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// -------------------------------------------------------------------
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//! Parse a *MESH_VERT block in a file
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//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
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//! \param apOut Output buffer (3 floats)
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//! \param rIndexOut Output index
|
|
void ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Parse a *MESH_VERT block in a file
|
|
//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
|
|
//! \param apOut Output buffer (3 floats)
|
|
void ParseLV4MeshFloatTriple(ai_real *apOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Parse a *MESH_TFACE block in a file
|
|
//! (also works for MESH_CFACE)
|
|
//! \param apOut Output buffer (3 ints)
|
|
//! \param rIndexOut Output index
|
|
void ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Parse a *MESH_TFACE block in a file
|
|
//! (also works for MESH_CFACE)
|
|
//! \param apOut Output buffer (3 ints)
|
|
void ParseLV4MeshLongTriple(unsigned int *apOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Parse a single float element
|
|
//! \param fOut Output float
|
|
void ParseLV4MeshFloat(ai_real &fOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Parse a single int element
|
|
//! \param iOut Output integer
|
|
void ParseLV4MeshLong(unsigned int &iOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Skip everything to the next: '*' or '\0'
|
|
bool SkipToNextToken();
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Skip the current section until the token after the closing }.
|
|
//! This function handles embedded subsections correctly
|
|
bool SkipSection();
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Output a warning to the logger
|
|
//! \param szWarn Warn message
|
|
void LogWarning(const char *szWarn);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Output a message to the logger
|
|
//! \param szWarn Message
|
|
void LogInfo(const char *szWarn);
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Output an error to the logger
|
|
//! \param szWarn Error message
|
|
AI_WONT_RETURN void LogError(const char *szWarn) AI_WONT_RETURN_SUFFIX;
|
|
|
|
// -------------------------------------------------------------------
|
|
//! Parse a string, enclosed in double quotation marks
|
|
//! \param out Output string
|
|
//! \param szName Name of the enclosing element -> used in error
|
|
//! messages.
|
|
//! \return false if an error occurred
|
|
bool ParseString(std::string &out, const char *szName);
|
|
|
|
public:
|
|
const char *mFilePtr; ////< Pointer to current data
|
|
const char *mEnd; ///< The end pointer of the file data
|
|
|
|
//! background color to be passed to the viewer
|
|
//! QNAN if none was found
|
|
aiColor3D m_clrBackground;
|
|
|
|
//! Base ambient color to be passed to all materials
|
|
//! QNAN if none was found
|
|
aiColor3D m_clrAmbient;
|
|
|
|
//! List of all materials found in the file
|
|
std::vector<Material> m_vMaterials;
|
|
|
|
//! List of all meshes found in the file
|
|
std::vector<Mesh> m_vMeshes;
|
|
|
|
//! List of all dummies found in the file
|
|
std::vector<Dummy> m_vDummies;
|
|
|
|
//! List of all lights found in the file
|
|
std::vector<Light> m_vLights;
|
|
|
|
//! List of all cameras found in the file
|
|
std::vector<Camera> m_vCameras;
|
|
|
|
//! Current line in the file
|
|
unsigned int iLineNumber;
|
|
|
|
//! First frame
|
|
unsigned int iFirstFrame;
|
|
|
|
//! Last frame
|
|
unsigned int iLastFrame;
|
|
|
|
//! Frame speed - frames per second
|
|
unsigned int iFrameSpeed;
|
|
|
|
//! Ticks per frame
|
|
unsigned int iTicksPerFrame;
|
|
|
|
//! true if the last character read was an end-line character
|
|
bool bLastWasEndLine;
|
|
|
|
//! File format version
|
|
unsigned int iFileFormat;
|
|
};
|
|
|
|
} // Namespace ASE
|
|
} // namespace Assimp
|
|
|
|
#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
|
|
|
|
#endif // !! include guard
|