545 lines
16 KiB
C++
545 lines
16 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, 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 following
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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 types.h
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* Basic data types and primitives, such as vectors or colors.
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*/
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#pragma once
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#ifndef AI_TYPES_H_INC
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#define AI_TYPES_H_INC
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#ifdef __GNUC__
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#pragma GCC system_header
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#endif
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// Some runtime headers
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#include <limits.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <string.h>
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#include <sys/types.h>
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// Our compile configuration
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#include <assimp/defs.h>
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// Some types moved to separate header due to size of operators
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#include <assimp/vector2.h>
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#include <assimp/vector3.h>
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#include <assimp/color4.h>
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#include <assimp/matrix3x3.h>
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#include <assimp/matrix4x4.h>
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#include <assimp/quaternion.h>
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typedef int32_t ai_int32;
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typedef uint32_t ai_uint32;
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#ifdef __cplusplus
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#ifdef ASSIMP_USE_HUNTER
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# include <utf8.h>
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#else
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# include "../contrib/utf8cpp/source/utf8.h"
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#endif
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#include <cstring>
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#include <new> // for std::nothrow_t
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#include <string> // for aiString::Set(const std::string&)
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namespace Assimp {
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//! @cond never
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namespace Intern {
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// --------------------------------------------------------------------
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/** @brief Internal helper class to utilize our internal new/delete
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* routines for allocating object of this and derived classes.
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*
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* By doing this you can safely share class objects between Assimp
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* and the application - it works even over DLL boundaries. A good
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* example is the #IOSystem where the application allocates its custom
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* #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
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* destructs, Assimp calls operator delete on the stored #IOSystem.
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* If it lies on a different heap than Assimp is working with,
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* the application is determined to crash.
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*/
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// --------------------------------------------------------------------
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#ifndef SWIG
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struct ASSIMP_API AllocateFromAssimpHeap {
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// http://www.gotw.ca/publications/mill15.htm
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// new/delete overload
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void *operator new(size_t num_bytes) /* throw( std::bad_alloc ) */;
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void *operator new(size_t num_bytes, const std::nothrow_t &) throw();
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void operator delete(void *data);
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// array new/delete overload
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void *operator new[](size_t num_bytes) /* throw( std::bad_alloc ) */;
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void *operator new[](size_t num_bytes, const std::nothrow_t &) throw();
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void operator delete[](void *data);
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}; // struct AllocateFromAssimpHeap
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#endif
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} // namespace Intern
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//! @endcond
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} // namespace Assimp
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extern "C" {
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#endif
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/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
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#ifdef __cplusplus
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static const size_t MAXLEN = 1024;
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#else
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#define MAXLEN 1024
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#endif
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// ----------------------------------------------------------------------------------
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/** Represents a plane in a three-dimensional, euclidean space
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*/
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struct aiPlane {
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#ifdef __cplusplus
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aiPlane() AI_NO_EXCEPT : a(0.f), b(0.f), c(0.f), d(0.f) {}
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aiPlane(ai_real _a, ai_real _b, ai_real _c, ai_real _d) :
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a(_a), b(_b), c(_c), d(_d) {}
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aiPlane(const aiPlane &o) :
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a(o.a), b(o.b), c(o.c), d(o.d) {}
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#endif // !__cplusplus
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//! Plane equation
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ai_real a, b, c, d;
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}; // !struct aiPlane
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// ----------------------------------------------------------------------------------
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/** Represents a ray
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*/
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struct aiRay {
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#ifdef __cplusplus
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aiRay() AI_NO_EXCEPT {}
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aiRay(const aiVector3D &_pos, const aiVector3D &_dir) :
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pos(_pos), dir(_dir) {}
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aiRay(const aiRay &o) :
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pos(o.pos), dir(o.dir) {}
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#endif // !__cplusplus
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//! Position and direction of the ray
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C_STRUCT aiVector3D pos, dir;
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}; // !struct aiRay
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// ----------------------------------------------------------------------------------
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/** Represents a color in Red-Green-Blue space.
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*/
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struct aiColor3D {
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#ifdef __cplusplus
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aiColor3D() AI_NO_EXCEPT : r(0.0f), g(0.0f), b(0.0f) {}
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aiColor3D(ai_real _r, ai_real _g, ai_real _b) :
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r(_r), g(_g), b(_b) {}
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explicit aiColor3D(ai_real _r) :
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r(_r), g(_r), b(_r) {}
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aiColor3D(const aiColor3D &o) :
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r(o.r), g(o.g), b(o.b) {}
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aiColor3D &operator=(const aiColor3D &o) {
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r = o.r;
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g = o.g;
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b = o.b;
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return *this;
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}
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/** Component-wise comparison */
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// TODO: add epsilon?
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bool operator==(const aiColor3D &other) const { return r == other.r && g == other.g && b == other.b; }
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/** Component-wise inverse comparison */
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// TODO: add epsilon?
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bool operator!=(const aiColor3D &other) const { return r != other.r || g != other.g || b != other.b; }
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/** Component-wise comparison */
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// TODO: add epsilon?
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bool operator<(const aiColor3D &other) const {
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return r < other.r || (r == other.r && (g < other.g || (g == other.g && b < other.b)));
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}
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/** Component-wise addition */
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aiColor3D operator+(const aiColor3D &c) const {
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return aiColor3D(r + c.r, g + c.g, b + c.b);
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}
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/** Component-wise subtraction */
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aiColor3D operator-(const aiColor3D &c) const {
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return aiColor3D(r - c.r, g - c.g, b - c.b);
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}
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/** Component-wise multiplication */
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aiColor3D operator*(const aiColor3D &c) const {
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return aiColor3D(r * c.r, g * c.g, b * c.b);
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}
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/** Multiply with a scalar */
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aiColor3D operator*(ai_real f) const {
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return aiColor3D(r * f, g * f, b * f);
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}
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/** Access a specific color component */
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ai_real operator[](unsigned int i) const {
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return *(&r + i);
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}
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/** Access a specific color component */
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ai_real &operator[](unsigned int i) {
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if (0 == i) {
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return r;
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} else if (1 == i) {
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return g;
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} else if (2 == i) {
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return b;
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}
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return r;
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}
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/** Check whether a color is black */
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bool IsBlack() const {
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static const ai_real epsilon = ai_real(10e-3);
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return std::fabs(r) < epsilon && std::fabs(g) < epsilon && std::fabs(b) < epsilon;
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}
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#endif // !__cplusplus
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//! Red, green and blue color values
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ai_real r, g, b;
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}; // !struct aiColor3D
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// ----------------------------------------------------------------------------------
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/** Represents an UTF-8 string, zero byte terminated.
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*
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* The character set of an aiString is explicitly defined to be UTF-8. This Unicode
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* transformation was chosen in the belief that most strings in 3d files are limited
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* to ASCII, thus the character set needed to be strictly ASCII compatible.
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*
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* Most text file loaders provide proper Unicode input file handling, special unicode
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* characters are correctly transcoded to UTF8 and are kept throughout the libraries'
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* import pipeline.
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*
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* For most applications, it will be absolutely sufficient to interpret the
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* aiString as ASCII data and work with it as one would work with a plain char*.
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* Windows users in need of proper support for i.e asian characters can use the
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* MultiByteToWideChar(), WideCharToMultiByte() WinAPI functionality to convert the
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* UTF-8 strings to their working character set (i.e. MBCS, WideChar).
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*
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* We use this representation instead of std::string to be C-compatible. The
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* (binary) length of such a string is limited to MAXLEN characters (including the
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* the terminating zero).
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*/
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struct aiString {
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#ifdef __cplusplus
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/** Default constructor, the string is set to have zero length */
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aiString() AI_NO_EXCEPT
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: length(0) {
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data[0] = '\0';
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#ifdef ASSIMP_BUILD_DEBUG
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// Debug build: overwrite the string on its full length with ESC (27)
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memset(data + 1, 27, MAXLEN - 1);
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#endif
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}
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/** Copy constructor */
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aiString(const aiString &rOther) :
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length(rOther.length) {
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// Crop the string to the maximum length
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length = length >= MAXLEN ? MAXLEN - 1 : length;
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memcpy(data, rOther.data, length);
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data[length] = '\0';
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}
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/** Constructor from std::string */
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explicit aiString(const std::string &pString) :
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length((ai_uint32)pString.length()) {
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length = length >= MAXLEN ? MAXLEN - 1 : length;
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memcpy(data, pString.c_str(), length);
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data[length] = '\0';
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}
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/** Copy a std::string to the aiString */
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void Set(const std::string &pString) {
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if (pString.length() > MAXLEN - 1) {
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return;
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}
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length = (ai_uint32)pString.length();
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memcpy(data, pString.c_str(), length);
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data[length] = 0;
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}
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/** Copy a const char* to the aiString */
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void Set(const char *sz) {
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ai_int32 len = (ai_uint32)::strlen(sz);
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if (len > (ai_int32)MAXLEN - 1) {
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len = (ai_int32) MAXLEN - 1;
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}
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length = len;
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memcpy(data, sz, len);
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data[len] = 0;
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}
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/** Assignment operator */
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aiString &operator=(const aiString &rOther) {
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if (this == &rOther) {
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return *this;
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}
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length = rOther.length;
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if (length >(MAXLEN - 1)) {
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length = (ai_int32) MAXLEN - 1;
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}
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memcpy(data, rOther.data, length);
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data[length] = '\0';
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return *this;
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}
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/** Assign a const char* to the string */
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aiString &operator=(const char *sz) {
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Set(sz);
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return *this;
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}
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/** Assign a cstd::string to the string */
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aiString &operator=(const std::string &pString) {
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Set(pString);
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return *this;
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}
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/** Comparison operator */
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bool operator==(const aiString &other) const {
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return (length == other.length && 0 == memcmp(data, other.data, length));
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}
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/** Inverse comparison operator */
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bool operator!=(const aiString &other) const {
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return (length != other.length || 0 != memcmp(data, other.data, length));
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}
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/** Append a string to the string */
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void Append(const char *app) {
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const ai_uint32 len = (ai_uint32)::strlen(app);
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if (!len) {
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return;
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}
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if (length + len >= MAXLEN) {
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return;
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}
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memcpy(&data[length], app, len + 1);
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length += len;
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}
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/** Clear the string - reset its length to zero */
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void Clear() {
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length = 0;
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data[0] = '\0';
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#ifdef ASSIMP_BUILD_DEBUG
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// Debug build: overwrite the string on its full length with ESC (27)
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memset(data + 1, 27, MAXLEN - 1);
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#endif
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}
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/** Returns a pointer to the underlying zero-terminated array of characters */
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const char *C_Str() const {
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return data;
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}
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#endif // !__cplusplus
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/** Binary length of the string excluding the terminal 0. This is NOT the
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* logical length of strings containing UTF-8 multi-byte sequences! It's
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* the number of bytes from the beginning of the string to its end.*/
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ai_uint32 length;
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/** String buffer. Size limit is MAXLEN */
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char data[MAXLEN];
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}; // !struct aiString
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// ----------------------------------------------------------------------------------
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/** Standard return type for some library functions.
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* Rarely used, and if, mostly in the C API.
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*/
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typedef enum aiReturn {
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/** Indicates that a function was successful */
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aiReturn_SUCCESS = 0x0,
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/** Indicates that a function failed */
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aiReturn_FAILURE = -0x1,
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/** Indicates that not enough memory was available
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* to perform the requested operation
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*/
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aiReturn_OUTOFMEMORY = -0x3,
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/** @cond never
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* Force 32-bit size enum
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*/
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_AI_ENFORCE_ENUM_SIZE = 0x7fffffff
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/// @endcond
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} aiReturn; // !enum aiReturn
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// just for backwards compatibility, don't use these constants anymore
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#define AI_SUCCESS aiReturn_SUCCESS
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#define AI_FAILURE aiReturn_FAILURE
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#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY
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// ----------------------------------------------------------------------------------
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/** Seek origins (for the virtual file system API).
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* Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
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*/
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enum aiOrigin {
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/** Beginning of the file */
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aiOrigin_SET = 0x0,
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/** Current position of the file pointer */
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aiOrigin_CUR = 0x1,
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/** End of the file, offsets must be negative */
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aiOrigin_END = 0x2,
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/** @cond never
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* Force 32-bit size enum
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*/
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_AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
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/// @endcond
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}; // !enum aiOrigin
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// ----------------------------------------------------------------------------------
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/** @brief Enumerates predefined log streaming destinations.
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* Logging to these streams can be enabled with a single call to
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* #LogStream::createDefaultStream.
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*/
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enum aiDefaultLogStream {
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/** Stream the log to a file */
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aiDefaultLogStream_FILE = 0x1,
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/** Stream the log to std::cout */
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aiDefaultLogStream_STDOUT = 0x2,
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/** Stream the log to std::cerr */
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aiDefaultLogStream_STDERR = 0x4,
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/** MSVC only: Stream the log the the debugger
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* (this relies on OutputDebugString from the Win32 SDK)
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*/
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aiDefaultLogStream_DEBUGGER = 0x8,
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/** @cond never
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* Force 32-bit size enum
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*/
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_AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
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/// @endcond
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}; // !enum aiDefaultLogStream
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// just for backwards compatibility, don't use these constants anymore
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#define DLS_FILE aiDefaultLogStream_FILE
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#define DLS_STDOUT aiDefaultLogStream_STDOUT
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#define DLS_STDERR aiDefaultLogStream_STDERR
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#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER
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// ----------------------------------------------------------------------------------
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/** Stores the memory requirements for different components (e.g. meshes, materials,
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* animations) of an import. All sizes are in bytes.
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* @see Importer::GetMemoryRequirements()
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*/
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struct aiMemoryInfo {
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#ifdef __cplusplus
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/** Default constructor */
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aiMemoryInfo() AI_NO_EXCEPT
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: textures(0),
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materials(0),
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meshes(0),
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nodes(0),
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animations(0),
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cameras(0),
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lights(0),
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total(0) {}
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#endif
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/** Storage allocated for texture data */
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unsigned int textures;
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/** Storage allocated for material data */
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unsigned int materials;
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/** Storage allocated for mesh data */
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unsigned int meshes;
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/** Storage allocated for node data */
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unsigned int nodes;
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/** Storage allocated for animation data */
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unsigned int animations;
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/** Storage allocated for camera data */
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unsigned int cameras;
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/** Storage allocated for light data */
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unsigned int lights;
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/** Total storage allocated for the full import. */
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unsigned int total;
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}; // !struct aiMemoryInfo
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#ifdef __cplusplus
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}
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#endif //! __cplusplus
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// Include implementation files
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#include "vector2.inl"
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#include "vector3.inl"
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#include "color4.inl"
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#include "matrix3x3.inl"
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#include "matrix4x4.inl"
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#include "quaternion.inl"
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#endif // AI_TYPES_H_INC
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