388 lines
13 KiB
C++
388 lines
13 KiB
C++
/*
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Free 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 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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#include <string>
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#include <vector>
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#include <list>
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#include <sstream>
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#include "../include/aiTypes.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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// for some helper routines like IsSpace()
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#include "PlyParser.h"
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// ASE is quite similar to 3ds. We can reuse some structures
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#include "3DSLoader.h"
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namespace Assimp
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{
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// http://wiki.beyondunreal.com/Legacy:ASE_File_Format
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namespace ASE
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{
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using namespace Dot3DS;
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// ---------------------------------------------------------------------------
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/** Helper structure representing an ASE material */
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struct Material : public Dot3DS::Material
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{
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//! Default constructor
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Material() : pcInstance(NULL), bNeed (false)
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{}
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//! Ambient texture channel
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Texture sTexAmbient;
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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//! MaterialHelper object
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MaterialHelper* 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 Dot3DS::Face
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{
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//! Default constructor. Initializes everything with 0
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Face()
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{
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mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
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}
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iMaterial = DEFAULT_MATINDEX;
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iFace = 0;
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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 the list of vertices
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unsigned int mIndices[3];
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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 mesh */
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struct Mesh
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{
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//! Constructor. Creates a default name for the mesh
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Mesh()
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{
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static int iCnt = 0;
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std::stringstream ss(mName);
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ss << "%%_UNNAMED_" << iCnt++ << "_%%";
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// use 2 texture vertex components by default
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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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std::string mName;
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//! vertex positions
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std::vector<aiVector3D> mPositions;
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//! List of all faces loaded
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std::vector<ASE::Face> mFaces;
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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 normal vectors
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std::vector<aiVector3D> mNormals;
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//! Transformation matrix of the mesh
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aiMatrix4x4 mTransform;
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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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};
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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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{
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private:
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Parser() {}
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public:
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//! Construct a parser from a given input file which is
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//! guaranted to be terminated with zero.
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Parser (const char* szFile);
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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 *MATERIAL_LIST block in a file
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void ParseLV1MaterialListBlock();
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// -------------------------------------------------------------------
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//! Parse a *GEOMOBJECT block in a file
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//! \param mesh Mesh object to be filled
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void ParseLV1GeometryObjectBlock(Mesh& 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 Mesh object to be filled
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void ParseLV2NodeTransformBlock(Mesh& mesh);
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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 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_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
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void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
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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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void ParseLV4MeshFloatTriple(float* apOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACE block in a file
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//! (also works for MESH_CFACE)
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//! \param apOut Output buffer (3 ints)
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//! \param rIndexOut Output index
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void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
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// -------------------------------------------------------------------
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//! Parse a *MESH_TFACE block in a file
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//! (also works for MESH_CFACE)
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//! \param apOut Output buffer (3 ints)
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void ParseLV4MeshLongTriple(unsigned int* apOut);
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// -------------------------------------------------------------------
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//! Parse a single float element
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//! \param fOut Output float
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void ParseLV4MeshFloat(float& fOut);
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// -------------------------------------------------------------------
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//! Parse a single int element
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//! \param iOut Output integer
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void ParseLV4MeshLong(unsigned int& iOut);
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// -------------------------------------------------------------------
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//! Skip the opening bracket at the beginning of a complex statement
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bool SkipOpeningBracket();
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// -------------------------------------------------------------------
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//! Skip everything to the next: '*' or '\0'
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bool SkipToNextToken();
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// -------------------------------------------------------------------
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//! Skip the current section until the token after the closing }.
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//! This function handles embedded subsections correctly
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bool SkipSection();
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// -------------------------------------------------------------------
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//! Output a warning to the logger
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//! \param szWarn Warn message
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void LogWarning(const char* szWarn);
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// -------------------------------------------------------------------
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//! Output an error to the logger
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//! \param szWarn Error message
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void LogError(const char* szWarn);
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public:
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//! Pointer to current data
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const char* m_szFile;
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//! background color to be passed to the viewer
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//! QNAN if none was found
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aiColor3D m_clrBackground;
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//! Base ambient color to be passed to all materials
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//! QNAN if none was found
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aiColor3D m_clrAmbient;
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//! List of all materials found in the file
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std::vector<Material> m_vMaterials;
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//! List of all meshes found in the file
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std::vector<Mesh> m_vMeshes;
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//! Current line in the file
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unsigned int iLineNumber;
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};
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};};
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#endif // !! include guard
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