assimp/code/LWOFileData.h

635 lines
19 KiB
C++

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines chunk constants used by the LWO file format
The chunks are taken from the official LightWave SDK headers.
Original copyright notice: "Ernie Wright 17 Sep 00"
*/
#ifndef AI_LWO_FILEDATA_INCLUDED
#define AI_LWO_FILEDATA_INCLUDED
// STL headers
#include <vector>
#include <list>
// public ASSIMP headers
#include "../include/aiMesh.h"
// internal headers
#include "IFF.h"
namespace Assimp {
namespace LWO {
#define AI_LWO_FOURCC_LWOB AI_IFF_FOURCC('L','W','O','B')
#define AI_LWO_FOURCC_LWO2 AI_IFF_FOURCC('L','W','O','2')
// chunks specific to the LWOB format
#define AI_LWO_SRFS AI_IFF_FOURCC('S','R','F','S')
#define AI_LWO_FLAG AI_IFF_FOURCC('F','L','A','G')
#define AI_LWO_VLUM AI_IFF_FOURCC('V','L','U','M')
#define AI_LWO_VDIF AI_IFF_FOURCC('V','D','I','F')
#define AI_LWO_VSPC AI_IFF_FOURCC('V','S','P','C')
#define AI_LWO_RFLT AI_IFF_FOURCC('R','F','L','T')
#define AI_LWO_BTEX AI_IFF_FOURCC('B','T','E','X')
#define AI_LWO_CTEX AI_IFF_FOURCC('C','T','E','X')
#define AI_LWO_DTEX AI_IFF_FOURCC('D','T','E','X')
#define AI_LWO_LTEX AI_IFF_FOURCC('L','T','E','X')
#define AI_LWO_RTEX AI_IFF_FOURCC('R','T','E','X')
#define AI_LWO_STEX AI_IFF_FOURCC('S','T','E','X')
#define AI_LWO_TTEX AI_IFF_FOURCC('T','T','E','X')
#define AI_LWO_TFLG AI_IFF_FOURCC('T','F','L','G')
#define AI_LWO_TSIZ AI_IFF_FOURCC('T','S','I','Z')
#define AI_LWO_TCTR AI_IFF_FOURCC('T','C','T','R')
#define AI_LWO_TFAL AI_IFF_FOURCC('T','F','A','L')
#define AI_LWO_TVEL AI_IFF_FOURCC('T','V','E','L')
#define AI_LWO_TCLR AI_IFF_FOURCC('T','C','L','R')
#define AI_LWO_TVAL AI_IFF_FOURCC('T','V','A','L')
#define AI_LWO_TAMP AI_IFF_FOURCC('T','A','M','P')
#define AI_LWO_TIMG AI_IFF_FOURCC('T','I','M','G')
#define AI_LWO_TAAS AI_IFF_FOURCC('T','A','A','S')
#define AI_LWO_TREF AI_IFF_FOURCC('T','R','E','F')
#define AI_LWO_TOPC AI_IFF_FOURCC('T','O','P','C')
#define AI_LWO_SDAT AI_IFF_FOURCC('S','D','A','T')
#define AI_LWO_TFP0 AI_IFF_FOURCC('T','F','P','0')
#define AI_LWO_TFP1 AI_IFF_FOURCC('T','F','P','1')
/* top-level chunks */
#define AI_LWO_LAYR AI_IFF_FOURCC('L','A','Y','R')
#define AI_LWO_TAGS AI_IFF_FOURCC('T','A','G','S')
#define AI_LWO_PNTS AI_IFF_FOURCC('P','N','T','S')
#define AI_LWO_BBOX AI_IFF_FOURCC('B','B','O','X')
#define AI_LWO_VMAP AI_IFF_FOURCC('V','M','A','P')
#define AI_LWO_VMAD AI_IFF_FOURCC('V','M','A','D')
#define AI_LWO_POLS AI_IFF_FOURCC('P','O','L','S')
#define AI_LWO_PTAG AI_IFF_FOURCC('P','T','A','G')
#define AI_LWO_ENVL AI_IFF_FOURCC('E','N','V','L')
#define AI_LWO_CLIP AI_IFF_FOURCC('C','L','I','P')
#define AI_LWO_SURF AI_IFF_FOURCC('S','U','R','F')
#define AI_LWO_DESC AI_IFF_FOURCC('D','E','S','C')
#define AI_LWO_TEXT AI_IFF_FOURCC('T','E','X','T')
#define AI_LWO_ICON AI_IFF_FOURCC('I','C','O','N')
/* polygon types */
#define AI_LWO_FACE AI_IFF_FOURCC('F','A','C','E')
#define AI_LWO_CURV AI_IFF_FOURCC('C','U','R','V')
#define AI_LWO_PTCH AI_IFF_FOURCC('P','T','C','H')
#define AI_LWO_MBAL AI_IFF_FOURCC('M','B','A','L')
#define AI_LWO_BONE AI_IFF_FOURCC('B','O','N','E')
/* polygon tags */
#define AI_LWO_SURF AI_IFF_FOURCC('S','U','R','F')
#define AI_LWO_PART AI_IFF_FOURCC('P','A','R','T')
#define AI_LWO_SMGP AI_IFF_FOURCC('S','M','G','P')
/* envelopes */
#define AI_LWO_PRE AI_IFF_FOURCC('P','R','E',' ')
#define AI_LWO_POST AI_IFF_FOURCC('P','O','S','T')
#define AI_LWO_KEY AI_IFF_FOURCC('K','E','Y',' ')
#define AI_LWO_SPAN AI_IFF_FOURCC('S','P','A','N')
#define AI_LWO_TCB AI_IFF_FOURCC('T','C','B',' ')
#define AI_LWO_HERM AI_IFF_FOURCC('H','E','R','M')
#define AI_LWO_BEZI AI_IFF_FOURCC('B','E','Z','I')
#define AI_LWO_BEZ2 AI_IFF_FOURCC('B','E','Z','2')
#define AI_LWO_LINE AI_IFF_FOURCC('L','I','N','E')
#define AI_LWO_STEP AI_IFF_FOURCC('S','T','E','P')
/* clips */
#define AI_LWO_STIL AI_IFF_FOURCC('S','T','I','L')
#define AI_LWO_ISEQ AI_IFF_FOURCC('I','S','E','Q')
#define AI_LWO_ANIM AI_IFF_FOURCC('A','N','I','M')
#define AI_LWO_XREF AI_IFF_FOURCC('X','R','E','F')
#define AI_LWO_STCC AI_IFF_FOURCC('S','T','C','C')
#define AI_LWO_TIME AI_IFF_FOURCC('T','I','M','E')
#define AI_LWO_CONT AI_IFF_FOURCC('C','O','N','T')
#define AI_LWO_BRIT AI_IFF_FOURCC('B','R','I','T')
#define AI_LWO_SATR AI_IFF_FOURCC('S','A','T','R')
#define AI_LWO_HUE AI_IFF_FOURCC('H','U','E',' ')
#define AI_LWO_GAMM AI_IFF_FOURCC('G','A','M','M')
#define AI_LWO_NEGA AI_IFF_FOURCC('N','E','G','A')
#define AI_LWO_IFLT AI_IFF_FOURCC('I','F','L','T')
#define AI_LWO_PFLT AI_IFF_FOURCC('P','F','L','T')
/* surfaces */
#define AI_LWO_COLR AI_IFF_FOURCC('C','O','L','R')
#define AI_LWO_LUMI AI_IFF_FOURCC('L','U','M','I')
#define AI_LWO_DIFF AI_IFF_FOURCC('D','I','F','F')
#define AI_LWO_SPEC AI_IFF_FOURCC('S','P','E','C')
#define AI_LWO_GLOS AI_IFF_FOURCC('G','L','O','S')
#define AI_LWO_REFL AI_IFF_FOURCC('R','E','F','L')
#define AI_LWO_RFOP AI_IFF_FOURCC('R','F','O','P')
#define AI_LWO_RIMG AI_IFF_FOURCC('R','I','M','G')
#define AI_LWO_RSAN AI_IFF_FOURCC('R','S','A','N')
#define AI_LWO_TRAN AI_IFF_FOURCC('T','R','A','N')
#define AI_LWO_TROP AI_IFF_FOURCC('T','R','O','P')
#define AI_LWO_TIMG AI_IFF_FOURCC('T','I','M','G')
#define AI_LWO_RIND AI_IFF_FOURCC('R','I','N','D')
#define AI_LWO_TRNL AI_IFF_FOURCC('T','R','N','L')
#define AI_LWO_BUMP AI_IFF_FOURCC('B','U','M','P')
#define AI_LWO_SMAN AI_IFF_FOURCC('S','M','A','N')
#define AI_LWO_SIDE AI_IFF_FOURCC('S','I','D','E')
#define AI_LWO_CLRH AI_IFF_FOURCC('C','L','R','H')
#define AI_LWO_CLRF AI_IFF_FOURCC('C','L','R','F')
#define AI_LWO_ADTR AI_IFF_FOURCC('A','D','T','R')
#define AI_LWO_SHRP AI_IFF_FOURCC('S','H','R','P')
#define AI_LWO_LINE AI_IFF_FOURCC('L','I','N','E')
#define AI_LWO_LSIZ AI_IFF_FOURCC('L','S','I','Z')
#define AI_LWO_ALPH AI_IFF_FOURCC('A','L','P','H')
#define AI_LWO_AVAL AI_IFF_FOURCC('A','V','A','L')
#define AI_LWO_GVAL AI_IFF_FOURCC('G','V','A','L')
#define AI_LWO_BLOK AI_IFF_FOURCC('B','L','O','K')
/* texture layer */
#define AI_LWO_TYPE AI_IFF_FOURCC('T','Y','P','E')
#define AI_LWO_CHAN AI_IFF_FOURCC('C','H','A','N')
#define AI_LWO_NAME AI_IFF_FOURCC('N','A','M','E')
#define AI_LWO_ENAB AI_IFF_FOURCC('E','N','A','B')
#define AI_LWO_OPAC AI_IFF_FOURCC('O','P','A','C')
#define AI_LWO_FLAG AI_IFF_FOURCC('F','L','A','G')
#define AI_LWO_PROJ AI_IFF_FOURCC('P','R','O','J')
#define AI_LWO_STCK AI_IFF_FOURCC('S','T','C','K')
#define AI_LWO_TAMP AI_IFF_FOURCC('T','A','M','P')
/* texture coordinates */
#define AI_LWO_TMAP AI_IFF_FOURCC('T','M','A','P')
#define AI_LWO_AXIS AI_IFF_FOURCC('A','X','I','S')
#define AI_LWO_CNTR AI_IFF_FOURCC('C','N','T','R')
#define AI_LWO_SIZE AI_IFF_FOURCC('S','I','Z','E')
#define AI_LWO_ROTA AI_IFF_FOURCC('R','O','T','A')
#define AI_LWO_OREF AI_IFF_FOURCC('O','R','E','F')
#define AI_LWO_FALL AI_IFF_FOURCC('F','A','L','L')
#define AI_LWO_CSYS AI_IFF_FOURCC('C','S','Y','S')
/* image map */
#define AI_LWO_IMAP AI_IFF_FOURCC('I','M','A','P')
#define AI_LWO_IMAG AI_IFF_FOURCC('I','M','A','G')
#define AI_LWO_WRAP AI_IFF_FOURCC('W','R','A','P')
#define AI_LWO_WRPW AI_IFF_FOURCC('W','R','P','W')
#define AI_LWO_WRPH AI_IFF_FOURCC('W','R','P','H')
#define AI_LWO_VMAP AI_IFF_FOURCC('V','M','A','P')
#define AI_LWO_AAST AI_IFF_FOURCC('A','A','S','T')
#define AI_LWO_PIXB AI_IFF_FOURCC('P','I','X','B')
/* procedural */
#define AI_LWO_PROC AI_IFF_FOURCC('P','R','O','C')
#define AI_LWO_COLR AI_IFF_FOURCC('C','O','L','R')
#define AI_LWO_VALU AI_IFF_FOURCC('V','A','L','U')
#define AI_LWO_FUNC AI_IFF_FOURCC('F','U','N','C')
#define AI_LWO_FTPS AI_IFF_FOURCC('F','T','P','S')
#define AI_LWO_ITPS AI_IFF_FOURCC('I','T','P','S')
#define AI_LWO_ETPS AI_IFF_FOURCC('E','T','P','S')
/* gradient */
#define AI_LWO_GRAD AI_IFF_FOURCC('G','R','A','D')
#define AI_LWO_GRST AI_IFF_FOURCC('G','R','S','T')
#define AI_LWO_GREN AI_IFF_FOURCC('G','R','E','N')
#define AI_LWO_PNAM AI_IFF_FOURCC('P','N','A','M')
#define AI_LWO_INAM AI_IFF_FOURCC('I','N','A','M')
#define AI_LWO_GRPT AI_IFF_FOURCC('G','R','P','T')
#define AI_LWO_FKEY AI_IFF_FOURCC('F','K','E','Y')
#define AI_LWO_IKEY AI_IFF_FOURCC('I','K','E','Y')
/* shader */
#define AI_LWO_SHDR AI_IFF_FOURCC('S','H','D','R')
#define AI_LWO_DATA AI_IFF_FOURCC('D','A','T','A')
/* VMAP types */
#define AI_LWO_TXUV AI_IFF_FOURCC('T','X','U','V')
#define AI_LWO_RGB AI_IFF_FOURCC(' ','R','G','B')
#define AI_LWO_RGBA AI_IFF_FOURCC('R','G','B','A')
#define AI_LWO_WGHT AI_IFF_FOURCC('W','G','H','T')
// ---------------------------------------------------------------------------
/** \brief Data structure for a face in a LWO file
*
* \note We can't use the code in SmoothingGroups.inl here - the mesh
* structures of 3DS/ASE and LWO are too different.
*/
struct Face : public aiFace
{
Face()
: surfaceIndex (0)
, smoothGroup (0)
{}
Face(const Face& f)
{
*this = f;
}
unsigned int surfaceIndex;
unsigned int smoothGroup;
Face& operator=(const LWO::Face& f)
{
aiFace::operator =(f);
surfaceIndex = f.surfaceIndex;
smoothGroup = f.smoothGroup;
return *this;
}
};
// ---------------------------------------------------------------------------
/** \brief Base structure for all vertex map representations
*/
struct VMapEntry
{
VMapEntry(unsigned int _dims)
: dims(_dims)
{}
virtual ~VMapEntry() {}
//! allocates memory for the vertex map
virtual void Allocate(unsigned int num)
{
if (!rawData.empty())return; // return if already allocated
register unsigned int m = num*dims;
rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
rawData.resize(m,0.f);
abAssigned.resize(num,false);
}
std::string name;
unsigned int dims;
std::vector<float> rawData;
std::vector<bool> abAssigned;
};
// ---------------------------------------------------------------------------
/** \brief Represents an extra vertex color channel
*/
struct VColorChannel : public VMapEntry
{
VColorChannel()
: VMapEntry(4)
{}
//! need to overwrite this function - the alpha channel must
//! be initialized to 1.0 by default
virtual void Allocate(unsigned int num)
{
if (!rawData.empty())return; // return if already allocated
register unsigned int m = num*dims;
rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
rawData.resize(m,0.f);
for (std::vector<float>::iterator it = rawData.begin(), end = rawData.end();
it != end;++it )
{
for (unsigned int i = 0; i< 3;++i,++it)
*it = 0.f;
*it = 1.f;
}
abAssigned.resize(num,false);
}
};
// ---------------------------------------------------------------------------
/** \brief Represents an extra vertex UV channel
*/
struct UVChannel : public VMapEntry
{
UVChannel()
: VMapEntry(2)
{}
};
// ---------------------------------------------------------------------------
/** \brief Represents a weight map
*/
struct WeightChannel : public VMapEntry
{
WeightChannel()
: VMapEntry(1)
{}
};
// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file texture
*/
struct Texture
{
// we write the enum values out here to make debugging easier ...
enum BlendType
{
Normal = 0,
Subtractive = 1,
Difference = 2,
Multiply = 3,
Divide = 4,
Alpha = 5,
TextureDispl = 6,
Additive = 7
};
enum MappingMode
{
Planar = 0,
Cylindrical = 1,
Spherical = 2,
Cubic = 3,
FrontProjection = 4,
UV = 5
};
enum Axes
{
AXIS_X = 0,
AXIS_Y = 1,
AXIS_Z = 2
};
enum Wrap
{
RESET = 0,
REPEAT = 1,
MIRROR = 2,
EDGE = 3
};
Texture()
: mClipIdx(0xffffffff)
, mStrength (1.0f)
, mUVChannelIndex ("unknown")
, mRealUVIndex (0xffffffff)
, enabled (true)
, blendType (Additive)
, bCanUse (true)
, mapMode (UV)
, majorAxis (AXIS_X)
, wrapAmountH (1.0f)
, wrapAmountW (1.0f)
, wrapModeWidth (REPEAT)
, wrapModeHeight (REPEAT)
, ordinal ("\x00")
{}
//! File name of the texture
std::string mFileName;
//! Clip index
unsigned int mClipIdx;
//! Strength of the texture - blend factor
float mStrength;
uint32_t type; // type of the texture
//! Name of the corresponding UV channel
std::string mUVChannelIndex;
unsigned int mRealUVIndex;
//! is the texture enabled?
bool enabled;
//! blend type
BlendType blendType;
//! are we able to use the texture?
bool bCanUse;
//! mapping mode
MappingMode mapMode;
//! major axis for planar, cylindrical, spherical projections
Axes majorAxis;
//! wrap amount for cylindrical and spherical projections
float wrapAmountH,wrapAmountW;
//! wrapping mode for the texture
Wrap wrapModeWidth,wrapModeHeight;
//! ordinal string of the texture
std::string ordinal;
};
// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file clip
*/
struct Clip
{
enum Type
{
STILL, SEQ, REF, UNSUPPORTED
} type;
Clip()
: type (UNSUPPORTED)
, idx (0)
{}
//! path to the base texture -
std::string path;
//! reference to another CLIP
unsigned int clipRef;
//! index of the clip
unsigned int idx;
};
// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file shader
*
* Later
*/
struct Shader
{
Shader()
: ordinal ("\x00")
, functionName ("unknown")
, enabled (true)
{}
std::string ordinal;
std::string functionName;
bool enabled;
};
typedef std::list < Texture > TextureList;
typedef std::list < Shader > ShaderList;
// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file surface (= material)
*/
struct Surface
{
Surface()
: mColor (0.78431f,0.78431f,0.78431f)
, bDoubleSided (false)
, mDiffuseValue (1.f)
, mSpecularValue (0.f)
, mTransparency (0.f)
, mGlossiness (0.4f)
, mLuminosity (0.f)
, mColorHighlights (0.f)
, mMaximumSmoothAngle (0.f) // 0 == not specified, no smoothing
, mVCMap ("")
, mIOR (1.f) // vakuum
, mBumpIntensity (1.f)
{}
//! Name of the surface
std::string mName;
//! Color of the surface
aiColor3D mColor;
//! true for two-sided materials
bool bDoubleSided;
//! Various material parameters
float mDiffuseValue,mSpecularValue,mTransparency,mGlossiness,mLuminosity,mColorHighlights;
//! Maximum angle between two adjacent triangles
//! that they can be smoothed - in degrees
float mMaximumSmoothAngle;
//! Vertex color map to be used to color the surface
std::string mVCMap;
//! Names of the special shaders to be applied to the surface
ShaderList mShaders;
//! Textures - the first entry in the list is evaluated first
TextureList mColorTextures, // color textures are added to both diffuse and specular texture stacks
mDiffuseTextures,
mSpecularTextures,
mOpacityTextures,
mBumpTextures,
mGlossinessTextures;
//! Index of refraction
float mIOR;
//! Bump intensity scaling
float mBumpIntensity;
};
// ---------------------------------------------------------------------------
#define AI_LWO_VALIDATE_CHUNK_LENGTH(length,name,size) \
if (length < size) \
{ \
throw new ImportErrorException("LWO: "#name" chunk is too small"); \
} \
// some typedefs ... to make life with loader monsters like this easier
typedef std::vector < aiVector3D > PointList;
typedef std::vector < LWO::Face > FaceList;
typedef std::vector < LWO::Surface > SurfaceList;
typedef std::vector < std::string > TagList;
typedef std::vector < unsigned int > TagMappingTable;
typedef std::vector < unsigned int > ReferrerList;
typedef std::vector < WeightChannel > WeightChannelList;
typedef std::vector < VColorChannel > VColorChannelList;
typedef std::vector < UVChannel > UVChannelList;
typedef std::vector < Clip > ClipList;
// ---------------------------------------------------------------------------
/** \brief Represents a layer in the file
*/
struct Layer
{
Layer()
: mFaceIDXOfs(0)
, mPointIDXOfs(0)
, mParent (0x0)
{}
/** Temporary point list from the file */
PointList mTempPoints;
/** Lists for every point the index of another point
that has been copied from *this* point or 0xffffffff if
no copy of the point has been made */
ReferrerList mPointReferrers;
/** Weight channel list from the file */
WeightChannelList mWeightChannels;
/** Vertex color list from the file */
VColorChannelList mVColorChannels;
/** UV channel list from the file */
UVChannelList mUVChannels;
/** Temporary face list from the file*/
FaceList mFaces;
/** Current face indexing offset from the beginning of the buffers*/
unsigned int mFaceIDXOfs;
/** Current point indexing offset from the beginning of the buffers*/
unsigned int mPointIDXOfs;
/** Parent index */
uint16_t mParent;
/** Name of the layer */
std::string mName;
/** Pivot point of the layer */
aiVector3D mPivot;
};
typedef std::list<LWO::Layer> LayerList;
}}
#endif // !! AI_LWO_FILEDATA_INCLUDED