332 lines
9.5 KiB
C++
332 lines
9.5 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Md3Loader.h
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* @brief Declaration of the .MD3 importer class.
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*/
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#ifndef AI_MD3LOADER_H_INCLUDED
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#define AI_MD3LOADER_H_INCLUDED
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#include "BaseImporter.h"
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#include "ByteSwap.h"
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#include "../include/aiTypes.h"
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#include "MD3FileData.h"
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namespace Assimp {
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class MaterialHelper;
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using namespace MD3;
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namespace Q3Shader {
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold the data of a .skin file
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*/
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struct SkinData
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{
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//! A single entryin texture list
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struct TextureEntry : public std::pair<std::string,std::string>
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{
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// did we resolve this texture entry?
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bool resolved;
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// for std::find()
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bool operator == (const std::string& f) const {
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return f == first;
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}
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};
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//! List of textures
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std::list<TextureEntry> textures;
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// rest is ignored for the moment
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};
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// ---------------------------------------------------------------------------
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/** @brief Specifies cull modi for Quake shader files.
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*/
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enum ShaderCullMode
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{
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CULL_NONE,
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CULL_CW,
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CULL_CCW
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};
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// ---------------------------------------------------------------------------
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/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
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*/
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enum BlendFunc
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{
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BLEND_NONE,
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BLEND_GL_ONE,
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BLEND_GL_ZERO,
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BLEND_GL_DST_COLOR,
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BLEND_GL_ONE_MINUS_DST_COLOR,
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BLEND_GL_SRC_ALPHA,
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BLEND_GL_ONE_MINUS_SRC_ALPHA
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};
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// ---------------------------------------------------------------------------
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/** @brief Specifies alpha test modi for Quake texture maps
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*/
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enum AlphaTestFunc
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{
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AT_NONE,
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AT_GT0,
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AT_LT128,
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AT_GE128
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};
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold a .shader map data block
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*/
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struct ShaderMapBlock
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{
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ShaderMapBlock()
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: blend_src (BLEND_NONE)
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, blend_dest (BLEND_NONE)
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, alpha_test (AT_NONE)
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{}
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//! Name of referenced map
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std::string name;
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//! Blend and alpha test settings for texture
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BlendFunc blend_src,blend_dest;
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AlphaTestFunc alpha_test;
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//! For std::find()
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bool operator== (const std::string& o) const {
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return !ASSIMP_stricmp(o,name);
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}
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};
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold a .shader data block
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*/
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struct ShaderDataBlock
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{
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ShaderDataBlock()
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: cull (CULL_CCW)
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{}
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//! Name of referenced data element
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std::string name;
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//! Cull mode for the element
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ShaderCullMode cull;
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//! Maps defined in the shader
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std::list<ShaderMapBlock> maps;
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//! For std::find()
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bool operator== (const std::string& o) const {
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return !ASSIMP_stricmp(o,name);
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}
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};
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold the data of a .shader file
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*/
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struct ShaderData
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{
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//! Shader data blocks
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std::list<ShaderDataBlock> blocks;
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};
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// ---------------------------------------------------------------------------
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/** @brief Load a shader file
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*
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* Generally, parsing is error tolerant. There's no failure.
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* @param fill Receives output data
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* @param file File to be read.
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* @param io IOSystem to be used for reading
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* @return false if file is not accessible
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*/
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bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
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// ---------------------------------------------------------------------------
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/** @brief Convert a Q3Shader to an aiMaterial
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*
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* @param[out] out Material structure to be filled.
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* @param[in] shader Input shader
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*/
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void ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBlock& shader);
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// ---------------------------------------------------------------------------
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/** @brief Load a skin file
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*
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* Generally, parsing is error tolerant. There's no failure.
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* @param fill Receives output data
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* @param file File to be read.
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* @param io IOSystem to be used for reading
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* @return false if file is not accessible
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*/
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bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
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} // ! namespace Q3SHader
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// ---------------------------------------------------------------------------
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/** @brief Importer class to load MD3 files
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*/
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class MD3Importer : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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MD3Importer();
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/** Destructor, private as well */
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~MD3Importer();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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protected:
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// -------------------------------------------------------------------
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/** Called by Importer::GetExtensionList() for each loaded importer.
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* See BaseImporter::GetExtensionList() for details
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*/
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void GetExtensionList(std::string& append);
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Validate offsets in the header
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*/
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void ValidateHeaderOffsets();
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void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
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// -------------------------------------------------------------------
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/** Read a Q3 multipart file
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* @return true if multi part has been processed
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*/
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bool ReadMultipartFile();
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// -------------------------------------------------------------------
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/** Try to read the skin for a MD3 file
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* @param fill Receives output information
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*/
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void ReadSkin(Q3Shader::SkinData& fill) const;
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// -------------------------------------------------------------------
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/** Try to read the shader for a MD3 file
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* @param fill Receives output information
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*/
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void ReadShader(Q3Shader::ShaderData& fill) const;
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// -------------------------------------------------------------------
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/** Convert a texture path in a MD3 file to a proper value
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* @param[in] texture_name Path to be converted
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* @param[in] header_path Base path specified in MD3 header
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* @param[out] out Receives the converted output string
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*/
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void ConvertPath(const char* texture_name, const char* header_path,
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std::string& out) const;
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protected:
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/** Configuration option: frame to be loaded */
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unsigned int configFrameID;
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/** Configuration option: process multi-part files */
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bool configHandleMP;
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/** Configuration option: name of skin file to be read */
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std::string configSkinFile;
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/** Configuration option: name or path of shader */
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std::string configShaderFile;
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/** Configuration option: speed flag was set? */
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bool configSpeedFlag;
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/** Header of the MD3 file */
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BE_NCONST MD3::Header* pcHeader;
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/** File buffer */
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BE_NCONST unsigned char* mBuffer;
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/** Size of the file, in bytes */
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unsigned int fileSize;
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/** Current file name */
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std::string mFile;
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/** Current base directory */
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std::string path;
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/** Pure file we're currently reading */
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std::string filename;
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/** Output scene to be filled */
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aiScene* mScene;
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/** IO system to be used to access the data*/
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IOSystem* mIOHandler;
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};
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} // end of namespace Assimp
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#endif // AI_3DSIMPORTER_H_INC
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