diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h b/src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h new file mode 100644 index 0000000..aabc114 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h @@ -0,0 +1,270 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp 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 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 ACLoader.h + * @brief Declaration of the .ac importer class. + */ +#ifndef AI_AC3DLOADER_H_INCLUDED +#define AI_AC3DLOADER_H_INCLUDED + +#include <vector> + +#include <assimp/BaseImporter.h> +#include <assimp/types.h> + +struct aiNode; +struct aiMesh; +struct aiMaterial; +struct aiLight; + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** AC3D (*.ac) importer class +*/ +class AC3DImporter : public BaseImporter { +public: + AC3DImporter(); + ~AC3DImporter() override; + + // Represents an AC3D material + struct Material { + Material() : + rgb(0.6f, 0.6f, 0.6f), + spec(1.f, 1.f, 1.f), + shin(0.f), + trans(0.f) {} + + // base color of the material + aiColor3D rgb; + + // ambient color of the material + aiColor3D amb; + + // emissive color of the material + aiColor3D emis; + + // specular color of the material + aiColor3D spec; + + // shininess exponent + float shin; + + // transparency. 0 == opaque + float trans; + + // name of the material. optional. + std::string name; + }; + + // Represents an AC3D surface + struct Surface { + Surface() : + mat(0), + flags(0) {} + + unsigned int mat, flags; + + typedef std::pair<unsigned int, aiVector2D> SurfaceEntry; + std::vector<SurfaceEntry> entries; + + // Type is low nibble of flags + enum Type : uint8_t { + Polygon = 0x0, + ClosedLine = 0x1, + OpenLine = 0x2, + TriangleStrip = 0x4, // ACC extension (TORCS and Speed Dreams) + + Mask = 0xf, + }; + + inline uint8_t GetType() const { return (flags & Mask); } + }; + + // Represents an AC3D object + struct Object { + Object() : + type(World), + name(), + children(), + texture(), + texRepeat(1.f, 1.f), + texOffset(0.0f, 0.0f), + rotation(), + translation(), + vertices(), + surfaces(), + numRefs(0), + subDiv(0), + crease() {} + + // Type description + enum Type { + World = 0x0, + Poly = 0x1, + Group = 0x2, + Light = 0x4 + } type; + + // name of the object + std::string name; + + // object children + std::vector<Object> children; + + // texture to be assigned to all surfaces of the object + std::string texture; + + // texture repat factors (scaling for all coordinates) + aiVector2D texRepeat, texOffset; + + // rotation matrix + aiMatrix3x3 rotation; + + // translation vector + aiVector3D translation; + + // vertices + std::vector<aiVector3D> vertices; + + // surfaces + std::vector<Surface> surfaces; + + // number of indices (= num verts in verbose format) + unsigned int numRefs; + + // number of subdivisions to be performed on the + // imported data + unsigned int subDiv; + + // max angle limit for smoothing + float crease; + }; + +public: + // ------------------------------------------------------------------- + /** Returns whether the class can handle the format of the given file. + * See BaseImporter::CanRead() for details. + */ + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, + bool checkSig) const override; + +protected: + // ------------------------------------------------------------------- + /** Return importer meta information. + * See #BaseImporter::GetInfo for the details */ + const aiImporterDesc *GetInfo() const override; + + // ------------------------------------------------------------------- + /** Imports the given file into the given scene structure. + * See BaseImporter::InternReadFile() for details*/ + void InternReadFile(const std::string &pFile, aiScene *pScene, + IOSystem *pIOHandler) override; + + // ------------------------------------------------------------------- + /** Called prior to ReadFile(). + * The function is a request to the importer to update its configuration + * basing on the Importer's configuration property list.*/ + void SetupProperties(const Importer *pImp) override; + +private: + // ------------------------------------------------------------------- + /** Get the next line from the file. + * @return false if the end of the file was reached*/ + bool GetNextLine(); + + // ------------------------------------------------------------------- + /** Load the object section. This method is called recursively to + * load subobjects, the method returns after a 'kids 0' was + * encountered. + * @objects List of output objects*/ + void LoadObjectSection(std::vector<Object> &objects); + + // ------------------------------------------------------------------- + /** Convert all objects into meshes and nodes. + * @param object Current object to work on + * @param meshes Pointer to the list of output meshes + * @param outMaterials List of output materials + * @param materials Material list + * @param Scenegraph node for the object */ + aiNode *ConvertObjectSection(Object &object, + std::vector<aiMesh *> &meshes, + std::vector<aiMaterial *> &outMaterials, + const std::vector<Material> &materials, + aiNode *parent = nullptr); + + // ------------------------------------------------------------------- + /** Convert a material + * @param object Current object + * @param matSrc Source material description + * @param matDest Destination material to be filled */ + void ConvertMaterial(const Object &object, + const Material &matSrc, + aiMaterial &matDest); + +private: + // points to the next data line + const char *buffer; + + // Configuration option: if enabled, up to two meshes + // are generated per material: those faces who have + // their bf cull flags set are separated. + bool configSplitBFCull; + + // Configuration switch: subdivision surfaces are only + // evaluated if the value is true. + bool configEvalSubdivision; + + // counts how many objects we have in the tree. + // basing on this information we can find a + // good estimate how many meshes we'll have in the final scene. + unsigned int mNumMeshes; + + // current list of light sources + std::vector<aiLight *> *mLights; + + // name counters + unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter; +}; + +} // end of namespace Assimp + +#endif // AI_AC3DIMPORTER_H_INC |