diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
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, 0 insertions, 270 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h b/src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h deleted file mode 100644 index aabc114..0000000 --- a/src/mesh/assimp-master/code/AssetLib/AC/ACLoader.h +++ /dev/null @@ -1,270 +0,0 @@ -/* -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 |