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+/*
+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 IRRLoader.h
+ * @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format)
+ * importer class.
+ */
+#ifndef AI_IRRLOADER_H_INCLUDED
+#define AI_IRRLOADER_H_INCLUDED
+
+#include "AssetLib/Irr/IRRShared.h"
+#include "Common/Importer.h"
+
+#include <assimp/SceneCombiner.h>
+#include <assimp/StringUtils.h>
+#include <assimp/anim.h>
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/** Irr importer class.
+ *
+ * Irr is the native scene file format of the Irrlight engine and its editor
+ * irrEdit. As IrrEdit itself is capable of importing quite many file formats,
+ * it might be a good file format for data exchange.
+ */
+class IRRImporter : public BaseImporter, public IrrlichtBase {
+public:
+ IRRImporter();
+ ~IRRImporter() override;
+
+ // -------------------------------------------------------------------
+ /** 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:
+ const aiImporterDesc* GetInfo () const override;
+ void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
+ void SetupProperties(const Importer* pImp) override;
+
+private:
+ /** Data structure for a scene-graph node animator
+ */
+ struct Animator {
+ // Type of the animator
+ enum AT {
+ UNKNOWN = 0x0,
+ ROTATION = 0x1,
+ FLY_CIRCLE = 0x2,
+ FLY_STRAIGHT = 0x3,
+ FOLLOW_SPLINE = 0x4,
+ OTHER = 0x5
+
+ } type;
+
+ explicit Animator(AT t = UNKNOWN)
+ : type (t)
+ , speed ( ai_real( 0.001 ) )
+ , direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
+ , circleRadius ( ai_real( 1.0) )
+ , tightness ( ai_real( 0.5 ) )
+ , loop (true)
+ , timeForWay (100)
+ {
+ }
+
+
+ // common parameters
+ ai_real speed;
+ aiVector3D direction;
+
+ // FLY_CIRCLE
+ aiVector3D circleCenter;
+ ai_real circleRadius;
+
+ // FOLLOW_SPLINE
+ ai_real tightness;
+ std::vector<aiVectorKey> splineKeys;
+
+ // ROTATION (angles given in direction)
+
+ // FLY STRAIGHT
+ // circleCenter = start, direction = end
+ bool loop;
+ int timeForWay;
+ };
+
+ /** Data structure for a scene-graph node in an IRR file
+ */
+ struct Node
+ {
+ // Type of the node
+ enum ET
+ {
+ LIGHT,
+ CUBE,
+ MESH,
+ SKYBOX,
+ DUMMY,
+ CAMERA,
+ TERRAIN,
+ SPHERE,
+ ANIMMESH
+ } type;
+
+ explicit Node(ET t)
+ : type (t)
+ , scaling (1.0,1.0,1.0) // assume uniform scaling by default
+ , parent()
+ , framesPerSecond (0.0)
+ , id()
+ , sphereRadius (1.0)
+ , spherePolyCountX (100)
+ , spherePolyCountY (100)
+ {
+
+ // Generate a default name for the node
+ char buffer[128];
+ static int cnt;
+ ai_snprintf(buffer, 128, "IrrNode_%i",cnt++);
+ name = std::string(buffer);
+
+ // reserve space for up to 5 materials
+ materials.reserve(5);
+
+ // reserve space for up to 5 children
+ children.reserve(5);
+ }
+
+ // Transformation of the node
+ aiVector3D position, rotation, scaling;
+
+ // Name of the node
+ std::string name;
+
+ // List of all child nodes
+ std::vector<Node*> children;
+
+ // Parent node
+ Node* parent;
+
+ // Animated meshes: frames per second
+ // 0.f if not specified
+ ai_real framesPerSecond;
+
+ // Meshes: path to the mesh to be loaded
+ std::string meshPath;
+ unsigned int id;
+
+ // Meshes: List of materials to be assigned
+ // along with their corresponding material flags
+ std::vector< std::pair<aiMaterial*, unsigned int> > materials;
+
+ // Spheres: radius of the sphere to be generates
+ ai_real sphereRadius;
+
+ // Spheres: Number of polygons in the x,y direction
+ unsigned int spherePolyCountX,spherePolyCountY;
+
+ // List of all animators assigned to the node
+ std::list<Animator> animators;
+ };
+
+ /** Data structure for a vertex in an IRR skybox
+ */
+ struct SkyboxVertex
+ {
+ SkyboxVertex()
+ {}
+
+ //! Construction from single vertex components
+ SkyboxVertex(ai_real px, ai_real py, ai_real pz,
+ ai_real nx, ai_real ny, ai_real nz,
+ ai_real uvx, ai_real uvy)
+
+ : position (px,py,pz)
+ , normal (nx,ny,nz)
+ , uv (uvx,uvy,0.0)
+ {}
+
+ aiVector3D position, normal, uv;
+ };
+
+
+ // -------------------------------------------------------------------
+ /// Fill the scene-graph recursively
+ void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
+ BatchLoader& batch,
+ std::vector<aiMesh*>& meshes,
+ std::vector<aiNodeAnim*>& anims,
+ std::vector<AttachmentInfo>& attach,
+ std::vector<aiMaterial*>& materials,
+ unsigned int& defaultMatIdx);
+
+ // -------------------------------------------------------------------
+ /// Generate a mesh that consists of just a single quad
+ aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
+ const SkyboxVertex& v2,
+ const SkyboxVertex& v3,
+ const SkyboxVertex& v4);
+
+ // -------------------------------------------------------------------
+ /// Build a sky-box
+ ///
+ /// @param meshes Receives 6 output meshes
+ /// @param materials The last 6 materials are assigned to the newly
+ /// created meshes. The names of the materials are adjusted.
+ void BuildSkybox(std::vector<aiMesh*>& meshes,
+ std::vector<aiMaterial*> materials);
+
+ // -------------------------------------------------------------------
+ /** Copy a material for a mesh to the output material list
+ *
+ * @param materials Receives an output material
+ * @param inmaterials List of input materials
+ * @param defMatIdx Default material index - UINT_MAX if not present
+ * @param mesh Mesh to work on
+ */
+ void CopyMaterial(std::vector<aiMaterial*>& materials,
+ std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
+ unsigned int& defMatIdx,
+ aiMesh* mesh);
+
+ // -------------------------------------------------------------------
+ /** Compute animations for a specific node
+ *
+ * @param root Node to be processed
+ * @param anims The list of output animations
+ */
+ void ComputeAnimations(Node* root, aiNode* real,
+ std::vector<aiNodeAnim*>& anims);
+
+private:
+ /// Configuration option: desired output FPS
+ double fps;
+
+ /// Configuration option: speed flag was set?
+ bool configSpeedFlag;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_IRRIMPORTER_H_INC