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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 Md3Loader.h
+ * @brief Declaration of the .MD3 importer class.
+ */
+#ifndef AI_MD3LOADER_H_INCLUDED
+#define AI_MD3LOADER_H_INCLUDED
+
+#include "MD3FileData.h"
+#include <assimp/BaseImporter.h>
+#include <assimp/ByteSwapper.h>
+#include <assimp/StringComparison.h>
+#include <assimp/types.h>
+
+#include <list>
+
+struct aiMaterial;
+
+namespace Assimp {
+
+using namespace MD3;
+namespace Q3Shader {
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold the data of a .skin file
+ */
+struct SkinData {
+ //! A single entry in texture list
+ struct TextureEntry : public std::pair<std::string, std::string> {
+ // did we resolve this texture entry?
+ bool resolved;
+
+ // for std::find()
+ bool operator==(const std::string &f) const {
+ return f == first;
+ }
+ };
+
+ //! List of textures
+ std::list<TextureEntry> textures;
+
+ // rest is ignored for the moment
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies cull modi for Quake shader files.
+ */
+enum ShaderCullMode {
+ CULL_NONE,
+ CULL_CW,
+ CULL_CCW
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
+ */
+enum BlendFunc {
+ BLEND_NONE,
+ BLEND_GL_ONE,
+ BLEND_GL_ZERO,
+ BLEND_GL_DST_COLOR,
+ BLEND_GL_ONE_MINUS_DST_COLOR,
+ BLEND_GL_SRC_ALPHA,
+ BLEND_GL_ONE_MINUS_SRC_ALPHA
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies alpha test modi for Quake texture maps
+ */
+enum AlphaTestFunc {
+ AT_NONE,
+ AT_GT0,
+ AT_LT128,
+ AT_GE128
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold a .shader map data block
+ */
+struct ShaderMapBlock {
+ ShaderMapBlock() AI_NO_EXCEPT
+ : blend_src(BLEND_NONE),
+ blend_dest(BLEND_NONE),
+ alpha_test(AT_NONE) {}
+
+ //! Name of referenced map
+ std::string name;
+
+ //! Blend and alpha test settings for texture
+ BlendFunc blend_src, blend_dest;
+ AlphaTestFunc alpha_test;
+
+ //! For std::find()
+ bool operator==(const std::string &o) const {
+ return !ASSIMP_stricmp(o, name);
+ }
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold a .shader data block
+ */
+struct ShaderDataBlock {
+ ShaderDataBlock() AI_NO_EXCEPT
+ : cull(CULL_CW) {}
+
+ //! Name of referenced data element
+ std::string name;
+
+ //! Cull mode for the element
+ ShaderCullMode cull;
+
+ //! Maps defined in the shader
+ std::list<ShaderMapBlock> maps;
+
+ //! For std::find()
+ bool operator==(const std::string &o) const {
+ return !ASSIMP_stricmp(o, name);
+ }
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold the data of a .shader file
+ */
+struct ShaderData {
+ //! Shader data blocks
+ std::list<ShaderDataBlock> blocks;
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Load a shader file
+ *
+ * Generally, parsing is error tolerant. There's no failure.
+ * @param fill Receives output data
+ * @param file File to be read.
+ * @param io IOSystem to be used for reading
+ * @return false if file is not accessible
+ */
+bool LoadShader(ShaderData &fill, const std::string &file, IOSystem *io);
+
+// ---------------------------------------------------------------------------
+/** @brief Convert a Q3Shader to an aiMaterial
+ *
+ * @param[out] out Material structure to be filled.
+ * @param[in] shader Input shader
+ */
+void ConvertShaderToMaterial(aiMaterial *out, const ShaderDataBlock &shader);
+
+// ---------------------------------------------------------------------------
+/** @brief Load a skin file
+ *
+ * Generally, parsing is error tolerant. There's no failure.
+ * @param fill Receives output data
+ * @param file File to be read.
+ * @param io IOSystem to be used for reading
+ * @return false if file is not accessible
+ */
+bool LoadSkin(SkinData &fill, const std::string &file, IOSystem *io);
+
+} // namespace Q3Shader
+
+// ---------------------------------------------------------------------------
+/** @brief Importer class to load MD3 files
+*/
+class MD3Importer : public BaseImporter {
+public:
+ MD3Importer();
+ ~MD3Importer() 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;
+
+ // -------------------------------------------------------------------
+ /** 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;
+
+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;
+
+ // -------------------------------------------------------------------
+ /** Validate offsets in the header
+ */
+ void ValidateHeaderOffsets();
+ void ValidateSurfaceHeaderOffsets(const MD3::Surface *pcSurfHeader);
+
+ // -------------------------------------------------------------------
+ /** Read a Q3 multipart file
+ * @return true if multi part has been processed
+ */
+ bool ReadMultipartFile();
+
+ // -------------------------------------------------------------------
+ /** Try to read the skin for a MD3 file
+ * @param fill Receives output information
+ */
+ void ReadSkin(Q3Shader::SkinData &fill) const;
+
+ // -------------------------------------------------------------------
+ /** Try to read the shader for a MD3 file
+ * @param fill Receives output information
+ */
+ void ReadShader(Q3Shader::ShaderData &fill) const;
+
+ // -------------------------------------------------------------------
+ /** Convert a texture path in a MD3 file to a proper value
+ * @param[in] texture_name Path to be converted
+ * @param[in] header_path Base path specified in MD3 header
+ * @param[out] out Receives the converted output string
+ */
+ void ConvertPath(const char *texture_name, const char *header_path,
+ std::string &out) const;
+
+protected:
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
+
+ /** Configuration option: process multi-part files */
+ bool configHandleMP;
+
+ /** Configuration option: name of skin file to be read */
+ std::string configSkinFile;
+
+ /** Configuration option: whether to load shaders */
+ bool configLoadShaders;
+
+ /** Configuration option: name or path of shader */
+ std::string configShaderFile;
+
+ /** Configuration option: speed flag was set? */
+ bool configSpeedFlag;
+
+ /** Header of the MD3 file */
+ BE_NCONST MD3::Header *pcHeader;
+
+ /** File buffer */
+ BE_NCONST unsigned char *mBuffer;
+
+ /** Size of the file, in bytes */
+ unsigned int fileSize;
+
+ /** Current file name */
+ std::string mFile;
+
+ /** Current base directory */
+ std::string path;
+
+ /** Pure file we're currently reading */
+ std::string filename;
+
+ /** Output scene to be filled */
+ aiScene *mScene;
+
+ /** IO system to be used to access the data*/
+ IOSystem *mIOHandler;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_3DSIMPORTER_H_INC