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-rw-r--r--libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp656
-rw-r--r--libs/assimp/code/AssetLib/MS3D/MS3DLoader.h146
2 files changed, 0 insertions, 802 deletions
diff --git a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp b/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp
deleted file mode 100644
index fc2ed04..0000000
--- a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp
+++ /dev/null
@@ -1,656 +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 MS3DLoader.cpp
- * @brief Implementation of the Ms3D importer class.
- * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
- */
-
-
-#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
-
-// internal headers
-#include "MS3DLoader.h"
-#include <assimp/StreamReader.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/scene.h>
-#include <assimp/IOSystem.hpp>
-#include <assimp/importerdesc.h>
-#include <map>
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
- "Milkshape 3D Importer",
- "",
- "",
- "http://chumbalum.swissquake.ch/",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "ms3d"
-};
-
-// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
-// (enable old code path, which generates extra nodes per mesh while
-// the newer code uses aiMesh::mName to express the name of the
-// meshes (a.k.a. groups in MS3D))
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-MS3DImporter::MS3DImporter()
- : mScene()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-MS3DImporter::~MS3DImporter()
-{}
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const
-{
- static const char* tokens[] = { "MS3D000000" };
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens));
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiImporterDesc* MS3DImporter::GetInfo () const
-{
- return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
-{
- // aiColor4D is packed on gcc, implicit binding to float& fails therefore.
- stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
-{
- // See note in ReadColor()
- stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
-}
-
-// ------------------------------------------------------------------------------------------------
-template<typename T>
-void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
-{
- uint16_t cnt;
- stream >> cnt;
-
- for(unsigned int i = 0; i < cnt; ++i) {
- uint32_t index, clength;
- stream >> index >> clength;
-
- if(index >= outp.size()) {
- ASSIMP_LOG_WARN("MS3D: Invalid index in comment section");
- }
- else if (clength > stream.GetRemainingSize()) {
- throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
- }
- else {
- outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
- }
- stream.IncPtr(clength);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
-{
- return in > lower && in <= higher;
-}
-
-// ------------------------------------------------------------------------------------------------
-void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
- std::vector<bool>& hadit,
- aiNode* nd,
- const aiMatrix4x4& absTrafo)
-{
- unsigned int cnt = 0;
- for(size_t i = 0; i < joints.size(); ++i) {
- if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
- ++cnt;
- }
- }
-
- nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
- cnt = 0;
- for(size_t i = 0; i < joints.size(); ++i) {
- if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
- aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
- ch->mParent = nd;
-
- ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
- aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation);
-
- const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
- for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
- aiMesh* const msh = mScene->mMeshes[a];
- for(unsigned int n = 0; n < msh->mNumBones; ++n) {
- aiBone* const bone = msh->mBones[n];
-
- if(bone->mName == ch->mName) {
- bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
- }
- }
- }
-
- hadit[i] = true;
- CollectChildJoints(joints,hadit,ch,abs);
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
-{
- std::vector<bool> hadit(joints.size(),false);
- aiMatrix4x4 trafo;
-
- CollectChildJoints(joints,hadit,nd,trafo);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MS3DImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
-{
-
- auto file = pIOHandler->Open(pFile, "rb");
- if (!file)
- throw DeadlyImportError("MS3D: Could not open ", pFile);
-
- StreamReaderLE stream(file);
-
- // CanRead() should have done this already
- char head[10];
- int32_t version;
-
- mScene = pScene;
-
-
- // 1 ------------ read into temporary data structures mirroring the original file
-
- stream.CopyAndAdvance(head,10);
- stream >> version;
- if (strncmp(head,"MS3D000000",10)) {
- throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: ", pFile);
- }
-
- if (version != 4) {
- throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
- }
-
- uint16_t verts;
- stream >> verts;
-
- std::vector<TempVertex> vertices(verts);
- for (unsigned int i = 0; i < verts; ++i) {
- TempVertex& v = vertices[i];
-
- stream.IncPtr(1);
- ReadVector(stream,v.pos);
- v.bone_id[0] = stream.GetI1();
- v.ref_cnt = stream.GetI1();
-
- v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
- v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
- v.weights[0] = 1.f;
- }
-
- uint16_t tris;
- stream >> tris;
-
- std::vector<TempTriangle> triangles(tris);
- for (unsigned int i = 0;i < tris; ++i) {
- TempTriangle& t = triangles[i];
-
- stream.IncPtr(2);
- for (unsigned int j = 0; j < 3; ++j) {
- t.indices[j] = stream.GetI2();
- }
-
- for (unsigned int j = 0; j < 3; ++j) {
- ReadVector(stream,t.normals[j]);
- }
-
- for (unsigned int j = 0; j < 3; ++j) {
- stream >> (float&)(t.uv[j].x); // see note in ReadColor()
- }
- for (unsigned int j = 0; j < 3; ++j) {
- stream >> (float&)(t.uv[j].y);
- }
-
- t.sg = stream.GetI1();
- t.group = stream.GetI1();
- }
-
- uint16_t grp;
- stream >> grp;
-
- bool need_default = false;
- std::vector<TempGroup> groups(grp);
- for (unsigned int i = 0;i < grp; ++i) {
- TempGroup& t = groups[i];
-
- stream.IncPtr(1);
- stream.CopyAndAdvance(t.name,32);
-
- t.name[32] = '\0';
- uint16_t num;
- stream >> num;
-
- t.triangles.resize(num);
- for (unsigned int j = 0; j < num; ++j) {
- t.triangles[j] = stream.GetI2();
- }
- t.mat = stream.GetI1();
- if (t.mat == UINT_MAX) {
- need_default = true;
- }
- }
-
- uint16_t mat;
- stream >> mat;
-
- std::vector<TempMaterial> materials(mat);
- for (unsigned int j = 0;j < mat; ++j) {
- TempMaterial& t = materials[j];
-
- stream.CopyAndAdvance(t.name,32);
- t.name[32] = '\0';
-
- ReadColor(stream,t.ambient);
- ReadColor(stream,t.diffuse);
- ReadColor(stream,t.specular);
- ReadColor(stream,t.emissive);
- stream >> t.shininess >> t.transparency;
-
- stream.IncPtr(1);
-
- stream.CopyAndAdvance(t.texture,128);
- t.texture[128] = '\0';
-
- stream.CopyAndAdvance(t.alphamap,128);
- t.alphamap[128] = '\0';
- }
-
- float animfps, currenttime;
- uint32_t totalframes;
- stream >> animfps >> currenttime >> totalframes;
-
- uint16_t joint;
- stream >> joint;
-
- std::vector<TempJoint> joints(joint);
- for(unsigned int ii = 0; ii < joint; ++ii) {
- TempJoint& j = joints[ii];
-
- stream.IncPtr(1);
- stream.CopyAndAdvance(j.name,32);
- j.name[32] = '\0';
-
- stream.CopyAndAdvance(j.parentName,32);
- j.parentName[32] = '\0';
-
- ReadVector(stream,j.rotation);
- ReadVector(stream,j.position);
-
- j.rotFrames.resize(stream.GetI2());
- j.posFrames.resize(stream.GetI2());
-
- for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
- TempKeyFrame& kf = j.rotFrames[a];
- stream >> kf.time;
- ReadVector(stream,kf.value);
- }
- for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
- TempKeyFrame& kf = j.posFrames[a];
- stream >> kf.time;
- ReadVector(stream,kf.value);
- }
- }
-
- if(stream.GetRemainingSize() > 4) {
- uint32_t subversion;
- stream >> subversion;
- if (subversion == 1) {
- ReadComments<TempGroup>(stream,groups);
- ReadComments<TempMaterial>(stream,materials);
- ReadComments<TempJoint>(stream,joints);
-
- // model comment - print it for we have such a nice log.
- if (stream.GetI4()) {
- const size_t len = static_cast<size_t>(stream.GetI4());
- if (len > stream.GetRemainingSize()) {
- throw DeadlyImportError("MS3D: Model comment is too long");
- }
-
- const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
- ASSIMP_LOG_DEBUG("MS3D: Model comment: ", s);
- }
-
- if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
- for(unsigned int i = 0; i < verts; ++i) {
- TempVertex& v = vertices[i];
- v.weights[3]=1.f;
- for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
- v.bone_id[n+1] = stream.GetI1();
- v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
- }
- stream.IncPtr((subversion-1)<<2u);
- }
-
- // even further extra data is not of interest for us, at least now now.
- }
- }
- }
-
- // 2 ------------ convert to proper aiXX data structures -----------------------------------
-
- if (need_default && materials.size()) {
- ASSIMP_LOG_WARN("MS3D: Found group with no material assigned, spawning default material");
- // if one of the groups has no material assigned, but there are other
- // groups with materials, a default material needs to be added (
- // scenepreprocessor adds a default material only if nummat==0).
- materials.push_back(TempMaterial());
- TempMaterial& m = materials.back();
-
- strcpy(m.name,"<MS3D_DefaultMat>");
- m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
- m.transparency = 1.f;
- m.shininess = 0.f;
-
- // this is because these TempXXX struct's have no c'tors.
- m.texture[0] = m.alphamap[0] = '\0';
-
- for (unsigned int i = 0; i < groups.size(); ++i) {
- TempGroup& g = groups[i];
- if (g.mat == UINT_MAX) {
- g.mat = static_cast<unsigned int>(materials.size()-1);
- }
- }
- }
-
- // convert materials to our generic key-value dict-alike
- if (materials.size()) {
- pScene->mMaterials = new aiMaterial*[materials.size()];
- for (size_t i = 0; i < materials.size(); ++i) {
-
- aiMaterial* mo = new aiMaterial();
- pScene->mMaterials[pScene->mNumMaterials++] = mo;
-
- const TempMaterial& mi = materials[i];
-
- aiString tmp;
- if (0[mi.alphamap]) {
- tmp = aiString(mi.alphamap);
- mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
- }
- if (0[mi.texture]) {
- tmp = aiString(mi.texture);
- mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- if (0[mi.name]) {
- tmp = aiString(mi.name);
- mo->AddProperty(&tmp,AI_MATKEY_NAME);
- }
-
- mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
- mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
- mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
- mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
-
- mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
- mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
-
- const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
- mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
- }
- }
-
- // convert groups to meshes
- if (groups.empty()) {
- throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
- }
-
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
-
- aiMesh* m = pScene->mMeshes[i] = new aiMesh();
- const TempGroup& g = groups[i];
-
- if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
- throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
- } // no error if no materials at all - scenepreprocessor adds one then
-
- m->mMaterialIndex = g.mat;
- m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())];
- m->mNumVertices = m->mNumFaces*3;
-
- // storage for vertices - verbose format, as requested by the postprocessing pipeline
- m->mVertices = new aiVector3D[m->mNumVertices];
- m->mNormals = new aiVector3D[m->mNumVertices];
- m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
- m->mNumUVComponents[0] = 2;
-
- typedef std::map<unsigned int,unsigned int> BoneSet;
- BoneSet mybones;
-
- for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) {
- aiFace& f = m->mFaces[j];
- if (g.triangles[j]>triangles.size()) {
- throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
- }
-
- TempTriangle& t = triangles[g.triangles[j]];
- f.mIndices = new unsigned int[f.mNumIndices=3];
-
- for (unsigned int k = 0; k < 3; ++k,++n) {
- if (t.indices[k]>vertices.size()) {
- throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
- }
-
- const TempVertex& v = vertices[t.indices[k]];
- for(unsigned int a = 0; a < 4; ++a) {
- if (v.bone_id[a] != UINT_MAX) {
- if (v.bone_id[a] >= joints.size()) {
- throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
- }
- if (mybones.find(v.bone_id[a]) == mybones.end()) {
- mybones[v.bone_id[a]] = 1;
- }
- else ++mybones[v.bone_id[a]];
- }
- }
-
- // collect vertex components
- m->mVertices[n] = v.pos;
-
- m->mNormals[n] = t.normals[k];
- m->mTextureCoords[0][n] = aiVector3D(t.uv[k].x,1.f-t.uv[k].y,0.0);
- f.mIndices[k] = n;
- }
- }
-
- // allocate storage for bones
- if(!mybones.empty()) {
- std::vector<unsigned int> bmap(joints.size());
- m->mBones = new aiBone*[mybones.size()]();
- for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
- aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
- const TempJoint& jnt = joints[(*it).first];
-
- bn->mName.Set(jnt.name);
- bn->mWeights = new aiVertexWeight[(*it).second];
-
- bmap[(*it).first] = m->mNumBones++;
- }
-
- // .. and collect bone weights
- for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) {
- TempTriangle& t = triangles[g.triangles[j]];
-
- for (unsigned int k = 0; k < 3; ++k,++n) {
- const TempVertex& v = vertices[t.indices[k]];
- for(unsigned int a = 0; a < 4; ++a) {
- const unsigned int bone = v.bone_id[a];
- if(bone==UINT_MAX){
- continue;
- }
-
- aiBone* const outbone = m->mBones[bmap[bone]];
- aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
-
- outwght.mVertexId = n;
- outwght.mWeight = v.weights[a];
- }
- }
- }
- }
- }
-
- // ... add dummy nodes under a single root, each holding a reference to one
- // mesh. If we didn't do this, we'd lose the group name.
- aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
-
-#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
- rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
-
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- aiNode* nd = rt->mChildren[i] = new aiNode();
-
- const TempGroup& g = groups[i];
-
- // we need to generate an unique name for all mesh nodes.
- // since we want to keep the group name, a prefix is
- // prepended.
- nd->mName = aiString("<MS3DMesh>_");
- nd->mName.Append(g.name);
- nd->mParent = rt;
-
- nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
- nd->mMeshes[0] = i;
- }
-#else
- rt->mMeshes = new unsigned int[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- rt->mMeshes[rt->mNumMeshes++] = i;
- }
-#endif
-
- // convert animations as well
- if(joints.size()) {
-#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
- rt->mChildren = new aiNode*[1]();
- rt->mNumChildren = 1;
-
- aiNode* jt = rt->mChildren[0] = new aiNode();
-#else
- aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
-#endif
- jt->mParent = rt;
- CollectChildJoints(joints,jt);
- jt->mName.Set("<MS3DJointRoot>");
-
- pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
- aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
-
- anim->mName.Set("<MS3DMasterAnim>");
-
- // carry the fps info to the user by scaling all times with it
- anim->mTicksPerSecond = animfps;
-
- // leave duration at its default, so ScenePreprocessor will fill an appropriate
- // value (the values taken from some MS3D files seem to be too unreliable
- // to pass the validation)
- // anim->mDuration = totalframes/animfps;
-
- anim->mChannels = new aiNodeAnim*[joints.size()]();
- for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
- if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
- continue;
- }
-
- aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
- nd->mNodeName.Set((*it).name);
-
- if ((*it).rotFrames.size()) {
- nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
- for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
- aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
-
- q.mTime = (*rot).time*animfps;
- q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)*
- aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)));
- }
- }
-
- if ((*it).posFrames.size()) {
- nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
-
- aiQuatKey* qu = nd->mRotationKeys;
- for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
- aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
-
- v.mTime = (*pos).time*animfps;
- v.mValue = (*it).position + (*pos).value;
- }
- }
- }
- // fixup to pass the validation if not a single animation channel is non-trivial
- if (!anim->mNumChannels) {
- anim->mChannels = nullptr;
- }
- }
-}
-
-#endif
diff --git a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.h b/libs/assimp/code/AssetLib/MS3D/MS3DLoader.h
deleted file mode 100644
index 4bd4175..0000000
--- a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.h
+++ /dev/null
@@ -1,146 +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 MS3DLoader.h
- * @brief Declaration of the MS3D importer class.
- */
-#pragma once
-#ifndef AI_MS3DLOADER_H_INCLUDED
-#define AI_MS3DLOADER_H_INCLUDED
-
-#include <assimp/BaseImporter.h>
-#include <assimp/StreamReader.h>
-struct aiNode;
-
-namespace Assimp {
-
-// ----------------------------------------------------------------------------------------------
-/** Milkshape 3D importer implementation */
-// ----------------------------------------------------------------------------------------------
-class MS3DImporter : public BaseImporter {
-public:
- MS3DImporter();
- ~MS3DImporter() 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:
- // -------------------------------------------------------------------
- /** 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;
-
-private:
- struct TempJoint;
- void CollectChildJoints(const std::vector<TempJoint> &joints, std::vector<bool> &hadit, aiNode *nd, const aiMatrix4x4 &absTrafo);
- void CollectChildJoints(const std::vector<TempJoint> &joints, aiNode *nd);
-
- template <typename T>
- void ReadComments(StreamReaderLE &stream, std::vector<T> &outp);
-
-private:
- aiScene *mScene;
-
-private:
- struct TempVertex {
- aiVector3D pos;
- unsigned int bone_id[4], ref_cnt;
- float weights[4];
- };
-
- struct TempTriangle {
- unsigned int indices[3];
- aiVector3D normals[3];
- aiVector2D uv[3];
-
- unsigned int sg, group;
- };
-
- struct TempGroup {
- char name[33]; // +0
- std::vector<unsigned int> triangles;
- unsigned int mat; // 0xff is no material
- std::string comment;
- };
-
- struct TempMaterial {
- // again, add an extra 0 character to all strings -
- char name[33];
- char texture[129];
- char alphamap[129];
-
- aiColor4D diffuse, specular, ambient, emissive;
- float shininess, transparency;
- std::string comment;
- };
-
- struct TempKeyFrame {
- float time;
- aiVector3D value;
- };
-
- struct TempJoint {
- char name[33];
- char parentName[33];
- aiVector3D rotation, position;
-
- std::vector<TempKeyFrame> rotFrames;
- std::vector<TempKeyFrame> posFrames;
- std::string comment;
- };
-
- //struct TempModel {
- // std::string comment;
- //};
-};
-
-} // namespace Assimp
-#endif