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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 XGLLoader.h
+ * @brief Declaration of the .xgl/.zgl
+ */
+#ifndef AI_XGLLOADER_H_INCLUDED
+#define AI_XGLLOADER_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include <assimp/XmlParser.h>
+#include <assimp/LogAux.h>
+#include <assimp/light.h>
+#include <assimp/material.h>
+#include <assimp/mesh.h>
+#include <assimp/light.h>
+#include <assimp/Importer.hpp>
+#include <assimp/XmlParser.h>
+
+#include <map>
+#include <memory>
+
+struct aiNode;
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/** XGL/ZGL importer.
+ *
+ * Spec: http://vizstream.aveva.com/release/vsplatform/XGLSpec.htm
+ */
+class XGLImporter : public BaseImporter, public LogFunctions<XGLImporter> {
+public:
+ XGLImporter();
+ ~XGLImporter() 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 TempScope {
+ TempScope() :
+ light() {
+ // empty
+ }
+
+ ~TempScope() {
+ for (aiMesh *m : meshes_linear) {
+ delete m;
+ }
+
+ for (aiMaterial *m : materials_linear) {
+ delete m;
+ }
+
+ delete light;
+ }
+
+ void dismiss() {
+ light = nullptr;
+ meshes_linear.clear();
+ materials_linear.clear();
+ meshes.clear();
+ materials.clear();
+ }
+
+ std::multimap<unsigned int, aiMesh *> meshes;
+ std::map<unsigned int, aiMaterial *> materials;
+
+ std::vector<aiMesh *> meshes_linear;
+ std::vector<aiMaterial *> materials_linear;
+
+ aiLight *light;
+ };
+
+ struct SortMeshByMaterialId {
+ SortMeshByMaterialId(const TempScope &scope) :
+ scope(scope) {
+ // empty
+ }
+ bool operator()(unsigned int a, unsigned int b) const {
+ return scope.meshes_linear[a]->mMaterialIndex < scope.meshes_linear[b]->mMaterialIndex;
+ };
+
+ const TempScope &scope;
+ };
+
+ struct TempMesh {
+ std::map<unsigned int, aiVector3D> points;
+ std::map<unsigned int, aiVector3D> normals;
+ std::map<unsigned int, aiVector2D> uvs;
+ };
+
+ struct TempMaterialMesh {
+ TempMaterialMesh() :
+ pflags(),
+ matid() {
+ // empty
+ }
+
+ std::vector<aiVector3D> positions, normals;
+ std::vector<aiVector2D> uvs;
+
+ std::vector<unsigned int> vcounts;
+ unsigned int pflags;
+ unsigned int matid;
+ };
+
+ struct TempFace {
+ TempFace() :
+ has_uv(),
+ has_normal() {
+ // empty
+ }
+
+ aiVector3D pos;
+ aiVector3D normal;
+ aiVector2D uv;
+ bool has_uv;
+ bool has_normal;
+ };
+
+private:
+ void Cleanup();
+
+ std::string GetElementName();
+ bool ReadElement();
+ bool ReadElementUpToClosing(const char *closetag);
+ bool SkipToText();
+ unsigned int ReadIDAttr(XmlNode &node);
+
+ void ReadWorld(XmlNode &node, TempScope &scope);
+ void ReadLighting(XmlNode &node, TempScope &scope);
+ aiLight *ReadDirectionalLight(XmlNode &node);
+ aiNode *ReadObject(XmlNode &node, TempScope &scope);
+ bool ReadMesh(XmlNode &node, TempScope &scope, bool &empty);
+ void ReadMaterial(XmlNode &node, TempScope &scope);
+ aiVector2D ReadVec2(XmlNode &node);
+ aiVector3D ReadVec3(XmlNode &node);
+ aiColor3D ReadCol3(XmlNode &node);
+ aiMatrix4x4 ReadTrafo(XmlNode &node);
+ unsigned int ReadIndexFromText(XmlNode &node);
+ float ReadFloat(XmlNode &node);
+
+ aiMesh *ToOutputMesh(const TempMaterialMesh &m);
+ void ReadFaceVertex(XmlNode &node, const TempMesh &t, TempFace &out);
+ unsigned int ResolveMaterialRef(XmlNode &node, TempScope &scope);
+
+private:
+ XmlParser *mXmlParser;
+ aiScene *m_scene;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_IRRMESHIMPORTER_H_INC