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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/3DS/3DSHelper.h')
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diff --git a/src/mesh/assimp-master/code/AssetLib/3DS/3DSHelper.h b/src/mesh/assimp-master/code/AssetLib/3DS/3DSHelper.h deleted file mode 100644 index dc10980..0000000 --- a/src/mesh/assimp-master/code/AssetLib/3DS/3DSHelper.h +++ /dev/null @@ -1,702 +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 Defines helper data structures for the import of 3DS files */ - -#ifndef AI_3DSFILEHELPER_H_INC -#define AI_3DSFILEHELPER_H_INC - -#include <assimp/SmoothingGroups.h> -#include <assimp/SpatialSort.h> -#include <assimp/StringUtils.h> -#include <assimp/anim.h> -#include <assimp/camera.h> -#include <assimp/light.h> -#include <assimp/material.h> -#include <assimp/qnan.h> -#include <cstdio> //sprintf - -namespace Assimp { -namespace D3DS { - -#include <assimp/Compiler/pushpack1.h> - -// --------------------------------------------------------------------------- -/** Defines chunks and data structures. -*/ -namespace Discreet3DS { - - //! data structure for a single chunk in a .3ds file - struct Chunk { - uint16_t Flag; - uint32_t Size; - } PACK_STRUCT; - - //! Used for shading field in material3ds structure - //! From AutoDesk 3ds SDK - typedef enum { - // translated to gouraud shading with wireframe active - Wire = 0x0, - - // if this material is set, no vertex normals will - // be calculated for the model. Face normals + gouraud - Flat = 0x1, - - // standard gouraud shading - Gouraud = 0x2, - - // phong shading - Phong = 0x3, - - // cooktorrance or anistropic phong shading ... - // the exact meaning is unknown, if you know it - // feel free to tell me ;-) - Metal = 0x4, - - // required by the ASE loader - Blinn = 0x5 - } shadetype3ds; - - // Flags for animated keys - enum { - KEY_USE_TENS = 0x1, - KEY_USE_CONT = 0x2, - KEY_USE_BIAS = 0x4, - KEY_USE_EASE_TO = 0x8, - KEY_USE_EASE_FROM = 0x10 - }; - - enum { - - // ******************************************************************** - // Basic chunks which can be found everywhere in the file - CHUNK_VERSION = 0x0002, - CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B - CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B - - // Linear color values (gamma = 2.2?) - CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B - CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B - - CHUNK_PERCENTW = 0x0030, // int2 percentage - CHUNK_PERCENTF = 0x0031, // float4 percentage - CHUNK_PERCENTD = 0x0032, // float8 percentage - // ******************************************************************** - - // Prj master chunk - CHUNK_PRJ = 0xC23D, - - // MDLI master chunk - CHUNK_MLI = 0x3DAA, - - // Primary main chunk of the .3ds file - CHUNK_MAIN = 0x4D4D, - - // Mesh main chunk - CHUNK_OBJMESH = 0x3D3D, - - // Specifies the background color of the .3ds file - // This is passed through the material system for - // viewing purposes. - CHUNK_BKGCOLOR = 0x1200, - - // Specifies the ambient base color of the scene. - // This is added to all materials in the file - CHUNK_AMBCOLOR = 0x2100, - - // Specifies the background image for the whole scene - // This value is passed through the material system - // to the viewer - CHUNK_BIT_MAP = 0x1100, - CHUNK_BIT_MAP_EXISTS = 0x1101, - - // ******************************************************************** - // Viewport related stuff. Ignored - CHUNK_DEFAULT_VIEW = 0x3000, - CHUNK_VIEW_TOP = 0x3010, - CHUNK_VIEW_BOTTOM = 0x3020, - CHUNK_VIEW_LEFT = 0x3030, - CHUNK_VIEW_RIGHT = 0x3040, - CHUNK_VIEW_FRONT = 0x3050, - CHUNK_VIEW_BACK = 0x3060, - CHUNK_VIEW_USER = 0x3070, - CHUNK_VIEW_CAMERA = 0x3080, - // ******************************************************************** - - // Mesh chunks - CHUNK_OBJBLOCK = 0x4000, - CHUNK_TRIMESH = 0x4100, - CHUNK_VERTLIST = 0x4110, - CHUNK_VERTFLAGS = 0x4111, - CHUNK_FACELIST = 0x4120, - CHUNK_FACEMAT = 0x4130, - CHUNK_MAPLIST = 0x4140, - CHUNK_SMOOLIST = 0x4150, - CHUNK_TRMATRIX = 0x4160, - CHUNK_MESHCOLOR = 0x4165, - CHUNK_TXTINFO = 0x4170, - CHUNK_LIGHT = 0x4600, - CHUNK_CAMERA = 0x4700, - CHUNK_HIERARCHY = 0x4F00, - - // Specifies the global scaling factor. This is applied - // to the root node's transformation matrix - CHUNK_MASTER_SCALE = 0x0100, - - // ******************************************************************** - // Material chunks - CHUNK_MAT_MATERIAL = 0xAFFF, - - // asciiz containing the name of the material - CHUNK_MAT_MATNAME = 0xA000, - CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk - CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk - CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk - - // Specifies the shininess of the material - // followed by percentage chunk - CHUNK_MAT_SHININESS = 0xA040, - CHUNK_MAT_SHININESS_PERCENT = 0xA041, - - // Specifies the shading mode to be used - // followed by a short - CHUNK_MAT_SHADING = 0xA100, - - // NOTE: Emissive color (self illumination) seems not - // to be a color but a single value, type is unknown. - // Make the parser accept both of them. - // followed by percentage chunk (?) - CHUNK_MAT_SELF_ILLUM = 0xA080, - - // Always followed by percentage chunk (?) - CHUNK_MAT_SELF_ILPCT = 0xA084, - - // Always followed by percentage chunk - CHUNK_MAT_TRANSPARENCY = 0xA050, - - // Diffuse texture channel 0 - CHUNK_MAT_TEXTURE = 0xA200, - - // Contains opacity information for each texel - CHUNK_MAT_OPACMAP = 0xA210, - - // Contains a reflection map to be used to reflect - // the environment. This is partially supported. - CHUNK_MAT_REFLMAP = 0xA220, - - // Self Illumination map (emissive colors) - CHUNK_MAT_SELFIMAP = 0xA33d, - - // Bumpmap. Not specified whether it is a heightmap - // or a normal map. Assme it is a heightmap since - // artist normally prefer this format. - CHUNK_MAT_BUMPMAP = 0xA230, - - // Specular map. Seems to influence the specular color - CHUNK_MAT_SPECMAP = 0xA204, - - // Holds shininess data. - CHUNK_MAT_MAT_SHINMAP = 0xA33C, - - // Scaling in U/V direction. - // (need to gen separate UV coordinate set - // and do this by hand) - CHUNK_MAT_MAP_USCALE = 0xA354, - CHUNK_MAT_MAP_VSCALE = 0xA356, - - // Translation in U/V direction. - // (need to gen separate UV coordinate set - // and do this by hand) - CHUNK_MAT_MAP_UOFFSET = 0xA358, - CHUNK_MAT_MAP_VOFFSET = 0xA35a, - - // UV-coordinates rotation around the z-axis - // Assumed to be in radians. - CHUNK_MAT_MAP_ANG = 0xA35C, - - // Tiling flags for 3DS files - CHUNK_MAT_MAP_TILING = 0xa351, - - // Specifies the file name of a texture - CHUNK_MAPFILE = 0xA300, - - // Specifies whether a material requires two-sided rendering - CHUNK_MAT_TWO_SIDE = 0xA081, - // ******************************************************************** - - // Main keyframer chunk. Contains translation/rotation/scaling data - CHUNK_KEYFRAMER = 0xB000, - - // Supported sub chunks - CHUNK_TRACKINFO = 0xB002, - CHUNK_TRACKOBJNAME = 0xB010, - CHUNK_TRACKDUMMYOBJNAME = 0xB011, - CHUNK_TRACKPIVOT = 0xB013, - CHUNK_TRACKPOS = 0xB020, - CHUNK_TRACKROTATE = 0xB021, - CHUNK_TRACKSCALE = 0xB022, - - // ******************************************************************** - // Keyframes for various other stuff in the file - // Partially ignored - CHUNK_AMBIENTKEY = 0xB001, - CHUNK_TRACKMORPH = 0xB026, - CHUNK_TRACKHIDE = 0xB029, - CHUNK_OBJNUMBER = 0xB030, - CHUNK_TRACKCAMERA = 0xB003, - CHUNK_TRACKFOV = 0xB023, - CHUNK_TRACKROLL = 0xB024, - CHUNK_TRACKCAMTGT = 0xB004, - CHUNK_TRACKLIGHT = 0xB005, - CHUNK_TRACKLIGTGT = 0xB006, - CHUNK_TRACKSPOTL = 0xB007, - CHUNK_FRAMES = 0xB008, - // ******************************************************************** - - // light sub-chunks - CHUNK_DL_OFF = 0x4620, - CHUNK_DL_OUTER_RANGE = 0x465A, - CHUNK_DL_INNER_RANGE = 0x4659, - CHUNK_DL_MULTIPLIER = 0x465B, - CHUNK_DL_EXCLUDE = 0x4654, - CHUNK_DL_ATTENUATE = 0x4625, - CHUNK_DL_SPOTLIGHT = 0x4610, - - // camera sub-chunks - CHUNK_CAM_RANGES = 0x4720 - }; -} - -// --------------------------------------------------------------------------- -/** Helper structure representing a 3ds mesh face */ -struct Face : public FaceWithSmoothingGroup { -}; - -#ifdef _MSC_VER -#pragma warning(push) -#pragma warning(disable : 4315) -#endif // _MSC_VER - -// --------------------------------------------------------------------------- -/** Helper structure representing a texture */ -struct Texture { - //! Default constructor - Texture() AI_NO_EXCEPT - : mTextureBlend(0.0f), - mMapName(), - mOffsetU(0.0), - mOffsetV(0.0), - mScaleU(1.0), - mScaleV(1.0), - mRotation(0.0), - mMapMode(aiTextureMapMode_Wrap), - bPrivate(), - iUVSrc(0) { - mTextureBlend = get_qnan(); - } - - Texture(const Texture &other) : - mTextureBlend(other.mTextureBlend), - mMapName(other.mMapName), - mOffsetU(other.mOffsetU), - mOffsetV(other.mOffsetV), - mScaleU(other.mScaleU), - mScaleV(other.mScaleV), - mRotation(other.mRotation), - mMapMode(other.mMapMode), - bPrivate(other.bPrivate), - iUVSrc(other.iUVSrc) { - // empty - } - - Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(other.mTextureBlend), - mMapName(std::move(other.mMapName)), - mOffsetU(other.mOffsetU), - mOffsetV(other.mOffsetV), - mScaleU(other.mScaleU), - mScaleV(other.mScaleV), - mRotation(other.mRotation), - mMapMode(other.mMapMode), - bPrivate(other.bPrivate), - iUVSrc(other.iUVSrc) { - // empty - } - - Texture &operator=(Texture &&other) AI_NO_EXCEPT { - if (this == &other) { - return *this; - } - - mTextureBlend = other.mTextureBlend; - mMapName = std::move(other.mMapName); - mOffsetU = other.mOffsetU; - mOffsetV = other.mOffsetV; - mScaleU = other.mScaleU; - mScaleV = other.mScaleV; - mRotation = other.mRotation; - mMapMode = other.mMapMode; - bPrivate = other.bPrivate; - iUVSrc = other.iUVSrc; - - return *this; - } - - //! Specifies the blend factor for the texture - ai_real mTextureBlend; - - //! Specifies the filename of the texture - std::string mMapName; - - //! Specifies texture coordinate offsets/scaling/rotations - ai_real mOffsetU; - ai_real mOffsetV; - ai_real mScaleU; - ai_real mScaleV; - ai_real mRotation; - - //! Specifies the mapping mode to be used for the texture - aiTextureMapMode mMapMode; - - //! Used internally - bool bPrivate; - int iUVSrc; -}; - -#include <assimp/Compiler/poppack1.h> - -#ifdef _MSC_VER -#pragma warning(pop) -#endif // _MSC_VER - -// --------------------------------------------------------------------------- -/** Helper structure representing a 3ds material */ -struct Material { - //! Default constructor has been deleted - Material() : - mName(), - mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)), - mSpecularExponent(ai_real(0.0)), - mShininessStrength(ai_real(1.0)), - mShading(Discreet3DS::Gouraud), - mTransparency(ai_real(1.0)), - mBumpHeight(ai_real(1.0)), - mTwoSided(false) { - // empty - } - - //! Constructor with explicit name - explicit Material(const std::string &name) : - mName(name), - mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)), - mSpecularExponent(ai_real(0.0)), - mShininessStrength(ai_real(1.0)), - mShading(Discreet3DS::Gouraud), - mTransparency(ai_real(1.0)), - mBumpHeight(ai_real(1.0)), - mTwoSided(false) { - // empty - } - - Material(const Material &other) : - mName(other.mName), - mDiffuse(other.mDiffuse), - mSpecularExponent(other.mSpecularExponent), - mShininessStrength(other.mShininessStrength), - mSpecular(other.mSpecular), - mAmbient(other.mAmbient), - mShading(other.mShading), - mTransparency(other.mTransparency), - sTexDiffuse(other.sTexDiffuse), - sTexOpacity(other.sTexOpacity), - sTexSpecular(other.sTexSpecular), - sTexReflective(other.sTexReflective), - sTexBump(other.sTexBump), - sTexEmissive(other.sTexEmissive), - sTexShininess(other.sTexShininess), - mBumpHeight(other.mBumpHeight), - mEmissive(other.mEmissive), - sTexAmbient(other.sTexAmbient), - mTwoSided(other.mTwoSided) { - // empty - } - - //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it - Material(Material &&other) AI_NO_EXCEPT : mName(std::move(other.mName)), - mDiffuse(other.mDiffuse), - mSpecularExponent(other.mSpecularExponent), - mShininessStrength(other.mShininessStrength), - mSpecular(other.mSpecular), - mAmbient(other.mAmbient), - mShading(other.mShading), - mTransparency(other.mTransparency), - sTexDiffuse(std::move(other.sTexDiffuse)), - sTexOpacity(std::move(other.sTexOpacity)), - sTexSpecular(std::move(other.sTexSpecular)), - sTexReflective(std::move(other.sTexReflective)), - sTexBump(std::move(other.sTexBump)), - sTexEmissive(std::move(other.sTexEmissive)), - sTexShininess(std::move(other.sTexShininess)), - mBumpHeight(other.mBumpHeight), - mEmissive(other.mEmissive), - sTexAmbient(std::move(other.sTexAmbient)), - mTwoSided(other.mTwoSided) { - // empty - } - - Material &operator=(Material &&other) AI_NO_EXCEPT { - if (this == &other) { - return *this; - } - - mName = std::move(other.mName); - mDiffuse = other.mDiffuse; - mSpecularExponent = other.mSpecularExponent; - mShininessStrength = other.mShininessStrength, - mSpecular = other.mSpecular; - mAmbient = other.mAmbient; - mShading = other.mShading; - mTransparency = other.mTransparency; - sTexDiffuse = std::move(other.sTexDiffuse); - sTexOpacity = std::move(other.sTexOpacity); - sTexSpecular = std::move(other.sTexSpecular); - sTexReflective = std::move(other.sTexReflective); - sTexBump = std::move(other.sTexBump); - sTexEmissive = std::move(other.sTexEmissive); - sTexShininess = std::move(other.sTexShininess); - mBumpHeight = other.mBumpHeight; - mEmissive = other.mEmissive; - sTexAmbient = std::move(other.sTexAmbient); - mTwoSided = other.mTwoSided; - - return *this; - } - - virtual ~Material() { - // empty - } - - //! Name of the material - std::string mName; - //! Diffuse color of the material - aiColor3D mDiffuse; - //! Specular exponent - ai_real mSpecularExponent; - //! Shininess strength, in percent - ai_real mShininessStrength; - //! Specular color of the material - aiColor3D mSpecular; - //! Ambient color of the material - aiColor3D mAmbient; - //! Shading type to be used - Discreet3DS::shadetype3ds mShading; - //! Opacity of the material - ai_real mTransparency; - //! Diffuse texture channel - Texture sTexDiffuse; - //! Opacity texture channel - Texture sTexOpacity; - //! Specular texture channel - Texture sTexSpecular; - //! Reflective texture channel - Texture sTexReflective; - //! Bump texture channel - Texture sTexBump; - //! Emissive texture channel - Texture sTexEmissive; - //! Shininess texture channel - Texture sTexShininess; - //! Scaling factor for the bump values - ai_real mBumpHeight; - //! Emissive color - aiColor3D mEmissive; - //! Ambient texture channel - //! (used by the ASE format) - Texture sTexAmbient; - //! True if the material must be rendered from two sides - bool mTwoSided; -}; - -// --------------------------------------------------------------------------- -/** Helper structure to represent a 3ds file mesh */ -struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> { - //! Default constructor has been deleted - Mesh() = delete; - - //! Constructor with explicit name - explicit Mesh(const std::string &name) : - mName(name) { - } - - //! Name of the mesh - std::string mName; - - //! Texture coordinates - std::vector<aiVector3D> mTexCoords; - - //! Face materials - std::vector<unsigned int> mFaceMaterials; - - //! Local transformation matrix - aiMatrix4x4 mMat; -}; - -// --------------------------------------------------------------------------- -/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the - C-API, so it would be difficult to make them a template. */ -struct aiFloatKey { - double mTime; ///< The time of this key - ai_real mValue; ///< The value of this key - -#ifdef __cplusplus - - // time is not compared - bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; } - - bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; } - - // Only time is compared. This operator is defined - // for use with std::sort - bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; } - - bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; } - -#endif -}; - -// --------------------------------------------------------------------------- -/** Helper structure to represent a 3ds file node */ -struct Node { - Node() = delete; - - explicit Node(const std::string &name) : - mParent(nullptr), - mName(name), - mInstanceNumber(0), - mHierarchyPos(0), - mHierarchyIndex(0), - mInstanceCount(1) { - aRotationKeys.reserve(20); - aPositionKeys.reserve(20); - aScalingKeys.reserve(20); - } - - ~Node() { - for (unsigned int i = 0; i < mChildren.size(); ++i) - delete mChildren[i]; - } - - //! Pointer to the parent node - Node *mParent; - - //! Holds all child nodes - std::vector<Node *> mChildren; - - //! Name of the node - std::string mName; - - //! InstanceNumber of the node - int32_t mInstanceNumber; - - //! Dummy nodes: real name to be combined with the $$$DUMMY - std::string mDummyName; - - //! Position of the node in the hierarchy (tree depth) - int16_t mHierarchyPos; - - //! Index of the node - int16_t mHierarchyIndex; - - //! Rotation keys loaded from the file - std::vector<aiQuatKey> aRotationKeys; - - //! Position keys loaded from the file - std::vector<aiVectorKey> aPositionKeys; - - //! Scaling keys loaded from the file - std::vector<aiVectorKey> aScalingKeys; - - // For target lights (spot lights and directional lights): - // The position of the target - std::vector<aiVectorKey> aTargetPositionKeys; - - // For cameras: the camera roll angle - std::vector<aiFloatKey> aCameraRollKeys; - - //! Pivot position loaded from the file - aiVector3D vPivot; - - //instance count, will be kept only for the first node - int32_t mInstanceCount; - - //! Add a child node, setup the right parent node for it - //! \param pc Node to be 'adopted' - inline Node &push_back(Node *pc) { - mChildren.push_back(pc); - pc->mParent = this; - return *this; - } -}; -// --------------------------------------------------------------------------- -/** Helper structure analogue to aiScene */ -struct Scene { - //! List of all materials loaded - //! NOTE: 3ds references materials globally - std::vector<Material> mMaterials; - - //! List of all meshes loaded - std::vector<Mesh> mMeshes; - - //! List of all cameras loaded - std::vector<aiCamera *> mCameras; - - //! List of all lights loaded - std::vector<aiLight *> mLights; - - //! Pointer to the root node of the scene - // --- moved to main class - // Node* pcRootNode; -}; - -} // end of namespace D3DS -} // end of namespace Assimp - -#endif // AI_XFILEHELPER_H_INC |