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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 ASELoader.h
+ * @brief Definition of the .ASE importer class.
+ */
+#ifndef AI_ASELOADER_H_INCLUDED
+#define AI_ASELOADER_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include <assimp/types.h>
+#include "ASEParser.h"
+
+struct aiNode;
+
+namespace Assimp {
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// --------------------------------------------------------------------------------
+/** Importer class for the 3DS ASE ASCII format.
+ *
+ */
+class ASEImporter : public BaseImporter {
+public:
+ ASEImporter();
+ ~ASEImporter() 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;
+
+ // -------------------------------------------------------------------
+ /** 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;
+
+private:
+ // -------------------------------------------------------------------
+ /** Generate normal vectors basing on smoothing groups
+ * (in some cases the normal are already contained in the file)
+ * \param mesh Mesh to work on
+ * \return false if the normals have been recomputed
+ */
+ bool GenerateNormals(ASE::Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ /** Create valid vertex/normal/UV/color/face lists.
+ * All elements are unique, faces have only one set of indices
+ * after this step occurs.
+ * \param mesh Mesh to work on
+ */
+ void BuildUniqueRepresentation(ASE::Mesh& mesh);
+
+ /** Create one-material-per-mesh meshes ;-)
+ * \param mesh Mesh to work with
+ * \param Receives the list of all created meshes
+ */
+ void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
+
+ // -------------------------------------------------------------------
+ /** Convert a material to a aiMaterial object
+ * \param mat Input material
+ */
+ void ConvertMaterial(ASE::Material& mat);
+
+ // -------------------------------------------------------------------
+ /** Setup the final material indices for each mesh
+ */
+ void BuildMaterialIndices();
+
+ // -------------------------------------------------------------------
+ /** Build the node graph
+ */
+ void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
+
+ // -------------------------------------------------------------------
+ /** Build output cameras
+ */
+ void BuildCameras();
+
+ // -------------------------------------------------------------------
+ /** Build output lights
+ */
+ void BuildLights();
+
+ // -------------------------------------------------------------------
+ /** Build output animations
+ */
+ void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
+
+ // -------------------------------------------------------------------
+ /** Add sub nodes to a node
+ * \param pcParent parent node to be filled
+ * \param szName Name of the parent node
+ * \param matrix Current transform
+ */
+ void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+ aiNode* pcParent,const char* szName);
+
+ void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+ aiNode* pcParent,const char* szName,
+ const aiMatrix4x4& matrix);
+
+ void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
+
+ // -------------------------------------------------------------------
+ /** Generate a default material and add it to the parser's list
+ * Called if no material has been found in the file (rare for ASE,
+ * but not impossible)
+ */
+ void GenerateDefaultMaterial();
+
+protected:
+ /** Parser instance */
+ ASE::Parser* mParser;
+
+ /** Buffer to hold the loaded file */
+ char* mBuffer;
+
+ /** Scene to be filled */
+ aiScene* pcScene;
+
+ /** Config options: Recompute the normals in every case - WA
+ for 3DS Max broken ASE normal export */
+ bool configRecomputeNormals;
+ bool noSkeletonMesh;
+};
+
+#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
+
+} // end of namespace Assimp
+
+
+#endif // AI_3DSIMPORTER_H_INC