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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 Defines the helper data structures for importing ASE files */
-#ifndef AI_ASEFILEHELPER_H_INC
-#define AI_ASEFILEHELPER_H_INC
-
-// public ASSIMP headers
-#include <assimp/anim.h>
-#include <assimp/mesh.h>
-#include <assimp/types.h>
-
-#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
-
-// for some helper routines like IsSpace()
-#include <assimp/ParsingUtils.h>
-#include <assimp/qnan.h>
-
-// ASE is quite similar to 3ds. We can reuse some structures
-#include "AssetLib/3DS/3DSLoader.h"
-
-namespace Assimp {
-namespace ASE {
-
-using namespace D3DS;
-
-// ---------------------------------------------------------------------------
-/** Helper structure representing an ASE material */
-struct Material : public D3DS::Material {
- //! Default constructor has been deleted
- Material() = delete;
-
- //! Constructor with explicit name
- explicit Material(const std::string &name) :
- D3DS::Material(name),
- pcInstance(nullptr),
- bNeed(false) {
- // empty
- }
-
- Material(const Material &other) = default;
-
- Material &operator=(const Material &other) {
- if (this == &other) {
- return *this;
- }
-
- avSubMaterials = other.avSubMaterials;
- pcInstance = other.pcInstance;
- bNeed = other.bNeed;
-
- return *this;
- }
-
- //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
- Material(Material &&other) AI_NO_EXCEPT
- : D3DS::Material(std::move(other)),
- avSubMaterials(std::move(other.avSubMaterials)),
- pcInstance(other.pcInstance),
- bNeed(other.bNeed) {
- other.pcInstance = nullptr;
- }
-
- Material &operator=(Material &&other) AI_NO_EXCEPT {
- if (this == &other) {
- return *this;
- }
-
- //D3DS::Material::operator=(std::move(other));
-
- avSubMaterials = std::move(other.avSubMaterials);
- pcInstance = other.pcInstance;
- bNeed = other.bNeed;
-
- other.pcInstance = nullptr;
-
- return *this;
- }
-
- ~Material() {}
-
- //! Contains all sub materials of this material
- std::vector<Material> avSubMaterials;
-
- //! aiMaterial object
- aiMaterial *pcInstance;
-
- //! Can we remove this material?
- bool bNeed;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file face */
-struct Face : public FaceWithSmoothingGroup {
- //! Default constructor. Initializes everything with 0
- Face() AI_NO_EXCEPT
- : iMaterial(DEFAULT_MATINDEX),
- iFace(0) {
- // empty
- }
-
- //! special value to indicate that no material index has
- //! been assigned to a face. The default material index
- //! will replace this value later.
- static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
-
- //! Indices into each list of texture coordinates
- unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
-
- //! Index into the list of vertex colors
- unsigned int mColorIndices[3];
-
- //! (Sub)Material index to be assigned to this face
- unsigned int iMaterial;
-
- //! Index of the face. It is not specified whether it is
- //! a requirement of the file format that all faces are
- //! written in sequential order, so we have to expect this case
- unsigned int iFace;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file bone */
-struct Bone {
- //! Constructor
- Bone() = delete;
-
- //! Construction from an existing name
- explicit Bone(const std::string &name) :
- mName(name) {
- // empty
- }
-
- //! Name of the bone
- std::string mName;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file bone vertex */
-struct BoneVertex {
- //! Bone and corresponding vertex weight.
- //! -1 for unrequired bones ....
- std::vector<std::pair<int, float>> mBoneWeights;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file animation */
-struct Animation {
- enum Type {
- TRACK = 0x0,
- BEZIER = 0x1,
- TCB = 0x2
- } mRotationType,
- mScalingType, mPositionType;
-
- Animation() AI_NO_EXCEPT
- : mRotationType(TRACK),
- mScalingType(TRACK),
- mPositionType(TRACK) {
- // empty
- }
-
- //! List of track rotation keyframes
- std::vector<aiQuatKey> akeyRotations;
-
- //! List of track position keyframes
- std::vector<aiVectorKey> akeyPositions;
-
- //! List of track scaling keyframes
- std::vector<aiVectorKey> akeyScaling;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent the inheritance information of an ASE node */
-struct InheritanceInfo {
- //! Default constructor
- InheritanceInfo() AI_NO_EXCEPT {
- for (size_t i = 0; i < 3; ++i) {
- abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
- }
- }
-
- //! Inherit the parent's position?, axis order is x,y,z
- bool abInheritPosition[3];
-
- //! Inherit the parent's rotation?, axis order is x,y,z
- bool abInheritRotation[3];
-
- //! Inherit the parent's scaling?, axis order is x,y,z
- bool abInheritScaling[3];
-};
-
-// ---------------------------------------------------------------------------
-/** Represents an ASE file node. Base class for mesh, light and cameras */
-struct BaseNode {
- enum Type {
- Light,
- Camera,
- Mesh,
- Dummy
- } mType;
-
- //! Construction from an existing name
- BaseNode(Type _mType, const std::string &name) :
- mType(_mType), mName(name), mProcessed(false) {
- // Set mTargetPosition to qnan
- const ai_real qnan = get_qnan();
- mTargetPosition.x = qnan;
- }
-
- //! Name of the mesh
- std::string mName;
-
- //! Name of the parent of the node
- //! "" if there is no parent ...
- std::string mParent;
-
- //! Transformation matrix of the node
- aiMatrix4x4 mTransform;
-
- //! Target position (target lights and cameras)
- aiVector3D mTargetPosition;
-
- //! Specifies which axes transformations a node inherits
- //! from its parent ...
- InheritanceInfo inherit;
-
- //! Animation channels for the node
- Animation mAnim;
-
- //! Needed for lights and cameras: target animation channel
- //! Should contain position keys only.
- Animation mTargetAnim;
-
- bool mProcessed;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file mesh */
-struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode {
- //! Default constructor has been deleted
- Mesh() = delete;
-
- //! Construction from an existing name
- explicit Mesh(const std::string &name) :
- BaseNode(BaseNode::Mesh, name), mVertexColors(), mBoneVertices(), mBones(), iMaterialIndex(Face::DEFAULT_MATINDEX), bSkip(false) {
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c) {
- this->mNumUVComponents[c] = 2;
- }
- }
-
- //! List of all texture coordinate sets
- std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- //! List of all vertex color sets.
- std::vector<aiColor4D> mVertexColors;
-
- //! List of all bone vertices
- std::vector<BoneVertex> mBoneVertices;
-
- //! List of all bones
- std::vector<Bone> mBones;
-
- //! Material index of the mesh
- unsigned int iMaterialIndex;
-
- //! Number of vertex components for each UVW set
- unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- //! used internally
- bool bSkip;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE light source */
-struct Light : public BaseNode {
- enum LightType {
- OMNI,
- TARGET,
- FREE,
- DIRECTIONAL
- };
-
- //! Default constructor has been deleted
- Light() = delete;
-
- //! Construction from an existing name
- explicit Light(const std::string &name) :
- BaseNode(BaseNode::Light, name), mLightType(OMNI), mColor(1.f, 1.f, 1.f), mIntensity(1.f) // light is white by default
- ,
- mAngle(45.f),
- mFalloff(0.f) {
- }
-
- LightType mLightType;
- aiColor3D mColor;
- ai_real mIntensity;
- ai_real mAngle; // in degrees
- ai_real mFalloff;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE camera */
-struct Camera : public BaseNode {
- enum CameraType {
- FREE,
- TARGET
- };
-
- //! Default constructor has been deleted
- Camera() = delete;
-
- //! Construction from an existing name
- explicit Camera(const std::string &name) :
- BaseNode(BaseNode::Camera, name), mFOV(0.75f) // in radians
- ,
- mNear(0.1f),
- mFar(1000.f) // could be zero
- ,
- mCameraType(FREE) {
- }
-
- ai_real mFOV, mNear, mFar;
- CameraType mCameraType;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE helper object (dummy) */
-struct Dummy : public BaseNode {
- //! Constructor
- Dummy() AI_NO_EXCEPT
- : BaseNode(BaseNode::Dummy, "DUMMY") {
- // empty
- }
-};
-
-// Parameters to Parser::Parse()
-#define AI_ASE_NEW_FILE_FORMAT 200
-#define AI_ASE_OLD_FILE_FORMAT 110
-
-// Internally we're a little bit more tolerant
-#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
-#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
-
-// -------------------------------------------------------------------------------
-/** \brief Class to parse ASE files
- */
-class Parser {
-private:
- Parser() AI_NO_EXCEPT {
- // empty
- }
-
-public:
- // -------------------------------------------------------------------
- //! Construct a parser from a given input file which is
- //! guaranteed to be terminated with zero.
- //! @param szFile Input file
- //! @param fileFormatDefault Assumed file format version. If the
- //! file format is specified in the file the new value replaces
- //! the default value.
- Parser(const char *szFile, unsigned int fileFormatDefault);
-
- // -------------------------------------------------------------------
- //! Parses the file into the parsers internal representation
- void Parse();
-
-private:
- // -------------------------------------------------------------------
- //! Parse the *SCENE block in a file
- void ParseLV1SceneBlock();
-
- // -------------------------------------------------------------------
- //! Parse the *MESH_SOFTSKINVERTS block in a file
- void ParseLV1SoftSkinBlock();
-
- // -------------------------------------------------------------------
- //! Parse the *MATERIAL_LIST block in a file
- void ParseLV1MaterialListBlock();
-
- // -------------------------------------------------------------------
- //! Parse a *<xxx>OBJECT block in a file
- //! \param mesh Node to be filled
- void ParseLV1ObjectBlock(BaseNode &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MATERIAL blocks in a material list
- //! \param mat Material structure to be filled
- void ParseLV2MaterialBlock(Material &mat);
-
- // -------------------------------------------------------------------
- //! Parse a *NODE_TM block in a file
- //! \param mesh Node (!) object to be filled
- void ParseLV2NodeTransformBlock(BaseNode &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *TM_ANIMATION block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV2AnimationBlock(BaseNode &mesh);
- void ParseLV3PosAnimationBlock(ASE::Animation &anim);
- void ParseLV3ScaleAnimationBlock(ASE::Animation &anim);
- void ParseLV3RotAnimationBlock(ASE::Animation &anim);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV2MeshBlock(Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *LIGHT_SETTINGS block in a file
- //! \param light Light object to be filled
- void ParseLV2LightSettingsBlock(Light &light);
-
- // -------------------------------------------------------------------
- //! Parse a *CAMERA_SETTINGS block in a file
- //! \param cam Camera object to be filled
- void ParseLV2CameraSettingsBlock(Camera &cam);
-
- // -------------------------------------------------------------------
- //! Parse the *MAP_XXXXXX blocks in a material
- //! \param map Texture structure to be filled
- void ParseLV3MapBlock(Texture &map);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERTEX_LIST block in a file
- //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshVertexListBlock(
- unsigned int iNumVertices, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_FACE_LIST block in a file
- //! \param iNumFaces Value of *MESH_NUMFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshFaceListBlock(
- unsigned int iNumFaces, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TVERT_LIST block in a file
- //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- //! \param iChannel Output UVW channel
- void ParseLV3MeshTListBlock(
- unsigned int iNumVertices, Mesh &mesh, unsigned int iChannel = 0);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACELIST block in a file
- //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- //! \param iChannel Output UVW channel
- void ParseLV3MeshTFaceListBlock(
- unsigned int iNumFaces, Mesh &mesh, unsigned int iChannel = 0);
-
- // -------------------------------------------------------------------
- //! Parse an additional mapping channel
- //! (specified via *MESH_MAPPINGCHANNEL)
- //! \param iChannel Channel index to be filled
- //! \param mesh Mesh object to be filled
- void ParseLV3MappingChannel(
- unsigned int iChannel, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_CVERTLIST block in a file
- //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshCListBlock(
- unsigned int iNumVertices, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_CFACELIST block in a file
- //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshCFaceListBlock(
- unsigned int iNumFaces, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_NORMALS block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshNormalListBlock(Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_WEIGHTSblock in a file
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshWeightsBlock(Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse the bone list of a file
- //! \param mesh Mesh object to be filled
- //! \param iNumBones Number of bones in the mesh
- void ParseLV4MeshBones(unsigned int iNumBones, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse the bone vertices list of a file
- //! \param mesh Mesh object to be filled
- //! \param iNumVertices Number of vertices to be parsed
- void ParseLV4MeshBonesVertices(unsigned int iNumVertices, Mesh &mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_FACE block in a file
- //! \param out receive the face data
- void ParseLV4MeshFace(ASE::Face &out);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERT block in a file
- //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
- //! \param apOut Output buffer (3 floats)
- //! \param rIndexOut Output index
- void ParseLV4MeshFloatTriple(ai_real *apOut, unsigned int &rIndexOut);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERT block in a file
- //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
- //! \param apOut Output buffer (3 floats)
- void ParseLV4MeshFloatTriple(ai_real *apOut);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACE block in a file
- //! (also works for MESH_CFACE)
- //! \param apOut Output buffer (3 ints)
- //! \param rIndexOut Output index
- void ParseLV4MeshLongTriple(unsigned int *apOut, unsigned int &rIndexOut);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACE block in a file
- //! (also works for MESH_CFACE)
- //! \param apOut Output buffer (3 ints)
- void ParseLV4MeshLongTriple(unsigned int *apOut);
-
- // -------------------------------------------------------------------
- //! Parse a single float element
- //! \param fOut Output float
- void ParseLV4MeshFloat(ai_real &fOut);
-
- // -------------------------------------------------------------------
- //! Parse a single int element
- //! \param iOut Output integer
- void ParseLV4MeshLong(unsigned int &iOut);
-
- // -------------------------------------------------------------------
- //! Skip everything to the next: '*' or '\0'
- bool SkipToNextToken();
-
- // -------------------------------------------------------------------
- //! Skip the current section until the token after the closing }.
- //! This function handles embedded subsections correctly
- bool SkipSection();
-
- // -------------------------------------------------------------------
- //! Output a warning to the logger
- //! \param szWarn Warn message
- void LogWarning(const char *szWarn);
-
- // -------------------------------------------------------------------
- //! Output a message to the logger
- //! \param szWarn Message
- void LogInfo(const char *szWarn);
-
- // -------------------------------------------------------------------
- //! Output an error to the logger
- //! \param szWarn Error message
- AI_WONT_RETURN void LogError(const char *szWarn) AI_WONT_RETURN_SUFFIX;
-
- // -------------------------------------------------------------------
- //! Parse a string, enclosed in double quotation marks
- //! \param out Output string
- //! \param szName Name of the enclosing element -> used in error
- //! messages.
- //! \return false if an error occurred
- bool ParseString(std::string &out, const char *szName);
-
-public:
- //! Pointer to current data
- const char *filePtr;
-
- //! background color to be passed to the viewer
- //! QNAN if none was found
- aiColor3D m_clrBackground;
-
- //! Base ambient color to be passed to all materials
- //! QNAN if none was found
- aiColor3D m_clrAmbient;
-
- //! List of all materials found in the file
- std::vector<Material> m_vMaterials;
-
- //! List of all meshes found in the file
- std::vector<Mesh> m_vMeshes;
-
- //! List of all dummies found in the file
- std::vector<Dummy> m_vDummies;
-
- //! List of all lights found in the file
- std::vector<Light> m_vLights;
-
- //! List of all cameras found in the file
- std::vector<Camera> m_vCameras;
-
- //! Current line in the file
- unsigned int iLineNumber;
-
- //! First frame
- unsigned int iFirstFrame;
-
- //! Last frame
- unsigned int iLastFrame;
-
- //! Frame speed - frames per second
- unsigned int iFrameSpeed;
-
- //! Ticks per frame
- unsigned int iTicksPerFrame;
-
- //! true if the last character read was an end-line character
- bool bLastWasEndLine;
-
- //! File format version
- unsigned int iFileFormat;
-};
-
-} // Namespace ASE
-} // namespace Assimp
-
-#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
-
-#endif // !! include guard