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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h | 676 |
1 files changed, 0 insertions, 676 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h b/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h deleted file mode 100644 index 5c24fff..0000000 --- a/src/mesh/assimp-master/code/AssetLib/ASE/ASEParser.h +++ /dev/null @@ -1,676 +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 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 |