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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h | 284 |
1 files changed, 284 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h b/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h new file mode 100644 index 0000000..d56c4ca --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Irr/IRRLoader.h @@ -0,0 +1,284 @@ +/* +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 IRRLoader.h + * @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format) + * importer class. + */ +#ifndef AI_IRRLOADER_H_INCLUDED +#define AI_IRRLOADER_H_INCLUDED + +#include "AssetLib/Irr/IRRShared.h" +#include "Common/Importer.h" + +#include <assimp/SceneCombiner.h> +#include <assimp/StringUtils.h> +#include <assimp/anim.h> + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** Irr importer class. + * + * Irr is the native scene file format of the Irrlight engine and its editor + * irrEdit. As IrrEdit itself is capable of importing quite many file formats, + * it might be a good file format for data exchange. + */ +class IRRImporter : public BaseImporter, public IrrlichtBase { +public: + IRRImporter(); + ~IRRImporter() 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: + const aiImporterDesc* GetInfo () const override; + void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override; + void SetupProperties(const Importer* pImp) override; + +private: + /** Data structure for a scene-graph node animator + */ + struct Animator { + // Type of the animator + enum AT { + UNKNOWN = 0x0, + ROTATION = 0x1, + FLY_CIRCLE = 0x2, + FLY_STRAIGHT = 0x3, + FOLLOW_SPLINE = 0x4, + OTHER = 0x5 + + } type; + + explicit Animator(AT t = UNKNOWN) + : type (t) + , speed ( ai_real( 0.001 ) ) + , direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) ) + , circleRadius ( ai_real( 1.0) ) + , tightness ( ai_real( 0.5 ) ) + , loop (true) + , timeForWay (100) + { + } + + + // common parameters + ai_real speed; + aiVector3D direction; + + // FLY_CIRCLE + aiVector3D circleCenter; + ai_real circleRadius; + + // FOLLOW_SPLINE + ai_real tightness; + std::vector<aiVectorKey> splineKeys; + + // ROTATION (angles given in direction) + + // FLY STRAIGHT + // circleCenter = start, direction = end + bool loop; + int timeForWay; + }; + + /** Data structure for a scene-graph node in an IRR file + */ + struct Node + { + // Type of the node + enum ET + { + LIGHT, + CUBE, + MESH, + SKYBOX, + DUMMY, + CAMERA, + TERRAIN, + SPHERE, + ANIMMESH + } type; + + explicit Node(ET t) + : type (t) + , scaling (1.0,1.0,1.0) // assume uniform scaling by default + , parent() + , framesPerSecond (0.0) + , id() + , sphereRadius (1.0) + , spherePolyCountX (100) + , spherePolyCountY (100) + { + + // Generate a default name for the node + char buffer[128]; + static int cnt; + ai_snprintf(buffer, 128, "IrrNode_%i",cnt++); + name = std::string(buffer); + + // reserve space for up to 5 materials + materials.reserve(5); + + // reserve space for up to 5 children + children.reserve(5); + } + + // Transformation of the node + aiVector3D position, rotation, scaling; + + // Name of the node + std::string name; + + // List of all child nodes + std::vector<Node*> children; + + // Parent node + Node* parent; + + // Animated meshes: frames per second + // 0.f if not specified + ai_real framesPerSecond; + + // Meshes: path to the mesh to be loaded + std::string meshPath; + unsigned int id; + + // Meshes: List of materials to be assigned + // along with their corresponding material flags + std::vector< std::pair<aiMaterial*, unsigned int> > materials; + + // Spheres: radius of the sphere to be generates + ai_real sphereRadius; + + // Spheres: Number of polygons in the x,y direction + unsigned int spherePolyCountX,spherePolyCountY; + + // List of all animators assigned to the node + std::list<Animator> animators; + }; + + /** Data structure for a vertex in an IRR skybox + */ + struct SkyboxVertex + { + SkyboxVertex() + {} + + //! Construction from single vertex components + SkyboxVertex(ai_real px, ai_real py, ai_real pz, + ai_real nx, ai_real ny, ai_real nz, + ai_real uvx, ai_real uvy) + + : position (px,py,pz) + , normal (nx,ny,nz) + , uv (uvx,uvy,0.0) + {} + + aiVector3D position, normal, uv; + }; + + + // ------------------------------------------------------------------- + /// Fill the scene-graph recursively + void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene, + BatchLoader& batch, + std::vector<aiMesh*>& meshes, + std::vector<aiNodeAnim*>& anims, + std::vector<AttachmentInfo>& attach, + std::vector<aiMaterial*>& materials, + unsigned int& defaultMatIdx); + + // ------------------------------------------------------------------- + /// Generate a mesh that consists of just a single quad + aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1, + const SkyboxVertex& v2, + const SkyboxVertex& v3, + const SkyboxVertex& v4); + + // ------------------------------------------------------------------- + /// Build a sky-box + /// + /// @param meshes Receives 6 output meshes + /// @param materials The last 6 materials are assigned to the newly + /// created meshes. The names of the materials are adjusted. + void BuildSkybox(std::vector<aiMesh*>& meshes, + std::vector<aiMaterial*> materials); + + // ------------------------------------------------------------------- + /** Copy a material for a mesh to the output material list + * + * @param materials Receives an output material + * @param inmaterials List of input materials + * @param defMatIdx Default material index - UINT_MAX if not present + * @param mesh Mesh to work on + */ + void CopyMaterial(std::vector<aiMaterial*>& materials, + std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials, + unsigned int& defMatIdx, + aiMesh* mesh); + + // ------------------------------------------------------------------- + /** Compute animations for a specific node + * + * @param root Node to be processed + * @param anims The list of output animations + */ + void ComputeAnimations(Node* root, aiNode* real, + std::vector<aiNodeAnim*>& anims); + +private: + /// Configuration option: desired output FPS + double fps; + + /// Configuration option: speed flag was set? + bool configSpeedFlag; +}; + +} // end of namespace Assimp + +#endif // AI_IRRIMPORTER_H_INC |