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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 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