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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/MD3/MD3Loader.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/MD3/MD3Loader.h | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MD3/MD3Loader.h b/src/mesh/assimp-master/code/AssetLib/MD3/MD3Loader.h new file mode 100644 index 0000000..d911bb1 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/MD3/MD3Loader.h @@ -0,0 +1,314 @@ +/* +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 Md3Loader.h + * @brief Declaration of the .MD3 importer class. + */ +#ifndef AI_MD3LOADER_H_INCLUDED +#define AI_MD3LOADER_H_INCLUDED + +#include "MD3FileData.h" +#include <assimp/BaseImporter.h> +#include <assimp/ByteSwapper.h> +#include <assimp/StringComparison.h> +#include <assimp/types.h> + +#include <list> + +struct aiMaterial; + +namespace Assimp { + +using namespace MD3; +namespace Q3Shader { + +// --------------------------------------------------------------------------- +/** @brief Tiny utility data structure to hold the data of a .skin file + */ +struct SkinData { + //! A single entry in texture list + struct TextureEntry : public std::pair<std::string, std::string> { + // did we resolve this texture entry? + bool resolved; + + // for std::find() + bool operator==(const std::string &f) const { + return f == first; + } + }; + + //! List of textures + std::list<TextureEntry> textures; + + // rest is ignored for the moment +}; + +// --------------------------------------------------------------------------- +/** @brief Specifies cull modi for Quake shader files. + */ +enum ShaderCullMode { + CULL_NONE, + CULL_CW, + CULL_CCW +}; + +// --------------------------------------------------------------------------- +/** @brief Specifies alpha blend modi (src + dest) for Quake shader files + */ +enum BlendFunc { + BLEND_NONE, + BLEND_GL_ONE, + BLEND_GL_ZERO, + BLEND_GL_DST_COLOR, + BLEND_GL_ONE_MINUS_DST_COLOR, + BLEND_GL_SRC_ALPHA, + BLEND_GL_ONE_MINUS_SRC_ALPHA +}; + +// --------------------------------------------------------------------------- +/** @brief Specifies alpha test modi for Quake texture maps + */ +enum AlphaTestFunc { + AT_NONE, + AT_GT0, + AT_LT128, + AT_GE128 +}; + +// --------------------------------------------------------------------------- +/** @brief Tiny utility data structure to hold a .shader map data block + */ +struct ShaderMapBlock { + ShaderMapBlock() AI_NO_EXCEPT + : blend_src(BLEND_NONE), + blend_dest(BLEND_NONE), + alpha_test(AT_NONE) {} + + //! Name of referenced map + std::string name; + + //! Blend and alpha test settings for texture + BlendFunc blend_src, blend_dest; + AlphaTestFunc alpha_test; + + //! For std::find() + bool operator==(const std::string &o) const { + return !ASSIMP_stricmp(o, name); + } +}; + +// --------------------------------------------------------------------------- +/** @brief Tiny utility data structure to hold a .shader data block + */ +struct ShaderDataBlock { + ShaderDataBlock() AI_NO_EXCEPT + : cull(CULL_CW) {} + + //! Name of referenced data element + std::string name; + + //! Cull mode for the element + ShaderCullMode cull; + + //! Maps defined in the shader + std::list<ShaderMapBlock> maps; + + //! For std::find() + bool operator==(const std::string &o) const { + return !ASSIMP_stricmp(o, name); + } +}; + +// --------------------------------------------------------------------------- +/** @brief Tiny utility data structure to hold the data of a .shader file + */ +struct ShaderData { + //! Shader data blocks + std::list<ShaderDataBlock> blocks; +}; + +// --------------------------------------------------------------------------- +/** @brief Load a shader file + * + * Generally, parsing is error tolerant. There's no failure. + * @param fill Receives output data + * @param file File to be read. + * @param io IOSystem to be used for reading + * @return false if file is not accessible + */ +bool LoadShader(ShaderData &fill, const std::string &file, IOSystem *io); + +// --------------------------------------------------------------------------- +/** @brief Convert a Q3Shader to an aiMaterial + * + * @param[out] out Material structure to be filled. + * @param[in] shader Input shader + */ +void ConvertShaderToMaterial(aiMaterial *out, const ShaderDataBlock &shader); + +// --------------------------------------------------------------------------- +/** @brief Load a skin file + * + * Generally, parsing is error tolerant. There's no failure. + * @param fill Receives output data + * @param file File to be read. + * @param io IOSystem to be used for reading + * @return false if file is not accessible + */ +bool LoadSkin(SkinData &fill, const std::string &file, IOSystem *io); + +} // namespace Q3Shader + +// --------------------------------------------------------------------------- +/** @brief Importer class to load MD3 files +*/ +class MD3Importer : public BaseImporter { +public: + MD3Importer(); + ~MD3Importer() 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; + + // ------------------------------------------------------------------- + /** 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; + +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; + + // ------------------------------------------------------------------- + /** Validate offsets in the header + */ + void ValidateHeaderOffsets(); + void ValidateSurfaceHeaderOffsets(const MD3::Surface *pcSurfHeader); + + // ------------------------------------------------------------------- + /** Read a Q3 multipart file + * @return true if multi part has been processed + */ + bool ReadMultipartFile(); + + // ------------------------------------------------------------------- + /** Try to read the skin for a MD3 file + * @param fill Receives output information + */ + void ReadSkin(Q3Shader::SkinData &fill) const; + + // ------------------------------------------------------------------- + /** Try to read the shader for a MD3 file + * @param fill Receives output information + */ + void ReadShader(Q3Shader::ShaderData &fill) const; + + // ------------------------------------------------------------------- + /** Convert a texture path in a MD3 file to a proper value + * @param[in] texture_name Path to be converted + * @param[in] header_path Base path specified in MD3 header + * @param[out] out Receives the converted output string + */ + void ConvertPath(const char *texture_name, const char *header_path, + std::string &out) const; + +protected: + /** Configuration option: frame to be loaded */ + unsigned int configFrameID; + + /** Configuration option: process multi-part files */ + bool configHandleMP; + + /** Configuration option: name of skin file to be read */ + std::string configSkinFile; + + /** Configuration option: whether to load shaders */ + bool configLoadShaders; + + /** Configuration option: name or path of shader */ + std::string configShaderFile; + + /** Configuration option: speed flag was set? */ + bool configSpeedFlag; + + /** Header of the MD3 file */ + BE_NCONST MD3::Header *pcHeader; + + /** File buffer */ + BE_NCONST unsigned char *mBuffer; + + /** Size of the file, in bytes */ + unsigned int fileSize; + + /** Current file name */ + std::string mFile; + + /** Current base directory */ + std::string path; + + /** Pure file we're currently reading */ + std::string filename; + + /** Output scene to be filled */ + aiScene *mScene; + + /** IO system to be used to access the data*/ + IOSystem *mIOHandler; +}; + +} // end of namespace Assimp + +#endif // AI_3DSIMPORTER_H_INC |