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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 SMDLoader.h
- * @brief Definition of the Valve SMD file format
- */
-
-#pragma once
-#ifndef AI_SMDLOADER_H_INCLUDED
-#define AI_SMDLOADER_H_INCLUDED
-
-#include <assimp/BaseImporter.h>
-#include <assimp/ParsingUtils.h>
-#include <assimp/types.h>
-#include <assimp/texture.h>
-#include <assimp/anim.h>
-#include <assimp/material.h>
-
-#include <vector>
-
-struct aiNode;
-
-namespace Assimp {
-namespace SMD {
-
-// ---------------------------------------------------------------------------
-/** Data structure for a vertex in a SMD file
-*/
-struct Vertex {
- Vertex() AI_NO_EXCEPT : iParentNode(UINT_MAX) {
- // empty
- }
-
- //! Vertex position, normal and texture coordinate
- aiVector3D pos,nor,uv;
-
- //! Vertex parent node
- unsigned int iParentNode;
-
- //! Links to bones: pair.first is the bone index,
- //! pair.second is the vertex weight.
- //! WARN: The remaining weight (to reach 1.0f) is assigned
- //! to the parent node/bone
- std::vector<std::pair<unsigned int, float> > aiBoneLinks;
-};
-
-// ---------------------------------------------------------------------------
-/** Data structure for a face in a SMD file
-*/
-struct Face {
- Face() AI_NO_EXCEPT :
- iTexture(0x0), avVertices{} {
- // empty
- }
-
- //! Texture index for the face
- unsigned int iTexture;
-
- //! The three vertices of the face
- Vertex avVertices[3];
-};
-
-// ---------------------------------------------------------------------------
-/** Data structure for a bone in a SMD file
-*/
-struct Bone {
- //! Default constructor
- Bone() AI_NO_EXCEPT : iParent(UINT_MAX), bIsUsed(false) {
- // empty
- }
-
- //! Name of the bone
- std::string mName;
-
- //! Parent of the bone
- uint32_t iParent;
-
- //! Animation of the bone
- struct Animation {
- //! Public default constructor
- Animation() AI_NO_EXCEPT : iFirstTimeKey() {
- asKeys.reserve(20);
- }
-
- //! Data structure for a matrix key
- struct MatrixKey {
- //! Matrix at this time
- aiMatrix4x4 matrix;
-
- //! Absolute transformation matrix
- aiMatrix4x4 matrixAbsolute;
-
- //! Position
- aiVector3D vPos;
-
- //! Rotation (euler angles)
- aiVector3D vRot;
-
- //! Current time. may be negative, this
- //! will be fixed later
- double dTime;
- };
-
- //! Index of the key with the smallest time value
- uint32_t iFirstTimeKey;
-
- //! Array of matrix keys
- std::vector<MatrixKey> asKeys;
-
- } sAnim;
-
- //! Offset matrix of the bone
- aiMatrix4x4 mOffsetMatrix;
-
- //! true if the bone is referenced by at least one mesh
- bool bIsUsed;
-};
-
-} //! namespace SMD
-
-// ---------------------------------------------------------------------------
-/** Used to load Half-life 1 and 2 SMD models
-*/
-class ASSIMP_API SMDImporter : public BaseImporter {
-public:
- SMDImporter();
- ~SMDImporter() 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;
-
- // -------------------------------------------------------------------
- /** Parse the SMD file and create the output scene
- */
- void ParseFile();
- void ReadSmd(const std::string &pFile, IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Parse the triangles section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseTrianglesSection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse the vertex animation section in VTA files
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseVASection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse the nodes section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseNodesSection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse the skeleton section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseSkeletonSection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse a single triangle in the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives the output cursor position
- */
- void ParseTriangle(const char* szCurrent,
- const char** szCurrentOut);
-
-
- // -------------------------------------------------------------------
- /** Parse a single vertex in the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives the output cursor position
- * \param vertex Vertex to be filled
- */
- void ParseVertex(const char* szCurrent,
- const char** szCurrentOut, SMD::Vertex& vertex,
- bool bVASection = false);
-
- // -------------------------------------------------------------------
- /** Get the index of a texture. If the texture was not yet known
- * it will be added to the internal texture list.
- * \param filename Name of the texture
- * \return Value texture index
- */
- unsigned int GetTextureIndex(const std::string& filename);
-
- // -------------------------------------------------------------------
- /** Parse a line in the skeleton section
- */
- void ParseSkeletonElement(const char* szCurrent,
- const char** szCurrentOut,int iTime);
-
- // -------------------------------------------------------------------
- /** Parse a line in the nodes section
- */
- void ParseNodeInfo(const char* szCurrent,
- const char** szCurrentOut);
-
-
- // -------------------------------------------------------------------
- /** Parse a floating-point value
- */
- bool ParseFloat(const char* szCurrent,
- const char** szCurrentOut, float& out);
-
- // -------------------------------------------------------------------
- /** Parse an unsigned integer. There may be no sign!
- */
- bool ParseUnsignedInt(const char* szCurrent,
- const char** szCurrentOut, unsigned int& out);
-
- // -------------------------------------------------------------------
- /** Parse a signed integer. Signs (+,-) are handled.
- */
- bool ParseSignedInt(const char* szCurrent,
- const char** szCurrentOut, int& out);
-
- // -------------------------------------------------------------------
- /** Fix invalid time values in the file
- */
- void FixTimeValues();
-
- // -------------------------------------------------------------------
- /** Add all children of a bone as subnodes to a node
- * \param pcNode Parent node
- * \param iParent Parent bone index
- */
- void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
-
- // -------------------------------------------------------------------
- /** Build output meshes/materials/nodes/animations
- */
- void CreateOutputMeshes();
- void CreateOutputNodes();
- void CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler);
- void CreateOutputAnimation(int index, const std::string &name);
- void GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList);
- void CreateOutputMaterials();
-
-
- // -------------------------------------------------------------------
- /** Print a log message together with the current line number
- */
- void LogErrorNoThrow(const char* msg);
- void LogWarning(const char* msg);
-
-
- // -------------------------------------------------------------------
- inline bool SkipLine( const char* in, const char** out)
- {
- Assimp::SkipLine(in,out);
- ++iLineNumber;
- return true;
- }
- // -------------------------------------------------------------------
- inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
- {
- ++iLineNumber;
- return Assimp::SkipSpacesAndLineEnd(in,out);
- }
-
-private:
-
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
-
- /** Buffer to hold the loaded file */
- std::vector<char> mBuffer;
-
- /** Output scene to be filled
- */
- aiScene* pScene;
-
- /** Size of the input file in bytes
- */
- unsigned int iFileSize;
-
- /** Array of textures found in the file
- */
- std::vector<std::string> aszTextures;
-
- /** Array of triangles found in the file
- */
- std::vector<SMD::Face> asTriangles;
-
- /** Array of bones found in the file
- */
- std::vector<SMD::Bone> asBones;
-
- /** Smallest frame index found in the skeleton
- */
- int iSmallestFrame;
-
- /** Length of the whole animation, in frames
- */
- double dLengthOfAnim;
-
- /** Do we have texture coordinates?
- */
- bool bHasUVs;
-
- /** Current line number
- */
- unsigned int iLineNumber;
-
- bool bLoadAnimationList = true;
- bool noSkeletonMesh = false;
-};
-
-} // end of namespace Assimp
-
-#endif // AI_SMDIMPORTER_H_INC