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Remove current jAssimp port branch. Will be rewritten using SWIG, the previous attempt is unmaintainable.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@551 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
aramis_acg hace 15 años
padre
commit
11e666fb90
Se han modificado 53 ficheros con 0 adiciones y 8233 borrados
  1. 0 1
      port/jAssimp/DONT_USE_JASSIMP_YET
  2. 0 54
      port/jAssimp/README
  3. 0 6
      port/jAssimp/java/.classpath
  4. 0 17
      port/jAssimp/java/.project
  5. 0 126
      port/jAssimp/java/src/assimp/Animation.java
  6. 0 117
      port/jAssimp/java/src/assimp/Bone.java
  7. 0 191
      port/jAssimp/java/src/assimp/Camera.java
  8. 0 175
      port/jAssimp/java/src/assimp/CompressedTexture.java
  9. 0 513
      port/jAssimp/java/src/assimp/ConfigProperty.java
  10. 0 406
      port/jAssimp/java/src/assimp/DefaultLogger.java
  11. 0 106
      port/jAssimp/java/src/assimp/Face.java
  12. 0 13
      port/jAssimp/java/src/assimp/IOStream.java
  13. 0 71
      port/jAssimp/java/src/assimp/IOSystem.java
  14. 0 562
      port/jAssimp/java/src/assimp/Importer.java
  15. 0 280
      port/jAssimp/java/src/assimp/Light.java
  16. 0 62
      port/jAssimp/java/src/assimp/LogStream.java
  17. 0 128
      port/jAssimp/java/src/assimp/Logger.java
  18. 0 447
      port/jAssimp/java/src/assimp/MatKey.java
  19. 0 186
      port/jAssimp/java/src/assimp/Material.java
  20. 0 149
      port/jAssimp/java/src/assimp/Matrix3x3.java
  21. 0 184
      port/jAssimp/java/src/assimp/Matrix4x4.java
  22. 0 633
      port/jAssimp/java/src/assimp/Mesh.java
  23. 0 62
      port/jAssimp/java/src/assimp/NativeException.java
  24. 0 242
      port/jAssimp/java/src/assimp/Node.java
  25. 0 155
      port/jAssimp/java/src/assimp/NodeAnim.java
  26. 0 552
      port/jAssimp/java/src/assimp/PostProcessing.java
  27. 0 147
      port/jAssimp/java/src/assimp/Quaternion.java
  28. 0 176
      port/jAssimp/java/src/assimp/Scene.java
  29. 0 195
      port/jAssimp/java/src/assimp/Texture.java
  30. 0 376
      port/jAssimp/java/src/assimp/test/DumpToFile.java
  31. 0 2
      port/jAssimp/jni_bridge/BuildHeader.bat
  32. 0 67
      port/jAssimp/jni_bridge/assimp_Importer.h
  33. 0 41
      port/jAssimp/jni_bridge/jbridge_Animation.cpp
  34. 0 66
      port/jAssimp/jni_bridge/jbridge_Bone.cpp
  35. 0 56
      port/jAssimp/jni_bridge/jbridge_BoneAnim.cpp
  36. 0 14
      port/jAssimp/jni_bridge/jbridge_Camera.cpp
  37. 0 186
      port/jAssimp/jni_bridge/jbridge_Environment.cpp
  38. 0 506
      port/jAssimp/jni_bridge/jbridge_Environment.h
  39. 0 14
      port/jAssimp/jni_bridge/jbridge_IOStream.cpp
  40. 0 14
      port/jAssimp/jni_bridge/jbridge_IOSystem.cpp
  41. 0 283
      port/jAssimp/jni_bridge/jbridge_Importer.cpp
  42. 0 14
      port/jAssimp/jni_bridge/jbridge_Light.cpp
  43. 0 102
      port/jAssimp/jni_bridge/jbridge_Logger.cpp
  44. 0 114
      port/jAssimp/jni_bridge/jbridge_Logger.h
  45. 0 14
      port/jAssimp/jni_bridge/jbridge_Material.cpp
  46. 0 129
      port/jAssimp/jni_bridge/jbridge_Mesh.cpp
  47. 0 36
      port/jAssimp/jni_bridge/jbridge_NativeException.cpp
  48. 0 14
      port/jAssimp/jni_bridge/jbridge_Node.cpp
  49. 0 88
      port/jAssimp/jni_bridge/jbridge_Scene.cpp
  50. 0 14
      port/jAssimp/jni_bridge/jbridge_Texture.cpp
  51. 0 15
      port/jAssimp/jni_bridge/jbridge_pch.cpp
  52. 0 31
      port/jAssimp/jni_bridge/jbridge_pch.h
  53. 0 81
      port/jAssimp/jni_bridge/res/jAssimp.rc

+ 0 - 1
port/jAssimp/DONT_USE_JASSIMP_YET

@@ -1 +0,0 @@
-... it's under development, it doesn't work yet.

+ 0 - 54
port/jAssimp/README

@@ -1,54 +0,0 @@
-
-..................................................................................
-README for jAssimp
-..................................................................................
-
-Last updated: May 2009
-
-
-ABSTRACT
-..................................................................................
-
-jAssimp is a Java port of the full interface of the Open Asset Import Library.
-It features almost everything and provides a Java interface that is quite 
-similar to the core C++ interface. However, some improvements on thread-safety
-and type-safety were included. jAssimp doesn't provide any rendering 
-functionality. It loads 3d files and returns their data, but further processing
-is left to the user. jAssimp has been developed and tested with JRE 1.6, but at 
-least JRE 1.5 should work fine as well.
-
-Of course, using C++ components in Java applications is not really 'portable'.
-However, you can achieve acceptable portability by building the native jAssimp
-modules for all platforms you wish your application to run on. The Java Runtime
-will always load the right module for the right platform.
-
-CUSTOM BUILD
-..................................................................................
-
-In order to use jAssimp, you'll need to compile both the native Assimp library 
-and the Java bridge module (assimpjbridge) for all target platforms. 
-
-If you're using Visual Studio 2005 or 2008 (or any later version to be supported
-in future releases), go to workspaces/vc8 (or vc9 or vc10, ..), open the solution 
-and compile both 'assimp' and 'assimpjbridge' as 'release-dll' (Win32 and/or x64).
-Note that assimpjbridge doesn't work together with -noboost builds of the core Assimp
-library, in other words you'll need boost for compiling. See the 'Installation
-Page' of the C/C++ documentation for more information. it's not that difficult :-)
-
-Makefile guys (either gcc or mingw) simply need to do a
- ... to be continued
- ...
-
-NOTE: in order to compile assimpjbridge, 'JDK DIR' must point to your local copy of
-the Java Development Kit.
-
-
-TROUBLESHOOTING
-..................................................................................
-
->> assimp.Importer keeps throwing assimp.NativeException.
-The native library is probably not in the root directory of your application,
-or it isn't compatible with your platform. 
-
-
-

+ 0 - 6
port/jAssimp/java/.classpath

@@ -1,6 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<classpath>
-	<classpathentry kind="src" path="src"/>
-	<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER"/>
-	<classpathentry kind="output" path="bin"/>
-</classpath>

+ 0 - 17
port/jAssimp/java/.project

@@ -1,17 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<projectDescription>
-	<name>jAssimp</name>
-	<comment></comment>
-	<projects>
-	</projects>
-	<buildSpec>
-		<buildCommand>
-			<name>org.eclipse.jdt.core.javabuilder</name>
-			<arguments>
-			</arguments>
-		</buildCommand>
-	</buildSpec>
-	<natures>
-		<nature>org.eclipse.jdt.core.javanature</nature>
-	</natures>
-</projectDescription>

+ 0 - 126
port/jAssimp/java/src/assimp/Animation.java

@@ -1,126 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * An animation consists of keyframe data for a number of bones. For each bone
- * affected by the animation a separate series of data is given. There can be
- * multiple animations in a single scene.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Animation {
-
-	/**
-	 * Returns the name of the animation channel
-	 * 
-	 * @return If the modeling package this data was exported from does support
-	 *         only a single animation channel, this name is usually
-	 *         <code>""</code>
-	 */
-	public final String getName() {
-		return name;
-	}
-
-	/**
-	 * Returns the total duration of the animation, in ticks
-	 * 
-	 * @return Total duration
-	 */
-	public final double getDuration() {
-		return mDuration;
-	}
-
-	/**
-	 * Returns the ticks per second count.
-	 * 
-	 * @return 0 if not specified in the imported file
-	 */
-	public final double getTicksPerSecond() {
-		return mTicksPerSecond;
-	}
-
-	/**
-	 * Returns the number of bone animation channels
-	 * 
-	 * @return This value is never 0
-	 */
-	public final int getNumNodeAnimChannels() {
-		assert (null != boneAnims);
-		return boneAnims.length;
-	}
-
-	/**
-	 * Returns the list of all bone animation channels
-	 * 
-	 * @return This value is never <code>null</code>
-	 */
-	public final NodeAnim[] getNodeAnimChannels() {
-		assert (null != boneAnims);
-		return boneAnims;
-	}
-
-	// --------------------------------------------------------------------------
-	// Private stuff
-	// --------------------------------------------------------------------------
-
-	/**
-	 * The name of the animation.
-	 */
-	private String name = "";
-
-	/**
-	 * Duration of the animation in ticks.
-	 */
-	private double mDuration = 0.0;
-
-	/**
-	 * Ticks per second. 0 if not specified in the imported file
-	 */
-	private double mTicksPerSecond = 0.0;
-
-	/**
-	 * Bone animation channels
-	 */
-	private NodeAnim[] boneAnims = null;
-}

+ 0 - 117
port/jAssimp/java/src/assimp/Bone.java

@@ -1,117 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * A bone belongs to a mesh stores a list of vertex weights. It represents a
- * joint of the skeleton. The bone hierarchy is contained in the node graph.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Bone {
-
-	/**
-	 * Represents a single vertex weight
-	 */
-	public class Weight {
-
-		public Weight() {
-			index = 0;
-			weight = 1.0f;
-		}
-
-		/**
-		 * Index of the vertex in the corresponding <code>Mesh</code>
-		 */
-		public int index;
-
-		/**
-		 * Weight of the vertex. All weights for a vertex sum up to 1.0
-		 */
-		public float weight;
-	}
-
-	/**
-	 * Retrieves the name of the node
-	 * 
-	 * @return Normally bones are never unnamed
-	 */
-	public final String getName() {
-		return name;
-	}
-
-	/**
-	 * Returns a reference to the array of weights
-	 * 
-	 * @return <code>Weight</code> array
-	 */
-	public final Weight[] getWeightsArray() {
-		assert (null != weights);
-		return weights;
-	}
-
-	/**
-	 * Returns the number of bone weights.
-	 * 
-	 * @return There should at least be one vertex weights (the validation step
-	 *         would complain otherwise)
-	 */
-	public final int getNumWeights() {
-		assert (null != weights);
-		return weights.length;
-	}
-	
-	// --------------------------------------------------------------------------
-	// Private stuff
-	// --------------------------------------------------------------------------
-
-	/**
-	 * Name of the bone
-	 */
-	private String name = "";
-
-	/**
-	 * List of vertex weights for the bone
-	 */
-	private Weight[] weights = null;
-}

+ 0 - 191
port/jAssimp/java/src/assimp/Camera.java

@@ -1,191 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Describes a virtual camera in the scene.
- * 
- * Cameras have a representation in the node graph and can be animated.
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class Camera {
-
-	/**
-	 * Get the screen aspect ratio of the camera
-	 * 
-	 * This is the ration between the width and the height of the screen.
-	 * Typical values are 4/3, 1/2 or 1/1. This value is 0 if the aspect ratio
-	 * is not defined in the source file. 0 is also the default value.
-	 */
-	public final float GetAspect() {
-		return mAspect;
-	}
-
-	/**
-	 * Get the distance of the far clipping plane from the camera.
-	 * 
-	 * The far clipping plane must, of course, be farer away than the near
-	 * clipping plane. The default value is 1000.f. The radio between the near
-	 * and the far plane should not be too large (between 1000-10000 should be
-	 * ok) to avoid floating-point inaccuracies which could lead to z-fighting.
-	 */
-	public final float GetFarClipPlane() {
-		return mClipPlaneFar;
-	}
-
-	/**
-	 * Get the distance of the near clipping plane from the camera.
-	 * 
-	 * The value may not be 0.f (for arithmetic reasons to prevent a division
-	 * through zero). The default value is 0.1f.
-	 */
-	public final float GetNearClipPlane() {
-		return mClipPlaneNear;
-	}
-
-	/**
-	 * Half horizontal field of view angle, in radians.
-	 * 
-	 * The field of view angle is the angle between the center line of the
-	 * screen and the left or right border. The default value is 1/4PI.
-	 */
-	public final float GetHorizontalFOV() {
-		return mHorizontalFOV;
-	}
-
-	/**
-	 * Returns the 'LookAt' - vector of the camera coordinate system relative to
-	 * the coordinate space defined by the corresponding node.
-	 * 
-	 * This is the viewing direction of the user. The default value is 0|0|1.
-	 * The vector may be normalized, but it needn't.
-	 * 
-	 * @return component order: x,y,z
-	 */
-	public final float[] GetLookAt() {
-		return mLookAt;
-	}
-
-	/**
-	 * Get the 'Up' - vector of the camera coordinate system relative to the
-	 * coordinate space defined by the corresponding node.
-	 * 
-	 * The 'right' vector of the camera coordinate system is the cross product
-	 * of the up and lookAt vectors. The default value is 0|1|0. The vector may
-	 * be normalized, but it needn't.
-	 * 
-	 * @return component order: x,y,z
-	 */
-	public final float[] GetUp() {
-		return mUp;
-	}
-
-	/**
-	 * Get the position of the camera relative to the coordinate space defined
-	 * by the corresponding node.
-	 * 
-	 * The default value is 0|0|0.
-	 * 
-	 * @return component order: x,y,z
-	 */
-	public final float[] GetPosition() {
-		return mPosition;
-	}
-
-	/**
-	 * Returns the name of the camera.
-	 * 
-	 * There must be a node in the scene graph with the same name. This node
-	 * specifies the position of the camera in the scene hierarchy and can be
-	 * animated. The local transformation information of the camera is relative
-	 * to the coordinate space defined by this node.
-	 */
-	public final String GetName() {
-		return mName;
-	}
-
-	// --------------------------------------------------------------------------
-	// Private stuff
-	// --------------------------------------------------------------------------
-
-	/**
-	 * The name of the camera.
-	 */
-	private String mName;
-
-	/**
-	 * Position of the camera
-	 */
-	private float[] mPosition;
-
-	/**
-	 * 'Up' - vector of the camera coordinate system
-	 */
-	private float[] mUp;
-
-	/**
-	 * 'LookAt' - vector of the camera coordinate system relative to
-	 */
-	private float[] mLookAt;
-
-	/**
-	 * Half horizontal field of view angle, in radians.
-	 */
-	private float mHorizontalFOV;
-
-	/**
-	 * Distance of the near clipping plane from the camera.
-	 */
-	private float mClipPlaneNear;
-
-	/**
-	 * Distance of the far clipping plane from the camera.
-	 */
-	private float mClipPlaneFar;
-
-	/**
-	 * Screen aspect ratio.
-	 */
-	private float mAspect;
-};

+ 0 - 175
port/jAssimp/java/src/assimp/CompressedTexture.java

@@ -1,175 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-import javax.imageio.ImageIO;
-import javax.imageio.stream.ImageInputStream;
-import java.awt.*;
-import java.awt.image.BufferedImage;
-import java.io.IOException;
-import java.io.ByteArrayInputStream;
-
-/**
- * Represents an embedded compressed texture typically stored in a format such
- * as JPEG or PNG. See the documentation of <code>Texture</code> for more
- * details on this class. Use <code>instanceof</code> to determine whether a
- * particular <code>Texture</code> in the global texture array is actually
- * compressed texture. Then downcast to <code>CompressedTexture</code>, extract
- * the data and you're fine.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- * @see Texture
- */
-public class CompressedTexture extends Texture {
-
-	/**
-	 * Retrieves the format of the texture data. This is the most common file
-	 * extension of the format. For example "jpg", "bmp", "tga", ...
-	 * 
-	 * @return Extension string identifying the file format or alternatively
-	 *         <code>null</code> if Assimp has no further information on the
-	 *         format of the compressed data.
-	 */
-	public final String getFormat() {
-		return m_format;
-	}
-
-	/**
-	 * Get a pointer to the data of the compressed texture
-	 * 
-	 * @return Data buffer
-	 */
-	public final byte[] getData() {
-		return (byte[]) data;
-	}
-
-	/**
-	 * Returns always 0 for compressed textures
-	 * 
-	 * @return n/a
-	 */
-	@Override
-	public final int getHeight() {
-		return 0;
-	}
-
-	/**
-	 * Returns always 0 for compressed textures
-	 * 
-	 * @return n/a
-	 */
-	@Override
-	public final int getWidth() {
-		return 0;
-	}
-
-	/**
-	 * Returns always <code>null</code> for compressed textures
-	 * 
-	 * @return n/a
-	 */
-	@Override
-	public Color getPixel(int x, int y) {
-		return null;
-	}
-
-	/**
-	 * Returns null for compressed textures
-	 * 
-	 * @return n/a
-	 */
-	@Override
-	public final Color[] getColorArray() {
-		return null;
-	}
-
-	/**
-	 * @return The return value is <code>true</code> of the file format can't be
-	 *         recognized.
-	 * @see <code>Texture.hasAlphaChannel()</code>
-	 */
-	public boolean hasAlphaChannel() {
-
-		// try to determine it from the file format sequence
-		if (m_format.equals("bmp") || m_format.equals("dib"))
-			return false;
-		if (m_format.equals("tif") || m_format.equals("tiff"))
-			return false;
-		if (m_format.equals("jpg") || m_format.equals("jpeg"))
-			return false;
-
-		// TODO: add more
-
-		return true;
-	}
-
-	/**
-	 * Convert the texture into a <code>java.awt.BufferedImage</code>
-	 * 
-	 * @return A valid <code>java.awt.BufferedImage</code> object
-	 * @throws IOException
-	 *             If the texture could not be uncompressed.
-	 */
-	public BufferedImage convertToImage() throws IOException {
-
-		BufferedImage img = null;
-		try {
-
-			// create an input stream and attach it to an image input stream
-			ImageInputStream stream = ImageIO
-					.createImageInputStream(new ByteArrayInputStream(
-							(byte[]) data));
-
-			// and use the stream to decode the file
-			img = ImageIO.read(stream);
-
-		} catch (IOException e) {
-			DefaultLogger.get().error("Failed to decode compressed texture");
-			throw e;
-		}
-		// return the created image to the caller
-		return img;
-	}
-
-	private String m_format = "";
-}

+ 0 - 513
port/jAssimp/java/src/assimp/ConfigProperty.java

@@ -1,513 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Defines all predefined configuration properties used by Assimp. The user can
- * fine-tune these settings to optimize Assimp for a particular purpose. There
- * are both global settings and settings referring to a post processing step or
- * a particular import plugin.
- * 
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- * @see Importer#setProperty
- */
-public class ConfigProperty {
-
-	private ConfigProperty() {
-	}
-
-	/**
-	 * Enumerates components of the aiScene and aiMesh data structures that can
-	 * be excluded from the import by using the
-	 * <code>PostProcessing.RemoveComponent</code> step.
-	 * 
-	 * See the documentation to <code>PostProcessing.RemoveComponent</code> for
-	 * more details.
-	 * 
-	 * @see PostProcessing#RemoveComponent
-	 */
-	public static final class Component {
-		/**
-		 * Normal vectors
-		 */
-		public static final int NORMALS = 0x2;
-
-		/**
-		 * Tangents and bitangents go always together ...
-		 */
-		public static final int TANGENTS_AND_BITANGENTS = 0x4;
-
-		/**
-		 * ALL color sets Use aiComponent_COLORn(N) to specify the N'th set
-		 */
-		public static final int COLORS = 0x8;
-
-		/**
-		 * ALL texture UV sets aiComponent_TEXCOORDn(N) to specify the N'th set
-		 */
-		public static final int TEXCOORDS = 0x10;
-
-		/**
-		 * Removes all bone weights from all meshes. The scene graph nodes
-		 * corresponding to the bones are NOT removed. use the
-		 * #aiProcess_OptimizeGraph step to do this
-		 */
-		public static final int BONEWEIGHTS = 0x20;
-
-		/**
-		 * Removes all node animations (aiScene::mAnimations). The scene graph
-		 * nodes corresponding to the bones are NOT removed. use the
-		 * #aiProcess_OptimizeGraph step to do this
-		 */
-		public static final int ANIMATIONS = 0x40;
-
-		/**
-		 * Removes all embedded textures (aiScene::mTextures)
-		 */
-		public static final int TEXTURES = 0x80;
-
-		/**
-		 * Removes all light sources (aiScene::mLights). The scenegraph nodes
-		 * corresponding to the bones are NOT removed. use the
-		 * #aiProcess_OptimizeGraph step to do this
-		 */
-		public static final int LIGHTS = 0x100;
-
-		/**
-		 * Removes all light sources (aiScene::mCameras). The scenegraph nodes
-		 * corresponding to the bones are NOT removed. use the
-		 * #aiProcess_OptimizeGraph step to do this
-		 */
-		public static final int CAMERAS = 0x200;
-
-		/**
-		 * Removes all meshes (aiScene::mMeshes).
-		 */
-		public static final int MESHES = 0x400;
-
-		/**
-		 * Removes all materials. One default material will be generated, so
-		 * aiScene::mNumMaterials will be 1.
-		 */
-		public static final int MATERIALS = 0x800;
-
-		// Remove a specific color channel 'n'
-		public static final int COLORSn(int n) {
-			return (1 << (n + 20));
-		}
-
-		// Remove a specific UV channel 'n'
-		public static final int TEXCOORDSn(int n) {
-			return (1 << (n + 25));
-		}
-	};
-
-	/**
-	 * Dummy base for all predefined configuration keys.
-	 */
-	public static class Any<Type> {
-		public Any(String str) {
-			name = str;
-		}
-
-		String name;
-	}
-
-	/**
-	 * Specifies the maximum angle that may be between two vertex tangents that
-	 * their tangents and bitangents are smoothed.
-	 * 
-	 * This applies to the CalcTangentSpace-Step. The angle is specified in
-	 * degrees, so 180 is PI. The default value is 45 degrees. The maximum value
-	 * is 175. Property type: float.
-	 */
-	public static final Any<Float> PP_CT_MAX_SMOOTHING_ANGLE = new Any<Float>(
-			"PP_CT_MAX_SMOOTHING_ANGLE");
-
-	/**
-	 * Specifies the maximum angle that may be between two face normals at the
-	 * same vertex position that their are smoothed together.
-	 * 
-	 * Sometimes referred to as 'crease angle'. This applies to the
-	 * GenSmoothNormals-Step. The angle is specified in degrees, so 180 is PI.
-	 * The default value is 175 degrees (all vertex normals are smoothed). The
-	 * maximum value is 175, too. Property type: float. Warning: setting this
-	 * option may cause a severe loss of performance. The performance is
-	 * unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but the output
-	 * quality may be reduced.
-	 */
-	public static final Any<Float> PP_GSN_MAX_SMOOTHING_ANGLE = new Any<Float>(
-			"PP_GSN_MAX_SMOOTHING_ANGLE");
-
-	/**
-	 * Configures the #aiProcess_RemoveRedundantMaterials step to keep materials
-	 * matching a name in a given list.
-	 * 
-	 * This is a list of 1 to n strings, ' ' serves as delimiter character.
-	 * Identifiers containing whitespaces must be enclosed in *single* quotation
-	 * marks. For example:<tt>
-	 * "keep-me and_me_to anotherMaterialToBeKept = new Any<Float>('name with whitespace= new Any<Float>('"</tt>
-	 * . If a material matches on of these names, it will not be modified or
-	 * removed by the postprocessing step nor will other materials be replaced
-	 * by a reference to it. <br>
-	 * This option might be useful if you are using some magic material names to
-	 * pass additional semantics through the content pipeline. This ensures they
-	 * won't be optimized away, but a general optimization is still performed
-	 * for materials not contained in the list. Property type: String. Default
-	 * value: n/a
-	 * 
-	 * @note Linefeeds, tabs or carriage returns are treated as whitespace.
-	 *       Material names are case sensitive.
-	 */
-	public static final Any<Float> PP_RRM_EXCLUDE_LIST = new Any<Float>(
-			"PP_RRM_EXCLUDE_LIST");
-
-	/**
-	 * Configures the #aiProcess_PretransformVertices step to keep the scene
-	 * hierarchy. Meshes are moved to worldspace, but no optimization is
-	 * performed (means: meshes are not joined. The total number of meshes won't
-	 * change).
-	 * 
-	 * This option could be of use for you if the scene hierarchy contains
-	 * important additional information which you want to interpret. For
-	 * rendering, you can still render all meshes in the scene without any
-	 * transformations. Property type: integer (0: false; !0: true). Default
-	 * value: false.
-	 */
-	public static final Any<Float> PP_PTV_KEEP_HIERARCHY = new Any<Float>(
-			"PP_PTV_KEEP_HIERARCHY");
-
-	/**
-	 * Configures the #aiProcess_FindDegenerates step to remove degenerated
-	 * primitives from the import - immediately.
-	 * 
-	 * The default behaviour converts degenerated triangles to lines and
-	 * degenerated lines to points. See the documentation to the
-	 * #aiProcess_FindDegenerates step for a detailed example of the various
-	 * ways to get rid of these lines and points if you don't want them.
-	 * Property type: integer (0: false; !0: true). Default value: false.
-	 */
-	public static final Any<Float> PP_FD_REMOVE = new Any<Float>("PP_FD_REMOVE");
-
-	/**
-	 * Configures the #aiProcess_OptimizeGraph step to preserve nodes matching a
-	 * name in a given list.
-	 * 
-	 * This is a list of 1 to n strings, ' ' serves as delimiter character.
-	 * Identifiers containing whitespaces must be enclosed in *single* quotation
-	 * marks. For example:<tt>
-	 * "keep-me and_me_to anotherNodeToBeKept = new Any<Float>('name with whitespace= new Any<Float>('"</tt>
-	 * . If a node matches on of these names, it will not be modified or removed
-	 * by the postprocessing step.<br>
-	 * This option might be useful if you are using some magic node names to
-	 * pass additional semantics through the content pipeline. This ensures they
-	 * won't be optimized away, but a general optimization is still performed
-	 * for nodes not contained in the list. Property type: String. Default
-	 * value: n/a
-	 * 
-	 * @note Linefeeds, tabs or carriage returns are treated as whitespace. Node
-	 *       names are case sensitive.
-	 */
-	public static final Any<Float> PP_OG_EXCLUDE_LIST = new Any<Float>(
-			"PP_OG_EXCLUDE_LIST");
-
-	/**
-	 * Set the maximum number of vertices in a mesh.
-	 * 
-	 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
-	 * whether a mesh must be split or not.
-	 * 
-	 * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES Property type:
-	 *       integer.
-	 */
-	public static final Any<Float> PP_SLM_TRIANGLE_LIMIT = new Any<Float>(
-			"PP_SLM_TRIANGLE_LIMIT");
-
-	/**
-	 * Set the maximum number of triangles in a mesh.
-	 * 
-	 * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
-	 * whether a mesh must be split or not.
-	 * 
-	 * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES Property type:
-	 *       integer.
-	 */
-	public static final Any<Float> PP_SLM_VERTEX_LIMIT = new Any<Float>(
-			"PP_SLM_VERTEX_LIMIT");
-
-	/**
-	 * Set the maximum number of bones affecting a single vertex
-	 * 
-	 * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
-	 * 
-	 * @note The default value is AI_LBW_MAX_WEIGHTS Property type: integer.
-	 */
-	public static final Any<Float> PP_LBW_MAX_WEIGHTS = new Any<Float>(
-			"PP_LBW_MAX_WEIGHTS");
-
-	/**
-	 * Set the size of the post-transform vertex cache to optimize the vertices
-	 * for. This configures the #aiProcess_ImproveCacheLocality step.
-	 * 
-	 * The size is given in vertices. Of course you can't know how the vertex
-	 * format will exactly look like after the import returns, but you can still
-	 * guess what your meshes will probably have.
-	 * 
-	 * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
-	 *       performance improvements for most nVidia/AMD cards since 2002.
-	 *       Property type: integer.
-	 */
-	public static final Any<Float> PP_ICL_PTCACHE_SIZE = new Any<Float>(
-			"PP_ICL_PTCACHE_SIZE");
-
-	/**
-	 * Input parameter to the #aiProcess_RemoveComponent step: Specifies the
-	 * parts of the data structure to be removed.
-	 * 
-	 * See the documentation to this step for further details. The property is
-	 * expected to be an integer, a bitwise combination of the #aiComponent
-	 * flags defined above in this header. The default value is 0. Important: if
-	 * no valid mesh is remaining after the step has been executed (e.g you
-	 * thought it was funny to specify ALL of the flags defined above) the
-	 * import FAILS. Mainly because there is no data to work on anymore ...
-	 */
-	public static final Any<Float> PP_RVC_FLAGS = new Any<Float>("PP_RVC_FLAGS");
-
-	/**
-	 * Input parameter to the #aiProcess_SortByPType step: Specifies which
-	 * primitive types are removed by the step.
-	 * 
-	 * This is a bitwise combination of the aiPrimitiveType flags. Specifying
-	 * all of them is illegal, of course. A typical use would be to exclude all
-	 * line and point meshes from the import. This is an integer property, its
-	 * default value is 0.
-	 */
-	public static final Any<Float> PP_SBP_REMOVE = new Any<Float>(
-			"PP_SBP_REMOVE");
-
-	/**
-	 * A hint to Assimp to favor speed against import quality.
-	 * 
-	 * Enabling this option may result in faster loading, but it needn't. It
-	 * represents just a hint to loaders and post-processing steps to use faster
-	 * code paths, if possible. This property is expected to be an integer, != 0
-	 * stands for true. The default value is 0.
-	 */
-	public static final Any<Float> FAVOUR_SPEED = new Any<Float>("FAVOUR_SPEED");
-
-	/**
-	 * Set the vertex animation keyframe to be imported
-	 * 
-	 * ASSIMP does not support vertex keyframes (only bone animation is
-	 * supported). The library reads only one frame of models with vertex
-	 * animations. By default this is the first frame. = new Any<Float>(note The
-	 * default value is 0. This option applies to all importers. However, it is
-	 * also possible to override the global setting for a specific loader. You
-	 * can use the IMPORT_XXX_KEYFRAME options (where XXX is a placeholder for
-	 * the file format for which you want to override the global setting).
-	 * Property type: integer.
-	 */
-	public static final Any<Integer> IMPORT_GLOBAL_KEYFRAME = new Any<Integer>(
-			"IMPORT_GLOBAL_KEYFRAME");
-
-	public static final Any<Integer> IMPORT_MD3_KEYFRAME = new Any<Integer>(
-			"IMPORT_MD3_KEYFRAME");
-	public static final Any<Integer> IMPORT_MD2_KEYFRAME = new Any<Integer>(
-			"IMPORT_MD2_KEYFRAME");
-	public static final Any<Integer> IMPORT_MDL_KEYFRAME = new Any<Integer>(
-			"IMPORT_MDL_KEYFRAME");
-	public static final Any<Integer> IMPORT_MDC_KEYFRAME = new Any<Integer>(
-			"IMPORT_MDC_KEYFRAME");
-	public static final Any<Integer> IMPORT_SMD_KEYFRAME = new Any<Integer>(
-			"IMPORT_SMD_KEYFRAME");
-	public static final Any<Integer> IMPORT_UNREAL_KEYFRAME = new Any<Integer>(
-			"IMPORT_UNREAL_KEYFRAME");
-
-	/**
-	 * Configures the AC loader to collect all surfaces which have the
-	 * "Backface cull" flag set in separate meshes.
-	 * 
-	 * Property type: integer (0: false; !0: true). Default value: true.
-	 */
-	public static final Any<Float> IMPORT_AC_SEPARATE_BFCULL = new Any<Float>(
-			"IMPORT_AC_SEPARATE_BFCULL");
-
-	/**
-	 * Configures the UNREAL 3D loader to separate faces with different surface
-	 * flags (e.g. two-sided vs. single-sided).
-	 * 
-	 * Property type: integer (0: false; !0: true). Default value: true.
-	 */
-	public static final Any<Float> IMPORT_UNREAL_HANDLE_FLAGS = new Any<Float>(
-			"UNREAL_HANDLE_FLAGS");
-
-	/**
-	 * Configures the terragen import plugin to compute uv's for terrains, if
-	 * not given. Furthermore a default texture is assigned.
-	 * 
-	 * UV coordinates for terrains are so simple to compute that you'll usually
-	 * want to compute them on your own, if you need them. This option is
-	 * intended for model viewers which want to offer an easy way to apply
-	 * textures to terrains. Property type: integer (0: false; !0: true).
-	 * Default value: false.
-	 */
-	public static final Any<Float> IMPORT_TER_MAKE_UVS = new Any<Float>(
-			"IMPORT_TER_MAKE_UVS");
-
-	/**
-	 * Configures the ASE loader to always reconstruct normal vectors basing on
-	 * the smoothing groups loaded from the file.
-	 * 
-	 * Many ASE files have invalid normals (they're not orthonormal). Property
-	 * type: integer (0: false; !0: true). Default value: true.
-	 */
-	public static final Any<Float> IMPORT_ASE_RECONSTRUCT_NORMALS = new Any<Float>(
-			"IMPORT_ASE_RECONSTRUCT_NORMALS");
-
-	/**
-	 * Configures the M3D loader to process multi-part player models.
-	 * 
-	 * These models usually consist of 3 files, lower.md3, upper.md3 and
-	 * head.md3. If this property is set to true, Assimp will try to load and
-	 * combine all three files if one of them is loaded. Property type: integer
-	 * (0: false; !0: true). Default value: true.
-	 */
-	public static final Any<Float> IMPORT_MD3_HANDLE_MULTIPART = new Any<Float>(
-			"IMPORT_MD3_HANDLE_MULTIPART");
-
-	/**
-	 * Tells the MD3 loader which skin files to load.
-	 * 
-	 * When loading MD3 files, Assimp checks whether a file
-	 * <md3_file_name>_<skin_name>.skin is existing. These files are used by
-	 * Quake III to be able to assign different skins (e.g. red and blue team)
-	 * to models. 'default', 'red', 'blue' are typical skin names. Property
-	 * type: String. Default value: "default".
-	 */
-	public static final Any<Float> IMPORT_MD3_SKIN_NAME = new Any<Float>(
-			"IMPORT_MD3_SKIN_NAME");
-
-	/**
-	 * Specify the Quake 3 shader file to be used for a particular MD3 file.
-	 * This can also be a search path.
-	 * 
-	 * By default Assimp's behaviour is as follows: If a MD3 file
-	 * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt>
-	 * is loaded, the library tries to locate the corresponding shader file in
-	 * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides
-	 * this behaviour. It can either specify a full path to the shader to be
-	 * loaded or alternatively the path (relative or absolute) to the directory
-	 * where the shaders for all MD3s to be loaded reside. Assimp attempts to
-	 * open <tt><dir>/<model_name>.shader</tt> first,
-	 * <tt><dir>/<file_name>.shader</tt> is the fallback file. Note that <dir>
-	 * should have a terminal (back)slash. Property type: String. Default value:
-	 * n/a.
-	 */
-	public static final Any<Float> IMPORT_MD3_SHADER_SRC = new Any<Float>(
-			"IMPORT_MD3_SHADER_SRC");
-
-	/**
-	 * Configures the LWO loader to load just a single layer from the file.
-	 * 
-	 * LWO files consist of layers which are completely separate from each
-	 * other. Each layer has a zero-based index. If this property is set, only
-	 * layers with that particular index are loaded.
-	 */
-	public static final Any<Integer> IMPORT_LWO_LAYER_INDEX = new Any<Integer>(
-			"IMPORT_LWO_ONE_LAYER_ONLY");
-
-	/**
-	 * Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file
-	 * automatically.
-	 * 
-	 * The default strategy is to look for a file with the same name but the
-	 * MD5ANIM extension in the same directory. If it is found, it is loaded and
-	 * combined with the MD5MESH file. This configuration option can be used to
-	 * disable this behaviour. This is a boolean property, != 0 is
-	 * <code>true</code>.
-	 */
-	public static final Any<Float> IMPORT_MD5_NO_ANIM_AUTOLOAD = new Any<Float>(
-			"IMPORT_MD5_NO_ANIM_AUTOLOAD");
-
-	/**
-	 * Defines the begin/end of the animation time range for the LWS loader.
-	 * 
-	 * Assimp provides full conversion of LightWave's envelope system, including
-	 * proper handling of LightWave's pre and post conditions. The loader
-	 * computes linearly subsampled animation chanels with the frame rate given
-	 * in the LWS file. This property defines the start time. Note: animation
-	 * channels are only generated if a node has at least one envelope with more
-	 * tan one key assigned. This property is given in frames, '0' is the first
-	 * frame. By default the importer takes the animation start from the input
-	 * LWS file ('FirstFrame' line)<br>
-	 * 
-	 * @see IMPORT_LWS_ANIM_END - end of the imported time range
-	 */
-	public static final Any<Float> IMPORT_LWS_ANIM_START = new Any<Float>(
-			"IMPORT_LWS_ANIM_START");
-	public static final Any<Float> IMPORT_LWS_ANIM_END = new Any<Float>(
-			"IMPORT_LWS_ANIM_END");
-
-	/**
-	 * Defines the output frame rate of the IRR loader.
-	 * 
-	 * IRR animations are difficult to convert for Assimp and there will always
-	 * be a loss of quality. This setting defines how many keys per second are
-	 * returned by the converter.
-	 */
-	public static final Any<Integer> IMPORT_IRR_ANIM_FPS = new Any<Integer>(
-			"IMPORT_IRR_ANIM_FPS");
-
-	/**
-	 * Sets the colormap (= palette) to be used to decode embedded textures in
-	 * MDL (Quake or 3DGS) files.
-	 * 
-	 * This must be a valid path to a file. The file is 768 (256*3) bytes large
-	 * and contains RGB triplets for each of the 256 palette entries. The
-	 * default value is 'colormap.lmp'. If the file is not found, a default
-	 * palette (suitable for Quake 1) is used.
-	 */
-	public static final Any<String> IMPORT_MDL_COLORMAP = new Any<String>(
-			"IMPORT_MDL_COLORMAP");
-};

+ 0 - 406
port/jAssimp/java/src/assimp/DefaultLogger.java

@@ -1,406 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-
-package assimp;
-
-import java.util.Vector;
-import java.io.FileWriter;
-import java.io.IOException;
-import java.io.OutputStream;
-
-/**
- * Default implementation of a logger. When writing to the log,
- * jASSIMP uses the <code>Logger</code> instance returned by
- * <code>DefaultLogger.get()</code>
- *
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class DefaultLogger implements Logger {
-
-
-    /**
-     * Helper class to combine a log stream with an error severity
-     */
-    private static class LogStreamInfo {
-        public LogStream stream;
-        public int severity;
-
-        public LogStreamInfo(LogStream stream, int severity) {
-            this.stream = stream;
-            this.severity = severity;
-        }
-    }
-
-    /**
-     * NULL logger class. Does nothing ...
-     */
-    private static class NullLogger implements Logger {
-
-
-        public void debug(String message) {
-        } // nothing to do here ...
-
-
-        public void error(String message) {
-        } // nothing to do here ...
-
-
-        public void warn(String message) {
-        } // nothing to do here ...
-
-
-        public void info(String message) {
-        } // nothing to do here ...
-
-
-        public void attachStream(LogStream stream, int severity) {
-        } // nothing to do here ...
-
-
-        public void detachStream(LogStream stream, int severity) {
-        } // nothing to do here ...
-    }
-
-
-    /**
-     * Implementation of LogStream that can be used to use a
-     * <code>java.io.OutputStream</code> object directly as log stream.
-     */
-    public static class StreamWrapper implements LogStream {
-
-        private OutputStream stream;
-
-        /**
-         * Construction from an existing <code>java.io.OutputStream</code> object
-         *
-         * @param stream May not be null
-         */
-        public StreamWrapper(OutputStream stream) {
-            assert(null != stream);
-            this.stream = stream;
-        }
-
-        public void write(String message) {
-            try {
-                stream.write(message.getBytes(), 0, message.length());
-            } catch (IOException e) {
-                // .... should't care
-            }
-        }
-
-        public OutputStream getStream() {
-            return stream;
-        }
-    }
-
-    /**
-     * Implementation of LogStream that can be used to use a
-     * <code>java.io.FileWriter</code> object directly as log stream.
-     */
-    public static class FileStreamWrapper implements LogStream {
-
-        private FileWriter stream;
-
-        /**
-         * Construction from an existing <code>java.io.FileWriter</code> object
-         *
-         * @param stream May not be null
-         */
-        public FileStreamWrapper(FileWriter stream) {
-            assert(null != stream);
-            this.stream = stream;
-        }
-
-        public void write(String message) {
-            try {
-                stream.write(message);
-            } catch (IOException e) {
-                // .... should't care
-            }
-        }
-
-        public FileWriter getStream() {
-            return stream;
-        }
-    }
-
-
-    /**
-     * Normal granularity of logging
-     */
-    public static final int LOGSEVERITY_NORMAL = 0x0;
-
-    /**
-     * Debug info will be logged, too
-     */
-    public static final int LOGSEVERITY_VERBOSE = 0x1;
-
-    /**
-     * Default logger. It does nothing and is used if the
-     * application hasn't allocated a default logger
-     */
-    private static NullLogger s_nullLogger = new NullLogger();
-
-    /**
-     * The logger that is used by ASSIMP for logging
-     */
-    private static Logger s_logger = s_nullLogger;
-
-    /**
-     * List of logstreams to output to
-     */
-    private Vector<LogStreamInfo> m_avStreams;
-
-    /**
-     * One of the LOGSEVERITY_XXX constants.
-     */
-    @SuppressWarnings("unused")
-	private int m_iLogSeverity = LOGSEVERITY_NORMAL;
-
-
-    private DefaultLogger() {
-    }
-
-
-    /**
-     * Create the default logger
-     *
-     * @param file    Output log file. If != <code>null</code> this will
-     *                automatically add a file log stream to the logger
-     * @param bErrOut If this is true an additional logstream which
-     *                outputs all log messages via <code>System.err.println()</code>
-     *                will be added to the logger.
-     */
-    public static void create(String file, boolean bErrOut) throws IOException {
-
-        s_logger = new DefaultLogger();
-
-        if (null != file) {
-            FileWriter stream = new FileWriter(file);
-            s_logger.attachStream(new FileStreamWrapper(stream), 0);
-        }
-        if (bErrOut) {
-            s_logger.attachStream(new StreamWrapper(System.err), 0);
-        }
-    }
-
-    /**
-     * Create the default logger, no default log streams will be
-     * attached to it.
-     */
-    public static void create() throws IOException {
-        create(null, false);
-    }
-
-    /**
-     * Supply your own implementation of <code>Logger</code> to the
-     * logging system. Use this if you want to override the default
-     * formatting behavior of <code>DefaultLogger</code>. You can
-     * access your logger as normal, via <code>get()</code>.
-     *
-     * @param logger
-     */
-    public static void set(Logger logger) {
-        s_logger = logger;
-    }
-
-    /**
-     * Kill the logger ... a null logger will be used instead
-     */
-    public static void kill() {
-        s_logger = s_nullLogger;
-    }
-
-    /**
-     * Get access to the Singleton instance of the logger. This will
-     * never be null. If no logger has been explicitly created via
-     * <code>create()</code> this is a <code>NULLLogger</code> instance.
-     * Use <code>isNullLogger()</code> to check whether the returned logger
-     * is a null logger.
-     *
-     * @return Never null ...
-     */
-    public static Logger get() {
-        return s_logger;
-    }
-
-
-    /**
-     * Check whether the current logger is a null logger, which
-     * doesn't log anything. Use <code>create()</code> or <code>set()</code>
-     * to setup another logger.
-     *
-     * @return true if the curent logger is a null logger (true by default)
-     */
-    public static boolean isNullLogger() {
-        return (s_logger instanceof NullLogger);
-    }
-
-
-    /**
-     * Write a debug message to the log
-     *
-     * @param message Message to be logged
-     */
-    public void debug(String message) {
-        this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_DEBUGGING);
-    }
-
-    /**
-     * Write an error message to the log
-     *
-     * @param message Message to be logged
-     */
-    public void error(String message) {
-        this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_ERR);
-    }
-
-    /**
-     * Write a warning message to the log
-     *
-     * @param message Message to be logged
-     */
-    public void warn(String message) {
-        this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_WARN);
-    }
-
-    /**
-     * Write an information message to the log
-     *
-     * @param message Message to be logged
-     */
-    public void info(String message) {
-        this.writeToStreams("Debug:" + message + "\n", ERRORSEVERITY_INFO);
-    }
-
-    /**
-     * Attach a log stream to the logger
-     *
-     * @param stream   Log stream instance
-     * @param severity Error severity. Bitwise combination of the
-     *                 ERRORSEVERITY_XXX constants. Specify 0 to attach the
-     *                 stream to all types of log messages.
-     */
-    public void attachStream(LogStream stream, int severity) {
-
-        if (0 == severity) {
-            severity = ERRORSEVERITY_DEBUGGING | ERRORSEVERITY_WARN |
-                    ERRORSEVERITY_ERR | ERRORSEVERITY_INFO;
-        }
-
-        for (LogStreamInfo info : this.m_avStreams) {
-
-            if (info.stream != stream) continue;
-            info.severity |= severity;
-            severity = 0xcdcdcdcd;
-        }
-        if (0xcdcdcdcd != severity)
-            this.m_avStreams.add(new LogStreamInfo(stream, severity));
-    }
-
-    /**
-     * Detach a log stream from the logger
-     *
-     * @param stream   Log stream instance
-     * @param severity Error severities to detach the stream from.
-     *                 Bitwise combination of the ERRORSEVERITY_XXX constants.
-     *                 Specify 0 to detach the stream from all types of log messages.
-     */
-    public void detachStream(LogStream stream, int severity) {
-
-        if (0 == severity) {
-            severity = ERRORSEVERITY_DEBUGGING | ERRORSEVERITY_WARN |
-                    ERRORSEVERITY_ERR | ERRORSEVERITY_INFO;
-        }
-
-        for (LogStreamInfo info : this.m_avStreams) {
-
-            if (info.stream != stream) continue;
-
-            if (0 != (severity & ERRORSEVERITY_DEBUGGING)) {
-                info.severity &= (~ERRORSEVERITY_DEBUGGING);
-            }
-            if (0 != (severity & ERRORSEVERITY_ERR)) {
-                info.severity &= (~ERRORSEVERITY_ERR);
-            }
-            if (0 != (severity & ERRORSEVERITY_INFO)) {
-                info.severity &= (~ERRORSEVERITY_INFO);
-            }
-            if (0 != (severity & ERRORSEVERITY_WARN)) {
-                info.severity &= (~ERRORSEVERITY_WARN);
-            }
-            if (0 == info.severity) {
-                this.m_avStreams.remove(info);
-            }
-            break;
-        }
-    }
-
-    private void writeToStreams(String message, int severity) {
-
-        for (LogStreamInfo info : this.m_avStreams) {
-
-            if (0 == (info.severity & severity)) continue;
-
-            info.stream.write(message);
-        }
-    }
-
-    // Helpers to make access to the logging system easier for native code
-    public static void _NativeCallWriteError(String message) {
-        DefaultLogger.get().error(message);
-    }
-
-    public static void _NativeCallWriteWarn(String message) {
-        DefaultLogger.get().warn(message);
-    }
-
-    public static void _NativeCallWriteInfo(String message) {
-        DefaultLogger.get().info(message);
-    }
-
-    public static void _NativeCallWriteDebug(String message) {
-        DefaultLogger.get().debug(message);
-    }
-
-}

+ 0 - 106
port/jAssimp/java/src/assimp/Face.java

@@ -1,106 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2009, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-package assimp;
-
-/**
- * Represents a single face of a mesh. Faces a generally simple polygons and
- * store n indices into the vertex streams of the mesh they belong to.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Face {
-
-	/**
-	 * Different types of faces.
-	 * 
-	 * Faces of different primitive types can occur in a single mesh. To get
-	 * homogeneous meshes, try the <code>PostProcessing.SortByPType</code> flag.
-	 * 
-	 * @see Mesh.mPrimitiveTypes
-	 * @see PostProcessing#SortByPType
-	 */
-	public static class Type {
-
-		/**
-		 * This is just a single vertex in the virtual world. #aiFace contains
-		 * just one index for such a primitive.
-		 */
-		public static final int POINT = 0x1;
-
-		/**
-		 * This is a line defined by start and end position. Surprise, Face
-		 * defines two indices for a line.
-		 */
-		public static final int LINE = 0x2;
-
-		/**
-		 * A triangle, probably the only kind of primitive you wish to handle. 3
-		 * indices.
-		 */
-		public static final int TRIANGLE = 0x4;
-
-		/**
-		 * A simple, non-intersecting polygon defined by n points (n > 3). Can
-		 * be concave or convex. Use the <code>PostProcessing.Triangulate</code>
-		 * flag to have all polygons triangulated.
-		 * 
-		 * @see PostProcessing.Triangulate
-		 */
-		public static final int POLYGON = 0x8;
-	}
-
-	/**
-	 * Get the indices of the face
-	 * 
-	 * @return Array of n indices into the vertices of the father mesh. The
-	 *         return value is *never* <code>null</code>
-	 */
-	public int[] getIndices() {
-		assert(null != indices);
-		return indices;
-	}
-
-	/**
-	 * Indices of the face
-	 */
-	private int[] indices;
-}

+ 0 - 13
port/jAssimp/java/src/assimp/IOStream.java

@@ -1,13 +0,0 @@
-package assimp;
-
-/**
- * Represents a s
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public interface IOStream {
-
-   
-
-}

+ 0 - 71
port/jAssimp/java/src/assimp/IOSystem.java

@@ -1,71 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-import java.io.FileNotFoundException;
-
-/**
- *
- */
-public interface IOSystem {
-
-	/**
-	 * Called to check whether a file is existing
-	 * 
-	 * @param file
-	 *            Filename
-	 * @return true if the file is existing and accessible
-	 */
-	boolean Exists(String file);
-
-	/**
-	 * Open a file and return an <code> IOStream </code> interface to access it.
-	 * 
-	 * @param file
-	 *            File name of the file to be opened
-	 * @return A valid IOStream interface
-	 * @throws FileNotFoundException
-	 *             if the file can't be accessed
-	 */
-	IOStream Open(String file) throws FileNotFoundException;
-
-}

+ 0 - 562
port/jAssimp/java/src/assimp/Importer.java

@@ -1,562 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-import java.util.Vector;
-import java.io.FileNotFoundException;
-import java.io.FileReader;
-import java.io.File;
-
-/**
- * Main class of jAssimp. Just a simple wrapper around the native Assimp API
- * (Assimp::Importer).
- * 
- * The java port exposes the full functionality of the library but differs in
- * some documented details. In order to use Assimp from multiple threads, each
- * thread should maintain its own <code>Importer</code> instance.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Importer {
-
-	/**
-	 * Indicates that a requested property has not yet a defined value
-	 */
-	public static final int PROPERTY_WAS_NOT_EXISTING = 0xffffffff;
-	
-	/**
-	 * Current interface version. Increment this if a change on one side of the
-	 * language bridge will also require to change the other.
-	 */
-	public static final int ABI_VERSION = 1;
-
-	/**
-	 * Public constructor. Initializes the JNI bridge to the native Assimp
-	 * library. The post processing flag list is set to zero and a default I/O
-	 * handler is prepared for use.
-	 * 
-	 * @throws NativeException
-	 *             Thrown if the required native jAssimp library could not be
-	 *             located and mapped into address space. If the c'tor succeeds
-	 *             with no exception, you can safely assume that jAssimp is
-	 *             fully available for use.
-	 */
-	public Importer() throws NativeException {
-		this(ABI_VERSION);
-	}
-
-	/**
-	 * Get the I/O system (<code>IOSystem</code>) to be used for loading assets.
-	 * If no custom implementation was provided via <code>setIoSystem()</code> a
-	 * default implementation will be used. Use <code>isDefaultIoSystem()</code>
-	 * to check this.
-	 * 
-	 * @return Always a valid <code>IOSystem</code> object, never null.
-	 */
-	public final IOSystem getIoSystem() {
-		return ioSystem;
-	}
-
-	/**
-	 * Checks whether a default IO system is currently being used to load
-	 * assets. Using the default IO system has many performance benefits, but it
-	 * is possible to provide a custom IO system (<code>setIoSystem()</code>).
-	 * This allows applications to add support for archives like ZIP.
-	 * 
-	 * @return true if a default <code>IOSystem</code> is active,
-	 */
-	public final boolean isDefaultIoSystem() {
-		return ioSystem instanceof DefaultIOSystem;
-	}
-
-	/**
-	 * Load a model from a file using the current list of post processing steps
-	 * and the current I/O handler. If no custom I/O handler was provided a
-	 * default implementation is used. This implementation uses basic OS file
-	 * handling and provides no support for direct reading from archives
-	 * formats, such as ZIP or PAK.
-	 * 
-	 * @param path
-	 *            Path to the file to be read
-	 * @param flags
-	 *            List of post processing steps to be applied. Any values from
-	 *            the <code>PostProcessing</code> 'enum', or'ed together.
-	 * @return <code>null</code> if the import failed, otherwise a valid
-	 *         <code>Scene</code> instance. The <code>Importer</code> keeps a
-	 *         reference to it, use <code>getScene()</code> to query it.
-	 * @throws NativeException
-	 *             Thrown if an unknown error occurs somewhere in the magic JNI
-	 *             bridge module.
-	 */
-	public final Scene readFile(String path, long flags) throws NativeException {
-		this.scene = new Scene(this);
-		this.path = path;
-
-		// now load the scene and hope and pray for success
-		if (0xffffffff == this._NativeLoad(this.path, flags,
-				this.m_iNativeHandle)) {
-			this.scene = null;
-			this.path = null;
-			throw new NativeException("Failed to load the scene");
-		}
-		if (null == this.scene) {
-			throw new NativeException("Failed to transfer the scene data to VM");
-		}
-		return this.scene;
-	}
-
-	/**
-	 * Get the current scene or <code>null</code> if none is loaded
-	 * 
-	 * @return Current scene. The Importer keeps a permanent reference to it
-	 *         until it is replaced by a new scene. Nevertheless you may access
-	 *         if even after the Importer has been finalized.
-	 */
-	public final Scene getScene() {
-		return scene;
-	}
-
-	/**
-	 * Get the source path of the current scene or <code>null</code> if none is
-	 * in a loaded state.
-	 * 
-	 * @return Game Over.
-	 */
-	public final String getScenePath() {
-		return path;
-	}
-
-	/**
-	 * Implementation of <code>java.lang.Object.equals()</code>
-	 * 
-	 * @param o
-	 *            Object to be compared with *this*
-	 * @return true if *this* is equal to o
-	 */
-	public final boolean equals(Object o) {
-		if (this == o)
-			return true;
-		if (o == null || getClass() != o.getClass())
-			return false;
-
-		final Importer importer = (Importer) o;
-
-		// comparing native handles is unique
-		return m_iNativeHandle == importer.m_iNativeHandle;
-
-	}
-
-	/**
-	 * Implementation of <code>java.lang.Object.finalize()</code> We override
-	 * this to make sure that all native resources are deleted properly. This
-	 * will free the native Assimp::Importer object and its associated aiScene
-	 * instance. A NativeException is thrown if the destruction fails. This can
-	 * mean that not all resources have been deallocated and memory leaks are
-	 * remaining but it will not affect the stability of the VM (hopefully).
-	 */
-	@Override
-	protected void finalize() throws Throwable {
-		super.finalize();
-
-		// be sure that native resources are deallocated properly
-		if (0xffffffff == _NativeFreeContext(this.m_iNativeHandle)) {
-			throw new NativeException(
-					"Unable to destroy the native library context");
-		}
-	}
-
-	/**
-	 * Implementation of <code>java.lang.Object.hashCode()</code>
-	 * <p/>
-	 * The native handle obtained from the JNI bridge is used as hash code. It
-	 * is always unique.
-	 * 
-	 * @return An unique value representing the object
-	 */
-	@Override
-	public int hashCode() {
-		return (int) (m_iNativeHandle >> 32) ^ (int) (m_iNativeHandle);
-	}
-
-	/**
-	 * Set an integer property. All supported configuration properties are
-	 * defined as constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @param prop
-	 *            Name of the configuration property
-	 * @param val
-	 *            New value for the configuration property
-	 */
-	public final void setPropertyInt(final String prop, int val) {
-
-		this.properties.setProperty(prop, val);
-		this._NativeSetPropertyInt(prop, val, this.getContext());
-	}
-
-	/**
-	 * Set a floating-point property. All supported import properties are
-	 * defined as constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @param prop
-	 *            Name of the configuration property
-	 * @param val
-	 *            New value for the configuration property
-	 */
-	public final void setPropertyFloat(final String prop, float val) {
-
-		this.propertiesFloat.setProperty(prop, val);
-		this._NativeSetPropertyFloat(prop, val, this.getContext());
-	}
-
-	/**
-	 * Set a string property. All supported import properties are defined as
-	 * constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @param prop
-	 *            Name of the configuration property
-	 * @param val
-	 *            New value for the configuration property
-	 */
-	public final void setPropertyString(final String prop, String val) {
-
-		this.propertiesString.setProperty(prop, val);
-		this._NativeSetPropertyString(prop, val, this.getContext());
-	}
-
-	/**
-	 * Gets an integer configuration property that has been set using
-	 * <code>setPropertyInt</code>. All supported import properties are defined
-	 * as constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @param prop
-	 *            Name of the configuration property
-	 * @param error_return
-	 *            Default return value if the property isn't there
-	 * @return Current value of the configuration property or error_return if
-	 *         the property has not yet been set
-	 */
-	public final int getPropertyInt(final String prop, int error_return) {
-
-		Integer i = this.properties.getProperty(prop);
-		return i != null ? i : error_return;
-	}
-
-	/**
-	 * Gets a floating-point configuration property that has been set using
-	 * <code>setPropertyFloat</code>. All supported import properties are
-	 * defined as constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @see <code>getPropertyInt</code>
-	 */
-	public final float getPropertyFloat(final String prop, float error_return) {
-
-		Float i = this.propertiesFloat.getProperty(prop);
-		return i != null ? i : error_return;
-	}
-
-	/**
-	 * Gets a string configuration property that has been set using
-	 * <code>setPropertyString</code>. All supported import properties are
-	 * defined as constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @see <code>getPropertyInt</code>
-	 */
-	public final String getPropertyString(final String prop, String error_return) {
-
-		String i = this.propertiesString.getProperty(prop);
-		return i != null ? i : error_return;
-	}
-
-	/**
-	 * Gets an integer configuration property that has been set using
-	 * <code>setPropertyInt</code>. All supported import properties are defined
-	 * as constants in the <code>ConfigProperty</code> class
-	 * 
-	 * @param prop
-	 *            Name of the configuration property
-	 * @return Current of the property or <code>PROPERTY_WAS_NOT_EXISTING</code>
-	 *         if the property has not yet been set.
-	 */
-	public final int getPropertyInt(final String prop) {
-		return getPropertyInt(prop, PROPERTY_WAS_NOT_EXISTING);
-	}
-
-	/**
-	 * Retrieves the native context of the class. This is normally the address
-	 * of the native Importer object.
-	 * 
-	 * @return Native context
-	 */
-	public final long getContext() {
-		return m_iNativeHandle;
-	}
-
-	/**
-	 * Represents a property (key-value)
-	 */
-	private class Property<Type> {
-		String key;
-		Type value;
-	}
-
-	/**
-	 * Represents a property list. This exposes Assimp's configuration interface
-	 * from Java.
-	 */
-	private class PropertyList<Type> extends Vector<Property<Type>> {
-
-		/**
-		 * 
-		 */
-		private static final long serialVersionUID = -990406536792129089L;
-
-		public void setProperty(final String prop, final Type val) {
-
-			for (Property<Type> i : this) {
-				if (i.key.equals(prop)) {
-					i.value = val;
-					return;
-				}
-			}
-
-			Property<Type> propNew = new Property<Type>();
-			propNew.key = prop;
-			propNew.value = val;
-			this.add(propNew);
-		}
-
-		public Type getProperty(final String prop) {
-
-			for (Property<Type> i : this) {
-				if (i.key.equals(prop)) {
-					return i.value;
-				}
-			}
-			return null;
-		}
-	}
-
-	/**
-	 * Default implementation of <code>IOStream</code>. <br>
-	 * This might become a performance bottleneck: The application needs to map
-	 * the data read via this interface into a C-style array. For every single
-	 * read operation! Therefore it's a good optimization to use the default C
-	 * IOStream handler if no custom java handler was specified. Assuming that
-	 * the Java Runtime is using the fXXX-family of functions internally too,
-	 * the result should be the same.
-	 */
-	private class DefaultIOStream implements IOStream {
-
-		@SuppressWarnings("unused")
-		private FileReader reader = null;
-
-		/**
-		 * Construction from a given path
-		 * 
-		 * @param file
-		 *            Path to the file to be opened
-		 * @throws FileNotFoundException
-		 *             If the file isn't accessible at all
-		 */
-		public DefaultIOStream(final String file) throws FileNotFoundException {
-			reader = new FileReader(file);
-		}
-
-	}
-
-	/**
-	 * Default implementation of <code>IOSystem</code>.
-	 * 
-	 * Again, we're assuming that the Java runtime accesses the file system
-	 * similar to our own native default implementation. This allows this piece
-	 * of code to reside in Java.
-	 */
-	private class DefaultIOSystem implements IOSystem {
-
-		/**
-		 * Called to check whether a file is existing
-		 * 
-		 * @param file
-		 *            Filename
-		 * @return true if the file is existing and accessible
-		 */
-		public boolean Exists(String file) {
-			File f = new File(file);
-			return f.exists();
-		}
-
-		/**
-		 * Open a file and return an <code> IOStream </code> interface to access
-		 * it.
-		 * 
-		 * @param file
-		 *            File name of the file to be opened
-		 * @return A valid IOStream interface
-		 * @throws FileNotFoundException
-		 *             if the file can't be accessed
-		 */
-		public IOStream Open(String file) throws FileNotFoundException {
-			return new DefaultIOStream(file);
-		}
-	}
-
-	/**
-	 * Unique number to identify the internal Assimp::Importer object which
-	 * belongs to a Java Importer. This value is opaque and may not be changed
-	 * from within Java.
-	 */
-	private long m_iNativeHandle = 0xffffffffffffffffl;
-
-	/**
-	 * Loaded scene. It is - unlike in native Assimp - not bound to its father
-	 * Importer.
-	 */
-	private Scene scene = null;
-
-	/**
-	 * Path to the scene to be loaded
-	 */
-	private String path = null;
-
-	/**
-	 * I/O system to be used for importing
-	 */
-	private IOSystem ioSystem = new DefaultIOSystem();
-
-	/**
-	 * List of configuration properties for the three supported types integer,
-	 * float and string.
-	 */
-	private PropertyList<Integer> properties = new PropertyList<Integer>();
-	private PropertyList<Float> propertiesFloat = new PropertyList<Float>();
-	private PropertyList<String> propertiesString = new PropertyList<String>();
-
-	/**
-	 * Specifies whether the native jAssimp library is currently in a properly
-	 * initialized and responding state.
-	 */
-	private static boolean bLibInitialized = false;
-
-	/**
-	 * Expected names for native runtime libraries.
-	 */
-	private static final String JASSIMP_RUNTIME_NAME_X64 = "assimp-jbridge64";
-	private static final String JASSIMP_RUNTIME_NAME_X86 = "assimp-jbridge32";
-
-	/**
-	 * Private constructor for internal use.
-	 * 
-	 * @param Interface
-	 *            version. Increment this if a change has global effect.
-	 * @throws NativeException
-	 */
-	private Importer(int iVersion) throws NativeException {
-
-		if (!bLibInitialized) {
-
-			/**
-			 * Try to load the jAssimp library. First attempt to load the x64
-			 * version, in case of failure the x86 version
-			 */
-			try {
-				System.loadLibrary(JASSIMP_RUNTIME_NAME_X64);
-			} catch (UnsatisfiedLinkError exc) {
-				try {
-					System.loadLibrary(JASSIMP_RUNTIME_NAME_X86);
-				} catch (UnsatisfiedLinkError exc2) {
-					throw new NativeException(
-							"Unable to load the jAssimp library");
-				}
-			}
-			bLibInitialized = true;
-		}
-		// Now create the native Importer class and setup our internal
-		// data structures outside the VM.
-		try {
-			if (0xffffffffffffffffl == (m_iNativeHandle = _NativeInitContext(iVersion))) {
-				throw new NativeException(
-						"Failed to initialize jAssimp: interface version not matching");
-			}
-		} catch (UnsatisfiedLinkError exc) {
-			throw new NativeException(
-					"Failed to initialize jAssimp: entry point not found");
-		}
-	}
-
-	// --------------------------------------------------------------------------
-	// JNI INTERNALS
-	// --------------------------------------------------------------------------
-
-	/**
-	 * JNI interface call
-	 */
-	private native int _NativeInitContext(int version);
-
-	/**
-	 * JNI interface call
-	 */
-	private native int _NativeFreeContext(long iContext);
-
-	/**
-	 * JNI interface call
-	 */
-	private native int _NativeLoad(String path, long flags, long iContext);
-
-	/**
-	 * JNI interface call
-	 */
-	private native int _NativeSetPropertyInt(String name, int prop,
-			long iContext);
-
-	/**
-	 * JNI interface call
-	 */
-	private native int _NativeSetPropertyFloat(String name, float prop,
-			long iContext);
-
-	/**
-	 * JNI interface call
-	 */
-	private native int _NativeSetPropertyString(String name, String prop,
-			long iContext);
-}

+ 0 - 280
port/jAssimp/java/src/assimp/Light.java

@@ -1,280 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Describes a virtual light source in the scene
- * 
- * Lights have a representation in the node graph and can be animated
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class Light {
-
-	/**
-	 * Enumerates all supported types of light sources
-	 */
-	public class Type {
-		// public static final int UNDEFINED = 0x0;
-
-		/**
-		 * A directional light source has a well-defined direction but is
-		 * infinitely far away. That's quite a good approximation for sun light.
-		 * */
-		public static final int DIRECTIONAL = 0x1;
-
-		/**
-		 * A point light source has a well-defined position in space but no
-		 * direction - it emmits light in all directions. A normal bulb is a
-		 * point light.
-		 * */
-		public static final int POINT = 0x2;
-
-		/**
-		 * A spot light source emmits light in a specific angle. It has a
-		 * position and a direction it is pointing to. A good example for a spot
-		 * light is a light spot in sport arenas.
-		 * */
-		public static final int SPOT = 0x3;
-	};
-
-
-	/**
-	 * Get the name of the light source.
-	 * 
-	 * There must be a node in the scenegraph with the same name. This node
-	 * specifies the position of the light in the scene hierarchy and can be
-	 * animated.
-	 */
-	public final String GetName() {
-		return mName;
-	}
-
-	/**
-	 * Get the type of the light source.
-	 * 
-	 */
-	public final Type GetType() {
-		return mType;
-	}
-
-	/**
-	 * Get the position of the light source in space. Relative to the
-	 * transformation of the node corresponding to the light.
-	 * 
-	 * The position is undefined for directional lights.
-	 * 
-	 * @return Component order: x,y,z
-	 */
-	public final float[] GetPosition() {
-		return mPosition;
-	}
-
-	/**
-	 * Get the direction of the light source in space. Relative to the
-	 * transformation of the node corresponding to the light.
-	 * 
-	 * The direction is undefined for point lights. The vector may be
-	 * normalized, but it needn't.
-	 * 
-	 * @return Component order: x,y,z
-	 */
-	public final float[] GetDirection() {
-		return mDirection;
-	}
-
-	/**
-	 * Get the constant light attenuation factor.
-	 * 
-	 * The intensity of the light source at a given distance 'd' from the
-	 * light's position is
-	 * 
-	 * @code Atten = 1/( att0 + att1 * d + att2 * d*d)
-	 * @endcode This member corresponds to the att0 variable in the equation.
-	 */
-	public final float GetAttenuationConstant() {
-		return mAttenuationConstant;
-	}
-
-	/**
-	 * Get the linear light attenuation factor.
-	 * 
-	 * The intensity of the light source at a given distance 'd' from the
-	 * light's position is
-	 * 
-	 * @code Atten = 1/( att0 + att1 * d + att2 * d*d)
-	 * @endcode This member corresponds to the att1 variable in the equation.
-	 */
-	public final float GetAttenuationLinear() {
-		return mAttenuationLinear;
-	}
-
-	/**
-	 * Get the quadratic light attenuation factor.
-	 * 
-	 * The intensity of the light source at a given distance 'd' from the
-	 * light's position is
-	 * 
-	 * @code Atten = 1/( att0 + att1 * d + att2 * d*d)
-	 * @endcode This member corresponds to the att2 variable in the equation.
-	 */
-	public final float GetAttenuationQuadratic() {
-		return mAttenuationQuadratic;
-	}
-
-	/**
-	 * Get the diffuse color of the light source
-	 * 
-	 * 
-	 */
-	public final float[] GetColorDiffuse() {
-		return mColorDiffuse;
-	}
-
-	/**
-	 * Get the specular color of the light source
-	 * 
-	 * The specular light color is multiplied with the specular material color
-	 * to obtain the final color that contributes to the specular shading term.
-	 */
-	public final float[] GetColorSpecular() {
-		return mColorSpecular;
-	}
-
-	/**
-	 * Get the ambient color of the light source
-	 * 
-	 * The ambient light color is multiplied with the ambient material color to
-	 * obtain the final color that contributes to the ambient shading term. Most
-	 * renderers will ignore this value it, is just a remaining of the
-	 * fixed-function pipeline that is still supported by quite many file
-	 * formats.
-	 */
-	public final float[] GetColorAmbient() {
-		return mColorAmbient;
-	}
-
-	/**
-	 * Get the inner angle of a spot light's light cone.
-	 * 
-	 * The spot light has maximum influence on objects inside this angle. The
-	 * angle is given in radians. It is 2PI for point lights and undefined for
-	 * directional lights.
-	 */
-	public final float GetAngleInnerCone() {
-		return mAngleInnerCone;
-	}
-
-	/**
-	 * Get the outer angle of a spot light's light cone.
-	 * 
-	 * The spot light does not affect objects outside this angle. The angle is
-	 * given in radians. It is 2PI for point lights and undefined for
-	 * directional lights. The outer angle must be greater than or equal to the
-	 * inner angle. It is assumed that the application uses a smooth
-	 * interpolation between the inner and the outer cone of the spot light.
-	 */
-	public final float GetAngleOuterCone() {
-		return mAngleOuterCone;
-	}
-	
-	/**
-	 * The name of the light source.
-	 */
-	private String mName;
-
-	/**
-	 * The type of the light source.
-	 */
-	private Type mType;
-
-	/**
-	 * Position of the light source in space.
-	 */
-	private float[] mPosition;
-
-	/**
-	 * Direction of the light source in space.
-	 */
-	private float[] mDirection;
-
-	/**
-	 * Constant light attenuation factor.
-	 */
-	private float mAttenuationConstant;
-
-	/**
-	 * Linear light attenuation factor.
-	 */
-	private float mAttenuationLinear;
-
-	/**
-	 * Quadratic light attenuation factor.
-	 */
-	private float mAttenuationQuadratic;
-
-	/**
-	 * Diffuse color of the light source
-	 */
-	private float[] mColorDiffuse;
-
-	/**
-	 * Specular color of the light source
-	 */
-	private float[] mColorSpecular;
-
-	/**
-	 * Ambient color of the light source
-	 */
-	private float[] mColorAmbient;
-
-	/**
-	 * Inner angle of a spot light's light cone.
-	 */
-	private float mAngleInnerCone;
-
-	/**
-	 * Outer angle of a spot light's light cone.
-	 */
-	private float mAngleOuterCone;
-};

+ 0 - 62
port/jAssimp/java/src/assimp/LogStream.java

@@ -1,62 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Output stream for the logger. Directly corresponding with the native
- * LoggStream interface <br>
- * For direct output to a <code>java.io.Stream</code> you can use the
- * DefaultLogStream class.
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public interface LogStream {
-
-	/**
-	 * Override this for your own output implementations
-	 * 
-	 * @param message
-	 *            Message to be written to the log stream
-	 */
-	public void write(String message);
-}

+ 0 - 128
port/jAssimp/java/src/assimp/Logger.java

@@ -1,128 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Base logging interface. Directly corresponding with the native Logger
- * interface
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public interface Logger {
-
-	/**
-	 * Debug log message
-	 */
-	public static final int ERRORSEVERITY_DEBUGGING = 0x1;
-
-	/**
-	 * Information log message
-	 */
-	public static final int ERRORSEVERITY_INFO = 0x2;
-
-	/**
-	 * Warn log message
-	 */
-	public static final int ERRORSEVERITY_WARN = 0x4;
-
-	/**
-	 * Error log message
-	 */
-	public static final int ERRORSEVERITY_ERR = 0x8;
-
-	/**
-	 * Write a debug message to the log
-	 * 
-	 * @param message
-	 *            Message to be logged
-	 */
-	public void debug(String message);
-
-	/**
-	 * Write an error message to the log
-	 * 
-	 * @param message
-	 *            Message to be logged
-	 */
-	public void error(String message);
-
-	/**
-	 * Write a warn message to the log
-	 * 
-	 * @param message
-	 *            Message to be logged
-	 */
-	public void warn(String message);
-
-	/**
-	 * Write an info message to the log
-	 * 
-	 * @param message
-	 *            Message to be logged
-	 */
-	public void info(String message);
-
-	/**
-	 * Attach a logstream to the logger
-	 * 
-	 * @param stream
-	 *            Log stream instance
-	 * @param severity
-	 *            Error severity. Bitwise combination of the ERRORSEVERITY_XXX
-	 *            constants. Specify 0 to attach the stream to all types of log
-	 *            messages.
-	 */
-	public void attachStream(LogStream stream, int severity);
-
-	/**
-	 * Detach a logstream from the logger
-	 * 
-	 * @param stream
-	 *            Log stream instance
-	 * @param severity
-	 *            Error severities to detach the stream from. Bitwise
-	 *            combination of the ERRORSEVERITY_XXX constants. Specify 0 to
-	 *            detach the stream from all types of log messages.
-	 */
-	public void detachStream(LogStream stream, int severity);
-}

+ 0 - 447
port/jAssimp/java/src/assimp/MatKey.java

@@ -1,447 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * A material key represents a single material property, accessed through its
- * key. Most material properties are predefined for simplicity.
- * 
- * Material properties can be of several data types, including integers, floats
- * strings and arrays of them.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public final class MatKey {
-	private MatKey() {}
-
-	/**
-	 * Enumerates all supported texture layer blending operations.
-	 * 
-	 * @see TEXOP()
-	 */
-	public static final class TextureOp {
-		/** T = T1 * T2 */
-		public static final int Multiply = 0x0;
-
-		/** T = T1 + T2 */
-		public static final int Add = 0x1;
-
-		/** T = T1 - T2 */
-		public static final int Subtract = 0x2;
-
-		/** T = T1 / T2 */
-		public static final int Divide = 0x3;
-
-		/** T = (T1 + T2) - (T1 * T2) */
-		public static final int SmoothAdd = 0x4;
-
-		/** T = T1 + (T2-0.5) */
-		public static final int SignedAdd = 0x5;
-	}
-
-	/**
-	 * Enumerates all supported texture wrapping modes. They define how mapping
-	 * coordinates outside the 0...1 range are handled.
-	 * 
-	 * @see TEXWRAP_U()
-	 * @see TEXWRAP_V()
-	 */
-	public static final class TextureWrapMode {
-		/**
-		 * A texture coordinate u|v is translated to u%1|v%1
-		 */
-		public static final int Wrap = 0x0;
-
-		/**
-		 * Texture coordinates outside [0...1] are clamped to the nearest valid
-		 * value.
-		 */
-		public static final int Clamp = 0x1;
-
-		/**
-		 * If the texture coordinates for a pixel are outside [0...1], the
-		 * texture is not applied to that pixel.
-		 */
-		public static final int Decal = 0x3;
-
-		/**
-		 * A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
-		 * 1-(u%1)|1-(v%1) otherwise
-		 */
-		public static final int Mirror = 0x2;
-	}
-
-	/**
-	 * Enumerates all supported texture mapping modes. They define how the
-	 * texture is applied to the surface.
-	 * 
-	 * @see TEXMAP()
-	 */
-	public static final class TextureMapping {
-		/**
-		 * Explicit mapping coordinates are given. The source mapping channel to
-		 * be used is defined in the <code>UVSRC</code> material property.
-		 */
-		public static final int UV = 0x0;
-
-		/** Spherical mapping */
-		public static final int SPHERE = 0x1;
-
-		/** Cylindrical mapping */
-		public static final int CYLINDER = 0x2;
-
-		/** Cubic mapping */
-		public static final int BOX = 0x3;
-
-		/** Planar mapping */
-		public static final int PLANE = 0x4;
-
-		/** Undefined mapping. Have fun. */
-		public static final int OTHER = 0x5;
-	}
-
-	/**
-	 * Enumerates all recognized purposes of texture maps. Textures are layered
-	 * in stacks, one stack for each kind of texture map.
-	 */
-	public static final class TextureType {
-		/**
-		 * Dummy value.
-		 * 
-		 * Value for <code>Any.textureType</code> for properties not related to
-		 * a specific texture layer.
-		 */
-		public static final int NONE = 0x0;
-
-		/**
-		 * The texture is combined with the result of the diffuse lighting
-		 * equation.
-		 */
-		public static final int DIFFUSE = 0x1;
-
-		/**
-		 * The texture is combined with the result of the specular lighting
-		 * equation.
-		 */
-		public static final int SPECULAR = 0x2;
-
-		/**
-		 * The texture is combined with the result of the ambient lighting
-		 * equation, if any.
-		 */
-		public static final int AMBIENT = 0x3;
-
-		/**
-		 * The texture is added to the final result of the lighting calculation.
-		 * It isn't influenced by incoming or ambient light.
-		 */
-		public static final int EMISSIVE = 0x4;
-
-		/**
-		 * The texture is a height map.
-		 * 
-		 * Usually higher grey-scale values map to higher elevations.
-		 * Applications will typically want to convert height maps to tangent
-		 * space normal maps.
-		 */
-		public static final int HEIGHT = 0x5;
-
-		/**
-		 * The texture is a tangent space normal-map.
-		 * 
-		 * There are many conventions, but usually you can expect the data to be
-		 * given in the r,g channels of the texture where the b or a channel is
-		 * probably containing the original height map.
-		 */
-		public static final int NORMALS = 0x6;
-
-		/**
-		 * The texture defines the glossiness of the material.
-		 * 
-		 * The glossiness is nothing else than the exponent of the specular
-		 * (phong) lighting equation. Usually there is a conversion function
-		 * defined to map the linear color values in the texture to a suitable
-		 * exponent. Have fun.
-		 */
-		public static final int SHININESS = 0x7;
-
-		/**
-		 * The texture defines per-pixel opacity.
-		 * 
-		 * Usually 'white' means opaque and 'black' means 'transparency'. Or
-		 * quite the opposite. Have fun.
-		 */
-		public static final int OPACITY = 0x8;
-
-		/**
-		 * Displacement texture
-		 * 
-		 * The exact purpose and format is application-dependent. Higher color
-		 * values usually map to higher displacements.
-		 */
-		public static final int DISPLACEMENT = 0x9;
-
-		/**
-		 * Lightmap texture (or Ambient Occlusion Map)
-		 * 
-		 * Both 'lightmaps' in the classic sense and dedicated 'ambient
-		 * occlusion maps' are covered by this material property. The texture
-		 * contains a scaling value for the final color value of a pixel. It's
-		 * intensity is not affected by incoming or ambient light.
-		 */
-		public static final int LIGHTMAP = 0xA;
-
-		/**
-		 * Reflection texture
-		 * 
-		 * Defines the color of a perfect mirror reflection at a particular
-		 * pixel.
-		 */
-		public static final int REFLECTION = 0xB;
-
-		/**
-		 * Unknown texture for your amusement.
-		 * 
-		 * A texture reference that does not match any of the definitions above
-		 * is considered to be 'unknown'. It is still imported, but is excluded
-		 * from any further post processing.
-		 */
-		public static final int UNKNOWN = 0xC;
-	};
-
-	/**
-	 * Defines some standard shading hints provided by Assimp. In order to match
-	 * the intended visual appearance of a model as closely as possible,
-	 * applications will need to apply the right shader to the model or at least
-	 * find a similar one.
-	 * 
-	 * The list of shaders comes from Blender, btw.
-	 */
-	public static final class ShadingMode {
-		/**
-		 * Flat shading. Shading is done on per-face base, diffuse only. Also
-		 * known as 'faceted shading'.
-		 */
-		public static final int Flat = 0x1;
-
-		/**
-		 * Simple Gouraud Shader
-		 */
-		public static final int Gouraud = 0x2;
-
-		/**
-		 * Phong Shader
-		 */
-		public static final int Phong = 0x3;
-
-		/**
-		 * Phong-Blinn Shader
-		 */
-		public static final int Blinn = 0x4;
-
-		/**
-		 * Toon Shader
-		 * 
-		 * Also known as 'comic' shader.
-		 */
-		public static final int Toon = 0x5;
-
-		/**
-		 * OrenNayar Shader
-		 * 
-		 * Extension to standard Gouraud shading taking the roughness of the
-		 * material into account
-		 */
-		public static final int OrenNayar = 0x6;
-
-		/**
-		 * Minnaert Shader
-		 * 
-		 * Extension to standard Gouraud shading taking the "darkness" of the
-		 * material into account
-		 */
-		public static final int Minnaert = 0x7;
-
-		/**
-		 * CookTorrance Shader.
-		 * 
-		 * Special shader for metal surfaces.
-		 */
-		public static final int CookTorrance = 0x8;
-
-		/**
-		 * No shading at all. Constant light influence of 1.0.
-		 */
-		public static final int NoShading = 0x9;
-
-		/**
-		 * Fresnel Shader
-		 */
-		public static final int Fresnel = 0xa;
-	};
-
-	/**
-	 * Some mixed texture flags. They are only present in a material if Assimp
-	 * gets very, very detailed information about the characteristics of a
-	 * texture from the source file. In order to display completely generic
-	 * models properly, you'll need to query them.
-	 * 
-	 * @see TEXFLAGS()
-	 */
-	public static final class TextureFlags {
-		/**
-		 * The texture's color values have to be inverted (component wise 1-n)
-		 */
-		public static final int Invert = 0x1;
-
-		/**
-		 * Explicit request to the application to process the alpha channel of
-		 * the texture.
-		 * 
-		 * Mutually exclusive with <code>IgnoreAlpha</code>. These flags are set
-		 * if the library can say for sure that the alpha channel is used/is not
-		 * used. If the model format does not define this, it is left to the
-		 * application to decide whether the texture alpha channel - if any - is
-		 * evaluated or not.
-		 */
-		public static final int UseAlpha = 0x2;
-
-		/**
-		 * Explicit request to the application to ignore the alpha channel of
-		 * the texture.
-		 * 
-		 * Mutually exclusive with <code>UseAlpha</code>.
-		 */
-		public static final int IgnoreAlpha = 0x4;
-	}
-
-	/**
-	 * Defines how the computed value for a particular pixel is combined with
-	 * the previous value of the backbuffer at that position.
-	 * 
-	 * @see #BLEND_FUNC()
-	 */
-	public static final class BlendFunc {
-
-		/** SourceColor*SourceAlpha + DestColor*(1-SourceAlpha) */
-		public static final int Default = 0x0;
-
-		/** SourceColor*1 + DestColor*1 */
-		public static final int Additive = 0x1;
-	}
-
-	/**
-	 * Defines the name of the material.
-	 */
-	public static final Any<String> NAME = new Any<String>("?mat.name");
-
-	/**
-	 * Defines whether the material must be rendered two-sided. This is a
-	 * boolean property. n != 0 is <code>true</code>.
-	 */
-	public static final Any<Integer> TWOSIDED = new Any<Integer>(
-			"$mat.twosided");
-
-	/**
-	 * Defines whether the material must be rendered in wireframe. This is a
-	 * boolean property. n != 0 is <code>true</code>.
-	 */
-	public static final Any<Integer> WIREFRAME = new Any<Integer>(
-			"$mat.wireframe");
-
-	/**
-	 * Defines the shading model to be used to compute the lighting for the
-	 * material. This is one of the values defined in the
-	 * <code>ShadingModel</code> 'enum'.
-	 */
-	public static final Any<Integer> SHADING_MODEL = new Any<Integer>(
-			"$mat.shadingm");
-
-	/**
-	 * Defines the blend function to be used to combine the computed color value
-	 * of a pixel with the previous value in the backbuffer. This is one of the
-	 * values defined in the <code>BlendFunc</code> 'enum'.
-	 */
-	public static final Any<Integer> BLEND_FUNC = new Any<Integer>("$mat.blend");
-
-	/**
-	 * Defines the basic opacity of the material in range 0..1 where 0 is fully
-	 * transparent and 1 is fully opaque. The default value to be taken if this
-	 * property is not defined is naturally <code>1.0f</code>.
-	 */
-	public static final Any<Float> OPACITY = new Any<Float>("$mat.opacity");
-
-	/**
-	 * Defines the height scaling of bumpmaps/parallax maps on this material.
-	 * The default value to be taken if this property is not defined is
-	 * naturally <code>1.0f</code>.
-	 */
-	public static final Any<Float> BUMPHEIGHT = new Any<Float>(
-			"$mat.bumpscaling");
-
-	/**
-	 * Defines the shininess of the material. This is simply the exponent of the
-	 * phong and blinn-phong shading equations. If the property is not defined,
-	 * no specular lighting must be computed for the material.
-	 */
-	public static final Any<Float> SHININESS = new Any<Float>("$mat.shininess");
-
-	/**
-	 * Dummy base for all predefined material keys.
-	 */
-	public static class Any<Type> {
-		public Any(String str) {
-			this(str, 0, 0);
-		}
-
-		public Any(String str, int tType, int tIndex) {
-			name = str;
-			textureType = tType;
-			textureIndex = tIndex;
-		}
-
-		String name;
-		int textureType, textureIndex;
-	}
-
-}

+ 0 - 186
port/jAssimp/java/src/assimp/Material.java

@@ -1,186 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Class to wrap materials. Materials are represented in ASSIMP as a list of
- * key/value pairs, the key being a <code>String</code> and the value being a
- * binary buffer. The class provides several get methods to access material
- * properties easily.
- *
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Material {
-
-	/**
-	 * Internal representation of a material property
-	 */
-	private class Property {
-		String key;
-		Object value;
-	}
-
-	/**
-	 * List of all properties for this material
-	 */
-	private Property[] properties;
-
-	/**
-	 * Special exception class which is thrown if a material property could not
-	 * be found.
-	 */
-	@SuppressWarnings("serial")
-	public class PropertyNotFoundException extends Exception {
-		public final String property_key;
-
-		/**
-		 * Constructs a new exception
-		 * 
-		 * @param message
-		 *            Error message
-		 * @param property_key
-		 *            Name of the property that wasn't found
-		 */
-		public PropertyNotFoundException(String message, String property_key) {
-			super(message);
-			this.property_key = property_key;
-		}
-	}
-
-	/**
-	 * Get the value for a specific key from the material.
-	 * 
-	 * @param key
-	 *            Raw name of the property to be queried
-	 * @return null if the property wasn't there or hasn't the desired output
-	 *         type. The returned <code>Object</code> can be casted to the
-	 *         expected data type for the property. Primitive types are
-	 *         represented by their boxed variants.
-	 */
-	public Object getProperty(String key) throws PropertyNotFoundException {
-
-		for (Property prop : properties) {
-			if (prop.key.equals(key)) {
-				return prop.value;
-			}
-		}
-		throw new PropertyNotFoundException(
-				"Unable to find material property: ", key);
-	}
-
-	/**
-	 * Get the floating-point value for a specific key from the material.
-	 * 
-	 * @param key
-	 *            One of the constant key values defined in <code>MatKey</code>
-	 * @return the value of the property
-	 * @throws PropertyNotFoundException
-	 *             If the property isn't set.
-	 */
-	public Float getProperty(MatKey.Any<Float> key)
-			throws PropertyNotFoundException {
-
-		return (Float) getProperty(key.name);
-	}
-	
-	/**
-	 * Get the integer value for a specific key from the material.
-	 * 
-	 * @param key
-	 *            One of the constant key values defined in <code>MatKey</code>
-	 * @return the value of the property
-	 * @throws PropertyNotFoundException
-	 *             If the property isn't set.
-	 */
-	public Integer getProperty(MatKey.Any<Integer> key)
-			throws PropertyNotFoundException {
-
-		return (Integer) getProperty(key.name);
-	}
-	
-	/**
-	 * Get the floating-point-array value for a specific key from the material.
-	 * 
-	 * @param key
-	 *            One of the constant key values defined in <code>MatKey</code>
-	 * @return the value of the property
-	 * @throws PropertyNotFoundException
-	 *             If the property isn't set.
-	 */
-	public float[] getProperty(MatKey.Any<float[]> key)
-			throws PropertyNotFoundException {
-
-		return (float[]) getProperty(key.name);
-	}
-	
-	/**
-	 * Get the integer-array value for a specific key from the material.
-	 * 
-	 * @param key
-	 *            One of the constant key values defined in <code>MatKey</code>
-	 * @return the value of the property
-	 * @throws PropertyNotFoundException
-	 *             If the property isn't set.
-	 */
-	public int[] getProperty(MatKey.Any<int[]> key)
-			throws PropertyNotFoundException {
-
-		return (int[]) getProperty(key.name);
-	}
-	
-	/**
-	 * Get the string value for a specific key from the material.
-	 * 
-	 * @param key
-	 *            One of the constant key values defined in <code>MatKey</code>
-	 * @return the value of the property
-	 * @throws PropertyNotFoundException
-	 *             If the property isn't set.
-	 */
-	public String getProperty(MatKey.Any<String> key)
-			throws PropertyNotFoundException {
-
-		return (String) getProperty(key.name);
-	}
-
-}

+ 0 - 149
port/jAssimp/java/src/assimp/Matrix3x3.java

@@ -1,149 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-package assimp;
-
-/**
- * Represents a 3x3 row major matrix
- *
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class Matrix3x3  {
-
-
-    /**
-     * Default constructor. Initializes the matrix with its identity
-     */
-    public  Matrix3x3() {
-        coeff[0] = coeff[4] = coeff[8] = 1.0f;
-    }
-
-    /**
-     * Copy constructor
-     * @param other Matrix to be copied
-     */
-    public  Matrix3x3 ( Matrix3x3 other) {
-        System.arraycopy(other.coeff, 0, this.coeff, 0, 9);
-    }
-
-    /**
-     * Construction from nine given coefficents
-     * @param a1
-     * @param a2
-     * @param a3
-     * @param b1
-     * @param b2
-     * @param b3
-     * @param c1
-     * @param c2
-     * @param c3
-     */
-    public Matrix3x3 (float a1, float a2, float a3,
-                      float b1, float b2, float b3,
-                      float c1, float c2, float c3) {
-
-        coeff[0] = a1;
-        coeff[1] = a2;
-        coeff[2] = a3;
-        coeff[3] = b1;
-        coeff[4] = b2;
-        coeff[5] = b3;
-        coeff[6] = c1;
-        coeff[7] = c2;
-        coeff[8] = c3;
-    }
-
-
-    /**
-     * Copy constructor (construction from a 4x4 matrix)
-     * @param other Matrix to be copied
-     */
-    public  Matrix3x3 ( Matrix4x4 other) {
-        coeff[0] = other.coeff[0];
-        coeff[1] = other.coeff[1];
-        coeff[2] = other.coeff[2];
-        coeff[3] = other.coeff[4];
-        coeff[4] = other.coeff[5];
-        coeff[5] = other.coeff[6];
-        coeff[6] = other.coeff[8];
-        coeff[7] = other.coeff[9];
-        coeff[8] = other.coeff[10];
-    }
-
-
-    /**
-     * The coefficients of the matrix
-     */
-    public float[] coeff = new float[9];
-
-
-    /**
-     * Returns a field in the matrix
-     * @param row Row index
-     * @param column Column index
-     * @return The corresponding field value
-     */
-    public final float get(int row, int column) {
-        assert(row <= 2 && column <= 2);
-        return coeff[row*3+column];
-    }
-
-
-    /**
-     * Multiplies *this* matrix with another matrix
-     * @param m Matrix to multiply with
-     * @return Output matrix
-     */
-    public final Matrix3x3 Mul(Matrix3x3 m) {
-
-        return new Matrix3x3(
-            m.coeff[0] * coeff[0] + m.coeff[3] * coeff[1] + m.coeff[6] * coeff[2],
-		    m.coeff[1] * coeff[0] + m.coeff[4] * coeff[1] + m.coeff[7] * coeff[2],
-		    m.coeff[2] * coeff[0] + m.coeff[5] * coeff[1] + m.coeff[8] * coeff[2],
-		    m.coeff[0] * coeff[3] + m.coeff[3] * coeff[4] + m.coeff[6] * coeff[5],
-		    m.coeff[1] * coeff[3] + m.coeff[4] * coeff[4] + m.coeff[7] * coeff[5],
-		    m.coeff[2] * coeff[3] + m.coeff[5] * coeff[4] + m.coeff[8] * coeff[5],
-		    m.coeff[0] * coeff[6] + m.coeff[3] * coeff[7] + m.coeff[6] * coeff[8],
-		    m.coeff[1] * coeff[6] + m.coeff[4] * coeff[7] + m.coeff[7] * coeff[8],
-		    m.coeff[2] * coeff[6] + m.coeff[5] * coeff[7] + m.coeff[8] * coeff[8]);
-    }
-}

+ 0 - 184
port/jAssimp/java/src/assimp/Matrix4x4.java

@@ -1,184 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Represents a 4x4 matrix.
- * 
- * There's no explicit convention for 'majorness'; objects of Matrix4x4 can be
- * either row-major or column-major.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- * @see Node#getTransformColumnMajor()
- * @see Node#getTransformRowMajor()()
- */
-public class Matrix4x4 {
-
-	/**
-	 * Default constructor. Initializes the matrix with its identity
-	 */
-	public Matrix4x4() {
-		coeff[0] = coeff[5] = coeff[10] = coeff[15] = 1.0f;
-	}
-
-	/**
-	 * Copy constructor
-	 * 
-	 * @param other
-	 *            Matrix to be copied
-	 */
-	public Matrix4x4(Matrix4x4 other) {
-		System.arraycopy(other.coeff, 0, this.coeff, 0, 16);
-	}
-
-	/**
-	 * Construction from 16 given coefficients
-	 * 
-	 * @param a1
-	 * @param a2
-	 * @param a3
-	 * @param a4
-	 * @param b1
-	 * @param b2
-	 * @param b3
-	 * @param b4
-	 * @param c1
-	 * @param c2
-	 * @param c3
-	 * @param c4
-	 * @param d1
-	 * @param d2
-	 * @param d3
-	 * @param d4
-	 */
-	public Matrix4x4(float a1, float a2, float a3, float a4, float b1,
-			float b2, float b3, float b4, float c1, float c2, float c3,
-			float c4, float d1, float d2, float d3, float d4) {
-
-		coeff[0] = a1;
-		coeff[1] = a2;
-		coeff[2] = a3;
-		coeff[3] = a4;
-		coeff[4] = b1;
-		coeff[5] = b2;
-		coeff[6] = b3;
-		coeff[7] = b4;
-		coeff[8] = c1;
-		coeff[9] = c2;
-		coeff[10] = c3;
-		coeff[11] = c4;
-		coeff[12] = d1;
-		coeff[13] = d2;
-		coeff[14] = d3;
-		coeff[15] = d4;
-	}
-
-	/**
-	 * Copy constructor (construction from a 4x4 matrix)
-	 * 
-	 * @param other
-	 *            Matrix to be copied
-	 */
-	public Matrix4x4(Matrix3x3 other) {
-		coeff[0] = other.coeff[0];
-		coeff[1] = other.coeff[1];
-		coeff[2] = other.coeff[2];
-		coeff[4] = other.coeff[3];
-		coeff[5] = other.coeff[4];
-		coeff[6] = other.coeff[5];
-		coeff[8] = other.coeff[6];
-		coeff[9] = other.coeff[7];
-		coeff[10] = other.coeff[8];
-		coeff[15] = 1.0f;
-	}
-
-	/**
-	 * The coefficients of the matrix
-	 */
-	public float[] coeff = new float[16];
-
-	/**
-	 * Returns a field in the matrix
-	 * 
-	 * @param row
-	 *            Row index
-	 * @param column
-	 *            Column index
-	 * @return The corresponding field value
-	 */
-	public final float get(int row, int column) {
-		assert (row <= 3 && column <= 3);
-		return coeff[row * 4 + column];
-	}
-
-	/**
-	 * Computes the transpose of *this* matrix.
-	 */
-	public final Matrix4x4 transpose() {
-
-		float fTemp = coeff[1 * 4 + 0];
-		coeff[1 * 4 + 0] = coeff[0 * 4 + 1];
-		coeff[0 * 4 + 1] = fTemp;
-
-		fTemp = coeff[2 * 4 + 0];
-		coeff[2 * 4 + 0] = coeff[0 * 4 + 2];
-		coeff[0 * 4 + 2] = fTemp;
-
-		fTemp = coeff[2 * 4 + 1];
-		coeff[2 * 4 + 1] = coeff[1 * 4 + 2];
-		coeff[1 * 4 + 2] = fTemp;
-
-		fTemp = coeff[3 * 4 + 0];
-		coeff[3 * 4 + 0] = coeff[0 * 4 + 3];
-		coeff[0 * 4 + 3] = fTemp;
-
-		fTemp = coeff[3 * 4 + 1];
-		coeff[3 * 4 + 1] = coeff[1 * 4 + 3];
-		coeff[1 * 4 + 3] = fTemp;
-
-		fTemp = coeff[3 * 4 + 2];
-		coeff[3 * 4 + 2] = coeff[2 * 4 + 3];
-		coeff[2 * 4 + 3] = fTemp;
-		return this;
-	}
-}

+ 0 - 633
port/jAssimp/java/src/assimp/Mesh.java

@@ -1,633 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-import java.awt.*;
-
-/**
- * A mesh represents a part of the whole scene geometry. It references exactly
- * one material and can this be drawn in a single draw call.
- * <p/>
- * It usually consists of a number of vertices and a series of primitives/faces
- * referencing the vertices. In addition there might be a series of bones, each
- * of them addressing a number of vertices with a certain weight. Vertex data is
- * presented in channels with each channel containing a single per-vertex
- * information such as a set of texture coordinates or a normal vector.
- * <p/>
- * Note that not all mesh data channels must be there. E.g. most models don't
- * contain vertex colors so this data channel is mostly not filled.
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Mesh {
-
-	/**
-	 * Defines the maximum number of UV(W) channels that are available for a
-	 * mesh. If a loader finds more channels in a file, it skips them
-	 */
-	public static final int MAX_NUMBER_OF_TEXTURECOORDS = 0x4;
-
-	/**
-	 * Defines the maximum number of vertex color channels that are available
-	 * for a mesh. If a loader finds more channels in a file, it skips them.
-	 */
-	public static final int MAX_NUMBER_OF_COLOR_SETS = 0x4;
-
-	/**
-	 * Check whether there are vertex positions in the model
-	 * <code>getPosition()</code> asserts this.
-	 * 
-	 * @return true if vertex positions are available. Currently this is
-	 *         guaranteed to be <code>true</code>.
-	 * 
-	 */
-	public final boolean hasPositions() {
-		return null != m_vVertices;
-	}
-
-	/**
-	 * Check whether there are normal vectors in the model
-	 * <code>getNormal()</code> asserts this.
-	 * 
-	 * @return true if vertex normals are available.
-	 */
-	public final boolean hasNormals() {
-		return null != m_vNormals;
-	}
-
-	/**
-	 * Check whether there are bones in the model. If the answer is
-	 * <code>true</code>, use <code>getBone()</code> to query them.
-	 * 
-	 * @return true if vertex normals are available.
-	 */
-	public final boolean hasBones() {
-		return null != m_vBones;
-	}
-
-	/**
-	 * Check whether there are tangents/bitangents in the model If the answer is
-	 * <code>true</code>, use <code>getTangent()</code> and
-	 * <code>getBitangent()</code> to query them.
-	 * 
-	 * @return true if vertex tangents and bitangents are available.
-	 */
-	public final boolean hasTangentsAndBitangents() {
-		return null != m_vBitangents && null != m_vTangents;
-	}
-
-	/**
-	 * Check whether a given UV set is existing the model <code>getUV()</code>
-	 * will assert this.
-	 * 
-	 * @param n
-	 *            UV coordinate set index
-	 * @return true the uv coordinate set is available.
-	 */
-	public final boolean hasUVCoords(int n) {
-		return n < m_avUVs.length && null != m_avUVs[n];
-	}
-
-	/**
-	 * Check whether a given vertex color set is existing the model
-	 * <code>getColor()</code> will assert this.
-	 * 
-	 * @param n
-	 *            Vertex color set index
-	 * @return true the vertex color set is available.
-	 */
-	public final boolean hasVertexColors(int n) {
-		return n < m_avColors.length && null != m_avColors[n];
-	}
-
-	/**
-	 * Get the number of vertices in the model
-	 * 
-	 * @return Number of vertices in the model. This could be 0 in some extreme
-	 *         cases although loaders should filter such cases out
-	 */
-	public final int getNumVertices() {
-		return m_vVertices.length;
-	}
-
-	/**
-	 * Get the number of faces in the model
-	 * 
-	 * @return Number of faces in the model. This could be 0 in some extreme
-	 *         cases although loaders should filter such cases out
-	 */
-	public final int getNumFaces() {
-		return m_vFaces.length;
-	}
-
-	/**
-	 * Get the number of bones in the model
-	 * 
-	 * @return Number of bones in the model.
-	 */
-	public final int getNumBones() {
-		return m_vBones.length;
-	}
-
-	/**
-	 * Get the material index of the mesh
-	 * 
-	 * @return Zero-based index into the global material array
-	 */
-	public final int getMaterialIndex() {
-		return m_iMaterialIndex;
-	}
-
-	/**
-	 * Get a bitwise combination of all types of primitives which are present in
-	 * the mesh.
-	 * 
-	 * @see Face.Type
-	 */
-	public final int getPrimitiveTypes() {
-		return m_iPrimitiveTypes;
-	}
-
-	/**
-	 * Get a single vertex position in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3 Receives the vertex
-	 *            position components in x,y,z order
-	 */
-	public final void getPosition(int iIndex, float[] afOut) {
-		assert (hasPositions() && afOut.length >= 3 && iIndex < this
-				.getNumVertices());
-
-		iIndex *= 3;
-		afOut[0] = this.m_vVertices[iIndex];
-		afOut[1] = this.m_vVertices[iIndex + 1];
-		afOut[2] = this.m_vVertices[iIndex + 2];
-	}
-
-	/**
-	 * Get a single vertex position in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3
-	 * @param iOutBase
-	 *            Start index in the output array Receives the vertex position
-	 *            components in x,y,z order
-	 */
-	public final void getPosition(int iIndex, float[] afOut, int iOutBase) {
-		assert (hasPositions() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[iOutBase] = m_vVertices[iIndex];
-		afOut[iOutBase + 1] = m_vVertices[iIndex + 1];
-		afOut[iOutBase + 2] = m_vVertices[iIndex + 2];
-	}
-
-	/**
-	 * Provides direct access to the vertex position array of the mesh This is
-	 * the recommended way of accessing the data.
-	 * 
-	 * @return Array of floats, size is numverts * 3. Component ordering is xyz.
-	 */
-	public final float[] getPositionArray() {
-		return m_vVertices;
-	}
-
-	/**
-	 * Get a vertex normal in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3 Receives the vertex
-	 *            normal components in x,y,z order
-	 */
-	public final void getNormal(int iIndex, float[] afOut) {
-		assert (hasNormals() && afOut.length >= 3 && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[0] = m_vTangents[iIndex];
-		afOut[1] = m_vTangents[iIndex + 1];
-		afOut[2] = m_vTangents[iIndex + 2];
-	}
-
-	/**
-	 * Get a vertex normal in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3
-	 * @param iOutBase
-	 *            Start index in the output array Receives the vertex normal
-	 *            components in x,y,z order
-	 */
-	public final void getNormal(int iIndex, float[] afOut, int iOutBase) {
-		assert (hasNormals() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[iOutBase] = m_vNormals[iIndex];
-		afOut[iOutBase + 1] = m_vNormals[iIndex + 1];
-		afOut[iOutBase + 2] = m_vNormals[iIndex + 2];
-	}
-
-	/**
-	 * Provides direct access to the vertex normal array of the mesh This is the
-	 * recommended way of accessing the data.
-	 * 
-	 * @return Array of floats, size is numverts * 3. Component order is xyz.
-	 */
-	public final float[] getNormalArray() {
-		return this.m_vNormals;
-	}
-
-	/**
-	 * Get a vertex tangent in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3 Receives the vertex
-	 *            tangent components in x,y,z order
-	 */
-	public final void getTangent(int iIndex, float[] afOut) {
-		assert (hasTangentsAndBitangents() && afOut.length >= 3 && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[0] = m_vTangents[iIndex];
-		afOut[1] = m_vTangents[iIndex + 1];
-		afOut[2] = m_vTangents[iIndex + 2];
-	}
-
-	/**
-	 * Get a vertex tangent in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3
-	 * @param iOutBase
-	 *            Start index in the output array Receives the vertex tangent
-	 *            components in x,y,z order
-	 */
-	public final void getTangent(int iIndex, float[] afOut, int iOutBase) {
-		assert (hasTangentsAndBitangents() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[iOutBase] = m_vTangents[iIndex];
-		afOut[iOutBase + 1] = m_vTangents[iIndex + 1];
-		afOut[iOutBase + 2] = m_vTangents[iIndex + 2];
-	}
-
-	/**
-	 * Provides direct access to the vertex tangent array of the mesh This is
-	 * the recommended way of accessing the data.
-	 * 
-	 * @return Array of floats, size is numverts * 3. Component order is xyz.
-	 */
-	public final float[] getTangentArray() {
-		return m_vTangents;
-	}
-
-	/**
-	 * Get a vertex bitangent in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3 Receives the vertex
-	 *            bitangent components in x,y,z order
-	 */
-	public final void getBitangent(int iIndex, float[] afOut) {
-		assert (hasTangentsAndBitangents() && afOut.length >= 3
-				&& 3 >= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[0] = m_vBitangents[iIndex];
-		afOut[1] = m_vBitangents[iIndex + 1];
-		afOut[2] = m_vBitangents[iIndex + 2];
-	}
-
-	/**
-	 * Get a vertex bitangent in the mesh
-	 * 
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 3
-	 * @param iOutBase
-	 *            Start index in the output array Receives the vertex bitangent
-	 *            components in x,y,z order
-	 */
-	public final void getBitangent(int iIndex, float[] afOut, int iOutBase) {
-		assert (hasTangentsAndBitangents() && iOutBase + 3 <= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= 3;
-		afOut[iOutBase] = m_vBitangents[iIndex];
-		afOut[iOutBase + 1] = m_vBitangents[iIndex + 1];
-		afOut[iOutBase + 2] = m_vBitangents[iIndex + 2];
-	}
-
-	/**
-	 * Provides direct access to the vertex bitangent array of the mesh This is
-	 * the recommended way of accessing the data.
-	 * 
-	 * @return Array of floats, size is numverts * 3. Vector components are
-	 *         given in xyz order.
-	 */
-	public final float[] getBitangentArray() {
-		assert (hasTangentsAndBitangents());
-		return m_vBitangents;
-	}
-
-	/**
-	 * Get a vertex texture coordinate in the mesh
-	 * 
-	 * @param channel
-	 *            Texture coordinate channel
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be equal to the value
-	 *            <code>getNumUVComponents</code> returns for
-	 *            <code>channel</code> Receives the vertex texture coordinate.
-	 *            Vector components are given in uvw order.
-	 */
-	public final void getTexCoord(int channel, int iIndex, float[] afOut) {
-		assert (hasUVCoords(channel) && afOut.length >= 4 && 4 >= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= m_aiNumUVComponents[channel];
-		for (int i = 0; i < m_aiNumUVComponents[channel]; ++i) {
-			afOut[i] = m_avUVs[channel][iIndex + i];
-		}
-	}
-
-	/**
-	 * Get a vertex texture coordinate in the mesh
-	 * 
-	 * @param channel
-	 *            Texture coordinate channel
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be equal to the value
-	 *            <code>getNumUVComponents</code> returns for
-	 *            <code>channel</code> Receives the vertex texture coordinate,
-	 *            components are in u,v,w order
-	 * @param iOutBase
-	 *            Start index in the output array
-	 */
-	public final void getTexCoord(int channel, int iIndex, float[] afOut,
-			int iOutBase) {
-		assert (hasUVCoords(channel) && afOut.length >= 4
-				&& iOutBase + 4 <= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= m_aiNumUVComponents[channel];
-		for (int i = 0; i < m_aiNumUVComponents[channel]; ++i) {
-			afOut[i + iOutBase] = m_avUVs[channel][iIndex + i];
-		}
-	}
-
-	/**
-	 * Provides direct access to a texture coordinate channel of the mesh This
-	 * is the recommended way of accessing the data.
-	 * 
-	 * @return Array of floats, size is numverts * <code>getNumUVComponents
-	 *         (channel)</code>. Component ordering is uvw.
-	 */
-	public final float[] getTexCoordArray(int channel) {
-		assert (channel < MAX_NUMBER_OF_TEXTURECOORDS);
-		return m_avUVs[channel];
-	}
-
-	/**
-	 * Get a vertex color in the mesh
-	 * 
-	 * @param channel
-	 *            Vertex color channel
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 4 Receives the vertex
-	 *            color components in r,g,b,a order
-	 */
-	public final void getVertexColor(int channel, int iIndex, float[] afOut) {
-		assert (this.hasVertexColors(channel) && afOut.length >= 4 && iIndex < this
-				.getNumVertices());
-
-		iIndex *= 4; // RGBA order
-		afOut[0] = m_avColors[channel][iIndex];
-		afOut[1] = m_avColors[channel][iIndex + 1];
-		afOut[2] = m_avColors[channel][iIndex + 2];
-		afOut[3] = m_avColors[channel][iIndex + 3];
-	}
-
-	/**
-	 * Get a vertex color as <code>java.awt.Color</code> in the mesh
-	 * 
-	 * @param channel
-	 *            Vertex color channel
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @return Vertex color value packed as <code>java.awt.Color</code>
-	 */
-	public final Color getVertexColor(int channel, int iIndex) {
-
-		float[] afColor = new float[4];
-		getVertexColor(channel, iIndex, afColor);
-		return new Color(afColor[0], afColor[1], afColor[2], afColor[3]);
-	}
-
-	/**
-	 * Get a vertex color in the mesh
-	 * 
-	 * @param channel
-	 *            Vertex color channel
-	 * @param iIndex
-	 *            Zero-based index of the vertex
-	 * @param afOut
-	 *            Output array, size must at least be 4 Receives the vertex
-	 *            color components in r,g,b,a order
-	 * @param iOutBase
-	 *            Start index in the output array
-	 */
-	public final void getVertexColor(int channel, int iIndex, float[] afOut,
-			int iOutBase) {
-		assert (hasVertexColors(channel) && afOut.length >= 4
-				&& iOutBase + 4 <= afOut.length && iIndex < getNumVertices());
-
-		iIndex *= 4; // RGBA order
-		afOut[iOutBase] = m_avColors[channel][iIndex];
-		afOut[iOutBase + 1] = m_avColors[channel][iIndex + 1];
-		afOut[iOutBase + 2] = m_avColors[channel][iIndex + 2];
-		afOut[iOutBase + 3] = m_avColors[channel][iIndex + 3];
-	}
-
-	/**
-	 * Provides direct access to the vertex bitangent array of the mesh This is
-	 * the recommended way of accessing the data.
-	 * 
-	 * @return Array of floats, size is numverts * 3. Component ordering is xyz.
-	 */
-	public final float[] getVertexColorArray(int channel) {
-		assert (channel < MAX_NUMBER_OF_COLOR_SETS);
-		return m_avColors[channel];
-	}
-
-	/**
-	 * Get a single face of the mesh
-	 * 
-	 * @param iIndex
-	 *            Index of the face. Must be smaller than the value returned by
-	 *            <code>getNumFaces()</code>
-	 */
-	public final Face getFace(int iIndex) {
-		return this.m_vFaces[iIndex];
-	}
-
-	/**
-	 * Provides direct access to the face array of the mesh This is the
-	 * recommended way of accessing the data.
-	 * 
-	 * @return Array of ints, size is numfaces * 3. Each face consists of three
-	 *         indices (higher level polygons are automatically triangulated by
-	 *         the library)
-	 */
-	public final Face[] getFaceArray() {
-		return this.m_vFaces;
-	}
-
-	/**
-	 * Provides access to the array of all bones influencing this mesh.
-	 * 
-	 * @return Bone array
-	 */
-	public final Bone[] getBonesArray() {
-		assert (null != this.m_vBones);
-		return this.m_vBones;
-	}
-
-	/**
-	 * Get a bone influencing the mesh
-	 * 
-	 * @param i
-	 *            Index of the bone
-	 * @return Bone
-	 */
-	public final Bone getBone(int i) {
-		assert (null != this.m_vBones && i < this.m_vBones.length);
-		return this.m_vBones[i];
-	}
-
-	// --------------------------------------------------------------------------
-	// PRIVATE STUFF
-	// --------------------------------------------------------------------------
-
-	/**
-	 * Contains normal vectors in a continuous float array, xyz order. Can't be
-	 * <code>null</code>
-	 */
-	private float[] m_vVertices = null;
-
-	/**
-	 * Contains normal vectors in a continuous float array, xyz order. Can be
-	 * <code>null</code>
-	 */
-	private float[] m_vNormals = null;
-
-	/**
-	 * Contains tangent vectors in a continuous float array, xyz order. Can be
-	 * <code>null</code>
-	 */
-	private float[] m_vTangents = null;
-
-	/**
-	 * Contains bitangent vectors in a continuous float array, xyz order. Can be
-	 * <code>null</code>
-	 */
-	private float[] m_vBitangents = null;
-
-	/**
-	 * Contains UV coordinate channels in a continuous float array, uvw order.
-	 * Unused channels are set to <code>null</code>.
-	 */
-	private float[][] m_avUVs = new float[MAX_NUMBER_OF_TEXTURECOORDS][];
-
-	/**
-	 * Defines the number of relevant vector components for each UV channel.
-	 * Typically the value is 2 or 3.
-	 */
-	private int[] m_aiNumUVComponents = new int[MAX_NUMBER_OF_TEXTURECOORDS];
-
-	/**
-	 * Contains vertex color channels in a continuous float array, rgba order.
-	 * Unused channels are set to <code>null</code>.
-	 */
-	private float[][] m_avColors = new float[MAX_NUMBER_OF_COLOR_SETS][];
-
-	/**
-	 * The list of all faces for the mesh.
-	 */
-	private Face[] m_vFaces = null;
-
-	/**
-	 * Bones influencing the mesh
-	 */
-	private Bone[] m_vBones = null;
-
-	/**
-	 * Material index of the mesh. This is simply an index into the global
-	 * material array.
-	 */
-	private int m_iMaterialIndex = 0;
-
-	/**
-	 * Bitwise combination of the kinds of primitives present in the mesh. The
-	 * constant values are enumerated in <code>Face.Type</code>
-	 */
-	private int m_iPrimitiveTypes = 0;
-}

+ 0 - 62
port/jAssimp/java/src/assimp/NativeException.java

@@ -1,62 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-package assimp;
-
-/**
- * Exception class used by jAssimp. It is thrown whenever an unknown error
- * occurs in the JNI bridge between the native Assimp library and the Java VM.
- */
-public class NativeException extends Exception {
-
-    /**
-	 * 
-	 */
-	private static final long serialVersionUID = -8882941564623281784L;
-
-	public NativeException() {
-        super("Unknown error");
-    }
-
-    public NativeException(String sz) {
-        super(sz);
-    }
-}

+ 0 - 242
port/jAssimp/java/src/assimp/Node.java

@@ -1,242 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-import java.io.IOException;
-import java.io.PrintStream;
-
-/**
- * A node in the imported scene hierarchy.
- * 
- * Each node has name, a single parent node (except for the root node), a
- * transformation relative to its parent and possibly several child nodes.
- * Simple file formats don't support hierarchical structures, for these formats
- * the imported scene does consist of only a single root node with no childs.
- * Multiple meshes can be assigned to a single node.
- * 
- * 
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Node {
-
-	/**
-	 * Constructs a new node and initializes it
-	 * 
-	 * @param parentNode
-	 *            Parent node or null for root nodes
-	 */
-	public Node(Node parentNode) {
-
-		this.parent = parentNode;
-	}
-
-	/**
-	 * Returns the number of meshes of this node
-	 * 
-	 * @return Number of meshes
-	 */
-	public final int getNumMeshes() {
-		return meshIndices.length;
-	}
-
-	/**
-	 * Get a list of all meshes of this node
-	 * 
-	 * @return Array containing indices into the Scene's mesh list. If there are
-	 *         no meshes, the array is <code>null</code>
-	 */
-	public final int[] getMeshes() {
-		return meshIndices;
-	}
-
-	/**
-	 * Get the local transformation matrix of the node in row-major order:
-	 * <code>
-	 * a1 a2 a3 a4 (the translational part of the matrix is stored
-	 * b1 b2 b3 b4  in (a4|b4|c4))
-	 * c1 c2 c3 c4
-	 * d1 d2 d3 d4
-     * </code>
-	 * 
-	 * @return Row-major transformation matrix
-	 */
-	public final Matrix4x4 getTransformRowMajor() {
-		return nodeTransform;
-	}
-
-	/**
-	 * Get the local transformation matrix of the node in column-major order:
-	 * <code>
-	 * a1 b1 c1 d1 (the translational part of the matrix is stored
-	 * a2 b2 c2 d2  in (a4|b4|c4))
-	 * a3 b3 c3 d3
-	 * a4 b4 c4 d4
-     * </code>
-	 * 
-	 * @return Column-major transformation matrix
-	 */
-	public final Matrix4x4 getTransformColumnMajor() {
-
-		Matrix4x4 m = new Matrix4x4(nodeTransform);
-		return m.transpose();
-	}
-
-	/**
-	 * Get the name of the node. The name might be empty (length of zero) but
-	 * all nodes which need to be accessed afterwards by bones or anims are
-	 * usually named.
-	 * 
-	 * @return Node name
-	 */
-	public final String getName() {
-		return name;
-	}
-
-	/**
-	 * Get the list of all child nodes of *this* node
-	 * 
-	 * @return List of children. May be empty.
-	 */
-	public final Node[] getChildren() {
-		return children;
-	}
-
-	/**
-	 * Get the number of child nodes of *this* node
-	 * 
-	 * @return May be 0
-	 */
-	public final int getNumChildren() {
-		return children.length;
-	}
-
-	/**
-	 * Get the parent node of the node
-	 * 
-	 * @return Parent node
-	 */
-	public final Node getParent() {
-		return parent;
-	}
-
-	/**
-	 * Searches this node and recursively all sub nodes for a node with a
-	 * specific name
-	 * 
-	 * @param _name
-	 *            Name of the node to search for
-	 * @return Either a reference to the node or <code>null</code> if no node
-	 *         with this name was found.
-	 */
-	public final Node findNode(String _name) {
-
-		if (_name.equals(name))
-			return this;
-		for (Node node : children) {
-			Node out;
-			if (null != (out = node.findNode(_name)))
-				return out;
-		}
-		return null;
-	}
-
-	/**
-	 * Print all nodes recursively. This is a debugging utility.
-	 * @param stream
-	 *            Output stream
-	 * @param suffix
-	 *            Suffix to all output
-	 * @throws IOException
-	 *             yes ... sometimes ... :-)
-	 */
-	public void printNodes(PrintStream stream, String suffix)
-			throws IOException {
-		String suffNew = suffix + "\t";
-		stream.println(suffix + getName());
-
-		// print all mesh indices
-		if (0 != getNumMeshes()) {
-			stream.println(suffNew + "Meshes: ");
-
-			for (int i : getMeshes()) {
-				stream.println(i + " ");
-			}
-			stream.println("");
-		}
-
-		// print all children
-		if (0 != getNumChildren()) {
-			for (Node n : getChildren()) {
-
-				n.printNodes(stream, suffNew);
-			}
-		}
-	}
-
-	/**
-	 * List of all meshes of this node. The array contains indices into the
-	 * Scene's mesh list
-	 */
-	private int[] meshIndices = null;
-
-	/**
-	 * Local transformation matrix of the node Stored in row-major order.
-	 */
-	private Matrix4x4 nodeTransform = null;
-
-	/**
-	 * Name of the node The name might be empty (length of zero) but all nodes
-	 * which need to be accessed afterwards by bones or anims are usually named.
-	 */
-	private String name = "";
-
-	/**
-	 * List of all child nodes May be empty
-	 */
-	private Node[] children = null;
-
-	/**
-	 * Parent node or null if we're the root node of the scene
-	 */
-	private Node parent = null;
-}

+ 0 - 155
port/jAssimp/java/src/assimp/NodeAnim.java

@@ -1,155 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * A bone animation channel defines the animation keyframes for a single bone in
- * the mesh hierarchy.
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class NodeAnim {
-
-	/**
-	 * Describes a keyframe
-	 */
-	public class KeyFrame<Type> {
-
-		/**
-		 * Time line position of *this* keyframe, in "ticks"
-		 */
-		public double time;
-
-		/**
-		 * Current value of the property being animated
-		 */
-		public Type value;
-	}
-
-	/**
-	 * Returns the name of the bone affected by this animation channel
-	 * 
-	 * @return Bone name
-	 */
-	public final String getName() {
-		return mName;
-	}
-
-	/**
-	 * Returns the number of rotation keyframes
-	 * 
-	 * @return This can be 0.
-	 */
-	public final int getNumQuatKeys() {
-		return null == mQuatKeys ? 0 : mQuatKeys.length;
-	}
-
-	/**
-	 * Returns the number of position keyframes
-	 * 
-	 * @return This can be 0.
-	 */
-	public final int getNumPosKeys() {
-		return null == mPosKeys ? 0 : mPosKeys.length;
-	}
-
-	/**
-	 * Returns the number of scaling keyframes
-	 * 
-	 * @return This can be 0.
-	 */
-	public final int getNumScalingKeys() {
-		return null == mScalingKeys ? 0 : mScalingKeys.length;
-	}
-
-	/**
-	 * Get a reference to the list of all rotation keyframes
-	 * 
-	 * @return Could be <code>null</code> if there are no rotation keys
-	 */
-	public final KeyFrame<Quaternion>[] getQuatKeys() {
-		return mQuatKeys;
-	}
-
-	/**
-	 * Get a reference to the list of all position keyframes
-	 * 
-	 * @return Could be <code>null</code> if there are no position keys
-	 */
-	public final KeyFrame<float[]>[] getPosKeys() {
-		return mPosKeys;
-	}
-
-	/**
-	 * Get a reference to the list of all scaling keyframes
-	 * 
-	 * @return Could be <code>null</code> if there are no scaling keys
-	 */
-	public final KeyFrame<float[]>[] getScalingKeys() {
-		return mScalingKeys;
-	}
-
-	// --------------------------------------------------------------------------
-	// Private stuff
-	// --------------------------------------------------------------------------
-	
-	/**
-	 * Rotation keyframes
-	 */
-	private KeyFrame<Quaternion>[] mQuatKeys = null;
-
-	/**
-	 * Position keyframes. Component order is x,y,z
-	 */
-	private KeyFrame<float[]>[] mPosKeys = null;
-
-	/**
-	 * scaling keyframes. Component order is x,y,z
-	 */
-	private KeyFrame<float[]>[] mScalingKeys = null;
-
-	/**
-	 * Name of the bone affected by this animation channel
-	 */
-	private String mName;
-}

+ 0 - 552
port/jAssimp/java/src/assimp/PostProcessing.java

@@ -1,552 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Lists all provided post processing steps.
- * 
- * Post processing steps are various algorithms to improve the output scene.
- * They compute additional data, help identify invalid data and optimize the 3d
- * scene for a particular purpose. Post processing is one of the key concept of
- * Assimp. If the various flags seem confusing to you, simply try one of the
- * presets and check out whether the results fit to your requirements.
- * 
- * @author Alexander Gessler ([email protected])
- */
-public class PostProcessing {
-
-	/**
-	 * Declares some handy post processing presets.
-	 * 
-	 * @author Alexander Gessler ([email protected])
-	 */
-	public static class Preset {
-
-		/**
-		 * Simple post processing preset targeting fast loading for use in real
-		 * time apps.
-		 * 
-		 * Applications would want to use this preset to load models on end-user
-		 * PCs, maybe even for direct use in game. That's not absolutely what
-		 * Assimp was designed for but who cares ..?
-		 * 
-		 * If you're using DirectX, don't forget to combine this value with the
-		 * #aiProcess_ConvertToLeftHanded step. If you don't support UV
-		 * transformations in your application apply the
-		 * #aiProcess_TransformUVCoords step, too.
-		 * 
-		 * @note Please take the time to read the doc for the single flags
-		 *       included by this preset. Some of them offer further
-		 *       configurable properties and some of them might not be of use
-		 *       for you.
-		 */
-		public static final long TargetRealtime_Fast = CalcTangentSpace
-				| GenNormals | JoinIdenticalVertices | Triangulate
-				| GenUVCoords | SortByPType | 0;
-
-		/**
-		 * Default post processing configuration targeting real time rendering
-		 * 
-		 * Unlike TargetRealtime_Fast this predefined configuration performs
-		 * some extra optimizations to improve rendering speed and to minimize
-		 * memory usage. It could be a good choice for a level editor
-		 * environment where import speed is not so important.
-		 * 
-		 * If you're using DirectX, don't forget to combine this value with the
-		 * #aiProcess_ConvertToLeftHanded step. If you don't support UV
-		 * transformations in your application apply the
-		 * #aiProcess_TransformUVCoords step, too.
-		 * 
-		 * @note Please take the time to read the doc for the single flags
-		 *       included by this preset. Some of them offer further
-		 *       configurable properties and some of them might not be of use
-		 *       for you.
-		 */
-		public static final long TargetRealtime_Quality = CalcTangentSpace
-				| GenSmoothNormals | JoinIdenticalVertices
-				| ImproveCacheLocality | LimitBoneWeights
-				| RemoveRedundantMaterials | SplitLargeMeshes | Triangulate
-				| GenUVCoords | SortByPType | FindDegenerates | FindInvalidData
-				| 0;
-
-		/**
-		 * Default post processing configuration targeting real time rendering.
-		 * 
-		 * This preset enables almost every optimization step to achieve
-		 * perfectly optimized data. It's your choice for level editor
-		 * environments where import speed doesn't care.
-		 * 
-		 * If you're using DirectX, don't forget to combine this value with the
-		 * ConvertToLeftHanded step. If you don't support UV transformations in
-		 * your application, apply the TransformUVCoords step too.
-		 * 
-		 * @note Please take the time to read the doc for the single flags
-		 *       included by this preset. Some of them offer further
-		 *       configurable properties and some of them might not be of use
-		 *       for you.
-		 */
-		public static final long TargetRealtime_MaxQuality = TargetRealtime_Quality
-				| FindInstances | ValidateDataStructure | OptimizeMeshes | 0;
-	}
-
-	/**
-	 * Calculates the tangents and bitangents (aka 'binormals') for the imported
-	 * meshes.
-	 * 
-	 * Does nothing if a mesh does not have normals. You might want this post
-	 * processing step to be executed if you plan to use tangent space
-	 * calculations such as normal mapping applied to the meshes. There's a
-	 * separate setting, <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which
-	 * allows you to specify a maximum smoothing angle for the algorithm.
-	 * However, usually you'll want to let the default value. Thanks.
-	 */
-	public static final long CalcTangentSpace = 0x1;
-
-	/**
-	 * Identifies and joins identical vertex data sets within all imported
-	 * meshes.
-	 * 
-	 * After this step is run each mesh does contain only unique vertices
-	 * anymore, so a vertex is possibly used by multiple faces. You usually want
-	 * to use this post processing step. If your application deals with indexed
-	 * geometry, this step is compulsory or you'll just waste rendering time.
-	 * <b>If this flag is not specified</b>, no vertices are referenced by more
-	 * than one face and <b>no index buffer is required</b> for rendering.
-	 */
-	public static final int JoinIdenticalVertices = 0x2;
-
-	/**
-	 * Converts all the imported data to a left-handed coordinate space.
-	 * 
-	 * By default the data is returned in a right-handed coordinate space which
-	 * for example OpenGL prefers. In this space, +X points to the right, +Z
-	 * points towards the viewer and and +Y points upwards. In the DirectX
-	 * coordinate space +X points to the right, +Y points upwards and +Z points
-	 * away from the viewer.
-	 * 
-	 * You'll probably want to consider this flag if you use Direct3D for
-	 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
-	 * setting and boundles all conversions typically required for D3D-based
-	 * applications.
-	 */
-	public static final long MakeLeftHanded = 0x4;
-
-	/**
-	 * Triangulates all faces.
-	 * 
-	 * Originally the imported mesh data might contain faces with more than 3
-	 * indices. For rendering you'll usually want all faces to be triangles.
-	 * This post processing step splits up all higher faces to triangles. Lines
-	 * and points are *not* modified!. If you want 'triangles only' with no
-	 * other kinds of primitives, try the following:
-	 * <ul>
-	 * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType</li>
-	 * </li>Processing Assimp's output, ignore all point and line meshes</li>
-	 * </ul>
-	 */
-	public static final long Triangulate = 0x8;
-
-	/**
-	 * Removes some parts of the data structure (animations, materials, light
-	 * sources, cameras, textures, specific vertex components, ..).
-	 * 
-	 * The components to be removed are specified in a separate configuration
-	 * option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful if you
-	 * don't need all parts of the output structure. Calling this step to remove
-	 * unneeded stuff from the pipeline as early as possible results in better
-	 * performance and a perfectly optimized output data structure. This step is
-	 * also useful if you want to force Assimp to recompute normals or tangents.
-	 * The corresponding steps don't recompute them if they're already there
-	 * (loaded from the source asset). By using this step you can make sure they
-	 * are NOT there :-)
-	 * 
-	 * Consider the following case: a 3d model has been exported from a CAD
-	 * application, it has per-face vertex colors. Vertex positions can't be
-	 * shared, thus the #aiProcess_JoinIdenticalVertices step fails to optimize
-	 * the data. Just because these nasty, little vertex colors. Most apps don't
-	 * even process them so it's all for nothing. By using this step unneeded
-	 * components are excluded as early as possible thus opening more room for
-	 * internal optimizations.
-	 */
-	public static final long RemoveComponent = 0x10;
-
-	/**
-	 * Generates per-face normals for all meshes in the scene.
-	 * 
-	 * This step is skipped if normals are already present in the source file.
-	 * Model importers try to load them from the source file and many file
-	 * formats provide support for them. Face normals are shared between all
-	 * points of a single face. Thus a single point can have multiple normals
-	 * forcing the library to duplicate vertices in some cases.
-	 * #aiProcess_JoinIdenticalVertices is *senseless* then because there's
-	 * nothing to be joined.
-	 * 
-	 * This flag may not be specified together with #aiProcess_GenSmoothNormals.
-	 */
-	public static final long GenNormals = 0x20;
-
-	/**
-	 * Generates smooth per-vertex normals for all meshes in the scene.
-	 * 
-	 * This step is skipped if normals are already present in the source file.
-	 * Model importers try to load them from the source file and many file
-	 * formats provide support for them.
-	 * 
-	 * There the, <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> configuration
-	 * property which allows you to specify an angle maximum for the normal
-	 * smoothing algorithm. Normals exceeding this limit are not smoothed,
-	 * resulting in a a visually 'hard' seam between two faces. Using a decent
-	 * angle here (e.g. 80°) results in very good visual appearance. Again, this
-	 * doesn't apply if the source format provides proper normals.
-	 * 
-	 * This flag may not be specified together with #aiProcess_GenNormals.
-	 */
-	public static final long GenSmoothNormals = 0x40;
-
-	/**
-	 * Splits large unbeatable meshes into smaller sub meshes
-	 * 
-	 * This is quite useful for real time rendering where the number of
-	 * triangles which can be maximally processed in a single draw-call is
-	 * usually limited by the video hardware. The maximum vertex buffer is
-	 * usually limited too. Both requirements can be met with this step: you may
-	 * specify both a triangle and vertex limit for a single mesh.
-	 * 
-	 * The split limits can (and should!) be set through the
-	 * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and
-	 * <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt> settings. The default values
-	 * are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
-	 * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
-	 * 
-	 * Note that splitting is generally a time-consuming task, but not if
-	 * there's nothing to split. The use of this step is recommended for most
-	 * users.
-	 */
-	public static final long SplitLargeMeshes = 0x80;
-
-	/**
-	 * Removes the node graph and transforms all vertices by the absolute
-	 * transformations of their host nodes. The output scene does still contain
-	 * nodes but there is only a root node with children, each one referencing
-	 * exactly only one mesh, each mesh referencing exactly one material. For
-	 * rendering you can simply draw all meshes in order, you don't need to pay
-	 * attention to local transformations and the node hierarchy. Animations are
-	 * removed during this step. This step is intended for applications without
-	 * a scene graph-like system.
-	 */
-	public static final long PreTransformVertices = 0x100;
-
-	/**
-	 * Limits the number of bones simultaneously affecting a single vertex to a
-	 * maximum value.
-	 * 
-	 * If any vertex is affected by more than that number of bones, the least
-	 * important vertex weights are removed and the remaining vertex weights are
-	 * renormalized so that the weights still sum up to 1. The default bone
-	 * weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
-	 * aiConfig.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt>
-	 * setting to supply your own limit to the post processing step.
-	 * 
-	 * If you intend to perform the skinning in hardware, this post processing
-	 * step might be of interest for you.
-	 */
-	public static final long LimitBoneWeights = 0x200;
-
-	/**
-	 * Validates the imported scene data structure .This makes sure that all
-	 * indices are valid, all animations and bones are linked correctly, all
-	 * material references are correct .. etc.
-	 * 
-	 * It is recommended to capture Assimp's log output if you use this flag, so
-	 * you can easily find ot what's actually wrong if a file fails the
-	 * validation. The validation is quite rude and will usually find *all*
-	 * inconsistencies in the data structure ... plugin developers are
-	 * recommended to use it to debug their loaders. There are two types of
-	 * validation failures:
-	 * <ul>
-	 * <li>Error: There's something wrong with the imported data. Further post
-	 * processing is not possible and the data is not usable at all. The import
-	 * fails. <code>Importer::getErrorString()</code> retrieves the error
-	 * string.</li>
-	 * <li>Warning: There are some minor issues with the imported scene but
-	 * further post processing and use of the data structure is still safe.
-	 * Details about the issue are written to the log file and the
-	 * <tt>Importer.SCENE_FLAGS_VALIDATION_WARNING</tt> scene flag is set</li>
-	 * </ul>
-	 * 
-	 * This post-processing step is not time-consuming at all. It's use is not
-	 * compulsory but recommended.
-	 */
-	public static final long ValidateDataStructure = 0x400;
-
-	/**
-	 * Reorders triangles for better vertex cache locality.
-	 * 
-	 * The step tries to improve the ACMR (average post-transform vertex cache
-	 * miss ratio) for all meshes. The implementation runs in O(n) and is
-	 * roughly based on the 'tipsify' algorithm.
-	 * 
-	 * If you intend to render huge models in hardware, this step might be of
-	 * interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
-	 * configuration is provided to fine-tune the cache optimization for a
-	 * particular target cache size. The default value is mostly fine.
-	 * 
-	 * @see http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf
-	 */
-	public static final long ImproveCacheLocality = 0x800;
-
-	/**
-	 * Searches for redundant/unreferenced materials and removes them.
-	 * 
-	 * This is especially useful in combination with the
-	 * <code>PretransformVertices</code> and <code>OptimizeMeshes</code> flags.
-	 * Both join small meshes with equal characteristics, but they can't do
-	 * their work if two meshes have different materials. Because several
-	 * material settings are always lost during Assimp's import filters, (and
-	 * because many exporters don't check for redundant materials), huge models
-	 * often have materials which are are defined several times with exactly the
-	 * same settings ..
-	 * 
-	 * Several material settings not contributing to the final appearance of a
-	 * surface are ignored in all comparisons ... the material name is one of
-	 * them. So, if you're passing additional information through the content
-	 * pipeline (probably using using *magic* material names), don't specify
-	 * this flag. Alternatively take a look at the
-	 * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
-	 */
-	public static final long RemoveRedundantMaterials = 0x1000;
-
-	/**
-	 * This step tries to determine which meshes have normal vectors that are
-	 * facing inwards. The algorithm is simple but effective: the bounding box
-	 * of all vertices + their normals is compared against the volume of the
-	 * bounding box of all vertices without their normals. This works well for
-	 * most objects, problems might occur with planar surfaces. However, the
-	 * step tries to filter such cases. The step inverts all in-facing normals.
-	 * Generally it is recommended to enable this step, although the result is
-	 * not always correct.
-	 */
-	public static final long FixInfacingNormals = 0x2000;
-
-	/**
-	 * This step splits meshes with more than one primitive type in homogeneous
-	 * sub meshes.
-	 * 
-	 * The step is executed directly after the triangulation step. After the
-	 * step returns just *one* bit remains set in aiMesh::mPrimitiveTypes. This
-	 * is especially useful for real-time rendering where point and line
-	 * primitives are often ignored, or rendered separately. You can use the
-	 * <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which primitive types
-	 * you need. This can be used to easily exclude the rarely wanted lines and
-	 * points from the import.
-	 */
-	public static final long SortByPType = 0x8000;
-
-	/**
-	 * This step searches all meshes for degenerated primitives and converts
-	 * them to proper lines or points.
-	 * 
-	 * A face is 'degenerated' if one or more of its points are identical. To
-	 * have the degenerated stuff not only detected and collapsed but also
-	 * removed, try one of the following procedures: <br>
-	 * <b>1.</b> (if you support lines&points for rendering but don't want the
-	 * degenerates)</br>
-	 * <ul>
-	 * <li>Specify the #aiProcess_FindDegenerates flag.</li>
-	 * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will cause
-	 * the step to remove degenerated triangles from the import as soon as
-	 * they're detected. They won't pass any further pipeline steps.</li>
-	 * </ul>
-	 * <br>
-	 * <b>2.</b>(if you don't support lines&points at all ...)</br>
-	 * <ul>
-	 * <li>Specify the #aiProcess_FindDegenerates flag.</li>
-	 * <li>Specify the #aiProcess_SortByPType flag. This moves line and point
-	 * primitives to separate meshes.</li>
-	 * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
-	 * 
-	 * <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code> to enforce
-	 * SortByPType to reject point and line meshes from the scene.</li>
-	 * </ul>
-	 * 
-	 * Degenerated polygons are not necessarily evil and that's why they're not
-	 * removed by default. There are several file formats which don't support
-	 * lines or points. Some exporters bypass the format specification and write
-	 * them as degenerated triangle instead. Assimp can't guess for you, so you
-	 * have to decide. YOU!
-	 */
-	public static final long FindDegenerates = 0x10000;
-
-	/**
-	 * This step searches all meshes for incorrect data such as all-zero normal
-	 * vectors or invalid UV coordinates and removes them.
-	 * 
-	 * This is especially useful for stuff like normals or tangents. Some
-	 * exporters tend to write very strange stuff into their output files. This
-	 * flag increases the chance that this is detected and repaired
-	 * automatically.
-	 */
-	public static final long FindInvalidData = 0x20000;
-
-	/**
-	 * This step converts non-UV mappings (such as spherical or cylindrical
-	 * mapping) to proper texture coordinate channels.
-	 * 
-	 * Most applications will support UV mapping only so you will probably want
-	 * to specify this step in every case. Note that Assimp is not always able
-	 * to match the original mapping implementation of the 3d application which
-	 * produced a model perfectly. It's always better to let max,maja,blender or
-	 * whatever you're using compute the UV channels.
-	 * 
-	 * @note If this step is not requested, you'll need to process the
-	 *       <tt>#AI_MATKEY_MAPPING<7tt> material property in order to display
-	 *        all files properly.
-	 */
-	public static final long GenUVCoords = 0x40000;
-
-	/**
-	 * This step applies per-texture UV transformations and bakes them to
-	 * stand-alone texture coordinate channels.
-	 * 
-	 * UV transformations are specified per-texture - see the
-	 * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information. This
-	 * step processes all textures with transformed input UV coordinates and
-	 * generates new (pre-transformed) UV channel which replace the old channel.
-	 * Most applications won't support UV transformations, so you will probably
-	 * always want to request this step.
-	 * 
-	 * @note UV transformations are usually implemented in real time
-	 *       applications by transforming texture coordinates at vertex shader
-	 *       stage with a 3x3 (homogeneous) transformation matrix.
-	 */
-	public static final long TransformUVCoords = 0x80000;
-
-	/**
-	 * This step searches for duplicate meshes and replaces duplicates with
-	 * references to the first mesh.
-	 * 
-	 * This step takes a while, don't use it if you have no time for it. It's
-	 * main purpose is to provide a workaround for the limitation that many
-	 * export file formats don't support instanced meshes, so exporters need to
-	 * duplicate meshes. This step removes the duplicates again. Please note
-	 * that Assimp does currently not support per-node material assignment to
-	 * meshes, which means that identical meshes with different materials are
-	 * currently *not* joined, although this is planned for future versions.
-	 */
-	public static final long FindInstances = 0x100000;
-
-	/**
-	 * A post processing step to reduce the number of meshes in the scene.
-	 * 
-	 * This is a very effective optimization and is recommended to be used
-	 * together with <code>OptimizeGraph</code>, if possible. It is fully
-	 * compatible with both <code>SplitLargeMeshes</code> and
-	 * <code>SortByPType</code>.
-	 */
-	public static final long OptimizeMeshes = 0x200000;
-
-	/**
-	 * A post processing step to optimize the scene hierarchy.
-	 * 
-	 * Nodes with no animations, bones, lights or cameras assigned are collapsed
-	 * and joined.
-	 * 
-	 * Node names can be lost during this step. If you use special 'tag nodes'
-	 * to pass additional information through your content pipeline, use the
-	 * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<7tt> setting to specify a list of node 
-	 *  names you want to be kept. Nodes matching one of the names in this list won't
-	 *  be touched or modified.
-	 * 
-	 *  Use this flag with caution. Most simple files will be collapsed to a 
-	 *  single node, complex hierarchies are usually completely lost. That's not
-	 *  the right choice for editor environments, but probably a very effective
-	 *  optimization if you just want to get the model data, convert it to your
-	 *  own format and render it as fast as possible. 
-	 * 
-	 *  This flag is designed to be used with #aiProcess_OptimizeMeshes for best
-	 *  results.
-	 * 
-	 * 'Crappy' scenes with thousands of extremely small meshes packed in
-	 * deeply nested nodes exist for almost all file formats.
-	 * <code>OptimizeMeshes</code> in combination with
-	 * <code>OptimizeGraph</code> usually fixes them all and makes them
-	 *  beatable.
-	 */
-	public static final long OptimizeGraph = 0x400000;
-
-	/**
-	 * This step flips all UV coordinates along the y-axis and adjusts material
-	 * settings and bitangents accordingly. <br>
-	 * <b>Output UV coordinate system:</b> <code>
-	 * 0y|0y ---------- 1x|0y 
-	 * |                 |
-	 * |                 |
-	 * |                 |
-	 * 0x|1y ---------- 1x|1y
-	 * </code>
-	 * 
-	 * You'll probably want to consider this flag if you use Direct3D for
-	 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
-	 * setting and includes all conversions typically required for D3D-based
-	 * applications.
-	 */
-	public static final long FlipUVs = 0x800000;
-
-	/**
-	 * This step adjusts the output face winding order to be clockwise.
-	 * 
-	 * The default face winding order is counter-clockwise. <br>
-	 * <b>Output face order:</b>
-	 * 
-	 * <code> x2
-	 * 
-	 *       x0 x1
-	 * </code>
-	 * 
-	 * You'll probably want to consider this flag if you use Direct3D for
-	 * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
-	 * setting and includes all conversions typically required for D3D-based
-	 * applications.
-	 */
-	public static final long FlipWindingOrder = 0x1000000;
-
-}

+ 0 - 147
port/jAssimp/java/src/assimp/Quaternion.java

@@ -1,147 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-/**
- * Represents a rotation quaternion
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class Quaternion {
-
-	public float x, y, z, w;
-
-	/**
-	 * Construction from euler angles
-	 * 
-	 * @param fPitch
-	 *            Rotation around the x axis
-	 * @param fYaw
-	 *            Rotation around the y axis
-	 * @param fRoll
-	 *            Rotation around the z axis
-	 */
-	public Quaternion(float fPitch, float fYaw, float fRoll) {
-		float fSinPitch = (float) Math.sin(fPitch * 0.5F);
-		float fCosPitch = (float) Math.cos(fPitch * 0.5F);
-		float fSinYaw = (float) Math.sin(fYaw * 0.5F);
-		float fCosYaw = (float) Math.cos(fYaw * 0.5F);
-		float fSinRoll = (float) Math.sin(fRoll * 0.5F);
-		float fCosRoll = (float) Math.cos(fRoll * 0.5F);
-		float fCosPitchCosYaw = (fCosPitch * fCosYaw);
-		float fSinPitchSinYaw = (fSinPitch * fSinYaw);
-		x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
-		y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
-		z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
-		w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
-	}
-
-	/**
-	 * Construction from an existing rotation matrix
-	 * 
-	 * @param pRotMatrix
-	 *            Matrix to be converted to a quaternion
-	 */
-	public Quaternion(Matrix3x3 pRotMatrix) {
-
-		float t = 1 + pRotMatrix.coeff[0] + pRotMatrix.coeff[4]
-				+ pRotMatrix.coeff[8];
-
-		// large enough
-		if (t > 0.00001f) {
-			float s = (float) Math.sqrt(t) * 2.0f;
-			x = (pRotMatrix.coeff[8] - pRotMatrix.coeff[7]) / s;
-			y = (pRotMatrix.coeff[6] - pRotMatrix.coeff[2]) / s;
-			z = (pRotMatrix.coeff[1] - pRotMatrix.coeff[3]) / s;
-			w = 0.25f * s;
-		} // else we have to check several cases
-		else if (pRotMatrix.coeff[0] > pRotMatrix.coeff[4]
-				&& pRotMatrix.coeff[0] > pRotMatrix.coeff[8]) {
-			// Column 0:
-			float s = (float) Math.sqrt(1.0f + pRotMatrix.coeff[0]
-					- pRotMatrix.coeff[4] - pRotMatrix.coeff[8]) * 2.0f;
-			x = -0.25f * s;
-			y = (pRotMatrix.coeff[1] + pRotMatrix.coeff[3]) / s;
-			z = (pRotMatrix.coeff[6] + pRotMatrix.coeff[2]) / s;
-			w = (pRotMatrix.coeff[7] - pRotMatrix.coeff[5]) / s;
-		} else if (pRotMatrix.coeff[4] > pRotMatrix.coeff[8]) {
-			// Column 1:
-			float s = (float) Math.sqrt(1.0f + pRotMatrix.coeff[4]
-					- pRotMatrix.coeff[0] - pRotMatrix.coeff[8]) * 2.0f;
-			x = (pRotMatrix.coeff[1] + pRotMatrix.coeff[3]) / s;
-			y = -0.25f * s;
-			z = (pRotMatrix.coeff[5] + pRotMatrix.coeff[7]) / s;
-			w = (pRotMatrix.coeff[2] - pRotMatrix.coeff[6]) / s;
-		} else {
-			// Column 2:
-			float s = (float) Math.sqrt(1.0f + pRotMatrix.coeff[8]
-					- pRotMatrix.coeff[0] - pRotMatrix.coeff[4]) * 2.0f;
-			x = (pRotMatrix.coeff[6] + pRotMatrix.coeff[2]) / s;
-			y = (pRotMatrix.coeff[5] + pRotMatrix.coeff[7]) / s;
-			z = -0.25f * s;
-			w = (pRotMatrix.coeff[3] - pRotMatrix.coeff[1]) / s;
-		}
-	}
-
-	/**
-	 * Convert the quaternion to a rotation matrix
-	 * 
-	 * @return 3x3 rotation matrix
-	 */
-	public Matrix3x3 getMatrix() {
-
-		Matrix3x3 resMatrix = new Matrix3x3();
-		resMatrix.coeff[0] = 1.0f - 2.0f * (y * y + z * z);
-		resMatrix.coeff[1] = 2.0f * (x * y + z * w);
-		resMatrix.coeff[2] = 2.0f * (x * z - y * w);
-		resMatrix.coeff[3] = 2.0f * (x * y - z * w);
-		resMatrix.coeff[4] = 1.0f - 2.0f * (x * x + z * z);
-		resMatrix.coeff[5] = 2.0f * (y * z + x * w);
-		resMatrix.coeff[6] = 2.0f * (x * z + y * w);
-		resMatrix.coeff[7] = 2.0f * (y * z - x * w);
-		resMatrix.coeff[8] = 1.0f - 2.0f * (x * x + y * y);
-
-		return resMatrix;
-	}
-
-}

+ 0 - 176
port/jAssimp/java/src/assimp/Scene.java

@@ -1,176 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-package assimp;
-
-/**
- * Represents the asset data that has been loaded. A scene consists of
- * multiple meshes, animations, materials and embedded textures.
- * And it defines the scene graph of the asset (the hierarchy of all
- * meshes, bones, ...).
- * <p/>
- * An instance of this class is returned by <code>Importer.readFile()</code>.
- *
- * @author Alexander Gessler ([email protected])
- * @version 1.0
- */
-public class Scene {
-
-    private Mesh[] m_vMeshes = null;
-    private Texture[] m_vTextures = null;
-    private Material[] m_vMaterials = null;
-    private Animation[] m_vAnimations = null;
-    private Node m_rootNode = null;
-    private Importer imp = null;
-    private int flags = 0;
-
-    @SuppressWarnings("unused")
-	private Scene() {
-    }
-
-    protected Scene(Importer imp) {
-        this.imp = imp;
-    }
-
-    public final Importer getImporter() {
-        return this.imp;
-    }
-
-
-
-    /**
-     * Get the scene flags. This can be any combination of the FLAG_XXX constants.
-     * @return Scene flags.
-     */
-    public final int getFlags() {
-        return flags;
-    }
-
-    /**
-     * Get the mesh list of the scene.
-     *
-     * @return mesh list
-     */
-    public final Mesh[] getMeshes() {
-        return m_vMeshes;
-    }
-
-    /**
-     * Get the number of meshes in the scene
-     * @return this value can be 0 if the <code>ANIMATION_SKELETON_ONLY</code>
-     * flag is set.
-     */
-    public final int getNumMeshes() {
-        return m_vMeshes.length;
-    }
-
-    /**
-     * Get a mesh from the scene
-     * @param i Index of the mesh
-     * @return scene.mesh[i]
-     */
-    public final Mesh getMesh(int i) {
-        assert(i < m_vMeshes.length);
-        return m_vMeshes[i];
-    }
-
-    /**
-     * Get the texture list
-     *
-     * @return Texture list
-     */
-    public final Texture[] getTextures() {
-        return m_vTextures;
-    }
-
-     /**
-     * Get the number of embedded textures in the scene
-     * @return the number of embedded textures in the scene, usually 0.
-     */
-    public int getNumTextures() {
-        return m_vTextures.length;
-    }
-
-    /**
-     * Get an embedded texture from the scene
-     * @param i Index of the textures.
-     * @return scene.texture[i]
-     */
-    public final Texture getTexture(int i) {
-        assert(i < m_vTextures.length);
-        return m_vTextures[i];
-    }
-
-    /**
-     * Get the material list for the scene
-     *
-     * @return Material list
-     */
-    public final Material[] getMaterials() {
-        return m_vMaterials;
-    }
-
-     /**
-     * Get the number of animations in the scene
-     * @return this value could be 0, most models have no animations
-     */
-    public int getNumAnimations() {
-        return m_vAnimations.length;
-    }
-
-    /**
-     * Get the animation list for the scene
-     *
-     * @return Animation list
-     */
-    public final Animation[] getAnimations() {
-        return m_vAnimations;
-    }
-
-    /**
-     * Get the root node of the scene graph
-     *
-     * @return Root node
-     */
-    public final Node getRootNode() {
-        return m_rootNode;
-    }
-}

+ 0 - 195
port/jAssimp/java/src/assimp/Texture.java

@@ -1,195 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp;
-
-import java.awt.*;
-import java.awt.image.BufferedImage;
-import java.io.File;
-import java.io.IOException;
-import java.util.Iterator;
-
-import javax.imageio.ImageIO;
-import javax.imageio.ImageWriter;
-import javax.imageio.stream.ImageOutputStream;
-
-/**
- * Represents an embedded texture. Sometimes textures are not referenced with a
- * path, instead they are directly embedded into the model file. Example file
- * formats doing this include MDL3, MDL5 and MDL7 (3D GameStudio). Embedded
- * textures are converted to an array of color values (RGBA).
- * <p/>
- * Compressed textures (textures that are stored in a format like png or jpg)
- * are represented by the <code><CompressedTexture/code> class.
- * 
- * @author Aramis (Alexander Gessler)
- * @version 1.0
- */
-public class Texture {
-
-	protected int width = 0;
-	protected int height = 0;
-	protected int needAlpha = 0xffffffff;
-
-	protected Object data = null;
-
-	/**
-	 * Retrieve the height of the texture image
-	 * 
-	 * @return Height, in pixels
-	 */
-	public int getHeight() {
-		return height;
-	}
-
-	/**
-	 * Retrieve the width of the texture image
-	 * 
-	 * @return Width, in pixels
-	 */
-	public int getWidth() {
-		return width;
-	}
-
-	/**
-	 * Returns whether the texture uses its alpha channel
-	 * 
-	 * @return <code>true</code> if at least one pixel has an alpha value below
-	 *         0xFF.
-	 */
-	public boolean hasAlphaChannel() {
-
-		// already computed?
-		if (0xffffffff == needAlpha && null != data) {
-
-			Color[] clr = getColorArray();
-			for (Color c : clr) {
-				if (c.getAlpha() < 255) {
-					needAlpha = 1;
-					return true;
-				}
-			}
-			needAlpha = 0;
-			return false;
-		}
-		return 0x1 == needAlpha;
-	}
-
-	/**
-	 * Get the color at a given position of the texture
-	 * 
-	 * @param x
-	 *            X coordinate, zero based
-	 * @param y
-	 *            Y coordinate, zero based
-	 * @return Color at this position
-	 */
-	public Color getPixel(int x, int y) {
-
-		assert (x < width && y < height);
-		return ((Color[]) data)[y * width + x];
-	}
-
-	/**
-	 * Get a pointer to the color buffer of the texture
-	 * 
-	 * @return Array of <code>java.awt.Color</code>, size: width * height
-	 */
-	public Color[] getColorArray() {
-		return (Color[]) data;
-	}
-
-	/**
-	 * Convert the texture into a <code>java.awt.BufferedImage</code>
-	 * 
-	 * @return Valid <code>java.awt.BufferedImage</code> object containing a
-	 *         copy of the texture image. The texture is a ARGB texture if an
-	 *         alpha channel is really required, otherwise RGB is used as pixel
-	 *         format.
-	 * @throws IOException
-	 *             If the conversion fails.
-	 */
-	public BufferedImage convertToImage() throws IOException {
-
-		BufferedImage buf = new BufferedImage(width, height,
-				hasAlphaChannel() ? BufferedImage.TYPE_INT_ARGB
-						: BufferedImage.TYPE_INT_RGB);
-
-		int[] aiColorBuffer = new int[width * height];
-		Color[] clr = getColorArray();
-
-		for (int i = 0; i < width * height; ++i) {
-			aiColorBuffer[i] = clr[i].getRGB();
-		}
-
-		buf.setRGB(0, 0, width, height, aiColorBuffer, 0, width * 4);
-		return buf;
-	}
-
-	/**
-	 * Saves a texture as TGA file. This is a debugging helper.
-	 * 
-	 * @param texture
-	 *            Texture to be exported
-	 * @param path
-	 *            Output path. Output file format is always TGA, regardless of
-	 *            the file extension.
-	 */
-	public static void SaveTextureToTGA(Texture texture, String path)
-			throws IOException {
-		BufferedImage bImg = texture.convertToImage();
-
-		Iterator<ImageWriter> writers = ImageIO.getImageWritersBySuffix("tga");
-		if (!(writers.hasNext())) {
-			
-			final String err = "No writer for TGA file format available";
-			
-			DefaultLogger.get().error(err);
-			throw new IOException(err);
-		}
-		ImageWriter w = (ImageWriter) (writers.next());
-		File fo = new File(path);
-
-		ImageOutputStream ios = ImageIO.createImageOutputStream(fo);
-		w.setOutput(ios);
-		w.write(bImg);
-	}
-}

+ 0 - 376
port/jAssimp/java/src/assimp/test/DumpToFile.java

@@ -1,376 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
- */
-
-package assimp.test;
-
-import assimp.*;
-import java.io.FileWriter;
-import java.io.IOException;
-
-/**
- * Example class to demonstrate how to use jAssimp to load an asset from a file.
- * The Main() method expects two parameters, the first being the path to the
- * file to be opened, the second being the output path. The class writes a text
- * file with the asset data inside.
- */
-public class DumpToFile {
-
-	/**
-	 * Count all nodes recursively
-	 * 
-	 * @param node
-	 *            Current node
-	 * @return Number of nodes
-	 */
-	public static int CountNodes(Node node) {
-
-		int ret = 1;
-		if (0 != node.getNumChildren()) {
-			for (Node n : node.getChildren()) {
-
-				ret += CountNodes(n);
-			}
-		}
-		return ret;
-	}
-
-	/**
-	 * Entry point of the application
-	 * 
-	 * @param arguments
-	 *            The first argument is the name of the mesh to be opened, the
-	 *            second is the name of the primary output file.
-	 * @throws IOException
-	 */
-	public static void main(String[] arguments) throws IOException {
-
-		/*
-		 * Use output.txt as default output file if none was specified.
-		 */
-		if (1 == arguments.length) {
-			String s = arguments[0];
-			arguments = new String[2];
-			arguments[0] = s;
-			arguments[1] = "output.txt";
-		} else if (2 != arguments.length) {
-			System.exit(-5);
-		}
-
-		if (!arguments[1].endsWith(".txt")) {
-			System.out.println("The output file extension must be .txt");
-			System.exit(-10);
-			return;
-		}
-
-		FileWriter stream;
-		try {
-			stream = new FileWriter(arguments[1]);
-		} catch (IOException e) {
-			e.printStackTrace();
-			System.out.println("Unable to open output file for writing");
-			System.exit(-15);
-			return;
-		}
-
-		/*
-		 * Try to create an instance of class assimp.Importer. The constructor
-		 * throws an assimp.NativeException exception if the native jAssimp
-		 * library is not available.It must be placed in the jar/class directory
-		 * of the application
-		 */
-		Importer imp;
-		try {
-			imp = new Importer();
-		} catch (NativeException nativeException) {
-			nativeException.printStackTrace();
-			System.out.println("NativeException caught [#1]: "
-					+ nativeException.getMessage());
-			return;
-		}
-
-		/*
-		 * Load the asset into memory. Again, a NativeException exception could
-		 * be thrown if an unexpected errors occurs in the native interface. If
-		 * assimp is just unable to load the asset null is the return value and
-		 * no exception is thrown
-		 */
-		Scene scene;
-		try {
-			scene = imp.readFile(arguments[0],
-					PostProcessing.Preset.TargetRealtime_MaxQuality);
-		} catch (NativeException nativeException) {
-			nativeException.printStackTrace();
-			System.out.println("NativeException caught [#2] :"
-					+ nativeException.getMessage());
-			return;
-		}
-		if (null == scene) {
-			System.out.println("Unable to load asset: " + arguments[0]);
-			return;
-		}
-
-		/*
-		 * Now iterate through all meshes that have been loaded
-		 */
-		if (0 != scene.getNumMeshes()) {
-			for (Mesh mesh : scene.getMeshes()) {
-
-				stream.write("Mesh\n");
-				stream.write("\tNum Vertices: " + mesh.getNumVertices() + "\n");
-				stream.write("\tNum Faces: " + mesh.getNumFaces() + "\n");
-				stream.write("\tNum Bones: " + mesh.getNumBones() + "\n\n");
-
-				/*
-				 * Output all vertices. First get direct access to jAssimp's
-				 * buffers
-				 */
-				float[] positions = mesh.getPositionArray();
-				float[] normals = mesh.getNormalArray();
-				float[] tangents = mesh.getTangentArray();
-				float[] bitangents = mesh.getBitangentArray();
-
-				float[][] uvs = new float[Mesh.MAX_NUMBER_OF_TEXTURECOORDS][];
-				for (int i = 0; i < Mesh.MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
-					if (mesh.hasUVCoords((i)))
-						uvs[i] = mesh.getTexCoordArray(i);
-					else
-						break;
-				}
-
-				float[][] vcs = new float[Mesh.MAX_NUMBER_OF_COLOR_SETS][];
-				for (int i = 0; i < Mesh.MAX_NUMBER_OF_COLOR_SETS; ++i) {
-					if (mesh.hasVertexColors((i)))
-						uvs[i] = mesh.getVertexColorArray(i);
-					else
-						break;
-				}
-
-				for (int i = 0; i < mesh.getNumVertices(); ++i) {
-
-					// format:
-					// "Vertex pos(x|y|z) nor(x|y|z) tan(x|y|) bit(x|y|z)"
-					// great that this IDE is automatically able to replace +
-					// with append ... ;-)
-					if (mesh.hasPositions()) {
-						stream.write(new StringBuilder().append(
-								"\tVertex: pos(").append(positions[i * 3])
-								.append("|").append(positions[i * 3 + 1])
-								.append("|").append(positions[i * 3 + 2])
-								.append(")").toString());
-					}
-					if (mesh.hasNormals()) {
-						stream.write(new StringBuilder().append("\tnor(")
-								.append(normals[i * 3]).append("|").append(
-										normals[i * 3 + 1]).append("|").append(
-										normals[i * 3 + 2]).append(")")
-								.toString());
-					}
-					if (mesh.hasTangentsAndBitangents()) {
-						stream.write(new StringBuilder().append("\ttan(")
-								.append(tangents[i * 3]).append("|").append(
-										tangents[i * 3 + 1]).append("|")
-								.append(tangents[i * 3 + 2]).append(")")
-								.toString());
-
-						stream.write(new StringBuilder().append("\tbit(")
-								.append(bitangents[i * 3]).append("|").append(
-										bitangents[i * 3 + 1]).append("|")
-								.append(bitangents[i * 3 + 2]).append(")")
-								.toString());
-					}
-
-					for (int a = 0; i < Mesh.MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
-						if (!mesh.hasUVCoords((a)))
-							break;
-
-						stream.write(new StringBuilder().append("\tuv").append(
-								a).append("(").append(uvs[a][i * 3])
-								.append("|").append(uvs[a][i * 3 + 1]).append(
-										"|").append(uvs[a][i * 3 + 2]).append(
-										")").toString());
-					}
-
-					for (int a = 0; i < Mesh.MAX_NUMBER_OF_COLOR_SETS; ++a) {
-						if (!mesh.hasVertexColors((a)))
-							break;
-
-						stream.write(new StringBuilder().append("\tcol")
-								.append(a).append("(").append(vcs[a][i * 4])
-								.append("|").append(vcs[a][i * 4 + 1]).append(
-										"|").append(vcs[a][i * 4 + 2]).append(
-										"|").append(vcs[a][i * 4 + 3]).append(
-										")").toString());
-					}
-					stream.write("\n");
-				}
-				stream.write("\n");
-
-				/*
-				 * Now write a list of all faces in this model
-				 */
-				Face[] faces = mesh.getFaceArray();
-				for (int i = 0; i < mesh.getNumFaces(); ++i) {
-					stream.write(new StringBuilder().append("\tFace (").append(
-							faces[i * 3]).append("|").append(faces[i * 3 + 1])
-							.append("|").append(faces[i * 3 + 2]).append(")\n")
-							.toString());
-				}
-				stream.write("\n");
-
-				/*
-				 * Now write a list of all bones of this model
-				 */
-				if (mesh.hasBones()) {
-					Bone[] bones = mesh.getBonesArray();
-					for (Bone bone : bones) {
-
-						stream.write("\tBone " + bone.getName() + "\n");
-						Bone.Weight[] weights = bone.getWeightsArray();
-						for (Bone.Weight weight : weights) {
-							stream.write("\t\tWeight (" + weight.index + "|"
-									+ weight.weight + ")\n");
-						}
-
-					}
-				}
-				stream.write("\n");
-			}
-		}
-
-		/*
-		 * Now iterate through all animations that have been loaded
-		 */
-		if (0 != scene.getNumAnimations()) {
-			for (Animation anim : scene.getAnimations()) {
-
-				stream.write("Animation\n" + "\tName: " + anim.getName() + "\n"
-						+ "\tDuration: " + anim.getDuration() + "\n"
-						+ "\tTicks/s: " + anim.getTicksPerSecond() + "\n"
-						+ "\tNum BoneAnim channels: "
-						+ anim.getNumNodeAnimChannels() + "\n\n");
-
-				/*
-				 * Write all bone animation channels
-				 */
-				if (0 != anim.getNumNodeAnimChannels()) {
-					for (NodeAnim boneAnim : anim.getNodeAnimChannels()) {
-
-						stream.write("\tBoneAnim\n" + "\tName: "
-								+ boneAnim.getName() + "\n"
-								+ "\tNum QuatKeys: "
-								+ boneAnim.getNumQuatKeys() + "\n");
-
-						/*
-						 * Write all rotation keys
-						 */
-						for (NodeAnim.KeyFrame<Quaternion> key : boneAnim
-								.getQuatKeys()) {
-							stream.write("\t\tQuatKey: \n" + "\t\t\tTicks: "
-									+ key.time + "\n" + "\t\t\tValue: ("
-									+ key.value.x + "|" + key.value.y + "|"
-									+ key.value.z + "|" + key.value.w + ")\n");
-						}
-						stream.write("\tNum SclKeys: "
-								+ boneAnim.getNumScalingKeys() + "\n");
-
-						/*
-						 * Write all scaling keys
-						 */
-						for (NodeAnim.KeyFrame<float[]> key : boneAnim
-								.getScalingKeys()) {
-							stream.write("\t\tSclKey: \n" + "\t\t\tTicks: "
-									+ key.time + "\n" + "\t\t\tValue: ("
-									+ key.value[0] + "|" + key.value[1] + "|"
-									+ key.value[2] + ")\n");
-						}
-						stream.write("\tNum PosKeys: "
-								+ boneAnim.getNumPosKeys() + "\n");
-
-						/*
-						 * Write all position keys
-						 */
-						for (NodeAnim.KeyFrame<float[]> key : boneAnim
-								.getPosKeys()) {
-							stream.write("\t\tPosKey: \n" + "\t\t\tTicks: "
-									+ key.time + "\n" + "\t\t\tValue: ("
-									+ key.value[0] + "|" + key.value[1] + "|"
-									+ key.value[2] + ")\n");
-						}
-						stream.write("\n");
-					}
-				}
-			}
-		}
-
-		/*
-		 * Now print all nodes -> recursively
-		 */
-		stream.write("Nodegraph\n" + "\tNodes: "
-				+ CountNodes(scene.getRootNode()) + "\n\n");
-		// scene.getRootNode().printNodes( stream, "\t");
-		stream.write("\n");
-
-		/*
-		 * Now print all textures .. hm ... export them to proper TGA files
-		 */
-		if (0 != scene.getNumTextures()) {
-			int i = 0;
-			for (Texture texture : scene.getTextures()) {
-
-				String path = arguments[1].substring(0,
-						arguments[1].length() - 4)
-						+ "_tex" + i++ + ".tga";
-				stream.write("Emb. Texture\n" + "\tExportPath: " + path
-						+ "\n\n");
-
-				Texture.SaveTextureToTGA(texture, path);
-			}
-		}
-
-		/*
-		 * Now print all materials
-		 */
-
-		// ...
-		// close the stream again
-		stream.close();
-	}
-}

+ 0 - 2
port/jAssimp/jni_bridge/BuildHeader.bat

@@ -1,2 +0,0 @@
-javah -classpath ".\..\java\bin" -d "." "assimp.Importer"
-

+ 0 - 67
port/jAssimp/jni_bridge/assimp_Importer.h

@@ -1,67 +0,0 @@
-/* DO NOT EDIT THIS FILE - it is machine generated */
-#include <jni.h>
-/* Header for class assimp_Importer */
-
-#ifndef _Included_assimp_Importer
-#define _Included_assimp_Importer
-#ifdef __cplusplus
-extern "C" {
-#endif
-#undef assimp_Importer_PROPERTY_WAS_NOT_EXISTING
-#define assimp_Importer_PROPERTY_WAS_NOT_EXISTING -1L
-
-#undef assimp_Importer_ABI_VERSION
-#define assimp_Importer_ABI_VERSION 1
-
-/*
- * Class:     assimp_Importer
- * Method:    _NativeInitContext
- * Signature: (I)I
- */
-JNIEXPORT jlong JNICALL Java_assimp_Importer__1NativeInitContext
-  (JNIEnv *, jobject, jint);
-
-/*
- * Class:     assimp_Importer
- * Method:    _NativeFreeContext
- * Signature: (J)I
- */
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
-  (JNIEnv *, jobject, jlong);
-
-/*
- * Class:     assimp_Importer
- * Method:    _NativeLoad
- * Signature: (Ljava/lang/String;JJ)I
- */
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
-  (JNIEnv *, jobject, jstring, jlong, jlong);
-
-/*
- * Class:     assimp_Importer
- * Method:    _NativeSetPropertyInt
- * Signature: (Ljava/lang/String;IJ)I
- */
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeSetPropertyInt
-  (JNIEnv *, jobject, jstring, jint, jlong);
-
-/*
- * Class:     assimp_Importer
- * Method:    _NativeSetPropertyFloat
- * Signature: (Ljava/lang/String;FJ)I
- */
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeSetPropertyFloat
-  (JNIEnv *, jobject, jstring, jfloat, jlong);
-
-/*
- * Class:     assimp_Importer
- * Method:    _NativeSetPropertyString
- * Signature: (Ljava/lang/String;Ljava/lang/String;J)I
- */
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeSetPropertyString
-  (JNIEnv *, jobject, jstring, jstring, jlong);
-
-#ifdef __cplusplus
-}
-#endif
-#endif

+ 0 - 41
port/jAssimp/jni_bridge/jbridge_Animation.cpp

@@ -1,41 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Animation::Initialize()
-{
-	AIJ_LOAD_CLASS();
-
-	AIJ_LOAD_FIELD(name);
-	AIJ_LOAD_FIELD(mDuration);
-	AIJ_LOAD_FIELD(mTicksPerSecond);
-	AIJ_LOAD_FIELD(nodeAnims);
-}
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Animation::Fill(jobject obj,const aiAnimation* pcSrc)
-{
-	jobjectArray ja;
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;	
-	pc->SetObjectField(obj,name,JNU_NewStringNative(pc,pcSrc->mName.data));
-	pc->SetDoubleField(obj,mDuration,pcSrc->mDuration);
-	pc->SetDoubleField(obj,mTicksPerSecond,pcSrc->mTicksPerSecond);
-
-	// copy node animations
-	if (pcSrc->mNumChannels)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mChannels,pcSrc->mNumChannels,
-			AIJ_GET_HANDLE(assimp.NodeAnim),ja);
-		pc->SetObjectField(obj,nodeAnims,ja);
-	}
-}

+ 0 - 66
port/jAssimp/jni_bridge/jbridge_Bone.cpp

@@ -1,66 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Bone::Initialize()
-{
-	AIJ_LOAD_CLASS();
-
-	AIJ_LOAD_FIELD(name);
-	AIJ_LOAD_FIELD(weights);
-
-	Weight.Initialize();
-}
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Bone::Fill(jobject obj,const aiBone* pcSrc)
-{
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;	
-
-	// copy bone weights
-	if (pcSrc->mNumWeights)	{
-
-		jobjectArray jarr =  pc->NewObjectArray(pcSrc->mNumWeights,Weight.Class,0);
-		for (unsigned int i = 0; i < pcSrc->mNumWeights;++i)	{
-			jobject jobj = pc->NewObject(Weight.Class,Weight.DefaultCtor);
-
-			Weight.Fill(jobj,&pcSrc->mWeights[i]);
-			pc->SetObjectArrayElement(jarr,i,jobj);
-		}
-		pc->SetObjectField(obj,weights,jarr);
-	}
-	pc->SetObjectField(obj,name,JNU_NewStringNative(pc,pcSrc->mName.data));
-
-	jobject matrix = pc->NewObject(AIJ_GET_CLASS_HANDLE(assimp.Matrix4x4),AIJ_GET_DEFAULT_CTOR_HANDLE(assimp.Matrix4x4));
-	AIJ_GET_HANDLE(assimp.Matrix4x4).Fill(matrix,&pcSrc->mOffsetMatrix);
-	pc->SetObjectField(obj,name,matrix);
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Bone::_Weight::Initialize()
-{
-	AIJ_LOAD_CLASS();
-	AIJ_LOAD_FIELD(index);
-	AIJ_LOAD_FIELD(weight);
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Bone::_Weight::Fill(jobject obj,const aiVertexWeight* pcSrc)
-{
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;	
-
-	pc->SetIntField(obj,index,(jint)pcSrc->mVertexId);
-	pc->SetFloatField(obj,weight,(jfloat)pcSrc->mWeight);
-}

+ 0 - 56
port/jAssimp/jni_bridge/jbridge_BoneAnim.cpp

@@ -1,56 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_NodeAnim::Initialize()
-{
-	AIJ_LOAD_CLASS();
-
-	AIJ_LOAD_FIELD(mName);
-	AIJ_LOAD_FIELD(mPosKeys);
-	AIJ_LOAD_FIELD(mScalingKeys);
-	AIJ_LOAD_FIELD(mQuatKeys);
-
-	VectorKey.Initialize();
-	QuatKey.Initialize();
-}
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_NodeAnim::Fill(jobject obj,const aiNodeAnim* pcSrc)
-{
-	jobjectArray ja;
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;	
-	pc->SetObjectField(obj,mName,JNU_NewStringNative(pc,pcSrc->mNodeName.data));
-
-	// copy position keys
-	if (pcSrc->mNumPositionKeys)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mPositionKeys,pcSrc->mNumPositionKeys,
-			AIJ_GET_HANDLE(assimp.NodeAnim.VectorKey),ja);
-		pc->SetObjectField(obj,mPosKeys,ja);
-	}
-
-	// copy scaling keys
-	if (pcSrc->mNumScalingKeys)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mScalingKeys,pcSrc->mNumScalingKeys,
-			AIJ_GET_HANDLE(assimp.NodeAnim.VectorKey),ja);
-		pc->SetObjectField(obj,mScalingKeys,ja);
-	}
-
-	// copy rotation keys
-	if (pcSrc->mNumRotationKeys)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mRotationKeys,pcSrc->mNumRotationKeys,
-			AIJ_GET_HANDLE(assimp.NodeAnim.QuatKey),ja);
-		pc->SetObjectField(obj,mQuatKeys,ja);
-	}
-}

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_Camera.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 186
port/jAssimp/jni_bridge/jbridge_Environment.cpp

@@ -1,186 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-bool JNIEnvironment::AttachToCurrentThread (JNIEnv* pcEnv)
-{
-	ai_assert(NULL != pcEnv);
-
-	// now initialize the thread-local storage
-	if (!ptr.get())	{
-		// attach to the current thread
-		JavaVM* vm;
-		pcEnv->GetJavaVM(&vm);
-		vm->AttachCurrentThread((void **) &pcEnv, NULL);
-
-		ptr.reset(new JNIThreadData(pcEnv));
-	}
-	// increase the reference counter
-	else ptr->m_iNumRef++;
-
-	// attach the logger
-	((JNILogDispatcher*)DefaultLogger::get())->OnAttachToCurrentThread(ptr.get());
-
-	// get handles to all methods/fields/classes
-	Initialize();
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-bool JNIEnvironment::DetachFromCurrentThread ()
-{
-	ai_assert(NULL != pcEnv);
-
-	// detach the logger
-	((JNILogDispatcher*)DefaultLogger::get())->OnDetachFromCurrentThread(ptr.get());
-
-	// decrease the reference counter
-	if (NULL != ptr.get()) {
-
-		ptr->m_iNumRef--;
-		if (0 == ptr->m_iNumRef) {
-
-			JavaVM* vm;
-			ptr->m_pcEnv->GetJavaVM(&vm);
-			vm->DetachCurrentThread();
-		}
-	}
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-JNIThreadData* JNIEnvironment::GetThread()
-{
-	ai_assert(NULL != ptr.get());
-	return ptr.get();
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_java::_lang::_String::Initialize()
-{
-	JNIEnv* pcEnv = JNIEnvironment::Get()->GetThread()->m_pcEnv;
-
-	// first initialize some members
-	if( !(Class = pcEnv->FindClass("java.lang.String"))) {
-		JNIEnvironment::Get()->ThrowNativeError("Can't get handle of class java.lang.String");
-	}
-
-	if( !(getBytes = pcEnv->GetMethodID(Class,"getBytes","()[byte"))) {
-		JNIEnvironment::Get()->ThrowNativeError("Can't get handle of class java.lang.String");
-	}
-
-	if( !(constructor_ByteArray = pcEnv->GetStaticMethodID(Class,"<init>","([byte)V"))) {
-		JNIEnvironment::Get()->ThrowNativeError("Can't get handle of class java.lang.String");
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_java::_lang::_Array::Initialize()
-{
-	JNIEnv* pcEnv = JNIEnvironment::Get()->GetThread()->m_pcEnv;
-
-	if( !(FloatArray_Class = pcEnv->FindClass("[F")))
-		JNIEnvironment::Get()->ThrowNativeError("Unable to get handle of class float[]");
-
-	if( !(IntArray_Class = pcEnv->FindClass("[I")))
-		JNIEnvironment::Get()->ThrowNativeError("Unable to get handle of class int[]");
-}
-
-// ------------------------------------------------------------------------------------------------
-jstring JNU_NewStringNative(JNIEnv *env, const char *str)
-{
-	jstring result;
-	jbyteArray bytes = 0;
-	int len;
-	if (env->EnsureLocalCapacity( 2) < 0)	{
-		return NULL; /* out of memory error */
-	}
-
-	len = (int)::strlen(str);
-	bytes = env->NewByteArray(len);
-	if (bytes != NULL)	{
-
-		env->SetByteArrayRegion(bytes, 0, len,
-			(jbyte *)str);
-		result = (jstring)env->NewObject(AIJ_GET_HANDLE(java.lang.String.Class),
-			AIJ_GET_HANDLE(java.lang.String.constructor_ByteArray), bytes);
-		env->DeleteLocalRef(bytes);
-		return result;
-	} /* else fall through */
-	return NULL;
-}
-
-// ------------------------------------------------------------------------------------------------
-char *JNU_GetStringNativeChars(JNIEnv *env, jstring jstr)
-{
-	jbyteArray bytes = 0;
-	jthrowable exc;
-	char *result = 0;
-	if (env->EnsureLocalCapacity(2) < 0)	{
-		return 0; /* out of memory error */
-	}
-
-	bytes = (jbyteArray)env->CallObjectMethod(jstr,AIJ_GET_HANDLE(java.lang.String.getBytes));
-	exc = env->ExceptionOccurred();
-	if (!exc)	{
-		jint len = env->GetArrayLength(bytes);
-		result = (char *)malloc(len + 1);
-		if (result == 0) 
-		{
-			env->DeleteLocalRef(bytes);
-			return 0;
-		}
-		env->GetByteArrayRegion(bytes, 0, len,
-			(jbyte *)result);
-		result[len] = 0; /* NULL-terminate */
-	}
-	else	{
-		env->DeleteLocalRef(exc);
-	}
-	env->DeleteLocalRef(bytes);
-	return result;
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNU_CopyDataToArray(JNIEnv* pc, jarray jfl, void* data, unsigned int size)
-{
-	void* pf;
-	jboolean iscopy = false;
-
-	// lock the array and get direct access to its buffer
-	if(!(pf = pc->GetPrimitiveArrayCritical(jfl,&iscopy))) {
-		JNIEnvironment::Get()->ThrowNativeError("Unable to lock array");
-	}
-	// copy the data to the array
-	memcpy(pf,data,size);
-
-	// release our reference to the array
-	pc->ReleasePrimitiveArrayCritical(jfl,pf,0);
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNU_CopyObjectArrayToVM(JNIEnv* pc, const void**  in, unsigned int num, 
-	 JNIEnvironment::_Base& type, jobjectArray& out)
-{
-	jobjectArray jarr =  pc->NewObjectArray(num,type.Class,0);
-	for (unsigned int i = 0; i < num;++i) {
-		jobject jobj = pc->NewObject(type.Class,type.DefaultCtor);
-
-		type.Fill(jobj,in[i]);
-		pc->SetObjectArrayElement(jarr,i,jobj);
-	}
-	out = jarr;
-}
-

+ 0 - 506
port/jAssimp/jni_bridge/jbridge_Environment.h

@@ -1,506 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#ifndef INCLUDED_JBRIDGE_ENVIRONMENT_H
-#define INCLUDED_JBRIDGE_ENVIRONMENT_H
-
-namespace Assimp	{
-namespace jbridge		{
-
-// -----------------------------------------------------------------------------------------
-// Nasty macros. One day I'll probably switch to a generic and beautiful solution, but 
-// this day is still far, far away
-// -----------------------------------------------------------------------------------------
-
-#define _AI_CONCAT(a,b)  a ## b
-#define  AI_CONCAT(a,b)  _AI_CONCAT(a,b)
-
-#define AIJ_GET_JNIENV() JNIEnvironment::Get()->GetThread()->m_pcEnv
-
-#define AIJ_BEGIN_CLASS(name) \
-	struct AI_CONCAT(_,name) : public _Base { \
-		void Initialize(); \
-
-#define AIJ_END_CLASS(name) \
-	} name ; 
-
-#define AIJ_SET_FIELD_TYPE(field,type) \
-	const char* AI_CONCAT(QueryFieldString_,field) () { \
-		return type; \
-		} \
-	jfieldID field;
-
-#define AIJ_SET_CLASS_TYPE(ctype,jtype) \
-	const char* QueryClassString() { \
-			return jtype; \
-		} \
-	void Fill(jobject obj,const ctype* pcSrc); \
-    \
-	inline void Fill(jobject obj,const void* pcSrc) { \
-		Fill(obj,(const ctype*)pcSrc); \
-	}
-
-#define AIJ_LOAD_CLASS() \
-	JNIEnv* pc = AIJ_GET_JNIENV(); \
-	\
-	if(!(Class = pc->FindClass(QueryClassString()))) { \
-		JNIEnvironment::Get()->ThrowNativeError(std::string("Failed to load class ") + \
-			QueryClassString()); \
-	} \
-	DefaultCtor = pc->GetMethodID(Class,"<init>","");
-
-#define AIJ_LOAD_FIELD(name) { \
-	const char* t = AI_CONCAT(QueryFieldString_,name)(); \
-	name = pc->GetFieldID(Class,# name,t); \
-	if (!name) \
-		JNIEnvironment::Get()->ThrowNativeError(std::string("Failed to load ") + \
-			QueryClassString() + "#" + t); \
-	}
-
-// -----------------------------------------------------------------------------------------
-// -----------------------------------------------------------------------------------------
-
-#define AIJ_GET_HANDLE(h)              (JNIEnvironment::Get()->h)
-#define AIJ_GET_DEFAULT_CTOR_HANDLE(h) (JNIEnvironment::Get()->h.DefaultCtor)
-#define AIJ_GET_CLASS_HANDLE(h)        (JNIEnvironment::Get()->h.Class)
-
-// -----------------------------------------------------------------------------------------
-// -----------------------------------------------------------------------------------------
-/**	
- *	@brief	Manages a list of JNI data structures private to a thread.
- */
-struct JNIThreadData
-{
-	//! Default constructor
-	JNIThreadData() 
-		: m_pcEnv(NULL), m_iNumRef(1) {}
-
-	//! Construction from an existing JNIEnv
-	JNIThreadData(JNIEnv* env) : m_pcEnv(env), m_iNumRef(1) {}
-
-	//! JNI environment, is attached to the thread
-	JNIEnv* m_pcEnv;
-
-	//! Number of Importer instances that have been created by this thread
-	unsigned int m_iNumRef;
-};
-
-
-// -----------------------------------------------------------------------------------------
-/**	@brief	Helper class to manage the JNI environment for multithreaded calls.
- *
- *  It's not so simple. Java users have to create multiple instances of assimp.Importer
- *  to access Assimp from multiple threads, but we need to synchronize everything to a
- *  single Java logging implementation.
- */
-class JNIEnvironment
-{
-private:
-
-	JNIEnvironment()
-		: m_iRefCnt(1) {}
-
-public:
-
-	/** Attach a new thread to the environment */
-	static JNIEnvironment* Create()	{
-		if (NULL == s_pcEnv)	{
-			s_pcEnv = new JNIEnvironment();
-		}
-		else s_pcEnv->AddRef();
-		return s_pcEnv;
-	}
-
-	/** Static getter  */
-	static JNIEnvironment* Get()	{
-		ai_assert(NULL != s_pcEnv);
-		return s_pcEnv;
-	}
-
-	/** Add a reference to the environment */
-	unsigned int AddRef()	{
-		return ++m_iRefCnt;
-	}
-
-	/** Remove a reference from the environment */
-	unsigned int Release()	{
-
-		const unsigned int iNew = --m_iRefCnt;
-		if (0 == iNew) {
-			delete this;
-		}
-		return iNew;
-	}
-
-	/** Attach a JNIEnv to the current thread */
-	bool AttachToCurrentThread (JNIEnv* pcEnv);
-
-	/** Detach from the current thread */
-	bool DetachFromCurrentThread ();
-
-	/** Get the thread local data of the current thread */
-	JNIThreadData* GetThread();
-
-	/** Throw an NativeException exception with the specified error message
-	 *  The error message itself is optional. */
-	void ThrowNativeError(const std::string& msg = std::string("Unknown error"));
-
-public:
-
-
-	// ------------------------------------------------------------------------------------
-	// Reflects the part of the Java class library which we need for our dealings 
-	//
-	struct _java
-	{
-		void Initialize()	{
-			lang.Initialize();
-		}
-
-		struct _lang
-		{
-			void Initialize()	{
-				String.Initialize();
-			}
-
-			struct _String
-			{
-				void Initialize();
-
-				//! Handle to the java.lang.String class
-				static jclass Class;
-
-				//! Handle to the java.lang.String.getBytes() class
-				static jmethodID getBytes;
-
-				//! Handle to the java.lang.String.String(byte[]) c'tor
-				static jmethodID constructor_ByteArray;
-
-			} String;
-
-			struct _Array	{
-				void Initialize();
-
-				jclass FloatArray_Class;
-				jclass IntArray_Class;
-
-			} Array;
-
-		} lang;
-	} java;
-
-	struct _Base	{
-		virtual void Fill(jobject obj,const void* pcSrc) {}
-
-		//! Handle to class
-		jclass Class;
-
-		//! Handle to default c'tor
-		jmethodID DefaultCtor;
-	};
-
-	// ------------------------------------------------------------------------------------
-	// Reflects the classes of the assimp package.
-	//
-	struct _assimp 
-	{
-		//! Initializes the package assimp for use with our bridge module
-		inline void Initialize()	{
-
-			// The NativeException class must be initialized first as it
-			// is used by all other class initializion routines
-			NativeException.Initialize();
-			Importer.Initialize();
-
-			// now initialize all other classes, the order doesn't care.
-			Face.Initialize();
-			Scene.Initialize();
-			Importer.Initialize();
-			Mesh.Initialize();
-			Bone.Initialize();
-			Animation.Initialize();
-			NodeAnim.Initialize();
-			Texture.Initialize();
-			CompressedTexture.Initialize();
-			Matrix3x3.Initialize();
-			Matrix4x4.Initialize();
-			Quaternion.Initialize();
-			Node.Initialize();
-			Material.Initialize();
-			Camera.Initialize();
-			Light.Initialize();
-		};
-
-		//! Represents the JNI interface to class assimp.NativeException
-		AIJ_BEGIN_CLASS(NativeException)	
-		AIJ_END_CLASS(NativeException)
-
-		//! Represents the JNI interface to class assimp.Importer
-		AIJ_BEGIN_CLASS(Importer)
-			AIJ_SET_CLASS_TYPE(Assimp::Importer,"assimp.Importer");
-			AIJ_SET_FIELD_TYPE(scene,"Lassimp.Scene");
-
-		AIJ_END_CLASS(Importer)
-
-		//! Represents the JNI interface to class assimp.Scene
-		AIJ_BEGIN_CLASS(Scene)
-			AIJ_SET_CLASS_TYPE(aiScene,"assimp.Scene");
-
-			AIJ_SET_FIELD_TYPE(m_vTextures,"[Lassimp.Texture");
-			AIJ_SET_FIELD_TYPE(m_vCameras,"[Lassimp.Camera");
-			AIJ_SET_FIELD_TYPE(m_vLights,"[Lassimp.Light");
-			AIJ_SET_FIELD_TYPE(m_vMeshes,"[Lassimp.Mesh");
-			AIJ_SET_FIELD_TYPE(m_vMaterials,"[Lassimp.Material");
-			AIJ_SET_FIELD_TYPE(m_vAnimations,"[Lassimp.Animation");
-			AIJ_SET_FIELD_TYPE(m_rootNode,"[Lassimp.Node");
-			AIJ_SET_FIELD_TYPE(flags,"I");
-	
-		AIJ_END_CLASS(Scene)
-
-		//! Represents the JNI interface to class assimp.Mesh
-		AIJ_BEGIN_CLASS(Mesh)
-			AIJ_SET_CLASS_TYPE(aiMesh,"assimp.Mesh");
-			
-			AIJ_SET_FIELD_TYPE(m_iPrimitiveTypes,"I");
-			AIJ_SET_FIELD_TYPE(m_vVertices,"[[F");
-			AIJ_SET_FIELD_TYPE(m_vTangents,"[[F");
-			AIJ_SET_FIELD_TYPE(m_vBitangents,"[[F");
-			AIJ_SET_FIELD_TYPE(m_vNormals,"[[F");
-			AIJ_SET_FIELD_TYPE(m_avUVs,"[[F");
-			AIJ_SET_FIELD_TYPE(m_vFaces,"[[F");
-			AIJ_SET_FIELD_TYPE(m_avColors,"[[F");
-			AIJ_SET_FIELD_TYPE(m_aiNumUVComponents,"[I");
-			AIJ_SET_FIELD_TYPE(m_vBones,"[Lassimp.Bone");
-			AIJ_SET_FIELD_TYPE(m_iMaterialIndex,"I");
-		AIJ_END_CLASS(Mesh)
-
-		//! Represents the JNI interface to class assimp.Face
-		AIJ_BEGIN_CLASS(Face)
-			AIJ_SET_CLASS_TYPE(aiFace,"assimp.Face");
-
-			AIJ_SET_FIELD_TYPE(indices,"LI");
-		AIJ_END_CLASS(Face)
-
-		//! Represents the JNI interface to class assimp.Bone
-		AIJ_BEGIN_CLASS(Bone)
-			AIJ_SET_CLASS_TYPE(aiBone,"assimp.Bone");
-
-			AIJ_SET_FIELD_TYPE(name,"Ljava.lang.String");
-			AIJ_SET_FIELD_TYPE(weights,"[Lassimp.Bone.Weight");
-
-			//! Represents the JNI interface to class assimp.Bone.Weight
-			AIJ_BEGIN_CLASS(Weight)
-				AIJ_SET_CLASS_TYPE(aiVertexWeight,"assimp.Bone.Weight");
-
-				AIJ_SET_FIELD_TYPE(index,"I");
-				AIJ_SET_FIELD_TYPE(weight,"F");
-			AIJ_END_CLASS(Weight)
-		AIJ_END_CLASS(Bone)
-
-		//! Represents the JNI interface to class assimp.Animation
-		AIJ_BEGIN_CLASS(Animation)
-			AIJ_SET_CLASS_TYPE(aiAnimation,"assimp.Animation");
-
-			AIJ_SET_FIELD_TYPE(name,"Ljava.lang.String");
-			AIJ_SET_FIELD_TYPE(mDuration,"D");
-			AIJ_SET_FIELD_TYPE(mTicksPerSecond,"D");
-			AIJ_SET_FIELD_TYPE(nodeAnims,"[Lassimp.NodeAnim");
-		AIJ_END_CLASS(Animation)
-
-		//! Represents the JNI interface to class assimp.NodeAnim
-		AIJ_BEGIN_CLASS(NodeAnim)
-			AIJ_SET_CLASS_TYPE(aiNodeAnim,"assimp.NodeAnim");
-
-			//! Represents the JNI interface to class assimp.BoneAnim.KeyFrame<float[]>
-			AIJ_BEGIN_CLASS(VectorKey)
-				AIJ_SET_CLASS_TYPE(aiVectorKey,"Lassimp.NodeAnim.KeyFrame<[F>");
-				
-				AIJ_SET_FIELD_TYPE(time,"D");
-				AIJ_SET_FIELD_TYPE(value,"[F");
-			AIJ_END_CLASS(VectorKey)
-
-			//! Represents the JNI interface to class assimp.BoneAnim.KeyFrame<assimp.Quaternion>
-			AIJ_BEGIN_CLASS(QuatKey)
-				AIJ_SET_CLASS_TYPE(aiQuatKey,"Lassimp.NodeAnim.KeyFrame<Lassimp.Quaternion>");
-				
-				AIJ_SET_FIELD_TYPE(time,"D");
-				AIJ_SET_FIELD_TYPE(value,"Lassimp.Quaternion");
-			AIJ_END_CLASS(QuatKey)
-
-			AIJ_SET_FIELD_TYPE(mName,"Ljava.lang.String");
-			AIJ_SET_FIELD_TYPE(mQuatKeys,"[Lassimp.NodeAnim.KeyFrame<Lassimp.Quaternion>");
-			AIJ_SET_FIELD_TYPE(mPosKeys, "[Lassimp.NodeAnim.KeyFrame<[F>");
-			AIJ_SET_FIELD_TYPE(mScalingKeys,"[Lassimp.NodeAnim.KeyFrame<[F>");
-		AIJ_END_CLASS(NodeAnim)
-
-		//! Represents the JNI interface to class assimp.Texture
-		AIJ_BEGIN_CLASS(Texture)
-			AIJ_SET_CLASS_TYPE(aiTexture,"assimp.Texture");
-
-			AIJ_SET_FIELD_TYPE(width,"I");
-			AIJ_SET_FIELD_TYPE(height,"I");
-			AIJ_SET_FIELD_TYPE(data,"[b");
-		AIJ_END_CLASS(Texture)
-
-		//! Represents the JNI interface to class assimp.CompressedTexture
-		AIJ_BEGIN_CLASS(CompressedTexture)
-			AIJ_SET_CLASS_TYPE(aiTexture,"assimp.CompressedTexture");
-			AIJ_SET_FIELD_TYPE(m_format,"Ljava.lang.String");
-		AIJ_END_CLASS(CompressedTexture)
-
-		//! Represents the JNI interface to class assimp.Material
-		AIJ_BEGIN_CLASS(Material)
-			AIJ_SET_CLASS_TYPE(aiMaterial,"assimp.Material");
-
-			//! Represents the JNI interface to class assimp.Material.Property
-			AIJ_BEGIN_CLASS(Property)
-				AIJ_SET_CLASS_TYPE(aiMaterialProperty,"assimp.Material.Property");
-
-				AIJ_SET_FIELD_TYPE(key,"L.java.lang.String");
-				AIJ_SET_FIELD_TYPE(value,"Ljava.lang.Object");
-			AIJ_END_CLASS(Property)
-			
-			AIJ_SET_FIELD_TYPE(properties,"[Lassimp.Material.Property");
-		AIJ_END_CLASS(Material)
-
-		//! Represents the JNI interface to class assimp.Matrix4x4
-		AIJ_BEGIN_CLASS(Matrix4x4)
-			AIJ_SET_CLASS_TYPE(aiMatrix4x4,"assimp.Matrix4x4");
-			AIJ_SET_FIELD_TYPE(coeff,"[F");
-		AIJ_END_CLASS(Matrix4x4)
-
-		//! Represents the JNI interface to class assimp.Matrix3x3
-		AIJ_BEGIN_CLASS(Matrix3x3)
-			AIJ_SET_CLASS_TYPE(aiMatrix3x3,"assimp.Matrix3x3");
-			AIJ_SET_FIELD_TYPE(coeff,"[F");
-		AIJ_END_CLASS(Matrix3x3)
-
-		//! Represents the JNI interface to class assimp.Quaternion
-		AIJ_BEGIN_CLASS(Quaternion)
-			AIJ_SET_CLASS_TYPE(aiQuaternion,"assimp.Quaternion");
-
-			AIJ_SET_FIELD_TYPE(x,"F");
-			AIJ_SET_FIELD_TYPE(y,"F");
-			AIJ_SET_FIELD_TYPE(z,"F");
-			AIJ_SET_FIELD_TYPE(w,"F");
-		AIJ_END_CLASS(Quaternion)
-
-		//! Represents the JNI interface to class assimp.Node
-		AIJ_BEGIN_CLASS(Node)
-			AIJ_SET_CLASS_TYPE(aiNode,"assimp.Node");
-
-			AIJ_SET_FIELD_TYPE(meshIndices,"[I");
-			AIJ_SET_FIELD_TYPE(name,"Ljava.lang.String");
-			AIJ_SET_FIELD_TYPE(children,"[Lassimp.Node");
-			AIJ_SET_FIELD_TYPE(nodeTransform,"Lassimp.Matrix4x4");
-			AIJ_SET_FIELD_TYPE(parent,"Lassimp.Node");
-		AIJ_END_CLASS(Node)
-
-		//! Represents the JNI interface to class assimp.Camera
-		AIJ_BEGIN_CLASS(Camera)
-			AIJ_SET_CLASS_TYPE(aiCamera,"assimp.Camera");
-
-			AIJ_SET_FIELD_TYPE(mName,"Ljava.lang.String");
-			AIJ_SET_FIELD_TYPE(mPosition,"[F");
-			AIJ_SET_FIELD_TYPE(mUp,"[F");
-			AIJ_SET_FIELD_TYPE(mLookAt,"[F");
-			AIJ_SET_FIELD_TYPE(mHorizontalFOV,"F");
-			AIJ_SET_FIELD_TYPE(mClipPlaneNear,"F");
-			AIJ_SET_FIELD_TYPE(mClipPlaneFar,"F");
-			AIJ_SET_FIELD_TYPE(mAspect,"F");
-		AIJ_END_CLASS(Camera)
-
-		//! Represents the JNI interface to class assimp.Light
-		AIJ_BEGIN_CLASS(Light)
-			AIJ_SET_CLASS_TYPE(aiLight,"assimp.Light");
-
-			AIJ_SET_FIELD_TYPE(mName,"[I");
-			AIJ_SET_FIELD_TYPE(mType,"I");
-			AIJ_SET_FIELD_TYPE(mPosition,"[F");
-			AIJ_SET_FIELD_TYPE(mDirection,"[F");
-			AIJ_SET_FIELD_TYPE(mAttenuationConstant,"F");
-			AIJ_SET_FIELD_TYPE(mAttenuationLinear,"F");
-			AIJ_SET_FIELD_TYPE(mAttenuationQuadratic,"F");
-			AIJ_SET_FIELD_TYPE(mColorDiffuse,"[F");
-			AIJ_SET_FIELD_TYPE(mColorSpecular,"[F");
-			AIJ_SET_FIELD_TYPE(mColorAmbient,"[F");
-			AIJ_SET_FIELD_TYPE(mAngleInnerCone,"F");
-			AIJ_SET_FIELD_TYPE(mAngleOuterCone,"F");
-		AIJ_END_CLASS(Light)
-	} assimp;
-
-	//! Master initialization of all stuff we need
-	void Initialize()
-	{
-		assimp.Initialize();
-		java.Initialize();
-	}
-
-private:
-
-	//! Singleton instance
-	static JNIEnvironment* s_pcEnv;
-
-	//! TLS data 
-	boost::thread_specific_ptr<JNIThreadData> ptr;
-
-	//! Reference counter of the whole class
-	unsigned int m_iRefCnt;
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Helper function to copy data to a Java array
- *
- * @param pc JNI env handle
- * @param jfl Java array
- * @param data Input data
- * @param size Size of data to be copied, in bytes
- */
-void JNU_CopyDataToArray(JNIEnv* pc, jarray jfl, void* data, unsigned int size);
-
-// ---------------------------------------------------------------------------
-/** @brief Helper function to create a java.lang.String from a native char*.
- *
- * This function has been taken from
- * http://java.sun.com/docs/books/jni/html/other.html#26021
- */
-jstring JNU_NewStringNative(JNIEnv *env, const char *str);
-
-// ---------------------------------------------------------------------------
-/** @brief Helper function to create a char* from a managed jstring
- *
- * This function has been taken from
- * http://java.sun.com/docs/books/jni/html/other.html#26021
- */
-char* JNU_GetStringNativeChars(JNIEnv *env, jstring jstr);
-
-// ---------------------------------------------------------------------------
-/** @brief Helper function to copy a whole object array to the VM
- *
- *  @param pc JNI env handle
- *  @param in Input object array
- *  @param num Size of input array
- *  @param type Type of input
- *  @param out Output object
- */
-// ---------------------------------------------------------------------------
-void JNU_CopyObjectArrayToVM(JNIEnv* pc, const void** in, unsigned int num,
-	JNIEnvironment::_Base& type, jobjectArray& out);
-
-}} // end namespaces
-
-using namespace Assimp;
-using namespace Assimp::jbridge;
-
-#include "jbridge_Logger.h"
-#endif //! AI_JNIENVIRONMENT_H_INCLUDED
-

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_IOStream.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_IOSystem.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 283
port/jAssimp/jni_bridge/jbridge_Importer.cpp

@@ -1,283 +0,0 @@
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-// include the header files generated by javah
-#include "assimp_Importer.h"
-#include <list>
-
-// used as error return code
-#define AI_JNI_ERROR_RETURN 0xffffffff
-
-////////////////////////////////////////////////////////////////////////////////////
-/* typedef for a jassimp context, used to identify the Importer object which
- * belongs to a particular java Importer.
- */
-////////////////////////////////////////////////////////////////////////////////////
-
-typedef uint64_t JASSIMP_CONTEXT;
-
-#ifdef JASSIMP_DEBUG_CHECKS
-	typedef std::list< JASSIMP_CONTEXT > ImporterContextList;
-	static ImporterContextList g_listActiveContexts;
-
-// ------------------------------------------------------------------------------------------------
-/* DEBUG: Check the validity of a particular context.
-*/
-bool jValidateContext (JASSIMP_CONTEXT context)
-{
-	ImporterContextList::const_iterator t =  std::find( g_listActiveContexts.begin(),g_listActiveContexts.end(),context);
-	if (t != g_listActiveContexts.end() {
-		return true;
-	}
-
-	DefaultLogger::get()->error("[jnibridge] Invalid context");
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-/* DEBUG: Check the validity of a particular scene
-*/
-bool jValidateScene (const aiScene* scene)
-{
-	if (!scene)	{
-		DefaultLogger::get()->error("[jnibridge] There's not asset");
-		return false;
-	}
-	return true;
-}
-#endif // ! ASSIMP_DEBUG
-
-// ------------------------------------------------------------------------------------------------
-/* Get the #Assimp::Importer for a particular JASSIMP_CONTEXT
-*/
-Assimp::Importer* jGetValidImporterScenePair (JASSIMP_CONTEXT jvmcontext)
-{
-#ifdef JASSIMP_DEBUG_CHECKS
-	if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext)) {
-		return NULL;
-	}
-#endif // ! ASSIMP_DEBUG
-
-	// get the importer instance from the context
-	Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
-
-#ifdef DEBUG
-	if (!jValidateScene(pcImp->GetScene())) {
-		return NULL;
-	}
-#endif // ! ASSIMP_DEBUG
-	return pcImp;
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
-* Class:     assimp_Importer
-* Method:    _NativeInitContext
-* Signature: ()I
-*/
-JNIEXPORT jlong JNICALL Java_assimp_Importer__1NativeInitContext
-(JNIEnv * jvmenv, jobject jvmthis, jint version)	{
-	// 2^64-1 indicates error
-	JASSIMP_CONTEXT context = 0xffffffffffffffffL;
-
-	if (version != assimp_Importer_ABI_VERSION) {
-		return context;
-	}
-
-	// create a new Importer instance
-	Assimp::Importer* pcImp = new Assimp::Importer();
-	context = (JASSIMP_CONTEXT)(uintptr_t)pcImp;
-
-#ifdef JASSIMP_DEBUG_CHECKS
-	g_listActiveContexts.push_back(context);
-#endif // ! ASSIMP_DEBUG
-
-	// need to setup the logger ... or did we already initialize it?
-	JNILogDispatcher* pcLogger;
-	if (DefaultLogger::isNullLogger())	{
-		pcLogger = new JNILogDispatcher();
-		DefaultLogger::set (pcLogger);
-	}
-	else	{
-		JNILogDispatcher* pcLogger = ( JNILogDispatcher* )DefaultLogger::get();
-		pcLogger->AddRef();
-	}
-
-	// setup the JNI environment  
-	if(!JNIEnvironment::Get()->AttachToCurrentThread(jvmenv)) {
-		return 0xffffffffffffffffL;
-	}
-
-	// return our native context handle to the caller
-	return context;
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
-* Class:     assimp_Importer
-* Method:    _NativeFreeContext
-* Signature: (I)I
-*/
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
-(JNIEnv * jvmenv, jobject jvmthis, jlong jvmcontext)
-{
-
-#ifdef JASSIMP_DEBUG_CHECKS
-	if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext)) {
-		return AI_JNI_ERROR_RETURN;
-	}
-#endif // ! ASSIMP_DEBUG
-
-	// delete the underlying Importer instance
-	Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
-	delete pcImp;
-
-#ifdef JASSIMP_DEBUG_CHECKS
-	g_listActiveContexts.remove(jvmcontext);
-#endif // ! ASSIMP_DEBUG
-
-	JNIEnvironment::Get()->DetachFromCurrentThread();
-	return 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
-* Class:     assimp_Importer
-* Method:    _NativeLoad
-* Signature: (Ljava/lang/String;II)I
-*/
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
-(JNIEnv *jvmenv, jobject jvmthis, jstring jvmpath, jint jvmflags, jlong jvmcontext)
-{
-	jint iRet = 0;
-
-#ifdef JASSIMP_DEBUG_CHECKS
-	if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext)) {
-		return AI_JNI_ERROR_RETURN;
-	}
-#endif // ! ASSIMP_DEBUG
-
-	// get the path from the jstring
-	const char* szPath = JNU_GetStringNativeChars(jvmenv,jvmpath);
-	if (!szPath)	{
-		DefaultLogger::get()->error("[jnibridge] Unable to get path string from the java vm");
-		return AI_JNI_ERROR_RETURN;
-	}
-	// get the importer instance from the context
-	Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
-	const aiScene* pcOut;
-
-	// and load the file. The aiScene object itself remains accessible via Importer.GetScene().
-	if(!(pcOut = pcImp->ReadFile(std::string(szPath),(unsigned int)jvmflags)))	{
-
-		DefaultLogger::get()->error("[jnibridge] Unable to load asset");
-		free((void*)szPath);
-		return AI_JNI_ERROR_RETURN;
-	}
-
-	free((void*)szPath);
-
-	// allocate a new assimp.Scene object to be returned by the importer
-	jobject jScene;
-	if(!(jScene = jvmenv->AllocObject(AIJ_GET_HANDLE(assimp.Importer.Class))))	{
-
-		DefaultLogger::get()->error("[jnibridge] Unable to allocate output scene");
-		return AI_JNI_ERROR_RETURN;
-	}
-
-	// fill the assimp.Scene instance with our data ...
-	JNIEnvironment::Get()->assimp.Scene.Fill(jScene,pcOut);
-
-	// ...  and store it in the Importer instance
-	jvmenv->SetObjectField(jvmthis,AIJ_GET_HANDLE(assimp.Importer.scene),jScene);
-
-	// .. and finally we don't need th scene anymore
-	pcImp->FreeScene();
-	return iRet;
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
-* Class:     assimp_Importer
-* Method:    _NativeSetPropertyInt
-* Signature: (Ljava/lang/String;IJ)I
-*/
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeSetPropertyInt
-(JNIEnv * jvmenv, jobject _this, jstring name, jint value, jlong jvmcontext)
-{
-#ifdef JASSIMP_DEBUG_CHECKS
-	if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext)) {
-		return AI_JNI_ERROR_RETURN;
-	}
-#endif // ! ASSIMP_DEBUG
-
-	Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
-	const char* sz = JNU_GetStringNativeChars(jvmenv,name);
-
-	// set the property
-	pcImp->SetPropertyInteger(sz,(int)value,NULL);
-	free((void*)sz);
-	return 0;
-}
-
-
-// ------------------------------------------------------------------------------------------------
-/*
-* Class:     assimp_Importer
-* Method:    _NativeSetPropertyFloat
-* Signature: (Ljava/lang/String;FJ)I
-*/
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeSetPropertyFloat
-(JNIEnv * jvmenv, jobject _this, jstring name, jfloat value, jlong jvmcontext)
-{
-#ifdef JASSIMP_DEBUG_CHECKS
-	if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext)) {
-		return AI_JNI_ERROR_RETURN;
-	}
-#endif // ! ASSIMP_DEBUG
-
-	Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
-	const char* sz = JNU_GetStringNativeChars(jvmenv,name);
-
-	// set the property
-	pcImp->SetPropertyFloat(sz,(float)value,NULL);
-	free((void*)sz);
-	return 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-/*
-* Class:     assimp_Importer
-* Method:    _NativeSetPropertyString
-* Signature: (Ljava/lang/String;Ljava/lang/String;J)I
-*/
-JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeSetPropertyString
-(JNIEnv * jvmenv, jobject _this, jstring name, jstring value, jlong jvmcontext)
-{
-#ifdef JASSIMP_DEBUG_CHECKS
-	if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext)) {
-		return AI_JNI_ERROR_RETURN;
-	}
-#endif // ! ASSIMP_DEBUG
-
-	Assimp::Importer* pcImp = (Assimp::Importer*)jvmcontext;
-	const char* sz = JNU_GetStringNativeChars(jvmenv,name);
-	const char* sc = JNU_GetStringNativeChars(jvmenv,value);
-
-	// set the property
-	pcImp->SetPropertyString(sz,sc,NULL);
-	free((void*)sz);
-	free((void*)sc);
-	return 0;
-}

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_Light.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 102
port/jAssimp/jni_bridge/jbridge_Logger.cpp

@@ -1,102 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-
-// ------------------------------------------------------------------------------------------------
-bool JNILogDispatcher::OnAttachToCurrentThread(JNIThreadData* pcData)
-{
-	ai_assert(NULL != pcData);
-	//this->AddRef(); - done at another location
-
-	// There is much error handling code in this function. We do it to be absolutely sure that the
-	// interface is of the same version on both sides.
-	JNIEnv* jvmenv = AIJ_GET_JNIENV();
-
-	// get a handle to the assimp.DefaultLogger class
-	if (!m_pcClass)	{
-		if( NULL == (m_pcClass = jvmenv->FindClass("assimp.DefaultLogger")))	{
-			return false;
-		}
-	}
-	// get handles to the logging functions
-	if (!m_pcMethodError)	{
-		if( !(m_pcMethodError = jvmenv->GetStaticMethodID(m_pcClass,"_NativeCallWriteError","(Ljava/lang/String;)V")))	{
-			return false;
-		}
-	}
-	if (!m_pcMethodWarn)	{
-		if( !(m_pcMethodWarn = jvmenv->GetStaticMethodID(m_pcClass,"_NativeCallWriteWarn","(Ljava/lang/String;)V")))	{
-			return false;
-		}
-	}
-	if (!m_pcMethodInfo)	{
-		if( !(m_pcMethodInfo = jvmenv->GetStaticMethodID(m_pcClass,"_NativeCallWriteInfo","(Ljava/lang/String;)V")))	{
-			return false;
-		}
-	}
-	if (!m_pcMethodDebug)	{
-		if( !(m_pcMethodDebug = jvmenv->GetStaticMethodID(m_pcClass,"_NativeCallWriteDebug","(Ljava/lang/String;)V")))	{
-			return false;
-		}
-	}
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-bool JNILogDispatcher::OnDetachFromCurrentThread(JNIThreadData* pcData)
-{
-	Release();
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNILogDispatcher::debug(const std::string &message)
-{
-	JNIEnv* jvmenv = AIJ_GET_JNIENV();
-	jstring jstr = JNU_NewStringNative(jvmenv,message.c_str());
-
-	jvmenv->CallStaticVoidMethod(m_pcClass,m_pcMethodDebug,jstr);
-	jvmenv->DeleteLocalRef(jstr);
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNILogDispatcher::info(const std::string &message)
-{
-	JNIEnv* jvmenv = AIJ_GET_JNIENV();
-	jstring jstr = JNU_NewStringNative(jvmenv,message.c_str());
-
-	jvmenv->CallStaticVoidMethod(m_pcClass,m_pcMethodInfo,jstr);
-	jvmenv->DeleteLocalRef(jstr);
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNILogDispatcher::warn(const std::string &message)
-{
-	JNIEnv* jvmenv = AIJ_GET_JNIENV();
-	jstring jstr = JNU_NewStringNative(jvmenv,message.c_str());
-
-	jvmenv->CallStaticVoidMethod(m_pcClass,m_pcMethodWarn,jstr);
-	jvmenv->DeleteLocalRef(jstr);
-}	
-
-// ------------------------------------------------------------------------------------------------
-void JNILogDispatcher::error(const std::string &message)
-{
-	JNIEnv* jvmenv = AIJ_GET_JNIENV();
-	jstring jstr = JNU_NewStringNative(jvmenv,message.c_str());
-
-	jvmenv->CallStaticVoidMethod(m_pcClass,m_pcMethodError,jstr);
-	jvmenv->DeleteLocalRef(jstr);
-}

+ 0 - 114
port/jAssimp/jni_bridge/jbridge_Logger.h

@@ -1,114 +0,0 @@
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-/** @file jbridge_Logger.h
- *  Declaration of a log dispatching service to send all log messages to Java
- */
-#ifndef INCLUDED_JBRIDGE_LOGGER_H
-#define INCLUDED_JBRIDGE_LOGGER_H
-
-#include <DefaultLogger.h>
-
-namespace Assimp	{
-namespace jbridge		{
-
-// ---------------------------------------------------------------------------
-class IOStream;
-struct LogStreamInfo;
-
-// ---------------------------------------------------------------------------
-/**	@class	JNILogDispatcher
- *	@brief	Logging system implementation that is used to send all
- *  log messages generated by native code to the Java logging system.
- */
-class JNILogDispatcher : public Logger 
-{
-	friend class JNIEnvironment;
-
-public:
-
-	//! Default constructor
-	JNILogDispatcher() 
-		: m_iRefCnt(1) {}
-
-	/**	@brief	Logs a debug message */
-	void OnDebug(const char* msg);
-
-	/**	@brief	Logs an info message */
-	void OnInfo(const char* msg);
-
-	/**	@brief	Logs a warning message */
-	void OnWarn(const char* msg);
-	
-	/**	@brief	Logs an error message */
-	void OnError(const char* msg);
-
-	/** @brief Log severity setter */
-	void setLogSeverity(LogSeverity log_severity) {}
-
-	/**	@brief	Detach a still attached stream from logger */
-	bool attachStream(LogStream *pStream, unsigned int severity) {
-		return false;
-	} 
-
-	/**	@brief	Detach a still attached stream from logger */
-	bool detatchStream(LogStream *pStream, unsigned int severity) {
-		return false;
-	}
-
-	//! COM-style reference counting mechanism
-	unsigned int AddRef()
-	{
-		return ++m_iRefCnt;
-	}
-
-	//! COM-style reference counting mechanism
-	unsigned int Release()
-	{
-		const unsigned int n = --m_iRefCnt;
-		if (n == 0)
-		{
-			delete this;
-			// don't forget to reset the logger to the default implementation
-			DefaultLogger::set(NULL);
-		}
-		return n;
-	}
-
-private:
-
-	//! Called by JNIEnvironment
-	bool OnAttachToCurrentThread(JNIThreadData* pcData);
-	bool OnDetachFromCurrentThread(JNIThreadData* pcData);
-
-private:
-
-	//! Handle to assimp.DefaultLogger class
-	jclass m_pcClass;
-
-	//! Handle to the static assimp.DefaultLogger._NativeCallWriteError() method
-	jmethodID m_pcMethodError;
-
-	//! Handle to the static assimp.DefaultLogger._NativeCallWriteInfo() method
-	jmethodID m_pcMethodInfo;
-
-	//! Handle to the static assimp.DefaultLogger._NativeCallWriteDebug() method
-	jmethodID m_pcMethodDebug;
-
-	//! Handle to the static assimp.DefaultLogger._NativeCallWriteWarn() method
-	jmethodID m_pcMethodWarn;
-
-	//! Reference counter of the logger
-	unsigned int m_iRefCnt;
-};
-}}
-
-#endif // !! INCLUDED_JBRIDGE_LOGGER_H

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_Material.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 129
port/jAssimp/jni_bridge/jbridge_Mesh.cpp

@@ -1,129 +0,0 @@
-
-/** @file Implementation of the JNI API for jAssimp */
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Mesh::Initialize()
-{
-	AIJ_LOAD_CLASS();
-
-	AIJ_LOAD_FIELD(m_iPrimitiveTypes);
-	AIJ_LOAD_FIELD(m_vVertices);
-	AIJ_LOAD_FIELD(m_vBitangents);
-	AIJ_LOAD_FIELD(m_vTangents);
-	AIJ_LOAD_FIELD(m_vNormals);
-	AIJ_LOAD_FIELD(m_avUVs);
-	AIJ_LOAD_FIELD(m_vFaces);
-	AIJ_LOAD_FIELD(m_avColors);
-	AIJ_LOAD_FIELD(m_aiNumUVComponents);
-	AIJ_LOAD_FIELD(m_vBones);
-	AIJ_LOAD_FIELD(m_iMaterialIndex);
-}
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Mesh::Fill(jobject obj,const aiMesh* pcSrc)
-{
-	jobjectArray ja;
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;
-
-	pc->SetIntField(obj,m_iMaterialIndex,pcSrc->mMaterialIndex);
-	const unsigned int vsize = pcSrc->mNumVertices*12, nsize = pcSrc->mNumVertices*3;
-
-	// copy vertex positions
-	if (pcSrc->HasPositions())	{
-		jfloatArray jfl = pc->NewFloatArray(nsize);	
-		JNU_CopyDataToArray(pc,jfl,pcSrc->mVertices,vsize);
-
-		pc->SetObjectField(obj,m_vVertices,jfl);
-	}
-
-	// copy vertex normals
-	if (pcSrc->HasNormals())	{
-		jfloatArray jfl = pc->NewFloatArray(nsize);	
-		JNU_CopyDataToArray(pc,jfl,pcSrc->mNormals,vsize);
-
-		pc->SetObjectField(obj,m_vNormals,jfl);
-	}
-
-	// copy tangents and bitangents
-	if (pcSrc->HasTangentsAndBitangents())	{
-		jfloatArray jfl = pc->NewFloatArray(nsize);	
-		JNU_CopyDataToArray(pc,jfl,pcSrc->mTangents,vsize);
-		pc->SetObjectField(obj,m_vTangents,jfl);
-
-
-		jfl = pc->NewFloatArray(nsize);	
-		JNU_CopyDataToArray(pc,jfl,pcSrc->mBitangents,vsize);
-		pc->SetObjectField(obj,m_vBitangents,jfl);
-	}
-
-
-	// copy texture coordinates
-	if (pcSrc->HasTextureCoords(0))	{
-		jobjectArray jobjarr = pc->NewObjectArray(AI_MAX_NUMBER_OF_TEXTURECOORDS,
-			AIJ_GET_HANDLE(java.lang.Array.FloatArray_Class),0);
-
-		unsigned int channel = 0;
-		while (pcSrc->HasTextureCoords(channel))	{
-			jfloatArray jfl = pc->NewFloatArray(nsize);	
-			JNU_CopyDataToArray(pc,jfl,pcSrc->mTextureCoords[channel],vsize);
-
-			pc->SetObjectArrayElement(jobjarr,channel,jfl);
-			++channel;
-		}
-
-		// set the corresponding field in the java object
-		pc->SetObjectField(obj,m_avUVs,jobjarr);
-
-		jobjarr = (jobjectArray)  pc->NewIntArray(AI_MAX_NUMBER_OF_TEXTURECOORDS);
-		pc->SetIntArrayRegion((jintArray)jobjarr,0,channel,(const jint*)&pcSrc->mNumUVComponents);
-		pc->SetObjectField(obj,m_aiNumUVComponents,jobjarr);
-	}
-	// copy vertex colors
-	if (pcSrc->HasVertexColors(0))	{
-		jobjectArray jobjarr = pc->NewObjectArray(AI_MAX_NUMBER_OF_COLOR_SETS,
-			AIJ_GET_HANDLE(java.lang.Array.FloatArray_Class),0);
-
-		unsigned int channel = 0;
-		while (pcSrc->HasVertexColors(channel))	{
-
-			jfloatArray jfl = pc->NewFloatArray(pcSrc->mNumVertices*4);	
-			JNU_CopyDataToArray(pc,jfl,pcSrc->mColors[channel],pcSrc->mNumVertices*16);
-
-			pc->SetObjectArrayElement(jobjarr,channel,jfl);
-			++channel;
-		}
-
-		// set the corresponding field in the java object
-		pc->SetObjectField(obj,m_avColors,jobjarr);
-	}
-
-	// copy faces
-	if (pcSrc->mNumFaces) {
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mFaces,pcSrc->mNumFaces,
-			AIJ_GET_HANDLE(assimp.Face),ja);
-		pc->SetObjectField(obj,m_vFaces,ja);
-	}
-
-	// copy bones
-	if (pcSrc->mNumBones)	{
-
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mBones,pcSrc->mNumBones,
-			AIJ_GET_HANDLE(assimp.Bone),ja);
-		pc->SetObjectField(obj,m_vBones,ja);
-	}
-}
-

+ 0 - 36
port/jAssimp/jni_bridge/jbridge_NativeException.cpp

@@ -1,36 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_NativeException::Initialize()
-{
-	// get a handle to the JNI context for this thread
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;
-
-	// and load a handle to the class
-	if(!(Class = pc->FindClass("assimp.NativeException")))	{
-		pc->ThrowNew(pc->FindClass("java.lang.Exception"),"Unable to load class assimp.NativeException"); // :-)
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::ThrowNativeError(const std::string& msg)
-{
-	// get a handle to the JNI context for this thread ...
-	JNIEnv* pc = GetThread()->m_pcEnv;
-
-	// and throw a new assimp.NativeException
-	pc->ThrowNew(assimp.NativeException.Class,msg.c_str());
-}

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_Node.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 88
port/jAssimp/jni_bridge/jbridge_Scene.cpp

@@ -1,88 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Scene::Initialize()
-{
-	AIJ_LOAD_CLASS();
-
-	AIJ_LOAD_FIELD(m_rootNode);
-	AIJ_LOAD_FIELD(m_vAnimations);
-	AIJ_LOAD_FIELD(m_vMaterials);
-	AIJ_LOAD_FIELD(m_vMeshes);
-	AIJ_LOAD_FIELD(m_vTextures);
-	AIJ_LOAD_FIELD(m_vLights);
-	AIJ_LOAD_FIELD(m_vCameras);
-	AIJ_LOAD_FIELD(flags);
-}
-
-// ------------------------------------------------------------------------------------------------
-void JNIEnvironment::_assimp::_Scene::Fill(jobject obj,const aiScene* pcSrc)
-{
-	JNIEnv* pc = JNIEnvironment::Get()->GetThread()->m_pcEnv;
-	jobjectArray ja;
-
-	// copy meshes
-	if (pcSrc->mNumMeshes)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mMeshes,pcSrc->mNumMeshes,
-			AIJ_GET_HANDLE(assimp.Mesh),ja);
-		pc->SetObjectField(obj,m_vMeshes,ja);
-	}
-
-	// copy textures
-	if (pcSrc->mNumTextures)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mTextures,pcSrc->mNumTextures,
-			AIJ_GET_HANDLE(assimp.Texture),ja);
-		pc->SetObjectField(obj,m_vTextures,ja);
-	}
-
-	// copy materials
-	if (pcSrc->mNumMeshes)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mMaterials,pcSrc->mNumMaterials,
-			AIJ_GET_HANDLE(assimp.Material),ja);
-		pc->SetObjectField(obj,m_vMaterials,ja);
-	}
-
-	// copy animations
-	if (pcSrc->mNumAnimations)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mAnimations,pcSrc->mNumAnimations,
-			AIJ_GET_HANDLE(assimp.Animation),ja);
-		pc->SetObjectField(obj,m_vAnimations,ja);
-	}
-
-	// copy lights
-	if (pcSrc->mNumLights)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mLights,pcSrc->mNumLights,
-			AIJ_GET_HANDLE(assimp.Light),ja);
-		pc->SetObjectField(obj,m_vLights,ja);
-	}
-
-	// copy cameras
-	if (pcSrc->mNumCameras)	{
-		JNU_CopyObjectArrayToVM(pc,(const void**)pcSrc->mCameras,pcSrc->mNumCameras,
-			AIJ_GET_HANDLE(assimp.Camera),ja);
-		pc->SetObjectField(obj,m_vCameras,ja);
-	}
-
-	// copy scene flags
-	pc->SetIntField(obj,flags,(jint)pcSrc->mFlags);
-
-	// copy the root node
-	jobject root = pc->NewObject(AIJ_GET_CLASS_HANDLE(assimp.Node),
-		AIJ_GET_DEFAULT_CTOR_HANDLE(assimp.Node));
-
-	AIJ_GET_HANDLE(assimp.Node).Fill(root,pcSrc->mRootNode);
-	pc->SetObjectField(obj,m_rootNode,root);
-}

+ 0 - 14
port/jAssimp/jni_bridge/jbridge_Texture.cpp

@@ -1,14 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-using namespace Assimp;

+ 0 - 15
port/jAssimp/jni_bridge/jbridge_pch.cpp

@@ -1,15 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#include "jbridge_pch.h"
-
-// PCH unit

+ 0 - 31
port/jAssimp/jni_bridge/jbridge_pch.h

@@ -1,31 +0,0 @@
-
-/* --------------------------------------------------------------------------------
- *
- * Open Asset Import Library (ASSIMP) (http://assimp.sourceforge.net)
- * Assimp2Java bridge 
- *
- * Copyright (c) 2006-2009, ASSIMP Development Team
- * All rights reserved. See the LICENSE file for more information.
- *
- * --------------------------------------------------------------------------------
- */
-
-#ifdef DEBUG
-#	define JASSIMP_DEBUG_CHECKS
-#endif
-
-// Assimp's public headers don't include it anymore, but we need it for uint64_t
-#include "Compiler/pstdint.h"
-
-#include <boost/thread/thread.hpp>
-#include <boost/thread/tss.hpp>
-
-#include <vector>
-#include <jni.h>
-
-#include <aiScene.h>
-#include "assimp.hpp"
-
-#include "jbridge_Environment.h"
-#include "jbridge_Logger.h"
-

+ 0 - 81
port/jAssimp/jni_bridge/res/jAssimp.rc

@@ -1,81 +0,0 @@
-// Microsoft Visual C++ generated resource script.
-//
-#include "resource.h"
-#include "..\..\..\..\mkutil\revision.h"
-
-#define APSTUDIO_READONLY_SYMBOLS
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 2 resource.
-//
-#define APSTUDIO_HIDDEN_SYMBOLS
-#include "windows.h"
-#undef APSTUDIO_HIDDEN_SYMBOLS
-
-/////////////////////////////////////////////////////////////////////////////
-#undef APSTUDIO_READONLY_SYMBOLS
-
-/////////////////////////////////////////////////////////////////////////////
-// Deutsch (Deutschland) resources
-
-#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU)
-#ifdef _WIN32
-LANGUAGE LANG_GERMAN, SUBLANG_GERMAN
-#pragma code_page(1252)
-#endif //_WIN32
-
-
-/////////////////////////////////////////////////////////////////////////////
-//
-// Version
-//
-
-VS_VERSION_INFO VERSIONINFO
- FILEVERSION 1,0,SVNRevision, 0
- PRODUCTVERSION 1,0,SVNRevision,0
- FILEFLAGSMASK 0x17L
-#ifdef _DEBUG
- FILEFLAGS 0x1L
-#else
- FILEFLAGS 0x0L
-#endif
- FILEOS 0x4L
- FILETYPE 0x7L
- FILESUBTYPE 0x0L
-BEGIN
-    BLOCK "StringFileInfo"
-    BEGIN
-        BLOCK "040704b0"
-        BEGIN
-            VALUE "Comments", "Licensed under a 3-clause BSD license"
-            VALUE "CompanyName", "ASSIMP Development Team"
-            VALUE "FileDescription", "Assimp2Java Bridge Module"
-            VALUE "FileVersion", 1,0,SVNRevision,0
-            VALUE "InternalName", "assimp "
-            VALUE "LegalCopyright", "Copyright (C) 2006-2009"
-            VALUE "OriginalFilename", "assimpNN.dll"
-            VALUE "ProductName", "Assimp2Java Bridge Module"
-            VALUE "ProductVersion", 1,0,SVNRevision,0
-		,0
-        END
-    END
-    BLOCK "VarFileInfo"
-    BEGIN
-        VALUE "Translation", 0x407, 1200
-    END
-END
-
-#endif    // Deutsch (Deutschland) resources
-/////////////////////////////////////////////////////////////////////////////
-
-
-#ifndef APSTUDIO_INVOKED
-/////////////////////////////////////////////////////////////////////////////
-//
-// Generated from the TEXTINCLUDE 3 resource.
-//
-
-
-/////////////////////////////////////////////////////////////////////////////
-#endif    // not APSTUDIO_INVOKED
-