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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2016, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file Defines the helper data structures for importing ASE files */
- #ifndef AI_ASEFILEHELPER_H_INC
- #define AI_ASEFILEHELPER_H_INC
- // public ASSIMP headers
- #include <assimp/types.h>
- #include <assimp/mesh.h>
- #include <assimp/anim.h>
- // for some helper routines like IsSpace()
- #include "ParsingUtils.h"
- #include "qnan.h"
- // ASE is quite similar to 3ds. We can reuse some structures
- #include "3DSLoader.h"
- namespace Assimp {
- namespace ASE {
- using namespace D3DS;
- // ---------------------------------------------------------------------------
- /** Helper structure representing an ASE material */
- struct Material : public D3DS::Material
- {
- //! Default constructor
- Material() : pcInstance(NULL), bNeed (false)
- {}
- //! Contains all sub materials of this material
- std::vector<Material> avSubMaterials;
- //! aiMaterial object
- aiMaterial* pcInstance;
- //! Can we remove this material?
- bool bNeed;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE file face */
- struct Face : public FaceWithSmoothingGroup
- {
- //! Default constructor. Initializes everything with 0
- Face()
- {
- mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- {
- amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
- }
- iMaterial = DEFAULT_MATINDEX;
- iFace = 0;
- }
- //! special value to indicate that no material index has
- //! been assigned to a face. The default material index
- //! will replace this value later.
- static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
- //! Indices into each list of texture coordinates
- unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
- //! Index into the list of vertex colors
- unsigned int mColorIndices[3];
- //! (Sub)Material index to be assigned to this face
- unsigned int iMaterial;
- //! Index of the face. It is not specified whether it is
- //! a requirement of the file format that all faces are
- //! written in sequential order, so we have to expect this case
- unsigned int iFace;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE file bone */
- struct Bone
- {
- //! Constructor
- Bone()
- {
- static int iCnt = 0;
- // Generate a default name for the bone
- char szTemp[128];
- ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
- mName = szTemp;
- }
- //! Construction from an existing name
- explicit Bone( const std::string& name)
- : mName (name)
- {}
- //! Name of the bone
- std::string mName;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE file bone vertex */
- struct BoneVertex
- {
- //! Bone and corresponding vertex weight.
- //! -1 for unrequired bones ....
- std::vector<std::pair<int,float> > mBoneWeights;
- //! Position of the bone vertex.
- //! MUST be identical to the vertex position
- //aiVector3D mPosition;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE file animation */
- struct Animation
- {
- enum Type
- {
- TRACK = 0x0,
- BEZIER = 0x1,
- TCB = 0x2
- } mRotationType, mScalingType, mPositionType;
- Animation()
- : mRotationType (TRACK)
- , mScalingType (TRACK)
- , mPositionType (TRACK)
- {}
- //! List of track rotation keyframes
- std::vector< aiQuatKey > akeyRotations;
- //! List of track position keyframes
- std::vector< aiVectorKey > akeyPositions;
- //! List of track scaling keyframes
- std::vector< aiVectorKey > akeyScaling;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent the inheritance information of an ASE node */
- struct InheritanceInfo
- {
- //! Default constructor
- InheritanceInfo()
- {
- // set the inheritance flag for all axes by default to true
- for (unsigned int i = 0; i < 3;++i)
- abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
- }
- //! Inherit the parent's position?, axis order is x,y,z
- bool abInheritPosition[3];
- //! Inherit the parent's rotation?, axis order is x,y,z
- bool abInheritRotation[3];
- //! Inherit the parent's scaling?, axis order is x,y,z
- bool abInheritScaling[3];
- };
- // ---------------------------------------------------------------------------
- /** Represents an ASE file node. Base class for mesh, light and cameras */
- struct BaseNode
- {
- enum Type {Light, Camera, Mesh, Dummy} mType;
- //! Constructor. Creates a default name for the node
- explicit BaseNode(Type _mType)
- : mType (_mType)
- , mProcessed (false)
- {
- // generate a default name for the node
- static int iCnt = 0;
- char szTemp[128]; // should be sufficiently large
- ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
- mName = szTemp;
- // Set mTargetPosition to qnan
- const ai_real qnan = get_qnan();
- mTargetPosition.x = qnan;
- }
- //! Name of the mesh
- std::string mName;
- //! Name of the parent of the node
- //! "" if there is no parent ...
- std::string mParent;
- //! Transformation matrix of the node
- aiMatrix4x4 mTransform;
- //! Target position (target lights and cameras)
- aiVector3D mTargetPosition;
- //! Specifies which axes transformations a node inherits
- //! from its parent ...
- InheritanceInfo inherit;
- //! Animation channels for the node
- Animation mAnim;
- //! Needed for lights and cameras: target animation channel
- //! Should contain position keys only.
- Animation mTargetAnim;
- bool mProcessed;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE file mesh */
- struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
- {
- //! Constructor.
- Mesh()
- : BaseNode (BaseNode::Mesh)
- , bSkip (false)
- {
- // use 2 texture vertex components by default
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- this->mNumUVComponents[c] = 2;
- // setup the default material index by default
- iMaterialIndex = Face::DEFAULT_MATINDEX;
- }
- //! List of all texture coordinate sets
- std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- //! List of all vertex color sets.
- std::vector<aiColor4D> mVertexColors;
- //! List of all bone vertices
- std::vector<BoneVertex> mBoneVertices;
- //! List of all bones
- std::vector<Bone> mBones;
- //! Material index of the mesh
- unsigned int iMaterialIndex;
- //! Number of vertex components for each UVW set
- unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- //! used internally
- bool bSkip;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE light source */
- struct Light : public BaseNode
- {
- enum LightType
- {
- OMNI,
- TARGET,
- FREE,
- DIRECTIONAL
- };
- //! Constructor.
- Light()
- : BaseNode (BaseNode::Light)
- , mLightType (OMNI)
- , mColor (1.f,1.f,1.f)
- , mIntensity (1.f) // light is white by default
- , mAngle (45.f)
- , mFalloff (0.f)
- {
- }
- LightType mLightType;
- aiColor3D mColor;
- ai_real mIntensity;
- ai_real mAngle; // in degrees
- ai_real mFalloff;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE camera */
- struct Camera : public BaseNode
- {
- enum CameraType
- {
- FREE,
- TARGET
- };
- //! Constructor
- Camera()
- : BaseNode (BaseNode::Camera)
- , mFOV (0.75f) // in radians
- , mNear (0.1f)
- , mFar (1000.f) // could be zero
- , mCameraType (FREE)
- {
- }
- ai_real mFOV, mNear, mFar;
- CameraType mCameraType;
- };
- // ---------------------------------------------------------------------------
- /** Helper structure to represent an ASE helper object (dummy) */
- struct Dummy : public BaseNode
- {
- //! Constructor
- Dummy()
- : BaseNode (BaseNode::Dummy)
- {
- }
- };
- // Parameters to Parser::Parse()
- #define AI_ASE_NEW_FILE_FORMAT 200
- #define AI_ASE_OLD_FILE_FORMAT 110
- // Internally we're a little bit more tolerant
- #define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
- #define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
- // -------------------------------------------------------------------------------
- /** \brief Class to parse ASE files
- */
- class Parser
- {
- private:
- Parser() {}
- public:
- // -------------------------------------------------------------------
- //! Construct a parser from a given input file which is
- //! guaranted to be terminated with zero.
- //! @param szFile Input file
- //! @param fileFormatDefault Assumed file format version. If the
- //! file format is specified in the file the new value replaces
- //! the default value.
- Parser (const char* szFile, unsigned int fileFormatDefault);
- // -------------------------------------------------------------------
- //! Parses the file into the parsers internal representation
- void Parse();
- private:
- // -------------------------------------------------------------------
- //! Parse the *SCENE block in a file
- void ParseLV1SceneBlock();
- // -------------------------------------------------------------------
- //! Parse the *MESH_SOFTSKINVERTS block in a file
- void ParseLV1SoftSkinBlock();
- // -------------------------------------------------------------------
- //! Parse the *MATERIAL_LIST block in a file
- void ParseLV1MaterialListBlock();
- // -------------------------------------------------------------------
- //! Parse a *<xxx>OBJECT block in a file
- //! \param mesh Node to be filled
- void ParseLV1ObjectBlock(BaseNode& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MATERIAL blocks in a material list
- //! \param mat Material structure to be filled
- void ParseLV2MaterialBlock(Material& mat);
- // -------------------------------------------------------------------
- //! Parse a *NODE_TM block in a file
- //! \param mesh Node (!) object to be filled
- void ParseLV2NodeTransformBlock(BaseNode& mesh);
- // -------------------------------------------------------------------
- //! Parse a *TM_ANIMATION block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV2AnimationBlock(BaseNode& mesh);
- void ParseLV3PosAnimationBlock(ASE::Animation& anim);
- void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
- void ParseLV3RotAnimationBlock(ASE::Animation& anim);
- // -------------------------------------------------------------------
- //! Parse a *MESH block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV2MeshBlock(Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *LIGHT_SETTINGS block in a file
- //! \param light Light object to be filled
- void ParseLV2LightSettingsBlock(Light& light);
- // -------------------------------------------------------------------
- //! Parse a *CAMERA_SETTINGS block in a file
- //! \param cam Camera object to be filled
- void ParseLV2CameraSettingsBlock(Camera& cam);
- // -------------------------------------------------------------------
- //! Parse the *MAP_XXXXXX blocks in a material
- //! \param map Texture structure to be filled
- void ParseLV3MapBlock(Texture& map);
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERTEX_LIST block in a file
- //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshVertexListBlock(
- unsigned int iNumVertices,Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_FACE_LIST block in a file
- //! \param iNumFaces Value of *MESH_NUMFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshFaceListBlock(
- unsigned int iNumFaces,Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_TVERT_LIST block in a file
- //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- //! \param iChannel Output UVW channel
- void ParseLV3MeshTListBlock(
- unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACELIST block in a file
- //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- //! \param iChannel Output UVW channel
- void ParseLV3MeshTFaceListBlock(
- unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
- // -------------------------------------------------------------------
- //! Parse an additional mapping channel
- //! (specified via *MESH_MAPPINGCHANNEL)
- //! \param iChannel Channel index to be filled
- //! \param mesh Mesh object to be filled
- void ParseLV3MappingChannel(
- unsigned int iChannel, Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_CVERTLIST block in a file
- //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshCListBlock(
- unsigned int iNumVertices, Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_CFACELIST block in a file
- //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshCFaceListBlock(
- unsigned int iNumFaces, Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_NORMALS block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshNormalListBlock(Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_WEIGHTSblock in a file
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshWeightsBlock(Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse the bone list of a file
- //! \param mesh Mesh object to be filled
- //! \param iNumBones Number of bones in the mesh
- void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse the bone vertices list of a file
- //! \param mesh Mesh object to be filled
- //! \param iNumVertices Number of vertices to be parsed
- void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
- // -------------------------------------------------------------------
- //! Parse a *MESH_FACE block in a file
- //! \param out receive the face data
- void ParseLV4MeshFace(ASE::Face& out);
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERT block in a file
- //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
- //! \param apOut Output buffer (3 floats)
- //! \param rIndexOut Output index
- void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERT block in a file
- //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
- //! \param apOut Output buffer (3 floats)
- void ParseLV4MeshFloatTriple(ai_real* apOut);
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACE block in a file
- //! (also works for MESH_CFACE)
- //! \param apOut Output buffer (3 ints)
- //! \param rIndexOut Output index
- void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACE block in a file
- //! (also works for MESH_CFACE)
- //! \param apOut Output buffer (3 ints)
- void ParseLV4MeshLongTriple(unsigned int* apOut);
- // -------------------------------------------------------------------
- //! Parse a single float element
- //! \param fOut Output float
- void ParseLV4MeshFloat(ai_real& fOut);
- // -------------------------------------------------------------------
- //! Parse a single int element
- //! \param iOut Output integer
- void ParseLV4MeshLong(unsigned int& iOut);
- // -------------------------------------------------------------------
- //! Skip everything to the next: '*' or '\0'
- bool SkipToNextToken();
- // -------------------------------------------------------------------
- //! Skip the current section until the token after the closing }.
- //! This function handles embedded subsections correctly
- bool SkipSection();
- // -------------------------------------------------------------------
- //! Output a warning to the logger
- //! \param szWarn Warn message
- void LogWarning(const char* szWarn);
- // -------------------------------------------------------------------
- //! Output a message to the logger
- //! \param szWarn Message
- void LogInfo(const char* szWarn);
- // -------------------------------------------------------------------
- //! Output an error to the logger
- //! \param szWarn Error message
- AI_WONT_RETURN void LogError(const char* szWarn) AI_WONT_RETURN_SUFFIX;
- // -------------------------------------------------------------------
- //! Parse a string, enclosed in double quotation marks
- //! \param out Output string
- //! \param szName Name of the enclosing element -> used in error
- //! messages.
- //! \return false if an error occurred
- bool ParseString(std::string& out,const char* szName);
- public:
- //! Pointer to current data
- const char* filePtr;
- //! background color to be passed to the viewer
- //! QNAN if none was found
- aiColor3D m_clrBackground;
- //! Base ambient color to be passed to all materials
- //! QNAN if none was found
- aiColor3D m_clrAmbient;
- //! List of all materials found in the file
- std::vector<Material> m_vMaterials;
- //! List of all meshes found in the file
- std::vector<Mesh> m_vMeshes;
- //! List of all dummies found in the file
- std::vector<Dummy> m_vDummies;
- //! List of all lights found in the file
- std::vector<Light> m_vLights;
- //! List of all cameras found in the file
- std::vector<Camera> m_vCameras;
- //! Current line in the file
- unsigned int iLineNumber;
- //! First frame
- unsigned int iFirstFrame;
- //! Last frame
- unsigned int iLastFrame;
- //! Frame speed - frames per second
- unsigned int iFrameSpeed;
- //! Ticks per frame
- unsigned int iTicksPerFrame;
- //! true if the last character read was an end-line character
- bool bLastWasEndLine;
- //! File format version
- unsigned int iFileFormat;
- };
- } // Namespace ASE
- } // Namespace ASSIMP
- #endif // !! include guard
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