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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file Md3Loader.h
- * @brief Declaration of the .MD3 importer class.
- */
- #ifndef AI_MD3LOADER_H_INCLUDED
- #define AI_MD3LOADER_H_INCLUDED
- #include "MD3FileData.h"
- #include <assimp/BaseImporter.h>
- #include <assimp/ByteSwapper.h>
- #include <assimp/StringComparison.h>
- #include <assimp/types.h>
- #include <list>
- struct aiMaterial;
- namespace Assimp {
- using namespace MD3;
- namespace Q3Shader {
- // ---------------------------------------------------------------------------
- /** @brief Tiny utility data structure to hold the data of a .skin file
- */
- struct SkinData {
- //! A single entry in texture list
- struct TextureEntry : public std::pair<std::string, std::string> {
- // did we resolve this texture entry?
- bool resolved;
- // for std::find()
- bool operator==(const std::string &f) const {
- return f == first;
- }
- };
- //! List of textures
- std::list<TextureEntry> textures;
- // rest is ignored for the moment
- };
- // ---------------------------------------------------------------------------
- /** @brief Specifies cull modi for Quake shader files.
- */
- enum ShaderCullMode {
- CULL_NONE,
- CULL_CW,
- CULL_CCW
- };
- // ---------------------------------------------------------------------------
- /** @brief Specifies alpha blend modi (src + dest) for Quake shader files
- */
- enum BlendFunc {
- BLEND_NONE,
- BLEND_GL_ONE,
- BLEND_GL_ZERO,
- BLEND_GL_DST_COLOR,
- BLEND_GL_ONE_MINUS_DST_COLOR,
- BLEND_GL_SRC_ALPHA,
- BLEND_GL_ONE_MINUS_SRC_ALPHA
- };
- // ---------------------------------------------------------------------------
- /** @brief Specifies alpha test modi for Quake texture maps
- */
- enum AlphaTestFunc {
- AT_NONE,
- AT_GT0,
- AT_LT128,
- AT_GE128
- };
- // ---------------------------------------------------------------------------
- /** @brief Tiny utility data structure to hold a .shader map data block
- */
- struct ShaderMapBlock {
- ShaderMapBlock() AI_NO_EXCEPT
- : blend_src(BLEND_NONE),
- blend_dest(BLEND_NONE),
- alpha_test(AT_NONE) {}
- //! Name of referenced map
- std::string name;
- //! Blend and alpha test settings for texture
- BlendFunc blend_src, blend_dest;
- AlphaTestFunc alpha_test;
- //! For std::find()
- bool operator==(const std::string &o) const {
- return !ASSIMP_stricmp(o, name);
- }
- };
- // ---------------------------------------------------------------------------
- /** @brief Tiny utility data structure to hold a .shader data block
- */
- struct ShaderDataBlock {
- ShaderDataBlock() AI_NO_EXCEPT
- : cull(CULL_CW) {}
- //! Name of referenced data element
- std::string name;
- //! Cull mode for the element
- ShaderCullMode cull;
- //! Maps defined in the shader
- std::list<ShaderMapBlock> maps;
- //! For std::find()
- bool operator==(const std::string &o) const {
- return !ASSIMP_stricmp(o, name);
- }
- };
- // ---------------------------------------------------------------------------
- /** @brief Tiny utility data structure to hold the data of a .shader file
- */
- struct ShaderData {
- //! Shader data blocks
- std::list<ShaderDataBlock> blocks;
- };
- // ---------------------------------------------------------------------------
- /** @brief Load a shader file
- *
- * Generally, parsing is error tolerant. There's no failure.
- * @param fill Receives output data
- * @param file File to be read.
- * @param io IOSystem to be used for reading
- * @return false if file is not accessible
- */
- bool LoadShader(ShaderData &fill, const std::string &file, IOSystem *io);
- // ---------------------------------------------------------------------------
- /** @brief Convert a Q3Shader to an aiMaterial
- *
- * @param[out] out Material structure to be filled.
- * @param[in] shader Input shader
- */
- void ConvertShaderToMaterial(aiMaterial *out, const ShaderDataBlock &shader);
- // ---------------------------------------------------------------------------
- /** @brief Load a skin file
- *
- * Generally, parsing is error tolerant. There's no failure.
- * @param fill Receives output data
- * @param file File to be read.
- * @param io IOSystem to be used for reading
- * @return false if file is not accessible
- */
- bool LoadSkin(SkinData &fill, const std::string &file, IOSystem *io);
- } // namespace Q3Shader
- // ---------------------------------------------------------------------------
- /** @brief Importer class to load MD3 files
- */
- class MD3Importer : public BaseImporter {
- public:
- MD3Importer();
- ~MD3Importer() override;
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
- bool checkSig) const override;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer *pImp) override;
- protected:
- // -------------------------------------------------------------------
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc *GetInfo() const override;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile(const std::string &pFile, aiScene *pScene,
- IOSystem *pIOHandler) override;
- // -------------------------------------------------------------------
- /** Validate offsets in the header
- */
- void ValidateHeaderOffsets();
- void ValidateSurfaceHeaderOffsets(const MD3::Surface *pcSurfHeader);
- // -------------------------------------------------------------------
- /** Read a Q3 multipart file
- * @return true if multi part has been processed
- */
- bool ReadMultipartFile();
- // -------------------------------------------------------------------
- /** Try to read the skin for a MD3 file
- * @param fill Receives output information
- */
- void ReadSkin(Q3Shader::SkinData &fill) const;
- // -------------------------------------------------------------------
- /** Try to read the shader for a MD3 file
- * @param fill Receives output information
- */
- void ReadShader(Q3Shader::ShaderData &fill) const;
- // -------------------------------------------------------------------
- /** Convert a texture path in a MD3 file to a proper value
- * @param[in] texture_name Path to be converted
- * @param[in] header_path Base path specified in MD3 header
- * @param[out] out Receives the converted output string
- */
- void ConvertPath(const char *texture_name, const char *header_path,
- std::string &out) const;
- protected:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
- /** Configuration option: process multi-part files */
- bool configHandleMP;
- /** Configuration option: name of skin file to be read */
- std::string configSkinFile;
- /** Configuration option: whether to load shaders */
- bool configLoadShaders;
- /** Configuration option: name or path of shader */
- std::string configShaderFile;
- /** Configuration option: speed flag was set? */
- bool configSpeedFlag;
- /** Header of the MD3 file */
- BE_NCONST MD3::Header *pcHeader;
- /** File buffer */
- BE_NCONST unsigned char *mBuffer;
- /** Size of the file, in bytes */
- unsigned int fileSize;
- /** Current file name */
- std::string mFile;
- /** Current base directory */
- std::string path;
- /** Pure file we're currently reading */
- std::string filename;
- /** Output scene to be filled */
- aiScene *mScene;
- /** IO system to be used to access the data*/
- IOSystem *mIOHandler;
- };
- } // end of namespace Assimp
- #endif // AI_3DSIMPORTER_H_INC
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