Files
assimp/code/AssetLib/Irr/IRRShared.h
Krishty 36305cf987 Tidy Up Constructors and Destructors
This commit does not add or remove c’tors or d’tors, so it is *not* ABI-breaking.

If a c’tor/d’tor does nothing else than the default behavior, this commit replaces it with “= default”.

If an initializer list entry does nothing else than the default behavior, this commit removes it. First and foremost, remove default c’tor calls of base classes (always called by the compiler if no other base c’tor is explicitly called) and c’tor calls of members with complex types (e.g. “std::vector”).

In a few instances, user-defined copy c’tors / move c’tors / assignment operators / move assignment operators were replaced with “= default”, too. I only did this if I had a clear understanding of what’s going on.
2023-01-16 21:47:11 +01:00

118 lines
3.7 KiB
C++

/** @file IRRShared.h
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
#ifndef INCLUDED_AI_IRRSHARED_H
#define INCLUDED_AI_IRRSHARED_H
#include <assimp/BaseImporter.h>
#include <assimp/XmlParser.h>
#include <cstdint>
struct aiMaterial;
namespace Assimp {
/** @brief Matrix to convert from Assimp to IRR and backwards
*/
extern const aiMatrix4x4 AI_TO_IRR_MATRIX;
// Default: 0 = solid, one texture
#define AI_IRRMESH_MAT_solid_2layer 0x10000
// Transparency flags
#define AI_IRRMESH_MAT_trans_vertex_alpha 0x1
#define AI_IRRMESH_MAT_trans_add 0x2
// Lightmapping flags
#define AI_IRRMESH_MAT_lightmap 0x2
#define AI_IRRMESH_MAT_lightmap_m2 (AI_IRRMESH_MAT_lightmap | 0x4)
#define AI_IRRMESH_MAT_lightmap_m4 (AI_IRRMESH_MAT_lightmap | 0x8)
#define AI_IRRMESH_MAT_lightmap_light (AI_IRRMESH_MAT_lightmap | 0x10)
#define AI_IRRMESH_MAT_lightmap_light_m2 (AI_IRRMESH_MAT_lightmap | 0x20)
#define AI_IRRMESH_MAT_lightmap_light_m4 (AI_IRRMESH_MAT_lightmap | 0x40)
#define AI_IRRMESH_MAT_lightmap_add (AI_IRRMESH_MAT_lightmap | 0x80)
// Standard NormalMap (or Parallax map, they're treated equally)
#define AI_IRRMESH_MAT_normalmap_solid (0x100)
// Normal map combined with vertex alpha
#define AI_IRRMESH_MAT_normalmap_tva \
(AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_vertex_alpha)
// Normal map combined with additive transparency
#define AI_IRRMESH_MAT_normalmap_ta \
(AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_add)
// Special flag. It indicates a second texture has been found
// Its type depends ... either a normal textue or a normal map
#define AI_IRRMESH_EXTRA_2ND_TEXTURE 0x100000
// ---------------------------------------------------------------------------
/** Base class for the Irr and IrrMesh importers.
*
* Declares some irrlight-related xml parsing utilities and provides tools
* to load materials from IRR and IRRMESH files.
*/
class IrrlichtBase {
protected:
IrrlichtBase() :
mNode(nullptr) {
// empty
}
~IrrlichtBase() = default;
/** @brief Data structure for a simple name-value property
*/
template <class T>
struct Property {
std::string name;
T value;
};
typedef Property<uint32_t> HexProperty;
typedef Property<std::string> StringProperty;
typedef Property<bool> BoolProperty;
typedef Property<float> FloatProperty;
typedef Property<aiVector3D> VectorProperty;
typedef Property<int> IntProperty;
/// XML reader instance
XmlParser mParser;
pugi::xml_node *mNode;
// -------------------------------------------------------------------
/** Parse a material description from the XML
* @return The created material
* @param matFlags Receives AI_IRRMESH_MAT_XX flags
*/
aiMaterial *ParseMaterial(unsigned int &matFlags);
// -------------------------------------------------------------------
/** Read a property of the specified type from the current XML element.
* @param out Receives output data
*/
void ReadHexProperty(HexProperty &out);
void ReadStringProperty(StringProperty &out);
void ReadBoolProperty(BoolProperty &out);
void ReadFloatProperty(FloatProperty &out);
void ReadVectorProperty(VectorProperty &out);
void ReadIntProperty(IntProperty &out);
};
// ------------------------------------------------------------------------------------------------
// Unpack a hex color, e.g. 0xdcdedfff
inline void ColorFromARGBPacked(uint32_t in, aiColor4D &clr) {
clr.a = ((in >> 24) & 0xff) / 255.f;
clr.r = ((in >> 16) & 0xff) / 255.f;
clr.g = ((in >> 8) & 0xff) / 255.f;
clr.b = ((in)&0xff) / 255.f;
}
} // end namespace Assimp
#endif // !! INCLUDED_AI_IRRSHARED_H