Fixed normal vector handling in the ASE loader. Improved animation & camera & light support - as for the 3DS Loader, still in the works.
Fixed AC - Loader. It is now able to load models with complex hierarchies correctly. Added a small workaround for Quick3D, which writes invalid AC files.
DXF-Loader skips {...} blocks produced by 3DS Max & AutoCad correctly now.
DefaultLogger doesn't repeat identical log messages now.
FindInvalidData-Process removes empty or dummy animation tracks now.
LWO-Loader recognizes complex shaders (such as Fresnel) correctly now. Other LLWO bugs still unsolved.
Fixed bugs in the Ply parser, causing non-triangular faces to crash.
Added some additional helperutilities to StreamReader.
Fixed a bug in ProcessHelper.h causing SPlitLargeMeses and SortBxPType to crash for meshes containing many bones.
Changed OB default material from black to gray.
Added additional test fils: ply (bugfix), ase (animation), QUick3D & Irr (in the works), STL (export from 3DS Max)
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@210 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
235 lines
6.8 KiB
C
235 lines
6.8 KiB
C
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Defines the data structures in which the imported animations
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are returned. */
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#ifndef AI_ANIM_H_INC
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#define AI_ANIM_H_INC
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#include "aiTypes.h"
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#include "aiQuaternion.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** A time-value pair specifying a certain 3D vector for the given time. */
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struct aiVectorKey
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{
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double mTime; ///< The time of this key
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C_STRUCT aiVector3D mValue; ///< The value of this key
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#ifdef __cplusplus
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// time is not compared
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bool operator == (const aiVectorKey& o) const
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{return o.mValue == this->mValue;}
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bool operator != (const aiVectorKey& o) const
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{return o.mValue != this->mValue;}
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#endif
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};
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/** A time-value pair specifying a rotation for the given time. For joint
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* animations the rotation is usually expressed using a quaternion.
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*/
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struct aiQuatKey
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{
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double mTime; ///< The time of this key
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C_STRUCT aiQuaternion mValue; ///< The value of this key
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#ifdef __cplusplus
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// time is not compared
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bool operator == (const aiQuatKey& o) const
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{return o.mValue == this->mValue;}
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bool operator != (const aiQuatKey& o) const
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{return o.mValue != this->mValue;}
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#endif
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};
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enum aiAnimBehaviour
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{
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// --- Wert aus Node-Transformation wird übernommen
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aiAnimBehaviour_DEFAULT = 0x0,
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// -- Nächster Key wird verwendet
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aiAnimBehaviour_CONSTANT = 0x1,
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// -- Nächste beiden Keys werden linear extrapoliert
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aiAnimBehaviour_LINEAR = 0x2,
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// -- Animation wird wiederholt
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// Und das solange bis die Animationszeit (aiAnimation::mDuration)
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// abgelaufen ist. Ist diese 0 läuft das ganze ewig.
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aiAnimBehaviour_REPEAT = 0x3
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};
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/** Describes the animation of a single node. The name specifies the
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* bone/node which is affected by this animation channel. The keyframes
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* are given in three separate series of values, one each for position,
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* rotation and scaling. The transformation matrix computed from these
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* values replaces the node's original transformation matrix at a
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* spefific time.
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*/
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struct aiNodeAnim
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{
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/** The name of the node affected by this animation. The node
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* must exist anf it must be unique.
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*/
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C_STRUCT aiString mNodeName;
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/** The number of position keys */
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unsigned int mNumPositionKeys;
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/** The position keys of this animation channel. Positions are
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* specified as 3D vector. The array is mNumPositionKeys in size.
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*
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* If there are rotation or scaling keys, but no position keys,
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* a constant position of 0|0|0 should be assumed.
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*/
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C_STRUCT aiVectorKey* mPositionKeys;
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/** The number of rotation keys */
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unsigned int mNumRotationKeys;
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/** The rotation keys of this animation channel. Rotations are
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* given as quaternions, which are 4D vectors. The array is
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* mNumRotationKeys in size.
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*
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* If there are position or scaling keys, but no rotation keys,
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* a constant rotation of 0|0|0 should be assumed.
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*/
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C_STRUCT aiQuatKey* mRotationKeys;
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/** The number of scaling keys */
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unsigned int mNumScalingKeys;
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/** The scaling keys of this animation channel. Scalings are
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* specified as 3D vector. The array is mNumScalingKeys in size.
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*
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* If there are position or rotation keys, but no scaling keys,
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* a constant scaling of 1|1|1 should be assumed.
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*/
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C_STRUCT aiVectorKey* mScalingKeys;
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aiAnimBehaviour mPrePostState;
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#ifdef __cplusplus
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aiNodeAnim()
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{
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mNumPositionKeys = 0; mPositionKeys = NULL;
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mNumRotationKeys= 0; mRotationKeys = NULL;
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mNumScalingKeys = 0; mScalingKeys = NULL;
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}
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~aiNodeAnim()
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{
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if (mNumPositionKeys)
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delete [] mPositionKeys;
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if (mNumRotationKeys)
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delete [] mRotationKeys;
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if (mNumScalingKeys)
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delete [] mScalingKeys;
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}
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#endif // __cplusplus
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};
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/** An animation consists of keyframe data for a number of nodes. For
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* each node affected by the animation a separate series of data is given.
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*/
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struct aiAnimation
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{
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/** The name of the animation. If the modelling package this data was
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* exported from does support only a single animation channel, this
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* name is usually empty (length is zero).
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*/
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C_STRUCT aiString mName;
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/** Duration of the animation in ticks.
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*/
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double mDuration;
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/** Ticks per second. 0 if not specified in the imported file
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*/
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double mTicksPerSecond;
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/** The number of bone animation channels. Each channel affects
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* a single node.
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*/
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unsigned int mNumChannels;
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/** The node animation channels. Each channel affects a single node.
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* The array is mNumChannels in size.
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*/
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C_STRUCT aiNodeAnim** mChannels;
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#ifdef __cplusplus
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aiAnimation()
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{
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mDuration = 0;
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mTicksPerSecond = 0;
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mNumChannels = 0; mChannels = NULL;
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}
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~aiAnimation()
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{
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if (mNumChannels)
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{
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for( unsigned int a = 0; a < mNumChannels; a++)
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delete mChannels[a];
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delete [] mChannels;
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}
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}
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#endif // __cplusplus
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // AI_ANIM_H_INC
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