Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment. Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts. Updated light and camera data structures, added temporary validation code for the Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag. Fixed bug in the OFF loader causing meshes with polygons to crash Added line support to the DXF loader - seems to fail for the moment cause of SortByPType. Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
244 lines
6.8 KiB
C++
244 lines
6.8 KiB
C++
/*
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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
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following 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 Declaration of the .ac importer class. */
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#ifndef AI_AC3DLOADER_H_INCLUDED
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#define AI_AC3DLOADER_H_INCLUDED
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#include <vector>
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#include "BaseImporter.h"
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#include "../include/aiTypes.h"
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** AC3D (*.ac) importer class
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*/
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class AC3DImporter : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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AC3DImporter();
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/** Destructor, private as well */
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~AC3DImporter();
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// Represents an AC3D material
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struct Material
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{
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Material()
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: rgb (0.6f,0.6f,0.6f)
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, spec (1.f,1.f,1.f)
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, shin (0.f)
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, trans (0.f)
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{}
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// base color of the material
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aiColor3D rgb;
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// ambient color of the material
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aiColor3D amb;
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// emissive color of the material
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aiColor3D emis;
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// specular color of the material
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aiColor3D spec;
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// shininess exponent
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float shin;
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// transparency. 0 == opaque
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float trans;
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// name of the material. optional.
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std::string name;
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};
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// Represents an AC3D surface
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struct Surface
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{
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Surface()
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: mat (0)
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, flags (0)
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{}
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unsigned int mat,flags;
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typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
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std::vector< SurfaceEntry > entries;
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};
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// Represents an AC3D object
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struct Object
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{
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Object()
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: texRepeat(1.f,1.f)
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, numRefs (0)
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{}
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// name of the object
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std::string name;
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// object children
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std::vector<Object> children;
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// texture to be assigned to all surfaces of the object
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std::string texture;
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// texture repat factors (scaling for all coordinates)
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aiVector2D texRepeat;
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// rotation matrix
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aiMatrix3x3 rotation;
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// translation vector
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aiVector3D translation;
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// vertices
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std::vector<aiVector3D> vertices;
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// surfaces
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std::vector<Surface> surfaces;
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// number of indices (= num verts in verbose format)
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unsigned int numRefs;
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};
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
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protected:
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// -------------------------------------------------------------------
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/** Called by Importer::GetExtensionList() for each loaded importer.
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* See BaseImporter::GetExtensionList() for details
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*/
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void GetExtensionList(std::string& append)
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{
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append.append("*.ac;*.acc");
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}
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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private:
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// -------------------------------------------------------------------
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/** Get the next line from the file.
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* @return false if the end of the file was reached
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*/
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bool GetNextLine();
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// -------------------------------------------------------------------
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/** Load the object section. This method is called recursively to
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* load subobjects, the method returns after a 'kids 0' was
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* encountered.
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* @objects List of output objects
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*/
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void LoadObjectSection(std::vector<Object>& objects);
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// -------------------------------------------------------------------
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/** Convert all objects into meshes and nodes.
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* @param object Current object to work on
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* @param meshes Pointer to the list of output meshes
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* @param outMaterials List of output materials
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* @param materials Material list
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* @param Scenegraph node for the object
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*/
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aiNode* ConvertObjectSection(Object& object,
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std::vector<aiMesh*>& meshes,
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std::vector<MaterialHelper*>& outMaterials,
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const std::vector<Material>& materials);
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// -------------------------------------------------------------------
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/** Convert a material
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* @param object Current object
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* @param matSrc Source material description
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* @param matDest Destination material to be filled
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*/
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void ConvertMaterial(const Object& object,
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const Material& matSrc,
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MaterialHelper& matDest);
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private:
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// points to the next data line
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const char* buffer;
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// Configuration option: if enabled, up to two meshes
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// are generated per material: those faces who have
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// their bf cull flags set are separated.
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bool configSplitBFCull;
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// counts how many objects we have in the tree.
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// basing on this information we can find a
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// good estimate how many meshes we'll have in the final scene.
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unsigned int mNumMeshes;
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};
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} // end of namespace Assimp
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#endif // AI_AC3DIMPORTER_H_INC
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