Files
assimp/code/LWSLoader.h
aramis_acg 4bbc03332b General
- Added format auto-detection to most loaders
  - Simplified BaseImporter::CanRead() with some utility methods
  - improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
  - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
  - vc8/vc9: revision number is now written to DLL version header
  - mkutil: some batch scripts to simplify tagging & building of release versions
  - some API cleanup
  - fixing some doxygen markup (+now explicit use of @file <filename>)
  - Icon for assimp_view and assimp_cmd

3DS
  - Normal vectors are not anymore inverted in some cases
  - Improved pivot handling
  - Improved handling of x-flipped meshes

Collada
  - fixed a minor bug (visual_scene element)

LWS 
  - WIP implementation. No animations yet, some bugs and crashes.
  - Animation system remains disabled, WIP code
  - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.

STL
  - fixing a log warning which appears for every model
  - added binary&ascii test spider, exported from truespace

MD3 
  - Cleaning up output tags for automatically joined player models.


IRR
  - Fixing coordinate system issues. 
  - Instance handling improved.
  - Some of the reported crashes not yet fixed.

PretransformVertices
  - Numerous performance improvements.
  - Added config option to preserve the hierarchy during the step.

RemoveRedundantMaterials
  - Added config option to specify a list of materials which are kept in every case.

UNREAL
  - Added support for the old unreal data format (*.a,*.d,*.uc)
  - tested only with exports from Milkshape
  - more Unreal stuff to come soon



git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00

243 lines
6.5 KiB
C++

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 LWSLoader.h
* @brief Declaration of the LightWave scene importer class.
*/
#ifndef AI_LWSLOADER_H_INCLUDED
#define AI_LWSLOADER_H_INCLUDED
#include "LWOFileData.h"
#include "SceneCombiner.h"
namespace Assimp {
namespace LWS {
// ---------------------------------------------------------------------------
/** Represents an element in a LWS file.
*
* This can either be a single data line - <name> <value> or a data
* group - { name <data_line0> ... n }
*/
class Element
{
public:
Element()
{}
// first: name, second: rest
std::string tokens[2];
std::list<Element> children;
//! Recursive parsing function
void Parse (const char*& buffer);
};
#define AI_LWS_MASK (0xffffffff >> 4u)
// ---------------------------------------------------------------------------
/** Represents a LWS scenegraph element
*/
struct NodeDesc
{
NodeDesc()
: number (0)
, parent (0)
, name ("")
, parent_resolved (NULL)
, lightIntensity (1.f)
, lightColor (1.f,1.f,1.f)
, lightType (0)
, lightFalloffType (0)
, lightConeAngle (45.f)
{}
enum {
OBJECT = 1,
LIGHT = 2,
CAMERA = 3,
BONE = 4,
} type; // type of node
// if object: path
std::string path;
unsigned int id;
// number of object
unsigned int number;
// index of parent index
unsigned int parent;
// lights & cameras & dummies: name
const char* name;
// animation channels
std::list< LWO::Envelope > channels;
// position of pivot point
aiVector3D pivotPos;
// color of light source
aiColor3D lightColor;
// intensity of light source
float lightIntensity;
// type of light source
unsigned int lightType;
// falloff type of light source
unsigned int lightFalloffType;
// cone angle of (spot) light source
float lightConeAngle;
// soft cone angle of (spot) light source
float lightEdgeAngle;
// list of resolved children
std::list< NodeDesc* > children;
// resolved parent node
NodeDesc* parent_resolved;
// for std::find()
bool operator == (unsigned int num) const {
if (!num)
return false;
unsigned int _type = num >> 28u;
return _type == type && (num & AI_LWS_MASK) == number;
}
};
} // end namespace LWS
// ---------------------------------------------------------------------------
/** LWS (LightWave Scene Format) importer class.
*
* This class does heavily depend on the LWO importer class. LWS files
* contain mainly descriptions how LWO objects are composed together
* in a scene.
*/
class LWSImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
LWSImporter();
/** Destructor, private as well */
~LWSImporter();
public:
// -------------------------------------------------------------------
// Check whether we can read a specific file
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
bool checkSig) const;
protected:
// -------------------------------------------------------------------
// Get list of supported extensions
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
// Import file into given scene data structure
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
// -------------------------------------------------------------------
// Setup import properties
void SetupProperties(const Importer* pImp);
private:
// -------------------------------------------------------------------
// Read an envelope description
void ReadEnvelope(const LWS::Element& dad, LWO::Envelope& out );
// -------------------------------------------------------------------
// Read an envelope description for the older LW file format
void ReadEnvelope_Old(std::list< LWS::Element >::const_iterator& it,
const std::list< LWS::Element >::const_iterator& end,
LWS::NodeDesc& nodes,
unsigned int version);
// -------------------------------------------------------------------
// Setup a nice name for a node
void SetupNodeName(aiNode* nd, LWS::NodeDesc& src);
// -------------------------------------------------------------------
// Recursively build the scenegraph
void BuildGraph(aiNode* nd,
LWS::NodeDesc& src,
std::vector<AttachmentInfo>& attach,
BatchLoader& batch,
aiCamera**& camOut,
aiLight**& lightOut,
std::vector<aiNodeAnim*>& animOut);
// -------------------------------------------------------------------
// Try several dirs until we find the right location of a LWS file.
std::string FindLWOFile(const std::string& in);
private:
bool configSpeedFlag;
IOSystem* io;
double first,last,fps;
};
} // end of namespace Assimp
#endif // AI_LWSIMPORTER_H_INC