Files
assimp/code/NFFLoader.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

217 lines
6.1 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 NFFLoader.h
* @brief Declaration of the NFF importer class.
*/
#ifndef AI_NFFLOADER_H_INCLUDED
#define AI_NFFLOADER_H_INCLUDED
#include "BaseImporter.h"
#include <vector>
#include "../include/aiTypes.h"
namespace Assimp {
// ----------------------------------------------------------------------------------
/** NFF (Neutral File Format) Importer class.
*
* The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
* Both are quite different and the loading code is somewhat dirty at
* the moment. Sense8 should be moved to a separate loader.
*/
class NFFImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
NFFImporter();
/** Destructor, private as well */
~NFFImporter();
public:
// -------------------------------------------------------------------
/** 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;
protected:
// -------------------------------------------------------------------
/** Called by Importer::GetExtensionList() for each loaded importer.
* See BaseImporter::GetExtensionList() for details
*/
void GetExtensionList(std::string& append);
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler);
private:
// describes face material properties
struct ShadingInfo
{
ShadingInfo()
: color (0.6f,0.6f,0.6f)
, diffuse (1.f,1.f,1.f)
, specular (1.f,1.f,1.f)
, ambient (0.f,0.f,0.f)
, emissive (0.f,0.f,0.f)
, refracti (1.f)
, twoSided (false) // for NFF2
, shaded (true) // for NFF2
, opacity (1.f)
, shininess (0.f)
, mapping (aiTextureMapping_UV)
{}
aiColor3D color,diffuse,specular,ambient,emissive;
float refracti;
std::string texFile;
// For NFF2
bool twoSided;
bool shaded;
float opacity, shininess;
std::string name;
// texture mapping to be generated for the mesh - uv is the default
// it means: use UV if there, nothing otherwise. This property is
// used for locked meshes.
aiTextureMapping mapping;
// shininess is ignored for the moment
bool operator == (const ShadingInfo& other) const
{
return color == other.color &&
diffuse == other.diffuse &&
specular == other.specular &&
ambient == other.ambient &&
refracti == other.refracti &&
texFile == other.texFile &&
twoSided == other.twoSided &&
shaded == other.shaded;
// Some properties from NFF2 aren't compared by this operator.
// Comparing MeshInfo::matIndex should do that.
}
};
// describes a NFF light source
struct Light
{
Light()
: intensity (1.f)
, color (1.f,1.f,1.f)
{}
aiVector3D position;
float intensity;
aiColor3D color;
};
enum PatchType
{
PatchType_Simple = 0x0,
PatchType_Normals = 0x1,
PatchType_UVAndNormals = 0x2
};
// describes a NFF mesh
struct MeshInfo
{
MeshInfo(PatchType _pType, bool bL = false)
: pType (_pType)
, bLocked (bL)
, matIndex (0)
, radius (1.f,1.f,1.f)
, dir (0.f,1.f,0.f)
{
name[0] = '\0'; // by default meshes are unnamed
}
ShadingInfo shader;
PatchType pType;
bool bLocked;
// for spheres, cones and cylinders: center point of the object
aiVector3D center, radius, dir;
char name[128];
std::vector<aiVector3D> vertices, normals, uvs;
std::vector<unsigned int> faces;
// for NFF2
std::vector<aiColor4D> colors;
unsigned int matIndex;
};
// -------------------------------------------------------------------
/** Loads the material table for the NFF2 file format from an
* external file.
*
* @param output Receives the list of output meshes
* @param path Path to the file (abs. or rel.)
* @param pIOHandler IOSystem to be used to open the file
*/
void LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
const std::string& path, IOSystem* pIOHandler);
};
} // end of namespace Assimp
#endif // AI_NFFIMPORTER_H_IN