aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h
diff options
context:
space:
mode:
authorMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
committerMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
commitca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch)
treeb06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h
parentForced rename of platform folders in cmake dir. Git didn't pick this up before. (diff)
downloadnvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz
nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h')
-rw-r--r--NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h332
1 files changed, 332 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h b/NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h
new file mode 100644
index 0000000..ff5b56a
--- /dev/null
+++ b/NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h
@@ -0,0 +1,332 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2017, assimp 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 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 Md3Loader.h
+ * @brief Declaration of the .MD3 importer class.
+ */
+#ifndef AI_MD3LOADER_H_INCLUDED
+#define AI_MD3LOADER_H_INCLUDED
+
+#include "BaseImporter.h"
+#include "ByteSwapper.h"
+#include "MD3FileData.h"
+#include "StringComparison.h"
+#include <assimp/types.h>
+
+#include <list>
+
+struct aiMaterial;
+
+namespace Assimp {
+
+
+using namespace MD3;
+namespace Q3Shader {
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold the data of a .skin file
+ */
+struct SkinData
+{
+ //! A single entryin texture list
+ struct TextureEntry : public std::pair<std::string,std::string>
+ {
+ // did we resolve this texture entry?
+ bool resolved;
+
+ // for std::find()
+ bool operator == (const std::string& f) const {
+ return f == first;
+ }
+ };
+
+ //! List of textures
+ std::list<TextureEntry> textures;
+
+ // rest is ignored for the moment
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies cull modi for Quake shader files.
+ */
+enum ShaderCullMode
+{
+ CULL_NONE,
+ CULL_CW,
+ CULL_CCW
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
+ */
+enum BlendFunc
+{
+ BLEND_NONE,
+ BLEND_GL_ONE,
+ BLEND_GL_ZERO,
+ BLEND_GL_DST_COLOR,
+ BLEND_GL_ONE_MINUS_DST_COLOR,
+ BLEND_GL_SRC_ALPHA,
+ BLEND_GL_ONE_MINUS_SRC_ALPHA
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies alpha test modi for Quake texture maps
+ */
+enum AlphaTestFunc
+{
+ AT_NONE,
+ AT_GT0,
+ AT_LT128,
+ AT_GE128
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold a .shader map data block
+ */
+struct ShaderMapBlock
+{
+ ShaderMapBlock()
+ : blend_src (BLEND_NONE)
+ , blend_dest (BLEND_NONE)
+ , alpha_test (AT_NONE)
+ {}
+
+ //! Name of referenced map
+ std::string name;
+
+ //! Blend and alpha test settings for texture
+ BlendFunc blend_src,blend_dest;
+ AlphaTestFunc alpha_test;
+
+
+ //! For std::find()
+ bool operator== (const std::string& o) const {
+ return !ASSIMP_stricmp(o,name);
+ }
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold a .shader data block
+ */
+struct ShaderDataBlock
+{
+ ShaderDataBlock()
+ : cull (CULL_CW)
+ {}
+
+ //! Name of referenced data element
+ std::string name;
+
+ //! Cull mode for the element
+ ShaderCullMode cull;
+
+ //! Maps defined in the shader
+ std::list<ShaderMapBlock> maps;
+
+
+ //! For std::find()
+ bool operator== (const std::string& o) const {
+ return !ASSIMP_stricmp(o,name);
+ }
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Tiny utility data structure to hold the data of a .shader file
+ */
+struct ShaderData
+{
+ //! Shader data blocks
+ std::list<ShaderDataBlock> blocks;
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Load a shader file
+ *
+ * Generally, parsing is error tolerant. There's no failure.
+ * @param fill Receives output data
+ * @param file File to be read.
+ * @param io IOSystem to be used for reading
+ * @return false if file is not accessible
+ */
+bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
+
+
+// ---------------------------------------------------------------------------
+/** @brief Convert a Q3Shader to an aiMaterial
+ *
+ * @param[out] out Material structure to be filled.
+ * @param[in] shader Input shader
+ */
+void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
+
+// ---------------------------------------------------------------------------
+/** @brief Load a skin file
+ *
+ * Generally, parsing is error tolerant. There's no failure.
+ * @param fill Receives output data
+ * @param file File to be read.
+ * @param io IOSystem to be used for reading
+ * @return false if file is not accessible
+ */
+bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
+
+} // ! namespace Q3SHader
+
+// ---------------------------------------------------------------------------
+/** @brief Importer class to load MD3 files
+*/
+class MD3Importer : public BaseImporter
+{
+public:
+ MD3Importer();
+ ~MD3Importer();
+
+
+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;
+
+
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
+
+protected:
+
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Validate offsets in the header
+ */
+ void ValidateHeaderOffsets();
+ void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
+
+ // -------------------------------------------------------------------
+ /** Read a Q3 multipart file
+ * @return true if multi part has been processed
+ */
+ bool ReadMultipartFile();
+
+ // -------------------------------------------------------------------
+ /** Try to read the skin for a MD3 file
+ * @param fill Receives output information
+ */
+ void ReadSkin(Q3Shader::SkinData& fill) const;
+
+ // -------------------------------------------------------------------
+ /** Try to read the shader for a MD3 file
+ * @param fill Receives output information
+ */
+ void ReadShader(Q3Shader::ShaderData& fill) const;
+
+ // -------------------------------------------------------------------
+ /** Convert a texture path in a MD3 file to a proper value
+ * @param[in] texture_name Path to be converted
+ * @param[in] header_path Base path specified in MD3 header
+ * @param[out] out Receives the converted output string
+ */
+ void ConvertPath(const char* texture_name, const char* header_path,
+ std::string& out) const;
+
+protected:
+
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
+
+ /** Configuration option: process multi-part files */
+ bool configHandleMP;
+
+ /** Configuration option: name of skin file to be read */
+ std::string configSkinFile;
+
+ /** Configuration option: name or path of shader */
+ std::string configShaderFile;
+
+ /** Configuration option: speed flag was set? */
+ bool configSpeedFlag;
+
+ /** Header of the MD3 file */
+ BE_NCONST MD3::Header* pcHeader;
+
+ /** File buffer */
+ BE_NCONST unsigned char* mBuffer;
+
+ /** Size of the file, in bytes */
+ unsigned int fileSize;
+
+ /** Current file name */
+ std::string mFile;
+
+ /** Current base directory */
+ std::string path;
+
+ /** Pure file we're currently reading */
+ std::string filename;
+
+ /** Output scene to be filled */
+ aiScene* mScene;
+
+ /** IO system to be used to access the data*/
+ IOSystem* mIOHandler;
+ };
+
+} // end of namespace Assimp
+
+#endif // AI_3DSIMPORTER_H_INC