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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/MD3Loader.h | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-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.h | 332 |
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 |