aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/samples/external/assimp-4.1.0/code/ASEParser.h
diff options
context:
space:
mode:
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/ASEParser.h')
-rw-r--r--NvCloth/samples/external/assimp-4.1.0/code/ASEParser.h669
1 files changed, 669 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/code/ASEParser.h b/NvCloth/samples/external/assimp-4.1.0/code/ASEParser.h
new file mode 100644
index 0000000..db64f2a
--- /dev/null
+++ b/NvCloth/samples/external/assimp-4.1.0/code/ASEParser.h
@@ -0,0 +1,669 @@
+/*
+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 Defines the helper data structures for importing ASE files */
+#ifndef AI_ASEFILEHELPER_H_INC
+#define AI_ASEFILEHELPER_H_INC
+
+// public ASSIMP headers
+#include <assimp/types.h>
+#include <assimp/mesh.h>
+#include <assimp/anim.h>
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// for some helper routines like IsSpace()
+#include "ParsingUtils.h"
+#include "qnan.h"
+
+// ASE is quite similar to 3ds. We can reuse some structures
+#include "3DSLoader.h"
+
+namespace Assimp {
+namespace ASE {
+
+using namespace D3DS;
+
+// ---------------------------------------------------------------------------
+/** Helper structure representing an ASE material */
+struct Material : public D3DS::Material
+{
+ //! Default constructor
+ Material() : pcInstance(NULL), bNeed (false)
+ {}
+
+ //! Contains all sub materials of this material
+ std::vector<Material> avSubMaterials;
+
+ //! aiMaterial object
+ aiMaterial* pcInstance;
+
+ //! Can we remove this material?
+ bool bNeed;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file face */
+struct Face : public FaceWithSmoothingGroup
+{
+ //! Default constructor. Initializes everything with 0
+ Face()
+ {
+ mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+ {
+ amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
+ }
+
+ iMaterial = DEFAULT_MATINDEX;
+ iFace = 0;
+ }
+
+ //! special value to indicate that no material index has
+ //! been assigned to a face. The default material index
+ //! will replace this value later.
+ static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
+
+
+
+ //! Indices into each list of texture coordinates
+ unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
+
+ //! Index into the list of vertex colors
+ unsigned int mColorIndices[3];
+
+ //! (Sub)Material index to be assigned to this face
+ unsigned int iMaterial;
+
+ //! Index of the face. It is not specified whether it is
+ //! a requirement of the file format that all faces are
+ //! written in sequential order, so we have to expect this case
+ unsigned int iFace;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file bone */
+struct Bone
+{
+ //! Constructor
+ Bone()
+ {
+ static int iCnt = 0;
+
+ // Generate a default name for the bone
+ char szTemp[128];
+ ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+ mName = szTemp;
+ }
+
+ //! Construction from an existing name
+ explicit Bone( const std::string& name)
+ : mName (name)
+ {}
+
+ //! Name of the bone
+ std::string mName;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file bone vertex */
+struct BoneVertex
+{
+ //! Bone and corresponding vertex weight.
+ //! -1 for unrequired bones ....
+ std::vector<std::pair<int,float> > mBoneWeights;
+
+ //! Position of the bone vertex.
+ //! MUST be identical to the vertex position
+ //aiVector3D mPosition;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file animation */
+struct Animation
+{
+ enum Type
+ {
+ TRACK = 0x0,
+ BEZIER = 0x1,
+ TCB = 0x2
+ } mRotationType, mScalingType, mPositionType;
+
+ Animation()
+ : mRotationType (TRACK)
+ , mScalingType (TRACK)
+ , mPositionType (TRACK)
+ {}
+
+ //! List of track rotation keyframes
+ std::vector< aiQuatKey > akeyRotations;
+
+ //! List of track position keyframes
+ std::vector< aiVectorKey > akeyPositions;
+
+ //! List of track scaling keyframes
+ std::vector< aiVectorKey > akeyScaling;
+
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent the inheritance information of an ASE node */
+struct InheritanceInfo
+{
+ //! Default constructor
+ InheritanceInfo()
+ {
+ // set the inheritance flag for all axes by default to true
+ for (unsigned int i = 0; i < 3;++i)
+ abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
+ }
+
+ //! Inherit the parent's position?, axis order is x,y,z
+ bool abInheritPosition[3];
+
+ //! Inherit the parent's rotation?, axis order is x,y,z
+ bool abInheritRotation[3];
+
+ //! Inherit the parent's scaling?, axis order is x,y,z
+ bool abInheritScaling[3];
+};
+
+// ---------------------------------------------------------------------------
+/** Represents an ASE file node. Base class for mesh, light and cameras */
+struct BaseNode
+{
+ enum Type {Light, Camera, Mesh, Dummy} mType;
+
+ //! Constructor. Creates a default name for the node
+ explicit BaseNode(Type _mType)
+ : mType (_mType)
+ , mProcessed (false)
+ {
+ // generate a default name for the node
+ static int iCnt = 0;
+ char szTemp[128]; // should be sufficiently large
+ ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+ mName = szTemp;
+
+ // Set mTargetPosition to qnan
+ const ai_real qnan = get_qnan();
+ mTargetPosition.x = qnan;
+ }
+
+ //! Name of the mesh
+ std::string mName;
+
+ //! Name of the parent of the node
+ //! "" if there is no parent ...
+ std::string mParent;
+
+ //! Transformation matrix of the node
+ aiMatrix4x4 mTransform;
+
+ //! Target position (target lights and cameras)
+ aiVector3D mTargetPosition;
+
+ //! Specifies which axes transformations a node inherits
+ //! from its parent ...
+ InheritanceInfo inherit;
+
+ //! Animation channels for the node
+ Animation mAnim;
+
+ //! Needed for lights and cameras: target animation channel
+ //! Should contain position keys only.
+ Animation mTargetAnim;
+
+ bool mProcessed;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file mesh */
+struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
+{
+ //! Constructor.
+ Mesh()
+ : BaseNode (BaseNode::Mesh)
+ , bSkip (false)
+ {
+ // use 2 texture vertex components by default
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+ this->mNumUVComponents[c] = 2;
+
+ // setup the default material index by default
+ iMaterialIndex = Face::DEFAULT_MATINDEX;
+ }
+
+ //! List of all texture coordinate sets
+ std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ //! List of all vertex color sets.
+ std::vector<aiColor4D> mVertexColors;
+
+ //! List of all bone vertices
+ std::vector<BoneVertex> mBoneVertices;
+
+ //! List of all bones
+ std::vector<Bone> mBones;
+
+ //! Material index of the mesh
+ unsigned int iMaterialIndex;
+
+ //! Number of vertex components for each UVW set
+ unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ //! used internally
+ bool bSkip;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE light source */
+struct Light : public BaseNode
+{
+ enum LightType
+ {
+ OMNI,
+ TARGET,
+ FREE,
+ DIRECTIONAL
+ };
+
+ //! Constructor.
+ Light()
+ : BaseNode (BaseNode::Light)
+ , mLightType (OMNI)
+ , mColor (1.f,1.f,1.f)
+ , mIntensity (1.f) // light is white by default
+ , mAngle (45.f)
+ , mFalloff (0.f)
+ {
+ }
+
+ LightType mLightType;
+ aiColor3D mColor;
+ ai_real mIntensity;
+ ai_real mAngle; // in degrees
+ ai_real mFalloff;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE camera */
+struct Camera : public BaseNode
+{
+ enum CameraType
+ {
+ FREE,
+ TARGET
+ };
+
+ //! Constructor
+ Camera()
+ : BaseNode (BaseNode::Camera)
+ , mFOV (0.75f) // in radians
+ , mNear (0.1f)
+ , mFar (1000.f) // could be zero
+ , mCameraType (FREE)
+ {
+ }
+
+ ai_real mFOV, mNear, mFar;
+ CameraType mCameraType;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE helper object (dummy) */
+struct Dummy : public BaseNode
+{
+ //! Constructor
+ Dummy()
+ : BaseNode (BaseNode::Dummy)
+ {
+ }
+};
+
+// Parameters to Parser::Parse()
+#define AI_ASE_NEW_FILE_FORMAT 200
+#define AI_ASE_OLD_FILE_FORMAT 110
+
+// Internally we're a little bit more tolerant
+#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
+#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
+
+// -------------------------------------------------------------------------------
+/** \brief Class to parse ASE files
+ */
+class Parser
+{
+
+private:
+
+ Parser() {}
+
+public:
+
+ // -------------------------------------------------------------------
+ //! Construct a parser from a given input file which is
+ //! guaranted to be terminated with zero.
+ //! @param szFile Input file
+ //! @param fileFormatDefault Assumed file format version. If the
+ //! file format is specified in the file the new value replaces
+ //! the default value.
+ Parser (const char* szFile, unsigned int fileFormatDefault);
+
+ // -------------------------------------------------------------------
+ //! Parses the file into the parsers internal representation
+ void Parse();
+
+
+private:
+
+ // -------------------------------------------------------------------
+ //! Parse the *SCENE block in a file
+ void ParseLV1SceneBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse the *MESH_SOFTSKINVERTS block in a file
+ void ParseLV1SoftSkinBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse the *MATERIAL_LIST block in a file
+ void ParseLV1MaterialListBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse a *<xxx>OBJECT block in a file
+ //! \param mesh Node to be filled
+ void ParseLV1ObjectBlock(BaseNode& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MATERIAL blocks in a material list
+ //! \param mat Material structure to be filled
+ void ParseLV2MaterialBlock(Material& mat);
+
+ // -------------------------------------------------------------------
+ //! Parse a *NODE_TM block in a file
+ //! \param mesh Node (!) object to be filled
+ void ParseLV2NodeTransformBlock(BaseNode& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *TM_ANIMATION block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV2AnimationBlock(BaseNode& mesh);
+ void ParseLV3PosAnimationBlock(ASE::Animation& anim);
+ void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
+ void ParseLV3RotAnimationBlock(ASE::Animation& anim);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV2MeshBlock(Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *LIGHT_SETTINGS block in a file
+ //! \param light Light object to be filled
+ void ParseLV2LightSettingsBlock(Light& light);
+
+ // -------------------------------------------------------------------
+ //! Parse a *CAMERA_SETTINGS block in a file
+ //! \param cam Camera object to be filled
+ void ParseLV2CameraSettingsBlock(Camera& cam);
+
+ // -------------------------------------------------------------------
+ //! Parse the *MAP_XXXXXX blocks in a material
+ //! \param map Texture structure to be filled
+ void ParseLV3MapBlock(Texture& map);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERTEX_LIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshVertexListBlock(
+ unsigned int iNumVertices,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_FACE_LIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshFaceListBlock(
+ unsigned int iNumFaces,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TVERT_LIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ //! \param iChannel Output UVW channel
+ void ParseLV3MeshTListBlock(
+ unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACELIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ //! \param iChannel Output UVW channel
+ void ParseLV3MeshTFaceListBlock(
+ unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
+
+ // -------------------------------------------------------------------
+ //! Parse an additional mapping channel
+ //! (specified via *MESH_MAPPINGCHANNEL)
+ //! \param iChannel Channel index to be filled
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MappingChannel(
+ unsigned int iChannel, Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_CVERTLIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshCListBlock(
+ unsigned int iNumVertices, Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_CFACELIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshCFaceListBlock(
+ unsigned int iNumFaces, Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_NORMALS block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshNormalListBlock(Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_WEIGHTSblock in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshWeightsBlock(Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse the bone list of a file
+ //! \param mesh Mesh object to be filled
+ //! \param iNumBones Number of bones in the mesh
+ void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse the bone vertices list of a file
+ //! \param mesh Mesh object to be filled
+ //! \param iNumVertices Number of vertices to be parsed
+ void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_FACE block in a file
+ //! \param out receive the face data
+ void ParseLV4MeshFace(ASE::Face& out);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERT block in a file
+ //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
+ //! \param apOut Output buffer (3 floats)
+ //! \param rIndexOut Output index
+ void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERT block in a file
+ //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
+ //! \param apOut Output buffer (3 floats)
+ void ParseLV4MeshFloatTriple(ai_real* apOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACE block in a file
+ //! (also works for MESH_CFACE)
+ //! \param apOut Output buffer (3 ints)
+ //! \param rIndexOut Output index
+ void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACE block in a file
+ //! (also works for MESH_CFACE)
+ //! \param apOut Output buffer (3 ints)
+ void ParseLV4MeshLongTriple(unsigned int* apOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a single float element
+ //! \param fOut Output float
+ void ParseLV4MeshFloat(ai_real& fOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a single int element
+ //! \param iOut Output integer
+ void ParseLV4MeshLong(unsigned int& iOut);
+
+ // -------------------------------------------------------------------
+ //! Skip everything to the next: '*' or '\0'
+ bool SkipToNextToken();
+
+ // -------------------------------------------------------------------
+ //! Skip the current section until the token after the closing }.
+ //! This function handles embedded subsections correctly
+ bool SkipSection();
+
+ // -------------------------------------------------------------------
+ //! Output a warning to the logger
+ //! \param szWarn Warn message
+ void LogWarning(const char* szWarn);
+
+ // -------------------------------------------------------------------
+ //! Output a message to the logger
+ //! \param szWarn Message
+ void LogInfo(const char* szWarn);
+
+ // -------------------------------------------------------------------
+ //! Output an error to the logger
+ //! \param szWarn Error message
+ AI_WONT_RETURN void LogError(const char* szWarn) AI_WONT_RETURN_SUFFIX;
+
+ // -------------------------------------------------------------------
+ //! Parse a string, enclosed in double quotation marks
+ //! \param out Output string
+ //! \param szName Name of the enclosing element -> used in error
+ //! messages.
+ //! \return false if an error occurred
+ bool ParseString(std::string& out,const char* szName);
+
+public:
+
+ //! Pointer to current data
+ const char* filePtr;
+
+ //! background color to be passed to the viewer
+ //! QNAN if none was found
+ aiColor3D m_clrBackground;
+
+ //! Base ambient color to be passed to all materials
+ //! QNAN if none was found
+ aiColor3D m_clrAmbient;
+
+ //! List of all materials found in the file
+ std::vector<Material> m_vMaterials;
+
+ //! List of all meshes found in the file
+ std::vector<Mesh> m_vMeshes;
+
+ //! List of all dummies found in the file
+ std::vector<Dummy> m_vDummies;
+
+ //! List of all lights found in the file
+ std::vector<Light> m_vLights;
+
+ //! List of all cameras found in the file
+ std::vector<Camera> m_vCameras;
+
+ //! Current line in the file
+ unsigned int iLineNumber;
+
+ //! First frame
+ unsigned int iFirstFrame;
+
+ //! Last frame
+ unsigned int iLastFrame;
+
+ //! Frame speed - frames per second
+ unsigned int iFrameSpeed;
+
+ //! Ticks per frame
+ unsigned int iTicksPerFrame;
+
+ //! true if the last character read was an end-line character
+ bool bLastWasEndLine;
+
+ //! File format version
+ unsigned int iFileFormat;
+};
+
+
+} // Namespace ASE
+} // Namespace ASSIMP
+
+#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#endif // !! include guard