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+/*
+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 XGLLoader.h
+ * @brief Declaration of the .xgl/.zgl
+ */
+#ifndef AI_XGLLOADER_H_INCLUDED
+#define AI_XGLLOADER_H_INCLUDED
+
+#include "BaseImporter.h"
+#include "irrXMLWrapper.h"
+#include "LogAux.h"
+#include <assimp/material.h>
+#include <assimp/Importer.hpp>
+#include <assimp/mesh.h>
+#include <assimp/light.h>
+#include <memory>
+#include <map>
+
+struct aiNode;
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/** XGL/ZGL importer.
+ *
+ * Spec: http://vizstream.aveva.com/release/vsplatform/XGLSpec.htm
+ */
+class XGLImporter : public BaseImporter, public LogFunctions<XGLImporter>
+{
+public:
+
+ XGLImporter();
+ ~XGLImporter();
+
+
+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:
+
+ // -------------------------------------------------------------------
+ /** 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);
+
+private:
+
+
+ struct TempScope
+ {
+ TempScope()
+ : light()
+ {}
+
+ ~TempScope()
+ {
+ for(aiMesh* m : meshes_linear) {
+ delete m;
+ }
+
+ for(aiMaterial* m : materials_linear) {
+ delete m;
+ }
+
+ delete light;
+ }
+
+ void dismiss() {
+ light = NULL;
+ meshes_linear.clear();
+ materials_linear.clear();
+ meshes.clear();
+ materials.clear();
+ }
+
+ std::multimap<unsigned int, aiMesh*> meshes;
+ std::map<unsigned int, aiMaterial*> materials;
+
+ std::vector<aiMesh*> meshes_linear;
+ std::vector<aiMaterial*> materials_linear;
+
+ aiLight* light;
+ };
+
+
+ struct SortMeshByMaterialId {
+ SortMeshByMaterialId(const TempScope& scope) : scope(scope) {}
+ bool operator()(unsigned int a, unsigned int b) const {
+ return scope.meshes_linear[a]->mMaterialIndex < scope.meshes_linear[b]->mMaterialIndex;
+ };
+
+ const TempScope& scope;
+ };
+
+ struct TempMesh
+ {
+ std::map<unsigned int, aiVector3D> points;
+ std::map<unsigned int, aiVector3D> normals;
+ std::map<unsigned int, aiVector2D> uvs;
+ };
+
+ struct TempMaterialMesh
+ {
+ TempMaterialMesh()
+ : pflags()
+ , matid()
+ {}
+
+ std::vector<aiVector3D> positions, normals;
+ std::vector<aiVector2D> uvs;
+
+ std::vector<unsigned int> vcounts;
+ unsigned int pflags;
+ unsigned int matid;
+ };
+
+ struct TempFace
+ {
+ TempFace()
+ : has_uv()
+ , has_normal()
+ {}
+
+ aiVector3D pos;
+ aiVector3D normal;
+ aiVector2D uv;
+ bool has_uv;
+ bool has_normal;
+ };
+
+private:
+
+ void Cleanup();
+
+ std::string GetElementName();
+ bool ReadElement();
+ bool ReadElementUpToClosing(const char* closetag);
+ bool SkipToText();
+ unsigned int ReadIDAttr();
+
+ void ReadWorld(TempScope& scope);
+ void ReadLighting(TempScope& scope);
+ aiLight* ReadDirectionalLight();
+ aiNode* ReadObject(TempScope& scope,bool skipFirst = false,const char* closetag = "object");
+ bool ReadMesh(TempScope& scope);
+ void ReadMaterial(TempScope& scope);
+ aiVector2D ReadVec2();
+ aiVector3D ReadVec3();
+ aiColor3D ReadCol3();
+ aiMatrix4x4 ReadTrafo();
+ unsigned int ReadIndexFromText();
+ float ReadFloat();
+
+ aiMesh* ToOutputMesh(const TempMaterialMesh& m);
+ void ReadFaceVertex(const TempMesh& t, TempFace& out);
+ unsigned int ResolveMaterialRef(TempScope& scope);
+
+private:
+ std::shared_ptr<irr::io::IrrXMLReader> m_reader;
+ aiScene* m_scene;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_IRRMESHIMPORTER_H_INC