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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 UnrealLoader.h
- * @brief Declaration of the .3d (UNREAL) importer class.
- */
- #ifndef INCLUDED_AI_3D_LOADER_H
- #define INCLUDED_AI_3D_LOADER_H
-
- #include "BaseImporter.h"
- namespace Assimp {
- namespace Unreal {
-
- /*
- 0 = Normal one-sided
- 1 = Normal two-sided
- 2 = Translucent two-sided
- 3 = Masked two-sided
- 4 = Modulation blended two-sided
- 8 = Placeholder triangle for weapon positioning (invisible)
- */
- enum MeshFlags {
- MF_NORMAL_OS = 0,
- MF_NORMAL_TS = 1,
- MF_NORMAL_TRANS_TS = 2,
- MF_NORMAL_MASKED_TS = 3,
- MF_NORMAL_MOD_TS = 4,
- MF_WEAPON_PLACEHOLDER = 8
- };
-
- // a single triangle
- struct Triangle {
- uint16_t mVertex[3]; // Vertex indices
- char mType; // James' Mesh Type
- char mColor; // Color for flat and Gourand Shaded
- unsigned char mTex[3][2]; // Texture UV coordinates
- unsigned char mTextureNum; // Source texture offset
- char mFlags; // Unreal Mesh Flags (unused)
-
- unsigned int matIndex;
- };
-
- // temporary representation for a material
- struct TempMat {
- TempMat()
- : numFaces (0)
- {}
-
- TempMat(const Triangle& in)
- : type ((Unreal::MeshFlags)in.mType)
- , tex (in.mTextureNum)
- , numFaces (0)
- {}
-
- // type of mesh
- Unreal::MeshFlags type;
-
- // index of texture
- unsigned int tex;
-
- // number of faces using us
- unsigned int numFaces;
-
- // for std::find
- bool operator == (const TempMat& o ) {
- return (tex == o.tex && type == o.type);
- }
- };
-
- struct Vertex
- {
- int32_t X : 11;
- int32_t Y : 11;
- int32_t Z : 10;
- };
-
- // UNREAL vertex compression
- inline void CompressVertex(const aiVector3D& v, uint32_t& out)
- {
- union {
- Vertex n;
- int32_t t;
- };
- n.X = (int32_t)v.x;
- n.Y = (int32_t)v.y;
- n.Z = (int32_t)v.z;
- out = t;
- }
-
- // UNREAL vertex decompression
- inline void DecompressVertex(aiVector3D& v, int32_t in)
- {
- union {
- Vertex n;
- int32_t i;
- };
- i = in;
-
- v.x = (float)n.X;
- v.y = (float)n.Y;
- v.z = (float)n.Z;
- }
-
- } // end namespace Unreal
-
- // ---------------------------------------------------------------------------
- /** @brief Importer class to load UNREAL files (*.3d)
- */
- class UnrealImporter : public BaseImporter
- {
- public:
- UnrealImporter();
- ~UnrealImporter();
-
-
- public:
-
- // -------------------------------------------------------------------
- /** @brief Returns whether we 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:
-
- // -------------------------------------------------------------------
- /** @brief Called by Importer::GetExtensionList()
- *
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc* GetInfo () const;
-
-
- // -------------------------------------------------------------------
- /** @brief Setup properties for the importer
- *
- * See BaseImporter::SetupProperties() for details
- */
- void SetupProperties(const Importer* pImp);
-
-
- // -------------------------------------------------------------------
- /** @brief 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:
-
- //! frame to be loaded
- uint32_t configFrameID;
-
- //! process surface flags
- bool configHandleFlags;
-
- }; // !class UnrealImporter
-
- } // end of namespace Assimp
- #endif // AI_UNREALIMPORTER_H_INC
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