diff --git a/.cproject b/.cproject index 69419af..a010bb2 100644 --- a/.cproject +++ b/.cproject @@ -1,7 +1,5 @@ - - - + @@ -26,11 +24,20 @@ + + @@ -63,18 +70,27 @@ - + + + @@ -183,16 +199,37 @@ - - - + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/CMakeLists.txt b/CMakeLists.txt index 76a65a0..c3f6c91 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -67,7 +67,8 @@ if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin") set(CUDA_PROPAGATE_HOST_FLAGS OFF) endif() -#add_subdirectory(stream_compaction) # TODO: uncomment if using your stream compaction +include_directories(.) +add_subdirectory(stream_compaction) # TODO: uncomment if using your stream compaction add_subdirectory(src) cuda_add_executable(${CMAKE_PROJECT_NAME} @@ -77,8 +78,9 @@ cuda_add_executable(${CMAKE_PROJECT_NAME} target_link_libraries(${CMAKE_PROJECT_NAME} src - #stream_compaction # TODO: uncomment if using your stream compaction + stream_compaction # TODO: uncomment if using your stream compaction ${CORELIBS} + assimp ) add_custom_command( diff --git a/FinalRenders/DI.png b/FinalRenders/DI.png new file mode 100644 index 0000000..080edbf Binary files /dev/null and b/FinalRenders/DI.png differ diff --git a/FinalRenders/DOF.png b/FinalRenders/DOF.png new file mode 100644 index 0000000..326d996 Binary files /dev/null and b/FinalRenders/DOF.png differ diff --git a/FinalRenders/aliased.png b/FinalRenders/aliased.png new file mode 100644 index 0000000..0f81b4d Binary files /dev/null and b/FinalRenders/aliased.png differ diff --git a/FinalRenders/caustics.png b/FinalRenders/caustics.png new file mode 100644 index 0000000..65cfd9b Binary files /dev/null and b/FinalRenders/caustics.png differ diff --git a/FinalRenders/coverPic.png b/FinalRenders/coverPic.png new file mode 100644 index 0000000..9444027 Binary files /dev/null and b/FinalRenders/coverPic.png differ diff --git a/FinalRenders/noDI.png b/FinalRenders/noDI.png new file mode 100644 index 0000000..eafb135 Binary files /dev/null and b/FinalRenders/noDI.png differ diff --git a/FinalRenders/noFresnel.png b/FinalRenders/noFresnel.png new file mode 100644 index 0000000..71f90d2 Binary files /dev/null and b/FinalRenders/noFresnel.png differ diff --git a/FinalRenders/reference.png b/FinalRenders/reference.png new file mode 100644 index 0000000..1787438 Binary files /dev/null and b/FinalRenders/reference.png differ diff --git a/FinalRenders/sss1.png b/FinalRenders/sss1.png new file mode 100644 index 0000000..42b9c45 Binary files /dev/null and b/FinalRenders/sss1.png differ diff --git a/FinalRenders/sss2.png b/FinalRenders/sss2.png new file mode 100644 index 0000000..6782a9f Binary files /dev/null and b/FinalRenders/sss2.png differ diff --git a/Initial Renders/cornell.2015-09-21_16-53-39z.3690samp_NoDI.png b/Initial Renders/cornell.2015-09-21_16-53-39z.3690samp_NoDI.png new file mode 100644 index 0000000..7cc89e0 Binary files /dev/null and b/Initial Renders/cornell.2015-09-21_16-53-39z.3690samp_NoDI.png differ diff --git a/Initial Renders/cornell.2015-09-21_20-55-01z.2366samp.png b/Initial Renders/cornell.2015-09-21_20-55-01z.2366samp.png new file mode 100644 index 0000000..249ceb4 Binary files /dev/null and b/Initial Renders/cornell.2015-09-21_20-55-01z.2366samp.png differ diff --git a/Initial Renders/cornell.2015-09-24_18-53-02z.2760samp.png b/Initial Renders/cornell.2015-09-24_18-53-02z.2760samp.png new file mode 100644 index 0000000..0923e00 Binary files /dev/null and b/Initial Renders/cornell.2015-09-24_18-53-02z.2760samp.png differ diff --git a/Project3-CUDA-Path-Tracer.launch b/Project3-CUDA-Path-Tracer.launch index 0222434..7c47e66 100644 --- a/Project3-CUDA-Path-Tracer.launch +++ b/Project3-CUDA-Path-Tracer.launch @@ -3,10 +3,10 @@ - + - + diff --git a/README.md b/README.md index dbe1cbf..02223e9 100644 --- a/README.md +++ b/README.md @@ -3,174 +3,109 @@ CUDA Path Tracer **University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 3** -* (TODO) YOUR NAME HERE -* Tested on: (TODO) Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab) +* SANCHIT GARG +* Tested on: Mac OSX 10.10.4, i7 @ 2.4 GHz, GT 650M 1GB (Personal Computer) -### (TODO: Your README) + -*DO NOT* leave the README to the last minute! It is a crucial part of the -project, and we will not be able to grade you without a good README. +### What is a Path Tracer ? -Instructions (delete me) -======================== +A path tracer is a Global Illumination algorithm for rendering. +The basic setup of the path tracer is that you have a camera, an image to write to and a scene to by rendered. Our aim is to find image pixel colors based on what the camera would be looking at that pixel. To do so, we shoot rays from the camera into the scene, get the intersection points from the scene and based on the material of the intersected object, set the pixel color. This is done over multiple iterations to get a physically correct global illumination. On every iteration, we bounce the ray multiple times based on the material to get a good approximation for a pixel. As every ray is independent of the other, this becomes an embarrassing parallel algorithm. -This is due Thursday, September 24 evening at midnight. - -**Summary:** -In this project, you'll implement a CUDA-based path tracer capable of rendering -globally-illuminated images very quickly. -Since in this class we are concerned with working in GPU programming, -performance, and the generation of actual beautiful images (and not with -mundane programming tasks like I/O), this project includes base code for -loading a scene description file, described below, and various other things -that generally make up a framework for previewing and saving images. - -The core renderer is left for you to implement. Finally, note that, while this -base code is meant to serve as a strong starting point for a CUDA path tracer, -you are not required to use it if you don't want to. You may also change any -part of the base code as you please. **This is YOUR project.** ### Contents +Note: The code is build up on the framework provided by our TA, Kai for the CIS 565 class. + * `src/` C++/CUDA source files. * `scenes/` Example scene description files. * `img/` Renders of example scene description files. - (These probably won't match precisely with yours.) * `external/` Includes and static libraries for 3rd party libraries. -### Running the code - -The main function requires a scene description file. Call the program with -one as an argument: `cis565_path_tracer scene/sphere.txt`. -(In Visual Studio, `../scene/sphere.txt`.) - -If you are using Visual Studio, you can set this in the Debugging > Command -Arguments section in the Project properties. Make sure you get the path right - -read the console for errors. - #### Controls -* Esc to save an image and exit. +* Esc to exit. * Space to save an image. Watch the console for the output filename. * W/A/S/D and R/F move the camera. Arrow keys rotate. -## Requirements - -**Ask on the mailing list for clarifications.** - -In this project, you are given code for: - -* Loading and reading the scene description format -* Sphere and box intersection functions -* Support for saving images -* Working CUDA-GL interop for previewing your render while it's running -* A function which generates random screen noise (instead of an actual render). - -You will need to implement the following features: - -* Raycasting from the camera into the scene through an imaginary grid of pixels - (the screen) - * Implement antialiasing (by jittering rays within each pixel) -* Diffuse surfaces -* Perfectly specular-reflective (mirrored) surfaces -* Stream compaction optimization. You may use any of: - * Your global-memory work-efficient stream compaction implementation. - * A shared-memory work-efficient stream compaction (see below). - * `thrust::remove_if` or any of the other Thrust stream compaction functions. - -You are also required to implement at least 2 of the following features. -Please ask if you need good references (they will be added to this README -later on). If you find good references, share them! **Extra credit**: implement -more features on top of the 2 required ones, with point value up to +20/100 at -the grader's discretion (based on difficulty and coolness). - -* Work-efficient stream compaction using shared memory across multiple blocks - (See *GPU Gems 3* Chapter 39). -* These 2 smaller features: - * Refraction (e.g. glass/water) with Frensel effects using Schlick's - approximation or more accurate methods - * Physically-based depth-of-field (by jittering rays within an aperture) -* Texture mapping -* Bump mapping -* Direct lighting (by taking a final ray directly to a random point on an - emissive object acting as a light source) -* Some method of defining object motion, and motion blur -* Subsurface scattering -* Arbitrary mesh loading and rendering (e.g. `obj` files). You can find these - online or export them from your favorite 3D modeling application. - With approval, you may use a third-party OBJ loading code to bring the data - into C++. - -This 'extra features' list is not comprehensive. If you have a particular idea -you would like to implement (e.g. acceleration structures, etc.), please -contact us first. - -For each extra feature, you must provide the following analysis: - -* Overview write-up of the feature -* Performance impact of the feature -* If you did something to accelerate the feature, what did you do and why? -* Compare your GPU version of the feature to a HYPOTHETICAL CPU version - (you don't have to implement it!) Does it benefit or suffer from being - implemented on the GPU? -* How might this feature be optimized beyond your current implementation? - -## Base Code Tour - -You'll be working in the following files. Look for important parts of the code: -search for `CHECKITOUT`. You'll have to implement parts labeled with `TODO`. -(But don't let these constrain you - you have free rein!) - -* `src/pathtrace.cu`: path tracing kernels, device functions, and calling code - * `pathtraceInit` initializes the path tracer state - it should copy - scene data (e.g. geometry, materials) from `Scene`. - * `pathtraceFree` frees memory allocated by `pathtraceInit` - * `pathtrace` performs one iteration of the rendering - it handles kernel - launches, memory copies, transferring some data, etc. - * See comments for a low-level path tracing recap. -* `src/intersections.h`: ray intersection functions - * `boxIntersectionTest` and `sphereIntersectionTest`, which take in a ray and - a geometry object and return various properties of the intersection. -* `src/interactions.h`: ray scattering functions - * `calculateRandomDirectionInHemisphere`: a cosine-weighted random direction - in a hemisphere. Needed for implementing diffuse surfaces. - * `scatterRay`: this function should perform all ray scattering, and will - call `calculateRandomDirectionInHemisphere`. See comments for details. -* `src/main.cpp`: you don't need to do anything here, but you can change the - program to save `.hdr` image files, if you want (for postprocessing). - -### Generating random numbers - -``` -thrust::default_random_engine rng(hash(index)); -thrust::uniform_real_distribution u01(0, 1); -float result = u01(rng); -``` - -There is a convenience function for generating a random engine using a -combination of index, iteration, and depth as the seed: - -``` -thrust::default_random_engine rng = random_engine(iter, index, depth); -``` - -### Notes on GLM - -This project uses GLM for linear algebra. - -On NVIDIA cards pre-Fermi (pre-DX12), you may have issues with mat4-vec4 -multiplication. If you have one of these cards, be careful! If you have issues, -you might need to grab `cudamat4` and `multiplyMV` from the -[Fall 2014 project](https://github.com/CIS565-Fall-2014/Project3-Pathtracer). -Let us know if you need to do this. + +## Features + +In this project, I aimed at implementing a CUDA base Path Tracer. The features implemented in the project are: + +* Ray parallel path tracing over the GPU +* Anti Aliasing +* Basic diffused surface +* Specular surfaces implemented by sampling a light source at random +* Mirror surface +* Refractive surfaces implemented with Fresnels reflectance +* Depth of field +* Direct Illumination by sampling a light source at random +* Subsurface Scattering +* Work Efficient stream compaction with shared memory to remove dead rays quickly +* Effects like color bleeding, caustics, soft shadow can be observed + +### Implementation Details + +Let us look at the method used to implement each of the features: + +##### Ray parallel path tracing over the GPU -> +As mentioned above, this is an emabarrisingly parallel algorithm as all rays are independent of each other. Hence we can send all the rays in parallel to a CUDA kernel for color calculations. + +##### Anti Aliasing -> +A pixel is not a point but a small square area. It is possible that more than one color exists in a pixel and hence the color of the pixel should be the average of all these colors. If we always sample the center of the pixel, we will get the same color and the edges in our final render would be stairstepped. This is called aliasing. To overcome this problem, I jitter the pixel sampling point to select random points within a pixel area. This gives us a better approximation of the color at that pixel and hence a better render. This is called antialiasing. You can see the comparison between the Aliased and an Antialiased image below: + + + +##### Diffused Surface -> +For a good approximation of the color at a diffused surface, we need to bounce the ray in all possible directions and average the contributions of the color values of all these rays. To get the bounce direction, we take a direction in a hemishpere in the direction of the intersection normal (code provided). This acts as the ray direction for the next iteration. + +##### Specular Surface -> +To get a specular highlight, we calculate the color based on the half angle and the specular exponent. To get the half angle, we have to get the ray going to a light. Now as the light is an area light, we sample a random point on the light source to get the light vetor. +Now to decide of the color of the this ray would be a specular or a diffused contribution, we generate a random number between 0 and 1 and take a 30-70 split between the rays. Hence 30% rays contribute specular and 70% contribute diffused. This gives us a desired result. + +##### Mirror Surface -> +To get a mirror like effect, we reflect the incoming ray from the surface with respect to the normal. + +##### Refractive Surface and Fresnels Reflectance -> +Materials like glass, water etc are refractive surfaces. To implement this, I take the incoming ray and refract it with inside the object. Next, I take this ray and refract it again to go come out. This gives us a transparency like effect. Make sure you feed the correct refractive indices to the refract function. +To make the refraction more physically correct, I implemented Fresnels reflection. As per this law, any incoming light is both refracted and reflected by some amount. The probability of each happening is based on the refractive index of the object. For the calculations I refered to PBRT Page 435. This gave me the probability split between reflection and refraction. The next step is to implement both and add their contributions based on the probability. To make a material display fresnel property, make the flag for both refraction and reflection to 1 in the scene file (explained below). + + + +##### Depth of Field -> +This is a very interesting effect that can be observed in many photographs where some part of the image is in sharp focus while the other is blurred out. To implement this effect, I used the focal length and aperture parameters of the camera. Assume that there is a sphere centered at the camera position and of the radius of the focal length. We get the intersection of all intitial rays with this sphere. Next, we keep this as the final point but jitter the ray's origin based on the aperture of the camera. The new ray direction will be from this jittered origin to the intersection point. What happens now is that all the points wihtin that focal length are in focus but all others are out of focus. To enable Depth of Field, make the DOF flag to 1 in `pathtrace.cu`. + + + +##### Direct Illumination -> +The concept of direct illumination is that if any ray is alive after the ray depth, then we can take that ray directly to the light. If it can reach the light then we add its contribution to the final image. This helps in generating better looking renders. Also, we can reduce the trace depth and get a similar result with direct illumination. +The important part of this is sampling the lights. For this I borrowed the code from CIS 560 to sample cubes and spheres. First I randomly select a light and then take a random point on that light. This gives me a good sampling of all the light sources. To enable Direct illumination, make the DI flag to 1 in `pathtrace.cu`. + + + +##### Subsurface Scattering -> +Getting physically accurate subsurface scattering effect is very expensive to compute (Algorithm explained in PBRT). I tried to hack around it got a decent effect. +In my method, I get a random reflection direction within the hemishpere from the intersection point. Then I move the ray in this direction by some distance which is the SSS value in the scene file. Now I create a new ray that goes from this point to the center of the object. I find the intersection of this ray with the same object and get the new point on the geometry. This point acts as the origin for the ray bounce. To get the direction, I choose a random ray direction in the hemisphere. +For better visual results, I took a 50-50 split between the sub surface scattering and diffused bounce. This gives me some nice results as shown below. The sphere on the left is diffused while the one on the right shows sub surface scattering properties. + + + +##### Work efficient Stream Compaction -> +In the path tracer, the rays that do not hit any object or hit a light are considered to be dead. If we hit the light then we are done and we can add the color to the corresponding pixel. If it does not hit anything then also we are done. So we mark all these rays as dead. In the next step, we have to remove all these rays from our array and consider only the one's that are alive. The work efficient stream compaction helps speeding this process by doing it in parallel over the shared memory of a block. + +##### Color Bleeding, Caustics and Soft Shadow -> +These are real life effects that we get for free with the path tracer. In the images you can see that the red and green color of the surrounding bleeds into the white back wall giving it a little color. +Caustics is observed with refractive materials. When the light goes through a refractive surface, it gets concentrated on the other side. This can be observed in the image. +Soft shadows can be observed because we have area lights. + + ### Scene File Format -This project uses a custom scene description format. Scene files are flat text -files that describe all geometry, materials, lights, cameras, and render -settings inside of the scene. Items in the format are delimited by new lines, -and comments can be added using C-style `// comments`. +The project needs to be fed a scene description. It includes camera parameters, material properties and geometry description. Any part of the file can be commented using C style '//' comments. This is done as a text file and follows the following format: Materials are defined in the following fashion: @@ -178,106 +113,52 @@ Materials are defined in the following fashion: * RGB (float r) (float g) (float b) //diffuse color * SPECX (float specx) //specular exponent * SPECRGB (float r) (float g) (float b) //specular color +* SSS (float trans) //translucence value, 0 for no, > 0 for yes * REFL (bool refl) //reflectivity flag, 0 for no, 1 for yes * REFR (bool refr) //refractivity flag, 0 for no, 1 for yes * REFRIOR (float ior) //index of refraction for Fresnel effects -* SCATTER (float scatter) //scatter flag, 0 for no, 1 for yes -* ABSCOEFF (float r) (float b) (float g) //absorption coefficient for scattering -* RSCTCOEFF (float rsctcoeff) //reduced scattering coefficient -* EMITTANCE (float emittance) //the emittance of the material. Anything >0 - makes the material a light source. +* EMITTANCE (float emittance) //the emittance strength of the material. Material is a light source iff emittance > 0. + Cameras are defined in the following fashion: * CAMERA //camera header * RES (float x) (float y) //resolution * FOVY (float fovy) //vertical field of view half-angle. the horizonal angle is calculated from this and the reslution -* ITERATIONS (float interations) //how many iterations to refine the image, - only relevant for supersampled antialiasing, depth of field, area lights, and - other distributed raytracing applications +* ITERATIONS (float interations) //how many iterations to refine the image, only relevant for supersampled antialiasing, depth of field, area lights, and other distributed raytracing applications * DEPTH (int depth) //maximum depth (number of times the path will bounce) * FILE (string filename) //file to output render to upon completion -* frame (frame number) //start of a frame +* FOCAL (float f) // focal lenth of the camera +* APER (float a) // aperture of the camera * EYE (float x) (float y) (float z) //camera's position in worldspace * VIEW (float x) (float y) (float z) //camera's view direction * UP (float x) (float y) (float z) //camera's up vector + Objects are defined in the following fashion: * OBJECT (object ID) //object header -* (cube OR sphere OR mesh) //type of object, can be either "cube", "sphere", or - "mesh". Note that cubes and spheres are unit sized and centered at the - origin. +* (cube OR sphere OR mesh) //type of object, can be either "cube", "sphere", or "mesh". Note that cubes and spheres are unit sized and centered at the origin. * material (material ID) //material to assign this object -* frame (frame number) //start of a frame * TRANS (float transx) (float transy) (float transz) //translation * ROTAT (float rotationx) (float rotationy) (float rotationz) //rotation * SCALE (float scalex) (float scaley) (float scalez) //scale +* OBJFILE (string filename) // obj file path if using a mesh (NEXT STEP) + +The scene files can be found in the `scene/` folder. + + +### Analysis on Stream Compaction + +Here I have done an analysis for stream compaction and how it helps make the path tracer faster. I compared my excution time for one iteration for a 1600x1600 image for a depth of 30. The time were compared for the case of no stream compaction, for stream compaction with thrust and for the work efficient stream compaction implemented using shared memory. The results are as follows : + +![](analysis/graph.png) -Two examples are provided in the `scenes/` directory: a single emissive sphere, -and a simple cornell box made using cubes for walls and lights and a sphere in -the middle. - -## Third-Party Code Policy - -* Use of any third-party code must be approved by asking on our Google Group. -* If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the path tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code **MUST** be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will, at minimum, - result in you receiving an F for the semester. - -## README - -Please see: [**TIPS FOR WRITING AN AWESOME README**](https://github.com/pjcozzi/Articles/blob/master/CIS565/GitHubRepo/README.md) - -* Sell your project. -* Assume the reader has a little knowledge of path tracing - don't go into - detail explaining what it is. Focus on your project. -* Don't talk about it like it's an assignment - don't say what is and isn't - "extra" or "extra credit." Talk about what you accomplished. -* Use this to document what you've done. -* *DO NOT* leave the README to the last minute! It is a crucial part of the - project, and we will not be able to grade you without a good README. - -In addition: - -* This is a renderer, so include images that you've made! -* Be sure to back your claims for optimization with numbers and comparisons. -* If you reference any other material, please provide a link to it. -* You wil not be graded on how fast your path tracer runs, but getting close to - real-time is always nice! -* If you have a fast GPU renderer, it is very good to show case this with a - video to show interactivity. If you do so, please include a link! - -### Analysis - -* Stream compaction helps most after a few bounces. Print and plot the - effects of stream compaction within a single iteration (i.e. the number of - unterminated rays after each bounce) and evaluate the benefits you get from - stream compaction. -* Compare scenes which are open (like the given cornell box) and closed - (i.e. no light can escape the scene). Again, compare the performance effects - of stream compaction! Remember, stream compaction only affects rays which - terminate, so what might you expect? - - -## Submit - -If you have modified any of the `CMakeLists.txt` files at all (aside from the -list of `SOURCE_FILES`), you must test that your project can build in Moore -100B/C. Beware of any build issues discussed on the Google Group. - -1. Open a GitHub pull request so that we can see that you have finished. - The title should be "Submission: YOUR NAME". -2. Send an email to the TA (gmail: kainino1+cis565@) with: - * **Subject**: in the form of `[CIS565] Project N: PENNKEY`. - * Direct link to your pull request on GitHub. - * Estimate the amount of time you spent on the project. - * If there were any outstanding problems, or if you did any extra - work, *briefly* explain. - * Feedback on the project itself, if any. +The graph clearly shows that both the stream compaction implementations are better than the case with no stream compaction. This is because we only send the live rays in the next depth when we do stream compaction. In the case of no stream compaction, all the rays are send to the kernel. This wastes CPU kernels and hence the implementation is slower. + + +### Next Steps +Building up on my current code, I plan to implement the following things : +* Mesh geometry: Using the assimp library, I plan to import obj meshes in the scene to get awesome renders +* Non perfect specular: This is easy to implement and would give me good physically correct specular highlights. +* Make it fast: And yes, optimize the code futher to make the renderer even faster. \ No newline at end of file diff --git a/analysis/Analysis table.numbers b/analysis/Analysis table.numbers new file mode 100644 index 0000000..f2a6475 Binary files /dev/null and b/analysis/Analysis table.numbers differ diff --git a/analysis/graph.png b/analysis/graph.png new file mode 100644 index 0000000..9d42b5a Binary files /dev/null and b/analysis/graph.png differ diff --git a/analysis/streamCompactionAnalysis.txt b/analysis/streamCompactionAnalysis.txt new file mode 100644 index 0000000..f0fc8ab --- /dev/null +++ b/analysis/streamCompactionAnalysis.txt @@ -0,0 +1,65 @@ +thrust +Iter : 1 Depth : 0 Total time in milliseconds : 147.66 +Iter : 1 Depth : 1 Total time in milliseconds : 96.4427 +Iter : 1 Depth : 2 Total time in milliseconds : 63.1974 +Iter : 1 Depth : 3 Total time in milliseconds : 51.2053 +Iter : 1 Depth : 4 Total time in milliseconds : 42.8323 +Iter : 1 Depth : 5 Total time in milliseconds : 35.1711 +Iter : 1 Depth : 6 Total time in milliseconds : 29.285 +Iter : 1 Depth : 7 Total time in milliseconds : 25.4358 +Iter : 1 Depth : 8 Total time in milliseconds : 18.5513 +Iter : 1 Depth : 9 Total time in milliseconds : 16.762 +Iter : 1 Depth : 10 Total time in milliseconds : 14.1321 +Iter : 1 Depth : 11 Total time in milliseconds : 11.1406 +Iter : 1 Depth : 12 Total time in milliseconds : 12.3563 +Iter : 1 Depth : 13 Total time in milliseconds : 7.9721 +Iter : 1 Depth : 14 Total time in milliseconds : 6.90838 +Iter : 1 Depth : 15 Total time in milliseconds : 5.59555 +Iter : 1 Depth : 16 Total time in milliseconds : 4.59462 +Iter : 1 Depth : 17 Total time in milliseconds : 6.86899 +Iter : 1 Depth : 18 Total time in milliseconds : 3.33146 +Iter : 1 Depth : 19 Total time in milliseconds : 2.86045 + +work efficient stream compaction +Iter : 1 Depth : 0 Total time in milliseconds : 170.167 +Iter : 1 Depth : 1 Total time in milliseconds : 100.931 +Iter : 1 Depth : 2 Total time in milliseconds : 73.884 +Iter : 1 Depth : 3 Total time in milliseconds : 62.7633 +Iter : 1 Depth : 4 Total time in milliseconds : 52.2794 +Iter : 1 Depth : 5 Total time in milliseconds : 43.5842 +Iter : 1 Depth : 6 Total time in milliseconds : 35.3052 +Iter : 1 Depth : 7 Total time in milliseconds : 29.5678 +Iter : 1 Depth : 8 Total time in milliseconds : 25.8252 +Iter : 1 Depth : 9 Total time in milliseconds : 21.4094 +Iter : 1 Depth : 10 Total time in milliseconds : 16.6724 +Iter : 1 Depth : 11 Total time in milliseconds : 16.2083 +Iter : 1 Depth : 12 Total time in milliseconds : 13.3919 +Iter : 1 Depth : 13 Total time in milliseconds : 10.584 +Iter : 1 Depth : 14 Total time in milliseconds : 8.27101 +Iter : 1 Depth : 15 Total time in milliseconds : 7.18643 +Iter : 1 Depth : 16 Total time in milliseconds : 6.2561 +Iter : 1 Depth : 17 Total time in milliseconds : 5.45731 +Iter : 1 Depth : 18 Total time in milliseconds : 4.6345 +Iter : 1 Depth : 19 Total time in milliseconds : 4.04605 + +no stream compaction +Iter : 1 Depth : 0 Total time in milliseconds : 103.17 +Iter : 1 Depth : 1 Total time in milliseconds : 114.543 +Iter : 1 Depth : 2 Total time in milliseconds : 65.1628 +Iter : 1 Depth : 3 Total time in milliseconds : 62.2088 +Iter : 1 Depth : 4 Total time in milliseconds : 59.0111 +Iter : 1 Depth : 5 Total time in milliseconds : 54.4897 +Iter : 1 Depth : 6 Total time in milliseconds : 51.723 +Iter : 1 Depth : 7 Total time in milliseconds : 47.6574 +Iter : 1 Depth : 8 Total time in milliseconds : 45.1733 +Iter : 1 Depth : 9 Total time in milliseconds : 40.6239 +Iter : 1 Depth : 10 Total time in milliseconds : 38.72 +Iter : 1 Depth : 11 Total time in milliseconds : 36.603 +Iter : 1 Depth : 12 Total time in milliseconds : 34.4538 +Iter : 1 Depth : 13 Total time in milliseconds : 32.9707 +Iter : 1 Depth : 14 Total time in milliseconds : 30.8865 +Iter : 1 Depth : 15 Total time in milliseconds : 29.1897 +Iter : 1 Depth : 16 Total time in milliseconds : 27.8829 +Iter : 1 Depth : 17 Total time in milliseconds : 26.4288 +Iter : 1 Depth : 18 Total time in milliseconds : 24.4782 +Iter : 1 Depth : 19 Total time in milliseconds : 23.1112 diff --git a/analysis/table.png b/analysis/table.png new file mode 100644 index 0000000..8727fc9 Binary files /dev/null and b/analysis/table.png differ diff --git a/external/assimp-3.1.1/.gitignore b/external/assimp-3.1.1/.gitignore new file mode 100755 index 0000000..4ddf06e --- /dev/null +++ b/external/assimp-3.1.1/.gitignore @@ -0,0 +1,34 @@ +build +.project +*.kdev4* + +# Visual Studio +*.sln +*.ncb +*.vcproj + +# Output +bin/ +lib/ +contrib/ + +# Generated +assimp.pc +revision.h +contrib/zlib/zconf.h +contrib/zlib/zlib.pc + +# CMake +CMakeCache.txt +CMakeFiles +cmake_install.cmake +cmake_uninstall.cmake +*.dir/ +assimp-config.cmake +assimp-config-version.cmake + +# Tests +test/results + +# Python +__pycache__ diff --git a/external/assimp-3.1.1/.travis.yml b/external/assimp-3.1.1/.travis.yml new file mode 100755 index 0000000..aa07c4f --- /dev/null +++ b/external/assimp-3.1.1/.travis.yml @@ -0,0 +1,19 @@ +before_install: + - sudo apt-get install cmake + +env: + - TRAVIS_NO_EXPORT=YES + - TRAVIS_NO_EXPORT=NO + - TRAVIS_STATIC_BUILD=ON + - TRAVIS_STATIC_BUILD=OFF + +language: cpp + +compiler: + - gcc + - clang + +script: cmake -G "Unix Makefiles" -DASSIMP_ENABLE_BOOST_WORKAROUND=YES -DASSIMP_NO_EXPORT=$TRAVIS_NO_EXPORT -STATIC_BUILD=$TRAVIS_STATIC_BUILD && make + + + diff --git a/external/assimp-3.1.1/AssimpBuildTreeSettings.cmake.in b/external/assimp-3.1.1/AssimpBuildTreeSettings.cmake.in new file mode 100755 index 0000000..342da1b --- /dev/null +++ b/external/assimp-3.1.1/AssimpBuildTreeSettings.cmake.in @@ -0,0 +1,3 @@ +set(ASSIMP_INCLUDE_DIRS + "@PROJECT_SOURCE_DIR@" + "@PROJECT_BINARY_DIR@") diff --git a/external/assimp-3.1.1/AssimpConfig.cmake.in b/external/assimp-3.1.1/AssimpConfig.cmake.in new file mode 100755 index 0000000..d46fa83 --- /dev/null +++ b/external/assimp-3.1.1/AssimpConfig.cmake.in @@ -0,0 +1,21 @@ +# - Config file for the FooBar package +# It defines the following variables +# FOOBAR_INCLUDE_DIRS - include directories for FooBar +# FOOBAR_LIBRARIES - libraries to link against +# FOOBAR_EXECUTABLE - the bar executable + +# Compute paths +get_filename_component(FOOBAR_CMAKE_DIR "${CMAKE_CURRENT_LIST_FILE}" PATH) +if(EXISTS "${FOOBAR_CMAKE_DIR}/CMakeCache.txt") + # In build tree + include("${FOOBAR_CMAKE_DIR}/FooBarBuildTreeSettings.cmake") +else() + set(FOOBAR_INCLUDE_DIRS "${FOOBAR_CMAKE_DIR}/@CONF_REL_INCLUDE_DIR@") +endif() + +# Our library dependencies (contains definitions for IMPORTED targets) +include("${FOOBAR_CMAKE_DIR}/FooBarLibraryDepends.cmake") + +# These are IMPORTED targets created by FooBarLibraryDepends.cmake +set(FOOBAR_LIBRARIES foo) +set(FOOBAR_EXECUTABLE bar) diff --git a/external/assimp-3.1.1/AssimpConfigVersion.cmake.in b/external/assimp-3.1.1/AssimpConfigVersion.cmake.in new file mode 100755 index 0000000..701fa61 --- /dev/null +++ b/external/assimp-3.1.1/AssimpConfigVersion.cmake.in @@ -0,0 +1,11 @@ +set(ASSIMP_PACKAGE_VERSION "@ASSIMP_SOVERSION@") + +# Check whether the requested PACKAGE_FIND_VERSION is compatible +if("${ASSIMP_PACKAGE_VERSION}" VERSION_LESS "${ASSIMP_PACKAGE_FIND_VERSION}") + set(ASSIMP_PACKAGE_VERSION_COMPATIBLE FALSE) +else() + set(ASSIMP_PACKAGE_VERSION_COMPATIBLE TRUE) + if ("${ASSIMP_PACKAGE_VERSION}" VERSION_EQUAL "${ASSIMP_PACKAGE_FIND_VERSION}") + set(ASSIMP_PACKAGE_VERSION_EXACT TRUE) + endif() +endif() diff --git a/external/assimp-3.1.1/CHANGES b/external/assimp-3.1.1/CHANGES new file mode 100755 index 0000000..da5f36e --- /dev/null +++ b/external/assimp-3.1.1/CHANGES @@ -0,0 +1,116 @@ +---------------------------------------------------------------------- +CHANGELOG +---------------------------------------------------------------------- + + +3.0 (2012-07-07) + +FEATURES: + - new export interface similar to the import API. + - Supported export formats: Collada, OBJ, PLY and STL + - added new import formats: XGL/ZGL, M3 (experimental) + - new postprocessing steps: Debone + - vastly improved IFC (Industry Foundation Classes) support + - introduced API to query importer meta information (such as supported + format versions, full name, maintainer info). + - reworked Ogre XML import + - C-API now supports per-import properties + +FIXES/HOUSEKEEPING: + + - hundreds of bugfixes in all parts of the library + - unified naming and cleanup of public headers + - improved CMake build system + - templatized math library + - reduce dependency on boost.thread, only remaining spot + is synchronization for the C logging API + +API COMPATIBILITY: + - renamed headers, export interface, C API properties and meta data + prevent compatibility with code written for 2.0, but in + most cases these can be easily resolved + - Note: 3.0 is not binary compatible with 2.0 + + + + +2.0 (2010-11-21) + +FEATURES: + - Add support for static Blender (*.blend) scenes + - Add support for Q3BSP scenes + - Add a windows-based OpenGL sample featuring texturing & basic materials + - Add an experimental progress feedback interface. + - Vastly improved performance (up to 500%, depending on mesh size and + spatial structure) in some expensive postprocessing steps + - AssimpView now uses a reworked layout which leaves more space + to the scene hierarchy window + + - Add C# bindings ('Assimp.NET') + - Keep BSD-licensed and otherwise free test files in separate + folders (./test/models and ./test/models-nonbsd). + +FIXES: + - Many Collada bugfixes, improve fault tolerance + - Fix possible crashes in the Obj loader + - Improve the Ogre XML loader + - OpenGL-sample now works with MinGW + - Fix Importer::FindLoader failing on uppercase file extensions + - Fix flawed path handling when locating external files + - Limit the maximum number of vertices, faces, face indices and + weights that Assimp is able to handle. This is to avoid + crashes due to overflowing counters. + + - Updated XCode project files + - Further CMAKE build improvements + + +API CHANGES: + - Add data structures for vertex-based animations (These are not + currently used, however ...) + - Some Assimp::Importer methods are const now. + + + + + +1.1 (2010-04-17) +This is the list of relevant changes from the 1.0 (r412) release to 1.1 (r700). + +FEATURES: + - Vastly improved Collada support + - Add MS3D (Milkshape 3D) support + - Add support for Ogre XML static meshes + - Add experimental COB (TrueSpace) support + - Automatic test suite to quickly locate regressions + - D bindings (`dAssimp`) + - Python 2.n bindings (`PyAssimp`) + - Add basic support for Unicode input files (utf8, utf16 and utf32) + - Add further utilities to the `assimp` tool (xml/binary dumps, quick file stats) + - Switch to a CMAKE-based build system including an install target for unix'es + - Automatic evaluation of subdivision surfaces for some formats. + - Add `Importer::ReadFileFromMemory` and the corresponding C-API `aiReadFileFromMemory` + - Expose further math utilities via the C-API (i.e. `aiMultiplyMatrix4`) + + - Move noboost files away from the public include directory + - Many, many bugfixes and improvements in existing loaders and postprocessing steps + - Documentation improved and clarified in many places. + - Add a sample on using Assimp in conjunction with OpenGL + + - Distribution/packaging: comfortable SDK installer for Windows + - Distribution/packaging: improved release packages for other architectures + +CRITICAL FIXES: + - Resolve problems with clashing heap managers, STL ABIs and runtime libraries (win32) + - Fix automatic detection of file type if no file extension is given + - Improved exception safety and robustness, prevent leaking of exceptions through the C interface + - Fix possible heap corruption due to material properties pulled in incorrectly + - Avoid leaking in certain error scenarios + - Fix 64 bit compatibility problems in some loaders (i.e. MDL) + +BREAKING API CHANGES: + - None - + +MINOR API BEHAVIOUR CHANGES: + - Change quaternion orientation to suit to the more common convention (-w). + - aiString is utf8 now. Not yet consistent, however. diff --git a/external/assimp-3.1.1/CMakeLists.txt b/external/assimp-3.1.1/CMakeLists.txt new file mode 100755 index 0000000..d332428 --- /dev/null +++ b/external/assimp-3.1.1/CMakeLists.txt @@ -0,0 +1,274 @@ +cmake_minimum_required( VERSION 2.6 ) +PROJECT( Assimp ) + +# Define here the needed parameters +set (ASSIMP_VERSION_MAJOR 3) +set (ASSIMP_VERSION_MINOR 1) +set (ASSIMP_VERSION_PATCH 1) # subversion revision? +set (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}) +set (ASSIMP_SOVERSION 3) +set (PROJECT_VERSION "${ASSIMP_VERSION}") + +set(ASSIMP_PACKAGE_VERSION "0" CACHE STRING "the package-specific version used for uploading the sources") + +# Get the current working branch +execute_process( + COMMAND git rev-parse --abbrev-ref HEAD + WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} + OUTPUT_VARIABLE GIT_BRANCH + OUTPUT_STRIP_TRAILING_WHITESPACE +) + +# Get the latest abbreviated commit hash of the working branch +execute_process( + COMMAND git log -1 --format=%h + WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} + OUTPUT_VARIABLE GIT_COMMIT_HASH + OUTPUT_STRIP_TRAILING_WHITESPACE +) + +if(NOT GIT_COMMIT_HASH) + set(GIT_COMMIT_HASH 0) +endif(NOT GIT_COMMIT_HASH) + +configure_file( + ${CMAKE_SOURCE_DIR}/revision.h.in + ${CMAKE_BINARY_DIR}/revision.h +) + +include_directories(${CMAKE_BINARY_DIR}) + +option(ASSIMP_OPT_BUILD_PACKAGES "Set to ON to generate CPack configuration files and packaging targets" OFF) +set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules" ) +set(LIBASSIMP_COMPONENT "libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}" ) +set(LIBASSIMP-DEV_COMPONENT "libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}-dev" ) +set(CPACK_COMPONENTS_ALL assimp-bin ${LIBASSIMP_COMPONENT} ${LIBASSIMP-DEV_COMPONENT} assimp-dev) +set(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names") + +if((CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX) AND NOT CMAKE_COMPILER_IS_MINGW) + add_definitions(-fPIC) # this is a very important switch and some libraries seem now to have it.... + # hide all not-exported symbols + add_definitions( -fvisibility=hidden -Wall ) +elseif(MSVC) + # enable multi-core compilation with MSVC + add_definitions(/MP) +endif() + +INCLUDE (FindPkgConfig) +INCLUDE_DIRECTORIES( include ) + +INCLUDE (PrecompiledHeader) + +# If this is an in-source build (CMAKE_SOURCE_DIR == CMAKE_BINARY_DIR), +# write the library/executable files to the respective directories in the +# source tree. During an out-of-source build, however, do not litter this +# directory, since that is probably what the user wanted to avoid. +IF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR ) + SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" ) + SET( CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" ) + SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" ) +ENDIF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR ) + +# Cache these to allow the user to override them manually. +SET( ASSIMP_LIB_INSTALL_DIR "lib" CACHE PATH + "Path the built library files are installed to." ) +SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE PATH + "Path the header files are installed to." ) +SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE PATH + "Path the tool executables are installed to." ) +SET ( ASSIMP_BUILD_STATIC_LIB OFF CACHE BOOL + "Build a static (.a) version of the library" ) + +SET(ASSIMP_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfitx for lib, samples and tools") + +# Allow the user to build a static library +option ( BUILD_SHARED_LIBS "Build a shared version of the library" ON ) +IF ( ASSIMP_BUILD_STATIC_LIB ) + option ( BUILD_SHARED_LIBS "Build a shared version of the library" OFF ) +ELSE ( ASSIMP_BUILD_STATIC_LIB ) + option ( BUILD_SHARED_LIBS "Build a shared version of the library" ON ) +ENDIF ( ASSIMP_BUILD_STATIC_LIB ) + +# Generate a pkg-config .pc for the Assimp library. +CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY ) +INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT}) + +# Only generate this target if no higher-level project already has +IF (NOT TARGET uninstall) + # add make uninstall capability + configure_file("${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules/cmake_uninstall.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY) + add_custom_target(uninstall "${CMAKE_COMMAND}" -P "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake") +ENDIF() + +# Globally enable Boost resp. the Boost workaround – it is also needed by the +# tools which include the Assimp headers. +SET ( ASSIMP_ENABLE_BOOST_WORKAROUND ON CACHE BOOL + "If a simple implementation of the used Boost functions is used. Slightly reduces functionality, but enables builds without Boost available." +) +IF ( ASSIMP_ENABLE_BOOST_WORKAROUND ) + INCLUDE_DIRECTORIES( code/BoostWorkaround ) + ADD_DEFINITIONS( -DASSIMP_BUILD_BOOST_WORKAROUND ) + MESSAGE( STATUS "Building a non-boost version of Assimp." ) +ELSE ( ASSIMP_ENABLE_BOOST_WORKAROUND ) + SET( Boost_DETAILED_FAILURE_MSG ON ) + SET( Boost_ADDITIONAL_VERSIONS "1.47" "1.47.0" "1.48.0" "1.48" "1.49" "1.49.0" "1.50" "1.50.0" "1.51" "1.51.0" "1.52.0" "1.53.0" "1.54.0" "1.55" ) + FIND_PACKAGE( Boost ) + IF ( NOT Boost_FOUND ) + MESSAGE( FATAL_ERROR + "Boost libraries (http://www.boost.org/) not found. " + "You can build a non-boost version of Assimp with slightly reduced " + "functionality by specifying -DASSIMP_ENABLE_BOOST_WORKAROUND=ON." + ) + ENDIF ( NOT Boost_FOUND ) + + INCLUDE_DIRECTORIES( ${Boost_INCLUDE_DIRS} ) +ENDIF ( ASSIMP_ENABLE_BOOST_WORKAROUND ) + +# cmake configuration files +configure_file("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" @ONLY IMMEDIATE) +configure_file("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config-version.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" @ONLY IMMEDIATE) +install(FILES "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT}) + +SET ( ASSIMP_NO_EXPORT OFF CACHE BOOL + "Disable Assimp's export functionality." +) + +# Search for external dependencies, and build them from source if not found +# Search for zlib +find_package(ZLIB) +if( NOT ZLIB_FOUND ) + message(STATUS "compiling zlib from souces") + include(CheckIncludeFile) + include(CheckTypeSize) + include(CheckFunctionExists) + # compile from sources + add_subdirectory(contrib/zlib) + set(ZLIB_FOUND 1) + set(ZLIB_LIBRARIES zlibstatic) + set(ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/contrib/zlib ${CMAKE_CURRENT_BINARY_DIR}/contrib/zlib) +else(NOT ZLIB_FOUND) + ADD_DEFINITIONS(-DASSIMP_BUILD_NO_OWN_ZLIB) +endif(NOT ZLIB_FOUND) +INCLUDE_DIRECTORIES(${ZLIB_INCLUDE_DIR}) + +# Search for unzip +if (PKG_CONFIG_FOUND) + PKG_CHECK_MODULES(UNZIP minizip) +endif (PKG_CONFIG_FOUND) + +IF ( ASSIMP_NO_EXPORT ) + ADD_DEFINITIONS( -DASSIMP_BUILD_NO_EXPORT) + MESSAGE( STATUS "Build an import-only version of Assimp." ) +ENDIF( ASSIMP_NO_EXPORT ) + +# if(CMAKE_CL_64) +# set(ASSIMP_BUILD_ARCHITECTURE "amd64") +# else(CMAKE_CL_64) +# set(ASSIMP_BUILD_ARCHITECTURE "x86") +# endif(CMAKE_CL_64) +SET ( ASSIMP_BUILD_ARCHITECTURE "" CACHE STRING + "describe the current architecture." +) +IF ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "") +ELSE ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "") + ADD_DEFINITIONS ( -D'ASSIMP_BUILD_ARCHITECTURE="${ASSIMP_BUILD_ARCHITECTURE}"' ) +ENDIF ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "") + +# ${CMAKE_GENERATOR} +SET ( ASSIMP_BUILD_COMPILER "" CACHE STRING + "describe the current compiler." +) +IF ( ASSIMP_BUILD_COMPILER STREQUAL "") +ELSE ( ASSIMP_BUILD_COMPILER STREQUAL "") + ADD_DEFINITIONS ( -D'ASSIMP_BUILD_COMPILER="${ASSIMP_BUILD_COMPILER}"' ) +ENDIF ( ASSIMP_BUILD_COMPILER STREQUAL "") + +MARK_AS_ADVANCED ( ASSIMP_BUILD_ARCHITECTURE ASSIMP_BUILD_COMPILER ) + +ADD_SUBDIRECTORY( code/ ) +SET ( ASSIMP_BUILD_ASSIMP_TOOLS ON CACHE BOOL + "If the supplementary tools for Assimp are built in addition to the library." +) +IF ( ASSIMP_BUILD_ASSIMP_TOOLS ) + IF ( WIN32 ) + ADD_SUBDIRECTORY( tools/assimp_view/ ) + ENDIF ( WIN32 ) + ADD_SUBDIRECTORY( tools/assimp_cmd/ ) +ENDIF ( ASSIMP_BUILD_ASSIMP_TOOLS ) + +SET ( ASSIMP_BUILD_SAMPLES OFF CACHE BOOL + "If the official samples are built as well (needs Glut)." +) + +IF ( ASSIMP_BUILD_SAMPLES) + IF ( WIN32 ) + ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ ) + ENDIF ( WIN32 ) + ADD_SUBDIRECTORY( samples/SimpleOpenGL/ ) +ENDIF ( ASSIMP_BUILD_SAMPLES ) + +IF ( WIN32 ) + SET ( ASSIMP_BUILD_TESTS ON CACHE BOOL + "If the test suite for Assimp is built in addition to the library." + ) + + IF ( ASSIMP_BUILD_TESTS ) + ADD_SUBDIRECTORY( test/ ) + ENDIF ( ASSIMP_BUILD_TESTS ) +ENDIF ( WIN32 ) + +IF(MSVC) + SET ( ASSIMP_INSTALL_PDB ON CACHE BOOL + "Install MSVC debug files." + ) +ENDIF(MSVC) + +if(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES) + # Packing information + set(CPACK_PACKAGE_NAME "assimp{ASSIMP_VERSION_MAJOR}") + set(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.") + set(CPACK_PACKAGE_VENDOR "http://assimp.sourceforge.net/") + set(CPACK_PACKAGE_DISPLAY_NAME "Assimp ${ASSIMP_VERSION}") + set(CPACK_PACKAGE_DESCRIPTION_SUMMARY " - Open Asset Import Library ${ASSIMP_VERSION}") + set(CPACK_PACKAGE_VERSION "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" ) + set(CPACK_PACKAGE_VERSION_MAJOR "${ASSIMP_VERSION_MAJOR}") + set(CPACK_PACKAGE_VERSION_MINOR "${ASSIMP_VERSION_MINOR}") + set(CPACK_PACKAGE_VERSION_PATCH "${ASSIMP_VERSION_PATCH}") + set(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}") + #set(CPACK_PACKAGE_DESCRIPTION_FILE "${CMAKE_CURRENT_SOURCE_DIR}/description") + set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE") + + string(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER") + string(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER") + + set(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools") + set(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" ) + set(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME "libraries") + set(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs") + set(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $ "{LIBASSIMP_COMPONENT}" ) + set(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" ) + set(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS "${LIBASSIMP-DEV_COMPONENT}" ) + set(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake libboost-dev libboost-thread-dev libboost-math-dev zlib1g-dev pkg-config) + + # debian + set(CPACK_DEBIAN_PACKAGE_PRIORITY "optional") + set(CPACK_DEBIAN_CMAKE_OPTIONS "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}") + set(CPACK_DEBIAN_PACKAGE_SECTION "libs" ) + set(CPACK_DEBIAN_PACKAGE_DEPENDS "${CPACK_COMPONENTS_ALL}") + set(CPACK_DEBIAN_PACKAGE_SUGGESTS) + set(CPACK_DEBIAN_PACKAGE_NAME "assimp") + set(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/cppunit-1.12.1 contrib/cppunit_note.txt contrib/zlib workspaces test doc obj samples packaging) + set(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force) + set(CPACK_DEBIAN_CHANGELOG) + execute_process(COMMAND lsb_release -is + OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE + RESULT_VARIABLE _lsb_release_failed) + set(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton") + string(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME) + if( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" ) + set(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release") + endif() + set(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources") + include(CPack) + include(DebSourcePPA) +endif() diff --git a/external/assimp-3.1.1/CREDITS b/external/assimp-3.1.1/CREDITS new file mode 100755 index 0000000..5d45a9e --- /dev/null +++ b/external/assimp-3.1.1/CREDITS @@ -0,0 +1,150 @@ +=============================================================== +Open Asset Import Library (Assimp) +Developers and Contributors +=============================================================== + +The following is a non-exhaustive list of all constributors over the years. +If you think your name should be listed here, drop us a line and we'll add you. + +- Alexander Gessler, +3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Admin and Design). + +- Thomas Schulze, +X-, Collada-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation. + +- Kim Kulling, +Obj-Loader, Logging system, Scons-build environment, CMake build environment, Linux build. + +- R.Schmidt, +Linux build, eclipse support. + +- Matthias Gubisch, +Assimp.net +Visual Studio 9 support, bugfixes. + +- Mark Sibly +B3D-Loader, Assimp testing + +- Jonathan Klein +Ogre Loader, VC2010 fixes and CMake fixes. + +- Sebastian Hempel, +PyAssimp (first version) +Compile-Bugfixes for mingw, add enviroment for static library support in make. + +- Jonathan Pokrass +Supplied a bugfix concerning the scaling in the md3 loader. + +- Andrew Galante, +Submitted patches to make Assimp compile with GCC-4, a makefile and the xcode3 workspace. + +- Andreas Nagel +First Assimp testing & verification under Windows Vista 64 Bit. + +- Marius Schr�der +Allowed us to use many of his models for screenshots and testing. + +- Christian Schubert +Supplied various XFiles for testing purposes. + +- Tizian Wieland +Searched the web for hundreds of test models for internal use + +- John Connors +Supplied patches for linux and SCons. + +- T. R. +The GUY who performed some of the CSM mocaps. + +- Andy Maloney +Contributed fixes for the documentation and the doxygen markup + +- Zhao Lei +Contributed several bugfixes fixing memory leaks and improving float parsing + +- sueastside +Updated PyAssimp to the latest Assimp data structures and provided a script to keep the Python binding up-to-date. + +- Tobias Rittig +Collada testing with Cinema 4D + +- Brad Grantham +Improvements in OpenGL-Sample. + +- Robert Ramirez +Add group loading feature to Obj-Loader. + +- Chris Maiwald +Many bugreports, improving Assimp's portability, regular testing & feedback. + +- Stepan Hrbek +Bugreport and fix for a obj-materialloader crash. + +- David Nadlinger +D bindings, CMake install support. + +- Dario Accornero +Contributed several patches regarding Mac OS/XCode targets, bug reports. + +- Martin Walser (Samhayne) +Contributed the 'SimpleTexturedOpenGl' sample. + +- Matthias Fauconneau +Contributed a fix for the Q3-BSP loader. + +- J�rgen P. Tjern� +Contributed updated and improved xcode workspaces + +- drparallax +Contributed the /samples/SimpleAssimpViewX sample + +- Carsten Fuchs +Contributed a fix for the Normalize method in aiQuaternion. + +- dbburgess +Contributes a Android-specific build issue: log the hardware architecture for ARM. + +- alfiereinre7 +Contributes a obj-fileparser fix: missing tokens in the obj-token list. + +- Roman Kharitonov +Contributes a fix for the configure script environment. + +- Ed Diana +Contributed AssimpDelphi (/port/AssimpDelphi). + +- rdb +Contributes a bundle of fixes and improvments for the bsp-importer. + +- Mick P +For contributing the De-bone postprocessing step and filing various bug reports. + +- Rosen Diankov +Contributed patches to build assimp debian packages using cmake. + +- Mark Page +Contributed a patch to fix the VertexTriangleAdjacency postprocessing step. + +- IOhannes +Contributed the Debian build fixes ( architecture macro ). + +- gellule +Several LWO and LWS fixes (pivoting). + +- Marcel Metz +GCC/Linux fixes for the SimpleOpenGL sample. + +- Brian Miller +Bugfix for a compiler fix for iOS on arm. + +- S�verin Lemaignan +Rewrite of PyAssimp, distutils and Python3 support + +- albert-wang +Bugfixes for the collada parser + +- Ya ping Jin +Bugfixes for uv-tanget calculation. + +- Jonne Nauha +Ogre Binary format support diff --git a/external/assimp-3.1.1/CodeConventions.txt b/external/assimp-3.1.1/CodeConventions.txt new file mode 100755 index 0000000..dcbe17e --- /dev/null +++ b/external/assimp-3.1.1/CodeConventions.txt @@ -0,0 +1,14 @@ + =============================================== + The Asset-Importer-Library Coding conventions + =============================================== + + If you want to participate to the Asset-Importer_Library please have a look + onto these coding conventions and try to follow them. They are more or less + some kind of guide line to help others coming into the code and help all + the Asset-Importer-Library users. + + Tab width + =========== + The tab width shall be 4 spaces. + + \ No newline at end of file diff --git a/external/assimp-3.1.1/INSTALL b/external/assimp-3.1.1/INSTALL new file mode 100755 index 0000000..563fda3 --- /dev/null +++ b/external/assimp-3.1.1/INSTALL @@ -0,0 +1,45 @@ + +======================================================================== +Open Asset Import Library (assimp) INSTALL +======================================================================== + +------------------------------ +Getting the documentation +------------------------------ + +A regularly-updated copy is available at +http://assimp.sourceforge.net/lib_html/index.html + +A CHM file is included in the SVN repos: ./doc/AssimpDoc_Html/AssimpDoc.chm. +To build the doxygen documentation on your own, follow these steps: + +a) download & install latest doxygen +b) make sure doxygen is in the executable search path +c) navigate to ./doc +d) and run 'doxygen' + +Open the generated HTML (AssimpDoc_Html/index.html) in the browser of your choice. +Windows only: To generate the CHM doc, install 'Microsoft HTML Workshop' +and configure the path to it in the DOXYFILE first. + +------------------------------ +Building Assimp +------------------------------ + +More detailed build instructions can be found in the documentation, +this section is just for the inpatient among you. + +CMake is the preferred build system for Assimp. The minimum required version +is 2.6. If you don't have it yet, downloads for CMake can be found on +http://www.cmake.org/. + +Building Assimp with CMake is 'business as usual' if you've used CMake +before. All steps can be done either on the command line / shell or +by using the CMake GUI tool, the choice is up to you. + +First, invoke CMake to generate build files for a particular +toolchain (for standard GNU makefiles: cmake -G 'Unix Makefiles'). +Afterwards, use the generated build files to perform the actual +build. + + diff --git a/external/assimp-3.1.1/LICENSE b/external/assimp-3.1.1/LICENSE new file mode 100755 index 0000000..3fc3272 --- /dev/null +++ b/external/assimp-3.1.1/LICENSE @@ -0,0 +1,84 @@ +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. + + + +****************************************************************************** + +AN EXCEPTION applies to all files in the ./test/models-nonbsd folder. +These are 3d models for testing purposes, from various free sources +on the internet. They are - unless otherwise stated - copyright of +their respective creators, which may impose additional requirements +on the use of their work. For any of these models, see +.source.txt for more legal information. Contact us if you +are a copyright holder and believe that we credited you inproperly or +if you don't want your files to appear in the repository. + + +****************************************************************************** + +Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors +http://code.google.com/p/poly2tri/ + +All rights reserved. +Redistribution and use 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 Poly2Tri nor the names of its contributors may be + used to endorse or promote products derived from this software without specific + prior written permission. + +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. + + + + + + diff --git a/external/assimp-3.1.1/README b/external/assimp-3.1.1/README new file mode 100755 index 0000000..24619ab --- /dev/null +++ b/external/assimp-3.1.1/README @@ -0,0 +1 @@ +See Readme.md diff --git a/external/assimp-3.1.1/Readme.md b/external/assimp-3.1.1/Readme.md new file mode 100755 index 0000000..ff605d2 --- /dev/null +++ b/external/assimp-3.1.1/Readme.md @@ -0,0 +1,120 @@ +Open Asset Import Library (assimp) +======== + +Open Asset Import Library is a Open Source library designed to load various __3d file formats and convert them into a shared, in-memory format__. It supports more than __30 file formats__ for import and a growing selection of file formats for export. Additionally, assimp features various __post processing tools__ to refine the imported data: _normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials_ and many more. + +This is the development trunk of assimp containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [assimp.sf.net](http://assimp.sf.net) or from *nix package repositories. According to [Travis-CI] (https://travis-ci.org/), the current build status of the trunk is [![Build Status](https://travis-ci.org/assimp/assimp.png)](https://travis-ci.org/assimp/assimp) + +#### Supported file formats #### + +The library provides importers for a lot of file formats, including: + +- 3DS +- BLEND (Blender 3D) +- DAE/Collada +- FBX +- IFC-STEP +- ASE +- DXF +- HMP +- MD2 +- MD3 +- MD5 +- MDC +- MDL +- NFF +- PLY +- STL +- X +- OBJ +- SMD +- LWO +- LXO +- LWS +- TER +- AC3D +- MS3D +- COB +- Q3BSP +- XGL +- CSM +- BVH +- B3D +- NDO +- Ogre Binary +- Ogre XML +- Q3D + +Additionally, the following formats are also supported, but not part of the core library as they depend on proprietary libraries. + +- C4D (https://github.com/acgessler/assimp-cinema4d) + +Exporters include: + +- DAE (Collada) +- STL +- OBJ +- PLY +- JSON (for WebGl, via https://github.com/acgessler/assimp2json) + +See [the full list here](http://assimp.sourceforge.net/main_features_formats.html). + + + +#### Repository structure #### + + +Open Asset Import Library is implemented in C++ (but provides both a C and a +C++ish interface). The directory structure is: + + /bin Folder for binaries, only used on Windows + /code Source code + /contrib Third-party libraries + /doc Documentation (doxysource and pre-compiled docs) + /include Public header C and C++ header files + /lib Static library location for Windows + /obj Object file location for Windows + /scripts Scripts used to generate the loading code for some formats + /port Ports to other languages and scripts to maintain those. + /test Unit- and regression tests, test suite of models + /tools Tools (viewer, command line `assimp`) + /samples A small number of samples to illustrate possible + use cases for Assimp + /workspaces Build enviroments for vc,xcode,... (deprecated, + CMake has superseeded all legacy build options!) + + + +### Building ### + + +Take a look into the `INSTALL` file. Our build system is CMake, if you already used CMake before there is a good chance you know what to do. + + +### Where to get help ### + + +For more information, visit [our website](http://assimp.sourceforge.net/). Or check out the `./doc`- folder, which contains the official documentation in HTML format. +(CHMs for Windows are included in some release packages and should be located right here in the root folder). + +If the documentation doesn't solve your problems, +[try our forums at SF.net](http://sourceforge.net/p/assimp/discussion/817654) or ask on +[StackOverflow](http://stackoverflow.com/questions/tagged/assimp?sort=newest). + +For development discussions, there is also a mailing list, _assimp-discussions_ + [(subscribe here)]( https://lists.sourceforge.net/lists/listinfo/assimp-discussions) + +### Contributing ### + +Contributions to assimp are highly appreciated. The easiest way to get involved is to submit +a pull request with your changes against the main repository's `master` branch. + + +### License ### + +Our license is based on the modified, __3-clause BSD__-License, which is very liberal. + +An _informal_ summary is: do whatever you want, but include Assimp's license text with your product - +and don't sue us if our code doesn't work. Note that, unlike LGPLed code, you may link statically to Assimp. +For the legal details, see the `LICENSE` file. + diff --git a/external/assimp-3.1.1/assimp-config-version.cmake.in b/external/assimp-3.1.1/assimp-config-version.cmake.in new file mode 100755 index 0000000..ff48b48 --- /dev/null +++ b/external/assimp-3.1.1/assimp-config-version.cmake.in @@ -0,0 +1,13 @@ +set( PACKAGE_VERSION "@ASSIMP_VERSION@" ) +if( "${PACKAGE_FIND_VERSION}" VERSION_EQUAL "@ASSIMP_VERSION@") + set(PACKAGE_VERSION_EXACT 1) +endif() +if( "${PACKAGE_FIND_VERSION_MAJOR}.${PACKAGE_FIND_VERSION_MINOR}" EQUAL "@ASSIMP_SOVERSION@" ) + set(PACKAGE_VERSION_COMPATIBLE 1) +elseif( "${PACKAGE_FIND_VERSION_MAJOR}" EQUAL "@ASSIMP_VERSION_MAJOR@" ) + # for now backward compatible if minor version is less + if( ${PACKAGE_FIND_VERSION_MINOR} LESS @ASSIMP_VERSION_MINOR@ ) + set(PACKAGE_VERSION_COMPATIBLE 1) + endif() +endif() +set( ASSIMP_STATIC_LIB "@ASSIMP_BUILD_STATIC_LIB@") diff --git a/external/assimp-3.1.1/assimp-config.cmake.in b/external/assimp-3.1.1/assimp-config.cmake.in new file mode 100755 index 0000000..1b68b4f --- /dev/null +++ b/external/assimp-3.1.1/assimp-config.cmake.in @@ -0,0 +1,75 @@ +# - Find Assimp Installation +# +# Users can set the following variables before calling the module: +# ASSIMP_DIR - The preferred installation prefix for searching for ASSIMP. Set by the user. +# +# ASSIMP_ROOT_DIR - the root directory where the installation can be found +# ASSIMP_CXX_FLAGS - extra flags for compilation +# ASSIMP_LINK_FLAGS - extra flags for linking +# ASSIMP_INCLUDE_DIRS - include directories +# ASSIMP_LIBRARY_DIRS - link directories +# ASSIMP_LIBRARIES - libraries to link plugins with +# ASSIMP_Boost_VERSION - the boost version assimp was compiled with +get_filename_component(_PREFIX "${CMAKE_CURRENT_LIST_FILE}" PATH) +get_filename_component(_PREFIX "${_PREFIX}" PATH) +get_filename_component(_PREFIX "${_PREFIX}" PATH) +get_filename_component(ASSIMP_ROOT_DIR "${_PREFIX}" PATH) + +if( MSVC ) + # in order to prevent DLL hell, each of the DLLs have to be suffixed with the major version and msvc prefix + if( MSVC70 OR MSVC71 ) + set(MSVC_PREFIX "vc70") + elseif( MSVC80 ) + set(MSVC_PREFIX "vc80") + elseif( MSVC90 ) + set(MSVC_PREFIX "vc90") + else() + set(MSVC_PREFIX "vc100") + endif() + set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" FORCE) +else() + set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@" CACHE STRING "the suffix for the openrave libraries" FORCE) +endif() + +set( ASSIMP_CXX_FLAGS ) # dynamically linked library +if( WIN32 ) + # for visual studio linking, most of the time boost dlls will be used + set( ASSIMP_CXX_FLAGS " -DBOOST_ALL_DYN_LINK -DBOOST_ALL_NO_LIB") +endif() +set( ASSIMP_LINK_FLAGS "" ) +set( ASSIMP_LIBRARY_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_LIB_INSTALL_DIR@") +set( ASSIMP_INCLUDE_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_INCLUDE_INSTALL_DIR@") +set( ASSIMP_LIBRARIES assimp${ASSIMP_LIBRARY_SUFFIX}) +if (CMAKE_BUILD_TYPE EQUAL "DEBUG") + set( ASSIMP_LIBRARIES ${ASSIMP_LIBRARIES}D) +endif (CMAKE_BUILD_TYPE EQUAL "DEBUG") + +# search for the boost version assimp was compiled with +#set(Boost_USE_MULTITHREAD ON) +#set(Boost_USE_STATIC_LIBS OFF) +#set(Boost_USE_STATIC_RUNTIME OFF) +#find_package(Boost ${ASSIMP_Boost_VERSION} EXACT COMPONENTS thread date_time) +#if(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0") +# set( ASSIMP_INCLUDE_DIRS "${ASSIMP_INCLUDE_DIRS}" ${Boost_INCLUDE_DIRS}) +#else(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0") +# message(WARNING "Failed to find Boost ${ASSIMP_Boost_VERSION} necessary for assimp") +#endif(Boost_VERSION AND NOT "${Boost_VERSION}" STREQUAL "0") + +# the boost version assimp was compiled with +set( ASSIMP_Boost_VERSION "@Boost_MAJOR_VERSION@.@Boost_MINOR_VERSION@") + +# for compatibility wiht pkg-config +set(ASSIMP_CFLAGS_OTHER "${ASSIMP_CXX_FLAGS}") +set(ASSIMP_LDFLAGS_OTHER "${ASSIMP_LINK_FLAGS}") + +MARK_AS_ADVANCED( + ASSIMP_ROOT_DIR + ASSIMP_CXX_FLAGS + ASSIMP_LINK_FLAGS + ASSIMP_INCLUDE_DIRS + ASSIMP_LIBRARIES + ASSIMP_Boost_VERSION + ASSIMP_CFLAGS_OTHER + ASSIMP_LDFLAGS_OTHER + ASSIMP_LIBRARY_SUFFIX +) diff --git a/external/assimp-3.1.1/assimp.pc.in b/external/assimp-3.1.1/assimp.pc.in new file mode 100755 index 0000000..1d3d995 --- /dev/null +++ b/external/assimp-3.1.1/assimp.pc.in @@ -0,0 +1,10 @@ +prefix=@CMAKE_INSTALL_PREFIX@ +exec_prefix=@CMAKE_INSTALL_PREFIX@/@ASSIMP_BIN_INSTALL_DIR@ +libdir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_LIB_INSTALL_DIR@ +includedir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_INCLUDE_INSTALL_DIR@/assimp + +Name: @CMAKE_PROJECT_NAME@ +Description: Import various well-known 3D model formats in an uniform manner. +Version: @PROJECT_VERSION@ +Libs: -L${libdir} -lassimp@ASSIMP_LIBRARY_SUFFIX@ +Cflags: -I${includedir} diff --git a/external/assimp-3.1.1/cmake-modules/DebSourcePPA.cmake b/external/assimp-3.1.1/cmake-modules/DebSourcePPA.cmake new file mode 100755 index 0000000..62c6452 --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/DebSourcePPA.cmake @@ -0,0 +1,347 @@ +## Debian Source Package Generator +# +# Copyright (c) 2010 Daniel Pfeifer +# Many modifications by Rosen Diankov +# +# Creates source debian files and manages library dependencies +# +# Features: +# +# - Automatically generates symbols and run-time dependencies from the build dependencies +# - Custom copy of source directory via CPACK_DEBIAN_PACKAGE_SOURCE_COPY +# - Simultaneous output of multiple debian source packages for each distribution +# - Can specificy distribution-specific dependencies by suffixing DEPENDS with _${DISTRO_NAME}, for example: CPACK_DEBIAN_PACKAGE_DEPENDS_LUCID, CPACK_COMPONENT_MYCOMP0_DEPENDS_LUCID +# +# Usage: +# +# set(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake) +# set(CPACK_DEBIAN_PACKAGE_PRIORITY optional) +# set(CPACK_DEBIAN_PACKAGE_SECTION devel) +# set(CPACK_DEBIAN_CMAKE_OPTIONS "-DMYOPTION=myvalue") +# set(CPACK_DEBIAN_PACKAGE_DEPENDS mycomp0 mycomp1 some_ubuntu_package) +# set(CPACK_DEBIAN_PACKAGE_DEPENDS_UBUNTU_LUCID mycomp0 mycomp1 lucid_specific_package) +# set(CPACK_DEBIAN_PACKAGE_NAME mypackage) +# set(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES unnecessary_file unnecessary_dir/file0) +# set(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force) # if using subversion +# set(CPACK_DEBIAN_DISTRIBUTION_NAME ubuntu) +# set(CPACK_DEBIAN_DISTRIBUTION_RELEASES karmic lucid maverick natty) +# set(CPACK_DEBIAN_CHANGELOG " * Extra change log lines") +# set(CPACK_DEBIAN_PACKAGE_SUGGESTS "ipython") +# set(CPACK_COMPONENT_X_RECOMMENDS "recommended-package") +## + +find_program(DEBUILD_EXECUTABLE debuild) +find_program(DPUT_EXECUTABLE dput) + +if(NOT DEBUILD_EXECUTABLE OR NOT DPUT_EXECUTABLE) + return() +endif(NOT DEBUILD_EXECUTABLE OR NOT DPUT_EXECUTABLE) + +# DEBIAN/control +# debian policy enforce lower case for package name +# Package: (mandatory) +IF(NOT CPACK_DEBIAN_PACKAGE_NAME) + STRING(TOLOWER "${CPACK_PACKAGE_NAME}" CPACK_DEBIAN_PACKAGE_NAME) +ENDIF(NOT CPACK_DEBIAN_PACKAGE_NAME) + +# Section: (recommended) +IF(NOT CPACK_DEBIAN_PACKAGE_SECTION) + SET(CPACK_DEBIAN_PACKAGE_SECTION "devel") +ENDIF(NOT CPACK_DEBIAN_PACKAGE_SECTION) + +# Priority: (recommended) +IF(NOT CPACK_DEBIAN_PACKAGE_PRIORITY) + SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional") +ENDIF(NOT CPACK_DEBIAN_PACKAGE_PRIORITY) + +file(STRINGS ${CPACK_PACKAGE_DESCRIPTION_FILE} DESC_LINES) +foreach(LINE ${DESC_LINES}) + set(DEB_LONG_DESCRIPTION "${DEB_LONG_DESCRIPTION} ${LINE}\n") +endforeach(LINE ${DESC_LINES}) + +file(REMOVE_RECURSE "${CMAKE_BINARY_DIR}/Debian") +file(MAKE_DIRECTORY "${CMAKE_BINARY_DIR}/Debian") +set(DEBIAN_SOURCE_ORIG_DIR "${CMAKE_BINARY_DIR}/Debian/${CPACK_DEBIAN_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}") + +if( CPACK_DEBIAN_PACKAGE_SOURCE_COPY ) + execute_process(COMMAND ${CPACK_DEBIAN_PACKAGE_SOURCE_COPY} "${CMAKE_SOURCE_DIR}" "${DEBIAN_SOURCE_ORIG_DIR}.orig") +else() + execute_process(COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR} "${DEBIAN_SOURCE_ORIG_DIR}.orig") + execute_process(COMMAND ${CMAKE_COMMAND} -E remove_directory "${DEBIAN_SOURCE_ORIG_DIR}.orig/.git") + execute_process(COMMAND ${CMAKE_COMMAND} -E remove_directory "${DEBIAN_SOURCE_ORIG_DIR}.orig/.svn") +endif() + +# remove unnecessary folders +foreach(REMOVE_DIR ${CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES}) + file(REMOVE_RECURSE ${DEBIAN_SOURCE_ORIG_DIR}.orig/${REMOVE_DIR}) +endforeach() + +# create the original source tar +execute_process(COMMAND ${CMAKE_COMMAND} -E tar czf "${CPACK_DEBIAN_PACKAGE_NAME}_${CPACK_PACKAGE_VERSION}.orig.tar.gz" "${CPACK_DEBIAN_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}.orig" WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/Debian) + +set(DEB_SOURCE_CHANGES) +foreach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES}) + set(DEBIAN_SOURCE_DIR "${DEBIAN_SOURCE_ORIG_DIR}-${CPACK_DEBIAN_DISTRIBUTION_NAME}1~${RELEASE}1") + set(RELEASE_PACKAGE_VERSION "${CPACK_PACKAGE_VERSION}-${CPACK_DEBIAN_DISTRIBUTION_NAME}1~${RELEASE}1") + string(TOUPPER ${RELEASE} RELEASE_UPPER) + string(TOUPPER ${CPACK_DEBIAN_DISTRIBUTION_NAME} DISTRIBUTION_NAME_UPPER) + file(MAKE_DIRECTORY ${DEBIAN_SOURCE_DIR}/debian) + ############################################################################## + # debian/control + set(DEBIAN_CONTROL ${DEBIAN_SOURCE_DIR}/debian/control) + file(WRITE ${DEBIAN_CONTROL} + "Source: ${CPACK_DEBIAN_PACKAGE_NAME}\n" + "Section: ${CPACK_DEBIAN_PACKAGE_SECTION}\n" + "Priority: ${CPACK_DEBIAN_PACKAGE_PRIORITY}\n" + "DM-Upload-Allowed: yes\n" + "Maintainer: ${CPACK_PACKAGE_CONTACT}\n" + "Build-Depends: " + ) + + if( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS}) + endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + + file(APPEND ${DEBIAN_CONTROL} "\n" + "Standards-Version: 3.8.4\n" + "Homepage: ${CPACK_PACKAGE_VENDOR}\n" + "\n" + "Package: ${CPACK_DEBIAN_PACKAGE_NAME}\n" + "Architecture: any\n" + "Depends: " + ) + + if( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS}) + endif( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + file(APPEND ${DEBIAN_CONTROL} "\nRecommends: ") + if( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS}) + endif( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + file(APPEND ${DEBIAN_CONTROL} "\nSuggests: ") + if( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS}) + file(APPEND ${DEBIAN_CONTROL} "${DEP}, ") + endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS}) + endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + file(APPEND ${DEBIAN_CONTROL} "\n" + "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_PACKAGE_DESCRIPTION_SUMMARY}\n" + "${DEB_LONG_DESCRIPTION}" + ) + + foreach(COMPONENT ${CPACK_COMPONENTS_ALL}) + string(TOUPPER ${COMPONENT} UPPER_COMPONENT) + set(DEPENDS "\${shlibs:Depends}") + if( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + set(DEPENDS "${DEPENDS}, ${DEP}") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}}) + set(DEPENDS "${DEPENDS}, ${DEP}") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS}) + set(DEPENDS "${DEPENDS}, ${DEP}") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS}) + endif( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + set(RECOMMENDS) + if( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + set(RECOMMENDS "${RECOMMENDS} ${DEP}, ") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}}) + set(RECOMMENDS "${RECOMMENDS} ${DEP}, ") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS}) + set(RECOMMENDS "${RECOMMENDS} ${DEP}, ") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS}) + endif( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + set(SUGGESTS) + if( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + set(SUGGESTS "${SUGGESTS} ${DEP}, ") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}}) + else( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + if( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}}) + set(SUGGESTS "${SUGGESTS} ${DEP}, ") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}}) + else( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} ) + foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS}) + set(SUGGESTS "${SUGGESTS} ${DEP}, ") + endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS}) + endif( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} ) + endif( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} ) + + file(APPEND ${DEBIAN_CONTROL} "\n" + "Package: ${COMPONENT}\n" + "Architecture: any\n" + "Depends: ${DEPENDS}\n" + "Recommends: ${RECOMMENDS}\n" + "Suggests: ${SUGGESTS}\n" + "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_COMPONENT_${UPPER_COMPONENT}_DISPLAY_NAME}\n" + "${DEB_LONG_DESCRIPTION}" + " .\n" + " ${CPACK_COMPONENT_${UPPER_COMPONENT}_DESCRIPTION}\n" + ) + endforeach(COMPONENT ${CPACK_COMPONENTS_ALL}) + + ############################################################################## + # debian/copyright + set(DEBIAN_COPYRIGHT ${DEBIAN_SOURCE_DIR}/debian/copyright) + execute_process(COMMAND ${CMAKE_COMMAND} -E + copy ${CPACK_RESOURCE_FILE_LICENSE} ${DEBIAN_COPYRIGHT} + ) + + ############################################################################## + # debian/rules + set(DEBIAN_RULES ${DEBIAN_SOURCE_DIR}/debian/rules) + file(WRITE ${DEBIAN_RULES} + "#!/usr/bin/make -f\n" + "\n" + "BUILDDIR = build_dir\n" + "\n" + "build:\n" + " mkdir $(BUILDDIR)\n" + " cd $(BUILDDIR); cmake -DCMAKE_BUILD_TYPE=Release ${CPACK_DEBIAN_CMAKE_OPTIONS} -DCMAKE_INSTALL_PREFIX=/usr ..\n" + " $(MAKE) -C $(BUILDDIR) preinstall\n" + " touch build\n" + "\n" + "binary: binary-indep binary-arch\n" + "\n" + "binary-indep: build\n" + "\n" + "binary-arch: build\n" + " cd $(BUILDDIR); cmake -DCOMPONENT=Unspecified -DCMAKE_INSTALL_PREFIX=../debian/tmp/usr -P cmake_install.cmake\n" + " mkdir -p debian/tmp/DEBIAN\n" + " dpkg-gensymbols -p${CPACK_DEBIAN_PACKAGE_NAME}\n" + ) + + foreach(COMPONENT ${CPACK_COMPONENTS_ALL}) + set(PATH debian/${COMPONENT}) + file(APPEND ${DEBIAN_RULES} + " cd $(BUILDDIR); cmake -DCOMPONENT=${COMPONENT} -DCMAKE_INSTALL_PREFIX=../${PATH}/usr -P cmake_install.cmake\n" + " mkdir -p ${PATH}/DEBIAN\n" + " dpkg-gensymbols -p${COMPONENT} -P${PATH}\n" + ) + endforeach(COMPONENT ${CPACK_COMPONENTS_ALL}) + + file(APPEND ${DEBIAN_RULES} + " dh_shlibdeps\n" + " dh_strip\n" # for reducing size + " dpkg-gencontrol -p${CPACK_DEBIAN_PACKAGE_NAME}\n" + " dpkg --build debian/tmp ..\n" + ) + + foreach(COMPONENT ${CPACK_COMPONENTS_ALL}) + set(PATH debian/${COMPONENT}) + file(APPEND ${DEBIAN_RULES} + " dpkg-gencontrol -p${COMPONENT} -P${PATH} -Tdebian/${COMPONENT}.substvars\n" + " dpkg --build ${PATH} ..\n" + ) + endforeach(COMPONENT ${CPACK_COMPONENTS_ALL}) + + file(APPEND ${DEBIAN_RULES} + "\n" + "clean:\n" + " rm -f build\n" + " rm -rf $(BUILDDIR)\n" + "\n" + ".PHONY: binary binary-arch binary-indep clean\n" + ) + + execute_process(COMMAND chmod +x ${DEBIAN_RULES}) + + ############################################################################## + # debian/compat + file(WRITE ${DEBIAN_SOURCE_DIR}/debian/compat "7") + + ############################################################################## + # debian/source/format + file(WRITE ${DEBIAN_SOURCE_DIR}/debian/source/format "3.0 (quilt)") + + ############################################################################## + # debian/changelog + set(DEBIAN_CHANGELOG ${DEBIAN_SOURCE_DIR}/debian/changelog) + execute_process(COMMAND date -R OUTPUT_VARIABLE DATE_TIME) + file(WRITE ${DEBIAN_CHANGELOG} + "${CPACK_DEBIAN_PACKAGE_NAME} (${RELEASE_PACKAGE_VERSION}) ${RELEASE}; urgency=medium\n\n" + " * Package built with CMake\n\n" + "${CPACK_DEBIAN_CHANGELOG}" + " -- ${CPACK_PACKAGE_CONTACT} ${DATE_TIME}" + ) + + ############################################################################## + # debuild -S + if( DEB_SOURCE_CHANGES ) + set(DEBUILD_OPTIONS "-sd") + else() + set(DEBUILD_OPTIONS "-sa") + endif() + set(SOURCE_CHANGES_FILE "${CPACK_DEBIAN_PACKAGE_NAME}_${RELEASE_PACKAGE_VERSION}_source.changes") + set(DEB_SOURCE_CHANGES ${DEB_SOURCE_CHANGES} "${SOURCE_CHANGES_FILE}") + add_custom_command(OUTPUT "${SOURCE_CHANGES_FILE}" COMMAND ${DEBUILD_EXECUTABLE} -S ${DEBUILD_OPTIONS} WORKING_DIRECTORY ${DEBIAN_SOURCE_DIR}) +endforeach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES}) + +############################################################################## +# dput ppa:your-lp-id/ppa +add_custom_target(dput ${DPUT_EXECUTABLE} ${DPUT_HOST} ${DEB_SOURCE_CHANGES} DEPENDS ${DEB_SOURCE_CHANGES} WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/Debian) diff --git a/external/assimp-3.1.1/cmake-modules/FindDirectX.cmake b/external/assimp-3.1.1/cmake-modules/FindDirectX.cmake new file mode 100755 index 0000000..c8eac1a --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/FindDirectX.cmake @@ -0,0 +1,100 @@ +#------------------------------------------------------------------- +# This file is part of the CMake build system for OGRE +# (Object-oriented Graphics Rendering Engine) +# For the latest info, see http://www.ogre3d.org/ +# +# The contents of this file are placed in the public domain. Feel +# free to make use of it in any way you like. +#------------------------------------------------------------------- + +# ----------------------------------------------------------------------------- +# Find DirectX SDK +# Define: +# DirectX_FOUND +# DirectX_INCLUDE_DIR +# DirectX_LIBRARY +# DirectX_ROOT_DIR + +if(WIN32) # The only platform it makes sense to check for DirectX SDK + include(FindPkgMacros) + findpkg_begin(DirectX) + + # Get path, convert backslashes as ${ENV_DXSDK_DIR} + getenv_path(DXSDK_DIR) + getenv_path(DIRECTX_HOME) + getenv_path(DIRECTX_ROOT) + getenv_path(DIRECTX_BASE) + + # construct search paths + set(DirectX_PREFIX_PATH + "${DXSDK_DIR}" "${ENV_DXSDK_DIR}" + "${DIRECTX_HOME}" "${ENV_DIRECTX_HOME}" + "${DIRECTX_ROOT}" "${ENV_DIRECTX_ROOT}" + "${DIRECTX_BASE}" "${ENV_DIRECTX_BASE}" + "C:/apps_x86/Microsoft DirectX SDK*" + "C:/Program Files (x86)/Microsoft DirectX SDK*" + "C:/apps/Microsoft DirectX SDK*" + "C:/Program Files/Microsoft DirectX SDK*" + "$ENV{ProgramFiles}/Microsoft DirectX SDK*" + ) + create_search_paths(DirectX) + # redo search if prefix path changed + clear_if_changed(DirectX_PREFIX_PATH + DirectX_LIBRARY + DirectX_INCLUDE_DIR + ) + + find_path(DirectX_INCLUDE_DIR NAMES d3d9.h HINTS ${DirectX_INC_SEARCH_PATH}) + # dlls are in DirectX_ROOT_DIR/Developer Runtime/x64|x86 + # lib files are in DirectX_ROOT_DIR/Lib/x64|x86 + if(CMAKE_CL_64) + set(DirectX_LIBPATH_SUFFIX "x64") + else(CMAKE_CL_64) + set(DirectX_LIBPATH_SUFFIX "x86") + endif(CMAKE_CL_64) + find_library(DirectX_LIBRARY NAMES d3d9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + find_library(DirectX_D3DX9_LIBRARY NAMES d3dx9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + find_library(DirectX_DXERR_LIBRARY NAMES DxErr HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + find_library(DirectX_DXGUID_LIBRARY NAMES dxguid HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + + + # look for dxgi (needed by both 10 and 11) + find_library(DirectX_DXGI_LIBRARY NAMES dxgi HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + + # look for d3dcompiler (needed by 11) + find_library(DirectX_D3DCOMPILER_LIBRARY NAMES d3dcompiler HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + + findpkg_finish(DirectX) + set(DirectX_LIBRARIES ${DirectX_LIBRARIES} + ${DirectX_D3DX9_LIBRARY} + ${DirectX_DXERR_LIBRARY} + ${DirectX_DXGUID_LIBRARY} + ) + + mark_as_advanced(DirectX_D3DX9_LIBRARY DirectX_DXERR_LIBRARY DirectX_DXGUID_LIBRARY + DirectX_DXGI_LIBRARY DirectX_D3DCOMPILER_LIBRARY) + + + # look for D3D11 components + if (DirectX_FOUND) + find_path(DirectX_D3D11_INCLUDE_DIR NAMES D3D11Shader.h HINTS ${DirectX_INC_SEARCH_PATH}) + get_filename_component(DirectX_LIBRARY_DIR "${DirectX_LIBRARY}" PATH) + message(STATUS "DX lib dir: ${DirectX_LIBRARY_DIR}") + find_library(DirectX_D3D11_LIBRARY NAMES d3d11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + find_library(DirectX_D3DX11_LIBRARY NAMES d3dx11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX}) + if (DirectX_D3D11_INCLUDE_DIR AND DirectX_D3D11_LIBRARY) + set(DirectX_D3D11_FOUND TRUE) + set(DirectX_D3D11_INCLUDE_DIR ${DirectX_D3D11_INCLUDE_DIR}) + set(DirectX_D3D11_LIBRARIES ${DirectX_D3D11_LIBRARIES} + ${DirectX_D3D11_LIBRARY} + ${DirectX_D3DX11_LIBRARY} + ${DirectX_DXGI_LIBRARY} + ${DirectX_DXERR_LIBRARY} + ${DirectX_DXGUID_LIBRARY} + ${DirectX_D3DCOMPILER_LIBRARY} + ) + endif () + mark_as_advanced(DirectX_D3D11_INCLUDE_DIR DirectX_D3D11_LIBRARY DirectX_D3DX11_LIBRARY) + endif () + +endif(WIN32) diff --git a/external/assimp-3.1.1/cmake-modules/FindPkgMacros.cmake b/external/assimp-3.1.1/cmake-modules/FindPkgMacros.cmake new file mode 100755 index 0000000..bc3b145 --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/FindPkgMacros.cmake @@ -0,0 +1,142 @@ +#------------------------------------------------------------------- +# This file is part of the CMake build system for OGRE +# (Object-oriented Graphics Rendering Engine) +# For the latest info, see http://www.ogre3d.org/ +# +# The contents of this file are placed in the public domain. Feel +# free to make use of it in any way you like. +#------------------------------------------------------------------- + +################################################################## +# Provides some common functionality for the FindPackage modules +################################################################## + +# Begin processing of package +macro(findpkg_begin PREFIX) + if (NOT ${PREFIX}_FIND_QUIETLY) + message(STATUS "Looking for ${PREFIX}...") + endif () +endmacro(findpkg_begin) + +# Display a status message unless FIND_QUIETLY is set +macro(pkg_message PREFIX) + if (NOT ${PREFIX}_FIND_QUIETLY) + message(STATUS ${ARGN}) + endif () +endmacro(pkg_message) + +# Get environment variable, define it as ENV_$var and make sure backslashes are converted to forward slashes +macro(getenv_path VAR) + set(ENV_${VAR} $ENV{${VAR}}) + # replace won't work if var is blank + if (ENV_${VAR}) + string( REGEX REPLACE "\\\\" "/" ENV_${VAR} ${ENV_${VAR}} ) + endif () +endmacro(getenv_path) + +# Construct search paths for includes and libraries from a PREFIX_PATH +macro(create_search_paths PREFIX) + foreach(dir ${${PREFIX}_PREFIX_PATH}) + set(${PREFIX}_INC_SEARCH_PATH ${${PREFIX}_INC_SEARCH_PATH} + ${dir}/include ${dir}/include/${PREFIX} ${dir}/Headers) + set(${PREFIX}_LIB_SEARCH_PATH ${${PREFIX}_LIB_SEARCH_PATH} + ${dir}/lib ${dir}/lib/${PREFIX} ${dir}/Libs) + endforeach(dir) + set(${PREFIX}_FRAMEWORK_SEARCH_PATH ${${PREFIX}_PREFIX_PATH}) +endmacro(create_search_paths) + +# clear cache variables if a certain variable changed +macro(clear_if_changed TESTVAR) + # test against internal check variable + if (NOT "${${TESTVAR}}" STREQUAL "${${TESTVAR}_INT_CHECK}") + message(STATUS "${TESTVAR} changed.") + foreach(var ${ARGN}) + set(${var} "NOTFOUND" CACHE STRING "x" FORCE) + endforeach(var) + endif () + set(${TESTVAR}_INT_CHECK ${${TESTVAR}} CACHE INTERNAL "x" FORCE) +endmacro(clear_if_changed) + +# Try to get some hints from pkg-config, if available +macro(use_pkgconfig PREFIX PKGNAME) + find_package(PkgConfig) + if (PKG_CONFIG_FOUND) + pkg_check_modules(${PREFIX} ${PKGNAME}) + endif () +endmacro (use_pkgconfig) + +# Couple a set of release AND debug libraries (or frameworks) +macro(make_library_set PREFIX) + if (${PREFIX}_FWK) + set(${PREFIX} ${${PREFIX}_FWK}) + elseif (${PREFIX}_REL AND ${PREFIX}_DBG) + set(${PREFIX} optimized ${${PREFIX}_REL} debug ${${PREFIX}_DBG}) + elseif (${PREFIX}_REL) + set(${PREFIX} ${${PREFIX}_REL}) + elseif (${PREFIX}_DBG) + set(${PREFIX} ${${PREFIX}_DBG}) + endif () +endmacro(make_library_set) + +# Generate debug names from given release names +macro(get_debug_names PREFIX) + foreach(i ${${PREFIX}}) + set(${PREFIX}_DBG ${${PREFIX}_DBG} ${i}d ${i}D ${i}_d ${i}_D ${i}_debug ${i}) + endforeach(i) +endmacro(get_debug_names) + +# Add the parent dir from DIR to VAR +macro(add_parent_dir VAR DIR) + get_filename_component(${DIR}_TEMP "${${DIR}}/.." ABSOLUTE) + set(${VAR} ${${VAR}} ${${DIR}_TEMP}) +endmacro(add_parent_dir) + +# Do the final processing for the package find. +macro(findpkg_finish PREFIX) + # skip if already processed during this run + if (NOT ${PREFIX}_FOUND) + if (${PREFIX}_INCLUDE_DIR AND ${PREFIX}_LIBRARY) + set(${PREFIX}_FOUND TRUE) + set(${PREFIX}_INCLUDE_DIRS ${${PREFIX}_INCLUDE_DIR}) + set(${PREFIX}_LIBRARIES ${${PREFIX}_LIBRARY}) + if (NOT ${PREFIX}_FIND_QUIETLY) + message(STATUS "Found ${PREFIX}: ${${PREFIX}_LIBRARIES}") + endif () + else () + if (NOT ${PREFIX}_FIND_QUIETLY) + message(STATUS "Could not locate ${PREFIX}") + endif () + if (${PREFIX}_FIND_REQUIRED) + message(FATAL_ERROR "Required library ${PREFIX} not found! Install the library (including dev packages) and try again. If the library is already installed, set the missing variables manually in cmake.") + endif () + endif () + + mark_as_advanced(${PREFIX}_INCLUDE_DIR ${PREFIX}_LIBRARY ${PREFIX}_LIBRARY_REL ${PREFIX}_LIBRARY_DBG ${PREFIX}_LIBRARY_FWK) + endif () +endmacro(findpkg_finish) + + +# Slightly customised framework finder +MACRO(findpkg_framework fwk) + IF(APPLE) + SET(${fwk}_FRAMEWORK_PATH + ${${fwk}_FRAMEWORK_SEARCH_PATH} + ${CMAKE_FRAMEWORK_PATH} + ~/Library/Frameworks + /Library/Frameworks + /System/Library/Frameworks + /Network/Library/Frameworks + /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks/ + ) + FOREACH(dir ${${fwk}_FRAMEWORK_PATH}) + SET(fwkpath ${dir}/${fwk}.framework) + IF(EXISTS ${fwkpath}) + SET(${fwk}_FRAMEWORK_INCLUDES ${${fwk}_FRAMEWORK_INCLUDES} + ${fwkpath}/Headers ${fwkpath}/PrivateHeaders) + if (NOT ${fwk}_LIBRARY_FWK) + SET(${fwk}_LIBRARY_FWK "-framework ${fwk}") + endif () + ENDIF(EXISTS ${fwkpath}) + ENDFOREACH(dir) + ENDIF(APPLE) +ENDMACRO(findpkg_framework) diff --git a/external/assimp-3.1.1/cmake-modules/FindZLIB.cmake b/external/assimp-3.1.1/cmake-modules/FindZLIB.cmake new file mode 100755 index 0000000..c1e2001 --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/FindZLIB.cmake @@ -0,0 +1,48 @@ +#------------------------------------------------------------------- +# This file is part of the CMake build system for OGRE +# (Object-oriented Graphics Rendering Engine) +# For the latest info, see http://www.ogre3d.org/ +# +# The contents of this file are placed in the public domain. Feel +# free to make use of it in any way you like. +#------------------------------------------------------------------- + +# - Try to find ZLIB +# Once done, this will define +# +# ZLIB_FOUND - system has ZLIB +# ZLIB_INCLUDE_DIRS - the ZLIB include directories +# ZLIB_LIBRARIES - link these to use ZLIB + +include(FindPkgMacros) +findpkg_begin(ZLIB) + +# Get path, convert backslashes as ${ENV_${var}} +getenv_path(ZLIB_HOME) + +# construct search paths +set(ZLIB_PREFIX_PATH ${ZLIB_HOME} ${ENV_ZLIB_HOME}) +create_search_paths(ZLIB) +# redo search if prefix path changed +clear_if_changed(ZLIB_PREFIX_PATH + ZLIB_LIBRARY_FWK + ZLIB_LIBRARY_REL + ZLIB_LIBRARY_DBG + ZLIB_INCLUDE_DIR +) + +set(ZLIB_LIBRARY_NAMES z zlib zdll) +get_debug_names(ZLIB_LIBRARY_NAMES) + +use_pkgconfig(ZLIB_PKGC zzip-zlib-config) + +findpkg_framework(ZLIB) + +find_path(ZLIB_INCLUDE_DIR NAMES zlib.h HINTS ${ZLIB_INC_SEARCH_PATH} ${ZLIB_PKGC_INCLUDE_DIRS}) +find_library(ZLIB_LIBRARY_REL NAMES ${ZLIB_LIBRARY_NAMES} HINTS ${ZLIB_LIB_SEARCH_PATH} ${ZLIB_PKGC_LIBRARY_DIRS} PATH_SUFFIXES "" release relwithdebinfo minsizerel) +find_library(ZLIB_LIBRARY_DBG NAMES ${ZLIB_LIBRARY_NAMES_DBG} HINTS ${ZLIB_LIB_SEARCH_PATH} ${ZLIB_PKGC_LIBRARY_DIRS} PATH_SUFFIXES "" debug) + +make_library_set(ZLIB_LIBRARY) + +findpkg_finish(ZLIB) + diff --git a/external/assimp-3.1.1/cmake-modules/Findassimp.cmake b/external/assimp-3.1.1/cmake-modules/Findassimp.cmake new file mode 100755 index 0000000..300c631 --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/Findassimp.cmake @@ -0,0 +1,25 @@ +FIND_PATH( + assimp_INCLUDE_DIRS + NAMES postprocess.h scene.h version.h config.h cimport.h + PATHS /usr/local/include/ +) + +FIND_LIBRARY( + assimp_LIBRARIES + NAMES assimp + PATHS /usr/local/lib/ +) + +IF (assimp_INCLUDE_DIRS AND assimp_LIBRARIES) + SET(assimp_FOUND TRUE) +ENDIF (assimp_INCLUDE_DIRS AND assimp_LIBRARIES) + +IF (assimp_FOUND) + IF (NOT assimp_FIND_QUIETLY) + MESSAGE(STATUS "Found asset importer library: ${assimp_LIBRARIES}") + ENDIF (NOT assimp_FIND_QUIETLY) +ELSE (assimp_FOUND) + IF (assimp_FIND_REQUIRED) + MESSAGE(FATAL_ERROR "Could not find asset importer library") + ENDIF (assimp_FIND_REQUIRED) +ENDIF (assimp_FOUND) diff --git a/external/assimp-3.1.1/cmake-modules/PrecompiledHeader.cmake b/external/assimp-3.1.1/cmake-modules/PrecompiledHeader.cmake new file mode 100755 index 0000000..99c43a3 --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/PrecompiledHeader.cmake @@ -0,0 +1,25 @@ +MACRO(ADD_MSVC_PRECOMPILED_HEADER PrecompiledHeader PrecompiledSource SourcesVar) + IF(MSVC) + GET_FILENAME_COMPONENT(PrecompiledBasename ${PrecompiledHeader} NAME_WE) + SET(PrecompiledBinary "${CMAKE_CFG_INTDIR}/${PrecompiledBasename}.pch") + SET(Sources ${${SourcesVar}}) + + SET_SOURCE_FILES_PROPERTIES(${PrecompiledSource} + PROPERTIES COMPILE_FLAGS "/Yc\"${PrecompiledHeader}\" /Fp\"${PrecompiledBinary}\"" + OBJECT_OUTPUTS "${PrecompiledBinary}") + + # Do not consider .c files + foreach(fname ${Sources}) + GET_FILENAME_COMPONENT(fext ${fname} EXT) + if(fext STREQUAL ".cpp") + SET_SOURCE_FILES_PROPERTIES(${fname} + PROPERTIES COMPILE_FLAGS "/Yu\"${PrecompiledBinary}\" /FI\"${PrecompiledBinary}\" /Fp\"${PrecompiledBinary}\"" + OBJECT_DEPENDS "${PrecompiledBinary}") + endif(fext STREQUAL ".cpp") + endforeach(fname) + + ENDIF(MSVC) + # Add precompiled header to SourcesVar + LIST(APPEND ${SourcesVar} ${PrecompiledSource}) + +ENDMACRO(ADD_MSVC_PRECOMPILED_HEADER) \ No newline at end of file diff --git a/external/assimp-3.1.1/cmake-modules/cmake_uninstall.cmake.in b/external/assimp-3.1.1/cmake-modules/cmake_uninstall.cmake.in new file mode 100755 index 0000000..1670115 --- /dev/null +++ b/external/assimp-3.1.1/cmake-modules/cmake_uninstall.cmake.in @@ -0,0 +1,17 @@ +IF(NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt") + MESSAGE(FATAL_ERROR "Cannot find install manifest: \"@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt\"") +ENDIF(NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt") + +FILE(READ "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt" files) +STRING(REGEX REPLACE "\n" ";" files "${files}") +FOREACH(file ${files}) + MESSAGE(STATUS "Uninstalling \"$ENV{DESTDIR}${file}\"") + EXEC_PROGRAM( + "@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\"" + OUTPUT_VARIABLE rm_out + RETURN_VALUE rm_retval + ) + IF(NOT "${rm_retval}" STREQUAL 0) + MESSAGE(FATAL_ERROR "Problem when removing \"$ENV{DESTDIR}${file}\"") + ENDIF(NOT "${rm_retval}" STREQUAL 0) +ENDFOREACH(file) diff --git a/external/assimp-3.1.1/code/3DSConverter.cpp b/external/assimp-3.1.1/code/3DSConverter.cpp new file mode 100755 index 0000000..8687e5e --- /dev/null +++ b/external/assimp-3.1.1/code/3DSConverter.cpp @@ -0,0 +1,861 @@ +/* +--------------------------------------------------------------------------- +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 Implementation of the 3ds importer class */ + +#include "AssimpPCH.h" +#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER + +// internal headers +#include "3DSLoader.h" +#include "TargetAnimation.h" + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Setup final material indices, generae a default material if necessary +void Discreet3DSImporter::ReplaceDefaultMaterial() +{ + + // Try to find an existing material that matches the + // typical default material setting: + // - no textures + // - diffuse color (in grey!) + // NOTE: This is here to workaround the fact that some + // exporters are writing a default material, too. + unsigned int idx = 0xcdcdcdcd; + for (unsigned int i = 0; i < mScene->mMaterials.size();++i) + { + std::string s = mScene->mMaterials[i].mName; + for (std::string::iterator it = s.begin(); it != s.end(); ++it) + *it = ::tolower(*it); + + if (std::string::npos == s.find("default"))continue; + + if (mScene->mMaterials[i].mDiffuse.r != + mScene->mMaterials[i].mDiffuse.g || + mScene->mMaterials[i].mDiffuse.r != + mScene->mMaterials[i].mDiffuse.b)continue; + + if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 || + mScene->mMaterials[i].sTexBump.mMapName.length() != 0 || + mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 || + mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 || + mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 || + mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 ) + { + continue; + } + idx = i; + } + if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size(); + + // now iterate through all meshes and through all faces and + // find all faces that are using the default material + unsigned int cnt = 0; + for (std::vector::iterator + i = mScene->mMeshes.begin(); + i != mScene->mMeshes.end();++i) + { + for (std::vector::iterator + a = (*i).mFaceMaterials.begin(); + a != (*i).mFaceMaterials.end();++a) + { + // NOTE: The additional check seems to be necessary, + // some exporters seem to generate invalid data here + if (0xcdcdcdcd == (*a)) + { + (*a) = idx; + ++cnt; + } + else if ( (*a) >= mScene->mMaterials.size()) + { + (*a) = idx; + DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material"); + ++cnt; + } + } + } + if (cnt && idx == mScene->mMaterials.size()) + { + // We need to create our own default material + D3DS::Material sMat; + sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f); + sMat.mName = "%%%DEFAULT"; + mScene->mMaterials.push_back(sMat); + + DefaultLogger::get()->info("3DS: Generating default material"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached +void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh) +{ + for (std::vector< D3DS::Face >::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i) + { + // check whether all indices are in range + for (unsigned int a = 0; a < 3;++a) + { + if ((*i).mIndices[a] >= sMesh.mPositions.size()) + { + DefaultLogger::get()->warn("3DS: Vertex index overflow)"); + (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1; + } + if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size()) + { + DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)"); + (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1; + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Generate out unique verbose format representation +void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh) +{ + // TODO: really necessary? I don't think. Just a waste of memory and time + // to do it now in a separate buffer. + + // Allocate output storage + std::vector vNew (sMesh.mFaces.size() * 3); + std::vector vNew2; + if (sMesh.mTexCoords.size()) + vNew2.resize(sMesh.mFaces.size() * 3); + + for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i) + { + D3DS::Face& face = sMesh.mFaces[i]; + + // Positions + for (unsigned int a = 0; a < 3;++a,++base) + { + vNew[base] = sMesh.mPositions[face.mIndices[a]]; + if (sMesh.mTexCoords.size()) + vNew2[base] = sMesh.mTexCoords[face.mIndices[a]]; + + face.mIndices[a] = base; + } + } + sMesh.mPositions = vNew; + sMesh.mTexCoords = vNew2; +} + +// ------------------------------------------------------------------------------------------------ +// Convert a 3DS texture to texture keys in an aiMaterial +void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type) +{ + // Setup the texture name + aiString tex; + tex.Set( texture.mMapName); + mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0)); + + // Setup the texture blend factor + if (is_not_qnan(texture.mTextureBlend)) + mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); + + // Setup the texture mapping mode + mat.AddProperty((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0)); + mat.AddProperty((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0)); + + // Mirroring - double the scaling values + // FIXME: this is not really correct ... + if (texture.mMapMode == aiTextureMapMode_Mirror) + { + texture.mScaleU *= 2.f; + texture.mScaleV *= 2.f; + texture.mOffsetU /= 2.f; + texture.mOffsetV /= 2.f; + } + + // Setup texture UV transformations + mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); +} + +// ------------------------------------------------------------------------------------------------ +// Convert a 3DS material to an aiMaterial +void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat, + aiMaterial& mat) +{ + // NOTE: Pass the background image to the viewer by bypassing the + // material system. This is an evil hack, never do it again! + if (0 != mBackgroundImage.length() && bHasBG) + { + aiString tex; + tex.Set( mBackgroundImage); + mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE); + + // Be sure this is only done for the first material + mBackgroundImage = std::string(""); + } + + // At first add the base ambient color of the scene to the material + oldMat.mAmbient.r += mClrAmbient.r; + oldMat.mAmbient.g += mClrAmbient.g; + oldMat.mAmbient.b += mClrAmbient.b; + + aiString name; + name.Set( oldMat.mName); + mat.AddProperty( &name, AI_MATKEY_NAME); + + // Material colors + mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); + mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); + mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); + mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); + + // Phong shininess and shininess strength + if (D3DS::Discreet3DS::Phong == oldMat.mShading || + D3DS::Discreet3DS::Metal == oldMat.mShading) + { + if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength) + { + oldMat.mShading = D3DS::Discreet3DS::Gouraud; + } + else + { + mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS); + mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH); + } + } + + // Opacity + mat.AddProperty( &oldMat.mTransparency,1,AI_MATKEY_OPACITY); + + // Bump height scaling + mat.AddProperty( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING); + + // Two sided rendering? + if (oldMat.mTwoSided) + { + int i = 1; + mat.AddProperty(&i,1,AI_MATKEY_TWOSIDED); + } + + // Shading mode + aiShadingMode eShading = aiShadingMode_NoShading; + switch (oldMat.mShading) + { + case D3DS::Discreet3DS::Flat: + eShading = aiShadingMode_Flat; break; + + // I don't know what "Wire" shading should be, + // assume it is simple lambertian diffuse shading + case D3DS::Discreet3DS::Wire: + { + // Set the wireframe flag + unsigned int iWire = 1; + mat.AddProperty( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME); + } + + case D3DS::Discreet3DS::Gouraud: + eShading = aiShadingMode_Gouraud; break; + + // assume cook-torrance shading for metals. + case D3DS::Discreet3DS::Phong : + eShading = aiShadingMode_Phong; break; + + case D3DS::Discreet3DS::Metal : + eShading = aiShadingMode_CookTorrance; break; + + // FIX to workaround a warning with GCC 4 who complained + // about a missing case Blinn: here - Blinn isn't a valid + // value in the 3DS Loader, it is just needed for ASE + case D3DS::Discreet3DS::Blinn : + eShading = aiShadingMode_Blinn; break; + } + mat.AddProperty( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL); + + // DIFFUSE texture + if( oldMat.sTexDiffuse.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE); + + // SPECULAR texture + if( oldMat.sTexSpecular.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR); + + // OPACITY texture + if( oldMat.sTexOpacity.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY); + + // EMISSIVE texture + if( oldMat.sTexEmissive.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE); + + // BUMP texture + if( oldMat.sTexBump.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT); + + // SHININESS texture + if( oldMat.sTexShininess.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS); + + // REFLECTION texture + if( oldMat.sTexReflective.mMapName.length() > 0) + CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION); + + // Store the name of the material itself, too + if( oldMat.mName.length()) { + aiString tex; + tex.Set( oldMat.mName); + mat.AddProperty( &tex, AI_MATKEY_NAME); + } +} + +// ------------------------------------------------------------------------------------------------ +// Split meshes by their materials and generate output aiMesh'es +void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut) +{ + std::vector avOutMeshes; + avOutMeshes.reserve(mScene->mMeshes.size() * 2); + + unsigned int iFaceCnt = 0,num = 0; + aiString name; + + // we need to split all meshes by their materials + for (std::vector::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) { + boost::scoped_array< std::vector > aiSplit(new std::vector[mScene->mMaterials.size()]); + + name.length = ASSIMP_itoa10(name.data,num++); + + unsigned int iNum = 0; + for (std::vector::const_iterator a = (*i).mFaceMaterials.begin(); + a != (*i).mFaceMaterials.end();++a,++iNum) + { + aiSplit[*a].push_back(iNum); + } + // now generate submeshes + for (unsigned int p = 0; p < mScene->mMaterials.size();++p) + { + if (aiSplit[p].empty()) { + continue; + } + aiMesh* meshOut = new aiMesh(); + meshOut->mName = name; + meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + // be sure to setup the correct material index + meshOut->mMaterialIndex = p; + + // use the color data as temporary storage + meshOut->mColors[0] = (aiColor4D*)(&*i); + avOutMeshes.push_back(meshOut); + + // convert vertices + meshOut->mNumFaces = (unsigned int)aiSplit[p].size(); + meshOut->mNumVertices = meshOut->mNumFaces*3; + + // allocate enough storage for faces + meshOut->mFaces = new aiFace[meshOut->mNumFaces]; + iFaceCnt += meshOut->mNumFaces; + + meshOut->mVertices = new aiVector3D[meshOut->mNumVertices]; + meshOut->mNormals = new aiVector3D[meshOut->mNumVertices]; + if ((*i).mTexCoords.size()) + { + meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices]; + } + for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q) + { + register unsigned int index = aiSplit[p][q]; + aiFace& face = meshOut->mFaces[q]; + + face.mIndices = new unsigned int[3]; + face.mNumIndices = 3; + + for (unsigned int a = 0; a < 3;++a,++base) + { + unsigned int idx = (*i).mFaces[index].mIndices[a]; + meshOut->mVertices[base] = (*i).mPositions[idx]; + meshOut->mNormals [base] = (*i).mNormals[idx]; + + if ((*i).mTexCoords.size()) + meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx]; + + face.mIndices[a] = base; + } + } + } + } + + // Copy them to the output array + pcOut->mNumMeshes = (unsigned int)avOutMeshes.size(); + pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes](); + for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) { + pcOut->mMeshes[a] = avOutMeshes[a]; + } + + // We should have at least one face here + if (!iFaceCnt) { + throw DeadlyImportError("No faces loaded. The mesh is empty"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Add a node to the scenegraph and setup its final transformation +void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut, + D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/) +{ + std::vector iArray; + iArray.reserve(3); + + aiMatrix4x4 abs; + + // Find all meshes with the same name as the node + for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a) + { + const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0]; + ai_assert(NULL != pcMesh); + + if (pcIn->mName == pcMesh->mName) + iArray.push_back(a); + } + if (!iArray.empty()) + { + // The matrix should be identical for all meshes with the + // same name. It HAS to be identical for all meshes ..... + D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]); + + // Compute the inverse of the transformation matrix to move the + // vertices back to their relative and local space + aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat; + mInv.Inverse();mInvTransposed.Transpose(); + aiVector3D pivot = pcIn->vPivot; + + pcOut->mNumMeshes = (unsigned int)iArray.size(); + pcOut->mMeshes = new unsigned int[iArray.size()]; + for (unsigned int i = 0;i < iArray.size();++i) { + const unsigned int iIndex = iArray[i]; + aiMesh* const mesh = pcSOut->mMeshes[iIndex]; + + if (mesh->mColors[1] == NULL) + { + // Transform the vertices back into their local space + // fixme: consider computing normals after this, so we don't need to transform them + const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices; + aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals; + + for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) { + *pvCurrent = mInv * (*pvCurrent); + *t2 = mInvTransposed * (*t2); + } + + // Handle negative transformation matrix determinant -> invert vertex x + if (imesh->mMat.Determinant() < 0.0f) + { + /* we *must* have normals */ + for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) { + pvCurrent->x *= -1.f; + t2->x *= -1.f; + } + DefaultLogger::get()->info("3DS: Flipping mesh X-Axis"); + } + + // Handle pivot point + if (pivot.x || pivot.y || pivot.z) + { + for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) { + *pvCurrent -= pivot; + } + } + + mesh->mColors[1] = (aiColor4D*)1; + } + else + mesh->mColors[1] = (aiColor4D*)1; + + // Setup the mesh index + pcOut->mMeshes[i] = iIndex; + } + } + + // Setup the name of the node + // First instance keeps its name otherwise something might break, all others will be postfixed with their instance number + if (pcIn->mInstanceNumber > 1) + { + char tmp[12]; + ASSIMP_itoa10(tmp, pcIn->mInstanceNumber); + std::string tempStr = pcIn->mName + "_inst_"; + tempStr += tmp; + pcOut->mName.Set(tempStr); + } + else + pcOut->mName.Set(pcIn->mName); + + // Now build the transformation matrix of the node + // ROTATION + if (pcIn->aRotationKeys.size()){ + + // FIX to get to Assimp's quaternion conventions + for (std::vector::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) { + (*it).mValue.w *= -1.f; + } + + pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() ); + } + else if (pcIn->aCameraRollKeys.size()) + { + aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue), + pcOut->mTransformation); + } + + // SCALING + aiMatrix4x4& m = pcOut->mTransformation; + if (pcIn->aScalingKeys.size()) + { + const aiVector3D& v = pcIn->aScalingKeys[0].mValue; + m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x; + m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y; + m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z; + } + + // TRANSLATION + if (pcIn->aPositionKeys.size()) + { + const aiVector3D& v = pcIn->aPositionKeys[0].mValue; + m.a4 += v.x; + m.b4 += v.y; + m.c4 += v.z; + } + + // Generate animation channels for the node + if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 || + pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 || + pcIn->aTargetPositionKeys.size() > 1) + { + aiAnimation* anim = pcSOut->mAnimations[0]; + ai_assert(NULL != anim); + + if (pcIn->aCameraRollKeys.size() > 1) + { + DefaultLogger::get()->debug("3DS: Converting camera roll track ..."); + + // Camera roll keys - in fact they're just rotations + // around the camera's z axis. The angles are given + // in degrees (and they're clockwise). + pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size()); + for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i) + { + aiQuatKey& q = pcIn->aRotationKeys[i]; + aiFloatKey& f = pcIn->aCameraRollKeys[i]; + + q.mTime = f.mTime; + + // FIX to get to Assimp quaternion conventions + q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue)); + } + } +#if 0 + if (pcIn->aTargetPositionKeys.size() > 1) + { + DefaultLogger::get()->debug("3DS: Converting target track ..."); + + // Camera or spot light - need to convert the separate + // target position channel to our representation + TargetAnimationHelper helper; + + if (pcIn->aPositionKeys.empty()) + { + // We can just pass zero here ... + helper.SetFixedMainAnimationChannel(aiVector3D()); + } + else helper.SetMainAnimationChannel(&pcIn->aPositionKeys); + helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys); + + // Do the conversion + std::vector distanceTrack; + helper.Process(&distanceTrack); + + // Now add a new node as child, name it .Target + // and assign the distance track to it. This is that the + // information where the target is and how it moves is + // not lost + D3DS::Node* nd = new D3DS::Node(); + pcIn->push_back(nd); + + nd->mName = pcIn->mName + ".Target"; + + aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); + nda->mNodeName.Set(nd->mName); + + nda->mNumPositionKeys = (unsigned int)distanceTrack.size(); + nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys]; + ::memcpy(nda->mPositionKeys,&distanceTrack[0], + sizeof(aiVectorKey)*nda->mNumPositionKeys); + } +#endif + + // Cameras or lights define their transformation in their parent node and in the + // corresponding light or camera chunks. However, we read and process the latter + // to to be able to return valid cameras/lights even if no scenegraph is given. + for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) { + if (pcSOut->mCameras[n]->mName == pcOut->mName) { + pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f); + } + } + for (unsigned int n = 0; n < pcSOut->mNumLights;++n) { + if (pcSOut->mLights[n]->mName == pcOut->mName) { + pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f); + } + } + + // Allocate a new node anim and setup its name + aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); + nda->mNodeName.Set(pcIn->mName); + + // POSITION keys + if (pcIn->aPositionKeys.size() > 0) + { + nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size(); + nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys]; + ::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0], + sizeof(aiVectorKey)*nda->mNumPositionKeys); + } + + // ROTATION keys + if (pcIn->aRotationKeys.size() > 0) + { + nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size(); + nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys]; + + // Rotations are quaternion offsets + aiQuaternion abs; + for (unsigned int n = 0; n < nda->mNumRotationKeys;++n) + { + const aiQuatKey& q = pcIn->aRotationKeys[n]; + + abs = (n ? abs * q.mValue : q.mValue); + nda->mRotationKeys[n].mTime = q.mTime; + nda->mRotationKeys[n].mValue = abs.Normalize(); + } + } + + // SCALING keys + if (pcIn->aScalingKeys.size() > 0) + { + nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size(); + nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys]; + ::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0], + sizeof(aiVectorKey)*nda->mNumScalingKeys); + } + } + + // Allocate storage for children + pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size(); + pcOut->mChildren = new aiNode*[pcIn->mChildren.size()]; + + // Recursively process all children + const unsigned int size = pcIn->mChildren.size(); + for (unsigned int i = 0; i < size;++i) + { + pcOut->mChildren[i] = new aiNode(); + pcOut->mChildren[i]->mParent = pcOut; + AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs); + } +} + +// ------------------------------------------------------------------------------------------------ +// Find out how many node animation channels we'll have finally +void CountTracks(D3DS::Node* node, unsigned int& cnt) +{ + ////////////////////////////////////////////////////////////////////////////// + // We will never generate more than one channel for a node, so + // this is rather easy here. + + if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 || + node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 || + node->aTargetPositionKeys.size() > 1) + { + ++cnt; + + // account for the additional channel for the camera/spotlight target position + if (node->aTargetPositionKeys.size() > 1)++cnt; + } + + // Recursively process all children + for (unsigned int i = 0; i < node->mChildren.size();++i) + CountTracks(node->mChildren[i],cnt); +} + +// ------------------------------------------------------------------------------------------------ +// Generate the output node graph +void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut) +{ + pcOut->mRootNode = new aiNode(); + if (0 == mRootNode->mChildren.size()) + { + ////////////////////////////////////////////////////////////////////////////// + // It seems the file is so messed up that it has not even a hierarchy. + // generate a flat hiearachy which looks like this: + // + // ROOT_NODE + // | + // ---------------------------------------- + // | | | | | + // MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 .... + // + DefaultLogger::get()->warn("No hierarchy information has been found in the file. "); + + pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes + + mScene->mCameras.size() + mScene->mLights.size(); + + pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ]; + pcOut->mRootNode->mName.Set("<3DSDummyRoot>"); + + // Build dummy nodes for all meshes + unsigned int a = 0; + for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a) + { + aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); + pcNode->mParent = pcOut->mRootNode; + pcNode->mMeshes = new unsigned int[1]; + pcNode->mMeshes[0] = i; + pcNode->mNumMeshes = 1; + + // Build a name for the node + pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%i",i); + } + + // Build dummy nodes for all cameras + for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a) + { + aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); + pcNode->mParent = pcOut->mRootNode; + + // Build a name for the node + pcNode->mName = mScene->mCameras[i]->mName; + } + + // Build dummy nodes for all lights + for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a) + { + aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode(); + pcNode->mParent = pcOut->mRootNode; + + // Build a name for the node + pcNode->mName = mScene->mLights[i]->mName; + } + } + else + { + // First of all: find out how many scaling, rotation and translation + // animation tracks we'll have afterwards + unsigned int numChannel = 0; + CountTracks(mRootNode,numChannel); + + if (numChannel) + { + // Allocate a primary animation channel + pcOut->mNumAnimations = 1; + pcOut->mAnimations = new aiAnimation*[1]; + aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation(); + + anim->mName.Set("3DSMasterAnim"); + + // Allocate enough storage for all node animation channels, + // but don't set the mNumChannels member - we'll use it to + // index into the array + anim->mChannels = new aiNodeAnim*[numChannel]; + } + + aiMatrix4x4 m; + AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m); + } + + // We used the first and second vertex color set to store some temporary values so we need to cleanup here + for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) + { + pcOut->mMeshes[a]->mColors[0] = NULL; + pcOut->mMeshes[a]->mColors[1] = NULL; + } + + pcOut->mRootNode->mTransformation = aiMatrix4x4( + 1.f,0.f,0.f,0.f, + 0.f,0.f,1.f,0.f, + 0.f,-1.f,0.f,0.f, + 0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation; + + // If the root node is unnamed name it "<3DSRoot>" + if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) || + (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') ) + { + pcOut->mRootNode->mName.Set("<3DSRoot>"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Convert all meshes in the scene and generate the final output scene. +void Discreet3DSImporter::ConvertScene(aiScene* pcOut) +{ + // Allocate enough storage for all output materials + pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size(); + pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials]; + + // ... and convert the 3DS materials to aiMaterial's + for (unsigned int i = 0; i < pcOut->mNumMaterials;++i) + { + aiMaterial* pcNew = new aiMaterial(); + ConvertMaterial(mScene->mMaterials[i],*pcNew); + pcOut->mMaterials[i] = pcNew; + } + + // Generate the output mesh list + ConvertMeshes(pcOut); + + // Now copy all light sources to the output scene + pcOut->mNumLights = (unsigned int)mScene->mLights.size(); + if (pcOut->mNumLights) + { + pcOut->mLights = new aiLight*[pcOut->mNumLights]; + ::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights); + } + + // Now copy all cameras to the output scene + pcOut->mNumCameras = (unsigned int)mScene->mCameras.size(); + if (pcOut->mNumCameras) + { + pcOut->mCameras = new aiCamera*[pcOut->mNumCameras]; + ::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras); + } +} + +#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER diff --git a/external/assimp-3.1.1/code/3DSHelper.h b/external/assimp-3.1.1/code/3DSHelper.h new file mode 100755 index 0000000..adf1a2f --- /dev/null +++ b/external/assimp-3.1.1/code/3DSHelper.h @@ -0,0 +1,584 @@ +/* +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 Defines helper data structures for the import of 3DS files */ + +#ifndef AI_3DSFILEHELPER_H_INC +#define AI_3DSFILEHELPER_H_INC + + +#include "SpatialSort.h" +#include "SmoothingGroups.h" + +namespace Assimp { +namespace D3DS { + +#include "./../include/assimp/Compiler/pushpack1.h" + +// --------------------------------------------------------------------------- +/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks +* and data structures. +*/ +class Discreet3DS +{ +private: + inline Discreet3DS() {} + +public: + + //! data structure for a single chunk in a .3ds file + struct Chunk + { + uint16_t Flag; + uint32_t Size; + } PACK_STRUCT; + + + //! Used for shading field in material3ds structure + //! From AutoDesk 3ds SDK + typedef enum + { + // translated to gouraud shading with wireframe active + Wire = 0x0, + + // if this material is set, no vertex normals will + // be calculated for the model. Face normals + gouraud + Flat = 0x1, + + // standard gouraud shading + Gouraud = 0x2, + + // phong shading + Phong = 0x3, + + // cooktorrance or anistropic phong shading ... + // the exact meaning is unknown, if you know it + // feel free to tell me ;-) + Metal = 0x4, + + // required by the ASE loader + Blinn = 0x5 + } shadetype3ds; + + // Flags for animated keys + enum + { + KEY_USE_TENS = 0x1, + KEY_USE_CONT = 0x2, + KEY_USE_BIAS = 0x4, + KEY_USE_EASE_TO = 0x8, + KEY_USE_EASE_FROM = 0x10 + } ; + + enum + { + + // ******************************************************************** + // Basic chunks which can be found everywhere in the file + CHUNK_VERSION = 0x0002, + CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B + CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B + + // Linear color values (gamma = 2.2?) + CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B + CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B + + CHUNK_PERCENTW = 0x0030, // int2 percentage + CHUNK_PERCENTF = 0x0031, // float4 percentage + // ******************************************************************** + + // Prj master chunk + CHUNK_PRJ = 0xC23D, + + // MDLI master chunk + CHUNK_MLI = 0x3DAA, + + // Primary main chunk of the .3ds file + CHUNK_MAIN = 0x4D4D, + + // Mesh main chunk + CHUNK_OBJMESH = 0x3D3D, + + // Specifies the background color of the .3ds file + // This is passed through the material system for + // viewing purposes. + CHUNK_BKGCOLOR = 0x1200, + + // Specifies the ambient base color of the scene. + // This is added to all materials in the file + CHUNK_AMBCOLOR = 0x2100, + + // Specifies the background image for the whole scene + // This value is passed through the material system + // to the viewer + CHUNK_BIT_MAP = 0x1100, + CHUNK_BIT_MAP_EXISTS = 0x1101, + + // ******************************************************************** + // Viewport related stuff. Ignored + CHUNK_DEFAULT_VIEW = 0x3000, + CHUNK_VIEW_TOP = 0x3010, + CHUNK_VIEW_BOTTOM = 0x3020, + CHUNK_VIEW_LEFT = 0x3030, + CHUNK_VIEW_RIGHT = 0x3040, + CHUNK_VIEW_FRONT = 0x3050, + CHUNK_VIEW_BACK = 0x3060, + CHUNK_VIEW_USER = 0x3070, + CHUNK_VIEW_CAMERA = 0x3080, + // ******************************************************************** + + // Mesh chunks + CHUNK_OBJBLOCK = 0x4000, + CHUNK_TRIMESH = 0x4100, + CHUNK_VERTLIST = 0x4110, + CHUNK_VERTFLAGS = 0x4111, + CHUNK_FACELIST = 0x4120, + CHUNK_FACEMAT = 0x4130, + CHUNK_MAPLIST = 0x4140, + CHUNK_SMOOLIST = 0x4150, + CHUNK_TRMATRIX = 0x4160, + CHUNK_MESHCOLOR = 0x4165, + CHUNK_TXTINFO = 0x4170, + CHUNK_LIGHT = 0x4600, + CHUNK_CAMERA = 0x4700, + CHUNK_HIERARCHY = 0x4F00, + + // Specifies the global scaling factor. This is applied + // to the root node's transformation matrix + CHUNK_MASTER_SCALE = 0x0100, + + // ******************************************************************** + // Material chunks + CHUNK_MAT_MATERIAL = 0xAFFF, + + // asciiz containing the name of the material + CHUNK_MAT_MATNAME = 0xA000, + CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk + CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk + CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk + + // Specifies the shininess of the material + // followed by percentage chunk + CHUNK_MAT_SHININESS = 0xA040, + CHUNK_MAT_SHININESS_PERCENT = 0xA041 , + + // Specifies the shading mode to be used + // followed by a short + CHUNK_MAT_SHADING = 0xA100, + + // NOTE: Emissive color (self illumination) seems not + // to be a color but a single value, type is unknown. + // Make the parser accept both of them. + // followed by percentage chunk (?) + CHUNK_MAT_SELF_ILLUM = 0xA080, + + // Always followed by percentage chunk (?) + CHUNK_MAT_SELF_ILPCT = 0xA084, + + // Always followed by percentage chunk + CHUNK_MAT_TRANSPARENCY = 0xA050, + + // Diffuse texture channel 0 + CHUNK_MAT_TEXTURE = 0xA200, + + // Contains opacity information for each texel + CHUNK_MAT_OPACMAP = 0xA210, + + // Contains a reflection map to be used to reflect + // the environment. This is partially supported. + CHUNK_MAT_REFLMAP = 0xA220, + + // Self Illumination map (emissive colors) + CHUNK_MAT_SELFIMAP = 0xA33d, + + // Bumpmap. Not specified whether it is a heightmap + // or a normal map. Assme it is a heightmap since + // artist normally prefer this format. + CHUNK_MAT_BUMPMAP = 0xA230, + + // Specular map. Seems to influence the specular color + CHUNK_MAT_SPECMAP = 0xA204, + + // Holds shininess data. + CHUNK_MAT_MAT_SHINMAP = 0xA33C, + + // Scaling in U/V direction. + // (need to gen separate UV coordinate set + // and do this by hand) + CHUNK_MAT_MAP_USCALE = 0xA354, + CHUNK_MAT_MAP_VSCALE = 0xA356, + + // Translation in U/V direction. + // (need to gen separate UV coordinate set + // and do this by hand) + CHUNK_MAT_MAP_UOFFSET = 0xA358, + CHUNK_MAT_MAP_VOFFSET = 0xA35a, + + // UV-coordinates rotation around the z-axis + // Assumed to be in radians. + CHUNK_MAT_MAP_ANG = 0xA35C, + + // Tiling flags for 3DS files + CHUNK_MAT_MAP_TILING = 0xa351, + + // Specifies the file name of a texture + CHUNK_MAPFILE = 0xA300, + + // Specifies whether a materail requires two-sided rendering + CHUNK_MAT_TWO_SIDE = 0xA081, + // ******************************************************************** + + // Main keyframer chunk. Contains translation/rotation/scaling data + CHUNK_KEYFRAMER = 0xB000, + + // Supported sub chunks + CHUNK_TRACKINFO = 0xB002, + CHUNK_TRACKOBJNAME = 0xB010, + CHUNK_TRACKDUMMYOBJNAME = 0xB011, + CHUNK_TRACKPIVOT = 0xB013, + CHUNK_TRACKPOS = 0xB020, + CHUNK_TRACKROTATE = 0xB021, + CHUNK_TRACKSCALE = 0xB022, + + // ******************************************************************** + // Keyframes for various other stuff in the file + // Partially ignored + CHUNK_AMBIENTKEY = 0xB001, + CHUNK_TRACKMORPH = 0xB026, + CHUNK_TRACKHIDE = 0xB029, + CHUNK_OBJNUMBER = 0xB030, + CHUNK_TRACKCAMERA = 0xB003, + CHUNK_TRACKFOV = 0xB023, + CHUNK_TRACKROLL = 0xB024, + CHUNK_TRACKCAMTGT = 0xB004, + CHUNK_TRACKLIGHT = 0xB005, + CHUNK_TRACKLIGTGT = 0xB006, + CHUNK_TRACKSPOTL = 0xB007, + CHUNK_FRAMES = 0xB008, + // ******************************************************************** + + // light sub-chunks + CHUNK_DL_OFF = 0x4620, + CHUNK_DL_OUTER_RANGE = 0x465A, + CHUNK_DL_INNER_RANGE = 0x4659, + CHUNK_DL_MULTIPLIER = 0x465B, + CHUNK_DL_EXCLUDE = 0x4654, + CHUNK_DL_ATTENUATE = 0x4625, + CHUNK_DL_SPOTLIGHT = 0x4610, + + // camera sub-chunks + CHUNK_CAM_RANGES = 0x4720 + }; +}; + +// --------------------------------------------------------------------------- +/** Helper structure representing a 3ds mesh face */ +struct Face : public FaceWithSmoothingGroup +{ +}; + +// --------------------------------------------------------------------------- +/** Helper structure representing a texture */ +struct Texture +{ + //! Default constructor + Texture() + : mOffsetU (0.0f) + , mOffsetV (0.0f) + , mScaleU (1.0f) + , mScaleV (1.0f) + , mRotation (0.0f) + , mMapMode (aiTextureMapMode_Wrap) + , iUVSrc (0) + { + mTextureBlend = get_qnan(); + } + + //! Specifies the blend factor for the texture + float mTextureBlend; + + //! Specifies the filename of the texture + std::string mMapName; + + //! Specifies texture coordinate offsets/scaling/rotations + float mOffsetU; + float mOffsetV; + float mScaleU; + float mScaleV; + float mRotation; + + //! Specifies the mapping mode to be used for the texture + aiTextureMapMode mMapMode; + + //! Used internally + bool bPrivate; + int iUVSrc; +}; + +#include "./../include/assimp/Compiler/poppack1.h" + +// --------------------------------------------------------------------------- +/** Helper structure representing a 3ds material */ +struct Material +{ + //! Default constructor. Builds a default name for the material + Material() + : + mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black + mSpecularExponent (0.0f), + mShininessStrength (1.0f), + mShading(Discreet3DS::Gouraud), + mTransparency (1.0f), + mBumpHeight (1.0f), + mTwoSided (false) + { + static int iCnt = 0; + + char szTemp[128]; + sprintf(szTemp,"UNNAMED_%i",iCnt++); + mName = szTemp; + } + + //! Name of the material + std::string mName; + //! Diffuse color of the material + aiColor3D mDiffuse; + //! Specular exponent + float mSpecularExponent; + //! Shininess strength, in percent + float mShininessStrength; + //! Specular color of the material + aiColor3D mSpecular; + //! Ambient color of the material + aiColor3D mAmbient; + //! Shading type to be used + Discreet3DS::shadetype3ds mShading; + //! Opacity of the material + float mTransparency; + //! Diffuse texture channel + Texture sTexDiffuse; + //! Opacity texture channel + Texture sTexOpacity; + //! Specular texture channel + Texture sTexSpecular; + //! Reflective texture channel + Texture sTexReflective; + //! Bump texture channel + Texture sTexBump; + //! Emissive texture channel + Texture sTexEmissive; + //! Shininess texture channel + Texture sTexShininess; + //! Scaling factor for the bump values + float mBumpHeight; + //! Emissive color + aiColor3D mEmissive; + //! Ambient texture channel + //! (used by the ASE format) + Texture sTexAmbient; + //! True if the material must be rendered from two sides + bool mTwoSided; +}; + +// --------------------------------------------------------------------------- +/** Helper structure to represent a 3ds file mesh */ +struct Mesh : public MeshWithSmoothingGroups +{ + //! Default constructor + Mesh() + { + static int iCnt = 0; + + // Generate a default name for the mesh + char szTemp[128]; + ::sprintf(szTemp,"UNNAMED_%i",iCnt++); + mName = szTemp; + } + + //! Name of the mesh + std::string mName; + + //! Texture coordinates + std::vector mTexCoords; + + //! Face materials + std::vector mFaceMaterials; + + //! Local transformation matrix + aiMatrix4x4 mMat; +}; + +// --------------------------------------------------------------------------- +/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the + C-API, so it would be difficult to make them a template. */ +struct aiFloatKey +{ + double mTime; ///< The time of this key + float mValue; ///< The value of this key + +#ifdef __cplusplus + + // time is not compared + bool operator == (const aiFloatKey& o) const + {return o.mValue == this->mValue;} + + bool operator != (const aiFloatKey& o) const + {return o.mValue != this->mValue;} + + // Only time is compared. This operator is defined + // for use with std::sort + bool operator < (const aiFloatKey& o) const + {return mTime < o.mTime;} + + bool operator > (const aiFloatKey& o) const + {return mTime < o.mTime;} + +#endif +}; + +// --------------------------------------------------------------------------- +/** Helper structure to represent a 3ds file node */ +struct Node +{ + Node() + + : mHierarchyPos (0) + , mHierarchyIndex (0) + , mInstanceCount (1) + + { + static int iCnt = 0; + + // Generate a default name for the node + char szTemp[128]; + ::sprintf(szTemp,"UNNAMED_%i",iCnt++); + mName = szTemp; + + aRotationKeys.reserve (20); + aPositionKeys.reserve (20); + aScalingKeys.reserve (20); + } + + ~Node() + { + for (unsigned int i = 0; i < mChildren.size();++i) + delete mChildren[i]; + } + + //! Pointer to the parent node + Node* mParent; + + //! Holds all child nodes + std::vector mChildren; + + //! Name of the node + std::string mName; + + //! InstanceNumber of the node + int32_t mInstanceNumber; + + //! Dummy nodes: real name to be combined with the $$$DUMMY + std::string mDummyName; + + //! Position of the node in the hierarchy (tree depth) + int16_t mHierarchyPos; + + //! Index of the node + int16_t mHierarchyIndex; + + //! Rotation keys loaded from the file + std::vector aRotationKeys; + + //! Position keys loaded from the file + std::vector aPositionKeys; + + //! Scaling keys loaded from the file + std::vector aScalingKeys; + + + // For target lights (spot lights and directional lights): + // The position of the target + std::vector< aiVectorKey > aTargetPositionKeys; + + // For cameras: the camera roll angle + std::vector< aiFloatKey > aCameraRollKeys; + + //! Pivot position loaded from the file + aiVector3D vPivot; + + //instance count, will be kept only for the first node + int32_t mInstanceCount; + + //! Add a child node, setup the right parent node for it + //! \param pc Node to be 'adopted' + inline Node& push_back(Node* pc) + { + mChildren.push_back(pc); + pc->mParent = this; + return *this; + } +}; +// --------------------------------------------------------------------------- +/** Helper structure analogue to aiScene */ +struct Scene +{ + //! List of all materials loaded + //! NOTE: 3ds references materials globally + std::vector mMaterials; + + //! List of all meshes loaded + std::vector mMeshes; + + //! List of all cameras loaded + std::vector mCameras; + + //! List of all lights loaded + std::vector mLights; + + //! Pointer to the root node of the scene + // --- moved to main class + // Node* pcRootNode; +}; + + +} // end of namespace D3DS +} // end of namespace Assimp + +#endif // AI_XFILEHELPER_H_INC diff --git a/external/assimp-3.1.1/code/3DSLoader.cpp b/external/assimp-3.1.1/code/3DSLoader.cpp new file mode 100755 index 0000000..4f5614a --- /dev/null +++ b/external/assimp-3.1.1/code/3DSLoader.cpp @@ -0,0 +1,1402 @@ +/* +--------------------------------------------------------------------------- +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 3DSLoader.cpp + * @brief Implementation of the 3ds importer class + * + * http://www.the-labs.com/Blender/3DS-details.html + */ + +#include "AssimpPCH.h" +#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER + +// internal headers +#include "3DSLoader.h" + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Discreet 3DS Importer", + "", + "", + "Limited animation support", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "3ds prj" +}; + + +// ------------------------------------------------------------------------------------------------ +// Begins a new parsing block +// - Reads the current chunk and validates it +// - computes its length +#define ASSIMP_3DS_BEGIN_CHUNK() \ + while (true) { \ + if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \ + return; \ + } \ + Discreet3DS::Chunk chunk; \ + ReadChunk(&chunk); \ + int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \ + if(chunkSize <= 0) \ + continue; \ + const int oldReadLimit = stream->GetReadLimit(); \ + stream->SetReadLimit(stream->GetCurrentPos() + chunkSize); \ + + +// ------------------------------------------------------------------------------------------------ +// End a parsing block +// Must follow at the end of each parsing block, reset chunk end marker to previous value +#define ASSIMP_3DS_END_CHUNK() \ + stream->SkipToReadLimit(); \ + stream->SetReadLimit(oldReadLimit); \ + if (stream->GetRemainingSizeToLimit() == 0) \ + return; \ + } + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +Discreet3DSImporter::Discreet3DSImporter() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +Discreet3DSImporter::~Discreet3DSImporter() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const +{ + std::string extension = GetExtension(pFile); + if(extension == "3ds" || extension == "prj" ) { + return true; + } + if (!extension.length() || checkSig) { + uint16_t token[3]; + token[0] = 0x4d4d; + token[1] = 0x3dc2; + //token[2] = 0x3daa; + return CheckMagicToken(pIOHandler,pFile,token,2,0,2); + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Loader registry entry +const aiImporterDesc* Discreet3DSImporter::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Setup configuration properties +void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/) +{ + // nothing to be done for the moment +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void Discreet3DSImporter::InternReadFile( const std::string& pFile, + aiScene* pScene, IOSystem* pIOHandler) +{ + StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); + this->stream = &stream; + + // We should have at least one chunk + if (stream.GetRemainingSize() < 16) { + throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile); + } + + // Allocate our temporary 3DS representation + mScene = new D3DS::Scene(); + + // Initialize members + mLastNodeIndex = -1; + mCurrentNode = new D3DS::Node(); + mRootNode = mCurrentNode; + mRootNode->mHierarchyPos = -1; + mRootNode->mHierarchyIndex = -1; + mRootNode->mParent = NULL; + mMasterScale = 1.0f; + mBackgroundImage = ""; + bHasBG = false; + bIsPrj = false; + + // Parse the file + ParseMainChunk(); + + // Process all meshes in the file. First check whether all + // face indices haev valid values. The generate our + // internal verbose representation. Finally compute normal + // vectors from the smoothing groups we read from the + // file. + for (std::vector::iterator i = mScene->mMeshes.begin(), + end = mScene->mMeshes.end(); i != end;++i) { + CheckIndices(*i); + MakeUnique (*i); + ComputeNormalsWithSmoothingsGroups(*i); + } + + // Replace all occurences of the default material with a + // valid material. Generate it if no material containing + // DEFAULT in its name has been found in the file + ReplaceDefaultMaterial(); + + // Convert the scene from our internal representation to an + // aiScene object. This involves copying all meshes, lights + // and cameras to the scene + ConvertScene(pScene); + + // Generate the node graph for the scene. This is a little bit + // tricky since we'll need to split some meshes into submeshes + GenerateNodeGraph(pScene); + + // Now apply the master scaling factor to the scene + ApplyMasterScale(pScene); + + // Delete our internal scene representation and the root + // node, so the whole hierarchy will follow + delete mRootNode; + delete mScene; + + AI_DEBUG_INVALIDATE_PTR(mRootNode); + AI_DEBUG_INVALIDATE_PTR(mScene); + AI_DEBUG_INVALIDATE_PTR(this->stream); +} + +// ------------------------------------------------------------------------------------------------ +// Applies a master-scaling factor to the imported scene +void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene) +{ + // There are some 3DS files with a zero scaling factor + if (!mMasterScale)mMasterScale = 1.0f; + else mMasterScale = 1.0f / mMasterScale; + + // Construct an uniform scaling matrix and multiply with it + pScene->mRootNode->mTransformation *= aiMatrix4x4( + mMasterScale,0.0f, 0.0f, 0.0f, + 0.0f, mMasterScale,0.0f, 0.0f, + 0.0f, 0.0f, mMasterScale,0.0f, + 0.0f, 0.0f, 0.0f, 1.0f); + + // Check whether a scaling track is assigned to the root node. +} + +// ------------------------------------------------------------------------------------------------ +// Reads a new chunk from the file +void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut) +{ + ai_assert(pcOut != NULL); + + pcOut->Flag = stream->GetI2(); + pcOut->Size = stream->GetI4(); + + if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) + throw DeadlyImportError("Chunk is too large"); + + if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) + DefaultLogger::get()->error("3DS: Chunk overflow"); +} + +// ------------------------------------------------------------------------------------------------ +// Skip a chunk +void Discreet3DSImporter::SkipChunk() +{ + Discreet3DS::Chunk psChunk; + ReadChunk(&psChunk); + + stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk)); + return; +} + +// ------------------------------------------------------------------------------------------------ +// Process the primary chunk of the file +void Discreet3DSImporter::ParseMainChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // get chunk type + switch (chunk.Flag) + { + + case Discreet3DS::CHUNK_PRJ: + bIsPrj = true; + case Discreet3DS::CHUNK_MAIN: + ParseEditorChunk(); + break; + }; + + ASSIMP_3DS_END_CHUNK(); + // recursively continue processing this hierarchy level + return ParseMainChunk(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseEditorChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_OBJMESH: + + ParseObjectChunk(); + break; + + // NOTE: In several documentations in the internet this + // chunk appears at different locations + case Discreet3DS::CHUNK_KEYFRAMER: + + ParseKeyframeChunk(); + break; + + case Discreet3DS::CHUNK_VERSION: + { + // print the version number + char buff[10]; + ASSIMP_itoa10(buff,stream->GetI2()); + DefaultLogger::get()->info(std::string("3DS file format version: ") + buff); + } + break; + }; + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseObjectChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_OBJBLOCK: + { + unsigned int cnt = 0; + const char* sz = (const char*)stream->GetPtr(); + + // Get the name of the geometry object + while (stream->GetI1())++cnt; + ParseChunk(sz,cnt); + } + break; + + case Discreet3DS::CHUNK_MAT_MATERIAL: + + // Add a new material to the list + mScene->mMaterials.push_back(D3DS::Material()); + ParseMaterialChunk(); + break; + + case Discreet3DS::CHUNK_AMBCOLOR: + + // This is the ambient base color of the scene. + // We add it to the ambient color of all materials + ParseColorChunk(&mClrAmbient,true); + if (is_qnan(mClrAmbient.r)) + { + // We failed to read the ambient base color. + DefaultLogger::get()->error("3DS: Failed to read ambient base color"); + mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f; + } + break; + + case Discreet3DS::CHUNK_BIT_MAP: + { + // Specifies the background image. The string should already be + // properly 0 terminated but we need to be sure + unsigned int cnt = 0; + const char* sz = (const char*)stream->GetPtr(); + while (stream->GetI1())++cnt; + mBackgroundImage = std::string(sz,cnt); + } + break; + + case Discreet3DS::CHUNK_BIT_MAP_EXISTS: + bHasBG = true; + break; + + case Discreet3DS::CHUNK_MASTER_SCALE: + // Scene master scaling factor + mMasterScale = stream->GetF4(); + break; + }; + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // IMPLEMENTATION NOTE; + // Cameras or lights define their transformation in their parent node and in the + // corresponding light or camera chunks. However, we read and process the latter + // to to be able to return valid cameras/lights even if no scenegraph is given. + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_TRIMESH: + { + // this starts a new triangle mesh + mScene->mMeshes.push_back(D3DS::Mesh()); + D3DS::Mesh& m = mScene->mMeshes.back(); + + // Setup the name of the mesh + m.mName = std::string(name, num); + + // Read mesh chunks + ParseMeshChunk(); + } + break; + + case Discreet3DS::CHUNK_LIGHT: + { + // This starts a new light + aiLight* light = new aiLight(); + mScene->mLights.push_back(light); + + light->mName.Set(std::string(name, num)); + + // First read the position of the light + light->mPosition.x = stream->GetF4(); + light->mPosition.y = stream->GetF4(); + light->mPosition.z = stream->GetF4(); + + light->mColorDiffuse = aiColor3D(1.f,1.f,1.f); + + // Now check for further subchunks + if (!bIsPrj) /* fixme */ + ParseLightChunk(); + + // The specular light color is identical the the diffuse light color. The ambient light color + // is equal to the ambient base color of the whole scene. + light->mColorSpecular = light->mColorDiffuse; + light->mColorAmbient = mClrAmbient; + + if (light->mType == aiLightSource_UNDEFINED) + { + // It must be a point light + light->mType = aiLightSource_POINT; + }} + break; + + case Discreet3DS::CHUNK_CAMERA: + { + // This starts a new camera + aiCamera* camera = new aiCamera(); + mScene->mCameras.push_back(camera); + camera->mName.Set(std::string(name, num)); + + // First read the position of the camera + camera->mPosition.x = stream->GetF4(); + camera->mPosition.y = stream->GetF4(); + camera->mPosition.z = stream->GetF4(); + + // Then the camera target + camera->mLookAt.x = stream->GetF4() - camera->mPosition.x; + camera->mLookAt.y = stream->GetF4() - camera->mPosition.y; + camera->mLookAt.z = stream->GetF4() - camera->mPosition.z; + float len = camera->mLookAt.Length(); + if (len < 1e-5f) { + + // There are some files with lookat == position. Don't know why or whether it's ok or not. + DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector"); + camera->mLookAt = aiVector3D(0.f,1.f,0.f); + + } + else camera->mLookAt /= len; + + // And finally - the camera rotation angle, in counter clockwise direction + const float angle = AI_DEG_TO_RAD( stream->GetF4() ); + aiQuaternion quat(camera->mLookAt,angle); + camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f); + + // Read the lense angle + camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() ); + if (camera->mHorizontalFOV < 0.001f) { + camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f); + } + + // Now check for further subchunks + if (!bIsPrj) /* fixme */ { + ParseCameraChunk(); + }} + break; + }; + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseLightChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + aiLight* light = mScene->mLights.back(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_DL_SPOTLIGHT: + // Now we can be sure that the light is a spot light + light->mType = aiLightSource_SPOT; + + // We wouldn't need to normalize here, but we do it + light->mDirection.x = stream->GetF4() - light->mPosition.x; + light->mDirection.y = stream->GetF4() - light->mPosition.y; + light->mDirection.z = stream->GetF4() - light->mPosition.z; + light->mDirection.Normalize(); + + // Now the hotspot and falloff angles - in degrees + light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() ); + + // FIX: the falloff angle is just an offset + light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() ); + break; + + // intensity multiplier + case Discreet3DS::CHUNK_DL_MULTIPLIER: + light->mColorDiffuse = light->mColorDiffuse * stream->GetF4(); + break; + + // light color + case Discreet3DS::CHUNK_RGBF: + case Discreet3DS::CHUNK_LINRGBF: + light->mColorDiffuse.r *= stream->GetF4(); + light->mColorDiffuse.g *= stream->GetF4(); + light->mColorDiffuse.b *= stream->GetF4(); + break; + + // light attenuation + case Discreet3DS::CHUNK_DL_ATTENUATE: + light->mAttenuationLinear = stream->GetF4(); + break; + }; + + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseCameraChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + aiCamera* camera = mScene->mCameras.back(); + + // get chunk type + switch (chunk.Flag) + { + // near and far clip plane + case Discreet3DS::CHUNK_CAM_RANGES: + camera->mClipPlaneNear = stream->GetF4(); + camera->mClipPlaneFar = stream->GetF4(); + break; + } + + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseKeyframeChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_TRACKCAMTGT: + case Discreet3DS::CHUNK_TRACKSPOTL: + case Discreet3DS::CHUNK_TRACKCAMERA: + case Discreet3DS::CHUNK_TRACKINFO: + case Discreet3DS::CHUNK_TRACKLIGHT: + case Discreet3DS::CHUNK_TRACKLIGTGT: + + // this starts a new mesh hierarchy chunk + ParseHierarchyChunk(chunk.Flag); + break; + }; + + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +// Little helper function for ParseHierarchyChunk +void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent) +{ + if (!pcCurrent) { + mRootNode->push_back(pcNode); + return; + } + + if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) { + if(pcCurrent->mParent) { + pcCurrent->mParent->push_back(pcNode); + } + else pcCurrent->push_back(pcNode); + return; + } + return InverseNodeSearch(pcNode,pcCurrent->mParent); +} + +// ------------------------------------------------------------------------------------------------ +// Find a node with a specific name in the import hierarchy +D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) +{ + if (root->mName == name) + return root; + for (std::vector::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) { + D3DS::Node* nd; + if (( nd = FindNode(*it,name))) + return nd; + } + return NULL; +} + +// ------------------------------------------------------------------------------------------------ +// Binary predicate for std::unique() +template +bool KeyUniqueCompare(const T& first, const T& second) +{ + return first.mTime == second.mTime; +} + +// ------------------------------------------------------------------------------------------------ +// Skip some additional import data. +void Discreet3DSImporter::SkipTCBInfo() +{ + unsigned int flags = stream->GetI2(); + + if (!flags) { + // Currently we can't do anything with these values. They occur + // quite rare, so it wouldn't be worth the effort implementing + // them. 3DS ist not really suitable for complex animations, + // so full support is not required. + DefaultLogger::get()->warn("3DS: Skipping TCB animation info"); + } + + if (flags & Discreet3DS::KEY_USE_TENS) { + stream->IncPtr(4); + } + if (flags & Discreet3DS::KEY_USE_BIAS) { + stream->IncPtr(4); + } + if (flags & Discreet3DS::KEY_USE_CONT) { + stream->IncPtr(4); + } + if (flags & Discreet3DS::KEY_USE_EASE_FROM) { + stream->IncPtr(4); + } + if (flags & Discreet3DS::KEY_USE_EASE_TO) { + stream->IncPtr(4); + } +} + +// ------------------------------------------------------------------------------------------------ +// Read hierarchy and keyframe info +void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_TRACKOBJNAME: + + // This is the name of the object to which the track applies. The chunk also + // defines the position of this object in the hierarchy. + { + + // First of all: get the name of the object + unsigned int cnt = 0; + const char* sz = (const char*)stream->GetPtr(); + + while (stream->GetI1())++cnt; + std::string name = std::string(sz,cnt); + + // Now find out whether we have this node already (target animation channels + // are stored with a separate object ID) + D3DS::Node* pcNode = FindNode(mRootNode,name); + int instanceNumber = 1; + + if ( pcNode) + { + // if the source is not a CHUNK_TRACKINFO block it wont be an object instance + if (parent != Discreet3DS::CHUNK_TRACKINFO) + { + mCurrentNode = pcNode; + break; + } + pcNode->mInstanceCount++; + instanceNumber = pcNode->mInstanceCount; + } + pcNode = new D3DS::Node(); + pcNode->mName = name; + pcNode->mInstanceNumber = instanceNumber; + + // There are two unknown values which we can safely ignore + stream->IncPtr(4); + + // Now read the hierarchy position of the object + uint16_t hierarchy = stream->GetI2() + 1; + pcNode->mHierarchyPos = hierarchy; + pcNode->mHierarchyIndex = mLastNodeIndex; + + // And find a proper position in the graph for it + if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) { + + // add to the parent of the last touched node + mCurrentNode->mParent->push_back(pcNode); + mLastNodeIndex++; + } + else if(hierarchy >= mLastNodeIndex) { + + // place it at the current position in the hierarchy + mCurrentNode->push_back(pcNode); + mLastNodeIndex = hierarchy; + } + else { + // need to go back to the specified position in the hierarchy. + InverseNodeSearch(pcNode,mCurrentNode); + mLastNodeIndex++; + } + // Make this node the current node + mCurrentNode = pcNode; + } + break; + + case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME: + + // This is the "real" name of a $$$DUMMY object + { + const char* sz = (const char*) stream->GetPtr(); + while (stream->GetI1()); + + // If object name is DUMMY, take this one instead + if (mCurrentNode->mName == "$$$DUMMY") { + //DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object"); + mCurrentNode->mName = std::string(sz); + break; + } + } + break; + + case Discreet3DS::CHUNK_TRACKPIVOT: + + if ( Discreet3DS::CHUNK_TRACKINFO != parent) + { + DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object"); + break; + } + + // Pivot = origin of rotation and scaling + mCurrentNode->vPivot.x = stream->GetF4(); + mCurrentNode->vPivot.y = stream->GetF4(); + mCurrentNode->vPivot.z = stream->GetF4(); + break; + + + // //////////////////////////////////////////////////////////////////// + // POSITION KEYFRAME + case Discreet3DS::CHUNK_TRACKPOS: + { + stream->IncPtr(10); + const unsigned int numFrames = stream->GetI4(); + bool sortKeys = false; + + // This could also be meant as the target position for + // (targeted) lights and cameras + std::vector* l; + if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) { + l = & mCurrentNode->aTargetPositionKeys; + } + else l = & mCurrentNode->aPositionKeys; + + l->reserve(numFrames); + for (unsigned int i = 0; i < numFrames;++i) { + const unsigned int fidx = stream->GetI4(); + + // Setup a new position key + aiVectorKey v; + v.mTime = (double)fidx; + + SkipTCBInfo(); + v.mValue.x = stream->GetF4(); + v.mValue.y = stream->GetF4(); + v.mValue.z = stream->GetF4(); + + // check whether we'll need to sort the keys + if (!l->empty() && v.mTime <= l->back().mTime) + sortKeys = true; + + // Add the new keyframe to the list + l->push_back(v); + } + + // Sort all keys with ascending time values and remove duplicates? + if (sortKeys) { + std::stable_sort(l->begin(),l->end()); + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); + }} + + break; + + // //////////////////////////////////////////////////////////////////// + // CAMERA ROLL KEYFRAME + case Discreet3DS::CHUNK_TRACKROLL: + { + // roll keys are accepted for cameras only + if (parent != Discreet3DS::CHUNK_TRACKCAMERA) { + DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object"); + break; + } + bool sortKeys = false; + std::vector* l = &mCurrentNode->aCameraRollKeys; + + stream->IncPtr(10); + const unsigned int numFrames = stream->GetI4(); + l->reserve(numFrames); + for (unsigned int i = 0; i < numFrames;++i) { + const unsigned int fidx = stream->GetI4(); + + // Setup a new position key + aiFloatKey v; + v.mTime = (double)fidx; + + // This is just a single float + SkipTCBInfo(); + v.mValue = stream->GetF4(); + + // Check whether we'll need to sort the keys + if (!l->empty() && v.mTime <= l->back().mTime) + sortKeys = true; + + // Add the new keyframe to the list + l->push_back(v); + } + + // Sort all keys with ascending time values and remove duplicates? + if (sortKeys) { + std::stable_sort(l->begin(),l->end()); + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); + }} + break; + + + // //////////////////////////////////////////////////////////////////// + // CAMERA FOV KEYFRAME + case Discreet3DS::CHUNK_TRACKFOV: + { + DefaultLogger::get()->error("3DS: Skipping FOV animation track. " + "This is not supported"); + } + break; + + + // //////////////////////////////////////////////////////////////////// + // ROTATION KEYFRAME + case Discreet3DS::CHUNK_TRACKROTATE: + { + stream->IncPtr(10); + const unsigned int numFrames = stream->GetI4(); + + bool sortKeys = false; + std::vector* l = &mCurrentNode->aRotationKeys; + l->reserve(numFrames); + + for (unsigned int i = 0; i < numFrames;++i) { + const unsigned int fidx = stream->GetI4(); + SkipTCBInfo(); + + aiQuatKey v; + v.mTime = (double)fidx; + + // The rotation keyframe is given as an axis-angle pair + const float rad = stream->GetF4(); + aiVector3D axis; + axis.x = stream->GetF4(); + axis.y = stream->GetF4(); + axis.z = stream->GetF4(); + + if (!axis.x && !axis.y && !axis.z) + axis.y = 1.f; + + // Construct a rotation quaternion from the axis-angle pair + v.mValue = aiQuaternion(axis,rad); + + // Check whether we'll need to sort the keys + if (!l->empty() && v.mTime <= l->back().mTime) + sortKeys = true; + + // add the new keyframe to the list + l->push_back(v); + } + // Sort all keys with ascending time values and remove duplicates? + if (sortKeys) { + std::stable_sort(l->begin(),l->end()); + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); + }} + break; + + // //////////////////////////////////////////////////////////////////// + // SCALING KEYFRAME + case Discreet3DS::CHUNK_TRACKSCALE: + { + stream->IncPtr(10); + const unsigned int numFrames = stream->GetI2(); + stream->IncPtr(2); + + bool sortKeys = false; + std::vector* l = &mCurrentNode->aScalingKeys; + l->reserve(numFrames); + + for (unsigned int i = 0; i < numFrames;++i) { + const unsigned int fidx = stream->GetI4(); + SkipTCBInfo(); + + // Setup a new key + aiVectorKey v; + v.mTime = (double)fidx; + + // ... and read its value + v.mValue.x = stream->GetF4(); + v.mValue.y = stream->GetF4(); + v.mValue.z = stream->GetF4(); + + // check whether we'll need to sort the keys + if (!l->empty() && v.mTime <= l->back().mTime) + sortKeys = true; + + // Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files + if (!v.mValue.x) v.mValue.x = 1.f; + if (!v.mValue.y) v.mValue.y = 1.f; + if (!v.mValue.z) v.mValue.z = 1.f; + + l->push_back(v); + } + // Sort all keys with ascending time values and remove duplicates? + if (sortKeys) { + std::stable_sort(l->begin(),l->end()); + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare), l->end() ); + }} + break; + }; + + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +// Read a face chunk - it contains smoothing groups and material assignments +void Discreet3DSImporter::ParseFaceChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // Get the mesh we're currently working on + D3DS::Mesh& mMesh = mScene->mMeshes.back(); + + // Get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_SMOOLIST: + { + // This is the list of smoothing groups - a bitfield for every face. + // Up to 32 smoothing groups assigned to a single face. + unsigned int num = chunkSize/4, m = 0; + for (std::vector::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) { + // nth bit is set for nth smoothing group + (*i).iSmoothGroup = stream->GetI4(); + }} + break; + + case Discreet3DS::CHUNK_FACEMAT: + { + // at fist an asciiz with the material name + const char* sz = (const char*)stream->GetPtr(); + while (stream->GetI1()); + + // find the index of the material + unsigned int idx = 0xcdcdcdcd, cnt = 0; + for (std::vector::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) { + // use case independent comparisons. hopefully it will work. + if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) { + idx = cnt; + break; + } + } + if (0xcdcdcdcd == idx) { + DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz); + } + + // Now continue and read all material indices + cnt = (uint16_t)stream->GetI2(); + for (unsigned int i = 0; i < cnt;++i) { + unsigned int fidx = (uint16_t)stream->GetI2(); + + // check range + if (fidx >= mMesh.mFaceMaterials.size()) { + DefaultLogger::get()->error("3DS: Invalid face index in face material list"); + } + else mMesh.mFaceMaterials[fidx] = idx; + }} + break; + }; + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +// Read a mesh chunk. Here's the actual mesh data +void Discreet3DSImporter::ParseMeshChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // Get the mesh we're currently working on + D3DS::Mesh& mMesh = mScene->mMeshes.back(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_VERTLIST: + { + // This is the list of all vertices in the current mesh + int num = (int)(uint16_t)stream->GetI2(); + mMesh.mPositions.reserve(num); + while (num-- > 0) { + aiVector3D v; + v.x = stream->GetF4(); + v.y = stream->GetF4(); + v.z = stream->GetF4(); + mMesh.mPositions.push_back(v); + }} + break; + case Discreet3DS::CHUNK_TRMATRIX: + { + // This is the RLEATIVE transformation matrix of the current mesh. Vertices are + // pretransformed by this matrix wonder. + mMesh.mMat.a1 = stream->GetF4(); + mMesh.mMat.b1 = stream->GetF4(); + mMesh.mMat.c1 = stream->GetF4(); + mMesh.mMat.a2 = stream->GetF4(); + mMesh.mMat.b2 = stream->GetF4(); + mMesh.mMat.c2 = stream->GetF4(); + mMesh.mMat.a3 = stream->GetF4(); + mMesh.mMat.b3 = stream->GetF4(); + mMesh.mMat.c3 = stream->GetF4(); + mMesh.mMat.a4 = stream->GetF4(); + mMesh.mMat.b4 = stream->GetF4(); + mMesh.mMat.c4 = stream->GetF4(); + } + break; + + case Discreet3DS::CHUNK_MAPLIST: + { + // This is the list of all UV coords in the current mesh + int num = (int)(uint16_t)stream->GetI2(); + mMesh.mTexCoords.reserve(num); + while (num-- > 0) { + aiVector3D v; + v.x = stream->GetF4(); + v.y = stream->GetF4(); + mMesh.mTexCoords.push_back(v); + }} + break; + + case Discreet3DS::CHUNK_FACELIST: + { + // This is the list of all faces in the current mesh + int num = (int)(uint16_t)stream->GetI2(); + mMesh.mFaces.reserve(num); + while (num-- > 0) { + // 3DS faces are ALWAYS triangles + mMesh.mFaces.push_back(D3DS::Face()); + D3DS::Face& sFace = mMesh.mFaces.back(); + + sFace.mIndices[0] = (uint16_t)stream->GetI2(); + sFace.mIndices[1] = (uint16_t)stream->GetI2(); + sFace.mIndices[2] = (uint16_t)stream->GetI2(); + + stream->IncPtr(2); // skip edge visibility flag + } + + // Resize the material array (0xcdcdcdcd marks the default material; so if a face is + // not referenced by a material, $$DEFAULT will be assigned to it) + mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd); + + // Larger 3DS files could have multiple FACE chunks here + chunkSize = stream->GetRemainingSizeToLimit(); + if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) ) + ParseFaceChunk(); + } + break; + }; + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +// Read a 3DS material chunk +void Discreet3DSImporter::ParseMaterialChunk() +{ + ASSIMP_3DS_BEGIN_CHUNK(); + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_MAT_MATNAME: + + { + // The material name string is already zero-terminated, but we need to be sure ... + const char* sz = (const char*)stream->GetPtr(); + unsigned int cnt = 0; + while (stream->GetI1()) + ++cnt; + + if (!cnt) { + // This may not be, we use the default name instead + DefaultLogger::get()->error("3DS: Empty material name"); + } + else mScene->mMaterials.back().mName = std::string(sz,cnt); + } + break; + + case Discreet3DS::CHUNK_MAT_DIFFUSE: + { + // This is the diffuse material color + aiColor3D* pc = &mScene->mMaterials.back().mDiffuse; + ParseColorChunk(pc); + if (is_qnan(pc->r)) { + // color chunk is invalid. Simply ignore it + DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk"); + pc->r = pc->g = pc->b = 1.0f; + }} + break; + + case Discreet3DS::CHUNK_MAT_SPECULAR: + { + // This is the specular material color + aiColor3D* pc = &mScene->mMaterials.back().mSpecular; + ParseColorChunk(pc); + if (is_qnan(pc->r)) { + // color chunk is invalid. Simply ignore it + DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk"); + pc->r = pc->g = pc->b = 1.0f; + }} + break; + + case Discreet3DS::CHUNK_MAT_AMBIENT: + { + // This is the ambient material color + aiColor3D* pc = &mScene->mMaterials.back().mAmbient; + ParseColorChunk(pc); + if (is_qnan(pc->r)) { + // color chunk is invalid. Simply ignore it + DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk"); + pc->r = pc->g = pc->b = 0.0f; + }} + break; + + case Discreet3DS::CHUNK_MAT_SELF_ILLUM: + { + // This is the emissive material color + aiColor3D* pc = &mScene->mMaterials.back().mEmissive; + ParseColorChunk(pc); + if (is_qnan(pc->r)) { + // color chunk is invalid. Simply ignore it + DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk"); + pc->r = pc->g = pc->b = 0.0f; + }} + break; + + case Discreet3DS::CHUNK_MAT_TRANSPARENCY: + { + // This is the material's transparency + float* pcf = &mScene->mMaterials.back().mTransparency; + *pcf = ParsePercentageChunk(); + + // NOTE: transparency, not opacity + if (is_qnan(*pcf)) + *pcf = 1.0f; + else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f; + } + break; + + case Discreet3DS::CHUNK_MAT_SHADING: + // This is the material shading mode + mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2(); + break; + + case Discreet3DS::CHUNK_MAT_TWO_SIDE: + // This is the two-sided flag + mScene->mMaterials.back().mTwoSided = true; + break; + + case Discreet3DS::CHUNK_MAT_SHININESS: + { // This is the shininess of the material + float* pcf = &mScene->mMaterials.back().mSpecularExponent; + *pcf = ParsePercentageChunk(); + if (is_qnan(*pcf)) + *pcf = 0.0f; + else *pcf *= (float)0xFFFF; + } + break; + + case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT: + { // This is the shininess strength of the material + float* pcf = &mScene->mMaterials.back().mShininessStrength; + *pcf = ParsePercentageChunk(); + if (is_qnan(*pcf)) + *pcf = 0.0f; + else *pcf *= (float)0xffff / 100.0f; + } + break; + + case Discreet3DS::CHUNK_MAT_SELF_ILPCT: + { // This is the self illumination strength of the material + float f = ParsePercentageChunk(); + if (is_qnan(f)) + f = 0.0f; + else f *= (float)0xFFFF / 100.0f; + mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f); + } + break; + + // Parse texture chunks + case Discreet3DS::CHUNK_MAT_TEXTURE: + // Diffuse texture + ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse); + break; + case Discreet3DS::CHUNK_MAT_BUMPMAP: + // Height map + ParseTextureChunk(&mScene->mMaterials.back().sTexBump); + break; + case Discreet3DS::CHUNK_MAT_OPACMAP: + // Opacity texture + ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity); + break; + case Discreet3DS::CHUNK_MAT_MAT_SHINMAP: + // Shininess map + ParseTextureChunk(&mScene->mMaterials.back().sTexShininess); + break; + case Discreet3DS::CHUNK_MAT_SPECMAP: + // Specular map + ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular); + break; + case Discreet3DS::CHUNK_MAT_SELFIMAP: + // Self-illumination (emissive) map + ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive); + break; + case Discreet3DS::CHUNK_MAT_REFLMAP: + // Reflection map + ParseTextureChunk(&mScene->mMaterials.back().sTexReflective); + break; + }; + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) +{ + ASSIMP_3DS_BEGIN_CHUNK(); + + // get chunk type + switch (chunk.Flag) + { + case Discreet3DS::CHUNK_MAPFILE: + { + // The material name string is already zero-terminated, but we need to be sure ... + const char* sz = (const char*)stream->GetPtr(); + unsigned int cnt = 0; + while (stream->GetI1()) + ++cnt; + pcOut->mMapName = std::string(sz,cnt); + } + break; + + + case Discreet3DS::CHUNK_PERCENTF: + // Manually parse the blend factor + pcOut->mTextureBlend = stream->GetF4(); + break; + + case Discreet3DS::CHUNK_PERCENTW: + // Manually parse the blend factor + pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f; + break; + + case Discreet3DS::CHUNK_MAT_MAP_USCALE: + // Texture coordinate scaling in the U direction + pcOut->mScaleU = stream->GetF4(); + if (0.0f == pcOut->mScaleU) + { + DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1."); + pcOut->mScaleU = 1.0f; + } + break; + case Discreet3DS::CHUNK_MAT_MAP_VSCALE: + // Texture coordinate scaling in the V direction + pcOut->mScaleV = stream->GetF4(); + if (0.0f == pcOut->mScaleV) + { + DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1."); + pcOut->mScaleV = 1.0f; + } + break; + + case Discreet3DS::CHUNK_MAT_MAP_UOFFSET: + // Texture coordinate offset in the U direction + pcOut->mOffsetU = -stream->GetF4(); + break; + + case Discreet3DS::CHUNK_MAT_MAP_VOFFSET: + // Texture coordinate offset in the V direction + pcOut->mOffsetV = stream->GetF4(); + break; + + case Discreet3DS::CHUNK_MAT_MAP_ANG: + // Texture coordinate rotation, CCW in DEGREES + pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() ); + break; + + case Discreet3DS::CHUNK_MAT_MAP_TILING: + { + const uint16_t iFlags = stream->GetI2(); + + // Get the mapping mode (for both axes) + if (iFlags & 0x2u) + pcOut->mMapMode = aiTextureMapMode_Mirror; + + else if (iFlags & 0x10u) + pcOut->mMapMode = aiTextureMapMode_Decal; + + // wrapping in all remaining cases + else pcOut->mMapMode = aiTextureMapMode_Wrap; + } + break; + }; + + ASSIMP_3DS_END_CHUNK(); +} + +// ------------------------------------------------------------------------------------------------ +// Read a percentage chunk +float Discreet3DSImporter::ParsePercentageChunk() +{ + Discreet3DS::Chunk chunk; + ReadChunk(&chunk); + + if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) + return stream->GetF4(); + else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) + return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF; + return get_qnan(); +} + +// ------------------------------------------------------------------------------------------------ +// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color +void Discreet3DSImporter::ParseColorChunk(aiColor3D* out, + bool acceptPercent) +{ + ai_assert(out != NULL); + + // error return value + const float qnan = get_qnan(); + static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan); + + Discreet3DS::Chunk chunk; + ReadChunk(&chunk); + const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk); + + bool bGamma = false; + + // Get the type of the chunk + switch(chunk.Flag) + { + case Discreet3DS::CHUNK_LINRGBF: + bGamma = true; + + case Discreet3DS::CHUNK_RGBF: + if (sizeof(float) * 3 > diff) { + *out = clrError; + return; + } + out->r = stream->GetF4(); + out->g = stream->GetF4(); + out->b = stream->GetF4(); + break; + + case Discreet3DS::CHUNK_LINRGBB: + bGamma = true; + case Discreet3DS::CHUNK_RGBB: + if (sizeof(char) * 3 > diff) { + *out = clrError; + return; + } + out->r = (float)(uint8_t)stream->GetI1() / 255.0f; + out->g = (float)(uint8_t)stream->GetI1() / 255.0f; + out->b = (float)(uint8_t)stream->GetI1() / 255.0f; + break; + + // Percentage chunks are accepted, too. + case Discreet3DS::CHUNK_PERCENTF: + if (acceptPercent && 4 <= diff) { + out->g = out->b = out->r = stream->GetF4(); + break; + } + *out = clrError; + return; + + case Discreet3DS::CHUNK_PERCENTW: + if (acceptPercent && 1 <= diff) { + out->g = out->b = out->r = (float)(uint8_t)stream->GetI1() / 255.0f; + break; + } + *out = clrError; + return; + + default: + stream->IncPtr(diff); + // Skip unknown chunks, hope this won't cause any problems. + return ParseColorChunk(out,acceptPercent); + }; + (void)bGamma; +} + +#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER diff --git a/external/assimp-3.1.1/code/3DSLoader.h b/external/assimp-3.1.1/code/3DSLoader.h new file mode 100755 index 0000000..5e80195 --- /dev/null +++ b/external/assimp-3.1.1/code/3DSLoader.h @@ -0,0 +1,280 @@ + +/* +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 3DSLoader.h + * @brief 3DS File format loader + */ +#ifndef AI_3DSIMPORTER_H_INC +#define AI_3DSIMPORTER_H_INC + +#include "BaseImporter.h" +#include "../include/assimp/types.h" + +#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER + +struct aiNode; +#include "3DSHelper.h" + +namespace Assimp { + + +using namespace D3DS; + +// --------------------------------------------------------------------------------- +/** Importer class for 3D Studio r3 and r4 3DS files + */ +class Discreet3DSImporter : public BaseImporter +{ +public: + + Discreet3DSImporter(); + ~Discreet3DSImporter(); + +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); + + // ------------------------------------------------------------------- + /** Converts a temporary material to the outer representation + */ + void ConvertMaterial(D3DS::Material& p_cMat, + aiMaterial& p_pcOut); + + // ------------------------------------------------------------------- + /** Read a chunk + * + * @param pcOut Receives the current chunk + */ + void ReadChunk(Discreet3DS::Chunk* pcOut); + + // ------------------------------------------------------------------- + /** Parse a percentage chunk. mCurrent will point to the next + * chunk behind afterwards. If no percentage chunk is found + * QNAN is returned. + */ + float ParsePercentageChunk(); + + // ------------------------------------------------------------------- + /** Parse a color chunk. mCurrent will point to the next + * chunk behind afterwards. If no color chunk is found + * QNAN is returned in all members. + */ + void ParseColorChunk(aiColor3D* p_pcOut, + bool p_bAcceptPercent = true); + + + // ------------------------------------------------------------------- + /** Skip a chunk in the file + */ + void SkipChunk(); + + // ------------------------------------------------------------------- + /** Generate the nodegraph + */ + void GenerateNodeGraph(aiScene* pcOut); + + // ------------------------------------------------------------------- + /** Parse a main top-level chunk in the file + */ + void ParseMainChunk(); + + // ------------------------------------------------------------------- + /** Parse a top-level chunk in the file + */ + void ParseChunk(const char* name, unsigned int num); + + // ------------------------------------------------------------------- + /** Parse a top-level editor chunk in the file + */ + void ParseEditorChunk(); + + // ------------------------------------------------------------------- + /** Parse a top-level object chunk in the file + */ + void ParseObjectChunk(); + + // ------------------------------------------------------------------- + /** Parse a material chunk in the file + */ + void ParseMaterialChunk(); + + // ------------------------------------------------------------------- + /** Parse a mesh chunk in the file + */ + void ParseMeshChunk(); + + // ------------------------------------------------------------------- + /** Parse a light chunk in the file + */ + void ParseLightChunk(); + + // ------------------------------------------------------------------- + /** Parse a camera chunk in the file + */ + void ParseCameraChunk(); + + // ------------------------------------------------------------------- + /** Parse a face list chunk in the file + */ + void ParseFaceChunk(); + + // ------------------------------------------------------------------- + /** Parse a keyframe chunk in the file + */ + void ParseKeyframeChunk(); + + // ------------------------------------------------------------------- + /** Parse a hierarchy chunk in the file + */ + void ParseHierarchyChunk(uint16_t parent); + + // ------------------------------------------------------------------- + /** Parse a texture chunk in the file + */ + void ParseTextureChunk(D3DS::Texture* pcOut); + + // ------------------------------------------------------------------- + /** Convert the meshes in the file + */ + void ConvertMeshes(aiScene* pcOut); + + // ------------------------------------------------------------------- + /** Replace the default material in the scene + */ + void ReplaceDefaultMaterial(); + + // ------------------------------------------------------------------- + /** Convert the whole scene + */ + void ConvertScene(aiScene* pcOut); + + // ------------------------------------------------------------------- + /** generate unique vertices for a mesh + */ + void MakeUnique(D3DS::Mesh& sMesh); + + // ------------------------------------------------------------------- + /** Add a node to the node graph + */ + void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn, + aiMatrix4x4& absTrafo); + + // ------------------------------------------------------------------- + /** Search for a node in the graph. + * Called recursively + */ + void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent); + + // ------------------------------------------------------------------- + /** Apply the master scaling factor to the mesh + */ + void ApplyMasterScale(aiScene* pScene); + + // ------------------------------------------------------------------- + /** Clamp all indices in the file to a valid range + */ + void CheckIndices(D3DS::Mesh& sMesh); + + // ------------------------------------------------------------------- + /** Skip the TCB info in a track key + */ + void SkipTCBInfo(); + +protected: + + /** Stream to read from */ + StreamReaderLE* stream; + + /** Last touched node index */ + short mLastNodeIndex; + + /** Current node, root node */ + D3DS::Node* mCurrentNode, *mRootNode; + + /** Scene under construction */ + D3DS::Scene* mScene; + + /** Ambient base color of the scene */ + aiColor3D mClrAmbient; + + /** Master scaling factor of the scene */ + float mMasterScale; + + /** Path to the background image of the scene */ + std::string mBackgroundImage; + bool bHasBG; + + /** true if PRJ file */ + bool bIsPrj; +}; + +#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER + +} // end of namespace Assimp + +#endif // AI_3DSIMPORTER_H_INC diff --git a/external/assimp-3.1.1/code/ACLoader.cpp b/external/assimp-3.1.1/code/ACLoader.cpp new file mode 100755 index 0000000..fdb2c02 --- /dev/null +++ b/external/assimp-3.1.1/code/ACLoader.cpp @@ -0,0 +1,866 @@ + +/* +--------------------------------------------------------------------------- +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 Implementation of the AC3D importer class */ + +#include "AssimpPCH.h" + +#ifndef ASSIMP_BUILD_NO_AC_IMPORTER + +// internal headers +#include "ACLoader.h" +#include "ParsingUtils.h" +#include "fast_atof.h" +#include "Subdivision.h" + +using namespace Assimp; + +static const aiImporterDesc desc = { + "AC3D Importer", + "", + "", + "", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "ac acc ac3d" +}; + +// ------------------------------------------------------------------------------------------------ +// skip to the next token +#define AI_AC_SKIP_TO_NEXT_TOKEN() \ + if (!SkipSpaces(&buffer)) \ + { \ + DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \ + continue; \ + } + +// ------------------------------------------------------------------------------------------------ +// read a string (may be enclosed in double quotation marks). buffer must point to " +#define AI_AC_GET_STRING(out) \ + ++buffer; \ + const char* sz = buffer; \ + while ('\"' != *buffer) \ + { \ + if (IsLineEnd( *buffer )) \ + { \ + DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \ + out = "ERROR"; \ + break; \ + } \ + ++buffer; \ + } \ + if (IsLineEnd( *buffer ))continue; \ + out = std::string(sz,(unsigned int)(buffer-sz)); \ + ++buffer; + + +// ------------------------------------------------------------------------------------------------ +// read 1 to n floats prefixed with an optional predefined identifier +#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \ + AI_AC_SKIP_TO_NEXT_TOKEN(); \ + if (name_length) \ + { \ + if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \ + { \ + DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \ + continue; \ + } \ + buffer += name_length+1; \ + } \ + for (unsigned int i = 0; i < num;++i) \ + { \ + AI_AC_SKIP_TO_NEXT_TOKEN(); \ + buffer = fast_atoreal_move(buffer,((float*)out)[i]); \ + } + + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +AC3DImporter::AC3DImporter() +{ + // nothing to be done here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +AC3DImporter::~AC3DImporter() +{ + // nothing to be done here +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const +{ + std::string extension = GetExtension(pFile); + + // fixme: are acc and ac3d *really* used? Some sources say they are + if(extension == "ac" || extension == "ac3d" || extension == "acc") { + return true; + } + if (!extension.length() || checkSig) { + uint32_t token = AI_MAKE_MAGIC("AC3D"); + return CheckMagicToken(pIOHandler,pFile,&token,1,0); + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Loader meta information +const aiImporterDesc* AC3DImporter::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Get a pointer to the next line from the file +bool AC3DImporter::GetNextLine( ) +{ + SkipLine(&buffer); + return SkipSpaces(&buffer); +} + +// ------------------------------------------------------------------------------------------------ +// Parse an object section in an AC file +void AC3DImporter::LoadObjectSection(std::vector& objects) +{ + if (!TokenMatch(buffer,"OBJECT",6)) + return; + + SkipSpaces(&buffer); + + ++mNumMeshes; + + objects.push_back(Object()); + Object& obj = objects.back(); + + aiLight* light = NULL; + if (!ASSIMP_strincmp(buffer,"light",5)) + { + // This is a light source. Add it to the list + mLights->push_back(light = new aiLight()); + + // Return a point light with no attenuation + light->mType = aiLightSource_POINT; + light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f); + light->mAttenuationConstant = 1.f; + + // Generate a default name for both the light source and the node + // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version. + light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast(mLights->size())-1); + obj.name = std::string( light->mName.data ); + + DefaultLogger::get()->debug("AC3D: Light source encountered"); + obj.type = Object::Light; + } + else if (!ASSIMP_strincmp(buffer,"group",5)) + { + obj.type = Object::Group; + } + else if (!ASSIMP_strincmp(buffer,"world",5)) + { + obj.type = Object::World; + } + else obj.type = Object::Poly; + while (GetNextLine()) + { + if (TokenMatch(buffer,"kids",4)) + { + SkipSpaces(&buffer); + unsigned int num = strtoul10(buffer,&buffer); + GetNextLine(); + if (num) + { + // load the children of this object recursively + obj.children.reserve(num); + for (unsigned int i = 0; i < num; ++i) + LoadObjectSection(obj.children); + } + return; + } + else if (TokenMatch(buffer,"name",4)) + { + SkipSpaces(&buffer); + AI_AC_GET_STRING(obj.name); + + // If this is a light source, we'll also need to store + // the name of the node in it. + if (light) + { + light->mName.Set(obj.name); + } + } + else if (TokenMatch(buffer,"texture",7)) + { + SkipSpaces(&buffer); + AI_AC_GET_STRING(obj.texture); + } + else if (TokenMatch(buffer,"texrep",6)) + { + SkipSpaces(&buffer); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat); + if (!obj.texRepeat.x || !obj.texRepeat.y) + obj.texRepeat = aiVector2D (1.f,1.f); + } + else if (TokenMatch(buffer,"texoff",6)) + { + SkipSpaces(&buffer); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset); + } + else if (TokenMatch(buffer,"rot",3)) + { + SkipSpaces(&buffer); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation); + } + else if (TokenMatch(buffer,"loc",3)) + { + SkipSpaces(&buffer); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation); + } + else if (TokenMatch(buffer,"subdiv",6)) + { + SkipSpaces(&buffer); + obj.subDiv = strtoul10(buffer,&buffer); + } + else if (TokenMatch(buffer,"crease",6)) + { + SkipSpaces(&buffer); + obj.crease = fast_atof(buffer); + } + else if (TokenMatch(buffer,"numvert",7)) + { + SkipSpaces(&buffer); + + unsigned int t = strtoul10(buffer,&buffer); + obj.vertices.reserve(t); + for (unsigned int i = 0; i < t;++i) + { + if (!GetNextLine()) + { + DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet"); + break; + } + else if (!IsNumeric(*buffer)) + { + DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet"); + --buffer; // make sure the line is processed a second time + break; + } + obj.vertices.push_back(aiVector3D()); + aiVector3D& v = obj.vertices.back(); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x); + } + } + else if (TokenMatch(buffer,"numsurf",7)) + { + SkipSpaces(&buffer); + + bool Q3DWorkAround = false; + + const unsigned int t = strtoul10(buffer,&buffer); + obj.surfaces.reserve(t); + for (unsigned int i = 0; i < t;++i) + { + GetNextLine(); + if (!TokenMatch(buffer,"SURF",4)) + { + // FIX: this can occur for some files - Quick 3D for + // example writes no surf chunks + if (!Q3DWorkAround) + { + DefaultLogger::get()->warn("AC3D: SURF token was expected"); + DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled"); + } + --buffer; // make sure the line is processed a second time + // break; --- see fix notes above + + Q3DWorkAround = true; + } + SkipSpaces(&buffer); + obj.surfaces.push_back(Surface()); + Surface& surf = obj.surfaces.back(); + surf.flags = strtoul_cppstyle(buffer); + + while (1) + { + if(!GetNextLine()) + { + DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete"); + break; + } + if (TokenMatch(buffer,"mat",3)) + { + SkipSpaces(&buffer); + surf.mat = strtoul10(buffer); + } + else if (TokenMatch(buffer,"refs",4)) + { + // --- see fix notes above + if (Q3DWorkAround) + { + if (!surf.entries.empty()) + { + buffer -= 6; + break; + } + } + + SkipSpaces(&buffer); + const unsigned int m = strtoul10(buffer); + surf.entries.reserve(m); + + obj.numRefs += m; + + for (unsigned int k = 0; k < m; ++k) + { + if(!GetNextLine()) + { + DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete"); + break; + } + surf.entries.push_back(Surface::SurfaceEntry()); + Surface::SurfaceEntry& entry = surf.entries.back(); + + entry.first = strtoul10(buffer,&buffer); + SkipSpaces(&buffer); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second); + } + } + else + { + + --buffer; // make sure the line is processed a second time + break; + } + } + } + } + } + DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected"); +} + +// ------------------------------------------------------------------------------------------------ +// Convert a material from AC3DImporter::Material to aiMaterial +void AC3DImporter::ConvertMaterial(const Object& object, + const Material& matSrc, + aiMaterial& matDest) +{ + aiString s; + + if (matSrc.name.length()) + { + s.Set(matSrc.name); + matDest.AddProperty(&s,AI_MATKEY_NAME); + } + if (object.texture.length()) + { + s.Set(object.texture); + matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); + + // UV transformation + if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y || + object.texOffset.x || object.texOffset.y) + { + aiUVTransform transform; + transform.mScaling = object.texRepeat; + transform.mTranslation = object.texOffset; + matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0)); + } + } + + matDest.AddProperty(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE); + matDest.AddProperty(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT); + matDest.AddProperty(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE); + matDest.AddProperty(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR); + + int n; + if (matSrc.shin) + { + n = aiShadingMode_Phong; + matDest.AddProperty(&matSrc.shin,1,AI_MATKEY_SHININESS); + } + else n = aiShadingMode_Gouraud; + matDest.AddProperty(&n,1,AI_MATKEY_SHADING_MODEL); + + float f = 1.f - matSrc.trans; + matDest.AddProperty(&f,1,AI_MATKEY_OPACITY); +} + +// ------------------------------------------------------------------------------------------------ +// Converts the loaded data to the internal verbose representation +aiNode* AC3DImporter::ConvertObjectSection(Object& object, + std::vector& meshes, + std::vector& outMaterials, + const std::vector& materials, + aiNode* parent) +{ + aiNode* node = new aiNode(); + node->mParent = parent; + if (object.vertices.size()) + { + if (!object.surfaces.size() || !object.numRefs) + { + /* " An object with 7 vertices (no surfaces, no materials defined). + This is a good way of getting point data into AC3D. + The Vertex->create convex-surface/object can be used on these + vertices to 'wrap' a 3d shape around them " + (http://www.opencity.info/html/ac3dfileformat.html) + + therefore: if no surfaces are defined return point data only + */ + + DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, " + "a point list is returned"); + + meshes.push_back(new aiMesh()); + aiMesh* mesh = meshes.back(); + + mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size(); + aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; + aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; + + for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts) + { + *verts = object.vertices[i]; + faces->mNumIndices = 1; + faces->mIndices = new unsigned int[1]; + faces->mIndices[0] = i; + } + + // use the primary material in this case. this should be the + // default material if all objects of the file contain points + // and no faces. + mesh->mMaterialIndex = 0; + outMaterials.push_back(new aiMaterial()); + ConvertMaterial(object, materials[0], *outMaterials.back()); + } + else + { + // need to generate one or more meshes for this object. + // find out how many different materials we have + typedef std::pair< unsigned int, unsigned int > IntPair; + typedef std::vector< IntPair > MatTable; + MatTable needMat(materials.size(),IntPair(0,0)); + + std::vector::iterator it,end = object.surfaces.end(); + std::vector::iterator it2,end2; + + for (it = object.surfaces.begin(); it != end; ++it) + { + register unsigned int idx = (*it).mat; + if (idx >= needMat.size()) + { + DefaultLogger::get()->error("AC3D: material index is out of range"); + idx = 0; + } + if ((*it).entries.empty()) + { + DefaultLogger::get()->warn("AC3D: surface her zero vertex references"); + } + + // validate all vertex indices to make sure we won't crash here + for (it2 = (*it).entries.begin(), + end2 = (*it).entries.end(); it2 != end2; ++it2) + { + if ((*it2).first >= object.vertices.size()) + { + DefaultLogger::get()->warn("AC3D: Invalid vertex reference"); + (*it2).first = 0; + } + } + + if (!needMat[idx].first)++node->mNumMeshes; + + switch ((*it).flags & 0xf) + { + // closed line + case 0x1: + + needMat[idx].first += (unsigned int)(*it).entries.size(); + needMat[idx].second += (unsigned int)(*it).entries.size()<<1u; + break; + + // unclosed line + case 0x2: + + needMat[idx].first += (unsigned int)(*it).entries.size()-1; + needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u; + break; + + // 0 == polygon, else unknown + default: + + if ((*it).flags & 0xf) + { + DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown"); + (*it).flags &= ~(0xf); + } + + // the number of faces increments by one, the number + // of vertices by surface.numref. + needMat[idx].first++; + needMat[idx].second += (unsigned int)(*it).entries.size(); + }; + } + unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes]; + unsigned int mat = 0; + const size_t oldm = meshes.size(); + for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end(); + cit != cend; ++cit, ++mat) + { + if (!(*cit).first)continue; + + // allocate a new aiMesh object + *pip++ = (unsigned int)meshes.size(); + aiMesh* mesh = new aiMesh(); + meshes.push_back(mesh); + + mesh->mMaterialIndex = (unsigned int)outMaterials.size(); + outMaterials.push_back(new aiMaterial()); + ConvertMaterial(object, materials[mat], *outMaterials.back()); + + // allocate storage for vertices and normals + mesh->mNumFaces = (*cit).first; + aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; + + mesh->mNumVertices = (*cit).second; + aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; + unsigned int cur = 0; + + // allocate UV coordinates, but only if the texture name for the + // surface is not empty + aiVector3D* uv = NULL; + if(object.texture.length()) + { + uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; + mesh->mNumUVComponents[0] = 2; + } + + for (it = object.surfaces.begin(); it != end; ++it) + { + if (mat == (*it).mat) + { + const Surface& src = *it; + + // closed polygon + unsigned int type = (*it).flags & 0xf; + if (!type) + { + aiFace& face = *faces++; + if((face.mNumIndices = (unsigned int)src.entries.size())) + { + face.mIndices = new unsigned int[face.mNumIndices]; + for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices) + { + const Surface::SurfaceEntry& entry = src.entries[i]; + face.mIndices[i] = cur++; + + // copy vertex positions + *vertices = object.vertices[entry.first] + object.translation; + + + // copy texture coordinates + if (uv) + { + uv->x = entry.second.x; + uv->y = entry.second.y; + ++uv; + } + } + } + } + else + { + + it2 = (*it).entries.begin(); + + // either a closed or an unclosed line + register unsigned int tmp = (unsigned int)(*it).entries.size(); + if (0x2 == type)--tmp; + for (unsigned int m = 0; m < tmp;++m) + { + aiFace& face = *faces++; + + face.mNumIndices = 2; + face.mIndices = new unsigned int[2]; + face.mIndices[0] = cur++; + face.mIndices[1] = cur++; + + // copy vertex positions + *vertices++ = object.vertices[(*it2).first]; + + // copy texture coordinates + if (uv) + { + uv->x = (*it2).second.x; + uv->y = (*it2).second.y; + ++uv; + } + + + if (0x1 == type && tmp-1 == m) + { + // if this is a closed line repeat its beginning now + it2 = (*it).entries.begin(); + } + else ++it2; + + // second point + *vertices++ = object.vertices[(*it2).first]; + + if (uv) + { + uv->x = (*it2).second.x; + uv->y = (*it2).second.y; + ++uv; + } + } + } + } + } + } + + // Now apply catmull clark subdivision if necessary. We split meshes into + // materials which is not done by AC3D during smoothing, so we need to + // collect all meshes using the same material group. + if (object.subDiv) { + if (configEvalSubdivision) { + boost::scoped_ptr div(Subdivider::Create(Subdivider::CATMULL_CLARKE)); + DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name); + + std::vector cpy(meshes.size()-oldm,NULL); + div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true); + std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm); + + // previous meshes are deleted vy Subdivide(). + } + else { + DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: " + +object.name); + } + } + } + } + + if (object.name.length()) + node->mName.Set(object.name); + else + { + // generate a name depending on the type of the node + switch (object.type) + { + case Object::Group: + node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++); + break; + case Object::Poly: + node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++); + break; + case Object::Light: + node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++); + break; + + // there shouldn't be more than one world, but we don't care + case Object::World: + node->mName.length = ::sprintf(node->mName.data,"ACWorld_%i",worlds++); + break; + } + } + + + // setup the local transformation matrix of the object + // compute the transformation offset to the parent node + node->mTransformation = aiMatrix4x4 ( object.rotation ); + + if (object.type == Object::Group || !object.numRefs) + { + node->mTransformation.a4 = object.translation.x; + node->mTransformation.b4 = object.translation.y; + node->mTransformation.c4 = object.translation.z; + } + + // add children to the object + if (object.children.size()) + { + node->mNumChildren = (unsigned int)object.children.size(); + node->mChildren = new aiNode*[node->mNumChildren]; + for (unsigned int i = 0; i < node->mNumChildren;++i) + { + node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node); + } + } + + return node; +} + +// ------------------------------------------------------------------------------------------------ +void AC3DImporter::SetupProperties(const Importer* pImp) +{ + configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false; + configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void AC3DImporter::InternReadFile( const std::string& pFile, + aiScene* pScene, IOSystem* pIOHandler) +{ + boost::scoped_ptr file( pIOHandler->Open( pFile, "rb")); + + // Check whether we can read from the file + if( file.get() == NULL) + throw DeadlyImportError( "Failed to open AC3D file " + pFile + "."); + + // allocate storage and copy the contents of the file to a memory buffer + std::vector mBuffer2; + TextFileToBuffer(file.get(),mBuffer2); + + buffer = &mBuffer2[0]; + mNumMeshes = 0; + + lights = polys = worlds = groups = 0; + + if (::strncmp(buffer,"AC3D",4)) { + throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found"); + } + + // print the file format version to the console + unsigned int version = HexDigitToDecimal( buffer[4] ); + char msg[3]; + ASSIMP_itoa10(msg,3,version); + DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg); + + std::vector materials; + materials.reserve(5); + + std::vector rootObjects; + rootObjects.reserve(5); + + std::vector lights; + mLights = & lights; + + while (GetNextLine()) + { + if (TokenMatch(buffer,"MATERIAL",8)) + { + materials.push_back(Material()); + Material& mat = materials.back(); + + // manually parse the material ... sscanf would use the buldin atof ... + // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f + + AI_AC_SKIP_TO_NEXT_TOKEN(); + if ('\"' == *buffer) + { + AI_AC_GET_STRING(mat.name); + AI_AC_SKIP_TO_NEXT_TOKEN(); + } + + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin); + AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans); + } + LoadObjectSection(rootObjects); + } + + if (rootObjects.empty() || !mNumMeshes) + { + throw DeadlyImportError("AC3D: No meshes have been loaded"); + } + if (materials.empty()) + { + DefaultLogger::get()->warn("AC3D: No material has been found"); + materials.push_back(Material()); + } + + mNumMeshes += (mNumMeshes>>2u) + 1; + std::vector meshes; + meshes.reserve(mNumMeshes); + + std::vector omaterials; + materials.reserve(mNumMeshes); + + // generate a dummy root if there are multiple objects on the top layer + Object* root; + if (1 == rootObjects.size()) + root = &rootObjects[0]; + else + { + root = new Object(); + } + + // now convert the imported stuff to our output data structure + pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials); + if (1 != rootObjects.size())delete root; + + if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4)) + pScene->mRootNode->mName.Set(""); + + // copy meshes + if (meshes.empty()) + { + throw DeadlyImportError("An unknown error occured during converting"); + } + pScene->mNumMeshes = (unsigned int)meshes.size(); + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; + ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*)); + + // copy materials + pScene->mNumMaterials = (unsigned int)omaterials.size(); + pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; + ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*)); + + // copy lights + pScene->mNumLights = (unsigned int)lights.size(); + if (lights.size()) + { + pScene->mLights = new aiLight*[lights.size()]; + ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*)); + } +} + +#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER diff --git a/external/assimp-3.1.1/code/ACLoader.h b/external/assimp-3.1.1/code/ACLoader.h new file mode 100755 index 0000000..2724053 --- /dev/null +++ b/external/assimp-3.1.1/code/ACLoader.h @@ -0,0 +1,267 @@ +/* +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 ACLoader.h + * @brief Declaration of the .ac importer class. + */ +#ifndef AI_AC3DLOADER_H_INCLUDED +#define AI_AC3DLOADER_H_INCLUDED + +#include + +#include "BaseImporter.h" +#include "../include/assimp/types.h" + +namespace Assimp { + +// --------------------------------------------------------------------------- +/** AC3D (*.ac) importer class +*/ +class AC3DImporter : public BaseImporter +{ +public: + AC3DImporter(); + ~AC3DImporter(); + + + + // Represents an AC3D material + struct Material + { + Material() + : rgb (0.6f,0.6f,0.6f) + , spec (1.f,1.f,1.f) + , shin (0.f) + , trans (0.f) + {} + + // base color of the material + aiColor3D rgb; + + // ambient color of the material + aiColor3D amb; + + // emissive color of the material + aiColor3D emis; + + // specular color of the material + aiColor3D spec; + + // shininess exponent + float shin; + + // transparency. 0 == opaque + float trans; + + // name of the material. optional. + std::string name; + }; + + // Represents an AC3D surface + struct Surface + { + Surface() + : mat (0) + , flags (0) + {} + + unsigned int mat,flags; + + typedef std::pair SurfaceEntry; + std::vector< SurfaceEntry > entries; + }; + + // Represents an AC3D object + struct Object + { + Object() + : type (World) + , name( "" ) + , children() + , texture( "" ) + , texRepeat( 1.f, 1.f ) + , texOffset( 0.0f, 0.0f ) + , rotation() + , translation() + , vertices() + , surfaces() + , numRefs (0) + , subDiv (0) + {} + + // Type description + enum Type + { + World = 0x0, + Poly = 0x1, + Group = 0x2, + Light = 0x4 + } type; + + // name of the object + std::string name; + + // object children + std::vector children; + + // texture to be assigned to all surfaces of the object + std::string texture; + + // texture repat factors (scaling for all coordinates) + aiVector2D texRepeat, texOffset; + + // rotation matrix + aiMatrix3x3 rotation; + + // translation vector + aiVector3D translation; + + // vertices + std::vector vertices; + + // surfaces + std::vector surfaces; + + // number of indices (= num verts in verbose format) + unsigned int numRefs; + + // number of subdivisions to be performed on the + // imported data + unsigned int subDiv; + + // max angle limit for smoothing + float crease; + }; + + +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); + + // ------------------------------------------------------------------- + /** 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); + +private: + + // ------------------------------------------------------------------- + /** Get the next line from the file. + * @return false if the end of the file was reached*/ + bool GetNextLine(); + + // ------------------------------------------------------------------- + /** Load the object section. This method is called recursively to + * load subobjects, the method returns after a 'kids 0' was + * encountered. + * @objects List of output objects*/ + void LoadObjectSection(std::vector& objects); + + // ------------------------------------------------------------------- + /** Convert all objects into meshes and nodes. + * @param object Current object to work on + * @param meshes Pointer to the list of output meshes + * @param outMaterials List of output materials + * @param materials Material list + * @param Scenegraph node for the object */ + aiNode* ConvertObjectSection(Object& object, + std::vector& meshes, + std::vector& outMaterials, + const std::vector& materials, + aiNode* parent = NULL); + + // ------------------------------------------------------------------- + /** Convert a material + * @param object Current object + * @param matSrc Source material description + * @param matDest Destination material to be filled */ + void ConvertMaterial(const Object& object, + const Material& matSrc, + aiMaterial& matDest); + +private: + + + // points to the next data line + const char* buffer; + + // Configuration option: if enabled, up to two meshes + // are generated per material: those faces who have + // their bf cull flags set are separated. + bool configSplitBFCull; + + // Configuration switch: subdivision surfaces are only + // evaluated if the value is true. + bool configEvalSubdivision; + + // counts how many objects we have in the tree. + // basing on this information we can find a + // good estimate how many meshes we'll have in the final scene. + unsigned int mNumMeshes; + + // current list of light sources + std::vector* mLights; + + // name counters + unsigned int lights, groups, polys, worlds; +}; + +} // end of namespace Assimp + +#endif // AI_AC3DIMPORTER_H_INC diff --git a/external/assimp-3.1.1/code/ASELoader.cpp b/external/assimp-3.1.1/code/ASELoader.cpp new file mode 100755 index 0000000..f849785 --- /dev/null +++ b/external/assimp-3.1.1/code/ASELoader.cpp @@ -0,0 +1,1316 @@ +/* +--------------------------------------------------------------------------- +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 ASELoader.cpp + * @brief Implementation of the ASE importer class + */ + +#include "AssimpPCH.h" +#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER + +// internal headers +#include "ASELoader.h" +#include "StringComparison.h" +#include "SkeletonMeshBuilder.h" +#include "TargetAnimation.h" + +// utilities +#include "fast_atof.h" + +using namespace Assimp; +using namespace Assimp::ASE; + +static const aiImporterDesc desc = { + "ASE Importer", + "", + "", + "Similar to 3DS but text-encoded", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "ase ask" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +ASEImporter::ASEImporter() +: noSkeletonMesh() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +ASEImporter::~ASEImporter() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const +{ + // check file extension + const std::string extension = GetExtension(pFile); + + if( extension == "ase" || extension == "ask") + return true; + + if ((!extension.length() || cs) && pIOHandler) { + const char* tokens[] = {"*3dsmax_asciiexport"}; + return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Loader meta information +const aiImporterDesc* ASEImporter::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Setup configuration options +void ASEImporter::SetupProperties(const Importer* pImp) +{ + configRecomputeNormals = (pImp->GetPropertyInteger( + AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false); + + noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void ASEImporter::InternReadFile( const std::string& pFile, + aiScene* pScene, IOSystem* pIOHandler) +{ + boost::scoped_ptr file( pIOHandler->Open( pFile, "rb")); + + // Check whether we can read from the file + if( file.get() == NULL) { + throw DeadlyImportError( "Failed to open ASE file " + pFile + "."); + } + + // Allocate storage and copy the contents of the file to a memory buffer + std::vector mBuffer2; + TextFileToBuffer(file.get(),mBuffer2); + + this->mBuffer = &mBuffer2[0]; + this->pcScene = pScene; + + // ------------------------------------------------------------------ + // Guess the file format by looking at the extension + // ASC is considered to be the older format 110, + // ASE is the actual version 200 (that is currently written by max) + // ------------------------------------------------------------------ + unsigned int defaultFormat; + std::string::size_type s = pFile.length()-1; + switch (pFile.c_str()[s]) { + + case 'C': + case 'c': + defaultFormat = AI_ASE_OLD_FILE_FORMAT; + break; + default: + defaultFormat = AI_ASE_NEW_FILE_FORMAT; + }; + + // Construct an ASE parser and parse the file + ASE::Parser parser(mBuffer,defaultFormat); + mParser = &parser; + mParser->Parse(); + + //------------------------------------------------------------------ + // Check whether we god at least one mesh. If we did - generate + // materials and copy meshes. + // ------------------------------------------------------------------ + if ( !mParser->m_vMeshes.empty()) { + + // If absolutely no material has been loaded from the file + // we need to generate a default material + GenerateDefaultMaterial(); + + // process all meshes + bool tookNormals = false; + std::vector avOutMeshes; + avOutMeshes.reserve(mParser->m_vMeshes.size()*2); + for (std::vector::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) { + if ((*i).bSkip) { + continue; + } + BuildUniqueRepresentation(*i); + + // Need to generate proper vertex normals if necessary + if(GenerateNormals(*i)) { + tookNormals = true; + } + + // Convert all meshes to aiMesh objects + ConvertMeshes(*i,avOutMeshes); + } + if (tookNormals) { + DefaultLogger::get()->debug("ASE: Taking normals from the file. Use " + "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you " + "experience problems"); + } + + // Now build the output mesh list. Remove dummies + pScene->mNumMeshes = (unsigned int)avOutMeshes.size(); + aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; + for (std::vector::const_iterator i = avOutMeshes.begin();i != avOutMeshes.end();++i) { + if (!(*i)->mNumFaces) { + continue; + } + *pp++ = *i; + } + pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes); + + // Build final material indices (remove submaterials and setup + // the final list) + BuildMaterialIndices(); + } + + // ------------------------------------------------------------------ + // Copy all scene graph nodes - lights, cameras, dummies and meshes + // into one huge list. + //------------------------------------------------------------------ + std::vector nodes; + nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size() + + mParser->m_vCameras.size() + mParser->m_vDummies.size()); + + // Lights + for (std::vector::iterator it = mParser->m_vLights.begin(), + end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it)); + // Cameras + for (std::vector::iterator it = mParser->m_vCameras.begin(), + end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it)); + // Meshes + for (std::vector::iterator it = mParser->m_vMeshes.begin(), + end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it)); + // Dummies + for (std::vector::iterator it = mParser->m_vDummies.begin(), + end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it)); + + // build the final node graph + BuildNodes(nodes); + + // build output animations + BuildAnimations(nodes); + + // build output cameras + BuildCameras(); + + // build output lights + BuildLights(); + + // ------------------------------------------------------------------ + // If we have no meshes use the SkeletonMeshBuilder helper class + // to build a mesh for the animation skeleton + // FIXME: very strange results + // ------------------------------------------------------------------ + if (!pScene->mNumMeshes) { + pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + if (!noSkeletonMesh) { + SkeletonMeshBuilder skeleton(pScene); + } + } +} +// ------------------------------------------------------------------------------------------------ +void ASEImporter::GenerateDefaultMaterial() +{ + ai_assert(NULL != mParser); + + bool bHas = false; + for (std::vector::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) { + if ((*i).bSkip)continue; + if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) { + (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size(); + bHas = true; + } + } + if (bHas || mParser->m_vMaterials.empty()) { + // add a simple material without submaterials to the parser's list + mParser->m_vMaterials.push_back ( ASE::Material() ); + ASE::Material& mat = mParser->m_vMaterials.back(); + + mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f); + mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f); + mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f); + mat.mShading = Discreet3DS::Gouraud; + mat.mName = AI_DEFAULT_MATERIAL_NAME; + } +} + +// ------------------------------------------------------------------------------------------------ +void ASEImporter::BuildAnimations(const std::vector& nodes) +{ + // check whether we have at least one mesh which has animations + std::vector::const_iterator i = nodes.begin(); + unsigned int iNum = 0; + for (;i != nodes.end();++i) { + + // TODO: Implement Bezier & TCB support + if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) { + DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. " + "This is not supported."); + } + if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) { + DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. " + "This is not supported."); + } + if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) { + DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. " + "This is not supported."); + } + + // We compare against 1 here - firstly one key is not + // really an animation and secondly MAX writes dummies + // that represent the node transformation. + if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){ + ++iNum; + } + if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) { + ++iNum; + } + } + if (iNum) { + // Generate a new animation channel and setup everything for it + pcScene->mNumAnimations = 1; + pcScene->mAnimations = new aiAnimation*[1]; + aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation(); + pcAnim->mNumChannels = iNum; + pcAnim->mChannels = new aiNodeAnim*[iNum]; + pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame; + + iNum = 0; + + // Now iterate through all meshes and collect all data we can find + for (i = nodes.begin();i != nodes.end();++i) { + + ASE::BaseNode* me = *i; + if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x )) { + // Generate an extra channel for the camera/light target. + // BuildNodes() does also generate an extra node, named + // .Target. + aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); + nd->mNodeName.Set(me->mName + ".Target"); + + // If there is no input position channel we will need + // to supply the default position from the node's + // local transformation matrix. + /*TargetAnimationHelper helper; + if (me->mAnim.akeyPositions.empty()) + { + aiMatrix4x4& mat = (*i)->mTransform; + helper.SetFixedMainAnimationChannel(aiVector3D( + mat.a4, mat.b4, mat.c4)); + } + else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions); + helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions); + + helper.Process(&me->mTargetAnim.akeyPositions);*/ + + // Allocate the key array and fill it + nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size(); + nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; + + ::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0], + nd->mNumPositionKeys * sizeof(aiVectorKey)); + } + + if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) { + // Begin a new node animation channel for this node + aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim(); + nd->mNodeName.Set(me->mName); + + // copy position keys + if (me->mAnim.akeyPositions.size() > 1 ) + { + // Allocate the key array and fill it + nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size(); + nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; + + ::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0], + nd->mNumPositionKeys * sizeof(aiVectorKey)); + } + // copy rotation keys + if (me->mAnim.akeyRotations.size() > 1 ) { + // Allocate the key array and fill it + nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size(); + nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys]; + + // -------------------------------------------------------------------- + // Rotation keys are offsets to the previous keys. + // We have the quaternion representations of all + // of them, so we just need to concatenate all + // (unit-length) quaternions to get the absolute + // rotations. + // Rotation keys are ABSOLUTE for older files + // -------------------------------------------------------------------- + + aiQuaternion cur; + for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { + aiQuatKey q = me->mAnim.akeyRotations[a]; + + if (mParser->iFileFormat > 110) { + cur = (a ? cur*q.mValue : q.mValue); + q.mValue = cur.Normalize(); + } + nd->mRotationKeys[a] = q; + + // need this to get to Assimp quaternion conventions + nd->mRotationKeys[a].mValue.w *= -1.f; + } + } + // copy scaling keys + if (me->mAnim.akeyScaling.size() > 1 ) { + // Allocate the key array and fill it + nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size(); + nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys]; + + ::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0], + nd->mNumScalingKeys * sizeof(aiVectorKey)); + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Build output cameras +void ASEImporter::BuildCameras() +{ + if (!mParser->m_vCameras.empty()) { + pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size(); + pcScene->mCameras = new aiCamera*[pcScene->mNumCameras]; + + for (unsigned int i = 0; i < pcScene->mNumCameras;++i) { + aiCamera* out = pcScene->mCameras[i] = new aiCamera(); + ASE::Camera& in = mParser->m_vCameras[i]; + + // copy members + out->mClipPlaneFar = in.mFar; + out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f); + out->mHorizontalFOV = in.mFOV; + + out->mName.Set(in.mName); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Build output lights +void ASEImporter::BuildLights() +{ + if (!mParser->m_vLights.empty()) { + pcScene->mNumLights = (unsigned int)mParser->m_vLights.size(); + pcScene->mLights = new aiLight*[pcScene->mNumLights]; + + for (unsigned int i = 0; i < pcScene->mNumLights;++i) { + aiLight* out = pcScene->mLights[i] = new aiLight(); + ASE::Light& in = mParser->m_vLights[i]; + + // The direction is encoded in the transformation matrix of the node. + // In 3DS MAX the light source points into negative Z direction if + // the node transformation is the identity. + out->mDirection = aiVector3D(0.f,0.f,-1.f); + + out->mName.Set(in.mName); + switch (in.mLightType) + { + case ASE::Light::TARGET: + out->mType = aiLightSource_SPOT; + out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle); + out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone); + break; + + case ASE::Light::DIRECTIONAL: + out->mType = aiLightSource_DIRECTIONAL; + break; + + default: + //case ASE::Light::OMNI: + out->mType = aiLightSource_POINT; + break; + }; + out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity; + } + } +} + +// ------------------------------------------------------------------------------------------------ +void ASEImporter::AddNodes(const std::vector& nodes, + aiNode* pcParent,const char* szName) +{ + aiMatrix4x4 m; + AddNodes(nodes,pcParent,szName,m); +} + +// ------------------------------------------------------------------------------------------------ +// Add meshes to a given node +void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node) +{ + for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) { + // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color) + const aiMesh* pcMesh = pcScene->mMeshes[i]; + const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2]; + + if (mesh == snode) { + ++node->mNumMeshes; + } + } + + if(node->mNumMeshes) { + node->mMeshes = new unsigned int[node->mNumMeshes]; + for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i) { + + const aiMesh* pcMesh = pcScene->mMeshes[i]; + const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2]; + if (mesh == snode) { + node->mMeshes[p++] = i; + + // Transform all vertices of the mesh back into their local space -> + // at the moment they are pretransformed + aiMatrix4x4 m = mesh->mTransform; + m.Inverse(); + + aiVector3D* pvCurPtr = pcMesh->mVertices; + const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices; + while (pvCurPtr != pvEndPtr) { + *pvCurPtr = m * (*pvCurPtr); + pvCurPtr++; + } + + // Do the same for the normal vectors, if we have them. + // As always, inverse transpose. + if (pcMesh->mNormals) { + aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform ); + m3.Transpose(); + + pvCurPtr = pcMesh->mNormals; + pvEndPtr = pvCurPtr + pcMesh->mNumVertices; + while (pvCurPtr != pvEndPtr) { + *pvCurPtr = m3 * (*pvCurPtr); + pvCurPtr++; + } + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Add child nodes to a given parent node +void ASEImporter::AddNodes (const std::vector& nodes, + aiNode* pcParent, const char* szName, + const aiMatrix4x4& mat) +{ + const size_t len = szName ? ::strlen(szName) : 0; + ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS); + + // Receives child nodes for the pcParent node + std::vector apcNodes; + + // Now iterate through all nodes in the scene and search for one + // which has *us* as parent. + for (std::vector::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) { + const BaseNode* snode = *it; + if (szName) { + if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str())) + continue; + } + else if (snode->mParent.length()) + continue; + + (*it)->mProcessed = true; + + // Allocate a new node and add it to the output data structure + apcNodes.push_back(new aiNode()); + aiNode* node = apcNodes.back(); + + node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node")); + node->mParent = pcParent; + + // Setup the transformation matrix of the node + aiMatrix4x4 mParentAdjust = mat; + mParentAdjust.Inverse(); + node->mTransformation = mParentAdjust*snode->mTransform; + + // Add sub nodes - prevent stack overflow due to recursive parenting + if (node->mName != node->mParent->mName) { + AddNodes(nodes,node,node->mName.data,snode->mTransform); + } + + // Further processing depends on the type of the node + if (snode->mType == ASE::BaseNode::Mesh) { + // If the type of this node is "Mesh" we need to search + // the list of output meshes in the data structure for + // all those that belonged to this node once. This is + // slightly inconvinient here and a better solution should + // be used when this code is refactored next. + AddMeshes(snode,node); + } + else if (is_not_qnan( snode->mTargetPosition.x )) { + // If this is a target camera or light we generate a small + // child node which marks the position of the camera + // target (the direction information is contained in *this* + // node's animation track but the exact target position + // would be lost otherwise) + if (!node->mNumChildren) { + node->mChildren = new aiNode*[1]; + } + + aiNode* nd = new aiNode(); + + nd->mName.Set ( snode->mName + ".Target" ); + + nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4; + nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4; + nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4; + + nd->mParent = node; + + // The .Target node is always the first child node + for (unsigned int m = 0; m < node->mNumChildren;++m) + node->mChildren[m+1] = node->mChildren[m]; + + node->mChildren[0] = nd; + node->mNumChildren++; + + // What we did is so great, it is at least worth a debug message + DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")"); + } + } + + // Allocate enough space for the child nodes + // We allocate one slot more in case this is a target camera/light + pcParent->mNumChildren = (unsigned int)apcNodes.size(); + if (pcParent->mNumChildren) { + pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */]; + + // now build all nodes for our nice new children + for (unsigned int p = 0; p < apcNodes.size();++p) + pcParent->mChildren[p] = apcNodes[p]; + } + return; +} + +// ------------------------------------------------------------------------------------------------ +// Build the output node graph +void ASEImporter::BuildNodes(std::vector& nodes) { + ai_assert(NULL != pcScene); + + // allocate the one and only root node + aiNode* root = pcScene->mRootNode = new aiNode(); + root->mName.Set(""); + + // Setup the coordinate system transformation + pcScene->mRootNode->mNumChildren = 1; + pcScene->mRootNode->mChildren = new aiNode*[1]; + aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode(); + ch->mParent = root; + + // Change the transformation matrix of all nodes + for (std::vector::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) { + aiMatrix4x4& m = (*it)->mTransform; + m.Transpose(); // row-order vs column-order + } + + // add all nodes + AddNodes(nodes,ch,NULL); + + // now iterate through al nodes and find those that have not yet + // been added to the nodegraph (= their parent could not be recognized) + std::vector aiList; + for (std::vector::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) { + if ((*it)->mProcessed) { + continue; + } + + // check whether our parent is known + bool bKnowParent = false; + + // search the list another time, starting *here* and try to find out whether + // there is a node that references *us* as a parent + for (std::vector::const_iterator it2 = nodes.begin();it2 != end; ++it2) { + if (it2 == it) { + continue; + } + + if ((*it2)->mName == (*it)->mParent) { + bKnowParent = true; + break; + } + } + if (!bKnowParent) { + aiList.push_back(*it); + } + } + + // Are there ane orphaned nodes? + if (!aiList.empty()) { + std::vector apcNodes; + apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren); + + for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i) + apcNodes.push_back(pcScene->mRootNode->mChildren[i]); + + delete[] pcScene->mRootNode->mChildren; + for (std::vector::/*const_*/iterator i = aiList.begin();i != aiList.end();++i) { + const ASE::BaseNode* src = *i; + + // The parent is not known, so we can assume that we must add + // this node to the root node of the whole scene + aiNode* pcNode = new aiNode(); + pcNode->mParent = pcScene->mRootNode; + pcNode->mName.Set(src->mName); + AddMeshes(src,pcNode); + AddNodes(nodes,pcNode,pcNode->mName.data); + apcNodes.push_back(pcNode); + } + + // Regenerate our output array + pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()]; + for (unsigned int i = 0; i < apcNodes.size();++i) + pcScene->mRootNode->mChildren[i] = apcNodes[i]; + + pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size(); + } + + // Reset the third color set to NULL - we used this field to store a temporary pointer + for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) + pcScene->mMeshes[i]->mColors[2] = NULL; + + // The root node should not have at least one child or the file is valid + if (!pcScene->mRootNode->mNumChildren) { + throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt"); + } + + // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system + pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f, + 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f); +} + +// ------------------------------------------------------------------------------------------------ +// Convert the imported data to the internal verbose representation +void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) { + // allocate output storage + std::vector mPositions; + std::vector amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + std::vector mVertexColors; + std::vector mNormals; + std::vector mBoneVertices; + + unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3; + mPositions.resize(iSize); + + // optional texture coordinates + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) { + if (!mesh.amTexCoords[i].empty()) { + amTexCoords[i].resize(iSize); + } + } + // optional vertex colors + if (!mesh.mVertexColors.empty()) { + mVertexColors.resize(iSize); + } + + // optional vertex normals (vertex normals can simply be copied) + if (!mesh.mNormals.empty()) { + mNormals.resize(iSize); + } + // bone vertices. There is no need to change the bone list + if (!mesh.mBoneVertices.empty()) { + mBoneVertices.resize(iSize); + } + + // iterate through all faces in the mesh + unsigned int iCurrent = 0, fi = 0; + for (std::vector::iterator i = mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi) { + for (unsigned int n = 0; n < 3;++n,++iCurrent) + { + mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]]; + + // add texture coordinates + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { + if (mesh.amTexCoords[c].empty())break; + amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]]; + } + // add vertex colors + if (!mesh.mVertexColors.empty()) { + mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]]; + } + // add normal vectors + if (!mesh.mNormals.empty()) { + mNormals[iCurrent] = mesh.mNormals[fi*3+n]; + mNormals[iCurrent].Normalize(); + } + + // handle bone vertices + if ((*i).mIndices[n] < mesh.mBoneVertices.size()) { + // (sometimes this will cause bone verts to be duplicated + // however, I' quite sure Schrompf' JoinVerticesStep + // will fix that again ...) + mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]]; + } + (*i).mIndices[n] = iCurrent; + } + } + + // replace the old arrays + mesh.mNormals = mNormals; + mesh.mPositions = mPositions; + mesh.mVertexColors = mVertexColors; + + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) + mesh.amTexCoords[c] = amTexCoords[c]; +} + +// ------------------------------------------------------------------------------------------------ +// Copy a texture from the ASE structs to the output material +void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type) +{ + // Setup the texture name + aiString tex; + tex.Set( texture.mMapName); + mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0)); + + // Setup the texture blend factor + if (is_not_qnan(texture.mTextureBlend)) + mat.AddProperty( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0)); + + // Setup texture UV transformations + mat.AddProperty(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0)); +} + +// ------------------------------------------------------------------------------------------------ +// Convert from ASE material to output material +void ASEImporter::ConvertMaterial(ASE::Material& mat) +{ + // LARGE TODO: Much code her is copied from 3DS ... join them maybe? + + // Allocate the output material + mat.pcInstance = new aiMaterial(); + + // At first add the base ambient color of the + // scene to the material + mat.mAmbient.r += mParser->m_clrAmbient.r; + mat.mAmbient.g += mParser->m_clrAmbient.g; + mat.mAmbient.b += mParser->m_clrAmbient.b; + + aiString name; + name.Set( mat.mName); + mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME); + + // material colors + mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT); + mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE); + mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR); + mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE); + + // shininess + if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength) + { + mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS); + mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH); + } + // If there is no shininess, we can disable phong lighting + else if (D3DS::Discreet3DS::Metal == mat.mShading || + D3DS::Discreet3DS::Phong == mat.mShading || + D3DS::Discreet3DS::Blinn == mat.mShading) + { + mat.mShading = D3DS::Discreet3DS::Gouraud; + } + + // opacity + mat.pcInstance->AddProperty( &mat.mTransparency,1,AI_MATKEY_OPACITY); + + // Two sided rendering? + if (mat.mTwoSided) + { + int i = 1; + mat.pcInstance->AddProperty(&i,1,AI_MATKEY_TWOSIDED); + } + + // shading mode + aiShadingMode eShading = aiShadingMode_NoShading; + switch (mat.mShading) + { + case D3DS::Discreet3DS::Flat: + eShading = aiShadingMode_Flat; break; + case D3DS::Discreet3DS::Phong : + eShading = aiShadingMode_Phong; break; + case D3DS::Discreet3DS::Blinn : + eShading = aiShadingMode_Blinn; break; + + // I don't know what "Wire" shading should be, + // assume it is simple lambertian diffuse (L dot N) shading + case D3DS::Discreet3DS::Wire: + { + // set the wireframe flag + unsigned int iWire = 1; + mat.pcInstance->AddProperty( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME); + } + case D3DS::Discreet3DS::Gouraud: + eShading = aiShadingMode_Gouraud; break; + case D3DS::Discreet3DS::Metal : + eShading = aiShadingMode_CookTorrance; break; + } + mat.pcInstance->AddProperty( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL); + + // DIFFUSE texture + if( mat.sTexDiffuse.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE); + + // SPECULAR texture + if( mat.sTexSpecular.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR); + + // AMBIENT texture + if( mat.sTexAmbient.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT); + + // OPACITY texture + if( mat.sTexOpacity.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY); + + // EMISSIVE texture + if( mat.sTexEmissive.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE); + + // BUMP texture + if( mat.sTexBump.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT); + + // SHININESS texture + if( mat.sTexShininess.mMapName.length() > 0) + CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS); + + // store the name of the material itself, too + if( mat.mName.length() > 0) { + aiString tex;tex.Set( mat.mName); + mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME); + } + return; +} + +// ------------------------------------------------------------------------------------------------ +// Build output meshes +void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector& avOutMeshes) +{ + // validate the material index of the mesh + if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) { + mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1; + DefaultLogger::get()->warn("Material index is out of range"); + } + + // If the material the mesh is assigned to is consisting of submeshes, split it + if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) { + std::vector vSubMaterials = mParser-> + m_vMaterials[mesh.iMaterialIndex].avSubMaterials; + + std::vector* aiSplit = new std::vector[vSubMaterials.size()]; + + // build a list of all faces per submaterial + for (unsigned int i = 0; i < mesh.mFaces.size();++i) { + // check range + if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) { + DefaultLogger::get()->warn("Submaterial index is out of range"); + + // use the last material instead + aiSplit[vSubMaterials.size()-1].push_back(i); + } + else aiSplit[mesh.mFaces[i].iMaterial].push_back(i); + } + + // now generate submeshes + for (unsigned int p = 0; p < vSubMaterials.size();++p) { + if (!aiSplit[p].empty()) { + + aiMesh* p_pcOut = new aiMesh(); + p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + // let the sub material index + p_pcOut->mMaterialIndex = p; + + // we will need this material + mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true; + + // store the real index here ... color channel 3 + p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex; + + // store a pointer to the mesh in color channel 2 + p_pcOut->mColors[2] = (aiColor4D*) &mesh; + avOutMeshes.push_back(p_pcOut); + + // convert vertices + p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3; + p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size(); + + // receive output vertex weights + std::vector > *avOutputBones = NULL; + if (!mesh.mBones.empty()) { + avOutputBones = new std::vector >[mesh.mBones.size()]; + } + + // allocate enough storage for faces + p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces]; + + unsigned int iBase = 0,iIndex; + if (p_pcOut->mNumVertices) { + p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices]; + p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices]; + for (unsigned int q = 0; q < aiSplit[p].size();++q) { + + iIndex = aiSplit[p][q]; + + p_pcOut->mFaces[q].mIndices = new unsigned int[3]; + p_pcOut->mFaces[q].mNumIndices = 3; + + for (unsigned int t = 0; t < 3;++t, ++iBase) { + const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t]; + + p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2]; + p_pcOut->mNormals [iBase] = mesh.mNormals [iIndex2]; + + // convert bones, if existing + if (!mesh.mBones.empty()) { + // check whether there is a vertex weight for this vertex index + if (iIndex2 < mesh.mBoneVertices.size()) { + + for (std::vector >::const_iterator + blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin(); + blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb) { + + // NOTE: illegal cases have already been filtered out + avOutputBones[(*blubb).first].push_back(std::pair( + iBase,(*blubb).second)); + } + } + } + p_pcOut->mFaces[q].mIndices[t] = iBase; + } + } + } + // convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported) + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { + if (!mesh.amTexCoords[c].empty()) + { + p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices]; + iBase = 0; + for (unsigned int q = 0; q < aiSplit[p].size();++q) { + iIndex = aiSplit[p][q]; + for (unsigned int t = 0; t < 3;++t) { + p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]]; + } + } + // Setup the number of valid vertex components + p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c]; + } + } + + // Convert vertex colors (only one set supported) + if (!mesh.mVertexColors.empty()){ + p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices]; + iBase = 0; + for (unsigned int q = 0; q < aiSplit[p].size();++q) { + iIndex = aiSplit[p][q]; + for (unsigned int t = 0; t < 3;++t) { + p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]]; + } + } + } + // Copy bones + if (!mesh.mBones.empty()) { + p_pcOut->mNumBones = 0; + for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock) + if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++; + + p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ]; + aiBone** pcBone = p_pcOut->mBones; + for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock) + { + if (!avOutputBones[mrspock].empty()) { + // we will need this bone. add it to the output mesh and + // add all per-vertex weights + aiBone* pc = *pcBone = new aiBone(); + pc->mName.Set(mesh.mBones[mrspock].mName); + + pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size(); + pc->mWeights = new aiVertexWeight[pc->mNumWeights]; + + for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk) + { + const std::pair& ref = avOutputBones[mrspock][captainkirk]; + pc->mWeights[captainkirk].mVertexId = ref.first; + pc->mWeights[captainkirk].mWeight = ref.second; + } + ++pcBone; + } + } + // delete allocated storage + delete[] avOutputBones; + } + } + } + // delete storage + delete[] aiSplit; + } + else + { + // Otherwise we can simply copy the data to one output mesh + // This codepath needs less memory and uses fast memcpy()s + // to do the actual copying. So I think it is worth the + // effort here. + + aiMesh* p_pcOut = new aiMesh(); + p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + // set an empty sub material index + p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX; + mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true; + + // store the real index here ... in color channel 3 + p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex; + + // store a pointer to the mesh in color channel 2 + p_pcOut->mColors[2] = (aiColor4D*) &mesh; + avOutMeshes.push_back(p_pcOut); + + // If the mesh hasn't faces or vertices, there are two cases + // possible: 1. the model is invalid. 2. This is a dummy + // helper object which we are going to remove later ... + if (mesh.mFaces.empty() || mesh.mPositions.empty()) { + return; + } + + // convert vertices + p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size(); + p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size(); + + // allocate enough storage for faces + p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces]; + + // copy vertices + p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()]; + memcpy(p_pcOut->mVertices,&mesh.mPositions[0], + mesh.mPositions.size() * sizeof(aiVector3D)); + + // copy normals + p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()]; + memcpy(p_pcOut->mNormals,&mesh.mNormals[0], + mesh.mNormals.size() * sizeof(aiVector3D)); + + // copy texture coordinates + for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) { + if (!mesh.amTexCoords[c].empty()) { + p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()]; + memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0], + mesh.amTexCoords[c].size() * sizeof(aiVector3D)); + + // setup the number of valid vertex components + p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c]; + } + } + + // copy vertex colors + if (!mesh.mVertexColors.empty()) { + p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()]; + memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0], + mesh.mVertexColors.size() * sizeof(aiColor4D)); + } + + // copy faces + for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace) { + p_pcOut->mFaces[iFace].mNumIndices = 3; + p_pcOut->mFaces[iFace].mIndices = new unsigned int[3]; + + // copy indices + p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0]; + p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1]; + p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2]; + } + + // copy vertex bones + if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) { + std::vector > avBonesOut( mesh.mBones.size() ); + + // find all vertex weights for this bone + unsigned int quak = 0; + for (std::vector::const_iterator harrypotter = mesh.mBoneVertices.begin(); + harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak) { + + for (std::vector >::const_iterator + ronaldweasley = (*harrypotter).mBoneWeights.begin(); + ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley) + { + aiVertexWeight weight; + weight.mVertexId = quak; + weight.mWeight = (*ronaldweasley).second; + avBonesOut[(*ronaldweasley).first].push_back(weight); + } + } + + // now build a final bone list + p_pcOut->mNumBones = 0; + for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) + if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++; + + p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones]; + aiBone** pcBone = p_pcOut->mBones; + for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) { + if (!avBonesOut[jfkennedy].empty()) { + aiBone* pc = *pcBone = new aiBone(); + pc->mName.Set(mesh.mBones[jfkennedy].mName); + pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size(); + pc->mWeights = new aiVertexWeight[pc->mNumWeights]; + ::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0], + sizeof(aiVertexWeight) * pc->mNumWeights); + ++pcBone; + } + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Setup proper material indices and build output materials +void ASEImporter::BuildMaterialIndices() +{ + ai_assert(NULL != pcScene); + + // iterate through all materials and check whether we need them + for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) + { + ASE::Material& mat = mParser->m_vMaterials[iMat]; + if (mat.bNeed) { + // Convert it to the aiMaterial layout + ConvertMaterial(mat); + ++pcScene->mNumMaterials; + } + for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) + { + ASE::Material& submat = mat.avSubMaterials[iSubMat]; + if (submat.bNeed) { + // Convert it to the aiMaterial layout + ConvertMaterial(submat); + ++pcScene->mNumMaterials; + } + } + } + + // allocate the output material array + pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials]; + D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials]; + + unsigned int iNum = 0; + for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) { + ASE::Material& mat = mParser->m_vMaterials[iMat]; + if (mat.bNeed) + { + ai_assert(NULL != mat.pcInstance); + pcScene->mMaterials[iNum] = mat.pcInstance; + + // Store the internal material, too + pcIntMaterials[iNum] = &mat; + + // Iterate through all meshes and search for one which is using + // this top-level material index + for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh) + { + aiMesh* mesh = pcScene->mMeshes[iMesh]; + if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex && + iMat == (uintptr_t)mesh->mColors[3]) + { + mesh->mMaterialIndex = iNum; + mesh->mColors[3] = NULL; + } + } + iNum++; + } + for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) { + ASE::Material& submat = mat.avSubMaterials[iSubMat]; + if (submat.bNeed) { + ai_assert(NULL != submat.pcInstance); + pcScene->mMaterials[iNum] = submat.pcInstance; + + // Store the internal material, too + pcIntMaterials[iNum] = &submat; + + // Iterate through all meshes and search for one which is using + // this sub-level material index + for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh) { + aiMesh* mesh = pcScene->mMeshes[iMesh]; + + if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) { + mesh->mMaterialIndex = iNum; + mesh->mColors[3] = NULL; + } + } + iNum++; + } + } + } + + // Dekete our temporary array + delete[] pcIntMaterials; +} + +// ------------------------------------------------------------------------------------------------ +// Generate normal vectors basing on smoothing groups +bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) { + + if (!mesh.mNormals.empty() && !configRecomputeNormals) + { + // Check whether there are only uninitialized normals. If there are + // some, skip all normals from the file and compute them on our own + for (std::vector::const_iterator qq = mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) { + if ((*qq).x || (*qq).y || (*qq).z) + { + return true; + } + } + } + // The array is reused. + ComputeNormalsWithSmoothingsGroups(mesh); + return false; +} + +#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER diff --git a/external/assimp-3.1.1/code/ASELoader.h b/external/assimp-3.1.1/code/ASELoader.h new file mode 100755 index 0000000..82c1e41 --- /dev/null +++ b/external/assimp-3.1.1/code/ASELoader.h @@ -0,0 +1,205 @@ +/* +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 ASELoader.h + * @brief Definition of the .ASE importer class. + */ +#ifndef AI_ASELOADER_H_INCLUDED +#define AI_ASELOADER_H_INCLUDED + +#include "BaseImporter.h" +#include "../include/assimp/types.h" + +struct aiNode; +#include "ASEParser.h" + +namespace Assimp { + + +// -------------------------------------------------------------------------------- +/** Importer class for the 3DS ASE ASCII format. + * + */ +class ASEImporter : public BaseImporter { +public: + ASEImporter(); + ~ASEImporter(); + + +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); + + + // ------------------------------------------------------------------- + /** 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); + + +private: + + // ------------------------------------------------------------------- + /** Generate normal vectors basing on smoothing groups + * (in some cases the normal are already contained in the file) + * \param mesh Mesh to work on + * \return false if the normals have been recomputed + */ + bool GenerateNormals(ASE::Mesh& mesh); + + + // ------------------------------------------------------------------- + /** Create valid vertex/normal/UV/color/face lists. + * All elements are unique, faces have only one set of indices + * after this step occurs. + * \param mesh Mesh to work on + */ + void BuildUniqueRepresentation(ASE::Mesh& mesh); + + + /** Create one-material-per-mesh meshes ;-) + * \param mesh Mesh to work with + * \param Receives the list of all created meshes + */ + void ConvertMeshes(ASE::Mesh& mesh, std::vector& avOut); + + + // ------------------------------------------------------------------- + /** Convert a material to a aiMaterial object + * \param mat Input material + */ + void ConvertMaterial(ASE::Material& mat); + + + // ------------------------------------------------------------------- + /** Setup the final material indices for each mesh + */ + void BuildMaterialIndices(); + + + // ------------------------------------------------------------------- + /** Build the node graph + */ + void BuildNodes(std::vector& nodes); + + + // ------------------------------------------------------------------- + /** Build output cameras + */ + void BuildCameras(); + + + // ------------------------------------------------------------------- + /** Build output lights + */ + void BuildLights(); + + + // ------------------------------------------------------------------- + /** Build output animations + */ + void BuildAnimations(const std::vector& nodes); + + + // ------------------------------------------------------------------- + /** Add sub nodes to a node + * \param pcParent parent node to be filled + * \param szName Name of the parent node + * \param matrix Current transform + */ + void AddNodes(const std::vector& nodes, + aiNode* pcParent,const char* szName); + + void AddNodes(const std::vector& nodes, + aiNode* pcParent,const char* szName, + const aiMatrix4x4& matrix); + + void AddMeshes(const ASE::BaseNode* snode,aiNode* node); + + // ------------------------------------------------------------------- + /** Generate a default material and add it to the parser's list + * Called if no material has been found in the file (rare for ASE, + * but not impossible) + */ + void GenerateDefaultMaterial(); + +protected: + + /** Parser instance */ + ASE::Parser* mParser; + + /** Buffer to hold the loaded file */ + char* mBuffer; + + /** Scene to be filled */ + aiScene* pcScene; + + /** Config options: Recompute the normals in every case - WA + for 3DS Max broken ASE normal export */ + bool configRecomputeNormals; + bool noSkeletonMesh; +}; + +} // end of namespace Assimp + +#endif // AI_3DSIMPORTER_H_INC diff --git a/external/assimp-3.1.1/code/ASEParser.cpp b/external/assimp-3.1.1/code/ASEParser.cpp new file mode 100755 index 0000000..b1bee04 --- /dev/null +++ b/external/assimp-3.1.1/code/ASEParser.cpp @@ -0,0 +1,2153 @@ +/* +--------------------------------------------------------------------------- +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 ASEParser.cpp + * @brief Implementation of the ASE parser class + */ + +#include "AssimpPCH.h" +#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER + +// internal headers +#include "TextureTransform.h" +#include "ASELoader.h" +#include "MaterialSystem.h" +#include "fast_atof.h" + +using namespace Assimp; +using namespace Assimp::ASE; + + +// ------------------------------------------------------------------------------------------------ +// Begin an ASE parsing function + +#define AI_ASE_PARSER_INIT() \ + int iDepth = 0; + +// ------------------------------------------------------------------------------------------------ +// Handle a "top-level" section in the file. EOF is no error in this case. + +#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \ + else if ('{' == *filePtr)iDepth++; \ + else if ('}' == *filePtr) \ + { \ + if (0 == --iDepth) \ + { \ + ++filePtr; \ + SkipToNextToken(); \ + return; \ + } \ + } \ + else if ('\0' == *filePtr) \ + { \ + return; \ + } \ + if(IsLineEnd(*filePtr) && !bLastWasEndLine) \ + { \ + ++iLineNumber; \ + bLastWasEndLine = true; \ + } else bLastWasEndLine = false; \ + ++filePtr; + +// ------------------------------------------------------------------------------------------------ +// Handle a nested section in the file. EOF is an error in this case +// @param level "Depth" of the section +// @param msg Full name of the section (including the asterisk) + +#define AI_ASE_HANDLE_SECTION(level, msg) \ + if ('{' == *filePtr)iDepth++; \ + else if ('}' == *filePtr) \ + { \ + if (0 == --iDepth) \ + { \ + ++filePtr; \ + SkipToNextToken(); \ + return; \ + } \ + } \ + else if ('\0' == *filePtr) \ + { \ + LogError("Encountered unexpected EOL while parsing a " msg \ + " chunk (Level " level ")"); \ + } \ + if(IsLineEnd(*filePtr) && !bLastWasEndLine) \ + { \ + ++iLineNumber; \ + bLastWasEndLine = true; \ + } else bLastWasEndLine = false; \ + ++filePtr; + +// ------------------------------------------------------------------------------------------------ +Parser::Parser (const char* szFile, unsigned int fileFormatDefault) +{ + ai_assert(NULL != szFile); + filePtr = szFile; + iFileFormat = fileFormatDefault; + + // make sure that the color values are invalid + m_clrBackground.r = get_qnan(); + m_clrAmbient.r = get_qnan(); + + // setup some default values + iLineNumber = 0; + iFirstFrame = 0; + iLastFrame = 0; + iFrameSpeed = 30; // use 30 as default value for this property + iTicksPerFrame = 1; // use 1 as default value for this property + bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping +} + +// ------------------------------------------------------------------------------------------------ +void Parser::LogWarning(const char* szWarn) +{ + ai_assert(NULL != szWarn); + + char szTemp[1024]; +#if _MSC_VER >= 1400 + sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn); +#else + snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn); +#endif + + // output the warning to the logger ... + DefaultLogger::get()->warn(szTemp); +} + +// ------------------------------------------------------------------------------------------------ +void Parser::LogInfo(const char* szWarn) +{ + ai_assert(NULL != szWarn); + + char szTemp[1024]; +#if _MSC_VER >= 1400 + sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn); +#else + snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn); +#endif + + // output the information to the logger ... + DefaultLogger::get()->info(szTemp); +} + +// ------------------------------------------------------------------------------------------------ +void Parser::LogError(const char* szWarn) +{ + ai_assert(NULL != szWarn); + + char szTemp[1024]; +#if _MSC_VER >= 1400 + sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn); +#else + snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn); +#endif + + // throw an exception + throw DeadlyImportError(szTemp); +} + +// ------------------------------------------------------------------------------------------------ +bool Parser::SkipToNextToken() +{ + while (true) + { + char me = *filePtr; + + // increase the line number counter if necessary + if (IsLineEnd(me) && !bLastWasEndLine) + { + ++iLineNumber; + bLastWasEndLine = true; + } + else bLastWasEndLine = false; + if ('*' == me || '}' == me || '{' == me)return true; + if ('\0' == me)return false; + + ++filePtr; + } +} + +// ------------------------------------------------------------------------------------------------ +bool Parser::SkipSection() +{ + // must handle subsections ... + int iCnt = 0; + while (true) + { + if ('}' == *filePtr) + { + --iCnt; + if (0 == iCnt) + { + // go to the next valid token ... + ++filePtr; + SkipToNextToken(); + return true; + } + } + else if ('{' == *filePtr) + { + ++iCnt; + } + else if ('\0' == *filePtr) + { + LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]"); + return false; + } + else if(IsLineEnd(*filePtr))++iLineNumber; + ++filePtr; + } +} + +// ------------------------------------------------------------------------------------------------ +void Parser::Parse() +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Version should be 200. Validate this ... + if (TokenMatch(filePtr,"3DSMAX_ASCIIEXPORT",18)) + { + unsigned int fmt; + ParseLV4MeshLong(fmt); + + if (fmt > 200) + { + LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \ + be <= 200"); + } + // ************************************************************* + // - fmt will be 0 if we're unable to read the version number + // there are some faulty files without a version number ... + // in this case we'll guess the exact file format by looking + // at the file extension (ASE, ASK, ASC) + // ************************************************************* + + if (fmt)iFileFormat = fmt; + continue; + } + // main scene information + if (TokenMatch(filePtr,"SCENE",5)) + { + ParseLV1SceneBlock(); + continue; + } + // "group" - no implementation yet, in facte + // we're just ignoring them for the moment + if (TokenMatch(filePtr,"GROUP",5)) + { + Parse(); + continue; + } + // material list + if (TokenMatch(filePtr,"MATERIAL_LIST",13)) + { + ParseLV1MaterialListBlock(); + continue; + } + // geometric object (mesh) + if (TokenMatch(filePtr,"GEOMOBJECT",10)) + + { + m_vMeshes.push_back(Mesh()); + ParseLV1ObjectBlock(m_vMeshes.back()); + continue; + } + // helper object = dummy in the hierarchy + if (TokenMatch(filePtr,"HELPEROBJECT",12)) + + { + m_vDummies.push_back(Dummy()); + ParseLV1ObjectBlock(m_vDummies.back()); + continue; + } + // light object + if (TokenMatch(filePtr,"LIGHTOBJECT",11)) + + { + m_vLights.push_back(Light()); + ParseLV1ObjectBlock(m_vLights.back()); + continue; + } + // camera object + if (TokenMatch(filePtr,"CAMERAOBJECT",12)) + { + m_vCameras.push_back(Camera()); + ParseLV1ObjectBlock(m_vCameras.back()); + continue; + } + // comment - print it on the console + if (TokenMatch(filePtr,"COMMENT",7)) + { + std::string out = ""; + ParseString(out,"*COMMENT"); + LogInfo(("Comment: " + out).c_str()); + continue; + } + // ASC bone weights + if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr,"MESH_SOFTSKINVERTS",18)) + { + ParseLV1SoftSkinBlock(); + } + } + AI_ASE_HANDLE_TOP_LEVEL_SECTION(); + } + return; +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV1SoftSkinBlock() +{ + // TODO: fix line counting here + + // ************************************************************** + // The soft skin block is formatted differently. There are no + // nested sections supported and the single elements aren't + // marked by keywords starting with an asterisk. + + /** + FORMAT BEGIN + + *MESH_SOFTSKINVERTS { + + + + [for times:] + [for times:] + } + + FORMAT END + */ + // ************************************************************** + while (true) + { + if (*filePtr == '}' ) {++filePtr;return;} + else if (*filePtr == '\0') return; + else if (*filePtr == '{' ) ++filePtr; + + else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr)) + { + ASE::Mesh* curMesh = NULL; + unsigned int numVerts = 0; + + const char* sz = filePtr; + while (!IsSpaceOrNewLine(*filePtr))++filePtr; + + const unsigned int diff = (unsigned int)(filePtr-sz); + if (diff) + { + std::string name = std::string(sz,diff); + for (std::vector::iterator it = m_vMeshes.begin(); + it != m_vMeshes.end(); ++it) + { + if ((*it).mName == name) + { + curMesh = & (*it); + break; + } + } + if (!curMesh) + { + LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section"); + + // Skip the mesh data - until we find a new mesh + // or the end of the *MESH_SOFTSKINVERTS section + while (true) + { + SkipSpacesAndLineEnd(&filePtr); + if (*filePtr == '}') + {++filePtr;return;} + else if (!IsNumeric(*filePtr)) + break; + + SkipLine(&filePtr); + } + } + else + { + SkipSpacesAndLineEnd(&filePtr); + ParseLV4MeshLong(numVerts); + + // Reserve enough storage + curMesh->mBoneVertices.reserve(numVerts); + + for (unsigned int i = 0; i < numVerts;++i) + { + SkipSpacesAndLineEnd(&filePtr); + unsigned int numWeights; + ParseLV4MeshLong(numWeights); + + curMesh->mBoneVertices.push_back(ASE::BoneVertex()); + ASE::BoneVertex& vert = curMesh->mBoneVertices.back(); + + // Reserve enough storage + vert.mBoneWeights.reserve(numWeights); + + for (unsigned int w = 0; w < numWeights;++w) + { + std::string bone; + ParseString(bone,"*MESH_SOFTSKINVERTS.Bone"); + + // Find the bone in the mesh's list + std::pair me; + me.first = -1; + + for (unsigned int n = 0; n < curMesh->mBones.size();++n) + { + if (curMesh->mBones[n].mName == bone) + { + me.first = n; + break; + } + } + if (-1 == me.first) + { + // We don't have this bone yet, so add it to the list + me.first = (int)curMesh->mBones.size(); + curMesh->mBones.push_back(ASE::Bone(bone)); + } + ParseLV4MeshFloat( me.second ); + + // Add the new bone weight to list + vert.mBoneWeights.push_back(me); + } + } + } + } + } + ++filePtr; + SkipSpacesAndLineEnd(&filePtr); + } +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV1SceneBlock() +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + if (TokenMatch(filePtr,"SCENE_BACKGROUND_STATIC",23)) + + { + // parse a color triple and assume it is really the bg color + ParseLV4MeshFloatTriple( &m_clrBackground.r ); + continue; + } + if (TokenMatch(filePtr,"SCENE_AMBIENT_STATIC",20)) + + { + // parse a color triple and assume it is really the bg color + ParseLV4MeshFloatTriple( &m_clrAmbient.r ); + continue; + } + if (TokenMatch(filePtr,"SCENE_FIRSTFRAME",16)) + { + ParseLV4MeshLong(iFirstFrame); + continue; + } + if (TokenMatch(filePtr,"SCENE_LASTFRAME",15)) + { + ParseLV4MeshLong(iLastFrame); + continue; + } + if (TokenMatch(filePtr,"SCENE_FRAMESPEED",16)) + { + ParseLV4MeshLong(iFrameSpeed); + continue; + } + if (TokenMatch(filePtr,"SCENE_TICKSPERFRAME",19)) + { + ParseLV4MeshLong(iTicksPerFrame); + continue; + } + } + AI_ASE_HANDLE_TOP_LEVEL_SECTION(); + } +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV1MaterialListBlock() +{ + AI_ASE_PARSER_INIT(); + + unsigned int iMaterialCount = 0; + unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + if (TokenMatch(filePtr,"MATERIAL_COUNT",14)) + { + ParseLV4MeshLong(iMaterialCount); + + // now allocate enough storage to hold all materials + m_vMaterials.resize(iOldMaterialCount+iMaterialCount); + continue; + } + if (TokenMatch(filePtr,"MATERIAL",8)) + { + unsigned int iIndex = 0; + ParseLV4MeshLong(iIndex); + + if (iIndex >= iMaterialCount) + { + LogWarning("Out of range: material index is too large"); + iIndex = iMaterialCount-1; + } + + // get a reference to the material + Material& sMat = m_vMaterials[iIndex+iOldMaterialCount]; + // parse the material block + ParseLV2MaterialBlock(sMat); + continue; + } + } + AI_ASE_HANDLE_TOP_LEVEL_SECTION(); + } +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV2MaterialBlock(ASE::Material& mat) +{ + AI_ASE_PARSER_INIT(); + + unsigned int iNumSubMaterials = 0; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + if (TokenMatch(filePtr,"MATERIAL_NAME",13)) + { + if (!ParseString(mat.mName,"*MATERIAL_NAME")) + SkipToNextToken(); + continue; + } + // ambient material color + if (TokenMatch(filePtr,"MATERIAL_AMBIENT",16)) + { + ParseLV4MeshFloatTriple(&mat.mAmbient.r); + continue; + } + // diffuse material color + if (TokenMatch(filePtr,"MATERIAL_DIFFUSE",16) ) + { + ParseLV4MeshFloatTriple(&mat.mDiffuse.r); + continue; + } + // specular material color + if (TokenMatch(filePtr,"MATERIAL_SPECULAR",17)) + { + ParseLV4MeshFloatTriple(&mat.mSpecular.r); + continue; + } + // material shading type + if (TokenMatch(filePtr,"MATERIAL_SHADING",16)) + { + if (TokenMatch(filePtr,"Blinn",5)) + { + mat.mShading = Discreet3DS::Blinn; + } + else if (TokenMatch(filePtr,"Phong",5)) + { + mat.mShading = Discreet3DS::Phong; + } + else if (TokenMatch(filePtr,"Flat",4)) + { + mat.mShading = Discreet3DS::Flat; + } + else if (TokenMatch(filePtr,"Wire",4)) + { + mat.mShading = Discreet3DS::Wire; + } + else + { + // assume gouraud shading + mat.mShading = Discreet3DS::Gouraud; + SkipToNextToken(); + } + continue; + } + // material transparency + if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21)) + { + ParseLV4MeshFloat(mat.mTransparency); + mat.mTransparency = 1.0f - mat.mTransparency;continue; + } + // material self illumination + if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18)) + { + float f = 0.0f; + ParseLV4MeshFloat(f); + + mat.mEmissive.r = f; + mat.mEmissive.g = f; + mat.mEmissive.b = f; + continue; + } + // material shininess + if (TokenMatch(filePtr,"MATERIAL_SHINE",14) ) + { + ParseLV4MeshFloat(mat.mSpecularExponent); + mat.mSpecularExponent *= 15; + continue; + } + // two-sided material + if (TokenMatch(filePtr,"MATERIAL_TWOSIDED",17) ) + { + mat.mTwoSided = true; + continue; + } + // material shininess strength + if (TokenMatch(filePtr,"MATERIAL_SHINESTRENGTH",22)) + { + ParseLV4MeshFloat(mat.mShininessStrength); + continue; + } + // diffuse color map + if (TokenMatch(filePtr,"MAP_DIFFUSE",11)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexDiffuse); + continue; + } + // ambient color map + if (TokenMatch(filePtr,"MAP_AMBIENT",11)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexAmbient); + continue; + } + // specular color map + if (TokenMatch(filePtr,"MAP_SPECULAR",12)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexSpecular); + continue; + } + // opacity map + if (TokenMatch(filePtr,"MAP_OPACITY",11)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexOpacity); + continue; + } + // emissive map + if (TokenMatch(filePtr,"MAP_SELFILLUM",13)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexEmissive); + continue; + } + // bump map + if (TokenMatch(filePtr,"MAP_BUMP",8)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexBump); + } + // specular/shininess map + if (TokenMatch(filePtr,"MAP_SHINESTRENGTH",17)) + { + // parse the texture block + ParseLV3MapBlock(mat.sTexShininess); + continue; + } + // number of submaterials + if (TokenMatch(filePtr,"NUMSUBMTLS",10)) + { + ParseLV4MeshLong(iNumSubMaterials); + + // allocate enough storage + mat.avSubMaterials.resize(iNumSubMaterials); + } + // submaterial chunks + if (TokenMatch(filePtr,"SUBMATERIAL",11)) + { + + unsigned int iIndex = 0; + ParseLV4MeshLong(iIndex); + + if (iIndex >= iNumSubMaterials) + { + LogWarning("Out of range: submaterial index is too large"); + iIndex = iNumSubMaterials-1; + } + + // get a reference to the material + Material& sMat = mat.avSubMaterials[iIndex]; + + // parse the material block + ParseLV2MaterialBlock(sMat); + continue; + } + } + AI_ASE_HANDLE_SECTION("2","*MATERIAL"); + } +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MapBlock(Texture& map) +{ + AI_ASE_PARSER_INIT(); + + // *********************************************************** + // *BITMAP should not be there if *MAP_CLASS is not BITMAP, + // but we need to expect that case ... if the path is + // empty the texture won't be used later. + // *********************************************************** + bool parsePath = true; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + // type of map + if (TokenMatch(filePtr,"MAP_CLASS" ,9)) + { + std::string temp; + if(!ParseString(temp,"*MAP_CLASS")) + SkipToNextToken(); + if (temp != "Bitmap" && temp != "Normal Bump") + { + DefaultLogger::get()->warn("ASE: Skipping unknown map type: " + temp); + parsePath = false; + } + continue; + } + // path to the texture + if (parsePath && TokenMatch(filePtr,"BITMAP" ,6)) + { + if(!ParseString(map.mMapName,"*BITMAP")) + SkipToNextToken(); + + if (map.mMapName == "None") + { + // Files with 'None' as map name are produced by + // an Maja to ASE exporter which name I forgot .. + DefaultLogger::get()->warn("ASE: Skipping invalid map entry"); + map.mMapName = ""; + } + + continue; + } + // offset on the u axis + if (TokenMatch(filePtr,"UVW_U_OFFSET" ,12)) + { + ParseLV4MeshFloat(map.mOffsetU); + continue; + } + // offset on the v axis + if (TokenMatch(filePtr,"UVW_V_OFFSET" ,12)) + { + ParseLV4MeshFloat(map.mOffsetV); + continue; + } + // tiling on the u axis + if (TokenMatch(filePtr,"UVW_U_TILING" ,12)) + { + ParseLV4MeshFloat(map.mScaleU); + continue; + } + // tiling on the v axis + if (TokenMatch(filePtr,"UVW_V_TILING" ,12)) + { + ParseLV4MeshFloat(map.mScaleV); + continue; + } + // rotation around the z-axis + if (TokenMatch(filePtr,"UVW_ANGLE" ,9)) + { + ParseLV4MeshFloat(map.mRotation); + continue; + } + // map blending factor + if (TokenMatch(filePtr,"MAP_AMOUNT" ,10)) + { + ParseLV4MeshFloat(map.mTextureBlend); + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MAP_XXXXXX"); + } + return; +} + +// ------------------------------------------------------------------------------------------------ +bool Parser::ParseString(std::string& out,const char* szName) +{ + char szBuffer[1024]; + if (!SkipSpaces(&filePtr)) + { + + sprintf(szBuffer,"Unable to parse %s block: Unexpected EOL",szName); + LogWarning(szBuffer); + return false; + } + // there must be '"' + if ('\"' != *filePtr) + { + + sprintf(szBuffer,"Unable to parse %s block: Strings are expected " + "to be enclosed in double quotation marks",szName); + LogWarning(szBuffer); + return false; + } + ++filePtr; + const char* sz = filePtr; + while (true) + { + if ('\"' == *sz)break; + else if ('\0' == *sz) + { + sprintf(szBuffer,"Unable to parse %s block: Strings are expected to " + "be enclosed in double quotation marks but EOF was reached before " + "a closing quotation mark was encountered",szName); + LogWarning(szBuffer); + return false; + } + sz++; + } + out = std::string(filePtr,(uintptr_t)sz-(uintptr_t)filePtr); + filePtr = sz+1; + return true; +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node) +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // first process common tokens such as node name and transform + // name of the mesh/node + if (TokenMatch(filePtr,"NODE_NAME" ,9)) + { + if(!ParseString(node.mName,"*NODE_NAME")) + SkipToNextToken(); + continue; + } + // name of the parent of the node + if (TokenMatch(filePtr,"NODE_PARENT" ,11) ) + { + if(!ParseString(node.mParent,"*NODE_PARENT")) + SkipToNextToken(); + continue; + } + // transformation matrix of the node + if (TokenMatch(filePtr,"NODE_TM" ,7)) + { + ParseLV2NodeTransformBlock(node); + continue; + } + // animation data of the node + if (TokenMatch(filePtr,"TM_ANIMATION" ,12)) + { + ParseLV2AnimationBlock(node); + continue; + } + + if (node.mType == BaseNode::Light) + { + // light settings + if (TokenMatch(filePtr,"LIGHT_SETTINGS" ,14)) + { + ParseLV2LightSettingsBlock((ASE::Light&)node); + continue; + } + // type of the light source + if (TokenMatch(filePtr,"LIGHT_TYPE" ,10)) + { + if (!ASSIMP_strincmp("omni",filePtr,4)) + { + ((ASE::Light&)node).mLightType = ASE::Light::OMNI; + } + else if (!ASSIMP_strincmp("target",filePtr,6)) + { + ((ASE::Light&)node).mLightType = ASE::Light::TARGET; + } + else if (!ASSIMP_strincmp("free",filePtr,4)) + { + ((ASE::Light&)node).mLightType = ASE::Light::FREE; + } + else if (!ASSIMP_strincmp("directional",filePtr,11)) + { + ((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL; + } + else + { + LogWarning("Unknown kind of light source"); + } + continue; + } + } + else if (node.mType == BaseNode::Camera) + { + // Camera settings + if (TokenMatch(filePtr,"CAMERA_SETTINGS" ,15)) + { + ParseLV2CameraSettingsBlock((ASE::Camera&)node); + continue; + } + else if (TokenMatch(filePtr,"CAMERA_TYPE" ,11)) + { + if (!ASSIMP_strincmp("target",filePtr,6)) + { + ((ASE::Camera&)node).mCameraType = ASE::Camera::TARGET; + } + else if (!ASSIMP_strincmp("free",filePtr,4)) + { + ((ASE::Camera&)node).mCameraType = ASE::Camera::FREE; + } + else + { + LogWarning("Unknown kind of camera"); + } + continue; + } + } + else if (node.mType == BaseNode::Mesh) + { + // mesh data + // FIX: Older files use MESH_SOFTSKIN + if (TokenMatch(filePtr,"MESH" ,4) || + TokenMatch(filePtr,"MESH_SOFTSKIN",13)) + { + ParseLV2MeshBlock((ASE::Mesh&)node); + continue; + } + // mesh material index + if (TokenMatch(filePtr,"MATERIAL_REF" ,12)) + { + ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex); + continue; + } + } + } + AI_ASE_HANDLE_TOP_LEVEL_SECTION(); + } + return; +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV2CameraSettingsBlock(ASE::Camera& camera) +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + if (TokenMatch(filePtr,"CAMERA_NEAR" ,11)) + { + ParseLV4MeshFloat(camera.mNear); + continue; + } + if (TokenMatch(filePtr,"CAMERA_FAR" ,10)) + { + ParseLV4MeshFloat(camera.mFar); + continue; + } + if (TokenMatch(filePtr,"CAMERA_FOV" ,10)) + { + ParseLV4MeshFloat(camera.mFOV); + continue; + } + } + AI_ASE_HANDLE_SECTION("2","CAMERA_SETTINGS"); + } + return; +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV2LightSettingsBlock(ASE::Light& light) +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + if (TokenMatch(filePtr,"LIGHT_COLOR" ,11)) + { + ParseLV4MeshFloatTriple(&light.mColor.r); + continue; + } + if (TokenMatch(filePtr,"LIGHT_INTENS" ,12)) + { + ParseLV4MeshFloat(light.mIntensity); + continue; + } + if (TokenMatch(filePtr,"LIGHT_HOTSPOT" ,13)) + { + ParseLV4MeshFloat(light.mAngle); + continue; + } + if (TokenMatch(filePtr,"LIGHT_FALLOFF" ,13)) + { + ParseLV4MeshFloat(light.mFalloff); + continue; + } + } + AI_ASE_HANDLE_SECTION("2","LIGHT_SETTINGS"); + } + return; +} + +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV2AnimationBlock(ASE::BaseNode& mesh) +{ + AI_ASE_PARSER_INIT(); + + ASE::Animation* anim = &mesh.mAnim; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + if (TokenMatch(filePtr,"NODE_NAME" ,9)) + { + std::string temp; + if(!ParseString(temp,"*NODE_NAME")) + SkipToNextToken(); + + // If the name of the node contains .target it + // represents an animated camera or spot light + // target. + if (std::string::npos != temp.find(".Target")) + { + if ((mesh.mType != BaseNode::Camera || ((ASE::Camera&)mesh).mCameraType != ASE::Camera::TARGET) && + ( mesh.mType != BaseNode::Light || ((ASE::Light&)mesh).mLightType != ASE::Light::TARGET)) + { + + DefaultLogger::get()->error("ASE: Found target animation channel " + "but the node is neither a camera nor a spot light"); + anim = NULL; + } + else anim = &mesh.mTargetAnim; + } + continue; + } + + // position keyframes + if (TokenMatch(filePtr,"CONTROL_POS_TRACK" ,17) || + TokenMatch(filePtr,"CONTROL_POS_BEZIER" ,18) || + TokenMatch(filePtr,"CONTROL_POS_TCB" ,15)) + { + if (!anim)SkipSection(); + else ParseLV3PosAnimationBlock(*anim); + continue; + } + // scaling keyframes + if (TokenMatch(filePtr,"CONTROL_SCALE_TRACK" ,19) || + TokenMatch(filePtr,"CONTROL_SCALE_BEZIER" ,20) || + TokenMatch(filePtr,"CONTROL_SCALE_TCB" ,17)) + { + if (!anim || anim == &mesh.mTargetAnim) + { + // Target animation channels may have no rotation channels + DefaultLogger::get()->error("ASE: Ignoring scaling channel in target animation"); + SkipSection(); + } + else ParseLV3ScaleAnimationBlock(*anim); + continue; + } + // rotation keyframes + if (TokenMatch(filePtr,"CONTROL_ROT_TRACK" ,17) || + TokenMatch(filePtr,"CONTROL_ROT_BEZIER" ,18) || + TokenMatch(filePtr,"CONTROL_ROT_TCB" ,15)) + { + if (!anim || anim == &mesh.mTargetAnim) + { + // Target animation channels may have no rotation channels + DefaultLogger::get()->error("ASE: Ignoring rotation channel in target animation"); + SkipSection(); + } + else ParseLV3RotAnimationBlock(*anim); + continue; + } + } + AI_ASE_HANDLE_SECTION("2","TM_ANIMATION"); + } +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim) +{ + AI_ASE_PARSER_INIT(); + unsigned int iIndex; + + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + bool b = false; + + // For the moment we're just reading the three floats - + // we ignore the dditional information for bezier's and TCBs + + // simple scaling keyframe + if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20)) + { + b = true; + anim.mScalingType = ASE::Animation::TRACK; + } + + // Bezier scaling keyframe + if (TokenMatch(filePtr,"CONTROL_BEZIER_SCALE_KEY" ,24)) + { + b = true; + anim.mScalingType = ASE::Animation::BEZIER; + } + // TCB scaling keyframe + if (TokenMatch(filePtr,"CONTROL_TCB_SCALE_KEY" ,21)) + { + b = true; + anim.mScalingType = ASE::Animation::TCB; + } + if (b) + { + anim.akeyScaling.push_back(aiVectorKey()); + aiVectorKey& key = anim.akeyScaling.back(); + ParseLV4MeshFloatTriple(&key.mValue.x,iIndex); + key.mTime = (double)iIndex; + } + } + AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK"); + } +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim) +{ + AI_ASE_PARSER_INIT(); + unsigned int iIndex; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + bool b = false; + + // For the moment we're just reading the three floats - + // we ignore the dditional information for bezier's and TCBs + + // simple scaling keyframe + if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18)) + { + b = true; + anim.mPositionType = ASE::Animation::TRACK; + } + + // Bezier scaling keyframe + if (TokenMatch(filePtr,"CONTROL_BEZIER_POS_KEY" ,22)) + { + b = true; + anim.mPositionType = ASE::Animation::BEZIER; + } + // TCB scaling keyframe + if (TokenMatch(filePtr,"CONTROL_TCB_POS_KEY" ,19)) + { + b = true; + anim.mPositionType = ASE::Animation::TCB; + } + if (b) + { + anim.akeyPositions.push_back(aiVectorKey()); + aiVectorKey& key = anim.akeyPositions.back(); + ParseLV4MeshFloatTriple(&key.mValue.x,iIndex); + key.mTime = (double)iIndex; + } + } + AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK"); + } +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim) +{ + AI_ASE_PARSER_INIT(); + unsigned int iIndex; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + bool b = false; + + // For the moment we're just reading the floats - + // we ignore the dditional information for bezier's and TCBs + + // simple scaling keyframe + if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18)) + { + b = true; + anim.mRotationType = ASE::Animation::TRACK; + } + + // Bezier scaling keyframe + if (TokenMatch(filePtr,"CONTROL_BEZIER_ROT_KEY" ,22)) + { + b = true; + anim.mRotationType = ASE::Animation::BEZIER; + } + // TCB scaling keyframe + if (TokenMatch(filePtr,"CONTROL_TCB_ROT_KEY" ,19)) + { + b = true; + anim.mRotationType = ASE::Animation::TCB; + } + if (b) + { + anim.akeyRotations.push_back(aiQuatKey()); + aiQuatKey& key = anim.akeyRotations.back(); + aiVector3D v;float f; + ParseLV4MeshFloatTriple(&v.x,iIndex); + ParseLV4MeshFloat(f); + key.mTime = (double)iIndex; + key.mValue = aiQuaternion(v,f); + } + } + AI_ASE_HANDLE_SECTION("3","*CONTROL_ROT_TRACK"); + } +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh) +{ + AI_ASE_PARSER_INIT(); + int mode = 0; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + // name of the node + if (TokenMatch(filePtr,"NODE_NAME" ,9)) + { + std::string temp; + if(!ParseString(temp,"*NODE_NAME")) + SkipToNextToken(); + + std::string::size_type s; + if (temp == mesh.mName) + { + mode = 1; + } + else if (std::string::npos != (s = temp.find(".Target")) && + mesh.mName == temp.substr(0,s)) + { + // This should be either a target light or a target camera + if ( (mesh.mType == BaseNode::Light && ((ASE::Light&)mesh) .mLightType == ASE::Light::TARGET) || + (mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET)) + { + mode = 2; + } + else DefaultLogger::get()->error("ASE: Ignoring target transform, " + "this is no spot light or target camera"); + } + else + { + DefaultLogger::get()->error("ASE: Unknown node transformation: " + temp); + // mode = 0 + } + continue; + } + if (mode) + { + // fourth row of the transformation matrix - and also the + // only information here that is interesting for targets + if (TokenMatch(filePtr,"TM_ROW3" ,7)) + { + ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x)); + continue; + } + if (mode == 1) + { + // first row of the transformation matrix + if (TokenMatch(filePtr,"TM_ROW0" ,7)) + { + ParseLV4MeshFloatTriple(mesh.mTransform[0]); + continue; + } + // second row of the transformation matrix + if (TokenMatch(filePtr,"TM_ROW1" ,7)) + { + ParseLV4MeshFloatTriple(mesh.mTransform[1]); + continue; + } + // third row of the transformation matrix + if (TokenMatch(filePtr,"TM_ROW2" ,7)) + { + ParseLV4MeshFloatTriple(mesh.mTransform[2]); + continue; + } + // inherited position axes + if (TokenMatch(filePtr,"INHERIT_POS" ,11)) + { + unsigned int aiVal[3]; + ParseLV4MeshLongTriple(aiVal); + + for (unsigned int i = 0; i < 3;++i) + mesh.inherit.abInheritPosition[i] = aiVal[i] != 0; + continue; + } + // inherited rotation axes + if (TokenMatch(filePtr,"INHERIT_ROT" ,11)) + { + unsigned int aiVal[3]; + ParseLV4MeshLongTriple(aiVal); + + for (unsigned int i = 0; i < 3;++i) + mesh.inherit.abInheritRotation[i] = aiVal[i] != 0; + continue; + } + // inherited scaling axes + if (TokenMatch(filePtr,"INHERIT_SCL" ,11)) + { + unsigned int aiVal[3]; + ParseLV4MeshLongTriple(aiVal); + + for (unsigned int i = 0; i < 3;++i) + mesh.inherit.abInheritScaling[i] = aiVal[i] != 0; + continue; + } + } + } + } + AI_ASE_HANDLE_SECTION("2","*NODE_TM"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + + unsigned int iNumVertices = 0; + unsigned int iNumFaces = 0; + unsigned int iNumTVertices = 0; + unsigned int iNumTFaces = 0; + unsigned int iNumCVertices = 0; + unsigned int iNumCFaces = 0; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + // Number of vertices in the mesh + if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14)) + { + ParseLV4MeshLong(iNumVertices); + continue; + } + // Number of texture coordinates in the mesh + if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15)) + { + ParseLV4MeshLong(iNumTVertices); + continue; + } + // Number of vertex colors in the mesh + if (TokenMatch(filePtr,"MESH_NUMCVERTEX" ,15)) + { + ParseLV4MeshLong(iNumCVertices); + continue; + } + // Number of regular faces in the mesh + if (TokenMatch(filePtr,"MESH_NUMFACES" ,13)) + { + ParseLV4MeshLong(iNumFaces); + continue; + } + // Number of UVWed faces in the mesh + if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15)) + { + ParseLV4MeshLong(iNumTFaces); + continue; + } + // Number of colored faces in the mesh + if (TokenMatch(filePtr,"MESH_NUMCVFACES" ,15)) + { + ParseLV4MeshLong(iNumCFaces); + continue; + } + // mesh vertex list block + if (TokenMatch(filePtr,"MESH_VERTEX_LIST" ,16)) + { + ParseLV3MeshVertexListBlock(iNumVertices,mesh); + continue; + } + // mesh face list block + if (TokenMatch(filePtr,"MESH_FACE_LIST" ,14)) + { + ParseLV3MeshFaceListBlock(iNumFaces,mesh); + continue; + } + // mesh texture vertex list block + if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14)) + { + ParseLV3MeshTListBlock(iNumTVertices,mesh); + continue; + } + // mesh texture face block + if (TokenMatch(filePtr,"MESH_TFACELIST" ,14)) + { + ParseLV3MeshTFaceListBlock(iNumTFaces,mesh); + continue; + } + // mesh color vertex list block + if (TokenMatch(filePtr,"MESH_CVERTLIST" ,14)) + { + ParseLV3MeshCListBlock(iNumCVertices,mesh); + continue; + } + // mesh color face block + if (TokenMatch(filePtr,"MESH_CFACELIST" ,14)) + { + ParseLV3MeshCFaceListBlock(iNumCFaces,mesh); + continue; + } + // mesh normals + if (TokenMatch(filePtr,"MESH_NORMALS" ,12)) + { + ParseLV3MeshNormalListBlock(mesh); + continue; + } + // another mesh UV channel ... + if (TokenMatch(filePtr,"MESH_MAPPINGCHANNEL" ,19)) + { + + unsigned int iIndex = 0; + ParseLV4MeshLong(iIndex); + + if (iIndex < 2) + { + LogWarning("Mapping channel has an invalid index. Skipping UV channel"); + // skip it ... + SkipSection(); + } + if (iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS) + { + LogWarning("Too many UV channels specified. Skipping channel .."); + // skip it ... + SkipSection(); + } + else + { + // parse the mapping channel + ParseLV3MappingChannel(iIndex-1,mesh); + } + continue; + } + // mesh animation keyframe. Not supported + if (TokenMatch(filePtr,"MESH_ANIMATION" ,14)) + { + + LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. " + "Keyframe animation is not supported by Assimp, this element " + "will be ignored"); + //SkipSection(); + continue; + } + if (TokenMatch(filePtr,"MESH_WEIGHTS" ,12)) + { + ParseLV3MeshWeightsBlock(mesh);continue; + } + } + AI_ASE_HANDLE_SECTION("2","*MESH"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + + unsigned int iNumVertices = 0, iNumBones = 0; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Number of bone vertices ... + if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14)) + { + ParseLV4MeshLong(iNumVertices); + continue; + } + // Number of bones + if (TokenMatch(filePtr,"MESH_NUMBONE" ,11)) + { + ParseLV4MeshLong(iNumBones); + continue; + } + // parse the list of bones + if (TokenMatch(filePtr,"MESH_BONE_LIST" ,14)) + { + ParseLV4MeshBones(iNumBones,mesh); + continue; + } + // parse the list of bones vertices + if (TokenMatch(filePtr,"MESH_BONE_VERTEX_LIST" ,21) ) + { + ParseLV4MeshBonesVertices(iNumVertices,mesh); + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_WEIGHTS"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshBones(unsigned int iNumBones,ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + mesh.mBones.resize(iNumBones); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Mesh bone with name ... + if (TokenMatch(filePtr,"MESH_BONE_NAME" ,16)) + { + // parse an index ... + if(SkipSpaces(&filePtr)) + { + unsigned int iIndex = strtoul10(filePtr,&filePtr); + if (iIndex >= iNumBones) + { + LogWarning("Bone index is out of bounds"); + continue; + } + if (!ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME")) + SkipToNextToken(); + continue; + } + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_BONE_LIST"); + } +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + mesh.mBoneVertices.resize(iNumVertices); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Mesh bone vertex + if (TokenMatch(filePtr,"MESH_BONE_VERTEX" ,16)) + { + // read the vertex index + unsigned int iIndex = strtoul10(filePtr,&filePtr); + if (iIndex >= mesh.mPositions.size()) + { + iIndex = (unsigned int)mesh.mPositions.size()-1; + LogWarning("Bone vertex index is out of bounds. Using the largest valid " + "bone vertex index instead"); + } + + // --- ignored + float afVert[3]; + ParseLV4MeshFloatTriple(afVert); + + std::pair pairOut; + while (true) + { + // first parse the bone index ... + if (!SkipSpaces(&filePtr))break; + pairOut.first = strtoul10(filePtr,&filePtr); + + // then parse the vertex weight + if (!SkipSpaces(&filePtr))break; + filePtr = fast_atoreal_move(filePtr,pairOut.second); + + // -1 marks unused entries + if (-1 != pairOut.first) + { + mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut); + } + } + continue; + } + } + AI_ASE_HANDLE_SECTION("4","*MESH_BONE_VERTEX"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshVertexListBlock( + unsigned int iNumVertices, ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + + // allocate enough storage in the array + mesh.mPositions.resize(iNumVertices); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Vertex entry + if (TokenMatch(filePtr,"MESH_VERTEX" ,11)) + { + + aiVector3D vTemp; + unsigned int iIndex; + ParseLV4MeshFloatTriple(&vTemp.x,iIndex); + + if (iIndex >= iNumVertices) + { + LogWarning("Invalid vertex index. It will be ignored"); + } + else mesh.mPositions[iIndex] = vTemp; + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_VERTEX_LIST"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + + // allocate enough storage in the face array + mesh.mFaces.resize(iNumFaces); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Face entry + if (TokenMatch(filePtr,"MESH_FACE" ,9)) + { + + ASE::Face mFace; + ParseLV4MeshFace(mFace); + + if (mFace.iFace >= iNumFaces) + { + LogWarning("Face has an invalid index. It will be ignored"); + } + else mesh.mFaces[mFace.iFace] = mFace; + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_FACE_LIST"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices, + ASE::Mesh& mesh, unsigned int iChannel) +{ + AI_ASE_PARSER_INIT(); + + // allocate enough storage in the array + mesh.amTexCoords[iChannel].resize(iNumVertices); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Vertex entry + if (TokenMatch(filePtr,"MESH_TVERT" ,10)) + { + aiVector3D vTemp; + unsigned int iIndex; + ParseLV4MeshFloatTriple(&vTemp.x,iIndex); + + if (iIndex >= iNumVertices) + { + LogWarning("Tvertex has an invalid index. It will be ignored"); + } + else mesh.amTexCoords[iChannel][iIndex] = vTemp; + + if (0.0f != vTemp.z) + { + // we need 3 coordinate channels + mesh.mNumUVComponents[iChannel] = 3; + } + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_TVERT_LIST"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces, + ASE::Mesh& mesh, unsigned int iChannel) +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Face entry + if (TokenMatch(filePtr,"MESH_TFACE" ,10)) + { + unsigned int aiValues[3]; + unsigned int iIndex = 0; + + ParseLV4MeshLongTriple(aiValues,iIndex); + if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) + { + LogWarning("UV-Face has an invalid index. It will be ignored"); + } + else + { + // copy UV indices + mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0]; + mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1]; + mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2]; + } + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_TFACE_LIST"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + + unsigned int iNumTVertices = 0; + unsigned int iNumTFaces = 0; + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Number of texture coordinates in the mesh + if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15)) + { + ParseLV4MeshLong(iNumTVertices); + continue; + } + // Number of UVWed faces in the mesh + if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15)) + { + ParseLV4MeshLong(iNumTFaces); + continue; + } + // mesh texture vertex list block + if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14)) + { + ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel); + continue; + } + // mesh texture face block + if (TokenMatch(filePtr,"MESH_TFACELIST" ,14)) + { + ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel); + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_MAPPING_CHANNEL"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + + // allocate enough storage in the array + mesh.mVertexColors.resize(iNumVertices); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Vertex entry + if (TokenMatch(filePtr,"MESH_VERTCOL" ,12)) + { + aiColor4D vTemp; + vTemp.a = 1.0f; + unsigned int iIndex; + ParseLV4MeshFloatTriple(&vTemp.r,iIndex); + + if (iIndex >= iNumVertices) + { + LogWarning("Vertex color has an invalid index. It will be ignored"); + } + else mesh.mVertexColors[iIndex] = vTemp; + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_CVERTEX_LIST"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh) +{ + AI_ASE_PARSER_INIT(); + while (true) + { + if ('*' == *filePtr) + { + ++filePtr; + + // Face entry + if (TokenMatch(filePtr,"MESH_CFACE" ,11)) + { + unsigned int aiValues[3]; + unsigned int iIndex = 0; + + ParseLV4MeshLongTriple(aiValues,iIndex); + if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size()) + { + LogWarning("UV-Face has an invalid index. It will be ignored"); + } + else + { + // copy color indices + mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0]; + mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1]; + mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2]; + } + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_CFACE_LIST"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh) +{ + AI_ASE_PARSER_INIT(); + + // Allocate enough storage for the normals + sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f )); + unsigned int index, faceIdx = UINT_MAX; + + // FIXME: rewrite this and find out how to interpret the normals + // correctly. This is crap. + + // Smooth the vertex and face normals together. The result + // will be edgy then, but otherwise everything would be soft ... + while (true) { + if ('*' == *filePtr) { + ++filePtr; + if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) { + aiVector3D vNormal; + ParseLV4MeshFloatTriple(&vNormal.x,index); + if (faceIdx >= sMesh.mFaces.size()) + continue; + + // Make sure we assign it to the correct face + const ASE::Face& face = sMesh.mFaces[faceIdx]; + if (index == face.mIndices[0]) + index = 0; + else if (index == face.mIndices[1]) + index = 1; + else if (index == face.mIndices[2]) + index = 2; + else { + DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_VERTEXNORMAL section"); + continue; + } + // We'll renormalize later + sMesh.mNormals[faceIdx*3+index] += vNormal; + continue; + } + if (TokenMatch(filePtr,"MESH_FACENORMAL",15)) { + aiVector3D vNormal; + ParseLV4MeshFloatTriple(&vNormal.x,faceIdx); + + if (faceIdx >= sMesh.mFaces.size()) { + DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_FACENORMAL section"); + continue; + } + + // We'll renormalize later + sMesh.mNormals[faceIdx*3] += vNormal; + sMesh.mNormals[faceIdx*3+1] += vNormal; + sMesh.mNormals[faceIdx*3+2] += vNormal; + continue; + } + } + AI_ASE_HANDLE_SECTION("3","*MESH_NORMALS"); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshFace(ASE::Face& out) +{ + // skip spaces and tabs + if(!SkipSpaces(&filePtr)) + { + LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]"); + SkipToNextToken(); + return; + } + + // parse the face index + out.iFace = strtoul10(filePtr,&filePtr); + + // next character should be ':' + if(!SkipSpaces(&filePtr)) + { + // FIX: there are some ASE files which haven't got : here .... + LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]"); + SkipToNextToken(); + return; + } + // FIX: There are some ASE files which haven't got ':' here + if(':' == *filePtr)++filePtr; + + // Parse all mesh indices + for (unsigned int i = 0; i < 3;++i) + { + unsigned int iIndex = 0; + if(!SkipSpaces(&filePtr)) + { + LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL"); + SkipToNextToken(); + return; + } + switch (*filePtr) + { + case 'A': + case 'a': + break; + case 'B': + case 'b': + iIndex = 1; + break; + case 'C': + case 'c': + iIndex = 2; + break; + default: + LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. " + "A,B or C expected [#3]"); + SkipToNextToken(); + return; + }; + ++filePtr; + + // next character should be ':' + if(!SkipSpaces(&filePtr) || ':' != *filePtr) + { + LogWarning("Unable to parse *MESH_FACE Element: " + "Unexpected EOL. \':\' expected [#2]"); + SkipToNextToken(); + return; + } + + ++filePtr; + if(!SkipSpaces(&filePtr)) + { + LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. " + "Vertex index ecpected [#4]"); + SkipToNextToken(); + return; + } + out.mIndices[iIndex] = strtoul10(filePtr,&filePtr); + } + + // now we need to skip the AB, BC, CA blocks. + while (true) + { + if ('*' == *filePtr)break; + if (IsLineEnd(*filePtr)) + { + //iLineNumber++; + return; + } + filePtr++; + } + + // parse the smoothing group of the face + if (TokenMatch(filePtr,"*MESH_SMOOTHING",15)) + { + if(!SkipSpaces(&filePtr)) + { + LogWarning("Unable to parse *MESH_SMOOTHING Element: " + "Unexpected EOL. Smoothing group(s) expected [#5]"); + SkipToNextToken(); + return; + } + + // Parse smoothing groups until we don't anymore see commas + // FIX: There needn't always be a value, sad but true + while (true) + { + if (*filePtr < '9' && *filePtr >= '0') + { + out.iSmoothGroup |= (1 << strtoul10(filePtr,&filePtr)); + } + SkipSpaces(&filePtr); + if (',' != *filePtr) + { + break; + } + ++filePtr; + SkipSpaces(&filePtr); + } + } + + // *MESH_MTLID is optional, too + while (true) + { + if ('*' == *filePtr)break; + if (IsLineEnd(*filePtr)) + { + return; + } + filePtr++; + } + + if (TokenMatch(filePtr,"*MESH_MTLID",11)) + { + if(!SkipSpaces(&filePtr)) + { + LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. " + "Material index expected [#6]"); + SkipToNextToken(); + return; + } + out.iMaterial = strtoul10(filePtr,&filePtr); + } + return; +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshLongTriple(unsigned int* apOut) +{ + ai_assert(NULL != apOut); + + for (unsigned int i = 0; i < 3;++i) + ParseLV4MeshLong(apOut[i]); +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut) +{ + ai_assert(NULL != apOut); + + // parse the index + ParseLV4MeshLong(rIndexOut); + + // parse the three others + ParseLV4MeshLongTriple(apOut); +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut) +{ + ai_assert(NULL != apOut); + + // parse the index + ParseLV4MeshLong(rIndexOut); + + // parse the three others + ParseLV4MeshFloatTriple(apOut); +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshFloatTriple(float* apOut) +{ + ai_assert(NULL != apOut); + + for (unsigned int i = 0; i < 3;++i) + ParseLV4MeshFloat(apOut[i]); +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshFloat(float& fOut) +{ + // skip spaces and tabs + if(!SkipSpaces(&filePtr)) + { + // LOG + LogWarning("Unable to parse float: unexpected EOL [#1]"); + fOut = 0.0f; + ++iLineNumber; + return; + } + // parse the first float + filePtr = fast_atoreal_move(filePtr,fOut); +} +// ------------------------------------------------------------------------------------------------ +void Parser::ParseLV4MeshLong(unsigned int& iOut) +{ + // Skip spaces and tabs + if(!SkipSpaces(&filePtr)) + { + // LOG + LogWarning("Unable to parse long: unexpected EOL [#1]"); + iOut = 0; + ++iLineNumber; + return; + } + // parse the value + iOut = strtoul10(filePtr,&filePtr); +} + +#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER diff --git a/external/assimp-3.1.1/code/ASEParser.h b/external/assimp-3.1.1/code/ASEParser.h new file mode 100755 index 0000000..84192e5 --- /dev/null +++ b/external/assimp-3.1.1/code/ASEParser.h @@ -0,0 +1,669 @@ +/* +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 Defines the helper data structures for importing ASE files */ +#ifndef AI_ASEFILEHELPER_H_INC +#define AI_ASEFILEHELPER_H_INC + +// STL/CRT headers +#include +#include +#include + +// public ASSIMP headers +#include "../include/assimp/types.h" +#include "../include/assimp/mesh.h" +#include "../include/assimp/anim.h" + +// 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 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]; + ::sprintf(szTemp,"UNNAMED_%i",iCnt++); + mName = szTemp; + } + + //! Construction from an existing name + 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 > 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 + 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 + ::sprintf(szTemp,"UNNAMED_%i",iCnt++); + mName = szTemp; + + // Set mTargetPosition to qnan + const float 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, 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 amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + + //! List of all vertex color sets. + std::vector mVertexColors; + + //! List of all bone vertices + std::vector mBoneVertices; + + //! List of all bones + std::vector 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; + float mIntensity; + float mAngle; // in degrees + float 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) + { + } + + float 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 *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(float* 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(float* 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(float& 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 + void LogError(const char* szWarn); + + // ------------------------------------------------------------------- + //! 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 occured + 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 m_vMaterials; + + //! List of all meshes found in the file + std::vector m_vMeshes; + + //! List of all dummies found in the file + std::vector m_vDummies; + + //! List of all lights found in the file + std::vector m_vLights; + + //! List of all cameras found in the file + std::vector 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 // !! include guard diff --git a/external/assimp-3.1.1/code/Assimp.cpp b/external/assimp-3.1.1/code/Assimp.cpp new file mode 100755 index 0000000..b119518 --- /dev/null +++ b/external/assimp-3.1.1/code/Assimp.cpp @@ -0,0 +1,609 @@ +/* +--------------------------------------------------------------------------- +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 Assimp.cpp + * @brief Implementation of the Plain-C API + */ + +#include "AssimpPCH.h" +#include "../include/assimp/cimport.h" + +#include "GenericProperty.h" +#include "CInterfaceIOWrapper.h" +#include "Importer.h" + +// ------------------------------------------------------------------------------------------------ +#ifndef ASSIMP_BUILD_SINGLETHREADED +# include +# include +#endif +// ------------------------------------------------------------------------------------------------ +using namespace Assimp; + +namespace Assimp +{ + // underlying structure for aiPropertyStore + typedef BatchLoader::PropertyMap PropertyMap; + + /** Stores the LogStream objects for all active C log streams */ + struct mpred { + bool operator () (const aiLogStream& s0, const aiLogStream& s1) const { + return s0.callback LogStreamMap; + + /** Stores the LogStream objects allocated by #aiGetPredefinedLogStream */ + typedef std::list PredefLogStreamMap; + + /** Local storage of all active log streams */ + static LogStreamMap gActiveLogStreams; + + /** Local storage of LogStreams allocated by #aiGetPredefinedLogStream */ + static PredefLogStreamMap gPredefinedStreams; + + /** Error message of the last failed import process */ + static std::string gLastErrorString; + + /** Verbose logging active or not? */ + static aiBool gVerboseLogging = false; +} + + +#ifndef ASSIMP_BUILD_SINGLETHREADED +/** Global mutex to manage the access to the logstream map */ +static boost::mutex gLogStreamMutex; +#endif + + +// ------------------------------------------------------------------------------------------------ +// Custom LogStream implementation for the C-API +class LogToCallbackRedirector : public LogStream +{ +public: + LogToCallbackRedirector(const aiLogStream& s) + : stream (s) { + ai_assert(NULL != s.callback); + } + + ~LogToCallbackRedirector() { +#ifndef ASSIMP_BUILD_SINGLETHREADED + boost::mutex::scoped_lock lock(gLogStreamMutex); +#endif + // (HACK) Check whether the 'stream.user' pointer points to a + // custom LogStream allocated by #aiGetPredefinedLogStream. + // In this case, we need to delete it, too. Of course, this + // might cause strange problems, but the chance is quite low. + + PredefLogStreamMap::iterator it = std::find(gPredefinedStreams.begin(), + gPredefinedStreams.end(), (Assimp::LogStream*)stream.user); + + if (it != gPredefinedStreams.end()) { + delete *it; + gPredefinedStreams.erase(it); + } + } + + /** @copydoc LogStream::write */ + void write(const char* message) { + stream.callback(message,stream.user); + } + +private: + aiLogStream stream; +}; + +// ------------------------------------------------------------------------------------------------ +void ReportSceneNotFoundError() +{ + DefaultLogger::get()->error("Unable to find the Assimp::Importer for this aiScene. " + "The C-API does not accept scenes produced by the C++ API and vice versa"); + + assert(false); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the given file and returns its content. +const aiScene* aiImportFile( const char* pFile, unsigned int pFlags) +{ + return aiImportFileEx(pFile,pFlags,NULL); +} + +// ------------------------------------------------------------------------------------------------ +const aiScene* aiImportFileEx( const char* pFile, unsigned int pFlags, aiFileIO* pFS) +{ + return aiImportFileExWithProperties(pFile, pFlags, pFS, NULL); +} + +// ------------------------------------------------------------------------------------------------ +const aiScene* aiImportFileExWithProperties( const char* pFile, unsigned int pFlags, + aiFileIO* pFS, + const aiPropertyStore* props) +{ + ai_assert(NULL != pFile); + + const aiScene* scene = NULL; + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // create an Importer for this file + Assimp::Importer* imp = new Assimp::Importer(); + + // copy properties + if(props) { + const PropertyMap* pp = reinterpret_cast(props); + ImporterPimpl* pimpl = imp->Pimpl(); + pimpl->mIntProperties = pp->ints; + pimpl->mFloatProperties = pp->floats; + pimpl->mStringProperties = pp->strings; + pimpl->mMatrixProperties = pp->matrices; + } + // setup a custom IO system if necessary + if (pFS) { + imp->SetIOHandler( new CIOSystemWrapper (pFS) ); + } + + // and have it read the file + scene = imp->ReadFile( pFile, pFlags); + + // if succeeded, store the importer in the scene and keep it alive + if( scene) { + ScenePrivateData* priv = const_cast( ScenePriv(scene) ); + priv->mOrigImporter = imp; + } + else { + // if failed, extract error code and destroy the import + gLastErrorString = imp->GetErrorString(); + delete imp; + } + + // return imported data. If the import failed the pointer is NULL anyways + ASSIMP_END_EXCEPTION_REGION(const aiScene*); + return scene; +} + +// ------------------------------------------------------------------------------------------------ +const aiScene* aiImportFileFromMemory( + const char* pBuffer, + unsigned int pLength, + unsigned int pFlags, + const char* pHint) +{ + return aiImportFileFromMemoryWithProperties(pBuffer, pLength, pFlags, pHint, NULL); +} + +// ------------------------------------------------------------------------------------------------ +const aiScene* aiImportFileFromMemoryWithProperties( + const char* pBuffer, + unsigned int pLength, + unsigned int pFlags, + const char* pHint, + const aiPropertyStore* props) +{ + ai_assert(NULL != pBuffer && 0 != pLength); + + const aiScene* scene = NULL; + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // create an Importer for this file + Assimp::Importer* imp = new Assimp::Importer(); + + // copy properties + if(props) { + const PropertyMap* pp = reinterpret_cast(props); + ImporterPimpl* pimpl = imp->Pimpl(); + pimpl->mIntProperties = pp->ints; + pimpl->mFloatProperties = pp->floats; + pimpl->mStringProperties = pp->strings; + pimpl->mMatrixProperties = pp->matrices; + } + + // and have it read the file from the memory buffer + scene = imp->ReadFileFromMemory( pBuffer, pLength, pFlags,pHint); + + // if succeeded, store the importer in the scene and keep it alive + if( scene) { + ScenePrivateData* priv = const_cast( ScenePriv(scene) ); + priv->mOrigImporter = imp; + } + else { + // if failed, extract error code and destroy the import + gLastErrorString = imp->GetErrorString(); + delete imp; + } + // return imported data. If the import failed the pointer is NULL anyways + ASSIMP_END_EXCEPTION_REGION(const aiScene*); + return scene; +} + +// ------------------------------------------------------------------------------------------------ +// Releases all resources associated with the given import process. +void aiReleaseImport( const aiScene* pScene) +{ + if (!pScene) { + return; + } + + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // find the importer associated with this data + const ScenePrivateData* priv = ScenePriv(pScene); + if( !priv || !priv->mOrigImporter) { + delete pScene; + } + else { + // deleting the Importer also deletes the scene + // Note: the reason that this is not written as 'delete priv->mOrigImporter' + // is a suspected bug in gcc 4.4+ (http://gcc.gnu.org/bugzilla/show_bug.cgi?id=52339) + Importer* importer = priv->mOrigImporter; + delete importer; + } + + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API const aiScene* aiApplyPostProcessing(const aiScene* pScene, + unsigned int pFlags) +{ + const aiScene* sc = NULL; + + + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // find the importer associated with this data + const ScenePrivateData* priv = ScenePriv(pScene); + if( !priv || !priv->mOrigImporter) { + ReportSceneNotFoundError(); + return NULL; + } + + sc = priv->mOrigImporter->ApplyPostProcessing(pFlags); + + if (!sc) { + aiReleaseImport(pScene); + return NULL; + } + + ASSIMP_END_EXCEPTION_REGION(const aiScene*); + return sc; +} + +// ------------------------------------------------------------------------------------------------ +void CallbackToLogRedirector (const char* msg, char* dt) +{ + ai_assert(NULL != msg && NULL != dt); + LogStream* s = (LogStream*)dt; + + s->write(msg); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiLogStream aiGetPredefinedLogStream(aiDefaultLogStream pStream,const char* file) +{ + aiLogStream sout; + + ASSIMP_BEGIN_EXCEPTION_REGION(); + LogStream* stream = LogStream::createDefaultStream(pStream,file); + if (!stream) { + sout.callback = NULL; + sout.user = NULL; + } + else { + sout.callback = &CallbackToLogRedirector; + sout.user = (char*)stream; + } + gPredefinedStreams.push_back(stream); + ASSIMP_END_EXCEPTION_REGION(aiLogStream); + return sout; +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiAttachLogStream( const aiLogStream* stream ) +{ + ASSIMP_BEGIN_EXCEPTION_REGION(); + +#ifndef ASSIMP_BUILD_SINGLETHREADED + boost::mutex::scoped_lock lock(gLogStreamMutex); +#endif + + LogStream* lg = new LogToCallbackRedirector(*stream); + gActiveLogStreams[*stream] = lg; + + if (DefaultLogger::isNullLogger()) { + DefaultLogger::create(NULL,(gVerboseLogging == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL)); + } + DefaultLogger::get()->attachStream(lg); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiReturn aiDetachLogStream( const aiLogStream* stream) +{ + ASSIMP_BEGIN_EXCEPTION_REGION(); + +#ifndef ASSIMP_BUILD_SINGLETHREADED + boost::mutex::scoped_lock lock(gLogStreamMutex); +#endif + // find the logstream associated with this data + LogStreamMap::iterator it = gActiveLogStreams.find( *stream); + // it should be there... else the user is playing fools with us + if( it == gActiveLogStreams.end()) { + return AI_FAILURE; + } + DefaultLogger::get()->detatchStream( it->second ); + delete it->second; + + gActiveLogStreams.erase( it); + + if (gActiveLogStreams.empty()) { + DefaultLogger::kill(); + } + ASSIMP_END_EXCEPTION_REGION(aiReturn); + return AI_SUCCESS; +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiDetachAllLogStreams(void) +{ + ASSIMP_BEGIN_EXCEPTION_REGION(); +#ifndef ASSIMP_BUILD_SINGLETHREADED + boost::mutex::scoped_lock lock(gLogStreamMutex); +#endif + for (LogStreamMap::iterator it = gActiveLogStreams.begin(); it != gActiveLogStreams.end(); ++it) { + DefaultLogger::get()->detatchStream( it->second ); + delete it->second; + } + gActiveLogStreams.clear(); + DefaultLogger::kill(); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiEnableVerboseLogging(aiBool d) +{ + if (!DefaultLogger::isNullLogger()) { + DefaultLogger::get()->setLogSeverity((d == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL)); + } + gVerboseLogging = d; +} + +// ------------------------------------------------------------------------------------------------ +// Returns the error text of the last failed import process. +const char* aiGetErrorString() +{ + return gLastErrorString.c_str(); +} + +// ------------------------------------------------------------------------------------------------ +// Returns the error text of the last failed import process. +aiBool aiIsExtensionSupported(const char* szExtension) +{ + ai_assert(NULL != szExtension); + aiBool candoit=AI_FALSE; + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // FIXME: no need to create a temporary Importer instance just for that .. + Assimp::Importer tmp; + candoit = tmp.IsExtensionSupported(std::string(szExtension)) ? AI_TRUE : AI_FALSE; + + ASSIMP_END_EXCEPTION_REGION(aiBool); + return candoit; +} + +// ------------------------------------------------------------------------------------------------ +// Get a list of all file extensions supported by ASSIMP +void aiGetExtensionList(aiString* szOut) +{ + ai_assert(NULL != szOut); + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // FIXME: no need to create a temporary Importer instance just for that .. + Assimp::Importer tmp; + tmp.GetExtensionList(*szOut); + + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +// Get the memory requirements for a particular import. +void aiGetMemoryRequirements(const C_STRUCT aiScene* pIn, + C_STRUCT aiMemoryInfo* in) +{ + ASSIMP_BEGIN_EXCEPTION_REGION(); + + // find the importer associated with this data + const ScenePrivateData* priv = ScenePriv(pIn); + if( !priv || !priv->mOrigImporter) { + ReportSceneNotFoundError(); + return; + } + + return priv->mOrigImporter->GetMemoryRequirements(*in); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiPropertyStore* aiCreatePropertyStore(void) +{ + return reinterpret_cast( new PropertyMap() ); +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiReleasePropertyStore(aiPropertyStore* p) +{ + delete reinterpret_cast(p); +} + +// ------------------------------------------------------------------------------------------------ +// Importer::SetPropertyInteger +ASSIMP_API void aiSetImportPropertyInteger(aiPropertyStore* p, const char* szName, int value) +{ + ASSIMP_BEGIN_EXCEPTION_REGION(); + PropertyMap* pp = reinterpret_cast(p); + SetGenericProperty(pp->ints,szName,value,NULL); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +// Importer::SetPropertyFloat +ASSIMP_API void aiSetImportPropertyFloat(aiPropertyStore* p, const char* szName, float value) +{ + ASSIMP_BEGIN_EXCEPTION_REGION(); + PropertyMap* pp = reinterpret_cast(p); + SetGenericProperty(pp->floats,szName,value,NULL); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +// Importer::SetPropertyString +ASSIMP_API void aiSetImportPropertyString(aiPropertyStore* p, const char* szName, + const C_STRUCT aiString* st) +{ + if (!st) { + return; + } + ASSIMP_BEGIN_EXCEPTION_REGION(); + PropertyMap* pp = reinterpret_cast(p); + SetGenericProperty(pp->strings,szName,std::string(st->C_Str()),NULL); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +// Importer::SetPropertyMatrix +ASSIMP_API void aiSetImportPropertyMatrix(aiPropertyStore* p, const char* szName, + const C_STRUCT aiMatrix4x4* mat) +{ + if (!mat) { + return; + } + ASSIMP_BEGIN_EXCEPTION_REGION(); + PropertyMap* pp = reinterpret_cast(p); + SetGenericProperty(pp->matrices,szName,*mat,NULL); + ASSIMP_END_EXCEPTION_REGION(void); +} + +// ------------------------------------------------------------------------------------------------ +// Rotation matrix to quaternion +ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x3* mat) +{ + ai_assert(NULL != quat && NULL != mat); + *quat = aiQuaternion(*mat); +} + +// ------------------------------------------------------------------------------------------------ +// Matrix decomposition +ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling, + aiQuaternion* rotation, + aiVector3D* position) +{ + ai_assert(NULL != rotation && NULL != position && NULL != scaling && NULL != mat); + mat->Decompose(*scaling,*rotation,*position); +} + +// ------------------------------------------------------------------------------------------------ +// Matrix transpose +ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat) +{ + ai_assert(NULL != mat); + mat->Transpose(); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat) +{ + ai_assert(NULL != mat); + mat->Transpose(); +} + +// ------------------------------------------------------------------------------------------------ +// Vector transformation +ASSIMP_API void aiTransformVecByMatrix3(aiVector3D* vec, + const aiMatrix3x3* mat) +{ + ai_assert(NULL != mat && NULL != vec); + *vec *= (*mat); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiTransformVecByMatrix4(aiVector3D* vec, + const aiMatrix4x4* mat) +{ + ai_assert(NULL != mat && NULL != vec); + *vec *= (*mat); +} + +// ------------------------------------------------------------------------------------------------ +// Matrix multiplication +ASSIMP_API void aiMultiplyMatrix4( + aiMatrix4x4* dst, + const aiMatrix4x4* src) +{ + ai_assert(NULL != dst && NULL != src); + *dst = (*dst) * (*src); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiMultiplyMatrix3( + aiMatrix3x3* dst, + const aiMatrix3x3* src) +{ + ai_assert(NULL != dst && NULL != src); + *dst = (*dst) * (*src); +} + +// ------------------------------------------------------------------------------------------------ +// Matrix identity +ASSIMP_API void aiIdentityMatrix3( + aiMatrix3x3* mat) +{ + ai_assert(NULL != mat); + *mat = aiMatrix3x3(); +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiIdentityMatrix4( + aiMatrix4x4* mat) +{ + ai_assert(NULL != mat); + *mat = aiMatrix4x4(); +} + + diff --git a/external/assimp-3.1.1/code/AssimpCExport.cpp b/external/assimp-3.1.1/code/AssimpCExport.cpp new file mode 100755 index 0000000..053e1b9 --- /dev/null +++ b/external/assimp-3.1.1/code/AssimpCExport.cpp @@ -0,0 +1,127 @@ +/* +--------------------------------------------------------------------------- +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 AssimpCExport.cpp +Assimp C export interface. See Exporter.cpp for some notes. +*/ + +#include "AssimpPCH.h" + +#ifndef ASSIMP_BUILD_NO_EXPORT +#include "CInterfaceIOWrapper.h" +#include "SceneCombiner.h" + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API size_t aiGetExportFormatCount(void) +{ + return Exporter().GetExportFormatCount(); +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex) +{ + return Exporter().GetExportFormatDescription(pIndex); +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiCopyScene(const aiScene* pIn, aiScene** pOut) +{ + if (!pOut || !pIn) { + return; + } + + SceneCombiner::CopyScene(pOut,pIn,true); + ScenePriv(*pOut)->mIsCopy = true; +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn) +{ + // note: aiReleaseImport() is also able to delete scene copies, but in addition + // it also handles scenes with import metadata. + delete pIn; +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiReturn aiExportScene( const aiScene* pScene, const char* pFormatId, const char* pFileName, unsigned int pPreprocessing ) +{ + return ::aiExportSceneEx(pScene,pFormatId,pFileName,NULL,pPreprocessing); +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiReturn aiExportSceneEx( const aiScene* pScene, const char* pFormatId, const char* pFileName, aiFileIO* pIO, unsigned int pPreprocessing ) +{ + Exporter exp; + + if (pIO) { + exp.SetIOHandler(new CIOSystemWrapper(pIO)); + } + return exp.Export(pScene,pFormatId,pFileName,pPreprocessing); +} + + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing ) +{ + Exporter exp; + if (!exp.ExportToBlob(pScene,pFormatId,pPreprocessing)) { + return NULL; + } + const aiExportDataBlob* blob = exp.GetOrphanedBlob(); + ai_assert(blob); + + return blob; +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API C_STRUCT void aiReleaseExportBlob( const aiExportDataBlob* pData ) +{ + delete pData; +} + +#endif // !ASSIMP_BUILD_NO_EXPORT diff --git a/external/assimp-3.1.1/code/AssimpPCH.cpp b/external/assimp-3.1.1/code/AssimpPCH.cpp new file mode 100755 index 0000000..62df955 --- /dev/null +++ b/external/assimp-3.1.1/code/AssimpPCH.cpp @@ -0,0 +1,135 @@ + +// Actually just a dummy, used by the compiler to build the precompiled header. + +#include "AssimpPCH.h" +#include "./../include/assimp/version.h" + +static const unsigned int MajorVersion = 3; +static const unsigned int MinorVersion = 1; + +// -------------------------------------------------------------------------------- +// Legal information string - dont't remove this. +static const char* LEGAL_INFORMATION = + +"Open Asset Import Library (Assimp).\n" +"A free C/C++ library to import various 3D file formats into applications\n\n" + +"(c) 2008-2010, assimp team\n" +"License under the terms and conditions of the 3-clause BSD license\n" +"http://assimp.sourceforge.net\n" +; + +// ------------------------------------------------------------------------------------------------ +// Get legal string +ASSIMP_API const char* aiGetLegalString () { + return LEGAL_INFORMATION; +} + +// ------------------------------------------------------------------------------------------------ +// Get Assimp minor version +ASSIMP_API unsigned int aiGetVersionMinor () { + return MinorVersion; +} + +// ------------------------------------------------------------------------------------------------ +// Get Assimp major version +ASSIMP_API unsigned int aiGetVersionMajor () { + return MajorVersion; +} + +// ------------------------------------------------------------------------------------------------ +// Get flags used for compilation +ASSIMP_API unsigned int aiGetCompileFlags () { + + unsigned int flags = 0; + +#ifdef ASSIMP_BUILD_BOOST_WORKAROUND + flags |= ASSIMP_CFLAGS_NOBOOST; +#endif +#ifdef ASSIMP_BUILD_SINGLETHREADED + flags |= ASSIMP_CFLAGS_SINGLETHREADED; +#endif +#ifdef ASSIMP_BUILD_DEBUG + flags |= ASSIMP_CFLAGS_DEBUG; +#endif +#ifdef ASSIMP_BUILD_DLL_EXPORT + flags |= ASSIMP_CFLAGS_SHARED; +#endif +#ifdef _STLPORT_VERSION + flags |= ASSIMP_CFLAGS_STLPORT; +#endif + + return flags; +} + +// include current build revision, which is even updated from time to time -- :-) +#include "revision.h" + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API unsigned int aiGetVersionRevision () +{ + return GitVersion; +} + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiScene::aiScene() + : mFlags(0) + , mRootNode(NULL) + , mNumMeshes(0) + , mMeshes(NULL) + , mNumMaterials(0) + , mMaterials(NULL) + , mNumAnimations(0) + , mAnimations(NULL) + , mNumTextures(0) + , mTextures(NULL) + , mNumLights(0) + , mLights(NULL) + , mNumCameras(0) + , mCameras(NULL) + , mPrivate(new Assimp::ScenePrivateData()) + { + } + +// ------------------------------------------------------------------------------------------------ +ASSIMP_API aiScene::~aiScene() +{ + // delete all sub-objects recursively + delete mRootNode; + + // To make sure we won't crash if the data is invalid it's + // much better to check whether both mNumXXX and mXXX are + // valid instead of relying on just one of them. + if (mNumMeshes && mMeshes) + for( unsigned int a = 0; a < mNumMeshes; a++) + delete mMeshes[a]; + delete [] mMeshes; + + if (mNumMaterials && mMaterials) + for( unsigned int a = 0; a < mNumMaterials; a++) + delete mMaterials[a]; + delete [] mMaterials; + + if (mNumAnimations && mAnimations) + for( unsigned int a = 0; a < mNumAnimations; a++) + delete mAnimations[a]; + delete [] mAnimations; + + if (mNumTextures && mTextures) + for( unsigned int a = 0; a < mNumTextures; a++) + delete mTextures[a]; + delete [] mTextures; + + if (mNumLights && mLights) + for( unsigned int a = 0; a < mNumLights; a++) + delete mLights[a]; + delete [] mLights; + + if (mNumCameras && mCameras) + for( unsigned int a = 0; a < mNumCameras; a++) + delete mCameras[a]; + delete [] mCameras; + + delete static_cast( mPrivate ); +} + diff --git a/external/assimp-3.1.1/code/AssimpPCH.h b/external/assimp-3.1.1/code/AssimpPCH.h new file mode 100755 index 0000000..548d131 --- /dev/null +++ b/external/assimp-3.1.1/code/AssimpPCH.h @@ -0,0 +1,162 @@ +/* +--------------------------------------------------------------------------- +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 AssimpPCH.h + * PCH master include. Every unit in Assimp has to include it. + */ + +#ifndef ASSIMP_PCH_INCLUDED +#define ASSIMP_PCH_INCLUDED +#define ASSIMP_INTERNAL_BUILD + +// ---------------------------------------------------------------------------------------- +/* General compile config taken from defs.h. It is important that the user compiles + * using exactly the same settings in defs.h. Settings in AssimpPCH.h may differ, + * they won't affect the public API. + */ +#include "../include/assimp/defs.h" + +// Include our stdint.h replacement header for MSVC, take the global header for gcc/mingw +#if defined( _MSC_VER) && (_MSC_VER < 1600) +# include "../include/assimp/Compiler/pstdint.h" +#else +# include +#endif + +/* Undefine the min/max macros defined by some platform headers (namely Windows.h) to + * avoid obvious conflicts with std::min() and std::max(). + */ +#undef min +#undef max + +/* Concatenate two tokens after evaluating them + */ +#define _AI_CONCAT(a,b) a ## b +#define AI_CONCAT(a,b) _AI_CONCAT(a,b) + +/* Helper macro to set a pointer to NULL in debug builds + */ +#if (defined ASSIMP_BUILD_DEBUG) +# define AI_DEBUG_INVALIDATE_PTR(x) x = NULL; +#else +# define AI_DEBUG_INVALIDATE_PTR(x) +#endif + +/* Beginning with MSVC8 some C string manipulation functions are mapped to their _safe_ + * counterparts (e.g. _itoa_s). This avoids a lot of trouble with deprecation warnings. + */ +#if _MSC_VER >= 1400 && !(defined _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES) +# define _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES 1 +#endif + +/* size_t to unsigned int, possible loss of data. The compiler is right with his warning + * but this loss of data won't be a problem for us. So shut up, little boy. + */ +#ifdef _MSC_VER +# pragma warning (disable : 4267) +#endif + +// ---------------------------------------------------------------------------------------- +/* Actually that's not required for MSVC. It is included somewhere in the deeper parts of + * the MSVC STL but it's necessary for proper build with STLport. + */ +#include + +// Runtime/STL headers +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +// Boost headers +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +// Public ASSIMP headers +#include "../include/assimp/DefaultLogger.hpp" +#include "../include/assimp/IOStream.hpp" +#include "../include/assimp/IOSystem.hpp" +#include "../include/assimp/scene.h" +#include "../include/assimp/importerdesc.h" +#include "../include/assimp/postprocess.h" +#include "../include/assimp/Importer.hpp" +#include "../include/assimp/Exporter.hpp" + +// Internal utility headers +#include "BaseImporter.h" +#include "StringComparison.h" +#include "StreamReader.h" +#include "qnan.h" +#include "ScenePrivate.h" + + +// We need those constants, workaround for any platforms where nobody defined them yet +#if (!defined SIZE_MAX) +# define SIZE_MAX (~((size_t)0)) +#endif + +#if (!defined UINT_MAX) +# define UINT_MAX (~((unsigned int)0)) +#endif + + +#endif // !! ASSIMP_PCH_INCLUDED diff --git a/external/assimp-3.1.1/code/B3DImporter.cpp b/external/assimp-3.1.1/code/B3DImporter.cpp new file mode 100755 index 0000000..53c744d --- /dev/null +++ b/external/assimp-3.1.1/code/B3DImporter.cpp @@ -0,0 +1,687 @@ +/* +--------------------------------------------------------------------------- +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 B3DImporter.cpp + * @brief Implementation of the b3d importer class + */ + +#include "AssimpPCH.h" +#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER + +// internal headers +#include "B3DImporter.h" +#include "TextureTransform.h" +#include "ConvertToLHProcess.h" + +using namespace Assimp; +using namespace std; + +static const aiImporterDesc desc = { + "BlitzBasic 3D Importer", + "", + "", + "http://www.blitzbasic.com/", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "b3d" +}; + +// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings +#ifdef _MSC_VER +# pragma warning (disable: 4018) +#endif + +//#define DEBUG_B3D + +// ------------------------------------------------------------------------------------------------ +bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{ + + size_t pos=pFile.find_last_of( '.' ); + if( pos==string::npos ) return false; + + string ext=pFile.substr( pos+1 ); + if( ext.size()!=3 ) return false; + + return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D'); +} + +// ------------------------------------------------------------------------------------------------ +// Loader meta information +const aiImporterDesc* B3DImporter::GetInfo () const +{ + return &desc; +} + +#ifdef DEBUG_B3D + extern "C"{ void _stdcall AllocConsole(); } +#endif +// ------------------------------------------------------------------------------------------------ +void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){ + +#ifdef DEBUG_B3D + AllocConsole(); + freopen( "conin$","r",stdin ); + freopen( "conout$","w",stdout ); + freopen( "conout$","w",stderr ); + cout<<"Hello world from the B3DImporter!"< file( pIOHandler->Open( pFile)); + + // Check whether we can read from the file + if( file.get() == NULL) + throw DeadlyImportError( "Failed to open B3D file " + pFile + "."); + + // check whether the .b3d file is large enough to contain + // at least one chunk. + size_t fileSize = file->FileSize(); + if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small."); + + _pos=0; + _buf.resize( fileSize ); + file->Read( &_buf[0],1,fileSize ); + _stack.clear(); + + ReadBB3D( pScene ); +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::Oops(){ + throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" ); +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::Fail( string str ){ +#ifdef DEBUG_B3D + cout<<"Error in B3D file data: "< +T *B3DImporter::to_array( const vector &v ){ + if( !v.size() ) return 0; + T *p=new T[v.size()]; + for( size_t i=0;i8 ){ + Fail( "Bad texture count" ); + } + while( ChunkSize() ){ + string name=ReadString(); + aiVector3D color=ReadVec3(); + float alpha=ReadFloat(); + float shiny=ReadFloat(); + /*int blend=**/ReadInt(); + int fx=ReadInt(); + + aiMaterial *mat=new aiMaterial; + _materials.push_back( mat ); + + // Name + aiString ainame( name ); + mat->AddProperty( &ainame,AI_MATKEY_NAME ); + + // Diffuse color + mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE ); + + // Opacity + mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY ); + + // Specular color + aiColor3D speccolor( shiny,shiny,shiny ); + mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR ); + + // Specular power + float specpow=shiny*128; + mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS ); + + // Double sided + if( fx & 0x10 ){ + int i=1; + mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED ); + } + + //Textures + for( int i=0;i=0 && texid>=static_cast(_textures.size())) ){ + Fail( "Bad texture id" ); + } + if( i==0 && texid>=0 ){ + aiString texname( _textures[texid] ); + mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) ); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadVRTS(){ + _vflags=ReadInt(); + _tcsets=ReadInt(); + _tcsize=ReadInt(); + if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){ + Fail( "Bad texcoord data" ); + } + + int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4); + int n_verts=ChunkSize()/sz; + + int v0=_vertices.size(); + _vertices.resize( v0+n_verts ); + + for( int i=0;i=(int)_materials.size() ){ +#ifdef DEBUG_B3D + cout<<"material id="<mMaterialIndex=matid; + mesh->mNumFaces=0; + mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE; + + int n_tris=ChunkSize()/12; + aiFace *face=mesh->mFaces=new aiFace[n_tris]; + + for( int i=0;i=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){ +#ifdef DEBUG_B3D + cout<<"Bad triangle index: i0="<mNumIndices=3; + face->mIndices=new unsigned[3]; + face->mIndices[0]=i0; + face->mIndices[1]=i1; + face->mIndices[2]=i2; + ++mesh->mNumFaces; + ++face; + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadMESH(){ + /*int matid=*/ReadInt(); + + int v0=_vertices.size(); + + while( ChunkSize() ){ + string t=ReadChunk(); + if( t=="VRTS" ){ + ReadVRTS(); + }else if( t=="TRIS" ){ + ReadTRIS( v0 ); + } + ExitChunk(); + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadBONE( int id ){ + while( ChunkSize() ){ + int vertex=ReadInt(); + float weight=ReadFloat(); + if( vertex<0 || vertex>=(int)_vertices.size() ){ + Fail( "Bad vertex index" ); + } + + Vertex &v=_vertices[vertex]; + int i; + for( i=0;i<4;++i ){ + if( !v.weights[i] ){ + v.bones[i]=id; + v.weights[i]=weight; + break; + } + } +#ifdef DEBUG_B3D + if( i==4 ){ + cout<<"Too many bone weights"< trans,scale; + vector rot; + int flags=ReadInt(); + while( ChunkSize() ){ + int frame=ReadInt(); + if( flags & 1 ){ + trans.push_back( aiVectorKey( frame,ReadVec3() ) ); + } + if( flags & 2 ){ + scale.push_back( aiVectorKey( frame,ReadVec3() ) ); + } + if( flags & 4 ){ + rot.push_back( aiQuatKey( frame,ReadQuat() ) ); + } + } + + if( flags & 1 ){ + nodeAnim->mNumPositionKeys=trans.size(); + nodeAnim->mPositionKeys=to_array( trans ); + } + + if( flags & 2 ){ + nodeAnim->mNumScalingKeys=scale.size(); + nodeAnim->mScalingKeys=to_array( scale ); + } + + if( flags & 4 ){ + nodeAnim->mNumRotationKeys=rot.size(); + nodeAnim->mRotationKeys=to_array( rot ); + } +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadANIM(){ + /*int flags=*/ReadInt(); + int frames=ReadInt(); + float fps=ReadFloat(); + + aiAnimation *anim=new aiAnimation; + _animations.push_back( anim ); + + anim->mDuration=frames; + anim->mTicksPerSecond=fps; +} + +// ------------------------------------------------------------------------------------------------ +aiNode *B3DImporter::ReadNODE( aiNode *parent ){ + + string name=ReadString(); + aiVector3D t=ReadVec3(); + aiVector3D s=ReadVec3(); + aiQuaternion r=ReadQuat(); + + aiMatrix4x4 trans,scale,rot; + + aiMatrix4x4::Translation( t,trans ); + aiMatrix4x4::Scaling( s,scale ); + rot=aiMatrix4x4( r.GetMatrix() ); + + aiMatrix4x4 tform=trans * rot * scale; + + int nodeid=_nodes.size(); + + aiNode *node=new aiNode( name ); + _nodes.push_back( node ); + + node->mParent=parent; + node->mTransformation=tform; + + aiNodeAnim *nodeAnim=0; + vector meshes; + vector children; + + while( ChunkSize() ){ + string t=ReadChunk(); + if( t=="MESH" ){ + int n=_meshes.size(); + ReadMESH(); + for( int i=n;i<(int)_meshes.size();++i ){ + meshes.push_back( i ); + } + }else if( t=="BONE" ){ + ReadBONE( nodeid ); + }else if( t=="ANIM" ){ + ReadANIM(); + }else if( t=="KEYS" ){ + if( !nodeAnim ){ + nodeAnim=new aiNodeAnim; + _nodeAnims.push_back( nodeAnim ); + nodeAnim->mNodeName=node->mName; + } + ReadKEYS( nodeAnim ); + }else if( t=="NODE" ){ + aiNode *child=ReadNODE( node ); + children.push_back( child ); + } + ExitChunk(); + } + + node->mNumMeshes=meshes.size(); + node->mMeshes=to_array( meshes ); + + node->mNumChildren=children.size(); + node->mChildren=to_array( children ); + + return node; +} + +// ------------------------------------------------------------------------------------------------ +void B3DImporter::ReadBB3D( aiScene *scene ){ + + _textures.clear(); + _materials.size(); + + _vertices.clear(); + _meshes.clear(); + + _nodes.clear(); + _nodeAnims.clear(); + _animations.clear(); + + string t=ReadChunk(); + if( t=="BB3D" ){ + int version=ReadInt(); + + if (!DefaultLogger::isNullLogger()) { + char dmp[128]; + sprintf(dmp,"B3D file format version: %i",version); + DefaultLogger::get()->info(dmp); + } + + while( ChunkSize() ){ + string t=ReadChunk(); + if( t=="TEXS" ){ + ReadTEXS(); + }else if( t=="BRUS" ){ + ReadBRUS(); + }else if( t=="NODE" ){ + ReadNODE( 0 ); + } + ExitChunk(); + } + } + ExitChunk(); + + if( !_nodes.size() ) Fail( "No nodes" ); + + if( !_meshes.size() ) Fail( "No meshes" ); + + //Fix nodes/meshes/bones + for(size_t i=0;i<_nodes.size();++i ){ + aiNode *node=_nodes[i]; + + for( size_t j=0;jmNumMeshes;++j ){ + aiMesh *mesh=_meshes[node->mMeshes[j]]; + + int n_tris=mesh->mNumFaces; + int n_verts=mesh->mNumVertices=n_tris * 3; + + aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0; + if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ]; + if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ]; + + aiFace *face=mesh->mFaces; + + vector< vector > vweights( _nodes.size() ); + + for( int i=0;imIndices[j]]; + + *mv++=v.vertex; + if( mn ) *mn++=v.normal; + if( mc ) *mc++=v.texcoords; + + face->mIndices[j]=i+j; + + for( int k=0;k<4;++k ){ + if( !v.weights[k] ) break; + + int bone=v.bones[k]; + float weight=v.weights[k]; + + vweights[bone].push_back( aiVertexWeight(i+j,weight) ); + } + } + ++face; + } + + vector bones; + for(size_t i=0;i &weights=vweights[i]; + if( !weights.size() ) continue; + + aiBone *bone=new aiBone; + bones.push_back( bone ); + + aiNode *bnode=_nodes[i]; + + bone->mName=bnode->mName; + bone->mNumWeights=weights.size(); + bone->mWeights=to_array( weights ); + + aiMatrix4x4 mat=bnode->mTransformation; + while( bnode->mParent ){ + bnode=bnode->mParent; + mat=bnode->mTransformation * mat; + } + bone->mOffsetMatrix=mat.Inverse(); + } + mesh->mNumBones=bones.size(); + mesh->mBones=to_array( bones ); + } + } + + //nodes + scene->mRootNode=_nodes[0]; + + //material + if( !_materials.size() ){ + _materials.push_back( new aiMaterial ); + } + scene->mNumMaterials=_materials.size(); + scene->mMaterials=to_array( _materials ); + + //meshes + scene->mNumMeshes=_meshes.size(); + scene->mMeshes=to_array( _meshes ); + + //animations + if( _animations.size()==1 && _nodeAnims.size() ){ + + aiAnimation *anim=_animations.back(); + anim->mNumChannels=_nodeAnims.size(); + anim->mChannels=to_array( _nodeAnims ); + + scene->mNumAnimations=_animations.size(); + scene->mAnimations=to_array( _animations ); + } + + // convert to RH + MakeLeftHandedProcess makeleft; + makeleft.Execute( scene ); + + FlipWindingOrderProcess flip; + flip.Execute( scene ); +} + +#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER diff --git a/external/assimp-3.1.1/code/B3DImporter.h b/external/assimp-3.1.1/code/B3DImporter.h new file mode 100755 index 0000000..e787ec4 --- /dev/null +++ b/external/assimp-3.1.1/code/B3DImporter.h @@ -0,0 +1,126 @@ + +/* +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 Definition of the .b3d importer class. */ + +#ifndef AI_B3DIMPORTER_H_INC +#define AI_B3DIMPORTER_H_INC + +#include "../include/assimp/types.h" +#include "../include/assimp/mesh.h" +#include "../include/assimp/material.h" + +#include +#include + +namespace Assimp{ + +class B3DImporter : public BaseImporter{ +public: + + virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const; + +protected: + + virtual const aiImporterDesc* GetInfo () const; + virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); + +private: + + int ReadByte(); + int ReadInt(); + float ReadFloat(); + aiVector2D ReadVec2(); + aiVector3D ReadVec3(); + aiQuaternion ReadQuat(); + std::string ReadString(); + std::string ReadChunk(); + void ExitChunk(); + unsigned ChunkSize(); + + template + T *to_array( const std::vector &v ); + + struct Vertex{ + aiVector3D vertex; + aiVector3D normal; + aiVector3D texcoords; + unsigned char bones[4]; + float weights[4]; + }; + + void Oops(); + void Fail( std::string str ); + + void ReadTEXS(); + void ReadBRUS(); + + void ReadVRTS(); + void ReadTRIS( int v0 ); + void ReadMESH(); + void ReadBONE( int id ); + void ReadKEYS( aiNodeAnim *nodeAnim ); + void ReadANIM(); + + aiNode *ReadNODE( aiNode *parent ); + + void ReadBB3D( aiScene *scene ); + + unsigned _pos; +// unsigned _size; + std::vector _buf; + std::vector _stack; + + std::vector _textures; + std::vector _materials; + + int _vflags,_tcsets,_tcsize; + std::vector _vertices; + + std::vector _nodes; + std::vector _meshes; + std::vector _nodeAnims; + std::vector _animations; +}; + +} + +#endif diff --git a/external/assimp-3.1.1/code/BVHLoader.cpp b/external/assimp-3.1.1/code/BVHLoader.cpp new file mode 100755 index 0000000..f6f890b --- /dev/null +++ b/external/assimp-3.1.1/code/BVHLoader.cpp @@ -0,0 +1,534 @@ +/** Implementation of the BVH loader */ +/* +--------------------------------------------------------------------------- +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. +--------------------------------------------------------------------------- +*/ + +#include "AssimpPCH.h" +#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER + +#include "BVHLoader.h" +#include "fast_atof.h" +#include "SkeletonMeshBuilder.h" + +using namespace Assimp; + +static const aiImporterDesc desc = { + "BVH Importer (MoCap)", + "", + "", + "", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "bvh" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +BVHLoader::BVHLoader() +: noSkeletonMesh() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +BVHLoader::~BVHLoader() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const +{ + // check file extension + const std::string extension = GetExtension(pFile); + + if( extension == "bvh") + return true; + + if ((!extension.length() || cs) && pIOHandler) { + const char* tokens[] = {"HIERARCHY"}; + return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +void BVHLoader::SetupProperties(const Importer* pImp) +{ + noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; +} + +// ------------------------------------------------------------------------------------------------ +// Loader meta information +const aiImporterDesc* BVHLoader::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) +{ + mFileName = pFile; + + // read file into memory + boost::scoped_ptr file( pIOHandler->Open( pFile)); + if( file.get() == NULL) + throw DeadlyImportError( "Failed to open file " + pFile + "."); + + size_t fileSize = file->FileSize(); + if( fileSize == 0) + throw DeadlyImportError( "File is too small."); + + mBuffer.resize( fileSize); + file->Read( &mBuffer.front(), 1, fileSize); + + // start reading + mReader = mBuffer.begin(); + mLine = 1; + ReadStructure( pScene); + + if (!noSkeletonMesh) { + // build a dummy mesh for the skeleton so that we see something at least + SkeletonMeshBuilder meshBuilder( pScene); + } + + // construct an animation from all the motion data we read + CreateAnimation( pScene); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the file +void BVHLoader::ReadStructure( aiScene* pScene) +{ + // first comes hierarchy + std::string header = GetNextToken(); + if( header != "HIERARCHY") + ThrowException( "Expected header string \"HIERARCHY\"."); + ReadHierarchy( pScene); + + // then comes the motion data + std::string motion = GetNextToken(); + if( motion != "MOTION") + ThrowException( "Expected beginning of motion data \"MOTION\"."); + ReadMotion( pScene); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the hierarchy +void BVHLoader::ReadHierarchy( aiScene* pScene) +{ + std::string root = GetNextToken(); + if( root != "ROOT") + ThrowException( "Expected root node \"ROOT\"."); + + // Go read the hierarchy from here + pScene->mRootNode = ReadNode(); +} + +// ------------------------------------------------------------------------------------------------ +// Reads a node and recursively its childs and returns the created node; +aiNode* BVHLoader::ReadNode() +{ + // first token is name + std::string nodeName = GetNextToken(); + if( nodeName.empty() || nodeName == "{") + ThrowException( boost::str( boost::format( "Expected node name, but found \"%s\".") % nodeName)); + + // then an opening brace should follow + std::string openBrace = GetNextToken(); + if( openBrace != "{") + ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace)); + + // Create a node + aiNode* node = new aiNode( nodeName); + std::vector childNodes; + + // and create an bone entry for it + mNodes.push_back( Node( node)); + Node& internNode = mNodes.back(); + + // now read the node's contents + while( 1) + { + std::string token = GetNextToken(); + + // node offset to parent node + if( token == "OFFSET") + ReadNodeOffset( node); + else if( token == "CHANNELS") + ReadNodeChannels( internNode); + else if( token == "JOINT") + { + // child node follows + aiNode* child = ReadNode(); + child->mParent = node; + childNodes.push_back( child); + } + else if( token == "End") + { + // The real symbol is "End Site". Second part comes in a separate token + std::string siteToken = GetNextToken(); + if( siteToken != "Site") + ThrowException( boost::str( boost::format( "Expected \"End Site\" keyword, but found \"%s %s\".") % token % siteToken)); + + aiNode* child = ReadEndSite( nodeName); + child->mParent = node; + childNodes.push_back( child); + } + else if( token == "}") + { + // we're done with that part of the hierarchy + break; + } else + { + // everything else is a parse error + ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token)); + } + } + + // add the child nodes if there are any + if( childNodes.size() > 0) + { + node->mNumChildren = childNodes.size(); + node->mChildren = new aiNode*[node->mNumChildren]; + std::copy( childNodes.begin(), childNodes.end(), node->mChildren); + } + + // and return the sub-hierarchy we built here + return node; +} + +// ------------------------------------------------------------------------------------------------ +// Reads an end node and returns the created node. +aiNode* BVHLoader::ReadEndSite( const std::string& pParentName) +{ + // check opening brace + std::string openBrace = GetNextToken(); + if( openBrace != "{") + ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace)); + + // Create a node + aiNode* node = new aiNode( "EndSite_" + pParentName); + + // now read the node's contents. Only possible entry is "OFFSET" + while( 1) + { + std::string token = GetNextToken(); + + // end node's offset + if( token == "OFFSET") + { + ReadNodeOffset( node); + } + else if( token == "}") + { + // we're done with the end node + break; + } else + { + // everything else is a parse error + ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token)); + } + } + + // and return the sub-hierarchy we built here + return node; +} +// ------------------------------------------------------------------------------------------------ +// Reads a node offset for the given node +void BVHLoader::ReadNodeOffset( aiNode* pNode) +{ + // Offset consists of three floats to read + aiVector3D offset; + offset.x = GetNextTokenAsFloat(); + offset.y = GetNextTokenAsFloat(); + offset.z = GetNextTokenAsFloat(); + + // build a transformation matrix from it + pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y, + 0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f); +} + +// ------------------------------------------------------------------------------------------------ +// Reads the animation channels for the given node +void BVHLoader::ReadNodeChannels( BVHLoader::Node& pNode) +{ + // number of channels. Use the float reader because we're lazy + float numChannelsFloat = GetNextTokenAsFloat(); + unsigned int numChannels = (unsigned int) numChannelsFloat; + + for( unsigned int a = 0; a < numChannels; a++) + { + std::string channelToken = GetNextToken(); + + if( channelToken == "Xposition") + pNode.mChannels.push_back( Channel_PositionX); + else if( channelToken == "Yposition") + pNode.mChannels.push_back( Channel_PositionY); + else if( channelToken == "Zposition") + pNode.mChannels.push_back( Channel_PositionZ); + else if( channelToken == "Xrotation") + pNode.mChannels.push_back( Channel_RotationX); + else if( channelToken == "Yrotation") + pNode.mChannels.push_back( Channel_RotationY); + else if( channelToken == "Zrotation") + pNode.mChannels.push_back( Channel_RotationZ); + else + ThrowException( boost::str( boost::format( "Invalid channel specifier \"%s\".") % channelToken)); + } +} + +// ------------------------------------------------------------------------------------------------ +// Reads the motion data +void BVHLoader::ReadMotion( aiScene* /*pScene*/) +{ + // Read number of frames + std::string tokenFrames = GetNextToken(); + if( tokenFrames != "Frames:") + ThrowException( boost::str( boost::format( "Expected frame count \"Frames:\", but found \"%s\".") % tokenFrames)); + + float numFramesFloat = GetNextTokenAsFloat(); + mAnimNumFrames = (unsigned int) numFramesFloat; + + // Read frame duration + std::string tokenDuration1 = GetNextToken(); + std::string tokenDuration2 = GetNextToken(); + if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:") + ThrowException( boost::str( boost::format( "Expected frame duration \"Frame Time:\", but found \"%s %s\".") % tokenDuration1 % tokenDuration2)); + + mAnimTickDuration = GetNextTokenAsFloat(); + + // resize value vectors for each node + for( std::vector::iterator it = mNodes.begin(); it != mNodes.end(); ++it) + it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames); + + // now read all the data and store it in the corresponding node's value vector + for( unsigned int frame = 0; frame < mAnimNumFrames; ++frame) + { + // on each line read the values for all nodes + for( std::vector::iterator it = mNodes.begin(); it != mNodes.end(); ++it) + { + // get as many values as the node has channels + for( unsigned int c = 0; c < it->mChannels.size(); ++c) + it->mChannelValues.push_back( GetNextTokenAsFloat()); + } + + // after one frame worth of values for all nodes there should be a newline, but we better don't rely on it + } +} + +// ------------------------------------------------------------------------------------------------ +// Retrieves the next token +std::string BVHLoader::GetNextToken() +{ + // skip any preceeding whitespace + while( mReader != mBuffer.end()) + { + if( !isspace( *mReader)) + break; + + // count lines + if( *mReader == '\n') + mLine++; + + ++mReader; + } + + // collect all chars till the next whitespace. BVH is easy in respect to that. + std::string token; + while( mReader != mBuffer.end()) + { + if( isspace( *mReader)) + break; + + token.push_back( *mReader); + ++mReader; + + // little extra logic to make sure braces are counted correctly + if( token == "{" || token == "}") + break; + } + + // empty token means end of file, which is just fine + return token; +} + +// ------------------------------------------------------------------------------------------------ +// Reads the next token as a float +float BVHLoader::GetNextTokenAsFloat() +{ + std::string token = GetNextToken(); + if( token.empty()) + ThrowException( "Unexpected end of file while trying to read a float"); + + // check if the float is valid by testing if the atof() function consumed every char of the token + const char* ctoken = token.c_str(); + float result = 0.0f; + ctoken = fast_atoreal_move( ctoken, result); + + if( ctoken != token.c_str() + token.length()) + ThrowException( boost::str( boost::format( "Expected a floating point number, but found \"%s\".") % token)); + + return result; +} + +// ------------------------------------------------------------------------------------------------ +// Aborts the file reading with an exception +void BVHLoader::ThrowException( const std::string& pError) +{ + throw DeadlyImportError( boost::str( boost::format( "%s:%d - %s") % mFileName % mLine % pError)); +} + +// ------------------------------------------------------------------------------------------------ +// Constructs an animation for the motion data and stores it in the given scene +void BVHLoader::CreateAnimation( aiScene* pScene) +{ + // create the animation + pScene->mNumAnimations = 1; + pScene->mAnimations = new aiAnimation*[1]; + aiAnimation* anim = new aiAnimation; + pScene->mAnimations[0] = anim; + + // put down the basic parameters + anim->mName.Set( "Motion"); + anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration); + anim->mDuration = double( mAnimNumFrames - 1); + + // now generate the tracks for all nodes + anim->mNumChannels = mNodes.size(); + anim->mChannels = new aiNodeAnim*[anim->mNumChannels]; + + // FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown + for (unsigned int i = 0; i < anim->mNumChannels;++i) + anim->mChannels[i] = NULL; + + for( unsigned int a = 0; a < anim->mNumChannels; a++) + { + const Node& node = mNodes[a]; + const std::string nodeName = std::string( node.mNode->mName.data ); + aiNodeAnim* nodeAnim = new aiNodeAnim; + anim->mChannels[a] = nodeAnim; + nodeAnim->mNodeName.Set( nodeName); + + // translational part, if given + if( node.mChannels.size() == 6) + { + nodeAnim->mNumPositionKeys = mAnimNumFrames; + nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames]; + aiVectorKey* poskey = nodeAnim->mPositionKeys; + for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr) + { + poskey->mTime = double( fr); + + // Now compute all translations in the right order + for( unsigned int channel = 0; channel < 3; ++channel) + { + switch( node.mChannels[channel]) + { + case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break; + case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break; + case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break; + default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName ); + } + } + ++poskey; + } + } else + { + // if no translation part is given, put a default sequence + aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4); + nodeAnim->mNumPositionKeys = 1; + nodeAnim->mPositionKeys = new aiVectorKey[1]; + nodeAnim->mPositionKeys[0].mTime = 0.0; + nodeAnim->mPositionKeys[0].mValue = nodePos; + } + + // rotation part. Always present. First find value offsets + { + unsigned int rotOffset = 0; + if( node.mChannels.size() == 6) + { + // Offset all further calculations + rotOffset = 3; + } + + // Then create the number of rotation keys + nodeAnim->mNumRotationKeys = mAnimNumFrames; + nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames]; + aiQuatKey* rotkey = nodeAnim->mRotationKeys; + for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr) + { + aiMatrix4x4 temp; + aiMatrix3x3 rotMatrix; + + for( unsigned int channel = 0; channel < 3; ++channel) + { + // translate ZXY euler angels into a quaternion + const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f; + + // Compute rotation transformations in the right order + switch (node.mChannels[rotOffset+channel]) + { + case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break; + case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break; + case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break; + default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName ); + } + } + + rotkey->mTime = double( fr); + rotkey->mValue = aiQuaternion( rotMatrix); + ++rotkey; + } + } + + // scaling part. Always just a default track + { + nodeAnim->mNumScalingKeys = 1; + nodeAnim->mScalingKeys = new aiVectorKey[1]; + nodeAnim->mScalingKeys[0].mTime = 0.0; + nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f); + } + } +} + +#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER diff --git a/external/assimp-3.1.1/code/BVHLoader.h b/external/assimp-3.1.1/code/BVHLoader.h new file mode 100755 index 0000000..5fe9c2d --- /dev/null +++ b/external/assimp-3.1.1/code/BVHLoader.h @@ -0,0 +1,169 @@ +/** Defines the BHV motion capturing loader class */ + +/* +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 BVHLoader.h + * @brief Biovision BVH import + */ + +#ifndef AI_BVHLOADER_H_INC +#define AI_BVHLOADER_H_INC + +#include "BaseImporter.h" + +namespace Assimp +{ + +// -------------------------------------------------------------------------------- +/** Loader class to read Motion Capturing data from a .bvh file. + * + * This format only contains a hierarchy of joints and a series of keyframes for + * the hierarchy. It contains no actual mesh data, but we generate a dummy mesh + * inside the loader just to be able to see something. +*/ +class BVHLoader : public BaseImporter +{ + + /** Possible animation channels for which the motion data holds the values */ + enum ChannelType + { + Channel_PositionX, + Channel_PositionY, + Channel_PositionZ, + Channel_RotationX, + Channel_RotationY, + Channel_RotationZ + }; + + /** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */ + struct Node + { + const aiNode* mNode; + std::vector mChannels; + std::vector mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames + + Node() { } + Node( const aiNode* pNode) : mNode( pNode) { } + }; + +public: + + BVHLoader(); + ~BVHLoader(); + +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 cs) const; + + void SetupProperties(const Importer* pImp); + const aiImporterDesc* GetInfo () const; + +protected: + + + /** Imports the given file into the given scene structure. + * See BaseImporter::InternReadFile() for details + */ + void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); + +protected: + /** Reads the file */ + void ReadStructure( aiScene* pScene); + + /** Reads the hierarchy */ + void ReadHierarchy( aiScene* pScene); + + /** Reads a node and recursively its childs and returns the created node. */ + aiNode* ReadNode(); + + /** Reads an end node and returns the created node. */ + aiNode* ReadEndSite( const std::string& pParentName); + + /** Reads a node offset for the given node */ + void ReadNodeOffset( aiNode* pNode); + + /** Reads the animation channels into the given node */ + void ReadNodeChannels( BVHLoader::Node& pNode); + + /** Reads the motion data */ + void ReadMotion( aiScene* pScene); + + /** Retrieves the next token */ + std::string GetNextToken(); + + /** Reads the next token as a float */ + float GetNextTokenAsFloat(); + + /** Aborts the file reading with an exception */ + void ThrowException( const std::string& pError); + + /** Constructs an animation for the motion data and stores it in the given scene */ + void CreateAnimation( aiScene* pScene); + +protected: + /** Filename, for a verbose error message */ + std::string mFileName; + + /** Buffer to hold the loaded file */ + std::vector mBuffer; + + /** Next char to read from the buffer */ + std::vector::const_iterator mReader; + + /** Current line, for error messages */ + unsigned int mLine; + + /** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index. + * Also contain the motion data for the node's channels + */ + std::vector mNodes; + + /** basic Animation parameters */ + float mAnimTickDuration; + unsigned int mAnimNumFrames; + + bool noSkeletonMesh; +}; + +} // end of namespace Assimp + +#endif // AI_BVHLOADER_H_INC diff --git a/external/assimp-3.1.1/code/BaseImporter.cpp b/external/assimp-3.1.1/code/BaseImporter.cpp new file mode 100755 index 0000000..b43c1c4 --- /dev/null +++ b/external/assimp-3.1.1/code/BaseImporter.cpp @@ -0,0 +1,598 @@ +/* +--------------------------------------------------------------------------- +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 BaseImporter.cpp + * @brief Implementation of BaseImporter + */ + +#include "AssimpPCH.h" +#include "BaseImporter.h" +#include "FileSystemFilter.h" + +#include "Importer.h" + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +BaseImporter::BaseImporter() +: progress() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +BaseImporter::~BaseImporter() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file and returns the imported data. +aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, IOSystem* pIOHandler) +{ + progress = pImp->GetProgressHandler(); + ai_assert(progress); + + // Gather configuration properties for this run + SetupProperties( pImp ); + + // Construct a file system filter to improve our success ratio at reading external files + FileSystemFilter filter(pFile,pIOHandler); + + // create a scene object to hold the data + ScopeGuard sc(new aiScene()); + + // dispatch importing + try + { + InternReadFile( pFile, sc, &filter); + + } catch( const std::exception& err ) { + // extract error description + mErrorText = err.what(); + DefaultLogger::get()->error(mErrorText); + return NULL; + } + + // return what we gathered from the import. + sc.dismiss(); + return sc; +} + +// ------------------------------------------------------------------------------------------------ +void BaseImporter::SetupProperties(const Importer* /*pImp*/) +{ + // the default implementation does nothing +} + +// ------------------------------------------------------------------------------------------------ +void BaseImporter::GetExtensionList(std::set& extensions) +{ + const aiImporterDesc* desc = GetInfo(); + ai_assert(desc != NULL); + + const char* ext = desc->mFileExtensions; + ai_assert(ext != NULL); + + const char* last = ext; + do { + if (!*ext || *ext == ' ') { + extensions.insert(std::string(last,ext-last)); + ai_assert(ext-last > 0); + last = ext; + while(*last == ' ') { + ++last; + } + } + } + while(*ext++); +} + +// ------------------------------------------------------------------------------------------------ +/*static*/ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler, + const std::string& pFile, + const char** tokens, + unsigned int numTokens, + unsigned int searchBytes /* = 200 */, + bool tokensSol /* false */) +{ + ai_assert(NULL != tokens && 0 != numTokens && 0 != searchBytes); + if (!pIOHandler) + return false; + + boost::scoped_ptr pStream (pIOHandler->Open(pFile)); + if (pStream.get() ) { + // read 200 characters from the file + boost::scoped_array _buffer (new char[searchBytes+1 /* for the '\0' */]); + char* buffer = _buffer.get(); + + const unsigned int read = pStream->Read(buffer,1,searchBytes); + if (!read) + return false; + + for (unsigned int i = 0; i < read;++i) + buffer[i] = ::tolower(buffer[i]); + + // It is not a proper handling of unicode files here ... + // ehm ... but it works in most cases. + char* cur = buffer,*cur2 = buffer,*end = &buffer[read]; + while (cur != end) { + if (*cur) + *cur2++ = *cur; + ++cur; + } + *cur2 = '\0'; + + for (unsigned int i = 0; i < numTokens;++i) { + ai_assert(NULL != tokens[i]); + + + const char* r = strstr(buffer,tokens[i]); + if (!r) + continue; + // We got a match, either we don't care where it is, or it happens to + // be in the beginning of the file / line + if (!tokensSol || r == buffer || r[-1] == '\r' || r[-1] == '\n') { + DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]); + return true; + } + } + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Simple check for file extension +/*static*/ bool BaseImporter::SimpleExtensionCheck (const std::string& pFile, + const char* ext0, + const char* ext1, + const char* ext2) +{ + std::string::size_type pos = pFile.find_last_of('.'); + + // no file extension - can't read + if( pos == std::string::npos) + return false; + + const char* ext_real = & pFile[ pos+1 ]; + if( !ASSIMP_stricmp(ext_real,ext0) ) + return true; + + // check for other, optional, file extensions + if (ext1 && !ASSIMP_stricmp(ext_real,ext1)) + return true; + + if (ext2 && !ASSIMP_stricmp(ext_real,ext2)) + return true; + + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Get file extension from path +/*static*/ std::string BaseImporter::GetExtension (const std::string& pFile) +{ + std::string::size_type pos = pFile.find_last_of('.'); + + // no file extension at all + if( pos == std::string::npos) + return ""; + + std::string ret = pFile.substr(pos+1); + std::transform(ret.begin(),ret.end(),ret.begin(),::tolower); // thanks to Andy Maloney for the hint + return ret; +} + +// ------------------------------------------------------------------------------------------------ +// Check for magic bytes at the beginning of the file. +/* static */ bool BaseImporter::CheckMagicToken(IOSystem* pIOHandler, const std::string& pFile, + const void* _magic, unsigned int num, unsigned int offset, unsigned int size) +{ + ai_assert(size <= 16 && _magic); + + if (!pIOHandler) { + return false; + } + union { + const char* magic; + const uint16_t* magic_u16; + const uint32_t* magic_u32; + }; + magic = reinterpret_cast(_magic); + boost::scoped_ptr pStream (pIOHandler->Open(pFile)); + if (pStream.get() ) { + + // skip to offset + pStream->Seek(offset,aiOrigin_SET); + + // read 'size' characters from the file + union { + char data[16]; + uint16_t data_u16[8]; + uint32_t data_u32[4]; + }; + if(size != pStream->Read(data,1,size)) { + return false; + } + + for (unsigned int i = 0; i < num; ++i) { + // also check against big endian versions of tokens with size 2,4 + // that's just for convinience, the chance that we cause conflicts + // is quite low and it can save some lines and prevent nasty bugs + if (2 == size) { + uint16_t rev = *magic_u16; + ByteSwap::Swap(&rev); + if (data_u16[0] == *magic_u16 || data_u16[0] == rev) { + return true; + } + } + else if (4 == size) { + uint32_t rev = *magic_u32; + ByteSwap::Swap(&rev); + if (data_u32[0] == *magic_u32 || data_u32[0] == rev) { + return true; + } + } + else { + // any length ... just compare + if(!memcmp(magic,data,size)) { + return true; + } + } + magic += size; + } + } + return false; +} + +#include "../contrib/ConvertUTF/ConvertUTF.h" + +// ------------------------------------------------------------------------------------------------ +void ReportResult(ConversionResult res) +{ + if(res == sourceExhausted) { + DefaultLogger::get()->error("Source ends with incomplete character sequence, transformation to UTF-8 fails"); + } + else if(res == sourceIllegal) { + DefaultLogger::get()->error("Source contains illegal character sequence, transformation to UTF-8 fails"); + } +} + +// ------------------------------------------------------------------------------------------------ +// Convert to UTF8 data +void BaseImporter::ConvertToUTF8(std::vector& data) +{ + ConversionResult result; + if(data.size() < 8) { + throw DeadlyImportError("File is too small"); + } + + // UTF 8 with BOM + if((uint8_t)data[0] == 0xEF && (uint8_t)data[1] == 0xBB && (uint8_t)data[2] == 0xBF) { + DefaultLogger::get()->debug("Found UTF-8 BOM ..."); + + std::copy(data.begin()+3,data.end(),data.begin()); + data.resize(data.size()-3); + return; + } + + // UTF 32 BE with BOM + if(*((uint32_t*)&data.front()) == 0xFFFE0000) { + + // swap the endianess .. + for(uint32_t* p = (uint32_t*)&data.front(), *end = (uint32_t*)&data.back(); p <= end; ++p) { + AI_SWAP4P(p); + } + } + + // UTF 32 LE with BOM + if(*((uint32_t*)&data.front()) == 0x0000FFFE) { + DefaultLogger::get()->debug("Found UTF-32 BOM ..."); + + const uint32_t* sstart = (uint32_t*)&data.front()+1, *send = (uint32_t*)&data.back()+1; + char* dstart,*dend; + std::vector output; + do { + output.resize(output.size()?output.size()*3/2:data.size()/2); + dstart = &output.front(),dend = &output.back()+1; + + result = ConvertUTF32toUTF8((const UTF32**)&sstart,(const UTF32*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion); + } while(result == targetExhausted); + + ReportResult(result); + + // copy to output buffer. + const size_t outlen = (size_t)(dstart-&output.front()); + data.assign(output.begin(),output.begin()+outlen); + return; + } + + // UTF 16 BE with BOM + if(*((uint16_t*)&data.front()) == 0xFFFE) { + + // swap the endianess .. + for(uint16_t* p = (uint16_t*)&data.front(), *end = (uint16_t*)&data.back(); p <= end; ++p) { + ByteSwap::Swap2(p); + } + } + + // UTF 16 LE with BOM + if(*((uint16_t*)&data.front()) == 0xFEFF) { + DefaultLogger::get()->debug("Found UTF-16 BOM ..."); + + const uint16_t* sstart = (uint16_t*)&data.front()+1, *send = (uint16_t*)(&data.back()+1); + char* dstart,*dend; + std::vector output; + do { + output.resize(output.size()?output.size()*3/2:data.size()*3/4); + dstart = &output.front(),dend = &output.back()+1; + + result = ConvertUTF16toUTF8((const UTF16**)&sstart,(const UTF16*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion); + } while(result == targetExhausted); + + ReportResult(result); + + // copy to output buffer. + const size_t outlen = (size_t)(dstart-&output.front()); + data.assign(output.begin(),output.begin()+outlen); + return; + } +} + +// ------------------------------------------------------------------------------------------------ +// Convert to UTF8 data to ISO-8859-1 +void BaseImporter::ConvertUTF8toISO8859_1(std::string& data) +{ + unsigned int size = data.size(); + unsigned int i = 0, j = 0; + + while(i < size) { + if((unsigned char) data[i] < 0x80) { + data[j] = data[i]; + } else if(i < size - 1) { + if((unsigned char) data[i] == 0xC2) { + data[j] = data[++i]; + } else if((unsigned char) data[i] == 0xC3) { + data[j] = ((unsigned char) data[++i] + 0x40); + } else { + std::stringstream stream; + + stream << "UTF8 code " << std::hex << data[i] << data[i + 1] << " can not be converted into ISA-8859-1."; + + DefaultLogger::get()->error(stream.str()); + + data[j++] = data[i++]; + data[j] = data[i]; + } + } else { + DefaultLogger::get()->error("UTF8 code but only one character remaining"); + + data[j] = data[i]; + } + + i++; j++; + } + + data.resize(j); +} + +// ------------------------------------------------------------------------------------------------ +void BaseImporter::TextFileToBuffer(IOStream* stream, + std::vector& data) +{ + ai_assert(NULL != stream); + + const size_t fileSize = stream->FileSize(); + if(!fileSize) { + throw DeadlyImportError("File is empty"); + } + + data.reserve(fileSize+1); + data.resize(fileSize); + if(fileSize != stream->Read( &data[0], 1, fileSize)) { + throw DeadlyImportError("File read error"); + } + + ConvertToUTF8(data); + + // append a binary zero to simplify string parsing + data.push_back(0); +} + +// ------------------------------------------------------------------------------------------------ +namespace Assimp +{ + // Represents an import request + struct LoadRequest + { + LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map, unsigned int _id) + : file(_file), flags(_flags), refCnt(1),scene(NULL), loaded(false), id(_id) + { + if (_map) + map = *_map; + } + + const std::string file; + unsigned int flags; + unsigned int refCnt; + aiScene* scene; + bool loaded; + BatchLoader::PropertyMap map; + unsigned int id; + + bool operator== (const std::string& f) { + return file == f; + } + }; +} + +// ------------------------------------------------------------------------------------------------ +// BatchLoader::pimpl data structure +struct Assimp::BatchData +{ + BatchData() + : next_id(0xffff) + {} + + // IO system to be used for all imports + IOSystem* pIOSystem; + + // Importer used to load all meshes + Importer* pImporter; + + // List of all imports + std::list requests; + + // Base path + std::string pathBase; + + // Id for next item + unsigned int next_id; +}; + +// ------------------------------------------------------------------------------------------------ +BatchLoader::BatchLoader(IOSystem* pIO) +{ + ai_assert(NULL != pIO); + + data = new BatchData(); + data->pIOSystem = pIO; + + data->pImporter = new Importer(); + data->pImporter->SetIOHandler(data->pIOSystem); +} + +// ------------------------------------------------------------------------------------------------ +BatchLoader::~BatchLoader() +{ + // delete all scenes wthat have not been polled by the user + for (std::list::iterator it = data->requests.begin();it != data->requests.end(); ++it) { + + delete (*it).scene; + } + data->pImporter->SetIOHandler(NULL); /* get pointer back into our posession */ + delete data->pImporter; + delete data; +} + + +// ------------------------------------------------------------------------------------------------ +unsigned int BatchLoader::AddLoadRequest (const std::string& file, + unsigned int steps /*= 0*/, const PropertyMap* map /*= NULL*/) +{ + ai_assert(!file.empty()); + + // check whether we have this loading request already + std::list::iterator it; + for (it = data->requests.begin();it != data->requests.end(); ++it) { + + // Call IOSystem's path comparison function here + if (data->pIOSystem->ComparePaths((*it).file,file)) { + + if (map) { + if (!((*it).map == *map)) + continue; + } + else if (!(*it).map.empty()) + continue; + + (*it).refCnt++; + return (*it).id; + } + } + + // no, we don't have it. So add it to the queue ... + data->requests.push_back(LoadRequest(file,steps,map,data->next_id)); + return data->next_id++; +} + +// ------------------------------------------------------------------------------------------------ +aiScene* BatchLoader::GetImport (unsigned int which) +{ + for (std::list::iterator it = data->requests.begin();it != data->requests.end(); ++it) { + + if ((*it).id == which && (*it).loaded) { + + aiScene* sc = (*it).scene; + if (!(--(*it).refCnt)) { + data->requests.erase(it); + } + return sc; + } + } + return NULL; +} + +// ------------------------------------------------------------------------------------------------ +void BatchLoader::LoadAll() +{ + // no threaded implementation for the moment + for (std::list::iterator it = data->requests.begin();it != data->requests.end(); ++it) { + // force validation in debug builds + unsigned int pp = (*it).flags; +#ifdef ASSIMP_BUILD_DEBUG + pp |= aiProcess_ValidateDataStructure; +#endif + // setup config properties if necessary + ImporterPimpl* pimpl = data->pImporter->Pimpl(); + pimpl->mFloatProperties = (*it).map.floats; + pimpl->mIntProperties = (*it).map.ints; + pimpl->mStringProperties = (*it).map.strings; + pimpl->mMatrixProperties = (*it).map.matrices; + + if (!DefaultLogger::isNullLogger()) + { + DefaultLogger::get()->info("%%% BEGIN EXTERNAL FILE %%%"); + DefaultLogger::get()->info("File: " + (*it).file); + } + data->pImporter->ReadFile((*it).file,pp); + (*it).scene = data->pImporter->GetOrphanedScene(); + (*it).loaded = true; + + DefaultLogger::get()->info("%%% END EXTERNAL FILE %%%"); + } +} + + + + diff --git a/external/assimp-3.1.1/code/BaseImporter.h b/external/assimp-3.1.1/code/BaseImporter.h new file mode 100755 index 0000000..775add8 --- /dev/null +++ b/external/assimp-3.1.1/code/BaseImporter.h @@ -0,0 +1,368 @@ +/* +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 Definition of the base class for all importer worker classes. */ +#ifndef INCLUDED_AI_BASEIMPORTER_H +#define INCLUDED_AI_BASEIMPORTER_H + +#include "Exceptional.h" + +#include +#include +#include +#include "./../include/assimp/types.h" + +struct aiScene; + +namespace Assimp { + +class IOSystem; +class Importer; +class BaseImporter; +class BaseProcess; +class SharedPostProcessInfo; +class IOStream; + +// utility to do char4 to uint32 in a portable manner +#define AI_MAKE_MAGIC(string) ((uint32_t)((string[0] << 24) + \ + (string[1] << 16) + (string[2] << 8) + string[3])) + +// --------------------------------------------------------------------------- +template +struct ScopeGuard +{ + ScopeGuard(T* obj) : obj(obj), mdismiss() {} + ~ScopeGuard () throw() { + if (!mdismiss) { + delete obj; + } + obj = NULL; + } + + T* dismiss() { + mdismiss=true; + return obj; + } + + operator T*() { + return obj; + } + + T* operator -> () { + return obj; + } + +private: + T* obj; + bool mdismiss; +}; + + + +// --------------------------------------------------------------------------- +/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface + * for all importer worker classes. + * + * The interface defines two functions: CanRead() is used to check if the + * importer can handle the format of the given file. If an implementation of + * this function returns true, the importer then calls ReadFile() which + * imports the given file. ReadFile is not overridable, it just calls + * InternReadFile() and catches any ImportErrorException that might occur. + */ +class ASSIMP_API BaseImporter +{ + friend class Importer; + +public: + + /** Constructor to be privately used by #Importer */ + BaseImporter(); + + /** Destructor, private as well */ + virtual ~BaseImporter(); + +public: + // ------------------------------------------------------------------- + /** Returns whether the class can handle the format of the given file. + * + * The implementation should be as quick as possible. A check for + * the file extension is enough. If no suitable loader is found with + * this strategy, CanRead() is called again, the 'checkSig' parameter + * set to true this time. Now the implementation is expected to + * perform a full check of the file structure, possibly searching the + * first bytes of the file for magic identifiers or keywords. + * + * @param pFile Path and file name of the file to be examined. + * @param pIOHandler The IO handler to use for accessing any file. + * @param checkSig Set to true if this method is called a second time. + * This time, the implementation may take more time to examine the + * contents of the file to be loaded for magic bytes, keywords, etc + * to be able to load files with unknown/not existent file extensions. + * @return true if the class can read this file, false if not. + */ + virtual bool CanRead( + const std::string& pFile, + IOSystem* pIOHandler, + bool checkSig + ) const = 0; + + // ------------------------------------------------------------------- + /** Imports the given file and returns the imported data. + * If the import succeeds, ownership of the data is transferred to + * the caller. If the import fails, NULL is returned. The function + * takes care that any partially constructed data is destroyed + * beforehand. + * + * @param pImp #Importer object hosting this loader. + * @param pFile Path of the file to be imported. + * @param pIOHandler IO-Handler used to open this and possible other files. + * @return The imported data or NULL if failed. If it failed a + * human-readable error description can be retrieved by calling + * GetErrorText() + * + * @note This function is not intended to be overridden. Implement + * InternReadFile() to do the import. If an exception is thrown somewhere + * in InternReadFile(), this function will catch it and transform it into + * a suitable response to the caller. + */ + aiScene* ReadFile( + const Importer* pImp, + const std::string& pFile, + IOSystem* pIOHandler + ); + + // ------------------------------------------------------------------- + /** Returns the error description of the last error that occured. + * @return A description of the last error that occured. An empty + * string if there was no error. + */ + const std::string& GetErrorText() const { + return mErrorText; + } + + // ------------------------------------------------------------------- + /** Called prior to ReadFile(). + * The function is a request to the importer to update its configuration + * basing on the Importer's configuration property list. + * @param pImp Importer instance + */ + virtual void SetupProperties( + const Importer* pImp + ); + + + // ------------------------------------------------------------------- + /** Called by #Importer::GetImporterInfo to get a description of + * some loader features. Importers must provide this information. */ + virtual const aiImporterDesc* GetInfo() const = 0; + + + + // ------------------------------------------------------------------- + /** Called by #Importer::GetExtensionList for each loaded importer. + * Take the extension list contained in the structure returned by + * #GetInfo and insert all file extensions into the given set. + * @param extension set to collect file extensions in*/ + void GetExtensionList(std::set& extensions); + +protected: + + // ------------------------------------------------------------------- + /** Imports the given file into the given scene structure. The + * function is expected to throw an ImportErrorException if there is + * an error. If it terminates normally, the data in aiScene is + * expected to be correct. Override this function to implement the + * actual importing. + *
+ * The output scene must meet the following requirements:
+ *
    + *
  • At least a root node must be there, even if its only purpose + * is to reference one mesh.
  • + *
  • aiMesh::mPrimitiveTypes may be 0. The types of primitives + * in the mesh are determined automatically in this case.
  • + *
  • the vertex data is stored in a pseudo-indexed "verbose" format. + * In fact this means that every vertex that is referenced by + * a face is unique. Or the other way round: a vertex index may + * not occur twice in a single aiMesh.
  • + *
  • aiAnimation::mDuration may be -1. Assimp determines the length + * of the animation automatically in this case as the length of + * the longest animation channel.
  • + *
  • aiMesh::mBitangents may be NULL if tangents and normals are + * given. In this case bitangents are computed as the cross product + * between normal and tangent.
  • + *
  • There needn't be a material. If none is there a default material + * is generated. However, it is recommended practice for loaders + * to generate a default material for yourself that matches the + * default material setting for the file format better than Assimp's + * generic default material. Note that default materials *should* + * be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded + * or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy) + * texture.
  • + *
+ * If the AI_SCENE_FLAGS_INCOMPLETE-Flag is not set:
    + *
  • at least one mesh must be there
  • + *
  • there may be no meshes with 0 vertices or faces
  • + *
+ * This won't be checked (except by the validation step): Assimp will + * crash if one of the conditions is not met! + * + * @param pFile Path of the file to be imported. + * @param pScene The scene object to hold the imported data. + * NULL is not a valid parameter. + * @param pIOHandler The IO handler to use for any file access. + * NULL is not a valid parameter. */ + virtual void InternReadFile( + const std::string& pFile, + aiScene* pScene, + IOSystem* pIOHandler + ) = 0; + +public: // static utilities + + // ------------------------------------------------------------------- + /** A utility for CanRead(). + * + * The function searches the header of a file for a specific token + * and returns true if this token is found. This works for text + * files only. There is a rudimentary handling of UNICODE files. + * The comparison is case independent. + * + * @param pIOSystem IO System to work with + * @param file File name of the file + * @param tokens List of tokens to search for + * @param numTokens Size of the token array + * @param searchBytes Number of bytes to be searched for the tokens. + */ + static bool SearchFileHeaderForToken( + IOSystem* pIOSystem, + const std::string& file, + const char** tokens, + unsigned int numTokens, + unsigned int searchBytes = 200, + bool tokensSol = false); + + // ------------------------------------------------------------------- + /** @brief Check whether a file has a specific file extension + * @param pFile Input file + * @param ext0 Extension to check for. Lowercase characters only, no dot! + * @param ext1 Optional second extension + * @param ext2 Optional third extension + * @note Case-insensitive + */ + static bool SimpleExtensionCheck ( + const std::string& pFile, + const char* ext0, + const char* ext1 = NULL, + const char* ext2 = NULL); + + // ------------------------------------------------------------------- + /** @brief Extract file extension from a string + * @param pFile Input file + * @return Extension without trailing dot, all lowercase + */ + static std::string GetExtension ( + const std::string& pFile); + + // ------------------------------------------------------------------- + /** @brief Check whether a file starts with one or more magic tokens + * @param pFile Input file + * @param pIOHandler IO system to be used + * @param magic n magic tokens + * @params num Size of magic + * @param offset Offset from file start where tokens are located + * @param Size of one token, in bytes. Maximally 16 bytes. + * @return true if one of the given tokens was found + * + * @note For convinence, the check is also performed for the + * byte-swapped variant of all tokens (big endian). Only for + * tokens of size 2,4. + */ + static bool CheckMagicToken( + IOSystem* pIOHandler, + const std::string& pFile, + const void* magic, + unsigned int num, + unsigned int offset = 0, + unsigned int size = 4); + + // ------------------------------------------------------------------- + /** An utility for all text file loaders. It converts a file to our + * UTF8 character set. Errors are reported, but ignored. + * + * @param data File buffer to be converted to UTF8 data. The buffer + * is resized as appropriate. */ + static void ConvertToUTF8( + std::vector& data); + + // ------------------------------------------------------------------- + /** An utility for all text file loaders. It converts a file from our + * UTF8 character set back to ISO-8859-1. Errors are reported, but ignored. + * + * @param data File buffer to be converted from UTF8 to ISO-8859-1. The buffer + * is resized as appropriate. */ + static void ConvertUTF8toISO8859_1( + std::string& data); + + // ------------------------------------------------------------------- + /** Utility for text file loaders which copies the contents of the + * file into a memory buffer and converts it to our UTF8 + * representation. + * @param stream Stream to read from. + * @param data Output buffer to be resized and filled with the + * converted text file data. The buffer is terminated with + * a binary 0. */ + static void TextFileToBuffer( + IOStream* stream, + std::vector& data); + +protected: + + /** Error description in case there was one. */ + std::string mErrorText; + + /** Currently set progress handler */ + ProgressHandler* progress; +}; + + + +} // end of namespace Assimp + +#endif // AI_BASEIMPORTER_H_INC diff --git a/external/assimp-3.1.1/code/BaseProcess.cpp b/external/assimp-3.1.1/code/BaseProcess.cpp new file mode 100755 index 0000000..a1261d7 --- /dev/null +++ b/external/assimp-3.1.1/code/BaseProcess.cpp @@ -0,0 +1,105 @@ +/* +--------------------------------------------------------------------------- +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 Implementation of BaseProcess */ + +#include "AssimpPCH.h" +#include "BaseImporter.h" +#include "BaseProcess.h" + +#include "Importer.h" + +using namespace Assimp; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +BaseProcess::BaseProcess() +: shared() +, progress() +{ +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +BaseProcess::~BaseProcess() +{ + // nothing to do here +} + +// ------------------------------------------------------------------------------------------------ +void BaseProcess::ExecuteOnScene( Importer* pImp) +{ + ai_assert(NULL != pImp && NULL != pImp->Pimpl()->mScene); + + progress = pImp->GetProgressHandler(); + ai_assert(progress); + + SetupProperties( pImp ); + + // catch exceptions thrown inside the PostProcess-Step + try + { + Execute(pImp->Pimpl()->mScene); + + } catch( const std::exception& err ) { + + // extract error description + pImp->Pimpl()->mErrorString = err.what(); + DefaultLogger::get()->error(pImp->Pimpl()->mErrorString); + + // and kill the partially imported data + delete pImp->Pimpl()->mScene; + pImp->Pimpl()->mScene = NULL; + } +} + +// ------------------------------------------------------------------------------------------------ +void BaseProcess::SetupProperties(const Importer* /*pImp*/) +{ + // the default implementation does nothing +} + +// ------------------------------------------------------------------------------------------------ +bool BaseProcess::RequireVerboseFormat() const +{ + return true; +} + diff --git a/external/assimp-3.1.1/code/BaseProcess.h b/external/assimp-3.1.1/code/BaseProcess.h new file mode 100755 index 0000000..45e677b --- /dev/null +++ b/external/assimp-3.1.1/code/BaseProcess.h @@ -0,0 +1,294 @@ +/* +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 Base class of all import post processing steps */ +#ifndef INCLUDED_AI_BASEPROCESS_H +#define INCLUDED_AI_BASEPROCESS_H + +#include + +#include "../include/assimp/types.h" +#include "GenericProperty.h" + +struct aiScene; + +namespace Assimp { + +class Importer; + +// --------------------------------------------------------------------------- +/** Helper class to allow post-processing steps to interact with each other. + * + * The class maintains a simple property list that can be used by pp-steps + * to provide additional information to other steps. This is primarily + * intended for cross-step optimizations. + */ +class SharedPostProcessInfo +{ +public: + + struct Base + { + virtual ~Base() + {} + }; + + //! Represents data that is allocated on the heap, thus needs to be deleted + template + struct THeapData : public Base + { + THeapData(T* in) + : data (in) + {} + + ~THeapData() + { + delete data; + } + T* data; + }; + + //! Represents static, by-value data not allocated on the heap + template + struct TStaticData : public Base + { + TStaticData(T in) + : data (in) + {} + + ~TStaticData() + {} + + T data; + }; + + // some typedefs for cleaner code + typedef unsigned int KeyType; + typedef std::map PropertyMap; + +public: + + //! Destructor + ~SharedPostProcessInfo() + { + Clean(); + } + + //! Remove all stored properties from the table + void Clean() + { + // invoke the virtual destructor for all stored properties + for (PropertyMap::iterator it = pmap.begin(), end = pmap.end(); + it != end; ++it) + { + delete (*it).second; + } + pmap.clear(); + } + + //! Add a heap property to the list + template + void AddProperty( const char* name, T* in ){ + AddProperty(name,(Base*)new THeapData(in)); + } + + //! Add a static by-value property to the list + template + void AddProperty( const char* name, T in ){ + AddProperty(name,(Base*)new TStaticData(in)); + } + + + //! Get a heap property + template + bool GetProperty( const char* name, T*& out ) const + { + THeapData* t = (THeapData*)GetPropertyInternal(name); + if(!t) + { + out = NULL; + return false; + } + out = t->data; + return true; + } + + //! Get a static, by-value property + template + bool GetProperty( const char* name, T& out ) const + { + TStaticData* t = (TStaticData*)GetPropertyInternal(name); + if(!t)return false; + out = t->data; + return true; + } + + //! Remove a property of a specific type + void RemoveProperty( const char* name) { + SetGenericPropertyPtr(pmap,name,NULL); + } + +private: + + void AddProperty( const char* name, Base* data) { + SetGenericPropertyPtr(pmap,name,data); + } + + Base* GetPropertyInternal( const char* name) const { + return GetGenericProperty(pmap,name,NULL); + } + +private: + + //! Map of all stored properties + PropertyMap pmap; +}; + +#if 0 + +// --------------------------------------------------------------------------- +/** @brief Represents a dependency table for a postprocessing steps. + * + * For future use. + */ + struct PPDependencyTable + { + unsigned int execute_me_before_these; + unsigned int execute_me_after_these; + unsigned int only_if_these_are_not_specified; + unsigned int mutually_exclusive_with; + }; + +#endif + + +#define AI_SPP_SPATIAL_SORT "$Spat" + +// --------------------------------------------------------------------------- +/** The BaseProcess defines a common interface for all post processing steps. + * A post processing step is run after a successful import if the caller + * specified the corresponding flag when calling ReadFile(). + * Enum #aiPostProcessSteps defines which flags are available. + * After a successful import the Importer iterates over its internal array + * of processes and calls IsActive() on each process to evaluate if the step + * should be executed. If the function returns true, the class' Execute() + * function is called subsequently. + */ +class ASSIMP_API_WINONLY BaseProcess +{ + friend class Importer; + +public: + + /** Constructor to be privately used by Importer */ + BaseProcess(); + + /** Destructor, private as well */ + virtual ~BaseProcess(); + +public: + + // ------------------------------------------------------------------- + /** Returns whether the processing step is present in the given flag. + * @param pFlags The processing flags the importer was called with. A + * bitwise combination of #aiPostProcessSteps. + * @return true if the process is present in this flag fields, + * false if not. + */ + virtual bool IsActive( unsigned int pFlags) const = 0; + + // ------------------------------------------------------------------- + /** Check whether this step expects its input vertex data to be + * in verbose format. */ + virtual bool RequireVerboseFormat() const; + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * The function deletes the scene if the postprocess step fails ( + * the object pointer will be set to NULL). + * @param pImp Importer instance (pImp->mScene must be valid) + */ + void ExecuteOnScene( Importer* pImp); + + // ------------------------------------------------------------------- + /** Called prior to ExecuteOnScene(). + * The function is a request to the process to update its configuration + * basing on the Importer's configuration property list. + */ + virtual void SetupProperties(const Importer* pImp); + + // ------------------------------------------------------------------- + /** Executes the post processing step on the given imported data. + * A process should throw an ImportErrorException* if it fails. + * This method must be implemented by deriving classes. + * @param pScene The imported data to work at. + */ + virtual void Execute( aiScene* pScene) = 0; + + + // ------------------------------------------------------------------- + /** Assign a new SharedPostProcessInfo to the step. This object + * allows multiple postprocess steps to share data. + * @param sh May be NULL + */ + inline void SetSharedData(SharedPostProcessInfo* sh) { + shared = sh; + } + + // ------------------------------------------------------------------- + /** Get the shared data that is assigned to the step. + */ + inline SharedPostProcessInfo* GetSharedData() { + return shared; + } + +protected: + + /** See the doc of #SharedPostProcessInfo for more details */ + SharedPostProcessInfo* shared; + + /** Currently active progress handler */ + ProgressHandler* progress; +}; + + +} // end of namespace Assimp + +#endif // AI_BASEPROCESS_H_INC diff --git a/external/assimp-3.1.1/code/Bitmap.cpp b/external/assimp-3.1.1/code/Bitmap.cpp new file mode 100755 index 0000000..30b5744 --- /dev/null +++ b/external/assimp-3.1.1/code/Bitmap.cpp @@ -0,0 +1,145 @@ +/* +--------------------------------------------------------------------------- +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 Bitmap.cpp + * @brief Defines bitmap format helper for textures + * + * Used for file formats which embed their textures into the model file. + */ + +#include "AssimpPCH.h" + +#include "Bitmap.h" + +namespace Assimp { + + void Bitmap::Save(aiTexture* texture, IOStream* file) { + if(file != NULL) { + Header header; + DIB dib; + + dib.size = DIB::dib_size; + dib.width = texture->mWidth; + dib.height = texture->mHeight; + dib.planes = 1; + dib.bits_per_pixel = 8 * mBytesPerPixel; + dib.compression = 0; + dib.image_size = (((dib.width * mBytesPerPixel) + 3) & 0x0000FFFC) * dib.height; + dib.x_resolution = 0; + dib.y_resolution = 0; + dib.nb_colors = 0; + dib.nb_important_colors = 0; + + header.type = 0x4D42; // 'BM' + header.offset = Header::header_size + DIB::dib_size; + header.size = header.offset + dib.image_size; + header.reserved1 = 0; + header.reserved2 = 0; + + WriteHeader(header, file); + WriteDIB(dib, file); + WriteData(texture, file); + } + } + + template + inline std::size_t Copy(uint8_t* data, T& field) { + std::memcpy(data, &AI_BE(field), sizeof(field)); return sizeof(field); + } + + void Bitmap::WriteHeader(Header& header, IOStream* file) { + uint8_t data[Header::header_size]; + + std::size_t offset = 0; + + offset += Copy(&data[offset], header.type); + offset += Copy(&data[offset], header.size); + offset += Copy(&data[offset], header.reserved1); + offset += Copy(&data[offset], header.reserved2); + offset += Copy(&data[offset], header.offset); + + file->Write(data, Header::header_size, 1); + } + + void Bitmap::WriteDIB(DIB& dib, IOStream* file) { + uint8_t data[DIB::dib_size]; + + std::size_t offset = 0; + + offset += Copy(&data[offset], dib.size); + offset += Copy(&data[offset], dib.width); + offset += Copy(&data[offset], dib.height); + offset += Copy(&data[offset], dib.planes); + offset += Copy(&data[offset], dib.bits_per_pixel); + offset += Copy(&data[offset], dib.compression); + offset += Copy(&data[offset], dib.image_size); + offset += Copy(&data[offset], dib.x_resolution); + offset += Copy(&data[offset], dib.y_resolution); + offset += Copy(&data[offset], dib.nb_colors); + offset += Copy(&data[offset], dib.nb_important_colors); + + file->Write(data, DIB::dib_size, 1); + } + + void Bitmap::WriteData(aiTexture* texture, IOStream* file) { + static const std::size_t padding_offset = 4; + static const uint8_t padding_data[padding_offset] = {0x0, 0x0, 0x0, 0x0}; + + unsigned int padding = (padding_offset - ((mBytesPerPixel * texture->mWidth) % padding_offset)) % padding_offset; + uint8_t pixel[mBytesPerPixel]; + + for(std::size_t i = 0; i < texture->mHeight; ++i) { + for(std::size_t j = 0; j < texture->mWidth; ++j) { + const aiTexel& texel = texture->pcData[(texture->mHeight - i - 1) * texture->mWidth + j]; // Bitmap files are stored in bottom-up format + + pixel[0] = texel.r; + pixel[1] = texel.g; + pixel[2] = texel.b; + pixel[3] = texel.a; + + file->Write(pixel, mBytesPerPixel, 1); + } + + file->Write(padding_data, padding, 1); + } + } + +} diff --git a/external/assimp-3.1.1/code/Bitmap.h b/external/assimp-3.1.1/code/Bitmap.h new file mode 100755 index 0000000..36f8036 --- /dev/null +++ b/external/assimp-3.1.1/code/Bitmap.h @@ -0,0 +1,139 @@ +/* +--------------------------------------------------------------------------- +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 Bitmap.h + * @brief Defines bitmap format helper for textures + * + * Used for file formats which embed their textures into the model file. + */ + +#ifndef AI_BITMAP_H_INC +#define AI_BITMAP_H_INC + +namespace Assimp { + +class Bitmap { + + protected: + + struct Header { + + uint16_t type; + + uint32_t size; + + uint16_t reserved1; + + uint16_t reserved2; + + uint32_t offset; + + // We define the struct size because sizeof(Header) might return a wrong result because of structure padding. + // Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field). + static const std::size_t header_size = + sizeof(uint16_t) + // type + sizeof(uint32_t) + // size + sizeof(uint16_t) + // reserved1 + sizeof(uint16_t) + // reserved2 + sizeof(uint32_t); // offset + + }; + + struct DIB { + + uint32_t size; + + int32_t width; + + int32_t height; + + uint16_t planes; + + uint16_t bits_per_pixel; + + uint32_t compression; + + uint32_t image_size; + + int32_t x_resolution; + + int32_t y_resolution; + + uint32_t nb_colors; + + uint32_t nb_important_colors; + + // We define the struct size because sizeof(DIB) might return a wrong result because of structure padding. + // Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field). + static const std::size_t dib_size = + sizeof(uint32_t) + // size + sizeof(int32_t) + // width + sizeof(int32_t) + // height + sizeof(uint16_t) + // planes + sizeof(uint16_t) + // bits_per_pixel + sizeof(uint32_t) + // compression + sizeof(uint32_t) + // image_size + sizeof(int32_t) + // x_resolution + sizeof(int32_t) + // y_resolution + sizeof(uint32_t) + // nb_colors + sizeof(uint32_t); // nb_important_colors + + }; + + static const std::size_t mBytesPerPixel = 4; + + public: + + static void Save(aiTexture* texture, IOStream* file); + + protected: + + static void WriteHeader(Header& header, IOStream* file); + + static void WriteDIB(DIB& dib, IOStream* file); + + static void WriteData(aiTexture* texture, IOStream* file); + +}; + +} + +#endif // AI_BITMAP_H_INC diff --git a/external/assimp-3.1.1/code/BlenderBMesh.cpp b/external/assimp-3.1.1/code/BlenderBMesh.cpp new file mode 100755 index 0000000..0e517f4 --- /dev/null +++ b/external/assimp-3.1.1/code/BlenderBMesh.cpp @@ -0,0 +1,176 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2013, 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 BlenderBMesh.cpp + * @brief Conversion of Blender's new BMesh stuff + */ + +#include "AssimpPCH.h" + +#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER + +#include "BlenderDNA.h" +#include "BlenderScene.h" +#include "BlenderBMesh.h" +#include "BlenderTessellator.h" + +namespace Assimp +{ + template< > const std::string LogFunctions< BlenderBMeshConverter >::log_prefix = "BLEND_BMESH: "; +} + +using namespace Assimp; +using namespace Assimp::Blender; +using namespace Assimp::Formatter; + +// ------------------------------------------------------------------------------------------------ +BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ): + BMesh( mesh ), + triMesh( NULL ) +{ + AssertValidMesh( ); +} + +// ------------------------------------------------------------------------------------------------ +BlenderBMeshConverter::~BlenderBMeshConverter( ) +{ + DestroyTriMesh( ); +} + +// ------------------------------------------------------------------------------------------------ +bool BlenderBMeshConverter::ContainsBMesh( ) const +{ + // TODO - Should probably do some additional verification here + return BMesh->totpoly && BMesh->totloop && BMesh->totvert; +} + +// ------------------------------------------------------------------------------------------------ +const Mesh* BlenderBMeshConverter::TriangulateBMesh( ) +{ + AssertValidMesh( ); + AssertValidSizes( ); + PrepareTriMesh( ); + + for ( int i = 0; i < BMesh->totpoly; ++i ) + { + const MPoly& poly = BMesh->mpoly[ i ]; + ConvertPolyToFaces( poly ); + } + + return triMesh; +} + +// ------------------------------------------------------------------------------------------------ +void BlenderBMeshConverter::AssertValidMesh( ) +{ + if ( !ContainsBMesh( ) ) + { + ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" ); + } +} + +// ------------------------------------------------------------------------------------------------ +void BlenderBMeshConverter::AssertValidSizes( ) +{ + if ( BMesh->totpoly != static_cast( BMesh->mpoly.size( ) ) ) + { + ThrowException( "BMesh poly array has incorrect size" ); + } + if ( BMesh->totloop != static_cast( BMesh->mloop.size( ) ) ) + { + ThrowException( "BMesh loop array has incorrect size" ); + } +} + +// ------------------------------------------------------------------------------------------------ +void BlenderBMeshConverter::PrepareTriMesh( ) +{ + if ( triMesh ) + { + DestroyTriMesh( ); + } + + triMesh = new Mesh( *BMesh ); + triMesh->totface = 0; + triMesh->mface.clear( ); +} + +// ------------------------------------------------------------------------------------------------ +void BlenderBMeshConverter::DestroyTriMesh( ) +{ + delete triMesh; + triMesh = NULL; +} + +// ------------------------------------------------------------------------------------------------ +void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly ) +{ + const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ]; + if ( poly.totloop == 3 || poly.totloop == 4 ) + { + AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 ); + } + else if ( poly.totloop > 4 ) + { +#if ASSIMP_BLEND_WITH_GLU_TESSELLATE + BlenderTessellatorGL tessGL( *this ); + tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert ); +#elif ASSIMP_BLEND_WITH_POLY_2_TRI + BlenderTessellatorP2T tessP2T( *this ); + tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert ); +#endif + } +} + +// ------------------------------------------------------------------------------------------------ +void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 ) +{ + MFace face; + face.v1 = v1; + face.v2 = v2; + face.v3 = v3; + face.v4 = v4; + // TODO - Work out how materials work + face.mat_nr = 0; + triMesh->mface.push_back( face ); + triMesh->totface = triMesh->mface.size( ); +} + +#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER diff --git a/external/assimp-3.1.1/code/BlenderBMesh.h b/external/assimp-3.1.1/code/BlenderBMesh.h new file mode 100755 index 0000000..47afbf4 --- /dev/null +++ b/external/assimp-3.1.1/code/BlenderBMesh.h @@ -0,0 +1,93 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2013, 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 BlenderBMesh.h + * @brief Conversion of Blender's new BMesh stuff + */ +#ifndef INCLUDED_AI_BLEND_BMESH_H +#define INCLUDED_AI_BLEND_BMESH_H + +#include "LogAux.h" + +namespace Assimp +{ + // TinyFormatter.h + namespace Formatter + { + template < typename T,typename TR, typename A > class basic_formatter; + typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format; + } + + // BlenderScene.h + namespace Blender + { + struct Mesh; + struct MPoly; + struct MLoop; + } + + class BlenderBMeshConverter: public LogFunctions< BlenderBMeshConverter > + { + public: + BlenderBMeshConverter( const Blender::Mesh* mesh ); + ~BlenderBMeshConverter( ); + + bool ContainsBMesh( ) const; + + const Blender::Mesh* TriangulateBMesh( ); + + private: + void AssertValidMesh( ); + void AssertValidSizes( ); + void PrepareTriMesh( ); + void DestroyTriMesh( ); + void ConvertPolyToFaces( const Blender::MPoly& poly ); + void AddFace( int v1, int v2, int v3, int v4 = 0 ); + + const Blender::Mesh* BMesh; + Blender::Mesh* triMesh; + + friend class BlenderTessellatorGL; + friend class BlenderTessellatorP2T; + }; + +} // end of namespace Assimp + +#endif // INCLUDED_AI_BLEND_BMESH_H diff --git a/external/assimp-3.1.1/code/BlenderDNA.cpp b/external/assimp-3.1.1/code/BlenderDNA.cpp new file mode 100755 index 0000000..16e639e --- /dev/null +++ b/external/assimp-3.1.1/code/BlenderDNA.cpp @@ -0,0 +1,372 @@ +/* +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 BlenderDNA.cpp + * @brief Implementation of the Blender `DNA`, that is its own + * serialized set of data structures. + */ +#include "AssimpPCH.h" + +#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER +#include "BlenderDNA.h" +#include "StreamReader.h" +#include "fast_atof.h" + +using namespace Assimp; +using namespace Assimp::Blender; +using namespace Assimp::Formatter; + +#define for_each BOOST_FOREACH +bool match4(StreamReaderAny& stream, const char* string) { + char tmp[] = { + (stream).GetI1(), + (stream).GetI1(), + (stream).GetI1(), + (stream).GetI1() + }; + return (tmp[0]==string[0] && tmp[1]==string[1] && tmp[2]==string[2] && tmp[3]==string[3]); +} + +struct Type { + size_t size; + std::string name; +}; + +// ------------------------------------------------------------------------------------------------ +void DNAParser :: Parse () +{ + StreamReaderAny& stream = *db.reader.get(); + DNA& dna = db.dna; + + if(!match4(stream,"SDNA")) { + throw DeadlyImportError("BlenderDNA: Expected SDNA chunk"); + } + + // name dictionary + if(!match4(stream,"NAME")) { + throw DeadlyImportError("BlenderDNA: Expected NAME field"); + } + + std::vector names (stream.GetI4()); + for_each(std::string& s, names) { + while (char c = stream.GetI1()) { + s += c; + } + } + + // type dictionary + for (;stream.GetCurrentPos() & 0x3; stream.GetI1()); + if(!match4(stream,"TYPE")) { + throw DeadlyImportError("BlenderDNA: Expected TYPE field"); + } + + std::vector types (stream.GetI4()); + for_each(Type& s, types) { + while (char c = stream.GetI1()) { + s.name += c; + } + } + + // type length dictionary + for (;stream.GetCurrentPos() & 0x3; stream.GetI1()); + if(!match4(stream,"TLEN")) { + throw DeadlyImportError("BlenderDNA: Expected TLEN field"); + } + + for_each(Type& s, types) { + s.size = stream.GetI2(); + } + + // structures dictionary + for (;stream.GetCurrentPos() & 0x3; stream.GetI1()); + if(!match4(stream,"STRC")) { + throw DeadlyImportError("BlenderDNA: Expected STRC field"); + } + + size_t end = stream.GetI4(), fields = 0; + + dna.structures.reserve(end); + for(size_t i = 0; i != end; ++i) { + + uint16_t n = stream.GetI2(); + if (n >= types.size()) { + throw DeadlyImportError((format(), + "BlenderDNA: Invalid type index in structure name" ,n, + " (there are only ", types.size(), " entries)" + )); + } + + // maintain separate indexes + dna.indices[types[n].name] = dna.structures.size(); + + dna.structures.push_back(Structure()); + Structure& s = dna.structures.back(); + s.name = types[n].name; + //s.index = dna.structures.size()-1; + + n = stream.GetI2(); + s.fields.reserve(n); + + size_t offset = 0; + for (size_t m = 0; m < n; ++m, ++fields) { + + uint16_t j = stream.GetI2(); + if (j >= types.size()) { + throw DeadlyImportError((format(), + "BlenderDNA: Invalid type index in structure field ", j, + " (there are only ", types.size(), " entries)" + )); + } + s.fields.push_back(Field()); + Field& f = s.fields.back(); + f.offset = offset; + + f.type = types[j].name; + f.size = types[j].size; + + j = stream.GetI2(); + if (j >= names.size()) { + throw DeadlyImportError((format(), + "BlenderDNA: Invalid name index in structure field ", j, + " (there are only ", names.size(), " entries)" + )); + } + + f.name = names[j]; + f.flags = 0u; + + // pointers always specify the size of the pointee instead of their own. + // The pointer asterisk remains a property of the lookup name. + if (f.name[0] == '*') { + f.size = db.i64bit ? 8 : 4; + f.flags |= FieldFlag_Pointer; + } + + // arrays, however, specify the size of a single element so we + // need to parse the (possibly multi-dimensional) array declaration + // in order to obtain the actual size of the array in the file. + // Also we need to alter the lookup name to include no array + // brackets anymore or size fixup won't work (if our size does + // not match the size read from the DNA). + if (*f.name.rbegin() == ']') { + const std::string::size_type rb = f.name.find('['); + if (rb == std::string::npos) { + throw DeadlyImportError((format(), + "BlenderDNA: Encountered invalid array declaration ", + f.name + )); + } + + f.flags |= FieldFlag_Array; + DNA::ExtractArraySize(f.name,f.array_sizes); + f.name = f.name.substr(0,rb); + + f.size *= f.array_sizes[0] * f.array_sizes[1]; + } + + // maintain separate indexes + s.indices[f.name] = s.fields.size()-1; + offset += f.size; + } + s.size = offset; + } + + DefaultLogger::get()->debug((format(),"BlenderDNA: Got ",dna.structures.size(), + " structures with totally ",fields," fields")); + +#ifdef ASSIMP_BUILD_BLENDER_DEBUG + dna.DumpToFile(); +#endif + + dna.AddPrimitiveStructures(); + dna.RegisterConverters(); +} + + +#ifdef ASSIMP_BUILD_BLENDER_DEBUG + +#include +// ------------------------------------------------------------------------------------------------ +void DNA :: DumpToFile() +{ + // we dont't bother using the VFS here for this is only for debugging. + // (and all your bases are belong to us). + + std::ofstream f("dna.txt"); + if (f.fail()) { + DefaultLogger::get()->error("Could not dump dna to dna.txt"); + return; + } + f << "Field format: type name offset size" << "\n"; + f << "Structure format: name size" << "\n"; + + for_each(const Structure& s, structures) { + f << s.name << " " << s.size << "\n\n"; + for_each(const Field& ff, s.fields) { + f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << std::endl; + } + f << std::endl; + } + DefaultLogger::get()->info("BlenderDNA: Dumped dna to dna.txt"); +} +#endif + +// ------------------------------------------------------------------------------------------------ +/*static*/ void DNA :: ExtractArraySize( + const std::string& out, + size_t array_sizes[2] +) +{ + array_sizes[0] = array_sizes[1] = 1; + std::string::size_type pos = out.find('['); + if (pos++ == std::string::npos) { + return; + } + array_sizes[0] = strtoul10(&out[pos]); + + pos = out.find('[',pos); + if (pos++ == std::string::npos) { + return; + } + array_sizes[1] = strtoul10(&out[pos]); +} + +// ------------------------------------------------------------------------------------------------ +boost::shared_ptr< ElemBase > DNA :: ConvertBlobToStructure( + const Structure& structure, + const FileDatabase& db +) const +{ + std::map::const_iterator it = converters.find(structure.name); + if (it == converters.end()) { + return boost::shared_ptr< ElemBase >(); + } + + boost::shared_ptr< ElemBase > ret = (structure.*((*it).second.first))(); + (structure.*((*it).second.second))(ret,db); + + return ret; +} + +// ------------------------------------------------------------------------------------------------ +DNA::FactoryPair DNA :: GetBlobToStructureConverter( + const Structure& structure, + const FileDatabase& /*db*/ +) const +{ + std::map::const_iterator it = converters.find(structure.name); + return it == converters.end() ? FactoryPair() : (*it).second; +} + +// basing on http://www.blender.org/development/architecture/notes-on-sdna/ +// ------------------------------------------------------------------------------------------------ +void DNA :: AddPrimitiveStructures() +{ + // NOTE: these are just dummies. Their presence enforces + // Structure::Convert to be called on these + // empty structures. These converters are special + // overloads which scan the name of the structure and + // perform the required data type conversion if one + // of these special names is found in the structure + // in question. + + indices["int"] = structures.size(); + structures.push_back( Structure() ); + structures.back().name = "int"; + structures.back().size = 4; + + indices["short"] = structures.size(); + structures.push_back( Structure() ); + structures.back().name = "short"; + structures.back().size = 2; + + + indices["char"] = structures.size(); + structures.push_back( Structure() ); + structures.back().name = "char"; + structures.back().size = 1; + + + indices["float"] = structures.size(); + structures.push_back( Structure() ); + structures.back().name = "float"; + structures.back().size = 4; + + + indices["double"] = structures.size(); + structures.push_back( Structure() ); + structures.back().name = "double"; + structures.back().size = 8; + + // no long, seemingly. +} + +// ------------------------------------------------------------------------------------------------ +void SectionParser :: Next() +{ + stream.SetCurrentPos(current.start + current.size); + + const char tmp[] = { + stream.GetI1(), + stream.GetI1(), + stream.GetI1(), + stream.GetI1() + }; + current.id = std::string(tmp,tmp[3]?4:tmp[2]?3:tmp[1]?2:1); + + current.size = stream.GetI4(); + current.address.val = ptr64 ? stream.GetU8() : stream.GetU4(); + + current.dna_index = stream.GetI4(); + current.num = stream.GetI4(); + + current.start = stream.GetCurrentPos(); + if (stream.GetRemainingSizeToLimit() < current.size) { + throw DeadlyImportError("BLEND: invalid size of file block"); + } + +#ifdef ASSIMP_BUILD_BLENDER_DEBUG + DefaultLogger::get()->debug(current.id); +#endif +} + + + +#endif diff --git a/external/assimp-3.1.1/code/BlenderDNA.h b/external/assimp-3.1.1/code/BlenderDNA.h new file mode 100755 index 0000000..7cc2708 --- /dev/null +++ b/external/assimp-3.1.1/code/BlenderDNA.h @@ -0,0 +1,804 @@ +/* +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 BlenderDNA.h + * @brief Blender `DNA` (file format specification embedded in + * blend file itself) loader. + */ +#ifndef INCLUDED_AI_BLEND_DNA_H +#define INCLUDED_AI_BLEND_DNA_H + +#include "BaseImporter.h" +#include "TinyFormatter.h" + +// enable verbose log output. really verbose, so be careful. +#ifdef ASSIMP_BUILD_DEBUG +# define ASSIMP_BUILD_BLENDER_DEBUG +#endif + +// #define ASSIMP_BUILD_BLENDER_NO_STATS + +namespace Assimp { + template class StreamReader; + typedef StreamReader StreamReaderAny; + + namespace Blender { + class FileDatabase; + struct FileBlockHead; + + template