Commit 17e76809 by Kai Westerkamp

Added Assimp Animation Project from Kai WS16

parents
*.user
*build-*
assimp luft mit MSVC2013 OpenGL 64bit compiler
\ No newline at end of file
#-------------------------------------------------
#
# Project created by QtCreator 2016-01-14T19:42:18
#
#-------------------------------------------------
QT += core gui opengl
greaterThan(QT_MAJOR_VERSION, 4): QT += widgets
TARGET = Animation
TEMPLATE = app
SOURCES += main.cpp\
mainwindow.cpp \
mainwidget.cpp \
mesh.cpp \
texture.cpp \
camera.cpp
HEADERS += mainwindow.h \
mainwidget.h \
mesh.h \
texture.h \
camera.h
FORMS +=
DISTFILES += \
animate.vert \
animate.frag
RESOURCES += \
resources.qrc
win32: LIBS += -L$$PWD/./ -lassimp
INCLUDEPATH += $$PWD/assimp
DEPENDPATH += $$PWD/assimp
#version 330
layout(location = 0) out vec3 color;
in vec3 vCamPosition;
in vec3 vCamNormal;
in vec2 vUV;
in vec4 debugout;
uniform sampler2D colorTexture;
uniform vec3 LightPos;
struct Material
{
vec3 Diffuse;
vec3 Specular;
float Shininess;
bool hasTexture;
};
uniform Material materialInfo;
vec3 phong(vec3 lightPos){
vec3 dcolor = materialInfo.Diffuse;
if(materialInfo.hasTexture){
dcolor = texture2D(colorTexture,vUV).xyz;
}
vec3 V = normalize(-vCamPosition);
vec3 N = normalize(vCamNormal);
vec3 L = normalize(lightPos-vCamPosition);
vec3 R = normalize(reflect(-L,N));
float diffuse = max(dot(L,N),0.0);
float specular = pow(max(dot(R,V),0.0),materialInfo.Shininess);
//return (color * specular);
//return (color * diffuse);
return (dcolor * diffuse+ materialInfo.Specular * specular);
}
void main(void)
{
color = phong(LightPos);
//color = debugout.xyz;
//color = vec3(1.0,0.0,0.0);
//color = texture2D(colorTexture,vUV).xyz;
//color = vec3(vUV,0.0);
}
#version 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec2 UV;
layout(location = 3) in ivec4 BoneIDs;
layout(location = 4) in vec4 Weights;
out vec3 vCamPosition;
out vec3 vCamNormal;
out vec2 vUV;
out vec4 debugout;
uniform mat4x4 MV;
uniform mat4x4 MVP;
uniform mat3x3 N;
uniform mat4x4 Bones[100];
void main(void)
{
debugout = vec4(BoneIDs)/60;
debugout = Weights;
//debugout = vec4(1);
mat4x4 BoneTransform= mat4x4(0.0);
for(int i =0; i <4; i++){
BoneTransform += Bones[BoneIDs[i]] * Weights[i];
}
if(Weights[0] == 0.0){
BoneTransform = mat4x4(1.0);
}
vec4 Pos = BoneTransform*vec4(Position,1.0);
vec4 Nor = BoneTransform*vec4(Normal,0.0);
//Pos = vec4(Position,1.0);
vCamPosition = vec4(MV*Pos).xyz;
vCamNormal = N*(Nor.xyz);
vUV = UV;
gl_Position = MVP * Pos;
}
// ===============================================================================
// May be included multiple times - resets structure packing to the defaults
// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
//
// Currently this works on the following compilers:
// MSVC 7,8,9
// GCC
// BORLAND (complains about 'pack state changed but not reverted', but works)
// ===============================================================================
#ifndef AI_PUSHPACK_IS_DEFINED
# error pushpack1.h must be included after poppack1.h
#endif
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
#undef AI_PUSHPACK_IS_DEFINED
/* A portable stdint.h
****************************************************************************
* BSD License:
****************************************************************************
*
* Copyright (c) 2005-2007 Paul Hsieh
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. 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.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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.
*
****************************************************************************
*
* Version 0.1.10
*
* The ANSI C standard committee, for the C99 standard, specified the
* inclusion of a new standard include file called stdint.h. This is
* a very useful and long desired include file which contains several
* very precise definitions for integer scalar types that is
* critically important for making portable several classes of
* applications including cryptography, hashing, variable length
* integer libraries and so on. But for most developers its likely
* useful just for programming sanity.
*
* The problem is that most compiler vendors have decided not to
* implement the C99 standard, and the next C++ language standard
* (which has a lot more mindshare these days) will be a long time in
* coming and its unknown whether or not it will include stdint.h or
* how much adoption it will have. Either way, it will be a long time
* before all compilers come with a stdint.h and it also does nothing
* for the extremely large number of compilers available today which
* do not include this file, or anything comparable to it.
*
* So that's what this file is all about. Its an attempt to build a
* single universal include file that works on as many platforms as
* possible to deliver what stdint.h is supposed to. A few things
* that should be noted about this file:
*
* 1) It is not guaranteed to be portable and/or present an identical
* interface on all platforms. The extreme variability of the
* ANSI C standard makes this an impossibility right from the
* very get go. Its really only meant to be useful for the vast
* majority of platforms that possess the capability of
* implementing usefully and precisely defined, standard sized
* integer scalars. Systems which are not intrinsically 2s
* complement may produce invalid constants.
*
* 2) There is an unavoidable use of non-reserved symbols.
*
* 3) Other standard include files are invoked.
*
* 4) This file may come in conflict with future platforms that do
* include stdint.h. The hope is that one or the other can be
* used with no real difference.
*
* 5) In the current verison, if your platform can't represent
* int32_t, int16_t and int8_t, it just dumps out with a compiler
* error.
*
* 6) 64 bit integers may or may not be defined. Test for their
* presence with the test: #ifdef INT64_MAX or #ifdef UINT64_MAX.
* Note that this is different from the C99 specification which
* requires the existence of 64 bit support in the compiler. If
* this is not defined for your platform, yet it is capable of
* dealing with 64 bits then it is because this file has not yet
* been extended to cover all of your system's capabilities.
*
* 7) (u)intptr_t may or may not be defined. Test for its presence
* with the test: #ifdef PTRDIFF_MAX. If this is not defined
* for your platform, then it is because this file has not yet
* been extended to cover all of your system's capabilities, not
* because its optional.
*
* 8) The following might not been defined even if your platform is
* capable of defining it:
*
* WCHAR_MIN
* WCHAR_MAX
* (u)int64_t
* PTRDIFF_MIN
* PTRDIFF_MAX
* (u)intptr_t
*
* 9) The following have not been defined:
*
* WINT_MIN
* WINT_MAX
*
* 10) The criteria for defining (u)int_least(*)_t isn't clear,
* except for systems which don't have a type that precisely
* defined 8, 16, or 32 bit types (which this include file does
* not support anyways). Default definitions have been given.
*
* 11) The criteria for defining (u)int_fast(*)_t isn't something I
* would trust to any particular compiler vendor or the ANSI C
* committee. It is well known that "compatible systems" are
* commonly created that have very different performance
* characteristics from the systems they are compatible with,
* especially those whose vendors make both the compiler and the
* system. Default definitions have been given, but its strongly
* recommended that users never use these definitions for any
* reason (they do *NOT* deliver any serious guarantee of
* improved performance -- not in this file, nor any vendor's
* stdint.h).
*
* 12) The following macros:
*
* PRINTF_INTMAX_MODIFIER
* PRINTF_INT64_MODIFIER
* PRINTF_INT32_MODIFIER
* PRINTF_INT16_MODIFIER
* PRINTF_LEAST64_MODIFIER
* PRINTF_LEAST32_MODIFIER
* PRINTF_LEAST16_MODIFIER
* PRINTF_INTPTR_MODIFIER
*
* are strings which have been defined as the modifiers required
* for the "d", "u" and "x" printf formats to correctly output
* (u)intmax_t, (u)int64_t, (u)int32_t, (u)int16_t, (u)least64_t,
* (u)least32_t, (u)least16_t and (u)intptr_t types respectively.
* PRINTF_INTPTR_MODIFIER is not defined for some systems which
* provide their own stdint.h. PRINTF_INT64_MODIFIER is not
* defined if INT64_MAX is not defined. These are an extension
* beyond what C99 specifies must be in stdint.h.
*
* In addition, the following macros are defined:
*
* PRINTF_INTMAX_HEX_WIDTH
* PRINTF_INT64_HEX_WIDTH
* PRINTF_INT32_HEX_WIDTH
* PRINTF_INT16_HEX_WIDTH
* PRINTF_INT8_HEX_WIDTH
* PRINTF_INTMAX_DEC_WIDTH
* PRINTF_INT64_DEC_WIDTH
* PRINTF_INT32_DEC_WIDTH
* PRINTF_INT16_DEC_WIDTH
* PRINTF_INT8_DEC_WIDTH
*
* Which specifies the maximum number of characters required to
* print the number of that type in either hexadecimal or decimal.
* These are an extension beyond what C99 specifies must be in
* stdint.h.
*
* Compilers tested (all with 0 warnings at their highest respective
* settings): Borland Turbo C 2.0, WATCOM C/C++ 11.0 (16 bits and 32
* bits), Microsoft Visual C++ 6.0 (32 bit), Microsoft Visual Studio
* .net (VC7), Intel C++ 4.0, GNU gcc v3.3.3
*
* This file should be considered a work in progress. Suggestions for
* improvements, especially those which increase coverage are strongly
* encouraged.
*
* Acknowledgements
*
* The following people have made significant contributions to the
* development and testing of this file:
*
* Chris Howie
* John Steele Scott
* Dave Thorup
*
*/
#include <stddef.h>
#include <limits.h>
#include <signal.h>
/*
* For gcc with _STDINT_H, fill in the PRINTF_INT*_MODIFIER macros, and
* do nothing else. On the Mac OS X version of gcc this is _STDINT_H_.
*/
#if ((defined(__STDC__) && __STDC__ && __STDC_VERSION__ >= 199901L) || (defined (__WATCOMC__) && (defined (_STDINT_H_INCLUDED) || __WATCOMC__ >= 1250)) || (defined(__GNUC__) && (defined(_STDINT_H) || defined(_STDINT_H_)))) && !defined (_PSTDINT_H_INCLUDED) && !defined(_STDINT)
#include <stdint.h>
#define _PSTDINT_H_INCLUDED
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT64_MODIFIER
# endif
# ifndef PRINTF_INT64_HEX_WIDTH
# define PRINTF_INT64_HEX_WIDTH "16"
# endif
# ifndef PRINTF_INT32_HEX_WIDTH
# define PRINTF_INT32_HEX_WIDTH "8"
# endif
# ifndef PRINTF_INT16_HEX_WIDTH
# define PRINTF_INT16_HEX_WIDTH "4"
# endif
# ifndef PRINTF_INT8_HEX_WIDTH
# define PRINTF_INT8_HEX_WIDTH "2"
# endif
# ifndef PRINTF_INT64_DEC_WIDTH
# define PRINTF_INT64_DEC_WIDTH "20"
# endif
# ifndef PRINTF_INT32_DEC_WIDTH
# define PRINTF_INT32_DEC_WIDTH "10"
# endif
# ifndef PRINTF_INT16_DEC_WIDTH
# define PRINTF_INT16_DEC_WIDTH "5"
# endif
# ifndef PRINTF_INT8_DEC_WIDTH
# define PRINTF_INT8_DEC_WIDTH "3"
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT64_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT64_DEC_WIDTH
# endif
/*
* Something really weird is going on with Open Watcom. Just pull some of
* these duplicated definitions from Open Watcom's stdint.h file for now.
*/
# if defined (__WATCOMC__) && __WATCOMC__ >= 1250
# if !defined (INT64_C)
# define INT64_C(x) (x + (INT64_MAX - INT64_MAX))
# endif
# if !defined (UINT64_C)
# define UINT64_C(x) (x + (UINT64_MAX - UINT64_MAX))
# endif
# if !defined (INT32_C)
# define INT32_C(x) (x + (INT32_MAX - INT32_MAX))
# endif
# if !defined (UINT32_C)
# define UINT32_C(x) (x + (UINT32_MAX - UINT32_MAX))
# endif
# if !defined (INT16_C)
# define INT16_C(x) (x)
# endif
# if !defined (UINT16_C)
# define UINT16_C(x) (x)
# endif
# if !defined (INT8_C)
# define INT8_C(x) (x)
# endif
# if !defined (UINT8_C)
# define UINT8_C(x) (x)
# endif
# if !defined (UINT64_MAX)
# define UINT64_MAX 18446744073709551615ULL
# endif
# if !defined (INT64_MAX)
# define INT64_MAX 9223372036854775807LL
# endif
# if !defined (UINT32_MAX)
# define UINT32_MAX 4294967295UL
# endif
# if !defined (INT32_MAX)
# define INT32_MAX 2147483647L
# endif
# if !defined (INTMAX_MAX)
# define INTMAX_MAX INT64_MAX
# endif
# if !defined (INTMAX_MIN)
# define INTMAX_MIN INT64_MIN
# endif
# endif
#endif
#ifndef _PSTDINT_H_INCLUDED
#define _PSTDINT_H_INCLUDED
#ifndef SIZE_MAX
# define SIZE_MAX (~(size_t)0)
#endif
/*
* Deduce the type assignments from limits.h under the assumption that
* integer sizes in bits are powers of 2, and follow the ANSI
* definitions.
*/
#ifndef UINT8_MAX
# define UINT8_MAX 0xff
#endif
#ifndef uint8_t
# if (UCHAR_MAX == UINT8_MAX) || defined (S_SPLINT_S)
typedef unsigned char uint8_t;
# define UINT8_C(v) ((uint8_t) v)
# else
# error "Platform not supported"
# endif
#endif
#ifndef INT8_MAX
# define INT8_MAX 0x7f
#endif
#ifndef INT8_MIN
# define INT8_MIN INT8_C(0x80)
#endif
#ifndef int8_t
# if (SCHAR_MAX == INT8_MAX) || defined (S_SPLINT_S)
typedef signed char int8_t;
# define INT8_C(v) ((int8_t) v)
# else
# error "Platform not supported"
# endif
#endif
#ifndef UINT16_MAX
# define UINT16_MAX 0xffff
#endif
#ifndef uint16_t
#if (UINT_MAX == UINT16_MAX) || defined (S_SPLINT_S)
typedef unsigned int uint16_t;
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER ""
# endif
# define UINT16_C(v) ((uint16_t) (v))
#elif (USHRT_MAX == UINT16_MAX)
typedef unsigned short uint16_t;
# define UINT16_C(v) ((uint16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef INT16_MAX
# define INT16_MAX 0x7fff
#endif
#ifndef INT16_MIN
# define INT16_MIN INT16_C(0x8000)
#endif
#ifndef int16_t
#if (INT_MAX == INT16_MAX) || defined (S_SPLINT_S)
typedef signed int int16_t;
# define INT16_C(v) ((int16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER ""
# endif
#elif (SHRT_MAX == INT16_MAX)
typedef signed short int16_t;
# define INT16_C(v) ((int16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef UINT32_MAX
# define UINT32_MAX (0xffffffffUL)
#endif
#ifndef uint32_t
#if (ULONG_MAX == UINT32_MAX) || defined (S_SPLINT_S)
typedef unsigned long uint32_t;
# define UINT32_C(v) v ## UL
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
#elif (UINT_MAX == UINT32_MAX)
typedef unsigned int uint32_t;
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
# define UINT32_C(v) v ## U
#elif (USHRT_MAX == UINT32_MAX)
typedef unsigned short uint32_t;
# define UINT32_C(v) ((unsigned short) (v))
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef INT32_MAX
# define INT32_MAX (0x7fffffffL)
#endif
#ifndef INT32_MIN
# define INT32_MIN INT32_C(0x80000000)
#endif
#ifndef int32_t
#if (LONG_MAX == INT32_MAX) || defined (S_SPLINT_S)
typedef signed long int32_t;
# define INT32_C(v) v ## L
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
#elif (INT_MAX == INT32_MAX)
typedef signed int int32_t;
# define INT32_C(v) v
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#elif (SHRT_MAX == INT32_MAX)
typedef signed short int32_t;
# define INT32_C(v) ((short) (v))
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#else
#error "Platform not supported"
#endif
#endif
/*
* The macro stdint_int64_defined is temporarily used to record
* whether or not 64 integer support is available. It must be
* defined for any 64 integer extensions for new platforms that are
* added.
*/
#undef stdint_int64_defined
#if (defined(__STDC__) && defined(__STDC_VERSION__)) || defined (S_SPLINT_S)
# if (__STDC__ && __STDC_VERSION >= 199901L) || defined (S_SPLINT_S)
# define stdint_int64_defined
typedef long long int64_t;
typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# endif
#endif
#if !defined (stdint_int64_defined)
# if defined(__GNUC__)
# define stdint_int64_defined
__extension__ typedef long long int64_t;
__extension__ typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# elif defined(__MWERKS__) || defined (__SUNPRO_C) || defined (__SUNPRO_CC) || defined (__APPLE_CC__) || defined (_LONG_LONG) || defined (_CRAYC) || defined (S_SPLINT_S)
# define stdint_int64_defined
typedef long long int64_t;
typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# elif (defined(__WATCOMC__) && defined(__WATCOM_INT64__)) || (defined(_MSC_VER) && _INTEGRAL_MAX_BITS >= 64) || (defined (__BORLANDC__) && __BORLANDC__ > 0x460) || defined (__alpha) || defined (__DECC)
# define stdint_int64_defined
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
# define UINT64_C(v) v ## UI64
# define INT64_C(v) v ## I64
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "I64"
# endif
# endif
#endif
#if !defined (LONG_LONG_MAX) && defined (INT64_C)
# define LONG_LONG_MAX INT64_C (9223372036854775807)
#endif
#ifndef ULONG_LONG_MAX
# define ULONG_LONG_MAX UINT64_C (18446744073709551615)
#endif
#if !defined (INT64_MAX) && defined (INT64_C)
# define INT64_MAX INT64_C (9223372036854775807)
#endif
#if !defined (INT64_MIN) && defined (INT64_C)
# define INT64_MIN INT64_C (-9223372036854775808)
#endif
#if !defined (UINT64_MAX) && defined (INT64_C)
# define UINT64_MAX UINT64_C (18446744073709551615)
#endif
/*
* Width of hexadecimal for number field.
*/
#ifndef PRINTF_INT64_HEX_WIDTH
# define PRINTF_INT64_HEX_WIDTH "16"
#endif
#ifndef PRINTF_INT32_HEX_WIDTH
# define PRINTF_INT32_HEX_WIDTH "8"
#endif
#ifndef PRINTF_INT16_HEX_WIDTH
# define PRINTF_INT16_HEX_WIDTH "4"
#endif
#ifndef PRINTF_INT8_HEX_WIDTH
# define PRINTF_INT8_HEX_WIDTH "2"
#endif
#ifndef PRINTF_INT64_DEC_WIDTH
# define PRINTF_INT64_DEC_WIDTH "20"
#endif
#ifndef PRINTF_INT32_DEC_WIDTH
# define PRINTF_INT32_DEC_WIDTH "10"
#endif
#ifndef PRINTF_INT16_DEC_WIDTH
# define PRINTF_INT16_DEC_WIDTH "5"
#endif
#ifndef PRINTF_INT8_DEC_WIDTH
# define PRINTF_INT8_DEC_WIDTH "3"
#endif
/*
* Ok, lets not worry about 128 bit integers for now. Moore's law says
* we don't need to worry about that until about 2040 at which point
* we'll have bigger things to worry about.
*/
#ifdef stdint_int64_defined
typedef int64_t intmax_t;
typedef uint64_t uintmax_t;
# define INTMAX_MAX INT64_MAX
# define INTMAX_MIN INT64_MIN
# define UINTMAX_MAX UINT64_MAX
# define UINTMAX_C(v) UINT64_C(v)
# define INTMAX_C(v) INT64_C(v)
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT64_MODIFIER
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT64_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT64_DEC_WIDTH
# endif
#else
typedef int32_t intmax_t;
typedef uint32_t uintmax_t;
# define INTMAX_MAX INT32_MAX
# define UINTMAX_MAX UINT32_MAX
# define UINTMAX_C(v) UINT32_C(v)
# define INTMAX_C(v) INT32_C(v)
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT32_MODIFIER
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT32_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT32_DEC_WIDTH
# endif
#endif
/*
* Because this file currently only supports platforms which have
* precise powers of 2 as bit sizes for the default integers, the
* least definitions are all trivial. Its possible that a future
* version of this file could have different definitions.
*/
#ifndef stdint_least_defined
typedef int8_t int_least8_t;
typedef uint8_t uint_least8_t;
typedef int16_t int_least16_t;
typedef uint16_t uint_least16_t;
typedef int32_t int_least32_t;
typedef uint32_t uint_least32_t;
# define PRINTF_LEAST32_MODIFIER PRINTF_INT32_MODIFIER
# define PRINTF_LEAST16_MODIFIER PRINTF_INT16_MODIFIER
# define UINT_LEAST8_MAX UINT8_MAX
# define INT_LEAST8_MAX INT8_MAX
# define UINT_LEAST16_MAX UINT16_MAX
# define INT_LEAST16_MAX INT16_MAX
# define UINT_LEAST32_MAX UINT32_MAX
# define INT_LEAST32_MAX INT32_MAX
# define INT_LEAST8_MIN INT8_MIN
# define INT_LEAST16_MIN INT16_MIN
# define INT_LEAST32_MIN INT32_MIN
# ifdef stdint_int64_defined
typedef int64_t int_least64_t;
typedef uint64_t uint_least64_t;
# define PRINTF_LEAST64_MODIFIER PRINTF_INT64_MODIFIER
# define UINT_LEAST64_MAX UINT64_MAX
# define INT_LEAST64_MAX INT64_MAX
# define INT_LEAST64_MIN INT64_MIN
# endif
#endif
#undef stdint_least_defined
/*
* The ANSI C committee pretending to know or specify anything about
* performance is the epitome of misguided arrogance. The mandate of
* this file is to *ONLY* ever support that absolute minimum
* definition of the fast integer types, for compatibility purposes.
* No extensions, and no attempt to suggest what may or may not be a
* faster integer type will ever be made in this file. Developers are
* warned to stay away from these types when using this or any other
* stdint.h.
*/
typedef int_least8_t int_fast8_t;
typedef uint_least8_t uint_fast8_t;
typedef int_least16_t int_fast16_t;
typedef uint_least16_t uint_fast16_t;
typedef int_least32_t int_fast32_t;
typedef uint_least32_t uint_fast32_t;
#define UINT_FAST8_MAX UINT_LEAST8_MAX
#define INT_FAST8_MAX INT_LEAST8_MAX
#define UINT_FAST16_MAX UINT_LEAST16_MAX
#define INT_FAST16_MAX INT_LEAST16_MAX
#define UINT_FAST32_MAX UINT_LEAST32_MAX
#define INT_FAST32_MAX INT_LEAST32_MAX
#define INT_FAST8_MIN INT_LEAST8_MIN
#define INT_FAST16_MIN INT_LEAST16_MIN
#define INT_FAST32_MIN INT_LEAST32_MIN
#ifdef stdint_int64_defined
typedef int_least64_t int_fast64_t;
typedef uint_least64_t uint_fast64_t;
# define UINT_FAST64_MAX UINT_LEAST64_MAX
# define INT_FAST64_MAX INT_LEAST64_MAX
# define INT_FAST64_MIN INT_LEAST64_MIN
#endif
#undef stdint_int64_defined
/*
* Whatever piecemeal, per compiler thing we can do about the wchar_t
* type limits.
*/
#if defined(__WATCOMC__) || defined(_MSC_VER) || defined (__GNUC__)
# include <wchar.h>
# ifndef WCHAR_MIN
# define WCHAR_MIN 0
# endif
# ifndef WCHAR_MAX
# define WCHAR_MAX ((wchar_t)-1)
# endif
#endif
/*
* Whatever piecemeal, per compiler/platform thing we can do about the
* (u)intptr_t types and limits.
*/
#if defined (_MSC_VER) && defined (_UINTPTR_T_DEFINED)
# define STDINT_H_UINTPTR_T_DEFINED
#endif
#ifndef STDINT_H_UINTPTR_T_DEFINED
# if defined (__alpha__) || defined (__ia64__) || defined (__x86_64__) || defined (_WIN64)
# define stdint_intptr_bits 64
# elif defined (__WATCOMC__) || defined (__TURBOC__)
# if defined(__TINY__) || defined(__SMALL__) || defined(__MEDIUM__)
# define stdint_intptr_bits 16
# else
# define stdint_intptr_bits 32
# endif
# elif defined (__i386__) || defined (_WIN32) || defined (WIN32)
# define stdint_intptr_bits 32
# elif defined (__INTEL_COMPILER)
/* TODO -- what will Intel do about x86-64? */
# endif
# ifdef stdint_intptr_bits
# define stdint_intptr_glue3_i(a,b,c) a##b##c
# define stdint_intptr_glue3(a,b,c) stdint_intptr_glue3_i(a,b,c)
# ifndef PRINTF_INTPTR_MODIFIER
# define PRINTF_INTPTR_MODIFIER stdint_intptr_glue3(PRINTF_INT,stdint_intptr_bits,_MODIFIER)
# endif
# ifndef PTRDIFF_MAX
# define PTRDIFF_MAX stdint_intptr_glue3(INT,stdint_intptr_bits,_MAX)
# endif
# ifndef PTRDIFF_MIN
# define PTRDIFF_MIN stdint_intptr_glue3(INT,stdint_intptr_bits,_MIN)
# endif
# ifndef UINTPTR_MAX
# define UINTPTR_MAX stdint_intptr_glue3(UINT,stdint_intptr_bits,_MAX)
# endif
# ifndef INTPTR_MAX
# define INTPTR_MAX stdint_intptr_glue3(INT,stdint_intptr_bits,_MAX)
# endif
# ifndef INTPTR_MIN
# define INTPTR_MIN stdint_intptr_glue3(INT,stdint_intptr_bits,_MIN)
# endif
# ifndef INTPTR_C
# define INTPTR_C(x) stdint_intptr_glue3(INT,stdint_intptr_bits,_C)(x)
# endif
# ifndef UINTPTR_C
# define UINTPTR_C(x) stdint_intptr_glue3(UINT,stdint_intptr_bits,_C)(x)
# endif
typedef stdint_intptr_glue3(uint,stdint_intptr_bits,_t) uintptr_t;
typedef stdint_intptr_glue3( int,stdint_intptr_bits,_t) intptr_t;
# else
/* TODO -- This following is likely wrong for some platforms, and does
nothing for the definition of uintptr_t. */
typedef ptrdiff_t intptr_t;
# endif
# define STDINT_H_UINTPTR_T_DEFINED
#endif
/*
* Assumes sig_atomic_t is signed and we have a 2s complement machine.
*/
#ifndef SIG_ATOMIC_MAX
# define SIG_ATOMIC_MAX ((((sig_atomic_t) 1) << (sizeof (sig_atomic_t)*CHAR_BIT-1)) - 1)
#endif
#endif
// ===============================================================================
// May be included multiple times - sets structure packing to 1
// for all supported compilers. #include <poppack1.h> reverts the changes.
//
// Currently this works on the following compilers:
// MSVC 7,8,9
// GCC
// BORLAND (complains about 'pack state changed but not reverted', but works)
// Clang
//
//
// USAGE:
//
// struct StructToBePacked {
// } PACK_STRUCT;
//
// ===============================================================================
#ifdef AI_PUSHPACK_IS_DEFINED
# error poppack1.h must be included after pushpack1.h
#endif
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# if defined(__clang__)
# define PACK_STRUCT __attribute__((__packed__))
# else
# define PACK_STRUCT __attribute__((gcc_struct, __packed__))
# endif
#else
# error Compiler not supported
#endif
#if defined(_MSC_VER)
// C4103: Packing was changed after the inclusion of the header, propably missing #pragma pop
# pragma warning (disable : 4103)
#endif
#define AI_PUSHPACK_IS_DEFINED
/*
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 DefaultLogger.h
*/
#ifndef INCLUDED_AI_DEFAULTLOGGER
#define INCLUDED_AI_DEFAULTLOGGER
#include "Logger.hpp"
#include "LogStream.hpp"
#include "NullLogger.hpp"
#include <vector>
namespace Assimp {
// ------------------------------------------------------------------------------------
class IOStream;
struct LogStreamInfo;
/** default name of logfile */
#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Primary logging facility of Assimp.
*
* The library stores its primary #Logger as a static member of this class.
* #get() returns this primary logger. By default the underlying implementation is
* just a #NullLogger which rejects all log messages. By calling #create(), logging
* is turned on. To capture the log output multiple log streams (#LogStream) can be
* attach to the logger. Some default streams for common streaming locations (such as
* a file, std::cout, OutputDebugString()) are also provided.
*
* If you wish to customize the logging at an even deeper level supply your own
* implementation of #Logger to #set().
* @note The whole logging stuff causes a small extra overhead for all imports. */
class ASSIMP_API DefaultLogger :
public Logger {
public:
// ----------------------------------------------------------------------
/** @brief Creates a logging instance.
* @param name Name for log file. Only valid in combination
* with the aiDefaultLogStream_FILE flag.
* @param severity Log severity, VERBOSE turns on debug messages
* @param defStreams Default log streams to be attached. Any bitwise
* combination of the aiDefaultLogStream enumerated values.
* If #aiDefaultLogStream_FILE is specified but an empty string is
* passed for 'name', no log file is created at all.
* @param io IOSystem to be used to open external files (such as the
* log file). Pass NULL to rely on the default implementation.
* This replaces the default #NullLogger with a #DefaultLogger instance. */
static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
LogSeverity severity = NORMAL,
unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
IOSystem* io = NULL);
// ----------------------------------------------------------------------
/** @brief Setup a custom #Logger implementation.
*
* Use this if the provided #DefaultLogger class doesn't fit into
* your needs. If the provided message formatting is OK for you,
* it's much easier to use #create() and to attach your own custom
* output streams to it.
* @param logger Pass NULL to setup a default NullLogger*/
static void set (Logger *logger);
// ----------------------------------------------------------------------
/** @brief Getter for singleton instance
* @return Only instance. This is never null, but it could be a
* NullLogger. Use isNullLogger to check this.*/
static Logger *get();
// ----------------------------------------------------------------------
/** @brief Return whether a #NullLogger is currently active
* @return true if the current logger is a #NullLogger.
* Use create() or set() to setup a logger that does actually do
* something else than just rejecting all log messages. */
static bool isNullLogger();
// ----------------------------------------------------------------------
/** @brief Kills the current singleton logger and replaces it with a
* #NullLogger instance. */
static void kill();
// ----------------------------------------------------------------------
/** @copydoc Logger::attachStream */
bool attachStream(LogStream *pStream,
unsigned int severity);
// ----------------------------------------------------------------------
/** @copydoc Logger::detatchStream */
bool detatchStream(LogStream *pStream,
unsigned int severity);
private:
// ----------------------------------------------------------------------
/** @briefPrivate construction for internal use by create().
* @param severity Logging granularity */
DefaultLogger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @briefDestructor */
~DefaultLogger();
private:
/** @brief Logs debug infos, only been written when severity level VERBOSE is set */
void OnDebug(const char* message);
/** @brief Logs an info message */
void OnInfo(const char* message);
/** @brief Logs a warning message */
void OnWarn(const char* message);
/** @brief Logs an error message */
void OnError(const char* message);
// ----------------------------------------------------------------------
/** @brief Writes a message to all streams */
void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
// ----------------------------------------------------------------------
/** @brief Returns the thread id.
* @note This is an OS specific feature, if not supported, a
* zero will be returned.
*/
unsigned int GetThreadID();
private:
// Aliases for stream container
typedef std::vector<LogStreamInfo*> StreamArray;
typedef std::vector<LogStreamInfo*>::iterator StreamIt;
typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
//! only logging instance
static Logger *m_pLogger;
static NullLogger s_pNullLogger;
//! Attached streams
StreamArray m_StreamArray;
bool noRepeatMsg;
char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
size_t lastLen;
};
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_DEFAULTLOGGER
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2011, 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 export.hpp
* @brief Defines the CPP-API for the Assimp export interface
*/
#ifndef AI_EXPORT_HPP_INC
#define AI_EXPORT_HPP_INC
#ifndef ASSIMP_BUILD_NO_EXPORT
#include "cexport.h"
namespace Assimp {
class ExporterPimpl;
class IOSystem;
// ----------------------------------------------------------------------------------
/** CPP-API: The Exporter class forms an C++ interface to the export functionality
* of the Open Asset Import Library. Note that the export interface is available
* only if Assimp has been built with ASSIMP_BUILD_NO_EXPORT not defined.
*
* The interface is modelled after the importer interface and mostly
* symmetric. The same rules for threading etc. apply.
*
* In a nutshell, there are two export interfaces: #Export, which writes the
* output file(s) either to the regular file system or to a user-supplied
* #IOSystem, and #ExportToBlob which returns a linked list of memory
* buffers (blob), each referring to one output file (in most cases
* there will be only one output file of course, but this extra complexity is
* needed since Assimp aims at supporting a wide range of file formats).
*
* #ExportToBlob is especially useful if you intend to work
* with the data in-memory.
*/
class ASSIMP_API Exporter
// TODO: causes good ol' base class has no dll interface warning
//#ifdef __cplusplus
// : public boost::noncopyable
//#endif // __cplusplus
{
public:
/** Function pointer type of a Export worker function */
typedef void (*fpExportFunc)(const char*,IOSystem*,const aiScene*);
/** Internal description of an Assimp export format option */
struct ExportFormatEntry
{
/// Public description structure to be returned by aiGetExportFormatDescription()
aiExportFormatDesc mDescription;
// Worker function to do the actual exporting
fpExportFunc mExportFunction;
// Postprocessing steps to be executed PRIOR to invoking mExportFunction
unsigned int mEnforcePP;
// Constructor to fill all entries
ExportFormatEntry( const char* pId, const char* pDesc, const char* pExtension, fpExportFunc pFunction, unsigned int pEnforcePP = 0u)
{
mDescription.id = pId;
mDescription.description = pDesc;
mDescription.fileExtension = pExtension;
mExportFunction = pFunction;
mEnforcePP = pEnforcePP;
}
ExportFormatEntry() : mExportFunction(), mEnforcePP() {}
};
public:
Exporter();
~Exporter();
public:
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the exporter to use to open and
* access files.
*
* If you need #Export to use custom IO logic to access the files,
* you need to supply a custom implementation of IOSystem and
* IOFile to the exporter.
*
* #Exporter takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
* Pass NULL to take again ownership of your IOSystem and reset Assimp
* to use its default implementation, which uses plain file IO.
*
* @param pIOHandler The IO handler to be used in all file accesses
* of the Importer. */
void SetIOHandler( IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Retrieves the IO handler that is currently set.
* You can use #IsDefaultIOHandler() to check whether the returned
* interface is the default IO handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom IO handler via #SetIOHandler().
* @return A valid IOSystem interface, never NULL. */
IOSystem* GetIOHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default IO handler is active
* A default handler is active as long the application doesn't
* supply its own custom IO handler via #SetIOHandler().
* @return true by default */
bool IsDefaultIOHandler() const;
// -------------------------------------------------------------------
/** Exports the given scene to a chosen file format. Returns the exported
* data as a binary blob which you can write into a file or something.
* When you're done with the data, simply let the #Exporter instance go
* out of scope to have it released automatically.
* @param pScene The scene to export. Stays in possession of the caller,
* is not changed by the function.
* @param pFormatId ID string to specify to which format you want to
* export to. Use
* #GetExportFormatCount / #GetExportFormatDescription to learn which
* export formats are available.
* @param pPreprocessing See the documentation for #Export
* @return the exported data or NULL in case of error.
* @note If the Exporter instance did already hold a blob from
* a previous call to #ExportToBlob, it will be disposed.
* Any IO handlers set via #SetIOHandler are ignored here.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene. */
const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing = 0u );
inline const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId, unsigned int pPreprocessing = 0u );
// -------------------------------------------------------------------
/** Convenience function to export directly to a file. Use
* #SetIOSystem to supply a custom IOSystem to gain fine-grained control
* about the output data flow of the export process.
* @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
* @param pPath Full target file name. Target must be accessible.
* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
* flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
* In short, this means the geometry data should use a right-handed coordinate systems, face
* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
* to have those defaults automatically adapted to their conventions. Specifying those flags
* for exporting has the opposite effect, respectively. Some other of the
* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
* to try out what their effect on the exported file is. Many formats impose
* their own restrictions on the structure of the geometry stored therein,
* so some preprocessing may have little or no effect at all, or may be
* redundant as exporters would apply them anyhow. A good example
* is triangulation - whilst you can enforce it by specifying
* the #aiProcess_Triangulate flag, most export formats support only
* triangulate data so they would run the step even if it wasn't requested.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
* any postprocessing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).
* @return AI_SUCCESS if everything was fine.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.*/
aiReturn Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing = 0u);
inline aiReturn Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing = 0u);
// -------------------------------------------------------------------
/** Returns an error description of an error that occurred in #Export
* or #ExportToBlob
*
* Returns an empty string if no error occurred.
* @return A description of the last error, an empty string if no
* error occurred. The string is never NULL.
*
* @note The returned function remains valid until one of the
* following methods is called: #Export, #ExportToBlob, #FreeBlob */
const char* GetErrorString() const;
// -------------------------------------------------------------------
/** Return the blob obtained from the last call to #ExportToBlob */
const aiExportDataBlob* GetBlob() const;
// -------------------------------------------------------------------
/** Orphan the blob from the last call to #ExportToBlob. This means
* the caller takes ownership and is thus responsible for calling
* the C API function #aiReleaseExportBlob to release it. */
const aiExportDataBlob* GetOrphanedBlob() const;
// -------------------------------------------------------------------
/** Frees the current blob.
*
* The function does nothing if no blob has previously been
* previously produced via #ExportToBlob. #FreeBlob is called
* automatically by the destructor. The only reason to call
* it manually would be to reclain as much storage as possible
* without giving up the #Exporter instance yet. */
void FreeBlob( );
// -------------------------------------------------------------------
/** Returns the number of export file formats available in the current
* Assimp build. Use #Exporter::GetExportFormatDescription to
* retrieve infos of a specific export format */
size_t GetExportFormatCount() const;
// -------------------------------------------------------------------
/** Returns a description of the nth export file format. Use #
* #Exporter::GetExportFormatCount to learn how many export
* formats are supported.
* @param pIndex Index of the export format to retrieve information
* for. Valid range is 0 to #Exporter::GetExportFormatCount
* @return A description of that specific export format.
* NULL if pIndex is out of range. */
const aiExportFormatDesc* GetExportFormatDescription( size_t pIndex ) const;
// -------------------------------------------------------------------
/** Register a custom exporter. Custom export formats are limited to
* to the current #Exporter instance and do not affect the
* library globally.
* @param desc Exporter description.
* @return aiReturn_SUCCESS if the export format was successfully
* registered. A common cause that would prevent an exporter
* from being registered is that its format id is already
* occupied by another format. */
aiReturn RegisterExporter(const ExportFormatEntry& desc);
// -------------------------------------------------------------------
/** Remove an export format previously registered with #RegisterExporter
* from the #Exporter instance (this can also be used to drop
* builtin exporters because those are implicitly registered
* using #RegisterExporter).
* @param id Format id to be unregistered, this refers to the
* 'id' field of #aiExportFormatDesc.
* @note Calling this method on a format description not yet registered
* has no effect.*/
void UnregisterExporter(const char* id);
protected:
// Just because we don't want you to know how we're hacking around.
ExporterPimpl* pimpl;
};
// ----------------------------------------------------------------------------------
inline const aiExportDataBlob* Exporter :: ExportToBlob( const aiScene* pScene, const std::string& pFormatId,unsigned int pPreprocessing )
{
return ExportToBlob(pScene,pFormatId.c_str(),pPreprocessing);
}
// ----------------------------------------------------------------------------------
inline aiReturn Exporter :: Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing )
{
return Export(pScene,pFormatId.c_str(),pPath.c_str(),pPreprocessing);
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_EXPORT
#endif // AI_EXPORT_HPP_INC
/*
---------------------------------------------------------------------------
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 IOStream.h
* @brief File I/O wrappers for C++.
*/
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
#include "types.h"
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
*
* Derive an own implementation from this interface to provide custom IO handling
* to the Importer. If you implement this interface, be sure to also provide an
* implementation for IOSystem that creates instances of your custom IO class.
*/
class ASSIMP_API IOStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** Constructor protected, use IOSystem::Open() to create an instance. */
IOStream(void);
public:
// -------------------------------------------------------------------
/** @brief Destructor. Deleting the object closes the underlying file,
* alternatively you may use IOSystem::Close() to release the file.
*/
virtual ~IOStream();
// -------------------------------------------------------------------
/** @brief Read from the file
*
* See fread() for more details
* This fails for write-only files */
virtual size_t Read(void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Write to the file
*
* See fwrite() for more details
* This fails for read-only files */
virtual size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Set the read/write cursor of the file
*
* Note that the offset is _negative_ for aiOrigin_END.
* See fseek() for more details */
virtual aiReturn Seek(size_t pOffset,
aiOrigin pOrigin) = 0;
// -------------------------------------------------------------------
/** @brief Get the current position of the read/write cursor
*
* See ftell() for more details */
virtual size_t Tell() const = 0;
// -------------------------------------------------------------------
/** @brief Returns filesize
* Returns the filesize. */
virtual size_t FileSize() const = 0;
// -------------------------------------------------------------------
/** @brief Flush the contents of the file buffer (for writers)
* See fflush() for more details.
*/
virtual void Flush() = 0;
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline IOStream::IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
inline IOStream::~IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
} //!namespace Assimp
#endif //!!AI_IOSTREAM_H_INC
/*
---------------------------------------------------------------------------
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 IOSystem.h
* @brief File system wrapper for C++. Inherit this class to supply
* custom file handling logic to the Import library.
*/
#ifndef AI_IOSYSTEM_H_INC
#define AI_IOSYSTEM_H_INC
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
#include "types.h"
namespace Assimp {
class IOStream;
// ---------------------------------------------------------------------------
/** @brief CPP-API: Interface to the file system.
*
* Derive an own implementation from this interface to supply custom file handling
* to the importer library. If you implement this interface, you also want to
* supply a custom implementation for IOStream.
*
* @see Importer::SetIOHandler() */
class ASSIMP_API IOSystem
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// -------------------------------------------------------------------
/** @brief Default constructor.
*
* Create an instance of your derived class and assign it to an
* #Assimp::Importer instance by calling Importer::SetIOHandler().
*/
IOSystem();
// -------------------------------------------------------------------
/** @brief Virtual destructor.
*
* It is safe to be called from within DLL Assimp, we're constructed
* on Assimp's heap.
*/
virtual ~IOSystem();
public:
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Exists(const char*)
*/
AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
// -------------------------------------------------------------------
/** @brief Tests for the existence of a file at the given path.
*
* @param pFile Path to the file
* @return true if there is a file with this path, else false.
*/
virtual bool Exists( const char* pFile) const = 0;
// -------------------------------------------------------------------
/** @brief Returns the system specific directory separator
* @return System specific directory separator
*/
virtual char getOsSeparator() const = 0;
// -------------------------------------------------------------------
/** @brief Open a new file with a given path.
*
* When the access to the file is finished, call Close() to release
* all associated resources (or the virtual dtor of the IOStream).
*
* @param pFile Path to the file
* @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
* "rb", "r", "rt".
*
* @return New IOStream interface allowing the lib to access
* the underlying file.
* @note When implementing this class to provide custom IO handling,
* you probably have to supply an own implementation of IOStream as well.
*/
virtual IOStream* Open(const char* pFile,
const char* pMode = "rb") = 0;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Open(const char*, const char*)
*/
inline IOStream* Open(const std::string& pFile,
const std::string& pMode = std::string("rb"));
// -------------------------------------------------------------------
/** @brief Closes the given file and releases all resources
* associated with it.
* @param pFile The file instance previously created by Open().
*/
virtual void Close( IOStream* pFile) = 0;
// -------------------------------------------------------------------
/** @brief Compares two paths and check whether the point to
* identical files.
*
* The dummy implementation of this virtual member performs a
* case-insensitive comparison of the given strings. The default IO
* system implementation uses OS mechanisms to convert relative into
* absolute paths, so the result can be trusted.
* @param one First file
* @param second Second file
* @return true if the paths point to the same file. The file needn't
* be existing, however.
*/
virtual bool ComparePaths (const char* one,
const char* second) const;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see ComparePaths(const char*, const char*)
*/
inline bool ComparePaths (const std::string& one,
const std::string& second) const;
};
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::~IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL
// versions. This code her is inlined, so it shouldn't cause any problems.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
const std::string& pMode)
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Open(pFile.c_str(),pMode.c_str());
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Exists(pFile.c_str());
}
// ----------------------------------------------------------------------------
inline bool IOSystem::ComparePaths (const std::string& one,
const std::string& second) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return ComparePaths(one.c_str(),second.c_str());
}
// ----------------------------------------------------------------------------
} //!ns Assimp
#endif //AI_IOSYSTEM_H_INC
/*
---------------------------------------------------------------------------
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.hpp
* @brief Defines the C++-API to the Open Asset Import Library.
*/
#ifndef INCLUDED_AI_ASSIMP_HPP
#define INCLUDED_AI_ASSIMP_HPP
#ifndef __cplusplus
# error This header requires C++ to be used. Use assimp.h for plain C.
#endif
// Public ASSIMP data structures
#include "types.h"
#include "config.h"
namespace Assimp {
// =======================================================================
// Public interface to Assimp
class Importer;
class Exporter; // export.hpp
class IOStream;
class IOSystem;
class ProgressHandler;
// =======================================================================
// Plugin development
//
// Include the following headers for the declarations:
// BaseImporter.h
// BaseProcess.h
class BaseImporter;
class BaseProcess;
class SharedPostProcessInfo;
class BatchLoader;
// =======================================================================
// Holy stuff, only for members of the high council of the Jedi.
class ImporterPimpl;
class ExporterPimpl; // export.hpp
} //! namespace Assimp
#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
struct aiScene;
// importerdesc.h
struct aiImporterDesc;
/** @namespace Assimp Assimp's CPP-API and all internal APIs */
namespace Assimp {
// ----------------------------------------------------------------------------------
/** CPP-API: The Importer class forms an C++ interface to the functionality of the
* Open Asset Import Library.
*
* Create an object of this class and call ReadFile() to import a file.
* If the import succeeds, the function returns a pointer to the imported data.
* The data remains property of the object, it is intended to be accessed
* read-only. The imported data will be destroyed along with the Importer
* object. If the import fails, ReadFile() returns a NULL pointer. In this
* case you can retrieve a human-readable error description be calling
* GetErrorString(). You can call ReadFile() multiple times with a single Importer
* instance. Actually, constructing Importer objects involves quite many
* allocations and may take some time, so it's better to reuse them as often as
* possible.
*
* If you need the Importer to do custom file handling to access the files,
* implement IOSystem and IOStream and supply an instance of your custom
* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
* If you do not assign a custion IO handler, a default handler using the
* standard C++ IO logic will be used.
*
* @note One Importer instance is not thread-safe. If you use multiple
* threads for loading, each thread should maintain its own Importer instance.
*/
class ASSIMP_API Importer {
public:
// -------------------------------------------------------------------
/** Constructor. Creates an empty importer object.
*
* Call ReadFile() to start the import process. The configuration
* property table is initially empty.
*/
Importer();
// -------------------------------------------------------------------
/** Copy constructor.
*
* This copies the configuration properties of another Importer.
* If this Importer owns a scene it won't be copied.
* Call ReadFile() to start the import process.
*/
Importer(const Importer& other);
// -------------------------------------------------------------------
/** Destructor. The object kept ownership of the imported data,
* which now will be destroyed along with the object.
*/
~Importer();
// -------------------------------------------------------------------
/** Registers a new loader.
*
* @param pImp Importer to be added. The Importer instance takes
* ownership of the pointer, so it will be automatically deleted
* with the Importer instance.
* @return AI_SUCCESS if the loader has been added. The registration
* fails if there is already a loader for a specific file extension.
*/
aiReturn RegisterLoader(BaseImporter* pImp);
// -------------------------------------------------------------------
/** Unregisters a loader.
*
* @param pImp Importer to be unregistered.
* @return AI_SUCCESS if the loader has been removed. The function
* fails if the loader is currently in use (this could happen
* if the #Importer instance is used by more than one thread) or
* if it has not yet been registered.
*/
aiReturn UnregisterLoader(BaseImporter* pImp);
// -------------------------------------------------------------------
/** Registers a new post-process step.
*
* At the moment, there's a small limitation: new post processing
* steps are added to end of the list, or in other words, executed
* last, after all built-in steps.
* @param pImp Post-process step to be added. The Importer instance
* takes ownership of the pointer, so it will be automatically
* deleted with the Importer instance.
* @return AI_SUCCESS if the step has been added correctly.
*/
aiReturn RegisterPPStep(BaseProcess* pImp);
// -------------------------------------------------------------------
/** Unregisters a post-process step.
*
* @param pImp Step to be unregistered.
* @return AI_SUCCESS if the step has been removed. The function
* fails if the step is currently in use (this could happen
* if the #Importer instance is used by more than one thread) or
* if it has not yet been registered.
*/
aiReturn UnregisterPPStep(BaseProcess* pImp);
// -------------------------------------------------------------------
/** Set an integer configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX and are simple strings).
* @param iValue New value of the property
* @param bWasExisting Optional pointer to receive true if the
* property was set before. The new value replaces the previous value
* in this case.
* @note Property of different types (float, int, string ..) are kept
* on different stacks, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
void SetPropertyInteger(const char* szName, int iValue,
bool* bWasExisting = NULL);
// -------------------------------------------------------------------
/** Set a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see SetPropertyInteger()
*/
void SetPropertyBool(const char* szName, bool value, bool* bWasExisting = NULL) {
SetPropertyInteger(szName,value,bWasExisting);
}
// -------------------------------------------------------------------
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyFloat(const char* szName, float fValue,
bool* bWasExisting = NULL);
// -------------------------------------------------------------------
/** Set a string configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyString(const char* szName, const std::string& sValue,
bool* bWasExisting = NULL);
// -------------------------------------------------------------------
/** Set a matrix configuration property.
* @see SetPropertyInteger()
*/
void SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue,
bool* bWasExisting = NULL);
// -------------------------------------------------------------------
/** Get a configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX).
* @param iErrorReturn Value that is returned if the property
* is not found.
* @return Current value of the property
* @note Property of different types (float, int, string ..) are kept
* on different lists, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
int GetPropertyInteger(const char* szName,
int iErrorReturn = 0xffffffff) const;
// -------------------------------------------------------------------
/** Get a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see GetPropertyInteger()
*/
bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
return GetPropertyInteger(szName,bErrorReturn)!=0;
}
// -------------------------------------------------------------------
/** Get a floating-point configuration property
* @see GetPropertyInteger()
*/
float GetPropertyFloat(const char* szName,
float fErrorReturn = 10e10f) const;
// -------------------------------------------------------------------
/** Get a string configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const std::string GetPropertyString(const char* szName,
const std::string& sErrorReturn = "") const;
// -------------------------------------------------------------------
/** Get a matrix configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const aiMatrix4x4 GetPropertyMatrix(const char* szName,
const aiMatrix4x4& sErrorReturn = aiMatrix4x4()) const;
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the importer to use to open and
* access files. If you need the importer to use custion IO logic to
* access the files, you need to provide a custom implementation of
* IOSystem and IOFile to the importer. Then create an instance of
* your custion IOSystem implementation and supply it by this function.
*
* The Importer takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
* Pass NULL to take again ownership of your IOSystem and reset Assimp
* to use its default implementation.
*
* @param pIOHandler The IO handler to be used in all file accesses
* of the Importer.
*/
void SetIOHandler( IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Retrieves the IO handler that is currently set.
* You can use #IsDefaultIOHandler() to check whether the returned
* interface is the default IO handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom IO handler via #SetIOHandler().
* @return A valid IOSystem interface, never NULL.
*/
IOSystem* GetIOHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default IO handler is active
* A default handler is active as long the application doesn't
* supply its own custom IO handler via #SetIOHandler().
* @return true by default
*/
bool IsDefaultIOHandler() const;
// -------------------------------------------------------------------
/** Supplies a custom progress handler to the importer. This
* interface exposes a #Update() callback, which is called
* more or less periodically (please don't sue us if it
* isn't as periodically as you'd like it to have ...).
* This can be used to implement progress bars and loading
* timeouts.
* @param pHandler Progress callback interface. Pass NULL to
* disable progress reporting.
* @note Progress handlers can be used to abort the loading
* at almost any time.*/
void SetProgressHandler ( ProgressHandler* pHandler );
// -------------------------------------------------------------------
/** Retrieves the progress handler that is currently set.
* You can use #IsDefaultProgressHandler() to check whether the returned
* interface is the default handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom handler via #SetProgressHandler().
* @return A valid ProgressHandler interface, never NULL.
*/
ProgressHandler* GetProgressHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default progress handler is active
* A default handler is active as long the application doesn't
* supply its own custom progress handler via #SetProgressHandler().
* @return true by default
*/
bool IsDefaultProgressHandler() const;
// -------------------------------------------------------------------
/** @brief Check whether a given set of postprocessing flags
* is supported.
*
* Some flags are mutually exclusive, others are probably
* not available because your excluded them from your
* Assimp builds. Calling this function is recommended if
* you're unsure.
*
* @param pFlags Bitwise combination of the aiPostProcess flags.
* @return true if this flag combination is fine.
*/
bool ValidateFlags(unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Reads the given file and returns its contents if successful.
*
* If the call succeeds, the contents of the file are returned as a
* pointer to an aiScene object. The returned data is intended to be
* read-only, the importer object keeps ownership of the data and will
* destroy it upon destruction. If the import fails, NULL is returned.
* A human-readable error description can be retrieved by calling
* GetErrorString(). The previous scene will be deleted during this call.
* @param pFile Path and filename to the file to be imported.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #ApplyPostProcessing().
* @return A pointer to the imported data, NULL if the import failed.
* The pointer to the scene remains in possession of the Importer
* instance. Use GetOrphanedScene() to take ownership of it.
*
* @note Assimp is able to determine the file format of a file
* automatically.
*/
const aiScene* ReadFile(
const char* pFile,
unsigned int pFlags);
// -------------------------------------------------------------------
/** Reads the given file from a memory buffer and returns its
* contents if successful.
*
* If the call succeeds, the contents of the file are returned as a
* pointer to an aiScene object. The returned data is intended to be
* read-only, the importer object keeps ownership of the data and will
* destroy it upon destruction. If the import fails, NULL is returned.
* A human-readable error description can be retrieved by calling
* GetErrorString(). The previous scene will be deleted during this call.
* Calling this method doesn't affect the active IOSystem.
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #ApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non
* empty string, the library looks for a loader to support
* the file extension specified by pHint and passes the file to
* the first matching loader. If this loader is unable to completely
* the request, the library continues and tries to determine the
* file format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @return A pointer to the imported data, NULL if the import failed.
* The pointer to the scene remains in possession of the Importer
* instance. Use GetOrphanedScene() to take ownership of it.
*
* @note This is a straightforward way to decode models from memory
* buffers, but it doesn't handle model formats that spread their
* data across multiple files or even directories. Examples include
* OBJ or MD3, which outsource parts of their material info into
* external scripts. If you need full functionality, provide
* a custom IOSystem to make Assimp find these files and use
* the regular ReadFile() API.
*/
const aiScene* ReadFileFromMemory(
const void* pBuffer,
size_t pLength,
unsigned int pFlags,
const char* pHint = "");
// -------------------------------------------------------------------
/** Apply post-processing to an already-imported scene.
*
* This is strictly equivalent to calling #ReadFile() with the same
* flags. However, you can use this separate function to inspect
* the imported scene first to fine-tune your post-processing setup.
* @param pFlags Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @return A pointer to the post-processed data. This is still the
* same as the pointer returned by #ReadFile(). However, if
* post-processing fails, the scene could now be NULL.
* That's quite a rare case, post processing steps are not really
* designed to 'fail'. To be exact, the #aiProcess_ValidateDS
* flag is currently the only post processing step which can actually
* cause the scene to be reset to NULL.
*
* @note The method does nothing if no scene is currently bound
* to the #Importer instance. */
const aiScene* ApplyPostProcessing(unsigned int pFlags);
// -------------------------------------------------------------------
/** @brief Reads the given file and returns its contents if successful.
*
* This function is provided for backward compatibility.
* See the const char* version for detailled docs.
* @see ReadFile(const char*, pFlags) */
const aiScene* ReadFile(
const std::string& pFile,
unsigned int pFlags);
// -------------------------------------------------------------------
/** Frees the current scene.
*
* The function does nothing if no scene has previously been
* read via ReadFile(). FreeScene() is called automatically by the
* destructor and ReadFile() itself. */
void FreeScene( );
// -------------------------------------------------------------------
/** Returns an error description of an error that occurred in ReadFile().
*
* Returns an empty string if no error occurred.
* @return A description of the last error, an empty string if no
* error occurred. The string is never NULL.
*
* @note The returned function remains valid until one of the
* following methods is called: #ReadFile(), #FreeScene(). */
const char* GetErrorString() const;
// -------------------------------------------------------------------
/** Returns the scene loaded by the last successful call to ReadFile()
*
* @return Current scene or NULL if there is currently no scene loaded */
const aiScene* GetScene() const;
// -------------------------------------------------------------------
/** Returns the scene loaded by the last successful call to ReadFile()
* and releases the scene from the ownership of the Importer
* instance. The application is now responsible for deleting the
* scene. Any further calls to GetScene() or GetOrphanedScene()
* will return NULL - until a new scene has been loaded via ReadFile().
*
* @return Current scene or NULL if there is currently no scene loaded
* @note Use this method with maximal caution, and only if you have to.
* By design, aiScene's are exclusively maintained, allocated and
* deallocated by Assimp and no one else. The reasoning behind this
* is the golden rule that deallocations should always be done
* by the module that did the original allocation because heaps
* are not necessarily shared. GetOrphanedScene() enforces you
* to delete the returned scene by yourself, but this will only
* be fine if and only if you're using the same heap as assimp.
* On Windows, it's typically fine provided everything is linked
* against the multithreaded-dll version of the runtime library.
* It will work as well for static linkage with Assimp.*/
aiScene* GetOrphanedScene();
// -------------------------------------------------------------------
/** Returns whether a given file extension is supported by ASSIMP.
*
* @param szExtension Extension to be checked.
* Must include a trailing dot '.'. Example: ".3ds", ".md3".
* Cases-insensitive.
* @return true if the extension is supported, false otherwise */
bool IsExtensionSupported(const char* szExtension) const;
// -------------------------------------------------------------------
/** @brief Returns whether a given file extension is supported by ASSIMP.
*
* This function is provided for backward compatibility.
* See the const char* version for detailed and up-to-date docs.
* @see IsExtensionSupported(const char*) */
inline bool IsExtensionSupported(const std::string& szExtension) const;
// -------------------------------------------------------------------
/** Get a full list of all file extensions supported by ASSIMP.
*
* If a file extension is contained in the list this does of course not
* mean that ASSIMP is able to load all files with this extension ---
* it simply means there is an importer loaded which claims to handle
* files with this file extension.
* @param szOut String to receive the extension list.
* Format of the list: "*.3ds;*.obj;*.dae". This is useful for
* use with the WinAPI call GetOpenFileName(Ex). */
void GetExtensionList(aiString& szOut) const;
// -------------------------------------------------------------------
/** @brief Get a full list of all file extensions supported by ASSIMP.
*
* This function is provided for backward compatibility.
* See the aiString version for detailed and up-to-date docs.
* @see GetExtensionList(aiString&)*/
inline void GetExtensionList(std::string& szOut) const;
// -------------------------------------------------------------------
/** Get the number of importrs currently registered with Assimp. */
size_t GetImporterCount() const;
// -------------------------------------------------------------------
/** Get meta data for the importer corresponding to a specific index..
*
* For the declaration of #aiImporterDesc, include <assimp/importerdesc.h>.
* @param index Index to query, must be within [0,GetImporterCount())
* @return Importer meta data structure, NULL if the index does not
* exist or if the importer doesn't offer meta information (
* importers may do this at the cost of being hated by their peers).*/
const aiImporterDesc* GetImporterInfo(size_t index) const;
// -------------------------------------------------------------------
/** Find the importer corresponding to a specific index.
*
* @param index Index to query, must be within [0,GetImporterCount())
* @return Importer instance. NULL if the index does not
* exist. */
BaseImporter* GetImporter(size_t index) const;
// -------------------------------------------------------------------
/** Find the importer corresponding to a specific file extension.
*
* This is quite similar to #IsExtensionSupported except a
* BaseImporter instance is returned.
* @param szExtension Extension to check for. The following formats
* are recognized (BAH being the file extension): "BAH" (comparison
* is case-insensitive), ".bah", "*.bah" (wild card and dot
* characters at the beginning of the extension are skipped).
* @return NULL if no importer is found*/
BaseImporter* GetImporter (const char* szExtension) const;
// -------------------------------------------------------------------
/** Find the importer index corresponding to a specific file extension.
*
* @param szExtension Extension to check for. The following formats
* are recognized (BAH being the file extension): "BAH" (comparison
* is case-insensitive), ".bah", "*.bah" (wild card and dot
* characters at the beginning of the extension are skipped).
* @return (size_t)-1 if no importer is found */
size_t GetImporterIndex (const char* szExtension) const;
// -------------------------------------------------------------------
/** Returns the storage allocated by ASSIMP to hold the scene data
* in memory.
*
* This refers to the currently loaded file, see #ReadFile().
* @param in Data structure to be filled.
* @note The returned memory statistics refer to the actual
* size of the use data of the aiScene. Heap-related overhead
* is (naturally) not included.*/
void GetMemoryRequirements(aiMemoryInfo& in) const;
// -------------------------------------------------------------------
/** Enables "extra verbose" mode.
*
* 'Extra verbose' means the data structure is validated after *every*
* single post processing step to make sure everyone modifies the data
* structure in a well-defined manner. This is a debug feature and not
* intended for use in production environments. */
void SetExtraVerbose(bool bDo);
// -------------------------------------------------------------------
/** Private, do not use. */
ImporterPimpl* Pimpl() { return pimpl; };
const ImporterPimpl* Pimpl() const { return pimpl; };
protected:
// Just because we don't want you to know how we're hacking around.
ImporterPimpl* pimpl;
}; //! class Importer
// ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL
// versions. This code her is inlined, so it shouldn't cause any problems.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
AI_FORCE_INLINE const aiScene* Importer::ReadFile( const std::string& pFile,unsigned int pFlags){
return ReadFile(pFile.c_str(),pFlags);
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE void Importer::GetExtensionList(std::string& szOut) const {
aiString s;
GetExtensionList(s);
szOut = s.data;
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE bool Importer::IsExtensionSupported(const std::string& szExtension) const {
return IsExtensionSupported(szExtension.c_str());
}
} // !namespace Assimp
#endif // INCLUDED_AI_ASSIMP_HPP
/*
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 LogStream.h
* @brief Abstract base class 'LogStream', representing an output log stream.
*/
#ifndef INCLUDED_AI_LOGSTREAM_H
#define INCLUDED_AI_LOGSTREAM_H
#include "types.h"
namespace Assimp {
class IOSystem;
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for log stream implementations.
*
* Several default implementations are provided, see #aiDefaultLogStream for more
* details. Writing your own implementation of LogStream is just necessary if these
* are not enough for your purpose. */
class ASSIMP_API LogStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
LogStream() {
}
public:
/** @brief Virtual destructor */
virtual ~LogStream() {
}
// -------------------------------------------------------------------
/** @brief Overwrite this for your own output methods
*
* Log messages *may* consist of multiple lines and you shouldn't
* expect a consistent formatting. If you want custom formatting
* (e.g. generate HTML), supply a custom instance of Logger to
* #DefaultLogger:set(). Usually you can *expect* that a log message
* is exactly one line and terminated with a single \n character.
* @param message Message to be written */
virtual void write(const char* message) = 0;
// -------------------------------------------------------------------
/** @brief Creates a default log stream
* @param streams Type of the default stream
* @param name For aiDefaultLogStream_FILE: name of the output file
* @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
* file. Pass NULL for the default implementation.
* @return New LogStream instance. */
static LogStream* createDefaultStream(aiDefaultLogStream stream,
const char* name = "AssimpLog.txt",
IOSystem* io = NULL);
}; // !class LogStream
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif
/*
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 Logger.hpp
* @brief Abstract base class 'Logger', base of the logging system.
*/
#ifndef INCLUDED_AI_LOGGER_H
#define INCLUDED_AI_LOGGER_H
#include "types.h"
namespace Assimp {
class LogStream;
// Maximum length of a log message. Longer messages are rejected.
#define MAX_LOG_MESSAGE_LENGTH 1024u
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for logger implementations.
* Assimp provides a default implementation and uses it for almost all
* logging stuff ('DefaultLogger'). This class defines just basic logging
* behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
class ASSIMP_API Logger
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// ----------------------------------------------------------------------
/** @enum LogSeverity
* @brief Log severity to describe the granularity of logging.
*/
enum LogSeverity
{
NORMAL, //!< Normal granularity of logging
VERBOSE //!< Debug infos will be logged, too
};
// ----------------------------------------------------------------------
/** @enum ErrorSeverity
* @brief Description for severity of a log message.
*
* Every LogStream has a bitwise combination of these flags.
* A LogStream doesn't receive any messages of a specific type
* if it doesn't specify the corresponding ErrorSeverity flag.
*/
enum ErrorSeverity
{
Debugging = 1, //!< Debug log message
Info = 2, //!< Info log message
Warn = 4, //!< Warn log message
Err = 8 //!< Error log message
};
public:
/** @brief Virtual destructor */
virtual ~Logger();
// ----------------------------------------------------------------------
/** @brief Writes a debug message
* @param message Debug message*/
void debug(const char* message);
inline void debug(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a info message
* @param message Info message*/
void info(const char* message);
inline void info(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a warning message
* @param message Warn message*/
void warn(const char* message);
inline void warn(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes an error message
* @param message Error message*/
void error(const char* message);
inline void error(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Set a new log severity.
* @param log_severity New severity for logging*/
void setLogSeverity(LogSeverity log_severity);
// ----------------------------------------------------------------------
/** @brief Get the current log severity*/
LogSeverity getLogSeverity() const;
// ----------------------------------------------------------------------
/** @brief Attach a new log-stream
*
* The logger takes ownership of the stream and is responsible
* for its destruction (which is done using ::delete when the logger
* itself is destroyed). Call detachStream to detach a stream and to
* gain ownership of it again.
* @param pStream Log-stream to attach
* @param severity Message filter, specified which types of log
* messages are dispatched to the stream. Provide a bitwise
* combination of the ErrorSeverity flags.
* @return true if the stream has been attached, false otherwise.*/
virtual bool attachStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
// ----------------------------------------------------------------------
/** @brief Detach a still attached stream from the logger (or
* modify the filter flags bits)
* @param pStream Log-stream instance for detaching
* @param severity Provide a bitwise combination of the ErrorSeverity
* flags. This value is &~ed with the current flags of the stream,
* if the result is 0 the stream is detached from the Logger and
* the caller retakes the possession of the stream.
* @return true if the stream has been detached, false otherwise.*/
virtual bool detatchStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
protected:
/** Default constructor */
Logger();
/** Construction with a given log severity */
Logger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific debug message
* @param message Debug message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnDebug(const char* message)= 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific info message
* @param message Info message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (ecxluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnInfo(const char* message) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific warn message
* @param message Warn message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnWarn(const char* essage) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific error message
* @param message Error message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnError(const char* message) = 0;
protected:
//! Logger severity
LogSeverity m_Severity;
};
// ----------------------------------------------------------------------------------
// Default constructor
inline Logger::Logger() {
setLogSeverity(NORMAL);
}
// ----------------------------------------------------------------------------------
// Virtual destructor
inline Logger::~Logger()
{
}
// ----------------------------------------------------------------------------------
// Construction with given logging severity
inline Logger::Logger(LogSeverity severity) {
setLogSeverity(severity);
}
// ----------------------------------------------------------------------------------
// Log severity setter
inline void Logger::setLogSeverity(LogSeverity log_severity){
m_Severity = log_severity;
}
// ----------------------------------------------------------------------------------
// Log severity getter
inline Logger::LogSeverity Logger::getLogSeverity() const {
return m_Severity;
}
// ----------------------------------------------------------------------------------
inline void Logger::debug(const std::string &message)
{
return debug(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::error(const std::string &message)
{
return error(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::warn(const std::string &message)
{
return warn(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::info(const std::string &message)
{
return info(message.c_str());
}
// ----------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_LOGGER_H
/*
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 NullLogger.h
* @brief Dummy logger
*/
#ifndef INCLUDED_AI_NULLLOGGER_H
#define INCLUDED_AI_NULLLOGGER_H
#include "Logger.hpp"
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Empty logging implementation.
*
* Does nothing! Used by default if the application hasn't requested a
* custom logger via #DefaultLogger::set() or #DefaultLogger::create(); */
class ASSIMP_API NullLogger
: public Logger {
public:
/** @brief Logs a debug message */
void OnDebug(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an info message */
void OnInfo(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs a warning message */
void OnWarn(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an error message */
void OnError(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Detach a still attached stream from logger */
bool attachStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
/** @brief Detach a still attached stream from logger */
bool detatchStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
private:
};
}
#endif // !! AI_NULLLOGGER_H_INCLUDED
/*
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 ProgressHandler.h
* @brief Abstract base class 'ProgressHandler'.
*/
#ifndef INCLUDED_AI_PROGRESSHANDLER_H
#define INCLUDED_AI_PROGRESSHANDLER_H
#include "types.h"
namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for custom progress report receivers.
*
* Each #Importer instance maintains its own #ProgressHandler. The default
* implementation provided by Assimp doesn't do anything at all. */
class ASSIMP_API ProgressHandler
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
ProgressHandler () {
}
public:
/** @brief Virtual destructor */
virtual ~ProgressHandler () {
}
// -------------------------------------------------------------------
/** @brief Progress callback.
* @param percentage An estimate of the current loading progress,
* in percent. Or -1.f if such an estimate is not available.
*
* There are restriction on what you may do from within your
* implementation of this method: no exceptions may be thrown and no
* non-const #Importer methods may be called. It is
* not generally possible to predict the number of callbacks
* fired during a single import.
*
* @return Return false to abort loading at the next possible
* occasion (loaders and Assimp are generally allowed to perform
* all needed cleanup tasks prior to returning control to the
* caller). If the loading is aborted, #Importer::ReadFile()
* returns always NULL.
*
* @note Currently, percentage is always -1.f because there is
* no reliable way to compute it.
* */
virtual bool Update(float percentage = -1.f) = 0;
}; // !class ProgressHandler
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif
/** @file assert.h
*/
#ifndef AI_DEBUG_H_INC
#define AI_DEBUG_H_INC
#ifdef ASSIMP_BUILD_DEBUG
# include <assert.h>
# define ai_assert(expression) assert(expression)
#else
# define ai_assert(expression)
#endif
#endif
/*
---------------------------------------------------------------------------
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 anim.h
* @brief Defines the data structures in which the imported animations
* are returned.
*/
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
#include "types.h"
#include "quaternion.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** A time-value pair specifying a certain 3D vector for the given time. */
struct aiVectorKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiVector3D mValue;
#ifdef __cplusplus
//! Default constructor
aiVectorKey(){}
//! Construction from a given time and key value
aiVectorKey(double time, const aiVector3D& value)
: mTime (time)
, mValue (value)
{}
typedef aiVector3D elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiVectorKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiVectorKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiVectorKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiVectorKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** A time-value pair specifying a rotation for the given time.
* Rotations are expressed with quaternions. */
struct aiQuatKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiQuaternion mValue;
#ifdef __cplusplus
aiQuatKey(){
}
/** Construction from a given time and key value */
aiQuatKey(double time, const aiQuaternion& value)
: mTime (time)
, mValue (value)
{}
typedef aiQuaternion elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiQuatKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiQuatKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiQuatKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiQuatKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Binds a anim mesh to a specific point in time. */
struct aiMeshKey
{
/** The time of this key */
double mTime;
/** Index into the aiMesh::mAnimMeshes array of the
* mesh coresponding to the #aiMeshAnim hosting this
* key frame. The referenced anim mesh is evaluated
* according to the rules defined in the docs for #aiAnimMesh.*/
unsigned int mValue;
#ifdef __cplusplus
aiMeshKey() {
}
/** Construction from a given time and key value */
aiMeshKey(double time, const unsigned int value)
: mTime (time)
, mValue (value)
{}
typedef unsigned int elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiMeshKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiMeshKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiMeshKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiMeshKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Defines how an animation channel behaves outside the defined time
* range. This corresponds to aiNodeAnim::mPreState and
* aiNodeAnim::mPostState.*/
enum aiAnimBehaviour
{
/** The value from the default node transformation is taken*/
aiAnimBehaviour_DEFAULT = 0x0,
/** The nearest key value is used without interpolation */
aiAnimBehaviour_CONSTANT = 0x1,
/** The value of the nearest two keys is linearly
* extrapolated for the current time value.*/
aiAnimBehaviour_LINEAR = 0x2,
/** The animation is repeated.
*
* If the animation key go from n to m and the current
* time is t, use the value at (t-n) % (|m-n|).*/
aiAnimBehaviour_REPEAT = 0x3,
/** This value is not used, it is just here to force the
* the compiler to map this enum to a 32 Bit integer */
#ifndef SWIG
_aiAnimBehaviour_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Describes the animation of a single node. The name specifies the
* bone/node which is affected by this animation channel. The keyframes
* are given in three separate series of values, one each for position,
* rotation and scaling. The transformation matrix computed from these
* values replaces the node's original transformation matrix at a
* specific time.
* This means all keys are absolute and not relative to the bone default pose.
* The order in which the transformations are applied is
* - as usual - scaling, rotation, translation.
*
* @note All keys are returned in their correct, chronological order.
* Duplicate keys don't pass the validation step. Most likely there
* will be no negative time values, but they are not forbidden also ( so
* implementations need to cope with them! ) */
struct aiNodeAnim
{
/** The name of the node affected by this animation. The node
* must exist and it must be unique.*/
C_STRUCT aiString mNodeName;
/** The number of position keys */
unsigned int mNumPositionKeys;
/** The position keys of this animation channel. Positions are
* specified as 3D vector. The array is mNumPositionKeys in size.
*
* If there are position keys, there will also be at least one
* scaling and one rotation key.*/
C_STRUCT aiVectorKey* mPositionKeys;
/** The number of rotation keys */
unsigned int mNumRotationKeys;
/** The rotation keys of this animation channel. Rotations are
* given as quaternions, which are 4D vectors. The array is
* mNumRotationKeys in size.
*
* If there are rotation keys, there will also be at least one
* scaling and one position key. */
C_STRUCT aiQuatKey* mRotationKeys;
/** The number of scaling keys */
unsigned int mNumScalingKeys;
/** The scaling keys of this animation channel. Scalings are
* specified as 3D vector. The array is mNumScalingKeys in size.
*
* If there are scaling keys, there will also be at least one
* position and one rotation key.*/
C_STRUCT aiVectorKey* mScalingKeys;
/** Defines how the animation behaves before the first
* key is encountered.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is used).*/
C_ENUM aiAnimBehaviour mPreState;
/** Defines how the animation behaves after the last
* key was processed.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is taken).*/
C_ENUM aiAnimBehaviour mPostState;
#ifdef __cplusplus
aiNodeAnim()
{
mNumPositionKeys = 0; mPositionKeys = NULL;
mNumRotationKeys = 0; mRotationKeys = NULL;
mNumScalingKeys = 0; mScalingKeys = NULL;
mPreState = mPostState = aiAnimBehaviour_DEFAULT;
}
~aiNodeAnim()
{
delete [] mPositionKeys;
delete [] mRotationKeys;
delete [] mScalingKeys;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** Describes vertex-based animations for a single mesh or a group of
* meshes. Meshes carry the animation data for each frame in their
* aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
* define keyframes linking each mesh attachment to a particular
* point in time. */
struct aiMeshAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wildcard to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshKey* mKeys;
#ifdef __cplusplus
aiMeshAnim()
: mNumKeys()
, mKeys()
{}
~aiMeshAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** An animation consists of keyframe data for a number of nodes. For
* each node affected by the animation a separate series of data is given.*/
struct aiAnimation
{
/** The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero). */
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
double mDuration;
/** Ticks per second. 0 if not specified in the imported file */
double mTicksPerSecond;
/** The number of bone animation channels. Each channel affects
* a single node. */
unsigned int mNumChannels;
/** The node animation channels. Each channel affects a single node.
* The array is mNumChannels in size. */
C_STRUCT aiNodeAnim** mChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines vertex-based animation. */
unsigned int mNumMeshChannels;
/** The mesh animation channels. Each channel affects a single mesh.
* The array is mNumMeshChannels in size. */
C_STRUCT aiMeshAnim** mMeshChannels;
#ifdef __cplusplus
aiAnimation()
: mDuration(-1.)
, mTicksPerSecond()
, mNumChannels()
, mChannels()
, mNumMeshChannels()
, mMeshChannels()
{
}
~aiAnimation()
{
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumChannels && mChannels) {
for( unsigned int a = 0; a < mNumChannels; a++) {
delete mChannels[a];
}
delete [] mChannels;
}
if (mNumMeshChannels && mMeshChannels) {
for( unsigned int a = 0; a < mNumMeshChannels; a++) {
delete mMeshChannels[a];
}
delete [] mMeshChannels;
}
}
#endif // __cplusplus
};
#ifdef __cplusplus
}
// some C++ utilities for inter- and extrapolation
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Utility class to simplify interpolations of various data types.
*
* The type of interpolation is choosen automatically depending on the
* types of the arguments. */
template <typename T>
struct Interpolator
{
// ------------------------------------------------------------------
/** @brief Get the result of the interpolation between a,b.
*
* The interpolation algorithm depends on the type of the operands.
* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
* linear interpolation. */
void operator () (T& out,const T& a, const T& b, float d) const {
out = a + (b-a)*d;
}
}; // ! Interpolator <T>
//! @cond Never
template <>
struct Interpolator <aiQuaternion> {
void operator () (aiQuaternion& out,const aiQuaternion& a,
const aiQuaternion& b, float d) const
{
aiQuaternion::Interpolate(out,a,b,d);
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <unsigned int> {
void operator () (unsigned int& out,unsigned int a,
unsigned int b, float d) const
{
out = d>0.5f ? b : a;
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <aiVectorKey> {
void operator () (aiVector3D& out,const aiVectorKey& a,
const aiVectorKey& b, float d) const
{
Interpolator<aiVector3D> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiVectorKey>
template <>
struct Interpolator <aiQuatKey> {
void operator () (aiQuaternion& out, const aiQuatKey& a,
const aiQuatKey& b, float d) const
{
Interpolator<aiQuaternion> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
template <>
struct Interpolator <aiMeshKey> {
void operator () (unsigned int& out, const aiMeshKey& a,
const aiMeshKey& b, float d) const
{
Interpolator<unsigned int> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
//! @endcond
} // ! end namespace Assimp
#endif // __cplusplus
#endif // AI_ANIM_H_INC
/*
---------------------------------------------------------------------------
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 camera.h
* @brief Defines the aiCamera data structure
*/
#ifndef AI_CAMERA_H_INC
#define AI_CAMERA_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Helper structure to describe a virtual camera.
*
* Cameras have a representation in the node graph and can be animated.
* An important aspect is that the camera itself is also part of the
* scenegraph. This means, any values such as the look-at vector are not
* *absolute*, they're <b>relative</b> to the coordinate system defined
* by the node which corresponds to the camera. This allows for camera
* animations. For static cameras parameters like the 'look-at' or 'up' vectors
* are usually specified directly in aiCamera, but beware, they could also
* be encoded in the node transformation. The following (pseudo)code sample
* shows how to do it: <br><br>
* @code
* // Get the camera matrix for a camera at a specific time
* // if the node hierarchy for the camera does not contain
* // at least one animated node this is a static computation
* get-camera-matrix (node sceneRoot, camera cam) : matrix
* {
* node cnd = find-node-for-camera(cam)
* matrix cmt = identity()
*
* // as usual - get the absolute camera transformation for this frame
* for each node nd in hierarchy from sceneRoot to cnd
* matrix cur
* if (is-animated(nd))
* cur = eval-animation(nd)
* else cur = nd->mTransformation;
* cmt = mult-matrices( cmt, cur )
* end for
*
* // now multiply with the camera's own local transform
* cam = mult-matrices (cam, get-camera-matrix(cmt) )
* }
* @endcode
*
* @note some file formats (such as 3DS, ASE) export a "target point" -
* the point the camera is looking at (it can even be animated). Assimp
* writes the target point as a subnode of the camera's main node,
* called "<camName>.Target". However this is just additional information
* then the transformation tracks of the camera main node make the
* camera already look in the right direction.
*
*/
struct aiCamera
{
/** The name of the camera.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the camera in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** Position of the camera relative to the coordinate space
* defined by the corresponding node.
*
* The default value is 0|0|0.
*/
C_STRUCT aiVector3D mPosition;
/** 'Up' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* The 'right' vector of the camera coordinate system is
* the cross product of the up and lookAt vectors.
* The default value is 0|1|0. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mUp;
/** 'LookAt' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* This is the viewing direction of the user.
* The default value is 0|0|1. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mLookAt;
/** Half horizontal field of view angle, in radians.
*
* The field of view angle is the angle between the center
* line of the screen and the left or right border.
* The default value is 1/4PI.
*/
float mHorizontalFOV;
/** Distance of the near clipping plane from the camera.
*
* The value may not be 0.f (for arithmetic reasons to prevent
* a division through zero). The default value is 0.1f.
*/
float mClipPlaneNear;
/** Distance of the far clipping plane from the camera.
*
* The far clipping plane must, of course, be further away than the
* near clipping plane. The default value is 1000.f. The ratio
* between the near and the far plane should not be too
* large (between 1000-10000 should be ok) to avoid floating-point
* inaccuracies which could lead to z-fighting.
*/
float mClipPlaneFar;
/** Screen aspect ratio.
*
* This is the ration between the width and the height of the
* screen. Typical values are 4/3, 1/2 or 1/1. This value is
* 0 if the aspect ratio is not defined in the source file.
* 0 is also the default value.
*/
float mAspect;
#ifdef __cplusplus
aiCamera()
: mUp (0.f,1.f,0.f)
, mLookAt (0.f,0.f,1.f)
, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
, mClipPlaneNear (0.1f)
, mClipPlaneFar (1000.f)
, mAspect (0.f)
{}
/** @brief Get a *right-handed* camera matrix from me
* @param out Camera matrix to be filled
*/
void GetCameraMatrix (aiMatrix4x4& out) const
{
/** todo: test ... should work, but i'm not absolutely sure */
/** We don't know whether these vectors are already normalized ...*/
aiVector3D zaxis = mLookAt; zaxis.Normalize();
aiVector3D yaxis = mUp; yaxis.Normalize();
aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
out.a4 = -(xaxis * mPosition);
out.b4 = -(yaxis * mPosition);
out.c4 = -(zaxis * mPosition);
out.a1 = xaxis.x;
out.a2 = xaxis.y;
out.a3 = xaxis.z;
out.b1 = yaxis.x;
out.b2 = yaxis.y;
out.b3 = yaxis.z;
out.c1 = zaxis.x;
out.c2 = zaxis.y;
out.c3 = zaxis.z;
out.d1 = out.d2 = out.d3 = 0.f;
out.d4 = 1.f;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_CAMERA_H_INC
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2011, 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 cexport.h
* @brief Defines the C-API for the Assimp export interface
*/
#ifndef AI_EXPORT_H_INC
#define AI_EXPORT_H_INC
#ifndef ASSIMP_BUILD_NO_EXPORT
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiScene; // aiScene.h
struct aiFileIO; // aiFileIO.h
// --------------------------------------------------------------------------------
/** Describes an file format which Assimp can export to. Use #aiGetExportFormatCount() to
* learn how many export formats the current Assimp build supports and #aiGetExportFormatDescription()
* to retrieve a description of an export format option.
*/
struct aiExportFormatDesc
{
/// a short string ID to uniquely identify the export format. Use this ID string to
/// specify which file format you want to export to when calling #aiExportScene().
/// Example: "dae" or "obj"
const char* id;
/// A short description of the file format to present to users. Useful if you want
/// to allow the user to select an export format.
const char* description;
/// Recommended file extension for the exported file in lower case.
const char* fileExtension;
};
// --------------------------------------------------------------------------------
/** Returns the number of export file formats available in the current Assimp build.
* Use aiGetExportFormatDescription() to retrieve infos of a specific export format.
*/
ASSIMP_API size_t aiGetExportFormatCount(void);
// --------------------------------------------------------------------------------
/** Returns a description of the nth export file format. Use #aiGetExportFormatCount()
* to learn how many export formats are supported.
* @param pIndex Index of the export format to retrieve information for. Valid range is
* 0 to #aiGetExportFormatCount()
* @return A description of that specific export format. NULL if pIndex is out of range.
*/
ASSIMP_API const C_STRUCT aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex);
// --------------------------------------------------------------------------------
/** Create a modifiable copy of a scene.
* This is useful to import files via Assimp, change their topology and
* export them again. Since the scene returned by the various importer functions
* is const, a modifiable copy is needed.
* @param pIn Valid scene to be copied
* @param pOut Receives a modifyable copy of the scene. Use aiFreeScene() to
* delete it again.
*/
ASSIMP_API void aiCopyScene(const C_STRUCT aiScene* pIn,
C_STRUCT aiScene** pOut);
// --------------------------------------------------------------------------------
/** Frees a scene copy created using aiCopyScene() */
ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn);
// --------------------------------------------------------------------------------
/** Exports the given scene to a chosen file format and writes the result file(s) to disk.
* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
* The scene is expected to conform to Assimp's Importer output format as specified
* in the @link data Data Structures Page @endlink. In short, this means the model data
* should use a right-handed coordinate systems, face winding should be counter-clockwise
* and the UV coordinate origin is assumed to be in the upper left. If your input data
* uses different conventions, have a look at the last parameter.
* @param pFormatId ID string to specify to which format you want to export to. Use
* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
* @param pFileName Output file to write
* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
* If none is supplied, a default implementation using standard file IO is used. Note that
* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
* flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
* In short, this means the geometry data should use a right-handed coordinate systems, face
* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
* to have those defaults automatically adapted to their conventions. Specifying those flags
* for exporting has the opposite effect, respectively. Some other of the
* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
* to try out what their effect on the exported file is. Many formats impose
* their own restrictions on the structure of the geometry stored therein,
* so some preprocessing may have little or no effect at all, or may be
* redundant as exporters would apply them anyhow. A good example
* is triangulation - whilst you can enforce it by specifying
* the #aiProcess_Triangulate flag, most export formats support only
* triangulate data so they would run the step anyway.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
* any postprocessing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).
* @return a status code indicating the result of the export
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.
*/
ASSIMP_API aiReturn aiExportScene( const C_STRUCT aiScene* pScene,
const char* pFormatId,
const char* pFileName,
unsigned int pPreprocessing);
// --------------------------------------------------------------------------------
/** Exports the given scene to a chosen file format using custom IO logic supplied by you.
* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
* @param pFormatId ID string to specify to which format you want to export to. Use
* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
* @param pFileName Output file to write
* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
* If none is supplied, a default implementation using standard file IO is used. Note that
* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
* @param pPreprocessing Please see the documentation for #aiExportScene
* @return a status code indicating the result of the export
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.
*/
ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene,
const char* pFormatId,
const char* pFileName,
C_STRUCT aiFileIO* pIO,
unsigned int pPreprocessing );
// --------------------------------------------------------------------------------
/** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an
* exported scene. The memory referred by this structure is owned by Assimp. Use #aiReleaseExportedFile()
* to free its resources. Don't try to free the memory on your side - it will crash for most build configurations
* due to conflicting heaps.
*
* Blobs can be nested - each blob may reference another blob, which may in turn reference another blob and so on.
* This is used when exporters write more than one output file for a given #aiScene. See the remarks for
* #aiExportDataBlob::name for more information.
*/
struct aiExportDataBlob
{
/// Size of the data in bytes
size_t size;
/// The data.
void* data;
/** Name of the blob. An empty string always
indicates the first (and primary) blob,
which contains the actual file data.
Any other blobs are auxiliary files produced
by exporters (i.e. material files). Existence
of such files depends on the file format. Most
formats don't split assets across multiple files.
If used, blob names usually contain the file
extension that should be used when writing
the data to disc.
*/
C_STRUCT aiString name;
/** Pointer to the next blob in the chain or NULL if there is none. */
C_STRUCT aiExportDataBlob * next;
#ifdef __cplusplus
/// Default constructor
aiExportDataBlob() { size = 0; data = next = NULL; }
/// Releases the data
~aiExportDataBlob() { delete [] static_cast<unsigned char*>( data ); delete next; }
private:
// no copying
aiExportDataBlob(const aiExportDataBlob& );
aiExportDataBlob& operator= (const aiExportDataBlob& );
#endif // __cplusplus
};
// --------------------------------------------------------------------------------
/** Exports the given scene to a chosen file format. Returns the exported data as a binary blob which
* you can write into a file or something. When you're done with the data, use #aiReleaseExportBlob()
* to free the resources associated with the export.
* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
* @param pFormatId ID string to specify to which format you want to export to. Use
* #aiGetExportFormatCount() / #aiGetExportFormatDescription() to learn which export formats are available.
* @param pPreprocessing Please see the documentation for #aiExportScene
* @return the exported data or NULL in case of error
*/
ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const C_STRUCT aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing );
// --------------------------------------------------------------------------------
/** Releases the memory associated with the given exported data. Use this function to free a data blob
* returned by aiExportScene().
* @param pData the data blob returned by #aiExportSceneToBlob
*/
ASSIMP_API void aiReleaseExportBlob( const C_STRUCT aiExportDataBlob* pData );
#ifdef __cplusplus
}
#endif
#endif // ASSIMP_BUILD_NO_EXPORT
#endif // AI_EXPORT_H_INC
/*
---------------------------------------------------------------------------
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 aiFileIO.h
* @brief Defines generic C routines to access memory-mapped files
*/
#ifndef AI_FILEIO_H_INC
#define AI_FILEIO_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiFileIO;
struct aiFile;
// aiFile callbacks
typedef size_t (*aiFileWriteProc) (C_STRUCT aiFile*, const char*, size_t, size_t);
typedef size_t (*aiFileReadProc) (C_STRUCT aiFile*, char*, size_t,size_t);
typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
// aiFileIO callbacks
typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);
// Represents user-defined data
typedef char* aiUserData;
// ----------------------------------------------------------------------------------
/** @brief C-API: File system callbacks
*
* Provided are functions to open and close files. Supply a custom structure to
* the import function. If you don't, a default implementation is used. Use custom
* file systems to enable reading from other sources, such as ZIPs
* or memory locations. */
struct aiFileIO
{
/** Function used to open a new file
*/
aiFileOpenProc OpenProc;
/** Function used to close an existing file
*/
aiFileCloseProc CloseProc;
/** User-defined, opaque data */
aiUserData UserData;
};
// ----------------------------------------------------------------------------------
/** @brief C-API: File callbacks
*
* Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
* replacement functions.
*
* The default implementation of the functions utilizes the fXXX functions from
* the CRT. However, you can supply a custom implementation to Assimp by
* delivering a custom aiFileIO. Use this to enable reading from other sources,
* such as ZIP archives or memory locations. */
struct aiFile
{
/** Callback to read from a file */
aiFileReadProc ReadProc;
/** Callback to write to a file */
aiFileWriteProc WriteProc;
/** Callback to retrieve the current position of
* the file cursor (ftell())
*/
aiFileTellProc TellProc;
/** Callback to retrieve the size of the file,
* in bytes
*/
aiFileTellProc FileSizeProc;
/** Callback to set the current position
* of the file cursor (fseek())
*/
aiFileSeek SeekProc;
/** Callback to flush the file contents
*/
aiFileFlushProc FlushProc;
/** User-defined, opaque data
*/
aiUserData UserData;
};
#ifdef __cplusplus
}
#endif
#endif // AI_FILEIO_H_INC
/*
---------------------------------------------------------------------------
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.h
* @brief Defines the C-API to the Open Asset Import Library.
*/
#ifndef AI_ASSIMP_H_INC
#define AI_ASSIMP_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiScene; // aiScene.h
struct aiFileIO; // aiFileIO.h
typedef void (*aiLogStreamCallback)(const char* /* message */, char* /* user */);
// --------------------------------------------------------------------------------
/** C-API: Represents a log stream. A log stream receives all log messages and
* streams them _somewhere_.
* @see aiGetPredefinedLogStream
* @see aiAttachLogStream
* @see aiDetachLogStream */
// --------------------------------------------------------------------------------
struct aiLogStream
{
/** callback to be called */
aiLogStreamCallback callback;
/** user data to be passed to the callback */
char* user;
};
// --------------------------------------------------------------------------------
/** C-API: Represents an opaque set of settings to be used during importing.
* @see aiCreatePropertyStore
* @see aiReleasePropertyStore
* @see aiImportFileExWithProperties
* @see aiSetPropertyInteger
* @see aiSetPropertyFloat
* @see aiSetPropertyString
* @see aiSetPropertyMatrix
*/
// --------------------------------------------------------------------------------
struct aiPropertyStore { char sentinel; };
/** Our own C boolean type */
typedef int aiBool;
#define AI_FALSE 0
#define AI_TRUE 1
// --------------------------------------------------------------------------------
/** Reads the given file and returns its content.
*
* If the call succeeds, the imported data is returned in an aiScene structure.
* The data is intended to be read-only, it stays property of the ASSIMP
* library and will be stable until aiReleaseImport() is called. After you're
* done with it, call aiReleaseImport() to free the resources associated with
* this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @return Pointer to the imported data or NULL if the import failed.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFile(
const char* pFile,
unsigned int pFlags);
// --------------------------------------------------------------------------------
/** Reads the given file using user-defined I/O functions and returns
* its content.
*
* If the call succeeds, the imported data is returned in an aiScene structure.
* The data is intended to be read-only, it stays property of the ASSIMP
* library and will be stable until aiReleaseImport() is called. After you're
* done with it, call aiReleaseImport() to free the resources associated with
* this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @param pFS aiFileIO structure. Will be used to open the model file itself
* and any other files the loader needs to open. Pass NULL to use the default
* implementation.
* @return Pointer to the imported data or NULL if the import failed.
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
const char* pFile,
unsigned int pFlags,
C_STRUCT aiFileIO* pFS);
// --------------------------------------------------------------------------------
/** Same as #aiImportFileEx, but adds an extra parameter containing importer settings.
*
* @param pProps #aiPropertyStore instance containing import settings.
* @see aiImportFileEx
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties(
const char* pFile,
unsigned int pFlags,
C_STRUCT aiFileIO* pFS,
const C_STRUCT aiPropertyStore* pProps);
// --------------------------------------------------------------------------------
/** Reads the given file from a given memory buffer,
*
* If the call succeeds, the contents of the file are returned as a pointer to an
* aiScene object. The returned data is intended to be read-only, the importer keeps
* ownership of the data and will destroy it upon destruction. If the import fails,
* NULL is returned.
* A human-readable error description can be retrieved by calling aiGetErrorString().
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #aiApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non empty string,
* the library looks for a loader to support the file extension specified by pHint
* and passes the file to the first matching loader. If this loader is unable to
* completely the request, the library continues and tries to determine the file
* format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @return A pointer to the imported data, NULL if the import failed.
*
* @note This is a straightforward way to decode models from memory
* buffers, but it doesn't handle model formats that spread their
* data across multiple files or even directories. Examples include
* OBJ or MD3, which outsource parts of their material info into
* external scripts. If you need full functionality, provide
* a custom IOSystem to make Assimp find these files and use
* the regular aiImportFileEx()/aiImportFileExWithProperties() API.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
const char* pBuffer,
unsigned int pLength,
unsigned int pFlags,
const char* pHint);
// --------------------------------------------------------------------------------
/** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings.
*
* @param pProps #aiPropertyStore instance containing import settings.
* @see aiImportFileFromMemory
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
const char* pBuffer,
unsigned int pLength,
unsigned int pFlags,
const char* pHint,
const C_STRUCT aiPropertyStore* pProps);
// --------------------------------------------------------------------------------
/** Apply post-processing to an already-imported scene.
*
* This is strictly equivalent to calling #aiImportFile()/#aiImportFileEx with the
* same flags. However, you can use this separate function to inspect the imported
* scene first to fine-tune your post-processing setup.
* @param pScene Scene to work on.
* @param pFlags Provide a bitwise combination of the #aiPostProcessSteps flags.
* @return A pointer to the post-processed data. Post processing is done in-place,
* meaning this is still the same #aiScene which you passed for pScene. However,
* _if_ post-processing failed, the scene could now be NULL. That's quite a rare
* case, post processing steps are not really designed to 'fail'. To be exact,
* the #aiProcess_ValidateDS flag is currently the only post processing step
* which can actually cause the scene to be reset to NULL.
*/
ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
const C_STRUCT aiScene* pScene,
unsigned int pFlags);
// --------------------------------------------------------------------------------
/** Get one of the predefine log streams. This is the quick'n'easy solution to
* access Assimp's log system. Attaching a log stream can slightly reduce Assimp's
* overall import performance.
*
* Usage is rather simple (this will stream the log to a file, named log.txt, and
* the stdout stream of the process:
* @code
* struct aiLogStream c;
* c = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"log.txt");
* aiAttachLogStream(&c);
* c = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
* aiAttachLogStream(&c);
* @endcode
*
* @param pStreams One of the #aiDefaultLogStream enumerated values.
* @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
* Pass NULL for all other flags.
* @return The log stream. callback is set to NULL if something went wrong.
*/
ASSIMP_API C_STRUCT aiLogStream aiGetPredefinedLogStream(
C_ENUM aiDefaultLogStream pStreams,
const char* file);
// --------------------------------------------------------------------------------
/** Attach a custom log stream to the libraries' logging system.
*
* Attaching a log stream can slightly reduce Assimp's overall import
* performance. Multiple log-streams can be attached.
* @param stream Describes the new log stream.
* @note To ensure proepr destruction of the logging system, you need to manually
* call aiDetachLogStream() on every single log stream you attach.
* Alternatively (for the lazy folks) #aiDetachAllLogStreams is provided.
*/
ASSIMP_API void aiAttachLogStream(
const C_STRUCT aiLogStream* stream);
// --------------------------------------------------------------------------------
/** Enable verbose logging. Verbose logging includes debug-related stuff and
* detailed import statistics. This can have severe impact on import performance
* and memory consumption. However, it might be useful to find out why a file
* didn't read correctly.
* @param d AI_TRUE or AI_FALSE, your decision.
*/
ASSIMP_API void aiEnableVerboseLogging(aiBool d);
// --------------------------------------------------------------------------------
/** Detach a custom log stream from the libraries' logging system.
*
* This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream,
* don't forget to detach it again.
* @param stream The log stream to be detached.
* @return AI_SUCCESS if the log stream has been detached successfully.
* @see aiDetachAllLogStreams
*/
ASSIMP_API C_ENUM aiReturn aiDetachLogStream(
const C_STRUCT aiLogStream* stream);
// --------------------------------------------------------------------------------
/** Detach all active log streams from the libraries' logging system.
* This ensures that the logging system is terminated properly and all
* resources allocated by it are actually freed. If you attached a stream,
* don't forget to detach it again.
* @see aiAttachLogStream
* @see aiDetachLogStream
*/
ASSIMP_API void aiDetachAllLogStreams(void);
// --------------------------------------------------------------------------------
/** Releases all resources associated with the given import process.
*
* Call this function after you're done with the imported data.
* @param pScene The imported data to release. NULL is a valid value.
*/
ASSIMP_API void aiReleaseImport(
const C_STRUCT aiScene* pScene);
// --------------------------------------------------------------------------------
/** Returns the error text of the last failed import process.
*
* @return A textual description of the error that occurred at the last
* import process. NULL if there was no error. There can't be an error if you
* got a non-NULL #aiScene from #aiImportFile/#aiImportFileEx/#aiApplyPostProcessing.
*/
ASSIMP_API const char* aiGetErrorString();
// --------------------------------------------------------------------------------
/** Returns whether a given file extension is supported by ASSIMP
*
* @param szExtension Extension for which the function queries support for.
* Must include a leading dot '.'. Example: ".3ds", ".md3"
* @return AI_TRUE if the file extension is supported.
*/
ASSIMP_API aiBool aiIsExtensionSupported(
const char* szExtension);
// --------------------------------------------------------------------------------
/** Get a list of all file extensions supported by ASSIMP.
*
* If a file extension is contained in the list this does, of course, not
* mean that ASSIMP is able to load all files with this extension.
* @param szOut String to receive the extension list.
* Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
*/
ASSIMP_API void aiGetExtensionList(
C_STRUCT aiString* szOut);
// --------------------------------------------------------------------------------
/** Get the approximated storage required by an imported asset
* @param pIn Input asset.
* @param in Data structure to be filled.
*/
ASSIMP_API void aiGetMemoryRequirements(
const C_STRUCT aiScene* pIn,
C_STRUCT aiMemoryInfo* in);
// --------------------------------------------------------------------------------
/** Create an empty property store. Property stores are used to collect import
* settings.
* @return New property store. Property stores need to be manually destroyed using
* the #aiReleasePropertyStore API function.
*/
ASSIMP_API C_STRUCT aiPropertyStore* aiCreatePropertyStore(void);
// --------------------------------------------------------------------------------
/** Delete a property store.
* @param p Property store to be deleted.
*/
ASSIMP_API void aiReleasePropertyStore(C_STRUCT aiPropertyStore* p);
// --------------------------------------------------------------------------------
/** Set an integer property.
*
* This is the C-version of #Assimp::Importer::SetPropertyInteger(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyInteger(
C_STRUCT aiPropertyStore* store,
const char* szName,
int value);
// --------------------------------------------------------------------------------
/** Set a floating-point property.
*
* This is the C-version of #Assimp::Importer::SetPropertyFloat(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyFloat(
C_STRUCT aiPropertyStore* store,
const char* szName,
float value);
// --------------------------------------------------------------------------------
/** Set a string property.
*
* This is the C-version of #Assimp::Importer::SetPropertyString(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param property store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyString(
C_STRUCT aiPropertyStore* store,
const char* szName,
const C_STRUCT aiString* st);
// --------------------------------------------------------------------------------
/** Set a matrix property.
*
* This is the C-version of #Assimp::Importer::SetPropertyMatrix(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param property store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyMatrix(
C_STRUCT aiPropertyStore* store,
const char* szName,
const C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Construct a quaternion from a 3x3 rotation matrix.
* @param quat Receives the output quaternion.
* @param mat Matrix to 'quaternionize'.
* @see aiQuaternion(const aiMatrix3x3& pRotMatrix)
*/
ASSIMP_API void aiCreateQuaternionFromMatrix(
C_STRUCT aiQuaternion* quat,
const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Decompose a transformation matrix into its rotational, translational and
* scaling components.
*
* @param mat Matrix to decompose
* @param scaling Receives the scaling component
* @param rotation Receives the rotational component
* @param position Receives the translational component.
* @see aiMatrix4x4::Decompose (aiVector3D&, aiQuaternion&, aiVector3D&) const;
*/
ASSIMP_API void aiDecomposeMatrix(
const C_STRUCT aiMatrix4x4* mat,
C_STRUCT aiVector3D* scaling,
C_STRUCT aiQuaternion* rotation,
C_STRUCT aiVector3D* position);
// --------------------------------------------------------------------------------
/** Transpose a 4x4 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix4(
C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Transpose a 3x3 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix3(
C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 3x3 matrix
* @param vec Vector to be transformed.
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix3(
C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 4x4 matrix
* @param vec Vector to be transformed.
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix4(
C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Multiply two 4x4 matrices.
* @param dst First factor, receives result.
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix4(
C_STRUCT aiMatrix4x4* dst,
const C_STRUCT aiMatrix4x4* src);
// --------------------------------------------------------------------------------
/** Multiply two 3x3 matrices.
* @param dst First factor, receives result.
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix3(
C_STRUCT aiMatrix3x3* dst,
const C_STRUCT aiMatrix3x3* src);
// --------------------------------------------------------------------------------
/** Get a 3x3 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix3(
C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Get a 4x4 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix4(
C_STRUCT aiMatrix4x4* mat);
#ifdef __cplusplus
}
#endif
#endif // AI_ASSIMP_H_INC
/*
---------------------------------------------------------------------------
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 aiColor4D.h
* @brief RGBA color structure, including operators when compiling in C++
*/
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space including an
* alpha component. Color values range from 0 to 1. */
// ----------------------------------------------------------------------------------
template <typename TReal>
class aiColor4t
{
public:
aiColor4t () : r(), g(), b(), a() {}
aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
: r(_r), g(_g), b(_b), a(_a) {}
aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
aiColor4t (const aiColor4t& o)
: r(o.r), g(o.g), b(o.b), a(o.a) {}
public:
// combined operators
const aiColor4t& operator += (const aiColor4t& o);
const aiColor4t& operator -= (const aiColor4t& o);
const aiColor4t& operator *= (TReal f);
const aiColor4t& operator /= (TReal f);
public:
// comparison
bool operator == (const aiColor4t& other) const;
bool operator != (const aiColor4t& other) const;
bool operator < (const aiColor4t& other) const;
// color tuple access, rgba order
inline TReal operator[](unsigned int i) const;
inline TReal& operator[](unsigned int i);
/** check whether a color is (close to) black */
inline bool IsBlack() const;
public:
// Red, green, blue and alpha color values
TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
typedef aiColor4t<float> aiColor4D;
#else
struct aiColor4D {
float r, g, b, a;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_COLOR4D_H_INC
/*
---------------------------------------------------------------------------
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 aiColor4D.inl
* @brief Inline implementation of aiColor4t<TReal> operators
*/
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#ifdef __cplusplus
#include "color4.h"
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
r += o.r; g += o.g; b += o.b; a += o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
r *= f; g *= f; b *= f; a *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
r /= f; g /= f; b /= f; a /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other) const {
return r < other.r || (
r == other.r && (
g < other.g || (
g == other.g && (
b < other.b || (
b == other.b && (
a < other.a
)
)
)
)
)
);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
return aiColor4t<TReal>(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiColor4t<TReal> :: IsBlack() const {
// The alpha component doesn't care here. black is black.
static const TReal epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC
/*
---------------------------------------------------------------------------
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 config.h
* @brief Defines constants for configurable properties for the library
*
* Typically these properties are set via
* #Assimp::Importer::SetPropertyFloat,
* #Assimp::Importer::SetPropertyInteger or
* #Assimp::Importer::SetPropertyString,
* depending on the data type of a property. All properties have a
* default value. See the doc for the mentioned methods for more details.
*
* <br><br>
* The corresponding functions for use with the plain-c API are:
* #aiSetImportPropertyInteger,
* #aiSetImportPropertyFloat,
* #aiSetImportPropertyString
*/
#ifndef INCLUDED_AI_CONFIG_H
#define INCLUDED_AI_CONFIG_H
// ###########################################################################
// LIBRARY SETTINGS
// General, global settings
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Enables time measurements.
*
* If enabled, measures the time needed for each part of the loading
* process (i.e. IO time, importing, postprocessing, ..) and dumps
* these timings to the DefaultLogger. See the @link perf Performance
* Page@endlink for more information on this topic.
*
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_GLOB_MEASURE_TIME \
"GLOB_MEASURE_TIME"
// ---------------------------------------------------------------------------
/** @brief Global setting to disable generation of skeleton dummy meshes
*
* Skeleton dummy meshes are generated as a visualization aid in cases which
* the input data contains no geometry, but only animation data.
* Property data type: bool. Default value: false
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
"IMPORT_NO_SKELETON_MESHES"
# if 0 // not implemented yet
// ---------------------------------------------------------------------------
/** @brief Set Assimp's multithreading policy.
*
* This setting is ignored if Assimp was built without boost.thread
* support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
* Possible values are: -1 to let Assimp decide what to do, 0 to disable
* multithreading entirely and any number larger than 0 to force a specific
* number of threads. Assimp is always free to ignore this settings, which is
* merely a hint. Usually, the default value (-1) will be fine. However, if
* Assimp is used concurrently from multiple user threads, it might be useful
* to limit each Importer instance to a specific number of cores.
*
* For more information, see the @link threading Threading page@endlink.
* Property type: int, default value: -1.
*/
#define AI_CONFIG_GLOB_MULTITHREADING \
"GLOB_MULTITHREADING"
#endif
// ###########################################################################
// POST PROCESSING SETTINGS
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
*
* Meshes are split until the maximum number of bones is reached. The default
* value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
* compile-time.
* Property data type: integer.
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
"PP_SBBC_MAX_BONES"
// default limit for bone count
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
# define AI_SBBC_DEFAULT_MAX_BONES 60
#endif
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two vertex tangents
* that their tangents and bi-tangents are smoothed.
*
* This applies to the CalcTangentSpace-Step. The angle is specified
* in degrees. The maximum value is 175.
* Property type: float. Default value: 45 degrees
*/
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
"PP_CT_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Source UV channel for tangent space computation.
*
* The specified channel must exist or an error will be raised.
* Property type: integer. Default value: 0
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
"PP_CT_TEXTURE_CHANNEL_INDEX"
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two face normals
* at the same vertex position that their are smoothed together.
*
* Sometimes referred to as 'crease angle'.
* This applies to the GenSmoothNormals-Step. The angle is specified
* in degrees, so 180 is PI. The default value is 175 degrees (all vertex
* normals are smoothed). The maximum value is 175, too. Property type: float.
* Warning: setting this option may cause a severe loss of performance. The
* performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
* the output quality may be reduced.
*/
#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
"PP_GSN_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Sets the colormap (= palette) to be used to decode embedded
* textures in MDL (Quake or 3DGS) files.
*
* This must be a valid path to a file. The file is 768 (256*3) bytes
* large and contains RGB triplets for each of the 256 palette entries.
* The default value is colormap.lmp. If the file is not found,
* a default palette (from Quake 1) is used.
* Property type: string.
*/
#define AI_CONFIG_IMPORT_MDL_COLORMAP \
"IMPORT_MDL_COLORMAP"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
* keep materials matching a name in a given list.
*
* This is a list of 1 to n strings, ' ' serves as delimiter character.
* Identifiers containing whitespaces must be enclosed in *single*
* quotation marks. For example:<tt>
* "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
* If a material matches on of these names, it will not be modified or
* removed by the postprocessing step nor will other materials be replaced
* by a reference to it. <br>
* This option might be useful if you are using some magic material names
* to pass additional semantics through the content pipeline. This ensures
* they won't be optimized away, but a general optimization is still
* performed for materials not contained in the list.
* Property type: String. Default value: n/a
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
* Material names are case sensitive.
*/
#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
"PP_RRM_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to
* keep the scene hierarchy. Meshes are moved to worldspace, but
* no optimization is performed (read: meshes with equal materials are not
* joined. The total number of meshes won't change).
*
* This option could be of use for you if the scene hierarchy contains
* important additional information which you intend to parse.
* For rendering, you can still render all meshes in the scene without
* any transformations.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
"PP_PTV_KEEP_HIERARCHY"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to normalize
* all vertex components into the [-1,1] range. That is, a bounding box
* for the whole scene is computed, the maximum component is taken and all
* meshes are scaled appropriately (uniformly of course!).
* This might be useful if you don't know the spatial dimension of the input
* data*/
#define AI_CONFIG_PP_PTV_NORMALIZE \
"PP_PTV_NORMALIZE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to use
* a users defined matrix as the scene root node transformation before
* transforming vertices.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
"PP_PTV_ADD_ROOT_TRANSFORMATION"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to use
* a users defined matrix as the scene root node transformation before
* transforming vertices. This property correspond to the 'a1' component
* of the transformation matrix.
* Property type: aiMatrix4x4.
*/
#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
"PP_PTV_ROOT_TRANSFORMATION"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_FindDegenerates step to
* remove degenerated primitives from the import - immediately.
*
* The default behaviour converts degenerated triangles to lines and
* degenerated lines to points. See the documentation to the
* #aiProcess_FindDegenerates step for a detailed example of the various ways
* to get rid of these lines and points if you don't want them.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_FD_REMOVE \
"PP_FD_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
* matching a name in a given list.
*
* This is a list of 1 to n strings, ' ' serves as delimiter character.
* Identifiers containing whitespaces must be enclosed in *single*
* quotation marks. For example:<tt>
* "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
* If a node matches on of these names, it will not be modified or
* removed by the postprocessing step.<br>
* This option might be useful if you are using some magic node names
* to pass additional semantics through the content pipeline. This ensures
* they won't be optimized away, but a general optimization is still
* performed for nodes not contained in the list.
* Property type: String. Default value: n/a
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
* Node names are case sensitive.
*/
#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
"PP_OG_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of triangles in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
"PP_SLM_TRIANGLE_LIMIT"
// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of vertices in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
"PP_SLM_VERTEX_LIMIT"
// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
#endif
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of bones affecting a single vertex
*
* This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
* @note The default value is AI_LBW_MAX_WEIGHTS
* Property type: integer.*/
#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
"PP_LBW_MAX_WEIGHTS"
// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_LMW_MAX_WEIGHTS)
# define AI_LMW_MAX_WEIGHTS 0x4
#endif // !! AI_LMW_MAX_WEIGHTS
// ---------------------------------------------------------------------------
/** @brief Lower the deboning threshold in order to remove more bones.
*
* This is used by the #aiProcess_Debone PostProcess-Step.
* @note The default value is AI_DEBONE_THRESHOLD
* Property type: float.*/
#define AI_CONFIG_PP_DB_THRESHOLD \
"PP_DB_THRESHOLD"
// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_DEBONE_THRESHOLD)
# define AI_DEBONE_THRESHOLD 1.0f
#endif // !! AI_DEBONE_THRESHOLD
// ---------------------------------------------------------------------------
/** @brief Require all bones qualify for deboning before removing any
*
* This is used by the #aiProcess_Debone PostProcess-Step.
* @note The default value is 0
* Property type: bool.*/
#define AI_CONFIG_PP_DB_ALL_OR_NONE \
"PP_DB_ALL_OR_NONE"
/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
*/
#ifndef PP_ICL_PTCACHE_SIZE
# define PP_ICL_PTCACHE_SIZE 12
#endif
// ---------------------------------------------------------------------------
/** @brief Set the size of the post-transform vertex cache to optimize the
* vertices for. This configures the #aiProcess_ImproveCacheLocality step.
*
* The size is given in vertices. Of course you can't know how the vertex
* format will exactly look like after the import returns, but you can still
* guess what your meshes will probably have.
* @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
* performance improvements for most nVidia/AMD cards since 2002.
* Property type: integer.
*/
#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
// ---------------------------------------------------------------------------
/** @brief Enumerates components of the aiScene and aiMesh data structures
* that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
*
* See the documentation to #aiProcess_RemoveComponent for more details.
*/
enum aiComponent
{
/** Normal vectors */
#ifdef SWIG
aiComponent_NORMALS = 0x2,
#else
aiComponent_NORMALS = 0x2u,
#endif
/** Tangents and bitangents go always together ... */
#ifdef SWIG
aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
#else
aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
#endif
/** ALL color sets
* Use aiComponent_COLORn(N) to specify the N'th set */
aiComponent_COLORS = 0x8,
/** ALL texture UV sets
* aiComponent_TEXCOORDn(N) to specify the N'th set */
aiComponent_TEXCOORDS = 0x10,
/** Removes all bone weights from all meshes.
* The scenegraph nodes corresponding to the bones are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_BONEWEIGHTS = 0x20,
/** Removes all node animations (aiScene::mAnimations).
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_ANIMATIONS = 0x40,
/** Removes all embedded textures (aiScene::mTextures) */
aiComponent_TEXTURES = 0x80,
/** Removes all light sources (aiScene::mLights).
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_LIGHTS = 0x100,
/** Removes all cameras (aiScene::mCameras).
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_CAMERAS = 0x200,
/** Removes all meshes (aiScene::mMeshes). */
aiComponent_MESHES = 0x400,
/** Removes all materials. One default material will
* be generated, so aiScene::mNumMaterials will be 1. */
aiComponent_MATERIALS = 0x800,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer. */
#ifndef SWIG
_aiComponent_Force32Bit = 0x9fffffff
#endif
};
// Remove a specific color channel 'n'
#define aiComponent_COLORSn(n) (1u << (n+20u))
// Remove a specific UV channel 'n'
#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_RemoveComponent step:
* Specifies the parts of the data structure to be removed.
*
* See the documentation to this step for further details. The property
* is expected to be an integer, a bitwise combination of the
* #aiComponent flags defined above in this header. The default
* value is 0. Important: if no valid mesh is remaining after the
* step has been executed (e.g you thought it was funny to specify ALL
* of the flags defined above) the import FAILS. Mainly because there is
* no data to work on anymore ...
*/
#define AI_CONFIG_PP_RVC_FLAGS \
"PP_RVC_FLAGS"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_SortByPType step:
* Specifies which primitive types are removed by the step.
*
* This is a bitwise combination of the aiPrimitiveType flags.
* Specifying all of them is illegal, of course. A typical use would
* be to exclude all line and point meshes from the import. This
* is an integer property, its default value is 0.
*/
#define AI_CONFIG_PP_SBP_REMOVE \
"PP_SBP_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
* Specifies the floating-point accuracy for animation values. The step
* checks for animation tracks where all frame values are absolutely equal
* and removes them. This tweakable controls the epsilon for floating-point
* comparisons - two keys are considered equal if the invariant
* abs(n0-n1)>epsilon holds true for all vector respectively quaternion
* components. The default value is 0.f - comparisons are exact then.
*/
#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
"PP_FID_ANIM_ACCURACY"
// TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1
// TransformUVCoords evaluates UV rotations
#define AI_UVTRAFO_ROTATION 0x2
// TransformUVCoords evaluates UV translation
#define AI_UVTRAFO_TRANSLATION 0x4
// Everything baked together -> default value
#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
* Specifies which UV transformations are evaluated.
*
* This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
* property, of course). By default all transformations are enabled
* (AI_UVTRAFO_ALL).
*/
#define AI_CONFIG_PP_TUV_EVALUATE \
"PP_TUV_EVALUATE"
// ---------------------------------------------------------------------------
/** @brief A hint to assimp to favour speed against import quality.
*
* Enabling this option may result in faster loading, but it needn't.
* It represents just a hint to loaders and post-processing steps to use
* faster code paths, if possible.
* This property is expected to be an integer, != 0 stands for true.
* The default value is 0.
*/
#define AI_CONFIG_FAVOUR_SPEED \
"FAVOUR_SPEED"
// ###########################################################################
// IMPORTER SETTINGS
// Various stuff to fine-tune the behaviour of specific importer plugins.
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will merge all geometry layers present
* in the source file or take only the first.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
"IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read all materials present in the
* source file or take only the referenced materials.
*
* This is void unless IMPORT_FBX_READ_MATERIALS=1.
*
* The default value is false (0)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
"IMPORT_FBX_READ_ALL_MATERIALS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read materials.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
"IMPORT_FBX_READ_MATERIALS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read cameras.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
"IMPORT_FBX_READ_CAMERAS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read light sources.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
"IMPORT_FBX_READ_LIGHTS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read animations.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
"IMPORT_FBX_READ_ANIMATIONS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will act in strict mode in which only
* FBX 2013 is supported and any other sub formats are rejected. FBX 2013
* is the primary target for the importer, so this format is best
* supported and well-tested.
*
* The default value is false (0)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
"IMPORT_FBX_STRICT_MODE"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will preserve pivot points for
* transformations (as extra nodes). If set to false, pivots and offsets
* will be evaluated whenever possible.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
"IMPORT_FBX_PRESERVE_PIVOTS"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the importer will drop empty animation curves or
* animation curves which match the bind pose transformation over their
* entire defined range.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
"IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
// ---------------------------------------------------------------------------
/** @brief Set the vertex animation keyframe to be imported
*
* ASSIMP does not support vertex keyframes (only bone animation is supported).
* The library reads only one frame of models with vertex animations.
* By default this is the first frame.
* \note The default value is 0. This option applies to all importers.
* However, it is also possible to override the global setting
* for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
* options (where XXX is a placeholder for the file format for which you
* want to override the global setting).
* Property type: integer.
*/
#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
// ---------------------------------------------------------------------------
/** @brief Configures the AC loader to collect all surfaces which have the
* "Backface cull" flag set in separate meshes.
*
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
"IMPORT_AC_SEPARATE_BFCULL"
// ---------------------------------------------------------------------------
/** @brief Configures whether the AC loader evaluates subdivision surfaces (
* indicated by the presence of the 'subdiv' attribute in the file). By
* default, Assimp performs the subdivision using the standard
* Catmull-Clark algorithm
*
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
"IMPORT_AC_EVAL_SUBDIVISION"
// ---------------------------------------------------------------------------
/** @brief Configures the UNREAL 3D loader to separate faces with different
* surface flags (e.g. two-sided vs. single-sided).
*
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
"UNREAL_HANDLE_FLAGS"
// ---------------------------------------------------------------------------
/** @brief Configures the terragen import plugin to compute uv's for
* terrains, if not given. Furthermore a default texture is assigned.
*
* UV coordinates for terrains are so simple to compute that you'll usually
* want to compute them on your own, if you need them. This option is intended
* for model viewers which want to offer an easy way to apply textures to
* terrains.
* * Property type: bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
"IMPORT_TER_MAKE_UVS"
// ---------------------------------------------------------------------------
/** @brief Configures the ASE loader to always reconstruct normal vectors
* basing on the smoothing groups loaded from the file.
*
* Some ASE files have carry invalid normals, other don't.
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
"IMPORT_ASE_RECONSTRUCT_NORMALS"
// ---------------------------------------------------------------------------
/** @brief Configures the M3D loader to detect and process multi-part
* Quake player models.
*
* These models usually consist of 3 files, lower.md3, upper.md3 and
* head.md3. If this property is set to true, Assimp will try to load and
* combine all three files if one of them is loaded.
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
"IMPORT_MD3_HANDLE_MULTIPART"
// ---------------------------------------------------------------------------
/** @brief Tells the MD3 loader which skin files to load.
*
* When loading MD3 files, Assimp checks whether a file
* <md3_file_name>_<skin_name>.skin is existing. These files are used by
* Quake III to be able to assign different skins (e.g. red and blue team)
* to models. 'default', 'red', 'blue' are typical skin names.
* Property type: String. Default value: "default".
*/
#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
"IMPORT_MD3_SKIN_NAME"
// ---------------------------------------------------------------------------
/** @brief Specify the Quake 3 shader file to be used for a particular
* MD3 file. This can also be a search path.
*
* By default Assimp's behaviour is as follows: If a MD3 file
* <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
* loaded, the library tries to locate the corresponding shader file in
* <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
* behaviour. It can either specify a full path to the shader to be loaded
* or alternatively the path (relative or absolute) to the directory where
* the shaders for all MD3s to be loaded reside. Assimp attempts to open
* <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
* is the fallback file. Note that <dir> should have a terminal (back)slash.
* Property type: String. Default value: n/a.
*/
#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
"IMPORT_MD3_SHADER_SRC"
// ---------------------------------------------------------------------------
/** @brief Configures the LWO loader to load just one layer from the model.
*
* LWO files consist of layers and in some cases it could be useful to load
* only one of them. This property can be either a string - which specifies
* the name of the layer - or an integer - the index of the layer. If the
* property is not set the whole LWO model is loaded. Loading fails if the
* requested layer is not available. The layer index is zero-based and the
* layer name may not be empty.<br>
* Property type: Integer. Default value: all layers are loaded.
*/
#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
"IMPORT_LWO_ONE_LAYER_ONLY"
// ---------------------------------------------------------------------------
/** @brief Configures the MD5 loader to not load the MD5ANIM file for
* a MD5MESH file automatically.
*
* The default strategy is to look for a file with the same name but the
* MD5ANIM extension in the same directory. If it is found, it is loaded
* and combined with the MD5MESH file. This configuration option can be
* used to disable this behaviour.
*
* * Property type: bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
"IMPORT_MD5_NO_ANIM_AUTOLOAD"
// ---------------------------------------------------------------------------
/** @brief Defines the begin of the time range for which the LWS loader
* evaluates animations and computes aiNodeAnim's.
*
* Assimp provides full conversion of LightWave's envelope system, including
* pre and post conditions. The loader computes linearly subsampled animation
* chanels with the frame rate given in the LWS file. This property defines
* the start time. Note: animation channels are only generated if a node
* has at least one envelope with more tan one key assigned. This property.
* is given in frames, '0' is the first frame. By default, if this property
* is not set, the importer takes the animation start from the input LWS
* file ('FirstFrame' line)<br>
* Property type: Integer. Default value: taken from file.
*
* @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
*/
#define AI_CONFIG_IMPORT_LWS_ANIM_START \
"IMPORT_LWS_ANIM_START"
#define AI_CONFIG_IMPORT_LWS_ANIM_END \
"IMPORT_LWS_ANIM_END"
// ---------------------------------------------------------------------------
/** @brief Defines the output frame rate of the IRR loader.
*
* IRR animations are difficult to convert for Assimp and there will
* always be a loss of quality. This setting defines how many keys per second
* are returned by the converter.<br>
* Property type: integer. Default value: 100
*/
#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
"IMPORT_IRR_ANIM_FPS"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer will try to find referenced materials from this file.
*
* Ogre meshes reference with material names, this does not tell Assimp the file
* where it is located in. Assimp will try to find the source file in the following
* order: <material-name>.material, <mesh-filename-base>.material and
* lastly the material name defined by this config property.
* <br>
* Property type: String. Default value: Scene.material.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
"IMPORT_OGRE_MATERIAL_FILE"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer detect the texture usage from its filename.
*
* Ogre material texture units do not define texture type, the textures usage
* depends on the used shader or Ogres fixed pipeline. If this config property
* is true Assimp will try to detect the type from the textures filename postfix:
* _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
* _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
* and _occlusion for light map, _disp and _displacement for displacement map.
* The matching is case insensitive. Post fix is taken between last "_" and last ".".
* Default behavior is to detect type from lower cased texture unit name by
* matching against: normalmap, specularmap, lightmap and displacementmap.
* For both cases if no match is found aiTextureType_DIFFUSE is used.
* <br>
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
"IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
*
* IfcSpace elements (and their geometric representations) are used to
* represent, well, free space in a building storey.<br>
* Property type: Bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the IFC loader skips over
* shape representations of type 'Curve2D'.
*
* A lot of files contain both a faceted mesh representation and a outline
* with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those,
* so turning this option off just clutters the log with errors.<br>
* Property type: Bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the IFC loader will use its own, custom triangulation
* algorithm to triangulate wall and floor meshes.
*
* If this property is set to false, walls will be either triangulated by
* #aiProcess_Triangulate or will be passed through as huge polygons with
* faked holes (i.e. holes that are connected with the outer boundary using
* a dummy edge). It is highly recommended to set this property to true
* if you want triangulated data because #aiProcess_Triangulate is known to
* have problems with the kind of polygons that the IFC loader spits out for
* complicated meshes.
* Property type: Bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
#endif // !! AI_CONFIG_H_INC
/*
---------------------------------------------------------------------------
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 aiDefines.h
* @brief Assimp build configuration setup. See the notes in the comment
* blocks to find out how to customize _your_ Assimp build.
*/
#ifndef INCLUDED_AI_DEFINES_H
#define INCLUDED_AI_DEFINES_H
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
* file format loader. The loader is be excluded from the
* build in this case. 'XX' stands for the most common file
* extension of the file format. E.g.:
* ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
*
* If you're unsure about that, take a look at the implementation of the
* import plugin you wish to disable. You'll find the right define in the
* first lines of the corresponding unit.
*
* Other (mixed) configuration switches are listed here:
* ASSIMP_BUILD_NO_COMPRESSED_X
* - Disable support for compressed X files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_BLEND
* - Disable support for compressed Blender files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_IFC
* - Disable support for IFCZIP files (unzip)
*/
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_IFC
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
* post processing step. This is the current list of process names ('XX'):
* CALCTANGENTS
* JOINVERTICES
* TRIANGULATE
* GENFACENORMALS
* GENVERTEXNORMALS
* REMOVEVC
* SPLITLARGEMESHES
* PRETRANSFORMVERTICES
* LIMITBONEWEIGHTS
* VALIDATEDS
* IMPROVECACHELOCALITY
* FIXINFACINGNORMALS
* REMOVE_REDUNDANTMATERIALS
* OPTIMIZEGRAPH
* SORTBYPTYPE
* FINDINVALIDDATA
* TRANSFORMTEXCOORDS
* GENUVCOORDS
* ENTITYMESHBUILDER
* MAKELEFTHANDED
* FLIPUVS
* FLIPWINDINGORDER
* OPTIMIZEMESHES
* OPTIMIZEANIMS
* OPTIMIZEGRAPH
* GENENTITYMESHES
* FIXTEXTUREPATHS */
//////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER
# undef ASSIMP_API
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
//////////////////////////////////////////////////////////////////////////
# ifdef ASSIMP_BUILD_DLL_EXPORT
# define ASSIMP_API __declspec(dllexport)
# define ASSIMP_API_WINONLY __declspec(dllexport)
# pragma warning (disable : 4251)
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
* an external DLL under Windows. Default is static linkage. */
//////////////////////////////////////////////////////////////////////////
# elif (defined ASSIMP_DLL)
# define ASSIMP_API __declspec(dllimport)
# define ASSIMP_API_WINONLY __declspec(dllimport)
# else
# define ASSIMP_API
# define ASSIMP_API_WINONLY
# endif
/* Force the compiler to inline a function, if possible
*/
# define AI_FORCE_INLINE __forceinline
/* Tells the compiler that a function never returns. Used in code analysis
* to skip dead paths (e.g. after an assertion evaluated to false). */
# define AI_WONT_RETURN __declspec(noreturn)
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define AI_WONT_RETURN
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
# define AI_FORCE_INLINE inline
#endif // (defined _MSC_VER)
#ifdef __clang__
# define AI_WONT_RETURN_SUFFIX __attribute__((analyzer_noreturn))
#else
# define AI_WONT_RETURN_SUFFIX
#endif // (defined __clang__)
#ifdef __cplusplus
/* No explicit 'struct' and 'enum' tags for C++, this keeps showing up
* in doxydocs.
*/
# define C_STRUCT
# define C_ENUM
#else
//////////////////////////////////////////////////////////////////////////
/* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
* is defined by Doxygen's preprocessor. The corresponding
* entries in the DOXYFILE are: */
//////////////////////////////////////////////////////////////////////////
#if 0
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = YES
EXPAND_ONLY_PREDEF = YES
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
EXPAND_AS_DEFINED = C_STRUCT C_ENUM
SKIP_FUNCTION_MACROS = YES
#endif
//////////////////////////////////////////////////////////////////////////
/* Doxygen gets confused if we use c-struct typedefs to avoid
* the explicit 'struct' notation. This trick here has the same
* effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
* to typedef all structs/enums. */
//////////////////////////////////////////////////////////////////////////
# if (defined ASSIMP_DOXYGEN_BUILD)
# define C_STRUCT
# define C_ENUM
# else
# define C_STRUCT struct
# define C_ENUM enum
# endif
#endif
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
#error Currently, Borland is unsupported. Feel free to port Assimp.
// "W8059 Packgröße der Struktur geändert"
#endif
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_BOOST_WORKAROUND' to compile assimp
* without boost. This is done by using a few workaround
* classes and brings some limitations (e.g. some logging won't be done,
* the library won't utilize threads or be threadsafe at all).
* This implies the 'ASSIMP_BUILD_SINGLETHREADED' setting. */
//////////////////////////////////////////////////////////////////////////
#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
// threading support requires boost
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#endif // !! ASSIMP_BUILD_BOOST_WORKAROUND
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
* without threading support. The library doesn't utilize
* threads then and is itself not threadsafe.
* If this flag is specified boost::threads is *not* required. */
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#if defined(_DEBUG) || ! defined(NDEBUG)
# define ASSIMP_BUILD_DEBUG
#endif
//////////////////////////////////////////////////////////////////////////
/* Useful constants */
//////////////////////////////////////////////////////////////////////////
/* This is PI. Hi PI. */
#define AI_MATH_PI (3.141592653589793238462643383279 )
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
/* And this is to avoid endless casts to float */
#define AI_MATH_PI_F (3.1415926538f)
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
#define AI_RAD_TO_DEG(x) (x*57.2957795f)
/* Support for big-endian builds */
#if defined(__BYTE_ORDER__)
# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
# if !defined(__BIG_ENDIAN__)
# define __BIG_ENDIAN__
# endif
# else /* little endian */
# if defined (__BIG_ENDIAN__)
# undef __BIG_ENDIAN__
# endif
# endif
#endif
#if defined(__BIG_ENDIAN__)
# define AI_BUILD_BIG_ENDIAN
#endif
#endif // !! INCLUDED_AI_DEFINES_H
/*
---------------------------------------------------------------------------
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 importerdesc.h
* @brief #aiImporterFlags, aiImporterDesc implementation.
*/
#ifndef INCLUDED_AI_IMPORTER_DESC_H
#define INCLUDED_AI_IMPORTER_DESC_H
/** Mixed set of flags for #aiImporterDesc, indicating some features
* common to many importers*/
enum aiImporterFlags
{
/** Indicates that there is a textual encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportTextFlavour = 0x1,
/** Indicates that there is a binary encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportBinaryFlavour = 0x2,
/** Indicates that there is a compressed encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportCompressedFlavour = 0x4,
/** Indicates that the importer reads only a very particular
* subset of the file format. This happens commonly for
* declarative or procedural formats which cannot easily
* be mapped to #aiScene */
aiImporterFlags_LimitedSupport = 0x8,
/** Indicates that the importer is highly experimental and
* should be used with care. This only happens for trunk
* (i.e. SVN) versions, experimental code is not included
* in releases. */
aiImporterFlags_Experimental = 0x10,
};
/** Meta information about a particular importer. Importers need to fill
* this structure, but they can freely decide how talkative they are.
* A common use case for loader meta info is a user interface
* in which the user can choose between various import/export file
* formats. Building such an UI by hand means a lot of maintenance
* as importers/exporters are added to Assimp, so it might be useful
* to have a common mechanism to query some rough importer
* characteristics. */
struct aiImporterDesc
{
/** Full name of the importer (i.e. Blender3D importer)*/
const char* mName;
/** Original author (left blank if unknown or whole assimp team) */
const char* mAuthor;
/** Current maintainer, left blank if the author maintains */
const char* mMaintainer;
/** Implementation comments, i.e. unimplemented features*/
const char* mComments;
/** Any combination of the #aiLoaderFlags enumerated values.
These flags indicate some characteristics common to many
importers. */
unsigned int mFlags;
/** Minimum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. */
unsigned int mMinMajor;
unsigned int mMinMinor;
/** Maximum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. Loaders that expect to be
forward-compatible to potential future format versions should
indicate zero, otherwise they should specify the current
maximum version.*/
unsigned int mMaxMajor;
unsigned int mMaxMinor;
/** List of file extensions this importer can handle.
List entries are separated by space characters.
All entries are lower case without a leading dot (i.e.
"xml dae" would be a valid value. Note that multiple
importers may respond to the same file extension -
assimp calls all importers in the order in which they
are registered and each importer gets the opportunity
to load the file until one importer "claims" the file. Apart
from file extension checks, importers typically use
other methods to quickly reject files (i.e. magic
words) so this does not mean that common or generic
file extensions such as XML would be tediously slow. */
const char* mFileExtensions;
};
#endif
/*
---------------------------------------------------------------------------
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 light.h
* @brief Defines the aiLight data structure
*/
#ifndef __AI_LIGHT_H_INC__
#define __AI_LIGHT_H_INC__
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Enumerates all supported types of light sources.
*/
enum aiLightSourceType
{
aiLightSource_UNDEFINED = 0x0,
//! A directional light source has a well-defined direction
//! but is infinitely far away. That's quite a good
//! approximation for sun light.
aiLightSource_DIRECTIONAL = 0x1,
//! A point light source has a well-defined position
//! in space but no direction - it emits light in all
//! directions. A normal bulb is a point light.
aiLightSource_POINT = 0x2,
//! A spot light source emits light in a specific
//! angle. It has a position and a direction it is pointing to.
//! A good example for a spot light is a light spot in
//! sport arenas.
aiLightSource_SPOT = 0x3,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiLightSource_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to describe a light source.
*
* Assimp supports multiple sorts of light sources, including
* directional, point and spot lights. All of them are defined with just
* a single structure and distinguished by their parameters.
* Note - some file formats (such as 3DS, ASE) export a "target point" -
* the point a spot light is looking at (it can even be animated). Assimp
* writes the target point as a subnode of a spotlights's main node,
* called "<spotName>.Target". However, this is just additional information
* then, the transformation tracks of the main node make the
* spot light already point in the right direction.
*/
struct aiLight
{
/** The name of the light source.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the light in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** The type of the light source.
*
* aiLightSource_UNDEFINED is not a valid value for this member.
*/
C_ENUM aiLightSourceType mType;
/** Position of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The position is undefined for directional lights.
*/
C_STRUCT aiVector3D mPosition;
/** Direction of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The direction is undefined for point lights. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mDirection;
/** Constant light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att0 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationConstant;
/** Linear light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att1 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationLinear;
/** Quadratic light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att2 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationQuadratic;
/** Diffuse color of the light source
*
* The diffuse light color is multiplied with the diffuse
* material color to obtain the final color that contributes
* to the diffuse shading term.
*/
C_STRUCT aiColor3D mColorDiffuse;
/** Specular color of the light source
*
* The specular light color is multiplied with the specular
* material color to obtain the final color that contributes
* to the specular shading term.
*/
C_STRUCT aiColor3D mColorSpecular;
/** Ambient color of the light source
*
* The ambient light color is multiplied with the ambient
* material color to obtain the final color that contributes
* to the ambient shading term. Most renderers will ignore
* this value it, is just a remaining of the fixed-function pipeline
* that is still supported by quite many file formats.
*/
C_STRUCT aiColor3D mColorAmbient;
/** Inner angle of a spot light's light cone.
*
* The spot light has maximum influence on objects inside this
* angle. The angle is given in radians. It is 2PI for point
* lights and undefined for directional lights.
*/
float mAngleInnerCone;
/** Outer angle of a spot light's light cone.
*
* The spot light does not affect objects outside this angle.
* The angle is given in radians. It is 2PI for point lights and
* undefined for directional lights. The outer angle must be
* greater than or equal to the inner angle.
* It is assumed that the application uses a smooth
* interpolation between the inner and the outer cone of the
* spot light.
*/
float mAngleOuterCone;
#ifdef __cplusplus
aiLight()
: mType (aiLightSource_UNDEFINED)
, mAttenuationConstant (0.f)
, mAttenuationLinear (1.f)
, mAttenuationQuadratic (0.f)
, mAngleInnerCone ((float)AI_MATH_TWO_PI)
, mAngleOuterCone ((float)AI_MATH_TWO_PI)
{
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // !! __AI_LIGHT_H_INC__
/*
---------------------------------------------------------------------------
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 material.h
* @brief Defines the material system of the library
*/
#ifndef AI_MATERIAL_H_INC
#define AI_MATERIAL_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// Name for default materials (2nd is used if meshes have UV coords)
#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
// ---------------------------------------------------------------------------
/** @brief Defines how the Nth texture of a specific type is combined with
* the result of all previous layers.
*
* Example (left: key, right: value): <br>
* @code
* DiffColor0 - gray
* DiffTextureOp0 - aiTextureOpMultiply
* DiffTexture0 - tex1.png
* DiffTextureOp0 - aiTextureOpAdd
* DiffTexture1 - tex2.png
* @endcode
* Written as equation, the final diffuse term for a specific pixel would be:
* @code
* diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
* sampleTex(DiffTexture1,UV0) * diffContrib;
* @endcode
* where 'diffContrib' is the intensity of the incoming light for that pixel.
*/
enum aiTextureOp
{
/** T = T1 * T2 */
aiTextureOp_Multiply = 0x0,
/** T = T1 + T2 */
aiTextureOp_Add = 0x1,
/** T = T1 - T2 */
aiTextureOp_Subtract = 0x2,
/** T = T1 / T2 */
aiTextureOp_Divide = 0x3,
/** T = (T1 + T2) - (T1 * T2) */
aiTextureOp_SmoothAdd = 0x4,
/** T = T1 + (T2-0.5) */
aiTextureOp_SignedAdd = 0x5,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiTextureOp_Force32Bit = INT_MAX
#endif
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines how UV coordinates outside the [0...1] range are handled.
*
* Commonly refered to as 'wrapping mode'.
*/
enum aiTextureMapMode
{
/** A texture coordinate u|v is translated to u%1|v%1
*/
aiTextureMapMode_Wrap = 0x0,
/** Texture coordinates outside [0...1]
* are clamped to the nearest valid value.
*/
aiTextureMapMode_Clamp = 0x1,
/** If the texture coordinates for a pixel are outside [0...1]
* the texture is not applied to that pixel
*/
aiTextureMapMode_Decal = 0x3,
/** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
* 1-(u%1)|1-(v%1) otherwise
*/
aiTextureMapMode_Mirror = 0x2,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiTextureMapMode_Force32Bit = INT_MAX
#endif
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines how the mapping coords for a texture are generated.
*
* Real-time applications typically require full UV coordinates, so the use of
* the aiProcess_GenUVCoords step is highly recommended. It generates proper
* UV channels for non-UV mapped objects, as long as an accurate description
* how the mapping should look like (e.g spherical) is given.
* See the #AI_MATKEY_MAPPING property for more details.
*/
enum aiTextureMapping
{
/** The mapping coordinates are taken from an UV channel.
*
* The #AI_MATKEY_UVWSRC key specifies from which UV channel
* the texture coordinates are to be taken from (remember,
* meshes can have more than one UV channel).
*/
aiTextureMapping_UV = 0x0,
/** Spherical mapping */
aiTextureMapping_SPHERE = 0x1,
/** Cylindrical mapping */
aiTextureMapping_CYLINDER = 0x2,
/** Cubic mapping */
aiTextureMapping_BOX = 0x3,
/** Planar mapping */
aiTextureMapping_PLANE = 0x4,
/** Undefined mapping. Have fun. */
aiTextureMapping_OTHER = 0x5,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiTextureMapping_Force32Bit = INT_MAX
#endif
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines the purpose of a texture
*
* This is a very difficult topic. Different 3D packages support different
* kinds of textures. For very common texture types, such as bumpmaps, the
* rendering results depend on implementation details in the rendering
* pipelines of these applications. Assimp loads all texture references from
* the model file and tries to determine which of the predefined texture
* types below is the best choice to match the original use of the texture
* as closely as possible.<br>
*
* In content pipelines you'll usually define how textures have to be handled,
* and the artists working on models have to conform to this specification,
* regardless which 3D tool they're using.
*/
enum aiTextureType
{
/** Dummy value.
*
* No texture, but the value to be used as 'texture semantic'
* (#aiMaterialProperty::mSemantic) for all material properties
* *not* related to textures.
*/
aiTextureType_NONE = 0x0,
/** The texture is combined with the result of the diffuse
* lighting equation.
*/
aiTextureType_DIFFUSE = 0x1,
/** The texture is combined with the result of the specular
* lighting equation.
*/
aiTextureType_SPECULAR = 0x2,
/** The texture is combined with the result of the ambient
* lighting equation.
*/
aiTextureType_AMBIENT = 0x3,
/** The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
*/
aiTextureType_EMISSIVE = 0x4,
/** The texture is a height map.
*
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_HEIGHT = 0x5,
/** The texture is a (tangent space) normal-map.
*
* Again, there are several conventions for tangent-space
* normal maps. Assimp does (intentionally) not
* distinguish here.
*/
aiTextureType_NORMALS = 0x6,
/** The texture defines the glossiness of the material.
*
* The glossiness is in fact the exponent of the specular
* (phong) lighting equation. Usually there is a conversion
* function defined to map the linear color values in the
* texture to a suitable exponent. Have fun.
*/
aiTextureType_SHININESS = 0x7,
/** The texture defines per-pixel opacity.
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
aiTextureType_OPACITY = 0x8,
/** Displacement texture
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
aiTextureType_DISPLACEMENT = 0x9,
/** Lightmap texture (aka Ambient Occlusion)
*
* Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
* covered by this material property. The texture contains a
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 0xA,
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost never for real-time applications.
*/
aiTextureType_REFLECTION = 0xB,
/** Unknown texture
*
* A texture reference that does not match any of the definitions
* above is considered to be 'unknown'. It is still imported,
* but is excluded from any further postprocessing.
*/
aiTextureType_UNKNOWN = 0xC,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiTextureType_Force32Bit = INT_MAX
#endif
//! @endcond
};
#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
// ---------------------------------------------------------------------------
/** @brief Defines all shading models supported by the library
*
* The list of shading modes has been taken from Blender.
* See Blender documentation for more information. The API does
* not distinguish between "specular" and "diffuse" shaders (thus the
* specular term for diffuse shading models like Oren-Nayar remains
* undefined). <br>
* Again, this value is just a hint. Assimp tries to select the shader whose
* most common implementation matches the original rendering results of the
* 3D modeller which wrote a particular model as closely as possible.
*/
enum aiShadingMode
{
/** Flat shading. Shading is done on per-face base,
* diffuse only. Also known as 'faceted shading'.
*/
aiShadingMode_Flat = 0x1,
/** Simple Gouraud shading.
*/
aiShadingMode_Gouraud = 0x2,
/** Phong-Shading -
*/
aiShadingMode_Phong = 0x3,
/** Phong-Blinn-Shading
*/
aiShadingMode_Blinn = 0x4,
/** Toon-Shading per pixel
*
* Also known as 'comic' shader.
*/
aiShadingMode_Toon = 0x5,
/** OrenNayar-Shading per pixel
*
* Extension to standard Lambertian shading, taking the
* roughness of the material into account
*/
aiShadingMode_OrenNayar = 0x6,
/** Minnaert-Shading per pixel
*
* Extension to standard Lambertian shading, taking the
* "darkness" of the material into account
*/
aiShadingMode_Minnaert = 0x7,
/** CookTorrance-Shading per pixel
*
* Special shader for metallic surfaces.
*/
aiShadingMode_CookTorrance = 0x8,
/** No shading at all. Constant light influence of 1.0.
*/
aiShadingMode_NoShading = 0x9,
/** Fresnel shading
*/
aiShadingMode_Fresnel = 0xa,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiShadingMode_Force32Bit = INT_MAX
#endif
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines some mixed flags for a particular texture.
*
* Usually you'll instruct your cg artists how textures have to look like ...
* and how they will be processed in your application. However, if you use
* Assimp for completely generic loading purposes you might also need to
* process these flags in order to display as many 'unknown' 3D models as
* possible correctly.
*
* This corresponds to the #AI_MATKEY_TEXFLAGS property.
*/
enum aiTextureFlags
{
/** The texture's color values have to be inverted (componentwise 1-n)
*/
aiTextureFlags_Invert = 0x1,
/** Explicit request to the application to process the alpha channel
* of the texture.
*
* Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
* flags are set if the library can say for sure that the alpha
* channel is used/is not used. If the model format does not
* define this, it is left to the application to decide whether
* the texture alpha channel - if any - is evaluated or not.
*/
aiTextureFlags_UseAlpha = 0x2,
/** Explicit request to the application to ignore the alpha channel
* of the texture.
*
* Mutually exclusive with #aiTextureFlags_UseAlpha.
*/
aiTextureFlags_IgnoreAlpha = 0x4,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiTextureFlags_Force32Bit = INT_MAX
#endif
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines alpha-blend flags.
*
* If you're familiar with OpenGL or D3D, these flags aren't new to you.
* They define *how* the final color value of a pixel is computed, basing
* on the previous color at that pixel and the new color value from the
* material.
* The blend formula is:
* @code
* SourceColor * SourceBlend + DestColor * DestBlend
* @endcode
* where <DestColor> is the previous color in the framebuffer at this
* position and <SourceColor> is the material colro before the transparency
* calculation.<br>
* This corresponds to the #AI_MATKEY_BLEND_FUNC property.
*/
enum aiBlendMode
{
/**
* Formula:
* @code
* SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
* @endcode
*/
aiBlendMode_Default = 0x0,
/** Additive blending
*
* Formula:
* @code
* SourceColor*1 + DestColor*1
* @endcode
*/
aiBlendMode_Additive = 0x1,
// we don't need more for the moment, but we might need them
// in future versions ...
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG
_aiBlendMode_Force32Bit = INT_MAX
#endif
//! @endcond
};
#include "./Compiler/pushpack1.h"
// ---------------------------------------------------------------------------
/** @brief Defines how an UV channel is transformed.
*
* This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
* See its documentation for more details.
*
* Typically you'll want to build a matrix of this information. However,
* we keep separate scaling/translation/rotation values to make it
* easier to process and optimize UV transformations internally.
*/
struct aiUVTransform
{
/** Translation on the u and v axes.
*
* The default value is (0|0).
*/
C_STRUCT aiVector2D mTranslation;
/** Scaling on the u and v axes.
*
* The default value is (1|1).
*/
C_STRUCT aiVector2D mScaling;
/** Rotation - in counter-clockwise direction.
*
* The rotation angle is specified in radians. The
* rotation center is 0.5f|0.5f. The default value
* 0.f.
*/
float mRotation;
#ifdef __cplusplus
aiUVTransform()
: mScaling (1.f,1.f)
, mRotation (0.f)
{
// nothing to be done here ...
}
#endif
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
//! @cond AI_DOX_INCLUDE_INTERNAL
// ---------------------------------------------------------------------------
/** @brief A very primitive RTTI system for the contents of material
* properties.
*/
enum aiPropertyTypeInfo
{
/** Array of single-precision (32 Bit) floats
*
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
* aiMaterial::Get()) to query properties stored in floating-point format.
* The material system performs the type conversion automatically.
*/
aiPTI_Float = 0x1,
/** The material property is an aiString.
*
* Arrays of strings aren't possible, aiGetMaterialString() (or the
* C++-API aiMaterial::Get()) *must* be used to query a string property.
*/
aiPTI_String = 0x3,
/** Array of (32 Bit) integers
*
* It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
* aiMaterial::Get()) to query properties stored in integer format.
* The material system performs the type conversion automatically.
*/
aiPTI_Integer = 0x4,
/** Simple binary buffer, content undefined. Not convertible to anything.
*/
aiPTI_Buffer = 0x5,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiPTI_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @brief Data structure for a single material property
*
* As an user, you'll probably never need to deal with this data structure.
* Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
* of functions to query material properties easily. Processing them
* manually is faster, but it is not the recommended way. It isn't worth
* the effort. <br>
* Material property names follow a simple scheme:
* @code
* $<name>
* ?<name>
* A public property, there must be corresponding AI_MATKEY_XXX define
* 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
* post-processing step.
* ~<name>
* A temporary property for internal use.
* @endcode
* @see aiMaterial
*/
struct aiMaterialProperty
{
/** Specifies the name of the property (key)
* Keys are generally case insensitive.
*/
C_STRUCT aiString mKey;
/** Textures: Specifies their exact usage semantic.
* For non-texture properties, this member is always 0
* (or, better-said, #aiTextureType_NONE).
*/
unsigned int mSemantic;
/** Textures: Specifies the index of the texture.
* For non-texture properties, this member is always 0.
*/
unsigned int mIndex;
/** Size of the buffer mData is pointing to, in bytes.
* This value may not be 0.
*/
unsigned int mDataLength;
/** Type information for the property.
*
* Defines the data layout inside the data buffer. This is used
* by the library internally to perform debug checks and to
* utilize proper type conversions.
* (It's probably a hacky solution, but it works.)
*/
C_ENUM aiPropertyTypeInfo mType;
/** Binary buffer to hold the property's value.
* The size of the buffer is always mDataLength.
*/
char* mData;
#ifdef __cplusplus
aiMaterialProperty()
: mSemantic( 0 )
, mIndex( 0 )
, mDataLength( 0 )
, mType( aiPTI_Float )
, mData( NULL )
{
}
~aiMaterialProperty() {
delete[] mData;
}
#endif
};
//! @endcond
#ifdef __cplusplus
} // We need to leave the "C" block here to allow template member functions
#endif
// ---------------------------------------------------------------------------
/** @brief Data structure for a material
*
* Material data is stored using a key-value structure. A single key-value
* pair is called a 'material property'. C++ users should use the provided
* member functions of aiMaterial to process material properties, C users
* have to stick with the aiMaterialGetXXX family of unbound functions.
* The library defines a set of standard keys (AI_MATKEY_XXX).
*/
#ifdef __cplusplus
struct ASSIMP_API aiMaterial
#else
struct aiMaterial
#endif
{
#ifdef __cplusplus
public:
aiMaterial();
~aiMaterial();
// -------------------------------------------------------------------
/** @brief Retrieve an array of Type values with a specific key
* from the material
*
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param type .. set by AI_MATKEY_XXX
* @param idx .. set by AI_MATKEY_XXX
* @param pOut Pointer to a buffer to receive the result.
* @param pMax Specifies the size of the given buffer, in Type's.
* Receives the number of values (not bytes!) read.
* NULL is a valid value for this parameter.
*/
template <typename Type>
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut, unsigned int* pMax) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, int* pOut, unsigned int* pMax) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, float* pOut, unsigned int* pMax) const;
// -------------------------------------------------------------------
/** @brief Retrieve a Type value with a specific key
* from the material
*
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param idx Index of the texture to be retrieved.
* @param pOut Reference to receive the output value
*/
template <typename Type>
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, int& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, float& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, aiString& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, aiColor3D& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, aiColor4D& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, aiUVTransform& pOut) const;
// -------------------------------------------------------------------
/** Get the number of textures for a particular texture type.
* @param type Texture type to check for
* @return Number of textures for this type.
* @note A texture can be easily queried using #GetTexture() */
unsigned int GetTextureCount(aiTextureType type) const;
// -------------------------------------------------------------------
/** Helper function to get all parameters pertaining to a
* particular texture slot from a material.
*
* This function is provided just for convenience, you could also
* read the single material properties manually.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param index Index of the texture to be retrieved. The function fails
* if there is no texture of that type with this index.
* #GetTextureCount() can be used to determine the number of textures
* per texture type.
* @param path Receives the path to the texture.
* NULL is a valid value.
* @param mapping The texture mapping.
* NULL is allowed as value.
* @param uvindex Receives the UV index of the texture.
* NULL is a valid value.
* @param blend Receives the blend factor for the texture
* NULL is a valid value.
* @param op Receives the texture operation to be performed between
* this texture and the previous texture. NULL is allowed as value.
* @param mapmode Receives the mapping modes to be used for the texture.
* The parameter may be NULL but if it is a valid pointer it MUST
* point to an array of 3 aiTextureMapMode's (one for each
* axis: UVW order (=XYZ)).
*/
// -------------------------------------------------------------------
aiReturn GetTexture(aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping = NULL,
unsigned int* uvindex = NULL,
float* blend = NULL,
aiTextureOp* op = NULL,
aiTextureMapMode* mapmode = NULL) const;
// Setters
// ------------------------------------------------------------------------------
/** @brief Add a property with a given key and type info to the material
* structure
*
* @param pInput Pointer to input data
* @param pSizeInBytes Size of input data
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro
* @param pType Type information hint */
aiReturn AddBinaryProperty (const void* pInput,
unsigned int pSizeInBytes,
const char* pKey,
unsigned int type ,
unsigned int index ,
aiPropertyTypeInfo pType);
// ------------------------------------------------------------------------------
/** @brief Add a string property with a given key and type info to the
* material structure
*
* @param pInput Input string
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro */
aiReturn AddProperty (const aiString* pInput,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
// ------------------------------------------------------------------------------
/** @brief Add a property with a given key to the material structure
* @param pInput Pointer to the input data
* @param pNumValues Number of values in the array
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro */
template<class TYPE>
aiReturn AddProperty (const TYPE* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty (const aiVector3D* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty (const aiColor3D* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty (const aiColor4D* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty (const int* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty (const float* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty (const aiUVTransform* pInput,
unsigned int pNumValues,
const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
// ------------------------------------------------------------------------------
/** @brief Remove a given key from the list.
*
* The function fails if the key isn't found
* @param pKey Key to be deleted */
aiReturn RemoveProperty (const char* pKey,
unsigned int type = 0,
unsigned int index = 0);
// ------------------------------------------------------------------------------
/** @brief Removes all properties from the material.
*
* The data array remains allocated so adding new properties is quite fast. */
void Clear();
// ------------------------------------------------------------------------------
/** Copy the property list of a material
* @param pcDest Destination material
* @param pcSrc Source material
*/
static void CopyPropertyList(aiMaterial* pcDest,
const aiMaterial* pcSrc);
#endif
/** List of all material properties loaded. */
C_STRUCT aiMaterialProperty** mProperties;
/** Number of properties in the data base */
unsigned int mNumProperties;
/** Storage allocated */
unsigned int mNumAllocated;
};
// Go back to extern "C" again
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
#define AI_MATKEY_NAME "?mat.name",0,0
#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
#define AI_MATKEY_OPACITY "$mat.opacity",0,0
#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
#define AI_MATKEY_SHININESS "$mat.shininess",0,0
#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
// ---------------------------------------------------------------------------
// Pure key names for all texture-related properties
//! @cond MATS_DOC_FULL
#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
#define _AI_MATKEY_TEXOP_BASE "$tex.op"
#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXTURE_SPECULAR(N) \
AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXTURE_AMBIENT(N) \
AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXTURE_NORMALS(N) \
AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXTURE_HEIGHT(N) \
AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXTURE_SHININESS(N) \
AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXTURE_OPACITY(N) \
AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXTURE_REFLECTION(N) \
AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_UVWSRC_SPECULAR(N) \
AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
#define AI_MATKEY_UVWSRC_AMBIENT(N) \
AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_UVWSRC_NORMALS(N) \
AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
#define AI_MATKEY_UVWSRC_HEIGHT(N) \
AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
#define AI_MATKEY_UVWSRC_SHININESS(N) \
AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
#define AI_MATKEY_UVWSRC_OPACITY(N) \
AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_UVWSRC_REFLECTION(N) \
AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXOP_DIFFUSE(N) \
AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXOP_SPECULAR(N) \
AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXOP_AMBIENT(N) \
AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXOP_EMISSIVE(N) \
AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXOP_NORMALS(N) \
AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXOP_HEIGHT(N) \
AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXOP_SHININESS(N) \
AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXOP_OPACITY(N) \
AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXOP_REFLECTION(N) \
AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_MAPPING_DIFFUSE(N) \
AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_MAPPING_SPECULAR(N) \
AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
#define AI_MATKEY_MAPPING_AMBIENT(N) \
AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
#define AI_MATKEY_MAPPING_EMISSIVE(N) \
AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_MAPPING_NORMALS(N) \
AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
#define AI_MATKEY_MAPPING_HEIGHT(N) \
AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
#define AI_MATKEY_MAPPING_SHININESS(N) \
AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
#define AI_MATKEY_MAPPING_OPACITY(N) \
AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_MAPPING_REFLECTION(N) \
AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXBLEND_NORMALS(N) \
AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXBLEND_SHININESS(N) \
AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXBLEND_OPACITY(N) \
AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
// ---------------------------------------------------------------------------
/** @brief Retrieve a material property with a specific key from the material
*
* @param pMat Pointer to the input material. May not be NULL
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param index Index of the texture to be retrieved.
* @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
* structure or NULL if the key has not been found. */
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
const C_STRUCT aiMaterialProperty** pPropOut);
// ---------------------------------------------------------------------------
/** @brief Retrieve an array of float values with a specific key
* from the material
*
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
* example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
* @code
* aiUVTransform trafo;
* unsigned int max = sizeof(aiUVTransform);
* if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
* (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
* {
* // error handling
* }
* @endcode
*
* @param pMat Pointer to the input material. May not be NULL
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param pOut Pointer to a buffer to receive the result.
* @param pMax Specifies the size of the given buffer, in float's.
* Receives the number of values (not bytes!) read.
* @param type (see the code sample above)
* @param index (see the code sample above)
* @return Specifies whether the key has been found. If not, the output
* arrays remains unmodified and pMax is set to 0.*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut,
unsigned int* pMax);
#ifdef __cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve a single float property with a specific key from the material.
*
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
* @code
* float specStrength = 1.f; // default value, remains unmodified if we fail.
* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
* (float*)&specStrength);
* @endcode
*
* @param pMat Pointer to the input material. May not be NULL
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param pOut Receives the output float.
* @param type (see the code sample above)
* @param index (see the code sample above)
* @return Specifies whether the key has been found. If not, the output
* float remains unmodified.*/
// ---------------------------------------------------------------------------
inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut)
{
return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}
#else
// Use our friend, the C preprocessor
#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
#endif //!__cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve an array of integer values with a specific key
* from a material
*
* See the sample for aiGetMaterialFloatArray for more information.*/
ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
int* pOut,
unsigned int* pMax);
#ifdef __cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve an integer property with a specific key from a material
*
* See the sample for aiGetMaterialFloat for more information.*/
// ---------------------------------------------------------------------------
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
int* pOut)
{
return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}
#else
// use our friend, the C preprocessor
#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
#endif //!__cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve a color value from the material property table
*
* See the sample for aiGetMaterialFloat for more information*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
C_STRUCT aiColor4D* pOut);
// ---------------------------------------------------------------------------
/** @brief Retrieve a aiUVTransform value from the material property table
*
* See the sample for aiGetMaterialFloat for more information*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
C_STRUCT aiUVTransform* pOut);
// ---------------------------------------------------------------------------
/** @brief Retrieve a string from the material property table
*
* See the sample for aiGetMaterialFloat for more information.*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
C_STRUCT aiString* pOut);
// ---------------------------------------------------------------------------
/** Get the number of textures for a particular texture type.
* @param[in] pMat Pointer to the input material. May not be NULL
* @param type Texture type to check for
* @return Number of textures for this type.
* @note A texture can be easily queried using #aiGetMaterialTexture() */
// ---------------------------------------------------------------------------
ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
C_ENUM aiTextureType type);
// ---------------------------------------------------------------------------
/** @brief Helper function to get all values pertaining to a particular
* texture slot from a material structure.
*
* This function is provided just for convenience. You could also read the
* texture by parsing all of its properties manually. This function bundles
* all of them in a huge function monster.
*
* @param[in] mat Pointer to the input material. May not be NULL
* @param[in] type Specifies the texture stack to read from (e.g. diffuse,
* specular, height map ...).
* @param[in] index Index of the texture. The function fails if the
* requested index is not available for this texture type.
* #aiGetMaterialTextureCount() can be used to determine the number of
* textures in a particular texture stack.
* @param[out] path Receives the output path
* This parameter must be non-null.
* @param mapping The texture mapping mode to be used.
* Pass NULL if you're not interested in this information.
* @param[out] uvindex For UV-mapped textures: receives the index of the UV
* source channel. Unmodified otherwise.
* Pass NULL if you're not interested in this information.
* @param[out] blend Receives the blend factor for the texture
* Pass NULL if you're not interested in this information.
* @param[out] op Receives the texture blend operation to be perform between
* this texture and the previous texture.
* Pass NULL if you're not interested in this information.
* @param[out] mapmode Receives the mapping modes to be used for the texture.
* Pass NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
// ---------------------------------------------------------------------------
#ifdef __cplusplus
ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
aiTextureType type,
unsigned int index,
aiString* path,
aiTextureMapping* mapping = NULL,
unsigned int* uvindex = NULL,
float* blend = NULL,
aiTextureOp* op = NULL,
aiTextureMapMode* mapmode = NULL,
unsigned int* flags = NULL);
#else
C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
C_ENUM aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
C_ENUM aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
C_ENUM aiTextureOp* op /*= NULL*/,
C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
unsigned int* flags /*= NULL*/);
#endif // !#ifdef __cplusplus
#ifdef __cplusplus
}
#include "material.inl"
#endif //!__cplusplus
#endif //!!AI_MATERIAL_H_INC
/*
---------------------------------------------------------------------------
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 aiMaterial.inl
* @brief Defines the C++ getters for the material system
*/
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
//! @cond never
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
{
return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}
// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
return ::aiGetMaterialTextureCount(this,type);
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const
{
unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)*iNum) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
::memcpy(pOut,prop->mData,iNum * sizeof(Type));
if (pMax) {
*pMax = iNum;
}
}
return ret;
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const
{
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
::memcpy(&pOut,prop->mData,sizeof(Type));
}
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float& pOut) const
{
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const
{
return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const
{
return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const
{
aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const
{
return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const
{
return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(TYPE),
pKey,type,index,aiPTI_Buffer);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
//! @endcond
#endif //! AI_MATERIAL_INL_INC
/*
---------------------------------------------------------------------------
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 matrix3x3.h
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
*/
#ifndef AI_MATRIX3x3_H_INC
#define AI_MATRIX3x3_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template <typename T> class aiMatrix4x4t;
template <typename T> class aiVector2t;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 3x3 matrix
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template <typename TReal>
class aiMatrix3x3t
{
public:
aiMatrix3x3t () :
a1(static_cast<TReal>(1.0f)), a2(), a3(),
b1(), b2(static_cast<TReal>(1.0f)), b3(),
c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
TReal _b1, TReal _b2, TReal _b3,
TReal _c1, TReal _c2, TReal _c3) :
a1(_a1), a2(_a2), a3(_a3),
b1(_b1), b2(_b2), b3(_b3),
c1(_c1), c2(_c2), c3(_c3)
{}
public:
// matrix multiplication.
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t<TReal>& m) const;
bool operator!= (const aiMatrix4x4t<TReal>& m) const;
bool Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiMatrix3x3t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Construction from a 4x4 matrix. The remaining parts
* of the matrix are ignored.
*/
explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
// -------------------------------------------------------------------
/** @brief Transpose the matrix
*/
aiMatrix3x3t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix3x3t& Inverse();
TReal Determinant() const;
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around z
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around
* an arbitrary axis.
*
* @param a Rotation angle, in radians
* @param axis Axis to rotate around
* @param out To be filled
*/
static aiMatrix3x3t& Rotation( TReal a,
const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t& out);
public:
TReal a1, a2, a3;
TReal b1, b2, b3;
TReal c1, c2, c3;
} PACK_STRUCT;
typedef aiMatrix3x3t<float> aiMatrix3x3;
#else
struct aiMatrix3x3 {
float a1, a2, a3;
float b1, b2, b3;
float c1, c2, c3;
} PACK_STRUCT;
#endif
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX3x3_H_INC
/*
---------------------------------------------------------------------------
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 aiMatrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
#define AI_MATRIX3x3_INL_INC
#ifdef __cplusplus
#include "matrix3x3.h"
#include "matrix4x4.h"
#include <algorithm>
#include <cmath>
#include <limits>
// ------------------------------------------------------------------------------------------------
// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
{
a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
std::swap( (TReal&)b3, (TReal&)c2);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense; but at least qnans are easy to
// spot. XXX we might throw an exception instead, which would
// be even much better to spot :/.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
return *this;
}
TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix3x3t<TReal> res;
res.a1 = invdet * (b2 * c3 - b3 * c2);
res.a2 = -invdet * (a2 * c3 - a3 * c2);
res.a3 = invdet * (a2 * b3 - a3 * b2);
res.b1 = -invdet * (b1 * c3 - b3 * c1);
res.b2 = invdet * (a1 * c3 - a3 * c1);
res.b3 = -invdet * (a1 * b3 - a3 * b1);
res.c1 = invdet * (b1 * c2 - b2 * c1);
res.c2 = -invdet * (a1 * c2 - a2 * c1);
res.c3 = invdet * (a1 * b2 - a2 * b1);
*this = res;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
{
out.a1 = out.b2 = ::cos(a);
out.b1 = ::sin(a);
out.a2 = - out.b1;
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
out.c3 = 1.f;
return out;
}
// ------------------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
{
TReal c = cos( a), s = sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
return out;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
return out;
}
// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
{
aiVector3D u,v; /* temporary storage vectors */
aiVector3D x; /* vector most nearly orthogonal to "from" */
x.x = (from.x > 0.0)? from.x : -from.x;
x.y = (from.y > 0.0)? from.y : -from.y;
x.z = (from.z > 0.0)? from.z : -from.z;
if (x.x < x.y)
{
if (x.x < x.z)
{
x.x = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
}
else
{
if (x.y < x.z)
{
x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
}
}
u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
const TReal c1 = static_cast<TReal>(2.0) / (u * u);
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
const TReal c3 = c1 * c2 * (u * v);
for (unsigned int i = 0; i < 3; i++)
{
for (unsigned int j = 0; j < 3; j++)
{
mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ c3 * v[i] * u[j];
}
mtx[i][i] += static_cast<TReal>(1.0);
}
}
else /* the most common case, unless "from"="to", or "from"=-"to" */
{
const aiVector3D v = from ^ to;
/* ... use this hand optimized version (9 mults less) */
const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
const TReal hvx = h * v.x;
const TReal hvz = h * v.z;
const TReal hvxy = hvx * v.y;
const TReal hvxz = hvx * v.z;
const TReal hvyz = hvz * v.y;
mtx[0][0] = e + hvx * v.x;
mtx[0][1] = hvxy - v.z;
mtx[0][2] = hvxz + v.y;
mtx[1][0] = hvxy + v.z;
mtx[1][1] = e + h * v.y * v.y;
mtx[1][2] = hvyz - v.x;
mtx[2][0] = hvxz - v.y;
mtx[2][1] = hvyz + v.x;
mtx[2][2] = e + hvz * v.z;
}
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX3x3_INL_INC
/*
---------------------------------------------------------------------------
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 matrix4x4.h
* @brief 4x4 matrix structure, including operators when compiling in C++
*/
#ifndef AI_MATRIX4X4_H_INC
#define AI_MATRIX4X4_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiQuaterniont;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
* coordinates.
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template<typename TReal>
class aiMatrix4x4t
{
public:
/** set to identity */
aiMatrix4x4t ();
/** construction from single values */
aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4);
/** construction from 3x3 matrix, remaining elements are set to identity */
explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
/** construction from position, rotation and scaling components
* @param scaling The scaling for the x,y,z axes
* @param rotation The rotation as a hamilton quaternion
* @param position The position for the x,y,z axes
*/
aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
const aiVector3t<TReal>& position);
public:
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t& m) const;
bool operator!= (const aiMatrix4x4t& m) const;
bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
// matrix multiplication.
aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
template <typename TOther>
operator aiMatrix4x4t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Transpose the matrix */
aiMatrix4x4t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix4x4t& Inverse();
TReal Determinant() const;
// -------------------------------------------------------------------
/** @brief Returns true of the matrix is the identity matrix.
* The check is performed against a not so small epsilon.
*/
inline bool IsIdentity() const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix into its original components
* @param scaling Receives the output scaling for the x,y,z axes
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix with no scaling into its
* original components
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Creates a trafo matrix from a set of euler angles
* @param x Rotation angle for the x-axis, in radians
* @param y Rotation angle for the y-axis, in radians
* @param z Rotation angle for the z-axis, in radians
*/
aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the x axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the y axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the z axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** Returns a rotation matrix for a rotation around an arbitrary axis.
* @param a Rotation angle, in radians
* @param axis Rotation axis, should be a normalized vector.
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a scaling matrix
* @param v Scaling vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t& out);
public:
TReal a1, a2, a3, a4;
TReal b1, b2, b3, b4;
TReal c1, c2, c3, c4;
TReal d1, d2, d3, d4;
} PACK_STRUCT;
typedef aiMatrix4x4t<float> aiMatrix4x4;
#else
struct aiMatrix4x4 {
float a1, a2, a3, a4;
float b1, b2, b3, b4;
float c1, c2, c3, c4;
float d1, d2, d3, d4;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX4X4_H_INC
/*
---------------------------------------------------------------------------
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 aiMatrix4x4t<TReal>.inl
* @brief Inline implementation of the 4x4 matrix operators
*/
#ifndef AI_MATRIX4x4_INL_INC
#define AI_MATRIX4x4_INL_INC
#ifdef __cplusplus
#include "matrix4x4.h"
#include "matrix3x3.h"
#include "quaternion.h"
#include <algorithm>
#include <limits>
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
a1(1.0f), a2(), a3(), a4(),
b1(), b2(1.0f), b3(), b4(),
c1(), c2(), c3(1.0f), c4(),
d1(), d2(), d3(), d4(1.0f)
{
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal> ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
d1(_d1), d2(_d2), d3(_d3), d4(_d4)
{
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
{
return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
{
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
{
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m = rotation.GetMatrix();
a1 = m.a1 * scaling.x;
a2 = m.a2 * scaling.x;
a3 = m.a3 * scaling.x;
a4 = position.x;
b1 = m.b1 * scaling.y;
b2 = m.b2 * scaling.y;
b3 = m.b3 * scaling.y;
b4 = position.y;
c1 = m.c1 * scaling.z;
c2 = m.c2 * scaling.z;
c3 = m.c3 * scaling.z;
c4= position.z;
d1 = static_cast<TReal>(0.0);
d2 = static_cast<TReal>(0.0);
d3 = static_cast<TReal>(0.0);
d4 = static_cast<TReal>(1.0);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
{
*this = aiMatrix4x4t<TReal>(
m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
{
aiMatrix4x4t<TReal> temp( *this);
temp *= m;
return temp;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)b1, (TReal&)a2);
std::swap( (TReal&)c1, (TReal&)a3);
std::swap( (TReal&)c2, (TReal&)b3);
std::swap( (TReal&)d1, (TReal&)a4);
std::swap( (TReal&)d2, (TReal&)b4);
std::swap( (TReal&)d3, (TReal&)c4);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix4x4t<TReal>::Determinant() const
{
return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
+ a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
- a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
+ a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
+ a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
- a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
{
// Compute the reciprocal determinant
const TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense but it is easy to debug for the
// programmer.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix4x4t<TReal>(
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan);
return *this;
}
const TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix4x4t<TReal> res;
res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
*this = res;
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex)
{
// XXX this is UB. Has been for years. The fact that it works now does not make it better.
return &this->a1 + p_iIndex * 4;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
{
// XXX same
return &this->a1 + p_iIndex * 4;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(a4 - m.a4) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(b4 - m.b4) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon &&
std::abs(c4 - m.c4) <= epsilon &&
std::abs(d1 - m.d1) <= epsilon &&
std::abs(d2 - m.d2) <= epsilon &&
std::abs(d3 - m.d3) <= epsilon &&
std::abs(d4 - m.d4) <= epsilon;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const
{
const aiMatrix4x4t<TReal>& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract the rows of the matrix
aiVector3t<TReal> vRows[3] = {
aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]),
aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]),
aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2])
};
// extract the scaling factors
scaling.x = vRows[0].Length();
scaling.y = vRows[1].Length();
scaling.z = vRows[2].Length();
// and the sign of the scaling
if (Determinant() < 0) {
scaling.x = -scaling.x;
scaling.y = -scaling.y;
scaling.z = -scaling.z;
}
// and remove all scaling from the matrix
if(scaling.x)
{
vRows[0] /= scaling.x;
}
if(scaling.y)
{
vRows[1] /= scaling.y;
}
if(scaling.z)
{
vRows[2] /= scaling.z;
}
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m(vRows[0].x,vRows[1].x,vRows[2].x,
vRows[0].y,vRows[1].y,vRows[2].y,
vRows[0].z,vRows[1].z,vRows[2].z);
// and generate the rotation quaternion from it
rotation = aiQuaterniont<TReal>(m);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const
{
const aiMatrix4x4t<TReal>& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract rotation
rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
{
return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
{
aiMatrix4x4t<TReal>& _this = *this;
TReal cr = cos( x );
TReal sr = sin( x );
TReal cp = cos( y );
TReal sp = sin( y );
TReal cy = cos( z );
TReal sy = sin( z );
_this.a1 = cp*cy ;
_this.a2 = cp*sy;
_this.a3 = -sp ;
TReal srsp = sr*sp;
TReal crsp = cr*sp;
_this.b1 = srsp*cy-cr*sy ;
_this.b2 = srsp*sy+cr*cy ;
_this.b3 = sr*cp ;
_this.c1 = crsp*cy+sr*sy ;
_this.c2 = crsp*sy-sr*cy ;
_this.c3 = cr*cp ;
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::IsIdentity() const
{
// Use a small epsilon to solve floating-point inaccuracies
const static TReal epsilon = 10e-3f;
return (a2 <= epsilon && a2 >= -epsilon &&
a3 <= epsilon && a3 >= -epsilon &&
a4 <= epsilon && a4 >= -epsilon &&
b1 <= epsilon && b1 >= -epsilon &&
b3 <= epsilon && b3 >= -epsilon &&
b4 <= epsilon && b4 >= -epsilon &&
c1 <= epsilon && c1 >= -epsilon &&
c2 <= epsilon && c2 >= -epsilon &&
c4 <= epsilon && c4 >= -epsilon &&
d1 <= epsilon && d1 >= -epsilon &&
d2 <= epsilon && d2 >= -epsilon &&
d3 <= epsilon && d3 >= -epsilon &&
a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| 1 0 0 0 |
M = | 0 cos(A) -sin(A) 0 |
| 0 sin(A) cos(A) 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
out.b2 = out.c3 = cos(a);
out.b3 = -(out.c2 = sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| cos(A) 0 sin(A) 0 |
M = | 0 1 0 0 |
| -sin(A) 0 cos(A) 0 |
| 0 0 0 1 |
*/
out = aiMatrix4x4t<TReal>();
out.a1 = out.c3 = cos(a);
out.c1 = -(out.a3 = sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| cos(A) -sin(A) 0 0 |
M = | sin(A) cos(A) 0 0 |
| 0 0 1 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
out.a1 = out.b2 = cos(a);
out.a2 = -(out.b1 = sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
{
TReal c = cos( a), s = sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
out.d4 = static_cast<TReal>(1.0);
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
out = aiMatrix4x4t<TReal>();
out.a4 = v.x;
out.b4 = v.y;
out.c4 = v.z;
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
out = aiMatrix4x4t<TReal>();
out.a1 = v.x;
out.b2 = v.y;
out.c3 = v.z;
return out;
}
// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
{
aiMatrix3x3t<TReal> m3;
aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
mtx = aiMatrix4x4t<TReal>(m3);
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX4x4_INL_INC
/*
---------------------------------------------------------------------------
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 mesh.h
* @brief Declares the data structures in which the imported geometry is
returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
*/
#ifndef INCLUDED_AI_MESH_H
#define INCLUDED_AI_MESH_H
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
// Limits. These values are required to match the settings Assimp was
// compiled against. Therfore, do not redefine them unless you build the
// library from source using the same definitions.
// ---------------------------------------------------------------------------
/** @def AI_MAX_FACE_INDICES
* Maximum number of indices per face (polygon). */
#ifndef AI_MAX_FACE_INDICES
# define AI_MAX_FACE_INDICES 0x7fff
#endif
/** @def AI_MAX_BONE_WEIGHTS
* Maximum number of indices per face (polygon). */
#ifndef AI_MAX_BONE_WEIGHTS
# define AI_MAX_BONE_WEIGHTS 0x7fffffff
#endif
/** @def AI_MAX_VERTICES
* Maximum number of vertices per mesh. */
#ifndef AI_MAX_VERTICES
# define AI_MAX_VERTICES 0x7fffffff
#endif
/** @def AI_MAX_FACES
* Maximum number of faces per mesh. */
#ifndef AI_MAX_FACES
# define AI_MAX_FACES 0x7fffffff
#endif
/** @def AI_MAX_NUMBER_OF_COLOR_SETS
* Supported number of vertex color sets per mesh. */
#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
# define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
* Supported number of texture coord sets (UV(W) channels) per mesh */
#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
// ---------------------------------------------------------------------------
/** @brief A single face in a mesh, referring to multiple vertices.
*
* If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
* it's called 'polygon' (hey, that's just a definition!).
* <br>
* aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
* primitive are actually present in a mesh. The #aiProcess_SortByPType flag
* executes a special post-processing algorithm which splits meshes with
* *different* primitive types mixed up (e.g. lines and triangles) in several
* 'clean' submeshes. Furthermore there is a configuration option (
* #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
* specific kinds of primitives from the imported scene, completely and forever.
* In many cases you'll probably want to set this setting to
* @code
* aiPrimitiveType_LINE|aiPrimitiveType_POINT
* @endcode
* Together with the #aiProcess_Triangulate flag you can then be sure that
* #aiFace::mNumIndices is always 3.
* @note Take a look at the @link data Data Structures page @endlink for
* more information on the layout and winding order of a face.
*/
struct aiFace
{
//! Number of indices defining this face.
//! The maximum value for this member is #AI_MAX_FACE_INDICES.
unsigned int mNumIndices;
//! Pointer to the indices array. Size of the array is given in numIndices.
unsigned int* mIndices;
#ifdef __cplusplus
//! Default constructor
aiFace()
: mNumIndices( 0 )
, mIndices( NULL )
{
}
//! Default destructor. Delete the index array
~aiFace()
{
delete [] mIndices;
}
//! Copy constructor. Copy the index array
aiFace( const aiFace& o)
: mIndices( NULL )
{
*this = o;
}
//! Assignment operator. Copy the index array
aiFace& operator = ( const aiFace& o)
{
if (&o == this)
return *this;
delete[] mIndices;
mNumIndices = o.mNumIndices;
if (mNumIndices) {
mIndices = new unsigned int[mNumIndices];
::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
}
else {
mIndices = NULL;
}
return *this;
}
//! Comparison operator. Checks whether the index array
//! of two faces is identical
bool operator== (const aiFace& o) const
{
if (mIndices == o.mIndices)return true;
else if (mIndices && mNumIndices == o.mNumIndices)
{
for (unsigned int i = 0;i < this->mNumIndices;++i)
if (mIndices[i] != o.mIndices[i])return false;
return true;
}
return false;
}
//! Inverse comparison operator. Checks whether the index
//! array of two faces is NOT identical
bool operator != (const aiFace& o) const
{
return !(*this == o);
}
#endif // __cplusplus
}; // struct aiFace
// ---------------------------------------------------------------------------
/** @brief A single influence of a bone on a vertex.
*/
struct aiVertexWeight
{
//! Index of the vertex which is influenced by the bone.
unsigned int mVertexId;
//! The strength of the influence in the range (0...1).
//! The influence from all bones at one vertex amounts to 1.
float mWeight;
#ifdef __cplusplus
//! Default constructor
aiVertexWeight() { }
//! Initialisation from a given index and vertex weight factor
//! \param pID ID
//! \param pWeight Vertex weight factor
aiVertexWeight( unsigned int pID, float pWeight)
: mVertexId( pID), mWeight( pWeight)
{ /* nothing to do here */ }
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** @brief A single bone of a mesh.
*
* A bone has a name by which it can be found in the frame hierarchy and by
* which it can be addressed by animations. In addition it has a number of
* influences on vertices.
*/
struct aiBone
{
//! The name of the bone.
C_STRUCT aiString mName;
//! The number of vertices affected by this bone
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
unsigned int mNumWeights;
//! The vertices affected by this bone
C_STRUCT aiVertexWeight* mWeights;
//! Matrix that transforms from mesh space to bone space in bind pose
C_STRUCT aiMatrix4x4 mOffsetMatrix;
#ifdef __cplusplus
//! Default constructor
aiBone()
: mNumWeights( 0 )
, mWeights( NULL )
{
}
//! Copy constructor
aiBone(const aiBone& other)
: mName( other.mName )
, mNumWeights( other.mNumWeights )
, mOffsetMatrix( other.mOffsetMatrix )
{
if (other.mWeights && other.mNumWeights)
{
mWeights = new aiVertexWeight[mNumWeights];
::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
}
}
//! Destructor - deletes the array of vertex weights
~aiBone()
{
delete [] mWeights;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** @brief Enumerates the types of geometric primitives supported by Assimp.
*
* @see aiFace Face data structure
* @see aiProcess_SortByPType Per-primitive sorting of meshes
* @see aiProcess_Triangulate Automatic triangulation
* @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
*/
enum aiPrimitiveType
{
/** A point primitive.
*
* This is just a single vertex in the virtual world,
* #aiFace contains just one index for such a primitive.
*/
aiPrimitiveType_POINT = 0x1,
/** A line primitive.
*
* This is a line defined through a start and an end position.
* #aiFace contains exactly two indices for such a primitive.
*/
aiPrimitiveType_LINE = 0x2,
/** A triangular primitive.
*
* A triangle consists of three indices.
*/
aiPrimitiveType_TRIANGLE = 0x4,
/** A higher-level polygon with more than 3 edges.
*
* A triangle is a polygon, but polygon in this context means
* "all polygons that are not triangles". The "Triangulate"-Step
* is provided for your convenience, it splits all polygons in
* triangles (which are much easier to handle).
*/
aiPrimitiveType_POLYGON = 0x8,
/** This value is not used. It is just here to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiPrimitiveType_Force32Bit = INT_MAX
#endif
}; //! enum aiPrimitiveType
// Get the #aiPrimitiveType flag for a specific number of face indices
#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
// ---------------------------------------------------------------------------
/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
* animations for a particular frame.
*
* You may think of an #aiAnimMesh as a `patch` for the host mesh, which
* replaces only certain vertex data streams at a particular time.
* Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
* The actual relationship between the time line and anim meshes is
* established by #aiMeshAnim, which references singular mesh attachments
* by their ID and binds them to a time offset.
*/
struct aiAnimMesh
{
/** Replacement for aiMesh::mVertices. If this array is non-NULL,
* it *must* contain mNumVertices entries. The corresponding
* array in the host mesh must be non-NULL as well - animation
* meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source
* array is not, the source data is taken instead)*/
C_STRUCT aiVector3D* mVertices;
/** Replacement for aiMesh::mNormals. */
C_STRUCT aiVector3D* mNormals;
/** Replacement for aiMesh::mTangents. */
C_STRUCT aiVector3D* mTangents;
/** Replacement for aiMesh::mBitangents. */
C_STRUCT aiVector3D* mBitangents;
/** Replacement for aiMesh::mColors */
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Replacement for aiMesh::mTextureCoords */
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** The number of vertices in the aiAnimMesh, and thus the length of all
* the member arrays.
*
* This has always the same value as the mNumVertices property in the
* corresponding aiMesh. It is duplicated here merely to make the length
* of the member arrays accessible even if the aiMesh is not known, e.g.
* from language bindings.
*/
unsigned int mNumVertices;
#ifdef __cplusplus
aiAnimMesh()
: mVertices( NULL )
, mNormals( NULL )
, mTangents( NULL )
, mBitangents( NULL )
, mNumVertices( 0 )
{
// fixme consider moving this to the ctor initializer list as well
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
mTextureCoords[a] = NULL;
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
mColors[a] = NULL;
}
}
~aiAnimMesh()
{
delete [] mVertices;
delete [] mNormals;
delete [] mTangents;
delete [] mBitangents;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
delete [] mTextureCoords[a];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
delete [] mColors[a];
}
}
/** Check whether the anim mesh overrides the vertex positions
* of its host mesh*/
bool HasPositions() const {
return mVertices != NULL;
}
/** Check whether the anim mesh overrides the vertex normals
* of its host mesh*/
bool HasNormals() const {
return mNormals != NULL;
}
/** Check whether the anim mesh overrides the vertex tangents
* and bitangents of its host mesh. As for aiMesh,
* tangents and bitangents always go together. */
bool HasTangentsAndBitangents() const {
return mTangents != NULL;
}
/** Check whether the anim mesh overrides a particular
* set of vertex colors on his host mesh.
* @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
bool HasVertexColors( unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
}
/** Check whether the anim mesh overrides a particular
* set of texture coordinates on his host mesh.
* @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
bool HasTextureCoords( unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
}
#endif
};
// ---------------------------------------------------------------------------
/** @brief A mesh represents a geometry or model with a single material.
*
* It usually consists of a number of vertices and a series of primitives/faces
* referencing the vertices. In addition there might be a series of bones, each
* of them addressing a number of vertices with a certain weight. Vertex data
* is presented in channels with each channel containing a single per-vertex
* information such as a set of texture coords or a normal vector.
* If a data pointer is non-null, the corresponding data stream is present.
* From C++-programs you can also use the comfort functions Has*() to
* test for the presence of various data streams.
*
* A Mesh uses only a single material which is referenced by a material ID.
* @note The mPositions member is usually not optional. However, vertex positions
* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
* @code
* aiScene::mFlags
* @endcode
*/
struct aiMesh
{
/** Bitwise combination of the members of the #aiPrimitiveType enum.
* This specifies which types of primitives are present in the mesh.
* The "SortByPrimitiveType"-Step can be used to make sure the
* output meshes consist of one primitive type each.
*/
unsigned int mPrimitiveTypes;
/** The number of vertices in this mesh.
* This is also the size of all of the per-vertex data arrays.
* The maximum value for this member is #AI_MAX_VERTICES.
*/
unsigned int mNumVertices;
/** The number of primitives (triangles, polygons, lines) in this mesh.
* This is also the size of the mFaces array.
* The maximum value for this member is #AI_MAX_FACES.
*/
unsigned int mNumFaces;
/** Vertex positions.
* This array is always present in a mesh. The array is
* mNumVertices in size.
*/
C_STRUCT aiVector3D* mVertices;
/** Vertex normals.
* The array contains normalized vectors, NULL if not present.
* The array is mNumVertices in size. Normals are undefined for
* point and line primitives. A mesh consisting of points and
* lines only may not have normal vectors. Meshes with mixed
* primitive types (i.e. lines and triangles) may have normals,
* but the normals for vertices that are only referenced by
* point or line primitives are undefined and set to QNaN (WARN:
* qNaN compares to inequal to *everything*, even to qNaN itself.
* Using code like this to check whether a field is qnan is:
* @code
* #define IS_QNAN(f) (f != f)
* @endcode
* still dangerous because even 1.f == 1.f could evaluate to false! (
* remember the subtleties of IEEE754 artithmetics). Use stuff like
* @c fpclassify instead.
* @note Normal vectors computed by Assimp are always unit-length.
* However, this needn't apply for normals that have been taken
* directly from the model file.
*/
C_STRUCT aiVector3D* mNormals;
/** Vertex tangents.
* The tangent of a vertex points in the direction of the positive
* X texture axis. The array contains normalized vectors, NULL if
* not present. The array is mNumVertices in size. A mesh consisting
* of points and lines only may not have normal vectors. Meshes with
* mixed primitive types (i.e. lines and triangles) may have
* normals, but the normals for vertices that are only referenced by
* point or line primitives are undefined and set to qNaN. See
* the #mNormals member for a detailled discussion of qNaNs.
* @note If the mesh contains tangents, it automatically also
* contains bitangents.
*/
C_STRUCT aiVector3D* mTangents;
/** Vertex bitangents.
* The bitangent of a vertex points in the direction of the positive
* Y texture axis. The array contains normalized vectors, NULL if not
* present. The array is mNumVertices in size.
* @note If the mesh contains tangents, it automatically also contains
* bitangents.
*/
C_STRUCT aiVector3D* mBitangents;
/** Vertex color sets.
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. NULL if not present. Each array is
* mNumVertices in size if present.
*/
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Vertex texture coords, also known as UV channels.
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. NULL if not present. The array is mNumVertices in size.
*/
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** Specifies the number of components for a given UV channel.
* Up to three channels are supported (UVW, for accessing volume
* or cube maps). If the value is 2 for a given channel n, the
* component p.z of mTextureCoords[n][p] is set to 0.0f.
* If the value is 1 for a given channel, p.y is set to 0.0f, too.
* @note 4D coords are not supported
*/
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** The faces the mesh is constructed from.
* Each face refers to a number of vertices by their indices.
* This array is always present in a mesh, its size is given
* in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
* is NOT set each face references an unique set of vertices.
*/
C_STRUCT aiFace* mFaces;
/** The number of bones this mesh contains.
* Can be 0, in which case the mBones array is NULL.
*/
unsigned int mNumBones;
/** The bones of this mesh.
* A bone consists of a name by which it can be found in the
* frame hierarchy and a set of vertex weights.
*/
C_STRUCT aiBone** mBones;
/** The material used by this mesh.
* A mesh does use only a single material. If an imported model uses
* multiple materials, the import splits up the mesh. Use this value
* as index into the scene's material list.
*/
unsigned int mMaterialIndex;
/** Name of the mesh. Meshes can be named, but this is not a
* requirement and leaving this field empty is totally fine.
* There are mainly three uses for mesh names:
* - some formats name nodes and meshes independently.
* - importers tend to split meshes up to meet the
* one-material-per-mesh requirement. Assigning
* the same (dummy) name to each of the result meshes
* aids the caller at recovering the original mesh
* partitioning.
* - Vertex animations refer to meshes by their names.
**/
C_STRUCT aiString mName;
/** NOT CURRENTLY IN USE. The number of attachment meshes */
unsigned int mNumAnimMeshes;
/** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
* Attachment meshes carry replacement data for some of the
* mesh'es vertex components (usually positions, normals). */
C_STRUCT aiAnimMesh** mAnimMeshes;
#ifdef __cplusplus
//! Default constructor. Initializes all members to 0
aiMesh()
: mPrimitiveTypes( 0 )
, mNumVertices( 0 )
, mNumFaces( 0 )
, mVertices( NULL )
, mNormals( NULL )
, mTangents( NULL )
, mBitangents( NULL )
, mFaces( NULL )
, mNumBones( 0 )
, mBones( NULL )
, mMaterialIndex( 0 )
, mNumAnimMeshes( 0 )
, mAnimMeshes( NULL )
{
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
mNumUVComponents[a] = 0;
mTextureCoords[a] = NULL;
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
mColors[a] = NULL;
}
//! Deletes all storage allocated for the mesh
~aiMesh()
{
delete [] mVertices;
delete [] mNormals;
delete [] mTangents;
delete [] mBitangents;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
delete [] mTextureCoords[a];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
delete [] mColors[a];
}
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumBones && mBones) {
for( unsigned int a = 0; a < mNumBones; a++) {
delete mBones[a];
}
delete [] mBones;
}
if (mNumAnimMeshes && mAnimMeshes) {
for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
delete mAnimMeshes[a];
}
delete [] mAnimMeshes;
}
delete [] mFaces;
}
//! Check whether the mesh contains positions. Provided no special
//! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY),
//! this will always be true
bool HasPositions() const
{ return mVertices != NULL && mNumVertices > 0; }
//! Check whether the mesh contains faces. If no special scene flags
//! are set this should always return true
bool HasFaces() const
{ return mFaces != NULL && mNumFaces > 0; }
//! Check whether the mesh contains normal vectors
bool HasNormals() const
{ return mNormals != NULL && mNumVertices > 0; }
//! Check whether the mesh contains tangent and bitangent vectors
//! It is not possible that it contains tangents and no bitangents
//! (or the other way round). The existence of one of them
//! implies that the second is there, too.
bool HasTangentsAndBitangents() const
{ return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
//! Check whether the mesh contains a vertex color set
//! \param pIndex Index of the vertex color set
bool HasVertexColors( unsigned int pIndex) const
{
if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
return false;
else
return mColors[pIndex] != NULL && mNumVertices > 0;
}
//! Check whether the mesh contains a texture coordinate set
//! \param pIndex Index of the texture coordinates set
bool HasTextureCoords( unsigned int pIndex) const
{
if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
return false;
else
return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
}
//! Get the number of UV channels the mesh contains
unsigned int GetNumUVChannels() const
{
unsigned int n = 0;
while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
return n;
}
//! Get the number of vertex color channels the mesh contains
unsigned int GetNumColorChannels() const
{
unsigned int n = 0;
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
return n;
}
//! Check whether the mesh contains bones
inline bool HasBones() const
{ return mBones != NULL && mNumBones > 0; }
#endif // __cplusplus
};
#ifdef __cplusplus
}
#endif //! extern "C"
#endif // __AI_MESH_H_INC
/*
---------------------------------------------------------------------------
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 metadata.h
* @brief Defines the data structures for holding node meta information.
*/
#ifndef __AI_METADATA_H_INC__
#define __AI_METADATA_H_INC__
#include <assert.h>
#if defined(_MSC_VER) && (_MSC_VER <= 1500)
#include "Compiler/pstdint.h"
#else
#include <stdint.h>
#endif
// -------------------------------------------------------------------------------
/**
* Enum used to distinguish data types
*/
// -------------------------------------------------------------------------------
typedef enum aiMetadataType
{
AI_BOOL = 0,
AI_INT = 1,
AI_UINT64 = 2,
AI_FLOAT = 3,
AI_AISTRING = 4,
AI_AIVECTOR3D = 5,
#ifndef SWIG
FORCE_32BIT = INT_MAX
#endif
} aiMetadataType;
// -------------------------------------------------------------------------------
/**
* Metadata entry
*
* The type field uniquely identifies the underlying type of the data field
*/
// -------------------------------------------------------------------------------
struct aiMetadataEntry
{
aiMetadataType mType;
void* mData;
};
#ifdef __cplusplus
#include <string>
// -------------------------------------------------------------------------------
/**
* Helper functions to get the aiType enum entry for a type
*/
// -------------------------------------------------------------------------------
inline aiMetadataType GetAiType( bool ) { return AI_BOOL; }
inline aiMetadataType GetAiType( int ) { return AI_INT; }
inline aiMetadataType GetAiType( uint64_t ) { return AI_UINT64; }
inline aiMetadataType GetAiType( float ) { return AI_FLOAT; }
inline aiMetadataType GetAiType( aiString ) { return AI_AISTRING; }
inline aiMetadataType GetAiType( aiVector3D ) { return AI_AIVECTOR3D; }
#endif
// -------------------------------------------------------------------------------
/**
* Container for holding metadata.
*
* Metadata is a key-value store using string keys and values.
*/
// -------------------------------------------------------------------------------
struct aiMetadata
{
/** Length of the mKeys and mValues arrays, respectively */
unsigned int mNumProperties;
/** Arrays of keys, may not be NULL. Entries in this array may not be NULL as well. */
C_STRUCT aiString* mKeys;
/** Arrays of values, may not be NULL. Entries in this array may be NULL if the
* corresponding property key has no assigned value. */
C_STRUCT aiMetadataEntry* mValues;
#ifdef __cplusplus
/** Constructor */
aiMetadata()
// set all members to zero by default
: mNumProperties(0)
, mKeys(NULL)
, mValues(NULL)
{}
/** Destructor */
~aiMetadata()
{
delete[] mKeys;
mKeys = NULL;
if (mValues)
{
// Delete each metadata entry
for (unsigned i=0; i<mNumProperties; ++i)
{
void* data = mValues[i].mData;
switch (mValues[i].mType)
{
case AI_BOOL:
delete static_cast<bool*>(data);
break;
case AI_INT:
delete static_cast<int*>(data);
break;
case AI_UINT64:
delete static_cast<uint64_t*>(data);
break;
case AI_FLOAT:
delete static_cast<float*>(data);
break;
case AI_AISTRING:
delete static_cast<aiString*>(data);
break;
case AI_AIVECTOR3D:
delete static_cast<aiVector3D*>(data);
break;
default:
assert(false);
break;
}
}
// Delete the metadata array
delete [] mValues;
mValues = NULL;
}
}
template<typename T>
inline void Set( unsigned index, const std::string& key, const T& value )
{
// In range assertion
assert(index < mNumProperties);
// Set metadata key
mKeys[index] = key;
// Set metadata type
mValues[index].mType = GetAiType(value);
// Copy the given value to the dynamic storage
mValues[index].mData = new T(value);
}
template<typename T>
inline bool Get( unsigned index, T& value )
{
// In range assertion
assert(index < mNumProperties);
// Return false if the output data type does
// not match the found value's data type
if ( GetAiType( value ) != mValues[ index ].mType ) {
return false;
}
// Otherwise, output the found value and
// return true
value = *static_cast<T*>(mValues[index].mData);
return true;
}
template<typename T>
inline bool Get( const aiString& key, T& value )
{
// Search for the given key
for (unsigned i=0; i<mNumProperties; ++i)
if (mKeys[i]==key)
return Get(i, value);
return false;
}
template<typename T>
inline bool Get( const std::string& key, T& value ) {
return Get(aiString(key), value);
}
#endif // __cplusplus
};
#endif // __AI_METADATA_H_INC__
/*
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 postprocess.h
* @brief Definitions for import post processing steps
*/
#ifndef AI_POSTPROCESS_H_INC
#define AI_POSTPROCESS_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// -----------------------------------------------------------------------------------
/** @enum aiPostProcessSteps
* @brief Defines the flags for all possible post processing steps.
*
* @note Some steps are influenced by properties set on the Assimp::Importer itself
*
* @see Assimp::Importer::ReadFile()
* @see Assimp::Importer::SetPropertyInteger()
* @see aiImportFile
* @see aiImportFileEx
*/
// -----------------------------------------------------------------------------------
enum aiPostProcessSteps
{
// -------------------------------------------------------------------------
/** <hr>Calculates the tangents and bitangents for the imported meshes.
*
* Does nothing if a mesh does not have normals. You might want this post
* processing step to be executed if you plan to use tangent space calculations
* such as normal mapping applied to the meshes. There's an importer property,
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
* a maximum smoothing angle for the algorithm. However, usually you'll
* want to leave it at the default value.
*/
aiProcess_CalcTangentSpace = 0x1,
// -------------------------------------------------------------------------
/** <hr>Identifies and joins identical vertex data sets within all
* imported meshes.
*
* After this step is run, each mesh contains unique vertices,
* so a vertex may be used by multiple faces. You usually want
* to use this post processing step. If your application deals with
* indexed geometry, this step is compulsory or you'll just waste rendering
* time. <b>If this flag is not specified</b>, no vertices are referenced by
* more than one face and <b>no index buffer is required</b> for rendering.
*/
aiProcess_JoinIdenticalVertices = 0x2,
// -------------------------------------------------------------------------
/** <hr>Converts all the imported data to a left-handed coordinate space.
*
* By default the data is returned in a right-handed coordinate space (which
* OpenGL prefers). In this space, +X points to the right,
* +Z points towards the viewer, and +Y points upwards. In the DirectX
* coordinate space +X points to the right, +Y points upwards, and +Z points
* away from the viewer.
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_MakeLeftHanded = 0x4,
// -------------------------------------------------------------------------
/** <hr>Triangulates all faces of all meshes.
*
* By default the imported mesh data might contain faces with more than 3
* indices. For rendering you'll usually want all faces to be triangles.
* This post processing step splits up faces with more than 3 indices into
* triangles. Line and point primitives are *not* modified! If you want
* 'triangles only' with no other kinds of primitives, try the following
* solution:
* <ul>
* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
* <li>Ignore all point and line meshes when you process assimp's output</li>
* </ul>
*/
aiProcess_Triangulate = 0x8,
// -------------------------------------------------------------------------
/** <hr>Removes some parts of the data structure (animations, materials,
* light sources, cameras, textures, vertex components).
*
* The components to be removed are specified in a separate
* importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
* if you don't need all parts of the output structure. Vertex colors
* are rarely used today for example... Calling this step to remove unneeded
* data from the pipeline as early as possible results in increased
* performance and a more optimized output data structure.
* This step is also useful if you want to force Assimp to recompute
* normals or tangents. The corresponding steps don't recompute them if
* they're already there (loaded from the source asset). By using this
* step you can make sure they are NOT there.
*
* This flag is a poor one, mainly because its purpose is usually
* misunderstood. Consider the following case: a 3D model has been exported
* from a CAD app, and it has per-face vertex colors. Vertex positions can't be
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
* optimize the data because of these nasty little vertex colors.
* Most apps don't even process them, so it's all for nothing. By using
* this step, unneeded components are excluded as early as possible
* thus opening more room for internal optimizations.
*/
aiProcess_RemoveComponent = 0x10,
// -------------------------------------------------------------------------
/** <hr>Generates normals for all faces of all meshes.
*
* This is ignored if normals are already there at the time this flag
* is evaluated. Model importers try to load them from the source file, so
* they're usually already there. Face normals are shared between all points
* of a single face, so a single point can have multiple normals, which
* forces the library to duplicate vertices in some cases.
* #aiProcess_JoinIdenticalVertices is *senseless* then.
*
* This flag may not be specified together with #aiProcess_GenSmoothNormals.
*/
aiProcess_GenNormals = 0x20,
// -------------------------------------------------------------------------
/** <hr>Generates smooth normals for all vertices in the mesh.
*
* This is ignored if normals are already there at the time this flag
* is evaluated. Model importers try to load them from the source file, so
* they're usually already there.
*
* This flag may not be specified together with
* #aiProcess_GenNormals. There's a importer property,
* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
* an angle maximum for the normal smoothing algorithm. Normals exceeding
* this limit are not smoothed, resulting in a 'hard' seam between two faces.
* Using a decent angle here (e.g. 80 degrees) results in very good visual
* appearance.
*/
aiProcess_GenSmoothNormals = 0x40,
// -------------------------------------------------------------------------
/** <hr>Splits large meshes into smaller sub-meshes.
*
* This is quite useful for real-time rendering, where the number of triangles
* which can be maximally processed in a single draw-call is limited
* by the video driver/hardware. The maximum vertex buffer is usually limited
* too. Both requirements can be met with this step: you may specify both a
* triangle and vertex limit for a single mesh.
*
* The split limits can (and should!) be set through the
* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
* importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
*
* Note that splitting is generally a time-consuming task, but only if there's
* something to split. The use of this step is recommended for most users.
*/
aiProcess_SplitLargeMeshes = 0x80,
// -------------------------------------------------------------------------
/** <hr>Removes the node graph and pre-transforms all vertices with
* the local transformation matrices of their nodes.
*
* The output scene still contains nodes, however there is only a
* root node with children, each one referencing only one mesh,
* and each mesh referencing one material. For rendering, you can
* simply render all meshes in order - you don't need to pay
* attention to local transformations and the node hierarchy.
* Animations are removed during this step.
* This step is intended for applications without a scenegraph.
* The step CAN cause some problems: if e.g. a mesh of the asset
* contains normals and another, using the same material index, does not,
* they will be brought together, but the first meshes's part of
* the normal list is zeroed. However, these artifacts are rare.
* @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
* can be set to normalize the scene's spatial dimension to the -1...1
* range.
*/
aiProcess_PreTransformVertices = 0x100,
// -------------------------------------------------------------------------
/** <hr>Limits the number of bones simultaneously affecting a single vertex
* to a maximum value.
*
* If any vertex is affected by more than the maximum number of bones, the least
* important vertex weights are removed and the remaining vertex weights are
* renormalized so that the weights still sum up to 1.
* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
* config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
* property to supply your own limit to the post processing step.
*
* If you intend to perform the skinning in hardware, this post processing
* step might be of interest to you.
*/
aiProcess_LimitBoneWeights = 0x200,
// -------------------------------------------------------------------------
/** <hr>Validates the imported scene data structure.
* This makes sure that all indices are valid, all animations and
* bones are linked correctly, all material references are correct .. etc.
*
* It is recommended that you capture Assimp's log output if you use this flag,
* so you can easily find out what's wrong if a file fails the
* validation. The validator is quite strict and will find *all*
* inconsistencies in the data structure... It is recommended that plugin
* developers use it to debug their loaders. There are two types of
* validation failures:
* <ul>
* <li>Error: There's something wrong with the imported data. Further
* postprocessing is not possible and the data is not usable at all.
* The import fails. #Importer::GetErrorString() or #aiGetErrorString()
* carry the error message around.</li>
* <li>Warning: There are some minor issues (e.g. 1000000 animation
* keyframes with the same time), but further postprocessing and use
* of the data structure is still safe. Warning details are written
* to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
* in #aiScene::mFlags</li>
* </ul>
*
* This post-processing step is not time-consuming. Its use is not
* compulsory, but recommended.
*/
aiProcess_ValidateDataStructure = 0x400,
// -------------------------------------------------------------------------
/** <hr>Reorders triangles for better vertex cache locality.
*
* The step tries to improve the ACMR (average post-transform vertex cache
* miss ratio) for all meshes. The implementation runs in O(n) and is
* roughly based on the 'tipsify' algorithm (see <a href="
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
* paper</a>).
*
* If you intend to render huge models in hardware, this step might
* be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
* importer property can be used to fine-tune the cache optimization.
*/
aiProcess_ImproveCacheLocality = 0x800,
// -------------------------------------------------------------------------
/** <hr>Searches for redundant/unreferenced materials and removes them.
*
* This is especially useful in combination with the
* #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
* Both join small meshes with equal characteristics, but they can't do
* their work if two meshes have different materials. Because several
* material settings are lost during Assimp's import filters,
* (and because many exporters don't check for redundant materials), huge
* models often have materials which are are defined several times with
* exactly the same settings.
*
* Several material settings not contributing to the final appearance of
* a surface are ignored in all comparisons (e.g. the material name).
* So, if you're passing additional information through the
* content pipeline (probably using *magic* material names), don't
* specify this flag. Alternatively take a look at the
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
*/
aiProcess_RemoveRedundantMaterials = 0x1000,
// -------------------------------------------------------------------------
/** <hr>This step tries to determine which meshes have normal vectors
* that are facing inwards and inverts them.
*
* The algorithm is simple but effective:
* the bounding box of all vertices + their normals is compared against
* the volume of the bounding box of all vertices without their normals.
* This works well for most objects, problems might occur with planar
* surfaces. However, the step tries to filter such cases.
* The step inverts all in-facing normals. Generally it is recommended
* to enable this step, although the result is not always correct.
*/
aiProcess_FixInfacingNormals = 0x2000,
// -------------------------------------------------------------------------
/** <hr>This step splits meshes with more than one primitive type in
* homogeneous sub-meshes.
*
* The step is executed after the triangulation step. After the step
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
* especially useful for real-time rendering where point and line
* primitives are often ignored or rendered separately.
* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
* specify which primitive types you need. This can be used to easily
* exclude lines and points, which are rarely used, from the import.
*/
aiProcess_SortByPType = 0x8000,
// -------------------------------------------------------------------------
/** <hr>This step searches all meshes for degenerate primitives and
* converts them to proper lines or points.
*
* A face is 'degenerate' if one or more of its points are identical.
* To have the degenerate stuff not only detected and collapsed but
* removed, try one of the following procedures:
* <br><b>1.</b> (if you support lines and points for rendering but don't
* want the degenerates)</br>
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
* <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
* 1. This will cause the step to remove degenerate triangles from the
* import as soon as they're detected. They won't pass any further
* pipeline steps.
* </li>
* </ul>
* <br><b>2.</b>(if you don't support lines and points at all)</br>
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
* <li>Specify the #aiProcess_SortByPType flag. This moves line and
* point primitives to separate meshes.
* </li>
* <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
* @endcode to cause SortByPType to reject point
* and line meshes from the scene.
* </li>
* </ul>
* @note Degenerate polygons are not necessarily evil and that's why
* they're not removed by default. There are several file formats which
* don't support lines or points, and some exporters bypass the
* format specification and write them as degenerate triangles instead.
*/
aiProcess_FindDegenerates = 0x10000,
// -------------------------------------------------------------------------
/** <hr>This step searches all meshes for invalid data, such as zeroed
* normal vectors or invalid UV coords and removes/fixes them. This is
* intended to get rid of some common exporter errors.
*
* This is especially useful for normals. If they are invalid, and
* the step recognizes this, they will be removed and can later
* be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
* The step will also remove meshes that are infinitely small and reduce
* animation tracks consisting of hundreds if redundant keys to a single
* key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
* the accuracy of the check for duplicate animation tracks.
*/
aiProcess_FindInvalidData = 0x20000,
// -------------------------------------------------------------------------
/** <hr>This step converts non-UV mappings (such as spherical or
* cylindrical mapping) to proper texture coordinate channels.
*
* Most applications will support UV mapping only, so you will
* probably want to specify this step in every case. Note that Assimp is not
* always able to match the original mapping implementation of the
* 3D app which produced a model perfectly. It's always better to let the
* modelling app compute the UV channels - 3ds max, Maya, Blender,
* LightWave, and Modo do this for example.
*
* @note If this step is not requested, you'll need to process the
* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
* properly.
*/
aiProcess_GenUVCoords = 0x40000,
// -------------------------------------------------------------------------
/** <hr>This step applies per-texture UV transformations and bakes
* them into stand-alone vtexture coordinate channels.
*
* UV transformations are specified per-texture - see the
* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
* This step processes all textures with
* transformed input UV coordinates and generates a new (pre-transformed) UV channel
* which replaces the old channel. Most applications won't support UV
* transformations, so you will probably want to specify this step.
*
* @note UV transformations are usually implemented in real-time apps by
* transforming texture coordinates at vertex shader stage with a 3x3
* (homogenous) transformation matrix.
*/
aiProcess_TransformUVCoords = 0x80000,
// -------------------------------------------------------------------------
/** <hr>This step searches for duplicate meshes and replaces them
* with references to the first mesh.
*
* This step takes a while, so don't use it if speed is a concern.
* Its main purpose is to workaround the fact that many export
* file formats don't support instanced meshes, so exporters need to
* duplicate meshes. This step removes the duplicates again. Please
* note that Assimp does not currently support per-node material
* assignment to meshes, which means that identical meshes with
* different materials are currently *not* joined, although this is
* planned for future versions.
*/
aiProcess_FindInstances = 0x100000,
// -------------------------------------------------------------------------
/** <hr>A postprocessing step to reduce the number of meshes.
*
* This will, in fact, reduce the number of draw calls.
*
* This is a very effective optimization and is recommended to be used
* together with #aiProcess_OptimizeGraph, if possible. The flag is fully
* compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
*/
aiProcess_OptimizeMeshes = 0x200000,
// -------------------------------------------------------------------------
/** <hr>A postprocessing step to optimize the scene hierarchy.
*
* Nodes without animations, bones, lights or cameras assigned are
* collapsed and joined.
*
* Node names can be lost during this step. If you use special 'tag nodes'
* to pass additional information through your content pipeline, use the
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
* list of node names you want to be kept. Nodes matching one of the names
* in this list won't be touched or modified.
*
* Use this flag with caution. Most simple files will be collapsed to a
* single node, so complex hierarchies are usually completely lost. This is not
* useful for editor environments, but probably a very effective
* optimization if you just want to get the model data, convert it to your
* own format, and render it as fast as possible.
*
* This flag is designed to be used with #aiProcess_OptimizeMeshes for best
* results.
*
* @note 'Crappy' scenes with thousands of extremely small meshes packed
* in deeply nested nodes exist for almost all file formats.
* #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
* usually fixes them all and makes them renderable.
*/
aiProcess_OptimizeGraph = 0x400000,
// -------------------------------------------------------------------------
/** <hr>This step flips all UV coordinates along the y-axis and adjusts
* material settings and bitangents accordingly.
*
* <b>Output UV coordinate system:</b>
* @code
* 0y|0y ---------- 1x|0y
* | |
* | |
* | |
* 0x|1y ---------- 1x|1y
* @endcode
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_FlipUVs = 0x800000,
// -------------------------------------------------------------------------
/** <hr>This step adjusts the output face winding order to be CW.
*
* The default face winding order is counter clockwise (CCW).
*
* <b>Output face order:</b>
* @code
* x2
*
* x0
* x1
* @endcode
*/
aiProcess_FlipWindingOrder = 0x1000000,
// -------------------------------------------------------------------------
/** <hr>This step splits meshes with many bones into sub-meshes so that each
* su-bmesh has fewer or as many bones as a given limit.
*/
aiProcess_SplitByBoneCount = 0x2000000,
// -------------------------------------------------------------------------
/** <hr>This step removes bones losslessly or according to some threshold.
*
* In some cases (i.e. formats that require it) exporters are forced to
* assign dummy bone weights to otherwise static meshes assigned to
* animated meshes. Full, weight-based skinning is expensive while
* animating nodes is extremely cheap, so this step is offered to clean up
* the data in that regard.
*
* Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
* Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
* only if all bones within the scene qualify for removal.
*/
aiProcess_Debone = 0x4000000
// aiProcess_GenEntityMeshes = 0x100000,
// aiProcess_OptimizeAnimations = 0x200000
// aiProcess_FixTexturePaths = 0x200000
};
// ---------------------------------------------------------------------------------------
/** @def aiProcess_ConvertToLeftHanded
* @brief Shortcut flag for Direct3D-based applications.
*
* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags.
* The output data matches Direct3D's conventions: left-handed geometry, upper-left
* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
*
* @deprecated
*/
#define aiProcess_ConvertToLeftHanded ( \
aiProcess_MakeLeftHanded | \
aiProcess_FlipUVs | \
aiProcess_FlipWindingOrder | \
0 )
// ---------------------------------------------------------------------------------------
/** @def aiProcessPreset_TargetRealtimeUse_Fast
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* Applications would want to use this preset to load models on end-user PCs,
* maybe for direct use in game.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application apply the #aiProcess_TransformUVCoords step, too.
* @note Please take the time to read the docs for the steps enabled by this preset.
* Some of them offer further configurable properties, while some of them might not be of
* use for you so it might be better to not specify them.
*/
#define aiProcessPreset_TargetRealtime_Fast ( \
aiProcess_CalcTangentSpace | \
aiProcess_GenNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords | \
aiProcess_SortByPType | \
0 )
// ---------------------------------------------------------------------------------------
/** @def aiProcessPreset_TargetRealtime_Quality
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
* performs some extra optimizations to improve rendering speed and
* to minimize memory usage. It could be a good choice for a level editor
* environment where import speed is not so important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application apply the #aiProcess_TransformUVCoords step, too.
* @note Please take the time to read the docs for the steps enabled by this preset.
* Some of them offer further configurable properties, while some of them might not be
* of use for you so it might be better to not specify them.
*/
#define aiProcessPreset_TargetRealtime_Quality ( \
aiProcess_CalcTangentSpace | \
aiProcess_GenSmoothNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_ImproveCacheLocality | \
aiProcess_LimitBoneWeights | \
aiProcess_RemoveRedundantMaterials | \
aiProcess_SplitLargeMeshes | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords | \
aiProcess_SortByPType | \
aiProcess_FindDegenerates | \
aiProcess_FindInvalidData | \
0 )
// ---------------------------------------------------------------------------------------
/** @def aiProcessPreset_TargetRealtime_MaxQuality
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* This preset enables almost every optimization step to achieve perfectly
* optimized data. It's your choice for level editor environments where import speed
* is not important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application, apply the #aiProcess_TransformUVCoords step, too.
* @note Please take the time to read the docs for the steps enabled by this preset.
* Some of them offer further configurable properties, while some of them might not be
* of use for you so it might be better to not specify them.
*/
#define aiProcessPreset_TargetRealtime_MaxQuality ( \
aiProcessPreset_TargetRealtime_Quality | \
aiProcess_FindInstances | \
aiProcess_ValidateDataStructure | \
aiProcess_OptimizeMeshes | \
0 )
#ifdef __cplusplus
} // end of extern "C"
#endif
#endif // AI_POSTPROCESS_H_INC
/*
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 quaternion.h
* @brief Quaternion structure, including operators when compiling in C++
*/
#ifndef AI_QUATERNION_H_INC
#define AI_QUATERNION_H_INC
#ifdef __cplusplus
template <typename TReal> class aiVector3t;
template <typename TReal> class aiMatrix3x3t;
// ---------------------------------------------------------------------------
/** Represents a quaternion in a 4D vector. */
template <typename TReal>
class aiQuaterniont
{
public:
aiQuaterniont() : w(1.0), x(), y(), z() {}
aiQuaterniont(TReal pw, TReal px, TReal py, TReal pz)
: w(pw), x(px), y(py), z(pz) {}
/** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
aiQuaterniont( const aiMatrix3x3t<TReal>& pRotMatrix);
/** Construct from euler angles */
aiQuaterniont( TReal rotx, TReal roty, TReal rotz);
/** Construct from an axis-angle pair */
aiQuaterniont( aiVector3t<TReal> axis, TReal angle);
/** Construct from a normalized quaternion stored in a vec3 */
aiQuaterniont( aiVector3t<TReal> normalized);
/** Returns a matrix representation of the quaternion */
aiMatrix3x3t<TReal> GetMatrix() const;
public:
bool operator== (const aiQuaterniont& o) const;
bool operator!= (const aiQuaterniont& o) const;
bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
public:
/** Normalize the quaternion */
aiQuaterniont& Normalize();
/** Compute quaternion conjugate */
aiQuaterniont& Conjugate ();
/** Rotate a point by this quaternion */
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
/** Multiply two quaternions */
aiQuaterniont operator* (const aiQuaterniont& two) const;
public:
/** Performs a spherical interpolation between two quaternions and writes the result into the third.
* @param pOut Target object to received the interpolated rotation.
* @param pStart Start rotation of the interpolation at factor == 0.
* @param pEnd End rotation, factor == 1.
* @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
*/
static void Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart,
const aiQuaterniont& pEnd, TReal pFactor);
public:
//! w,x,y,z components of the quaternion
TReal w, x, y, z;
} ;
typedef aiQuaterniont<float> aiQuaternion;
#else
struct aiQuaternion {
float w, x, y, z;
};
#endif
#endif // AI_QUATERNION_H_INC
/*
---------------------------------------------------------------------------
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 aiQuaterniont.inl
* @brief Inline implementation of aiQuaterniont<TReal> operators
*/
#ifndef AI_QUATERNION_INL_INC
#define AI_QUATERNION_INL_INC
#ifdef __cplusplus
#include "quaternion.h"
#include <cmath>
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
{
return x == o.x && y == o.y && z == o.z && w == o.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
{
return !(*this == o);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
return
std::abs(x - o.x) <= epsilon &&
std::abs(y - o.y) <= epsilon &&
std::abs(z - o.z) <= epsilon &&
std::abs(w - o.w) <= epsilon;
}
// ---------------------------------------------------------------------------
// Constructs a quaternion from a rotation matrix
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
{
TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
// large enough
if( t > static_cast<TReal>(0))
{
TReal s = sqrt(1 + t) * static_cast<TReal>(2.0);
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
w = static_cast<TReal>(0.25) * s;
} // else we have to check several cases
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
{
// Column 0:
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = static_cast<TReal>(0.25) * s;
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
}
else if( pRotMatrix.b2 > pRotMatrix.c3)
{
// Column 1:
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
y = static_cast<TReal>(0.25) * s;
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
} else
{
// Column 2:
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
z = static_cast<TReal>(0.25) * s;
w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
}
}
// ---------------------------------------------------------------------------
// Construction from euler angles
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
{
const TReal fSinPitch(sin(fPitch*static_cast<TReal>(0.5)));
const TReal fCosPitch(cos(fPitch*static_cast<TReal>(0.5)));
const TReal fSinYaw(sin(fYaw*static_cast<TReal>(0.5)));
const TReal fCosYaw(cos(fYaw*static_cast<TReal>(0.5)));
const TReal fSinRoll(sin(fRoll*static_cast<TReal>(0.5)));
const TReal fCosRoll(cos(fRoll*static_cast<TReal>(0.5)));
const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
}
// ---------------------------------------------------------------------------
// Returns a matrix representation of the quaternion
template<typename TReal>
inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
{
aiMatrix3x3t<TReal> resMatrix;
resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
return resMatrix;
}
// ---------------------------------------------------------------------------
// Construction from an axis-angle pair
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
{
axis.Normalize();
const TReal sin_a = sin( angle / 2 );
const TReal cos_a = cos( angle / 2 );
x = axis.x * sin_a;
y = axis.y * sin_a;
z = axis.z * sin_a;
w = cos_a;
}
// ---------------------------------------------------------------------------
// Construction from am existing, normalized quaternion
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
{
x = normalized.x;
y = normalized.y;
z = normalized.z;
const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
if (t < static_cast<TReal>(0.0)) {
w = static_cast<TReal>(0.0);
}
else w = sqrt (t);
}
// ---------------------------------------------------------------------------
// Performs a spherical interpolation between two quaternions
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
// Congrats, gmtl!
template<typename TReal>
inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
{
// calc cosine theta
TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
// adjust signs (if necessary)
aiQuaterniont end = pEnd;
if( cosom < static_cast<TReal>(0.0))
{
cosom = -cosom;
end.x = -end.x; // Reverse all signs
end.y = -end.y;
end.z = -end.z;
end.w = -end.w;
}
// Calculate coefficients
TReal sclp, sclq;
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
{
// Standard case (slerp)
TReal omega, sinom;
omega = acos( cosom); // extract theta from dot product's cos theta
sinom = sin( omega);
sclp = sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
sclq = sin( pFactor * omega) / sinom;
} else
{
// Very close, do linear interp (because it's faster)
sclp = static_cast<TReal>(1.0) - pFactor;
sclq = pFactor;
}
pOut.x = sclp * pStart.x + sclq * end.x;
pOut.y = sclp * pStart.y + sclq * end.y;
pOut.z = sclp * pStart.z + sclq * end.z;
pOut.w = sclp * pStart.w + sclq * end.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
{
// compute the magnitude and divide through it
const TReal mag = sqrt(x*x + y*y + z*z + w*w);
if (mag)
{
const TReal invMag = static_cast<TReal>(1.0)/mag;
x *= invMag;
y *= invMag;
z *= invMag;
w *= invMag;
}
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
{
return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
w*t.x + x*t.w + y*t.z - z*t.y,
w*t.y + y*t.w + z*t.x - x*t.z,
w*t.z + z*t.w + x*t.y - y*t.x);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
{
x = -x;
y = -y;
z = -z;
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
{
aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
q.Conjugate();
q = q*q2*qinv;
return aiVector3t<TReal>(q.x,q.y,q.z);
}
#endif
#endif
/*
---------------------------------------------------------------------------
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 aiScene.h
* @brief Defines the data structures in which the imported scene is returned.
*/
#ifndef __AI_SCENE_H_INC__
#define __AI_SCENE_H_INC__
#include "types.h"
#include "texture.h"
#include "mesh.h"
#include "light.h"
#include "camera.h"
#include "material.h"
#include "anim.h"
#include "metadata.h"
#ifdef __cplusplus
extern "C" {
#endif
// -------------------------------------------------------------------------------
/** A node in the imported hierarchy.
*
* Each node has name, a parent node (except for the root node),
* a transformation relative to its parent and possibly several child nodes.
* Simple file formats don't support hierarchical structures - for these formats
* the imported scene does consist of only a single root node without children.
*/
// -------------------------------------------------------------------------------
struct aiNode
{
/** The name of the node.
*
* The name might be empty (length of zero) but all nodes which
* need to be referenced by either bones or animations are named.
* Multiple nodes may have the same name, except for nodes which are referenced
* by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
*
* Cameras and lights reference a specific node by name - if there
* are multiple nodes with this name, they are assigned to each of them.
* <br>
* There are no limitations with regard to the characters contained in
* the name string as it is usually taken directly from the source file.
*
* Implementations should be able to handle tokens such as whitespace, tabs,
* line feeds, quotation marks, ampersands etc.
*
* Sometimes assimp introduces new nodes not present in the source file
* into the hierarchy (usually out of necessity because sometimes the
* source hierarchy format is simply not compatible). Their names are
* surrounded by @verbatim <> @endverbatim e.g.
* @verbatim<DummyRootNode> @endverbatim.
*/
C_STRUCT aiString mName;
/** The transformation relative to the node's parent. */
C_STRUCT aiMatrix4x4 mTransformation;
/** Parent node. NULL if this node is the root node. */
C_STRUCT aiNode* mParent;
/** The number of child nodes of this node. */
unsigned int mNumChildren;
/** The child nodes of this node. NULL if mNumChildren is 0. */
C_STRUCT aiNode** mChildren;
/** The number of meshes of this node. */
unsigned int mNumMeshes;
/** The meshes of this node. Each entry is an index into the mesh */
unsigned int* mMeshes;
/** Metadata associated with this node or NULL if there is no metadata.
* Whether any metadata is generated depends on the source file format. See the
* @link importer_notes @endlink page for more information on every source file
* format. Importers that don't document any metadata don't write any.
*/
C_STRUCT aiMetadata* mMetaData;
#ifdef __cplusplus
/** Constructor */
aiNode()
// set all members to zero by default
: mName("")
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Construction from a specific name */
aiNode(const std::string& name)
// set all members to zero by default
: mName(name)
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Destructor */
~aiNode()
{
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
{
for( unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];
}
delete [] mChildren;
delete [] mMeshes;
delete mMetaData;
}
/** Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline const aiNode* FindNode(const aiString& name) const
{
return FindNode(name.data);
}
inline aiNode* FindNode(const aiString& name)
{
return FindNode(name.data);
}
/** @override
*/
inline const aiNode* FindNode(const char* name) const
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
const aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
inline aiNode* FindNode(const char* name)
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
#endif // __cplusplus
};
// -------------------------------------------------------------------------------
/** @def AI_SCENE_FLAGS_INCOMPLETE
* Specifies that the scene data structure that was imported is not complete.
* This flag bypasses some internal validations and allows the import
* of animation skeletons, material libraries or camera animation paths
* using Assimp. Most applications won't support such data.
*/
#define AI_SCENE_FLAGS_INCOMPLETE 0x1
/** @def AI_SCENE_FLAGS_VALIDATED
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful. In a validated scene you can be sure that
* any cross references in the data structure (e.g. vertex indices) are valid.
*/
#define AI_SCENE_FLAGS_VALIDATED 0x2
/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful but some issues have been found.
* This can for example mean that a texture that does not exist is referenced
* by a material or that the bone weights for a vertex don't sum to 1.0 ... .
* In most cases you should still be able to use the import. This flag could
* be useful for applications which don't capture Assimp's log output.
*/
#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
* This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
* It indicates that the vertices of the output meshes aren't in the internal
* verbose format anymore. In the verbose format all vertices are unique,
* no vertex is ever referenced by more than one face.
*/
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
/** @def AI_SCENE_FLAGS_TERRAIN
* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
* positions refer to the x,y coordinates on the terrain height map, the z-axis
* stores the elevation at a specific point.
*
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
* @note Assimp is probably not the best choice for loading *huge* terrains -
* fully triangulated data takes extremely much free store and should be avoided
* as long as possible (typically you'll do the triangulation when you actually
* need to render it).
*/
#define AI_SCENE_FLAGS_TERRAIN 0x10
// -------------------------------------------------------------------------------
/** The root structure of the imported data.
*
* Everything that was imported from the given file can be accessed from here.
* Objects of this class are generally maintained and owned by Assimp, not
* by the caller. You shouldn't want to instance it, nor should you ever try to
* delete a given scene on your own.
*/
// -------------------------------------------------------------------------------
struct aiScene
{
/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
* this value is 0, no flags are set. Most applications will
* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
* bit set.
*/
unsigned int mFlags;
/** The root node of the hierarchy.
*
* There will always be at least the root node if the import
* was successful (and no special flags have been set).
* Presence of further nodes depends on the format and content
* of the imported file.
*/
C_STRUCT aiNode* mRootNode;
/** The number of meshes in the scene. */
unsigned int mNumMeshes;
/** The array of meshes.
*
* Use the indices given in the aiNode structure to access
* this array. The array is mNumMeshes in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMesh** mMeshes;
/** The number of materials in the scene. */
unsigned int mNumMaterials;
/** The array of materials.
*
* Use the index given in each aiMesh structure to access this
* array. The array is mNumMaterials in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMaterial** mMaterials;
/** The number of animations in the scene. */
unsigned int mNumAnimations;
/** The array of animations.
*
* All animations imported from the given file are listed here.
* The array is mNumAnimations in size.
*/
C_STRUCT aiAnimation** mAnimations;
/** The number of textures embedded into the file */
unsigned int mNumTextures;
/** The array of embedded textures.
*
* Not many file formats embed their textures into the file.
* An example is Quake's MDL format (which is also used by
* some GameStudio versions)
*/
C_STRUCT aiTexture** mTextures;
/** The number of light sources in the scene. Light sources
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumLights;
/** The array of light sources.
*
* All light sources imported from the given file are
* listed here. The array is mNumLights in size.
*/
C_STRUCT aiLight** mLights;
/** The number of cameras in the scene. Cameras
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumCameras;
/** The array of cameras.
*
* All cameras imported from the given file are listed here.
* The array is mNumCameras in size. The first camera in the
* array (if existing) is the default camera view into
* the scene.
*/
C_STRUCT aiCamera** mCameras;
#ifdef __cplusplus
//! Default constructor - set everything to 0/NULL
ASSIMP_API aiScene();
//! Destructor
ASSIMP_API ~aiScene();
//! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true.
inline bool HasMeshes() const
{ return mMeshes != NULL && mNumMeshes > 0; }
//! Check whether the scene contains materials
//! Unless no special scene flags are set this will always be true.
inline bool HasMaterials() const
{ return mMaterials != NULL && mNumMaterials > 0; }
//! Check whether the scene contains lights
inline bool HasLights() const
{ return mLights != NULL && mNumLights > 0; }
//! Check whether the scene contains textures
inline bool HasTextures() const
{ return mTextures != NULL && mNumTextures > 0; }
//! Check whether the scene contains cameras
inline bool HasCameras() const
{ return mCameras != NULL && mNumCameras > 0; }
//! Check whether the scene contains animations
inline bool HasAnimations() const
{ return mAnimations != NULL && mNumAnimations > 0; }
#endif // __cplusplus
/** Internal data, do not touch */
#ifdef __cplusplus
void* mPrivate;
#else
char* mPrivate;
#endif
};
#ifdef __cplusplus
} //! namespace Assimp
#endif
#endif // __AI_SCENE_H_INC__
/*
---------------------------------------------------------------------------
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 texture.h
* @brief Defines texture helper structures for the library
*
* Used for file formats which embed their textures into the model file.
* Supported are both normal textures, which are stored as uncompressed
* pixels, and "compressed" textures, which are stored in a file format
* such as PNG or TGA.
*/
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// --------------------------------------------------------------------------------
/** @def AI_MAKE_EMBEDDED_TEXNAME
* Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
#include "./Compiler/pushpack1.h"
// --------------------------------------------------------------------------------
/** @brief Helper structure to represent a texel in a ARGB8888 format
*
* Used by aiTexture.
*/
struct aiTexel
{
unsigned char b,g,r,a;
#ifdef __cplusplus
//! Comparison operator
bool operator== (const aiTexel& other) const
{
return b == other.b && r == other.r &&
g == other.g && a == other.a;
}
//! Inverse comparison operator
bool operator!= (const aiTexel& other) const
{
return b != other.b || r != other.r ||
g != other.g || a != other.a;
}
//! Conversion to a floating-point 4d color
operator aiColor4D() const
{
return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
}
#endif // __cplusplus
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
// --------------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
*
* Normally textures are contained in external files but some file formats embed
* them directly in the model file. There are two types of embedded textures:
* 1. Uncompressed textures. The color data is given in an uncompressed format.
* 2. Compressed textures stored in a file format like png or jpg. The raw file
* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
* get access to the actual color data.
*/
struct aiTexture
{
/** Width of the texture, in pixels
*
* If mHeight is zero the texture is compressed in a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/
unsigned int mWidth;
/** Height of the texture, in pixels
*
* If this value is zero, pcData points to an compressed texture
* in any format (e.g. JPEG).
*/
unsigned int mHeight;
/** A hint from the loader to make it easier for applications
* to determine the type of embedded compressed textures.
*
* If mHeight != 0 this member is undefined. Otherwise it
* is set set to '\\0\\0\\0\\0' if the loader has no additional
* information about the texture file format used OR the
* file extension of the format without a trailing dot. If there
* are multiple file extensions for a format, the shortest
* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
* E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
* The fourth character will always be '\\0'.
*/
char achFormatHint[4];
/** Data of the texture.
*
* Points to an array of mWidth * mHeight aiTexel's.
* The format of the texture data is always ARGB8888 to
* make the implementation for user of the library as easy
* as possible. If mHeight = 0 this is a pointer to a memory
* buffer of size mWidth containing the compressed texture
* data. Good luck, have fun!
*/
C_STRUCT aiTexel* pcData;
#ifdef __cplusplus
//! For compressed textures (mHeight == 0): compare the
//! format hint against a given string.
//! @param s Input string. 3 characters are maximally processed.
//! Example values: "jpg", "png"
//! @return true if the given string matches the format hint
bool CheckFormat(const char* s) const
{
return (0 == ::strncmp(achFormatHint,s,3));
}
// Construction
aiTexture ()
: mWidth (0)
, mHeight (0)
, pcData (NULL)
{
achFormatHint[0] = achFormatHint[1] = 0;
achFormatHint[2] = achFormatHint[3] = 0;
}
// Destruction
~aiTexture ()
{
delete[] pcData;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_TEXTURE_H_INC
/*
---------------------------------------------------------------------------
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 types.h
* Basic data types and primitives, such as vectors or colors.
*/
#ifndef AI_TYPES_H_INC
#define AI_TYPES_H_INC
// Some runtime headers
#include <sys/types.h>
#include <memory.h>
#include <math.h>
#include <stddef.h>
#include <string.h>
#include <limits.h>
// Our compile configuration
#include "defs.h"
// Some types moved to separate header due to size of operators
#include "vector3.h"
#include "vector2.h"
#include "color4.h"
#include "matrix3x3.h"
#include "matrix4x4.h"
#include "quaternion.h"
#ifdef __cplusplus
#include <cstring>
#include <new> // for std::nothrow_t
#include <string> // for aiString::Set(const std::string&)
namespace Assimp {
//! @cond never
namespace Intern {
// --------------------------------------------------------------------
/** @brief Internal helper class to utilize our internal new/delete
* routines for allocating object of this and derived classes.
*
* By doing this you can safely share class objects between Assimp
* and the application - it works even over DLL boundaries. A good
* example is the #IOSystem where the application allocates its custom
* #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
* destructs, Assimp calls operator delete on the stored #IOSystem.
* If it lies on a different heap than Assimp is working with,
* the application is determined to crash.
*/
// --------------------------------------------------------------------
#ifndef SWIG
struct ASSIMP_API AllocateFromAssimpHeap {
// http://www.gotw.ca/publications/mill15.htm
// new/delete overload
void *operator new ( size_t num_bytes) /* throw( std::bad_alloc ) */;
void *operator new ( size_t num_bytes, const std::nothrow_t& ) throw();
void operator delete ( void* data);
// array new/delete overload
void *operator new[] ( size_t num_bytes) /* throw( std::bad_alloc ) */;
void *operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw();
void operator delete[] ( void* data);
}; // struct AllocateFromAssimpHeap
#endif
} // namespace Intern
//! @endcond
} // namespace Assimp
extern "C" {
#endif
/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
#ifdef __cplusplus
const size_t MAXLEN = 1024;
#else
# define MAXLEN 1024
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a plane in a three-dimensional, euclidean space
*/
struct aiPlane
{
#ifdef __cplusplus
aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
aiPlane (float _a, float _b, float _c, float _d)
: a(_a), b(_b), c(_c), d(_d) {}
aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
#endif // !__cplusplus
//! Plane equation
float a,b,c,d;
} PACK_STRUCT; // !struct aiPlane
// ----------------------------------------------------------------------------------
/** Represents a ray
*/
struct aiRay
{
#ifdef __cplusplus
aiRay () {}
aiRay (const aiVector3D& _pos, const aiVector3D& _dir)
: pos(_pos), dir(_dir) {}
aiRay (const aiRay& o) : pos (o.pos), dir (o.dir) {}
#endif // !__cplusplus
//! Position and direction of the ray
C_STRUCT aiVector3D pos, dir;
} PACK_STRUCT; // !struct aiRay
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space.
*/
struct aiColor3D
{
#ifdef __cplusplus
aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
aiColor3D (float _r) : r(_r), g(_r), b(_r) {}
aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
/** Component-wise comparison */
// TODO: add epsilon?
bool operator == (const aiColor3D& other) const
{return r == other.r && g == other.g && b == other.b;}
/** Component-wise inverse comparison */
// TODO: add epsilon?
bool operator != (const aiColor3D& other) const
{return r != other.r || g != other.g || b != other.b;}
/** Component-wise comparison */
// TODO: add epsilon?
bool operator < (const aiColor3D& other) const {
return r < other.r || (
r == other.r && (g < other.g ||
(g == other.g && b < other.b)
)
);
}
/** Component-wise addition */
aiColor3D operator+(const aiColor3D& c) const {
return aiColor3D(r+c.r,g+c.g,b+c.b);
}
/** Component-wise subtraction */
aiColor3D operator-(const aiColor3D& c) const {
return aiColor3D(r-c.r,g-c.g,b-c.b);
}
/** Component-wise multiplication */
aiColor3D operator*(const aiColor3D& c) const {
return aiColor3D(r*c.r,g*c.g,b*c.b);
}
/** Multiply with a scalar */
aiColor3D operator*(float f) const {
return aiColor3D(r*f,g*f,b*f);
}
/** Access a specific color component */
float operator[](unsigned int i) const {
return *(&r + i);
}
/** Access a specific color component */
float& operator[](unsigned int i) {
return *(&r + i);
}
/** Check whether a color is black */
bool IsBlack() const {
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // !__cplusplus
//! Red, green and blue color values
float r, g, b;
} PACK_STRUCT; // !struct aiColor3D
#include "./Compiler/poppack1.h"
// ----------------------------------------------------------------------------------
/** Represents an UTF-8 string, zero byte terminated.
*
* The character set of an aiString is explicitly defined to be UTF-8. This Unicode
* transformation was chosen in the belief that most strings in 3d files are limited
* to ASCII, thus the character set needed to be strictly ASCII compatible.
*
* Most text file loaders provide proper Unicode input file handling, special unicode
* characters are correctly transcoded to UTF8 and are kept throughout the libraries'
* import pipeline.
*
* For most applications, it will be absolutely sufficient to interpret the
* aiString as ASCII data and work with it as one would work with a plain char*.
* Windows users in need of proper support for i.e asian characters can use the
* #MultiByteToWideChar(), #WideCharToMultiByte() WinAPI functionality to convert the
* UTF-8 strings to their working character set (i.e. MBCS, WideChar).
*
* We use this representation instead of std::string to be C-compatible. The
* (binary) length of such a string is limited to MAXLEN characters (including the
* the terminating zero).
*/
struct aiString
{
#ifdef __cplusplus
/** Default constructor, the string is set to have zero length */
aiString() :
length(0)
{
data[0] = '\0';
#ifdef ASSIMP_BUILD_DEBUG
// Debug build: overwrite the string on its full length with ESC (27)
memset(data+1,27,MAXLEN-1);
#endif
}
/** Copy constructor */
aiString(const aiString& rOther) :
length(rOther.length)
{
// Crop the string to the maximum length
length = length>=MAXLEN?MAXLEN-1:length;
memcpy( data, rOther.data, length);
data[length] = '\0';
}
/** Constructor from std::string */
explicit aiString(const std::string& pString) :
length(pString.length())
{
length = length>=MAXLEN?MAXLEN-1:length;
memcpy( data, pString.c_str(), length);
data[length] = '\0';
}
/** Copy a std::string to the aiString */
void Set( const std::string& pString) {
if( pString.length() > MAXLEN - 1) {
return;
}
length = pString.length();
memcpy( data, pString.c_str(), length);
data[length] = 0;
}
/** Copy a const char* to the aiString */
void Set( const char* sz) {
const size_t len = ::strlen(sz);
if( len > MAXLEN - 1) {
return;
}
length = len;
memcpy( data, sz, len);
data[len] = 0;
}
/** Assign a const char* to the string */
aiString& operator = (const char* sz) {
Set(sz);
return *this;
}
/** Assign a cstd::string to the string */
aiString& operator = ( const std::string& pString) {
Set(pString);
return *this;
}
/** Comparison operator */
bool operator==(const aiString& other) const {
return (length == other.length && 0 == memcmp(data,other.data,length));
}
/** Inverse comparison operator */
bool operator!=(const aiString& other) const {
return (length != other.length || 0 != memcmp(data,other.data,length));
}
/** Append a string to the string */
void Append (const char* app) {
const size_t len = ::strlen(app);
if (!len) {
return;
}
if (length + len >= MAXLEN) {
return;
}
memcpy(&data[length],app,len+1);
length += len;
}
/** Clear the string - reset its length to zero */
void Clear () {
length = 0;
data[0] = '\0';
#ifdef ASSIMP_BUILD_DEBUG
// Debug build: overwrite the string on its full length with ESC (27)
memset(data+1,27,MAXLEN-1);
#endif
}
/** Returns a pointer to the underlying zero-terminated array of characters */
const char* C_Str() const {
return data;
}
#endif // !__cplusplus
/** Binary length of the string excluding the terminal 0. This is NOT the
* logical length of strings containing UTF-8 multibyte sequences! It's
* the number of bytes from the beginning of the string to its end.*/
size_t length;
/** String buffer. Size limit is MAXLEN */
char data[MAXLEN];
} ; // !struct aiString
// ----------------------------------------------------------------------------------
/** Standard return type for some library functions.
* Rarely used, and if, mostly in the C API.
*/
typedef enum aiReturn
{
/** Indicates that a function was successful */
aiReturn_SUCCESS = 0x0,
/** Indicates that a function failed */
aiReturn_FAILURE = -0x1,
/** Indicates that not enough memory was available
* to perform the requested operation
*/
aiReturn_OUTOFMEMORY = -0x3,
/** @cond never
* Force 32-bit size enum
*/
_AI_ENFORCE_ENUM_SIZE = 0x7fffffff
} aiReturn; // !enum aiReturn
// just for backwards compatibility, don't use these constants anymore
#define AI_SUCCESS aiReturn_SUCCESS
#define AI_FAILURE aiReturn_FAILURE
#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY
// ----------------------------------------------------------------------------------
/** Seek origins (for the virtual file system API).
* Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
*/
enum aiOrigin
{
/** Beginning of the file */
aiOrigin_SET = 0x0,
/** Current position of the file pointer */
aiOrigin_CUR = 0x1,
/** End of the file, offsets must be negative */
aiOrigin_END = 0x2,
/** @cond never
* Force 32-bit size enum
*/
_AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
}; // !enum aiOrigin
// ----------------------------------------------------------------------------------
/** @brief Enumerates predefined log streaming destinations.
* Logging to these streams can be enabled with a single call to
* #LogStream::createDefaultStream or #aiAttachPredefinedLogStream(),
* respectively.
*/
enum aiDefaultLogStream
{
/** Stream the log to a file */
aiDefaultLogStream_FILE = 0x1,
/** Stream the log to std::cout */
aiDefaultLogStream_STDOUT = 0x2,
/** Stream the log to std::cerr */
aiDefaultLogStream_STDERR = 0x4,
/** MSVC only: Stream the log the the debugger
* (this relies on OutputDebugString from the Win32 SDK)
*/
aiDefaultLogStream_DEBUGGER = 0x8,
/** @cond never
* Force 32-bit size enum
*/
_AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
}; // !enum aiDefaultLogStream
// just for backwards compatibility, don't use these constants anymore
#define DLS_FILE aiDefaultLogStream_FILE
#define DLS_STDOUT aiDefaultLogStream_STDOUT
#define DLS_STDERR aiDefaultLogStream_STDERR
#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER
// ----------------------------------------------------------------------------------
/** Stores the memory requirements for different components (e.g. meshes, materials,
* animations) of an import. All sizes are in bytes.
* @see Importer::GetMemoryRequirements()
*/
struct aiMemoryInfo
{
#ifdef __cplusplus
/** Default constructor */
aiMemoryInfo()
: textures (0)
, materials (0)
, meshes (0)
, nodes (0)
, animations (0)
, cameras (0)
, lights (0)
, total (0)
{}
#endif
/** Storage allocated for texture data */
unsigned int textures;
/** Storage allocated for material data */
unsigned int materials;
/** Storage allocated for mesh data */
unsigned int meshes;
/** Storage allocated for node data */
unsigned int nodes;
/** Storage allocated for animation data */
unsigned int animations;
/** Storage allocated for camera data */
unsigned int cameras;
/** Storage allocated for light data */
unsigned int lights;
/** Total storage allocated for the full import. */
unsigned int total;
}; // !struct aiMemoryInfo
#ifdef __cplusplus
}
#endif //! __cplusplus
// Include implementation files
#include "vector2.inl"
#include "vector3.inl"
#include "color4.inl"
#include "quaternion.inl"
#include "matrix3x3.inl"
#include "matrix4x4.inl"
#endif
/*
---------------------------------------------------------------------------
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 aiVector2t.h
* @brief 2D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR2D_H_INC
#define AI_VECTOR2D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a two-dimensional vector.
*/
#ifdef __cplusplus
template <typename TReal>
class aiVector2t
{
public:
aiVector2t () : x(), y() {}
aiVector2t (TReal _x, TReal _y) : x(_x), y(_y) {}
explicit aiVector2t (TReal _xyz) : x(_xyz), y(_xyz) {}
aiVector2t (const aiVector2t& o) : x(o.x), y(o.y) {}
public:
void Set( TReal pX, TReal pY);
TReal SquareLength() const ;
TReal Length() const ;
aiVector2t& Normalize();
public:
const aiVector2t& operator += (const aiVector2t& o);
const aiVector2t& operator -= (const aiVector2t& o);
const aiVector2t& operator *= (TReal f);
const aiVector2t& operator /= (TReal f);
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
bool operator== (const aiVector2t& other) const;
bool operator!= (const aiVector2t& other) const;
bool Equal(const aiVector2t& other, TReal epsilon = 1e-6) const;
aiVector2t& operator= (TReal f);
const aiVector2t SymMul(const aiVector2t& o);
template <typename TOther>
operator aiVector2t<TOther> () const;
TReal x, y;
} PACK_STRUCT;
typedef aiVector2t<float> aiVector2D;
#else
struct aiVector2D {
float x,y;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_VECTOR2D_H_INC
/*
---------------------------------------------------------------------------
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 aiVector2D.inl
* @brief Inline implementation of aiVector2t<TReal> operators
*/
#ifndef AI_VECTOR2D_INL_INC
#define AI_VECTOR2D_INL_INC
#ifdef __cplusplus
#include "vector2.h"
#include <cmath>
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiVector2t<TReal>::operator aiVector2t<TOther> () const {
return aiVector2t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
void aiVector2t<TReal>::Set( TReal pX, TReal pY) {
x = pX; y = pY;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::SquareLength() const {
return x*x + y*y;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::Length() const {
return ::sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
aiVector2t<TReal>& aiVector2t<TReal>::Normalize() {
*this /= Length();
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator += (const aiVector2t& o) {
x += o.x; y += o.y;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator -= (const aiVector2t& o) {
x -= o.x; y -= o.y;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator *= (TReal f) {
x *= f; y *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal>& aiVector2t<TReal>::operator /= (TReal f) {
x /= f; y /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal aiVector2t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
TReal& aiVector2t<TReal>::operator[](unsigned int i) {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
bool aiVector2t<TReal>::operator== (const aiVector2t& other) const {
return x == other.x && y == other.y;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
bool aiVector2t<TReal>::operator!= (const aiVector2t& other) const {
return x != other.x || y != other.y;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiVector2t<TReal>::Equal(const aiVector2t& other, TReal epsilon) const {
return
std::abs(x - other.x) <= epsilon &&
std::abs(y - other.y) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
aiVector2t<TReal>& aiVector2t<TReal>::operator= (TReal f) {
x = y = f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
const aiVector2t<TReal> aiVector2t<TReal>::SymMul(const aiVector2t& o) {
return aiVector2t(x*o.x,y*o.y);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
template <typename TReal>
inline aiVector2t<TReal> operator + (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>( v1.x + v2.x, v1.y + v2.y);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
template <typename TReal>
inline aiVector2t<TReal> operator - (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>( v1.x - v2.x, v1.y - v2.y);
}
// ------------------------------------------------------------------------------------------------
// scalar product
template <typename TReal>
inline TReal operator * (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
{
return v1.x*v2.x + v1.y*v2.y;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
template <typename TReal>
inline aiVector2t<TReal> operator * ( TReal f, const aiVector2t<TReal>& v)
{
return aiVector2t<TReal>( f*v.x, f*v.y);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
template <typename TReal>
inline aiVector2t<TReal> operator * ( const aiVector2t<TReal>& v, TReal f)
{
return aiVector2t<TReal>( f*v.x, f*v.y);
}
// ------------------------------------------------------------------------------------------------
// scalar division
template <typename TReal>
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, TReal f)
{
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
template <typename TReal>
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, const aiVector2t<TReal>& v2)
{
return aiVector2t<TReal>(v.x / v2.x,v.y / v2.y);
}
// ------------------------------------------------------------------------------------------------
// vector negation
template <typename TReal>
inline aiVector2t<TReal> operator - ( const aiVector2t<TReal>& v)
{
return aiVector2t<TReal>( -v.x, -v.y);
}
#endif
#endif
/*
---------------------------------------------------------------------------
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 aiVector3D.h
* @brief 3D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiMatrix4x4t;
// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
template <typename TReal>
class aiVector3t
{
public:
aiVector3t () : x(), y(), z() {}
aiVector3t (TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
explicit aiVector3t (TReal _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
aiVector3t (const aiVector3t& o) : x(o.x), y(o.y), z(o.z) {}
public:
// combined operators
const aiVector3t& operator += (const aiVector3t& o);
const aiVector3t& operator -= (const aiVector3t& o);
const aiVector3t& operator *= (TReal f);
const aiVector3t& operator /= (TReal f);
// transform vector by matrix
aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);
// access a single element
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
// comparison
bool operator== (const aiVector3t& other) const;
bool operator!= (const aiVector3t& other) const;
bool operator < (const aiVector3t& other) const;
bool Equal(const aiVector3t& other, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiVector3t<TOther> () const;
public:
/** @brief Set the components of a vector
* @param pX X component
* @param pY Y component
* @param pZ Z component */
void Set( TReal pX, TReal pY, TReal pZ);
/** @brief Get the squared length of the vector
* @return Square length */
TReal SquareLength() const;
/** @brief Get the length of the vector
* @return length */
TReal Length() const;
/** @brief Normalize the vector */
aiVector3t& Normalize();
/** @brief Componentwise multiplication of two vectors
*
* Note that vec*vec yields the dot product.
* @param o Second factor */
const aiVector3t SymMul(const aiVector3t& o);
TReal x, y, z;
} PACK_STRUCT;
typedef aiVector3t<float> aiVector3D;
#else
struct aiVector3D {
float x,y,z;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#ifdef __cplusplus
#endif // __cplusplus
#endif // AI_VECTOR3D_H_INC
/*
---------------------------------------------------------------------------
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 aiVector3D.inl
* @brief Inline implementation of aiVector3t<TReal> operators
*/
#ifndef AI_VECTOR3D_INL_INC
#define AI_VECTOR3D_INL_INC
#ifdef __cplusplus
#include "vector3.h"
#include <cmath>
// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 3x3 matrix */
template <typename TReal>
inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
{
aiVector3t<TReal> res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
return res;
}
// ------------------------------------------------------------------------------------------------
/** Transformation of a vector by a 4x4 matrix */
template <typename TReal>
inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
{
aiVector3t<TReal> res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
return res;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiVector3t<TReal>::operator aiVector3t<TOther> () const {
return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
x = pX; y = pY; z = pZ;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
return x*x + y*y + z*z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
return ::sqrt( SquareLength());
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
*this /= Length(); return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
x += o.x; y += o.y; z += o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
x -= o.x; y -= o.y; z -= o.z; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
x *= f; y *= f; z *= f; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
x /= f; y /= f; z /= f; return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
return(*this = mat * (*this));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
return *(&x + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
return x == other.x && y == other.y && z == other.z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
return x != other.x || y != other.y || z != other.z;
}
// ---------------------------------------------------------------------------
template<typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const {
return
std::abs(x - other.x) <= epsilon &&
std::abs(y - other.y) <= epsilon &&
std::abs(z - other.z) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const {
return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric addition
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
// ------------------------------------------------------------------------------------------------
// symmetric subtraction
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
// ------------------------------------------------------------------------------------------------
// scalar product
template <typename TReal>
AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
// ------------------------------------------------------------------------------------------------
// scalar multiplication
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// and the other way around
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
}
// ------------------------------------------------------------------------------------------------
// scalar division
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
// vector division
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
}
// ------------------------------------------------------------------------------------------------
// cross product
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
return aiVector3t<TReal>( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
}
// ------------------------------------------------------------------------------------------------
// vector negation
template <typename TReal>
AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
return aiVector3t<TReal>( -v.x, -v.y, -v.z);
}
// ------------------------------------------------------------------------------------------------
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC
/*
---------------------------------------------------------------------------
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 aiVersion.h
* @brief Functions to query the version of the Assimp runtime, check
* compile flags, ...
*/
#ifndef INCLUDED_AI_VERSION_H
#define INCLUDED_AI_VERSION_H
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** @brief Returns a string with legal copyright and licensing information
* about Assimp. The string may include multiple lines.
* @return Pointer to static string.
*/
ASSIMP_API const char* aiGetLegalString (void);
// ---------------------------------------------------------------------------
/** @brief Returns the current minor version number of Assimp.
* @return Minor version of the Assimp runtime the application was
* linked/built against
*/
ASSIMP_API unsigned int aiGetVersionMinor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the current major version number of Assimp.
* @return Major version of the Assimp runtime the application was
* linked/built against
*/
ASSIMP_API unsigned int aiGetVersionMajor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the repository revision of the Assimp runtime.
* @return SVN Repository revision number of the Assimp runtime the
* application was linked/built against.
*/
ASSIMP_API unsigned int aiGetVersionRevision (void);
//! Assimp was compiled as a shared object (Windows: DLL)
#define ASSIMP_CFLAGS_SHARED 0x1
//! Assimp was compiled against STLport
#define ASSIMP_CFLAGS_STLPORT 0x2
//! Assimp was compiled as a debug build
#define ASSIMP_CFLAGS_DEBUG 0x4
//! Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined
#define ASSIMP_CFLAGS_NOBOOST 0x8
//! Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined
#define ASSIMP_CFLAGS_SINGLETHREADED 0x10
// ---------------------------------------------------------------------------
/** @brief Returns assimp's compile flags
* @return Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
*/
ASSIMP_API unsigned int aiGetCompileFlags (void);
#ifdef __cplusplus
} // end extern "C"
#endif
#endif // !! #ifndef INCLUDED_AI_VERSION_H
#include "camera.h"
Camera::Camera()
{
//setHome(new QQuaternion(45,0,1,0), new QVector3D(-100,0,0));
setHome(new QQuaternion(QQuaternion::fromAxisAndAngle(1,0,0,20)), new QVector3D(0,0,-150));
}
void Camera::home()
{
this->rotation = homeRotation;
this->translation = homeTranslation;
}
void Camera::setHome(QQuaternion *rotation, QVector3D *translation){
this->homeRotation = rotation;
this->homeTranslation = translation;
home();
}
void Camera::rotate(QQuaternion newPos ){
QQuaternion newRot = newPos * *rotation;
rotation = new QQuaternion(newRot.toVector4D());
}
void Camera::move(QVector3D newPos ){
QVector3D newTrans = newPos + *translation;
translation = new QVector3D(newTrans);
}
QMatrix4x4 Camera::getMatrix(){
QMatrix4x4 mat = QMatrix4x4();
mat.translate(*translation);
mat.rotate(*rotation);
return mat;
}
#ifndef CAMERA_H
#define CAMERA_H
#include <QtGui>
#include <QtOpenGL>
#include <QMatrix4x4>
class Camera: public QObject
{
Q_OBJECT
private:
QQuaternion *rotation;
QVector3D *translation;
QQuaternion *homeRotation;
QVector3D *homeTranslation;
public slots:
void home();
public:
Camera();
void setHome(QQuaternion *rotation, QVector3D *translation);
void rotate(QQuaternion newPos );
void move(QVector3D newPos );
QMatrix4x4 getMatrix();
};
#endif // CAMERA_H
#include "mainwindow.h"
#include <QApplication>
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
MainWindow w;
w.show();
return a.exec();
}
#include "mainwidget.h"
MainWidget::MainWidget(Camera *cam)
{
this->cam = cam;
startTime = QTime::currentTime();
rotTime = QTime::currentTime();
linear = false;
rotation = true;
animate = true;
Animation = 0;
}
QSize MainWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize MainWidget::sizeHint() const
{
return QSize(1280, 720);
}
void MainWidget::wheelEvent(QWheelEvent *event )
{
if(event->delta()<0)
cam->move(QVector3D(0.0,0.0,10));
else
cam->move(QVector3D(0.0,0.0,-10));
}
void MainWidget::mousePressEvent(QMouseEvent *event ){
lastSpeherePos = trackballPoint(event->pos().x(),event->pos().y());
lastScreenPos = new QPointF(event->screenPos());
event->accept();
}
void MainWidget::mouseMoveEvent(QMouseEvent *event ){
if (event->buttons() & Qt::LeftButton) {
rotate(trackballPoint(event->pos().x(),event->pos().y()));
event->accept();
} else if (event->buttons() & Qt::RightButton) {
move(new QPointF(event->screenPos()));
event->accept();
}
}
void MainWidget::rotate(QVector3D *newPos )
{
QVector3D axis = QVector3D::crossProduct(*lastSpeherePos,*newPos);
float angle = 180 / M_PI * asin(sqrt(QVector3D::dotProduct(axis, axis)));
axis.normalize();
cam->rotate(QQuaternion::fromAxisAndAngle(axis, angle));
lastSpeherePos = newPos;
}
void MainWidget::move(QPointF * newPos){
QPointF dt = *newPos;
dt -= *lastScreenPos;
dt *= 0.1f;
float dx = dt.x();
float dy = dt.y()*-1.0;
cam->move(QVector3D(dx,dy,0.0));
lastScreenPos = newPos;
}
QVector3D* MainWidget::trackballPoint(int x, int y){
float xo,yo,zo;
// qDebug()<<"x:"<< x << " y:"<<y;
xo = ((2.0*x)-width())/ height();
yo = (height()-(2.0*y))/width();
float d = sqrt(xo*xo+yo*yo);
zo = qMax(qCos(M_PI_2*d),qreal(0.0)); //qMin(d,1.0f)
QVector3D *pos = new QVector3D(xo,yo,zo);
pos->normalize();
// qDebug()<<"x:"<< xo << " y:"<<yo<<" z:"<<zo;
return pos;
}
void MainWidget::initializeGL(){
bool glFunctionsOK = initializeOpenGLFunctions();
//Q_ASSERT(glFunctionsOK);
if(!glFunctionsOK){
qDebug()<<"ContextFormat"<<this->context()->format();
exit(4);
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
// Shader
animationShader = initShader(QLatin1String(":/animate.frag"),QLatin1String(":/animate.vert"));
loadNewMesh();
}
void MainWidget::loadNewMesh(){
QString fn = QFileDialog::getOpenFileName(NULL, tr("Open Mesh..."),
QString("D:\\Projekte\\GraPa\\A5\\Models"),
tr("*.md5mesh *.3ds *.md2 *.obj *.dae *.dxf *.mesh.xml *.blend *.b3d" ));
if(fn.isEmpty())
return;
qDebug()<<"Opening File:"<<fn;
Mesh* temp = new Mesh(this,fn);
mesh = temp;
mesh->setAnimation(linear);
}
void MainWidget::setInterpolation(bool linear){
qDebug()<<"linear"<<linear;
this->linear = linear;
if(mesh)
mesh->setAnimation(linear);
}
void MainWidget::setRotation(bool started){
qDebug()<<"rotation"<<started;
this->rotation = started;
rotTime = QTime::currentTime();
}
void MainWidget::setAnimating(bool started){
qDebug()<<"animating"<<started;
this->animate = started;
if(started){
startTime = QTime::currentTime();
}
}
void MainWidget::nextAnimation(){
Animation++;
Animation = Animation % mesh->scene->mNumAnimations;
startTime = QTime::currentTime();
qDebug()<<"Animation"<<Animation;
}
QOpenGLShaderProgram* MainWidget::initShader(QString fragSource, QString vertSource){
QOpenGLShader *vert = new QOpenGLShader(QOpenGLShader::Vertex);
if(!vert->compileSourceFile(vertSource)){
qCritical()<< "Fragment Shader"<<vertSource<<"failed"<< vert->log();
exit(5);
}
QOpenGLShader *frag = new QOpenGLShader(QOpenGLShader::Fragment);
if(!frag->compileSourceFile(fragSource)){
qCritical()<< "Fragment Shader"<<fragSource<<"failed"<< frag->log();
exit(5);
}
QOpenGLShaderProgram* shader = new QOpenGLShaderProgram();
shader->addShader(vert);
shader->addShader(frag);
if(!shader->link()){
qCritical()<< "Linking shader failed:"<<shader->log();
exit(5);
}
return shader;
}
void MainWidget::paintGL(){
glViewport(0,0,width(),height());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
QMatrix4x4 rot;
int time = rotTime.msecsTo(QTime::currentTime());
if(rotation){
//TODO schön machen
rot.rotate(time/100.0*36/5,QVector3D(0,1,0));
}
animationShader->bind();
animationShader->setUniformValue("colorTexture",0);
animationShader->setUniformValue("LightPos",QVector3D(0,100,100));
float ftime = startTime.msecsTo(QTime::currentTime()) /1000.0;
if(!animate)
ftime = 0;
mesh->render(animationShader,cam->getMatrix()*rot, m_projection,(float) ftime,Animation);
animationShader->release();
update();
}
void MainWidget::resizeGL(int width, int height){
qDebug()<<"Resize"<<width<<height;
m_projection = QMatrix4x4();
m_projection.perspective(45.0f,1.0*width/height,0.01f,1000.0f);
}
#ifndef MAINWIDGET_H
#define MAINWIDGET_H
#include <QObject>
#include <QtOpenGL>
#include <QOpenGLWidget>
#include <QOpenGLFunctions_4_3_Core>
#include <QOpenGLShaderProgram>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "mesh.h"
#include "camera.h"
class MainWidget : public QOpenGLWidget, public QOpenGLFunctions_4_3_Core
{
Q_OBJECT
public:
MainWidget(Camera *cam);
QSize minimumSizeHint() const;
QSize sizeHint() const;
public slots:
void loadNewMesh();
void setInterpolation(bool linear);
void setRotation(bool started);
void setAnimating(bool started);
void nextAnimation();
protected:
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void mousePressEvent(QMouseEvent *event ) ;
void mouseMoveEvent(QMouseEvent *event ) ;
void wheelEvent(QWheelEvent *event ) ;
private:
QVector3D* MainWidget::trackballPoint(int x, int y);
void rotate(QVector3D *newPos );
void move(QPointF *newPos );
Camera *cam;
QOpenGLShaderProgram* animationShader;
QMatrix4x4 m_projection;
QTime startTime;
QTime rotTime;
float camDistance;
QVector3D *lastSpeherePos;
QPointF * lastScreenPos;
boolean linear;
boolean rotation;
boolean animate;
int Animation;
Mesh *mesh;
QOpenGLShaderProgram* initShader(QString fragSource, QString vertSource);
};
#endif // MAINWIDGET_H
#include "mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent)
{
Camera *cam = new Camera();
m_centralWidget = new MainWidget(cam);
toolBar = new QToolBar("Animation",this);
addToolBar(toolBar);
loadMesh = new QAction("Load Mesh",this);
loadMesh->setShortcut(QKeySequence("Ctrl+N"));
connect(loadMesh, SIGNAL(triggered()), m_centralWidget, SLOT(loadNewMesh()));
toolBar->addAction(loadMesh);
switchInterpolation = new QAction("Lin Interpol",this);
switchInterpolation->setCheckable(true);
switchInterpolation->setChecked(false);
connect(switchInterpolation, SIGNAL(triggered(bool)), m_centralWidget, SLOT(setInterpolation(bool)));
toolBar->addAction(switchInterpolation);
switchRotation = new QAction("Rotation",this);
switchRotation->setCheckable(true);
switchRotation->setChecked(true);
connect(switchRotation, SIGNAL(triggered(bool)), m_centralWidget, SLOT(setRotation(bool)));
toolBar->addAction(switchRotation);
stopAnimation = new QAction("Start/Stop",this);
stopAnimation->setCheckable(true);
stopAnimation->setChecked(true);
connect(stopAnimation, SIGNAL(triggered(bool)), m_centralWidget, SLOT(setAnimating(bool)));
toolBar->addAction(stopAnimation);
nextAnimation = new QAction("Next",this);
nextAnimation->setCheckable(false);
connect(nextAnimation, SIGNAL(triggered()), m_centralWidget, SLOT(nextAnimation()));
toolBar->addAction(nextAnimation);
CamHome = new QAction("Cam",this);
CamHome->setCheckable(false);
connect(CamHome, SIGNAL(triggered()), cam, SLOT(home()));
toolBar->addAction(CamHome);
this->setCentralWidget(m_centralWidget);
// showMaximized();
}
MainWindow::~MainWindow()
{
}
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include <mainwidget.h>
#include <mesh.h>
#include "camera.h"
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
private:
MainWidget *m_centralWidget;
QToolBar *toolBar;
QAction *loadMesh;
QAction *switchInterpolation;
QAction *switchRotation;
QAction *stopAnimation;
QAction *nextAnimation;
QAction *CamHome;
};
#endif // MAINWINDOW_H
<ui version="4.0">
<class>MainWindow</class>
<widget class="QMainWindow" name="MainWindow" >
<property name="geometry" >
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle" >
<string>MainWindow</string>
</property>
<widget class="QMenuBar" name="menuBar" />
<widget class="QToolBar" name="mainToolBar" />
<widget class="QWidget" name="centralWidget" />
<widget class="QStatusBar" name="statusBar" />
</widget>
<layoutDefault spacing="6" margin="11" />
<pixmapfunction></pixmapfunction>
<resources/>
<connections/>
</ui>
#include "mesh.h"
void Vertex::AddBoneData(uint BoneID, float Weight){
for (int i = 0 ; i < 4 ; i++) {
if (weights[i] == 0.0) {
IDs[i] = BoneID;
weights[i] = Weight;
//qDebug()<<"Add"<<i<<BoneID<<Weight<<pos;
return;
}
}
qCritical()<<"More tahn 4 Bones at Vertex"<<pos<<BoneID<<Weight<<"added:"
<<IDs[0]<<weights[0]<<IDs[1]<<weights[1]<<IDs[2]<<weights[2]<<IDs[3]<<weights[3];
}
Mesh::MeshEntry::MeshEntry()
{
materialIndex = 0xFFFFFFFF;
numIndex = 0;
VB = 0xFFFFFFFF;
IB = 0xFFFFFFFF;
double amax = std::numeric_limits<float>::max();
min = QVector3D(amax,amax,amax);
max = QVector3D(-amax,-amax,-amax);
}
void Mesh::MeshEntry::init(QOpenGLFunctions_4_3_Core *f,QVector<Vertex>& Vertices,
QVector<unsigned int>& Indices){
this->f = f;
numIndex = Indices.size();
f->glGenBuffers(1, &VB);
f->glBindBuffer(GL_ARRAY_BUFFER, VB);
f->glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * Vertices.size(), &Vertices[0], GL_STATIC_DRAW);
f->glGenBuffers(1, &IB);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IB);
f->glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * numIndex, &Indices[0], GL_STATIC_DRAW);
//calc AABB
for (int i = 0; i < Vertices.size(); ++i) {
Vertex v = Vertices[i];
min.setX(qMin(min.x(),v.pos.x()));
min.setY(qMin(min.y(),v.pos.y()));
min.setZ(qMin(min.z(),v.pos.z()));
max.setX(qMax(max.x(),v.pos.x()));
max.setY(qMax(max.y(),v.pos.y()));
max.setZ(qMax(max.z(),v.pos.z()));
}
}
Mesh::MeshEntry::~MeshEntry()
{
f->glDeleteBuffers(1, &VB);
f->glDeleteBuffers(1, &IB);
}
Mesh::MaterialInfo::MaterialInfo()
{
Name = QString("Default");
Diffuse = QVector3D();
Specular= QVector3D();
hasTexture = false;
texture = Texture();
Shininess = 30;
}
Mesh::Node::Node()
{
name = QString("DefaultNode");
transformation.setToIdentity();
meshes.clear();
children.clear();
}
Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
{
loaded = false;
linear = false;
this->f =f;
numberOfBones = 0;
scene = NULL;
scene= importer.ReadFile(fileName.toStdString(),
//aiProcess_CalcTangentSpace |
aiProcess_GenSmoothNormals |
//aiProcess_JoinIdenticalVertices |
//aiProcess_SortByPType |
// ? aiProcess_FlipUVs |
aiProcess_Triangulate
);
qDebug()<<"File Read";
if( !scene)
{
qDebug()<<importer.GetErrorString();
}else {
QString dir = QFileInfo(fileName).path();
//Init Materials
materials.resize(scene->mNumMaterials);
if(scene->HasMaterials()){
//Init Materials
for (unsigned int i = 0 ; i < scene->mNumMaterials ; i++) {
const aiMaterial* material = scene->mMaterials[i];
aiString mname;
material->Get(AI_MATKEY_NAME, mname);
initMaterial(dir, i, material);
qDebug()<<"Loaded Material"<<(i+1)<<"/"<<scene->mNumMaterials<<":"<<mname.C_Str()<<"Shininess"<<materials[i].Shininess;
}
}
qDebug()<<"Materials Read";
//Init Mesh
if(scene->HasMeshes())
{
entries.resize(scene->mNumMeshes);
for (int i = 0 ; i < entries.size() ; i++) {
aiMesh* meshEntry = scene->mMeshes[i];
initMeshEntry(i, meshEntry);
}
} else{
qWarning()<<"No Mesh found";
return;
}
if(scene->HasLights()){
qDebug()<<"Ligths found";
}
qDebug()<<"Mesh Read";
//init Nodes
if(scene->mRootNode != NULL)
{
initNode(scene, scene->mRootNode, rootNode, QString());
} else {
rootNode.transformation.setToIdentity();
rootNode.children.resize(0);
rootNode.meshes.resize(entries.length());
for(int i = 0; i < entries.length(); ++i)
{
rootNode.meshes[i] = i;
}
qDebug()<<"No Root Node";
}
qDebug()<<"Nodes Read";
globalInverseTransform = rootNode.transformation.inverted();
double amax = std::numeric_limits<float>::max();
QVector3D min = QVector3D(amax,amax,amax);
QVector3D max = QVector3D(-amax,-amax,-amax);
findObjectDimension(rootNode,QMatrix4x4(),min,max);
qDebug()<<"AABB"<<min<<max;
float dist = qMax(max.x() - min.x(), qMax(max.y()-min.y(), max.z() - min.z()));
float sc = 100.0/dist;
QVector3D center = (max - min)/2;
QVector3D trans = -(max - center);
// Apply the scale and translation to a matrix
screenTransform.setToIdentity();
screenTransform.scale(sc);
screenTransform.translate(trans);
loaded = true;
}
}
Mesh::~Mesh()
{
entries.clear();
materials.clear();
}
void Mesh::initNode(const aiScene *scene, aiNode *node, Node &newNode,QString debugoffset){
newNode.name = node->mName.length != 0 ? node->mName.C_Str() : "";
newNode.transformation = QMatrix4x4(node->mTransformation[0]);
newNode.meshes.resize(node->mNumMeshes);
bool debug = false;
if(debug) qDebug()<<debugoffset.toStdString().c_str() << "NodeName" << newNode.name;
if(boneMap.find(newNode.name) != boneMap.end()){
if(debug) qDebug()<<debugoffset.toStdString().c_str() << "hasBone";
}
if(debug) qDebug()<<debugoffset.toStdString().c_str() << " NumMeshes" << newNode.meshes.size();
for(uint i = 0; i < node->mNumMeshes; ++i)
{
newNode.meshes[i] = node->mMeshes[i];
if(debug) qDebug()<<debugoffset.toStdString().c_str() << " MeshName" << entries[newNode.meshes[i]].name;
}
if(debug) qDebug()<<debugoffset.toStdString().c_str() << " NumChildren" << node->mNumChildren;
QString newDebug = QString(debugoffset).append(" ");
for(uint i = 0; i < node->mNumChildren; ++i)
{
newNode.children.push_back(Node());
initNode(scene, node->mChildren[i], newNode.children[i],newDebug);
}
}
void Mesh::initMaterial(QString dir, unsigned int i, const aiMaterial* material)
{
aiString mname;
material->Get(AI_MATKEY_NAME, mname);
if (mname.length > 0)
materials[i].Name = QString(mname.C_Str());
aiColor3D dif(0.f,0.f,0.f);
aiColor3D amb(0.f,0.f,0.f);
aiColor3D spec(0.f,0.f,0.f);
float shine = 0.0;
material->Get(AI_MATKEY_COLOR_AMBIENT, amb);
material->Get(AI_MATKEY_COLOR_DIFFUSE, dif);
material->Get(AI_MATKEY_COLOR_SPECULAR, spec);
material->Get(AI_MATKEY_SHININESS, shine);
materials[i].Diffuse = QVector3D(dif.r, dif.g, dif.b);
materials[i].Specular = QVector3D(spec.r, spec.g, spec.b);
materials[i].Shininess = shine;
if (materials[i].Shininess == 0.0){
materials[i].Shininess = 2;
}
if (material->GetTextureCount(aiTextureType_DIFFUSE) > 0) {
aiString Path;
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
QString temp = QString(Path.data);
temp = temp.split("\\").last();
temp = temp.split("/").last();
std::string FullPath = dir.toStdString() + "/" + temp.toStdString();
materials[i].texture.Load(GL_TEXTURE_2D, QString(FullPath.c_str()));
materials[i].hasTexture = true;
} else{
qDebug()<<"Warning No Texture";
materials[i].hasTexture = false;
}
}
}
void Mesh::initMeshEntry(int index, aiMesh * entry){
QVector<Vertex> Vertices;
QVector<unsigned int> Indices;
const aiVector3D Zero3D(0.0f, 0.0f, 0.0f);
for (unsigned int i = 0 ; i < entry->mNumVertices ; i++) {
const aiVector3D* pPos = &(entry->mVertices[i]);
const aiVector3D* pNormal = &(entry->mNormals[i]);
const aiVector3D* pTexCoord = entry->HasTextureCoords(0) ? &(entry->mTextureCoords[0][i]) : &Zero3D;
//possible: nuuv Channels, TAngents and Bitangents
Vertex v(QVector3D(pPos->x, pPos->y, pPos->z),
QVector3D(pNormal->x, pNormal->y, pNormal->z),
QVector2D(pTexCoord->x, pTexCoord->y));
Vertices.push_back(v);
}
for (unsigned int i = 0 ; i < entry->mNumFaces ; i++) {
const aiFace& face = entry->mFaces[i];
assert(face.mNumIndices == 3);
Indices.push_back(face.mIndices[0]);
Indices.push_back(face.mIndices[1]);
Indices.push_back(face.mIndices[2]);
}
entries[index].name = entry->mName.length != 0 ? entry->mName.C_Str() : "";
entries[index].materialIndex = entry->mMaterialIndex;
qDebug()<<"Loaded Mesh:"<<entries[index].name<<"HasBones:"<<entry->HasBones();
if(entry->HasBones()){
for(uint i = 0; i< entry->mNumBones; i++){
int index = 0;
QString BoneName = QString(entry->mBones[i]->mName.data);
if (boneMap.find(BoneName) == boneMap.end()) {
// Allocate an index for a new bone
index = numberOfBones;
numberOfBones++;
BoneInfo bi;
bones.push_back(bi);
bones[index].BoneOffset = QMatrix4x4(entry->mBones[i]->mOffsetMatrix[0]);
boneMap[BoneName] = index;
}
else {
index = boneMap[BoneName];
}
for (uint j = 0 ; j < entry->mBones[i]->mNumWeights ; j++) {
uint VertexID = entry->mBones[i]->mWeights[j].mVertexId;
float Weight = entry->mBones[i]->mWeights[j].mWeight;
Vertices[VertexID].AddBoneData(index, Weight);
}
}
}
entries[index].init(f,Vertices, Indices);
}
void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P, float TimeInSeconds, int animation){
if(!loaded)
return;
if(f == NULL){
qDebug()<<"f = null";
return;
}
f->glEnableVertexAttribArray(positionIndex);
f->glEnableVertexAttribArray(normalIndex);
f->glEnableVertexAttribArray(uvIndex);
f->glEnableVertexAttribArray(boneIndex);
f->glEnableVertexAttribArray(boneweightIndex);
updateBoneTransform(TimeInSeconds,animation);
QVector<QMatrix4x4> boneTransforms = QVector<QMatrix4x4>(bones.size());
for(int i = 0; i < bones.size(); i++){
boneTransforms[i] = bones[i].FinalTransformation;
}
if(boneTransforms.size() == 0){
boneTransforms.push_back(QMatrix4x4());
}
shader->setUniformValueArray("Bones",boneTransforms.constData(),boneTransforms.size());
renderNode(shader,rootNode,V*screenTransform,P,QMatrix4x4());
f->glDisableVertexAttribArray(positionIndex);
f->glDisableVertexAttribArray(normalIndex);
f->glDisableVertexAttribArray(uvIndex);
f->glDisableVertexAttribArray(boneIndex);
f->glDisableVertexAttribArray(boneweightIndex);
}
void Mesh::renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMatrix4x4 P,QMatrix4x4 M){
M *= node.transformation;
QMatrix4x4 MV = V*M;
QMatrix4x4 MVP = P*MV;
QMatrix3x3 normalMat = MV.normalMatrix();
shader->setUniformValue("MVP",MVP);
shader->setUniformValue("MV",MV);
shader->setUniformValue("N",normalMat);
for (int i = 0 ; i < node.meshes.size() ; i++) {
int index = node.meshes[i];
//load Material
renderMesh(shader, index);
}
for (int i = 0 ; i < node.children.size() ; i++) {
renderNode(shader,node.children[i],V,P,M);
}
}
void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index)
{
int MaterialIndex = entries[index].materialIndex;
if (MaterialIndex < materials.size()) {
shader->setUniformValue("materialInfo.Diffuse",materials[MaterialIndex].Diffuse);
shader->setUniformValue("materialInfo.Specular",materials[MaterialIndex].Specular);
shader->setUniformValue("materialInfo.Shininess",materials[MaterialIndex].Shininess);
shader->setUniformValue("materialInfo.hasTexture",materials[MaterialIndex].hasTexture);
if(materials[MaterialIndex].hasTexture)
materials[MaterialIndex].texture.bind(f,GL_TEXTURE0);
}
// Draw Vertex Array
f->glBindBuffer(GL_ARRAY_BUFFER, entries[index].VB);
f->glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
f->glVertexAttribPointer(normalIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12); //12
f->glVertexAttribPointer(uvIndex, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)24); // 12+12
f->glVertexAttribIPointer(boneIndex, 4, GL_INT, sizeof(Vertex), (const GLvoid*)32); // 12+12+8
f->glVertexAttribPointer(boneweightIndex, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)48); //12+12+8+16
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, entries[index].IB);
f->glDrawElements(GL_TRIANGLES, entries[index].numIndex, GL_UNSIGNED_INT, 0);
}
//Bone Update
void Mesh::updateBoneTransform(float TimeInSeconds, int animIndex){
if(!scene || bones.size() == 0|| !scene->HasAnimations())
return;
animIndex = animIndex % scene->mNumAnimations;
const aiAnimation* animation = scene->mAnimations[animIndex];
float TicksPerSecond = (float)(animation->mTicksPerSecond != 0 ? animation->mTicksPerSecond : 25.0f);
float TimeInTicks = TimeInSeconds * TicksPerSecond;
float AnimationTime = fmod(TimeInTicks, (float)animation->mDuration);
updateBoneHeirachy(AnimationTime,animation,this->rootNode,QMatrix4x4());
}
void Mesh::updateBoneHeirachy(float AnimTime,const aiAnimation* animation, Node node, QMatrix4x4 parentTransform){
QMatrix4x4 nodeTransformation = node.transformation;
//Find channel
const aiNodeAnim *nodeAnimation = findAnimOfNode(animation,node.name);
//calc Tcurrent Trasnformation;
if (nodeAnimation) {
QVector3D scale = calcInterpolatedScaling(AnimTime,nodeAnimation);
QQuaternion rot = calcInterpolatedRotation(AnimTime,nodeAnimation);
QVector3D trans = calcInterpolatedTranslation(AnimTime,nodeAnimation);
//qDebug()<<"calc"<<scale<<rot<<trans;
nodeTransformation.setToIdentity();
nodeTransformation.translate(trans);
nodeTransformation.rotate(rot);
nodeTransformation.scale(scale);
}
//Update Bone and children
QMatrix4x4 GlobalTransform = parentTransform * nodeTransformation;
if (boneMap.find(node.name) != boneMap.end()) {
int index = boneMap[node.name];
bones[index].FinalTransformation = globalInverseTransform * GlobalTransform * bones[index].BoneOffset;
}
for(int i = 0; i < node.children.size(); ++i)
{
updateBoneHeirachy(AnimTime,animation,node.children[i],GlobalTransform);
}
}
const aiNodeAnim* Mesh::findAnimOfNode(const aiAnimation* animation, QString NodeName){
for (uint i = 0 ; i < animation->mNumChannels ; i++) {
const aiNodeAnim* nodeanim = animation->mChannels[i];
if (QString(nodeanim->mNodeName.data) == NodeName) {
return nodeanim;
}
}
return NULL;
}
//Interpolarisation
QQuaternion Mesh::calcInterpolatedRotation(float AnimTime,const aiNodeAnim *nodeAnimation){
if(nodeAnimation->mNumRotationKeys == 1){
return convert(nodeAnimation->mRotationKeys[0].mValue);
}
//Index find
int index = 0;
for (uint i = 0 ; i < nodeAnimation->mNumRotationKeys - 1 ; i++) {
if (AnimTime < (float)nodeAnimation->mRotationKeys[i + 1].mTime) {
index = i;
break;
}
}
float DeltaTime = (float)(nodeAnimation->mRotationKeys[index+1].mTime - nodeAnimation->mRotationKeys[index].mTime);
float Factor = (AnimTime - (float)nodeAnimation->mRotationKeys[index].mTime) / DeltaTime;
// qDebug()<<AnimTime<<DeltaTime<<Factor;
const aiQuaternion start = nodeAnimation->mRotationKeys[index].mValue;
const aiQuaternion end = nodeAnimation->mRotationKeys[index+1].mValue;
aiQuaternion RotationQ;
aiQuaternion::Interpolate(RotationQ,start,end,Factor);
return convert(RotationQ);
//return convert(start);
}
QVector3D Mesh::calcInterpolatedScaling(float AnimTime,const aiNodeAnim *nodeAnimation){
return calcInterpolatedVectorKey(AnimTime, nodeAnimation,nodeAnimation->mScalingKeys,nodeAnimation->mNumScalingKeys);
}
QVector3D Mesh::calcInterpolatedTranslation(float AnimTime, const aiNodeAnim *nodeAnimation){
return calcInterpolatedVectorKey(AnimTime,nodeAnimation, nodeAnimation->mPositionKeys,nodeAnimation->mNumPositionKeys);
}
QVector3D Mesh::calcInterpolatedVectorKey(float AnimTime,const aiNodeAnim *nodeAnimation, const aiVectorKey* keys, const int numberOfKeys){
if(numberOfKeys == 1){
return convert(keys[0].mValue);
}
//Index find
int index = 0;
for (int i = 0 ; i < numberOfKeys - 1; i++) {
if (AnimTime < (float)keys[i + 1].mTime) {
index = i;
break;
}
}
float DeltaTime = (float)(keys[index+1].mTime - keys[index].mTime);
float Factor = (AnimTime - (float)keys[index].mTime) / DeltaTime;
QVector3D start = convert(keys[index].mValue);
QVector3D end = convert(keys[index+1].mValue);
if(start.distanceToPoint(end) < EPSILON){ // same keyframe
return start;
}
if(linear){
return linInterpolate(start,end,Factor);
}
if(index == 0 ){ //Start
switch (nodeAnimation->mPreState) {
case aiAnimBehaviour_CONSTANT: // nearest Key
return Factor <0.5f ? start : end;
break;
case aiAnimBehaviour_REPEAT:// use start or end
{
QVector3D before = convert(keys[index-1].mValue);
QVector3D after = convert(keys[numberOfKeys - 1].mValue);
return Catmul(before,start,end,after,Factor);
}
case aiAnimBehaviour_LINEAR: // linear interpolate
return linInterpolate(start,end,Factor);
case aiAnimBehaviour_DEFAULT: // take default node transformation
//TODO aiNodes haben nur translation rotation und scalierung nicht getrennt gespeichert
default:
return linInterpolate(start,end,Factor);
}
} else if((index+2)== numberOfKeys){ // Ende
switch (nodeAnimation->mPostState) {
case aiAnimBehaviour_CONSTANT: // nearest Key
return Factor <0.5f ? start : end;
break;
case aiAnimBehaviour_REPEAT: // use start or end
{
QVector3D before = convert(keys[index-1].mValue);
QVector3D after = convert(keys[0].mValue);
return Catmul(before,start,end,after,Factor);
}
case aiAnimBehaviour_LINEAR: // linear interpolate
return linInterpolate(start,end,Factor);
case aiAnimBehaviour_DEFAULT: // take default node transformation
//TODO
default:
return linInterpolate(start,end,Factor);
}
} else{
QVector3D before = convert(keys[index-1].mValue);
QVector3D after = convert(keys[index+2].mValue);
if(before.distanceToPoint(start) < EPSILON
||end.distanceToPoint(after)<EPSILON){ // keyframes before or after are the same. No Nomal computation
//TODO
return linInterpolate(start,end,Factor);
}
return Catmul(before,start,end,after,Factor);
}
}
QVector3D Mesh::Catmul(QVector3D P0, QVector3D P1, QVector3D P2, QVector3D P3,float Factor){
double t0 = 0;
double t1 = timeCatmul(P0,P1,t0);
double t2 = timeCatmul(P1,P2,t1);
double t3 = timeCatmul(P2,P3,t2);
double t = Factor;
t = (1-Factor)*t1+Factor*t2;
//qDebug()<<before<<start<<end<<after;
//qDebug()<<t0<<t1<<t2<<t3<<t;
QVector3D A1 = (t1-t)/(t1-t0)*P0 + (t-t0)/(t1-t0)*P1;
QVector3D A2 = (t2-t)/(t2-t1)*P1 + (t-t1)/(t2-t1)*P2;
QVector3D A3 = (t3-t)/(t3-t2)*P2 + (t-t2)/(t3-t2)*P3;
QVector3D B1 = (t2-t)/(t2-t0)*A1 + (t-t0)/(t2-t0)*A2;
QVector3D B2 = (t3-t)/(t3-t1)*A2 + (t-t1)/(t3-t1)*A3;
QVector3D C = (t2-t)/(t2-t1)*B1 + (t-t1)/(t2-t1)*B2;
if(C.isNull() || qIsNaN(C.x())){
qCritical()<<"Catmul bad:"<<C<<"from"<<P0<<P1<<P2<<P3;
}
return C;
}
double Mesh::timeCatmul(QVector3D p1, QVector3D p2, double t_1){
double dist = p1.distanceToPoint(p2);
double alpha = 0.0; //uniform
alpha = 0.5; //centripetal
//float alpha = 1.0; //chordal
double t = qPow(dist,alpha) +t_1;
// qDebug()<<dist<<t;
return t;
}
void Mesh::findObjectDimension(Node node, QMatrix4x4 transform, QVector3D &min, QVector3D &max){
transform *= node.transformation;
for (int i = 0; i < node.meshes.size(); i++) {
QVector4D temp = transform*QVector4D(entries[node.meshes[i]].min,1.0);
min.setX(qMin(min.x(),temp.x()));
min.setY(qMin(min.y(),temp.y()));
min.setZ(qMin(min.z(),temp.z()));
max.setX(qMax(max.x(),temp.x()));
max.setY(qMax(max.y(),temp.y()));
max.setZ(qMax(max.z(),temp.z()));
temp = transform*QVector4D(entries[node.meshes[i]].max,1.0);
min.setX(qMin(min.x(),temp.x()));
min.setY(qMin(min.y(),temp.y()));
min.setZ(qMin(min.z(),temp.z()));
max.setX(qMax(max.x(),temp.x()));
max.setY(qMax(max.y(),temp.y()));
max.setZ(qMax(max.z(),temp.z()));
}
for (int i = 0; i < node.children.size(); i++) {
findObjectDimension(node.children[i], transform, min, max);
}
}
#ifndef MESH_H
#define MESH_H
#include <QtOpenGL>
#include <QOpenGLFunctions_4_3_Core>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <postprocess.h>
#include "texture.h"
#define positionIndex 0
#define normalIndex 1
#define uvIndex 2
#define boneIndex 3
#define boneweightIndex 4
#define EPSILON 0.00001
struct Vertex
{
QVector3D pos;
QVector3D normal;
QVector2D tex;
uint IDs[4];
float weights[4];
Vertex(){}
Vertex(const QVector3D& pos, const QVector3D& normal, const QVector2D& tex)
{
for(int i = 0; i < 4; i++){
IDs[i] = 0;
weights[i] = 0;
}
this->pos = pos;
this->tex = tex;
this->normal = normal;
}
void AddBoneData(uint BoneID, float Weight);
};
class Mesh
{
public:
Mesh(QOpenGLFunctions_4_3_Core *f,QString filename);
~Mesh();
void render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P, float TimeInSeconds, int animation);
void setAnimation(bool linear){this->linear = linear;}
const aiScene *scene;
private:
struct MeshEntry{
MeshEntry();
~MeshEntry();
void init(QOpenGLFunctions_4_3_Core *f,QVector<Vertex>& Vertices,
QVector<unsigned int>& Indices);
QString name;
GLuint VB;
GLuint IB;
int numIndex;
int materialIndex;
QOpenGLFunctions_4_3_Core *f;
QVector3D min;
QVector3D max;
};
struct MaterialInfo
{
MaterialInfo();
QString Name;
QVector3D Diffuse;
QVector3D Specular;
bool hasTexture;
Texture texture;
float Shininess;
};
struct LightInfo
{
QVector4D Position;
QVector3D Intensity;
};
struct BoneInfo
{
QMatrix4x4 BoneOffset;
QMatrix4x4 FinalTransformation;
BoneInfo()
{
BoneOffset.setToIdentity();
FinalTransformation.setToIdentity();
}
};
struct Node
{
Node();
QString name;
QMatrix4x4 transformation;
QVector<int> meshes;
QVector<Node> children;
};
Assimp::Importer importer;
QMatrix4x4 globalInverseTransform;
QMatrix4x4 screenTransform;
QVector<MeshEntry> entries;
QVector<MaterialInfo> materials;
QVector<BoneInfo> bones;
QMap<QString,int> boneMap;
int numberOfBones;
Node rootNode;
QOpenGLFunctions_4_3_Core *f;
bool loaded;
bool linear;
void initMeshEntry(int i,aiMesh * entry);
void initMaterial(QString dir, unsigned int i, const aiMaterial* material);
void initNode(const aiScene *scene, aiNode *node, Node &newNode, QString debugoffset);
void updateBoneTransform(float TimeInSeconds, int animation);
void updateBoneHeirachy(float AnimTime,const aiAnimation* animation, Node node, QMatrix4x4 parentTransform);
const aiNodeAnim *findAnimOfNode(const aiAnimation* animation, QString NodeName);
QVector3D calcInterpolatedScaling(float AnimTime,const aiNodeAnim *nodeAnimation);
QQuaternion calcInterpolatedRotation(float AnimTime,const aiNodeAnim *nodeAnimation);
QVector3D calcInterpolatedTranslation(float AnimTime, const aiNodeAnim *nodeAnimation);
QVector3D calcInterpolatedVectorKey(float AnimTime,const aiNodeAnim *nodeAnimation, const aiVectorKey* keys, const int numberOfKeys);
void renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMatrix4x4 P,QMatrix4x4 M);
void renderMesh(QOpenGLShaderProgram *shader, int index);
QVector3D convert(aiVector3D in){ return QVector3D(in.x,in.y,in.z);}
QQuaternion convert(aiQuaternion quat){ return QQuaternion(quat.w,quat.x,quat.y,quat.z);}
QVector3D linInterpolate(QVector3D start, QVector3D end, float Factor){ return (1.0-Factor)*start + Factor*end;}
QVector3D Catmul(QVector3D before, QVector3D start, QVector3D end, QVector3D after,float Factor);
double timeCatmul(QVector3D p1, QVector3D p2, double t_1);
void findObjectDimension(Node node, QMatrix4x4 transform, QVector3D &min, QVector3D &max);
};
#endif // MESH_H
<RCC>
<qresource prefix="/">
<file>animate.frag</file>
<file>animate.vert</file>
</qresource>
</RCC>
#include "texture.h"
Texture::Texture()
{
fileName= QString();
textureTarget = GL_TEXTURE_2D;
textureObj = 0xFFFFFFFF;
}
void Texture::Load(GLenum textureTarget, QString fileName)
{
this->textureTarget = textureTarget;
this->fileName = fileName;
//load
if(fileName.isEmpty()){
qDebug()<<"No Image to load";
return;
}
qDebug()<<"Loading Texture:"<<fileName;
QString suffix = QFileInfo(fileName).completeSuffix();
if(suffix.endsWith("pcx")||suffix.endsWith("tga")){
fileName.replace(QRegularExpression(suffix),QString("png"));
suffix = QString("png");
}
if(!QFile::exists(fileName))
{
qDebug()<<"File "<<fileName<<"don't exists";
return;
}
QImage *texture = new QImage(fileName, suffix.toStdString().c_str());
if (texture == NULL|| texture->isNull()){
qDebug()<<"Could not load Texture:"<<fileName<<"Suffix:"<< suffix;
qDebug()<<QImageReader::supportedImageFormats();
return;
}
QImage textureImg = QGLWidget::convertToGLFormat( *texture );
glGenTextures( 1, &textureObj );
glBindTexture( this->textureTarget, textureObj );
glTexImage2D(this->textureTarget, 0, GL_RGBA, textureImg.width(), textureImg.height(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureImg.bits());
// Filtering
glTexParameteri( this->textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( this->textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glBindTexture( this->textureTarget, 0 );
qDebug()<<"Loaded texture"+fileName;
}
Texture::~Texture(){
glDeleteTextures(1,&textureObj);
}
void Texture::bind(QOpenGLFunctions_4_3_Core *f, GLenum textureUnit){
f->glActiveTexture(textureUnit);
f->glBindTexture(textureTarget, textureObj);
}
#ifndef TEXTURE_H
#define TEXTURE_H
#include <QObject>
#include <QImage>
#include <QtOpenGL>
#include <QOpenGLFunctions_4_3_Core>
class Texture
{
public:
Texture();
~Texture();
void bind(QOpenGLFunctions_4_3_Core *f, GLenum textureUnit);
void Load(GLenum TextureTarget, const QString FileName);
private:
QString fileName;
GLenum textureTarget;
GLuint textureObj;
};
#endif // TEXTURE_H
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