1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4 
5 Copyright (c) 2006-2012, assimp team
6 All rights reserved.
7 
8 Redistribution and use of this software in source and binary forms,
9 with or without modification, are permitted provided that the
10 following conditions are met:
11 
12 * Redistributions of source code must retain the above
13   copyright notice, this list of conditions and the
14   following disclaimer.
15 
16 * Redistributions in binary form must reproduce the above
17   copyright notice, this list of conditions and the
18   following disclaimer in the documentation and/or other
19   materials provided with the distribution.
20 
21 * Neither the name of the assimp team, nor the names of its
22   contributors may be used to endorse or promote products
23   derived from this software without specific prior
24   written permission of the assimp team.
25 
26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 
38 ----------------------------------------------------------------------
39 */
40 
41 /** @file  UnrealLoader.h
42  *  @brief Declaration of the .3d (UNREAL) importer class.
43  */
44 #ifndef INCLUDED_AI_3D_LOADER_H
45 #define INCLUDED_AI_3D_LOADER_H
46 
47 #include "BaseImporter.h"
48 namespace Assimp	{
49 namespace Unreal {
50 
51 	/*
52 	0 = Normal one-sided
53 	1 = Normal two-sided
54 	2 = Translucent two-sided
55 	3 = Masked two-sided
56 	4 = Modulation blended two-sided
57 	8 = Placeholder triangle for weapon positioning (invisible)
58 	*/
59 enum MeshFlags {
60 	MF_NORMAL_OS            = 0,
61 	MF_NORMAL_TS            = 1,
62 	MF_NORMAL_TRANS_TS      = 2,
63 	MF_NORMAL_MASKED_TS     = 3,
64 	MF_NORMAL_MOD_TS        = 4,
65 	MF_WEAPON_PLACEHOLDER   = 8
66 };
67 
68 	// a single triangle
69 struct Triangle {
70    uint16_t mVertex[3];		  // Vertex indices
71    char mType;                // James' Mesh Type
72    char mColor;               // Color for flat and Gourand Shaded
73    unsigned char mTex[3][2];  // Texture UV coordinates
74    unsigned char mTextureNum; // Source texture offset
75    char mFlags;               // Unreal Mesh Flags (unused)
76 
77    unsigned int matIndex;
78 };
79 
80 // temporary representation for a material
81 struct TempMat	{
TempMatTempMat82 	TempMat()
83 		:	numFaces	(0)
84 	{}
85 
TempMatTempMat86 	TempMat(const Triangle& in)
87 		:	type		((Unreal::MeshFlags)in.mType)
88 		,	tex			(in.mTextureNum)
89 		,	numFaces	(0)
90 	{}
91 
92 	// type of mesh
93 	Unreal::MeshFlags type;
94 
95 	// index of texture
96 	unsigned int tex;
97 
98 	// number of faces using us
99 	unsigned int numFaces;
100 
101 	// for std::find
102 	bool operator == (const TempMat& o )	{
103 		return (tex == o.tex && type == o.type);
104 	}
105 };
106 
107 struct Vertex
108 {
109 	int32_t X : 11;
110 	int32_t Y : 11;
111 	int32_t Z : 10;
112 };
113 
114 	// UNREAL vertex compression
CompressVertex(const aiVector3D & v,uint32_t & out)115 inline void CompressVertex(const aiVector3D& v, uint32_t& out)
116 {
117 	union {
118 		Vertex n;
119 		int32_t t;
120 	};
121 	n.X = (int32_t)v.x;
122 	n.Y = (int32_t)v.y;
123 	n.Z = (int32_t)v.z;
124 	out = t;
125 }
126 
127 	// UNREAL vertex decompression
DecompressVertex(aiVector3D & v,int32_t in)128 inline void DecompressVertex(aiVector3D& v, int32_t in)
129 {
130 	union {
131 		Vertex n;
132 		int32_t i;
133 	};
134 	i = in;
135 
136 	v.x = (float)n.X;
137 	v.y = (float)n.Y;
138 	v.z = (float)n.Z;
139 }
140 
141 } // end namespace Unreal
142 
143 // ---------------------------------------------------------------------------
144 /** @brief Importer class to load UNREAL files (*.3d)
145 */
146 class UnrealImporter : public BaseImporter
147 {
148 public:
149 	UnrealImporter();
150 	~UnrealImporter();
151 
152 
153 public:
154 
155 	// -------------------------------------------------------------------
156 	/** @brief Returns whether we can handle the format of the given file
157 	 *
158 	 *  See BaseImporter::CanRead() for details.
159 	 **/
160 	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
161 		bool checkSig) const;
162 
163 protected:
164 
165 	// -------------------------------------------------------------------
166 	/** @brief Called by Importer::GetExtensionList()
167 	 *
168 	 * See BaseImporter::GetExtensionList() for details
169 	 */
170 	void GetExtensionList(std::set<std::string>& extensions);
171 
172 
173 	// -------------------------------------------------------------------
174 	/** @brief Setup properties for the importer
175 	 *
176 	 * See BaseImporter::SetupProperties() for details
177 	 */
178 	void SetupProperties(const Importer* pImp);
179 
180 
181 	// -------------------------------------------------------------------
182 	/** @brief Imports the given file into the given scene structure.
183 	 *
184 	 * See BaseImporter::InternReadFile() for details
185 	 */
186 	void InternReadFile( const std::string& pFile, aiScene* pScene,
187 		IOSystem* pIOHandler);
188 
189 private:
190 
191 	//! frame to be loaded
192 	uint32_t configFrameID;
193 
194 	//! process surface flags
195 	bool configHandleFlags;
196 
197 }; // !class UnrealImporter
198 
199 } // end of namespace Assimp
200 #endif // AI_UNREALIMPORTER_H_INC
201