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diff --git a/src/3rdparty/assimp/code/MD3Loader.h b/src/3rdparty/assimp/code/MD3Loader.h
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-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2017, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file Md3Loader.h
- * @brief Declaration of the .MD3 importer class.
- */
-#ifndef AI_MD3LOADER_H_INCLUDED
-#define AI_MD3LOADER_H_INCLUDED
-
-#include "BaseImporter.h"
-#include "ByteSwapper.h"
-#include "MD3FileData.h"
-#include "StringComparison.h"
-#include <assimp/types.h>
-
-#include <list>
-
-struct aiMaterial;
-
-namespace Assimp {
-
-
-using namespace MD3;
-namespace Q3Shader {
-
-// ---------------------------------------------------------------------------
-/** @brief Tiny utility data structure to hold the data of a .skin file
- */
-struct SkinData
-{
- //! A single entryin texture list
- struct TextureEntry : public std::pair<std::string,std::string>
- {
- // did we resolve this texture entry?
- bool resolved;
-
- // for std::find()
- bool operator == (const std::string& f) const {
- return f == first;
- }
- };
-
- //! List of textures
- std::list<TextureEntry> textures;
-
- // rest is ignored for the moment
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Specifies cull modi for Quake shader files.
- */
-enum ShaderCullMode
-{
- CULL_NONE,
- CULL_CW,
- CULL_CCW
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
- */
-enum BlendFunc
-{
- BLEND_NONE,
- BLEND_GL_ONE,
- BLEND_GL_ZERO,
- BLEND_GL_DST_COLOR,
- BLEND_GL_ONE_MINUS_DST_COLOR,
- BLEND_GL_SRC_ALPHA,
- BLEND_GL_ONE_MINUS_SRC_ALPHA
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Specifies alpha test modi for Quake texture maps
- */
-enum AlphaTestFunc
-{
- AT_NONE,
- AT_GT0,
- AT_LT128,
- AT_GE128
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Tiny utility data structure to hold a .shader map data block
- */
-struct ShaderMapBlock
-{
- ShaderMapBlock()
- : blend_src (BLEND_NONE)
- , blend_dest (BLEND_NONE)
- , alpha_test (AT_NONE)
- {}
-
- //! Name of referenced map
- std::string name;
-
- //! Blend and alpha test settings for texture
- BlendFunc blend_src,blend_dest;
- AlphaTestFunc alpha_test;
-
-
- //! For std::find()
- bool operator== (const std::string& o) const {
- return !ASSIMP_stricmp(o,name);
- }
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Tiny utility data structure to hold a .shader data block
- */
-struct ShaderDataBlock
-{
- ShaderDataBlock()
- : cull (CULL_CW)
- {}
-
- //! Name of referenced data element
- std::string name;
-
- //! Cull mode for the element
- ShaderCullMode cull;
-
- //! Maps defined in the shader
- std::list<ShaderMapBlock> maps;
-
-
- //! For std::find()
- bool operator== (const std::string& o) const {
- return !ASSIMP_stricmp(o,name);
- }
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Tiny utility data structure to hold the data of a .shader file
- */
-struct ShaderData
-{
- //! Shader data blocks
- std::list<ShaderDataBlock> blocks;
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Load a shader file
- *
- * Generally, parsing is error tolerant. There's no failure.
- * @param fill Receives output data
- * @param file File to be read.
- * @param io IOSystem to be used for reading
- * @return false if file is not accessible
- */
-bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
-
-
-// ---------------------------------------------------------------------------
-/** @brief Convert a Q3Shader to an aiMaterial
- *
- * @param[out] out Material structure to be filled.
- * @param[in] shader Input shader
- */
-void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
-
-// ---------------------------------------------------------------------------
-/** @brief Load a skin file
- *
- * Generally, parsing is error tolerant. There's no failure.
- * @param fill Receives output data
- * @param file File to be read.
- * @param io IOSystem to be used for reading
- * @return false if file is not accessible
- */
-bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
-
-} // ! namespace Q3SHader
-
-// ---------------------------------------------------------------------------
-/** @brief Importer class to load MD3 files
-*/
-class MD3Importer : public BaseImporter
-{
-public:
- MD3Importer();
- ~MD3Importer();
-
-
-public:
-
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
-
-
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
-
-protected:
-
- // -------------------------------------------------------------------
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc* GetInfo () const;
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Validate offsets in the header
- */
- void ValidateHeaderOffsets();
- void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
-
- // -------------------------------------------------------------------
- /** Read a Q3 multipart file
- * @return true if multi part has been processed
- */
- bool ReadMultipartFile();
-
- // -------------------------------------------------------------------
- /** Try to read the skin for a MD3 file
- * @param fill Receives output information
- */
- void ReadSkin(Q3Shader::SkinData& fill) const;
-
- // -------------------------------------------------------------------
- /** Try to read the shader for a MD3 file
- * @param fill Receives output information
- */
- void ReadShader(Q3Shader::ShaderData& fill) const;
-
- // -------------------------------------------------------------------
- /** Convert a texture path in a MD3 file to a proper value
- * @param[in] texture_name Path to be converted
- * @param[in] header_path Base path specified in MD3 header
- * @param[out] out Receives the converted output string
- */
- void ConvertPath(const char* texture_name, const char* header_path,
- std::string& out) const;
-
-protected:
-
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
-
- /** Configuration option: process multi-part files */
- bool configHandleMP;
-
- /** Configuration option: name of skin file to be read */
- std::string configSkinFile;
-
- /** Configuration option: name or path of shader */
- std::string configShaderFile;
-
- /** Configuration option: speed flag was set? */
- bool configSpeedFlag;
-
- /** Header of the MD3 file */
- BE_NCONST MD3::Header* pcHeader;
-
- /** File buffer */
- BE_NCONST unsigned char* mBuffer;
-
- /** Size of the file, in bytes */
- unsigned int fileSize;
-
- /** Current file name */
- std::string mFile;
-
- /** Current base directory */
- std::string path;
-
- /** Pure file we're currently reading */
- std::string filename;
-
- /** Output scene to be filled */
- aiScene* mScene;
-
- /** IO system to be used to access the data*/
- IOSystem* mIOHandler;
- };
-
-} // end of namespace Assimp
-
-#endif // AI_3DSIMPORTER_H_INC