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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef AI_OGREBINARYSERIALIZER_H_INC
+#define AI_OGREBINARYSERIALIZER_H_INC
+
+#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
+
+#include "OgreStructs.h"
+
+namespace Assimp
+{
+namespace Ogre
+{
+
+typedef Assimp::StreamReaderLE MemoryStreamReader;
+typedef boost::shared_ptr<MemoryStreamReader> MemoryStreamReaderPtr;
+
+class OgreBinarySerializer
+{
+public:
+ /// Imports mesh and returns the result.
+ /** @note Fatal unrecoverable errors will throw a DeadlyImportError. */
+ static Mesh *ImportMesh(MemoryStreamReader *reader);
+
+ /// Imports skeleton to @c mesh into Mesh::skeleton.
+ /** If mesh does not have a skeleton reference or the skeleton file
+ cannot be found it is not a fatal DeadlyImportError.
+ @return If skeleton import was successful. */
+ static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, Mesh *mesh);
+ static bool ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *mesh);
+
+private:
+ enum AssetMode
+ {
+ AM_Mesh,
+ AM_Skeleton
+ };
+
+ OgreBinarySerializer(MemoryStreamReader *reader, AssetMode mode) :
+ m_reader(reader),
+ m_currentLen(0),
+ assetMode(mode)
+ {
+ }
+
+ static MemoryStreamReaderPtr OpenReader(Assimp::IOSystem *pIOHandler, const std::string &filename);
+
+ // Header
+
+ uint16_t ReadHeader(bool readLen = true);
+ void RollbackHeader();
+
+ // Mesh
+
+ void ReadMesh(Mesh *mesh);
+ void ReadMeshLodInfo(Mesh *mesh);
+ void ReadMeshSkeletonLink(Mesh *mesh);
+ void ReadMeshBounds(Mesh *mesh);
+ void ReadMeshExtremes(Mesh *mesh);
+
+ void ReadSubMesh(Mesh *mesh);
+ void ReadSubMeshNames(Mesh *mesh);
+ void ReadSubMeshOperation(SubMesh *submesh);
+ void ReadSubMeshTextureAlias(SubMesh *submesh);
+
+ void ReadBoneAssignment(VertexData *dest);
+
+ void ReadGeometry(VertexData *dest);
+ void ReadGeometryVertexDeclaration(VertexData *dest);
+ void ReadGeometryVertexElement(VertexData *dest);
+ void ReadGeometryVertexBuffer(VertexData *dest);
+
+ void ReadEdgeList(Mesh *mesh);
+ void ReadPoses(Mesh *mesh);
+ void ReadPoseVertices(Pose *pose);
+
+ void ReadAnimations(Mesh *mesh);
+ void ReadAnimation(Animation *anim);
+ void ReadAnimationKeyFrames(Animation *anim, VertexAnimationTrack *track);
+
+ void NormalizeBoneWeights(VertexData *vertexData) const;
+
+ // Skeleton
+
+ void ReadSkeleton(Skeleton *skeleton);
+
+ void ReadBone(Skeleton *skeleton);
+ void ReadBoneParent(Skeleton *skeleton);
+
+ void ReadSkeletonAnimation(Skeleton *skeleton);
+ void ReadSkeletonAnimationTrack(Skeleton *skeleton, Animation *dest);
+ void ReadSkeletonAnimationKeyFrame(VertexAnimationTrack *dest);
+ void ReadSkeletonAnimationLink(Skeleton *skeleton);
+
+ // Reader utils
+ bool AtEnd() const;
+
+ template<typename T>
+ inline T Read();
+
+ void ReadBytes(char *dest, size_t numBytes);
+ void ReadBytes(uint8_t *dest, size_t numBytes);
+ void ReadBytes(void *dest, size_t numBytes);
+ uint8_t *ReadBytes(size_t numBytes);
+
+ void ReadVector(aiVector3D &vec);
+ void ReadQuaternion(aiQuaternion &quat);
+
+ std::string ReadString(size_t len);
+ std::string ReadLine();
+
+ void SkipBytes(size_t numBytes);
+
+ uint32_t m_currentLen;
+ MemoryStreamReader *m_reader;
+
+ AssetMode assetMode;
+};
+
+enum MeshChunkId
+{
+ M_HEADER = 0x1000,
+ // char* version : Version number check
+ M_MESH = 0x3000,
+ // bool skeletallyAnimated // important flag which affects h/w buffer policies
+ // Optional M_GEOMETRY chunk
+ M_SUBMESH = 0x4000,
+ // char* materialName
+ // bool useSharedVertices
+ // unsigned int indexCount
+ // bool indexes32Bit
+ // unsigned int* faceVertexIndices (indexCount)
+ // OR
+ // unsigned short* faceVertexIndices (indexCount)
+ // M_GEOMETRY chunk (Optional: present only if useSharedVertices = false)
+ M_SUBMESH_OPERATION = 0x4010, // optional, trilist assumed if missing
+ // unsigned short operationType
+ M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
+ // Optional bone weights (repeating section)
+ // unsigned int vertexIndex;
+ // unsigned short boneIndex;
+ // float weight;
+ // Optional chunk that matches a texture name to an alias
+ // a texture alias is sent to the submesh material to use this texture name
+ // instead of the one in the texture unit with a matching alias name
+ M_SUBMESH_TEXTURE_ALIAS = 0x4200, // Repeating section
+ // char* aliasName;
+ // char* textureName;
+
+ M_GEOMETRY = 0x5000, // NB this chunk is embedded within M_MESH and M_SUBMESH
+ // unsigned int vertexCount
+ M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
+ M_GEOMETRY_VERTEX_ELEMENT = 0x5110, // Repeating section
+ // unsigned short source; // buffer bind source
+ // unsigned short type; // VertexElementType
+ // unsigned short semantic; // VertexElementSemantic
+ // unsigned short offset; // start offset in buffer in bytes
+ // unsigned short index; // index of the semantic (for colours and texture coords)
+ M_GEOMETRY_VERTEX_BUFFER = 0x5200, // Repeating section
+ // unsigned short bindIndex; // Index to bind this buffer to
+ // unsigned short vertexSize; // Per-vertex size, must agree with declaration at this index
+ M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
+ // raw buffer data
+ M_MESH_SKELETON_LINK = 0x6000,
+ // Optional link to skeleton
+ // char* skeletonName : name of .skeleton to use
+ M_MESH_BONE_ASSIGNMENT = 0x7000,
+ // Optional bone weights (repeating section)
+ // unsigned int vertexIndex;
+ // unsigned short boneIndex;
+ // float weight;
+ M_MESH_LOD = 0x8000,
+ // Optional LOD information
+ // string strategyName;
+ // unsigned short numLevels;
+ // bool manual; (true for manual alternate meshes, false for generated)
+ M_MESH_LOD_USAGE = 0x8100,
+ // Repeating section, ordered in increasing depth
+ // NB LOD 0 (full detail from 0 depth) is omitted
+ // LOD value - this is a distance, a pixel count etc, based on strategy
+ // float lodValue;
+ M_MESH_LOD_MANUAL = 0x8110,
+ // Required if M_MESH_LOD section manual = true
+ // String manualMeshName;
+ M_MESH_LOD_GENERATED = 0x8120,
+ // Required if M_MESH_LOD section manual = false
+ // Repeating section (1 per submesh)
+ // unsigned int indexCount;
+ // bool indexes32Bit
+ // unsigned short* faceIndexes; (indexCount)
+ // OR
+ // unsigned int* faceIndexes; (indexCount)
+ M_MESH_BOUNDS = 0x9000,
+ // float minx, miny, minz
+ // float maxx, maxy, maxz
+ // float radius
+
+ // Added By DrEvil
+ // optional chunk that contains a table of submesh indexes and the names of
+ // the sub-meshes.
+ M_SUBMESH_NAME_TABLE = 0xA000,
+ // Subchunks of the name table. Each chunk contains an index & string
+ M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
+ // short index
+ // char* name
+ // Optional chunk which stores precomputed edge data
+ M_EDGE_LISTS = 0xB000,
+ // Each LOD has a separate edge list
+ M_EDGE_LIST_LOD = 0xB100,
+ // unsigned short lodIndex
+ // bool isManual // If manual, no edge data here, loaded from manual mesh
+ // bool isClosed
+ // unsigned long numTriangles
+ // unsigned long numEdgeGroups
+ // Triangle* triangleList
+ // unsigned long indexSet
+ // unsigned long vertexSet
+ // unsigned long vertIndex[3]
+ // unsigned long sharedVertIndex[3]
+ // float normal[4]
+
+ M_EDGE_GROUP = 0xB110,
+ // unsigned long vertexSet
+ // unsigned long triStart
+ // unsigned long triCount
+ // unsigned long numEdges
+ // Edge* edgeList
+ // unsigned long triIndex[2]
+ // unsigned long vertIndex[2]
+ // unsigned long sharedVertIndex[2]
+ // bool degenerate
+ // Optional poses section, referred to by pose keyframes
+ M_POSES = 0xC000,
+ M_POSE = 0xC100,
+ // char* name (may be blank)
+ // unsigned short target // 0 for shared geometry,
+ // 1+ for submesh index + 1
+ // bool includesNormals [1.8+]
+ M_POSE_VERTEX = 0xC111,
+ // unsigned long vertexIndex
+ // float xoffset, yoffset, zoffset
+ // float xnormal, ynormal, znormal (optional, 1.8+)
+ // Optional vertex animation chunk
+ M_ANIMATIONS = 0xD000,
+ M_ANIMATION = 0xD100,
+ // char* name
+ // float length
+ M_ANIMATION_BASEINFO = 0xD105,
+ // [Optional] base keyframe information (pose animation only)
+ // char* baseAnimationName (blank for self)
+ // float baseKeyFrameTime
+ M_ANIMATION_TRACK = 0xD110,
+ // unsigned short type // 1 == morph, 2 == pose
+ // unsigned short target // 0 for shared geometry,
+ // 1+ for submesh index + 1
+ M_ANIMATION_MORPH_KEYFRAME = 0xD111,
+ // float time
+ // bool includesNormals [1.8+]
+ // float x,y,z // repeat by number of vertices in original geometry
+ M_ANIMATION_POSE_KEYFRAME = 0xD112,
+ // float time
+ M_ANIMATION_POSE_REF = 0xD113, // repeat for number of referenced poses
+ // unsigned short poseIndex
+ // float influence
+ // Optional submesh extreme vertex list chink
+ M_TABLE_EXTREMES = 0xE000,
+ // unsigned short submesh_index;
+ // float extremes [n_extremes][3];
+};
+
+static std::string MeshHeaderToString(MeshChunkId id)
+{
+ switch(id)
+ {
+ case M_HEADER: return "HEADER";
+ case M_MESH: return "MESH";
+ case M_SUBMESH: return "SUBMESH";
+ case M_SUBMESH_OPERATION: return "SUBMESH_OPERATION";
+ case M_SUBMESH_BONE_ASSIGNMENT: return "SUBMESH_BONE_ASSIGNMENT";
+ case M_SUBMESH_TEXTURE_ALIAS: return "SUBMESH_TEXTURE_ALIAS";
+ case M_GEOMETRY: return "GEOMETRY";
+ case M_GEOMETRY_VERTEX_DECLARATION: return "GEOMETRY_VERTEX_DECLARATION";
+ case M_GEOMETRY_VERTEX_ELEMENT: return "GEOMETRY_VERTEX_ELEMENT";
+ case M_GEOMETRY_VERTEX_BUFFER: return "GEOMETRY_VERTEX_BUFFER";
+ case M_GEOMETRY_VERTEX_BUFFER_DATA: return "GEOMETRY_VERTEX_BUFFER_DATA";
+ case M_MESH_SKELETON_LINK: return "MESH_SKELETON_LINK";
+ case M_MESH_BONE_ASSIGNMENT: return "MESH_BONE_ASSIGNMENT";
+ case M_MESH_LOD: return "MESH_LOD";
+ case M_MESH_LOD_USAGE: return "MESH_LOD_USAGE";
+ case M_MESH_LOD_MANUAL: return "MESH_LOD_MANUAL";
+ case M_MESH_LOD_GENERATED: return "MESH_LOD_GENERATED";
+ case M_MESH_BOUNDS: return "MESH_BOUNDS";
+ case M_SUBMESH_NAME_TABLE: return "SUBMESH_NAME_TABLE";
+ case M_SUBMESH_NAME_TABLE_ELEMENT: return "SUBMESH_NAME_TABLE_ELEMENT";
+ case M_EDGE_LISTS: return "EDGE_LISTS";
+ case M_EDGE_LIST_LOD: return "EDGE_LIST_LOD";
+ case M_EDGE_GROUP: return "EDGE_GROUP";
+ case M_POSES: return "POSES";
+ case M_POSE: return "POSE";
+ case M_POSE_VERTEX: return "POSE_VERTEX";
+ case M_ANIMATIONS: return "ANIMATIONS";
+ case M_ANIMATION: return "ANIMATION";
+ case M_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
+ case M_ANIMATION_TRACK: return "ANIMATION_TRACK";
+ case M_ANIMATION_MORPH_KEYFRAME: return "ANIMATION_MORPH_KEYFRAME";
+ case M_ANIMATION_POSE_KEYFRAME: return "ANIMATION_POSE_KEYFRAME";
+ case M_ANIMATION_POSE_REF: return "ANIMATION_POSE_REF";
+ case M_TABLE_EXTREMES: return "TABLE_EXTREMES";
+ }
+ return "Unknown_MeshChunkId";
+}
+
+enum SkeletonChunkId
+{
+ SKELETON_HEADER = 0x1000,
+ // char* version : Version number check
+ SKELETON_BLENDMODE = 0x1010, // optional
+ // unsigned short blendmode : SkeletonAnimationBlendMode
+ SKELETON_BONE = 0x2000,
+ // Repeating section defining each bone in the system.
+ // Bones are assigned indexes automatically based on their order of declaration
+ // starting with 0.
+ // char* name : name of the bone
+ // unsigned short handle : handle of the bone, should be contiguous & start at 0
+ // Vector3 position : position of this bone relative to parent
+ // Quaternion orientation : orientation of this bone relative to parent
+ // Vector3 scale : scale of this bone relative to parent
+ SKELETON_BONE_PARENT = 0x3000,
+ // Record of the parent of a single bone, used to build the node tree
+ // Repeating section, listed in Bone Index order, one per Bone
+ // unsigned short handle : child bone
+ // unsigned short parentHandle : parent bone
+ SKELETON_ANIMATION = 0x4000,
+ // A single animation for this skeleton
+ // char* name : Name of the animation
+ // float length : Length of the animation in seconds
+ SKELETON_ANIMATION_BASEINFO = 0x4010,
+ // [Optional] base keyframe information
+ // char* baseAnimationName (blank for self)
+ // float baseKeyFrameTime
+ SKELETON_ANIMATION_TRACK = 0x4100,
+ // A single animation track (relates to a single bone)
+ // Repeating section (within SKELETON_ANIMATION)
+ // unsigned short boneIndex : Index of bone to apply to
+ SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
+ // A single keyframe within the track
+ // Repeating section
+ // float time : The time position (seconds)
+ // Quaternion rotate : Rotation to apply at this keyframe
+ // Vector3 translate : Translation to apply at this keyframe
+ // Vector3 scale : Scale to apply at this keyframe
+ SKELETON_ANIMATION_LINK = 0x5000
+ // Link to another skeleton, to re-use its animations
+ // char* skeletonName : name of skeleton to get animations from
+ // float scale : scale to apply to trans/scale keys
+};
+
+static std::string SkeletonHeaderToString(SkeletonChunkId id)
+{
+ switch(id)
+ {
+ case SKELETON_HEADER: return "HEADER";
+ case SKELETON_BLENDMODE: return "BLENDMODE";
+ case SKELETON_BONE: return "BONE";
+ case SKELETON_BONE_PARENT: return "BONE_PARENT";
+ case SKELETON_ANIMATION: return "ANIMATION";
+ case SKELETON_ANIMATION_BASEINFO: return "ANIMATION_BASEINFO";
+ case SKELETON_ANIMATION_TRACK: return "ANIMATION_TRACK";
+ case SKELETON_ANIMATION_TRACK_KEYFRAME: return "ANIMATION_TRACK_KEYFRAME";
+ case SKELETON_ANIMATION_LINK: return "ANIMATION_LINK";
+ }
+ return "Unknown_SkeletonChunkId";
+}
+} // Ogre
+} // Assimp
+
+#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
+#endif // AI_OGREBINARYSERIALIZER_H_INC