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WIP of assimp integration.
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206
Engine/lib/assimp/code/UnrealLoader.h
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206
Engine/lib/assimp/code/UnrealLoader.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file UnrealLoader.h
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* @brief Declaration of the .3d (UNREAL) importer class.
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*/
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#ifndef INCLUDED_AI_3D_LOADER_H
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#define INCLUDED_AI_3D_LOADER_H
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#include <assimp/BaseImporter.h>
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#include <stdint.h>
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namespace Assimp {
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namespace Unreal {
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/*
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0 = Normal one-sided
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1 = Normal two-sided
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2 = Translucent two-sided
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3 = Masked two-sided
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4 = Modulation blended two-sided
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8 = Placeholder triangle for weapon positioning (invisible)
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*/
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enum MeshFlags {
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MF_NORMAL_OS = 0,
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MF_NORMAL_TS = 1,
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MF_NORMAL_TRANS_TS = 2,
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MF_NORMAL_MASKED_TS = 3,
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MF_NORMAL_MOD_TS = 4,
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MF_WEAPON_PLACEHOLDER = 8
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};
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// a single triangle
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struct Triangle {
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uint16_t mVertex[3]; // Vertex indices
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char mType; // James' Mesh Type
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char mColor; // Color for flat and Gourand Shaded
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unsigned char mTex[3][2]; // Texture UV coordinates
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unsigned char mTextureNum; // Source texture offset
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char mFlags; // Unreal Mesh Flags (unused)
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unsigned int matIndex;
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};
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// temporary representation for a material
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struct TempMat {
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TempMat()
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: type()
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, tex()
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, numFaces (0)
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{}
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explicit TempMat(const Triangle& in)
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: type ((Unreal::MeshFlags)in.mType)
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, tex (in.mTextureNum)
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, numFaces (0)
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{}
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// type of mesh
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Unreal::MeshFlags type;
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// index of texture
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unsigned int tex;
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// number of faces using us
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unsigned int numFaces;
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// for std::find
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bool operator == (const TempMat& o ) {
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return (tex == o.tex && type == o.type);
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}
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};
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struct Vertex
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{
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int32_t X : 11;
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int32_t Y : 11;
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int32_t Z : 10;
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};
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// UNREAL vertex compression
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inline void CompressVertex(const aiVector3D& v, uint32_t& out)
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{
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union {
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Vertex n;
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int32_t t;
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};
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n.X = (int32_t)v.x;
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n.Y = (int32_t)v.y;
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n.Z = (int32_t)v.z;
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out = t;
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}
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// UNREAL vertex decompression
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inline void DecompressVertex(aiVector3D& v, int32_t in)
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{
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union {
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Vertex n;
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int32_t i;
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};
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i = in;
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v.x = (float)n.X;
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v.y = (float)n.Y;
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v.z = (float)n.Z;
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}
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} // end namespace Unreal
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// ---------------------------------------------------------------------------
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/** @brief Importer class to load UNREAL files (*.3d)
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*/
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class UnrealImporter : public BaseImporter
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{
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public:
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UnrealImporter();
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~UnrealImporter();
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public:
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// -------------------------------------------------------------------
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/** @brief Returns whether we can handle the format of the given file
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*
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* See BaseImporter::CanRead() for details.
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**/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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/** @brief Called by Importer::GetExtensionList()
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*
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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// -------------------------------------------------------------------
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/** @brief Setup properties for the importer
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*
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* See BaseImporter::SetupProperties() for details
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*/
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** @brief Imports the given file into the given scene structure.
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*
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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private:
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//! frame to be loaded
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uint32_t configFrameID;
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//! process surface flags
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bool configHandleFlags;
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}; // !class UnrealImporter
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} // end of namespace Assimp
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#endif // AI_UNREALIMPORTER_H_INC
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