update assimp lib

This commit is contained in:
marauder2k7 2024-12-09 20:22:47 +00:00
parent 03a348deb7
commit d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions

View file

@ -2,8 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -39,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
/** @file MD5Parser.h
* @brief Definition of the .MD5 parser class.
@ -51,61 +50,60 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/types.h>
#include <assimp/ParsingUtils.h>
#include <vector>
#include <stdint.h>
#include <cstdint>
struct aiFace;
namespace Assimp {
namespace MD5 {
namespace Assimp {
namespace MD5 {
// ---------------------------------------------------------------------------
/** Represents a single element in a MD5 file
*
* Elements are always contained in sections.
*/
struct Element
{
struct Element {
//! Points to the starting point of the element
//! Whitespace at the beginning and at the end have been removed,
//! Elements are terminated with \0
char* szStart;
const char *end;
//! Original line number (can be used in error messages
//! if a parsing error occurs)
unsigned int iLineNumber;
};
typedef std::vector< Element > ElementList;
using ElementArray = std::vector<Element>;
// ---------------------------------------------------------------------------
/** Represents a section of a MD5 file (such as the mesh or the joints section)
*
* A section is always enclosed in { and } brackets.
*/
struct Section
{
struct Section {
//! Original line number (can be used in error messages
//! if a parsing error occurs)
unsigned int iLineNumber;
//! List of all elements which have been parsed in this section.
ElementList mElements;
ElementArray mElements;
//! Name of the section
std::string mName;
//! For global elements: the value of the element as string
//! Iif !length() the section is not a global element
//! if !length() the section is not a global element
std::string mGlobalValue;
};
typedef std::vector< Section> SectionList;
using SectionArray = std::vector<Section>;
// ---------------------------------------------------------------------------
/** Basic information about a joint
*/
struct BaseJointDescription
{
struct BaseJointDescription {
//! Name of the bone
aiString mName;
@ -116,8 +114,7 @@ struct BaseJointDescription
// ---------------------------------------------------------------------------
/** Represents a bone (joint) descriptor in a MD5Mesh file
*/
struct BoneDesc : BaseJointDescription
{
struct BoneDesc : BaseJointDescription {
//! Absolute position of the bone
aiVector3D mPositionXYZ;
@ -137,13 +134,12 @@ struct BoneDesc : BaseJointDescription
unsigned int mMap;
};
typedef std::vector< BoneDesc > BoneList;
using BoneArray = std::vector<BoneDesc>;
// ---------------------------------------------------------------------------
/** Represents a bone (joint) descriptor in a MD5Anim file
*/
struct AnimBoneDesc : BaseJointDescription
{
struct AnimBoneDesc : BaseJointDescription {
//! Flags (AI_MD5_ANIMATION_FLAG_xxx)
unsigned int iFlags;
@ -151,35 +147,31 @@ struct AnimBoneDesc : BaseJointDescription
unsigned int iFirstKeyIndex;
};
typedef std::vector< AnimBoneDesc > AnimBoneList;
using AnimBoneArray = std::vector< AnimBoneDesc >;
// ---------------------------------------------------------------------------
/** Represents a base frame descriptor in a MD5Anim file
*/
struct BaseFrameDesc
{
struct BaseFrameDesc {
aiVector3D vPositionXYZ;
aiVector3D vRotationQuat;
};
typedef std::vector< BaseFrameDesc > BaseFrameList;
using BaseFrameArray = std::vector<BaseFrameDesc>;
// ---------------------------------------------------------------------------
/** Represents a camera animation frame in a MDCamera file
*/
struct CameraAnimFrameDesc : BaseFrameDesc
{
struct CameraAnimFrameDesc : BaseFrameDesc {
float fFOV;
};
typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
using CameraFrameArray = std::vector<CameraAnimFrameDesc>;
// ---------------------------------------------------------------------------
/** Represents a frame descriptor in a MD5Anim file
*/
struct FrameDesc
{
struct FrameDesc {
//! Index of the frame
unsigned int iIndex;
@ -187,15 +179,14 @@ struct FrameDesc
std::vector< float > mValues;
};
typedef std::vector< FrameDesc > FrameList;
using FrameArray = std::vector<FrameDesc>;
// ---------------------------------------------------------------------------
/** Represents a vertex descriptor in a MD5 file
*/
struct VertexDesc {
VertexDesc() AI_NO_EXCEPT
: mFirstWeight(0)
, mNumWeights(0) {
: mFirstWeight(0), mNumWeights(0) {
// empty
}
@ -210,13 +201,12 @@ struct VertexDesc {
unsigned int mNumWeights;
};
typedef std::vector< VertexDesc > VertexList;
using VertexArray = std::vector<VertexDesc>;
// ---------------------------------------------------------------------------
/** Represents a vertex weight descriptor in a MD5 file
*/
struct WeightDesc
{
struct WeightDesc {
//! Index of the bone to which this weight refers
unsigned int mBone;
@ -228,28 +218,27 @@ struct WeightDesc
aiVector3D vOffsetPosition;
};
typedef std::vector< WeightDesc > WeightList;
typedef std::vector< aiFace > FaceList;
using WeightArray = std::vector<WeightDesc>;
using FaceArray = std::vector<aiFace>;
// ---------------------------------------------------------------------------
/** Represents a mesh in a MD5 file
*/
struct MeshDesc
{
struct MeshDesc {
//! Weights of the mesh
WeightList mWeights;
WeightArray mWeights;
//! Vertices of the mesh
VertexList mVertices;
VertexArray mVertices;
//! Faces of the mesh
FaceList mFaces;
FaceArray mFaces;
//! Name of the shader (=texture) to be assigned to the mesh
aiString mShader;
};
typedef std::vector< MeshDesc > MeshList;
using MeshArray = std::vector<MeshDesc>;
// ---------------------------------------------------------------------------
// Convert a quaternion to its usual representation
@ -261,9 +250,11 @@ inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
if (t < 0.0f)
if (t < 0.0f) {
out.w = 0.0f;
else out.w = std::sqrt (t);
} else {
out.w = std::sqrt (t);
}
// Assimp convention.
out.w *= -1.f;
@ -272,23 +263,21 @@ inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
// ---------------------------------------------------------------------------
/** Parses the data sections of a MD5 mesh file
*/
class MD5MeshParser
{
class MD5MeshParser {
public:
// -------------------------------------------------------------------
/** Constructs a new MD5MeshParser instance from an existing
* preparsed list of file sections.
*
* @param mSections List of file sections (output of MD5Parser)
*/
explicit MD5MeshParser(SectionList& mSections);
explicit MD5MeshParser(SectionArray& mSections);
//! List of all meshes
MeshList mMeshes;
MeshArray mMeshes;
//! List of all joints
BoneList mJoints;
BoneArray mJoints;
};
// remove this flag if you need to the bounding box data
@ -297,30 +286,28 @@ public:
// ---------------------------------------------------------------------------
/** Parses the data sections of a MD5 animation file
*/
class MD5AnimParser
{
class MD5AnimParser {
public:
// -------------------------------------------------------------------
/** Constructs a new MD5AnimParser instance from an existing
* preparsed list of file sections.
*
* @param mSections List of file sections (output of MD5Parser)
*/
explicit MD5AnimParser(SectionList& mSections);
explicit MD5AnimParser(SectionArray& mSections);
//! Output frame rate
float fFrameRate;
//! List of animation bones
AnimBoneList mAnimatedBones;
AnimBoneArray mAnimatedBones;
//! List of base frames
BaseFrameList mBaseFrames;
BaseFrameArray mBaseFrames;
//! List of animation frames
FrameList mFrames;
FrameArray mFrames;
//! Number of animated components
unsigned int mNumAnimatedComponents;
@ -329,18 +316,15 @@ public:
// ---------------------------------------------------------------------------
/** Parses the data sections of a MD5 camera animation file
*/
class MD5CameraParser
{
class MD5CameraParser {
public:
// -------------------------------------------------------------------
/** Constructs a new MD5CameraParser instance from an existing
* preparsed list of file sections.
*
* @param mSections List of file sections (output of MD5Parser)
*/
explicit MD5CameraParser(SectionList& mSections);
explicit MD5CameraParser(SectionArray& mSections);
//! Output frame rate
float fFrameRate;
@ -349,17 +333,15 @@ public:
std::vector<unsigned int> cuts;
//! Frames
CameraFrameList frames;
CameraFrameArray frames;
};
// ---------------------------------------------------------------------------
/** Parses the block structure of MD5MESH and MD5ANIM files (but does no
* further processing)
*/
class MD5Parser
{
class MD5Parser {
public:
// -------------------------------------------------------------------
/** Constructs a new MD5Parser instance from an existing buffer.
*
@ -368,100 +350,112 @@ public:
*/
MD5Parser(char* buffer, unsigned int fileSize);
// -------------------------------------------------------------------
/** Report a specific error message and throw an exception
* @param error Error message to be reported
* @param line Index of the line where the error occurred
*/
AI_WONT_RETURN static void ReportError (const char* error, unsigned int line) AI_WONT_RETURN_SUFFIX;
AI_WONT_RETURN static void ReportError(const char* error, unsigned int line) AI_WONT_RETURN_SUFFIX;
// -------------------------------------------------------------------
/** Report a specific warning
* @param warn Warn message to be reported
* @param line Index of the line where the error occurred
*/
static void ReportWarning (const char* warn, unsigned int line);
static void ReportWarning(const char* warn, unsigned int line);
// -------------------------------------------------------------------
/** Report a specific error
* @param error Error message to be reported
*/
AI_WONT_RETURN void ReportError (const char* error) AI_WONT_RETURN_SUFFIX;
void ReportError (const char* error) {
return ReportError(error, lineNumber);
}
void ReportWarning (const char* warn) {
return ReportWarning(warn, lineNumber);
}
public:
// -------------------------------------------------------------------
/** Report a specific warning
* @param error Warn message to be reported
*/
void ReportWarning (const char* warn);
//! List of all sections which have been read
SectionList mSections;
SectionArray mSections;
private:
// -------------------------------------------------------------------
/** Parses a file section. The current file pointer must be outside
* of a section.
* @param out Receives the section data
* @return true if the end of the file has been reached
* @throws ImportErrorException if an error occurs
*/
bool ParseSection(Section& out);
// -------------------------------------------------------------------
/** Parses the file header
* @throws ImportErrorException if an error occurs
*/
void ParseHeader();
bool SkipLine(const char* in, const char** out);
bool SkipLine( );
bool SkipSpacesAndLineEnd( const char* in, const char** out);
bool SkipSpacesAndLineEnd();
bool SkipSpaces();
// override these functions to make sure the line counter gets incremented
// -------------------------------------------------------------------
bool SkipLine( const char* in, const char** out)
{
++lineNumber;
return Assimp::SkipLine(in,out);
}
// -------------------------------------------------------------------
bool SkipLine( )
{
return SkipLine(buffer,(const char**)&buffer);
}
// -------------------------------------------------------------------
bool SkipSpacesAndLineEnd( const char* in, const char** out)
{
bool bHad = false;
bool running = true;
while (running) {
if( *in == '\r' || *in == '\n') {
// we open files in binary mode, so there could be \r\n sequences ...
if (!bHad) {
bHad = true;
++lineNumber;
}
}
else if (*in == '\t' || *in == ' ')bHad = false;
else break;
in++;
}
*out = in;
return *in != '\0';
}
// -------------------------------------------------------------------
bool SkipSpacesAndLineEnd( )
{
return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
}
// -------------------------------------------------------------------
bool SkipSpaces( )
{
return Assimp::SkipSpaces((const char**)&buffer);
}
private:
char* buffer;
const char* bufferEnd;
unsigned int fileSize;
unsigned int lineNumber;
};
}}
// -------------------------------------------------------------------
inline void MD5Parser::ReportWarning (const char* warn) {
return ReportWarning(warn, lineNumber);
}
// -------------------------------------------------------------------
inline void MD5Parser::ReportError(const char* error) {
ReportError(error, lineNumber);
}
// -------------------------------------------------------------------
inline bool MD5Parser::SkipLine(const char* in, const char** out) {
++lineNumber;
return Assimp::SkipLine(in, out, bufferEnd);
}
// -------------------------------------------------------------------
inline bool MD5Parser::SkipLine( ) {
return SkipLine(buffer,(const char**)&buffer);
}
// -------------------------------------------------------------------
inline bool MD5Parser::SkipSpacesAndLineEnd( const char* in, const char** out) {
if (in == bufferEnd) {
*out = in;
return false;
}
bool bHad = false, running = true;
while (running) {
if( *in == '\r' || *in == '\n') {
// we open files in binary mode, so there could be \r\n sequences ...
if (!bHad) {
bHad = true;
++lineNumber;
}
} else if (*in == '\t' || *in == ' ') {
bHad = false;
} else {
break;
}
++in;
if (in == bufferEnd) {
break;
}
}
*out = in;
return *in != '\0';
}
// -------------------------------------------------------------------
inline bool MD5Parser::SkipSpacesAndLineEnd() {
return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
}
// -------------------------------------------------------------------
inline bool MD5Parser::SkipSpaces() {
return Assimp::SkipSpaces((const char**)&buffer, bufferEnd);
}
} // namespace Assimp
} // namespace MD5
#endif // AI_MD5PARSER_H_INCLUDED