Commit 8720b430 authored by Sylvain Thery's avatar Sylvain Thery

enleve ancien Assimp 1.1

parent 824b8404
cmake_minimum_required( VERSION 2.6 )
PROJECT( Assimp )
INCLUDE_DIRECTORIES( include )
# If this is an in-source build (CMAKE_SOURCE_DIR == CMAKE_BINARY_DIR),
# write the library/executable files to the respective directories in the
# source tree. During an out-of-source build, however, do not litter this
# directory, since that is probably what the user wanted to avoid.
#IF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
# SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_HOME_DIRECTORY}/lib )
# SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_HOME_DIRECTORY}/bin )
#ENDIF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
set(LIBRARY_OUTPUT_PATH ${CGoGN_ROOT_DIR}/lib/Release)
# Cache these to allow the user to override them manually.
#SET( LIB_INSTALL_DIR "${CMAKE_INSTALL_PREFIX}/lib" CACHE PATH
# "Path the built library files are installed to." )
# Libs
ADD_SUBDIRECTORY( code/ )
This diff is collapsed.
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 Defines helper data structures for the import of 3DS files */
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
#include "SpatialSort.h"
#include "SmoothingGroups.h"
namespace Assimp {
namespace D3DS {
#include "./../include/Compiler/pushpack1.h"
// ---------------------------------------------------------------------------
/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
* and data structures.
*/
class Discreet3DS
{
private:
inline Discreet3DS() {}
public:
//! data structure for a single chunk in a .3ds file
struct Chunk
{
uint16_t Flag;
uint32_t Size;
} PACK_STRUCT;
//! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK
typedef enum
{
// translated to gouraud shading with wireframe active
Wire = 0x0,
// if this material is set, no vertex normals will
// be calculated for the model. Face normals + gouraud
Flat = 0x1,
// standard gouraud shading
Gouraud = 0x2,
// phong shading
Phong = 0x3,
// cooktorrance or anistropic phong shading ...
// the exact meaning is unknown, if you know it
// feel free to tell me ;-)
Metal = 0x4,
// required by the ASE loader
Blinn = 0x5
} shadetype3ds;
// Flags for animated keys
enum
{
KEY_USE_TENS = 0x1,
KEY_USE_CONT = 0x2,
KEY_USE_BIAS = 0x4,
KEY_USE_EASE_TO = 0x8,
KEY_USE_EASE_FROM = 0x10
} ;
enum
{
// ********************************************************************
// Basic chunks which can be found everywhere in the file
CHUNK_VERSION = 0x0002,
CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
// Linear color values (gamma = 2.2?)
CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
CHUNK_PERCENTW = 0x0030, // int2 percentage
CHUNK_PERCENTF = 0x0031, // float4 percentage
// ********************************************************************
// Prj master chunk
CHUNK_PRJ = 0xC23D,
// MDLI master chunk
CHUNK_MLI = 0x3DAA,
// Primary main chunk of the .3ds file
CHUNK_MAIN = 0x4D4D,
// Mesh main chunk
CHUNK_OBJMESH = 0x3D3D,
// Specifies the background color of the .3ds file
// This is passed through the material system for
// viewing purposes.
CHUNK_BKGCOLOR = 0x1200,
// Specifies the ambient base color of the scene.
// This is added to all materials in the file
CHUNK_AMBCOLOR = 0x2100,
// Specifies the background image for the whole scene
// This value is passed through the material system
// to the viewer
CHUNK_BIT_MAP = 0x1100,
CHUNK_BIT_MAP_EXISTS = 0x1101,
// ********************************************************************
// Viewport related stuff. Ignored
CHUNK_DEFAULT_VIEW = 0x3000,
CHUNK_VIEW_TOP = 0x3010,
CHUNK_VIEW_BOTTOM = 0x3020,
CHUNK_VIEW_LEFT = 0x3030,
CHUNK_VIEW_RIGHT = 0x3040,
CHUNK_VIEW_FRONT = 0x3050,
CHUNK_VIEW_BACK = 0x3060,
CHUNK_VIEW_USER = 0x3070,
CHUNK_VIEW_CAMERA = 0x3080,
// ********************************************************************
// Mesh chunks
CHUNK_OBJBLOCK = 0x4000,
CHUNK_TRIMESH = 0x4100,
CHUNK_VERTLIST = 0x4110,
CHUNK_VERTFLAGS = 0x4111,
CHUNK_FACELIST = 0x4120,
CHUNK_FACEMAT = 0x4130,
CHUNK_MAPLIST = 0x4140,
CHUNK_SMOOLIST = 0x4150,
CHUNK_TRMATRIX = 0x4160,
CHUNK_MESHCOLOR = 0x4165,
CHUNK_TXTINFO = 0x4170,
CHUNK_LIGHT = 0x4600,
CHUNK_CAMERA = 0x4700,
CHUNK_HIERARCHY = 0x4F00,
// Specifies the global scaling factor. This is applied
// to the root node's transformation matrix
CHUNK_MASTER_SCALE = 0x0100,
// ********************************************************************
// Material chunks
CHUNK_MAT_MATERIAL = 0xAFFF,
// asciiz containing the name of the material
CHUNK_MAT_MATNAME = 0xA000,
CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
// Specifies the shininess of the material
// followed by percentage chunk
CHUNK_MAT_SHININESS = 0xA040,
CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
// Specifies the shading mode to be used
// followed by a short
CHUNK_MAT_SHADING = 0xA100,
// NOTE: Emissive color (self illumination) seems not
// to be a color but a single value, type is unknown.
// Make the parser accept both of them.
// followed by percentage chunk (?)
CHUNK_MAT_SELF_ILLUM = 0xA080,
// Always followed by percentage chunk (?)
CHUNK_MAT_SELF_ILPCT = 0xA084,
// Always followed by percentage chunk
CHUNK_MAT_TRANSPARENCY = 0xA050,
// Diffuse texture channel 0
CHUNK_MAT_TEXTURE = 0xA200,
// Contains opacity information for each texel
CHUNK_MAT_OPACMAP = 0xA210,
// Contains a reflection map to be used to reflect
// the environment. This is partially supported.
CHUNK_MAT_REFLMAP = 0xA220,
// Self Illumination map (emissive colors)
CHUNK_MAT_SELFIMAP = 0xA33d,
// Bumpmap. Not specified whether it is a heightmap
// or a normal map. Assme it is a heightmap since
// artist normally prefer this format.
CHUNK_MAT_BUMPMAP = 0xA230,
// Specular map. Seems to influence the specular color
CHUNK_MAT_SPECMAP = 0xA204,
// Holds shininess data.
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
// Scaling in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_USCALE = 0xA354,
CHUNK_MAT_MAP_VSCALE = 0xA356,
// Translation in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_UOFFSET = 0xA358,
CHUNK_MAT_MAP_VOFFSET = 0xA35a,
// UV-coordinates rotation around the z-axis
// Assumed to be in radians.
CHUNK_MAT_MAP_ANG = 0xA35C,
// Tiling flags for 3DS files
CHUNK_MAT_MAP_TILING = 0xa351,
// Specifies the file name of a texture
CHUNK_MAPFILE = 0xA300,
// Specifies whether a materail requires two-sided rendering
CHUNK_MAT_TWO_SIDE = 0xA081,
// ********************************************************************
// Main keyframer chunk. Contains translation/rotation/scaling data
CHUNK_KEYFRAMER = 0xB000,
// Supported sub chunks
CHUNK_TRACKINFO = 0xB002,
CHUNK_TRACKOBJNAME = 0xB010,
CHUNK_TRACKDUMMYOBJNAME = 0xB011,
CHUNK_TRACKPIVOT = 0xB013,
CHUNK_TRACKPOS = 0xB020,
CHUNK_TRACKROTATE = 0xB021,
CHUNK_TRACKSCALE = 0xB022,
// ********************************************************************
// Keyframes for various other stuff in the file
// Partially ignored
CHUNK_AMBIENTKEY = 0xB001,
CHUNK_TRACKMORPH = 0xB026,
CHUNK_TRACKHIDE = 0xB029,
CHUNK_OBJNUMBER = 0xB030,
CHUNK_TRACKCAMERA = 0xB003,
CHUNK_TRACKFOV = 0xB023,
CHUNK_TRACKROLL = 0xB024,
CHUNK_TRACKCAMTGT = 0xB004,
CHUNK_TRACKLIGHT = 0xB005,
CHUNK_TRACKLIGTGT = 0xB006,
CHUNK_TRACKSPOTL = 0xB007,
CHUNK_FRAMES = 0xB008,
// ********************************************************************
// light sub-chunks
CHUNK_DL_OFF = 0x4620,
CHUNK_DL_OUTER_RANGE = 0x465A,
CHUNK_DL_INNER_RANGE = 0x4659,
CHUNK_DL_MULTIPLIER = 0x465B,
CHUNK_DL_EXCLUDE = 0x4654,
CHUNK_DL_ATTENUATE = 0x4625,
CHUNK_DL_SPOTLIGHT = 0x4610,
// camera sub-chunks
CHUNK_CAM_RANGES = 0x4720
};
};
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup
{
};
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture
{
//! Default constructor
Texture()
: mOffsetU (0.0f)
, mOffsetV (0.0f)
, mScaleU (1.0f)
, mScaleV (1.0f)
, mRotation (0.0f)
, mMapMode (aiTextureMapMode_Wrap)
, iUVSrc (0)
{
mTextureBlend = get_qnan();
}
//! Specifies the blend factor for the texture
float mTextureBlend;
//! Specifies the filename of the texture
std::string mMapName;
//! Specifies texture coordinate offsets/scaling/rotations
float mOffsetU;
float mOffsetV;
float mScaleU;
float mScaleV;
float mRotation;
//! Specifies the mapping mode to be used for the texture
aiTextureMapMode mMapMode;
//! Used internally
bool bPrivate;
int iUVSrc;
};
#include "./../include/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */