Merge branch 'master' into physics3d-material

This commit is contained in:
Lynix 2018-01-14 14:40:57 +01:00
commit 4cb598c32b
320 changed files with 130259 additions and 277 deletions

2
.gitattributes vendored
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@ -1,4 +1,4 @@
# Auto detect text files and perform LF normalization
* text=auto
extlibs/* linguist-vendored
thirdparty/* linguist-vendored
NazaraModuleTemplate/* linguist-vendored

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@ -1,54 +1,26 @@
language:
cpp
dist:
trusty
addons:
apt:
sources:
- llvm-toolchain-precise-3.7
- ubuntu-toolchain-r-test
packages:
- clang-3.7
- libassimp-dev
- libfreetype6-dev
- libgl1-mesa-dev
- libopenal-dev
- libsndfile1-dev
- libx11-dev
- libxcb-cursor-dev
- libxcb-ewmh-dev
- libxcb-icccm4-dev
- libxcb-keysyms1-dev
- libxcb-randr0-dev
- mesa-common-dev
sudo:
required
notifications:
email: true
compiler:
- clang
services:
- docker
env:
global:
- COMPILER=clang++-3.7
- CFLAGS="-Wall -Wextra"
- CXXFLAGS="-Wall -Wextra"
matrix:
- CONFIG=debug
- CONFIG=release
before_install:
- docker build -t nazara .
script:
- cd build &&
./premake5-linux64 --cc=clang gmake
- cd gmake &&
make -j4 -f NazaraEngine.make config=${CONFIG}dynamic_x64
after_script:
- export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:../lib/gmake/x64/:../extlibs/lib/gmake/x64/ &&
cd ../../tests &&
./NazaraUnitTestsServer
- docker run --name Nazara -v `pwd`:/NazaraEngine nazara
sh -c "
cd build &&
./premake5-linux64 --cc=clang gmake &&
cd gmake &&
make -j4 &&
cd ../../tests &&
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:../lib/gmake/x64/:../extlibs/lib/gmake/x64/ &&
./NazaraUnitTestsServer
"

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@ -1,10 +1,14 @@
# Upcoming version:
Build system/unit tests:
Miscellaneous:
- Add possibility to excludes with one commande all tests/examples/tools/etc.
- Units tests are now part of the "test" exclusion category
- Fix project exclusion not working (but correctly excluding projects relying upon it)
- Upgraded Catch to v2.0.1
- ⚠️ Merged NazaraExtlibs workspace to main workspace (allowing `make` command to work without -f parameter) and removed extern libraries precompiled
- Updated stb_image to version 2.16 and stb_image_write to version 1.07 (allowing support for JPEG writing)
- ⚠️ Renamed extlibs folder to thirdparty
- Partial fix for Premake regenerating projects for no reason
Nazara Engine:
- VertexMapper:GetComponentPtr no longer throw an error if component is disabled or incompatible with template type, instead a null pointer is returned.
@ -46,6 +50,9 @@ Nazara Engine:
- Fix potential bug on SocketImpl::Connect (used by TcpClient::Connect) on POSIX platforms
- It is now possible to initialize a StackArray with a size of zero on every platforms (this was not possible on non-Windows platforms before)
- Calling PlacementDestroy on a null pointer is now a no-op (was triggering an undefined behavior)
- Fix OBJParser relative offsets handling
- Add JPEG image saver
- Update Constraint2Ds classes (Add : Ref, Library, ConstRef, New function and Update : ctors)
Nazara Development Kit:
- Added ImageWidget (#139)
@ -76,6 +83,7 @@ Nazara Development Kit:
- It is now possible to disable synchronization between a PhysicsComponent3D and the NodeComponent
- Fix PhysicsComponent3D copy which was not copying physics state (such as mass, mass center, damping values, gravity factor and auto-sleep mode)
- Fix TextAreaWidget::Clear crash
- Add ConstraintComponent2D class
# 0.4:

6
Dockerfile Normal file
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@ -0,0 +1,6 @@
FROM debian:stretch
RUN apt-get update && apt-get install -y build-essential clang libopenal-dev libsndfile1-dev libxcb-cursor-dev libxcb-ewmh-dev libxcb-randr0-dev libxcb-icccm4-dev libxcb-keysyms1-dev libx11-dev libfreetype6-dev mesa-common-dev libgl1-mesa-dev libassimp-dev
RUN mkdir /NazaraEngine
WORKDIR /NazaraEngine

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@ -17,5 +17,6 @@
#include <NDK/Components/PhysicsComponent2D.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Components/VelocityComponent.hpp>
#include <NDK/Components/ConstraintComponent2D.hpp>
#endif // NDK_COMPONENTS_GLOBAL_HPP

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@ -17,6 +17,7 @@ namespace Ndk
class NDK_API CollisionComponent2D : public Component<CollisionComponent2D>
{
friend class PhysicsSystem2D;
friend class ConstraintComponent2D;
public:
CollisionComponent2D(Nz::Collider2DRef geom = Nz::Collider2DRef());

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@ -0,0 +1,34 @@
#pragma once
#ifndef NDK_COMPONENTS_CONSTRAINTCOMPONENT2D_HPP
#define NDK_COMPONENTS_CONSTRAINTCOMPONENT2D_HPP
#include <NDK/Component.hpp>
#include <Nazara/Physics2D/Constraint2D.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <vector>
#include <memory>
namespace Ndk
{
class NDK_API ConstraintComponent2D : public Component<ConstraintComponent2D>
{
public:
ConstraintComponent2D() = default;
ConstraintComponent2D(const ConstraintComponent2D& joint) = default;
ConstraintComponent2D(ConstraintComponent2D&& joint) = default;
template<typename T, typename... Args> inline Nz::ObjectRef<T> CreateConstraint(const Ndk::EntityHandle& first, const Ndk::EntityHandle& second, Args&&... args);
static ComponentIndex componentIndex;
private:
std::vector<Nz::Constraint2DRef> m_constraints;
};
}
#include <NDK/Components/ConstraintComponent2D.inl>
#endif// NDK_COMPONENTS_CONSTRAINTCOMPONENT2D_HPP

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@ -0,0 +1,31 @@
#include <NDK/Components/ConstraintComponent2D.hpp>
#include <NDK/Components/PhysicsComponent2D.hpp>
#include <NDK/Components/CollisionComponent2D.hpp>
namespace Ndk
{
template<typename T, typename ...Args>
Nz::ObjectRef<T> ConstraintComponent2D::CreateConstraint(const Ndk::EntityHandle& first, const Ndk::EntityHandle& second, Args && ...args)
{
auto FetchBody = [](const Ndk::EntityHandle& entity) -> Nz::RigidBody2D*
{
if (entity->HasComponent<Ndk::PhysicsComponent2D>())
return entity->GetComponent<Ndk::PhysicsComponent2D>().GetRigidBody();
else if (entity->HasComponent<Ndk::CollisionComponent2D>())
return entity->GetComponent<Ndk::CollisionComponent2D>().GetStaticBody();
return nullptr;
};
Nz::RigidBody2D* firstBody = FetchBody(first);
NazaraAssert(firstBody, "First entity has no CollisionComponent2D nor PhysicsComponent2D component");
Nz::RigidBody2D* secondBody = FetchBody(second);
NazaraAssert(secondBody, "Second entity has no CollisionComponent2D nor PhysicsComponent2D component");
Nz::ObjectRef<T> constraint = T::New(*firstBody, *secondBody, std::forward<Args>(args)...);
m_constraints.push_back(constraint);
return constraint;
}
}

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@ -17,6 +17,7 @@ namespace Ndk
{
friend class CollisionComponent2D;
friend class PhysicsSystem2D;
friend class ConstraintComponent2D;
public:
PhysicsComponent2D() = default;
@ -49,7 +50,7 @@ namespace Ndk
static ComponentIndex componentIndex;
private:
Nz::RigidBody2D& GetRigidBody();
Nz::RigidBody2D* GetRigidBody();
void OnAttached() override;
void OnComponentAttached(BaseComponent& component) override;

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@ -307,8 +307,8 @@ namespace Ndk
* \return A reference to the physics object
*/
inline Nz::RigidBody2D& PhysicsComponent2D::GetRigidBody()
inline Nz::RigidBody2D* PhysicsComponent2D::GetRigidBody()
{
return *m_object.get();
return m_object.get();
}
}

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@ -64,7 +64,7 @@ namespace Ndk
private:
void ApplyPhysicsState(Nz::RigidBody3D& rigidBody) const;
void CopyPhysicsState(const Nz::RigidBody3D& rigidBody);
Nz::RigidBody3D& GetRigidBody();
Nz::RigidBody3D* GetRigidBody();
const Nz::RigidBody3D& GetRigidBody() const;
void OnAttached() override;

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@ -488,9 +488,9 @@ namespace Ndk
* \brief Gets the underlying physics object
* \return A reference to the physics object
*/
inline Nz::RigidBody3D& PhysicsComponent3D::GetRigidBody()
inline Nz::RigidBody3D* PhysicsComponent3D::GetRigidBody()
{
return *m_object.get();
return m_object.get();
}
/*!

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@ -33,7 +33,7 @@ namespace Ndk
{
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent2D
PhysicsComponent2D& physComponent = m_entity->GetComponent<PhysicsComponent2D>();
physComponent.GetRigidBody().SetGeom(m_geom);
physComponent.GetRigidBody()->SetGeom(m_geom);
}
else
{

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@ -32,7 +32,7 @@ namespace Ndk
{
// We update the geometry of the PhysiscsObject linked to the PhysicsComponent3D
PhysicsComponent3D& physComponent = m_entity->GetComponent<PhysicsComponent3D>();
physComponent.GetRigidBody().SetGeom(m_geom);
physComponent.GetRigidBody()->SetGeom(m_geom);
}
else
{

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@ -0,0 +1,6 @@
#include <NDK/Components/ConstraintComponent2D.hpp>
namespace Ndk
{
ComponentIndex ConstraintComponent2D::componentIndex;
}

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@ -21,6 +21,7 @@
#include <NDK/Components/PhysicsComponent2D.hpp>
#include <NDK/Components/PhysicsComponent3D.hpp>
#include <NDK/Components/VelocityComponent.hpp>
#include <NDK/Components/ConstraintComponent2D.hpp>
#include <NDK/Systems/PhysicsSystem2D.hpp>
#include <NDK/Systems/PhysicsSystem3D.hpp>
#include <NDK/Systems/VelocitySystem.hpp>
@ -89,6 +90,7 @@ namespace Ndk
InitializeComponent<PhysicsComponent2D>("NdkPhys2");
InitializeComponent<PhysicsComponent3D>("NdkPhys3");
InitializeComponent<VelocityComponent>("NdkVeloc");
InitializeComponent<VelocityComponent>("NdkCons2");
#ifndef NDK_SERVER
// Client components

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@ -80,9 +80,9 @@ namespace Ndk
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent2D& phys = entity->GetComponent<PhysicsComponent2D>();
Nz::RigidBody2D& body = phys.GetRigidBody();
node.SetRotation(Nz::EulerAnglesf(0.f, 0.f, body.GetRotation()), Nz::CoordSys_Global);
node.SetPosition(Nz::Vector3f(body.GetPosition(), node.GetPosition(Nz::CoordSys_Global).z), Nz::CoordSys_Global);
Nz::RigidBody2D* body = phys.GetRigidBody();
node.SetRotation(Nz::EulerAnglesf(0.f, 0.f, body->GetRotation()), Nz::CoordSys_Global);
node.SetPosition(Nz::Vector3f(body->GetPosition(), node.GetPosition(Nz::CoordSys_Global).z), Nz::CoordSys_Global);
}
float invElapsedTime = 1.f / elapsedTime;

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@ -84,9 +84,9 @@ namespace Ndk
NodeComponent& node = entity->GetComponent<NodeComponent>();
PhysicsComponent3D& phys = entity->GetComponent<PhysicsComponent3D>();
Nz::RigidBody3D& physObj = phys.GetRigidBody();
node.SetRotation(physObj.GetRotation(), Nz::CoordSys_Global);
node.SetPosition(physObj.GetPosition(), Nz::CoordSys_Global);
Nz::RigidBody3D* physObj = phys.GetRigidBody();
node.SetRotation(physObj->GetRotation(), Nz::CoordSys_Global);
node.SetPosition(physObj->GetPosition(), Nz::CoordSys_Global);
}
float invElapsedTime = 1.f / elapsedTime;

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@ -104,7 +104,7 @@ ACTION.Function = function ()
for arch, enabled in pairs(archEnabled) do
if (enabled) then
local archLibSrc = realLibDir .. arch .. "/"
local arch3rdPartyBinSrc = "../extlibs/lib/common/" .. arch .. "/"
local arch3rdPartyBinSrc = "../thirdparty/lib/common/" .. arch .. "/"
local archBinDst = "bin/" .. arch .. "/"
local archLibDst = "lib/" .. arch .. "/"

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@ -4,12 +4,12 @@ NazaraBuild = {}
local clangGccActions = "action:" .. table.concat({"codeblocks", "codelite", "gmake", "xcode3", "xcode4"}, " or ")
function NazaraBuild:AddExecutablePath(path)
self.ExecutableDir[path] = true
self.InstallDir[path] = true
table.insert(self.ExecutableDir, path)
self:AddInstallPath(path)
end
function NazaraBuild:AddInstallPath(path)
self.InstallDir[path] = true
table.insert(self.InstallDir, path)
end
function NazaraBuild:FilterLibDirectory(prefix, func)
@ -53,41 +53,49 @@ function NazaraBuild:Execute()
end
if (self.Actions[_ACTION] == nil) then
-- Start defining projects
workspace("NazaraEngine")
platforms(platformData)
location(_ACTION)
do
local linkTypes = {"Dynamic"} -- {"Static", "Dynamic"}
local configs = {}
for k,linkType in pairs(linkTypes) do
for k,config in pairs(self.Config["Configurations"]) do
table.insert(configs, config .. linkType)
end
end
configurations(configs)
end
-- Extern libraries
if (self.Config["BuildDependencies"]) then
workspace("NazaraExtlibs")
platforms(platformData)
-- Configuration générale
configurations({
"DebugStatic",
"ReleaseStatic"
})
self:PrepareGeneric()
self:FilterLibDirectory("../extlibs/lib/", targetdir)
filter(clangGccActions)
buildoptions("-U__STRICT_ANSI__")
filter({})
includedirs("../extlibs/include")
libdirs("../extlibs/lib/common")
location(_ACTION)
self:FilterLibDirectory("../thirdparty/lib/", targetdir)
for k, libTable in ipairs(self.OrderedExtLibs) do
project(libTable.Name)
self:PrepareGeneric()
language(libTable.Language)
location(_ACTION .. "/extlibs")
location(_ACTION .. "/thirdparty")
files(libTable.Files)
excludes(libTable.FilesExcluded)
defines(libTable.Defines)
flags(libTable.Flags)
kind("StaticLib") -- Force them as static libs
includedirs("../thirdparty/include")
includedirs(libTable.Includes)
links(libTable.Libraries)
libdirs("../thirdparty/lib/common")
filter(clangGccActions)
buildoptions("-U__STRICT_ANSI__")
filter("architecture:x86")
libdirs(libTable.LibraryPaths.x86)
@ -103,31 +111,7 @@ function NazaraBuild:Execute()
filter({})
end
end
-- Start defining projects
workspace("NazaraEngine")
platforms(platformData)
self:PrepareMainWorkspace()
-- Add lib/conf/arch to library search path
self:FilterLibDirectory("../lib/", libdirs)
do
local linkTypes = {"Dynamic"} -- {"Static", "Dynamic"}
local configs = {}
for k,linkType in pairs(linkTypes) do
for k,config in pairs(self.Config["Configurations"]) do
table.insert(configs, config .. linkType)
end
end
configurations(configs)
end
language("C++")
location(_ACTION)
if (self.Config["PremakeProject"] and os.ishost("windows")) then
local commandLine = "premake5.exe " .. table.concat(_ARGV, ' ')
project("_PremakeProject")
@ -138,11 +122,15 @@ function NazaraBuild:Execute()
-- Modules
if (_OPTIONS["united"]) then
project("NazaraEngine")
self:PrepareMainWorkspace()
end
for k, moduleTable in ipairs(self.OrderedModules) do
if (not _OPTIONS["united"]) then
project("Nazara" .. moduleTable.Name)
self:PrepareMainWorkspace()
end
location(_ACTION .. "/modules")
@ -150,7 +138,7 @@ function NazaraBuild:Execute()
includedirs({
"../include",
"../src/",
"../extlibs/include"
"../thirdparty/include"
})
files(moduleTable.Files)
@ -162,7 +150,7 @@ function NazaraBuild:Execute()
links(moduleTable.Libraries)
libdirs({
"../extlibs/lib/common",
"../thirdparty/lib/common",
"../lib"
})
@ -195,6 +183,8 @@ function NazaraBuild:Execute()
project(prefix .. toolTable.Name)
self:PrepareMainWorkspace()
location(_ACTION .. "/tools")
if (toolTable.Kind == "plugin" or toolTable.Kind == "library") then
@ -216,11 +206,11 @@ function NazaraBuild:Execute()
includedirs({
"../include",
"../extlibs/include"
"../thirdparty/include"
})
libdirs({
"../extlibs/lib/common",
"../thirdparty/lib/common",
"../lib"
})
@ -258,6 +248,8 @@ function NazaraBuild:Execute()
project("Demo" .. exampleTable.Name)
self:PrepareMainWorkspace()
location(_ACTION .. "/examples")
if (exampleTable.Kind == "plugin" or exampleTable.Kind == "library") then
@ -278,7 +270,7 @@ function NazaraBuild:Execute()
debugdir(destPath)
includedirs({
"../include",
"../extlibs/include"
"../thirdparty/include"
})
libdirs("../lib")
@ -355,7 +347,7 @@ function NazaraBuild:Initialize()
ACTION = nil
-- Extern libraries
local extlibs = os.matchfiles("../extlibs/build/*.lua")
local extlibs = os.matchfiles("../thirdparty/build/*.lua")
for k,v in pairs(extlibs) do
local f, err = loadfile(v)
if (f) then
@ -610,11 +602,13 @@ function NazaraBuild:MakeInstallCommands(infoTable)
postbuildmessage("Copying " .. infoTable.Name .. " library and its dependencies to install/executable directories...")
for k,v in pairs(self.InstallDir) do
local destPath = path.translate(path.isabsolute(k) and k or "../../" .. k)
-- Copy built file to install directory
for k,installPath in pairs(self.InstallDir) do
local destPath = path.translate(path.isabsolute(installPath) and installPath or "../../" .. installPath)
postbuildcommands({[[xcopy "%{path.translate(cfg.buildtarget.relpath)}" "]] .. destPath .. [[\" /E /Y]]})
end
-- Copy additional dependencies to executable directories too
for k,fileName in pairs(table.join(infoTable.Libraries, infoTable.DynLib)) do
local paths = {}
for k,v in pairs(infoTable.BinaryPaths.x86) do
@ -637,9 +631,9 @@ function NazaraBuild:MakeInstallCommands(infoTable)
filter("architecture:" .. arch)
for k,v in pairs(self.ExecutableDir) do
for k,execPath in pairs(self.ExecutableDir) do
local srcPath = path.isabsolute(srcPath) and path.translate(srcPath) or [[%{path.translate(cfg.linktarget.relpath:sub(1, -#cfg.linktarget.name - 1) .. "../../]] .. srcPath .. [[")}]]
local destPath = path.translate(path.isabsolute(k) and k or "../../" .. k)
local destPath = path.translate(path.isabsolute(execPath) and execPath or "../../" .. execPath)
postbuildcommands({[[xcopy "]] .. srcPath .. [[" "]] .. destPath .. [[\" /E /Y]]})
end
end
@ -690,12 +684,16 @@ function NazaraBuild:Process(infoTable)
elseif (libraryTable.Type == "ExternLib") then
library = libraryTable.Name
table.insert(infoTable.ConfigurationLibraries.DebugStatic, library .. "-s-d")
table.insert(infoTable.ConfigurationLibraries.ReleaseStatic, library .. "-s")
table.insert(infoTable.ConfigurationLibraries.ReleaseWithDebugStatic, library .. "-s")
table.insert(infoTable.ConfigurationLibraries.DebugDynamic, library .. "-s-d")
table.insert(infoTable.ConfigurationLibraries.ReleaseDynamic, library .. "-s")
table.insert(infoTable.ConfigurationLibraries.ReleaseWithDebugDynamic, library .. "-s")
if (self.Config["BuildDependencies"]) then
table.insert(libraries, library)
else
table.insert(infoTable.ConfigurationLibraries.DebugStatic, library .. "-s-d")
table.insert(infoTable.ConfigurationLibraries.ReleaseStatic, library .. "-s")
table.insert(infoTable.ConfigurationLibraries.ReleaseWithDebugStatic, library .. "-s")
table.insert(infoTable.ConfigurationLibraries.DebugDynamic, library .. "-s-d")
table.insert(infoTable.ConfigurationLibraries.ReleaseDynamic, library .. "-s")
table.insert(infoTable.ConfigurationLibraries.ReleaseWithDebugDynamic, library .. "-s")
end
elseif (libraryTable.Type == "Tool") then
library = "Nazara" .. libraryTable.Name
@ -790,7 +788,7 @@ function NazaraBuild:PrepareGeneric()
cppdialect("C++14")
self:FilterLibDirectory("../extlibs/lib/", libdirs)
self:FilterLibDirectory("../thirdparty/lib/", libdirs)
-- Fixes Premake stuff
filter({"kind:SharedLib", clangGccActions})
@ -805,13 +803,13 @@ function NazaraBuild:PrepareGeneric()
filter("kind:*Lib")
pic("On")
filter({"kind:*Lib", "configurations:DebugStatic"})
filter({"kind:StaticLib", "configurations:Debug*"})
targetsuffix("-s-d")
filter({"kind:*Lib", "configurations:ReleaseStatic"})
filter({"kind:StaticLib", "configurations:Release*"})
targetsuffix("-s")
filter({"kind:*Lib", "configurations:DebugDynamic"})
filter({"kind:SharedLib", "configurations:Debug*"})
targetsuffix("-d")
filter("configurations:*Debug*")
@ -844,6 +842,11 @@ end
function NazaraBuild:PrepareMainWorkspace()
self:PrepareGeneric()
language("C++")
-- Add lib/conf/arch to library search path
self:FilterLibDirectory("../lib/", libdirs)
filter("action:vs*")
buildoptions({"/MP", "/bigobj"}) -- Multiprocessus build and big .obj
defines("_CRT_SECURE_NO_WARNINGS")
@ -1095,10 +1098,10 @@ function NazaraBuild:SetupExtlibTable(infoTable)
infoTable.Kind = "library"
table.insert(infoTable.BinaryPaths.x86, "../extlibs/lib/common/x86")
table.insert(infoTable.BinaryPaths.x64, "../extlibs/lib/common/x64")
table.insert(infoTable.LibraryPaths.x86, "../extlibs/lib/common/x86")
table.insert(infoTable.LibraryPaths.x64, "../extlibs/lib/common/x64")
table.insert(infoTable.BinaryPaths.x86, "../thirdparty/lib/common/x86")
table.insert(infoTable.BinaryPaths.x64, "../thirdparty/lib/common/x64")
table.insert(infoTable.LibraryPaths.x86, "../thirdparty/lib/common/x86")
table.insert(infoTable.LibraryPaths.x64, "../thirdparty/lib/common/x64")
end
function NazaraBuild:SetupModuleTable(infoTable)
@ -1106,10 +1109,10 @@ function NazaraBuild:SetupModuleTable(infoTable)
infoTable.Kind = "library"
table.insert(infoTable.BinaryPaths.x86, "../extlibs/lib/common/x86")
table.insert(infoTable.BinaryPaths.x64, "../extlibs/lib/common/x64")
table.insert(infoTable.LibraryPaths.x86, "../extlibs/lib/common/x86")
table.insert(infoTable.LibraryPaths.x64, "../extlibs/lib/common/x64")
table.insert(infoTable.BinaryPaths.x86, "../thirdparty/lib/common/x86")
table.insert(infoTable.BinaryPaths.x64, "../thirdparty/lib/common/x64")
table.insert(infoTable.LibraryPaths.x86, "../thirdparty/lib/common/x86")
table.insert(infoTable.LibraryPaths.x64, "../thirdparty/lib/common/x64")
end
NazaraBuild.SetupToolTable = NazaraBuild.SetupInfoTable

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@ -1,6 +1,8 @@
MODULE.Name = "Physics2D"
MODULE.Defines = {"CP_USE_CGTYPES=0", "TARGET_OS_IPHONE=0", "TARGET_OS_MAC=0"}
MODULE.Libraries = {
"NazaraCore",
"chipmunk-s"
"chipmunk"
}

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@ -4,7 +4,7 @@ TOOL.Directory = "../plugins/Assimp"
TOOL.Kind = "Plugin"
TOOL.Includes = {
"../extlibs/include",
"../thirdparty/include",
"../include",
"../plugins/Assimp"
}

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@ -27,5 +27,8 @@ TOOL.Libraries = function()
table.insert(libraries, "Nazara" .. v.Name)
end
-- Keep libraries in the same order to prevent useless premake regeneration
table.sort(libraries)
return libraries
end

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@ -63,7 +63,7 @@ namespace Nz
template<typename T>
SparsePtr<T>::SparsePtr(VoidPtr ptr, std::size_t stride)
{
assert(stride <= std::numeric_limits<int>::max());
assert(stride <= static_cast<unsigned int>(std::numeric_limits<int>::max()));
Reset(ptr, static_cast<int>(stride));
}

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@ -214,6 +214,8 @@ namespace Nz
template<typename T>
void CullingList<T>::NotifyMovement(CullTest type, std::size_t index, void* oldPtr, void* newPtr)
{
NazaraUnused(oldPtr);
switch (type)
{
case CullTest::NoTest:

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@ -18,7 +18,13 @@ struct cpConstraint;
namespace Nz
{
class NAZARA_PHYSICS2D_API Constraint2D
class Constraint2D;
using Constraint2DConstRef = ObjectRef<const Constraint2D>;
using Constraint2DLibrary = ObjectLibrary<Constraint2D>;
using Constraint2DRef = ObjectRef<Constraint2D>;
class NAZARA_PHYSICS2D_API Constraint2D : public RefCounted
{
public:
Constraint2D(const Constraint2D&) = delete;
@ -47,16 +53,24 @@ namespace Nz
Constraint2D& operator=(Constraint2D&& rhs);
protected:
Constraint2D(PhysWorld2D& world, cpConstraint* constraint);
Constraint2D(Nz::PhysWorld2D* world, cpConstraint* constraint);
MovablePtr<cpConstraint> m_constraint;
private:
static Constraint2DLibrary s_library;
};
class DampedSpringConstraint2D;
using DampedSpringConstraint2DConstRef = ObjectRef<const DampedSpringConstraint2D>;
using DampedSpringConstraint2DRef = ObjectRef<DampedSpringConstraint2D>;
class NAZARA_PHYSICS2D_API DampedSpring2D : public Constraint2D
class NAZARA_PHYSICS2D_API DampedSpringConstraint2D : public Constraint2D
{
public:
DampedSpring2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
~DampedSpring2D() = default;
DampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
~DampedSpringConstraint2D() = default;
float GetDamping() const;
Vector2f GetFirstAnchor() const;
@ -69,13 +83,20 @@ namespace Nz
void SetRestLength(float newLength);
void SetSecondAnchor(const Vector2f& firstAnchor);
void SetStiffness(float newStiffness);
template<typename... Args> static DampedSpringConstraint2DRef New(Args&&... args);
};
class NAZARA_PHYSICS2D_API DampedRotarySpring2D : public Constraint2D
class DampedRotarySpringConstraint2D;
using DampedRotarySpringConstraint2DConstRef = ObjectRef<const DampedRotarySpringConstraint2D>;
using DampedRotarySpringConstraint2DRef = ObjectRef<DampedRotarySpringConstraint2D>;
class NAZARA_PHYSICS2D_API DampedRotarySpringConstraint2D : public Constraint2D
{
public:
DampedRotarySpring2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float restAngle, float stiffness, float damping);
~DampedRotarySpring2D() = default;
DampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, float restAngle, float stiffness, float damping);
~DampedRotarySpringConstraint2D() = default;
float GetDamping() const;
float GetRestAngle() const;
@ -84,36 +105,57 @@ namespace Nz
void SetDamping(float newDamping);
void SetRestAngle(float newAngle);
void SetStiffness(float newStiffness);
template<typename... Args> static DampedRotarySpringConstraint2DRef New(Args&&... args);
};
class GearConstraint2D;
using GearConstraint2DConstRef = ObjectRef<const GearConstraint2D>;
using GearConstraint2DRef = ObjectRef<GearConstraint2D>;
class NAZARA_PHYSICS2D_API GearJoint2D : public Constraint2D
class NAZARA_PHYSICS2D_API GearConstraint2D : public Constraint2D
{
public:
GearJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratio);
~GearJoint2D() = default;
GearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio);
~GearConstraint2D() = default;
float GetPhase() const;
float GetRatio() const;
void SetPhase(float phase);
void SetRatio(float ratio);
template<typename... Args> static GearConstraint2DRef New(Args&&... args);
};
class MotorConstraint2D;
using MotorConstraint2DConstRef = ObjectRef<const MotorConstraint2D>;
using MotorConstraint2DRef = ObjectRef<MotorConstraint2D>;
class NAZARA_PHYSICS2D_API MotorJoint2D : public Constraint2D
class NAZARA_PHYSICS2D_API MotorConstraint2D : public Constraint2D
{
public:
MotorJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float rate);
~MotorJoint2D() = default;
MotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate);
~MotorConstraint2D() = default;
float GetRate() const;
void SetRate(float rate);
template<typename... Args> static MotorConstraint2DRef New(Args&&... args);
};
class NAZARA_PHYSICS2D_API PinJoint2D : public Constraint2D
class PinConstraint2D;
using PinConstraint2DConstRef = ObjectRef<const PinConstraint2D>;
using PinConstraint2DRef = ObjectRef<PinConstraint2D>;
class NAZARA_PHYSICS2D_API PinConstraint2D : public Constraint2D
{
public:
PinJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor);
~PinJoint2D() = default;
PinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~PinConstraint2D() = default;
float GetDistance() const;
Vector2f GetFirstAnchor() const;
@ -122,27 +164,41 @@ namespace Nz
void SetDistance(float newDistance);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
template<typename... Args> static PinConstraint2DRef New(Args&&... args);
};
class PivotConstraint2D;
using PivotConstraint2DConstRef = ObjectRef<const PivotConstraint2D>;
using PivotConstraint2DRef = ObjectRef<PivotConstraint2D>;
class NAZARA_PHYSICS2D_API PivotJoint2D : public Constraint2D
class NAZARA_PHYSICS2D_API PivotConstraint2D : public Constraint2D
{
public:
PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor);
PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor);
~PivotJoint2D() = default;
PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor);
PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~PivotConstraint2D() = default;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
template<typename... Args> static PivotConstraint2DRef New(Args&&... args);
};
class RatchetConstraint2D;
using RatchetConstraint2DConstRef = ObjectRef<const RatchetConstraint2D>;
using RatchetConstraint2DRef = ObjectRef<RatchetConstraint2D>;
class NAZARA_PHYSICS2D_API RatchetJoint2D : public Constraint2D
class NAZARA_PHYSICS2D_API RatchetConstraint2D : public Constraint2D
{
public:
RatchetJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratchet);
~RatchetJoint2D() = default;
RatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet);
~RatchetConstraint2D() = default;
float GetAngle() const;
float GetPhase() const;
@ -151,26 +207,40 @@ namespace Nz
void SetAngle(float angle);
void SetPhase(float phase);
void SetRatchet(float ratchet);
template<typename... Args> static RatchetConstraint2DRef New(Args&&... args);
};
class NAZARA_PHYSICS2D_API RotaryLimitJoint2D : public Constraint2D
class RotaryLimitConstraint2D;
using RotaryLimitConstraint2DConstRef = ObjectRef<const RotaryLimitConstraint2D>;
using RotaryLimitConstraint2DRef = ObjectRef<RotaryLimitConstraint2D>;
class NAZARA_PHYSICS2D_API RotaryLimitConstraint2D : public Constraint2D
{
public:
RotaryLimitJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float minAngle, float maxAngle);
~RotaryLimitJoint2D() = default;
RotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, float minAngle, float maxAngle);
~RotaryLimitConstraint2D() = default;
float GetMaxAngle() const;
float GetMinAngle() const;
void SetMaxAngle(float maxAngle);
void SetMinAngle(float minAngle);
template<typename... Args> static RotaryLimitConstraint2DRef New(Args&&... args);
};
class NAZARA_PHYSICS2D_API SlideJoint2D : public Constraint2D
class SlideConstraint2D;
using SlideConstraint2DConstRef = ObjectRef<const SlideConstraint2D>;
using SlideConstraint2DRef = ObjectRef<SlideConstraint2D>;
class NAZARA_PHYSICS2D_API SlideConstraint2D : public Constraint2D
{
public:
SlideJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float min, float max);
~SlideJoint2D() = default;
SlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max);
~SlideConstraint2D() = default;
Vector2f GetFirstAnchor() const;
float GetMaxDistance() const;
@ -181,6 +251,8 @@ namespace Nz
void SetMaxDistance(float newMaxDistance);
void SetMinDistance(float newMinDistance);
void SetSecondAnchor(const Vector2f& firstAnchor);
template<typename... Args> static SlideConstraint2DRef New(Args&&... args);
};
}

View File

@ -8,6 +8,86 @@
namespace Nz
{
template<typename... Args>
DampedSpringConstraint2DRef DampedSpringConstraint2D::New(Args&&... args)
{
std::unique_ptr<DampedSpringConstraint2D> object(new DampedSpringConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
DampedRotarySpringConstraint2DRef DampedRotarySpringConstraint2D::New(Args&&... args)
{
std::unique_ptr<DampedRotarySpringConstraint2D> object(new DampedRotarySpringConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
GearConstraint2DRef GearConstraint2D::New(Args&&... args)
{
std::unique_ptr<GearConstraint2D> object(new GearConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
MotorConstraint2DRef MotorConstraint2D::New(Args&&... args)
{
std::unique_ptr<MotorConstraint2D> object(new MotorConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
PinConstraint2DRef PinConstraint2D::New(Args&&... args)
{
std::unique_ptr<PinConstraint2D> object(new PinConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
PivotConstraint2DRef PivotConstraint2D::New(Args&&... args)
{
std::unique_ptr<PivotConstraint2D> object(new PivotConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
RatchetConstraint2DRef RatchetConstraint2D::New(Args&&... args)
{
std::unique_ptr<RatchetConstraint2D> object(new RatchetConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
RotaryLimitConstraint2DRef RotaryLimitConstraint2D::New(Args&&... args)
{
std::unique_ptr<RotaryLimitConstraint2D> object(new RotaryLimitConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
template<typename... Args>
SlideConstraint2DRef SlideConstraint2D::New(Args&&... args)
{
std::unique_ptr<SlideConstraint2D> object(new SlideConstraint2D(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
}
#include <Nazara/Physics2D/DebugOff.hpp>

View File

@ -8,11 +8,11 @@
namespace Nz
{
Constraint2D::Constraint2D(PhysWorld2D& world, cpConstraint* constraint) :
Constraint2D::Constraint2D(Nz::PhysWorld2D* world, cpConstraint* constraint) :
m_constraint(constraint)
{
cpConstraintSetUserData(m_constraint, this);
cpSpaceAddConstraint(world.GetHandle(), m_constraint);
cpSpaceAddConstraint(world->GetHandle(), m_constraint);
}
Constraint2D::Constraint2D(Constraint2D&& rhs) :
@ -105,320 +105,319 @@ namespace Nz
}
DampedSpring2D::DampedSpring2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
Constraint2D(world, cpDampedSpringNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), restLength, stiffness, damping))
DampedSpringConstraint2D::DampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping) :
Constraint2D(first.GetWorld(), cpDampedSpringNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), restLength, stiffness, damping))
{
}
float DampedSpring2D::GetDamping() const
float DampedSpringConstraint2D::GetDamping() const
{
return float(cpDampedSpringGetDamping(m_constraint));
}
Vector2f DampedSpring2D::GetFirstAnchor() const
Vector2f DampedSpringConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float DampedSpring2D::GetRestLength() const
float DampedSpringConstraint2D::GetRestLength() const
{
return float(cpDampedSpringGetRestLength(m_constraint));
}
Vector2f DampedSpring2D::GetSecondAnchor() const
Vector2f DampedSpringConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpDampedSpringGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float DampedSpring2D::GetStiffness() const
float DampedSpringConstraint2D::GetStiffness() const
{
return float(cpDampedSpringGetStiffness(m_constraint));
}
void DampedSpring2D::SetDamping(float newDamping)
void DampedSpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void DampedSpring2D::SetFirstAnchor(const Vector2f& firstAnchor)
void DampedSpringConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void DampedSpring2D::SetRestLength(float newLength)
void DampedSpringConstraint2D::SetRestLength(float newLength)
{
cpDampedSpringSetRestLength(m_constraint, newLength);
}
void DampedSpring2D::SetSecondAnchor(const Vector2f& firstAnchor)
void DampedSpringConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpDampedSpringSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void DampedSpring2D::SetStiffness(float newStiffness)
void DampedSpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedSpringSetStiffness(m_constraint, newStiffness);
}
DampedRotarySpring2D::DampedRotarySpring2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float restAngle, float stiffness, float damping) :
Constraint2D(world, cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle, stiffness, damping))
DampedRotarySpringConstraint2D::DampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, float restAngle, float stiffness, float damping) :
Constraint2D(first.GetWorld(), cpDampedRotarySpringNew(first.GetHandle(), second.GetHandle(), restAngle, stiffness, damping))
{
}
float DampedRotarySpring2D::GetDamping() const
float DampedRotarySpringConstraint2D::GetDamping() const
{
return float(cpDampedRotarySpringGetDamping(m_constraint));
}
float DampedRotarySpring2D::GetRestAngle() const
float DampedRotarySpringConstraint2D::GetRestAngle() const
{
return float(cpDampedRotarySpringGetRestAngle(m_constraint));
}
float DampedRotarySpring2D::GetStiffness() const
float DampedRotarySpringConstraint2D::GetStiffness() const
{
return float(cpDampedRotarySpringGetStiffness(m_constraint));
}
void DampedRotarySpring2D::SetDamping(float newDamping)
void DampedRotarySpringConstraint2D::SetDamping(float newDamping)
{
cpDampedSpringSetDamping(m_constraint, newDamping);
}
void DampedRotarySpring2D::SetRestAngle(float newAngle)
void DampedRotarySpringConstraint2D::SetRestAngle(float newAngle)
{
cpDampedRotarySpringSetRestAngle(m_constraint, newAngle);
}
void DampedRotarySpring2D::SetStiffness(float newStiffness)
void DampedRotarySpringConstraint2D::SetStiffness(float newStiffness)
{
cpDampedRotarySpringSetStiffness(m_constraint, newStiffness);
}
GearJoint2D::GearJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratio) :
Constraint2D(world, cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
GearConstraint2D::GearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio) :
Constraint2D(first.GetWorld(), cpGearJointNew(first.GetHandle(), second.GetHandle(), phase, ratio))
{
}
float GearJoint2D::GetPhase() const
float GearConstraint2D::GetPhase() const
{
return float(cpGearJointGetPhase(m_constraint));
}
float GearJoint2D::GetRatio() const
float GearConstraint2D::GetRatio() const
{
return float(cpGearJointGetRatio(m_constraint));
}
void GearJoint2D::SetPhase(float phase)
void GearConstraint2D::SetPhase(float phase)
{
cpGearJointSetPhase(m_constraint, phase);
}
void GearJoint2D::SetRatio(float ratio)
void GearConstraint2D::SetRatio(float ratio)
{
cpGearJointSetRatio(m_constraint, ratio);
}
MotorJoint2D::MotorJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float rate) :
Constraint2D(world, cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
MotorConstraint2D::MotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate) :
Constraint2D(first.GetWorld(), cpSimpleMotorNew(first.GetHandle(), second.GetHandle(), rate))
{
}
float MotorJoint2D::GetRate() const
float MotorConstraint2D::GetRate() const
{
return float(cpSimpleMotorGetRate(m_constraint));
}
void MotorJoint2D::SetRate(float rate)
void MotorConstraint2D::SetRate(float rate)
{
cpSimpleMotorSetRate(m_constraint, rate);
}
PinJoint2D::PinJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor) :
Constraint2D(world, cpPinJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
PinConstraint2D::PinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
Constraint2D(first.GetWorld(), cpPinJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
float PinJoint2D::GetDistance() const
float PinConstraint2D::GetDistance() const
{
return float(cpPinJointGetDist(m_constraint));
}
Vector2f PinJoint2D::GetFirstAnchor() const
Vector2f PinConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPinJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f PinJoint2D::GetSecondAnchor() const
Vector2f PinConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPinJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PinJoint2D::SetDistance(float newDistance)
void PinConstraint2D::SetDistance(float newDistance)
{
cpPinJointSetDist(m_constraint, newDistance);
}
void PinJoint2D::SetFirstAnchor(const Vector2f& firstAnchor)
void PinConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void PinJoint2D::SetSecondAnchor(const Vector2f& firstAnchor)
void PinConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPinJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
PivotJoint2D::PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor) :
Constraint2D(world, cpPivotJointNew(first.GetHandle(), second.GetHandle(), cpv(anchor.x, anchor.y)))
PivotConstraint2D::PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor) :
Constraint2D(first.GetWorld(), cpPivotJointNew(first.GetHandle(), second.GetHandle(), cpv(anchor.x, anchor.y)))
{
}
PivotJoint2D::PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor) :
Constraint2D(world, cpPivotJointNew2(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
PivotConstraint2D::PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor) :
Constraint2D(first.GetWorld(), cpPivotJointNew2(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y)))
{
}
Vector2f PivotJoint2D::GetFirstAnchor() const
Vector2f PivotConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
Vector2f PivotJoint2D::GetSecondAnchor() const
Vector2f PivotConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpPivotJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void PivotJoint2D::SetFirstAnchor(const Vector2f& firstAnchor)
void PivotConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void PivotJoint2D::SetSecondAnchor(const Vector2f& firstAnchor)
void PivotConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpPivotJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
RatchetJoint2D::RatchetJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratchet) :
Constraint2D(world, cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
RatchetConstraint2D::RatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet) :
Constraint2D(first.GetWorld(), cpRatchetJointNew(first.GetHandle(), second.GetHandle(), phase, ratchet))
{
}
float RatchetJoint2D::GetAngle() const
float RatchetConstraint2D::GetAngle() const
{
return float(cpRatchetJointGetAngle(m_constraint));
}
float RatchetJoint2D::GetPhase() const
float RatchetConstraint2D::GetPhase() const
{
return float(cpRatchetJointGetPhase(m_constraint));
}
float RatchetJoint2D::GetRatchet() const
float RatchetConstraint2D::GetRatchet() const
{
return float(cpRatchetJointGetRatchet(m_constraint));
}
void RatchetJoint2D::SetAngle(float angle)
void RatchetConstraint2D::SetAngle(float angle)
{
cpRatchetJointSetAngle(m_constraint, angle);
}
void RatchetJoint2D::SetPhase(float phase)
void RatchetConstraint2D::SetPhase(float phase)
{
cpRatchetJointSetPhase(m_constraint, phase);
}
void RatchetJoint2D::SetRatchet(float ratchet)
void RatchetConstraint2D::SetRatchet(float ratchet)
{
cpRatchetJointSetRatchet(m_constraint, ratchet);
}
RotaryLimitJoint2D::RotaryLimitJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float minAngle, float maxAngle) :
Constraint2D(world, cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle, maxAngle))
RotaryLimitConstraint2D::RotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, float minAngle, float maxAngle) :
Constraint2D(first.GetWorld(), cpRotaryLimitJointNew(first.GetHandle(), second.GetHandle(), minAngle, maxAngle))
{
}
float RotaryLimitJoint2D::GetMaxAngle() const
float RotaryLimitConstraint2D::GetMaxAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
float RotaryLimitJoint2D::GetMinAngle() const
float RotaryLimitConstraint2D::GetMinAngle() const
{
return float(cpRotaryLimitJointGetMax(m_constraint));
}
void RotaryLimitJoint2D::SetMaxAngle(float maxAngle)
void RotaryLimitConstraint2D::SetMaxAngle(float maxAngle)
{
cpRotaryLimitJointSetMax(m_constraint, maxAngle);
}
void RotaryLimitJoint2D::SetMinAngle(float minAngle)
void RotaryLimitConstraint2D::SetMinAngle(float minAngle)
{
cpRotaryLimitJointSetMin(m_constraint, minAngle);
}
SlideJoint2D::SlideJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float min, float max) :
Constraint2D(world, cpSlideJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), min, max))
SlideConstraint2D::SlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max) :
Constraint2D(first.GetWorld(), cpSlideJointNew(first.GetHandle(), second.GetHandle(), cpv(firstAnchor.x, firstAnchor.y), cpv(secondAnchor.x, secondAnchor.y), min, max))
{
}
Vector2f SlideJoint2D::GetFirstAnchor() const
Vector2f SlideConstraint2D::GetFirstAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorA(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
float SlideJoint2D::GetMaxDistance() const
float SlideConstraint2D::GetMaxDistance() const
{
return float(cpSlideJointGetMax(m_constraint));
}
float SlideJoint2D::GetMinDistance() const
float SlideConstraint2D::GetMinDistance() const
{
return float(cpSlideJointGetMin(m_constraint));
}
Vector2f SlideJoint2D::GetSecondAnchor() const
Vector2f SlideConstraint2D::GetSecondAnchor() const
{
cpVect anchor = cpSlideJointGetAnchorB(m_constraint);
return Vector2f(static_cast<float>(anchor.x), static_cast<float>(anchor.y));
}
void SlideJoint2D::SetFirstAnchor(const Vector2f& firstAnchor)
void SlideConstraint2D::SetFirstAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorA(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
void SlideJoint2D::SetMaxDistance(float newMaxDistance)
void SlideConstraint2D::SetMaxDistance(float newMaxDistance)
{
cpSlideJointSetMax(m_constraint, newMaxDistance);
}
void SlideJoint2D::SetMinDistance(float newMinDistance)
void SlideConstraint2D::SetMinDistance(float newMinDistance)
{
cpSlideJointSetMin(m_constraint, newMinDistance);
}
void SlideJoint2D::SetSecondAnchor(const Vector2f& firstAnchor)
void SlideConstraint2D::SetSecondAnchor(const Vector2f& firstAnchor)
{
cpSlideJointSetAnchorB(m_constraint, cpv(firstAnchor.x, firstAnchor.y));
}
}

View File

@ -227,35 +227,41 @@ namespace Nz
if (p < 0)
{
p += static_cast<int>(m_positions.size() - 1);
p += static_cast<int>(m_positions.size());
if (p < 0)
{
Error("Vertex index out of range (" + String::Number(p) + " < 0");
error = true;
break;
}
++p;
}
if (n < 0)
{
n += static_cast<int>(m_normals.size() - 1);
n += static_cast<int>(m_normals.size());
if (n < 0)
{
Error("Normal index out of range (" + String::Number(n) + " < 0");
error = true;
break;
}
++n;
}
if (t < 0)
{
t += static_cast<int>(m_texCoords.size() - 1);
t += static_cast<int>(m_texCoords.size());
if (t < 0)
{
Error("Texture coordinates index out of range (" + String::Number(t) + " < 0");
error = true;
break;
}
++t;
}
if (static_cast<std::size_t>(p) > m_positions.size())

View File

@ -161,6 +161,38 @@ namespace Nz
return true;
}
bool SaveJPEG(const Image& image, const ImageParams& parameters, Stream& stream)
{
Image tempImage(image); //< We're using COW here to prevent Image copy unless required
int componentCount = ConvertToIntegerFormat(tempImage);
if (componentCount == 0)
{
NazaraError("Failed to convert image to suitable format");
return false;
}
long long imageQuality;
if (parameters.custom.GetIntegerParameter("NativeJPEGSaver_Quality", &imageQuality))
{
if (imageQuality <= 0 || imageQuality > 100)
{
NazaraError("NativeJPEGSaver_Quality value (" + Nz::String::Number(imageQuality) + ") does not fit in bounds ]0, 100], clamping...");
imageQuality = Nz::Clamp(imageQuality, 1LL, 100LL);
}
}
else
imageQuality = 100;
if (!stbi_write_jpg_to_func(&WriteToStream, &stream, tempImage.GetWidth(), tempImage.GetHeight(), componentCount, tempImage.GetConstPixels(), int(imageQuality)))
{
NazaraError("Failed to write JPEG to stream");
return false;
}
return true;
}
bool SaveHDR(const Image& image, const ImageParams& parameters, Stream& stream)
{
NazaraUnused(parameters);
@ -232,10 +264,12 @@ namespace Nz
{
void RegisterSTBSaver()
{
s_formatHandlers["bmp"] = &SaveBMP;
s_formatHandlers["hdr"] = &SaveHDR;
s_formatHandlers["png"] = &SavePNG;
s_formatHandlers["tga"] = &SaveTGA;
s_formatHandlers["bmp"] = &SaveBMP;
s_formatHandlers["hdr"] = &SaveHDR;
s_formatHandlers["jpg"] = &SaveJPEG;
s_formatHandlers["jpeg"] = &SaveJPEG;
s_formatHandlers["png"] = &SavePNG;
s_formatHandlers["tga"] = &SaveTGA;
ImageSaver::RegisterSaver(FormatQuerier, SaveToStream);
}

View File

@ -1,7 +1,7 @@
#include <Nazara/Core/Color.hpp>
#include <Catch/catch.hpp>
const float epsilon = 0.01f;
const float epsilon = 1.f;
void CompareColor(const Nz::Color& lhs, const Nz::Color& rhs)
{
@ -16,46 +16,46 @@ void CompareCMY(const Nz::Color& color, float cyan, float magenta, float yellow)
{
float retrievedCyan = 0.f, retrievedMagenta = 0.f, retrievedYellow = 0.f;
Nz::Color::ToCMY(color, &retrievedCyan, &retrievedMagenta, &retrievedYellow);
CHECK(retrievedCyan == Approx(cyan).epsilon(epsilon));
CHECK(retrievedMagenta == Approx(magenta).epsilon(epsilon));
CHECK(retrievedYellow == Approx(yellow).epsilon(epsilon));
CHECK(retrievedCyan == Approx(cyan).margin(epsilon));
CHECK(retrievedMagenta == Approx(magenta).margin(epsilon));
CHECK(retrievedYellow == Approx(yellow).margin(epsilon));
}
void CompareCMYK(const Nz::Color& color, float cyan, float magenta, float yellow, float black)
{
float retrievedCyan = 0.f, retrievedMagenta = 0.f, retrievedYellow = 0.f, retrievedBlack = 0.f;
Nz::Color::ToCMYK(color, &retrievedCyan, &retrievedMagenta, &retrievedYellow, &retrievedBlack);
CHECK(retrievedCyan == Approx(cyan).epsilon(epsilon));
CHECK(retrievedMagenta == Approx(magenta).epsilon(epsilon));
CHECK(retrievedYellow == Approx(yellow).epsilon(epsilon));
CHECK(retrievedBlack == Approx(black).epsilon(epsilon));
CHECK(retrievedCyan == Approx(cyan).margin(epsilon));
CHECK(retrievedMagenta == Approx(magenta).margin(epsilon));
CHECK(retrievedYellow == Approx(yellow).margin(epsilon));
CHECK(retrievedBlack == Approx(black).margin(epsilon));
}
void CompareHSL(const Nz::Color& color, float hue, float saturation, float luminosity)
{
float retrievedHue = 0.f, retrievedSaturation = 0.f, retrievedLuminosity = 0.f;
Nz::Color::ToHSL(color, &retrievedHue, &retrievedSaturation, &retrievedLuminosity);
CHECK(retrievedHue == Approx(hue).epsilon(epsilon));
CHECK(retrievedSaturation == Approx(saturation).epsilon(epsilon));
CHECK(retrievedLuminosity == Approx(luminosity).epsilon(epsilon));
CHECK(retrievedHue == Approx(hue).margin(epsilon));
CHECK(retrievedSaturation == Approx(saturation).margin(epsilon));
CHECK(retrievedLuminosity == Approx(luminosity).margin(epsilon));
}
void CompareHSV(const Nz::Color& color, float hue, float saturation, float value)
{
float retrievedHue = 0.f, retrievedSaturation = 0.f, retrievedValue = 0.f;
Nz::Color::ToHSV(color, &retrievedHue, &retrievedSaturation, &retrievedValue);
CHECK(retrievedHue == Approx(hue).epsilon(epsilon));
CHECK(retrievedSaturation == Approx(saturation).epsilon(epsilon));
CHECK(retrievedValue == Approx(value).epsilon(epsilon));
CHECK(retrievedHue == Approx(hue).margin(epsilon));
CHECK(retrievedSaturation == Approx(saturation).margin(epsilon));
CHECK(retrievedValue == Approx(value).margin(epsilon));
}
void CompareXYZ(const Nz::Color& color, float x, float y, float z)
{
Nz::Vector3f retrievedValues = Nz::Vector3f::Zero();
Nz::Color::ToXYZ(color, &retrievedValues);
CHECK(retrievedValues.x == Approx(x).epsilon(epsilon));
CHECK(retrievedValues.y == Approx(y).epsilon(epsilon));
CHECK(retrievedValues.z == Approx(z).epsilon(epsilon));
CHECK(retrievedValues.x == Approx(x).margin(epsilon));
CHECK(retrievedValues.y == Approx(y).margin(epsilon));
CHECK(retrievedValues.z == Approx(z).margin(epsilon));
}
SCENARIO("Color", "[CORE][COLOR]")

View File

@ -96,7 +96,7 @@ SCENARIO("EulerAngles", "[MATH][EULERANGLES]")
REQUIRE(tmp.roll == Approx(0.f));
tmp = Nz::Quaternionf(euler30.ToQuaternion()).ToEulerAngles();
REQUIRE(tmp.pitch == Approx(30.f));
REQUIRE(tmp.yaw == Approx(0.f));
REQUIRE(tmp.yaw == Approx(0.f).margin(0.0001f));
REQUIRE(tmp.roll == Approx(30.f));
}
}

View File

@ -83,8 +83,8 @@ SCENARIO("Matrix4", "[MATH][MATRIX4]")
THEN("We get the identity")
{
Nz::Matrix4f tmp = matrix1 * invMatrix1;
CHECK(tmp.m32 == Approx(0.f));
CHECK(tmp.m42 == Approx(0.f));
CHECK(tmp.m32 == Approx(0.f).margin(0.0001f));
CHECK(tmp.m42 == Approx(0.f).margin(0.0001f));
tmp.m32 = 0.f;
tmp.m42 = 0.f;
CHECK(tmp == Nz::Matrix4f::Identity());

View File

@ -80,7 +80,7 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
{
const Nz::PhysWorld2D::RaycastHit& result = results[i];
CHECK(result.nearestBody == &bodies[i]);
CHECK(result.fraction == Approx(i / 4.f).epsilon(0.1f));
CHECK(result.fraction == Approx(i / 4.f).margin(0.1f));
CHECK(result.hitPos == Nz::Vector2f(0.f, i * 10.f));
CHECK(result.hitNormal == -Nz::Vector2f::UnitY());
}
@ -171,13 +171,13 @@ SCENARIO("PhysWorld2D", "[PHYSICS2D][PHYSWORLD2D]")
world.Step(0.1f);
CHECK(statusTriggerCollision == 11);
CHECK(character.GetPosition().x == Approx(3.1f).epsilon(0.01f));
CHECK(character.GetPosition().x == Approx(3.1f).margin(0.01f));
for (int i = 0; i != 9; ++i)
world.Step(0.1f);
CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
world.Step(0.1f);
CHECK(character.GetPosition().x == Approx(4.f).epsilon(0.01f));
CHECK(character.GetPosition().x == Approx(4.f).margin(0.01f));
CHECK(statusWallCollision == 1); // It should be close to the wall
character.SetVelocity(Nz::Vector2f(-2.f, 0.f));

View File

@ -4,6 +4,7 @@
Nz::RigidBody2D CreateBody(Nz::PhysWorld2D& world);
void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right);
void EQUALITY(const Nz::Rectf& left, const Nz::Rectf& right);
SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
{
@ -65,16 +66,15 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
WHEN("We set a new geometry")
{
float radius = 5.f;
Nz::Vector2f positionCircle(0.f, 0.f);
Nz::Collider2DRef circle = Nz::CircleCollider2D::New(radius, position);
body.SetGeom(circle);
body.SetGeom(Nz::CircleCollider2D::New(radius));
world.Step(1.f);
THEN("The aabb should be updated")
{
position = body.GetPosition();
Nz::Rectf circleAABB(position.x - radius, position.y - radius, 2.f * radius, 2.f* radius);
REQUIRE(body.GetAABB() == circleAABB);
EQUALITY(body.GetAABB(), circleAABB);
}
}
}
@ -316,3 +316,11 @@ void EQUALITY(const Nz::RigidBody2D& left, const Nz::RigidBody2D& right)
CHECK(left.GetUserdata() == right.GetUserdata());
CHECK(left.GetVelocity() == right.GetVelocity());
}
void EQUALITY(const Nz::Rectf& left, const Nz::Rectf& right)
{
CHECK(left.x == Approx(right.x));
CHECK(left.y == Approx(right.y));
CHECK(left.width == Approx(right.width));
CHECK(left.height == Approx(right.height));
}

11
thirdparty/build/chipmunk.lua vendored Normal file
View File

@ -0,0 +1,11 @@
LIBRARY.Name = "chipmunk"
LIBRARY.Defines = {"CP_USE_CGTYPES=0", "TARGET_OS_IPHONE=0", "TARGET_OS_MAC=0"}
LIBRARY.Language = "C++"
LIBRARY.Files = {
"../thirdparty/include/chipmunk/*.h",
"../thirdparty/src/chipmunk/*.h",
"../thirdparty/src/chipmunk/*.c",
}

10
thirdparty/build/lua.lua vendored Normal file
View File

@ -0,0 +1,10 @@
LIBRARY.Name = "lua"
LIBRARY.Language = "C++" -- Compile as C++ to make Lua use exceptions instead of SJLJ
LIBRARY.Files = {
"../thirdparty/include/Lua/*.h",
"../thirdparty/include/Lua/*.hpp",
"../thirdparty/src/Lua/*.h",
"../thirdparty/src/Lua/*.cpp"
}

95
thirdparty/build/lua.txt vendored Normal file
View File

@ -0,0 +1,95 @@
Changement:
----------------------------Erreurs via exceptions-----------------------------
Remplacement de l'extension de tous les fichiers .c en .cpp
---------------------------------Compatibilité---------------------------------
-Dans tous les fichiers:
Remplacement des lignes:
#include "lauxlib.h"
#include "lua.h"
#include "luaconf.h"
#include "lualib.h"
Par les lignes:
#include <Lua/lauxlib.h>
#include <Lua/lua.h>
#include <Lua/luaconf.h>
#include <Lua/lualib.h>
---------------------Support des commentaires longs du C++----------------------
-Fichier llex.cpp (Aux alentours de la ligne 468)
static int llex (LexState *ls, SemInfo *seminfo) {
+#if defined(LUA_CPPCOMT_LONG)
+ int last;
+#endif
luaZ_resetbuffer(ls->buff);
for (;;) {
-Fichier llex.cpp (Aux alentours de la ligne 530):
case '/': {
next(ls);
if (check_next1(ls, '/')) return TK_IDIV;
+#if defined(LUA_CPPCOMT_LONG)
+ /* bn 01/2012: added C++-style comments */
+ /* Lynix 02/2015: Fixed it for Lua 5.3.0 */
+ else if (check_next1('*')) {
+ last = 0;
+ while (ls->current != EOZ) {
+ if (last == '*' && ls->current == '/') break;
+ last = ls->current;
+ next(ls); /* skip until closing marker (or end of file) */
+ }
+ if (ls->current == EOZ)
+ lexerror(ls, "unfinished long comment", TK_EOS);
+ else next(ls);
+ }
+#endif /* LUA_CPPCOMT_LONG */
else return '/';
}
-Fichier llex.h (Aux alentours de la ligne 20):
+/* bn 01/2012: added C++-style comments */
+#define LUA_CPPCOMT_LONG
+/* end changes */
+
/*
* WARNING: if you change the order of this enumeration,
* grep "ORDER RESERVED"
---------------------Support de la négation du C/C++ (!=)----------------------
-Fichier llex.h (Aux alentours de la ligne 15):
+#define LUA_CPPNEG
/*
* WARNING: if you change the order of this enumeration,
* grep "ORDER RESERVED"
-Fichier llex.h (Aux alentours de la ligne 37)
TK_SHL, TK_SHR,
TK_DBCOLON, TK_EOS,
+#ifdef LUA_CPPNEG
+ TK_CNE,
+#endif
TK_FLT, TK_INT, TK_NAME, TK_STRING
-Fichier llex.cpp (Aux alentours de la ligne 44)
"//", "..", "...", "==", ">=", "<=", "~=",
"<<", ">>", "::", "<eof>",
+#ifdef LUA_CPPNEG
+ "!=",
+#endif
"<number>", "<integer>", "<name>", "<string>"
-Fichier llex.cpp (Aux alentours de la ligne 556)
if (check_next1(ls, '/')) return TK_IDIV;
else return '/';
}
+#ifdef LUA_CPPNEG
+ case '!': {
+ next(ls);
+ if (check_next1(ls, '=')) return TK_NE;
+ else return '!';
+ }
+#endif
case '~': {
next(ls);
if (check_next1(ls, '=')) return TK_NE;

12
thirdparty/build/stb.lua vendored Normal file
View File

@ -0,0 +1,12 @@
LIBRARY.Name = "stb_image"
LIBRARY.Defines = {
"STBI_NO_STDIO"
}
LIBRARY.Language = "C++" -- Compile as C++ because C99 isn't widely supported
LIBRARY.Files = {
"../thirdparty/include/stb/*.h",
"../thirdparty/src/stb/*.cpp"
}

656
thirdparty/include/AL/al.h vendored Normal file
View File

@ -0,0 +1,656 @@
#ifndef AL_AL_H
#define AL_AL_H
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef AL_API
#if defined(AL_LIBTYPE_STATIC)
#define AL_API
#elif defined(_WIN32)
#define AL_API __declspec(dllimport)
#else
#define AL_API extern
#endif
#endif
#if defined(_WIN32)
#define AL_APIENTRY __cdecl
#else
#define AL_APIENTRY
#endif
/** Deprecated macro. */
#define OPENAL
#define ALAPI AL_API
#define ALAPIENTRY AL_APIENTRY
#define AL_INVALID (-1)
#define AL_ILLEGAL_ENUM AL_INVALID_ENUM
#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION
/** Supported AL version. */
#define AL_VERSION_1_0
#define AL_VERSION_1_1
/** 8-bit boolean */
typedef char ALboolean;
/** character */
typedef char ALchar;
/** signed 8-bit 2's complement integer */
typedef signed char ALbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALubyte;
/** signed 16-bit 2's complement integer */
typedef short ALshort;
/** unsigned 16-bit integer */
typedef unsigned short ALushort;
/** signed 32-bit 2's complement integer */
typedef int ALint;
/** unsigned 32-bit integer */
typedef unsigned int ALuint;
/** non-negative 32-bit binary integer size */
typedef int ALsizei;
/** enumerated 32-bit value */
typedef int ALenum;
/** 32-bit IEEE754 floating-point */
typedef float ALfloat;
/** 64-bit IEEE754 floating-point */
typedef double ALdouble;
/** void type (for opaque pointers only) */
typedef void ALvoid;
/* Enumerant values begin at column 50. No tabs. */
/** "no distance model" or "no buffer" */
#define AL_NONE 0
/** Boolean False. */
#define AL_FALSE 0
/** Boolean True. */
#define AL_TRUE 1
/**
* Relative source.
* Type: ALboolean
* Range: [AL_TRUE, AL_FALSE]
* Default: AL_FALSE
*
* Specifies if the Source has relative coordinates.
*/
#define AL_SOURCE_RELATIVE 0x202
/**
* Inner cone angle, in degrees.
* Type: ALint, ALfloat
* Range: [0 - 360]
* Default: 360
*
* The angle covered by the inner cone, where the source will not attenuate.
*/
#define AL_CONE_INNER_ANGLE 0x1001
/**
* Outer cone angle, in degrees.
* Range: [0 - 360]
* Default: 360
*
* The angle covered by the outer cone, where the source will be fully
* attenuated.
*/
#define AL_CONE_OUTER_ANGLE 0x1002
/**
* Source pitch.
* Type: ALfloat
* Range: [0.5 - 2.0]
* Default: 1.0
*
* A multiplier for the frequency (sample rate) of the source's buffer.
*/
#define AL_PITCH 0x1003
/**
* Source or listener position.
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* The source or listener location in three dimensional space.
*
* OpenAL, like OpenGL, uses a right handed coordinate system, where in a
* frontal default view X (thumb) points right, Y points up (index finger), and
* Z points towards the viewer/camera (middle finger).
*
* To switch from a left handed coordinate system, flip the sign on the Z
* coordinate.
*/
#define AL_POSITION 0x1004
/**
* Source direction.
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* Specifies the current direction in local space.
* A zero-length vector specifies an omni-directional source (cone is ignored).
*/
#define AL_DIRECTION 0x1005
/**
* Source or listener velocity.
* Type: ALfloat[3], ALint[3]
* Default: {0, 0, 0}
*
* Specifies the current velocity in local space.
*/
#define AL_VELOCITY 0x1006
/**
* Source looping.
* Type: ALboolean
* Range: [AL_TRUE, AL_FALSE]
* Default: AL_FALSE
*
* Specifies whether source is looping.
*/
#define AL_LOOPING 0x1007
/**
* Source buffer.
* Type: ALuint
* Range: any valid Buffer.
*
* Specifies the buffer to provide sound samples.
*/
#define AL_BUFFER 0x1009
/**
* Source or listener gain.
* Type: ALfloat
* Range: [0.0 - ]
*
* A value of 1.0 means unattenuated. Each division by 2 equals an attenuation
* of about -6dB. Each multiplicaton by 2 equals an amplification of about
* +6dB.
*
* A value of 0.0 is meaningless with respect to a logarithmic scale; it is
* silent.
*/
#define AL_GAIN 0x100A
/**
* Minimum source gain.
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* The minimum gain allowed for a source, after distance and cone attenation is
* applied (if applicable).
*/
#define AL_MIN_GAIN 0x100D
/**
* Maximum source gain.
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* The maximum gain allowed for a source, after distance and cone attenation is
* applied (if applicable).
*/
#define AL_MAX_GAIN 0x100E
/**
* Listener orientation.
* Type: ALfloat[6]
* Default: {0.0, 0.0, -1.0, 0.0, 1.0, 0.0}
*
* Effectively two three dimensional vectors. The first vector is the front (or
* "at") and the second is the top (or "up").
*
* Both vectors are in local space.
*/
#define AL_ORIENTATION 0x100F
/**
* Source state (query only).
* Type: ALint
* Range: [AL_INITIAL, AL_PLAYING, AL_PAUSED, AL_STOPPED]
*/
#define AL_SOURCE_STATE 0x1010
/** Source state value. */
#define AL_INITIAL 0x1011
#define AL_PLAYING 0x1012
#define AL_PAUSED 0x1013
#define AL_STOPPED 0x1014
/**
* Source Buffer Queue size (query only).
* Type: ALint
*
* The number of buffers queued using alSourceQueueBuffers, minus the buffers
* removed with alSourceUnqueueBuffers.
*/
#define AL_BUFFERS_QUEUED 0x1015
/**
* Source Buffer Queue processed count (query only).
* Type: ALint
*
* The number of queued buffers that have been fully processed, and can be
* removed with alSourceUnqueueBuffers.
*
* Looping sources will never fully process buffers because they will be set to
* play again for when the source loops.
*/
#define AL_BUFFERS_PROCESSED 0x1016
/**
* Source reference distance.
* Type: ALfloat
* Range: [0.0 - ]
* Default: 1.0
*
* The distance in units that no attenuation occurs.
*
* At 0.0, no distance attenuation ever occurs on non-linear attenuation models.
*/
#define AL_REFERENCE_DISTANCE 0x1020
/**
* Source rolloff factor.
* Type: ALfloat
* Range: [0.0 - ]
* Default: 1.0
*
* Multiplier to exaggerate or diminish distance attenuation.
*
* At 0.0, no distance attenuation ever occurs.
*/
#define AL_ROLLOFF_FACTOR 0x1021
/**
* Outer cone gain.
* Type: ALfloat
* Range: [0.0 - 1.0]
* Default: 0.0
*
* The gain attenuation applied when the listener is outside of the source's
* outer cone.
*/
#define AL_CONE_OUTER_GAIN 0x1022
/**
* Source maximum distance.
* Type: ALfloat
* Range: [0.0 - ]
* Default: +inf
*
* The distance above which the source is not attenuated any further with a
* clamped distance model, or where attenuation reaches 0.0 gain for linear
* distance models with a default rolloff factor.
*/
#define AL_MAX_DISTANCE 0x1023
/** Source buffer position, in seconds */
#define AL_SEC_OFFSET 0x1024
/** Source buffer position, in sample frames */
#define AL_SAMPLE_OFFSET 0x1025
/** Source buffer position, in bytes */
#define AL_BYTE_OFFSET 0x1026
/**
* Source type (query only).
* Type: ALint
* Range: [AL_STATIC, AL_STREAMING, AL_UNDETERMINED]
*
* A Source is Static if a Buffer has been attached using AL_BUFFER.
*
* A Source is Streaming if one or more Buffers have been attached using
* alSourceQueueBuffers.
*
* A Source is Undetermined when it has the NULL buffer attached using
* AL_BUFFER.
*/
#define AL_SOURCE_TYPE 0x1027
/** Source type value. */
#define AL_STATIC 0x1028
#define AL_STREAMING 0x1029
#define AL_UNDETERMINED 0x1030
/** Buffer format specifier. */
#define AL_FORMAT_MONO8 0x1100
#define AL_FORMAT_MONO16 0x1101
#define AL_FORMAT_STEREO8 0x1102
#define AL_FORMAT_STEREO16 0x1103
/** Buffer frequency (query only). */
#define AL_FREQUENCY 0x2001
/** Buffer bits per sample (query only). */
#define AL_BITS 0x2002
/** Buffer channel count (query only). */
#define AL_CHANNELS 0x2003
/** Buffer data size (query only). */
#define AL_SIZE 0x2004
/**
* Buffer state.
*
* Not for public use.
*/
#define AL_UNUSED 0x2010
#define AL_PENDING 0x2011
#define AL_PROCESSED 0x2012
/** No error. */
#define AL_NO_ERROR 0
/** Invalid name paramater passed to AL call. */
#define AL_INVALID_NAME 0xA001
/** Invalid enum parameter passed to AL call. */
#define AL_INVALID_ENUM 0xA002
/** Invalid value parameter passed to AL call. */
#define AL_INVALID_VALUE 0xA003
/** Illegal AL call. */
#define AL_INVALID_OPERATION 0xA004
/** Not enough memory. */
#define AL_OUT_OF_MEMORY 0xA005
/** Context string: Vendor ID. */
#define AL_VENDOR 0xB001
/** Context string: Version. */
#define AL_VERSION 0xB002
/** Context string: Renderer ID. */
#define AL_RENDERER 0xB003
/** Context string: Space-separated extension list. */
#define AL_EXTENSIONS 0xB004
/**
* Doppler scale.
* Type: ALfloat
* Range: [0.0 - ]
* Default: 1.0
*
* Scale for source and listener velocities.
*/
#define AL_DOPPLER_FACTOR 0xC000
AL_API void AL_APIENTRY alDopplerFactor(ALfloat value);
/**
* Doppler velocity (deprecated).
*
* A multiplier applied to the Speed of Sound.
*/
#define AL_DOPPLER_VELOCITY 0xC001
AL_API void AL_APIENTRY alDopplerVelocity(ALfloat value);
/**
* Speed of Sound, in units per second.
* Type: ALfloat
* Range: [0.0001 - ]
* Default: 343.3
*
* The speed at which sound waves are assumed to travel, when calculating the
* doppler effect.
*/
#define AL_SPEED_OF_SOUND 0xC003
AL_API void AL_APIENTRY alSpeedOfSound(ALfloat value);
/**
* Distance attenuation model.
* Type: ALint
* Range: [AL_NONE, AL_INVERSE_DISTANCE, AL_INVERSE_DISTANCE_CLAMPED,
* AL_LINEAR_DISTANCE, AL_LINEAR_DISTANCE_CLAMPED,
* AL_EXPONENT_DISTANCE, AL_EXPONENT_DISTANCE_CLAMPED]
* Default: AL_INVERSE_DISTANCE_CLAMPED
*
* The model by which sources attenuate with distance.
*
* None - No distance attenuation.
* Inverse - Doubling the distance halves the source gain.
* Linear - Linear gain scaling between the reference and max distances.
* Exponent - Exponential gain dropoff.
*
* Clamped variations work like the non-clamped counterparts, except the
* distance calculated is clamped between the reference and max distances.
*/
#define AL_DISTANCE_MODEL 0xD000
AL_API void AL_APIENTRY alDistanceModel(ALenum distanceModel);
/** Distance model value. */
#define AL_INVERSE_DISTANCE 0xD001
#define AL_INVERSE_DISTANCE_CLAMPED 0xD002
#define AL_LINEAR_DISTANCE 0xD003
#define AL_LINEAR_DISTANCE_CLAMPED 0xD004
#define AL_EXPONENT_DISTANCE 0xD005
#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006
/** Renderer State management. */
AL_API void AL_APIENTRY alEnable(ALenum capability);
AL_API void AL_APIENTRY alDisable(ALenum capability);
AL_API ALboolean AL_APIENTRY alIsEnabled(ALenum capability);
/** State retrieval. */
AL_API const ALchar* AL_APIENTRY alGetString(ALenum param);
AL_API void AL_APIENTRY alGetBooleanv(ALenum param, ALboolean *values);
AL_API void AL_APIENTRY alGetIntegerv(ALenum param, ALint *values);
AL_API void AL_APIENTRY alGetFloatv(ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetDoublev(ALenum param, ALdouble *values);
AL_API ALboolean AL_APIENTRY alGetBoolean(ALenum param);
AL_API ALint AL_APIENTRY alGetInteger(ALenum param);
AL_API ALfloat AL_APIENTRY alGetFloat(ALenum param);
AL_API ALdouble AL_APIENTRY alGetDouble(ALenum param);
/**
* Error retrieval.
*
* Obtain the first error generated in the AL context since the last check.
*/
AL_API ALenum AL_APIENTRY alGetError(void);
/**
* Extension support.
*
* Query for the presence of an extension, and obtain any appropriate function
* pointers and enum values.
*/
AL_API ALboolean AL_APIENTRY alIsExtensionPresent(const ALchar *extname);
AL_API void* AL_APIENTRY alGetProcAddress(const ALchar *fname);
AL_API ALenum AL_APIENTRY alGetEnumValue(const ALchar *ename);
/** Set Listener parameters */
AL_API void AL_APIENTRY alListenerf(ALenum param, ALfloat value);
AL_API void AL_APIENTRY alListener3f(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alListenerfv(ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alListeneri(ALenum param, ALint value);
AL_API void AL_APIENTRY alListener3i(ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alListeneriv(ALenum param, const ALint *values);
/** Get Listener parameters */
AL_API void AL_APIENTRY alGetListenerf(ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetListener3f(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetListenerfv(ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetListeneri(ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetListener3i(ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetListeneriv(ALenum param, ALint *values);
/** Create Source objects. */
AL_API void AL_APIENTRY alGenSources(ALsizei n, ALuint *sources);
/** Delete Source objects. */
AL_API void AL_APIENTRY alDeleteSources(ALsizei n, const ALuint *sources);
/** Verify a handle is a valid Source. */
AL_API ALboolean AL_APIENTRY alIsSource(ALuint source);
/** Set Source parameters. */
AL_API void AL_APIENTRY alSourcef(ALuint source, ALenum param, ALfloat value);
AL_API void AL_APIENTRY alSource3f(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alSourcefv(ALuint source, ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alSourcei(ALuint source, ALenum param, ALint value);
AL_API void AL_APIENTRY alSource3i(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alSourceiv(ALuint source, ALenum param, const ALint *values);
/** Get Source parameters. */
AL_API void AL_APIENTRY alGetSourcef(ALuint source, ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetSource3f(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetSourcefv(ALuint source, ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetSourcei(ALuint source, ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetSource3i(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetSourceiv(ALuint source, ALenum param, ALint *values);
/** Play, replay, or resume (if paused) a list of Sources */
AL_API void AL_APIENTRY alSourcePlayv(ALsizei n, const ALuint *sources);
/** Stop a list of Sources */
AL_API void AL_APIENTRY alSourceStopv(ALsizei n, const ALuint *sources);
/** Rewind a list of Sources */
AL_API void AL_APIENTRY alSourceRewindv(ALsizei n, const ALuint *sources);
/** Pause a list of Sources */
AL_API void AL_APIENTRY alSourcePausev(ALsizei n, const ALuint *sources);
/** Play, replay, or resume a Source */
AL_API void AL_APIENTRY alSourcePlay(ALuint source);
/** Stop a Source */
AL_API void AL_APIENTRY alSourceStop(ALuint source);
/** Rewind a Source (set playback postiton to beginning) */
AL_API void AL_APIENTRY alSourceRewind(ALuint source);
/** Pause a Source */
AL_API void AL_APIENTRY alSourcePause(ALuint source);
/** Queue buffers onto a source */
AL_API void AL_APIENTRY alSourceQueueBuffers(ALuint source, ALsizei nb, const ALuint *buffers);
/** Unqueue processed buffers from a source */
AL_API void AL_APIENTRY alSourceUnqueueBuffers(ALuint source, ALsizei nb, ALuint *buffers);
/** Create Buffer objects */
AL_API void AL_APIENTRY alGenBuffers(ALsizei n, ALuint *buffers);
/** Delete Buffer objects */
AL_API void AL_APIENTRY alDeleteBuffers(ALsizei n, const ALuint *buffers);
/** Verify a handle is a valid Buffer */
AL_API ALboolean AL_APIENTRY alIsBuffer(ALuint buffer);
/** Specifies the data to be copied into a buffer */
AL_API void AL_APIENTRY alBufferData(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
/** Set Buffer parameters, */
AL_API void AL_APIENTRY alBufferf(ALuint buffer, ALenum param, ALfloat value);
AL_API void AL_APIENTRY alBuffer3f(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
AL_API void AL_APIENTRY alBufferfv(ALuint buffer, ALenum param, const ALfloat *values);
AL_API void AL_APIENTRY alBufferi(ALuint buffer, ALenum param, ALint value);
AL_API void AL_APIENTRY alBuffer3i(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
AL_API void AL_APIENTRY alBufferiv(ALuint buffer, ALenum param, const ALint *values);
/** Get Buffer parameters. */
AL_API void AL_APIENTRY alGetBufferf(ALuint buffer, ALenum param, ALfloat *value);
AL_API void AL_APIENTRY alGetBuffer3f(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
AL_API void AL_APIENTRY alGetBufferfv(ALuint buffer, ALenum param, ALfloat *values);
AL_API void AL_APIENTRY alGetBufferi(ALuint buffer, ALenum param, ALint *value);
AL_API void AL_APIENTRY alGetBuffer3i(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
AL_API void AL_APIENTRY alGetBufferiv(ALuint buffer, ALenum param, ALint *values);
/** Pointer-to-function type, useful for dynamically getting AL entry points. */
typedef void (AL_APIENTRY *LPALENABLE)(ALenum capability);
typedef void (AL_APIENTRY *LPALDISABLE)(ALenum capability);
typedef ALboolean (AL_APIENTRY *LPALISENABLED)(ALenum capability);
typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)(ALenum param);
typedef void (AL_APIENTRY *LPALGETBOOLEANV)(ALenum param, ALboolean *values);
typedef void (AL_APIENTRY *LPALGETINTEGERV)(ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALGETFLOATV)(ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETDOUBLEV)(ALenum param, ALdouble *values);
typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)(ALenum param);
typedef ALint (AL_APIENTRY *LPALGETINTEGER)(ALenum param);
typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)(ALenum param);
typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)(ALenum param);
typedef ALenum (AL_APIENTRY *LPALGETERROR)(void);
typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar *extname);
typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)(const ALchar *fname);
typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)(const ALchar *ename);
typedef void (AL_APIENTRY *LPALLISTENERF)(ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALLISTENER3F)(ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALLISTENERFV)(ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALLISTENERI)(ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALLISTENER3I)(ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALLISTENERIV)(ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETLISTENERF)(ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETLISTENER3F)(ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETLISTENERFV)(ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETLISTENERI)(ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETLISTENER3I)(ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETLISTENERIV)(ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALGENSOURCES)(ALsizei n, ALuint *sources);
typedef void (AL_APIENTRY *LPALDELETESOURCES)(ALsizei n, const ALuint *sources);
typedef ALboolean (AL_APIENTRY *LPALISSOURCE)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEF)(ALuint source, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALSOURCE3F)(ALuint source, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALSOURCEFV)(ALuint source, ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALSOURCEI)(ALuint source, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALSOURCE3I)(ALuint source, ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALSOURCEIV)(ALuint source, ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETSOURCEF)(ALuint source, ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETSOURCE3F)(ALuint source, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETSOURCEFV)(ALuint source, ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETSOURCEI)(ALuint source, ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETSOURCE3I)(ALuint source, ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETSOURCEIV)(ALuint source, ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALSOURCEPLAYV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCESTOPV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEREWINDV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)(ALsizei n, const ALuint *sources);
typedef void (AL_APIENTRY *LPALSOURCEPLAY)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCESTOP)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEREWIND)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEPAUSE)(ALuint source);
typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint source, ALsizei nb, const ALuint *buffers);
typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint source, ALsizei nb, ALuint *buffers);
typedef void (AL_APIENTRY *LPALGENBUFFERS)(ALsizei n, ALuint *buffers);
typedef void (AL_APIENTRY *LPALDELETEBUFFERS)(ALsizei n, const ALuint *buffers);
typedef ALboolean (AL_APIENTRY *LPALISBUFFER)(ALuint buffer);
typedef void (AL_APIENTRY *LPALBUFFERDATA)(ALuint buffer, ALenum format, const ALvoid *data, ALsizei size, ALsizei freq);
typedef void (AL_APIENTRY *LPALBUFFERF)(ALuint buffer, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALBUFFER3F)(ALuint buffer, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3);
typedef void (AL_APIENTRY *LPALBUFFERFV)(ALuint buffer, ALenum param, const ALfloat *values);
typedef void (AL_APIENTRY *LPALBUFFERI)(ALuint buffer, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALBUFFER3I)(ALuint buffer, ALenum param, ALint value1, ALint value2, ALint value3);
typedef void (AL_APIENTRY *LPALBUFFERIV)(ALuint buffer, ALenum param, const ALint *values);
typedef void (AL_APIENTRY *LPALGETBUFFERF)(ALuint buffer, ALenum param, ALfloat *value);
typedef void (AL_APIENTRY *LPALGETBUFFER3F)(ALuint buffer, ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3);
typedef void (AL_APIENTRY *LPALGETBUFFERFV)(ALuint buffer, ALenum param, ALfloat *values);
typedef void (AL_APIENTRY *LPALGETBUFFERI)(ALuint buffer, ALenum param, ALint *value);
typedef void (AL_APIENTRY *LPALGETBUFFER3I)(ALuint buffer, ALenum param, ALint *value1, ALint *value2, ALint *value3);
typedef void (AL_APIENTRY *LPALGETBUFFERIV)(ALuint buffer, ALenum param, ALint *values);
typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)(ALfloat value);
typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)(ALfloat value);
typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)(ALfloat value);
typedef void (AL_APIENTRY *LPALDISTANCEMODEL)(ALenum distanceModel);
#if defined(__cplusplus)
} /* extern "C" */
#endif
#endif /* AL_AL_H */

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#ifndef AL_ALC_H
#define AL_ALC_H
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef ALC_API
#if defined(AL_LIBTYPE_STATIC)
#define ALC_API
#elif defined(_WIN32)
#define ALC_API __declspec(dllimport)
#else
#define ALC_API extern
#endif
#endif
#if defined(_WIN32)
#define ALC_APIENTRY __cdecl
#else
#define ALC_APIENTRY
#endif
/** Deprecated macro. */
#define ALCAPI ALC_API
#define ALCAPIENTRY ALC_APIENTRY
#define ALC_INVALID 0
/** Supported ALC version? */
#define ALC_VERSION_0_1 1
/** Opaque device handle */
typedef struct ALCdevice_struct ALCdevice;
/** Opaque context handle */
typedef struct ALCcontext_struct ALCcontext;
/** 8-bit boolean */
typedef char ALCboolean;
/** character */
typedef char ALCchar;
/** signed 8-bit 2's complement integer */
typedef signed char ALCbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALCubyte;
/** signed 16-bit 2's complement integer */
typedef short ALCshort;
/** unsigned 16-bit integer */
typedef unsigned short ALCushort;
/** signed 32-bit 2's complement integer */
typedef int ALCint;
/** unsigned 32-bit integer */
typedef unsigned int ALCuint;
/** non-negative 32-bit binary integer size */
typedef int ALCsizei;
/** enumerated 32-bit value */
typedef int ALCenum;
/** 32-bit IEEE754 floating-point */
typedef float ALCfloat;
/** 64-bit IEEE754 floating-point */
typedef double ALCdouble;
/** void type (for opaque pointers only) */
typedef void ALCvoid;
/* Enumerant values begin at column 50. No tabs. */
/** Boolean False. */
#define ALC_FALSE 0
/** Boolean True. */
#define ALC_TRUE 1
/** Context attribute: <int> Hz. */
#define ALC_FREQUENCY 0x1007
/** Context attribute: <int> Hz. */
#define ALC_REFRESH 0x1008
/** Context attribute: AL_TRUE or AL_FALSE. */
#define ALC_SYNC 0x1009
/** Context attribute: <int> requested Mono (3D) Sources. */
#define ALC_MONO_SOURCES 0x1010
/** Context attribute: <int> requested Stereo Sources. */
#define ALC_STEREO_SOURCES 0x1011
/** No error. */
#define ALC_NO_ERROR 0
/** Invalid device handle. */
#define ALC_INVALID_DEVICE 0xA001
/** Invalid context handle. */
#define ALC_INVALID_CONTEXT 0xA002
/** Invalid enum parameter passed to an ALC call. */
#define ALC_INVALID_ENUM 0xA003
/** Invalid value parameter passed to an ALC call. */
#define ALC_INVALID_VALUE 0xA004
/** Out of memory. */
#define ALC_OUT_OF_MEMORY 0xA005
/** Runtime ALC version. */
#define ALC_MAJOR_VERSION 0x1000
#define ALC_MINOR_VERSION 0x1001
/** Context attribute list properties. */
#define ALC_ATTRIBUTES_SIZE 0x1002
#define ALC_ALL_ATTRIBUTES 0x1003
/** String for the default device specifier. */
#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004
/**
* String for the given device's specifier.
*
* If device handle is NULL, it is instead a null-char separated list of
* strings of known device specifiers (list ends with an empty string).
*/
#define ALC_DEVICE_SPECIFIER 0x1005
/** String for space-separated list of ALC extensions. */
#define ALC_EXTENSIONS 0x1006
/** Capture extension */
#define ALC_EXT_CAPTURE 1
/**
* String for the given capture device's specifier.
*
* If device handle is NULL, it is instead a null-char separated list of
* strings of known capture device specifiers (list ends with an empty string).
*/
#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310
/** String for the default capture device specifier. */
#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER 0x311
/** Number of sample frames available for capture. */
#define ALC_CAPTURE_SAMPLES 0x312
/** Enumerate All extension */
#define ALC_ENUMERATE_ALL_EXT 1
/** String for the default extended device specifier. */
#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012
/**
* String for the given extended device's specifier.
*
* If device handle is NULL, it is instead a null-char separated list of
* strings of known extended device specifiers (list ends with an empty string).
*/
#define ALC_ALL_DEVICES_SPECIFIER 0x1013
/** Context management. */
ALC_API ALCcontext* ALC_APIENTRY alcCreateContext(ALCdevice *device, const ALCint* attrlist);
ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent(ALCcontext *context);
ALC_API void ALC_APIENTRY alcProcessContext(ALCcontext *context);
ALC_API void ALC_APIENTRY alcSuspendContext(ALCcontext *context);
ALC_API void ALC_APIENTRY alcDestroyContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetCurrentContext(void);
ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice(ALCcontext *context);
/** Device management. */
ALC_API ALCdevice* ALC_APIENTRY alcOpenDevice(const ALCchar *devicename);
ALC_API ALCboolean ALC_APIENTRY alcCloseDevice(ALCdevice *device);
/**
* Error support.
*
* Obtain the most recent Device error.
*/
ALC_API ALCenum ALC_APIENTRY alcGetError(ALCdevice *device);
/**
* Extension support.
*
* Query for the presence of an extension, and obtain any appropriate
* function pointers and enum values.
*/
ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent(ALCdevice *device, const ALCchar *extname);
ALC_API void* ALC_APIENTRY alcGetProcAddress(ALCdevice *device, const ALCchar *funcname);
ALC_API ALCenum ALC_APIENTRY alcGetEnumValue(ALCdevice *device, const ALCchar *enumname);
/** Query function. */
ALC_API const ALCchar* ALC_APIENTRY alcGetString(ALCdevice *device, ALCenum param);
ALC_API void ALC_APIENTRY alcGetIntegerv(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
/** Capture function. */
ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureStart(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureStop(ALCdevice *device);
ALC_API void ALC_APIENTRY alcCaptureSamples(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
/** Pointer-to-function type, useful for dynamically getting ALC entry points. */
typedef ALCcontext* (ALC_APIENTRY *LPALCCREATECONTEXT)(ALCdevice *device, const ALCint *attrlist);
typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)(ALCcontext *context);
typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)(void);
typedef ALCdevice* (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)(ALCcontext *context);
typedef ALCdevice* (ALC_APIENTRY *LPALCOPENDEVICE)(const ALCchar *devicename);
typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)(ALCdevice *device);
typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)(ALCdevice *device);
typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)(ALCdevice *device, const ALCchar *extname);
typedef void* (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname);
typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname);
typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)(ALCdevice *device, ALCenum param);
typedef void (ALC_APIENTRY *LPALCGETINTEGERV)(ALCdevice *device, ALCenum param, ALCsizei size, ALCint *values);
typedef ALCdevice* (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)(const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize);
typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESTART)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)(ALCdevice *device);
typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
#if defined(__cplusplus)
}
#endif
#endif /* AL_ALC_H */

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/**
* OpenAL cross platform audio library
* Copyright (C) 2008 by authors.
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#ifndef AL_ALEXT_H
#define AL_ALEXT_H
#include <stddef.h>
/* Define int64_t and uint64_t types */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(_WIN32) && defined(__GNUC__)
#include <stdint.h>
#elif defined(_WIN32)
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
/* Fallback if nothing above works */
#include <inttypes.h>
#endif
#include "alc.h"
#include "al.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifndef AL_LOKI_IMA_ADPCM_format
#define AL_LOKI_IMA_ADPCM_format 1
#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000
#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT 0x10001
#endif
#ifndef AL_LOKI_WAVE_format
#define AL_LOKI_WAVE_format 1
#define AL_FORMAT_WAVE_EXT 0x10002
#endif
#ifndef AL_EXT_vorbis
#define AL_EXT_vorbis 1
#define AL_FORMAT_VORBIS_EXT 0x10003
#endif
#ifndef AL_LOKI_quadriphonic
#define AL_LOKI_quadriphonic 1
#define AL_FORMAT_QUAD8_LOKI 0x10004
#define AL_FORMAT_QUAD16_LOKI 0x10005
#endif
#ifndef AL_EXT_float32
#define AL_EXT_float32 1
#define AL_FORMAT_MONO_FLOAT32 0x10010
#define AL_FORMAT_STEREO_FLOAT32 0x10011
#endif
#ifndef AL_EXT_double
#define AL_EXT_double 1
#define AL_FORMAT_MONO_DOUBLE_EXT 0x10012
#define AL_FORMAT_STEREO_DOUBLE_EXT 0x10013
#endif
#ifndef AL_EXT_MULAW
#define AL_EXT_MULAW 1
#define AL_FORMAT_MONO_MULAW_EXT 0x10014
#define AL_FORMAT_STEREO_MULAW_EXT 0x10015
#endif
#ifndef AL_EXT_ALAW
#define AL_EXT_ALAW 1
#define AL_FORMAT_MONO_ALAW_EXT 0x10016
#define AL_FORMAT_STEREO_ALAW_EXT 0x10017
#endif
#ifndef ALC_LOKI_audio_channel
#define ALC_LOKI_audio_channel 1
#define ALC_CHAN_MAIN_LOKI 0x500001
#define ALC_CHAN_PCM_LOKI 0x500002
#define ALC_CHAN_CD_LOKI 0x500003
#endif
#ifndef AL_EXT_MCFORMATS
#define AL_EXT_MCFORMATS 1
#define AL_FORMAT_QUAD8 0x1204
#define AL_FORMAT_QUAD16 0x1205
#define AL_FORMAT_QUAD32 0x1206
#define AL_FORMAT_REAR8 0x1207
#define AL_FORMAT_REAR16 0x1208
#define AL_FORMAT_REAR32 0x1209
#define AL_FORMAT_51CHN8 0x120A
#define AL_FORMAT_51CHN16 0x120B
#define AL_FORMAT_51CHN32 0x120C
#define AL_FORMAT_61CHN8 0x120D
#define AL_FORMAT_61CHN16 0x120E
#define AL_FORMAT_61CHN32 0x120F
#define AL_FORMAT_71CHN8 0x1210
#define AL_FORMAT_71CHN16 0x1211
#define AL_FORMAT_71CHN32 0x1212
#endif
#ifndef AL_EXT_MULAW_MCFORMATS
#define AL_EXT_MULAW_MCFORMATS 1
#define AL_FORMAT_MONO_MULAW 0x10014
#define AL_FORMAT_STEREO_MULAW 0x10015
#define AL_FORMAT_QUAD_MULAW 0x10021
#define AL_FORMAT_REAR_MULAW 0x10022
#define AL_FORMAT_51CHN_MULAW 0x10023
#define AL_FORMAT_61CHN_MULAW 0x10024
#define AL_FORMAT_71CHN_MULAW 0x10025
#endif
#ifndef AL_EXT_IMA4
#define AL_EXT_IMA4 1
#define AL_FORMAT_MONO_IMA4 0x1300
#define AL_FORMAT_STEREO_IMA4 0x1301
#endif
#ifndef AL_EXT_STATIC_BUFFER
#define AL_EXT_STATIC_BUFFER 1
typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq);
#endif
#endif
#ifndef ALC_EXT_EFX
#define ALC_EXT_EFX 1
#include "efx.h"
#endif
#ifndef ALC_EXT_disconnect
#define ALC_EXT_disconnect 1
#define ALC_CONNECTED 0x313
#endif
#ifndef ALC_EXT_thread_local_context
#define ALC_EXT_thread_local_context 1
typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void);
#endif
#endif
#ifndef AL_EXT_source_distance_model
#define AL_EXT_source_distance_model 1
#define AL_SOURCE_DISTANCE_MODEL 0x200
#endif
#ifndef AL_SOFT_buffer_sub_data
#define AL_SOFT_buffer_sub_data 1
#define AL_BYTE_RW_OFFSETS_SOFT 0x1031
#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032
typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length);
#endif
#endif
#ifndef AL_SOFT_loop_points
#define AL_SOFT_loop_points 1
#define AL_LOOP_POINTS_SOFT 0x2015
#endif
#ifndef AL_EXT_FOLDBACK
#define AL_EXT_FOLDBACK 1
#define AL_EXT_FOLDBACK_NAME "AL_EXT_FOLDBACK"
#define AL_FOLDBACK_EVENT_BLOCK 0x4112
#define AL_FOLDBACK_EVENT_START 0x4111
#define AL_FOLDBACK_EVENT_STOP 0x4113
#define AL_FOLDBACK_MODE_MONO 0x4101
#define AL_FOLDBACK_MODE_STEREO 0x4102
typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback);
AL_API void AL_APIENTRY alRequestFoldbackStop(void);
#endif
#endif
#ifndef ALC_EXT_DEDICATED
#define ALC_EXT_DEDICATED 1
#define AL_DEDICATED_GAIN 0x0001
#define AL_EFFECT_DEDICATED_DIALOGUE 0x9001
#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000
#endif
#ifndef AL_SOFT_buffer_samples
#define AL_SOFT_buffer_samples 1
/* Channel configurations */
#define AL_MONO_SOFT 0x1500
#define AL_STEREO_SOFT 0x1501
#define AL_REAR_SOFT 0x1502
#define AL_QUAD_SOFT 0x1503
#define AL_5POINT1_SOFT 0x1504
#define AL_6POINT1_SOFT 0x1505
#define AL_7POINT1_SOFT 0x1506
/* Sample types */
#define AL_BYTE_SOFT 0x1400
#define AL_UNSIGNED_BYTE_SOFT 0x1401
#define AL_SHORT_SOFT 0x1402
#define AL_UNSIGNED_SHORT_SOFT 0x1403
#define AL_INT_SOFT 0x1404
#define AL_UNSIGNED_INT_SOFT 0x1405
#define AL_FLOAT_SOFT 0x1406
#define AL_DOUBLE_SOFT 0x1407
#define AL_BYTE3_SOFT 0x1408
#define AL_UNSIGNED_BYTE3_SOFT 0x1409
/* Storage formats */
#define AL_MONO8_SOFT 0x1100
#define AL_MONO16_SOFT 0x1101
#define AL_MONO32F_SOFT 0x10010
#define AL_STEREO8_SOFT 0x1102
#define AL_STEREO16_SOFT 0x1103
#define AL_STEREO32F_SOFT 0x10011
#define AL_QUAD8_SOFT 0x1204
#define AL_QUAD16_SOFT 0x1205
#define AL_QUAD32F_SOFT 0x1206
#define AL_REAR8_SOFT 0x1207
#define AL_REAR16_SOFT 0x1208
#define AL_REAR32F_SOFT 0x1209
#define AL_5POINT1_8_SOFT 0x120A
#define AL_5POINT1_16_SOFT 0x120B
#define AL_5POINT1_32F_SOFT 0x120C
#define AL_6POINT1_8_SOFT 0x120D
#define AL_6POINT1_16_SOFT 0x120E
#define AL_6POINT1_32F_SOFT 0x120F
#define AL_7POINT1_8_SOFT 0x1210
#define AL_7POINT1_16_SOFT 0x1211
#define AL_7POINT1_32F_SOFT 0x1212
/* Buffer attributes */
#define AL_INTERNAL_FORMAT_SOFT 0x2008
#define AL_BYTE_LENGTH_SOFT 0x2009
#define AL_SAMPLE_LENGTH_SOFT 0x200A
#define AL_SEC_LENGTH_SOFT 0x200B
typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*);
typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data);
AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format);
#endif
#endif
#ifndef AL_SOFT_direct_channels
#define AL_SOFT_direct_channels 1
#define AL_DIRECT_CHANNELS_SOFT 0x1033
#endif
#ifndef ALC_SOFT_loopback
#define ALC_SOFT_loopback 1
#define ALC_FORMAT_CHANNELS_SOFT 0x1990
#define ALC_FORMAT_TYPE_SOFT 0x1991
/* Sample types */
#define ALC_BYTE_SOFT 0x1400
#define ALC_UNSIGNED_BYTE_SOFT 0x1401
#define ALC_SHORT_SOFT 0x1402
#define ALC_UNSIGNED_SHORT_SOFT 0x1403
#define ALC_INT_SOFT 0x1404
#define ALC_UNSIGNED_INT_SOFT 0x1405
#define ALC_FLOAT_SOFT 0x1406
/* Channel configurations */
#define ALC_MONO_SOFT 0x1500
#define ALC_STEREO_SOFT 0x1501
#define ALC_QUAD_SOFT 0x1503
#define ALC_5POINT1_SOFT 0x1504
#define ALC_6POINT1_SOFT 0x1505
#define ALC_7POINT1_SOFT 0x1506
typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*);
typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum);
typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName);
ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type);
ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
#endif
#endif
#ifndef AL_EXT_STEREO_ANGLES
#define AL_EXT_STEREO_ANGLES 1
#define AL_STEREO_ANGLES 0x1030
#endif
#ifndef AL_EXT_SOURCE_RADIUS
#define AL_EXT_SOURCE_RADIUS 1
#define AL_SOURCE_RADIUS 0x1031
#endif
#ifndef AL_SOFT_source_latency
#define AL_SOFT_source_latency 1
#define AL_SAMPLE_OFFSET_LATENCY_SOFT 0x1200
#define AL_SEC_OFFSET_LATENCY_SOFT 0x1201
typedef int64_t ALint64SOFT;
typedef uint64_t ALuint64SOFT;
typedef void (AL_APIENTRY*LPALSOURCEDSOFT)(ALuint,ALenum,ALdouble);
typedef void (AL_APIENTRY*LPALSOURCE3DSOFT)(ALuint,ALenum,ALdouble,ALdouble,ALdouble);
typedef void (AL_APIENTRY*LPALSOURCEDVSOFT)(ALuint,ALenum,const ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCEDSOFT)(ALuint,ALenum,ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCE3DSOFT)(ALuint,ALenum,ALdouble*,ALdouble*,ALdouble*);
typedef void (AL_APIENTRY*LPALGETSOURCEDVSOFT)(ALuint,ALenum,ALdouble*);
typedef void (AL_APIENTRY*LPALSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT);
typedef void (AL_APIENTRY*LPALSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT,ALint64SOFT,ALint64SOFT);
typedef void (AL_APIENTRY*LPALSOURCEI64VSOFT)(ALuint,ALenum,const ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCEI64SOFT)(ALuint,ALenum,ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCE3I64SOFT)(ALuint,ALenum,ALint64SOFT*,ALint64SOFT*,ALint64SOFT*);
typedef void (AL_APIENTRY*LPALGETSOURCEI64VSOFT)(ALuint,ALenum,ALint64SOFT*);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alSourcedSOFT(ALuint source, ALenum param, ALdouble value);
AL_API void AL_APIENTRY alSource3dSOFT(ALuint source, ALenum param, ALdouble value1, ALdouble value2, ALdouble value3);
AL_API void AL_APIENTRY alSourcedvSOFT(ALuint source, ALenum param, const ALdouble *values);
AL_API void AL_APIENTRY alGetSourcedSOFT(ALuint source, ALenum param, ALdouble *value);
AL_API void AL_APIENTRY alGetSource3dSOFT(ALuint source, ALenum param, ALdouble *value1, ALdouble *value2, ALdouble *value3);
AL_API void AL_APIENTRY alGetSourcedvSOFT(ALuint source, ALenum param, ALdouble *values);
AL_API void AL_APIENTRY alSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT value);
AL_API void AL_APIENTRY alSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT value1, ALint64SOFT value2, ALint64SOFT value3);
AL_API void AL_APIENTRY alSourcei64vSOFT(ALuint source, ALenum param, const ALint64SOFT *values);
AL_API void AL_APIENTRY alGetSourcei64SOFT(ALuint source, ALenum param, ALint64SOFT *value);
AL_API void AL_APIENTRY alGetSource3i64SOFT(ALuint source, ALenum param, ALint64SOFT *value1, ALint64SOFT *value2, ALint64SOFT *value3);
AL_API void AL_APIENTRY alGetSourcei64vSOFT(ALuint source, ALenum param, ALint64SOFT *values);
#endif
#endif
#ifndef ALC_EXT_DEFAULT_FILTER_ORDER
#define ALC_EXT_DEFAULT_FILTER_ORDER 1
#define ALC_DEFAULT_FILTER_ORDER 0x1100
#endif
#ifndef AL_SOFT_deferred_updates
#define AL_SOFT_deferred_updates 1
#define AL_DEFERRED_UPDATES_SOFT 0xC002
typedef ALvoid (AL_APIENTRY*LPALDEFERUPDATESSOFT)(void);
typedef ALvoid (AL_APIENTRY*LPALPROCESSUPDATESSOFT)(void);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alDeferUpdatesSOFT(void);
AL_API ALvoid AL_APIENTRY alProcessUpdatesSOFT(void);
#endif
#endif
#ifndef AL_SOFT_block_alignment
#define AL_SOFT_block_alignment 1
#define AL_UNPACK_BLOCK_ALIGNMENT_SOFT 0x200C
#define AL_PACK_BLOCK_ALIGNMENT_SOFT 0x200D
#endif
#ifndef AL_SOFT_MSADPCM
#define AL_SOFT_MSADPCM 1
#define AL_FORMAT_MONO_MSADPCM_SOFT 0x1302
#define AL_FORMAT_STEREO_MSADPCM_SOFT 0x1303
#endif
#ifndef AL_SOFT_source_length
#define AL_SOFT_source_length 1
/*#define AL_BYTE_LENGTH_SOFT 0x2009*/
/*#define AL_SAMPLE_LENGTH_SOFT 0x200A*/
/*#define AL_SEC_LENGTH_SOFT 0x200B*/
#endif
#ifndef ALC_SOFT_pause_device
#define ALC_SOFT_pause_device 1
typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device);
typedef void (ALC_APIENTRY*LPALCDEVICERESUMESOFT)(ALCdevice *device);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API void ALC_APIENTRY alcDevicePauseSOFT(ALCdevice *device);
ALC_API void ALC_APIENTRY alcDeviceResumeSOFT(ALCdevice *device);
#endif
#endif
#ifdef __cplusplus
}
#endif
#endif

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/* The tokens that would be defined here are already defined in efx.h. This
* empty file is here to provide compatibility with Windows-based projects
* that would include it. */

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/* Reverb presets for EFX */
#ifndef EFX_PRESETS_H
#define EFX_PRESETS_H
#ifndef EFXEAXREVERBPROPERTIES_DEFINED
#define EFXEAXREVERBPROPERTIES_DEFINED
typedef struct {
float flDensity;
float flDiffusion;
float flGain;
float flGainHF;
float flGainLF;
float flDecayTime;
float flDecayHFRatio;
float flDecayLFRatio;
float flReflectionsGain;
float flReflectionsDelay;
float flReflectionsPan[3];
float flLateReverbGain;
float flLateReverbDelay;
float flLateReverbPan[3];
float flEchoTime;
float flEchoDepth;
float flModulationTime;
float flModulationDepth;
float flAirAbsorptionGainHF;
float flHFReference;
float flLFReference;
float flRoomRolloffFactor;
int iDecayHFLimit;
} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES;
#endif
/* Default Presets */
#define EFX_REVERB_PRESET_GENERIC \
{ 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PADDEDCELL \
{ 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ROOM \
{ 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_BATHROOM \
{ 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_LIVINGROOM \
{ 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_STONEROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_AUDITORIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CONCERTHALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CAVE \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_ARENA \
{ 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_HANGAR \
{ 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CARPETEDHALLWAY \
{ 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_HALLWAY \
{ 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_STONECORRIDOR \
{ 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ALLEY \
{ 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FOREST \
{ 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY \
{ 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_MOUNTAINS \
{ 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_QUARRY \
{ 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PLAIN \
{ 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PARKINGLOT \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SEWERPIPE \
{ 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_UNDERWATER \
{ 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRUGGED \
{ 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DIZZY \
{ 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PSYCHOTIC \
{ 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Castle Presets */
#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \
{ 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \
{ 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \
{ 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \
{ 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \
{ 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_HALL \
{ 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \
{ 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_COURTYARD \
{ 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CASTLE_ALCOVE \
{ 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
/* Factory Presets */
#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \
{ 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \
{ 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \
{ 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \
{ 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \
{ 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_HALL \
{ 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \
{ 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_COURTYARD \
{ 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_ALCOVE \
{ 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
/* Ice Palace Presets */
#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \
{ 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \
{ 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \
{ 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \
{ 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_HALL \
{ 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \
{ 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \
{ 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
/* Space Station Presets */
#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \
{ 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \
{ 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \
{ 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \
{ 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \
{ 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_HALL \
{ 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \
{ 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \
{ 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
/* Wooden Galleon Presets */
#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_HALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \
{ 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_COURTYARD \
{ 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_ALCOVE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
/* Sports Presets */
#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \
{ 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \
{ 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \
{ 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \
{ 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \
{ 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
/* Prefab Presets */
#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \
{ 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \
{ 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \
{ 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \
{ 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PREFAB_CARAVAN \
{ 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Dome and Pipe Presets */
#define EFX_REVERB_PRESET_DOME_TOMB \
{ 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PIPE_SMALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DOME_SAINTPAULS \
{ 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PIPE_LONGTHIN \
{ 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PIPE_LARGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PIPE_RESONANT \
{ 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
/* Outdoors Presets */
#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \
{ 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \
{ 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \
{ 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_CREEK \
{ 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \
{ 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
/* Mood Presets */
#define EFX_REVERB_PRESET_MOOD_HEAVEN \
{ 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_MOOD_HELL \
{ 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_MOOD_MEMORY \
{ 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Driving Presets */
#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \
{ 1.0000f, 0.0000f, 3.1623f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \
{ 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \
{ 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \
{ 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \
{ 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \
{ 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_TUNNEL \
{ 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 }
/* City Presets */
#define EFX_REVERB_PRESET_CITY_STREETS \
{ 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_SUBWAY \
{ 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_MUSEUM \
{ 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CITY_LIBRARY \
{ 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CITY_UNDERPASS \
{ 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_ABANDONED \
{ 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
/* Misc. Presets */
#define EFX_REVERB_PRESET_DUSTYROOM \
{ 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CHAPEL \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SMALLWATERROOM \
{ 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#endif /* EFX_PRESETS_H */

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#ifndef AL_EFX_H
#define AL_EFX_H
#include "alc.h"
#include "al.h"
#ifdef __cplusplus
extern "C" {
#endif
#define ALC_EXT_EFX_NAME "ALC_EXT_EFX"
#define ALC_EFX_MAJOR_VERSION 0x20001
#define ALC_EFX_MINOR_VERSION 0x20002
#define ALC_MAX_AUXILIARY_SENDS 0x20003
/* Listener properties. */
#define AL_METERS_PER_UNIT 0x20004
/* Source properties. */
#define AL_DIRECT_FILTER 0x20005
#define AL_AUXILIARY_SEND_FILTER 0x20006
#define AL_AIR_ABSORPTION_FACTOR 0x20007
#define AL_ROOM_ROLLOFF_FACTOR 0x20008
#define AL_CONE_OUTER_GAINHF 0x20009
#define AL_DIRECT_FILTER_GAINHF_AUTO 0x2000A
#define AL_AUXILIARY_SEND_FILTER_GAIN_AUTO 0x2000B
#define AL_AUXILIARY_SEND_FILTER_GAINHF_AUTO 0x2000C
/* Effect properties. */
/* Reverb effect parameters */
#define AL_REVERB_DENSITY 0x0001
#define AL_REVERB_DIFFUSION 0x0002
#define AL_REVERB_GAIN 0x0003
#define AL_REVERB_GAINHF 0x0004
#define AL_REVERB_DECAY_TIME 0x0005
#define AL_REVERB_DECAY_HFRATIO 0x0006
#define AL_REVERB_REFLECTIONS_GAIN 0x0007
#define AL_REVERB_REFLECTIONS_DELAY 0x0008
#define AL_REVERB_LATE_REVERB_GAIN 0x0009
#define AL_REVERB_LATE_REVERB_DELAY 0x000A
#define AL_REVERB_AIR_ABSORPTION_GAINHF 0x000B
#define AL_REVERB_ROOM_ROLLOFF_FACTOR 0x000C
#define AL_REVERB_DECAY_HFLIMIT 0x000D
/* EAX Reverb effect parameters */
#define AL_EAXREVERB_DENSITY 0x0001
#define AL_EAXREVERB_DIFFUSION 0x0002
#define AL_EAXREVERB_GAIN 0x0003
#define AL_EAXREVERB_GAINHF 0x0004
#define AL_EAXREVERB_GAINLF 0x0005
#define AL_EAXREVERB_DECAY_TIME 0x0006
#define AL_EAXREVERB_DECAY_HFRATIO 0x0007
#define AL_EAXREVERB_DECAY_LFRATIO 0x0008
#define AL_EAXREVERB_REFLECTIONS_GAIN 0x0009
#define AL_EAXREVERB_REFLECTIONS_DELAY 0x000A
#define AL_EAXREVERB_REFLECTIONS_PAN 0x000B
#define AL_EAXREVERB_LATE_REVERB_GAIN 0x000C
#define AL_EAXREVERB_LATE_REVERB_DELAY 0x000D
#define AL_EAXREVERB_LATE_REVERB_PAN 0x000E
#define AL_EAXREVERB_ECHO_TIME 0x000F
#define AL_EAXREVERB_ECHO_DEPTH 0x0010
#define AL_EAXREVERB_MODULATION_TIME 0x0011
#define AL_EAXREVERB_MODULATION_DEPTH 0x0012
#define AL_EAXREVERB_AIR_ABSORPTION_GAINHF 0x0013
#define AL_EAXREVERB_HFREFERENCE 0x0014
#define AL_EAXREVERB_LFREFERENCE 0x0015
#define AL_EAXREVERB_ROOM_ROLLOFF_FACTOR 0x0016
#define AL_EAXREVERB_DECAY_HFLIMIT 0x0017
/* Chorus effect parameters */
#define AL_CHORUS_WAVEFORM 0x0001
#define AL_CHORUS_PHASE 0x0002
#define AL_CHORUS_RATE 0x0003
#define AL_CHORUS_DEPTH 0x0004
#define AL_CHORUS_FEEDBACK 0x0005
#define AL_CHORUS_DELAY 0x0006
/* Distortion effect parameters */
#define AL_DISTORTION_EDGE 0x0001
#define AL_DISTORTION_GAIN 0x0002
#define AL_DISTORTION_LOWPASS_CUTOFF 0x0003
#define AL_DISTORTION_EQCENTER 0x0004
#define AL_DISTORTION_EQBANDWIDTH 0x0005
/* Echo effect parameters */
#define AL_ECHO_DELAY 0x0001
#define AL_ECHO_LRDELAY 0x0002
#define AL_ECHO_DAMPING 0x0003
#define AL_ECHO_FEEDBACK 0x0004
#define AL_ECHO_SPREAD 0x0005
/* Flanger effect parameters */
#define AL_FLANGER_WAVEFORM 0x0001
#define AL_FLANGER_PHASE 0x0002
#define AL_FLANGER_RATE 0x0003
#define AL_FLANGER_DEPTH 0x0004
#define AL_FLANGER_FEEDBACK 0x0005
#define AL_FLANGER_DELAY 0x0006
/* Frequency shifter effect parameters */
#define AL_FREQUENCY_SHIFTER_FREQUENCY 0x0001
#define AL_FREQUENCY_SHIFTER_LEFT_DIRECTION 0x0002
#define AL_FREQUENCY_SHIFTER_RIGHT_DIRECTION 0x0003
/* Vocal morpher effect parameters */
#define AL_VOCAL_MORPHER_PHONEMEA 0x0001
#define AL_VOCAL_MORPHER_PHONEMEA_COARSE_TUNING 0x0002
#define AL_VOCAL_MORPHER_PHONEMEB 0x0003
#define AL_VOCAL_MORPHER_PHONEMEB_COARSE_TUNING 0x0004
#define AL_VOCAL_MORPHER_WAVEFORM 0x0005
#define AL_VOCAL_MORPHER_RATE 0x0006
/* Pitchshifter effect parameters */
#define AL_PITCH_SHIFTER_COARSE_TUNE 0x0001
#define AL_PITCH_SHIFTER_FINE_TUNE 0x0002
/* Ringmodulator effect parameters */
#define AL_RING_MODULATOR_FREQUENCY 0x0001
#define AL_RING_MODULATOR_HIGHPASS_CUTOFF 0x0002
#define AL_RING_MODULATOR_WAVEFORM 0x0003
/* Autowah effect parameters */
#define AL_AUTOWAH_ATTACK_TIME 0x0001
#define AL_AUTOWAH_RELEASE_TIME 0x0002
#define AL_AUTOWAH_RESONANCE 0x0003
#define AL_AUTOWAH_PEAK_GAIN 0x0004
/* Compressor effect parameters */
#define AL_COMPRESSOR_ONOFF 0x0001
/* Equalizer effect parameters */
#define AL_EQUALIZER_LOW_GAIN 0x0001
#define AL_EQUALIZER_LOW_CUTOFF 0x0002
#define AL_EQUALIZER_MID1_GAIN 0x0003
#define AL_EQUALIZER_MID1_CENTER 0x0004
#define AL_EQUALIZER_MID1_WIDTH 0x0005
#define AL_EQUALIZER_MID2_GAIN 0x0006
#define AL_EQUALIZER_MID2_CENTER 0x0007
#define AL_EQUALIZER_MID2_WIDTH 0x0008
#define AL_EQUALIZER_HIGH_GAIN 0x0009
#define AL_EQUALIZER_HIGH_CUTOFF 0x000A
/* Effect type */
#define AL_EFFECT_FIRST_PARAMETER 0x0000
#define AL_EFFECT_LAST_PARAMETER 0x8000
#define AL_EFFECT_TYPE 0x8001
/* Effect types, used with the AL_EFFECT_TYPE property */
#define AL_EFFECT_NULL 0x0000
#define AL_EFFECT_REVERB 0x0001
#define AL_EFFECT_CHORUS 0x0002
#define AL_EFFECT_DISTORTION 0x0003
#define AL_EFFECT_ECHO 0x0004
#define AL_EFFECT_FLANGER 0x0005
#define AL_EFFECT_FREQUENCY_SHIFTER 0x0006
#define AL_EFFECT_VOCAL_MORPHER 0x0007
#define AL_EFFECT_PITCH_SHIFTER 0x0008
#define AL_EFFECT_RING_MODULATOR 0x0009
#define AL_EFFECT_AUTOWAH 0x000A
#define AL_EFFECT_COMPRESSOR 0x000B
#define AL_EFFECT_EQUALIZER 0x000C
#define AL_EFFECT_EAXREVERB 0x8000
/* Auxiliary Effect Slot properties. */
#define AL_EFFECTSLOT_EFFECT 0x0001
#define AL_EFFECTSLOT_GAIN 0x0002
#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO 0x0003
/* NULL Auxiliary Slot ID to disable a source send. */
#define AL_EFFECTSLOT_NULL 0x0000
/* Filter properties. */
/* Lowpass filter parameters */
#define AL_LOWPASS_GAIN 0x0001
#define AL_LOWPASS_GAINHF 0x0002
/* Highpass filter parameters */
#define AL_HIGHPASS_GAIN 0x0001
#define AL_HIGHPASS_GAINLF 0x0002
/* Bandpass filter parameters */
#define AL_BANDPASS_GAIN 0x0001
#define AL_BANDPASS_GAINLF 0x0002
#define AL_BANDPASS_GAINHF 0x0003
/* Filter type */
#define AL_FILTER_FIRST_PARAMETER 0x0000
#define AL_FILTER_LAST_PARAMETER 0x8000
#define AL_FILTER_TYPE 0x8001
/* Filter types, used with the AL_FILTER_TYPE property */
#define AL_FILTER_NULL 0x0000
#define AL_FILTER_LOWPASS 0x0001
#define AL_FILTER_HIGHPASS 0x0002
#define AL_FILTER_BANDPASS 0x0003
/* Effect object function types. */
typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint);
typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*);
/* Filter object function types. */
typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint);
typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*);
/* Auxiliary Effect Slot object function types. */
typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects);
AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects);
AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect);
AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters);
AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters);
AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter);
AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots);
AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots);
AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues);
#endif
/* Filter ranges and defaults. */
/* Lowpass filter */
#define AL_LOWPASS_MIN_GAIN (0.0f)
#define AL_LOWPASS_MAX_GAIN (1.0f)
#define AL_LOWPASS_DEFAULT_GAIN (1.0f)
#define AL_LOWPASS_MIN_GAINHF (0.0f)
#define AL_LOWPASS_MAX_GAINHF (1.0f)
#define AL_LOWPASS_DEFAULT_GAINHF (1.0f)
/* Highpass filter */
#define AL_HIGHPASS_MIN_GAIN (0.0f)
#define AL_HIGHPASS_MAX_GAIN (1.0f)
#define AL_HIGHPASS_DEFAULT_GAIN (1.0f)
#define AL_HIGHPASS_MIN_GAINLF (0.0f)
#define AL_HIGHPASS_MAX_GAINLF (1.0f)
#define AL_HIGHPASS_DEFAULT_GAINLF (1.0f)
/* Bandpass filter */
#define AL_BANDPASS_MIN_GAIN (0.0f)
#define AL_BANDPASS_MAX_GAIN (1.0f)
#define AL_BANDPASS_DEFAULT_GAIN (1.0f)
#define AL_BANDPASS_MIN_GAINHF (0.0f)
#define AL_BANDPASS_MAX_GAINHF (1.0f)
#define AL_BANDPASS_DEFAULT_GAINHF (1.0f)
#define AL_BANDPASS_MIN_GAINLF (0.0f)
#define AL_BANDPASS_MAX_GAINLF (1.0f)
#define AL_BANDPASS_DEFAULT_GAINLF (1.0f)
/* Effect parameter ranges and defaults. */
/* Standard reverb effect */
#define AL_REVERB_MIN_DENSITY (0.0f)
#define AL_REVERB_MAX_DENSITY (1.0f)
#define AL_REVERB_DEFAULT_DENSITY (1.0f)
#define AL_REVERB_MIN_DIFFUSION (0.0f)
#define AL_REVERB_MAX_DIFFUSION (1.0f)
#define AL_REVERB_DEFAULT_DIFFUSION (1.0f)
#define AL_REVERB_MIN_GAIN (0.0f)
#define AL_REVERB_MAX_GAIN (1.0f)
#define AL_REVERB_DEFAULT_GAIN (0.32f)
#define AL_REVERB_MIN_GAINHF (0.0f)
#define AL_REVERB_MAX_GAINHF (1.0f)
#define AL_REVERB_DEFAULT_GAINHF (0.89f)
#define AL_REVERB_MIN_DECAY_TIME (0.1f)
#define AL_REVERB_MAX_DECAY_TIME (20.0f)
#define AL_REVERB_DEFAULT_DECAY_TIME (1.49f)
#define AL_REVERB_MIN_DECAY_HFRATIO (0.1f)
#define AL_REVERB_MAX_DECAY_HFRATIO (2.0f)
#define AL_REVERB_DEFAULT_DECAY_HFRATIO (0.83f)
#define AL_REVERB_MIN_REFLECTIONS_GAIN (0.0f)
#define AL_REVERB_MAX_REFLECTIONS_GAIN (3.16f)
#define AL_REVERB_DEFAULT_REFLECTIONS_GAIN (0.05f)
#define AL_REVERB_MIN_REFLECTIONS_DELAY (0.0f)
#define AL_REVERB_MAX_REFLECTIONS_DELAY (0.3f)
#define AL_REVERB_DEFAULT_REFLECTIONS_DELAY (0.007f)
#define AL_REVERB_MIN_LATE_REVERB_GAIN (0.0f)
#define AL_REVERB_MAX_LATE_REVERB_GAIN (10.0f)
#define AL_REVERB_DEFAULT_LATE_REVERB_GAIN (1.26f)
#define AL_REVERB_MIN_LATE_REVERB_DELAY (0.0f)
#define AL_REVERB_MAX_LATE_REVERB_DELAY (0.1f)
#define AL_REVERB_DEFAULT_LATE_REVERB_DELAY (0.011f)
#define AL_REVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f)
#define AL_REVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f)
#define AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f)
#define AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f)
#define AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_REVERB_MIN_DECAY_HFLIMIT AL_FALSE
#define AL_REVERB_MAX_DECAY_HFLIMIT AL_TRUE
#define AL_REVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE
/* EAX reverb effect */
#define AL_EAXREVERB_MIN_DENSITY (0.0f)
#define AL_EAXREVERB_MAX_DENSITY (1.0f)
#define AL_EAXREVERB_DEFAULT_DENSITY (1.0f)
#define AL_EAXREVERB_MIN_DIFFUSION (0.0f)
#define AL_EAXREVERB_MAX_DIFFUSION (1.0f)
#define AL_EAXREVERB_DEFAULT_DIFFUSION (1.0f)
#define AL_EAXREVERB_MIN_GAIN (0.0f)
#define AL_EAXREVERB_MAX_GAIN (1.0f)
#define AL_EAXREVERB_DEFAULT_GAIN (0.32f)
#define AL_EAXREVERB_MIN_GAINHF (0.0f)
#define AL_EAXREVERB_MAX_GAINHF (1.0f)
#define AL_EAXREVERB_DEFAULT_GAINHF (0.89f)
#define AL_EAXREVERB_MIN_GAINLF (0.0f)
#define AL_EAXREVERB_MAX_GAINLF (1.0f)
#define AL_EAXREVERB_DEFAULT_GAINLF (1.0f)
#define AL_EAXREVERB_MIN_DECAY_TIME (0.1f)
#define AL_EAXREVERB_MAX_DECAY_TIME (20.0f)
#define AL_EAXREVERB_DEFAULT_DECAY_TIME (1.49f)
#define AL_EAXREVERB_MIN_DECAY_HFRATIO (0.1f)
#define AL_EAXREVERB_MAX_DECAY_HFRATIO (2.0f)
#define AL_EAXREVERB_DEFAULT_DECAY_HFRATIO (0.83f)
#define AL_EAXREVERB_MIN_DECAY_LFRATIO (0.1f)
#define AL_EAXREVERB_MAX_DECAY_LFRATIO (2.0f)
#define AL_EAXREVERB_DEFAULT_DECAY_LFRATIO (1.0f)
#define AL_EAXREVERB_MIN_REFLECTIONS_GAIN (0.0f)
#define AL_EAXREVERB_MAX_REFLECTIONS_GAIN (3.16f)
#define AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN (0.05f)
#define AL_EAXREVERB_MIN_REFLECTIONS_DELAY (0.0f)
#define AL_EAXREVERB_MAX_REFLECTIONS_DELAY (0.3f)
#define AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY (0.007f)
#define AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ (0.0f)
#define AL_EAXREVERB_MIN_LATE_REVERB_GAIN (0.0f)
#define AL_EAXREVERB_MAX_LATE_REVERB_GAIN (10.0f)
#define AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN (1.26f)
#define AL_EAXREVERB_MIN_LATE_REVERB_DELAY (0.0f)
#define AL_EAXREVERB_MAX_LATE_REVERB_DELAY (0.1f)
#define AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY (0.011f)
#define AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ (0.0f)
#define AL_EAXREVERB_MIN_ECHO_TIME (0.075f)
#define AL_EAXREVERB_MAX_ECHO_TIME (0.25f)
#define AL_EAXREVERB_DEFAULT_ECHO_TIME (0.25f)
#define AL_EAXREVERB_MIN_ECHO_DEPTH (0.0f)
#define AL_EAXREVERB_MAX_ECHO_DEPTH (1.0f)
#define AL_EAXREVERB_DEFAULT_ECHO_DEPTH (0.0f)
#define AL_EAXREVERB_MIN_MODULATION_TIME (0.04f)
#define AL_EAXREVERB_MAX_MODULATION_TIME (4.0f)
#define AL_EAXREVERB_DEFAULT_MODULATION_TIME (0.25f)
#define AL_EAXREVERB_MIN_MODULATION_DEPTH (0.0f)
#define AL_EAXREVERB_MAX_MODULATION_DEPTH (1.0f)
#define AL_EAXREVERB_DEFAULT_MODULATION_DEPTH (0.0f)
#define AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f)
#define AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f)
#define AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f)
#define AL_EAXREVERB_MIN_HFREFERENCE (1000.0f)
#define AL_EAXREVERB_MAX_HFREFERENCE (20000.0f)
#define AL_EAXREVERB_DEFAULT_HFREFERENCE (5000.0f)
#define AL_EAXREVERB_MIN_LFREFERENCE (20.0f)
#define AL_EAXREVERB_MAX_LFREFERENCE (1000.0f)
#define AL_EAXREVERB_DEFAULT_LFREFERENCE (250.0f)
#define AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f)
#define AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_EAXREVERB_MIN_DECAY_HFLIMIT AL_FALSE
#define AL_EAXREVERB_MAX_DECAY_HFLIMIT AL_TRUE
#define AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE
/* Chorus effect */
#define AL_CHORUS_WAVEFORM_SINUSOID (0)
#define AL_CHORUS_WAVEFORM_TRIANGLE (1)
#define AL_CHORUS_MIN_WAVEFORM (0)
#define AL_CHORUS_MAX_WAVEFORM (1)
#define AL_CHORUS_DEFAULT_WAVEFORM (1)
#define AL_CHORUS_MIN_PHASE (-180)
#define AL_CHORUS_MAX_PHASE (180)
#define AL_CHORUS_DEFAULT_PHASE (90)
#define AL_CHORUS_MIN_RATE (0.0f)
#define AL_CHORUS_MAX_RATE (10.0f)
#define AL_CHORUS_DEFAULT_RATE (1.1f)
#define AL_CHORUS_MIN_DEPTH (0.0f)
#define AL_CHORUS_MAX_DEPTH (1.0f)
#define AL_CHORUS_DEFAULT_DEPTH (0.1f)
#define AL_CHORUS_MIN_FEEDBACK (-1.0f)
#define AL_CHORUS_MAX_FEEDBACK (1.0f)
#define AL_CHORUS_DEFAULT_FEEDBACK (0.25f)
#define AL_CHORUS_MIN_DELAY (0.0f)
#define AL_CHORUS_MAX_DELAY (0.016f)
#define AL_CHORUS_DEFAULT_DELAY (0.016f)
/* Distortion effect */
#define AL_DISTORTION_MIN_EDGE (0.0f)
#define AL_DISTORTION_MAX_EDGE (1.0f)
#define AL_DISTORTION_DEFAULT_EDGE (0.2f)
#define AL_DISTORTION_MIN_GAIN (0.01f)
#define AL_DISTORTION_MAX_GAIN (1.0f)
#define AL_DISTORTION_DEFAULT_GAIN (0.05f)
#define AL_DISTORTION_MIN_LOWPASS_CUTOFF (80.0f)
#define AL_DISTORTION_MAX_LOWPASS_CUTOFF (24000.0f)
#define AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF (8000.0f)
#define AL_DISTORTION_MIN_EQCENTER (80.0f)
#define AL_DISTORTION_MAX_EQCENTER (24000.0f)
#define AL_DISTORTION_DEFAULT_EQCENTER (3600.0f)
#define AL_DISTORTION_MIN_EQBANDWIDTH (80.0f)
#define AL_DISTORTION_MAX_EQBANDWIDTH (24000.0f)
#define AL_DISTORTION_DEFAULT_EQBANDWIDTH (3600.0f)
/* Echo effect */
#define AL_ECHO_MIN_DELAY (0.0f)
#define AL_ECHO_MAX_DELAY (0.207f)
#define AL_ECHO_DEFAULT_DELAY (0.1f)
#define AL_ECHO_MIN_LRDELAY (0.0f)
#define AL_ECHO_MAX_LRDELAY (0.404f)
#define AL_ECHO_DEFAULT_LRDELAY (0.1f)
#define AL_ECHO_MIN_DAMPING (0.0f)
#define AL_ECHO_MAX_DAMPING (0.99f)
#define AL_ECHO_DEFAULT_DAMPING (0.5f)
#define AL_ECHO_MIN_FEEDBACK (0.0f)
#define AL_ECHO_MAX_FEEDBACK (1.0f)
#define AL_ECHO_DEFAULT_FEEDBACK (0.5f)
#define AL_ECHO_MIN_SPREAD (-1.0f)
#define AL_ECHO_MAX_SPREAD (1.0f)
#define AL_ECHO_DEFAULT_SPREAD (-1.0f)
/* Flanger effect */
#define AL_FLANGER_WAVEFORM_SINUSOID (0)
#define AL_FLANGER_WAVEFORM_TRIANGLE (1)
#define AL_FLANGER_MIN_WAVEFORM (0)
#define AL_FLANGER_MAX_WAVEFORM (1)
#define AL_FLANGER_DEFAULT_WAVEFORM (1)
#define AL_FLANGER_MIN_PHASE (-180)
#define AL_FLANGER_MAX_PHASE (180)
#define AL_FLANGER_DEFAULT_PHASE (0)
#define AL_FLANGER_MIN_RATE (0.0f)
#define AL_FLANGER_MAX_RATE (10.0f)
#define AL_FLANGER_DEFAULT_RATE (0.27f)
#define AL_FLANGER_MIN_DEPTH (0.0f)
#define AL_FLANGER_MAX_DEPTH (1.0f)
#define AL_FLANGER_DEFAULT_DEPTH (1.0f)
#define AL_FLANGER_MIN_FEEDBACK (-1.0f)
#define AL_FLANGER_MAX_FEEDBACK (1.0f)
#define AL_FLANGER_DEFAULT_FEEDBACK (-0.5f)
#define AL_FLANGER_MIN_DELAY (0.0f)
#define AL_FLANGER_MAX_DELAY (0.004f)
#define AL_FLANGER_DEFAULT_DELAY (0.002f)
/* Frequency shifter effect */
#define AL_FREQUENCY_SHIFTER_MIN_FREQUENCY (0.0f)
#define AL_FREQUENCY_SHIFTER_MAX_FREQUENCY (24000.0f)
#define AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY (0.0f)
#define AL_FREQUENCY_SHIFTER_MIN_LEFT_DIRECTION (0)
#define AL_FREQUENCY_SHIFTER_MAX_LEFT_DIRECTION (2)
#define AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION (0)
#define AL_FREQUENCY_SHIFTER_DIRECTION_DOWN (0)
#define AL_FREQUENCY_SHIFTER_DIRECTION_UP (1)
#define AL_FREQUENCY_SHIFTER_DIRECTION_OFF (2)
#define AL_FREQUENCY_SHIFTER_MIN_RIGHT_DIRECTION (0)
#define AL_FREQUENCY_SHIFTER_MAX_RIGHT_DIRECTION (2)
#define AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION (0)
/* Vocal morpher effect */
#define AL_VOCAL_MORPHER_MIN_PHONEMEA (0)
#define AL_VOCAL_MORPHER_MAX_PHONEMEA (29)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA (0)
#define AL_VOCAL_MORPHER_MIN_PHONEMEA_COARSE_TUNING (-24)
#define AL_VOCAL_MORPHER_MAX_PHONEMEA_COARSE_TUNING (24)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA_COARSE_TUNING (0)
#define AL_VOCAL_MORPHER_MIN_PHONEMEB (0)
#define AL_VOCAL_MORPHER_MAX_PHONEMEB (29)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB (10)
#define AL_VOCAL_MORPHER_MIN_PHONEMEB_COARSE_TUNING (-24)
#define AL_VOCAL_MORPHER_MAX_PHONEMEB_COARSE_TUNING (24)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB_COARSE_TUNING (0)
#define AL_VOCAL_MORPHER_PHONEME_A (0)
#define AL_VOCAL_MORPHER_PHONEME_E (1)
#define AL_VOCAL_MORPHER_PHONEME_I (2)
#define AL_VOCAL_MORPHER_PHONEME_O (3)
#define AL_VOCAL_MORPHER_PHONEME_U (4)
#define AL_VOCAL_MORPHER_PHONEME_AA (5)
#define AL_VOCAL_MORPHER_PHONEME_AE (6)
#define AL_VOCAL_MORPHER_PHONEME_AH (7)
#define AL_VOCAL_MORPHER_PHONEME_AO (8)
#define AL_VOCAL_MORPHER_PHONEME_EH (9)
#define AL_VOCAL_MORPHER_PHONEME_ER (10)
#define AL_VOCAL_MORPHER_PHONEME_IH (11)
#define AL_VOCAL_MORPHER_PHONEME_IY (12)
#define AL_VOCAL_MORPHER_PHONEME_UH (13)
#define AL_VOCAL_MORPHER_PHONEME_UW (14)
#define AL_VOCAL_MORPHER_PHONEME_B (15)
#define AL_VOCAL_MORPHER_PHONEME_D (16)
#define AL_VOCAL_MORPHER_PHONEME_F (17)
#define AL_VOCAL_MORPHER_PHONEME_G (18)
#define AL_VOCAL_MORPHER_PHONEME_J (19)
#define AL_VOCAL_MORPHER_PHONEME_K (20)
#define AL_VOCAL_MORPHER_PHONEME_L (21)
#define AL_VOCAL_MORPHER_PHONEME_M (22)
#define AL_VOCAL_MORPHER_PHONEME_N (23)
#define AL_VOCAL_MORPHER_PHONEME_P (24)
#define AL_VOCAL_MORPHER_PHONEME_R (25)
#define AL_VOCAL_MORPHER_PHONEME_S (26)
#define AL_VOCAL_MORPHER_PHONEME_T (27)
#define AL_VOCAL_MORPHER_PHONEME_V (28)
#define AL_VOCAL_MORPHER_PHONEME_Z (29)
#define AL_VOCAL_MORPHER_WAVEFORM_SINUSOID (0)
#define AL_VOCAL_MORPHER_WAVEFORM_TRIANGLE (1)
#define AL_VOCAL_MORPHER_WAVEFORM_SAWTOOTH (2)
#define AL_VOCAL_MORPHER_MIN_WAVEFORM (0)
#define AL_VOCAL_MORPHER_MAX_WAVEFORM (2)
#define AL_VOCAL_MORPHER_DEFAULT_WAVEFORM (0)
#define AL_VOCAL_MORPHER_MIN_RATE (0.0f)
#define AL_VOCAL_MORPHER_MAX_RATE (10.0f)
#define AL_VOCAL_MORPHER_DEFAULT_RATE (1.41f)
/* Pitch shifter effect */
#define AL_PITCH_SHIFTER_MIN_COARSE_TUNE (-12)
#define AL_PITCH_SHIFTER_MAX_COARSE_TUNE (12)
#define AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE (12)
#define AL_PITCH_SHIFTER_MIN_FINE_TUNE (-50)
#define AL_PITCH_SHIFTER_MAX_FINE_TUNE (50)
#define AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE (0)
/* Ring modulator effect */
#define AL_RING_MODULATOR_MIN_FREQUENCY (0.0f)
#define AL_RING_MODULATOR_MAX_FREQUENCY (8000.0f)
#define AL_RING_MODULATOR_DEFAULT_FREQUENCY (440.0f)
#define AL_RING_MODULATOR_MIN_HIGHPASS_CUTOFF (0.0f)
#define AL_RING_MODULATOR_MAX_HIGHPASS_CUTOFF (24000.0f)
#define AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF (800.0f)
#define AL_RING_MODULATOR_SINUSOID (0)
#define AL_RING_MODULATOR_SAWTOOTH (1)
#define AL_RING_MODULATOR_SQUARE (2)
#define AL_RING_MODULATOR_MIN_WAVEFORM (0)
#define AL_RING_MODULATOR_MAX_WAVEFORM (2)
#define AL_RING_MODULATOR_DEFAULT_WAVEFORM (0)
/* Autowah effect */
#define AL_AUTOWAH_MIN_ATTACK_TIME (0.0001f)
#define AL_AUTOWAH_MAX_ATTACK_TIME (1.0f)
#define AL_AUTOWAH_DEFAULT_ATTACK_TIME (0.06f)
#define AL_AUTOWAH_MIN_RELEASE_TIME (0.0001f)
#define AL_AUTOWAH_MAX_RELEASE_TIME (1.0f)
#define AL_AUTOWAH_DEFAULT_RELEASE_TIME (0.06f)
#define AL_AUTOWAH_MIN_RESONANCE (2.0f)
#define AL_AUTOWAH_MAX_RESONANCE (1000.0f)
#define AL_AUTOWAH_DEFAULT_RESONANCE (1000.0f)
#define AL_AUTOWAH_MIN_PEAK_GAIN (0.00003f)
#define AL_AUTOWAH_MAX_PEAK_GAIN (31621.0f)
#define AL_AUTOWAH_DEFAULT_PEAK_GAIN (11.22f)
/* Compressor effect */
#define AL_COMPRESSOR_MIN_ONOFF (0)
#define AL_COMPRESSOR_MAX_ONOFF (1)
#define AL_COMPRESSOR_DEFAULT_ONOFF (1)
/* Equalizer effect */
#define AL_EQUALIZER_MIN_LOW_GAIN (0.126f)
#define AL_EQUALIZER_MAX_LOW_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_LOW_GAIN (1.0f)
#define AL_EQUALIZER_MIN_LOW_CUTOFF (50.0f)
#define AL_EQUALIZER_MAX_LOW_CUTOFF (800.0f)
#define AL_EQUALIZER_DEFAULT_LOW_CUTOFF (200.0f)
#define AL_EQUALIZER_MIN_MID1_GAIN (0.126f)
#define AL_EQUALIZER_MAX_MID1_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_MID1_GAIN (1.0f)
#define AL_EQUALIZER_MIN_MID1_CENTER (200.0f)
#define AL_EQUALIZER_MAX_MID1_CENTER (3000.0f)
#define AL_EQUALIZER_DEFAULT_MID1_CENTER (500.0f)
#define AL_EQUALIZER_MIN_MID1_WIDTH (0.01f)
#define AL_EQUALIZER_MAX_MID1_WIDTH (1.0f)
#define AL_EQUALIZER_DEFAULT_MID1_WIDTH (1.0f)
#define AL_EQUALIZER_MIN_MID2_GAIN (0.126f)
#define AL_EQUALIZER_MAX_MID2_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_MID2_GAIN (1.0f)
#define AL_EQUALIZER_MIN_MID2_CENTER (1000.0f)
#define AL_EQUALIZER_MAX_MID2_CENTER (8000.0f)
#define AL_EQUALIZER_DEFAULT_MID2_CENTER (3000.0f)
#define AL_EQUALIZER_MIN_MID2_WIDTH (0.01f)
#define AL_EQUALIZER_MAX_MID2_WIDTH (1.0f)
#define AL_EQUALIZER_DEFAULT_MID2_WIDTH (1.0f)
#define AL_EQUALIZER_MIN_HIGH_GAIN (0.126f)
#define AL_EQUALIZER_MAX_HIGH_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_HIGH_GAIN (1.0f)
#define AL_EQUALIZER_MIN_HIGH_CUTOFF (4000.0f)
#define AL_EQUALIZER_MAX_HIGH_CUTOFF (16000.0f)
#define AL_EQUALIZER_DEFAULT_HIGH_CUTOFF (6000.0f)
/* Source parameter value ranges and defaults. */
#define AL_MIN_AIR_ABSORPTION_FACTOR (0.0f)
#define AL_MAX_AIR_ABSORPTION_FACTOR (10.0f)
#define AL_DEFAULT_AIR_ABSORPTION_FACTOR (0.0f)
#define AL_MIN_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_MAX_ROOM_ROLLOFF_FACTOR (10.0f)
#define AL_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_MIN_CONE_OUTER_GAINHF (0.0f)
#define AL_MAX_CONE_OUTER_GAINHF (1.0f)
#define AL_DEFAULT_CONE_OUTER_GAINHF (1.0f)
#define AL_MIN_DIRECT_FILTER_GAINHF_AUTO AL_FALSE
#define AL_MAX_DIRECT_FILTER_GAINHF_AUTO AL_TRUE
#define AL_DEFAULT_DIRECT_FILTER_GAINHF_AUTO AL_TRUE
#define AL_MIN_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_FALSE
#define AL_MAX_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE
#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE
#define AL_MIN_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_FALSE
#define AL_MAX_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE
#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE
/* Listener parameter value ranges and defaults. */
#define AL_MIN_METERS_PER_UNIT FLT_MIN
#define AL_MAX_METERS_PER_UNIT FLT_MAX
#define AL_DEFAULT_METERS_PER_UNIT (1.0f)
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* AL_EFX_H */

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#ifndef __glxext_h_
#define __glxext_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/*
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision: 27022 $ on $Date: 2014-06-10 08:30:04 -0700 (Tue, 10 Jun 2014) $
*/
#define GLX_GLXEXT_VERSION 20140610
/* Generated C header for:
* API: glx
* Versions considered: .*
* Versions emitted: 1\.[3-9]
* Default extensions included: glx
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GLX_VERSION_1_3
#define GLX_VERSION_1_3 1
typedef XID GLXContextID;
typedef struct __GLXFBConfigRec *GLXFBConfig;
typedef XID GLXWindow;
typedef XID GLXPbuffer;
#define GLX_WINDOW_BIT 0x00000001
#define GLX_PIXMAP_BIT 0x00000002
#define GLX_PBUFFER_BIT 0x00000004
#define GLX_RGBA_BIT 0x00000001
#define GLX_COLOR_INDEX_BIT 0x00000002
#define GLX_PBUFFER_CLOBBER_MASK 0x08000000
#define GLX_FRONT_LEFT_BUFFER_BIT 0x00000001
#define GLX_FRONT_RIGHT_BUFFER_BIT 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT 0x00000008
#define GLX_AUX_BUFFERS_BIT 0x00000010
#define GLX_DEPTH_BUFFER_BIT 0x00000020
#define GLX_STENCIL_BUFFER_BIT 0x00000040
#define GLX_ACCUM_BUFFER_BIT 0x00000080
#define GLX_CONFIG_CAVEAT 0x20
#define GLX_X_VISUAL_TYPE 0x22
#define GLX_TRANSPARENT_TYPE 0x23
#define GLX_TRANSPARENT_INDEX_VALUE 0x24
#define GLX_TRANSPARENT_RED_VALUE 0x25
#define GLX_TRANSPARENT_GREEN_VALUE 0x26
#define GLX_TRANSPARENT_BLUE_VALUE 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE 0x28
#define GLX_DONT_CARE 0xFFFFFFFF
#define GLX_NONE 0x8000
#define GLX_SLOW_CONFIG 0x8001
#define GLX_TRUE_COLOR 0x8002
#define GLX_DIRECT_COLOR 0x8003
#define GLX_PSEUDO_COLOR 0x8004
#define GLX_STATIC_COLOR 0x8005
#define GLX_GRAY_SCALE 0x8006
#define GLX_STATIC_GRAY 0x8007
#define GLX_TRANSPARENT_RGB 0x8008
#define GLX_TRANSPARENT_INDEX 0x8009
#define GLX_VISUAL_ID 0x800B
#define GLX_SCREEN 0x800C
#define GLX_NON_CONFORMANT_CONFIG 0x800D
#define GLX_DRAWABLE_TYPE 0x8010
#define GLX_RENDER_TYPE 0x8011
#define GLX_X_RENDERABLE 0x8012
#define GLX_FBCONFIG_ID 0x8013
#define GLX_RGBA_TYPE 0x8014
#define GLX_COLOR_INDEX_TYPE 0x8015
#define GLX_MAX_PBUFFER_WIDTH 0x8016
#define GLX_MAX_PBUFFER_HEIGHT 0x8017
#define GLX_MAX_PBUFFER_PIXELS 0x8018
#define GLX_PRESERVED_CONTENTS 0x801B
#define GLX_LARGEST_PBUFFER 0x801C
#define GLX_WIDTH 0x801D
#define GLX_HEIGHT 0x801E
#define GLX_EVENT_MASK 0x801F
#define GLX_DAMAGED 0x8020
#define GLX_SAVED 0x8021
#define GLX_WINDOW 0x8022
#define GLX_PBUFFER 0x8023
#define GLX_PBUFFER_HEIGHT 0x8040
#define GLX_PBUFFER_WIDTH 0x8041
typedef GLXFBConfig *( *PFNGLXGETFBCONFIGSPROC) (Display *dpy, int screen, int *nelements);
typedef GLXFBConfig *( *PFNGLXCHOOSEFBCONFIGPROC) (Display *dpy, int screen, const int *attrib_list, int *nelements);
typedef int ( *PFNGLXGETFBCONFIGATTRIBPROC) (Display *dpy, GLXFBConfig config, int attribute, int *value);
typedef XVisualInfo *( *PFNGLXGETVISUALFROMFBCONFIGPROC) (Display *dpy, GLXFBConfig config);
typedef GLXWindow ( *PFNGLXCREATEWINDOWPROC) (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);
typedef void ( *PFNGLXDESTROYWINDOWPROC) (Display *dpy, GLXWindow win);
typedef GLXPixmap ( *PFNGLXCREATEPIXMAPPROC) (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);
typedef void ( *PFNGLXDESTROYPIXMAPPROC) (Display *dpy, GLXPixmap pixmap);
typedef GLXPbuffer ( *PFNGLXCREATEPBUFFERPROC) (Display *dpy, GLXFBConfig config, const int *attrib_list);
typedef void ( *PFNGLXDESTROYPBUFFERPROC) (Display *dpy, GLXPbuffer pbuf);
typedef void ( *PFNGLXQUERYDRAWABLEPROC) (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);
typedef GLXContext ( *PFNGLXCREATENEWCONTEXTPROC) (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
typedef Bool ( *PFNGLXMAKECONTEXTCURRENTPROC) (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
typedef GLXDrawable ( *PFNGLXGETCURRENTREADDRAWABLEPROC) (void);
typedef int ( *PFNGLXQUERYCONTEXTPROC) (Display *dpy, GLXContext ctx, int attribute, int *value);
typedef void ( *PFNGLXSELECTEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long event_mask);
typedef void ( *PFNGLXGETSELECTEDEVENTPROC) (Display *dpy, GLXDrawable draw, unsigned long *event_mask);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXFBConfig *glXGetFBConfigs (Display *dpy, int screen, int *nelements);
GLXFBConfig *glXChooseFBConfig (Display *dpy, int screen, const int *attrib_list, int *nelements);
int glXGetFBConfigAttrib (Display *dpy, GLXFBConfig config, int attribute, int *value);
XVisualInfo *glXGetVisualFromFBConfig (Display *dpy, GLXFBConfig config);
GLXWindow glXCreateWindow (Display *dpy, GLXFBConfig config, Window win, const int *attrib_list);
void glXDestroyWindow (Display *dpy, GLXWindow win);
GLXPixmap glXCreatePixmap (Display *dpy, GLXFBConfig config, Pixmap pixmap, const int *attrib_list);
void glXDestroyPixmap (Display *dpy, GLXPixmap pixmap);
GLXPbuffer glXCreatePbuffer (Display *dpy, GLXFBConfig config, const int *attrib_list);
void glXDestroyPbuffer (Display *dpy, GLXPbuffer pbuf);
void glXQueryDrawable (Display *dpy, GLXDrawable draw, int attribute, unsigned int *value);
GLXContext glXCreateNewContext (Display *dpy, GLXFBConfig config, int render_type, GLXContext share_list, Bool direct);
Bool glXMakeContextCurrent (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
GLXDrawable glXGetCurrentReadDrawable (void);
int glXQueryContext (Display *dpy, GLXContext ctx, int attribute, int *value);
void glXSelectEvent (Display *dpy, GLXDrawable draw, unsigned long event_mask);
void glXGetSelectedEvent (Display *dpy, GLXDrawable draw, unsigned long *event_mask);
#endif
#endif /* GLX_VERSION_1_3 */
#ifndef GLX_VERSION_1_4
#define GLX_VERSION_1_4 1
typedef void ( *__GLXextFuncPtr)(void);
#define GLX_SAMPLE_BUFFERS 100000
#define GLX_SAMPLES 100001
typedef __GLXextFuncPtr ( *PFNGLXGETPROCADDRESSPROC) (const GLubyte *procName);
#ifdef GLX_GLXEXT_PROTOTYPES
__GLXextFuncPtr glXGetProcAddress (const GLubyte *procName);
#endif
#endif /* GLX_VERSION_1_4 */
#ifndef GLX_ARB_create_context
#define GLX_ARB_create_context 1
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x00000001
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#define GLX_CONTEXT_FLAGS_ARB 0x2094
typedef GLXContext ( *PFNGLXCREATECONTEXTATTRIBSARBPROC) (Display *dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXContext glXCreateContextAttribsARB (Display *dpy, GLXFBConfig config, GLXContext share_context, Bool direct, const int *attrib_list);
#endif
#endif /* GLX_ARB_create_context */
#ifndef GLX_ARB_create_context_profile
#define GLX_ARB_create_context_profile 1
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
#endif /* GLX_ARB_create_context_profile */
#ifndef GLX_ARB_create_context_robustness
#define GLX_ARB_create_context_robustness 1
#define GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define GLX_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define GLX_NO_RESET_NOTIFICATION_ARB 0x8261
#endif /* GLX_ARB_create_context_robustness */
#ifndef GLX_ARB_fbconfig_float
#define GLX_ARB_fbconfig_float 1
#define GLX_RGBA_FLOAT_TYPE_ARB 0x20B9
#define GLX_RGBA_FLOAT_BIT_ARB 0x00000004
#endif /* GLX_ARB_fbconfig_float */
#ifndef GLX_ARB_framebuffer_sRGB
#define GLX_ARB_framebuffer_sRGB 1
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
#endif /* GLX_ARB_framebuffer_sRGB */
#ifndef GLX_ARB_get_proc_address
#define GLX_ARB_get_proc_address 1
typedef __GLXextFuncPtr ( *PFNGLXGETPROCADDRESSARBPROC) (const GLubyte *procName);
#ifdef GLX_GLXEXT_PROTOTYPES
__GLXextFuncPtr glXGetProcAddressARB (const GLubyte *procName);
#endif
#endif /* GLX_ARB_get_proc_address */
#ifndef GLX_ARB_multisample
#define GLX_ARB_multisample 1
#define GLX_SAMPLE_BUFFERS_ARB 100000
#define GLX_SAMPLES_ARB 100001
#endif /* GLX_ARB_multisample */
#ifndef GLX_ARB_robustness_application_isolation
#define GLX_ARB_robustness_application_isolation 1
#define GLX_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#endif /* GLX_ARB_robustness_application_isolation */
#ifndef GLX_ARB_robustness_share_group_isolation
#define GLX_ARB_robustness_share_group_isolation 1
#endif /* GLX_ARB_robustness_share_group_isolation */
#ifndef GLX_ARB_vertex_buffer_object
#define GLX_ARB_vertex_buffer_object 1
#define GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB 0x2095
#endif /* GLX_ARB_vertex_buffer_object */
#ifndef GLX_3DFX_multisample
#define GLX_3DFX_multisample 1
#define GLX_SAMPLE_BUFFERS_3DFX 0x8050
#define GLX_SAMPLES_3DFX 0x8051
#endif /* GLX_3DFX_multisample */
#ifndef GLX_AMD_gpu_association
#define GLX_AMD_gpu_association 1
#define GLX_GPU_VENDOR_AMD 0x1F00
#define GLX_GPU_RENDERER_STRING_AMD 0x1F01
#define GLX_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define GLX_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define GLX_GPU_RAM_AMD 0x21A3
#define GLX_GPU_CLOCK_AMD 0x21A4
#define GLX_GPU_NUM_PIPES_AMD 0x21A5
#define GLX_GPU_NUM_SIMD_AMD 0x21A6
#define GLX_GPU_NUM_RB_AMD 0x21A7
#define GLX_GPU_NUM_SPI_AMD 0x21A8
#endif /* GLX_AMD_gpu_association */
#ifndef GLX_EXT_buffer_age
#define GLX_EXT_buffer_age 1
#define GLX_BACK_BUFFER_AGE_EXT 0x20F4
#endif /* GLX_EXT_buffer_age */
#ifndef GLX_EXT_create_context_es2_profile
#define GLX_EXT_create_context_es2_profile 1
#define GLX_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#endif /* GLX_EXT_create_context_es2_profile */
#ifndef GLX_EXT_create_context_es_profile
#define GLX_EXT_create_context_es_profile 1
#define GLX_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#endif /* GLX_EXT_create_context_es_profile */
#ifndef GLX_EXT_fbconfig_packed_float
#define GLX_EXT_fbconfig_packed_float 1
#define GLX_RGBA_UNSIGNED_FLOAT_TYPE_EXT 0x20B1
#define GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT 0x00000008
#endif /* GLX_EXT_fbconfig_packed_float */
#ifndef GLX_EXT_framebuffer_sRGB
#define GLX_EXT_framebuffer_sRGB 1
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20B2
#endif /* GLX_EXT_framebuffer_sRGB */
#ifndef GLX_EXT_import_context
#define GLX_EXT_import_context 1
#define GLX_SHARE_CONTEXT_EXT 0x800A
#define GLX_VISUAL_ID_EXT 0x800B
#define GLX_SCREEN_EXT 0x800C
typedef Display *( *PFNGLXGETCURRENTDISPLAYEXTPROC) (void);
typedef int ( *PFNGLXQUERYCONTEXTINFOEXTPROC) (Display *dpy, GLXContext context, int attribute, int *value);
typedef GLXContextID ( *PFNGLXGETCONTEXTIDEXTPROC) (const GLXContext context);
typedef GLXContext ( *PFNGLXIMPORTCONTEXTEXTPROC) (Display *dpy, GLXContextID contextID);
typedef void ( *PFNGLXFREECONTEXTEXTPROC) (Display *dpy, GLXContext context);
#ifdef GLX_GLXEXT_PROTOTYPES
Display *glXGetCurrentDisplayEXT (void);
int glXQueryContextInfoEXT (Display *dpy, GLXContext context, int attribute, int *value);
GLXContextID glXGetContextIDEXT (const GLXContext context);
GLXContext glXImportContextEXT (Display *dpy, GLXContextID contextID);
void glXFreeContextEXT (Display *dpy, GLXContext context);
#endif
#endif /* GLX_EXT_import_context */
#ifndef GLX_EXT_stereo_tree
#define GLX_EXT_stereo_tree 1
typedef struct {
int type;
unsigned long serial;
Bool send_event;
Display *display;
int extension;
int evtype;
GLXDrawable window;
Bool stereo_tree;
} GLXStereoNotifyEventEXT;
#define GLX_STEREO_TREE_EXT 0x20F5
#define GLX_STEREO_NOTIFY_MASK_EXT 0x00000001
#define GLX_STEREO_NOTIFY_EXT 0x00000000
#endif /* GLX_EXT_stereo_tree */
#ifndef GLX_EXT_swap_control
#define GLX_EXT_swap_control 1
#define GLX_SWAP_INTERVAL_EXT 0x20F1
#define GLX_MAX_SWAP_INTERVAL_EXT 0x20F2
typedef void ( *PFNGLXSWAPINTERVALEXTPROC) (Display *dpy, GLXDrawable drawable, int interval);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXSwapIntervalEXT (Display *dpy, GLXDrawable drawable, int interval);
#endif
#endif /* GLX_EXT_swap_control */
#ifndef GLX_EXT_swap_control_tear
#define GLX_EXT_swap_control_tear 1
#define GLX_LATE_SWAPS_TEAR_EXT 0x20F3
#endif /* GLX_EXT_swap_control_tear */
#ifndef GLX_EXT_texture_from_pixmap
#define GLX_EXT_texture_from_pixmap 1
#define GLX_TEXTURE_1D_BIT_EXT 0x00000001
#define GLX_TEXTURE_2D_BIT_EXT 0x00000002
#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004
#define GLX_BIND_TO_TEXTURE_RGB_EXT 0x20D0
#define GLX_BIND_TO_TEXTURE_RGBA_EXT 0x20D1
#define GLX_BIND_TO_MIPMAP_TEXTURE_EXT 0x20D2
#define GLX_BIND_TO_TEXTURE_TARGETS_EXT 0x20D3
#define GLX_Y_INVERTED_EXT 0x20D4
#define GLX_TEXTURE_FORMAT_EXT 0x20D5
#define GLX_TEXTURE_TARGET_EXT 0x20D6
#define GLX_MIPMAP_TEXTURE_EXT 0x20D7
#define GLX_TEXTURE_FORMAT_NONE_EXT 0x20D8
#define GLX_TEXTURE_FORMAT_RGB_EXT 0x20D9
#define GLX_TEXTURE_FORMAT_RGBA_EXT 0x20DA
#define GLX_TEXTURE_1D_EXT 0x20DB
#define GLX_TEXTURE_2D_EXT 0x20DC
#define GLX_TEXTURE_RECTANGLE_EXT 0x20DD
#define GLX_FRONT_LEFT_EXT 0x20DE
#define GLX_FRONT_RIGHT_EXT 0x20DF
#define GLX_BACK_LEFT_EXT 0x20E0
#define GLX_BACK_RIGHT_EXT 0x20E1
#define GLX_FRONT_EXT 0x20DE
#define GLX_BACK_EXT 0x20E0
#define GLX_AUX0_EXT 0x20E2
#define GLX_AUX1_EXT 0x20E3
#define GLX_AUX2_EXT 0x20E4
#define GLX_AUX3_EXT 0x20E5
#define GLX_AUX4_EXT 0x20E6
#define GLX_AUX5_EXT 0x20E7
#define GLX_AUX6_EXT 0x20E8
#define GLX_AUX7_EXT 0x20E9
#define GLX_AUX8_EXT 0x20EA
#define GLX_AUX9_EXT 0x20EB
typedef void ( *PFNGLXBINDTEXIMAGEEXTPROC) (Display *dpy, GLXDrawable drawable, int buffer, const int *attrib_list);
typedef void ( *PFNGLXRELEASETEXIMAGEEXTPROC) (Display *dpy, GLXDrawable drawable, int buffer);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXBindTexImageEXT (Display *dpy, GLXDrawable drawable, int buffer, const int *attrib_list);
void glXReleaseTexImageEXT (Display *dpy, GLXDrawable drawable, int buffer);
#endif
#endif /* GLX_EXT_texture_from_pixmap */
#ifndef GLX_EXT_visual_info
#define GLX_EXT_visual_info 1
#define GLX_X_VISUAL_TYPE_EXT 0x22
#define GLX_TRANSPARENT_TYPE_EXT 0x23
#define GLX_TRANSPARENT_INDEX_VALUE_EXT 0x24
#define GLX_TRANSPARENT_RED_VALUE_EXT 0x25
#define GLX_TRANSPARENT_GREEN_VALUE_EXT 0x26
#define GLX_TRANSPARENT_BLUE_VALUE_EXT 0x27
#define GLX_TRANSPARENT_ALPHA_VALUE_EXT 0x28
#define GLX_NONE_EXT 0x8000
#define GLX_TRUE_COLOR_EXT 0x8002
#define GLX_DIRECT_COLOR_EXT 0x8003
#define GLX_PSEUDO_COLOR_EXT 0x8004
#define GLX_STATIC_COLOR_EXT 0x8005
#define GLX_GRAY_SCALE_EXT 0x8006
#define GLX_STATIC_GRAY_EXT 0x8007
#define GLX_TRANSPARENT_RGB_EXT 0x8008
#define GLX_TRANSPARENT_INDEX_EXT 0x8009
#endif /* GLX_EXT_visual_info */
#ifndef GLX_EXT_visual_rating
#define GLX_EXT_visual_rating 1
#define GLX_VISUAL_CAVEAT_EXT 0x20
#define GLX_SLOW_VISUAL_EXT 0x8001
#define GLX_NON_CONFORMANT_VISUAL_EXT 0x800D
#endif /* GLX_EXT_visual_rating */
#ifndef GLX_INTEL_swap_event
#define GLX_INTEL_swap_event 1
#define GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK 0x04000000
#define GLX_EXCHANGE_COMPLETE_INTEL 0x8180
#define GLX_COPY_COMPLETE_INTEL 0x8181
#define GLX_FLIP_COMPLETE_INTEL 0x8182
#endif /* GLX_INTEL_swap_event */
#ifndef GLX_MESA_agp_offset
#define GLX_MESA_agp_offset 1
typedef unsigned int ( *PFNGLXGETAGPOFFSETMESAPROC) (const void *pointer);
#ifdef GLX_GLXEXT_PROTOTYPES
unsigned int glXGetAGPOffsetMESA (const void *pointer);
#endif
#endif /* GLX_MESA_agp_offset */
#ifndef GLX_MESA_copy_sub_buffer
#define GLX_MESA_copy_sub_buffer 1
typedef void ( *PFNGLXCOPYSUBBUFFERMESAPROC) (Display *dpy, GLXDrawable drawable, int x, int y, int width, int height);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCopySubBufferMESA (Display *dpy, GLXDrawable drawable, int x, int y, int width, int height);
#endif
#endif /* GLX_MESA_copy_sub_buffer */
#ifndef GLX_MESA_pixmap_colormap
#define GLX_MESA_pixmap_colormap 1
typedef GLXPixmap ( *PFNGLXCREATEGLXPIXMAPMESAPROC) (Display *dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXPixmap glXCreateGLXPixmapMESA (Display *dpy, XVisualInfo *visual, Pixmap pixmap, Colormap cmap);
#endif
#endif /* GLX_MESA_pixmap_colormap */
#ifndef GLX_MESA_query_renderer
#define GLX_MESA_query_renderer 1
#define GLX_RENDERER_VENDOR_ID_MESA 0x8183
#define GLX_RENDERER_DEVICE_ID_MESA 0x8184
#define GLX_RENDERER_VERSION_MESA 0x8185
#define GLX_RENDERER_ACCELERATED_MESA 0x8186
#define GLX_RENDERER_VIDEO_MEMORY_MESA 0x8187
#define GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA 0x8188
#define GLX_RENDERER_PREFERRED_PROFILE_MESA 0x8189
#define GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA 0x818A
#define GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA 0x818B
#define GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA 0x818C
#define GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA 0x818D
#define GLX_RENDERER_ID_MESA 0x818E
typedef Bool ( *PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC) (int attribute, unsigned int *value);
typedef const char *( *PFNGLXQUERYCURRENTRENDERERSTRINGMESAPROC) (int attribute);
typedef Bool ( *PFNGLXQUERYRENDERERINTEGERMESAPROC) (Display *dpy, int screen, int renderer, int attribute, unsigned int *value);
typedef const char *( *PFNGLXQUERYRENDERERSTRINGMESAPROC) (Display *dpy, int screen, int renderer, int attribute);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXQueryCurrentRendererIntegerMESA (int attribute, unsigned int *value);
const char *glXQueryCurrentRendererStringMESA (int attribute);
Bool glXQueryRendererIntegerMESA (Display *dpy, int screen, int renderer, int attribute, unsigned int *value);
const char *glXQueryRendererStringMESA (Display *dpy, int screen, int renderer, int attribute);
#endif
#endif /* GLX_MESA_query_renderer */
#ifndef GLX_MESA_release_buffers
#define GLX_MESA_release_buffers 1
typedef Bool ( *PFNGLXRELEASEBUFFERSMESAPROC) (Display *dpy, GLXDrawable drawable);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXReleaseBuffersMESA (Display *dpy, GLXDrawable drawable);
#endif
#endif /* GLX_MESA_release_buffers */
#ifndef GLX_MESA_set_3dfx_mode
#define GLX_MESA_set_3dfx_mode 1
#define GLX_3DFX_WINDOW_MODE_MESA 0x1
#define GLX_3DFX_FULLSCREEN_MODE_MESA 0x2
typedef Bool ( *PFNGLXSET3DFXMODEMESAPROC) (int mode);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXSet3DfxModeMESA (int mode);
#endif
#endif /* GLX_MESA_set_3dfx_mode */
#ifndef GLX_NV_copy_image
#define GLX_NV_copy_image 1
typedef void ( *PFNGLXCOPYIMAGESUBDATANVPROC) (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCopyImageSubDataNV (Display *dpy, GLXContext srcCtx, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLXContext dstCtx, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#endif
#endif /* GLX_NV_copy_image */
#ifndef GLX_NV_delay_before_swap
#define GLX_NV_delay_before_swap 1
typedef Bool ( *PFNGLXDELAYBEFORESWAPNVPROC) (Display *dpy, GLXDrawable drawable, GLfloat seconds);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXDelayBeforeSwapNV (Display *dpy, GLXDrawable drawable, GLfloat seconds);
#endif
#endif /* GLX_NV_delay_before_swap */
#ifndef GLX_NV_float_buffer
#define GLX_NV_float_buffer 1
#define GLX_FLOAT_COMPONENTS_NV 0x20B0
#endif /* GLX_NV_float_buffer */
#ifndef GLX_NV_multisample_coverage
#define GLX_NV_multisample_coverage 1
#define GLX_COVERAGE_SAMPLES_NV 100001
#define GLX_COLOR_SAMPLES_NV 0x20B3
#endif /* GLX_NV_multisample_coverage */
#ifndef GLX_NV_present_video
#define GLX_NV_present_video 1
#define GLX_NUM_VIDEO_SLOTS_NV 0x20F0
typedef unsigned int *( *PFNGLXENUMERATEVIDEODEVICESNVPROC) (Display *dpy, int screen, int *nelements);
typedef int ( *PFNGLXBINDVIDEODEVICENVPROC) (Display *dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);
#ifdef GLX_GLXEXT_PROTOTYPES
unsigned int *glXEnumerateVideoDevicesNV (Display *dpy, int screen, int *nelements);
int glXBindVideoDeviceNV (Display *dpy, unsigned int video_slot, unsigned int video_device, const int *attrib_list);
#endif
#endif /* GLX_NV_present_video */
#ifndef GLX_NV_swap_group
#define GLX_NV_swap_group 1
typedef Bool ( *PFNGLXJOINSWAPGROUPNVPROC) (Display *dpy, GLXDrawable drawable, GLuint group);
typedef Bool ( *PFNGLXBINDSWAPBARRIERNVPROC) (Display *dpy, GLuint group, GLuint barrier);
typedef Bool ( *PFNGLXQUERYSWAPGROUPNVPROC) (Display *dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);
typedef Bool ( *PFNGLXQUERYMAXSWAPGROUPSNVPROC) (Display *dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);
typedef Bool ( *PFNGLXQUERYFRAMECOUNTNVPROC) (Display *dpy, int screen, GLuint *count);
typedef Bool ( *PFNGLXRESETFRAMECOUNTNVPROC) (Display *dpy, int screen);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXJoinSwapGroupNV (Display *dpy, GLXDrawable drawable, GLuint group);
Bool glXBindSwapBarrierNV (Display *dpy, GLuint group, GLuint barrier);
Bool glXQuerySwapGroupNV (Display *dpy, GLXDrawable drawable, GLuint *group, GLuint *barrier);
Bool glXQueryMaxSwapGroupsNV (Display *dpy, int screen, GLuint *maxGroups, GLuint *maxBarriers);
Bool glXQueryFrameCountNV (Display *dpy, int screen, GLuint *count);
Bool glXResetFrameCountNV (Display *dpy, int screen);
#endif
#endif /* GLX_NV_swap_group */
#ifndef GLX_NV_video_capture
#define GLX_NV_video_capture 1
typedef XID GLXVideoCaptureDeviceNV;
#define GLX_DEVICE_ID_NV 0x20CD
#define GLX_UNIQUE_ID_NV 0x20CE
#define GLX_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
typedef int ( *PFNGLXBINDVIDEOCAPTUREDEVICENVPROC) (Display *dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);
typedef GLXVideoCaptureDeviceNV *( *PFNGLXENUMERATEVIDEOCAPTUREDEVICESNVPROC) (Display *dpy, int screen, int *nelements);
typedef void ( *PFNGLXLOCKVIDEOCAPTUREDEVICENVPROC) (Display *dpy, GLXVideoCaptureDeviceNV device);
typedef int ( *PFNGLXQUERYVIDEOCAPTUREDEVICENVPROC) (Display *dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);
typedef void ( *PFNGLXRELEASEVIDEOCAPTUREDEVICENVPROC) (Display *dpy, GLXVideoCaptureDeviceNV device);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXBindVideoCaptureDeviceNV (Display *dpy, unsigned int video_capture_slot, GLXVideoCaptureDeviceNV device);
GLXVideoCaptureDeviceNV *glXEnumerateVideoCaptureDevicesNV (Display *dpy, int screen, int *nelements);
void glXLockVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV device);
int glXQueryVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV device, int attribute, int *value);
void glXReleaseVideoCaptureDeviceNV (Display *dpy, GLXVideoCaptureDeviceNV device);
#endif
#endif /* GLX_NV_video_capture */
#ifndef GLX_NV_video_out
#define GLX_NV_video_out 1
typedef unsigned int GLXVideoDeviceNV;
#define GLX_VIDEO_OUT_COLOR_NV 0x20C3
#define GLX_VIDEO_OUT_ALPHA_NV 0x20C4
#define GLX_VIDEO_OUT_DEPTH_NV 0x20C5
#define GLX_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define GLX_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define GLX_VIDEO_OUT_FRAME_NV 0x20C8
#define GLX_VIDEO_OUT_FIELD_1_NV 0x20C9
#define GLX_VIDEO_OUT_FIELD_2_NV 0x20CA
#define GLX_VIDEO_OUT_STACKED_FIELDS_1_2_NV 0x20CB
#define GLX_VIDEO_OUT_STACKED_FIELDS_2_1_NV 0x20CC
typedef int ( *PFNGLXGETVIDEODEVICENVPROC) (Display *dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);
typedef int ( *PFNGLXRELEASEVIDEODEVICENVPROC) (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice);
typedef int ( *PFNGLXBINDVIDEOIMAGENVPROC) (Display *dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);
typedef int ( *PFNGLXRELEASEVIDEOIMAGENVPROC) (Display *dpy, GLXPbuffer pbuf);
typedef int ( *PFNGLXSENDPBUFFERTOVIDEONVPROC) (Display *dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);
typedef int ( *PFNGLXGETVIDEOINFONVPROC) (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXGetVideoDeviceNV (Display *dpy, int screen, int numVideoDevices, GLXVideoDeviceNV *pVideoDevice);
int glXReleaseVideoDeviceNV (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice);
int glXBindVideoImageNV (Display *dpy, GLXVideoDeviceNV VideoDevice, GLXPbuffer pbuf, int iVideoBuffer);
int glXReleaseVideoImageNV (Display *dpy, GLXPbuffer pbuf);
int glXSendPbufferToVideoNV (Display *dpy, GLXPbuffer pbuf, int iBufferType, unsigned long *pulCounterPbuffer, GLboolean bBlock);
int glXGetVideoInfoNV (Display *dpy, int screen, GLXVideoDeviceNV VideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#endif
#endif /* GLX_NV_video_out */
#ifndef GLX_OML_swap_method
#define GLX_OML_swap_method 1
#define GLX_SWAP_METHOD_OML 0x8060
#define GLX_SWAP_EXCHANGE_OML 0x8061
#define GLX_SWAP_COPY_OML 0x8062
#define GLX_SWAP_UNDEFINED_OML 0x8063
#endif /* GLX_OML_swap_method */
#ifndef GLX_OML_sync_control
#define GLX_OML_sync_control 1
#ifndef GLEXT_64_TYPES_DEFINED
/* This code block is duplicated in glext.h, so must be protected */
#define GLEXT_64_TYPES_DEFINED
/* Define int32_t, int64_t, and uint64_t types for UST/MSC */
/* (as used in the GLX_OML_sync_control extension). */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(__sun__) || defined(__digital__)
#include <inttypes.h>
#if defined(__STDC__)
#if defined(__arch64__) || defined(_LP64)
typedef long int int64_t;
typedef unsigned long int uint64_t;
#else
typedef long long int int64_t;
typedef unsigned long long int uint64_t;
#endif /* __arch64__ */
#endif /* __STDC__ */
#elif defined( __VMS ) || defined(__sgi)
#include <inttypes.h>
#elif defined(__SCO__) || defined(__USLC__)
#include <stdint.h>
#elif defined(__UNIXOS2__) || defined(__SOL64__)
typedef long int int32_t;
typedef long long int int64_t;
typedef unsigned long long int uint64_t;
#elif defined(_WIN32) && defined(__GNUC__)
#include <stdint.h>
#elif defined(_WIN32)
typedef __int32 int32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
/* Fallback if nothing above works */
#include <inttypes.h>
#endif
#endif
typedef Bool ( *PFNGLXGETSYNCVALUESOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t *ust, int64_t *msc, int64_t *sbc);
typedef Bool ( *PFNGLXGETMSCRATEOMLPROC) (Display *dpy, GLXDrawable drawable, int32_t *numerator, int32_t *denominator);
typedef int64_t ( *PFNGLXSWAPBUFFERSMSCOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);
typedef Bool ( *PFNGLXWAITFORMSCOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t *ust, int64_t *msc, int64_t *sbc);
typedef Bool ( *PFNGLXWAITFORSBCOMLPROC) (Display *dpy, GLXDrawable drawable, int64_t target_sbc, int64_t *ust, int64_t *msc, int64_t *sbc);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXGetSyncValuesOML (Display *dpy, GLXDrawable drawable, int64_t *ust, int64_t *msc, int64_t *sbc);
Bool glXGetMscRateOML (Display *dpy, GLXDrawable drawable, int32_t *numerator, int32_t *denominator);
int64_t glXSwapBuffersMscOML (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder);
Bool glXWaitForMscOML (Display *dpy, GLXDrawable drawable, int64_t target_msc, int64_t divisor, int64_t remainder, int64_t *ust, int64_t *msc, int64_t *sbc);
Bool glXWaitForSbcOML (Display *dpy, GLXDrawable drawable, int64_t target_sbc, int64_t *ust, int64_t *msc, int64_t *sbc);
#endif
#endif /* GLX_OML_sync_control */
#ifndef GLX_SGIS_blended_overlay
#define GLX_SGIS_blended_overlay 1
#define GLX_BLENDED_RGBA_SGIS 0x8025
#endif /* GLX_SGIS_blended_overlay */
#ifndef GLX_SGIS_multisample
#define GLX_SGIS_multisample 1
#define GLX_SAMPLE_BUFFERS_SGIS 100000
#define GLX_SAMPLES_SGIS 100001
#endif /* GLX_SGIS_multisample */
#ifndef GLX_SGIS_shared_multisample
#define GLX_SGIS_shared_multisample 1
#define GLX_MULTISAMPLE_SUB_RECT_WIDTH_SGIS 0x8026
#define GLX_MULTISAMPLE_SUB_RECT_HEIGHT_SGIS 0x8027
#endif /* GLX_SGIS_shared_multisample */
#ifndef GLX_SGIX_dmbuffer
#define GLX_SGIX_dmbuffer 1
typedef XID GLXPbufferSGIX;
#ifdef _DM_BUFFER_H_
#define GLX_DIGITAL_MEDIA_PBUFFER_SGIX 0x8024
typedef Bool ( *PFNGLXASSOCIATEDMPBUFFERSGIXPROC) (Display *dpy, GLXPbufferSGIX pbuffer, DMparams *params, DMbuffer dmbuffer);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXAssociateDMPbufferSGIX (Display *dpy, GLXPbufferSGIX pbuffer, DMparams *params, DMbuffer dmbuffer);
#endif
#endif /* _DM_BUFFER_H_ */
#endif /* GLX_SGIX_dmbuffer */
#ifndef GLX_SGIX_fbconfig
#define GLX_SGIX_fbconfig 1
typedef struct __GLXFBConfigRec *GLXFBConfigSGIX;
#define GLX_WINDOW_BIT_SGIX 0x00000001
#define GLX_PIXMAP_BIT_SGIX 0x00000002
#define GLX_RGBA_BIT_SGIX 0x00000001
#define GLX_COLOR_INDEX_BIT_SGIX 0x00000002
#define GLX_DRAWABLE_TYPE_SGIX 0x8010
#define GLX_RENDER_TYPE_SGIX 0x8011
#define GLX_X_RENDERABLE_SGIX 0x8012
#define GLX_FBCONFIG_ID_SGIX 0x8013
#define GLX_RGBA_TYPE_SGIX 0x8014
#define GLX_COLOR_INDEX_TYPE_SGIX 0x8015
typedef int ( *PFNGLXGETFBCONFIGATTRIBSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, int attribute, int *value);
typedef GLXFBConfigSGIX *( *PFNGLXCHOOSEFBCONFIGSGIXPROC) (Display *dpy, int screen, int *attrib_list, int *nelements);
typedef GLXPixmap ( *PFNGLXCREATEGLXPIXMAPWITHCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, Pixmap pixmap);
typedef GLXContext ( *PFNGLXCREATECONTEXTWITHCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, int render_type, GLXContext share_list, Bool direct);
typedef XVisualInfo *( *PFNGLXGETVISUALFROMFBCONFIGSGIXPROC) (Display *dpy, GLXFBConfigSGIX config);
typedef GLXFBConfigSGIX ( *PFNGLXGETFBCONFIGFROMVISUALSGIXPROC) (Display *dpy, XVisualInfo *vis);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXGetFBConfigAttribSGIX (Display *dpy, GLXFBConfigSGIX config, int attribute, int *value);
GLXFBConfigSGIX *glXChooseFBConfigSGIX (Display *dpy, int screen, int *attrib_list, int *nelements);
GLXPixmap glXCreateGLXPixmapWithConfigSGIX (Display *dpy, GLXFBConfigSGIX config, Pixmap pixmap);
GLXContext glXCreateContextWithConfigSGIX (Display *dpy, GLXFBConfigSGIX config, int render_type, GLXContext share_list, Bool direct);
XVisualInfo *glXGetVisualFromFBConfigSGIX (Display *dpy, GLXFBConfigSGIX config);
GLXFBConfigSGIX glXGetFBConfigFromVisualSGIX (Display *dpy, XVisualInfo *vis);
#endif
#endif /* GLX_SGIX_fbconfig */
#ifndef GLX_SGIX_hyperpipe
#define GLX_SGIX_hyperpipe 1
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int networkId;
} GLXHyperpipeNetworkSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int channel;
unsigned int participationType;
int timeSlice;
} GLXHyperpipeConfigSGIX;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int srcXOrigin, srcYOrigin, srcWidth, srcHeight;
int destXOrigin, destYOrigin, destWidth, destHeight;
} GLXPipeRect;
typedef struct {
char pipeName[80]; /* Should be [GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX] */
int XOrigin, YOrigin, maxHeight, maxWidth;
} GLXPipeRectLimits;
#define GLX_HYPERPIPE_PIPE_NAME_LENGTH_SGIX 80
#define GLX_BAD_HYPERPIPE_CONFIG_SGIX 91
#define GLX_BAD_HYPERPIPE_SGIX 92
#define GLX_HYPERPIPE_DISPLAY_PIPE_SGIX 0x00000001
#define GLX_HYPERPIPE_RENDER_PIPE_SGIX 0x00000002
#define GLX_PIPE_RECT_SGIX 0x00000001
#define GLX_PIPE_RECT_LIMITS_SGIX 0x00000002
#define GLX_HYPERPIPE_STEREO_SGIX 0x00000003
#define GLX_HYPERPIPE_PIXEL_AVERAGE_SGIX 0x00000004
#define GLX_HYPERPIPE_ID_SGIX 0x8030
typedef GLXHyperpipeNetworkSGIX *( *PFNGLXQUERYHYPERPIPENETWORKSGIXPROC) (Display *dpy, int *npipes);
typedef int ( *PFNGLXHYPERPIPECONFIGSGIXPROC) (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);
typedef GLXHyperpipeConfigSGIX *( *PFNGLXQUERYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId, int *npipes);
typedef int ( *PFNGLXDESTROYHYPERPIPECONFIGSGIXPROC) (Display *dpy, int hpId);
typedef int ( *PFNGLXBINDHYPERPIPESGIXPROC) (Display *dpy, int hpId);
typedef int ( *PFNGLXQUERYHYPERPIPEBESTATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);
typedef int ( *PFNGLXHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *attribList);
typedef int ( *PFNGLXQUERYHYPERPIPEATTRIBSGIXPROC) (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXHyperpipeNetworkSGIX *glXQueryHyperpipeNetworkSGIX (Display *dpy, int *npipes);
int glXHyperpipeConfigSGIX (Display *dpy, int networkId, int npipes, GLXHyperpipeConfigSGIX *cfg, int *hpId);
GLXHyperpipeConfigSGIX *glXQueryHyperpipeConfigSGIX (Display *dpy, int hpId, int *npipes);
int glXDestroyHyperpipeConfigSGIX (Display *dpy, int hpId);
int glXBindHyperpipeSGIX (Display *dpy, int hpId);
int glXQueryHyperpipeBestAttribSGIX (Display *dpy, int timeSlice, int attrib, int size, void *attribList, void *returnAttribList);
int glXHyperpipeAttribSGIX (Display *dpy, int timeSlice, int attrib, int size, void *attribList);
int glXQueryHyperpipeAttribSGIX (Display *dpy, int timeSlice, int attrib, int size, void *returnAttribList);
#endif
#endif /* GLX_SGIX_hyperpipe */
#ifndef GLX_SGIX_pbuffer
#define GLX_SGIX_pbuffer 1
#define GLX_PBUFFER_BIT_SGIX 0x00000004
#define GLX_BUFFER_CLOBBER_MASK_SGIX 0x08000000
#define GLX_FRONT_LEFT_BUFFER_BIT_SGIX 0x00000001
#define GLX_FRONT_RIGHT_BUFFER_BIT_SGIX 0x00000002
#define GLX_BACK_LEFT_BUFFER_BIT_SGIX 0x00000004
#define GLX_BACK_RIGHT_BUFFER_BIT_SGIX 0x00000008
#define GLX_AUX_BUFFERS_BIT_SGIX 0x00000010
#define GLX_DEPTH_BUFFER_BIT_SGIX 0x00000020
#define GLX_STENCIL_BUFFER_BIT_SGIX 0x00000040
#define GLX_ACCUM_BUFFER_BIT_SGIX 0x00000080
#define GLX_SAMPLE_BUFFERS_BIT_SGIX 0x00000100
#define GLX_MAX_PBUFFER_WIDTH_SGIX 0x8016
#define GLX_MAX_PBUFFER_HEIGHT_SGIX 0x8017
#define GLX_MAX_PBUFFER_PIXELS_SGIX 0x8018
#define GLX_OPTIMAL_PBUFFER_WIDTH_SGIX 0x8019
#define GLX_OPTIMAL_PBUFFER_HEIGHT_SGIX 0x801A
#define GLX_PRESERVED_CONTENTS_SGIX 0x801B
#define GLX_LARGEST_PBUFFER_SGIX 0x801C
#define GLX_WIDTH_SGIX 0x801D
#define GLX_HEIGHT_SGIX 0x801E
#define GLX_EVENT_MASK_SGIX 0x801F
#define GLX_DAMAGED_SGIX 0x8020
#define GLX_SAVED_SGIX 0x8021
#define GLX_WINDOW_SGIX 0x8022
#define GLX_PBUFFER_SGIX 0x8023
typedef GLXPbufferSGIX ( *PFNGLXCREATEGLXPBUFFERSGIXPROC) (Display *dpy, GLXFBConfigSGIX config, unsigned int width, unsigned int height, int *attrib_list);
typedef void ( *PFNGLXDESTROYGLXPBUFFERSGIXPROC) (Display *dpy, GLXPbufferSGIX pbuf);
typedef int ( *PFNGLXQUERYGLXPBUFFERSGIXPROC) (Display *dpy, GLXPbufferSGIX pbuf, int attribute, unsigned int *value);
typedef void ( *PFNGLXSELECTEVENTSGIXPROC) (Display *dpy, GLXDrawable drawable, unsigned long mask);
typedef void ( *PFNGLXGETSELECTEDEVENTSGIXPROC) (Display *dpy, GLXDrawable drawable, unsigned long *mask);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXPbufferSGIX glXCreateGLXPbufferSGIX (Display *dpy, GLXFBConfigSGIX config, unsigned int width, unsigned int height, int *attrib_list);
void glXDestroyGLXPbufferSGIX (Display *dpy, GLXPbufferSGIX pbuf);
int glXQueryGLXPbufferSGIX (Display *dpy, GLXPbufferSGIX pbuf, int attribute, unsigned int *value);
void glXSelectEventSGIX (Display *dpy, GLXDrawable drawable, unsigned long mask);
void glXGetSelectedEventSGIX (Display *dpy, GLXDrawable drawable, unsigned long *mask);
#endif
#endif /* GLX_SGIX_pbuffer */
#ifndef GLX_SGIX_swap_barrier
#define GLX_SGIX_swap_barrier 1
typedef void ( *PFNGLXBINDSWAPBARRIERSGIXPROC) (Display *dpy, GLXDrawable drawable, int barrier);
typedef Bool ( *PFNGLXQUERYMAXSWAPBARRIERSSGIXPROC) (Display *dpy, int screen, int *max);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXBindSwapBarrierSGIX (Display *dpy, GLXDrawable drawable, int barrier);
Bool glXQueryMaxSwapBarriersSGIX (Display *dpy, int screen, int *max);
#endif
#endif /* GLX_SGIX_swap_barrier */
#ifndef GLX_SGIX_swap_group
#define GLX_SGIX_swap_group 1
typedef void ( *PFNGLXJOINSWAPGROUPSGIXPROC) (Display *dpy, GLXDrawable drawable, GLXDrawable member);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXJoinSwapGroupSGIX (Display *dpy, GLXDrawable drawable, GLXDrawable member);
#endif
#endif /* GLX_SGIX_swap_group */
#ifndef GLX_SGIX_video_resize
#define GLX_SGIX_video_resize 1
#define GLX_SYNC_FRAME_SGIX 0x00000000
#define GLX_SYNC_SWAP_SGIX 0x00000001
typedef int ( *PFNGLXBINDCHANNELTOWINDOWSGIXPROC) (Display *display, int screen, int channel, Window window);
typedef int ( *PFNGLXCHANNELRECTSGIXPROC) (Display *display, int screen, int channel, int x, int y, int w, int h);
typedef int ( *PFNGLXQUERYCHANNELRECTSGIXPROC) (Display *display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);
typedef int ( *PFNGLXQUERYCHANNELDELTASSGIXPROC) (Display *display, int screen, int channel, int *x, int *y, int *w, int *h);
typedef int ( *PFNGLXCHANNELRECTSYNCSGIXPROC) (Display *display, int screen, int channel, GLenum synctype);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXBindChannelToWindowSGIX (Display *display, int screen, int channel, Window window);
int glXChannelRectSGIX (Display *display, int screen, int channel, int x, int y, int w, int h);
int glXQueryChannelRectSGIX (Display *display, int screen, int channel, int *dx, int *dy, int *dw, int *dh);
int glXQueryChannelDeltasSGIX (Display *display, int screen, int channel, int *x, int *y, int *w, int *h);
int glXChannelRectSyncSGIX (Display *display, int screen, int channel, GLenum synctype);
#endif
#endif /* GLX_SGIX_video_resize */
#ifndef GLX_SGIX_video_source
#define GLX_SGIX_video_source 1
typedef XID GLXVideoSourceSGIX;
#ifdef _VL_H
typedef GLXVideoSourceSGIX ( *PFNGLXCREATEGLXVIDEOSOURCESGIXPROC) (Display *display, int screen, VLServer server, VLPath path, int nodeClass, VLNode drainNode);
typedef void ( *PFNGLXDESTROYGLXVIDEOSOURCESGIXPROC) (Display *dpy, GLXVideoSourceSGIX glxvideosource);
#ifdef GLX_GLXEXT_PROTOTYPES
GLXVideoSourceSGIX glXCreateGLXVideoSourceSGIX (Display *display, int screen, VLServer server, VLPath path, int nodeClass, VLNode drainNode);
void glXDestroyGLXVideoSourceSGIX (Display *dpy, GLXVideoSourceSGIX glxvideosource);
#endif
#endif /* _VL_H */
#endif /* GLX_SGIX_video_source */
#ifndef GLX_SGIX_visual_select_group
#define GLX_SGIX_visual_select_group 1
#define GLX_VISUAL_SELECT_GROUP_SGIX 0x8028
#endif /* GLX_SGIX_visual_select_group */
#ifndef GLX_SGI_cushion
#define GLX_SGI_cushion 1
typedef void ( *PFNGLXCUSHIONSGIPROC) (Display *dpy, Window window, float cushion);
#ifdef GLX_GLXEXT_PROTOTYPES
void glXCushionSGI (Display *dpy, Window window, float cushion);
#endif
#endif /* GLX_SGI_cushion */
#ifndef GLX_SGI_make_current_read
#define GLX_SGI_make_current_read 1
typedef Bool ( *PFNGLXMAKECURRENTREADSGIPROC) (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
typedef GLXDrawable ( *PFNGLXGETCURRENTREADDRAWABLESGIPROC) (void);
#ifdef GLX_GLXEXT_PROTOTYPES
Bool glXMakeCurrentReadSGI (Display *dpy, GLXDrawable draw, GLXDrawable read, GLXContext ctx);
GLXDrawable glXGetCurrentReadDrawableSGI (void);
#endif
#endif /* GLX_SGI_make_current_read */
#ifndef GLX_SGI_swap_control
#define GLX_SGI_swap_control 1
typedef int ( *PFNGLXSWAPINTERVALSGIPROC) (int interval);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXSwapIntervalSGI (int interval);
#endif
#endif /* GLX_SGI_swap_control */
#ifndef GLX_SGI_video_sync
#define GLX_SGI_video_sync 1
typedef int ( *PFNGLXGETVIDEOSYNCSGIPROC) (unsigned int *count);
typedef int ( *PFNGLXWAITVIDEOSYNCSGIPROC) (int divisor, int remainder, unsigned int *count);
#ifdef GLX_GLXEXT_PROTOTYPES
int glXGetVideoSyncSGI (unsigned int *count);
int glXWaitVideoSyncSGI (int divisor, int remainder, unsigned int *count);
#endif
#endif /* GLX_SGI_video_sync */
#ifndef GLX_SUN_get_transparent_index
#define GLX_SUN_get_transparent_index 1
typedef Status ( *PFNGLXGETTRANSPARENTINDEXSUNPROC) (Display *dpy, Window overlay, Window underlay, long *pTransparentIndex);
#ifdef GLX_GLXEXT_PROTOTYPES
Status glXGetTransparentIndexSUN (Display *dpy, Window overlay, Window underlay, long *pTransparentIndex);
#endif
#endif /* GLX_SUN_get_transparent_index */
#ifdef __cplusplus
}
#endif
#endif

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#ifndef __wglext_h_
#define __wglext_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2013-2014 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/*
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** http://www.opengl.org/registry/
**
** Khronos $Revision: 26290 $ on $Date: 2014-04-16 05:35:38 -0700 (Wed, 16 Apr 2014) $
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#endif
#define WGL_WGLEXT_VERSION 20140416
/* Generated C header for:
* API: wgl
* Versions considered: .*
* Versions emitted: _nomatch_^
* Default extensions included: wgl
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef WGL_ARB_buffer_region
#define WGL_ARB_buffer_region 1
#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
typedef HANDLE (WINAPI * PFNWGLCREATEBUFFERREGIONARBPROC) (HDC hDC, int iLayerPlane, UINT uType);
typedef VOID (WINAPI * PFNWGLDELETEBUFFERREGIONARBPROC) (HANDLE hRegion);
typedef BOOL (WINAPI * PFNWGLSAVEBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height);
typedef BOOL (WINAPI * PFNWGLRESTOREBUFFERREGIONARBPROC) (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
#ifdef WGL_WGLEXT_PROTOTYPES
HANDLE WINAPI wglCreateBufferRegionARB (HDC hDC, int iLayerPlane, UINT uType);
VOID WINAPI wglDeleteBufferRegionARB (HANDLE hRegion);
BOOL WINAPI wglSaveBufferRegionARB (HANDLE hRegion, int x, int y, int width, int height);
BOOL WINAPI wglRestoreBufferRegionARB (HANDLE hRegion, int x, int y, int width, int height, int xSrc, int ySrc);
#endif
#endif /* WGL_ARB_buffer_region */
#ifndef WGL_ARB_create_context
#define WGL_ARB_create_context 1
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x00000001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x00000002
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define ERROR_INVALID_VERSION_ARB 0x2095
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
#ifdef WGL_WGLEXT_PROTOTYPES
HGLRC WINAPI wglCreateContextAttribsARB (HDC hDC, HGLRC hShareContext, const int *attribList);
#endif
#endif /* WGL_ARB_create_context */
#ifndef WGL_ARB_create_context_profile
#define WGL_ARB_create_context_profile 1
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define ERROR_INVALID_PROFILE_ARB 0x2096
#endif /* WGL_ARB_create_context_profile */
#ifndef WGL_ARB_create_context_robustness
#define WGL_ARB_create_context_robustness 1
#define WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB 0x00000004
#define WGL_LOSE_CONTEXT_ON_RESET_ARB 0x8252
#define WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB 0x8256
#define WGL_NO_RESET_NOTIFICATION_ARB 0x8261
#endif /* WGL_ARB_create_context_robustness */
#ifndef WGL_ARB_extensions_string
#define WGL_ARB_extensions_string 1
typedef const char *(WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
#ifdef WGL_WGLEXT_PROTOTYPES
const char *WINAPI wglGetExtensionsStringARB (HDC hdc);
#endif
#endif /* WGL_ARB_extensions_string */
#ifndef WGL_ARB_framebuffer_sRGB
#define WGL_ARB_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9
#endif /* WGL_ARB_framebuffer_sRGB */
#ifndef WGL_ARB_make_current_read
#define WGL_ARB_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCARBPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglMakeContextCurrentARB (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
HDC WINAPI wglGetCurrentReadDCARB (void);
#endif
#endif /* WGL_ARB_make_current_read */
#ifndef WGL_ARB_multisample
#define WGL_ARB_multisample 1
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
#endif /* WGL_ARB_multisample */
#ifndef WGL_ARB_pbuffer
#define WGL_ARB_pbuffer 1
DECLARE_HANDLE(HPBUFFERARB);
#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
#define WGL_PBUFFER_LARGEST_ARB 0x2033
#define WGL_PBUFFER_WIDTH_ARB 0x2034
#define WGL_PBUFFER_HEIGHT_ARB 0x2035
#define WGL_PBUFFER_LOST_ARB 0x2036
typedef HPBUFFERARB (WINAPI * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
HPBUFFERARB WINAPI wglCreatePbufferARB (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
HDC WINAPI wglGetPbufferDCARB (HPBUFFERARB hPbuffer);
int WINAPI wglReleasePbufferDCARB (HPBUFFERARB hPbuffer, HDC hDC);
BOOL WINAPI wglDestroyPbufferARB (HPBUFFERARB hPbuffer);
BOOL WINAPI wglQueryPbufferARB (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
#endif
#endif /* WGL_ARB_pbuffer */
#ifndef WGL_ARB_pixel_format
#define WGL_ARB_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_DRAW_TO_BITMAP_ARB 0x2002
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_NEED_PALETTE_ARB 0x2004
#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
#define WGL_SWAP_METHOD_ARB 0x2007
#define WGL_NUMBER_OVERLAYS_ARB 0x2008
#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
#define WGL_TRANSPARENT_ARB 0x200A
#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
#define WGL_SHARE_DEPTH_ARB 0x200C
#define WGL_SHARE_STENCIL_ARB 0x200D
#define WGL_SHARE_ACCUM_ARB 0x200E
#define WGL_SUPPORT_GDI_ARB 0x200F
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_PIXEL_TYPE_ARB 0x2013
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_RED_BITS_ARB 0x2015
#define WGL_RED_SHIFT_ARB 0x2016
#define WGL_GREEN_BITS_ARB 0x2017
#define WGL_GREEN_SHIFT_ARB 0x2018
#define WGL_BLUE_BITS_ARB 0x2019
#define WGL_BLUE_SHIFT_ARB 0x201A
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_ALPHA_SHIFT_ARB 0x201C
#define WGL_ACCUM_BITS_ARB 0x201D
#define WGL_ACCUM_RED_BITS_ARB 0x201E
#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_AUX_BUFFERS_ARB 0x2024
#define WGL_NO_ACCELERATION_ARB 0x2025
#define WGL_GENERIC_ACCELERATION_ARB 0x2026
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_SWAP_EXCHANGE_ARB 0x2028
#define WGL_SWAP_COPY_ARB 0x2029
#define WGL_SWAP_UNDEFINED_ARB 0x202A
#define WGL_TYPE_RGBA_ARB 0x202B
#define WGL_TYPE_COLORINDEX_ARB 0x202C
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetPixelFormatAttribivARB (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
BOOL WINAPI wglGetPixelFormatAttribfvARB (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
BOOL WINAPI wglChoosePixelFormatARB (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#endif
#endif /* WGL_ARB_pixel_format */
#ifndef WGL_ARB_pixel_format_float
#define WGL_ARB_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
#endif /* WGL_ARB_pixel_format_float */
#ifndef WGL_ARB_render_texture
#define WGL_ARB_render_texture 1
#define WGL_BIND_TO_TEXTURE_RGB_ARB 0x2070
#define WGL_BIND_TO_TEXTURE_RGBA_ARB 0x2071
#define WGL_TEXTURE_FORMAT_ARB 0x2072
#define WGL_TEXTURE_TARGET_ARB 0x2073
#define WGL_MIPMAP_TEXTURE_ARB 0x2074
#define WGL_TEXTURE_RGB_ARB 0x2075
#define WGL_TEXTURE_RGBA_ARB 0x2076
#define WGL_NO_TEXTURE_ARB 0x2077
#define WGL_TEXTURE_CUBE_MAP_ARB 0x2078
#define WGL_TEXTURE_1D_ARB 0x2079
#define WGL_TEXTURE_2D_ARB 0x207A
#define WGL_MIPMAP_LEVEL_ARB 0x207B
#define WGL_CUBE_MAP_FACE_ARB 0x207C
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x207D
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x207E
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x207F
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x2080
#define WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x2081
#define WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x2082
#define WGL_FRONT_LEFT_ARB 0x2083
#define WGL_FRONT_RIGHT_ARB 0x2084
#define WGL_BACK_LEFT_ARB 0x2085
#define WGL_BACK_RIGHT_ARB 0x2086
#define WGL_AUX0_ARB 0x2087
#define WGL_AUX1_ARB 0x2088
#define WGL_AUX2_ARB 0x2089
#define WGL_AUX3_ARB 0x208A
#define WGL_AUX4_ARB 0x208B
#define WGL_AUX5_ARB 0x208C
#define WGL_AUX6_ARB 0x208D
#define WGL_AUX7_ARB 0x208E
#define WGL_AUX8_ARB 0x208F
#define WGL_AUX9_ARB 0x2090
typedef BOOL (WINAPI * PFNWGLBINDTEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASETEXIMAGEARBPROC) (HPBUFFERARB hPbuffer, int iBuffer);
typedef BOOL (WINAPI * PFNWGLSETPBUFFERATTRIBARBPROC) (HPBUFFERARB hPbuffer, const int *piAttribList);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglBindTexImageARB (HPBUFFERARB hPbuffer, int iBuffer);
BOOL WINAPI wglReleaseTexImageARB (HPBUFFERARB hPbuffer, int iBuffer);
BOOL WINAPI wglSetPbufferAttribARB (HPBUFFERARB hPbuffer, const int *piAttribList);
#endif
#endif /* WGL_ARB_render_texture */
#ifndef WGL_ARB_robustness_application_isolation
#define WGL_ARB_robustness_application_isolation 1
#define WGL_CONTEXT_RESET_ISOLATION_BIT_ARB 0x00000008
#endif /* WGL_ARB_robustness_application_isolation */
#ifndef WGL_ARB_robustness_share_group_isolation
#define WGL_ARB_robustness_share_group_isolation 1
#endif /* WGL_ARB_robustness_share_group_isolation */
#ifndef WGL_3DFX_multisample
#define WGL_3DFX_multisample 1
#define WGL_SAMPLE_BUFFERS_3DFX 0x2060
#define WGL_SAMPLES_3DFX 0x2061
#endif /* WGL_3DFX_multisample */
#ifndef WGL_3DL_stereo_control
#define WGL_3DL_stereo_control 1
#define WGL_STEREO_EMITTER_ENABLE_3DL 0x2055
#define WGL_STEREO_EMITTER_DISABLE_3DL 0x2056
#define WGL_STEREO_POLARITY_NORMAL_3DL 0x2057
#define WGL_STEREO_POLARITY_INVERT_3DL 0x2058
typedef BOOL (WINAPI * PFNWGLSETSTEREOEMITTERSTATE3DLPROC) (HDC hDC, UINT uState);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglSetStereoEmitterState3DL (HDC hDC, UINT uState);
#endif
#endif /* WGL_3DL_stereo_control */
#ifndef WGL_AMD_gpu_association
#define WGL_AMD_gpu_association 1
#define WGL_GPU_VENDOR_AMD 0x1F00
#define WGL_GPU_RENDERER_STRING_AMD 0x1F01
#define WGL_GPU_OPENGL_VERSION_STRING_AMD 0x1F02
#define WGL_GPU_FASTEST_TARGET_GPUS_AMD 0x21A2
#define WGL_GPU_RAM_AMD 0x21A3
#define WGL_GPU_CLOCK_AMD 0x21A4
#define WGL_GPU_NUM_PIPES_AMD 0x21A5
#define WGL_GPU_NUM_SIMD_AMD 0x21A6
#define WGL_GPU_NUM_RB_AMD 0x21A7
#define WGL_GPU_NUM_SPI_AMD 0x21A8
typedef UINT (WINAPI * PFNWGLGETGPUIDSAMDPROC) (UINT maxCount, UINT *ids);
typedef INT (WINAPI * PFNWGLGETGPUINFOAMDPROC) (UINT id, int property, GLenum dataType, UINT size, void *data);
typedef UINT (WINAPI * PFNWGLGETCONTEXTGPUIDAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTAMDPROC) (UINT id);
typedef HGLRC (WINAPI * PFNWGLCREATEASSOCIATEDCONTEXTATTRIBSAMDPROC) (UINT id, HGLRC hShareContext, const int *attribList);
typedef BOOL (WINAPI * PFNWGLDELETEASSOCIATEDCONTEXTAMDPROC) (HGLRC hglrc);
typedef BOOL (WINAPI * PFNWGLMAKEASSOCIATEDCONTEXTCURRENTAMDPROC) (HGLRC hglrc);
typedef HGLRC (WINAPI * PFNWGLGETCURRENTASSOCIATEDCONTEXTAMDPROC) (void);
typedef VOID (WINAPI * PFNWGLBLITCONTEXTFRAMEBUFFERAMDPROC) (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#ifdef WGL_WGLEXT_PROTOTYPES
UINT WINAPI wglGetGPUIDsAMD (UINT maxCount, UINT *ids);
INT WINAPI wglGetGPUInfoAMD (UINT id, int property, GLenum dataType, UINT size, void *data);
UINT WINAPI wglGetContextGPUIDAMD (HGLRC hglrc);
HGLRC WINAPI wglCreateAssociatedContextAMD (UINT id);
HGLRC WINAPI wglCreateAssociatedContextAttribsAMD (UINT id, HGLRC hShareContext, const int *attribList);
BOOL WINAPI wglDeleteAssociatedContextAMD (HGLRC hglrc);
BOOL WINAPI wglMakeAssociatedContextCurrentAMD (HGLRC hglrc);
HGLRC WINAPI wglGetCurrentAssociatedContextAMD (void);
VOID WINAPI wglBlitContextFramebufferAMD (HGLRC dstCtx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
#endif
#endif /* WGL_AMD_gpu_association */
#ifndef WGL_ATI_pixel_format_float
#define WGL_ATI_pixel_format_float 1
#define WGL_TYPE_RGBA_FLOAT_ATI 0x21A0
#endif /* WGL_ATI_pixel_format_float */
#ifndef WGL_EXT_create_context_es2_profile
#define WGL_EXT_create_context_es2_profile 1
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
#endif /* WGL_EXT_create_context_es2_profile */
#ifndef WGL_EXT_create_context_es_profile
#define WGL_EXT_create_context_es_profile 1
#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
#endif /* WGL_EXT_create_context_es_profile */
#ifndef WGL_EXT_depth_float
#define WGL_EXT_depth_float 1
#define WGL_DEPTH_FLOAT_EXT 0x2040
#endif /* WGL_EXT_depth_float */
#ifndef WGL_EXT_display_color_table
#define WGL_EXT_display_color_table 1
typedef GLboolean (WINAPI * PFNWGLCREATEDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef GLboolean (WINAPI * PFNWGLLOADDISPLAYCOLORTABLEEXTPROC) (const GLushort *table, GLuint length);
typedef GLboolean (WINAPI * PFNWGLBINDDISPLAYCOLORTABLEEXTPROC) (GLushort id);
typedef VOID (WINAPI * PFNWGLDESTROYDISPLAYCOLORTABLEEXTPROC) (GLushort id);
#ifdef WGL_WGLEXT_PROTOTYPES
GLboolean WINAPI wglCreateDisplayColorTableEXT (GLushort id);
GLboolean WINAPI wglLoadDisplayColorTableEXT (const GLushort *table, GLuint length);
GLboolean WINAPI wglBindDisplayColorTableEXT (GLushort id);
VOID WINAPI wglDestroyDisplayColorTableEXT (GLushort id);
#endif
#endif /* WGL_EXT_display_color_table */
#ifndef WGL_EXT_extensions_string
#define WGL_EXT_extensions_string 1
typedef const char *(WINAPI * PFNWGLGETEXTENSIONSSTRINGEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
const char *WINAPI wglGetExtensionsStringEXT (void);
#endif
#endif /* WGL_EXT_extensions_string */
#ifndef WGL_EXT_framebuffer_sRGB
#define WGL_EXT_framebuffer_sRGB 1
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x20A9
#endif /* WGL_EXT_framebuffer_sRGB */
#ifndef WGL_EXT_make_current_read
#define WGL_EXT_make_current_read 1
#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043
typedef BOOL (WINAPI * PFNWGLMAKECONTEXTCURRENTEXTPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
typedef HDC (WINAPI * PFNWGLGETCURRENTREADDCEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglMakeContextCurrentEXT (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
HDC WINAPI wglGetCurrentReadDCEXT (void);
#endif
#endif /* WGL_EXT_make_current_read */
#ifndef WGL_EXT_multisample
#define WGL_EXT_multisample 1
#define WGL_SAMPLE_BUFFERS_EXT 0x2041
#define WGL_SAMPLES_EXT 0x2042
#endif /* WGL_EXT_multisample */
#ifndef WGL_EXT_pbuffer
#define WGL_EXT_pbuffer 1
DECLARE_HANDLE(HPBUFFEREXT);
#define WGL_DRAW_TO_PBUFFER_EXT 0x202D
#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E
#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F
#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030
#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031
#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032
#define WGL_PBUFFER_LARGEST_EXT 0x2033
#define WGL_PBUFFER_WIDTH_EXT 0x2034
#define WGL_PBUFFER_HEIGHT_EXT 0x2035
typedef HPBUFFEREXT (WINAPI * PFNWGLCREATEPBUFFEREXTPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
typedef HDC (WINAPI * PFNWGLGETPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer);
typedef int (WINAPI * PFNWGLRELEASEPBUFFERDCEXTPROC) (HPBUFFEREXT hPbuffer, HDC hDC);
typedef BOOL (WINAPI * PFNWGLDESTROYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer);
typedef BOOL (WINAPI * PFNWGLQUERYPBUFFEREXTPROC) (HPBUFFEREXT hPbuffer, int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
HPBUFFEREXT WINAPI wglCreatePbufferEXT (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
HDC WINAPI wglGetPbufferDCEXT (HPBUFFEREXT hPbuffer);
int WINAPI wglReleasePbufferDCEXT (HPBUFFEREXT hPbuffer, HDC hDC);
BOOL WINAPI wglDestroyPbufferEXT (HPBUFFEREXT hPbuffer);
BOOL WINAPI wglQueryPbufferEXT (HPBUFFEREXT hPbuffer, int iAttribute, int *piValue);
#endif
#endif /* WGL_EXT_pbuffer */
#ifndef WGL_EXT_pixel_format
#define WGL_EXT_pixel_format 1
#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000
#define WGL_DRAW_TO_WINDOW_EXT 0x2001
#define WGL_DRAW_TO_BITMAP_EXT 0x2002
#define WGL_ACCELERATION_EXT 0x2003
#define WGL_NEED_PALETTE_EXT 0x2004
#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005
#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006
#define WGL_SWAP_METHOD_EXT 0x2007
#define WGL_NUMBER_OVERLAYS_EXT 0x2008
#define WGL_NUMBER_UNDERLAYS_EXT 0x2009
#define WGL_TRANSPARENT_EXT 0x200A
#define WGL_TRANSPARENT_VALUE_EXT 0x200B
#define WGL_SHARE_DEPTH_EXT 0x200C
#define WGL_SHARE_STENCIL_EXT 0x200D
#define WGL_SHARE_ACCUM_EXT 0x200E
#define WGL_SUPPORT_GDI_EXT 0x200F
#define WGL_SUPPORT_OPENGL_EXT 0x2010
#define WGL_DOUBLE_BUFFER_EXT 0x2011
#define WGL_STEREO_EXT 0x2012
#define WGL_PIXEL_TYPE_EXT 0x2013
#define WGL_COLOR_BITS_EXT 0x2014
#define WGL_RED_BITS_EXT 0x2015
#define WGL_RED_SHIFT_EXT 0x2016
#define WGL_GREEN_BITS_EXT 0x2017
#define WGL_GREEN_SHIFT_EXT 0x2018
#define WGL_BLUE_BITS_EXT 0x2019
#define WGL_BLUE_SHIFT_EXT 0x201A
#define WGL_ALPHA_BITS_EXT 0x201B
#define WGL_ALPHA_SHIFT_EXT 0x201C
#define WGL_ACCUM_BITS_EXT 0x201D
#define WGL_ACCUM_RED_BITS_EXT 0x201E
#define WGL_ACCUM_GREEN_BITS_EXT 0x201F
#define WGL_ACCUM_BLUE_BITS_EXT 0x2020
#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021
#define WGL_DEPTH_BITS_EXT 0x2022
#define WGL_STENCIL_BITS_EXT 0x2023
#define WGL_AUX_BUFFERS_EXT 0x2024
#define WGL_NO_ACCELERATION_EXT 0x2025
#define WGL_GENERIC_ACCELERATION_EXT 0x2026
#define WGL_FULL_ACCELERATION_EXT 0x2027
#define WGL_SWAP_EXCHANGE_EXT 0x2028
#define WGL_SWAP_COPY_EXT 0x2029
#define WGL_SWAP_UNDEFINED_EXT 0x202A
#define WGL_TYPE_RGBA_EXT 0x202B
#define WGL_TYPE_COLORINDEX_EXT 0x202C
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBIVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues);
typedef BOOL (WINAPI * PFNWGLGETPIXELFORMATATTRIBFVEXTPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, FLOAT *pfValues);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATEXTPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetPixelFormatAttribivEXT (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, int *piValues);
BOOL WINAPI wglGetPixelFormatAttribfvEXT (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, int *piAttributes, FLOAT *pfValues);
BOOL WINAPI wglChoosePixelFormatEXT (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#endif
#endif /* WGL_EXT_pixel_format */
#ifndef WGL_EXT_pixel_format_packed_float
#define WGL_EXT_pixel_format_packed_float 1
#define WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT 0x20A8
#endif /* WGL_EXT_pixel_format_packed_float */
#ifndef WGL_EXT_swap_control
#define WGL_EXT_swap_control 1
typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglSwapIntervalEXT (int interval);
int WINAPI wglGetSwapIntervalEXT (void);
#endif
#endif /* WGL_EXT_swap_control */
#ifndef WGL_EXT_swap_control_tear
#define WGL_EXT_swap_control_tear 1
#endif /* WGL_EXT_swap_control_tear */
#ifndef WGL_I3D_digital_video_control
#define WGL_I3D_digital_video_control 1
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050
#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051
#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052
#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053
typedef BOOL (WINAPI * PFNWGLGETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLSETDIGITALVIDEOPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetDigitalVideoParametersI3D (HDC hDC, int iAttribute, int *piValue);
BOOL WINAPI wglSetDigitalVideoParametersI3D (HDC hDC, int iAttribute, const int *piValue);
#endif
#endif /* WGL_I3D_digital_video_control */
#ifndef WGL_I3D_gamma
#define WGL_I3D_gamma 1
#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E
#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEPARAMETERSI3DPROC) (HDC hDC, int iAttribute, const int *piValue);
typedef BOOL (WINAPI * PFNWGLGETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, USHORT *puRed, USHORT *puGreen, USHORT *puBlue);
typedef BOOL (WINAPI * PFNWGLSETGAMMATABLEI3DPROC) (HDC hDC, int iEntries, const USHORT *puRed, const USHORT *puGreen, const USHORT *puBlue);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetGammaTableParametersI3D (HDC hDC, int iAttribute, int *piValue);
BOOL WINAPI wglSetGammaTableParametersI3D (HDC hDC, int iAttribute, const int *piValue);
BOOL WINAPI wglGetGammaTableI3D (HDC hDC, int iEntries, USHORT *puRed, USHORT *puGreen, USHORT *puBlue);
BOOL WINAPI wglSetGammaTableI3D (HDC hDC, int iEntries, const USHORT *puRed, const USHORT *puGreen, const USHORT *puBlue);
#endif
#endif /* WGL_I3D_gamma */
#ifndef WGL_I3D_genlock
#define WGL_I3D_genlock 1
#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044
#define WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D 0x2045
#define WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D 0x2046
#define WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D 0x2047
#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048
#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049
#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A
#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B
#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C
typedef BOOL (WINAPI * PFNWGLENABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLDISABLEGENLOCKI3DPROC) (HDC hDC);
typedef BOOL (WINAPI * PFNWGLISENABLEDGENLOCKI3DPROC) (HDC hDC, BOOL *pFlag);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEI3DPROC) (HDC hDC, UINT uSource);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEI3DPROC) (HDC hDC, UINT *uSource);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT uEdge);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEEDGEI3DPROC) (HDC hDC, UINT *uEdge);
typedef BOOL (WINAPI * PFNWGLGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT uRate);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSAMPLERATEI3DPROC) (HDC hDC, UINT *uRate);
typedef BOOL (WINAPI * PFNWGLGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT uDelay);
typedef BOOL (WINAPI * PFNWGLGETGENLOCKSOURCEDELAYI3DPROC) (HDC hDC, UINT *uDelay);
typedef BOOL (WINAPI * PFNWGLQUERYGENLOCKMAXSOURCEDELAYI3DPROC) (HDC hDC, UINT *uMaxLineDelay, UINT *uMaxPixelDelay);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnableGenlockI3D (HDC hDC);
BOOL WINAPI wglDisableGenlockI3D (HDC hDC);
BOOL WINAPI wglIsEnabledGenlockI3D (HDC hDC, BOOL *pFlag);
BOOL WINAPI wglGenlockSourceI3D (HDC hDC, UINT uSource);
BOOL WINAPI wglGetGenlockSourceI3D (HDC hDC, UINT *uSource);
BOOL WINAPI wglGenlockSourceEdgeI3D (HDC hDC, UINT uEdge);
BOOL WINAPI wglGetGenlockSourceEdgeI3D (HDC hDC, UINT *uEdge);
BOOL WINAPI wglGenlockSampleRateI3D (HDC hDC, UINT uRate);
BOOL WINAPI wglGetGenlockSampleRateI3D (HDC hDC, UINT *uRate);
BOOL WINAPI wglGenlockSourceDelayI3D (HDC hDC, UINT uDelay);
BOOL WINAPI wglGetGenlockSourceDelayI3D (HDC hDC, UINT *uDelay);
BOOL WINAPI wglQueryGenlockMaxSourceDelayI3D (HDC hDC, UINT *uMaxLineDelay, UINT *uMaxPixelDelay);
#endif
#endif /* WGL_I3D_genlock */
#ifndef WGL_I3D_image_buffer
#define WGL_I3D_image_buffer 1
#define WGL_IMAGE_BUFFER_MIN_ACCESS_I3D 0x00000001
#define WGL_IMAGE_BUFFER_LOCK_I3D 0x00000002
typedef LPVOID (WINAPI * PFNWGLCREATEIMAGEBUFFERI3DPROC) (HDC hDC, DWORD dwSize, UINT uFlags);
typedef BOOL (WINAPI * PFNWGLDESTROYIMAGEBUFFERI3DPROC) (HDC hDC, LPVOID pAddress);
typedef BOOL (WINAPI * PFNWGLASSOCIATEIMAGEBUFFEREVENTSI3DPROC) (HDC hDC, const HANDLE *pEvent, const LPVOID *pAddress, const DWORD *pSize, UINT count);
typedef BOOL (WINAPI * PFNWGLRELEASEIMAGEBUFFEREVENTSI3DPROC) (HDC hDC, const LPVOID *pAddress, UINT count);
#ifdef WGL_WGLEXT_PROTOTYPES
LPVOID WINAPI wglCreateImageBufferI3D (HDC hDC, DWORD dwSize, UINT uFlags);
BOOL WINAPI wglDestroyImageBufferI3D (HDC hDC, LPVOID pAddress);
BOOL WINAPI wglAssociateImageBufferEventsI3D (HDC hDC, const HANDLE *pEvent, const LPVOID *pAddress, const DWORD *pSize, UINT count);
BOOL WINAPI wglReleaseImageBufferEventsI3D (HDC hDC, const LPVOID *pAddress, UINT count);
#endif
#endif /* WGL_I3D_image_buffer */
#ifndef WGL_I3D_swap_frame_lock
#define WGL_I3D_swap_frame_lock 1
typedef BOOL (WINAPI * PFNWGLENABLEFRAMELOCKI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLDISABLEFRAMELOCKI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLISENABLEDFRAMELOCKI3DPROC) (BOOL *pFlag);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMELOCKMASTERI3DPROC) (BOOL *pFlag);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnableFrameLockI3D (void);
BOOL WINAPI wglDisableFrameLockI3D (void);
BOOL WINAPI wglIsEnabledFrameLockI3D (BOOL *pFlag);
BOOL WINAPI wglQueryFrameLockMasterI3D (BOOL *pFlag);
#endif
#endif /* WGL_I3D_swap_frame_lock */
#ifndef WGL_I3D_swap_frame_usage
#define WGL_I3D_swap_frame_usage 1
typedef BOOL (WINAPI * PFNWGLGETFRAMEUSAGEI3DPROC) (float *pUsage);
typedef BOOL (WINAPI * PFNWGLBEGINFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLENDFRAMETRACKINGI3DPROC) (void);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMETRACKINGI3DPROC) (DWORD *pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetFrameUsageI3D (float *pUsage);
BOOL WINAPI wglBeginFrameTrackingI3D (void);
BOOL WINAPI wglEndFrameTrackingI3D (void);
BOOL WINAPI wglQueryFrameTrackingI3D (DWORD *pFrameCount, DWORD *pMissedFrames, float *pLastMissedUsage);
#endif
#endif /* WGL_I3D_swap_frame_usage */
#ifndef WGL_NV_DX_interop
#define WGL_NV_DX_interop 1
#define WGL_ACCESS_READ_ONLY_NV 0x00000000
#define WGL_ACCESS_READ_WRITE_NV 0x00000001
#define WGL_ACCESS_WRITE_DISCARD_NV 0x00000002
typedef BOOL (WINAPI * PFNWGLDXSETRESOURCESHAREHANDLENVPROC) (void *dxObject, HANDLE shareHandle);
typedef HANDLE (WINAPI * PFNWGLDXOPENDEVICENVPROC) (void *dxDevice);
typedef BOOL (WINAPI * PFNWGLDXCLOSEDEVICENVPROC) (HANDLE hDevice);
typedef HANDLE (WINAPI * PFNWGLDXREGISTEROBJECTNVPROC) (HANDLE hDevice, void *dxObject, GLuint name, GLenum type, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXUNREGISTEROBJECTNVPROC) (HANDLE hDevice, HANDLE hObject);
typedef BOOL (WINAPI * PFNWGLDXOBJECTACCESSNVPROC) (HANDLE hObject, GLenum access);
typedef BOOL (WINAPI * PFNWGLDXLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE *hObjects);
typedef BOOL (WINAPI * PFNWGLDXUNLOCKOBJECTSNVPROC) (HANDLE hDevice, GLint count, HANDLE *hObjects);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDXSetResourceShareHandleNV (void *dxObject, HANDLE shareHandle);
HANDLE WINAPI wglDXOpenDeviceNV (void *dxDevice);
BOOL WINAPI wglDXCloseDeviceNV (HANDLE hDevice);
HANDLE WINAPI wglDXRegisterObjectNV (HANDLE hDevice, void *dxObject, GLuint name, GLenum type, GLenum access);
BOOL WINAPI wglDXUnregisterObjectNV (HANDLE hDevice, HANDLE hObject);
BOOL WINAPI wglDXObjectAccessNV (HANDLE hObject, GLenum access);
BOOL WINAPI wglDXLockObjectsNV (HANDLE hDevice, GLint count, HANDLE *hObjects);
BOOL WINAPI wglDXUnlockObjectsNV (HANDLE hDevice, GLint count, HANDLE *hObjects);
#endif
#endif /* WGL_NV_DX_interop */
#ifndef WGL_NV_DX_interop2
#define WGL_NV_DX_interop2 1
#endif /* WGL_NV_DX_interop2 */
#ifndef WGL_NV_copy_image
#define WGL_NV_copy_image 1
typedef BOOL (WINAPI * PFNWGLCOPYIMAGESUBDATANVPROC) (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglCopyImageSubDataNV (HGLRC hSrcRC, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, HGLRC hDstRC, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
#endif
#endif /* WGL_NV_copy_image */
#ifndef WGL_NV_delay_before_swap
#define WGL_NV_delay_before_swap 1
typedef BOOL (WINAPI * PFNWGLDELAYBEFORESWAPNVPROC) (HDC hDC, GLfloat seconds);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglDelayBeforeSwapNV (HDC hDC, GLfloat seconds);
#endif
#endif /* WGL_NV_delay_before_swap */
#ifndef WGL_NV_float_buffer
#define WGL_NV_float_buffer 1
#define WGL_FLOAT_COMPONENTS_NV 0x20B0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV 0x20B1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV 0x20B2
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV 0x20B3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV 0x20B4
#define WGL_TEXTURE_FLOAT_R_NV 0x20B5
#define WGL_TEXTURE_FLOAT_RG_NV 0x20B6
#define WGL_TEXTURE_FLOAT_RGB_NV 0x20B7
#define WGL_TEXTURE_FLOAT_RGBA_NV 0x20B8
#endif /* WGL_NV_float_buffer */
#ifndef WGL_NV_gpu_affinity
#define WGL_NV_gpu_affinity 1
DECLARE_HANDLE(HGPUNV);
struct _GPU_DEVICE {
DWORD cb;
CHAR DeviceName[32];
CHAR DeviceString[128];
DWORD Flags;
RECT rcVirtualScreen;
};
typedef struct _GPU_DEVICE *PGPU_DEVICE;
#define ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV 0x20D0
#define ERROR_MISSING_AFFINITY_MASK_NV 0x20D1
typedef BOOL (WINAPI * PFNWGLENUMGPUSNVPROC) (UINT iGpuIndex, HGPUNV *phGpu);
typedef BOOL (WINAPI * PFNWGLENUMGPUDEVICESNVPROC) (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
typedef HDC (WINAPI * PFNWGLCREATEAFFINITYDCNVPROC) (const HGPUNV *phGpuList);
typedef BOOL (WINAPI * PFNWGLENUMGPUSFROMAFFINITYDCNVPROC) (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
typedef BOOL (WINAPI * PFNWGLDELETEDCNVPROC) (HDC hdc);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglEnumGpusNV (UINT iGpuIndex, HGPUNV *phGpu);
BOOL WINAPI wglEnumGpuDevicesNV (HGPUNV hGpu, UINT iDeviceIndex, PGPU_DEVICE lpGpuDevice);
HDC WINAPI wglCreateAffinityDCNV (const HGPUNV *phGpuList);
BOOL WINAPI wglEnumGpusFromAffinityDCNV (HDC hAffinityDC, UINT iGpuIndex, HGPUNV *hGpu);
BOOL WINAPI wglDeleteDCNV (HDC hdc);
#endif
#endif /* WGL_NV_gpu_affinity */
#ifndef WGL_NV_multisample_coverage
#define WGL_NV_multisample_coverage 1
#define WGL_COVERAGE_SAMPLES_NV 0x2042
#define WGL_COLOR_SAMPLES_NV 0x20B9
#endif /* WGL_NV_multisample_coverage */
#ifndef WGL_NV_present_video
#define WGL_NV_present_video 1
DECLARE_HANDLE(HVIDEOOUTPUTDEVICENV);
#define WGL_NUM_VIDEO_SLOTS_NV 0x20F0
typedef int (WINAPI * PFNWGLENUMERATEVIDEODEVICESNVPROC) (HDC hDC, HVIDEOOUTPUTDEVICENV *phDeviceList);
typedef BOOL (WINAPI * PFNWGLBINDVIDEODEVICENVPROC) (HDC hDC, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int *piAttribList);
typedef BOOL (WINAPI * PFNWGLQUERYCURRENTCONTEXTNVPROC) (int iAttribute, int *piValue);
#ifdef WGL_WGLEXT_PROTOTYPES
int WINAPI wglEnumerateVideoDevicesNV (HDC hDC, HVIDEOOUTPUTDEVICENV *phDeviceList);
BOOL WINAPI wglBindVideoDeviceNV (HDC hDC, unsigned int uVideoSlot, HVIDEOOUTPUTDEVICENV hVideoDevice, const int *piAttribList);
BOOL WINAPI wglQueryCurrentContextNV (int iAttribute, int *piValue);
#endif
#endif /* WGL_NV_present_video */
#ifndef WGL_NV_render_depth_texture
#define WGL_NV_render_depth_texture 1
#define WGL_BIND_TO_TEXTURE_DEPTH_NV 0x20A3
#define WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV 0x20A4
#define WGL_DEPTH_TEXTURE_FORMAT_NV 0x20A5
#define WGL_TEXTURE_DEPTH_COMPONENT_NV 0x20A6
#define WGL_DEPTH_COMPONENT_NV 0x20A7
#endif /* WGL_NV_render_depth_texture */
#ifndef WGL_NV_render_texture_rectangle
#define WGL_NV_render_texture_rectangle 1
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV 0x20A0
#define WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV 0x20A1
#define WGL_TEXTURE_RECTANGLE_NV 0x20A2
#endif /* WGL_NV_render_texture_rectangle */
#ifndef WGL_NV_swap_group
#define WGL_NV_swap_group 1
typedef BOOL (WINAPI * PFNWGLJOINSWAPGROUPNVPROC) (HDC hDC, GLuint group);
typedef BOOL (WINAPI * PFNWGLBINDSWAPBARRIERNVPROC) (GLuint group, GLuint barrier);
typedef BOOL (WINAPI * PFNWGLQUERYSWAPGROUPNVPROC) (HDC hDC, GLuint *group, GLuint *barrier);
typedef BOOL (WINAPI * PFNWGLQUERYMAXSWAPGROUPSNVPROC) (HDC hDC, GLuint *maxGroups, GLuint *maxBarriers);
typedef BOOL (WINAPI * PFNWGLQUERYFRAMECOUNTNVPROC) (HDC hDC, GLuint *count);
typedef BOOL (WINAPI * PFNWGLRESETFRAMECOUNTNVPROC) (HDC hDC);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglJoinSwapGroupNV (HDC hDC, GLuint group);
BOOL WINAPI wglBindSwapBarrierNV (GLuint group, GLuint barrier);
BOOL WINAPI wglQuerySwapGroupNV (HDC hDC, GLuint *group, GLuint *barrier);
BOOL WINAPI wglQueryMaxSwapGroupsNV (HDC hDC, GLuint *maxGroups, GLuint *maxBarriers);
BOOL WINAPI wglQueryFrameCountNV (HDC hDC, GLuint *count);
BOOL WINAPI wglResetFrameCountNV (HDC hDC);
#endif
#endif /* WGL_NV_swap_group */
#ifndef WGL_NV_vertex_array_range
#define WGL_NV_vertex_array_range 1
typedef void *(WINAPI * PFNWGLALLOCATEMEMORYNVPROC) (GLsizei size, GLfloat readfreq, GLfloat writefreq, GLfloat priority);
typedef void (WINAPI * PFNWGLFREEMEMORYNVPROC) (void *pointer);
#ifdef WGL_WGLEXT_PROTOTYPES
void *WINAPI wglAllocateMemoryNV (GLsizei size, GLfloat readfreq, GLfloat writefreq, GLfloat priority);
void WINAPI wglFreeMemoryNV (void *pointer);
#endif
#endif /* WGL_NV_vertex_array_range */
#ifndef WGL_NV_video_capture
#define WGL_NV_video_capture 1
DECLARE_HANDLE(HVIDEOINPUTDEVICENV);
#define WGL_UNIQUE_ID_NV 0x20CE
#define WGL_NUM_VIDEO_CAPTURE_SLOTS_NV 0x20CF
typedef BOOL (WINAPI * PFNWGLBINDVIDEOCAPTUREDEVICENVPROC) (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
typedef UINT (WINAPI * PFNWGLENUMERATEVIDEOCAPTUREDEVICESNVPROC) (HDC hDc, HVIDEOINPUTDEVICENV *phDeviceList);
typedef BOOL (WINAPI * PFNWGLLOCKVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
typedef BOOL (WINAPI * PFNWGLQUERYVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int *piValue);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOCAPTUREDEVICENVPROC) (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglBindVideoCaptureDeviceNV (UINT uVideoSlot, HVIDEOINPUTDEVICENV hDevice);
UINT WINAPI wglEnumerateVideoCaptureDevicesNV (HDC hDc, HVIDEOINPUTDEVICENV *phDeviceList);
BOOL WINAPI wglLockVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
BOOL WINAPI wglQueryVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice, int iAttribute, int *piValue);
BOOL WINAPI wglReleaseVideoCaptureDeviceNV (HDC hDc, HVIDEOINPUTDEVICENV hDevice);
#endif
#endif /* WGL_NV_video_capture */
#ifndef WGL_NV_video_output
#define WGL_NV_video_output 1
DECLARE_HANDLE(HPVIDEODEV);
#define WGL_BIND_TO_VIDEO_RGB_NV 0x20C0
#define WGL_BIND_TO_VIDEO_RGBA_NV 0x20C1
#define WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV 0x20C2
#define WGL_VIDEO_OUT_COLOR_NV 0x20C3
#define WGL_VIDEO_OUT_ALPHA_NV 0x20C4
#define WGL_VIDEO_OUT_DEPTH_NV 0x20C5
#define WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV 0x20C6
#define WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV 0x20C7
#define WGL_VIDEO_OUT_FRAME 0x20C8
#define WGL_VIDEO_OUT_FIELD_1 0x20C9
#define WGL_VIDEO_OUT_FIELD_2 0x20CA
#define WGL_VIDEO_OUT_STACKED_FIELDS_1_2 0x20CB
#define WGL_VIDEO_OUT_STACKED_FIELDS_2_1 0x20CC
typedef BOOL (WINAPI * PFNWGLGETVIDEODEVICENVPROC) (HDC hDC, int numDevices, HPVIDEODEV *hVideoDevice);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEODEVICENVPROC) (HPVIDEODEV hVideoDevice);
typedef BOOL (WINAPI * PFNWGLBINDVIDEOIMAGENVPROC) (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLRELEASEVIDEOIMAGENVPROC) (HPBUFFERARB hPbuffer, int iVideoBuffer);
typedef BOOL (WINAPI * PFNWGLSENDPBUFFERTOVIDEONVPROC) (HPBUFFERARB hPbuffer, int iBufferType, unsigned long *pulCounterPbuffer, BOOL bBlock);
typedef BOOL (WINAPI * PFNWGLGETVIDEOINFONVPROC) (HPVIDEODEV hpVideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetVideoDeviceNV (HDC hDC, int numDevices, HPVIDEODEV *hVideoDevice);
BOOL WINAPI wglReleaseVideoDeviceNV (HPVIDEODEV hVideoDevice);
BOOL WINAPI wglBindVideoImageNV (HPVIDEODEV hVideoDevice, HPBUFFERARB hPbuffer, int iVideoBuffer);
BOOL WINAPI wglReleaseVideoImageNV (HPBUFFERARB hPbuffer, int iVideoBuffer);
BOOL WINAPI wglSendPbufferToVideoNV (HPBUFFERARB hPbuffer, int iBufferType, unsigned long *pulCounterPbuffer, BOOL bBlock);
BOOL WINAPI wglGetVideoInfoNV (HPVIDEODEV hpVideoDevice, unsigned long *pulCounterOutputPbuffer, unsigned long *pulCounterOutputVideo);
#endif
#endif /* WGL_NV_video_output */
#ifndef WGL_OML_sync_control
#define WGL_OML_sync_control 1
typedef BOOL (WINAPI * PFNWGLGETSYNCVALUESOMLPROC) (HDC hdc, INT64 *ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLGETMSCRATEOMLPROC) (HDC hdc, INT32 *numerator, INT32 *denominator);
typedef INT64 (WINAPI * PFNWGLSWAPBUFFERSMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef INT64 (WINAPI * PFNWGLSWAPLAYERBUFFERSMSCOMLPROC) (HDC hdc, int fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
typedef BOOL (WINAPI * PFNWGLWAITFORMSCOMLPROC) (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64 *ust, INT64 *msc, INT64 *sbc);
typedef BOOL (WINAPI * PFNWGLWAITFORSBCOMLPROC) (HDC hdc, INT64 target_sbc, INT64 *ust, INT64 *msc, INT64 *sbc);
#ifdef WGL_WGLEXT_PROTOTYPES
BOOL WINAPI wglGetSyncValuesOML (HDC hdc, INT64 *ust, INT64 *msc, INT64 *sbc);
BOOL WINAPI wglGetMscRateOML (HDC hdc, INT32 *numerator, INT32 *denominator);
INT64 WINAPI wglSwapBuffersMscOML (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder);
INT64 WINAPI wglSwapLayerBuffersMscOML (HDC hdc, int fuPlanes, INT64 target_msc, INT64 divisor, INT64 remainder);
BOOL WINAPI wglWaitForMscOML (HDC hdc, INT64 target_msc, INT64 divisor, INT64 remainder, INT64 *ust, INT64 *msc, INT64 *sbc);
BOOL WINAPI wglWaitForSbcOML (HDC hdc, INT64 target_sbc, INT64 *ust, INT64 *msc, INT64 *sbc);
#endif
#endif /* WGL_OML_sync_control */
#ifdef __cplusplus
}
#endif
#endif

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/*
** $Id: lauxlib.h,v 1.128 2014/10/29 16:11:17 roberto Exp $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
#ifndef lauxlib_h
#define lauxlib_h
#include <stddef.h>
#include <stdio.h>
#include "lua.h"
/* extra error code for 'luaL_load' */
#define LUA_ERRFILE (LUA_ERRERR+1)
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
#define luaL_checkversion(L) \
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
size_t *l);
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
const char *def, size_t *l);
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
lua_Integer def);
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
const char *const lst[]);
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
/* pre-defined references */
#define LUA_NOREF (-2)
#define LUA_REFNIL (-1)
LUALIB_API int (luaL_ref) (lua_State *L, int t);
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
const char *mode);
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
const char *name, const char *mode);
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
LUALIB_API lua_State *(luaL_newstate) (void);
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p,
const char *r);
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
const char *msg, int level);
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
lua_CFunction openf, int glb);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define luaL_newlibtable(L,l) \
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
#define luaL_newlib(L,l) \
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
#define luaL_argcheck(L, cond,arg,extramsg) \
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
#define luaL_dofile(L, fn) \
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_dostring(L, s) \
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
/*
** {======================================================
** Generic Buffer manipulation
** =======================================================
*/
typedef struct luaL_Buffer {
char *b; /* buffer address */
size_t size; /* buffer size */
size_t n; /* number of characters in buffer */
lua_State *L;
char initb[LUAL_BUFFERSIZE]; /* initial buffer */
} luaL_Buffer;
#define luaL_addchar(B,c) \
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
((B)->b[(B)->n++] = (c)))
#define luaL_addsize(B,s) ((B)->n += (s))
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
/* }====================================================== */
/*
** {======================================================
** File handles for IO library
** =======================================================
*/
/*
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
** initial structure 'luaL_Stream' (it may contain other fields
** after that initial structure).
*/
#define LUA_FILEHANDLE "FILE*"
typedef struct luaL_Stream {
FILE *f; /* stream (NULL for incompletely created streams) */
lua_CFunction closef; /* to close stream (NULL for closed streams) */
} luaL_Stream;
/* }====================================================== */
/* compatibility with old module system */
#if defined(LUA_COMPAT_MODULE)
LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname,
int sizehint);
LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
const luaL_Reg *l, int nup);
#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0))
#endif
/*
** {==================================================================
** "Abstraction Layer" for basic report of messages and errors
** ===================================================================
*/
/* print a string */
#if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif
/* print a newline and flush the output */
#if !defined(lua_writeline)
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
#endif
/* print an error message */
#if !defined(lua_writestringerror)
#define lua_writestringerror(s,p) \
(fprintf(stderr, (s), (p)), fflush(stderr))
#endif
/* }================================================================== */
/*
** {============================================================
** Compatibility with deprecated conversions
** =============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
#define luaL_optunsigned(L,a,d) \
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
#endif
/* }============================================================ */
#endif

485
thirdparty/include/Lua/lua.h vendored Normal file
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@ -0,0 +1,485 @@
/*
** $Id: lua.h,v 1.325 2014/12/26 17:24:27 roberto Exp $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include <Lua/luaconf.h>
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "3"
#define LUA_VERSION_NUM 503
#define LUA_VERSION_RELEASE "0"
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2015 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
/* mark for precompiled code ('<esc>Lua') */
#define LUA_SIGNATURE "\x1bLua"
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
#define LUA_MULTRET (-1)
/*
** pseudo-indices
*/
#define LUA_REGISTRYINDEX LUAI_FIRSTPSEUDOIDX
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
/* thread status */
#define LUA_OK 0
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRGCMM 5
#define LUA_ERRERR 6
typedef struct lua_State lua_State;
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMTAGS 9
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/* predefined values in the registry */
#define LUA_RIDX_MAINTHREAD 1
#define LUA_RIDX_GLOBALS 2
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/* unsigned integer type */
typedef LUA_UNSIGNED lua_Unsigned;
/* type for continuation-function contexts */
typedef LUA_KCONTEXT lua_KContext;
/*
** Type for C functions registered with Lua
*/
typedef int (*lua_CFunction) (lua_State *L);
/*
** Type for continuation functions
*/
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
/*
** Type for functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
/*
** Type for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
LUA_API const lua_Number *(lua_version) (lua_State *L);
/*
** basic stack manipulation
*/
LUA_API int (lua_absindex) (lua_State *L, int idx);
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
LUA_API int (lua_checkstack) (lua_State *L, int n);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isinteger) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t (lua_rawlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** Comparison and arithmetic functions
*/
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
#define LUA_OPSUB 1
#define LUA_OPMUL 2
#define LUA_OPMOD 3
#define LUA_OPPOW 4
#define LUA_OPDIV 5
#define LUA_OPIDIV 6
#define LUA_OPBAND 7
#define LUA_OPBOR 8
#define LUA_OPBXOR 9
#define LUA_OPSHL 10
#define LUA_OPSHR 11
#define LUA_OPUNM 12
#define LUA_OPBNOT 13
LUA_API void (lua_arith) (lua_State *L, int op);
#define LUA_OPEQ 0
#define LUA_OPLT 1
#define LUA_OPLE 2
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
LUA_API int (lua_gettable) (lua_State *L, int idx);
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawget) (lua_State *L, int idx);
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API int (lua_getuservalue) (lua_State *L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API void (lua_setuservalue) (lua_State *L, int idx);
/*
** 'load' and 'call' functions (load and run Lua code)
*/
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
lua_KContext ctx, lua_KFunction k);
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
lua_KContext ctx, lua_KFunction k);
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
/*
** coroutine functions
*/
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
lua_KFunction k);
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg);
LUA_API int (lua_status) (lua_State *L);
LUA_API int (lua_isyieldable) (lua_State *L);
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
LUA_API int (lua_gc) (lua_State *L, int what, int data);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API void (lua_len) (lua_State *L, int idx);
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
/*
** {==============================================================
** some useful macros
** ===============================================================
*/
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) \
lua_pushlstring(L, "" s, (sizeof(s)/sizeof(char))-1)
#define lua_pushglobaltable(L) \
lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS)
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
/* }============================================================== */
/*
** {==============================================================
** compatibility macros for unsigned conversions
** ===============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
#endif
/* }============================================================== */
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILCALL 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debugger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
int fidx2, int n2);
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook (lua_gethook) (lua_State *L);
LUA_API int (lua_gethookmask) (lua_State *L);
LUA_API int (lua_gethookcount) (lua_State *L);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
unsigned char nups; /* (u) number of upvalues */
unsigned char nparams;/* (u) number of parameters */
char isvararg; /* (u) */
char istailcall; /* (t) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
struct CallInfo *i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2015 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif

735
thirdparty/include/Lua/luaconf.h vendored Normal file
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@ -0,0 +1,735 @@
/*
** $Id: luaconf.h,v 1.238 2014/12/29 13:27:55 roberto Exp $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
#ifndef luaconf_h
#define luaconf_h
#include <limits.h>
#include <stddef.h>
/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/
/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/
/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */
/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */
/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS /* enable goodies for regular Windows */
#endif
#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL /* enable support for DLL */
#define LUA_USE_C89 /* broadly, Windows is C89 */
#endif
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#define LUA_USE_READLINE /* needs some extra libraries */
#endif
#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* MacOS does not need -ldl */
#define LUA_USE_READLINE /* needs an extra library: -lreadline */
#endif
/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif
/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT 32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT 16
#endif
/*
@@ LUA_INT_INT / LUA_INT_LONG / LUA_INT_LONGLONG defines the type for
** Lua integers.
@@ LUA_REAL_FLOAT / LUA_REAL_DOUBLE / LUA_REAL_LONGDOUBLE defines
** the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/
#if defined(LUA_32BITS) /* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32 /* use 'int' if big enough */
#define LUA_INT_INT
#else /* otherwise use 'long' */
#define LUA_INT_LONG
#endif
#define LUA_REAL_FLOAT
#elif defined(LUA_C89_NUMBERS) /* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_LONG
#define LUA_REAL_DOUBLE
#else /* }{ */
/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#define LUA_INT_LONGLONG
#define LUA_REAL_DOUBLE
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/
/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32) /* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
#define LUA_LDIR "!\\lua\\"
#define LUA_CDIR "!\\"
#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \
LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \
".\\?.lua;" ".\\?\\init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.dll;" \
LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \
LUA_CDIR"loadall.dll;" ".\\?.dll"
#else /* }{ */
#define LUA_ROOT "/usr/local/"
#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/"
#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/"
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \
"./?.lua;" "./?/init.lua"
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so"
#endif /* } */
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
** CHANGE it if your machine does not use "/" as the directory separator
** and is not Windows. (On Windows Lua automatically uses "\".)
*/
#if defined(_WIN32)
#define LUA_DIRSEP "\\"
#else
#define LUA_DIRSEP "/"
#endif
/* }================================================================== */
/*
** {==================================================================
** Marks for exported symbols in the C code
** ===================================================================
*/
/*
@@ LUA_API is a mark for all core API functions.
@@ LUALIB_API is a mark for all auxiliary library functions.
@@ LUAMOD_API is a mark for all standard library opening functions.
** CHANGE them if you need to define those functions in some special way.
** For instance, if you want to create one Windows DLL with the core and
** the libraries, you may want to use the following definition (define
** LUA_BUILD_AS_DLL to get it).
*/
#if defined(LUA_BUILD_AS_DLL) /* { */
#if defined(LUA_CORE) || defined(LUA_LIB) /* { */
#define LUA_API __declspec(dllexport)
#else /* }{ */
#define LUA_API __declspec(dllimport)
#endif /* } */
#else /* }{ */
#define LUA_API extern
#endif /* } */
/* more often than not the libs go together with the core */
#define LUALIB_API LUA_API
#define LUAMOD_API LUALIB_API
/*
@@ LUAI_FUNC is a mark for all extern functions that are not to be
** exported to outside modules.
@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables
** that are not to be exported to outside modules (LUAI_DDEF for
** definitions and LUAI_DDEC for declarations).
** CHANGE them if you need to mark them in some special way. Elf/gcc
** (versions 3.2 and later) mark them as "hidden" to optimize access
** when Lua is compiled as a shared library. Not all elf targets support
** this attribute. Unfortunately, gcc does not offer a way to check
** whether the target offers that support, and those without support
** give a warning about it. To avoid these warnings, change to the
** default definition.
*/
#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \
defined(__ELF__) /* { */
#define LUAI_FUNC __attribute__((visibility("hidden"))) extern
#else /* }{ */
#define LUAI_FUNC extern
#endif /* } */
#define LUAI_DDEC LUAI_FUNC
#define LUAI_DDEF /* empty */
/* }================================================================== */
/*
** {==================================================================
** Compatibility with previous versions
** ===================================================================
*/
/*
@@ LUA_COMPAT_5_2 controls other macros for compatibility with Lua 5.2.
@@ LUA_COMPAT_5_1 controls other macros for compatibility with Lua 5.1.
** You can define it to get all options, or change specific options
** to fit your specific needs.
*/
#if defined(LUA_COMPAT_5_2) /* { */
/*
@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated
** functions in the mathematical library.
*/
#define LUA_COMPAT_MATHLIB
/*
@@ LUA_COMPAT_BITLIB controls the presence of library 'bit32'.
*/
#define LUA_COMPAT_BITLIB
/*
@@ LUA_COMPAT_IPAIRS controls the effectiveness of the __ipairs metamethod.
*/
#define LUA_COMPAT_IPAIRS
/*
@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for
** manipulating other integer types (lua_pushunsigned, lua_tounsigned,
** luaL_checkint, luaL_checklong, etc.)
*/
#define LUA_COMPAT_APIINTCASTS
/*
@@ LUA_COMPAT_FLOATSTRING makes Lua format integral floats without a
@@ a float mark ('.0').
** This macro is not on by default even in compatibility mode,
** because this is not really an incompatibility.
*/
/* #define LUA_COMPAT_FLOATSTRING */
#endif /* } */
#if defined(LUA_COMPAT_5_1) /* { */
/*
@@ LUA_COMPAT_UNPACK controls the presence of global 'unpack'.
** You can replace it with 'table.unpack'.
*/
#define LUA_COMPAT_UNPACK
/*
@@ LUA_COMPAT_LOADERS controls the presence of table 'package.loaders'.
** You can replace it with 'package.searchers'.
*/
#define LUA_COMPAT_LOADERS
/*
@@ macro 'lua_cpcall' emulates deprecated function lua_cpcall.
** You can call your C function directly (with light C functions).
*/
#define lua_cpcall(L,f,u) \
(lua_pushcfunction(L, (f)), \
lua_pushlightuserdata(L,(u)), \
lua_pcall(L,1,0,0))
/*
@@ LUA_COMPAT_LOG10 defines the function 'log10' in the math library.
** You can rewrite 'log10(x)' as 'log(x, 10)'.
*/
#define LUA_COMPAT_LOG10
/*
@@ LUA_COMPAT_LOADSTRING defines the function 'loadstring' in the base
** library. You can rewrite 'loadstring(s)' as 'load(s)'.
*/
#define LUA_COMPAT_LOADSTRING
/*
@@ LUA_COMPAT_MAXN defines the function 'maxn' in the table library.
*/
#define LUA_COMPAT_MAXN
/*
@@ The following macros supply trivial compatibility for some
** changes in the API. The macros themselves document how to
** change your code to avoid using them.
*/
#define lua_strlen(L,i) lua_rawlen(L, (i))
#define lua_objlen(L,i) lua_rawlen(L, (i))
#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ)
#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT)
/*
@@ LUA_COMPAT_MODULE controls compatibility with previous
** module functions 'module' (Lua) and 'luaL_register' (C).
*/
#define LUA_COMPAT_MODULE
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Numbers.
** Change these definitions if no predefined LUA_REAL_* / LUA_INT_*
** satisfy your needs.
** ===================================================================
*/
/*
@@ LUA_NUMBER is the floating-point type used by Lua.
**
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@@ over a floating number.
**
@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats.
@@ LUA_NUMBER_FMT is the format for writing floats.
@@ lua_number2str converts a float to a string.
**
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
**
@@ lua_str2number converts a decimal numeric string to a number.
*/
#if defined(LUA_REAL_FLOAT) /* { single float */
#define LUA_NUMBER float
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.7g"
#define l_mathop(op) op##f
#define lua_str2number(s,p) strtof((s), (p))
#elif defined(LUA_REAL_LONGDOUBLE) /* }{ long double */
#define LUA_NUMBER long double
#define LUAI_UACNUMBER long double
#define LUA_NUMBER_FRMLEN "L"
#define LUA_NUMBER_FMT "%.19Lg"
#define l_mathop(op) op##l
#define lua_str2number(s,p) strtold((s), (p))
#elif defined(LUA_REAL_DOUBLE) /* }{ double */
#define LUA_NUMBER double
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.14g"
#define l_mathop(op) op
#define lua_str2number(s,p) strtod((s), (p))
#else /* }{ */
#error "numeric real type not defined"
#endif /* } */
#define l_floor(x) (l_mathop(floor)(x))
#define lua_number2str(s,n) sprintf((s), LUA_NUMBER_FMT, (n))
/*
@@ lua_numbertointeger converts a float number to an integer, or
** returns 0 if float is not within the range of a lua_Integer.
** (The range comparisons are tricky because of rounding. The tests
** here assume a two-complement representation, where MININTEGER always
** has an exact representation as a float; MAXINTEGER may not have one,
** and therefore its conversion to float may have an ill-defined value.)
*/
#define lua_numbertointeger(n,p) \
((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \
(n) < -(LUA_NUMBER)(LUA_MININTEGER) && \
(*(p) = (LUA_INTEGER)(n), 1))
/*
@@ The luai_num* macros define the primitive operations over numbers.
** They should work for any size of floating numbers.
*/
/* the following operations need the math library */
#if defined(lobject_c) || defined(lvm_c)
#include <math.h>
/* floor division (defined as 'floor(a/b)') */
#define luai_numidiv(L,a,b) ((void)L, l_mathop(floor)(luai_numdiv(L,a,b)))
/*
** module: defined as 'a - floor(a/b)*b'; the previous definition gives
** NaN when 'b' is huge, but the result should be 'a'. 'fmod' gives the
** result of 'a - trunc(a/b)*b', and therefore must be corrected when
** 'trunc(a/b) ~= floor(a/b)'. That happens when the division has a
** non-integer negative result, which is equivalent to the test below
*/
#define luai_nummod(L,a,b,m) \
{ (m) = l_mathop(fmod)(a,b); if ((m)*(b) < 0) (m) += (b); }
/* exponentiation */
#define luai_numpow(L,a,b) ((void)L, l_mathop(pow)(a,b))
#endif
/* these are quite standard operations */
#if defined(LUA_CORE)
#define luai_numadd(L,a,b) ((a)+(b))
#define luai_numsub(L,a,b) ((a)-(b))
#define luai_nummul(L,a,b) ((a)*(b))
#define luai_numdiv(L,a,b) ((a)/(b))
#define luai_numunm(L,a) (-(a))
#define luai_numeq(a,b) ((a)==(b))
#define luai_numlt(a,b) ((a)<(b))
#define luai_numle(a,b) ((a)<=(b))
#define luai_numisnan(a) (!luai_numeq((a), (a)))
#endif
/*
@@ LUA_INTEGER is the integer type used by Lua.
**
@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER.
**
@@ LUAI_UACINT is the result of an 'usual argument conversion'
@@ over a lUA_INTEGER.
@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers.
@@ LUA_INTEGER_FMT is the format for writing integers.
@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER.
@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER.
@@ lua_integer2str converts an integer to a string.
*/
/* The following definitions are good for most cases here */
#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d"
#define lua_integer2str(s,n) sprintf((s), LUA_INTEGER_FMT, (n))
#define LUAI_UACINT LUA_INTEGER
/*
** use LUAI_UACINT here to avoid problems with promotions (which
** can turn a comparison between unsigneds into a signed comparison)
*/
#define LUA_UNSIGNED unsigned LUAI_UACINT
/* now the variable definitions */
#if defined(LUA_INT_INT) /* { int */
#define LUA_INTEGER int
#define LUA_INTEGER_FRMLEN ""
#define LUA_MAXINTEGER INT_MAX
#define LUA_MININTEGER INT_MIN
#elif defined(LUA_INT_LONG) /* }{ long */
#define LUA_INTEGER long
#define LUA_INTEGER_FRMLEN "l"
#define LUA_MAXINTEGER LONG_MAX
#define LUA_MININTEGER LONG_MIN
#elif defined(LUA_INT_LONGLONG) /* }{ long long */
#if defined(LLONG_MAX) /* { */
/* use ISO C99 stuff */
#define LUA_INTEGER long long
#define LUA_INTEGER_FRMLEN "ll"
#define LUA_MAXINTEGER LLONG_MAX
#define LUA_MININTEGER LLONG_MIN
#elif defined(LUA_USE_WINDOWS) /* }{ */
/* in Windows, can use specific Windows types */
#define LUA_INTEGER __int64
#define LUA_INTEGER_FRMLEN "I64"
#define LUA_MAXINTEGER _I64_MAX
#define LUA_MININTEGER _I64_MIN
#else /* }{ */
#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \
or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)"
#endif /* } */
#else /* }{ */
#error "numeric integer type not defined"
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Dependencies with C99
** ===================================================================
*/
/*
@@ lua_strx2number converts an hexadecimal numeric string to a number.
** In C99, 'strtod' does both conversions. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_strx2number(s,p) lua_str2number(s,p)
#endif
/*
@@ LUA_USE_AFORMAT allows '%a'/'%A' specifiers in 'string.format'
** Enable it if the C function 'printf' supports these specifiers.
** (C99 demands it and Windows also supports it.)
*/
#if !defined(LUA_USE_C89) || defined(LUA_USE_WINDOWS)
#define LUA_USE_AFORMAT
#endif
/*
** 'strtof' and 'opf' variants for math functions are not valid in
** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the
** availability of these variants. ('math.h' is already included in
** all files that use these macros.)
*/
#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF))
#undef l_mathop /* variants not available */
#undef lua_str2number
#define l_mathop(op) (lua_Number)op /* no variant */
#define lua_str2number(s,p) ((lua_Number)strtod((s), (p)))
#endif
/*
@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation
** functions. It must be a numerical type; Lua will use 'intptr_t' if
** available, otherwise it will use 'ptrdiff_t' (the nearest thing to
** 'intptr_t' in C89)
*/
#define LUA_KCONTEXT ptrdiff_t
#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \
__STDC_VERSION__ >= 199901L
#include <stdint.h>
#if defined (INTPTR_MAX) /* even in C99 this type is optional */
#undef LUA_KCONTEXT
#define LUA_KCONTEXT intptr_t
#endif
#endif
/* }================================================================== */
/*
** {==================================================================
** Macros that affect the API and must be stable (that is, must be the
** same when you compile Lua and when you compile code that links to
** Lua). You probably do not want/need to change them.
** =====================================================================
*/
/*
@@ LUAI_MAXSTACK limits the size of the Lua stack.
** CHANGE it if you need a different limit. This limit is arbitrary;
** its only purpose is to stop Lua from consuming unlimited stack
** space (and to reserve some numbers for pseudo-indices).
*/
#if LUAI_BITSINT >= 32
#define LUAI_MAXSTACK 1000000
#else
#define LUAI_MAXSTACK 15000
#endif
/* reserve some space for error handling */
#define LUAI_FIRSTPSEUDOIDX (-LUAI_MAXSTACK - 1000)
/*
@@ LUA_EXTRASPACE defines the size of a raw memory area associated with
** a Lua state with very fast access.
** CHANGE it if you need a different size.
*/
#define LUA_EXTRASPACE (sizeof(void *))
/*
@@ LUA_IDSIZE gives the maximum size for the description of the source
@@ of a function in debug information.
** CHANGE it if you want a different size.
*/
#define LUA_IDSIZE 60
/*
@@ LUAI_MAXSHORTLEN is the maximum length for short strings, that is,
** strings that are internalized. (Cannot be smaller than reserved words
** or tags for metamethods, as these strings must be internalized;
** #("function") = 8, #("__newindex") = 10.)
*/
#define LUAI_MAXSHORTLEN 40
/*
@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system.
** CHANGE it if it uses too much C-stack space.
*/
#define LUAL_BUFFERSIZE ((int)(0x80 * sizeof(void*) * sizeof(lua_Integer)))
/* }================================================================== */
/*
@@ LUA_QL describes how error messages quote program elements.
** Lua does not use these macros anymore; they are here for
** compatibility only.
*/
#define LUA_QL(x) "'" x "'"
#define LUA_QS LUA_QL("%s")
/* =================================================================== */
/*
** Local configuration. You can use this space to add your redefinitions
** without modifying the main part of the file.
*/
#endif

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/*
** $Id: lualib.h,v 1.44 2014/02/06 17:32:33 roberto Exp $
** Lua standard libraries
** See Copyright Notice in lua.h
*/
#ifndef lualib_h
#define lualib_h
#include "lua.h"
LUAMOD_API int (luaopen_base) (lua_State *L);
#define LUA_COLIBNAME "coroutine"
LUAMOD_API int (luaopen_coroutine) (lua_State *L);
#define LUA_TABLIBNAME "table"
LUAMOD_API int (luaopen_table) (lua_State *L);
#define LUA_IOLIBNAME "io"
LUAMOD_API int (luaopen_io) (lua_State *L);
#define LUA_OSLIBNAME "os"
LUAMOD_API int (luaopen_os) (lua_State *L);
#define LUA_STRLIBNAME "string"
LUAMOD_API int (luaopen_string) (lua_State *L);
#define LUA_UTF8LIBNAME "utf8"
LUAMOD_API int (luaopen_utf8) (lua_State *L);
#define LUA_BITLIBNAME "bit32"
LUAMOD_API int (luaopen_bit32) (lua_State *L);
#define LUA_MATHLIBNAME "math"
LUAMOD_API int (luaopen_math) (lua_State *L);
#define LUA_DBLIBNAME "debug"
LUAMOD_API int (luaopen_debug) (lua_State *L);
#define LUA_LOADLIBNAME "package"
LUAMOD_API int (luaopen_package) (lua_State *L);
/* open all previous libraries */
LUALIB_API void (luaL_openlibs) (lua_State *L);
#if !defined(lua_assert)
#define lua_assert(x) ((void)0)
#endif
#endif

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thirdparty/include/Utfcpp/utf8.h vendored Normal file
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// Copyright 2006 Nemanja Trifunovic
/*
Permission is hereby granted, free of charge, to any person or organization
obtaining a copy of the software and accompanying documentation covered by
this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the
Software, and to permit third-parties to whom the Software is furnished to
do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated by
a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef UTF8_FOR_CPP_2675DCD0_9480_4c0c_B92A_CC14C027B731
#define UTF8_FOR_CPP_2675DCD0_9480_4c0c_B92A_CC14C027B731
#include "utf8/checked.h"
#include "utf8/unchecked.h"
#endif // header guard

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// Copyright 2006 Nemanja Trifunovic
/*
Permission is hereby granted, free of charge, to any person or organization
obtaining a copy of the software and accompanying documentation covered by
this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the
Software, and to permit third-parties to whom the Software is furnished to
do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated by
a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef UTF8_FOR_CPP_CHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731
#define UTF8_FOR_CPP_CHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731
#include "core.h"
#include <stdexcept>
namespace utf8
{
// Base for the exceptions that may be thrown from the library
class exception : public ::std::exception {
};
// Exceptions that may be thrown from the library functions.
class invalid_code_point : public exception {
uint32_t cp;
public:
invalid_code_point(uint32_t Cp) : cp(Cp) {} // @Lynix: -Wshadow
virtual const char* what() const throw() { return "Invalid code point"; }
uint32_t code_point() const {return cp;}
};
class invalid_utf8 : public exception {
uint8_t u8;
public:
invalid_utf8 (uint8_t u) : u8(u) {}
virtual const char* what() const throw() { return "Invalid UTF-8"; }
uint8_t utf8_octet() const {return u8;}
};
class invalid_utf16 : public exception {
uint16_t u16;
public:
invalid_utf16 (uint16_t u) : u16(u) {}
virtual const char* what() const throw() { return "Invalid UTF-16"; }
uint16_t utf16_word() const {return u16;}
};
class not_enough_room : public exception {
public:
virtual const char* what() const throw() { return "Not enough space"; }
};
/// The library API - functions intended to be called by the users
template <typename octet_iterator>
octet_iterator append(uint32_t cp, octet_iterator result)
{
if (!utf8::internal::is_code_point_valid(cp))
throw invalid_code_point(cp);
if (cp < 0x80) // one octet
*(result++) = static_cast<uint8_t>(cp);
else if (cp < 0x800) { // two octets
*(result++) = static_cast<uint8_t>((cp >> 6) | 0xc0);
*(result++) = static_cast<uint8_t>((cp & 0x3f) | 0x80);
}
else if (cp < 0x10000) { // three octets
*(result++) = static_cast<uint8_t>((cp >> 12) | 0xe0);
*(result++) = static_cast<uint8_t>(((cp >> 6) & 0x3f) | 0x80);
*(result++) = static_cast<uint8_t>((cp & 0x3f) | 0x80);
}
else { // four octets
*(result++) = static_cast<uint8_t>((cp >> 18) | 0xf0);
*(result++) = static_cast<uint8_t>(((cp >> 12) & 0x3f) | 0x80);
*(result++) = static_cast<uint8_t>(((cp >> 6) & 0x3f) | 0x80);
*(result++) = static_cast<uint8_t>((cp & 0x3f) | 0x80);
}
return result;
}
template <typename octet_iterator, typename output_iterator>
output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out, uint32_t replacement)
{
while (start != end) {
octet_iterator sequence_start = start;
internal::utf_error err_code = utf8::internal::validate_next(start, end);
switch (err_code) {
case internal::UTF8_OK :
for (octet_iterator it = sequence_start; it != start; ++it)
*out++ = *it;
break;
case internal::NOT_ENOUGH_ROOM:
throw not_enough_room();
case internal::INVALID_LEAD:
out = utf8::append (replacement, out);
++start;
break;
case internal::INCOMPLETE_SEQUENCE:
case internal::OVERLONG_SEQUENCE:
case internal::INVALID_CODE_POINT:
out = utf8::append (replacement, out);
++start;
// just one replacement mark for the sequence
while (start != end && utf8::internal::is_trail(*start))
++start;
break;
}
}
return out;
}
template <typename octet_iterator, typename output_iterator>
inline output_iterator replace_invalid(octet_iterator start, octet_iterator end, output_iterator out)
{
static const uint32_t replacement_marker = utf8::internal::mask16(0xfffd);
return utf8::replace_invalid(start, end, out, replacement_marker);
}
template <typename octet_iterator>
uint32_t next(octet_iterator& it, octet_iterator end)
{
uint32_t cp = 0;
internal::utf_error err_code = utf8::internal::validate_next(it, end, cp);
switch (err_code) {
case internal::UTF8_OK :
break;
case internal::NOT_ENOUGH_ROOM :
throw not_enough_room();
case internal::INVALID_LEAD :
case internal::INCOMPLETE_SEQUENCE :
case internal::OVERLONG_SEQUENCE :
throw invalid_utf8(*it);
case internal::INVALID_CODE_POINT :
throw invalid_code_point(cp);
}
return cp;
}
template <typename octet_iterator>
uint32_t peek_next(octet_iterator it, octet_iterator end)
{
return utf8::next(it, end);
}
template <typename octet_iterator>
uint32_t prior(octet_iterator& it, octet_iterator start)
{
// can't do much if it == start
if (it == start)
throw not_enough_room();
octet_iterator end = it;
// Go back until we hit either a lead octet or start
while (utf8::internal::is_trail(*(--it)))
if (it == start)
throw invalid_utf8(*it); // error - no lead byte in the sequence
return utf8::peek_next(it, end);
}
/// Deprecated in versions that include "prior"
template <typename octet_iterator>
uint32_t previous(octet_iterator& it, octet_iterator pass_start)
{
octet_iterator end = it;
while (utf8::internal::is_trail(*(--it)))
if (it == pass_start)
throw invalid_utf8(*it); // error - no lead byte in the sequence
octet_iterator temp = it;
return utf8::next(temp, end);
}
template <typename octet_iterator, typename distance_type>
void advance (octet_iterator& it, distance_type n, octet_iterator end)
{
for (distance_type i = 0; i < n; ++i)
utf8::next(it, end);
}
template <typename octet_iterator>
typename std::iterator_traits<octet_iterator>::difference_type
distance (octet_iterator first, octet_iterator last)
{
typename std::iterator_traits<octet_iterator>::difference_type dist;
for (dist = 0; first < last; ++dist)
utf8::next(first, last);
return dist;
}
template <typename u16bit_iterator, typename octet_iterator>
octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result)
{
while (start != end) {
uint32_t cp = utf8::internal::mask16(*start++);
// Take care of surrogate pairs first
if (utf8::internal::is_lead_surrogate(cp)) {
if (start != end) {
uint32_t trail_surrogate = utf8::internal::mask16(*start++);
if (utf8::internal::is_trail_surrogate(trail_surrogate))
cp = (cp << 10) + trail_surrogate + internal::SURROGATE_OFFSET;
else
throw invalid_utf16(static_cast<uint16_t>(trail_surrogate));
}
else
throw invalid_utf16(static_cast<uint16_t>(cp));
}
// Lone trail surrogate
else if (utf8::internal::is_trail_surrogate(cp))
throw invalid_utf16(static_cast<uint16_t>(cp));
result = utf8::append(cp, result);
}
return result;
}
template <typename u16bit_iterator, typename octet_iterator>
u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result)
{
while (start != end) {
uint32_t cp = utf8::next(start, end);
if (cp > 0xffff) { //make a surrogate pair
*result++ = static_cast<uint16_t>((cp >> 10) + internal::LEAD_OFFSET);
*result++ = static_cast<uint16_t>((cp & 0x3ff) + internal::TRAIL_SURROGATE_MIN);
}
else
*result++ = static_cast<uint16_t>(cp);
}
return result;
}
template <typename octet_iterator, typename u32bit_iterator>
octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result)
{
while (start != end)
result = utf8::append(*(start++), result);
return result;
}
template <typename octet_iterator, typename u32bit_iterator>
u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result)
{
while (start != end)
(*result++) = utf8::next(start, end);
return result;
}
// The iterator class
template <typename octet_iterator>
class iterator : public std::iterator <std::bidirectional_iterator_tag, uint32_t> {
octet_iterator it;
octet_iterator range_start;
octet_iterator range_end;
public:
iterator () {}
explicit iterator (const octet_iterator& octet_it,
const octet_iterator& Range_start, // @Lynix: -Wshadow
const octet_iterator& Range_end) : // @Lynix: -Wshadow
it(octet_it), range_start(Range_start), range_end(Range_end) // @Lynix: -Wshadow
{
if (it < range_start || it > range_end)
throw std::out_of_range("Invalid utf-8 iterator position");
}
// the default "big three" are OK
octet_iterator base () const { return it; }
uint32_t operator * () const
{
octet_iterator temp = it;
return utf8::next(temp, range_end);
}
bool operator == (const iterator& rhs) const
{
if (range_start != rhs.range_start || range_end != rhs.range_end)
throw std::logic_error("Comparing utf-8 iterators defined with different ranges");
return (it == rhs.it);
}
bool operator != (const iterator& rhs) const
{
return !(operator == (rhs));
}
iterator& operator ++ ()
{
utf8::next(it, range_end);
return *this;
}
iterator operator ++ (int)
{
iterator temp = *this;
utf8::next(it, range_end);
return temp;
}
iterator& operator -- ()
{
utf8::prior(it, range_start);
return *this;
}
iterator operator -- (int)
{
iterator temp = *this;
utf8::prior(it, range_start);
return temp;
}
}; // class iterator
} // namespace utf8
#endif //header guard

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// Copyright 2006 Nemanja Trifunovic
/*
Permission is hereby granted, free of charge, to any person or organization
obtaining a copy of the software and accompanying documentation covered by
this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the
Software, and to permit third-parties to whom the Software is furnished to
do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated by
a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef UTF8_FOR_CPP_CORE_H_2675DCD0_9480_4c0c_B92A_CC14C027B731
#define UTF8_FOR_CPP_CORE_H_2675DCD0_9480_4c0c_B92A_CC14C027B731
#include <iterator>
namespace utf8
{
// The typedefs for 8-bit, 16-bit and 32-bit unsigned integers
// You may need to change them to match your system.
// These typedefs have the same names as ones from cstdint, or boost/cstdint
//typedef unsigned char uint8_t;
//typedef unsigned short uint16_t;
//typedef unsigned int uint32_t;
// @Lynix: cstdint fait maintenant partie du C++11
// Helper code - not intended to be directly called by the library users. May be changed at any time
namespace internal
{
// Unicode constants
// Leading (high) surrogates: 0xd800 - 0xdbff
// Trailing (low) surrogates: 0xdc00 - 0xdfff
const uint16_t LEAD_SURROGATE_MIN = 0xd800u;
const uint16_t LEAD_SURROGATE_MAX = 0xdbffu;
const uint16_t TRAIL_SURROGATE_MIN = 0xdc00u;
const uint16_t TRAIL_SURROGATE_MAX = 0xdfffu;
const uint16_t LEAD_OFFSET = LEAD_SURROGATE_MIN - (0x10000 >> 10);
const uint32_t SURROGATE_OFFSET = 0x10000u - (LEAD_SURROGATE_MIN << 10) - TRAIL_SURROGATE_MIN;
// Maximum valid value for a Unicode code point
const uint32_t CODE_POINT_MAX = 0x0010ffffu;
template<typename octet_type>
inline uint8_t mask8(octet_type oc)
{
return static_cast<uint8_t>(0xff & oc);
}
template<typename u16_type>
inline uint16_t mask16(u16_type oc)
{
return static_cast<uint16_t>(0xffff & oc);
}
template<typename octet_type>
inline bool is_trail(octet_type oc)
{
return ((utf8::internal::mask8(oc) >> 6) == 0x2);
}
template <typename u16>
inline bool is_lead_surrogate(u16 cp)
{
return (cp >= LEAD_SURROGATE_MIN && cp <= LEAD_SURROGATE_MAX);
}
template <typename u16>
inline bool is_trail_surrogate(u16 cp)
{
return (cp >= TRAIL_SURROGATE_MIN && cp <= TRAIL_SURROGATE_MAX);
}
template <typename u16>
inline bool is_surrogate(u16 cp)
{
return (cp >= LEAD_SURROGATE_MIN && cp <= TRAIL_SURROGATE_MAX);
}
template <typename u32>
inline bool is_code_point_valid(u32 cp)
{
return (cp <= CODE_POINT_MAX && !utf8::internal::is_surrogate(cp));
}
template <typename octet_iterator>
inline typename std::iterator_traits<octet_iterator>::difference_type
sequence_length(octet_iterator lead_it)
{
uint8_t lead = utf8::internal::mask8(*lead_it);
if (lead < 0x80)
return 1;
else if ((lead >> 5) == 0x6)
return 2;
else if ((lead >> 4) == 0xe)
return 3;
else if ((lead >> 3) == 0x1e)
return 4;
else
return 0;
}
template <typename octet_difference_type>
inline bool is_overlong_sequence(uint32_t cp, octet_difference_type length)
{
if (cp < 0x80) {
if (length != 1)
return true;
}
else if (cp < 0x800) {
if (length != 2)
return true;
}
else if (cp < 0x10000) {
if (length != 3)
return true;
}
return false;
}
enum utf_error {UTF8_OK, NOT_ENOUGH_ROOM, INVALID_LEAD, INCOMPLETE_SEQUENCE, OVERLONG_SEQUENCE, INVALID_CODE_POINT};
/// Helper for get_sequence_x
template <typename octet_iterator>
utf_error increase_safely(octet_iterator& it, octet_iterator end)
{
if (++it == end)
return NOT_ENOUGH_ROOM;
if (!utf8::internal::is_trail(*it))
return INCOMPLETE_SEQUENCE;
return UTF8_OK;
}
#define UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(IT, END) {utf_error ret = increase_safely(IT, END); if (ret != UTF8_OK) return ret;}
/// get_sequence_x functions decode utf-8 sequences of the length x
template <typename octet_iterator>
utf_error get_sequence_1(octet_iterator& it, octet_iterator end, uint32_t& code_point)
{
if (it == end)
return NOT_ENOUGH_ROOM;
code_point = utf8::internal::mask8(*it);
return UTF8_OK;
}
template <typename octet_iterator>
utf_error get_sequence_2(octet_iterator& it, octet_iterator end, uint32_t& code_point)
{
if (it == end)
return NOT_ENOUGH_ROOM;
code_point = utf8::internal::mask8(*it);
UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end)
code_point = ((code_point << 6) & 0x7ff) + ((*it) & 0x3f);
return UTF8_OK;
}
template <typename octet_iterator>
utf_error get_sequence_3(octet_iterator& it, octet_iterator end, uint32_t& code_point)
{
if (it == end)
return NOT_ENOUGH_ROOM;
code_point = utf8::internal::mask8(*it);
UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end)
code_point = ((code_point << 12) & 0xffff) + ((utf8::internal::mask8(*it) << 6) & 0xfff);
UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end)
code_point += (*it) & 0x3f;
return UTF8_OK;
}
template <typename octet_iterator>
utf_error get_sequence_4(octet_iterator& it, octet_iterator end, uint32_t& code_point)
{
if (it == end)
return NOT_ENOUGH_ROOM;
code_point = utf8::internal::mask8(*it);
UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end)
code_point = ((code_point << 18) & 0x1fffff) + ((utf8::internal::mask8(*it) << 12) & 0x3ffff);
UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end)
code_point += (utf8::internal::mask8(*it) << 6) & 0xfff;
UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR(it, end)
code_point += (*it) & 0x3f;
return UTF8_OK;
}
#undef UTF8_CPP_INCREASE_AND_RETURN_ON_ERROR
template <typename octet_iterator>
utf_error validate_next(octet_iterator& it, octet_iterator end, uint32_t& code_point)
{
// Save the original value of it so we can go back in case of failure
// Of course, it does not make much sense with i.e. stream iterators
octet_iterator original_it = it;
uint32_t cp = 0;
// Determine the sequence length based on the lead octet
typedef typename std::iterator_traits<octet_iterator>::difference_type octet_difference_type;
const octet_difference_type length = utf8::internal::sequence_length(it);
// Get trail octets and calculate the code point
utf_error err = UTF8_OK;
switch (length) {
case 0:
return INVALID_LEAD;
case 1:
err = utf8::internal::get_sequence_1(it, end, cp);
break;
case 2:
err = utf8::internal::get_sequence_2(it, end, cp);
break;
case 3:
err = utf8::internal::get_sequence_3(it, end, cp);
break;
case 4:
err = utf8::internal::get_sequence_4(it, end, cp);
break;
}
if (err == UTF8_OK) {
// Decoding succeeded. Now, security checks...
if (utf8::internal::is_code_point_valid(cp)) {
if (!utf8::internal::is_overlong_sequence(cp, length)){
// Passed! Return here.
code_point = cp;
++it;
return UTF8_OK;
}
else
err = OVERLONG_SEQUENCE;
}
else
err = INVALID_CODE_POINT;
}
// Failure branch - restore the original value of the iterator
it = original_it;
return err;
}
template <typename octet_iterator>
inline utf_error validate_next(octet_iterator& it, octet_iterator end) {
uint32_t ignored;
return utf8::internal::validate_next(it, end, ignored);
}
} // namespace internal
/// The library API - functions intended to be called by the users
// Byte order mark
const uint8_t bom[] = {0xef, 0xbb, 0xbf};
template <typename octet_iterator>
octet_iterator find_invalid(octet_iterator start, octet_iterator end)
{
octet_iterator result = start;
while (result != end) {
utf8::internal::utf_error err_code = utf8::internal::validate_next(result, end);
if (err_code != internal::UTF8_OK)
return result;
}
return result;
}
template <typename octet_iterator>
inline bool is_valid(octet_iterator start, octet_iterator end)
{
return (utf8::find_invalid(start, end) == end);
}
template <typename octet_iterator>
inline bool starts_with_bom (octet_iterator it, octet_iterator end)
{
return (
((it != end) && (utf8::internal::mask8(*it++)) == bom[0]) &&
((it != end) && (utf8::internal::mask8(*it++)) == bom[1]) &&
((it != end) && (utf8::internal::mask8(*it)) == bom[2])
);
}
//Deprecated in release 2.3
template <typename octet_iterator>
inline bool is_bom (octet_iterator it)
{
return (
(utf8::internal::mask8(*it++)) == bom[0] &&
(utf8::internal::mask8(*it++)) == bom[1] &&
(utf8::internal::mask8(*it)) == bom[2]
);
}
} // namespace utf8
#endif // header guard

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// Copyright 2006 Nemanja Trifunovic
/*
Permission is hereby granted, free of charge, to any person or organization
obtaining a copy of the software and accompanying documentation covered by
this license (the "Software") to use, reproduce, display, distribute,
execute, and transmit the Software, and to prepare derivative works of the
Software, and to permit third-parties to whom the Software is furnished to
do so, all subject to the following:
The copyright notices in the Software and this entire statement, including
the above license grant, this restriction and the following disclaimer,
must be included in all copies of the Software, in whole or in part, and
all derivative works of the Software, unless such copies or derivative
works are solely in the form of machine-executable object code generated by
a source language processor.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#ifndef UTF8_FOR_CPP_UNCHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731
#define UTF8_FOR_CPP_UNCHECKED_H_2675DCD0_9480_4c0c_B92A_CC14C027B731
#include "core.h"
namespace utf8
{
namespace unchecked
{
template <typename octet_iterator>
octet_iterator append(uint32_t cp, octet_iterator result)
{
if (cp < 0x80) // one octet
*(result++) = static_cast<uint8_t>(cp);
else if (cp < 0x800) { // two octets
*(result++) = static_cast<uint8_t>((cp >> 6) | 0xc0);
*(result++) = static_cast<uint8_t>((cp & 0x3f) | 0x80);
}
else if (cp < 0x10000) { // three octets
*(result++) = static_cast<uint8_t>((cp >> 12) | 0xe0);
*(result++) = static_cast<uint8_t>(((cp >> 6) & 0x3f) | 0x80);
*(result++) = static_cast<uint8_t>((cp & 0x3f) | 0x80);
}
else { // four octets
*(result++) = static_cast<uint8_t>((cp >> 18) | 0xf0);
*(result++) = static_cast<uint8_t>(((cp >> 12) & 0x3f)| 0x80);
*(result++) = static_cast<uint8_t>(((cp >> 6) & 0x3f) | 0x80);
*(result++) = static_cast<uint8_t>((cp & 0x3f) | 0x80);
}
return result;
}
template <typename octet_iterator>
uint32_t next(octet_iterator& it)
{
uint32_t cp = utf8::internal::mask8(*it);
typename std::iterator_traits<octet_iterator>::difference_type length = utf8::internal::sequence_length(it);
switch (length) {
case 1:
break;
case 2:
it++;
cp = ((cp << 6) & 0x7ff) + ((*it) & 0x3f);
break;
case 3:
++it;
cp = ((cp << 12) & 0xffff) + ((utf8::internal::mask8(*it) << 6) & 0xfff);
++it;
cp += (*it) & 0x3f;
break;
case 4:
++it;
cp = ((cp << 18) & 0x1fffff) + ((utf8::internal::mask8(*it) << 12) & 0x3ffff);
++it;
cp += (utf8::internal::mask8(*it) << 6) & 0xfff;
++it;
cp += (*it) & 0x3f;
break;
}
++it;
return cp;
}
template <typename octet_iterator>
uint32_t peek_next(octet_iterator it)
{
return utf8::unchecked::next(it);
}
template <typename octet_iterator>
uint32_t prior(octet_iterator& it)
{
while (utf8::internal::is_trail(*(--it))) ;
octet_iterator temp = it;
return utf8::unchecked::next(temp);
}
// Deprecated in versions that include prior, but only for the sake of consistency (see utf8::previous)
template <typename octet_iterator>
inline uint32_t previous(octet_iterator& it)
{
return utf8::unchecked::prior(it);
}
template <typename octet_iterator, typename distance_type>
void advance (octet_iterator& it, distance_type n)
{
for (distance_type i = 0; i < n; ++i)
utf8::unchecked::next(it);
}
template <typename octet_iterator>
typename std::iterator_traits<octet_iterator>::difference_type
distance (octet_iterator first, octet_iterator last)
{
typename std::iterator_traits<octet_iterator>::difference_type dist;
for (dist = 0; first < last; ++dist)
utf8::unchecked::next(first);
return dist;
}
template <typename u16bit_iterator, typename octet_iterator>
octet_iterator utf16to8 (u16bit_iterator start, u16bit_iterator end, octet_iterator result)
{
while (start != end) {
uint32_t cp = utf8::internal::mask16(*start++);
// Take care of surrogate pairs first
if (utf8::internal::is_lead_surrogate(cp)) {
uint32_t trail_surrogate = utf8::internal::mask16(*start++);
cp = (cp << 10) + trail_surrogate + internal::SURROGATE_OFFSET;
}
result = utf8::unchecked::append(cp, result);
}
return result;
}
template <typename u16bit_iterator, typename octet_iterator>
u16bit_iterator utf8to16 (octet_iterator start, octet_iterator end, u16bit_iterator result)
{
while (start < end) {
uint32_t cp = utf8::unchecked::next(start);
if (cp > 0xffff) { //make a surrogate pair
*result++ = static_cast<uint16_t>((cp >> 10) + internal::LEAD_OFFSET);
*result++ = static_cast<uint16_t>((cp & 0x3ff) + internal::TRAIL_SURROGATE_MIN);
}
else
*result++ = static_cast<uint16_t>(cp);
}
return result;
}
template <typename octet_iterator, typename u32bit_iterator>
octet_iterator utf32to8 (u32bit_iterator start, u32bit_iterator end, octet_iterator result)
{
while (start != end)
result = utf8::unchecked::append(*(start++), result);
return result;
}
template <typename octet_iterator, typename u32bit_iterator>
u32bit_iterator utf8to32 (octet_iterator start, octet_iterator end, u32bit_iterator result)
{
while (start < end)
(*result++) = utf8::unchecked::next(start);
return result;
}
// The iterator class
template <typename octet_iterator>
class iterator : public std::iterator <std::bidirectional_iterator_tag, uint32_t> {
octet_iterator it;
public:
iterator () {}
explicit iterator (const octet_iterator& octet_it): it(octet_it) {}
// the default "big three" are OK
octet_iterator base () const { return it; }
uint32_t operator * () const
{
octet_iterator temp = it;
return utf8::unchecked::next(temp);
}
bool operator == (const iterator& rhs) const
{
return (it == rhs.it);
}
bool operator != (const iterator& rhs) const
{
return !(operator == (rhs));
}
iterator& operator ++ ()
{
::std::advance(it, utf8::internal::sequence_length(it));
return *this;
}
iterator operator ++ (int)
{
iterator temp = *this;
::std::advance(it, utf8::internal::sequence_length(it));
return temp;
}
iterator& operator -- ()
{
utf8::unchecked::prior(it);
return *this;
}
iterator operator -- (int)
{
iterator temp = *this;
utf8::unchecked::prior(it);
return temp;
}
}; // class iterator
} // namespace utf8::unchecked
} // namespace utf8
#endif // header guard

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@ -0,0 +1,8 @@
# See <http://EditorConfig.org> for details
[*.{h,hpp,inl}]
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_size = 4
indent_style = space

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@ -0,0 +1,22 @@
// ===============================================================================
// May be included multiple times - resets structure packing to the defaults
// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
//
// Currently this works on the following compilers:
// MSVC 7,8,9
// GCC
// BORLAND (complains about 'pack state changed but not reverted', but works)
// ===============================================================================
#ifndef AI_PUSHPACK_IS_DEFINED
# error pushpack1.h must be included after poppack1.h
#endif
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
#undef AI_PUSHPACK_IS_DEFINED

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@ -0,0 +1,912 @@
/* A portable stdint.h
****************************************************************************
* BSD License:
****************************************************************************
*
* Copyright (c) 2005-2016 Paul Hsieh
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. 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.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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.
*
****************************************************************************
*
* Version 0.1.15.4
*
* The ANSI C standard committee, for the C99 standard, specified the
* inclusion of a new standard include file called stdint.h. This is
* a very useful and long desired include file which contains several
* very precise definitions for integer scalar types that is
* critically important for making portable several classes of
* applications including cryptography, hashing, variable length
* integer libraries and so on. But for most developers its likely
* useful just for programming sanity.
*
* The problem is that some compiler vendors chose to ignore the C99
* standard and some older compilers have no opportunity to be updated.
* Because of this situation, simply including stdint.h in your code
* makes it unportable.
*
* So that's what this file is all about. Its an attempt to build a
* single universal include file that works on as many platforms as
* possible to deliver what stdint.h is supposed to. Even compilers
* that already come with stdint.h can use this file instead without
* any loss of functionality. A few things that should be noted about
* this file:
*
* 1) It is not guaranteed to be portable and/or present an identical
* interface on all platforms. The extreme variability of the
* ANSI C standard makes this an impossibility right from the
* very get go. Its really only meant to be useful for the vast
* majority of platforms that possess the capability of
* implementing usefully and precisely defined, standard sized
* integer scalars. Systems which are not intrinsically 2s
* complement may produce invalid constants.
*
* 2) There is an unavoidable use of non-reserved symbols.
*
* 3) Other standard include files are invoked.
*
* 4) This file may come in conflict with future platforms that do
* include stdint.h. The hope is that one or the other can be
* used with no real difference.
*
* 5) In the current version, if your platform can't represent
* int32_t, int16_t and int8_t, it just dumps out with a compiler
* error.
*
* 6) 64 bit integers may or may not be defined. Test for their
* presence with the test: #ifdef INT64_MAX or #ifdef UINT64_MAX.
* Note that this is different from the C99 specification which
* requires the existence of 64 bit support in the compiler. If
* this is not defined for your platform, yet it is capable of
* dealing with 64 bits then it is because this file has not yet
* been extended to cover all of your system's capabilities.
*
* 7) (u)intptr_t may or may not be defined. Test for its presence
* with the test: #ifdef PTRDIFF_MAX. If this is not defined
* for your platform, then it is because this file has not yet
* been extended to cover all of your system's capabilities, not
* because its optional.
*
* 8) The following might not been defined even if your platform is
* capable of defining it:
*
* WCHAR_MIN
* WCHAR_MAX
* (u)int64_t
* PTRDIFF_MIN
* PTRDIFF_MAX
* (u)intptr_t
*
* 9) The following have not been defined:
*
* WINT_MIN
* WINT_MAX
*
* 10) The criteria for defining (u)int_least(*)_t isn't clear,
* except for systems which don't have a type that precisely
* defined 8, 16, or 32 bit types (which this include file does
* not support anyways). Default definitions have been given.
*
* 11) The criteria for defining (u)int_fast(*)_t isn't something I
* would trust to any particular compiler vendor or the ANSI C
* committee. It is well known that "compatible systems" are
* commonly created that have very different performance
* characteristics from the systems they are compatible with,
* especially those whose vendors make both the compiler and the
* system. Default definitions have been given, but its strongly
* recommended that users never use these definitions for any
* reason (they do *NOT* deliver any serious guarantee of
* improved performance -- not in this file, nor any vendor's
* stdint.h).
*
* 12) The following macros:
*
* PRINTF_INTMAX_MODIFIER
* PRINTF_INT64_MODIFIER
* PRINTF_INT32_MODIFIER
* PRINTF_INT16_MODIFIER
* PRINTF_LEAST64_MODIFIER
* PRINTF_LEAST32_MODIFIER
* PRINTF_LEAST16_MODIFIER
* PRINTF_INTPTR_MODIFIER
*
* are strings which have been defined as the modifiers required
* for the "d", "u" and "x" printf formats to correctly output
* (u)intmax_t, (u)int64_t, (u)int32_t, (u)int16_t, (u)least64_t,
* (u)least32_t, (u)least16_t and (u)intptr_t types respectively.
* PRINTF_INTPTR_MODIFIER is not defined for some systems which
* provide their own stdint.h. PRINTF_INT64_MODIFIER is not
* defined if INT64_MAX is not defined. These are an extension
* beyond what C99 specifies must be in stdint.h.
*
* In addition, the following macros are defined:
*
* PRINTF_INTMAX_HEX_WIDTH
* PRINTF_INT64_HEX_WIDTH
* PRINTF_INT32_HEX_WIDTH
* PRINTF_INT16_HEX_WIDTH
* PRINTF_INT8_HEX_WIDTH
* PRINTF_INTMAX_DEC_WIDTH
* PRINTF_INT64_DEC_WIDTH
* PRINTF_INT32_DEC_WIDTH
* PRINTF_INT16_DEC_WIDTH
* PRINTF_UINT8_DEC_WIDTH
* PRINTF_UINTMAX_DEC_WIDTH
* PRINTF_UINT64_DEC_WIDTH
* PRINTF_UINT32_DEC_WIDTH
* PRINTF_UINT16_DEC_WIDTH
* PRINTF_UINT8_DEC_WIDTH
*
* Which specifies the maximum number of characters required to
* print the number of that type in either hexadecimal or decimal.
* These are an extension beyond what C99 specifies must be in
* stdint.h.
*
* Compilers tested (all with 0 warnings at their highest respective
* settings): Borland Turbo C 2.0, WATCOM C/C++ 11.0 (16 bits and 32
* bits), Microsoft Visual C++ 6.0 (32 bit), Microsoft Visual Studio
* .net (VC7), Intel C++ 4.0, GNU gcc v3.3.3
*
* This file should be considered a work in progress. Suggestions for
* improvements, especially those which increase coverage are strongly
* encouraged.
*
* Acknowledgements
*
* The following people have made significant contributions to the
* development and testing of this file:
*
* Chris Howie
* John Steele Scott
* Dave Thorup
* John Dill
* Florian Wobbe
* Christopher Sean Morrison
* Mikkel Fahnoe Jorgensen
*
*/
#include <stddef.h>
#include <limits.h>
#include <signal.h>
/*
* For gcc with _STDINT_H, fill in the PRINTF_INT*_MODIFIER macros, and
* do nothing else. On the Mac OS X version of gcc this is _STDINT_H_.
*/
#if ((defined(__SUNPRO_C) && __SUNPRO_C >= 0x570) || (defined(_MSC_VER) && _MSC_VER >= 1600) || (defined(__STDC__) && __STDC__ && defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || (defined (__WATCOMC__) && (defined (_STDINT_H_INCLUDED) || __WATCOMC__ >= 1250)) || (defined(__GNUC__) && (__GNUC__ > 3 || defined(_STDINT_H) || defined(_STDINT_H_) || defined (__UINT_FAST64_TYPE__)) )) && !defined (_PSTDINT_H_INCLUDED)
#include <stdint.h>
#define _PSTDINT_H_INCLUDED
# if defined(__GNUC__) && (defined(__x86_64__) || defined(__ppc64__)) && !(defined(__APPLE__) && defined(__MACH__))
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "l"
# endif
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
# else
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# ifndef PRINTF_INT32_MODIFIER
# if (UINT_MAX == UINT32_MAX)
# define PRINTF_INT32_MODIFIER ""
# else
# define PRINTF_INT32_MODIFIER "l"
# endif
# endif
# endif
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT64_MODIFIER
# endif
# ifndef PRINTF_INT64_HEX_WIDTH
# define PRINTF_INT64_HEX_WIDTH "16"
# endif
# ifndef PRINTF_UINT64_HEX_WIDTH
# define PRINTF_UINT64_HEX_WIDTH "16"
# endif
# ifndef PRINTF_INT32_HEX_WIDTH
# define PRINTF_INT32_HEX_WIDTH "8"
# endif
# ifndef PRINTF_UINT32_HEX_WIDTH
# define PRINTF_UINT32_HEX_WIDTH "8"
# endif
# ifndef PRINTF_INT16_HEX_WIDTH
# define PRINTF_INT16_HEX_WIDTH "4"
# endif
# ifndef PRINTF_UINT16_HEX_WIDTH
# define PRINTF_UINT16_HEX_WIDTH "4"
# endif
# ifndef PRINTF_INT8_HEX_WIDTH
# define PRINTF_INT8_HEX_WIDTH "2"
# endif
# ifndef PRINTF_UINT8_HEX_WIDTH
# define PRINTF_UINT8_HEX_WIDTH "2"
# endif
# ifndef PRINTF_INT64_DEC_WIDTH
# define PRINTF_INT64_DEC_WIDTH "19"
# endif
# ifndef PRINTF_UINT64_DEC_WIDTH
# define PRINTF_UINT64_DEC_WIDTH "20"
# endif
# ifndef PRINTF_INT32_DEC_WIDTH
# define PRINTF_INT32_DEC_WIDTH "10"
# endif
# ifndef PRINTF_UINT32_DEC_WIDTH
# define PRINTF_UINT32_DEC_WIDTH "10"
# endif
# ifndef PRINTF_INT16_DEC_WIDTH
# define PRINTF_INT16_DEC_WIDTH "5"
# endif
# ifndef PRINTF_UINT16_DEC_WIDTH
# define PRINTF_UINT16_DEC_WIDTH "5"
# endif
# ifndef PRINTF_INT8_DEC_WIDTH
# define PRINTF_INT8_DEC_WIDTH "3"
# endif
# ifndef PRINTF_UINT8_DEC_WIDTH
# define PRINTF_UINT8_DEC_WIDTH "3"
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_UINT64_HEX_WIDTH
# endif
# ifndef PRINTF_UINTMAX_HEX_WIDTH
# define PRINTF_UINTMAX_HEX_WIDTH PRINTF_UINT64_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_UINT64_DEC_WIDTH
# endif
# ifndef PRINTF_UINTMAX_DEC_WIDTH
# define PRINTF_UINTMAX_DEC_WIDTH PRINTF_UINT64_DEC_WIDTH
# endif
/*
* Something really weird is going on with Open Watcom. Just pull some of
* these duplicated definitions from Open Watcom's stdint.h file for now.
*/
# if defined (__WATCOMC__) && __WATCOMC__ >= 1250
# if !defined (INT64_C)
# define INT64_C(x) (x + (INT64_MAX - INT64_MAX))
# endif
# if !defined (UINT64_C)
# define UINT64_C(x) (x + (UINT64_MAX - UINT64_MAX))
# endif
# if !defined (INT32_C)
# define INT32_C(x) (x + (INT32_MAX - INT32_MAX))
# endif
# if !defined (UINT32_C)
# define UINT32_C(x) (x + (UINT32_MAX - UINT32_MAX))
# endif
# if !defined (INT16_C)
# define INT16_C(x) (x)
# endif
# if !defined (UINT16_C)
# define UINT16_C(x) (x)
# endif
# if !defined (INT8_C)
# define INT8_C(x) (x)
# endif
# if !defined (UINT8_C)
# define UINT8_C(x) (x)
# endif
# if !defined (UINT64_MAX)
# define UINT64_MAX 18446744073709551615ULL
# endif
# if !defined (INT64_MAX)
# define INT64_MAX 9223372036854775807LL
# endif
# if !defined (UINT32_MAX)
# define UINT32_MAX 4294967295UL
# endif
# if !defined (INT32_MAX)
# define INT32_MAX 2147483647L
# endif
# if !defined (INTMAX_MAX)
# define INTMAX_MAX INT64_MAX
# endif
# if !defined (INTMAX_MIN)
# define INTMAX_MIN INT64_MIN
# endif
# endif
#endif
/*
* I have no idea what is the truly correct thing to do on older Solaris.
* From some online discussions, this seems to be what is being
* recommended. For people who actually are developing on older Solaris,
* what I would like to know is, does this define all of the relevant
* macros of a complete stdint.h? Remember, in pstdint.h 64 bit is
* considered optional.
*/
#if (defined(__SUNPRO_C) && __SUNPRO_C >= 0x420) && !defined(_PSTDINT_H_INCLUDED)
#include <sys/inttypes.h>
#define _PSTDINT_H_INCLUDED
#endif
#ifndef _PSTDINT_H_INCLUDED
#define _PSTDINT_H_INCLUDED
#ifndef SIZE_MAX
# define SIZE_MAX (~(size_t)0)
#endif
/*
* Deduce the type assignments from limits.h under the assumption that
* integer sizes in bits are powers of 2, and follow the ANSI
* definitions.
*/
#ifndef UINT8_MAX
# define UINT8_MAX 0xff
#endif
#if !defined(uint8_t) && !defined(_UINT8_T) && !defined(vxWorks)
# if (UCHAR_MAX == UINT8_MAX) || defined (S_SPLINT_S)
typedef unsigned char uint8_t;
# define UINT8_C(v) ((uint8_t) v)
# else
# error "Platform not supported"
# endif
#endif
#ifndef INT8_MAX
# define INT8_MAX 0x7f
#endif
#ifndef INT8_MIN
# define INT8_MIN INT8_C(0x80)
#endif
#if !defined(int8_t) && !defined(_INT8_T) && !defined(vxWorks)
# if (SCHAR_MAX == INT8_MAX) || defined (S_SPLINT_S)
typedef signed char int8_t;
# define INT8_C(v) ((int8_t) v)
# else
# error "Platform not supported"
# endif
#endif
#ifndef UINT16_MAX
# define UINT16_MAX 0xffff
#endif
#if !defined(uint16_t) && !defined(_UINT16_T) && !defined(vxWorks)
#if (UINT_MAX == UINT16_MAX) || defined (S_SPLINT_S)
typedef unsigned int uint16_t;
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER ""
# endif
# define UINT16_C(v) ((uint16_t) (v))
#elif (USHRT_MAX == UINT16_MAX)
typedef unsigned short uint16_t;
# define UINT16_C(v) ((uint16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef INT16_MAX
# define INT16_MAX 0x7fff
#endif
#ifndef INT16_MIN
# define INT16_MIN INT16_C(0x8000)
#endif
#if !defined(int16_t) && !defined(_INT16_T) && !defined(vxWorks)
#if (INT_MAX == INT16_MAX) || defined (S_SPLINT_S)
typedef signed int int16_t;
# define INT16_C(v) ((int16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER ""
# endif
#elif (SHRT_MAX == INT16_MAX)
typedef signed short int16_t;
# define INT16_C(v) ((int16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef UINT32_MAX
# define UINT32_MAX (0xffffffffUL)
#endif
#if !defined(uint32_t) && !defined(_UINT32_T) && !defined(vxWorks)
#if (ULONG_MAX == UINT32_MAX) || defined (S_SPLINT_S)
typedef unsigned long uint32_t;
# define UINT32_C(v) v ## UL
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
#elif (UINT_MAX == UINT32_MAX)
typedef unsigned int uint32_t;
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
# define UINT32_C(v) v ## U
#elif (USHRT_MAX == UINT32_MAX)
typedef unsigned short uint32_t;
# define UINT32_C(v) ((unsigned short) (v))
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef INT32_MAX
# define INT32_MAX (0x7fffffffL)
#endif
#ifndef INT32_MIN
# define INT32_MIN INT32_C(0x80000000)
#endif
#if !defined(int32_t) && !defined(_INT32_T) && !defined(vxWorks)
#if (LONG_MAX == INT32_MAX) || defined (S_SPLINT_S)
typedef signed long int32_t;
# define INT32_C(v) v ## L
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
#elif (INT_MAX == INT32_MAX)
typedef signed int int32_t;
# define INT32_C(v) v
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#elif (SHRT_MAX == INT32_MAX)
typedef signed short int32_t;
# define INT32_C(v) ((short) (v))
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#else
#error "Platform not supported"
#endif
#endif
/*
* The macro stdint_int64_defined is temporarily used to record
* whether or not 64 integer support is available. It must be
* defined for any 64 integer extensions for new platforms that are
* added.
*/
#undef stdint_int64_defined
#if (defined(__STDC__) && defined(__STDC_VERSION__)) || defined (S_SPLINT_S)
# if (__STDC__ && __STDC_VERSION__ >= 199901L) || defined (S_SPLINT_S)
# define stdint_int64_defined
typedef long long int64_t;
typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# endif
#endif
#if !defined (stdint_int64_defined)
# if defined(__GNUC__) && !defined(vxWorks)
# define stdint_int64_defined
__extension__ typedef long long int64_t;
__extension__ typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# elif defined(__MWERKS__) || defined (__SUNPRO_C) || defined (__SUNPRO_CC) || defined (__APPLE_CC__) || defined (_LONG_LONG) || defined (_CRAYC) || defined (S_SPLINT_S)
# define stdint_int64_defined
typedef long long int64_t;
typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# elif (defined(__WATCOMC__) && defined(__WATCOM_INT64__)) || (defined(_MSC_VER) && _INTEGRAL_MAX_BITS >= 64) || (defined (__BORLANDC__) && __BORLANDC__ > 0x460) || defined (__alpha) || defined (__DECC)
# define stdint_int64_defined
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
# define UINT64_C(v) v ## UI64
# define INT64_C(v) v ## I64
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "I64"
# endif
# endif
#endif
#if !defined (LONG_LONG_MAX) && defined (INT64_C)
# define LONG_LONG_MAX INT64_C (9223372036854775807)
#endif
#ifndef ULONG_LONG_MAX
# define ULONG_LONG_MAX UINT64_C (18446744073709551615)
#endif
#if !defined (INT64_MAX) && defined (INT64_C)
# define INT64_MAX INT64_C (9223372036854775807)
#endif
#if !defined (INT64_MIN) && defined (INT64_C)
# define INT64_MIN INT64_C (-9223372036854775808)
#endif
#if !defined (UINT64_MAX) && defined (INT64_C)
# define UINT64_MAX UINT64_C (18446744073709551615)
#endif
/*
* Width of hexadecimal for number field.
*/
#ifndef PRINTF_INT64_HEX_WIDTH
# define PRINTF_INT64_HEX_WIDTH "16"
#endif
#ifndef PRINTF_INT32_HEX_WIDTH
# define PRINTF_INT32_HEX_WIDTH "8"
#endif
#ifndef PRINTF_INT16_HEX_WIDTH
# define PRINTF_INT16_HEX_WIDTH "4"
#endif
#ifndef PRINTF_INT8_HEX_WIDTH
# define PRINTF_INT8_HEX_WIDTH "2"
#endif
#ifndef PRINTF_INT64_DEC_WIDTH
# define PRINTF_INT64_DEC_WIDTH "19"
#endif
#ifndef PRINTF_INT32_DEC_WIDTH
# define PRINTF_INT32_DEC_WIDTH "10"
#endif
#ifndef PRINTF_INT16_DEC_WIDTH
# define PRINTF_INT16_DEC_WIDTH "5"
#endif
#ifndef PRINTF_INT8_DEC_WIDTH
# define PRINTF_INT8_DEC_WIDTH "3"
#endif
#ifndef PRINTF_UINT64_DEC_WIDTH
# define PRINTF_UINT64_DEC_WIDTH "20"
#endif
#ifndef PRINTF_UINT32_DEC_WIDTH
# define PRINTF_UINT32_DEC_WIDTH "10"
#endif
#ifndef PRINTF_UINT16_DEC_WIDTH
# define PRINTF_UINT16_DEC_WIDTH "5"
#endif
#ifndef PRINTF_UINT8_DEC_WIDTH
# define PRINTF_UINT8_DEC_WIDTH "3"
#endif
/*
* Ok, lets not worry about 128 bit integers for now. Moore's law says
* we don't need to worry about that until about 2040 at which point
* we'll have bigger things to worry about.
*/
#ifdef stdint_int64_defined
typedef int64_t intmax_t;
typedef uint64_t uintmax_t;
# define INTMAX_MAX INT64_MAX
# define INTMAX_MIN INT64_MIN
# define UINTMAX_MAX UINT64_MAX
# define UINTMAX_C(v) UINT64_C(v)
# define INTMAX_C(v) INT64_C(v)
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT64_MODIFIER
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT64_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT64_DEC_WIDTH
# endif
#else
typedef int32_t intmax_t;
typedef uint32_t uintmax_t;
# define INTMAX_MAX INT32_MAX
# define UINTMAX_MAX UINT32_MAX
# define UINTMAX_C(v) UINT32_C(v)
# define INTMAX_C(v) INT32_C(v)
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT32_MODIFIER
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT32_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT32_DEC_WIDTH
# endif
#endif
/*
* Because this file currently only supports platforms which have
* precise powers of 2 as bit sizes for the default integers, the
* least definitions are all trivial. Its possible that a future
* version of this file could have different definitions.
*/
#ifndef stdint_least_defined
typedef int8_t int_least8_t;
typedef uint8_t uint_least8_t;
typedef int16_t int_least16_t;
typedef uint16_t uint_least16_t;
typedef int32_t int_least32_t;
typedef uint32_t uint_least32_t;
# define PRINTF_LEAST32_MODIFIER PRINTF_INT32_MODIFIER
# define PRINTF_LEAST16_MODIFIER PRINTF_INT16_MODIFIER
# define UINT_LEAST8_MAX UINT8_MAX
# define INT_LEAST8_MAX INT8_MAX
# define UINT_LEAST16_MAX UINT16_MAX
# define INT_LEAST16_MAX INT16_MAX
# define UINT_LEAST32_MAX UINT32_MAX
# define INT_LEAST32_MAX INT32_MAX
# define INT_LEAST8_MIN INT8_MIN
# define INT_LEAST16_MIN INT16_MIN
# define INT_LEAST32_MIN INT32_MIN
# ifdef stdint_int64_defined
typedef int64_t int_least64_t;
typedef uint64_t uint_least64_t;
# define PRINTF_LEAST64_MODIFIER PRINTF_INT64_MODIFIER
# define UINT_LEAST64_MAX UINT64_MAX
# define INT_LEAST64_MAX INT64_MAX
# define INT_LEAST64_MIN INT64_MIN
# endif
#endif
#undef stdint_least_defined
/*
* The ANSI C committee pretending to know or specify anything about
* performance is the epitome of misguided arrogance. The mandate of
* this file is to *ONLY* ever support that absolute minimum
* definition of the fast integer types, for compatibility purposes.
* No extensions, and no attempt to suggest what may or may not be a
* faster integer type will ever be made in this file. Developers are
* warned to stay away from these types when using this or any other
* stdint.h.
*/
typedef int_least8_t int_fast8_t;
typedef uint_least8_t uint_fast8_t;
typedef int_least16_t int_fast16_t;
typedef uint_least16_t uint_fast16_t;
typedef int_least32_t int_fast32_t;
typedef uint_least32_t uint_fast32_t;
#define UINT_FAST8_MAX UINT_LEAST8_MAX
#define INT_FAST8_MAX INT_LEAST8_MAX
#define UINT_FAST16_MAX UINT_LEAST16_MAX
#define INT_FAST16_MAX INT_LEAST16_MAX
#define UINT_FAST32_MAX UINT_LEAST32_MAX
#define INT_FAST32_MAX INT_LEAST32_MAX
#define INT_FAST8_MIN INT_LEAST8_MIN
#define INT_FAST16_MIN INT_LEAST16_MIN
#define INT_FAST32_MIN INT_LEAST32_MIN
#ifdef stdint_int64_defined
typedef int_least64_t int_fast64_t;
typedef uint_least64_t uint_fast64_t;
# define UINT_FAST64_MAX UINT_LEAST64_MAX
# define INT_FAST64_MAX INT_LEAST64_MAX
# define INT_FAST64_MIN INT_LEAST64_MIN
#endif
#undef stdint_int64_defined
/*
* Whatever piecemeal, per compiler thing we can do about the wchar_t
* type limits.
*/
#if defined(__WATCOMC__) || defined(_MSC_VER) || defined (__GNUC__) && !defined(vxWorks)
# include <wchar.h>
# ifndef WCHAR_MIN
# define WCHAR_MIN 0
# endif
# ifndef WCHAR_MAX
# define WCHAR_MAX ((wchar_t)-1)
# endif
#endif
/*
* Whatever piecemeal, per compiler/platform thing we can do about the
* (u)intptr_t types and limits.
*/
#if (defined (_MSC_VER) && defined (_UINTPTR_T_DEFINED)) || defined (_UINTPTR_T)
# define STDINT_H_UINTPTR_T_DEFINED
#endif
#ifndef STDINT_H_UINTPTR_T_DEFINED
# if defined (__alpha__) || defined (__ia64__) || defined (__x86_64__) || defined (_WIN64) || defined (__ppc64__)
# define stdint_intptr_bits 64
# elif defined (__WATCOMC__) || defined (__TURBOC__)
# if defined(__TINY__) || defined(__SMALL__) || defined(__MEDIUM__)
# define stdint_intptr_bits 16
# else
# define stdint_intptr_bits 32
# endif
# elif defined (__i386__) || defined (_WIN32) || defined (WIN32) || defined (__ppc64__)
# define stdint_intptr_bits 32
# elif defined (__INTEL_COMPILER)
/* TODO -- what did Intel do about x86-64? */
# else
/* #error "This platform might not be supported yet" */
# endif
# ifdef stdint_intptr_bits
# define stdint_intptr_glue3_i(a,b,c) a##b##c
# define stdint_intptr_glue3(a,b,c) stdint_intptr_glue3_i(a,b,c)
# ifndef PRINTF_INTPTR_MODIFIER
# define PRINTF_INTPTR_MODIFIER stdint_intptr_glue3(PRINTF_INT,stdint_intptr_bits,_MODIFIER)
# endif
# ifndef PTRDIFF_MAX
# define PTRDIFF_MAX stdint_intptr_glue3(INT,stdint_intptr_bits,_MAX)
# endif
# ifndef PTRDIFF_MIN
# define PTRDIFF_MIN stdint_intptr_glue3(INT,stdint_intptr_bits,_MIN)
# endif
# ifndef UINTPTR_MAX
# define UINTPTR_MAX stdint_intptr_glue3(UINT,stdint_intptr_bits,_MAX)
# endif
# ifndef INTPTR_MAX
# define INTPTR_MAX stdint_intptr_glue3(INT,stdint_intptr_bits,_MAX)
# endif
# ifndef INTPTR_MIN
# define INTPTR_MIN stdint_intptr_glue3(INT,stdint_intptr_bits,_MIN)
# endif
# ifndef INTPTR_C
# define INTPTR_C(x) stdint_intptr_glue3(INT,stdint_intptr_bits,_C)(x)
# endif
# ifndef UINTPTR_C
# define UINTPTR_C(x) stdint_intptr_glue3(UINT,stdint_intptr_bits,_C)(x)
# endif
typedef stdint_intptr_glue3(uint,stdint_intptr_bits,_t) uintptr_t;
typedef stdint_intptr_glue3( int,stdint_intptr_bits,_t) intptr_t;
# else
/* TODO -- This following is likely wrong for some platforms, and does
nothing for the definition of uintptr_t. */
typedef ptrdiff_t intptr_t;
# endif
# define STDINT_H_UINTPTR_T_DEFINED
#endif
/*
* Assumes sig_atomic_t is signed and we have a 2s complement machine.
*/
#ifndef SIG_ATOMIC_MAX
# define SIG_ATOMIC_MAX ((((sig_atomic_t) 1) << (sizeof (sig_atomic_t)*CHAR_BIT-1)) - 1)
#endif
#endif
#if defined (__TEST_PSTDINT_FOR_CORRECTNESS)
/*
* Please compile with the maximum warning settings to make sure macros are
* not defined more than once.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#define glue3_aux(x,y,z) x ## y ## z
#define glue3(x,y,z) glue3_aux(x,y,z)
#define DECLU(bits) glue3(uint,bits,_t) glue3(u,bits,) = glue3(UINT,bits,_C) (0);
#define DECLI(bits) glue3(int,bits,_t) glue3(i,bits,) = glue3(INT,bits,_C) (0);
#define DECL(us,bits) glue3(DECL,us,) (bits)
#define TESTUMAX(bits) glue3(u,bits,) = ~glue3(u,bits,); if (glue3(UINT,bits,_MAX) != glue3(u,bits,)) printf ("Something wrong with UINT%d_MAX\n", bits)
#define REPORTERROR(msg) { err_n++; if (err_first <= 0) err_first = __LINE__; printf msg; }
int main () {
int err_n = 0;
int err_first = 0;
DECL(I,8)
DECL(U,8)
DECL(I,16)
DECL(U,16)
DECL(I,32)
DECL(U,32)
#ifdef INT64_MAX
DECL(I,64)
DECL(U,64)
#endif
intmax_t imax = INTMAX_C(0);
uintmax_t umax = UINTMAX_C(0);
char str0[256], str1[256];
sprintf (str0, "%" PRINTF_INT32_MODIFIER "d", INT32_C(2147483647));
if (0 != strcmp (str0, "2147483647")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str0));
if (atoi(PRINTF_INT32_DEC_WIDTH) != (int) strlen(str0)) REPORTERROR (("Something wrong with PRINTF_INT32_DEC_WIDTH : %s\n", PRINTF_INT32_DEC_WIDTH));
sprintf (str0, "%" PRINTF_INT32_MODIFIER "u", UINT32_C(4294967295));
if (0 != strcmp (str0, "4294967295")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str0));
if (atoi(PRINTF_UINT32_DEC_WIDTH) != (int) strlen(str0)) REPORTERROR (("Something wrong with PRINTF_UINT32_DEC_WIDTH : %s\n", PRINTF_UINT32_DEC_WIDTH));
#ifdef INT64_MAX
sprintf (str1, "%" PRINTF_INT64_MODIFIER "d", INT64_C(9223372036854775807));
if (0 != strcmp (str1, "9223372036854775807")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str1));
if (atoi(PRINTF_INT64_DEC_WIDTH) != (int) strlen(str1)) REPORTERROR (("Something wrong with PRINTF_INT64_DEC_WIDTH : %s, %d\n", PRINTF_INT64_DEC_WIDTH, (int) strlen(str1)));
sprintf (str1, "%" PRINTF_INT64_MODIFIER "u", UINT64_C(18446744073709550591));
if (0 != strcmp (str1, "18446744073709550591")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str1));
if (atoi(PRINTF_UINT64_DEC_WIDTH) != (int) strlen(str1)) REPORTERROR (("Something wrong with PRINTF_UINT64_DEC_WIDTH : %s, %d\n", PRINTF_UINT64_DEC_WIDTH, (int) strlen(str1)));
#endif
sprintf (str0, "%d %x\n", 0, ~0);
sprintf (str1, "%d %x\n", i8, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i8 : %s\n", str1));
sprintf (str1, "%u %x\n", u8, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with u8 : %s\n", str1));
sprintf (str1, "%d %x\n", i16, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i16 : %s\n", str1));
sprintf (str1, "%u %x\n", u16, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with u16 : %s\n", str1));
sprintf (str1, "%" PRINTF_INT32_MODIFIER "d %x\n", i32, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i32 : %s\n", str1));
sprintf (str1, "%" PRINTF_INT32_MODIFIER "u %x\n", u32, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with u32 : %s\n", str1));
#ifdef INT64_MAX
sprintf (str1, "%" PRINTF_INT64_MODIFIER "d %x\n", i64, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i64 : %s\n", str1));
#endif
sprintf (str1, "%" PRINTF_INTMAX_MODIFIER "d %x\n", imax, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with imax : %s\n", str1));
sprintf (str1, "%" PRINTF_INTMAX_MODIFIER "u %x\n", umax, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with umax : %s\n", str1));
TESTUMAX(8);
TESTUMAX(16);
TESTUMAX(32);
#ifdef INT64_MAX
TESTUMAX(64);
#endif
#define STR(v) #v
#define Q(v) printf ("sizeof " STR(v) " = %u\n", (unsigned) sizeof (v));
if (err_n) {
printf ("pstdint.h is not correct. Please use sizes below to correct it:\n");
}
Q(int)
Q(unsigned)
Q(long int)
Q(short int)
Q(int8_t)
Q(int16_t)
Q(int32_t)
#ifdef INT64_MAX
Q(int64_t)
#endif
return EXIT_SUCCESS;
}
#endif

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@ -0,0 +1,46 @@
// ===============================================================================
// May be included multiple times - sets structure packing to 1
// for all supported compilers. #include <poppack1.h> reverts the changes.
//
// Currently this works on the following compilers:
// MSVC 7,8,9
// GCC
// BORLAND (complains about 'pack state changed but not reverted', but works)
// Clang
//
//
// USAGE:
//
// struct StructToBePacked {
// } PACK_STRUCT;
//
// ===============================================================================
#ifdef AI_PUSHPACK_IS_DEFINED
# error poppack1.h must be included after pushpack1.h
#endif
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# if !defined(HOST_MINGW)
# define PACK_STRUCT __attribute__((__packed__))
# else
# define PACK_STRUCT __attribute__((gcc_struct, __packed__))
# endif
#else
# error Compiler not supported
#endif
#if defined(_MSC_VER)
// C4103: Packing was changed after the inclusion of the header, probably missing #pragma pop
# pragma warning (disable : 4103)
#endif
#define AI_PUSHPACK_IS_DEFINED

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 DefaultLogger.hpp
*/
#ifndef INCLUDED_AI_DEFAULTLOGGER
#define INCLUDED_AI_DEFAULTLOGGER
#include "Logger.hpp"
#include "LogStream.hpp"
#include "NullLogger.hpp"
#include <vector>
namespace Assimp {
// ------------------------------------------------------------------------------------
class IOStream;
struct LogStreamInfo;
/** default name of logfile */
#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Primary logging facility of Assimp.
*
* The library stores its primary #Logger as a static member of this class.
* #get() returns this primary logger. By default the underlying implementation is
* just a #NullLogger which rejects all log messages. By calling #create(), logging
* is turned on. To capture the log output multiple log streams (#LogStream) can be
* attach to the logger. Some default streams for common streaming locations (such as
* a file, std::cout, OutputDebugString()) are also provided.
*
* If you wish to customize the logging at an even deeper level supply your own
* implementation of #Logger to #set().
* @note The whole logging stuff causes a small extra overhead for all imports. */
class ASSIMP_API DefaultLogger :
public Logger {
public:
// ----------------------------------------------------------------------
/** @brief Creates a logging instance.
* @param name Name for log file. Only valid in combination
* with the aiDefaultLogStream_FILE flag.
* @param severity Log severity, VERBOSE turns on debug messages
* @param defStreams Default log streams to be attached. Any bitwise
* combination of the aiDefaultLogStream enumerated values.
* If #aiDefaultLogStream_FILE is specified but an empty string is
* passed for 'name', no log file is created at all.
* @param io IOSystem to be used to open external files (such as the
* log file). Pass NULL to rely on the default implementation.
* This replaces the default #NullLogger with a #DefaultLogger instance. */
static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
LogSeverity severity = NORMAL,
unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
IOSystem* io = NULL);
// ----------------------------------------------------------------------
/** @brief Setup a custom #Logger implementation.
*
* Use this if the provided #DefaultLogger class doesn't fit into
* your needs. If the provided message formatting is OK for you,
* it's much easier to use #create() and to attach your own custom
* output streams to it.
* @param logger Pass NULL to setup a default NullLogger*/
static void set (Logger *logger);
// ----------------------------------------------------------------------
/** @brief Getter for singleton instance
* @return Only instance. This is never null, but it could be a
* NullLogger. Use isNullLogger to check this.*/
static Logger *get();
// ----------------------------------------------------------------------
/** @brief Return whether a #NullLogger is currently active
* @return true if the current logger is a #NullLogger.
* Use create() or set() to setup a logger that does actually do
* something else than just rejecting all log messages. */
static bool isNullLogger();
// ----------------------------------------------------------------------
/** @brief Kills the current singleton logger and replaces it with a
* #NullLogger instance. */
static void kill();
// ----------------------------------------------------------------------
/** @copydoc Logger::attachStream */
bool attachStream(LogStream *pStream,
unsigned int severity);
// ----------------------------------------------------------------------
/** @copydoc Logger::detatchStream */
bool detatchStream(LogStream *pStream,
unsigned int severity);
private:
// ----------------------------------------------------------------------
/** @briefPrivate construction for internal use by create().
* @param severity Logging granularity */
explicit DefaultLogger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @briefDestructor */
~DefaultLogger();
private:
/** @brief Logs debug infos, only been written when severity level VERBOSE is set */
void OnDebug(const char* message);
/** @brief Logs an info message */
void OnInfo(const char* message);
/** @brief Logs a warning message */
void OnWarn(const char* message);
/** @brief Logs an error message */
void OnError(const char* message);
// ----------------------------------------------------------------------
/** @brief Writes a message to all streams */
void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
// ----------------------------------------------------------------------
/** @brief Returns the thread id.
* @note This is an OS specific feature, if not supported, a
* zero will be returned.
*/
unsigned int GetThreadID();
private:
// Aliases for stream container
typedef std::vector<LogStreamInfo*> StreamArray;
typedef std::vector<LogStreamInfo*>::iterator StreamIt;
typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
//! only logging instance
static Logger *m_pLogger;
static NullLogger s_pNullLogger;
//! Attached streams
StreamArray m_StreamArray;
bool noRepeatMsg;
char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
size_t lastLen;
};
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_DEFAULTLOGGER

504
thirdparty/include/assimp/Exporter.hpp vendored Normal file
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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2011, 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 Exporter.hpp
* @brief Defines the CPP-API for the Assimp export interface
*/
#ifndef AI_EXPORT_HPP_INC
#define AI_EXPORT_HPP_INC
#ifndef ASSIMP_BUILD_NO_EXPORT
#include "cexport.h"
#include <map>
namespace Assimp {
class ExporterPimpl;
class IOSystem;
// ----------------------------------------------------------------------------------
/** CPP-API: The Exporter class forms an C++ interface to the export functionality
* of the Open Asset Import Library. Note that the export interface is available
* only if Assimp has been built with ASSIMP_BUILD_NO_EXPORT not defined.
*
* The interface is modelled after the importer interface and mostly
* symmetric. The same rules for threading etc. apply.
*
* In a nutshell, there are two export interfaces: #Export, which writes the
* output file(s) either to the regular file system or to a user-supplied
* #IOSystem, and #ExportToBlob which returns a linked list of memory
* buffers (blob), each referring to one output file (in most cases
* there will be only one output file of course, but this extra complexity is
* needed since Assimp aims at supporting a wide range of file formats).
*
* #ExportToBlob is especially useful if you intend to work
* with the data in-memory.
*/
class ASSIMP_API ExportProperties;
class ASSIMP_API Exporter
// TODO: causes good ol' base class has no dll interface warning
//#ifdef __cplusplus
// : public boost::noncopyable
//#endif // __cplusplus
{
public:
/** Function pointer type of a Export worker function */
typedef void (*fpExportFunc)(const char*, IOSystem*, const aiScene*, const ExportProperties*);
/** Internal description of an Assimp export format option */
struct ExportFormatEntry
{
/// Public description structure to be returned by aiGetExportFormatDescription()
aiExportFormatDesc mDescription;
// Worker function to do the actual exporting
fpExportFunc mExportFunction;
// Postprocessing steps to be executed PRIOR to invoking mExportFunction
unsigned int mEnforcePP;
// Constructor to fill all entries
ExportFormatEntry( const char* pId, const char* pDesc, const char* pExtension, fpExportFunc pFunction, unsigned int pEnforcePP = 0u)
{
mDescription.id = pId;
mDescription.description = pDesc;
mDescription.fileExtension = pExtension;
mExportFunction = pFunction;
mEnforcePP = pEnforcePP;
}
ExportFormatEntry() :
mExportFunction()
, mEnforcePP()
{
mDescription.id = NULL;
mDescription.description = NULL;
mDescription.fileExtension = NULL;
}
};
public:
Exporter();
~Exporter();
public:
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the exporter to use to open and
* access files.
*
* If you need #Export to use custom IO logic to access the files,
* you need to supply a custom implementation of IOSystem and
* IOFile to the exporter.
*
* #Exporter takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
* Pass NULL to take again ownership of your IOSystem and reset Assimp
* to use its default implementation, which uses plain file IO.
*
* @param pIOHandler The IO handler to be used in all file accesses
* of the Importer. */
void SetIOHandler( IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Retrieves the IO handler that is currently set.
* You can use #IsDefaultIOHandler() to check whether the returned
* interface is the default IO handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom IO handler via #SetIOHandler().
* @return A valid IOSystem interface, never NULL. */
IOSystem* GetIOHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default IO handler is active
* A default handler is active as long the application doesn't
* supply its own custom IO handler via #SetIOHandler().
* @return true by default */
bool IsDefaultIOHandler() const;
// -------------------------------------------------------------------
/** Exports the given scene to a chosen file format. Returns the exported
* data as a binary blob which you can write into a file or something.
* When you're done with the data, simply let the #Exporter instance go
* out of scope to have it released automatically.
* @param pScene The scene to export. Stays in possession of the caller,
* is not changed by the function.
* @param pFormatId ID string to specify to which format you want to
* export to. Use
* #GetExportFormatCount / #GetExportFormatDescription to learn which
* export formats are available.
* @param pPreprocessing See the documentation for #Export
* @return the exported data or NULL in case of error.
* @note If the Exporter instance did already hold a blob from
* a previous call to #ExportToBlob, it will be disposed.
* Any IO handlers set via #SetIOHandler are ignored here.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene. */
const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
inline const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
// -------------------------------------------------------------------
/** Convenience function to export directly to a file. Use
* #SetIOSystem to supply a custom IOSystem to gain fine-grained control
* about the output data flow of the export process.
* @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
* @param pPath Full target file name. Target must be accessible.
* @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
* flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
* In short, this means the geometry data should use a right-handed coordinate systems, face
* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
* to have those defaults automatically adapted to their conventions. Specifying those flags
* for exporting has the opposite effect, respectively. Some other of the
* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
* to try out what their effect on the exported file is. Many formats impose
* their own restrictions on the structure of the geometry stored therein,
* so some preprocessing may have little or no effect at all, or may be
* redundant as exporters would apply them anyhow. A good example
* is triangulation - whilst you can enforce it by specifying
* the #aiProcess_Triangulate flag, most export formats support only
* triangulate data so they would run the step even if it wasn't requested.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
* any postprocessing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).
* @return AI_SUCCESS if everything was fine.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.*/
aiReturn Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
inline aiReturn Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
// -------------------------------------------------------------------
/** Returns an error description of an error that occurred in #Export
* or #ExportToBlob
*
* Returns an empty string if no error occurred.
* @return A description of the last error, an empty string if no
* error occurred. The string is never NULL.
*
* @note The returned function remains valid until one of the
* following methods is called: #Export, #ExportToBlob, #FreeBlob */
const char* GetErrorString() const;
// -------------------------------------------------------------------
/** Return the blob obtained from the last call to #ExportToBlob */
const aiExportDataBlob* GetBlob() const;
// -------------------------------------------------------------------
/** Orphan the blob from the last call to #ExportToBlob. This means
* the caller takes ownership and is thus responsible for calling
* the C API function #aiReleaseExportBlob to release it. */
const aiExportDataBlob* GetOrphanedBlob() const;
// -------------------------------------------------------------------
/** Frees the current blob.
*
* The function does nothing if no blob has previously been
* previously produced via #ExportToBlob. #FreeBlob is called
* automatically by the destructor. The only reason to call
* it manually would be to reclain as much storage as possible
* without giving up the #Exporter instance yet. */
void FreeBlob( );
// -------------------------------------------------------------------
/** Returns the number of export file formats available in the current
* Assimp build. Use #Exporter::GetExportFormatDescription to
* retrieve infos of a specific export format.
*
* This includes built-in exporters as well as exporters registered
* using #RegisterExporter.
**/
size_t GetExportFormatCount() const;
// -------------------------------------------------------------------
/** Returns a description of the nth export file format. Use #
* #Exporter::GetExportFormatCount to learn how many export
* formats are supported.
*
* The returned pointer is of static storage duration iff the
* pIndex pertains to a built-in exporter (i.e. one not registered
* via #RegistrerExporter). It is restricted to the life-time of the
* #Exporter instance otherwise.
*
* @param pIndex Index of the export format to retrieve information
* for. Valid range is 0 to #Exporter::GetExportFormatCount
* @return A description of that specific export format.
* NULL if pIndex is out of range. */
const aiExportFormatDesc* GetExportFormatDescription( size_t pIndex ) const;
// -------------------------------------------------------------------
/** Register a custom exporter. Custom export formats are limited to
* to the current #Exporter instance and do not affect the
* library globally. The indexes under which the format's
* export format description can be queried are assigned
* monotonously.
* @param desc Exporter description.
* @return aiReturn_SUCCESS if the export format was successfully
* registered. A common cause that would prevent an exporter
* from being registered is that its format id is already
* occupied by another format. */
aiReturn RegisterExporter(const ExportFormatEntry& desc);
// -------------------------------------------------------------------
/** Remove an export format previously registered with #RegisterExporter
* from the #Exporter instance (this can also be used to drop
* builtin exporters because those are implicitly registered
* using #RegisterExporter).
* @param id Format id to be unregistered, this refers to the
* 'id' field of #aiExportFormatDesc.
* @note Calling this method on a format description not yet registered
* has no effect.*/
void UnregisterExporter(const char* id);
protected:
// Just because we don't want you to know how we're hacking around.
ExporterPimpl* pimpl;
};
class ASSIMP_API ExportProperties
{
public:
// Data type to store the key hash
typedef unsigned int KeyType;
// typedefs for our four configuration maps.
// We don't need more, so there is no need for a generic solution
typedef std::map<KeyType, int> IntPropertyMap;
typedef std::map<KeyType, float> FloatPropertyMap;
typedef std::map<KeyType, std::string> StringPropertyMap;
typedef std::map<KeyType, aiMatrix4x4> MatrixPropertyMap;
public:
/** Standard constructor
* @see ExportProperties()
*/
ExportProperties();
// -------------------------------------------------------------------
/** Copy constructor.
*
* This copies the configuration properties of another ExportProperties.
* @see ExportProperties(const ExportProperties& other)
*/
ExportProperties(const ExportProperties& other);
// -------------------------------------------------------------------
/** Set an integer configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX and are simple strings).
* @param iValue New value of the property
* @return true if the property was set before. The new value replaces
* the previous value in this case.
* @note Property of different types (float, int, string ..) are kept
* on different stacks, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
bool SetPropertyInteger(const char* szName, int iValue);
// -------------------------------------------------------------------
/** Set a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see SetPropertyInteger()
*/
bool SetPropertyBool(const char* szName, bool value) {
return SetPropertyInteger(szName,value);
}
// -------------------------------------------------------------------
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyFloat(const char* szName, float fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyString(const char* szName, const std::string& sValue);
// -------------------------------------------------------------------
/** Set a matrix configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue);
// -------------------------------------------------------------------
/** Get a configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX).
* @param iErrorReturn Value that is returned if the property
* is not found.
* @return Current value of the property
* @note Property of different types (float, int, string ..) are kept
* on different lists, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
int GetPropertyInteger(const char* szName,
int iErrorReturn = 0xffffffff) const;
// -------------------------------------------------------------------
/** Get a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see GetPropertyInteger()
*/
bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
return GetPropertyInteger(szName,bErrorReturn)!=0;
}
// -------------------------------------------------------------------
/** Get a floating-point configuration property
* @see GetPropertyInteger()
*/
float GetPropertyFloat(const char* szName,
float fErrorReturn = 10e10f) const;
// -------------------------------------------------------------------
/** Get a string configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const std::string GetPropertyString(const char* szName,
const std::string& sErrorReturn = "") const;
// -------------------------------------------------------------------
/** Get a matrix configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const aiMatrix4x4 GetPropertyMatrix(const char* szName,
const aiMatrix4x4& sErrorReturn = aiMatrix4x4()) const;
// -------------------------------------------------------------------
/** Determine a integer configuration property has been set.
* @see HasPropertyInteger()
*/
bool HasPropertyInteger(const char* szName) const;
/** Determine a boolean configuration property has been set.
* @see HasPropertyBool()
*/
bool HasPropertyBool(const char* szName) const;
/** Determine a boolean configuration property has been set.
* @see HasPropertyFloat()
*/
bool HasPropertyFloat(const char* szName) const;
/** Determine a String configuration property has been set.
* @see HasPropertyString()
*/
bool HasPropertyString(const char* szName) const;
/** Determine a Matrix configuration property has been set.
* @see HasPropertyMatrix()
*/
bool HasPropertyMatrix(const char* szName) const;
protected:
/** List of integer properties */
IntPropertyMap mIntProperties;
/** List of floating-point properties */
FloatPropertyMap mFloatProperties;
/** List of string properties */
StringPropertyMap mStringProperties;
/** List of Matrix properties */
MatrixPropertyMap mMatrixProperties;
};
// ----------------------------------------------------------------------------------
inline const aiExportDataBlob* Exporter :: ExportToBlob( const aiScene* pScene, const std::string& pFormatId,unsigned int pPreprocessing, const ExportProperties* pProperties)
{
return ExportToBlob(pScene,pFormatId.c_str(),pPreprocessing, pProperties);
}
// ----------------------------------------------------------------------------------
inline aiReturn Exporter :: Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing, const ExportProperties* pProperties)
{
return Export(pScene,pFormatId.c_str(),pPath.c_str(),pPreprocessing, pProperties);
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_EXPORT
#endif // AI_EXPORT_HPP_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 IOStream.hpp
* @brief File I/O wrappers for C++.
*/
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
#include "types.h"
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
*
* Derive an own implementation from this interface to provide custom IO handling
* to the Importer. If you implement this interface, be sure to also provide an
* implementation for IOSystem that creates instances of your custom IO class.
*/
class ASSIMP_API IOStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** Constructor protected, use IOSystem::Open() to create an instance. */
IOStream(void);
public:
// -------------------------------------------------------------------
/** @brief Destructor. Deleting the object closes the underlying file,
* alternatively you may use IOSystem::Close() to release the file.
*/
virtual ~IOStream();
// -------------------------------------------------------------------
/** @brief Read from the file
*
* See fread() for more details
* This fails for write-only files */
virtual size_t Read(void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Write to the file
*
* See fwrite() for more details
* This fails for read-only files */
virtual size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Set the read/write cursor of the file
*
* Note that the offset is _negative_ for aiOrigin_END.
* See fseek() for more details */
virtual aiReturn Seek(size_t pOffset,
aiOrigin pOrigin) = 0;
// -------------------------------------------------------------------
/** @brief Get the current position of the read/write cursor
*
* See ftell() for more details */
virtual size_t Tell() const = 0;
// -------------------------------------------------------------------
/** @brief Returns filesize
* Returns the filesize. */
virtual size_t FileSize() const = 0;
// -------------------------------------------------------------------
/** @brief Flush the contents of the file buffer (for writers)
* See fflush() for more details.
*/
virtual void Flush() = 0;
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline IOStream::IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
inline IOStream::~IOStream()
{
// empty
}
// ----------------------------------------------------------------------------------
} //!namespace Assimp
#endif //!!AI_IOSTREAM_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 IOSystem.hpp
* @brief File system wrapper for C++. Inherit this class to supply
* custom file handling logic to the Import library.
*/
#ifndef AI_IOSYSTEM_H_INC
#define AI_IOSYSTEM_H_INC
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
#include "types.h"
#include <vector>
namespace Assimp {
class IOStream;
// ---------------------------------------------------------------------------
/** @brief CPP-API: Interface to the file system.
*
* Derive an own implementation from this interface to supply custom file handling
* to the importer library. If you implement this interface, you also want to
* supply a custom implementation for IOStream.
*
* @see Importer::SetIOHandler() */
class ASSIMP_API IOSystem
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// -------------------------------------------------------------------
/** @brief Default constructor.
*
* Create an instance of your derived class and assign it to an
* #Assimp::Importer instance by calling Importer::SetIOHandler().
*/
IOSystem();
// -------------------------------------------------------------------
/** @brief Virtual destructor.
*
* It is safe to be called from within DLL Assimp, we're constructed
* on Assimp's heap.
*/
virtual ~IOSystem();
public:
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Exists(const char*)
*/
AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
// -------------------------------------------------------------------
/** @brief Tests for the existence of a file at the given path.
*
* @param pFile Path to the file
* @return true if there is a file with this path, else false.
*/
virtual bool Exists( const char* pFile) const = 0;
// -------------------------------------------------------------------
/** @brief Returns the system specific directory separator
* @return System specific directory separator
*/
virtual char getOsSeparator() const = 0;
// -------------------------------------------------------------------
/** @brief Open a new file with a given path.
*
* When the access to the file is finished, call Close() to release
* all associated resources (or the virtual dtor of the IOStream).
*
* @param pFile Path to the file
* @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
* "rb", "r", "rt".
*
* @return New IOStream interface allowing the lib to access
* the underlying file.
* @note When implementing this class to provide custom IO handling,
* you probably have to supply an own implementation of IOStream as well.
*/
virtual IOStream* Open(const char* pFile,
const char* pMode = "rb") = 0;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see Open(const char*, const char*)
*/
inline IOStream* Open(const std::string& pFile,
const std::string& pMode = std::string("rb"));
// -------------------------------------------------------------------
/** @brief Closes the given file and releases all resources
* associated with it.
* @param pFile The file instance previously created by Open().
*/
virtual void Close( IOStream* pFile) = 0;
// -------------------------------------------------------------------
/** @brief Compares two paths and check whether the point to
* identical files.
*
* The dummy implementation of this virtual member performs a
* case-insensitive comparison of the given strings. The default IO
* system implementation uses OS mechanisms to convert relative into
* absolute paths, so the result can be trusted.
* @param one First file
* @param second Second file
* @return true if the paths point to the same file. The file needn't
* be existing, however.
*/
virtual bool ComparePaths (const char* one,
const char* second) const;
// -------------------------------------------------------------------
/** @brief For backward compatibility
* @see ComparePaths(const char*, const char*)
*/
inline bool ComparePaths (const std::string& one,
const std::string& second) const;
// -------------------------------------------------------------------
/** @brief Pushes a new directory onto the directory stack.
* @param path Path to push onto the stack.
* @return True, when push was successful, false if path is empty.
*/
virtual bool PushDirectory( const std::string &path );
// -------------------------------------------------------------------
/** @brief Returns the top directory from the stack.
* @return The directory on the top of the stack.
* Returns empty when no directory was pushed to the stack.
*/
virtual const std::string &CurrentDirectory() const;
// -------------------------------------------------------------------
/** @brief Returns the number of directories stored on the stack.
* @return The number of directories of the stack.
*/
virtual size_t StackSize() const;
// -------------------------------------------------------------------
/** @brief Pops the top directory from the stack.
* @return True, when a directory was on the stack. False if no
* directory was on the stack.
*/
virtual bool PopDirectory();
private:
std::vector<std::string> m_pathStack;
};
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::IOSystem() :
m_pathStack()
{
// empty
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::~IOSystem()
{
// empty
}
// ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL
// versions. This code her is inlined, so it shouldn't cause any problems.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
const std::string& pMode)
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Open(pFile.c_str(),pMode.c_str());
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return Exists(pFile.c_str());
}
// ----------------------------------------------------------------------------
inline bool IOSystem::ComparePaths (const std::string& one,
const std::string& second) const
{
// NOTE:
// For compatibility, interface was changed to const char* to
// avoid crashes between binary incompatible STL versions
return ComparePaths(one.c_str(),second.c_str());
}
// ----------------------------------------------------------------------------
inline bool IOSystem::PushDirectory( const std::string &path ) {
if ( path.empty() ) {
return false;
}
m_pathStack.push_back( path );
return true;
}
// ----------------------------------------------------------------------------
inline const std::string &IOSystem::CurrentDirectory() const {
if ( m_pathStack.empty() ) {
static const std::string Dummy("");
return Dummy;
}
return m_pathStack[ m_pathStack.size()-1 ];
}
// ----------------------------------------------------------------------------
inline size_t IOSystem::StackSize() const {
return m_pathStack.size();
}
// ----------------------------------------------------------------------------
inline bool IOSystem::PopDirectory() {
if ( m_pathStack.empty() ) {
return false;
}
m_pathStack.pop_back();
return true;
}
// ----------------------------------------------------------------------------
} //!ns Assimp
#endif //AI_IOSYSTEM_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 Importer.hpp
* @brief Defines the C++-API to the Open Asset Import Library.
*/
#ifndef INCLUDED_AI_ASSIMP_HPP
#define INCLUDED_AI_ASSIMP_HPP
#ifndef __cplusplus
# error This header requires C++ to be used. Use assimp.h for plain C.
#endif
// Public ASSIMP data structures
#include "types.h"
#include "config.h"
namespace Assimp {
// =======================================================================
// Public interface to Assimp
class Importer;
class Exporter; // export.hpp
class IOStream;
class IOSystem;
class ProgressHandler;
// =======================================================================
// Plugin development
//
// Include the following headers for the declarations:
// BaseImporter.h
// BaseProcess.h
class BaseImporter;
class BaseProcess;
class SharedPostProcessInfo;
class BatchLoader;
// =======================================================================
// Holy stuff, only for members of the high council of the Jedi.
class ImporterPimpl;
class ExporterPimpl; // export.hpp
} //! namespace Assimp
#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
struct aiScene;
// importerdesc.h
struct aiImporterDesc;
/** @namespace Assimp Assimp's CPP-API and all internal APIs */
namespace Assimp {
// ----------------------------------------------------------------------------------
/** CPP-API: The Importer class forms an C++ interface to the functionality of the
* Open Asset Import Library.
*
* Create an object of this class and call ReadFile() to import a file.
* If the import succeeds, the function returns a pointer to the imported data.
* The data remains property of the object, it is intended to be accessed
* read-only. The imported data will be destroyed along with the Importer
* object. If the import fails, ReadFile() returns a NULL pointer. In this
* case you can retrieve a human-readable error description be calling
* GetErrorString(). You can call ReadFile() multiple times with a single Importer
* instance. Actually, constructing Importer objects involves quite many
* allocations and may take some time, so it's better to reuse them as often as
* possible.
*
* If you need the Importer to do custom file handling to access the files,
* implement IOSystem and IOStream and supply an instance of your custom
* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
* If you do not assign a custion IO handler, a default handler using the
* standard C++ IO logic will be used.
*
* @note One Importer instance is not thread-safe. If you use multiple
* threads for loading, each thread should maintain its own Importer instance.
*/
class ASSIMP_API Importer {
public:
/**
* @brief The upper limit for hints.
*/
static const unsigned int MaxLenHint = 200;
public:
// -------------------------------------------------------------------
/** Constructor. Creates an empty importer object.
*
* Call ReadFile() to start the import process. The configuration
* property table is initially empty.
*/
Importer();
// -------------------------------------------------------------------
/** Copy constructor.
*
* This copies the configuration properties of another Importer.
* If this Importer owns a scene it won't be copied.
* Call ReadFile() to start the import process.
*/
Importer(const Importer& other);
// -------------------------------------------------------------------
/** Destructor. The object kept ownership of the imported data,
* which now will be destroyed along with the object.
*/
~Importer();
// -------------------------------------------------------------------
/** Registers a new loader.
*
* @param pImp Importer to be added. The Importer instance takes
* ownership of the pointer, so it will be automatically deleted
* with the Importer instance.
* @return AI_SUCCESS if the loader has been added. The registration
* fails if there is already a loader for a specific file extension.
*/
aiReturn RegisterLoader(BaseImporter* pImp);
// -------------------------------------------------------------------
/** Unregisters a loader.
*
* @param pImp Importer to be unregistered.
* @return AI_SUCCESS if the loader has been removed. The function
* fails if the loader is currently in use (this could happen
* if the #Importer instance is used by more than one thread) or
* if it has not yet been registered.
*/
aiReturn UnregisterLoader(BaseImporter* pImp);
// -------------------------------------------------------------------
/** Registers a new post-process step.
*
* At the moment, there's a small limitation: new post processing
* steps are added to end of the list, or in other words, executed
* last, after all built-in steps.
* @param pImp Post-process step to be added. The Importer instance
* takes ownership of the pointer, so it will be automatically
* deleted with the Importer instance.
* @return AI_SUCCESS if the step has been added correctly.
*/
aiReturn RegisterPPStep(BaseProcess* pImp);
// -------------------------------------------------------------------
/** Unregisters a post-process step.
*
* @param pImp Step to be unregistered.
* @return AI_SUCCESS if the step has been removed. The function
* fails if the step is currently in use (this could happen
* if the #Importer instance is used by more than one thread) or
* if it has not yet been registered.
*/
aiReturn UnregisterPPStep(BaseProcess* pImp);
// -------------------------------------------------------------------
/** Set an integer configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX and are simple strings).
* @param iValue New value of the property
* @return true if the property was set before. The new value replaces
* the previous value in this case.
* @note Property of different types (float, int, string ..) are kept
* on different stacks, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
bool SetPropertyInteger(const char* szName, int iValue);
// -------------------------------------------------------------------
/** Set a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see SetPropertyInteger()
*/
bool SetPropertyBool(const char* szName, bool value) {
return SetPropertyInteger(szName,value);
}
// -------------------------------------------------------------------
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyFloat(const char* szName, float fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyString(const char* szName, const std::string& sValue);
// -------------------------------------------------------------------
/** Set a matrix configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue);
// -------------------------------------------------------------------
/** Get a configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX).
* @param iErrorReturn Value that is returned if the property
* is not found.
* @return Current value of the property
* @note Property of different types (float, int, string ..) are kept
* on different lists, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
int GetPropertyInteger(const char* szName,
int iErrorReturn = 0xffffffff) const;
// -------------------------------------------------------------------
/** Get a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see GetPropertyInteger()
*/
bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
return GetPropertyInteger(szName,bErrorReturn)!=0;
}
// -------------------------------------------------------------------
/** Get a floating-point configuration property
* @see GetPropertyInteger()
*/
float GetPropertyFloat(const char* szName,
float fErrorReturn = 10e10f) const;
// -------------------------------------------------------------------
/** Get a string configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const std::string GetPropertyString(const char* szName,
const std::string& sErrorReturn = "") const;
// -------------------------------------------------------------------
/** Get a matrix configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const aiMatrix4x4 GetPropertyMatrix(const char* szName,
const aiMatrix4x4& sErrorReturn = aiMatrix4x4()) const;
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the importer to use to open and
* access files. If you need the importer to use custion IO logic to
* access the files, you need to provide a custom implementation of
* IOSystem and IOFile to the importer. Then create an instance of
* your custion IOSystem implementation and supply it by this function.
*
* The Importer takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
* Pass NULL to take again ownership of your IOSystem and reset Assimp
* to use its default implementation.
*
* @param pIOHandler The IO handler to be used in all file accesses
* of the Importer.
*/
void SetIOHandler( IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Retrieves the IO handler that is currently set.
* You can use #IsDefaultIOHandler() to check whether the returned
* interface is the default IO handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom IO handler via #SetIOHandler().
* @return A valid IOSystem interface, never NULL.
*/
IOSystem* GetIOHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default IO handler is active
* A default handler is active as long the application doesn't
* supply its own custom IO handler via #SetIOHandler().
* @return true by default
*/
bool IsDefaultIOHandler() const;
// -------------------------------------------------------------------
/** Supplies a custom progress handler to the importer. This
* interface exposes a #Update() callback, which is called
* more or less periodically (please don't sue us if it
* isn't as periodically as you'd like it to have ...).
* This can be used to implement progress bars and loading
* timeouts.
* @param pHandler Progress callback interface. Pass NULL to
* disable progress reporting.
* @note Progress handlers can be used to abort the loading
* at almost any time.*/
void SetProgressHandler ( ProgressHandler* pHandler );
// -------------------------------------------------------------------
/** Retrieves the progress handler that is currently set.
* You can use #IsDefaultProgressHandler() to check whether the returned
* interface is the default handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom handler via #SetProgressHandler().
* @return A valid ProgressHandler interface, never NULL.
*/
ProgressHandler* GetProgressHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default progress handler is active
* A default handler is active as long the application doesn't
* supply its own custom progress handler via #SetProgressHandler().
* @return true by default
*/
bool IsDefaultProgressHandler() const;
// -------------------------------------------------------------------
/** @brief Check whether a given set of postprocessing flags
* is supported.
*
* Some flags are mutually exclusive, others are probably
* not available because your excluded them from your
* Assimp builds. Calling this function is recommended if
* you're unsure.
*
* @param pFlags Bitwise combination of the aiPostProcess flags.
* @return true if this flag combination is fine.
*/
bool ValidateFlags(unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Reads the given file and returns its contents if successful.
*
* If the call succeeds, the contents of the file are returned as a
* pointer to an aiScene object. The returned data is intended to be
* read-only, the importer object keeps ownership of the data and will
* destroy it upon destruction. If the import fails, NULL is returned.
* A human-readable error description can be retrieved by calling
* GetErrorString(). The previous scene will be deleted during this call.
* @param pFile Path and filename to the file to be imported.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #ApplyPostProcessing().
* @return A pointer to the imported data, NULL if the import failed.
* The pointer to the scene remains in possession of the Importer
* instance. Use GetOrphanedScene() to take ownership of it.
*
* @note Assimp is able to determine the file format of a file
* automatically.
*/
const aiScene* ReadFile(
const char* pFile,
unsigned int pFlags);
// -------------------------------------------------------------------
/** Reads the given file from a memory buffer and returns its
* contents if successful.
*
* If the call succeeds, the contents of the file are returned as a
* pointer to an aiScene object. The returned data is intended to be
* read-only, the importer object keeps ownership of the data and will
* destroy it upon destruction. If the import fails, NULL is returned.
* A human-readable error description can be retrieved by calling
* GetErrorString(). The previous scene will be deleted during this call.
* Calling this method doesn't affect the active IOSystem.
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #ApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non
* empty string, the library looks for a loader to support
* the file extension specified by pHint and passes the file to
* the first matching loader. If this loader is unable to completely
* the request, the library continues and tries to determine the
* file format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @return A pointer to the imported data, NULL if the import failed.
* The pointer to the scene remains in possession of the Importer
* instance. Use GetOrphanedScene() to take ownership of it.
*
* @note This is a straightforward way to decode models from memory
* buffers, but it doesn't handle model formats that spread their
* data across multiple files or even directories. Examples include
* OBJ or MD3, which outsource parts of their material info into
* external scripts. If you need full functionality, provide
* a custom IOSystem to make Assimp find these files and use
* the regular ReadFile() API.
*/
const aiScene* ReadFileFromMemory(
const void* pBuffer,
size_t pLength,
unsigned int pFlags,
const char* pHint = "");
// -------------------------------------------------------------------
/** Apply post-processing to an already-imported scene.
*
* This is strictly equivalent to calling #ReadFile() with the same
* flags. However, you can use this separate function to inspect
* the imported scene first to fine-tune your post-processing setup.
* @param pFlags Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @return A pointer to the post-processed data. This is still the
* same as the pointer returned by #ReadFile(). However, if
* post-processing fails, the scene could now be NULL.
* That's quite a rare case, post processing steps are not really
* designed to 'fail'. To be exact, the #aiProcess_ValidateDS
* flag is currently the only post processing step which can actually
* cause the scene to be reset to NULL.
*
* @note The method does nothing if no scene is currently bound
* to the #Importer instance. */
const aiScene* ApplyPostProcessing(unsigned int pFlags);
const aiScene* ApplyCustomizedPostProcessing( BaseProcess *rootProcess, bool requestValidation );
// -------------------------------------------------------------------
/** @brief Reads the given file and returns its contents if successful.
*
* This function is provided for backward compatibility.
* See the const char* version for detailed docs.
* @see ReadFile(const char*, pFlags) */
const aiScene* ReadFile(
const std::string& pFile,
unsigned int pFlags);
// -------------------------------------------------------------------
/** Frees the current scene.
*
* The function does nothing if no scene has previously been
* read via ReadFile(). FreeScene() is called automatically by the
* destructor and ReadFile() itself. */
void FreeScene( );
// -------------------------------------------------------------------
/** Returns an error description of an error that occurred in ReadFile().
*
* Returns an empty string if no error occurred.
* @return A description of the last error, an empty string if no
* error occurred. The string is never NULL.
*
* @note The returned function remains valid until one of the
* following methods is called: #ReadFile(), #FreeScene(). */
const char* GetErrorString() const;
// -------------------------------------------------------------------
/** Returns the scene loaded by the last successful call to ReadFile()
*
* @return Current scene or NULL if there is currently no scene loaded */
const aiScene* GetScene() const;
// -------------------------------------------------------------------
/** Returns the scene loaded by the last successful call to ReadFile()
* and releases the scene from the ownership of the Importer
* instance. The application is now responsible for deleting the
* scene. Any further calls to GetScene() or GetOrphanedScene()
* will return NULL - until a new scene has been loaded via ReadFile().
*
* @return Current scene or NULL if there is currently no scene loaded
* @note Use this method with maximal caution, and only if you have to.
* By design, aiScene's are exclusively maintained, allocated and
* deallocated by Assimp and no one else. The reasoning behind this
* is the golden rule that deallocations should always be done
* by the module that did the original allocation because heaps
* are not necessarily shared. GetOrphanedScene() enforces you
* to delete the returned scene by yourself, but this will only
* be fine if and only if you're using the same heap as assimp.
* On Windows, it's typically fine provided everything is linked
* against the multithreaded-dll version of the runtime library.
* It will work as well for static linkage with Assimp.*/
aiScene* GetOrphanedScene();
// -------------------------------------------------------------------
/** Returns whether a given file extension is supported by ASSIMP.
*
* @param szExtension Extension to be checked.
* Must include a trailing dot '.'. Example: ".3ds", ".md3".
* Cases-insensitive.
* @return true if the extension is supported, false otherwise */
bool IsExtensionSupported(const char* szExtension) const;
// -------------------------------------------------------------------
/** @brief Returns whether a given file extension is supported by ASSIMP.
*
* This function is provided for backward compatibility.
* See the const char* version for detailed and up-to-date docs.
* @see IsExtensionSupported(const char*) */
inline bool IsExtensionSupported(const std::string& szExtension) const;
// -------------------------------------------------------------------
/** Get a full list of all file extensions supported by ASSIMP.
*
* If a file extension is contained in the list this does of course not
* mean that ASSIMP is able to load all files with this extension ---
* it simply means there is an importer loaded which claims to handle
* files with this file extension.
* @param szOut String to receive the extension list.
* Format of the list: "*.3ds;*.obj;*.dae". This is useful for
* use with the WinAPI call GetOpenFileName(Ex). */
void GetExtensionList(aiString& szOut) const;
// -------------------------------------------------------------------
/** @brief Get a full list of all file extensions supported by ASSIMP.
*
* This function is provided for backward compatibility.
* See the aiString version for detailed and up-to-date docs.
* @see GetExtensionList(aiString&)*/
inline void GetExtensionList(std::string& szOut) const;
// -------------------------------------------------------------------
/** Get the number of importrs currently registered with Assimp. */
size_t GetImporterCount() const;
// -------------------------------------------------------------------
/** Get meta data for the importer corresponding to a specific index..
*
* For the declaration of #aiImporterDesc, include <assimp/importerdesc.h>.
* @param index Index to query, must be within [0,GetImporterCount())
* @return Importer meta data structure, NULL if the index does not
* exist or if the importer doesn't offer meta information (
* importers may do this at the cost of being hated by their peers).*/
const aiImporterDesc* GetImporterInfo(size_t index) const;
// -------------------------------------------------------------------
/** Find the importer corresponding to a specific index.
*
* @param index Index to query, must be within [0,GetImporterCount())
* @return Importer instance. NULL if the index does not
* exist. */
BaseImporter* GetImporter(size_t index) const;
// -------------------------------------------------------------------
/** Find the importer corresponding to a specific file extension.
*
* This is quite similar to #IsExtensionSupported except a
* BaseImporter instance is returned.
* @param szExtension Extension to check for. The following formats
* are recognized (BAH being the file extension): "BAH" (comparison
* is case-insensitive), ".bah", "*.bah" (wild card and dot
* characters at the beginning of the extension are skipped).
* @return NULL if no importer is found*/
BaseImporter* GetImporter (const char* szExtension) const;
// -------------------------------------------------------------------
/** Find the importer index corresponding to a specific file extension.
*
* @param szExtension Extension to check for. The following formats
* are recognized (BAH being the file extension): "BAH" (comparison
* is case-insensitive), ".bah", "*.bah" (wild card and dot
* characters at the beginning of the extension are skipped).
* @return (size_t)-1 if no importer is found */
size_t GetImporterIndex (const char* szExtension) const;
// -------------------------------------------------------------------
/** Returns the storage allocated by ASSIMP to hold the scene data
* in memory.
*
* This refers to the currently loaded file, see #ReadFile().
* @param in Data structure to be filled.
* @note The returned memory statistics refer to the actual
* size of the use data of the aiScene. Heap-related overhead
* is (naturally) not included.*/
void GetMemoryRequirements(aiMemoryInfo& in) const;
// -------------------------------------------------------------------
/** Enables "extra verbose" mode.
*
* 'Extra verbose' means the data structure is validated after *every*
* single post processing step to make sure everyone modifies the data
* structure in a well-defined manner. This is a debug feature and not
* intended for use in production environments. */
void SetExtraVerbose(bool bDo);
// -------------------------------------------------------------------
/** Private, do not use. */
ImporterPimpl* Pimpl() { return pimpl; }
const ImporterPimpl* Pimpl() const { return pimpl; }
protected:
// Just because we don't want you to know how we're hacking around.
ImporterPimpl* pimpl;
}; //! class Importer
// ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL
// versions. This code her is inlined, so it shouldn't cause any problems.
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
AI_FORCE_INLINE const aiScene* Importer::ReadFile( const std::string& pFile,unsigned int pFlags){
return ReadFile(pFile.c_str(),pFlags);
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE void Importer::GetExtensionList(std::string& szOut) const {
aiString s;
GetExtensionList(s);
szOut = s.data;
}
// ----------------------------------------------------------------------------
AI_FORCE_INLINE bool Importer::IsExtensionSupported(const std::string& szExtension) const {
return IsExtensionSupported(szExtension.c_str());
}
} // !namespace Assimp
#endif // INCLUDED_AI_ASSIMP_HPP

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 LogStream.hpp
* @brief Abstract base class 'LogStream', representing an output log stream.
*/
#ifndef INCLUDED_AI_LOGSTREAM_H
#define INCLUDED_AI_LOGSTREAM_H
#include "types.h"
namespace Assimp {
class IOSystem;
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for log stream implementations.
*
* Several default implementations are provided, see #aiDefaultLogStream for more
* details. Writing your own implementation of LogStream is just necessary if these
* are not enough for your purpose. */
class ASSIMP_API LogStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
LogStream() {
}
public:
/** @brief Virtual destructor */
virtual ~LogStream() {
}
// -------------------------------------------------------------------
/** @brief Overwrite this for your own output methods
*
* Log messages *may* consist of multiple lines and you shouldn't
* expect a consistent formatting. If you want custom formatting
* (e.g. generate HTML), supply a custom instance of Logger to
* #DefaultLogger:set(). Usually you can *expect* that a log message
* is exactly one line and terminated with a single \n character.
* @param message Message to be written */
virtual void write(const char* message) = 0;
// -------------------------------------------------------------------
/** @brief Creates a default log stream
* @param streams Type of the default stream
* @param name For aiDefaultLogStream_FILE: name of the output file
* @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
* file. Pass NULL for the default implementation.
* @return New LogStream instance. */
static LogStream* createDefaultStream(aiDefaultLogStream stream,
const char* name = "AssimpLog.txt",
IOSystem* io = NULL);
}; // !class LogStream
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 Logger.hpp
* @brief Abstract base class 'Logger', base of the logging system.
*/
#ifndef INCLUDED_AI_LOGGER_H
#define INCLUDED_AI_LOGGER_H
#include "types.h"
namespace Assimp {
class LogStream;
// Maximum length of a log message. Longer messages are rejected.
#define MAX_LOG_MESSAGE_LENGTH 1024u
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for logger implementations.
* Assimp provides a default implementation and uses it for almost all
* logging stuff ('DefaultLogger'). This class defines just basic logging
* behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
class ASSIMP_API Logger
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
public:
// ----------------------------------------------------------------------
/** @enum LogSeverity
* @brief Log severity to describe the granularity of logging.
*/
enum LogSeverity
{
NORMAL, //!< Normal granularity of logging
VERBOSE //!< Debug infos will be logged, too
};
// ----------------------------------------------------------------------
/** @enum ErrorSeverity
* @brief Description for severity of a log message.
*
* Every LogStream has a bitwise combination of these flags.
* A LogStream doesn't receive any messages of a specific type
* if it doesn't specify the corresponding ErrorSeverity flag.
*/
enum ErrorSeverity
{
Debugging = 1, //!< Debug log message
Info = 2, //!< Info log message
Warn = 4, //!< Warn log message
Err = 8 //!< Error log message
};
public:
/** @brief Virtual destructor */
virtual ~Logger();
// ----------------------------------------------------------------------
/** @brief Writes a debug message
* @param message Debug message*/
void debug(const char* message);
inline void debug(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a info message
* @param message Info message*/
void info(const char* message);
inline void info(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes a warning message
* @param message Warn message*/
void warn(const char* message);
inline void warn(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Writes an error message
* @param message Error message*/
void error(const char* message);
inline void error(const std::string &message);
// ----------------------------------------------------------------------
/** @brief Set a new log severity.
* @param log_severity New severity for logging*/
void setLogSeverity(LogSeverity log_severity);
// ----------------------------------------------------------------------
/** @brief Get the current log severity*/
LogSeverity getLogSeverity() const;
// ----------------------------------------------------------------------
/** @brief Attach a new log-stream
*
* The logger takes ownership of the stream and is responsible
* for its destruction (which is done using ::delete when the logger
* itself is destroyed). Call detachStream to detach a stream and to
* gain ownership of it again.
* @param pStream Log-stream to attach
* @param severity Message filter, specified which types of log
* messages are dispatched to the stream. Provide a bitwise
* combination of the ErrorSeverity flags.
* @return true if the stream has been attached, false otherwise.*/
virtual bool attachStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
// ----------------------------------------------------------------------
/** @brief Detach a still attached stream from the logger (or
* modify the filter flags bits)
* @param pStream Log-stream instance for detaching
* @param severity Provide a bitwise combination of the ErrorSeverity
* flags. This value is &~ed with the current flags of the stream,
* if the result is 0 the stream is detached from the Logger and
* the caller retakes the possession of the stream.
* @return true if the stream has been detached, false otherwise.*/
virtual bool detatchStream(LogStream *pStream,
unsigned int severity = Debugging | Err | Warn | Info) = 0;
protected:
/** Default constructor */
Logger();
/** Construction with a given log severity */
explicit Logger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific debug message
* @param message Debug message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnDebug(const char* message)= 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific info message
* @param message Info message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (ecxluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnInfo(const char* message) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific warn message
* @param message Warn message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnWarn(const char* essage) = 0;
// ----------------------------------------------------------------------
/** @brief Called as a request to write a specific error message
* @param message Error message. Never longer than
* MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
* @note The message string is only valid until the scope of
* the function is left.
*/
virtual void OnError(const char* message) = 0;
protected:
//! Logger severity
LogSeverity m_Severity;
};
// ----------------------------------------------------------------------------------
// Default constructor
inline Logger::Logger() {
setLogSeverity(NORMAL);
}
// ----------------------------------------------------------------------------------
// Virtual destructor
inline Logger::~Logger()
{
}
// ----------------------------------------------------------------------------------
// Construction with given logging severity
inline Logger::Logger(LogSeverity severity) {
setLogSeverity(severity);
}
// ----------------------------------------------------------------------------------
// Log severity setter
inline void Logger::setLogSeverity(LogSeverity log_severity){
m_Severity = log_severity;
}
// ----------------------------------------------------------------------------------
// Log severity getter
inline Logger::LogSeverity Logger::getLogSeverity() const {
return m_Severity;
}
// ----------------------------------------------------------------------------------
inline void Logger::debug(const std::string &message)
{
return debug(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::error(const std::string &message)
{
return error(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::warn(const std::string &message)
{
return warn(message.c_str());
}
// ----------------------------------------------------------------------------------
inline void Logger::info(const std::string &message)
{
return info(message.c_str());
}
// ----------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_LOGGER_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 NullLogger.hpp
* @brief Dummy logger
*/
#ifndef INCLUDED_AI_NULLLOGGER_H
#define INCLUDED_AI_NULLLOGGER_H
#include "Logger.hpp"
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Empty logging implementation.
*
* Does nothing! Used by default if the application hasn't requested a
* custom logger via #DefaultLogger::set() or #DefaultLogger::create(); */
class ASSIMP_API NullLogger
: public Logger {
public:
/** @brief Logs a debug message */
void OnDebug(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an info message */
void OnInfo(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs a warning message */
void OnWarn(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Logs an error message */
void OnError(const char* message) {
(void)message; //this avoids compiler warnings
}
/** @brief Detach a still attached stream from logger */
bool attachStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
/** @brief Detach a still attached stream from logger */
bool detatchStream(LogStream *pStream, unsigned int severity) {
(void)pStream; (void)severity; //this avoids compiler warnings
return false;
}
private:
};
}
#endif // !! AI_NULLLOGGER_H_INCLUDED

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 ProgressHandler.hpp
* @brief Abstract base class 'ProgressHandler'.
*/
#ifndef INCLUDED_AI_PROGRESSHANDLER_H
#define INCLUDED_AI_PROGRESSHANDLER_H
#include "types.h"
namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for custom progress report receivers.
*
* Each #Importer instance maintains its own #ProgressHandler. The default
* implementation provided by Assimp doesn't do anything at all. */
class ASSIMP_API ProgressHandler
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** @brief Default constructor */
ProgressHandler () {
}
public:
/** @brief Virtual destructor */
virtual ~ProgressHandler () {
}
// -------------------------------------------------------------------
/** @brief Progress callback.
* @param percentage An estimate of the current loading progress,
* in percent. Or -1.f if such an estimate is not available.
*
* There are restriction on what you may do from within your
* implementation of this method: no exceptions may be thrown and no
* non-const #Importer methods may be called. It is
* not generally possible to predict the number of callbacks
* fired during a single import.
*
* @return Return false to abort loading at the next possible
* occasion (loaders and Assimp are generally allowed to perform
* all needed cleanup tasks prior to returning control to the
* caller). If the loading is aborted, #Importer::ReadFile()
* returns always NULL.
* */
virtual bool Update(float percentage = -1.f) = 0;
// -------------------------------------------------------------------
/** @brief Progress callback for file loading steps
* @param numberOfSteps The number of total post-processing
* steps
* @param currentStep The index of the current post-processing
* step that will run, or equal to numberOfSteps if all of
* them has finished. This number is always strictly monotone
* increasing, although not necessarily linearly.
*
* @note This is currently only used at the start and the end
* of the file parsing.
* */
virtual void UpdateFileRead(int currentStep /*= 0*/, int numberOfSteps /*= 0*/) {
float f = numberOfSteps ? currentStep / (float)numberOfSteps : 1.0f;
Update( f * 0.5f );
}
// -------------------------------------------------------------------
/** @brief Progress callback for post-processing steps
* @param numberOfSteps The number of total post-processing
* steps
* @param currentStep The index of the current post-processing
* step that will run, or equal to numberOfSteps if all of
* them has finished. This number is always strictly monotone
* increasing, although not necessarily linearly.
* */
virtual void UpdatePostProcess(int currentStep /*= 0*/, int numberOfSteps /*= 0*/) {
float f = numberOfSteps ? currentStep / (float)numberOfSteps : 1.0f;
Update( f * 0.5f + 0.5f );
}
}; // !class ProgressHandler
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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_DEBUG_H_INC
#define AI_DEBUG_H_INC
#ifdef ASSIMP_BUILD_DEBUG
# include <assert.h>
# define ai_assert(expression) assert(expression)
#else
# define ai_assert(expression)
#endif
#endif

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 anim.h
* @brief Defines the data structures in which the imported animations
* are returned.
*/
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
#include "types.h"
#include "quaternion.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** A time-value pair specifying a certain 3D vector for the given time. */
struct aiVectorKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiVector3D mValue;
#ifdef __cplusplus
//! Default constructor
aiVectorKey(){}
//! Construction from a given time and key value
aiVectorKey(double time, const aiVector3D& value)
: mTime (time)
, mValue (value)
{}
typedef aiVector3D elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiVectorKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiVectorKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiVectorKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiVectorKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** A time-value pair specifying a rotation for the given time.
* Rotations are expressed with quaternions. */
struct aiQuatKey
{
/** The time of this key */
double mTime;
/** The value of this key */
C_STRUCT aiQuaternion mValue;
#ifdef __cplusplus
aiQuatKey(){
}
/** Construction from a given time and key value */
aiQuatKey(double time, const aiQuaternion& value)
: mTime (time)
, mValue (value)
{}
typedef aiQuaternion elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiQuatKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiQuatKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiQuatKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiQuatKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Binds a anim mesh to a specific point in time. */
struct aiMeshKey
{
/** The time of this key */
double mTime;
/** Index into the aiMesh::mAnimMeshes array of the
* mesh coresponding to the #aiMeshAnim hosting this
* key frame. The referenced anim mesh is evaluated
* according to the rules defined in the docs for #aiAnimMesh.*/
unsigned int mValue;
#ifdef __cplusplus
aiMeshKey() {
}
/** Construction from a given time and key value */
aiMeshKey(double time, const unsigned int value)
: mTime (time)
, mValue (value)
{}
typedef unsigned int elem_type;
// Comparison operators. For use with std::find();
bool operator == (const aiMeshKey& o) const {
return o.mValue == this->mValue;
}
bool operator != (const aiMeshKey& o) const {
return o.mValue != this->mValue;
}
// Relational operators. For use with std::sort();
bool operator < (const aiMeshKey& o) const {
return mTime < o.mTime;
}
bool operator > (const aiMeshKey& o) const {
return mTime > o.mTime;
}
#endif
};
// ---------------------------------------------------------------------------
/** Defines how an animation channel behaves outside the defined time
* range. This corresponds to aiNodeAnim::mPreState and
* aiNodeAnim::mPostState.*/
enum aiAnimBehaviour
{
/** The value from the default node transformation is taken*/
aiAnimBehaviour_DEFAULT = 0x0,
/** The nearest key value is used without interpolation */
aiAnimBehaviour_CONSTANT = 0x1,
/** The value of the nearest two keys is linearly
* extrapolated for the current time value.*/
aiAnimBehaviour_LINEAR = 0x2,
/** The animation is repeated.
*
* If the animation key go from n to m and the current
* time is t, use the value at (t-n) % (|m-n|).*/
aiAnimBehaviour_REPEAT = 0x3,
/** This value is not used, it is just here to force the
* the compiler to map this enum to a 32 Bit integer */
#ifndef SWIG
_aiAnimBehaviour_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Describes the animation of a single node. The name specifies the
* bone/node which is affected by this animation channel. The keyframes
* are given in three separate series of values, one each for position,
* rotation and scaling. The transformation matrix computed from these
* values replaces the node's original transformation matrix at a
* specific time.
* This means all keys are absolute and not relative to the bone default pose.
* The order in which the transformations are applied is
* - as usual - scaling, rotation, translation.
*
* @note All keys are returned in their correct, chronological order.
* Duplicate keys don't pass the validation step. Most likely there
* will be no negative time values, but they are not forbidden also ( so
* implementations need to cope with them! ) */
struct aiNodeAnim
{
/** The name of the node affected by this animation. The node
* must exist and it must be unique.*/
C_STRUCT aiString mNodeName;
/** The number of position keys */
unsigned int mNumPositionKeys;
/** The position keys of this animation channel. Positions are
* specified as 3D vector. The array is mNumPositionKeys in size.
*
* If there are position keys, there will also be at least one
* scaling and one rotation key.*/
C_STRUCT aiVectorKey* mPositionKeys;
/** The number of rotation keys */
unsigned int mNumRotationKeys;
/** The rotation keys of this animation channel. Rotations are
* given as quaternions, which are 4D vectors. The array is
* mNumRotationKeys in size.
*
* If there are rotation keys, there will also be at least one
* scaling and one position key. */
C_STRUCT aiQuatKey* mRotationKeys;
/** The number of scaling keys */
unsigned int mNumScalingKeys;
/** The scaling keys of this animation channel. Scalings are
* specified as 3D vector. The array is mNumScalingKeys in size.
*
* If there are scaling keys, there will also be at least one
* position and one rotation key.*/
C_STRUCT aiVectorKey* mScalingKeys;
/** Defines how the animation behaves before the first
* key is encountered.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is used).*/
C_ENUM aiAnimBehaviour mPreState;
/** Defines how the animation behaves after the last
* key was processed.
*
* The default value is aiAnimBehaviour_DEFAULT (the original
* transformation matrix of the affected node is taken).*/
C_ENUM aiAnimBehaviour mPostState;
#ifdef __cplusplus
aiNodeAnim()
{
mNumPositionKeys = 0; mPositionKeys = NULL;
mNumRotationKeys = 0; mRotationKeys = NULL;
mNumScalingKeys = 0; mScalingKeys = NULL;
mPreState = mPostState = aiAnimBehaviour_DEFAULT;
}
~aiNodeAnim()
{
delete [] mPositionKeys;
delete [] mRotationKeys;
delete [] mScalingKeys;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** Describes vertex-based animations for a single mesh or a group of
* meshes. Meshes carry the animation data for each frame in their
* aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
* define keyframes linking each mesh attachment to a particular
* point in time. */
struct aiMeshAnim
{
/** Name of the mesh to be animated. An empty string is not allowed,
* animated meshes need to be named (not necessarily uniquely,
* the name can basically serve as wildcard to select a group
* of meshes with similar animation setup)*/
C_STRUCT aiString mName;
/** Size of the #mKeys array. Must be 1, at least. */
unsigned int mNumKeys;
/** Key frames of the animation. May not be NULL. */
C_STRUCT aiMeshKey* mKeys;
#ifdef __cplusplus
aiMeshAnim()
: mNumKeys()
, mKeys()
{}
~aiMeshAnim()
{
delete[] mKeys;
}
#endif
};
// ---------------------------------------------------------------------------
/** An animation consists of keyframe data for a number of nodes. For
* each node affected by the animation a separate series of data is given.*/
struct aiAnimation
{
/** The name of the animation. If the modeling package this data was
* exported from does support only a single animation channel, this
* name is usually empty (length is zero). */
C_STRUCT aiString mName;
/** Duration of the animation in ticks. */
double mDuration;
/** Ticks per second. 0 if not specified in the imported file */
double mTicksPerSecond;
/** The number of bone animation channels. Each channel affects
* a single node. */
unsigned int mNumChannels;
/** The node animation channels. Each channel affects a single node.
* The array is mNumChannels in size. */
C_STRUCT aiNodeAnim** mChannels;
/** The number of mesh animation channels. Each channel affects
* a single mesh and defines vertex-based animation. */
unsigned int mNumMeshChannels;
/** The mesh animation channels. Each channel affects a single mesh.
* The array is mNumMeshChannels in size. */
C_STRUCT aiMeshAnim** mMeshChannels;
#ifdef __cplusplus
aiAnimation()
: mDuration(-1.)
, mTicksPerSecond()
, mNumChannels()
, mChannels()
, mNumMeshChannels()
, mMeshChannels()
{
}
~aiAnimation()
{
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumChannels && mChannels) {
for( unsigned int a = 0; a < mNumChannels; a++) {
delete mChannels[a];
}
delete [] mChannels;
}
if (mNumMeshChannels && mMeshChannels) {
for( unsigned int a = 0; a < mNumMeshChannels; a++) {
delete mMeshChannels[a];
}
delete [] mMeshChannels;
}
}
#endif // __cplusplus
};
#ifdef __cplusplus
}
// some C++ utilities for inter- and extrapolation
namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Utility class to simplify interpolations of various data types.
*
* The type of interpolation is chosen automatically depending on the
* types of the arguments. */
template <typename T>
struct Interpolator
{
// ------------------------------------------------------------------
/** @brief Get the result of the interpolation between a,b.
*
* The interpolation algorithm depends on the type of the operands.
* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
* linear interpolation. */
void operator () (T& out,const T& a, const T& b, float d) const {
out = a + (b-a)*d;
}
}; // ! Interpolator <T>
//! @cond Never
template <>
struct Interpolator <aiQuaternion> {
void operator () (aiQuaternion& out,const aiQuaternion& a,
const aiQuaternion& b, float d) const
{
aiQuaternion::Interpolate(out,a,b,d);
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <unsigned int> {
void operator () (unsigned int& out,unsigned int a,
unsigned int b, float d) const
{
out = d>0.5f ? b : a;
}
}; // ! Interpolator <aiQuaternion>
template <>
struct Interpolator <aiVectorKey> {
void operator () (aiVector3D& out,const aiVectorKey& a,
const aiVectorKey& b, float d) const
{
Interpolator<aiVector3D> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiVectorKey>
template <>
struct Interpolator <aiQuatKey> {
void operator () (aiQuaternion& out, const aiQuatKey& a,
const aiQuatKey& b, float d) const
{
Interpolator<aiQuaternion> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
template <>
struct Interpolator <aiMeshKey> {
void operator () (unsigned int& out, const aiMeshKey& a,
const aiMeshKey& b, float d) const
{
Interpolator<unsigned int> ipl;
ipl(out,a.mValue,b.mValue,d);
}
}; // ! Interpolator <aiQuatKey>
//! @endcond
} // ! end namespace Assimp
#endif // __cplusplus
#endif // AI_ANIM_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 camera.h
* @brief Defines the aiCamera data structure
*/
#ifndef AI_CAMERA_H_INC
#define AI_CAMERA_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Helper structure to describe a virtual camera.
*
* Cameras have a representation in the node graph and can be animated.
* An important aspect is that the camera itself is also part of the
* scenegraph. This means, any values such as the look-at vector are not
* *absolute*, they're <b>relative</b> to the coordinate system defined
* by the node which corresponds to the camera. This allows for camera
* animations. For static cameras parameters like the 'look-at' or 'up' vectors
* are usually specified directly in aiCamera, but beware, they could also
* be encoded in the node transformation. The following (pseudo)code sample
* shows how to do it: <br><br>
* @code
* // Get the camera matrix for a camera at a specific time
* // if the node hierarchy for the camera does not contain
* // at least one animated node this is a static computation
* get-camera-matrix (node sceneRoot, camera cam) : matrix
* {
* node cnd = find-node-for-camera(cam)
* matrix cmt = identity()
*
* // as usual - get the absolute camera transformation for this frame
* for each node nd in hierarchy from sceneRoot to cnd
* matrix cur
* if (is-animated(nd))
* cur = eval-animation(nd)
* else cur = nd->mTransformation;
* cmt = mult-matrices( cmt, cur )
* end for
*
* // now multiply with the camera's own local transform
* cam = mult-matrices (cam, get-camera-matrix(cmt) )
* }
* @endcode
*
* @note some file formats (such as 3DS, ASE) export a "target point" -
* the point the camera is looking at (it can even be animated). Assimp
* writes the target point as a subnode of the camera's main node,
* called "<camName>.Target". However this is just additional information
* then the transformation tracks of the camera main node make the
* camera already look in the right direction.
*
*/
struct aiCamera
{
/** The name of the camera.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the camera in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** Position of the camera relative to the coordinate space
* defined by the corresponding node.
*
* The default value is 0|0|0.
*/
C_STRUCT aiVector3D mPosition;
/** 'Up' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* The 'right' vector of the camera coordinate system is
* the cross product of the up and lookAt vectors.
* The default value is 0|1|0. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mUp;
/** 'LookAt' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
* This is the viewing direction of the user.
* The default value is 0|0|1. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mLookAt;
/** Half horizontal field of view angle, in radians.
*
* The field of view angle is the angle between the center
* line of the screen and the left or right border.
* The default value is 1/4PI.
*/
float mHorizontalFOV;
/** Distance of the near clipping plane from the camera.
*
* The value may not be 0.f (for arithmetic reasons to prevent
* a division through zero). The default value is 0.1f.
*/
float mClipPlaneNear;
/** Distance of the far clipping plane from the camera.
*
* The far clipping plane must, of course, be further away than the
* near clipping plane. The default value is 1000.f. The ratio
* between the near and the far plane should not be too
* large (between 1000-10000 should be ok) to avoid floating-point
* inaccuracies which could lead to z-fighting.
*/
float mClipPlaneFar;
/** Screen aspect ratio.
*
* This is the ration between the width and the height of the
* screen. Typical values are 4/3, 1/2 or 1/1. This value is
* 0 if the aspect ratio is not defined in the source file.
* 0 is also the default value.
*/
float mAspect;
#ifdef __cplusplus
aiCamera()
: mUp (0.f,1.f,0.f)
, mLookAt (0.f,0.f,1.f)
, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
, mClipPlaneNear (0.1f)
, mClipPlaneFar (1000.f)
, mAspect (0.f)
{}
/** @brief Get a *right-handed* camera matrix from me
* @param out Camera matrix to be filled
*/
void GetCameraMatrix (aiMatrix4x4& out) const
{
/** todo: test ... should work, but i'm not absolutely sure */
/** We don't know whether these vectors are already normalized ...*/
aiVector3D zaxis = mLookAt; zaxis.Normalize();
aiVector3D yaxis = mUp; yaxis.Normalize();
aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
out.a4 = -(xaxis * mPosition);
out.b4 = -(yaxis * mPosition);
out.c4 = -(zaxis * mPosition);
out.a1 = xaxis.x;
out.a2 = xaxis.y;
out.a3 = xaxis.z;
out.b1 = yaxis.x;
out.b2 = yaxis.y;
out.b3 = yaxis.z;
out.c1 = zaxis.x;
out.c2 = zaxis.y;
out.c3 = zaxis.z;
out.d1 = out.d2 = out.d3 = 0.f;
out.d4 = 1.f;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_CAMERA_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2011, 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 cexport.h
* @brief Defines the C-API for the Assimp export interface
*/
#ifndef AI_EXPORT_H_INC
#define AI_EXPORT_H_INC
#ifndef ASSIMP_BUILD_NO_EXPORT
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiScene; // aiScene.h
struct aiFileIO; // aiFileIO.h
// --------------------------------------------------------------------------------
/** Describes an file format which Assimp can export to. Use #aiGetExportFormatCount() to
* learn how many export formats the current Assimp build supports and #aiGetExportFormatDescription()
* to retrieve a description of an export format option.
*/
struct aiExportFormatDesc
{
/// a short string ID to uniquely identify the export format. Use this ID string to
/// specify which file format you want to export to when calling #aiExportScene().
/// Example: "dae" or "obj"
const char* id;
/// A short description of the file format to present to users. Useful if you want
/// to allow the user to select an export format.
const char* description;
/// Recommended file extension for the exported file in lower case.
const char* fileExtension;
};
// --------------------------------------------------------------------------------
/** Returns the number of export file formats available in the current Assimp build.
* Use aiGetExportFormatDescription() to retrieve infos of a specific export format.
*/
ASSIMP_API size_t aiGetExportFormatCount(void);
// --------------------------------------------------------------------------------
/** Returns a description of the nth export file format. Use #aiGetExportFormatCount()
* to learn how many export formats are supported. The description must be released by
* calling aiReleaseExportFormatDescription afterwards.
* @param pIndex Index of the export format to retrieve information for. Valid range is
* 0 to #aiGetExportFormatCount()
* @return A description of that specific export format. NULL if pIndex is out of range.
*/
ASSIMP_API const C_STRUCT aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex);
// --------------------------------------------------------------------------------
/** Release a description of the nth export file format. Must be returned by
* aiGetExportFormatDescription
* @param desc Pointer to the description
*/
ASSIMP_API void aiReleaseExportFormatDescription( const C_STRUCT aiExportFormatDesc *desc );
// --------------------------------------------------------------------------------
/** Create a modifiable copy of a scene.
* This is useful to import files via Assimp, change their topology and
* export them again. Since the scene returned by the various importer functions
* is const, a modifiable copy is needed.
* @param pIn Valid scene to be copied
* @param pOut Receives a modifyable copy of the scene. Use aiFreeScene() to
* delete it again.
*/
ASSIMP_API void aiCopyScene(const C_STRUCT aiScene* pIn,
C_STRUCT aiScene** pOut);
// --------------------------------------------------------------------------------
/** Frees a scene copy created using aiCopyScene() */
ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn);
// --------------------------------------------------------------------------------
/** Exports the given scene to a chosen file format and writes the result file(s) to disk.
* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
* The scene is expected to conform to Assimp's Importer output format as specified
* in the @link data Data Structures Page @endlink. In short, this means the model data
* should use a right-handed coordinate systems, face winding should be counter-clockwise
* and the UV coordinate origin is assumed to be in the upper left. If your input data
* uses different conventions, have a look at the last parameter.
* @param pFormatId ID string to specify to which format you want to export to. Use
* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
* @param pFileName Output file to write
* @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
* flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
* In short, this means the geometry data should use a right-handed coordinate systems, face
* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
* to have those defaults automatically adapted to their conventions. Specifying those flags
* for exporting has the opposite effect, respectively. Some other of the
* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
* to try out what their effect on the exported file is. Many formats impose
* their own restrictions on the structure of the geometry stored therein,
* so some preprocessing may have little or no effect at all, or may be
* redundant as exporters would apply them anyhow. A good example
* is triangulation - whilst you can enforce it by specifying
* the #aiProcess_Triangulate flag, most export formats support only
* triangulate data so they would run the step anyway.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
* any postprocessing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).
* @return a status code indicating the result of the export
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.
*/
ASSIMP_API aiReturn aiExportScene( const C_STRUCT aiScene* pScene,
const char* pFormatId,
const char* pFileName,
unsigned int pPreprocessing);
// --------------------------------------------------------------------------------
/** Exports the given scene to a chosen file format using custom IO logic supplied by you.
* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
* @param pFormatId ID string to specify to which format you want to export to. Use
* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
* @param pFileName Output file to write
* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
* If none is supplied, a default implementation using standard file IO is used. Note that
* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
* @param pPreprocessing Please see the documentation for #aiExportScene
* @return a status code indicating the result of the export
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.
*/
ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene,
const char* pFormatId,
const char* pFileName,
C_STRUCT aiFileIO* pIO,
unsigned int pPreprocessing );
// --------------------------------------------------------------------------------
/** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an
* exported scene. The memory referred by this structure is owned by Assimp.
* to free its resources. Don't try to free the memory on your side - it will crash for most build configurations
* due to conflicting heaps.
*
* Blobs can be nested - each blob may reference another blob, which may in turn reference another blob and so on.
* This is used when exporters write more than one output file for a given #aiScene. See the remarks for
* #aiExportDataBlob::name for more information.
*/
struct aiExportDataBlob
{
/// Size of the data in bytes
size_t size;
/// The data.
void* data;
/** Name of the blob. An empty string always
indicates the first (and primary) blob,
which contains the actual file data.
Any other blobs are auxiliary files produced
by exporters (i.e. material files). Existence
of such files depends on the file format. Most
formats don't split assets across multiple files.
If used, blob names usually contain the file
extension that should be used when writing
the data to disc.
*/
C_STRUCT aiString name;
/** Pointer to the next blob in the chain or NULL if there is none. */
C_STRUCT aiExportDataBlob * next;
#ifdef __cplusplus
/// Default constructor
aiExportDataBlob() { size = 0; data = next = NULL; }
/// Releases the data
~aiExportDataBlob() { delete [] static_cast<unsigned char*>( data ); delete next; }
private:
// no copying
aiExportDataBlob(const aiExportDataBlob& );
aiExportDataBlob& operator= (const aiExportDataBlob& );
#endif // __cplusplus
};
// --------------------------------------------------------------------------------
/** Exports the given scene to a chosen file format. Returns the exported data as a binary blob which
* you can write into a file or something. When you're done with the data, use #aiReleaseExportBlob()
* to free the resources associated with the export.
* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
* @param pFormatId ID string to specify to which format you want to export to. Use
* #aiGetExportFormatCount() / #aiGetExportFormatDescription() to learn which export formats are available.
* @param pPreprocessing Please see the documentation for #aiExportScene
* @return the exported data or NULL in case of error
*/
ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const C_STRUCT aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing );
// --------------------------------------------------------------------------------
/** Releases the memory associated with the given exported data. Use this function to free a data blob
* returned by aiExportScene().
* @param pData the data blob returned by #aiExportSceneToBlob
*/
ASSIMP_API void aiReleaseExportBlob( const C_STRUCT aiExportDataBlob* pData );
#ifdef __cplusplus
}
#endif
#endif // ASSIMP_BUILD_NO_EXPORT
#endif // AI_EXPORT_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 cfileio.h
* @brief Defines generic C routines to access memory-mapped files
*/
#ifndef AI_FILEIO_H_INC
#define AI_FILEIO_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiFileIO;
struct aiFile;
// aiFile callbacks
typedef size_t (*aiFileWriteProc) (C_STRUCT aiFile*, const char*, size_t, size_t);
typedef size_t (*aiFileReadProc) (C_STRUCT aiFile*, char*, size_t,size_t);
typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
// aiFileIO callbacks
typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);
// Represents user-defined data
typedef char* aiUserData;
// ----------------------------------------------------------------------------------
/** @brief C-API: File system callbacks
*
* Provided are functions to open and close files. Supply a custom structure to
* the import function. If you don't, a default implementation is used. Use custom
* file systems to enable reading from other sources, such as ZIPs
* or memory locations. */
struct aiFileIO
{
/** Function used to open a new file
*/
aiFileOpenProc OpenProc;
/** Function used to close an existing file
*/
aiFileCloseProc CloseProc;
/** User-defined, opaque data */
aiUserData UserData;
};
// ----------------------------------------------------------------------------------
/** @brief C-API: File callbacks
*
* Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
* replacement functions.
*
* The default implementation of the functions utilizes the fXXX functions from
* the CRT. However, you can supply a custom implementation to Assimp by
* delivering a custom aiFileIO. Use this to enable reading from other sources,
* such as ZIP archives or memory locations. */
struct aiFile
{
/** Callback to read from a file */
aiFileReadProc ReadProc;
/** Callback to write to a file */
aiFileWriteProc WriteProc;
/** Callback to retrieve the current position of
* the file cursor (ftell())
*/
aiFileTellProc TellProc;
/** Callback to retrieve the size of the file,
* in bytes
*/
aiFileTellProc FileSizeProc;
/** Callback to set the current position
* of the file cursor (fseek())
*/
aiFileSeek SeekProc;
/** Callback to flush the file contents
*/
aiFileFlushProc FlushProc;
/** User-defined, opaque data
*/
aiUserData UserData;
};
#ifdef __cplusplus
}
#endif
#endif // AI_FILEIO_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 cimport.h
* @brief Defines the C-API to the Open Asset Import Library.
*/
#ifndef AI_ASSIMP_H_INC
#define AI_ASSIMP_H_INC
#include "types.h"
#include "importerdesc.h"
#ifdef __cplusplus
extern "C" {
#endif
struct aiScene; // aiScene.h
struct aiFileIO; // aiFileIO.h
typedef void (*aiLogStreamCallback)(const char* /* message */, char* /* user */);
// --------------------------------------------------------------------------------
/** C-API: Represents a log stream. A log stream receives all log messages and
* streams them _somewhere_.
* @see aiGetPredefinedLogStream
* @see aiAttachLogStream
* @see aiDetachLogStream */
// --------------------------------------------------------------------------------
struct aiLogStream
{
/** callback to be called */
aiLogStreamCallback callback;
/** user data to be passed to the callback */
char* user;
};
// --------------------------------------------------------------------------------
/** C-API: Represents an opaque set of settings to be used during importing.
* @see aiCreatePropertyStore
* @see aiReleasePropertyStore
* @see aiImportFileExWithProperties
* @see aiSetPropertyInteger
* @see aiSetPropertyFloat
* @see aiSetPropertyString
* @see aiSetPropertyMatrix
*/
// --------------------------------------------------------------------------------
struct aiPropertyStore { char sentinel; };
/** Our own C boolean type */
typedef int aiBool;
#define AI_FALSE 0
#define AI_TRUE 1
// --------------------------------------------------------------------------------
/** Reads the given file and returns its content.
*
* If the call succeeds, the imported data is returned in an aiScene structure.
* The data is intended to be read-only, it stays property of the ASSIMP
* library and will be stable until aiReleaseImport() is called. After you're
* done with it, call aiReleaseImport() to free the resources associated with
* this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @return Pointer to the imported data or NULL if the import failed.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFile(
const char* pFile,
unsigned int pFlags);
// --------------------------------------------------------------------------------
/** Reads the given file using user-defined I/O functions and returns
* its content.
*
* If the call succeeds, the imported data is returned in an aiScene structure.
* The data is intended to be read-only, it stays property of the ASSIMP
* library and will be stable until aiReleaseImport() is called. After you're
* done with it, call aiReleaseImport() to free the resources associated with
* this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @param pFS aiFileIO structure. Will be used to open the model file itself
* and any other files the loader needs to open. Pass NULL to use the default
* implementation.
* @return Pointer to the imported data or NULL if the import failed.
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
const char* pFile,
unsigned int pFlags,
C_STRUCT aiFileIO* pFS);
// --------------------------------------------------------------------------------
/** Same as #aiImportFileEx, but adds an extra parameter containing importer settings.
*
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @param pFS aiFileIO structure. Will be used to open the model file itself
* and any other files the loader needs to open. Pass NULL to use the default
* implementation.
* @param pProps #aiPropertyStore instance containing import settings.
* @return Pointer to the imported data or NULL if the import failed.
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
* @see aiImportFileEx
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties(
const char* pFile,
unsigned int pFlags,
C_STRUCT aiFileIO* pFS,
const C_STRUCT aiPropertyStore* pProps);
// --------------------------------------------------------------------------------
/** Reads the given file from a given memory buffer,
*
* If the call succeeds, the contents of the file are returned as a pointer to an
* aiScene object. The returned data is intended to be read-only, the importer keeps
* ownership of the data and will destroy it upon destruction. If the import fails,
* NULL is returned.
* A human-readable error description can be retrieved by calling aiGetErrorString().
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #aiApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non empty string,
* the library looks for a loader to support the file extension specified by pHint
* and passes the file to the first matching loader. If this loader is unable to
* completely the request, the library continues and tries to determine the file
* format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @return A pointer to the imported data, NULL if the import failed.
*
* @note This is a straightforward way to decode models from memory
* buffers, but it doesn't handle model formats that spread their
* data across multiple files or even directories. Examples include
* OBJ or MD3, which outsource parts of their material info into
* external scripts. If you need full functionality, provide
* a custom IOSystem to make Assimp find these files and use
* the regular aiImportFileEx()/aiImportFileExWithProperties() API.
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
const char* pBuffer,
unsigned int pLength,
unsigned int pFlags,
const char* pHint);
// --------------------------------------------------------------------------------
/** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings.
*
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #aiApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non empty string,
* the library looks for a loader to support the file extension specified by pHint
* and passes the file to the first matching loader. If this loader is unable to
* completely the request, the library continues and tries to determine the file
* format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @param pProps #aiPropertyStore instance containing import settings.
* @return A pointer to the imported data, NULL if the import failed.
*
* @note This is a straightforward way to decode models from memory
* buffers, but it doesn't handle model formats that spread their
* data across multiple files or even directories. Examples include
* OBJ or MD3, which outsource parts of their material info into
* external scripts. If you need full functionality, provide
* a custom IOSystem to make Assimp find these files and use
* the regular aiImportFileEx()/aiImportFileExWithProperties() API.
* @see aiImportFileFromMemory
*/
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
const char* pBuffer,
unsigned int pLength,
unsigned int pFlags,
const char* pHint,
const C_STRUCT aiPropertyStore* pProps);
// --------------------------------------------------------------------------------
/** Apply post-processing to an already-imported scene.
*
* This is strictly equivalent to calling #aiImportFile()/#aiImportFileEx with the
* same flags. However, you can use this separate function to inspect the imported
* scene first to fine-tune your post-processing setup.
* @param pScene Scene to work on.
* @param pFlags Provide a bitwise combination of the #aiPostProcessSteps flags.
* @return A pointer to the post-processed data. Post processing is done in-place,
* meaning this is still the same #aiScene which you passed for pScene. However,
* _if_ post-processing failed, the scene could now be NULL. That's quite a rare
* case, post processing steps are not really designed to 'fail'. To be exact,
* the #aiProcess_ValidateDataStructure flag is currently the only post processing step
* which can actually cause the scene to be reset to NULL.
*/
ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
const C_STRUCT aiScene* pScene,
unsigned int pFlags);
// --------------------------------------------------------------------------------
/** Get one of the predefine log streams. This is the quick'n'easy solution to
* access Assimp's log system. Attaching a log stream can slightly reduce Assimp's
* overall import performance.
*
* Usage is rather simple (this will stream the log to a file, named log.txt, and
* the stdout stream of the process:
* @code
* struct aiLogStream c;
* c = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"log.txt");
* aiAttachLogStream(&c);
* c = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
* aiAttachLogStream(&c);
* @endcode
*
* @param pStreams One of the #aiDefaultLogStream enumerated values.
* @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
* Pass NULL for all other flags.
* @return The log stream. callback is set to NULL if something went wrong.
*/
ASSIMP_API C_STRUCT aiLogStream aiGetPredefinedLogStream(
C_ENUM aiDefaultLogStream pStreams,
const char* file);
// --------------------------------------------------------------------------------
/** Attach a custom log stream to the libraries' logging system.
*
* Attaching a log stream can slightly reduce Assimp's overall import
* performance. Multiple log-streams can be attached.
* @param stream Describes the new log stream.
* @note To ensure proper destruction of the logging system, you need to manually
* call aiDetachLogStream() on every single log stream you attach.
* Alternatively (for the lazy folks) #aiDetachAllLogStreams is provided.
*/
ASSIMP_API void aiAttachLogStream(
const C_STRUCT aiLogStream* stream);
// --------------------------------------------------------------------------------
/** Enable verbose logging. Verbose logging includes debug-related stuff and
* detailed import statistics. This can have severe impact on import performance
* and memory consumption. However, it might be useful to find out why a file
* didn't read correctly.
* @param d AI_TRUE or AI_FALSE, your decision.
*/
ASSIMP_API void aiEnableVerboseLogging(aiBool d);
// --------------------------------------------------------------------------------
/** Detach a custom log stream from the libraries' logging system.
*
* This is the counterpart of #aiAttachLogStream. If you attached a stream,
* don't forget to detach it again.
* @param stream The log stream to be detached.
* @return AI_SUCCESS if the log stream has been detached successfully.
* @see aiDetachAllLogStreams
*/
ASSIMP_API C_ENUM aiReturn aiDetachLogStream(
const C_STRUCT aiLogStream* stream);
// --------------------------------------------------------------------------------
/** Detach all active log streams from the libraries' logging system.
* This ensures that the logging system is terminated properly and all
* resources allocated by it are actually freed. If you attached a stream,
* don't forget to detach it again.
* @see aiAttachLogStream
* @see aiDetachLogStream
*/
ASSIMP_API void aiDetachAllLogStreams(void);
// --------------------------------------------------------------------------------
/** Releases all resources associated with the given import process.
*
* Call this function after you're done with the imported data.
* @param pScene The imported data to release. NULL is a valid value.
*/
ASSIMP_API void aiReleaseImport(
const C_STRUCT aiScene* pScene);
// --------------------------------------------------------------------------------
/** Returns the error text of the last failed import process.
*
* @return A textual description of the error that occurred at the last
* import process. NULL if there was no error. There can't be an error if you
* got a non-NULL #aiScene from #aiImportFile/#aiImportFileEx/#aiApplyPostProcessing.
*/
ASSIMP_API const char* aiGetErrorString();
// --------------------------------------------------------------------------------
/** Returns whether a given file extension is supported by ASSIMP
*
* @param szExtension Extension for which the function queries support for.
* Must include a leading dot '.'. Example: ".3ds", ".md3"
* @return AI_TRUE if the file extension is supported.
*/
ASSIMP_API aiBool aiIsExtensionSupported(
const char* szExtension);
// --------------------------------------------------------------------------------
/** Get a list of all file extensions supported by ASSIMP.
*
* If a file extension is contained in the list this does, of course, not
* mean that ASSIMP is able to load all files with this extension.
* @param szOut String to receive the extension list.
* Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
*/
ASSIMP_API void aiGetExtensionList(
C_STRUCT aiString* szOut);
// --------------------------------------------------------------------------------
/** Get the approximated storage required by an imported asset
* @param pIn Input asset.
* @param in Data structure to be filled.
*/
ASSIMP_API void aiGetMemoryRequirements(
const C_STRUCT aiScene* pIn,
C_STRUCT aiMemoryInfo* in);
// --------------------------------------------------------------------------------
/** Create an empty property store. Property stores are used to collect import
* settings.
* @return New property store. Property stores need to be manually destroyed using
* the #aiReleasePropertyStore API function.
*/
ASSIMP_API C_STRUCT aiPropertyStore* aiCreatePropertyStore(void);
// --------------------------------------------------------------------------------
/** Delete a property store.
* @param p Property store to be deleted.
*/
ASSIMP_API void aiReleasePropertyStore(C_STRUCT aiPropertyStore* p);
// --------------------------------------------------------------------------------
/** Set an integer property.
*
* This is the C-version of #Assimp::Importer::SetPropertyInteger(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyInteger(
C_STRUCT aiPropertyStore* store,
const char* szName,
int value);
// --------------------------------------------------------------------------------
/** Set a floating-point property.
*
* This is the C-version of #Assimp::Importer::SetPropertyFloat(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyFloat(
C_STRUCT aiPropertyStore* store,
const char* szName,
float value);
// --------------------------------------------------------------------------------
/** Set a string property.
*
* This is the C-version of #Assimp::Importer::SetPropertyString(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param st New value for the property
*/
ASSIMP_API void aiSetImportPropertyString(
C_STRUCT aiPropertyStore* store,
const char* szName,
const C_STRUCT aiString* st);
// --------------------------------------------------------------------------------
/** Set a matrix property.
*
* This is the C-version of #Assimp::Importer::SetPropertyMatrix(). In the C
* interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param mat New value for the property
*/
ASSIMP_API void aiSetImportPropertyMatrix(
C_STRUCT aiPropertyStore* store,
const char* szName,
const C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Construct a quaternion from a 3x3 rotation matrix.
* @param quat Receives the output quaternion.
* @param mat Matrix to 'quaternionize'.
* @see aiQuaternion(const aiMatrix3x3& pRotMatrix)
*/
ASSIMP_API void aiCreateQuaternionFromMatrix(
C_STRUCT aiQuaternion* quat,
const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Decompose a transformation matrix into its rotational, translational and
* scaling components.
*
* @param mat Matrix to decompose
* @param scaling Receives the scaling component
* @param rotation Receives the rotational component
* @param position Receives the translational component.
* @see aiMatrix4x4::Decompose (aiVector3D&, aiQuaternion&, aiVector3D&) const;
*/
ASSIMP_API void aiDecomposeMatrix(
const C_STRUCT aiMatrix4x4* mat,
C_STRUCT aiVector3D* scaling,
C_STRUCT aiQuaternion* rotation,
C_STRUCT aiVector3D* position);
// --------------------------------------------------------------------------------
/** Transpose a 4x4 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix4(
C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Transpose a 3x3 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix3(
C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 3x3 matrix
* @param vec Vector to be transformed.
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix3(
C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 4x4 matrix
* @param vec Vector to be transformed.
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix4(
C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Multiply two 4x4 matrices.
* @param dst First factor, receives result.
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix4(
C_STRUCT aiMatrix4x4* dst,
const C_STRUCT aiMatrix4x4* src);
// --------------------------------------------------------------------------------
/** Multiply two 3x3 matrices.
* @param dst First factor, receives result.
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix3(
C_STRUCT aiMatrix3x3* dst,
const C_STRUCT aiMatrix3x3* src);
// --------------------------------------------------------------------------------
/** Get a 3x3 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix3(
C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Get a 4x4 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix4(
C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Returns the number of import file formats available in the current Assimp build.
* Use aiGetImportFormatDescription() to retrieve infos of a specific import format.
*/
ASSIMP_API size_t aiGetImportFormatCount(void);
// --------------------------------------------------------------------------------
/** Returns a description of the nth import file format. Use #aiGetImportFormatCount()
* to learn how many import formats are supported.
* @param pIndex Index of the import format to retrieve information for. Valid range is
* 0 to #aiGetImportFormatCount()
* @return A description of that specific import format. NULL if pIndex is out of range.
*/
ASSIMP_API const C_STRUCT aiImporterDesc* aiGetImportFormatDescription( size_t pIndex);
#ifdef __cplusplus
}
#endif
#endif // AI_ASSIMP_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 color4.h
* @brief RGBA color structure, including operators when compiling in C++
*/
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space including an
* alpha component. Color values range from 0 to 1. */
// ----------------------------------------------------------------------------------
template <typename TReal>
class aiColor4t
{
public:
aiColor4t () : r(), g(), b(), a() {}
aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
: r(_r), g(_g), b(_b), a(_a) {}
explicit aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
aiColor4t (const aiColor4t& o)
: r(o.r), g(o.g), b(o.b), a(o.a) {}
public:
// combined operators
const aiColor4t& operator += (const aiColor4t& o);
const aiColor4t& operator -= (const aiColor4t& o);
const aiColor4t& operator *= (TReal f);
const aiColor4t& operator /= (TReal f);
public:
// comparison
bool operator == (const aiColor4t& other) const;
bool operator != (const aiColor4t& other) const;
bool operator < (const aiColor4t& other) const;
// color tuple access, rgba order
inline TReal operator[](unsigned int i) const;
inline TReal& operator[](unsigned int i);
/** check whether a color is (close to) black */
inline bool IsBlack() const;
public:
// Red, green, blue and alpha color values
TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
typedef aiColor4t<float> aiColor4D;
#else
struct aiColor4D {
float r, g, b, a;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_COLOR4D_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 color4.inl
* @brief Inline implementation of aiColor4t<TReal> operators
*/
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#ifdef __cplusplus
#include "color4.h"
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
r += o.r; g += o.g; b += o.b; a += o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
r *= f; g *= f; b *= f; a *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
r /= f; g /= f; b /= f; a /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other) const {
return r < other.r || (
r == other.r && (
g < other.g || (
g == other.g && (
b < other.b || (
b == other.b && (
a < other.a
)
)
)
)
)
);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
return aiColor4t<TReal>(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiColor4t<TReal> :: IsBlack() const {
// The alpha component doesn't care here. black is black.
static const TReal epsilon = 10e-3f;
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 config.h
* @brief Defines constants for configurable properties for the library
*
* Typically these properties are set via
* #Assimp::Importer::SetPropertyFloat,
* #Assimp::Importer::SetPropertyInteger or
* #Assimp::Importer::SetPropertyString,
* depending on the data type of a property. All properties have a
* default value. See the doc for the mentioned methods for more details.
*
* <br><br>
* The corresponding functions for use with the plain-c API are:
* #aiSetImportPropertyInteger,
* #aiSetImportPropertyFloat,
* #aiSetImportPropertyString
*/
#ifndef INCLUDED_AI_CONFIG_H
#define INCLUDED_AI_CONFIG_H
// ###########################################################################
// LIBRARY SETTINGS
// General, global settings
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Enables time measurements.
*
* If enabled, measures the time needed for each part of the loading
* process (i.e. IO time, importing, postprocessing, ..) and dumps
* these timings to the DefaultLogger. See the @link perf Performance
* Page@endlink for more information on this topic.
*
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_GLOB_MEASURE_TIME \
"GLOB_MEASURE_TIME"
// ---------------------------------------------------------------------------
/** @brief Global setting to disable generation of skeleton dummy meshes
*
* Skeleton dummy meshes are generated as a visualization aid in cases which
* the input data contains no geometry, but only animation data.
* Property data type: bool. Default value: false
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_IMPORT_NO_SKELETON_MESHES \
"IMPORT_NO_SKELETON_MESHES"
# if 0 // not implemented yet
// ---------------------------------------------------------------------------
/** @brief Set Assimp's multithreading policy.
*
* This setting is ignored if Assimp was built without boost.thread
* support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
* Possible values are: -1 to let Assimp decide what to do, 0 to disable
* multithreading entirely and any number larger than 0 to force a specific
* number of threads. Assimp is always free to ignore this settings, which is
* merely a hint. Usually, the default value (-1) will be fine. However, if
* Assimp is used concurrently from multiple user threads, it might be useful
* to limit each Importer instance to a specific number of cores.
*
* For more information, see the @link threading Threading page@endlink.
* Property type: int, default value: -1.
*/
#define AI_CONFIG_GLOB_MULTITHREADING \
"GLOB_MULTITHREADING"
#endif
// ###########################################################################
// POST PROCESSING SETTINGS
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
*
* Meshes are split until the maximum number of bones is reached. The default
* value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
* compile-time.
* Property data type: integer.
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_SBBC_MAX_BONES \
"PP_SBBC_MAX_BONES"
// default limit for bone count
#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
# define AI_SBBC_DEFAULT_MAX_BONES 60
#endif
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two vertex tangents
* that their tangents and bi-tangents are smoothed.
*
* This applies to the CalcTangentSpace-Step. The angle is specified
* in degrees. The maximum value is 175.
* Property type: float. Default value: 45 degrees
*/
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
"PP_CT_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Source UV channel for tangent space computation.
*
* The specified channel must exist or an error will be raised.
* Property type: integer. Default value: 0
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
"PP_CT_TEXTURE_CHANNEL_INDEX"
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two face normals
* at the same vertex position that their are smoothed together.
*
* Sometimes referred to as 'crease angle'.
* This applies to the GenSmoothNormals-Step. The angle is specified
* in degrees, so 180 is PI. The default value is 175 degrees (all vertex
* normals are smoothed). The maximum value is 175, too. Property type: float.
* Warning: setting this option may cause a severe loss of performance. The
* performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
* the output quality may be reduced.
*/
#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
"PP_GSN_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Sets the colormap (= palette) to be used to decode embedded
* textures in MDL (Quake or 3DGS) files.
*
* This must be a valid path to a file. The file is 768 (256*3) bytes
* large and contains RGB triplets for each of the 256 palette entries.
* The default value is colormap.lmp. If the file is not found,
* a default palette (from Quake 1) is used.
* Property type: string.
*/
#define AI_CONFIG_IMPORT_MDL_COLORMAP \
"IMPORT_MDL_COLORMAP"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
* keep materials matching a name in a given list.
*
* This is a list of 1 to n strings, ' ' serves as delimiter character.
* Identifiers containing whitespaces must be enclosed in *single*
* quotation marks. For example:<tt>
* "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
* If a material matches on of these names, it will not be modified or
* removed by the postprocessing step nor will other materials be replaced
* by a reference to it. <br>
* This option might be useful if you are using some magic material names
* to pass additional semantics through the content pipeline. This ensures
* they won't be optimized away, but a general optimization is still
* performed for materials not contained in the list.
* Property type: String. Default value: n/a
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
* Material names are case sensitive.
*/
#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
"PP_RRM_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to
* keep the scene hierarchy. Meshes are moved to worldspace, but
* no optimization is performed (read: meshes with equal materials are not
* joined. The total number of meshes won't change).
*
* This option could be of use for you if the scene hierarchy contains
* important additional information which you intend to parse.
* For rendering, you can still render all meshes in the scene without
* any transformations.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
"PP_PTV_KEEP_HIERARCHY"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
* all vertex components into the [-1,1] range. That is, a bounding box
* for the whole scene is computed, the maximum component is taken and all
* meshes are scaled appropriately (uniformly of course!).
* This might be useful if you don't know the spatial dimension of the input
* data*/
#define AI_CONFIG_PP_PTV_NORMALIZE \
"PP_PTV_NORMALIZE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to use
* a users defined matrix as the scene root node transformation before
* transforming vertices.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION \
"PP_PTV_ADD_ROOT_TRANSFORMATION"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PreTransformVertices step to use
* a users defined matrix as the scene root node transformation before
* transforming vertices. This property correspond to the 'a1' component
* of the transformation matrix.
* Property type: aiMatrix4x4.
*/
#define AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION \
"PP_PTV_ROOT_TRANSFORMATION"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_FindDegenerates step to
* remove degenerated primitives from the import - immediately.
*
* The default behaviour converts degenerated triangles to lines and
* degenerated lines to points. See the documentation to the
* #aiProcess_FindDegenerates step for a detailed example of the various ways
* to get rid of these lines and points if you don't want them.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_FD_REMOVE \
"PP_FD_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
* matching a name in a given list.
*
* This is a list of 1 to n strings, ' ' serves as delimiter character.
* Identifiers containing whitespaces must be enclosed in *single*
* quotation marks. For example:<tt>
* "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
* If a node matches on of these names, it will not be modified or
* removed by the postprocessing step.<br>
* This option might be useful if you are using some magic node names
* to pass additional semantics through the content pipeline. This ensures
* they won't be optimized away, but a general optimization is still
* performed for nodes not contained in the list.
* Property type: String. Default value: n/a
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
* Node names are case sensitive.
*/
#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
"PP_OG_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of triangles in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
"PP_SLM_TRIANGLE_LIMIT"
// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of vertices in a mesh.
*
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
* Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
"PP_SLM_VERTEX_LIMIT"
// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
#endif
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of bones affecting a single vertex
*
* This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
* @note The default value is AI_LBW_MAX_WEIGHTS
* Property type: integer.*/
#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
"PP_LBW_MAX_WEIGHTS"
// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_LMW_MAX_WEIGHTS)
# define AI_LMW_MAX_WEIGHTS 0x4
#endif // !! AI_LMW_MAX_WEIGHTS
// ---------------------------------------------------------------------------
/** @brief Lower the deboning threshold in order to remove more bones.
*
* This is used by the #aiProcess_Debone PostProcess-Step.
* @note The default value is AI_DEBONE_THRESHOLD
* Property type: float.*/
#define AI_CONFIG_PP_DB_THRESHOLD \
"PP_DB_THRESHOLD"
// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_DEBONE_THRESHOLD)
# define AI_DEBONE_THRESHOLD 1.0f
#endif // !! AI_DEBONE_THRESHOLD
// ---------------------------------------------------------------------------
/** @brief Require all bones qualify for deboning before removing any
*
* This is used by the #aiProcess_Debone PostProcess-Step.
* @note The default value is 0
* Property type: bool.*/
#define AI_CONFIG_PP_DB_ALL_OR_NONE \
"PP_DB_ALL_OR_NONE"
/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
*/
#ifndef PP_ICL_PTCACHE_SIZE
# define PP_ICL_PTCACHE_SIZE 12
#endif
// ---------------------------------------------------------------------------
/** @brief Set the size of the post-transform vertex cache to optimize the
* vertices for. This configures the #aiProcess_ImproveCacheLocality step.
*
* The size is given in vertices. Of course you can't know how the vertex
* format will exactly look like after the import returns, but you can still
* guess what your meshes will probably have.
* @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
* performance improvements for most nVidia/AMD cards since 2002.
* Property type: integer.
*/
#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
// ---------------------------------------------------------------------------
/** @brief Enumerates components of the aiScene and aiMesh data structures
* that can be excluded from the import using the #aiProcess_RemoveComponent step.
*
* See the documentation to #aiProcess_RemoveComponent for more details.
*/
enum aiComponent
{
/** Normal vectors */
#ifdef SWIG
aiComponent_NORMALS = 0x2,
#else
aiComponent_NORMALS = 0x2u,
#endif
/** Tangents and bitangents go always together ... */
#ifdef SWIG
aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
#else
aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
#endif
/** ALL color sets
* Use aiComponent_COLORn(N) to specify the N'th set */
aiComponent_COLORS = 0x8,
/** ALL texture UV sets
* aiComponent_TEXCOORDn(N) to specify the N'th set */
aiComponent_TEXCOORDS = 0x10,
/** Removes all bone weights from all meshes.
* The scenegraph nodes corresponding to the bones are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_BONEWEIGHTS = 0x20,
/** Removes all node animations (aiScene::mAnimations).
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_ANIMATIONS = 0x40,
/** Removes all embedded textures (aiScene::mTextures) */
aiComponent_TEXTURES = 0x80,
/** Removes all light sources (aiScene::mLights).
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_LIGHTS = 0x100,
/** Removes all cameras (aiScene::mCameras).
* The corresponding scenegraph nodes are NOT removed.
* use the #aiProcess_OptimizeGraph step to do this */
aiComponent_CAMERAS = 0x200,
/** Removes all meshes (aiScene::mMeshes). */
aiComponent_MESHES = 0x400,
/** Removes all materials. One default material will
* be generated, so aiScene::mNumMaterials will be 1. */
aiComponent_MATERIALS = 0x800,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer. */
#ifndef SWIG
_aiComponent_Force32Bit = 0x9fffffff
#endif
};
// Remove a specific color channel 'n'
#define aiComponent_COLORSn(n) (1u << (n+20u))
// Remove a specific UV channel 'n'
#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_RemoveComponent step:
* Specifies the parts of the data structure to be removed.
*
* See the documentation to this step for further details. The property
* is expected to be an integer, a bitwise combination of the
* #aiComponent flags defined above in this header. The default
* value is 0. Important: if no valid mesh is remaining after the
* step has been executed (e.g you thought it was funny to specify ALL
* of the flags defined above) the import FAILS. Mainly because there is
* no data to work on anymore ...
*/
#define AI_CONFIG_PP_RVC_FLAGS \
"PP_RVC_FLAGS"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_SortByPType step:
* Specifies which primitive types are removed by the step.
*
* This is a bitwise combination of the aiPrimitiveType flags.
* Specifying all of them is illegal, of course. A typical use would
* be to exclude all line and point meshes from the import. This
* is an integer property, its default value is 0.
*/
#define AI_CONFIG_PP_SBP_REMOVE \
"PP_SBP_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
* Specifies the floating-point accuracy for animation values. The step
* checks for animation tracks where all frame values are absolutely equal
* and removes them. This tweakable controls the epsilon for floating-point
* comparisons - two keys are considered equal if the invariant
* abs(n0-n1)>epsilon holds true for all vector respectively quaternion
* components. The default value is 0.f - comparisons are exact then.
*/
#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
"PP_FID_ANIM_ACCURACY"
// TransformUVCoords evaluates UV scalings
#define AI_UVTRAFO_SCALING 0x1
// TransformUVCoords evaluates UV rotations
#define AI_UVTRAFO_ROTATION 0x2
// TransformUVCoords evaluates UV translation
#define AI_UVTRAFO_TRANSLATION 0x4
// Everything baked together -> default value
#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
* Specifies which UV transformations are evaluated.
*
* This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
* property, of course). By default all transformations are enabled
* (AI_UVTRAFO_ALL).
*/
#define AI_CONFIG_PP_TUV_EVALUATE \
"PP_TUV_EVALUATE"
// ---------------------------------------------------------------------------
/** @brief A hint to assimp to favour speed against import quality.
*
* Enabling this option may result in faster loading, but it needn't.
* It represents just a hint to loaders and post-processing steps to use
* faster code paths, if possible.
* This property is expected to be an integer, != 0 stands for true.
* The default value is 0.
*/
#define AI_CONFIG_FAVOUR_SPEED \
"FAVOUR_SPEED"
// ###########################################################################
// IMPORTER SETTINGS
// Various stuff to fine-tune the behaviour of specific importer plugins.
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will merge all geometry layers present
* in the source file or take only the first.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS \
"IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read all materials present in the
* source file or take only the referenced materials.
*
* This is void unless IMPORT_FBX_READ_MATERIALS=1.
*
* The default value is false (0)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS \
"IMPORT_FBX_READ_ALL_MATERIALS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read materials.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_MATERIALS \
"IMPORT_FBX_READ_MATERIALS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read embedded textures.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_TEXTURES \
"IMPORT_FBX_READ_TEXTURES"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read cameras.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_CAMERAS \
"IMPORT_FBX_READ_CAMERAS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read light sources.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_LIGHTS \
"IMPORT_FBX_READ_LIGHTS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will read animations.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS \
"IMPORT_FBX_READ_ANIMATIONS"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will act in strict mode in which only
* FBX 2013 is supported and any other sub formats are rejected. FBX 2013
* is the primary target for the importer, so this format is best
* supported and well-tested.
*
* The default value is false (0)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_STRICT_MODE \
"IMPORT_FBX_STRICT_MODE"
// ---------------------------------------------------------------------------
/** @brief Set whether the fbx importer will preserve pivot points for
* transformations (as extra nodes). If set to false, pivots and offsets
* will be evaluated whenever possible.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS \
"IMPORT_FBX_PRESERVE_PIVOTS"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the importer will drop empty animation curves or
* animation curves which match the bind pose transformation over their
* entire defined range.
*
* The default value is true (1)
* Property type: bool
*/
#define AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES \
"IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"
// ---------------------------------------------------------------------------
/** @brief Set the vertex animation keyframe to be imported
*
* ASSIMP does not support vertex keyframes (only bone animation is supported).
* The library reads only one frame of models with vertex animations.
* By default this is the first frame.
* \note The default value is 0. This option applies to all importers.
* However, it is also possible to override the global setting
* for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
* options (where XXX is a placeholder for the file format for which you
* want to override the global setting).
* Property type: integer.
*/
#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
// ---------------------------------------------------------------------------
/** @brief Configures the AC loader to collect all surfaces which have the
* "Backface cull" flag set in separate meshes.
*
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
"IMPORT_AC_SEPARATE_BFCULL"
// ---------------------------------------------------------------------------
/** @brief Configures whether the AC loader evaluates subdivision surfaces (
* indicated by the presence of the 'subdiv' attribute in the file). By
* default, Assimp performs the subdivision using the standard
* Catmull-Clark algorithm
*
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
"IMPORT_AC_EVAL_SUBDIVISION"
// ---------------------------------------------------------------------------
/** @brief Configures the UNREAL 3D loader to separate faces with different
* surface flags (e.g. two-sided vs. single-sided).
*
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
"UNREAL_HANDLE_FLAGS"
// ---------------------------------------------------------------------------
/** @brief Configures the terragen import plugin to compute uv's for
* terrains, if not given. Furthermore a default texture is assigned.
*
* UV coordinates for terrains are so simple to compute that you'll usually
* want to compute them on your own, if you need them. This option is intended
* for model viewers which want to offer an easy way to apply textures to
* terrains.
* * Property type: bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
"IMPORT_TER_MAKE_UVS"
// ---------------------------------------------------------------------------
/** @brief Configures the ASE loader to always reconstruct normal vectors
* basing on the smoothing groups loaded from the file.
*
* Some ASE files have carry invalid normals, other don't.
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
"IMPORT_ASE_RECONSTRUCT_NORMALS"
// ---------------------------------------------------------------------------
/** @brief Configures the M3D loader to detect and process multi-part
* Quake player models.
*
* These models usually consist of 3 files, lower.md3, upper.md3 and
* head.md3. If this property is set to true, Assimp will try to load and
* combine all three files if one of them is loaded.
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
"IMPORT_MD3_HANDLE_MULTIPART"
// ---------------------------------------------------------------------------
/** @brief Tells the MD3 loader which skin files to load.
*
* When loading MD3 files, Assimp checks whether a file
* [md3_file_name]_[skin_name].skin is existing. These files are used by
* Quake III to be able to assign different skins (e.g. red and blue team)
* to models. 'default', 'red', 'blue' are typical skin names.
* Property type: String. Default value: "default".
*/
#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
"IMPORT_MD3_SKIN_NAME"
// ---------------------------------------------------------------------------
/** @brief Specify the Quake 3 shader file to be used for a particular
* MD3 file. This can also be a search path.
*
* By default Assimp's behaviour is as follows: If a MD3 file
* <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
* loaded, the library tries to locate the corresponding shader file in
* <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
* behaviour. It can either specify a full path to the shader to be loaded
* or alternatively the path (relative or absolute) to the directory where
* the shaders for all MD3s to be loaded reside. Assimp attempts to open
* <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
* is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
* Property type: String. Default value: n/a.
*/
#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
"IMPORT_MD3_SHADER_SRC"
// ---------------------------------------------------------------------------
/** @brief Configures the LWO loader to load just one layer from the model.
*
* LWO files consist of layers and in some cases it could be useful to load
* only one of them. This property can be either a string - which specifies
* the name of the layer - or an integer - the index of the layer. If the
* property is not set the whole LWO model is loaded. Loading fails if the
* requested layer is not available. The layer index is zero-based and the
* layer name may not be empty.<br>
* Property type: Integer. Default value: all layers are loaded.
*/
#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
"IMPORT_LWO_ONE_LAYER_ONLY"
// ---------------------------------------------------------------------------
/** @brief Configures the MD5 loader to not load the MD5ANIM file for
* a MD5MESH file automatically.
*
* The default strategy is to look for a file with the same name but the
* MD5ANIM extension in the same directory. If it is found, it is loaded
* and combined with the MD5MESH file. This configuration option can be
* used to disable this behaviour.
*
* * Property type: bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
"IMPORT_MD5_NO_ANIM_AUTOLOAD"
// ---------------------------------------------------------------------------
/** @brief Defines the begin of the time range for which the LWS loader
* evaluates animations and computes aiNodeAnim's.
*
* Assimp provides full conversion of LightWave's envelope system, including
* pre and post conditions. The loader computes linearly subsampled animation
* chanels with the frame rate given in the LWS file. This property defines
* the start time. Note: animation channels are only generated if a node
* has at least one envelope with more tan one key assigned. This property.
* is given in frames, '0' is the first frame. By default, if this property
* is not set, the importer takes the animation start from the input LWS
* file ('FirstFrame' line)<br>
* Property type: Integer. Default value: taken from file.
*
* @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
*/
#define AI_CONFIG_IMPORT_LWS_ANIM_START \
"IMPORT_LWS_ANIM_START"
#define AI_CONFIG_IMPORT_LWS_ANIM_END \
"IMPORT_LWS_ANIM_END"
// ---------------------------------------------------------------------------
/** @brief Defines the output frame rate of the IRR loader.
*
* IRR animations are difficult to convert for Assimp and there will
* always be a loss of quality. This setting defines how many keys per second
* are returned by the converter.<br>
* Property type: integer. Default value: 100
*/
#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
"IMPORT_IRR_ANIM_FPS"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer will try to find referenced materials from this file.
*
* Ogre meshes reference with material names, this does not tell Assimp the file
* where it is located in. Assimp will try to find the source file in the following
* order: <material-name>.material, <mesh-filename-base>.material and
* lastly the material name defined by this config property.
* <br>
* Property type: String. Default value: Scene.material.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
"IMPORT_OGRE_MATERIAL_FILE"
// ---------------------------------------------------------------------------
/** @brief Ogre Importer detect the texture usage from its filename.
*
* Ogre material texture units do not define texture type, the textures usage
* depends on the used shader or Ogre's fixed pipeline. If this config property
* is true Assimp will try to detect the type from the textures filename postfix:
* _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
* _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
* and _occlusion for light map, _disp and _displacement for displacement map.
* The matching is case insensitive. Post fix is taken between the last
* underscore and the last period.
* Default behavior is to detect type from lower cased texture unit name by
* matching against: normalmap, specularmap, lightmap and displacementmap.
* For both cases if no match is found aiTextureType_DIFFUSE is used.
* <br>
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME \
"IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
*
* IfcSpace elements (and their geometric representations) are used to
* represent, well, free space in a building storey.<br>
* Property type: Bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
/** @brief Specifies whether the Android JNI asset extraction is supported.
*
* Turn on this option if you want to manage assets in native
* Android application without having to keep the internal directory and asset
* manager pointer.
*/
#define AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT "AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the IFC loader skips over
* shape representations of type 'Curve2D'.
*
* A lot of files contain both a faceted mesh representation and a outline
* with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those,
* so turning this option off just clutters the log with errors.<br>
* Property type: Bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the IFC loader will use its own, custom triangulation
* algorithm to triangulate wall and floor meshes.
*
* If this property is set to false, walls will be either triangulated by
* #aiProcess_Triangulate or will be passed through as huge polygons with
* faked holes (i.e. holes that are connected with the outer boundary using
* a dummy edge). It is highly recommended to set this property to true
* if you want triangulated data because #aiProcess_Triangulate is known to
* have problems with the kind of polygons that the IFC loader spits out for
* complicated meshes.
* Property type: Bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
// ---------------------------------------------------------------------------
/** @brief Specifies whether the Collada loader will ignore the provided up direction.
*
* If this property is set to true, the up direction provided in the file header will
* be ignored and the file will be loaded as is.
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION "IMPORT_COLLADA_IGNORE_UP_DIRECTION"
// ---------- All the Export defines ------------
/** @brief Specifies the xfile use double for real values of float
*
* Property type: Bool. Default value: false.
*/
#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
#endif // !! AI_CONFIG_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 defs.h
* @brief Assimp build configuration setup. See the notes in the comment
* blocks to find out how to customize _your_ Assimp build.
*/
#ifndef INCLUDED_AI_DEFINES_H
#define INCLUDED_AI_DEFINES_H
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
* file format loader. The loader is be excluded from the
* build in this case. 'XX' stands for the most common file
* extension of the file format. E.g.:
* ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
*
* If you're unsure about that, take a look at the implementation of the
* import plugin you wish to disable. You'll find the right define in the
* first lines of the corresponding unit.
*
* Other (mixed) configuration switches are listed here:
* ASSIMP_BUILD_NO_COMPRESSED_X
* - Disable support for compressed X files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_BLEND
* - Disable support for compressed Blender files (zip)
* ASSIMP_BUILD_NO_COMPRESSED_IFC
* - Disable support for IFCZIP files (unzip)
*/
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
# define ASSIMP_BUILD_NEED_Z_INFLATE
#endif
#ifndef ASSIMP_BUILD_NO_COMPRESSED_IFC
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
# define ASSIMP_BUILD_NEED_Z_INFLATE
# define ASSIMP_BUILD_NEED_UNZIP
#endif
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
* post processing step. This is the current list of process names ('XX'):
* CALCTANGENTS
* JOINVERTICES
* TRIANGULATE
* GENFACENORMALS
* GENVERTEXNORMALS
* REMOVEVC
* SPLITLARGEMESHES
* PRETRANSFORMVERTICES
* LIMITBONEWEIGHTS
* VALIDATEDS
* IMPROVECACHELOCALITY
* FIXINFACINGNORMALS
* REMOVE_REDUNDANTMATERIALS
* OPTIMIZEGRAPH
* SORTBYPTYPE
* FINDINVALIDDATA
* TRANSFORMTEXCOORDS
* GENUVCOORDS
* ENTITYMESHBUILDER
* MAKELEFTHANDED
* FLIPUVS
* FLIPWINDINGORDER
* OPTIMIZEMESHES
* OPTIMIZEANIMS
* OPTIMIZEGRAPH
* GENENTITYMESHES
* FIXTEXTUREPATHS */
//////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER
# undef ASSIMP_API
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
//////////////////////////////////////////////////////////////////////////
# ifdef ASSIMP_BUILD_DLL_EXPORT
# define ASSIMP_API __declspec(dllexport)
# define ASSIMP_API_WINONLY __declspec(dllexport)
# pragma warning (disable : 4251)
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
* an external DLL under Windows. Default is static linkage. */
//////////////////////////////////////////////////////////////////////////
# elif (defined ASSIMP_DLL)
# define ASSIMP_API __declspec(dllimport)
# define ASSIMP_API_WINONLY __declspec(dllimport)
# else
# define ASSIMP_API
# define ASSIMP_API_WINONLY
# endif
/* Force the compiler to inline a function, if possible
*/
# define AI_FORCE_INLINE __forceinline
/* Tells the compiler that a function never returns. Used in code analysis
* to skip dead paths (e.g. after an assertion evaluated to false). */
# define AI_WONT_RETURN __declspec(noreturn)
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define AI_WONT_RETURN
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
# define AI_FORCE_INLINE inline
#endif // (defined _MSC_VER)
#ifdef __GNUC__
# define AI_WONT_RETURN_SUFFIX __attribute__((noreturn))
#else
# define AI_WONT_RETURN_SUFFIX
#endif // (defined __clang__)
#ifdef __cplusplus
/* No explicit 'struct' and 'enum' tags for C++, this keeps showing up
* in doxydocs.
*/
# define C_STRUCT
# define C_ENUM
#else
//////////////////////////////////////////////////////////////////////////
/* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
* is defined by Doxygen's preprocessor. The corresponding
* entries in the DOXYFILE are: */
//////////////////////////////////////////////////////////////////////////
#if 0
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = YES
EXPAND_ONLY_PREDEF = YES
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
EXPAND_AS_DEFINED = C_STRUCT C_ENUM
SKIP_FUNCTION_MACROS = YES
#endif
//////////////////////////////////////////////////////////////////////////
/* Doxygen gets confused if we use c-struct typedefs to avoid
* the explicit 'struct' notation. This trick here has the same
* effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
* to typedef all structs/enums. */
//////////////////////////////////////////////////////////////////////////
# if (defined ASSIMP_DOXYGEN_BUILD)
# define C_STRUCT
# define C_ENUM
# else
# define C_STRUCT struct
# define C_ENUM enum
# endif
#endif
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
#error Currently, Borland is unsupported. Feel free to port Assimp.
// "W8059 Packgr<67><72>e der Struktur ge<67>ndert"
#endif
//////////////////////////////////////////////////////////////////////////
/* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
* without threading support. The library doesn't utilize
* threads then and is itself not threadsafe. */
//////////////////////////////////////////////////////////////////////////
#ifndef ASSIMP_BUILD_SINGLETHREADED
# define ASSIMP_BUILD_SINGLETHREADED
#endif
#if defined(_DEBUG) || ! defined(NDEBUG)
# define ASSIMP_BUILD_DEBUG
#endif
//////////////////////////////////////////////////////////////////////////
/* Useful constants */
//////////////////////////////////////////////////////////////////////////
/* This is PI. Hi PI. */
#define AI_MATH_PI (3.141592653589793238462643383279 )
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
/* And this is to avoid endless casts to float */
#define AI_MATH_PI_F (3.1415926538f)
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
#define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
/* Support for big-endian builds */
#if defined(__BYTE_ORDER__)
# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
# if !defined(__BIG_ENDIAN__)
# define __BIG_ENDIAN__
# endif
# else /* little endian */
# if defined (__BIG_ENDIAN__)
# undef __BIG_ENDIAN__
# endif
# endif
#endif
#if defined(__BIG_ENDIAN__)
# define AI_BUILD_BIG_ENDIAN
#endif
/* To avoid running out of memory
* This can be adjusted for specific use cases
* It's NOT a total limit, just a limit for individual allocations
*/
#define AI_MAX_ALLOC(type) ((256U * 1024 * 1024) / sizeof(type))
#endif // !! INCLUDED_AI_DEFINES_H

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 importerdesc.h
* @brief #aiImporterFlags, aiImporterDesc implementation.
*/
#ifndef INCLUDED_AI_IMPORTER_DESC_H
#define INCLUDED_AI_IMPORTER_DESC_H
/** Mixed set of flags for #aiImporterDesc, indicating some features
* common to many importers*/
enum aiImporterFlags
{
/** Indicates that there is a textual encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportTextFlavour = 0x1,
/** Indicates that there is a binary encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportBinaryFlavour = 0x2,
/** Indicates that there is a compressed encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportCompressedFlavour = 0x4,
/** Indicates that the importer reads only a very particular
* subset of the file format. This happens commonly for
* declarative or procedural formats which cannot easily
* be mapped to #aiScene */
aiImporterFlags_LimitedSupport = 0x8,
/** Indicates that the importer is highly experimental and
* should be used with care. This only happens for trunk
* (i.e. SVN) versions, experimental code is not included
* in releases. */
aiImporterFlags_Experimental = 0x10
};
/** Meta information about a particular importer. Importers need to fill
* this structure, but they can freely decide how talkative they are.
* A common use case for loader meta info is a user interface
* in which the user can choose between various import/export file
* formats. Building such an UI by hand means a lot of maintenance
* as importers/exporters are added to Assimp, so it might be useful
* to have a common mechanism to query some rough importer
* characteristics. */
struct aiImporterDesc
{
/** Full name of the importer (i.e. Blender3D importer)*/
const char* mName;
/** Original author (left blank if unknown or whole assimp team) */
const char* mAuthor;
/** Current maintainer, left blank if the author maintains */
const char* mMaintainer;
/** Implementation comments, i.e. unimplemented features*/
const char* mComments;
/** These flags indicate some characteristics common to many
importers. */
unsigned int mFlags;
/** Minimum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. */
unsigned int mMinMajor;
unsigned int mMinMinor;
/** Maximum format version that can be loaded im major.minor format,
both are set to 0 if there is either no version scheme
or if the loader doesn't care. Loaders that expect to be
forward-compatible to potential future format versions should
indicate zero, otherwise they should specify the current
maximum version.*/
unsigned int mMaxMajor;
unsigned int mMaxMinor;
/** List of file extensions this importer can handle.
List entries are separated by space characters.
All entries are lower case without a leading dot (i.e.
"xml dae" would be a valid value. Note that multiple
importers may respond to the same file extension -
assimp calls all importers in the order in which they
are registered and each importer gets the opportunity
to load the file until one importer "claims" the file. Apart
from file extension checks, importers typically use
other methods to quickly reject files (i.e. magic
words) so this does not mean that common or generic
file extensions such as XML would be tediously slow. */
const char* mFileExtensions;
};
/** \brief Returns the Importer description for a given extension.
Will return a NULL-pointer if no assigned importer desc. was found for the given extension
\param extension [in] The extension to look for
\return A pointer showing to the ImporterDesc, \see aiImporterDesc.
*/
ASSIMP_API const C_STRUCT aiImporterDesc* aiGetImporterDesc( const char *extension );
#endif

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 light.h
* @brief Defines the aiLight data structure
*/
#ifndef __AI_LIGHT_H_INC__
#define __AI_LIGHT_H_INC__
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** Enumerates all supported types of light sources.
*/
enum aiLightSourceType
{
aiLightSource_UNDEFINED = 0x0,
//! A directional light source has a well-defined direction
//! but is infinitely far away. That's quite a good
//! approximation for sun light.
aiLightSource_DIRECTIONAL = 0x1,
//! A point light source has a well-defined position
//! in space but no direction - it emits light in all
//! directions. A normal bulb is a point light.
aiLightSource_POINT = 0x2,
//! A spot light source emits light in a specific
//! angle. It has a position and a direction it is pointing to.
//! A good example for a spot light is a light spot in
//! sport arenas.
aiLightSource_SPOT = 0x3,
//! The generic light level of the world, including the bounces
//! of all other light sources.
//! Typically, there's at most one ambient light in a scene.
//! This light type doesn't have a valid position, direction, or
//! other properties, just a color.
aiLightSource_AMBIENT = 0x4,
//! An area light is a rectangle with predefined size that uniformly
//! emits light from one of its sides. The position is center of the
//! rectangle and direction is its normal vector.
aiLightSource_AREA = 0x5,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiLightSource_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** Helper structure to describe a light source.
*
* Assimp supports multiple sorts of light sources, including
* directional, point and spot lights. All of them are defined with just
* a single structure and distinguished by their parameters.
* Note - some file formats (such as 3DS, ASE) export a "target point" -
* the point a spot light is looking at (it can even be animated). Assimp
* writes the target point as a subnode of a spotlights's main node,
* called "<spotName>.Target". However, this is just additional information
* then, the transformation tracks of the main node make the
* spot light already point in the right direction.
*/
struct aiLight
{
/** The name of the light source.
*
* There must be a node in the scenegraph with the same name.
* This node specifies the position of the light in the scene
* hierarchy and can be animated.
*/
C_STRUCT aiString mName;
/** The type of the light source.
*
* aiLightSource_UNDEFINED is not a valid value for this member.
*/
C_ENUM aiLightSourceType mType;
/** Position of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The position is undefined for directional lights.
*/
C_STRUCT aiVector3D mPosition;
/** Direction of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The direction is undefined for point lights. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mDirection;
/** Up direction of the light source in space. Relative to the
* transformation of the node corresponding to the light.
*
* The direction is undefined for point lights. The vector
* may be normalized, but it needn't.
*/
C_STRUCT aiVector3D mUp;
/** Constant light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att0 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationConstant;
/** Linear light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att1 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationLinear;
/** Quadratic light attenuation factor.
*
* The intensity of the light source at a given distance 'd' from
* the light's position is
* @code
* Atten = 1/( att0 + att1 * d + att2 * d*d)
* @endcode
* This member corresponds to the att2 variable in the equation.
* Naturally undefined for directional lights.
*/
float mAttenuationQuadratic;
/** Diffuse color of the light source
*
* The diffuse light color is multiplied with the diffuse
* material color to obtain the final color that contributes
* to the diffuse shading term.
*/
C_STRUCT aiColor3D mColorDiffuse;
/** Specular color of the light source
*
* The specular light color is multiplied with the specular
* material color to obtain the final color that contributes
* to the specular shading term.
*/
C_STRUCT aiColor3D mColorSpecular;
/** Ambient color of the light source
*
* The ambient light color is multiplied with the ambient
* material color to obtain the final color that contributes
* to the ambient shading term. Most renderers will ignore
* this value it, is just a remaining of the fixed-function pipeline
* that is still supported by quite many file formats.
*/
C_STRUCT aiColor3D mColorAmbient;
/** Inner angle of a spot light's light cone.
*
* The spot light has maximum influence on objects inside this
* angle. The angle is given in radians. It is 2PI for point
* lights and undefined for directional lights.
*/
float mAngleInnerCone;
/** Outer angle of a spot light's light cone.
*
* The spot light does not affect objects outside this angle.
* The angle is given in radians. It is 2PI for point lights and
* undefined for directional lights. The outer angle must be
* greater than or equal to the inner angle.
* It is assumed that the application uses a smooth
* interpolation between the inner and the outer cone of the
* spot light.
*/
float mAngleOuterCone;
/** Size of area light source. */
C_STRUCT aiVector2D mSize;
#ifdef __cplusplus
aiLight()
: mType (aiLightSource_UNDEFINED)
, mAttenuationConstant (0.f)
, mAttenuationLinear (1.f)
, mAttenuationQuadratic (0.f)
, mAngleInnerCone ((float)AI_MATH_TWO_PI)
, mAngleOuterCone ((float)AI_MATH_TWO_PI)
, mSize (0.f, 0.f)
{
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // !! __AI_LIGHT_H_INC__

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 material.inl
* @brief Defines the C++ getters for the material system
*/
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
//! @cond never
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
{
return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}
// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
return ::aiGetMaterialTextureCount(this,type);
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const
{
unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)*iNum) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
::memcpy(pOut,prop->mData,iNum * sizeof(Type));
if (pMax) {
*pMax = iNum;
}
}
return ret;
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const
{
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
if ( AI_SUCCESS == ret ) {
if (prop->mDataLength < sizeof(Type)) {
return AI_FAILURE;
}
if (prop->mType != aiPTI_Buffer) {
return AI_FAILURE;
}
::memcpy(&pOut,prop->mData,sizeof(Type));
}
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float& pOut) const
{
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const
{
return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const
{
return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const
{
aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const
{
return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const
{
return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(TYPE),
pKey,type,index,aiPTI_Buffer);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
// ---------------------------------------------------------------------------
// The template specializations below are for backwards compatibility.
// The recommended way to add material properties is using the non-template
// overloads.
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
}
//! @endcond
#endif //! AI_MATERIAL_INL_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 matrix3x3.h
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
*/
#ifndef AI_MATRIX3x3_H_INC
#define AI_MATRIX3x3_H_INC
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template <typename T> class aiMatrix4x4t;
template <typename T> class aiVector2t;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 3x3 matrix
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template <typename TReal>
class aiMatrix3x3t
{
public:
aiMatrix3x3t () :
a1(static_cast<TReal>(1.0f)), a2(), a3(),
b1(), b2(static_cast<TReal>(1.0f)), b3(),
c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
TReal _b1, TReal _b2, TReal _b3,
TReal _c1, TReal _c2, TReal _c3) :
a1(_a1), a2(_a2), a3(_a3),
b1(_b1), b2(_b2), b3(_b3),
c1(_c1), c2(_c2), c3(_c3)
{}
public:
// matrix multiplication.
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t<TReal>& m) const;
bool operator!= (const aiMatrix4x4t<TReal>& m) const;
bool Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiMatrix3x3t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Construction from a 4x4 matrix. The remaining parts
* of the matrix are ignored.
*/
explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
// -------------------------------------------------------------------
/** @brief Transpose the matrix
*/
aiMatrix3x3t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix3x3t& Inverse();
TReal Determinant() const;
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around z
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around
* an arbitrary axis.
*
* @param a Rotation angle, in radians
* @param axis Axis to rotate around
* @param out To be filled
*/
static aiMatrix3x3t& Rotation( TReal a,
const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas M<EFBFBD>ller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t& out);
public:
TReal a1, a2, a3;
TReal b1, b2, b3;
TReal c1, c2, c3;
} PACK_STRUCT;
typedef aiMatrix3x3t<float> aiMatrix3x3;
#else
struct aiMatrix3x3 {
float a1, a2, a3;
float b1, b2, b3;
float c1, c2, c3;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX3x3_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 matrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
#define AI_MATRIX3x3_INL_INC
#ifdef __cplusplus
#include "matrix3x3.h"
#include "matrix4x4.h"
#include <algorithm>
#include <cmath>
#include <limits>
// ------------------------------------------------------------------------------------------------
// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
{
a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
std::swap( (TReal&)b3, (TReal&)c2);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense; but at least qnans are easy to
// spot. XXX we might throw an exception instead, which would
// be even much better to spot :/.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
return *this;
}
TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix3x3t<TReal> res;
res.a1 = invdet * (b2 * c3 - b3 * c2);
res.a2 = -invdet * (a2 * c3 - a3 * c2);
res.a3 = invdet * (a2 * b3 - a3 * b2);
res.b1 = -invdet * (b1 * c3 - b3 * c1);
res.b2 = invdet * (a1 * c3 - a3 * c1);
res.b3 = -invdet * (a1 * b3 - a3 * b1);
res.c1 = invdet * (b1 * c2 - b2 * c1);
res.c2 = -invdet * (a1 * c2 - a2 * c1);
res.c3 = invdet * (a1 * b2 - a2 * b1);
*this = res;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
{
out.a1 = out.b2 = std::cos(a);
out.b1 = std::sin(a);
out.a2 = - out.b1;
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
out.c3 = 1.f;
return out;
}
// ------------------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
{
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
return out;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
return out;
}
// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas M<>ller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
{
aiVector3D u,v; /* temporary storage vectors */
aiVector3D x; /* vector most nearly orthogonal to "from" */
x.x = (from.x > 0.0)? from.x : -from.x;
x.y = (from.y > 0.0)? from.y : -from.y;
x.z = (from.z > 0.0)? from.z : -from.z;
if (x.x < x.y)
{
if (x.x < x.z)
{
x.x = static_cast<TReal>(1.0);
x.y = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0);
x.x = x.y = static_cast<TReal>(0.0);
}
}
else
{
if (x.y < x.z)
{
x.y = static_cast<TReal>(1.0);
x.x = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0);
x.x = x.y = static_cast<TReal>(0.0);
}
}
u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
const TReal c1 = static_cast<TReal>(2.0) / (u * u);
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
const TReal c3 = c1 * c2 * (u * v);
for (unsigned int i = 0; i < 3; i++)
{
for (unsigned int j = 0; j < 3; j++)
{
mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ c3 * v[i] * u[j];
}
mtx[i][i] += static_cast<TReal>(1.0);
}
}
else /* the most common case, unless "from"="to", or "from"=-"to" */
{
const aiVector3D v = from ^ to;
/* ... use this hand optimized version (9 mults less) */
const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
const TReal hvx = h * v.x;
const TReal hvz = h * v.z;
const TReal hvxy = hvx * v.y;
const TReal hvxz = hvx * v.z;
const TReal hvyz = hvz * v.y;
mtx[0][0] = e + hvx * v.x;
mtx[0][1] = hvxy - v.z;
mtx[0][2] = hvxz + v.y;
mtx[1][0] = hvxy + v.z;
mtx[1][1] = e + h * v.y * v.y;
mtx[1][2] = hvyz - v.x;
mtx[2][0] = hvxz - v.y;
mtx[2][1] = hvyz + v.x;
mtx[2][2] = e + hvz * v.z;
}
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX3x3_INL_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 matrix4x4.h
* @brief 4x4 matrix structure, including operators when compiling in C++
*/
#ifndef AI_MATRIX4X4_H_INC
#define AI_MATRIX4X4_H_INC
#include "vector3.h"
#include "./Compiler/pushpack1.h"
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiQuaterniont;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
* coordinates.
*
* There's much confusion about matrix layouts (column vs. row order).
* This is *always* a row-major matrix. Not even with the
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
* matrix order - it just affects the handedness of the coordinate system
* defined thereby.
*/
template<typename TReal>
class aiMatrix4x4t
{
public:
/** set to identity */
aiMatrix4x4t ();
/** construction from single values */
aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4);
/** construction from 3x3 matrix, remaining elements are set to identity */
explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
/** construction from position, rotation and scaling components
* @param scaling The scaling for the x,y,z axes
* @param rotation The rotation as a hamilton quaternion
* @param position The position for the x,y,z axes
*/
aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
const aiVector3t<TReal>& position);
public:
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix4x4t& m) const;
bool operator!= (const aiMatrix4x4t& m) const;
bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
// matrix multiplication.
aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
template <typename TOther>
operator aiMatrix4x4t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Transpose the matrix */
aiMatrix4x4t& Transpose();
// -------------------------------------------------------------------
/** @brief Invert the matrix.
* If the matrix is not invertible all elements are set to qnan.
* Beware, use (f != f) to check whether a TReal f is qnan.
*/
aiMatrix4x4t& Inverse();
TReal Determinant() const;
// -------------------------------------------------------------------
/** @brief Returns true of the matrix is the identity matrix.
* The check is performed against a not so small epsilon.
*/
inline bool IsIdentity() const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix into its original components
* @param scaling Receives the output scaling for the x,y,z axes
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Decompose a trafo matrix with no scaling into its
* original components
* @param rotation Receives the output rotation as a hamilton
* quaternion
* @param position Receives the output position for the x,y,z axes
*/
void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Creates a trafo matrix from a set of euler angles
* @param x Rotation angle for the x-axis, in radians
* @param y Rotation angle for the y-axis, in radians
* @param z Rotation angle for the z-axis, in radians
*/
aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the x axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the y axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the z axis
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** Returns a rotation matrix for a rotation around an arbitrary axis.
* @param a Rotation angle, in radians
* @param axis Rotation axis, should be a normalized vector.
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief Returns a scaling matrix
* @param v Scaling vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in column-major form
* Authors: Tomas Mueller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t& out);
public:
TReal a1, a2, a3, a4;
TReal b1, b2, b3, b4;
TReal c1, c2, c3, c4;
TReal d1, d2, d3, d4;
} PACK_STRUCT;
typedef aiMatrix4x4t<float> aiMatrix4x4;
#else
struct aiMatrix4x4 {
float a1, a2, a3, a4;
float b1, b2, b3, b4;
float c1, c2, c3, c4;
float d1, d2, d3, d4;
} PACK_STRUCT;
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_MATRIX4X4_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 matrix4x4.inl
* @brief Inline implementation of the 4x4 matrix operators
*/
#ifndef AI_MATRIX4x4_INL_INC
#define AI_MATRIX4x4_INL_INC
#ifdef __cplusplus
#include "matrix4x4.h"
#include "matrix3x3.h"
#include "quaternion.h"
#include <algorithm>
#include <limits>
#include <cmath>
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
a1(1.0f), a2(), a3(), a4(),
b1(), b2(1.0f), b3(), b4(),
c1(), c2(), c3(1.0f), c4(),
d1(), d2(), d3(), d4(1.0f)
{
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal> ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
d1(_d1), d2(_d2), d3(_d3), d4(_d4)
{
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
{
return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
{
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
{
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m = rotation.GetMatrix();
a1 = m.a1 * scaling.x;
a2 = m.a2 * scaling.x;
a3 = m.a3 * scaling.x;
a4 = position.x;
b1 = m.b1 * scaling.y;
b2 = m.b2 * scaling.y;
b3 = m.b3 * scaling.y;
b4 = position.y;
c1 = m.c1 * scaling.z;
c2 = m.c2 * scaling.z;
c3 = m.c3 * scaling.z;
c4= position.z;
d1 = static_cast<TReal>(0.0);
d2 = static_cast<TReal>(0.0);
d3 = static_cast<TReal>(0.0);
d4 = static_cast<TReal>(1.0);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
{
*this = aiMatrix4x4t<TReal>(
m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
{
aiMatrix4x4t<TReal> temp( *this);
temp *= m;
return temp;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)b1, (TReal&)a2);
std::swap( (TReal&)c1, (TReal&)a3);
std::swap( (TReal&)c2, (TReal&)b3);
std::swap( (TReal&)d1, (TReal&)a4);
std::swap( (TReal&)d2, (TReal&)b4);
std::swap( (TReal&)d3, (TReal&)c4);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix4x4t<TReal>::Determinant() const
{
return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
+ a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
- a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
+ a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
+ a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
- a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
{
// Compute the reciprocal determinant
const TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense but it is easy to debug for the
// programmer.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix4x4t<TReal>(
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan);
return *this;
}
const TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix4x4t<TReal> res;
res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
*this = res;
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
if (p_iIndex > 3) {
return NULL;
}
// XXX this is UB. Has been for years. The fact that it works now does not make it better.
return &this->a1 + p_iIndex * 4;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
if (p_iIndex > 3) {
return NULL;
}
// XXX same
return &this->a1 + p_iIndex * 4;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(a4 - m.a4) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(b4 - m.b4) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon &&
std::abs(c4 - m.c4) <= epsilon &&
std::abs(d1 - m.d1) <= epsilon &&
std::abs(d2 - m.d2) <= epsilon &&
std::abs(d3 - m.d3) <= epsilon &&
std::abs(d4 - m.d4) <= epsilon;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const
{
const aiMatrix4x4t<TReal>& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract the rows of the matrix
aiVector3t<TReal> vRows[3] = {
aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]),
aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]),
aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2])
};
// extract the scaling factors
scaling.x = vRows[0].Length();
scaling.y = vRows[1].Length();
scaling.z = vRows[2].Length();
// and the sign of the scaling
if (Determinant() < 0) {
scaling.x = -scaling.x;
scaling.y = -scaling.y;
scaling.z = -scaling.z;
}
// and remove all scaling from the matrix
if(scaling.x)
{
vRows[0] /= scaling.x;
}
if(scaling.y)
{
vRows[1] /= scaling.y;
}
if(scaling.z)
{
vRows[2] /= scaling.z;
}
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m(vRows[0].x,vRows[1].x,vRows[2].x,
vRows[0].y,vRows[1].y,vRows[2].y,
vRows[0].z,vRows[1].z,vRows[2].z);
// and generate the rotation quaternion from it
rotation = aiQuaterniont<TReal>(m);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const
{
const aiMatrix4x4t<TReal>& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract rotation
rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
{
return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
{
aiMatrix4x4t<TReal>& _this = *this;
TReal cr = std::cos( x );
TReal sr = std::sin( x );
TReal cp = std::cos( y );
TReal sp = std::sin( y );
TReal cy = std::cos( z );
TReal sy = std::sin( z );
_this.a1 = cp*cy ;
_this.a2 = cp*sy;
_this.a3 = -sp ;
TReal srsp = sr*sp;
TReal crsp = cr*sp;
_this.b1 = srsp*cy-cr*sy ;
_this.b2 = srsp*sy+cr*cy ;
_this.b3 = sr*cp ;
_this.c1 = crsp*cy+sr*sy ;
_this.c2 = crsp*sy-sr*cy ;
_this.c3 = cr*cp ;
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::IsIdentity() const
{
// Use a small epsilon to solve floating-point inaccuracies
const static TReal epsilon = 10e-3f;
return (a2 <= epsilon && a2 >= -epsilon &&
a3 <= epsilon && a3 >= -epsilon &&
a4 <= epsilon && a4 >= -epsilon &&
b1 <= epsilon && b1 >= -epsilon &&
b3 <= epsilon && b3 >= -epsilon &&
b4 <= epsilon && b4 >= -epsilon &&
c1 <= epsilon && c1 >= -epsilon &&
c2 <= epsilon && c2 >= -epsilon &&
c4 <= epsilon && c4 >= -epsilon &&
d1 <= epsilon && d1 >= -epsilon &&
d2 <= epsilon && d2 >= -epsilon &&
d3 <= epsilon && d3 >= -epsilon &&
a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| 1 0 0 0 |
M = | 0 cos(A) -sin(A) 0 |
| 0 sin(A) cos(A) 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
out.b2 = out.c3 = std::cos(a);
out.b3 = -(out.c2 = std::sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| cos(A) 0 sin(A) 0 |
M = | 0 1 0 0 |
| -sin(A) 0 cos(A) 0 |
| 0 0 0 1 |
*/
out = aiMatrix4x4t<TReal>();
out.a1 = out.c3 = std::cos(a);
out.c1 = -(out.a3 = std::sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| cos(A) -sin(A) 0 0 |
M = | sin(A) cos(A) 0 0 |
| 0 0 1 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
out.a1 = out.b2 = std::cos(a);
out.a2 = -(out.b1 = std::sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
{
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
out.d4 = static_cast<TReal>(1.0);
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
out = aiMatrix4x4t<TReal>();
out.a4 = v.x;
out.b4 = v.y;
out.c4 = v.z;
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
out = aiMatrix4x4t<TReal>();
out.a1 = v.x;
out.b2 = v.y;
out.c3 = v.z;
return out;
}
// ----------------------------------------------------------------------------------------
/** A function for creating a rotation matrix that rotates a vector called
* "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
* Authors: Tomas M<>ller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
{
aiMatrix3x3t<TReal> m3;
aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
mtx = aiMatrix4x4t<TReal>(m3);
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX4x4_INL_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 mesh.h
* @brief Declares the data structures in which the imported geometry is
returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
*/
#ifndef INCLUDED_AI_MESH_H
#define INCLUDED_AI_MESH_H
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
// Limits. These values are required to match the settings Assimp was
// compiled against. Therfore, do not redefine them unless you build the
// library from source using the same definitions.
// ---------------------------------------------------------------------------
/** @def AI_MAX_FACE_INDICES
* Maximum number of indices per face (polygon). */
#ifndef AI_MAX_FACE_INDICES
# define AI_MAX_FACE_INDICES 0x7fff
#endif
/** @def AI_MAX_BONE_WEIGHTS
* Maximum number of indices per face (polygon). */
#ifndef AI_MAX_BONE_WEIGHTS
# define AI_MAX_BONE_WEIGHTS 0x7fffffff
#endif
/** @def AI_MAX_VERTICES
* Maximum number of vertices per mesh. */
#ifndef AI_MAX_VERTICES
# define AI_MAX_VERTICES 0x7fffffff
#endif
/** @def AI_MAX_FACES
* Maximum number of faces per mesh. */
#ifndef AI_MAX_FACES
# define AI_MAX_FACES 0x7fffffff
#endif
/** @def AI_MAX_NUMBER_OF_COLOR_SETS
* Supported number of vertex color sets per mesh. */
#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
# define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
* Supported number of texture coord sets (UV(W) channels) per mesh */
#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
// ---------------------------------------------------------------------------
/** @brief A single face in a mesh, referring to multiple vertices.
*
* If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
* it's called 'polygon' (hey, that's just a definition!).
* <br>
* aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
* primitive are actually present in a mesh. The #aiProcess_SortByPType flag
* executes a special post-processing algorithm which splits meshes with
* *different* primitive types mixed up (e.g. lines and triangles) in several
* 'clean' submeshes. Furthermore there is a configuration option (
* #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
* specific kinds of primitives from the imported scene, completely and forever.
* In many cases you'll probably want to set this setting to
* @code
* aiPrimitiveType_LINE|aiPrimitiveType_POINT
* @endcode
* Together with the #aiProcess_Triangulate flag you can then be sure that
* #aiFace::mNumIndices is always 3.
* @note Take a look at the @link data Data Structures page @endlink for
* more information on the layout and winding order of a face.
*/
struct aiFace
{
//! Number of indices defining this face.
//! The maximum value for this member is #AI_MAX_FACE_INDICES.
unsigned int mNumIndices;
//! Pointer to the indices array. Size of the array is given in numIndices.
unsigned int* mIndices;
#ifdef __cplusplus
//! Default constructor
aiFace()
: mNumIndices( 0 )
, mIndices( NULL )
{
}
//! Default destructor. Delete the index array
~aiFace()
{
delete [] mIndices;
}
//! Copy constructor. Copy the index array
aiFace( const aiFace& o)
: mIndices( NULL )
{
*this = o;
}
//! Assignment operator. Copy the index array
aiFace& operator = ( const aiFace& o)
{
if (&o == this)
return *this;
delete[] mIndices;
mNumIndices = o.mNumIndices;
if (mNumIndices) {
mIndices = new unsigned int[mNumIndices];
::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
}
else {
mIndices = NULL;
}
return *this;
}
//! Comparison operator. Checks whether the index array
//! of two faces is identical
bool operator== (const aiFace& o) const
{
if (mIndices == o.mIndices)return true;
else if (mIndices && mNumIndices == o.mNumIndices)
{
for (unsigned int i = 0;i < this->mNumIndices;++i)
if (mIndices[i] != o.mIndices[i])return false;
return true;
}
return false;
}
//! Inverse comparison operator. Checks whether the index
//! array of two faces is NOT identical
bool operator != (const aiFace& o) const
{
return !(*this == o);
}
#endif // __cplusplus
}; // struct aiFace
// ---------------------------------------------------------------------------
/** @brief A single influence of a bone on a vertex.
*/
struct aiVertexWeight
{
//! Index of the vertex which is influenced by the bone.
unsigned int mVertexId;
//! The strength of the influence in the range (0...1).
//! The influence from all bones at one vertex amounts to 1.
float mWeight;
#ifdef __cplusplus
//! Default constructor
aiVertexWeight() { }
//! Initialisation from a given index and vertex weight factor
//! \param pID ID
//! \param pWeight Vertex weight factor
aiVertexWeight( unsigned int pID, float pWeight)
: mVertexId( pID), mWeight( pWeight)
{ /* nothing to do here */ }
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** @brief A single bone of a mesh.
*
* A bone has a name by which it can be found in the frame hierarchy and by
* which it can be addressed by animations. In addition it has a number of
* influences on vertices.
*/
struct aiBone
{
//! The name of the bone.
C_STRUCT aiString mName;
//! The number of vertices affected by this bone
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
unsigned int mNumWeights;
//! The vertices affected by this bone
C_STRUCT aiVertexWeight* mWeights;
//! Matrix that transforms from mesh space to bone space in bind pose
C_STRUCT aiMatrix4x4 mOffsetMatrix;
#ifdef __cplusplus
//! Default constructor
aiBone()
: mName()
, mNumWeights( 0 )
, mWeights( NULL )
{
}
//! Copy constructor
aiBone(const aiBone& other)
: mName( other.mName )
, mNumWeights( other.mNumWeights )
, mOffsetMatrix( other.mOffsetMatrix )
{
if (other.mWeights && other.mNumWeights)
{
mWeights = new aiVertexWeight[mNumWeights];
::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
}
}
//! Destructor - deletes the array of vertex weights
~aiBone()
{
delete [] mWeights;
}
#endif // __cplusplus
};
// ---------------------------------------------------------------------------
/** @brief Enumerates the types of geometric primitives supported by Assimp.
*
* @see aiFace Face data structure
* @see aiProcess_SortByPType Per-primitive sorting of meshes
* @see aiProcess_Triangulate Automatic triangulation
* @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
*/
enum aiPrimitiveType
{
/** A point primitive.
*
* This is just a single vertex in the virtual world,
* #aiFace contains just one index for such a primitive.
*/
aiPrimitiveType_POINT = 0x1,
/** A line primitive.
*
* This is a line defined through a start and an end position.
* #aiFace contains exactly two indices for such a primitive.
*/
aiPrimitiveType_LINE = 0x2,
/** A triangular primitive.
*
* A triangle consists of three indices.
*/
aiPrimitiveType_TRIANGLE = 0x4,
/** A higher-level polygon with more than 3 edges.
*
* A triangle is a polygon, but polygon in this context means
* "all polygons that are not triangles". The "Triangulate"-Step
* is provided for your convenience, it splits all polygons in
* triangles (which are much easier to handle).
*/
aiPrimitiveType_POLYGON = 0x8,
/** This value is not used. It is just here to force the
* compiler to map this enum to a 32 Bit integer.
*/
#ifndef SWIG
_aiPrimitiveType_Force32Bit = INT_MAX
#endif
}; //! enum aiPrimitiveType
// Get the #aiPrimitiveType flag for a specific number of face indices
#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
// ---------------------------------------------------------------------------
/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
* animations for a particular frame.
*
* You may think of an #aiAnimMesh as a `patch` for the host mesh, which
* replaces only certain vertex data streams at a particular time.
* Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
* The actual relationship between the time line and anim meshes is
* established by #aiMeshAnim, which references singular mesh attachments
* by their ID and binds them to a time offset.
*/
struct aiAnimMesh
{
/** Replacement for aiMesh::mVertices. If this array is non-NULL,
* it *must* contain mNumVertices entries. The corresponding
* array in the host mesh must be non-NULL as well - animation
* meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source
* array is not, the source data is taken instead)*/
C_STRUCT aiVector3D* mVertices;
/** Replacement for aiMesh::mNormals. */
C_STRUCT aiVector3D* mNormals;
/** Replacement for aiMesh::mTangents. */
C_STRUCT aiVector3D* mTangents;
/** Replacement for aiMesh::mBitangents. */
C_STRUCT aiVector3D* mBitangents;
/** Replacement for aiMesh::mColors */
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Replacement for aiMesh::mTextureCoords */
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** The number of vertices in the aiAnimMesh, and thus the length of all
* the member arrays.
*
* This has always the same value as the mNumVertices property in the
* corresponding aiMesh. It is duplicated here merely to make the length
* of the member arrays accessible even if the aiMesh is not known, e.g.
* from language bindings.
*/
unsigned int mNumVertices;
#ifdef __cplusplus
aiAnimMesh()
: mVertices( NULL )
, mNormals( NULL )
, mTangents( NULL )
, mBitangents( NULL )
, mNumVertices( 0 )
{
// fixme consider moving this to the ctor initializer list as well
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
mTextureCoords[a] = NULL;
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
mColors[a] = NULL;
}
}
~aiAnimMesh()
{
delete [] mVertices;
delete [] mNormals;
delete [] mTangents;
delete [] mBitangents;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
delete [] mTextureCoords[a];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
delete [] mColors[a];
}
}
/** Check whether the anim mesh overrides the vertex positions
* of its host mesh*/
bool HasPositions() const {
return mVertices != NULL;
}
/** Check whether the anim mesh overrides the vertex normals
* of its host mesh*/
bool HasNormals() const {
return mNormals != NULL;
}
/** Check whether the anim mesh overrides the vertex tangents
* and bitangents of its host mesh. As for aiMesh,
* tangents and bitangents always go together. */
bool HasTangentsAndBitangents() const {
return mTangents != NULL;
}
/** Check whether the anim mesh overrides a particular
* set of vertex colors on his host mesh.
* @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
bool HasVertexColors( unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
}
/** Check whether the anim mesh overrides a particular
* set of texture coordinates on his host mesh.
* @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
bool HasTextureCoords( unsigned int pIndex) const {
return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
}
#endif
};
// ---------------------------------------------------------------------------
/** @brief A mesh represents a geometry or model with a single material.
*
* It usually consists of a number of vertices and a series of primitives/faces
* referencing the vertices. In addition there might be a series of bones, each
* of them addressing a number of vertices with a certain weight. Vertex data
* is presented in channels with each channel containing a single per-vertex
* information such as a set of texture coords or a normal vector.
* If a data pointer is non-null, the corresponding data stream is present.
* From C++-programs you can also use the comfort functions Has*() to
* test for the presence of various data streams.
*
* A Mesh uses only a single material which is referenced by a material ID.
* @note The mPositions member is usually not optional. However, vertex positions
* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
* @code
* aiScene::mFlags
* @endcode
*/
struct aiMesh
{
/** Bitwise combination of the members of the #aiPrimitiveType enum.
* This specifies which types of primitives are present in the mesh.
* The "SortByPrimitiveType"-Step can be used to make sure the
* output meshes consist of one primitive type each.
*/
unsigned int mPrimitiveTypes;
/** The number of vertices in this mesh.
* This is also the size of all of the per-vertex data arrays.
* The maximum value for this member is #AI_MAX_VERTICES.
*/
unsigned int mNumVertices;
/** The number of primitives (triangles, polygons, lines) in this mesh.
* This is also the size of the mFaces array.
* The maximum value for this member is #AI_MAX_FACES.
*/
unsigned int mNumFaces;
/** Vertex positions.
* This array is always present in a mesh. The array is
* mNumVertices in size.
*/
C_STRUCT aiVector3D* mVertices;
/** Vertex normals.
* The array contains normalized vectors, NULL if not present.
* The array is mNumVertices in size. Normals are undefined for
* point and line primitives. A mesh consisting of points and
* lines only may not have normal vectors. Meshes with mixed
* primitive types (i.e. lines and triangles) may have normals,
* but the normals for vertices that are only referenced by
* point or line primitives are undefined and set to QNaN (WARN:
* qNaN compares to inequal to *everything*, even to qNaN itself.
* Using code like this to check whether a field is qnan is:
* @code
* #define IS_QNAN(f) (f != f)
* @endcode
* still dangerous because even 1.f == 1.f could evaluate to false! (
* remember the subtleties of IEEE754 artithmetics). Use stuff like
* @c fpclassify instead.
* @note Normal vectors computed by Assimp are always unit-length.
* However, this needn't apply for normals that have been taken
* directly from the model file.
*/
C_STRUCT aiVector3D* mNormals;
/** Vertex tangents.
* The tangent of a vertex points in the direction of the positive
* X texture axis. The array contains normalized vectors, NULL if
* not present. The array is mNumVertices in size. A mesh consisting
* of points and lines only may not have normal vectors. Meshes with
* mixed primitive types (i.e. lines and triangles) may have
* normals, but the normals for vertices that are only referenced by
* point or line primitives are undefined and set to qNaN. See
* the #mNormals member for a detailed discussion of qNaNs.
* @note If the mesh contains tangents, it automatically also
* contains bitangents.
*/
C_STRUCT aiVector3D* mTangents;
/** Vertex bitangents.
* The bitangent of a vertex points in the direction of the positive
* Y texture axis. The array contains normalized vectors, NULL if not
* present. The array is mNumVertices in size.
* @note If the mesh contains tangents, it automatically also contains
* bitangents.
*/
C_STRUCT aiVector3D* mBitangents;
/** Vertex color sets.
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. NULL if not present. Each array is
* mNumVertices in size if present.
*/
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Vertex texture coords, also known as UV channels.
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. NULL if not present. The array is mNumVertices in size.
*/
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** Specifies the number of components for a given UV channel.
* Up to three channels are supported (UVW, for accessing volume
* or cube maps). If the value is 2 for a given channel n, the
* component p.z of mTextureCoords[n][p] is set to 0.0f.
* If the value is 1 for a given channel, p.y is set to 0.0f, too.
* @note 4D coords are not supported
*/
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
/** The faces the mesh is constructed from.
* Each face refers to a number of vertices by their indices.
* This array is always present in a mesh, its size is given
* in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
* is NOT set each face references an unique set of vertices.
*/
C_STRUCT aiFace* mFaces;
/** The number of bones this mesh contains.
* Can be 0, in which case the mBones array is NULL.
*/
unsigned int mNumBones;
/** The bones of this mesh.
* A bone consists of a name by which it can be found in the
* frame hierarchy and a set of vertex weights.
*/
C_STRUCT aiBone** mBones;
/** The material used by this mesh.
* A mesh uses only a single material. If an imported model uses
* multiple materials, the import splits up the mesh. Use this value
* as index into the scene's material list.
*/
unsigned int mMaterialIndex;
/** Name of the mesh. Meshes can be named, but this is not a
* requirement and leaving this field empty is totally fine.
* There are mainly three uses for mesh names:
* - some formats name nodes and meshes independently.
* - importers tend to split meshes up to meet the
* one-material-per-mesh requirement. Assigning
* the same (dummy) name to each of the result meshes
* aids the caller at recovering the original mesh
* partitioning.
* - Vertex animations refer to meshes by their names.
**/
C_STRUCT aiString mName;
/** NOT CURRENTLY IN USE. The number of attachment meshes */
unsigned int mNumAnimMeshes;
/** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
* Attachment meshes carry replacement data for some of the
* mesh'es vertex components (usually positions, normals). */
C_STRUCT aiAnimMesh** mAnimMeshes;
#ifdef __cplusplus
//! Default constructor. Initializes all members to 0
aiMesh()
: mPrimitiveTypes( 0 )
, mNumVertices( 0 )
, mNumFaces( 0 )
, mVertices( NULL )
, mNormals( NULL )
, mTangents( NULL )
, mBitangents( NULL )
, mFaces( NULL )
, mNumBones( 0 )
, mBones( NULL )
, mMaterialIndex( 0 )
, mNumAnimMeshes( 0 )
, mAnimMeshes( NULL )
{
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
mNumUVComponents[a] = 0;
mTextureCoords[a] = NULL;
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
mColors[a] = NULL;
}
//! Deletes all storage allocated for the mesh
~aiMesh()
{
delete [] mVertices;
delete [] mNormals;
delete [] mTangents;
delete [] mBitangents;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
delete [] mTextureCoords[a];
}
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
delete [] mColors[a];
}
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumBones && mBones) {
for( unsigned int a = 0; a < mNumBones; a++) {
delete mBones[a];
}
delete [] mBones;
}
if (mNumAnimMeshes && mAnimMeshes) {
for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
delete mAnimMeshes[a];
}
delete [] mAnimMeshes;
}
delete [] mFaces;
}
//! Check whether the mesh contains positions. Provided no special
//! scene flags are set, this will always be true
bool HasPositions() const
{ return mVertices != NULL && mNumVertices > 0; }
//! Check whether the mesh contains faces. If no special scene flags
//! are set this should always return true
bool HasFaces() const
{ return mFaces != NULL && mNumFaces > 0; }
//! Check whether the mesh contains normal vectors
bool HasNormals() const
{ return mNormals != NULL && mNumVertices > 0; }
//! Check whether the mesh contains tangent and bitangent vectors
//! It is not possible that it contains tangents and no bitangents
//! (or the other way round). The existence of one of them
//! implies that the second is there, too.
bool HasTangentsAndBitangents() const
{ return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
//! Check whether the mesh contains a vertex color set
//! \param pIndex Index of the vertex color set
bool HasVertexColors( unsigned int pIndex) const
{
if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
return false;
else
return mColors[pIndex] != NULL && mNumVertices > 0;
}
//! Check whether the mesh contains a texture coordinate set
//! \param pIndex Index of the texture coordinates set
bool HasTextureCoords( unsigned int pIndex) const
{
if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
return false;
else
return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
}
//! Get the number of UV channels the mesh contains
unsigned int GetNumUVChannels() const
{
unsigned int n = 0;
while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
return n;
}
//! Get the number of vertex color channels the mesh contains
unsigned int GetNumColorChannels() const
{
unsigned int n = 0;
while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
return n;
}
//! Check whether the mesh contains bones
inline bool HasBones() const
{ return mBones != NULL && mNumBones > 0; }
#endif // __cplusplus
};
#ifdef __cplusplus
}
#endif //! extern "C"
#endif // __AI_MESH_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 metadata.h
* @brief Defines the data structures for holding node meta information.
*/
#ifndef __AI_METADATA_H_INC__
#define __AI_METADATA_H_INC__
#include <assert.h>
#if defined(_MSC_VER) && (_MSC_VER <= 1500)
#include "Compiler/pstdint.h"
#else
#include <limits.h>
#include <stdint.h>
#endif
// -------------------------------------------------------------------------------
/**
* Enum used to distinguish data types
*/
// -------------------------------------------------------------------------------
typedef enum aiMetadataType
{
AI_BOOL = 0,
AI_INT = 1,
AI_UINT64 = 2,
AI_FLOAT = 3,
AI_AISTRING = 4,
AI_AIVECTOR3D = 5,
#ifndef SWIG
FORCE_32BIT = INT_MAX
#endif
} aiMetadataType;
// -------------------------------------------------------------------------------
/**
* Metadata entry
*
* The type field uniquely identifies the underlying type of the data field
*/
// -------------------------------------------------------------------------------
struct aiMetadataEntry
{
aiMetadataType mType;
void* mData;
};
#ifdef __cplusplus
#include <string>
// -------------------------------------------------------------------------------
/**
* Helper functions to get the aiType enum entry for a type
*/
// -------------------------------------------------------------------------------
inline aiMetadataType GetAiType( bool ) { return AI_BOOL; }
inline aiMetadataType GetAiType( int ) { return AI_INT; }
inline aiMetadataType GetAiType( uint64_t ) { return AI_UINT64; }
inline aiMetadataType GetAiType( float ) { return AI_FLOAT; }
inline aiMetadataType GetAiType( aiString ) { return AI_AISTRING; }
inline aiMetadataType GetAiType( aiVector3D ) { return AI_AIVECTOR3D; }
#endif
// -------------------------------------------------------------------------------
/**
* Container for holding metadata.
*
* Metadata is a key-value store using string keys and values.
*/
// -------------------------------------------------------------------------------
struct aiMetadata
{
/** Length of the mKeys and mValues arrays, respectively */
unsigned int mNumProperties;
/** Arrays of keys, may not be NULL. Entries in this array may not be NULL as well. */
C_STRUCT aiString* mKeys;
/** Arrays of values, may not be NULL. Entries in this array may be NULL if the
* corresponding property key has no assigned value. */
C_STRUCT aiMetadataEntry* mValues;
#ifdef __cplusplus
/** Constructor */
aiMetadata()
// set all members to zero by default
: mNumProperties(0)
, mKeys(NULL)
, mValues(NULL)
{}
/** Destructor */
~aiMetadata()
{
delete[] mKeys;
mKeys = NULL;
if (mValues)
{
// Delete each metadata entry
for (unsigned i=0; i<mNumProperties; ++i)
{
void* data = mValues[i].mData;
switch (mValues[i].mType)
{
case AI_BOOL:
delete static_cast<bool*>(data);
break;
case AI_INT:
delete static_cast<int*>(data);
break;
case AI_UINT64:
delete static_cast<uint64_t*>(data);
break;
case AI_FLOAT:
delete static_cast<float*>(data);
break;
case AI_AISTRING:
delete static_cast<aiString*>(data);
break;
case AI_AIVECTOR3D:
delete static_cast<aiVector3D*>(data);
break;
#ifndef SWIG
case FORCE_32BIT:
#endif
default:
assert(false);
break;
}
}
// Delete the metadata array
delete [] mValues;
mValues = NULL;
}
}
template<typename T>
inline void Set( unsigned index, const std::string& key, const T& value )
{
// In range assertion
assert(index < mNumProperties);
// Set metadata key
mKeys[index] = key;
// Set metadata type
mValues[index].mType = GetAiType(value);
// Copy the given value to the dynamic storage
mValues[index].mData = new T(value);
}
template<typename T>
inline bool Get( unsigned index, T& value )
{
// In range assertion
assert(index < mNumProperties);
// Return false if the output data type does
// not match the found value's data type
if ( GetAiType( value ) != mValues[ index ].mType ) {
return false;
}
// Otherwise, output the found value and
// return true
value = *static_cast<T*>(mValues[index].mData);
return true;
}
template<typename T>
inline bool Get( const aiString& key, T& value )
{
// Search for the given key
for (unsigned i=0; i<mNumProperties; ++i)
if (mKeys[i]==key)
return Get(i, value);
return false;
}
template<typename T>
inline bool Get( const std::string& key, T& value ) {
return Get(aiString(key), value);
}
#endif // __cplusplus
};
#endif // __AI_METADATA_H_INC__

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 Android implementation of IOSystem using the standard C file functions.
* Aimed to ease the access to android assets */
#if __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT)
#ifndef AI_ANDROIDJNIIOSYSTEM_H_INC
#define AI_ANDROIDJNIIOSYSTEM_H_INC
#include "../code/DefaultIOSystem.h"
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <android/native_activity.h>
namespace Assimp {
// ---------------------------------------------------------------------------
/** Android extension to DefaultIOSystem using the standard C file functions */
class ASSIMP_API AndroidJNIIOSystem : public DefaultIOSystem
{
public:
/** Initialize android activity data */
std::string mApkWorkspacePath;
AAssetManager* mApkAssetManager;
/** Constructor. */
AndroidJNIIOSystem(ANativeActivity* activity);
/** Destructor. */
~AndroidJNIIOSystem();
// -------------------------------------------------------------------
/** Tests for the existence of a file at the given path. */
bool Exists( const char* pFile) const;
// -------------------------------------------------------------------
/** Opens a file at the given path, with given mode */
IOStream* Open( const char* strFile, const char* strMode);
// ------------------------------------------------------------------------------------------------
// Inits Android extractor
void AndroidActivityInit(ANativeActivity* activity);
// ------------------------------------------------------------------------------------------------
// Extracts android asset
bool AndroidExtractAsset(std::string name);
};
} //!ns Assimp
#endif //AI_ANDROIDJNIIOSYSTEM_H_INC
#endif //__ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT)

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 postprocess.h
* @brief Definitions for import post processing steps
*/
#ifndef AI_POSTPROCESS_H_INC
#define AI_POSTPROCESS_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// -----------------------------------------------------------------------------------
/** @enum aiPostProcessSteps
* @brief Defines the flags for all possible post processing steps.
*
* @note Some steps are influenced by properties set on the Assimp::Importer itself
*
* @see Assimp::Importer::ReadFile()
* @see Assimp::Importer::SetPropertyInteger()
* @see aiImportFile
* @see aiImportFileEx
*/
// -----------------------------------------------------------------------------------
enum aiPostProcessSteps
{
// -------------------------------------------------------------------------
/** <hr>Calculates the tangents and bitangents for the imported meshes.
*
* Does nothing if a mesh does not have normals. You might want this post
* processing step to be executed if you plan to use tangent space calculations
* such as normal mapping applied to the meshes. There's an importer property,
* <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
* a maximum smoothing angle for the algorithm. However, usually you'll
* want to leave it at the default value.
*/
aiProcess_CalcTangentSpace = 0x1,
// -------------------------------------------------------------------------
/** <hr>Identifies and joins identical vertex data sets within all
* imported meshes.
*
* After this step is run, each mesh contains unique vertices,
* so a vertex may be used by multiple faces. You usually want
* to use this post processing step. If your application deals with
* indexed geometry, this step is compulsory or you'll just waste rendering
* time. <b>If this flag is not specified</b>, no vertices are referenced by
* more than one face and <b>no index buffer is required</b> for rendering.
*/
aiProcess_JoinIdenticalVertices = 0x2,
// -------------------------------------------------------------------------
/** <hr>Converts all the imported data to a left-handed coordinate space.
*
* By default the data is returned in a right-handed coordinate space (which
* OpenGL prefers). In this space, +X points to the right,
* +Z points towards the viewer, and +Y points upwards. In the DirectX
* coordinate space +X points to the right, +Y points upwards, and +Z points
* away from the viewer.
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_MakeLeftHanded = 0x4,
// -------------------------------------------------------------------------
/** <hr>Triangulates all faces of all meshes.
*
* By default the imported mesh data might contain faces with more than 3
* indices. For rendering you'll usually want all faces to be triangles.
* This post processing step splits up faces with more than 3 indices into
* triangles. Line and point primitives are *not* modified! If you want
* 'triangles only' with no other kinds of primitives, try the following
* solution:
* <ul>
* <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
* <li>Ignore all point and line meshes when you process assimp's output</li>
* </ul>
*/
aiProcess_Triangulate = 0x8,
// -------------------------------------------------------------------------
/** <hr>Removes some parts of the data structure (animations, materials,
* light sources, cameras, textures, vertex components).
*
* The components to be removed are specified in a separate
* importer property, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
* if you don't need all parts of the output structure. Vertex colors
* are rarely used today for example... Calling this step to remove unneeded
* data from the pipeline as early as possible results in increased
* performance and a more optimized output data structure.
* This step is also useful if you want to force Assimp to recompute
* normals or tangents. The corresponding steps don't recompute them if
* they're already there (loaded from the source asset). By using this
* step you can make sure they are NOT there.
*
* This flag is a poor one, mainly because its purpose is usually
* misunderstood. Consider the following case: a 3D model has been exported
* from a CAD app, and it has per-face vertex colors. Vertex positions can't be
* shared, thus the #aiProcess_JoinIdenticalVertices step fails to
* optimize the data because of these nasty little vertex colors.
* Most apps don't even process them, so it's all for nothing. By using
* this step, unneeded components are excluded as early as possible
* thus opening more room for internal optimizations.
*/
aiProcess_RemoveComponent = 0x10,
// -------------------------------------------------------------------------
/** <hr>Generates normals for all faces of all meshes.
*
* This is ignored if normals are already there at the time this flag
* is evaluated. Model importers try to load them from the source file, so
* they're usually already there. Face normals are shared between all points
* of a single face, so a single point can have multiple normals, which
* forces the library to duplicate vertices in some cases.
* #aiProcess_JoinIdenticalVertices is *senseless* then.
*
* This flag may not be specified together with #aiProcess_GenSmoothNormals.
*/
aiProcess_GenNormals = 0x20,
// -------------------------------------------------------------------------
/** <hr>Generates smooth normals for all vertices in the mesh.
*
* This is ignored if normals are already there at the time this flag
* is evaluated. Model importers try to load them from the source file, so
* they're usually already there.
*
* This flag may not be specified together with
* #aiProcess_GenNormals. There's a importer property,
* <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
* an angle maximum for the normal smoothing algorithm. Normals exceeding
* this limit are not smoothed, resulting in a 'hard' seam between two faces.
* Using a decent angle here (e.g. 80 degrees) results in very good visual
* appearance.
*/
aiProcess_GenSmoothNormals = 0x40,
// -------------------------------------------------------------------------
/** <hr>Splits large meshes into smaller sub-meshes.
*
* This is quite useful for real-time rendering, where the number of triangles
* which can be maximally processed in a single draw-call is limited
* by the video driver/hardware. The maximum vertex buffer is usually limited
* too. Both requirements can be met with this step: you may specify both a
* triangle and vertex limit for a single mesh.
*
* The split limits can (and should!) be set through the
* <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
* importer properties. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
* <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
*
* Note that splitting is generally a time-consuming task, but only if there's
* something to split. The use of this step is recommended for most users.
*/
aiProcess_SplitLargeMeshes = 0x80,
// -------------------------------------------------------------------------
/** <hr>Removes the node graph and pre-transforms all vertices with
* the local transformation matrices of their nodes.
*
* The output scene still contains nodes, however there is only a
* root node with children, each one referencing only one mesh,
* and each mesh referencing one material. For rendering, you can
* simply render all meshes in order - you don't need to pay
* attention to local transformations and the node hierarchy.
* Animations are removed during this step.
* This step is intended for applications without a scenegraph.
* The step CAN cause some problems: if e.g. a mesh of the asset
* contains normals and another, using the same material index, does not,
* they will be brought together, but the first meshes's part of
* the normal list is zeroed. However, these artifacts are rare.
* @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
* can be set to normalize the scene's spatial dimension to the -1...1
* range.
*/
aiProcess_PreTransformVertices = 0x100,
// -------------------------------------------------------------------------
/** <hr>Limits the number of bones simultaneously affecting a single vertex
* to a maximum value.
*
* If any vertex is affected by more than the maximum number of bones, the least
* important vertex weights are removed and the remaining vertex weights are
* renormalized so that the weights still sum up to 1.
* The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
* config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> importer
* property to supply your own limit to the post processing step.
*
* If you intend to perform the skinning in hardware, this post processing
* step might be of interest to you.
*/
aiProcess_LimitBoneWeights = 0x200,
// -------------------------------------------------------------------------
/** <hr>Validates the imported scene data structure.
* This makes sure that all indices are valid, all animations and
* bones are linked correctly, all material references are correct .. etc.
*
* It is recommended that you capture Assimp's log output if you use this flag,
* so you can easily find out what's wrong if a file fails the
* validation. The validator is quite strict and will find *all*
* inconsistencies in the data structure... It is recommended that plugin
* developers use it to debug their loaders. There are two types of
* validation failures:
* <ul>
* <li>Error: There's something wrong with the imported data. Further
* postprocessing is not possible and the data is not usable at all.
* The import fails. #Importer::GetErrorString() or #aiGetErrorString()
* carry the error message around.</li>
* <li>Warning: There are some minor issues (e.g. 1000000 animation
* keyframes with the same time), but further postprocessing and use
* of the data structure is still safe. Warning details are written
* to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
* in #aiScene::mFlags</li>
* </ul>
*
* This post-processing step is not time-consuming. Its use is not
* compulsory, but recommended.
*/
aiProcess_ValidateDataStructure = 0x400,
// -------------------------------------------------------------------------
/** <hr>Reorders triangles for better vertex cache locality.
*
* The step tries to improve the ACMR (average post-transform vertex cache
* miss ratio) for all meshes. The implementation runs in O(n) and is
* roughly based on the 'tipsify' algorithm (see <a href="
* http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
* paper</a>).
*
* If you intend to render huge models in hardware, this step might
* be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>
* importer property can be used to fine-tune the cache optimization.
*/
aiProcess_ImproveCacheLocality = 0x800,
// -------------------------------------------------------------------------
/** <hr>Searches for redundant/unreferenced materials and removes them.
*
* This is especially useful in combination with the
* #aiProcess_PreTransformVertices and #aiProcess_OptimizeMeshes flags.
* Both join small meshes with equal characteristics, but they can't do
* their work if two meshes have different materials. Because several
* material settings are lost during Assimp's import filters,
* (and because many exporters don't check for redundant materials), huge
* models often have materials which are are defined several times with
* exactly the same settings.
*
* Several material settings not contributing to the final appearance of
* a surface are ignored in all comparisons (e.g. the material name).
* So, if you're passing additional information through the
* content pipeline (probably using *magic* material names), don't
* specify this flag. Alternatively take a look at the
* <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> importer property.
*/
aiProcess_RemoveRedundantMaterials = 0x1000,
// -------------------------------------------------------------------------
/** <hr>This step tries to determine which meshes have normal vectors
* that are facing inwards and inverts them.
*
* The algorithm is simple but effective:
* the bounding box of all vertices + their normals is compared against
* the volume of the bounding box of all vertices without their normals.
* This works well for most objects, problems might occur with planar
* surfaces. However, the step tries to filter such cases.
* The step inverts all in-facing normals. Generally it is recommended
* to enable this step, although the result is not always correct.
*/
aiProcess_FixInfacingNormals = 0x2000,
// -------------------------------------------------------------------------
/** <hr>This step splits meshes with more than one primitive type in
* homogeneous sub-meshes.
*
* The step is executed after the triangulation step. After the step
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
* especially useful for real-time rendering where point and line
* primitives are often ignored or rendered separately.
* You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
* specify which primitive types you need. This can be used to easily
* exclude lines and points, which are rarely used, from the import.
*/
aiProcess_SortByPType = 0x8000,
// -------------------------------------------------------------------------
/** <hr>This step searches all meshes for degenerate primitives and
* converts them to proper lines or points.
*
* A face is 'degenerate' if one or more of its points are identical.
* To have the degenerate stuff not only detected and collapsed but
* removed, try one of the following procedures:
* <br><b>1.</b> (if you support lines and points for rendering but don't
* want the degenerates)<br>
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
* <li>Set the <tt>#AI_CONFIG_PP_FD_REMOVE</tt> importer property to
* 1. This will cause the step to remove degenerate triangles from the
* import as soon as they're detected. They won't pass any further
* pipeline steps.
* </li>
* </ul>
* <br><b>2.</b>(if you don't support lines and points at all)<br>
* <ul>
* <li>Specify the #aiProcess_FindDegenerates flag.
* </li>
* <li>Specify the #aiProcess_SortByPType flag. This moves line and
* point primitives to separate meshes.
* </li>
* <li>Set the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> importer property to
* @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
* @endcode to cause SortByPType to reject point
* and line meshes from the scene.
* </li>
* </ul>
* @note Degenerate polygons are not necessarily evil and that's why
* they're not removed by default. There are several file formats which
* don't support lines or points, and some exporters bypass the
* format specification and write them as degenerate triangles instead.
*/
aiProcess_FindDegenerates = 0x10000,
// -------------------------------------------------------------------------
/** <hr>This step searches all meshes for invalid data, such as zeroed
* normal vectors or invalid UV coords and removes/fixes them. This is
* intended to get rid of some common exporter errors.
*
* This is especially useful for normals. If they are invalid, and
* the step recognizes this, they will be removed and can later
* be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
* The step will also remove meshes that are infinitely small and reduce
* animation tracks consisting of hundreds if redundant keys to a single
* key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
* the accuracy of the check for duplicate animation tracks.
*/
aiProcess_FindInvalidData = 0x20000,
// -------------------------------------------------------------------------
/** <hr>This step converts non-UV mappings (such as spherical or
* cylindrical mapping) to proper texture coordinate channels.
*
* Most applications will support UV mapping only, so you will
* probably want to specify this step in every case. Note that Assimp is not
* always able to match the original mapping implementation of the
* 3D app which produced a model perfectly. It's always better to let the
* modelling app compute the UV channels - 3ds max, Maya, Blender,
* LightWave, and Modo do this for example.
*
* @note If this step is not requested, you'll need to process the
* <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
* properly.
*/
aiProcess_GenUVCoords = 0x40000,
// -------------------------------------------------------------------------
/** <hr>This step applies per-texture UV transformations and bakes
* them into stand-alone vtexture coordinate channels.
*
* UV transformations are specified per-texture - see the
* <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
* This step processes all textures with
* transformed input UV coordinates and generates a new (pre-transformed) UV channel
* which replaces the old channel. Most applications won't support UV
* transformations, so you will probably want to specify this step.
*
* @note UV transformations are usually implemented in real-time apps by
* transforming texture coordinates at vertex shader stage with a 3x3
* (homogenous) transformation matrix.
*/
aiProcess_TransformUVCoords = 0x80000,
// -------------------------------------------------------------------------
/** <hr>This step searches for duplicate meshes and replaces them
* with references to the first mesh.
*
* This step takes a while, so don't use it if speed is a concern.
* Its main purpose is to workaround the fact that many export
* file formats don't support instanced meshes, so exporters need to
* duplicate meshes. This step removes the duplicates again. Please
* note that Assimp does not currently support per-node material
* assignment to meshes, which means that identical meshes with
* different materials are currently *not* joined, although this is
* planned for future versions.
*/
aiProcess_FindInstances = 0x100000,
// -------------------------------------------------------------------------
/** <hr>A postprocessing step to reduce the number of meshes.
*
* This will, in fact, reduce the number of draw calls.
*
* This is a very effective optimization and is recommended to be used
* together with #aiProcess_OptimizeGraph, if possible. The flag is fully
* compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
*/
aiProcess_OptimizeMeshes = 0x200000,
// -------------------------------------------------------------------------
/** <hr>A postprocessing step to optimize the scene hierarchy.
*
* Nodes without animations, bones, lights or cameras assigned are
* collapsed and joined.
*
* Node names can be lost during this step. If you use special 'tag nodes'
* to pass additional information through your content pipeline, use the
* <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> importer property to specify a
* list of node names you want to be kept. Nodes matching one of the names
* in this list won't be touched or modified.
*
* Use this flag with caution. Most simple files will be collapsed to a
* single node, so complex hierarchies are usually completely lost. This is not
* useful for editor environments, but probably a very effective
* optimization if you just want to get the model data, convert it to your
* own format, and render it as fast as possible.
*
* This flag is designed to be used with #aiProcess_OptimizeMeshes for best
* results.
*
* @note 'Crappy' scenes with thousands of extremely small meshes packed
* in deeply nested nodes exist for almost all file formats.
* #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
* usually fixes them all and makes them renderable.
*/
aiProcess_OptimizeGraph = 0x400000,
// -------------------------------------------------------------------------
/** <hr>This step flips all UV coordinates along the y-axis and adjusts
* material settings and bitangents accordingly.
*
* <b>Output UV coordinate system:</b>
* @code
* 0y|0y ---------- 1x|0y
* | |
* | |
* | |
* 0x|1y ---------- 1x|1y
* @endcode
*
* You'll probably want to consider this flag if you use Direct3D for
* rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
* setting and bundles all conversions typically required for D3D-based
* applications.
*/
aiProcess_FlipUVs = 0x800000,
// -------------------------------------------------------------------------
/** <hr>This step adjusts the output face winding order to be CW.
*
* The default face winding order is counter clockwise (CCW).
*
* <b>Output face order:</b>
* @code
* x2
*
* x0
* x1
* @endcode
*/
aiProcess_FlipWindingOrder = 0x1000000,
// -------------------------------------------------------------------------
/** <hr>This step splits meshes with many bones into sub-meshes so that each
* su-bmesh has fewer or as many bones as a given limit.
*/
aiProcess_SplitByBoneCount = 0x2000000,
// -------------------------------------------------------------------------
/** <hr>This step removes bones losslessly or according to some threshold.
*
* In some cases (i.e. formats that require it) exporters are forced to
* assign dummy bone weights to otherwise static meshes assigned to
* animated meshes. Full, weight-based skinning is expensive while
* animating nodes is extremely cheap, so this step is offered to clean up
* the data in that regard.
*
* Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
* Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
* only if all bones within the scene qualify for removal.
*/
aiProcess_Debone = 0x4000000
// aiProcess_GenEntityMeshes = 0x100000,
// aiProcess_OptimizeAnimations = 0x200000
// aiProcess_FixTexturePaths = 0x200000
};
// ---------------------------------------------------------------------------------------
/** @def aiProcess_ConvertToLeftHanded
* @brief Shortcut flag for Direct3D-based applications.
*
* Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags.
* The output data matches Direct3D's conventions: left-handed geometry, upper-left
* origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
*
* @deprecated
*/
#define aiProcess_ConvertToLeftHanded ( \
aiProcess_MakeLeftHanded | \
aiProcess_FlipUVs | \
aiProcess_FlipWindingOrder | \
0 )
// ---------------------------------------------------------------------------------------
/** @def aiProcessPreset_TargetRealtime_Fast
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* Applications would want to use this preset to load models on end-user PCs,
* maybe for direct use in game.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application apply the #aiProcess_TransformUVCoords step, too.
* @note Please take the time to read the docs for the steps enabled by this preset.
* Some of them offer further configurable properties, while some of them might not be of
* use for you so it might be better to not specify them.
*/
#define aiProcessPreset_TargetRealtime_Fast ( \
aiProcess_CalcTangentSpace | \
aiProcess_GenNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords | \
aiProcess_SortByPType | \
0 )
// ---------------------------------------------------------------------------------------
/** @def aiProcessPreset_TargetRealtime_Quality
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
* performs some extra optimizations to improve rendering speed and
* to minimize memory usage. It could be a good choice for a level editor
* environment where import speed is not so important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application apply the #aiProcess_TransformUVCoords step, too.
* @note Please take the time to read the docs for the steps enabled by this preset.
* Some of them offer further configurable properties, while some of them might not be
* of use for you so it might be better to not specify them.
*/
#define aiProcessPreset_TargetRealtime_Quality ( \
aiProcess_CalcTangentSpace | \
aiProcess_GenSmoothNormals | \
aiProcess_JoinIdenticalVertices | \
aiProcess_ImproveCacheLocality | \
aiProcess_LimitBoneWeights | \
aiProcess_RemoveRedundantMaterials | \
aiProcess_SplitLargeMeshes | \
aiProcess_Triangulate | \
aiProcess_GenUVCoords | \
aiProcess_SortByPType | \
aiProcess_FindDegenerates | \
aiProcess_FindInvalidData | \
0 )
// ---------------------------------------------------------------------------------------
/** @def aiProcessPreset_TargetRealtime_MaxQuality
* @brief Default postprocess configuration optimizing the data for real-time rendering.
*
* This preset enables almost every optimization step to achieve perfectly
* optimized data. It's your choice for level editor environments where import speed
* is not important.
*
* If you're using DirectX, don't forget to combine this value with
* the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
* in your application, apply the #aiProcess_TransformUVCoords step, too.
* @note Please take the time to read the docs for the steps enabled by this preset.
* Some of them offer further configurable properties, while some of them might not be
* of use for you so it might be better to not specify them.
*/
#define aiProcessPreset_TargetRealtime_MaxQuality ( \
aiProcessPreset_TargetRealtime_Quality | \
aiProcess_FindInstances | \
aiProcess_ValidateDataStructure | \
aiProcess_OptimizeMeshes | \
0 )
#ifdef __cplusplus
} // end of extern "C"
#endif
#endif // AI_POSTPROCESS_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, 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 quaternion.h
* @brief Quaternion structure, including operators when compiling in C++
*/
#ifndef AI_QUATERNION_H_INC
#define AI_QUATERNION_H_INC
#ifdef __cplusplus
template <typename TReal> class aiVector3t;
template <typename TReal> class aiMatrix3x3t;
// ---------------------------------------------------------------------------
/** Represents a quaternion in a 4D vector. */
template <typename TReal>
class aiQuaterniont
{
public:
aiQuaterniont() : w(1.0), x(), y(), z() {}
aiQuaterniont(TReal pw, TReal px, TReal py, TReal pz)
: w(pw), x(px), y(py), z(pz) {}
/** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
explicit aiQuaterniont( const aiMatrix3x3t<TReal>& pRotMatrix);
/** Construct from euler angles */
aiQuaterniont( TReal rotx, TReal roty, TReal rotz);
/** Construct from an axis-angle pair */
aiQuaterniont( aiVector3t<TReal> axis, TReal angle);
/** Construct from a normalized quaternion stored in a vec3 */
explicit aiQuaterniont( aiVector3t<TReal> normalized);
/** Returns a matrix representation of the quaternion */
aiMatrix3x3t<TReal> GetMatrix() const;
public:
bool operator== (const aiQuaterniont& o) const;
bool operator!= (const aiQuaterniont& o) const;
bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
public:
/** Normalize the quaternion */
aiQuaterniont& Normalize();
/** Compute quaternion conjugate */
aiQuaterniont& Conjugate ();
/** Rotate a point by this quaternion */
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
/** Multiply two quaternions */
aiQuaterniont operator* (const aiQuaterniont& two) const;
public:
/** Performs a spherical interpolation between two quaternions and writes the result into the third.
* @param pOut Target object to received the interpolated rotation.
* @param pStart Start rotation of the interpolation at factor == 0.
* @param pEnd End rotation, factor == 1.
* @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
*/
static void Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart,
const aiQuaterniont& pEnd, TReal pFactor);
public:
//! w,x,y,z components of the quaternion
TReal w, x, y, z;
} ;
typedef aiQuaterniont<float> aiQuaternion;
#else
struct aiQuaternion {
float w, x, y, z;
};
#endif
#endif // AI_QUATERNION_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 quaternion.inl
* @brief Inline implementation of aiQuaterniont<TReal> operators
*/
#ifndef AI_QUATERNION_INL_INC
#define AI_QUATERNION_INL_INC
#ifdef __cplusplus
#include "quaternion.h"
#include <cmath>
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
{
return x == o.x && y == o.y && z == o.z && w == o.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
{
return !(*this == o);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
return
std::abs(x - o.x) <= epsilon &&
std::abs(y - o.y) <= epsilon &&
std::abs(z - o.z) <= epsilon &&
std::abs(w - o.w) <= epsilon;
}
// ---------------------------------------------------------------------------
// Constructs a quaternion from a rotation matrix
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
{
TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
// large enough
if( t > static_cast<TReal>(0))
{
TReal s = std::sqrt(1 + t) * static_cast<TReal>(2.0);
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
w = static_cast<TReal>(0.25) * s;
} // else we have to check several cases
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
{
// Column 0:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = static_cast<TReal>(0.25) * s;
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
}
else if( pRotMatrix.b2 > pRotMatrix.c3)
{
// Column 1:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
y = static_cast<TReal>(0.25) * s;
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
} else
{
// Column 2:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
z = static_cast<TReal>(0.25) * s;
w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
}
}
// ---------------------------------------------------------------------------
// Construction from euler angles
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
{
const TReal fSinPitch(std::sin(fPitch*static_cast<TReal>(0.5)));
const TReal fCosPitch(std::cos(fPitch*static_cast<TReal>(0.5)));
const TReal fSinYaw(std::sin(fYaw*static_cast<TReal>(0.5)));
const TReal fCosYaw(std::cos(fYaw*static_cast<TReal>(0.5)));
const TReal fSinRoll(std::sin(fRoll*static_cast<TReal>(0.5)));
const TReal fCosRoll(std::cos(fRoll*static_cast<TReal>(0.5)));
const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
}
// ---------------------------------------------------------------------------
// Returns a matrix representation of the quaternion
template<typename TReal>
inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
{
aiMatrix3x3t<TReal> resMatrix;
resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
return resMatrix;
}
// ---------------------------------------------------------------------------
// Construction from an axis-angle pair
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
{
axis.Normalize();
const TReal sin_a = std::sin( angle / 2 );
const TReal cos_a = std::cos( angle / 2 );
x = axis.x * sin_a;
y = axis.y * sin_a;
z = axis.z * sin_a;
w = cos_a;
}
// ---------------------------------------------------------------------------
// Construction from am existing, normalized quaternion
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
{
x = normalized.x;
y = normalized.y;
z = normalized.z;
const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
if (t < static_cast<TReal>(0.0)) {
w = static_cast<TReal>(0.0);
}
else w = std::sqrt (t);
}
// ---------------------------------------------------------------------------
// Performs a spherical interpolation between two quaternions
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
// Congrats, gmtl!
template<typename TReal>
inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
{
// calc cosine theta
TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
// adjust signs (if necessary)
aiQuaterniont end = pEnd;
if( cosom < static_cast<TReal>(0.0))
{
cosom = -cosom;
end.x = -end.x; // Reverse all signs
end.y = -end.y;
end.z = -end.z;
end.w = -end.w;
}
// Calculate coefficients
TReal sclp, sclq;
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
{
// Standard case (slerp)
TReal omega, sinom;
omega = std::acos( cosom); // extract theta from dot product's cos theta
sinom = std::sin( omega);
sclp = std::sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
sclq = std::sin( pFactor * omega) / sinom;
} else
{
// Very close, do linear interp (because it's faster)
sclp = static_cast<TReal>(1.0) - pFactor;
sclq = pFactor;
}
pOut.x = sclp * pStart.x + sclq * end.x;
pOut.y = sclp * pStart.y + sclq * end.y;
pOut.z = sclp * pStart.z + sclq * end.z;
pOut.w = sclp * pStart.w + sclq * end.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
{
// compute the magnitude and divide through it
const TReal mag = std::sqrt(x*x + y*y + z*z + w*w);
if (mag)
{
const TReal invMag = static_cast<TReal>(1.0)/mag;
x *= invMag;
y *= invMag;
z *= invMag;
w *= invMag;
}
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
{
return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
w*t.x + x*t.w + y*t.z - z*t.y,
w*t.y + y*t.w + z*t.x - x*t.z,
w*t.z + z*t.w + x*t.y - y*t.x);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
{
x = -x;
y = -y;
z = -z;
return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
{
aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
qinv.Conjugate();
q = q*q2*qinv;
return aiVector3t<TReal>(q.x,q.y,q.z);
}
#endif
#endif

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 scene.h
* @brief Defines the data structures in which the imported scene is returned.
*/
#ifndef __AI_SCENE_H_INC__
#define __AI_SCENE_H_INC__
#include "types.h"
#include "texture.h"
#include "mesh.h"
#include "light.h"
#include "camera.h"
#include "material.h"
#include "anim.h"
#include "metadata.h"
#ifdef __cplusplus
extern "C" {
#endif
// -------------------------------------------------------------------------------
/** A node in the imported hierarchy.
*
* Each node has name, a parent node (except for the root node),
* a transformation relative to its parent and possibly several child nodes.
* Simple file formats don't support hierarchical structures - for these formats
* the imported scene does consist of only a single root node without children.
*/
// -------------------------------------------------------------------------------
struct aiNode
{
/** The name of the node.
*
* The name might be empty (length of zero) but all nodes which
* need to be referenced by either bones or animations are named.
* Multiple nodes may have the same name, except for nodes which are referenced
* by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
*
* Cameras and lights reference a specific node by name - if there
* are multiple nodes with this name, they are assigned to each of them.
* <br>
* There are no limitations with regard to the characters contained in
* the name string as it is usually taken directly from the source file.
*
* Implementations should be able to handle tokens such as whitespace, tabs,
* line feeds, quotation marks, ampersands etc.
*
* Sometimes assimp introduces new nodes not present in the source file
* into the hierarchy (usually out of necessity because sometimes the
* source hierarchy format is simply not compatible). Their names are
* surrounded by @verbatim <> @endverbatim e.g.
* @verbatim<DummyRootNode> @endverbatim.
*/
C_STRUCT aiString mName;
/** The transformation relative to the node's parent. */
C_STRUCT aiMatrix4x4 mTransformation;
/** Parent node. NULL if this node is the root node. */
C_STRUCT aiNode* mParent;
/** The number of child nodes of this node. */
unsigned int mNumChildren;
/** The child nodes of this node. NULL if mNumChildren is 0. */
C_STRUCT aiNode** mChildren;
/** The number of meshes of this node. */
unsigned int mNumMeshes;
/** The meshes of this node. Each entry is an index into the
* mesh list of the #aiScene.
*/
unsigned int* mMeshes;
/** Metadata associated with this node or NULL if there is no metadata.
* Whether any metadata is generated depends on the source file format. See the
* @link importer_notes @endlink page for more information on every source file
* format. Importers that don't document any metadata don't write any.
*/
C_STRUCT aiMetadata* mMetaData;
#ifdef __cplusplus
/** Constructor */
aiNode()
// set all members to zero by default
: mName("")
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Construction from a specific name */
explicit aiNode(const std::string& name)
// set all members to zero by default
: mName(name)
, mParent(NULL)
, mNumChildren(0)
, mChildren(NULL)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL)
{
}
/** Destructor */
~aiNode()
{
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
{
for( unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];
}
delete [] mChildren;
delete [] mMeshes;
delete mMetaData;
}
/** Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
*
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline const aiNode* FindNode(const aiString& name) const
{
return FindNode(name.data);
}
inline aiNode* FindNode(const aiString& name)
{
return FindNode(name.data);
}
inline const aiNode* FindNode(const char* name) const
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
const aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
inline aiNode* FindNode(const char* name)
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}
#endif // __cplusplus
};
// -------------------------------------------------------------------------------
/**
* Specifies that the scene data structure that was imported is not complete.
* This flag bypasses some internal validations and allows the import
* of animation skeletons, material libraries or camera animation paths
* using Assimp. Most applications won't support such data.
*/
#define AI_SCENE_FLAGS_INCOMPLETE 0x1
/**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful. In a validated scene you can be sure that
* any cross references in the data structure (e.g. vertex indices) are valid.
*/
#define AI_SCENE_FLAGS_VALIDATED 0x2
/**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful but some issues have been found.
* This can for example mean that a texture that does not exist is referenced
* by a material or that the bone weights for a vertex don't sum to 1.0 ... .
* In most cases you should still be able to use the import. This flag could
* be useful for applications which don't capture Assimp's log output.
*/
#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
/**
* This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
* It indicates that the vertices of the output meshes aren't in the internal
* verbose format anymore. In the verbose format all vertices are unique,
* no vertex is ever referenced by more than one face.
*/
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
/**
* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
* positions refer to the x,y coordinates on the terrain height map, the z-axis
* stores the elevation at a specific point.
*
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
* @note Assimp is probably not the best choice for loading *huge* terrains -
* fully triangulated data takes extremely much free store and should be avoided
* as long as possible (typically you'll do the triangulation when you actually
* need to render it).
*/
#define AI_SCENE_FLAGS_TERRAIN 0x10
// -------------------------------------------------------------------------------
/** The root structure of the imported data.
*
* Everything that was imported from the given file can be accessed from here.
* Objects of this class are generally maintained and owned by Assimp, not
* by the caller. You shouldn't want to instance it, nor should you ever try to
* delete a given scene on your own.
*/
// -------------------------------------------------------------------------------
struct aiScene
{
/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
* this value is 0, no flags are set. Most applications will
* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
* bit set.
*/
unsigned int mFlags;
/** The root node of the hierarchy.
*
* There will always be at least the root node if the import
* was successful (and no special flags have been set).
* Presence of further nodes depends on the format and content
* of the imported file.
*/
C_STRUCT aiNode* mRootNode;
/** The number of meshes in the scene. */
unsigned int mNumMeshes;
/** The array of meshes.
*
* Use the indices given in the aiNode structure to access
* this array. The array is mNumMeshes in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMesh** mMeshes;
/** The number of materials in the scene. */
unsigned int mNumMaterials;
/** The array of materials.
*
* Use the index given in each aiMesh structure to access this
* array. The array is mNumMaterials in size. If the
* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
* be at least ONE material.
*/
C_STRUCT aiMaterial** mMaterials;
/** The number of animations in the scene. */
unsigned int mNumAnimations;
/** The array of animations.
*
* All animations imported from the given file are listed here.
* The array is mNumAnimations in size.
*/
C_STRUCT aiAnimation** mAnimations;
/** The number of textures embedded into the file */
unsigned int mNumTextures;
/** The array of embedded textures.
*
* Not many file formats embed their textures into the file.
* An example is Quake's MDL format (which is also used by
* some GameStudio versions)
*/
C_STRUCT aiTexture** mTextures;
/** The number of light sources in the scene. Light sources
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumLights;
/** The array of light sources.
*
* All light sources imported from the given file are
* listed here. The array is mNumLights in size.
*/
C_STRUCT aiLight** mLights;
/** The number of cameras in the scene. Cameras
* are fully optional, in most cases this attribute will be 0
*/
unsigned int mNumCameras;
/** The array of cameras.
*
* All cameras imported from the given file are listed here.
* The array is mNumCameras in size. The first camera in the
* array (if existing) is the default camera view into
* the scene.
*/
C_STRUCT aiCamera** mCameras;
#ifdef __cplusplus
//! Default constructor - set everything to 0/NULL
ASSIMP_API aiScene();
//! Destructor
ASSIMP_API ~aiScene();
//! Check whether the scene contains meshes
//! Unless no special scene flags are set this will always be true.
inline bool HasMeshes() const
{ return mMeshes != NULL && mNumMeshes > 0; }
//! Check whether the scene contains materials
//! Unless no special scene flags are set this will always be true.
inline bool HasMaterials() const
{ return mMaterials != NULL && mNumMaterials > 0; }
//! Check whether the scene contains lights
inline bool HasLights() const
{ return mLights != NULL && mNumLights > 0; }
//! Check whether the scene contains textures
inline bool HasTextures() const
{ return mTextures != NULL && mNumTextures > 0; }
//! Check whether the scene contains cameras
inline bool HasCameras() const
{ return mCameras != NULL && mNumCameras > 0; }
//! Check whether the scene contains animations
inline bool HasAnimations() const
{ return mAnimations != NULL && mNumAnimations > 0; }
#endif // __cplusplus
/** Internal data, do not touch */
#ifdef __cplusplus
void* mPrivate;
#else
char* mPrivate;
#endif
};
#ifdef __cplusplus
} //! namespace Assimp
#endif
#endif // __AI_SCENE_H_INC__

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 texture.h
* @brief Defines texture helper structures for the library
*
* Used for file formats which embed their textures into the model file.
* Supported are both normal textures, which are stored as uncompressed
* pixels, and "compressed" textures, which are stored in a file format
* such as PNG or TGA.
*/
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// --------------------------------------------------------------------------------
/** @def AI_MAKE_EMBEDDED_TEXNAME
* Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
#include "./Compiler/pushpack1.h"
// --------------------------------------------------------------------------------
/** @brief Helper structure to represent a texel in a ARGB8888 format
*
* Used by aiTexture.
*/
struct aiTexel
{
unsigned char b,g,r,a;
#ifdef __cplusplus
//! Comparison operator
bool operator== (const aiTexel& other) const
{
return b == other.b && r == other.r &&
g == other.g && a == other.a;
}
//! Inverse comparison operator
bool operator!= (const aiTexel& other) const
{
return b != other.b || r != other.r ||
g != other.g || a != other.a;
}
//! Conversion to a floating-point 4d color
operator aiColor4D() const
{
return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
}
#endif // __cplusplus
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
// --------------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
*
* Normally textures are contained in external files but some file formats embed
* them directly in the model file. There are two types of embedded textures:
* 1. Uncompressed textures. The color data is given in an uncompressed format.
* 2. Compressed textures stored in a file format like png or jpg. The raw file
* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
* get access to the actual color data.
*
* Embedded textures are referenced from materials using strings like "*0", "*1", etc.
* as the texture paths (a single asterisk character followed by the
* zero-based index of the texture in the aiScene::mTextures array).
*/
struct aiTexture
{
/** Width of the texture, in pixels
*
* If mHeight is zero the texture is compressed in a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/
unsigned int mWidth;
/** Height of the texture, in pixels
*
* If this value is zero, pcData points to an compressed texture
* in any format (e.g. JPEG).
*/
unsigned int mHeight;
/** A hint from the loader to make it easier for applications
* to determine the type of embedded compressed textures.
*
* If mHeight != 0 this member is undefined. Otherwise it
* is set set to '\\0\\0\\0\\0' if the loader has no additional
* information about the texture file format used OR the
* file extension of the format without a trailing dot. If there
* are multiple file extensions for a format, the shortest
* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
* E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
* The fourth character will always be '\\0'.
*/
char achFormatHint[4];
/** Data of the texture.
*
* Points to an array of mWidth * mHeight aiTexel's.
* The format of the texture data is always ARGB8888 to
* make the implementation for user of the library as easy
* as possible. If mHeight = 0 this is a pointer to a memory
* buffer of size mWidth containing the compressed texture
* data. Good luck, have fun!
*/
C_STRUCT aiTexel* pcData;
#ifdef __cplusplus
//! For compressed textures (mHeight == 0): compare the
//! format hint against a given string.
//! @param s Input string. 3 characters are maximally processed.
//! Example values: "jpg", "png"
//! @return true if the given string matches the format hint
bool CheckFormat(const char* s) const
{
return (0 == ::strncmp(achFormatHint,s,3));
}
// Construction
aiTexture ()
: mWidth (0)
, mHeight (0)
, pcData (NULL)
{
achFormatHint[0] = achFormatHint[1] = 0;
achFormatHint[2] = achFormatHint[3] = 0;
}
// Destruction
~aiTexture ()
{
delete[] pcData;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_TEXTURE_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 types.h
* Basic data types and primitives, such as vectors or colors.
*/
#ifndef AI_TYPES_H_INC
#define AI_TYPES_H_INC
// Some runtime headers
#include <sys/types.h>
#include <math.h>
#include <stddef.h>
#include <string.h>
#include <limits.h>
// Our compile configuration
#include "defs.h"
// Some types moved to separate header due to size of operators
#include "vector3.h"
#include "vector2.h"
#include "color4.h"
#include "matrix3x3.h"
#include "matrix4x4.h"
#include "quaternion.h"
#ifdef __cplusplus
#include <cstring>
#include <new> // for std::nothrow_t
#include <string> // for aiString::Set(const std::string&)
namespace Assimp {
//! @cond never
namespace Intern {
// --------------------------------------------------------------------
/** @brief Internal helper class to utilize our internal new/delete
* routines for allocating object of this and derived classes.
*
* By doing this you can safely share class objects between Assimp
* and the application - it works even over DLL boundaries. A good
* example is the #IOSystem where the application allocates its custom
* #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
* destructs, Assimp calls operator delete on the stored #IOSystem.
* If it lies on a different heap than Assimp is working with,
* the application is determined to crash.
*/
// --------------------------------------------------------------------
#ifndef SWIG
struct ASSIMP_API AllocateFromAssimpHeap {
// http://www.gotw.ca/publications/mill15.htm
// new/delete overload
void *operator new ( size_t num_bytes) /* throw( std::bad_alloc ) */;
void *operator new ( size_t num_bytes, const std::nothrow_t& ) throw();
void operator delete ( void* data);
// array new/delete overload
void *operator new[] ( size_t num_bytes) /* throw( std::bad_alloc ) */;
void *operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw();
void operator delete[] ( void* data);
}; // struct AllocateFromAssimpHeap
#endif
} // namespace Intern
//! @endcond
} // namespace Assimp
extern "C" {
#endif
/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
#ifdef __cplusplus
const size_t MAXLEN = 1024;
#else
# define MAXLEN 1024
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a plane in a three-dimensional, euclidean space
*/
struct aiPlane
{
#ifdef __cplusplus
aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
aiPlane (float _a, float _b, float _c, float _d)
: a(_a), b(_b), c(_c), d(_d) {}
aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
#endif // !__cplusplus
//! Plane equation
float a,b,c,d;
} PACK_STRUCT; // !struct aiPlane
// ----------------------------------------------------------------------------------
/** Represents a ray
*/
struct aiRay
{
#ifdef __cplusplus
aiRay () {}
aiRay (const aiVector3D& _pos, const aiVector3D& _dir)
: pos(_pos), dir(_dir) {}
aiRay (const aiRay& o) : pos (o.pos), dir (o.dir) {}
#endif // !__cplusplus
//! Position and direction of the ray
C_STRUCT aiVector3D pos, dir;
} PACK_STRUCT; // !struct aiRay
// ----------------------------------------------------------------------------------
/** Represents a color in Red-Green-Blue space.
*/
struct aiColor3D
{
#ifdef __cplusplus
aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
explicit aiColor3D (float _r) : r(_r), g(_r), b(_r) {}
aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
/** Component-wise comparison */
// TODO: add epsilon?
bool operator == (const aiColor3D& other) const
{return r == other.r && g == other.g && b == other.b;}
/** Component-wise inverse comparison */
// TODO: add epsilon?
bool operator != (const aiColor3D& other) const
{return r != other.r || g != other.g || b != other.b;}
/** Component-wise comparison */
// TODO: add epsilon?
bool operator < (const aiColor3D& other) const {
return r < other.r || (
r == other.r && (g < other.g ||
(g == other.g && b < other.b)
)
);
}
/** Component-wise addition */
aiColor3D operator+(const aiColor3D& c) const {
return aiColor3D(r+c.r,g+c.g,b+c.b);
}
/** Component-wise subtraction */
aiColor3D operator-(const aiColor3D& c) const {
return aiColor3D(r-c.r,g-c.g,b-c.b);
}
/** Component-wise multiplication */
aiColor3D operator*(const aiColor3D& c) const {
return aiColor3D(r*c.r,g*c.g,b*c.b);
}
/** Multiply with a scalar */
aiColor3D operator*(float f) const {
return aiColor3D(r*f,g*f,b*f);
}
/** Access a specific color component */
float operator[](unsigned int i) const {
return *(&r + i);
}
/** Access a specific color component */
float& operator[](unsigned int i) {
return *(&r + i);
}
/** Check whether a color is black */
bool IsBlack() const {
static const float epsilon = 10e-3f;
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
}
#endif // !__cplusplus
//! Red, green and blue color values
float r, g, b;
} PACK_STRUCT; // !struct aiColor3D
#include "./Compiler/poppack1.h"
// ----------------------------------------------------------------------------------
/** Represents an UTF-8 string, zero byte terminated.
*
* The character set of an aiString is explicitly defined to be UTF-8. This Unicode
* transformation was chosen in the belief that most strings in 3d files are limited
* to ASCII, thus the character set needed to be strictly ASCII compatible.
*
* Most text file loaders provide proper Unicode input file handling, special unicode
* characters are correctly transcoded to UTF8 and are kept throughout the libraries'
* import pipeline.
*
* For most applications, it will be absolutely sufficient to interpret the
* aiString as ASCII data and work with it as one would work with a plain char*.
* Windows users in need of proper support for i.e asian characters can use the
* MultiByteToWideChar(), WideCharToMultiByte() WinAPI functionality to convert the
* UTF-8 strings to their working character set (i.e. MBCS, WideChar).
*
* We use this representation instead of std::string to be C-compatible. The
* (binary) length of such a string is limited to MAXLEN characters (including the
* the terminating zero).
*/
struct aiString
{
#ifdef __cplusplus
/** Default constructor, the string is set to have zero length */
aiString() :
length(0)
{
data[0] = '\0';
#ifdef ASSIMP_BUILD_DEBUG
// Debug build: overwrite the string on its full length with ESC (27)
memset(data+1,27,MAXLEN-1);
#endif
}
/** Copy constructor */
aiString(const aiString& rOther) :
length(rOther.length)
{
// Crop the string to the maximum length
length = length>=MAXLEN?MAXLEN-1:length;
memcpy( data, rOther.data, length);
data[length] = '\0';
}
/** Constructor from std::string */
explicit aiString(const std::string& pString) :
length(pString.length())
{
length = length>=MAXLEN?MAXLEN-1:length;
memcpy( data, pString.c_str(), length);
data[length] = '\0';
}
/** Copy a std::string to the aiString */
void Set( const std::string& pString) {
if( pString.length() > MAXLEN - 1) {
return;
}
length = pString.length();
memcpy( data, pString.c_str(), length);
data[length] = 0;
}
/** Copy a const char* to the aiString */
void Set( const char* sz) {
const size_t len = ::strlen(sz);
if( len > MAXLEN - 1) {
return;
}
length = len;
memcpy( data, sz, len);
data[len] = 0;
}
/** Assign a const char* to the string */
aiString& operator = (const char* sz) {
Set(sz);
return *this;
}
/** Assign a cstd::string to the string */
aiString& operator = ( const std::string& pString) {
Set(pString);
return *this;
}
/** Comparison operator */
bool operator==(const aiString& other) const {
return (length == other.length && 0 == memcmp(data,other.data,length));
}
/** Inverse comparison operator */
bool operator!=(const aiString& other) const {
return (length != other.length || 0 != memcmp(data,other.data,length));
}
/** Append a string to the string */
void Append (const char* app) {
const size_t len = ::strlen(app);
if (!len) {
return;
}
if (length + len >= MAXLEN) {
return;
}
memcpy(&data[length],app,len+1);
length += len;
}
/** Clear the string - reset its length to zero */
void Clear () {
length = 0;
data[0] = '\0';
#ifdef ASSIMP_BUILD_DEBUG
// Debug build: overwrite the string on its full length with ESC (27)
memset(data+1,27,MAXLEN-1);
#endif
}
/** Returns a pointer to the underlying zero-terminated array of characters */
const char* C_Str() const {
return data;
}
#endif // !__cplusplus
/** Binary length of the string excluding the terminal 0. This is NOT the
* logical length of strings containing UTF-8 multibyte sequences! It's
* the number of bytes from the beginning of the string to its end.*/
size_t length;
/** String buffer. Size limit is MAXLEN */
char data[MAXLEN];
} ; // !struct aiString
// ----------------------------------------------------------------------------------
/** Standard return type for some library functions.
* Rarely used, and if, mostly in the C API.
*/
typedef enum aiReturn
{
/** Indicates that a function was successful */
aiReturn_SUCCESS = 0x0,
/** Indicates that a function failed */
aiReturn_FAILURE = -0x1,
/** Indicates that not enough memory was available
* to perform the requested operation
*/
aiReturn_OUTOFMEMORY = -0x3,
/** @cond never
* Force 32-bit size enum
*/
_AI_ENFORCE_ENUM_SIZE = 0x7fffffff
/// @endcond
} aiReturn; // !enum aiReturn
// just for backwards compatibility, don't use these constants anymore
#define AI_SUCCESS aiReturn_SUCCESS
#define AI_FAILURE aiReturn_FAILURE
#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY
// ----------------------------------------------------------------------------------
/** Seek origins (for the virtual file system API).
* Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
*/
enum aiOrigin
{
/** Beginning of the file */
aiOrigin_SET = 0x0,
/** Current position of the file pointer */
aiOrigin_CUR = 0x1,
/** End of the file, offsets must be negative */
aiOrigin_END = 0x2,
/** @cond never
* Force 32-bit size enum
*/
_AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
/// @endcond
}; // !enum aiOrigin
// ----------------------------------------------------------------------------------
/** @brief Enumerates predefined log streaming destinations.
* Logging to these streams can be enabled with a single call to
* #LogStream::createDefaultStream.
*/
enum aiDefaultLogStream
{
/** Stream the log to a file */
aiDefaultLogStream_FILE = 0x1,
/** Stream the log to std::cout */
aiDefaultLogStream_STDOUT = 0x2,
/** Stream the log to std::cerr */
aiDefaultLogStream_STDERR = 0x4,
/** MSVC only: Stream the log the the debugger
* (this relies on OutputDebugString from the Win32 SDK)
*/
aiDefaultLogStream_DEBUGGER = 0x8,
/** @cond never
* Force 32-bit size enum
*/
_AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
/// @endcond
}; // !enum aiDefaultLogStream
// just for backwards compatibility, don't use these constants anymore
#define DLS_FILE aiDefaultLogStream_FILE
#define DLS_STDOUT aiDefaultLogStream_STDOUT
#define DLS_STDERR aiDefaultLogStream_STDERR
#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER
// ----------------------------------------------------------------------------------
/** Stores the memory requirements for different components (e.g. meshes, materials,
* animations) of an import. All sizes are in bytes.
* @see Importer::GetMemoryRequirements()
*/
struct aiMemoryInfo
{
#ifdef __cplusplus
/** Default constructor */
aiMemoryInfo()
: textures (0)
, materials (0)
, meshes (0)
, nodes (0)
, animations (0)
, cameras (0)
, lights (0)
, total (0)
{}
#endif
/** Storage allocated for texture data */
unsigned int textures;
/** Storage allocated for material data */
unsigned int materials;
/** Storage allocated for mesh data */
unsigned int meshes;
/** Storage allocated for node data */
unsigned int nodes;
/** Storage allocated for animation data */
unsigned int animations;
/** Storage allocated for camera data */
unsigned int cameras;
/** Storage allocated for light data */
unsigned int lights;
/** Total storage allocated for the full import. */
unsigned int total;
}; // !struct aiMemoryInfo
#ifdef __cplusplus
}
#endif //! __cplusplus
// Include implementation files
#include "vector2.inl"
#include "vector3.inl"
#include "color4.inl"
#include "quaternion.inl"
#include "matrix3x3.inl"
#include "matrix4x4.inl"
#endif

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, 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 vector2.h
* @brief 2D vector structure, including operators when compiling in C++
*/
#ifndef AI_VECTOR2D_H_INC
#define AI_VECTOR2D_H_INC
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
/** Represents a two-dimensional vector.
*/
#ifdef __cplusplus
template <typename TReal>
class aiVector2t
{
public:
aiVector2t () : x(), y() {}
aiVector2t (TReal _x, TReal _y) : x(_x), y(_y) {}
explicit aiVector2t (TReal _xyz) : x(_xyz), y(_xyz) {}
aiVector2t (const aiVector2t& o) : x(o.x), y(o.y) {}
public:
void Set( TReal pX, TReal pY);
TReal SquareLength() const ;
TReal Length() const ;
aiVector2t& Normalize();
public:
const aiVector2t& operator += (const aiVector2t& o);
const aiVector2t& operator -= (const aiVector2t& o);
const aiVector2t& operator *= (TReal f);
const aiVector2t& operator /= (TReal f);
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
bool operator== (const aiVector2t& other) const;
bool operator!= (const aiVector2t& other) const;
bool Equal(const aiVector2t& other, TReal epsilon = 1e-6) const;
aiVector2t& operator= (TReal f);
const aiVector2t SymMul(const aiVector2t& o);
template <typename TOther>
operator aiVector2t<TOther> () const;
TReal x, y;
} PACK_STRUCT;
typedef aiVector2t<float> aiVector2D;
#else
struct aiVector2D {
float x, y;
};
#endif // __cplusplus
#include "./Compiler/poppack1.h"
#endif // AI_VECTOR2D_H_INC

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