assimp/code/AssetLib/Obj/ObjFileData.h

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
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All rights reserved.
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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.
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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
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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.
----------------------------------------------------------------------
*/
#pragma once
#ifndef OBJ_FILEDATA_H_INC
#define OBJ_FILEDATA_H_INC
#include <assimp/mesh.h>
#include <assimp/types.h>
#include <map>
#include <vector>
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namespace Assimp {
namespace ObjFile {
struct Object;
struct Face;
struct Material;
// ------------------------------------------------------------------------------------------------
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//! \struct Face
//! \brief Data structure for a simple obj-face, describes discredit,l.ation and materials
// ------------------------------------------------------------------------------------------------
struct Face {
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using IndexArray = std::vector<unsigned int>;
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//! Primitive type
aiPrimitiveType m_PrimitiveType;
//! Vertex indices
IndexArray m_vertices;
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//! Normal indices
IndexArray m_normals;
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//! Texture coordinates indices
IndexArray m_texturCoords;
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//! Pointer to assigned material
Material *m_pMaterial;
//! \brief Default constructor
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Face(aiPrimitiveType pt = aiPrimitiveType_POLYGON) :
m_PrimitiveType(pt), m_vertices(), m_normals(), m_texturCoords(), m_pMaterial(0L) {
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// empty
}
//! \brief Destructor
~Face() {
// empty
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}
};
// ------------------------------------------------------------------------------------------------
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//! \struct Object
//! \brief Stores all objects of an obj-file object definition
// ------------------------------------------------------------------------------------------------
struct Object {
enum ObjectType {
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ObjType,
GroupType
};
//! Object name
std::string m_strObjName;
//! Transformation matrix, stored in OpenGL format
aiMatrix4x4 m_Transformation;
//! All sub-objects referenced by this object
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std::vector<Object *> m_SubObjects;
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/// Assigned meshes
std::vector<unsigned int> m_Meshes;
//! \brief Default constructor
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Object() = default;
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//! \brief Destructor
~Object() {
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for (std::vector<Object *>::iterator it = m_SubObjects.begin(); it != m_SubObjects.end(); ++it) {
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delete *it;
}
}
};
// ------------------------------------------------------------------------------------------------
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//! \struct Material
//! \brief Data structure to store all material specific data
// ------------------------------------------------------------------------------------------------
struct Material {
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//! Name of material description
aiString MaterialName;
//! Texture names
aiString texture;
aiString textureSpecular;
aiString textureAmbient;
aiString textureEmissive;
aiString textureBump;
aiString textureNormal;
aiString textureReflection[6];
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aiString textureSpecularity;
aiString textureOpacity;
aiString textureDisp;
aiString textureRoughness;
aiString textureMetallic;
aiString textureSheen;
aiString textureRMA;
enum TextureType {
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TextureDiffuseType = 0,
TextureSpecularType,
TextureAmbientType,
TextureEmissiveType,
TextureBumpType,
TextureNormalType,
TextureReflectionSphereType,
TextureReflectionCubeTopType,
TextureReflectionCubeBottomType,
TextureReflectionCubeFrontType,
TextureReflectionCubeBackType,
TextureReflectionCubeLeftType,
TextureReflectionCubeRightType,
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TextureSpecularityType,
TextureOpacityType,
TextureDispType,
TextureRoughnessType,
TextureMetallicType,
TextureSheenType,
TextureRMAType,
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TextureTypeCount
};
bool clamp[TextureTypeCount];
//! Ambient color
aiColor3D ambient;
//! Diffuse color
aiColor3D diffuse;
//! Specular color
aiColor3D specular;
//! Emissive color
aiColor3D emissive;
//! Alpha value
ai_real alpha;
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//! Shineness factor
ai_real shineness;
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//! Illumination model
int illumination_model;
//! Index of refraction
ai_real ior;
//! Transparency color
aiColor3D transparent;
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//! PBR Roughness
ai_real roughness;
//! PBR Metallic
ai_real metallic;
//! PBR Metallic
aiColor3D sheen;
//! PBR Clearcoat Thickness
ai_real clearcoat_thickness;
//! PBR Clearcoat Rougness
ai_real clearcoat_roughness;
//! PBR Anisotropy
ai_real anisotropy;
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//! Constructor
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Material() :
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diffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
alpha(ai_real(1.0)),
shineness(ai_real(0.0)),
illumination_model(1),
ior(ai_real(1.0)),
transparent(ai_real(1.0), ai_real(1.0), ai_real(1.0)),
roughness(ai_real(1.0)),
metallic(ai_real(0.0)),
sheen(ai_real(1.0), ai_real(1.0), ai_real(1.0)),
clearcoat_thickness(ai_real(0.0)),
clearcoat_roughness(ai_real(0.0)),
anisotropy(ai_real(0.0)) {
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std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false);
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}
// Destructor
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~Material() = default;
};
// ------------------------------------------------------------------------------------------------
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//! \struct Mesh
//! \brief Data structure to store a mesh
// ------------------------------------------------------------------------------------------------
struct Mesh {
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static const unsigned int NoMaterial = ~0u;
/// The name for the mesh
std::string m_name;
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/// Array with pointer to all stored faces
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std::vector<Face *> m_Faces;
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/// Assigned material
Material *m_pMaterial;
/// Number of stored indices.
unsigned int m_uiNumIndices;
/// Number of UV
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unsigned int m_uiUVCoordinates[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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/// Material index.
unsigned int m_uiMaterialIndex;
/// True, if normals are stored.
bool m_hasNormals;
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/// True, if vertex colors are stored.
bool m_hasVertexColors;
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/// Constructor
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explicit Mesh(const std::string &name) :
m_name(name),
m_pMaterial(nullptr),
m_uiNumIndices(0),
m_uiMaterialIndex(NoMaterial),
m_hasNormals(false) {
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memset(m_uiUVCoordinates, 0, sizeof(unsigned int) * AI_MAX_NUMBER_OF_TEXTURECOORDS);
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}
/// Destructor
~Mesh() {
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for (std::vector<Face *>::iterator it = m_Faces.begin();
it != m_Faces.end(); ++it) {
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delete *it;
}
}
};
// ------------------------------------------------------------------------------------------------
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//! \struct Model
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//! \brief Data structure to store all obj-specific model data
// ------------------------------------------------------------------------------------------------
struct Model {
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using GroupMap = std::map<std::string, std::vector<unsigned int> *>;
using GroupMapIt = std::map<std::string, std::vector<unsigned int> *>::iterator;
using ConstGroupMapIt = std::map<std::string, std::vector<unsigned int> *>::const_iterator;
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//! Model name
std::string m_ModelName;
//! List ob assigned objects
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std::vector<Object *> m_Objects;
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//! Pointer to current object
ObjFile::Object *m_pCurrent;
//! Pointer to current material
ObjFile::Material *m_pCurrentMaterial;
//! Pointer to default material
ObjFile::Material *m_pDefaultMaterial;
//! Vector with all generated materials
std::vector<std::string> m_MaterialLib;
//! Vector with all generated vertices
std::vector<aiVector3D> m_Vertices;
//! vector with all generated normals
std::vector<aiVector3D> m_Normals;
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//! vector with all vertex colors
std::vector<aiVector3D> m_VertexColors;
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//! Group map
GroupMap m_Groups;
//! Group to face id assignment
std::vector<unsigned int> *m_pGroupFaceIDs;
//! Active group
std::string m_strActiveGroup;
//! Vector with generated texture coordinates
std::vector<aiVector3D> m_TextureCoord;
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//! Maximum dimension of texture coordinates
unsigned int m_TextureCoordDim;
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//! Current mesh instance
Mesh *m_pCurrentMesh;
//! Vector with stored meshes
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std::vector<Mesh *> m_Meshes;
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//! Material map
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std::map<std::string, Material *> m_MaterialMap;
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//! \brief The default class constructor
Model() :
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m_ModelName(),
m_pCurrent(nullptr),
m_pCurrentMaterial(nullptr),
m_pDefaultMaterial(nullptr),
m_pGroupFaceIDs(nullptr),
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m_strActiveGroup(),
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m_TextureCoordDim(0),
m_pCurrentMesh(nullptr) {
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// empty
}
//! \brief The class destructor
~Model() {
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for (auto & it : m_Objects) {
delete it;
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}
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for (auto & Meshe : m_Meshes) {
delete Meshe;
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}
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for (auto & Group : m_Groups) {
delete Group.second;
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}
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for (auto & it : m_MaterialMap) {
delete it.second;
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}
}
};
// ------------------------------------------------------------------------------------------------
} // Namespace ObjFile
} // Namespace Assimp
#endif // OBJ_FILEDATA_H_INC