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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2016-01-01 20:07:24 +00:00
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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2015-05-19 03:52:10 +00:00
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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2015-05-19 03:52:10 +00:00
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file COBScene.h
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* @brief Utilities for the COB importer.
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*/
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#ifndef INCLUDED_AI_COB_SCENE_H
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#define INCLUDED_AI_COB_SCENE_H
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2016-04-05 21:23:53 +00:00
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#include <memory>
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#include <deque>
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#include <map>
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#include "BaseImporter.h"
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#include <assimp/material.h>
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namespace Assimp {
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namespace COB {
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// ------------------
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/** Represents a single vertex index in a face */
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struct VertexIndex
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{
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// intentionally uninitialized
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unsigned int pos_idx,uv_idx;
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};
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// ------------------
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/** COB Face data structure */
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struct Face
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{
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// intentionally uninitialized
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unsigned int material, flags;
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std::vector<VertexIndex> indices;
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};
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// ------------------
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/** COB chunk header information */
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struct ChunkInfo
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{
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enum {NO_SIZE=UINT_MAX};
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ChunkInfo ()
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: id (0)
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, parent_id (0)
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, version (0)
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, size (NO_SIZE)
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{}
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// Id of this chunk, unique within file
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unsigned int id;
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// and the corresponding parent
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unsigned int parent_id;
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// version. v1.23 becomes 123
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unsigned int version;
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// chunk size in bytes, only relevant for binary files
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// NO_SIZE is also valid.
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unsigned int size;
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};
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// ------------------
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/** A node in the scenegraph */
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struct Node : public ChunkInfo
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{
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enum Type {
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TYPE_MESH,TYPE_GROUP,TYPE_LIGHT,TYPE_CAMERA,TYPE_BONE
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};
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virtual ~Node() {}
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Node(Type type) : type(type), unit_scale(1.f){}
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Type type;
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// used during resolving
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typedef std::deque<const Node*> ChildList;
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mutable ChildList temp_children;
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// unique name
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std::string name;
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// local mesh transformation
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aiMatrix4x4 transform;
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// scaling for this node to get to the metric system
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float unit_scale;
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};
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// ------------------
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/** COB Mesh data structure */
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struct Mesh : public Node
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{
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using ChunkInfo::operator=;
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enum DrawFlags {
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SOLID = 0x1,
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TRANS = 0x2,
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WIRED = 0x4,
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BBOX = 0x8,
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HIDE = 0x10
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};
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Mesh()
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: Node(TYPE_MESH)
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, draw_flags(SOLID)
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{}
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// vertex elements
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std::vector<aiVector2D> texture_coords;
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std::vector<aiVector3D> vertex_positions;
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// face data
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std::vector<Face> faces;
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// misc. drawing flags
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unsigned int draw_flags;
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// used during resolving
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typedef std::deque<Face*> FaceRefList;
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typedef std::map< unsigned int,FaceRefList > TempMap;
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TempMap temp_map;
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};
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// ------------------
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/** COB Group data structure */
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struct Group : public Node
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{
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using ChunkInfo::operator=;
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Group() : Node(TYPE_GROUP) {}
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};
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// ------------------
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/** COB Bone data structure */
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struct Bone : public Node
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{
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using ChunkInfo::operator=;
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Bone() : Node(TYPE_BONE) {}
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};
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// ------------------
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/** COB Light data structure */
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struct Light : public Node
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{
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enum LightType {
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SPOT,LOCAL,INFINITE
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};
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using ChunkInfo::operator=;
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Light() : Node(TYPE_LIGHT),angle(),inner_angle(),ltype(SPOT) {}
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aiColor3D color;
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float angle,inner_angle;
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LightType ltype;
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};
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// ------------------
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/** COB Camera data structure */
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struct Camera : public Node
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{
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using ChunkInfo::operator=;
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Camera() : Node(TYPE_CAMERA) {}
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};
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// ------------------
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/** COB Texture data structure */
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struct Texture
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{
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std::string path;
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aiUVTransform transform;
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};
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// ------------------
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/** COB Material data structure */
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struct Material : ChunkInfo
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{
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using ChunkInfo::operator=;
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enum Shader {
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FLAT,PHONG,METAL
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};
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enum AutoFacet {
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FACETED,AUTOFACETED,SMOOTH
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};
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Material() : alpha(),exp(),ior(),ka(),ks(1.f),
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matnum(UINT_MAX),
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shader(FLAT),autofacet(FACETED),
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autofacet_angle()
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{}
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std::string type;
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aiColor3D rgb;
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float alpha, exp, ior,ka,ks;
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unsigned int matnum;
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Shader shader;
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AutoFacet autofacet;
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float autofacet_angle;
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std::shared_ptr<Texture> tex_env,tex_bump,tex_color;
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};
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// ------------------
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/** Embedded bitmap, for instance for the thumbnail image */
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struct Bitmap : ChunkInfo
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{
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Bitmap() : orig_size() {}
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struct BitmapHeader
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{
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};
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BitmapHeader head;
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size_t orig_size;
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std::vector<char> buff_zipped;
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};
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typedef std::deque< std::shared_ptr<Node> > NodeList;
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typedef std::vector< Material > MaterialList;
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// ------------------
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/** Represents a master COB scene, even if we loaded just a single COB file */
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struct Scene
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{
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NodeList nodes;
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MaterialList materials;
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// becomes *0 later
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Bitmap thumbnail;
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};
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} // end COB
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} // end Assimp
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#endif
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