/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2021, 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 COBScene.h * @brief Utilities for the COB importer. */ #pragma once #ifndef INCLUDED_AI_COB_SCENE_H #define INCLUDED_AI_COB_SCENE_H #include #include #include #include namespace Assimp { namespace COB { // ------------------ /** Represents a single vertex index in a face */ struct VertexIndex { // intentionally uninitialized unsigned int pos_idx,uv_idx; }; // ------------------ /** COB Face data structure */ struct Face { // intentionally uninitialized unsigned int material, flags; std::vector indices; }; // ------------------ /** COB chunk header information */ const unsigned int NO_SIZE = UINT_MAX; struct ChunkInfo { ChunkInfo () : id (0) , parent_id (0) , version (0) , size (NO_SIZE) {} // Id of this chunk, unique within file unsigned int id; // and the corresponding parent unsigned int parent_id; // version. v1.23 becomes 123 unsigned int version; // chunk size in bytes, only relevant for binary files // NO_SIZE is also valid. unsigned int size; }; // ------------------ /** A node in the scenegraph */ struct Node : public ChunkInfo { enum Type { TYPE_MESH,TYPE_GROUP,TYPE_LIGHT,TYPE_CAMERA,TYPE_BONE }; virtual ~Node() {} Node(Type type) : type(type), unit_scale(1.f){} Type type; // used during resolving typedef std::deque ChildList; mutable ChildList temp_children; // unique name std::string name; // local mesh transformation aiMatrix4x4 transform; // scaling for this node to get to the metric system float unit_scale; }; // ------------------ /** COB Mesh data structure */ struct Mesh : public Node { using ChunkInfo::operator=; enum DrawFlags { SOLID = 0x1, TRANS = 0x2, WIRED = 0x4, BBOX = 0x8, HIDE = 0x10 }; Mesh() : Node(TYPE_MESH) , draw_flags(SOLID) {} // vertex elements std::vector texture_coords; std::vector vertex_positions; // face data std::vector faces; // misc. drawing flags unsigned int draw_flags; // used during resolving typedef std::deque FaceRefList; typedef std::map< unsigned int,FaceRefList > TempMap; TempMap temp_map; }; // ------------------ /** COB Group data structure */ struct Group : public Node { using ChunkInfo::operator=; Group() : Node(TYPE_GROUP) {} }; // ------------------ /** COB Bone data structure */ struct Bone : public Node { using ChunkInfo::operator=; Bone() : Node(TYPE_BONE) {} }; // ------------------ /** COB Light data structure */ struct Light : public Node { enum LightType { SPOT,LOCAL,INFINITE }; using ChunkInfo::operator=; Light() : Node(TYPE_LIGHT),angle(),inner_angle(),ltype(SPOT) {} aiColor3D color; float angle,inner_angle; LightType ltype; }; // ------------------ /** COB Camera data structure */ struct Camera : public Node { using ChunkInfo::operator=; Camera() : Node(TYPE_CAMERA) {} }; // ------------------ /** COB Texture data structure */ struct Texture { std::string path; aiUVTransform transform; }; // ------------------ /** COB Material data structure */ struct Material : ChunkInfo { using ChunkInfo::operator=; enum Shader { FLAT,PHONG,METAL }; enum AutoFacet { FACETED,AUTOFACETED,SMOOTH }; Material() : alpha(),exp(),ior(),ka(),ks(1.f), matnum(UINT_MAX), shader(FLAT),autofacet(FACETED), autofacet_angle() {} std::string type; aiColor3D rgb; float alpha, exp, ior,ka,ks; unsigned int matnum; Shader shader; AutoFacet autofacet; float autofacet_angle; std::shared_ptr tex_env,tex_bump,tex_color; }; // ------------------ /** Embedded bitmap, for instance for the thumbnail image */ struct Bitmap : ChunkInfo { Bitmap() : orig_size() {} struct BitmapHeader { }; BitmapHeader head; size_t orig_size; std::vector buff_zipped; }; typedef std::deque< std::shared_ptr > NodeList; typedef std::vector< Material > MaterialList; // ------------------ /** Represents a master COB scene, even if we loaded just a single COB file */ struct Scene { NodeList nodes; MaterialList materials; // becomes *0 later Bitmap thumbnail; }; } // end COB } // end Assimp #endif