/* Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ #ifndef OBJ_FILEDATA_H_INC #define OBJ_FILEDATA_H_INC #include #include #include "../include/aiTypes.h" namespace Assimp { namespace ObjFile { // ------------------------------------------------------------------------------------------------ struct Object; struct Face; struct Material; // ------------------------------------------------------------------------------------------------ //! \struct Face //! \brief Datastructure for a simple obj-face, descripes discredisation and materials struct Face { typedef std::vector IndexArray; //! Primitive type int m_PrimitiveType; //! Vertex indices IndexArray *m_pVertices; //! Normal indices IndexArray *m_pNormals; //! Texture coordinates indices IndexArray *m_pTexturCoords; //! Pointer to assigned material Material *m_pMaterial; //! \brief Default constructor //! \param pVertices Pointer to assigned vertex indexbuffer //! \param pNormals Pointer to assigned normals indexbuffer //! \param pTexCoords Pointer to assigned texture indexbuffer Face(std::vector *pVertices, std::vector *pNormals, std::vector *pTexCoords) : m_PrimitiveType(2), m_pVertices(pVertices), m_pNormals(pNormals), m_pTexturCoords(pTexCoords), m_pMaterial(0L) { // empty } //! \brief Destructor ~Face() { // empty } }; // ------------------------------------------------------------------------------------------------ //! \struct Object //! \brief Stores all objects of an objfile object definition struct Object { //! Obejct name std::string m_strObjName; //! Assigend face instances std::vector m_Faces; //! Transformation matrix, stored in OpenGL format aiMatrix4x4 m_Transformation; //! All subobjects references by this object std::vector m_SubObjects; //! \brief Default constructor Object() : m_strObjName("") { // empty } //! \brief Destructor ~Object() { for (std::vector::iterator it = m_SubObjects.begin(); it != m_SubObjects.end(); ++it) { delete *it; } m_SubObjects.clear(); } }; // ------------------------------------------------------------------------------------------------ //! \struct Material //! \brief Data structure to store all material specific data struct Material { //! NAme of material description aiString MaterialName; //! Name of used texture aiString texture; //! Ambient color aiColor3D ambient; //! Diffuse color aiColor3D diffuse; //! Speculao color aiColor3D specular; //! Alpha value float alpha; //! Shineness factor float shineness; //! Illumination model int illumination_model; }; // ------------------------------------------------------------------------------------------------ //! \struct Mesh //! \brief Data structure to store a mesh struct Mesh { std::vector m_Faces; Material *m_pMaterial; Mesh() : m_pMaterial(NULL) { // empty } }; // ------------------------------------------------------------------------------------------------ //! \struct Model //! \brief Data structure to store all obj-specific model datas struct Model { typedef std::map* > GroupMap; typedef std::map* >::iterator GroupMapIt; typedef std::map* >::const_iterator ConstGroupMapIt; //! Model name std::string m_ModelName; //! List ob assigned objects std::vector m_Objects; //! 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 m_MaterialLib; //! Vector with all generated group std::vector m_GroupLib; //! Vector with all generated vertices std::vector m_Vertices; //! vector with all generated normals std::vector m_Normals; //! Groupmap GroupMap m_Groups; //! Group to face id assignment std::vector *m_pGroupFaceIDs; //! Active group std::string m_strActiveGroup; //! Vector with generated texture coordinates std::vector m_TextureCoord; //! Current mesh instance Mesh *m_pCurrentMesh; //! Vector with stored meshes std::vector m_Meshes; //! Material map std::map m_MaterialMap; //! \brief Default constructor Model() : m_ModelName(""), m_pCurrent(NULL), m_pCurrentMaterial(NULL), m_pDefaultMaterial(NULL), m_strActiveGroup(""), m_pCurrentMesh(NULL) { // empty } //! \brief Destructor ~Model() { // Clear all stored object instances for (std::vector::iterator it = m_Objects.begin(); it != m_Objects.end(); ++it) { delete *it; } m_Objects.clear(); // Clear all stored mesh instances for (std::vector::iterator it = m_Meshes.begin(); it != m_Meshes.end(); ++it) { delete *it; } m_Meshes.clear(); } }; } // Namespace ObjFile } // Namespace Assimp #endif