/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2020, 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. ---------------------------------------------------------------------- */ #pragma once #ifndef OBJ_FILEDATA_H_INC #define OBJ_FILEDATA_H_INC #include #include #include #include namespace Assimp { namespace ObjFile { struct Object; struct Face; struct Material; // ------------------------------------------------------------------------------------------------ //! \struct Face //! \brief Data structure for a simple obj-face, describes discredit,l.ation and materials // ------------------------------------------------------------------------------------------------ struct Face { using IndexArray = std::vector; //! Primitive type aiPrimitiveType m_PrimitiveType; //! Vertex indices IndexArray m_vertices; //! Normal indices IndexArray m_normals; //! Texture coordinates indices IndexArray m_texturCoords; //! Pointer to assigned material Material *m_pMaterial; //! \brief Default constructor Face(aiPrimitiveType pt = aiPrimitiveType_POLYGON) : m_PrimitiveType(pt), m_vertices(), m_normals(), m_texturCoords(), m_pMaterial(0L) { // empty } //! \brief Destructor ~Face() { // empty } }; // ------------------------------------------------------------------------------------------------ //! \struct Object //! \brief Stores all objects of an obj-file object definition // ------------------------------------------------------------------------------------------------ struct Object { enum ObjectType { ObjType, GroupType }; //! Object name std::string m_strObjName; //! Transformation matrix, stored in OpenGL format aiMatrix4x4 m_Transformation; //! All sub-objects referenced by this object std::vector m_SubObjects; /// Assigned meshes std::vector m_Meshes; //! \brief Default constructor Object() = default; //! \brief Destructor ~Object() { for (std::vector::iterator it = m_SubObjects.begin(); it != m_SubObjects.end(); ++it) { delete *it; } } }; // ------------------------------------------------------------------------------------------------ //! \struct Material //! \brief Data structure to store all material specific data // ------------------------------------------------------------------------------------------------ struct Material { //! Name of material description aiString MaterialName; //! Texture names aiString texture; aiString textureSpecular; aiString textureAmbient; aiString textureEmissive; aiString textureBump; aiString textureNormal; aiString textureReflection[6]; aiString textureSpecularity; aiString textureOpacity; aiString textureDisp; enum TextureType { TextureDiffuseType = 0, TextureSpecularType, TextureAmbientType, TextureEmissiveType, TextureBumpType, TextureNormalType, TextureReflectionSphereType, TextureReflectionCubeTopType, TextureReflectionCubeBottomType, TextureReflectionCubeFrontType, TextureReflectionCubeBackType, TextureReflectionCubeLeftType, TextureReflectionCubeRightType, TextureSpecularityType, TextureOpacityType, TextureDispType, 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; //! Shineness factor ai_real shineness; //! Illumination model int illumination_model; //! Index of refraction ai_real ior; //! Transparency color aiColor3D transparent; //! Constructor Material() : 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)) { std::fill_n(clamp, static_cast(TextureTypeCount), false); } // Destructor ~Material() = default; }; // ------------------------------------------------------------------------------------------------ //! \struct Mesh //! \brief Data structure to store a mesh // ------------------------------------------------------------------------------------------------ struct Mesh { static const unsigned int NoMaterial = ~0u; /// The name for the mesh std::string m_name; /// Array with pointer to all stored faces std::vector m_Faces; /// Assigned material Material *m_pMaterial; /// Number of stored indices. unsigned int m_uiNumIndices; /// Number of UV unsigned int m_uiUVCoordinates[AI_MAX_NUMBER_OF_TEXTURECOORDS]; /// Material index. unsigned int m_uiMaterialIndex; /// True, if normals are stored. bool m_hasNormals; /// True, if vertex colors are stored. bool m_hasVertexColors; /// Constructor explicit Mesh(const std::string &name) : m_name(name), m_pMaterial(nullptr), m_uiNumIndices(0), m_uiMaterialIndex(NoMaterial), m_hasNormals(false) { memset(m_uiUVCoordinates, 0, sizeof(unsigned int) * AI_MAX_NUMBER_OF_TEXTURECOORDS); } /// Destructor ~Mesh() { for (std::vector::iterator it = m_Faces.begin(); it != m_Faces.end(); ++it) { delete *it; } } }; // ------------------------------------------------------------------------------------------------ //! \struct Model //! \brief Data structure to store all obj-specific model data // ------------------------------------------------------------------------------------------------ struct Model { using GroupMap = std::map *>; using GroupMapIt = std::map *>::iterator; using ConstGroupMapIt = std::map *>::const_iterator; //! 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 vertices std::vector m_Vertices; //! vector with all generated normals std::vector m_Normals; //! vector with all vertex colors std::vector m_VertexColors; //! Group map 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; //! Maximum dimension of texture coordinates unsigned int m_TextureCoordDim; //! Current mesh instance Mesh *m_pCurrentMesh; //! Vector with stored meshes std::vector m_Meshes; //! Material map std::map m_MaterialMap; //! \brief The default class constructor Model() : m_ModelName(), m_pCurrent(nullptr), m_pCurrentMaterial(nullptr), m_pDefaultMaterial(nullptr), m_pGroupFaceIDs(nullptr), m_strActiveGroup(), m_TextureCoordDim(0), m_pCurrentMesh(nullptr) { // empty } //! \brief The class destructor ~Model() { for (auto & it : m_Objects) { delete it; } for (auto & Meshe : m_Meshes) { delete Meshe; } for (auto & Group : m_Groups) { delete Group.second; } for (auto & it : m_MaterialMap) { delete it.second; } } }; // ------------------------------------------------------------------------------------------------ } // Namespace ObjFile } // Namespace Assimp #endif // OBJ_FILEDATA_H_INC