assimp/code/AssetLib/X3D/X3DImporter_Node.hpp

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22 KiB
C++

/*
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/// \file X3DImporter_Node.hpp
/// \brief Elements of scene graph.
/// \date 2015-2016
/// \author smal.root@gmail.com
#ifndef INCLUDED_AI_X3D_IMPORTER_NODE_H
#define INCLUDED_AI_X3D_IMPORTER_NODE_H
// Header files, Assimp.
#include <assimp/types.h>
#include <list>
#include <vector>
enum X3DElemType {
ENET_Group, ///< Element has type "Group".
ENET_MetaBoolean, ///< Element has type "Metadata boolean".
ENET_MetaDouble, ///< Element has type "Metadata double".
ENET_MetaFloat, ///< Element has type "Metadata float".
ENET_MetaInteger, ///< Element has type "Metadata integer".
ENET_MetaSet, ///< Element has type "Metadata set".
ENET_MetaString, ///< Element has type "Metadata string".
ENET_Arc2D, ///< Element has type "Arc2D".
ENET_ArcClose2D, ///< Element has type "ArcClose2D".
ENET_Circle2D, ///< Element has type "Circle2D".
ENET_Disk2D, ///< Element has type "Disk2D".
ENET_Polyline2D, ///< Element has type "Polyline2D".
ENET_Polypoint2D, ///< Element has type "Polypoint2D".
ENET_Rectangle2D, ///< Element has type "Rectangle2D".
ENET_TriangleSet2D, ///< Element has type "TriangleSet2D".
ENET_Box, ///< Element has type "Box".
ENET_Cone, ///< Element has type "Cone".
ENET_Cylinder, ///< Element has type "Cylinder".
ENET_Sphere, ///< Element has type "Sphere".
ENET_ElevationGrid, ///< Element has type "ElevationGrid".
ENET_Extrusion, ///< Element has type "Extrusion".
ENET_Coordinate, ///< Element has type "Coordinate".
ENET_Normal, ///< Element has type "Normal".
ENET_TextureCoordinate, ///< Element has type "TextureCoordinate".
ENET_IndexedFaceSet, ///< Element has type "IndexedFaceSet".
ENET_IndexedLineSet, ///< Element has type "IndexedLineSet".
ENET_IndexedTriangleSet, ///< Element has type "IndexedTriangleSet".
ENET_IndexedTriangleFanSet, ///< Element has type "IndexedTriangleFanSet".
ENET_IndexedTriangleStripSet, ///< Element has type "IndexedTriangleStripSet".
ENET_LineSet, ///< Element has type "LineSet".
ENET_PointSet, ///< Element has type "PointSet".
ENET_TriangleSet, ///< Element has type "TriangleSet".
ENET_TriangleFanSet, ///< Element has type "TriangleFanSet".
ENET_TriangleStripSet, ///< Element has type "TriangleStripSet".
ENET_Color, ///< Element has type "Color".
ENET_ColorRGBA, ///< Element has type "ColorRGBA".
ENET_Shape, ///< Element has type "Shape".
ENET_Appearance, ///< Element has type "Appearance".
ENET_Material, ///< Element has type "Material".
ENET_ImageTexture, ///< Element has type "ImageTexture".
ENET_TextureTransform, ///< Element has type "TextureTransform".
ENET_DirectionalLight, ///< Element has type "DirectionalLight".
ENET_PointLight, ///< Element has type "PointLight".
ENET_SpotLight, ///< Element has type "SpotLight".
ENET_Invalid ///< Element has invalid type and possible contain invalid data.
};
struct X3DNodeElementBase {
X3DNodeElementBase *Parent;
std::string ID;
std::list<X3DNodeElementBase *> Children;
X3DElemType Type;
virtual ~X3DNodeElementBase() = default;
protected:
X3DNodeElementBase(X3DElemType type, X3DNodeElementBase *pParent) :
Parent(pParent), Type(type) {
// empty
}
};
/// This struct hold <Color> value.
struct X3DNodeElementColor : X3DNodeElementBase {
std::list<aiColor3D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementColor(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {}
}; // struct X3DNodeElementColor
/// This struct hold <ColorRGBA> value.
struct X3DNodeElementColorRGBA : X3DNodeElementBase {
std::list<aiColor4D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementColorRGBA(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {}
}; // struct X3DNodeElementColorRGBA
/// This struct hold <Coordinate> value.
struct X3DNodeElementCoordinate : public X3DNodeElementBase {
std::list<aiVector3D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementCoordinate(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {}
}; // struct X3DNodeElementCoordinate
/// This struct hold <Normal> value.
struct X3DNodeElementNormal : X3DNodeElementBase {
std::list<aiVector3D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementNormal(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {}
}; // struct X3DNodeElementNormal
/// This struct hold <TextureCoordinate> value.
struct X3DNodeElementTextureCoordinate : X3DNodeElementBase {
std::list<aiVector2D> Value; ///< Stored value.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementTextureCoordinate(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {}
}; // struct X3DNodeElementTextureCoordinate
/// Two-dimensional figure.
struct X3DNodeElementGeometry2D : X3DNodeElementBase {
std::list<aiVector3D> Vertices; ///< Vertices list.
size_t NumIndices; ///< Number of indices in one face.
bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
X3DNodeElementGeometry2D(X3DElemType pType, X3DNodeElementBase *pParent) :
X3DNodeElementBase(pType, pParent), Solid(true) {}
}; // class X3DNodeElementGeometry2D
/// Three-dimensional body.
struct X3DNodeElementGeometry3D : X3DNodeElementBase {
std::list<aiVector3D> Vertices; ///< Vertices list.
size_t NumIndices; ///< Number of indices in one face.
bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
X3DNodeElementGeometry3D(X3DElemType pType, X3DNodeElementBase *pParent) :
X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) {
// empty
}
}; // class X3DNodeElementGeometry3D
/// Uniform rectangular grid of varying height.
struct X3DNodeElementElevationGrid : X3DNodeElementGeometry3D {
bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
/// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
float CreaseAngle;
std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
X3DNodeElementElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) :
X3DNodeElementGeometry3D(pType, pParent) {}
}; // class X3DNodeElementIndexedSet
/// Shape with indexed vertices.
struct X3DNodeElementIndexedSet : public X3DNodeElementGeometry3D {
/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
/// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
/// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
/// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
/// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
/// ccw field, results are undefined.
bool CCW;
std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>.
bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
/// The convex field indicates whether all polygons in the shape are convex (TRUE). A polygon is convex if it is planar, does not intersect itself,
/// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results
/// even if the convex field is FALSE.
bool Convex;
std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
/// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
float CreaseAngle;
std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
X3DNodeElementIndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) :
X3DNodeElementGeometry3D(pType, pParent) {}
}; // class X3DNodeElementIndexedSet
/// Shape with set of vertices.
struct X3DNodeElementSet : X3DNodeElementGeometry3D {
/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
/// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
/// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
/// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
/// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
/// ccw field, results are undefined.
bool CCW;
bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
X3DNodeElementSet(X3DElemType type, X3DNodeElementBase *pParent) :
X3DNodeElementGeometry3D(type, pParent) {}
}; // class X3DNodeElementSet
/// This struct hold <Shape> value.
struct X3DNodeElementShape : X3DNodeElementBase {
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementShape(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {}
}; // struct X3DNodeElementShape
/// This struct hold <Appearance> value.
struct X3DNodeElementAppearance : public X3DNodeElementBase {
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementAppearance(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {}
}; // struct X3DNodeElementAppearance
struct X3DNodeElementMaterial : public X3DNodeElementBase {
float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect.
aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source.
aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models.
float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights.
float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pType - type of geometry object.
X3DNodeElementMaterial(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_Material, pParent),
AmbientIntensity(0.0f),
DiffuseColor(),
EmissiveColor(),
Shininess(0.0f),
SpecularColor(),
Transparency(1.0f) {
// empty
}
}; // class X3DNodeElementMaterial
/// This struct hold <ImageTexture> value.
struct X3DNodeElementImageTexture : X3DNodeElementBase {
/// RepeatS and RepeatT, that specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated
/// outside the [0.0, 1.0] texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are
/// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field.
bool RepeatS;
bool RepeatT; ///< See \ref RepeatS.
std::string URL; ///< URL of the texture.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementImageTexture(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {}
}; // struct X3DNodeElementImageTexture
/// This struct hold <TextureTransform> value.
struct X3DNodeElementTextureTransform : X3DNodeElementBase {
aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied.
float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied.
aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point.
aiVector2D Translation; ///< Specifies a translation of the texture coordinates.
/// Constructor
/// \param [in] pParent - pointer to parent node.
X3DNodeElementTextureTransform(X3DNodeElementBase *pParent) :
X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {}
}; // struct X3DNodeElementTextureTransform
struct X3DNodeElementGroup : X3DNodeElementBase {
aiMatrix4x4 Transformation; ///< Transformation matrix.
/// As you know node elements can use already defined node elements when attribute "USE" is defined.
/// Standard search when looking for an element in the whole scene graph, existing at this moment.
/// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static.
bool Static;
bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
int32_t Choice; ///< Number of the child which will be kept.
/// Constructor.
/// \param [in] pParent - pointer to parent node.
/// \param [in] pStatic - static node flag.
X3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) :
X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {}
};
struct X3DNodeElementMeta : X3DNodeElementBase {
std::string Name; ///< Name of metadata object.
std::string Reference;
virtual ~X3DNodeElementMeta() = default;
protected:
X3DNodeElementMeta(X3DElemType type, X3DNodeElementBase *parent) :
X3DNodeElementBase(type, parent) {
// empty
}
};
struct X3DNodeElementMetaBoolean : X3DNodeElementMeta {
std::vector<bool> Value; ///< Stored value.
explicit X3DNodeElementMetaBoolean(X3DNodeElementBase *pParent) :
X3DNodeElementMeta(X3DElemType::ENET_MetaBoolean, pParent) {
// empty
}
};
struct X3DNodeElementMetaDouble : X3DNodeElementMeta {
std::vector<double> Value; ///< Stored value.
explicit X3DNodeElementMetaDouble(X3DNodeElementBase *pParent) :
X3DNodeElementMeta(X3DElemType::ENET_MetaDouble, pParent) {
// empty
}
};
struct X3DNodeElementMetaFloat : public X3DNodeElementMeta {
std::vector<float> Value; ///< Stored value.
explicit X3DNodeElementMetaFloat(X3DNodeElementBase *pParent) :
X3DNodeElementMeta(X3DElemType::ENET_MetaFloat, pParent) {
// empty
}
};
struct X3DNodeElementMetaInt : public X3DNodeElementMeta {
std::vector<int32_t> Value; ///< Stored value.
explicit X3DNodeElementMetaInt(X3DNodeElementBase *pParent) :
X3DNodeElementMeta(X3DElemType::ENET_MetaInteger, pParent) {
// empty
}
};
struct X3DNodeElementMetaSet : public X3DNodeElementMeta {
std::list<X3DNodeElementMeta> Value; ///< Stored value.
explicit X3DNodeElementMetaSet(X3DNodeElementBase *pParent) :
X3DNodeElementMeta(X3DElemType::ENET_MetaSet, pParent) {
// empty
}
};
struct X3DNodeElementMetaString : X3DNodeElementMeta {
std::vector<std::string> Value; ///< Stored value.
explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
X3DNodeElementMeta(X3DElemType::ENET_MetaString, pParent) {
// empty
}
};
/// \struct X3DNodeElementLight
/// This struct hold <TextureTransform> value.
struct X3DNodeElementLight : X3DNodeElementBase {
float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light.
aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value.
aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system.
/// \var Global
/// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence.
/// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light.
bool Global;
float Intensity; ///< Specifies the brightness of the direct emission from the light.
/// \var Attenuation
/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
/// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
aiVector3D Attenuation;
aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity.
float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle).
/// Constructor
/// \param [in] pParent - pointer to parent node.
/// \param [in] pLightType - type of the light source.
X3DNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) :
X3DNodeElementBase(pLightType, pParent) {}
}; // struct X3DNodeElementLight
#endif // INCLUDED_AI_X3D_IMPORTER_NODE_H