585 lines
14 KiB
C++
585 lines
14 KiB
C++
/** Helper structures for the Collada loader */
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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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 Development Team.
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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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#ifndef AI_COLLADAHELPER_H_INC
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#define AI_COLLADAHELPER_H_INC
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namespace Assimp {
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namespace Collada {
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/** Collada file versions which evolved during the years ... */
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enum FormatVersion
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{
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FV_1_5_n,
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FV_1_4_n,
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FV_1_3_n
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};
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/** Transformation types that can be applied to a node */
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enum TransformType
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{
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TF_LOOKAT,
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TF_ROTATE,
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TF_TRANSLATE,
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TF_SCALE,
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TF_SKEW,
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TF_MATRIX
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};
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/** Different types of input data to a vertex or face */
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enum InputType
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{
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color,
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IT_Tangent,
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IT_Bitangent
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};
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/** Contains all data for one of the different transformation types */
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struct Transform
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{
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std::string mID; ///< SID of the transform step, by which anim channels address their target node
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TransformType mType;
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float f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/** A collada camera. */
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struct Camera
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{
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Camera()
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: mOrtho (false)
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, mHorFov (10e10f)
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, mVerFov (10e10f)
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, mAspect (10e10f)
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, mZNear (0.1f)
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, mZFar (1000.f)
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{}
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// Name of camera
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std::string mName;
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// True if it is an orthografic camera
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bool mOrtho;
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//! Horizontal field of view in degrees
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float mHorFov;
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//! Vertical field of view in degrees
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float mVerFov;
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//! Screen aspect
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float mAspect;
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//! Near& far z
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float mZNear, mZFar;
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};
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#define aiLightSource_AMBIENT 0xdeaddead
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/** A collada light source. */
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struct Light
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{
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Light()
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: mAttConstant (1.f)
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, mAttLinear (0.f)
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, mAttQuadratic (0.f)
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, mFalloffAngle (180.f)
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, mFalloffExponent (0.f)
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, mPenumbraAngle (10e10f)
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, mOuterAngle (10e10f)
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, mIntensity (1.f)
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{}
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//! Type of the light source aiLightSourceType + ambient
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unsigned int mType;
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//! Color of the light
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aiColor3D mColor;
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//! Light attenuation
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float mAttConstant,mAttLinear,mAttQuadratic;
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//! Spot light falloff
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float mFalloffAngle;
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float mFalloffExponent;
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// -----------------------------------------------------
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// FCOLLADA extension from here
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//! ... related stuff from maja and max extensions
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float mPenumbraAngle;
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float mOuterAngle;
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//! Common light intensity
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float mIntensity;
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};
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/** Short vertex index description */
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struct InputSemanticMapEntry
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{
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InputSemanticMapEntry()
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: mSet (0)
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{}
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//! Index of set, optional
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unsigned int mSet;
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//! Name of referenced vertex input
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InputType mType;
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};
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/** Table to map from effect to vertex input semantics */
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struct SemanticMappingTable
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{
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//! Name of material
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std::string mMatName;
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//! List of semantic map commands, grouped by effect semantic name
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std::map<std::string, InputSemanticMapEntry> mMap;
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//! For std::find
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bool operator == (const std::string& s) const {
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return s == mMatName;
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}
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};
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/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
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* The ID refers to either a mesh or a controller which specifies the mesh
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*/
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struct MeshInstance
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{
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///< ID of the mesh or controller to be instanced
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std::string mMeshOrController;
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///< Map of materials by the subgroup ID they're applied to
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std::map<std::string, SemanticMappingTable> mMaterials;
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};
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/** A reference to a camera inside a node*/
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struct CameraInstance
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{
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///< ID of the camera
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std::string mCamera;
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};
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/** A reference to a light inside a node*/
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struct LightInstance
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{
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///< ID of the camera
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std::string mLight;
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};
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/** A reference to a node inside a node*/
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struct NodeInstance
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{
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///< ID of the node
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std::string mNode;
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};
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/** A node in a scene hierarchy */
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struct Node
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{
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std::string mName;
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std::string mID;
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Node* mParent;
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std::vector<Node*> mChildren;
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/** Operations in order to calculate the resulting transformation to parent. */
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std::vector<Transform> mTransforms;
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/** Meshes at this node */
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std::vector<MeshInstance> mMeshes;
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/** Lights at this node */
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std::vector<LightInstance> mLights;
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/** Cameras at this node */
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std::vector<CameraInstance> mCameras;
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/** Node instances at this node */
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std::vector<NodeInstance> mNodeInstances;
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/** Rootnodes: Name of primary camera, if any */
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std::string mPrimaryCamera;
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//! Constructor. Begin with a zero parent
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Node() {
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mParent = NULL;
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}
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//! Destructor: delete all children subsequently
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~Node() {
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for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
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delete *it;
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}
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};
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/** Data source array: either floats or strings */
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struct Data
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{
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bool mIsStringArray;
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std::vector<float> mValues;
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std::vector<std::string> mStrings;
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};
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/** Accessor to a data array */
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struct Accessor
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{
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size_t mCount; // in number of objects
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size_t mOffset; // in number of values
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size_t mStride; // Stride in number of values
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std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
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// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
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std::string mSource; // URL of the source array
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mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
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Accessor()
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{
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mCount = 0; mOffset = 0; mStride = 0; mData = NULL;
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mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
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}
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};
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/** A single face in a mesh */
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struct Face
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{
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std::vector<size_t> mIndices;
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};
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/** An input channel for mesh data, referring to a single accessor */
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struct InputChannel
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{
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InputType mType; // Type of the data
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size_t mIndex; // Optional index, if multiple sets of the same data type are given
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size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
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std::string mAccessor; // ID of the accessor where to read the actual values from.
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mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
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InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
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};
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/** Subset of a mesh with a certain material */
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struct SubMesh
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{
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std::string mMaterial; ///< subgroup identifier
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size_t mNumFaces; ///< number of faces in this submesh
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};
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/** Contains data for a single mesh */
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struct Mesh
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{
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Mesh()
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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mNumUVComponents[i] = 2;
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}
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std::string mVertexID; // just to check if there's some sophisticated addressing involved... which we don't support, and therefore should warn about.
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std::vector<InputChannel> mPerVertexData; // Vertex data addressed by vertex indices
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// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> mNormals;
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std::vector<aiVector3D> mTangents;
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std::vector<aiVector3D> mBitangents;
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std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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// Faces. Stored are only the number of vertices for each face. 1 == point, 2 == line, 3 == triangle, 4+ == poly
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std::vector<size_t> mFaceSize;
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// Position indices for all faces in the sequence given in mFaceSize - necessary for bone weight assignment
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std::vector<size_t> mFacePosIndices;
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// Submeshes in this mesh, each with a given material
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std::vector<SubMesh> mSubMeshes;
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};
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/** Which type of primitives the ReadPrimitives() function is going to read */
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enum PrimitiveType
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{
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Prim_Invalid,
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Prim_Lines,
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Prim_LineStrip,
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Prim_Triangles,
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Prim_TriStrips,
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Prim_TriFans,
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Prim_Polylist,
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Prim_Polygon
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};
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/** A skeleton controller to deform a mesh with the use of joints */
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struct Controller
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{
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// the URL of the mesh deformed by the controller.
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std::string mMeshId;
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// accessor URL of the joint names
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std::string mJointNameSource;
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// accessor URL of the joint inverse bind matrices
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std::string mJointOffsetMatrixSource;
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// input channel: joint names.
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InputChannel mWeightInputJoints;
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// input channel: joint weights
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InputChannel mWeightInputWeights;
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// Number of weights per vertex.
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std::vector<size_t> mWeightCounts;
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// JointIndex-WeightIndex pairs for all vertices
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std::vector< std::pair<size_t, size_t> > mWeights;
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};
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/** A collada material. Pretty much the only member is a reference to an effect. */
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struct Material
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{
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std::string mEffect;
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};
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/** Type of the effect param */
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enum ParamType
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{
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Param_Sampler,
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Param_Surface
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};
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/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
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struct EffectParam
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{
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ParamType mType;
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std::string mReference; // to which other thing the param is referring to.
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};
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/** Shading type supported by the standard effect spec of Collada */
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enum ShadeType
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{
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Shade_Invalid,
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Shade_Constant,
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Shade_Lambert,
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Shade_Phong,
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Shade_Blinn
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};
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/** Represents a texture sampler in collada */
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struct Sampler
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{
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Sampler()
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: mWrapU (true)
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, mWrapV (true)
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, mMirrorU (true)
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, mMirrorV (true)
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, mOp (aiTextureOp_Multiply)
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, mUVId (0xffffffff)
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, mWeighting (1.f)
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, mMixWithPrevious (1.f)
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{}
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/** Name of image reference
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*/
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std::string mName;
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/** Wrap U?
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*/
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bool mWrapU;
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/** Wrap V?
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*/
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bool mWrapV;
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/** Mirror U?
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*/
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bool mMirrorU;
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/** Mirror V?
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*/
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bool mMirrorV;
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/** Blend mode
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*/
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aiTextureOp mOp;
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/** UV transformation
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*/
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aiUVTransform mTransform;
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/** Name of source UV channel
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*/
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std::string mUVChannel;
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/** Resolved UV channel index or 0xffffffff if not known
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*/
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unsigned int mUVId;
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// OKINO/MAX3D extensions from here
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// -------------------------------------------------------
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/** Weighting factor
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*/
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float mWeighting;
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/** Mixing factor from OKINO
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*/
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float mMixWithPrevious;
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};
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/** Describes different alpha blending modes. */
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enum AlphaMode
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{
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AM_RGB_ZERO,
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AM_RGB_ONE,
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AM_ALPHA_ONE,
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AM_ALPHA_ZERO
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};
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/** A collada effect. Can contain about anything according to the Collada spec,
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but we limit our version to a reasonable subset. */
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struct Effect
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{
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// Shading mode
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ShadeType mShadeType;
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// Alpha mode
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AlphaMode mAlphaMode;
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// Colors
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aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
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mTransparent, mReflective;
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// Textures
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Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
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mTexTransparent, mTexBump, mTexReflective;
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// Scalar factory
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float mShininess, mRefractIndex;
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float mTransparency;
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// local params referring to each other by their SID
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typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
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ParamLibrary mParams;
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// MAX3D extensions
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// ---------------------------------------------------------
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// Double-sided?
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bool mDoubleSided, mWireframe, mFaceted;
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Effect()
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: mShadeType (Shade_Phong)
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, mAlphaMode (AM_ALPHA_ZERO)
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, mEmissive ( 0, 0, 0, 1)
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, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
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, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
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, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
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, mTransparent ( 0, 0, 0, 1)
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, mShininess (10.0f)
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, mRefractIndex (1.f)
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, mTransparency (0.f)
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, mDoubleSided (false)
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, mWireframe (false)
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, mFaceted (false)
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{
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}
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};
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/** An image, meaning texture */
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struct Image
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{
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std::string mFileName;
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/** If image file name is zero, embedded image data
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*/
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std::vector<uint8_t> mImageData;
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/** If image file name is zero, file format of
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* embedded image data.
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*/
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std::string mEmbeddedFormat;
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};
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/** An animation channel. */
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struct AnimationChannel
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{
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/** URL of the data to animate. Could be about anything, but we support only the
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* "NodeID/TransformID.SubElement" notation
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*/
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std::string mTarget;
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/** Source URL of the time values. Collada calls them "input". Meh. */
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std::string mSourceTimes;
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/** Source URL of the value values. Collada calls them "output". */
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std::string mSourceValues;
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};
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/** An animation. Container for 0-x animation channels or 0-x animations */
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struct Animation
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{
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/** Anim name */
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std::string mName;
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/** the animation channels, if any */
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std::vector<AnimationChannel> mChannels;
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/** the sub-animations, if any */
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std::vector<Animation*> mSubAnims;
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/** Destructor */
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~Animation()
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{
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for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
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delete *it;
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}
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};
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} // end of namespace Collada
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} // end of namespace Assimp
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#endif // AI_COLLADAHELPER_H_INC
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