333 lines
10 KiB
C++
333 lines
10 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp 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 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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#pragma once
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#ifndef OBJ_FILEDATA_H_INC
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#define OBJ_FILEDATA_H_INC
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#include <vector>
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#include <map>
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#include <assimp/types.h>
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#include <assimp/mesh.h>
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namespace Assimp {
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namespace ObjFile {
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struct Object;
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struct Face;
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struct Material;
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// ------------------------------------------------------------------------------------------------
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//! \struct Face
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//! \brief Data structure for a simple obj-face, describes discredit,l.ation and materials
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// ------------------------------------------------------------------------------------------------
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struct Face {
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typedef std::vector<unsigned int> IndexArray;
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//! Primitive type
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aiPrimitiveType m_PrimitiveType;
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//! Vertex indices
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IndexArray m_vertices;
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//! Normal indices
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IndexArray m_normals;
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//! Texture coordinates indices
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IndexArray m_texturCoords;
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//! Pointer to assigned material
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Material *m_pMaterial;
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//! \brief Default constructor
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Face( aiPrimitiveType pt = aiPrimitiveType_POLYGON)
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: m_PrimitiveType( pt )
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, m_vertices()
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, m_normals()
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, m_texturCoords()
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, m_pMaterial( 0L ) {
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// empty
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}
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//! \brief Destructor
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~Face() {
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// empty
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}
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Object
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//! \brief Stores all objects of an obj-file object definition
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// ------------------------------------------------------------------------------------------------
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struct Object {
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enum ObjectType {
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ObjType,
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GroupType
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};
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//! Object name
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std::string m_strObjName;
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//! Transformation matrix, stored in OpenGL format
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aiMatrix4x4 m_Transformation;
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//! All sub-objects referenced by this object
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std::vector<Object*> m_SubObjects;
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/// Assigned meshes
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std::vector<unsigned int> m_Meshes;
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//! \brief Default constructor
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Object() = default;
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//! \brief Destructor
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~Object() {
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for ( std::vector<Object*>::iterator it = m_SubObjects.begin(); it != m_SubObjects.end(); ++it) {
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delete *it;
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}
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}
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Material
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//! \brief Data structure to store all material specific data
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// ------------------------------------------------------------------------------------------------
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struct Material {
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//! Name of material description
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aiString MaterialName;
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//! Texture names
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aiString texture;
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aiString textureSpecular;
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aiString textureAmbient;
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aiString textureEmissive;
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aiString textureBump;
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aiString textureNormal;
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aiString textureReflection[6];
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aiString textureSpecularity;
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aiString textureOpacity;
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aiString textureDisp;
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enum TextureType {
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TextureDiffuseType = 0,
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TextureSpecularType,
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TextureAmbientType,
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TextureEmissiveType,
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TextureBumpType,
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TextureNormalType,
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TextureReflectionSphereType,
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TextureReflectionCubeTopType,
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TextureReflectionCubeBottomType,
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TextureReflectionCubeFrontType,
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TextureReflectionCubeBackType,
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TextureReflectionCubeLeftType,
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TextureReflectionCubeRightType,
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TextureSpecularityType,
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TextureOpacityType,
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TextureDispType,
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TextureTypeCount
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};
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bool clamp[TextureTypeCount];
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//! Ambient color
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aiColor3D ambient;
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//! Diffuse color
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aiColor3D diffuse;
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//! Specular color
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aiColor3D specular;
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//! Emissive color
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aiColor3D emissive;
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//! Alpha value
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ai_real alpha;
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//! Shineness factor
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ai_real shineness;
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//! Illumination model
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int illumination_model;
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//! Index of refraction
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ai_real ior;
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//! Transparency color
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aiColor3D transparent;
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//! Constructor
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Material()
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: diffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) )
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, alpha (ai_real( 1.0 ) )
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, shineness ( ai_real( 0.0) )
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, illumination_model (1)
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, ior ( ai_real( 1.0 ) )
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, transparent( ai_real( 1.0), ai_real (1.0), ai_real(1.0)) {
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std::fill_n(clamp, TextureTypeCount, false);
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}
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// Destructor
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~Material() = default;
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Mesh
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//! \brief Data structure to store a mesh
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// ------------------------------------------------------------------------------------------------
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struct Mesh {
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static const unsigned int NoMaterial = ~0u;
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/// The name for the mesh
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std::string m_name;
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/// Array with pointer to all stored faces
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std::vector<Face*> m_Faces;
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/// Assigned material
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Material *m_pMaterial;
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/// Number of stored indices.
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unsigned int m_uiNumIndices;
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/// Number of UV
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unsigned int m_uiUVCoordinates[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
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/// Material index.
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unsigned int m_uiMaterialIndex;
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/// True, if normals are stored.
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bool m_hasNormals;
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/// True, if vertex colors are stored.
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bool m_hasVertexColors;
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/// Constructor
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explicit Mesh( const std::string &name )
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: m_name( name )
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, m_pMaterial(NULL)
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, m_uiNumIndices(0)
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, m_uiMaterialIndex( NoMaterial )
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, m_hasNormals(false) {
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memset(m_uiUVCoordinates, 0, sizeof( unsigned int ) * AI_MAX_NUMBER_OF_TEXTURECOORDS);
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}
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/// Destructor
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~Mesh() {
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for (std::vector<Face*>::iterator it = m_Faces.begin();
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it != m_Faces.end(); ++it)
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{
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delete *it;
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}
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}
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};
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// ------------------------------------------------------------------------------------------------
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//! \struct Model
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//! \brief Data structure to store all obj-specific model datas
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// ------------------------------------------------------------------------------------------------
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struct Model {
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typedef std::map<std::string, std::vector<unsigned int>* > GroupMap;
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typedef std::map<std::string, std::vector<unsigned int>* >::iterator GroupMapIt;
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typedef std::map<std::string, std::vector<unsigned int>* >::const_iterator ConstGroupMapIt;
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//! Model name
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std::string m_ModelName;
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//! List ob assigned objects
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std::vector<Object*> m_Objects;
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//! Pointer to current object
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ObjFile::Object *m_pCurrent;
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//! Pointer to current material
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ObjFile::Material *m_pCurrentMaterial;
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//! Pointer to default material
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ObjFile::Material *m_pDefaultMaterial;
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//! Vector with all generated materials
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std::vector<std::string> m_MaterialLib;
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//! Vector with all generated vertices
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std::vector<aiVector3D> m_Vertices;
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//! vector with all generated normals
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std::vector<aiVector3D> m_Normals;
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//! vector with all vertex colors
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std::vector<aiVector3D> m_VertexColors;
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//! Group map
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GroupMap m_Groups;
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//! Group to face id assignment
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std::vector<unsigned int> *m_pGroupFaceIDs;
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//! Active group
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std::string m_strActiveGroup;
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//! Vector with generated texture coordinates
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std::vector<aiVector3D> m_TextureCoord;
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//! Maximum dimension of texture coordinates
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unsigned int m_TextureCoordDim;
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//! Current mesh instance
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Mesh *m_pCurrentMesh;
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//! Vector with stored meshes
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std::vector<Mesh*> m_Meshes;
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//! Material map
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std::map<std::string, Material*> m_MaterialMap;
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//! \brief The default class constructor
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Model() :
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m_ModelName(""),
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m_pCurrent(NULL),
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m_pCurrentMaterial(NULL),
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m_pDefaultMaterial(NULL),
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m_pGroupFaceIDs(NULL),
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m_strActiveGroup(""),
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m_TextureCoordDim(0),
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m_pCurrentMesh(NULL)
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{
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// empty
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}
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//! \brief The class destructor
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~Model() {
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// Clear all stored object instances
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for (std::vector<Object*>::iterator it = m_Objects.begin();
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it != m_Objects.end(); ++it) {
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delete *it;
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}
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m_Objects.clear();
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// Clear all stored mesh instances
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for (std::vector<Mesh*>::iterator it = m_Meshes.begin();
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it != m_Meshes.end(); ++it) {
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delete *it;
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}
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m_Meshes.clear();
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for(GroupMapIt it = m_Groups.begin(); it != m_Groups.end(); ++it) {
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delete it->second;
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}
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m_Groups.clear();
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for ( std::map<std::string, Material*>::iterator it = m_MaterialMap.begin(); it != m_MaterialMap.end(); ++it ) {
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delete it->second;
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}
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}
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};
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// ------------------------------------------------------------------------------------------------
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} // Namespace ObjFile
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} // Namespace Assimp
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#endif // OBJ_FILEDATA_H_INC
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