171 lines
4.2 KiB
C++
171 lines
4.2 KiB
C++
#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 "aiTypes.h"
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namespace Assimp
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{
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namespace ObjFile
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{
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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 Datastructure for a simple obj-face, descripes discredisation and materials
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struct Face
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{
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typedef std::vector<unsigned int> IndexArray;
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//! Primitive type
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int m_PrimitiveType;
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//! Vertex indices
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IndexArray *m_pVertices;
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//! Normal indices
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IndexArray *m_pNormals;
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//! Texture coordinates indices
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IndexArray *m_pTexturCoords;
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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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//! \param pVertices Pointer to assigned vertex indexbuffer
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//! \param pNormals Pointer to assigned normals indexbuffer
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//! \param pTexCoords Pointer to assigned texture indexbuffer
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Face(std::vector<unsigned int> *pVertices,
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std::vector<unsigned int> *pNormals,
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std::vector<unsigned int> *pTexCoords) :
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m_PrimitiveType(2),
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m_pVertices(pVertices),
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m_pNormals(pNormals),
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m_pTexturCoords(pTexCoords),
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m_pMaterial(0L)
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{
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// empty
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}
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//! \brief Destructor
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~Face()
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{
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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 objfile object definition
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struct Object
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{
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//! Obejct name
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std::string m_strObjName;
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//! Assigend face instances
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std::vector<Face*> m_Faces;
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//! Transformation matrix, stored in OpenGL format
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aiMatrix4x4 m_Transformation;
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//! All subobjects references by this object
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std::vector<Object*> m_SubObjects;
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//! \brief Default constructor
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Object() :
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m_strObjName("")
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{
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// empty
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}
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//! \brief Destructor
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~Object()
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{
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for (std::vector<Object*>::iterator it = m_SubObjects.begin();
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it != m_SubObjects.end(); ++it)
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{
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delete *it;
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}
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m_SubObjects.clear();
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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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struct Material
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{
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aiString MaterialName;
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aiString texture;
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aiColor3D ambient;
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aiColor3D diffuse;
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aiColor3D specular;
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float alpha;
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float shineness;
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int illumination_model;
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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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struct Model
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{
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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 group
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std::vector<std::string> m_GroupLib;
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//! Vector with all generated vertices
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std::vector<aiVector3D_t*> m_Vertices;
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//! vector with all generated normals
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std::vector<aiVector3D_t*> m_Normals;
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//! Groupmap
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GroupMap m_Groups;
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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<aiVector2D_t*> m_TextureCoord;
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//! Material map
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std::map<std::string, Material*> m_MaterialMap;
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//! \brief Default 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_strActiveGroup("")
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{
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// empty
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}
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//! \brief DEstructor
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~Model()
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{
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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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{
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delete *it;
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}
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m_Objects.clear();
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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
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