assimp/code/ColladaHelper.h

520 lines
12 KiB
C++

/** Helper structures for the Collada loader */
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_COLLADAHELPER_H_INC
#define AI_COLLADAHELPER_H_INC
namespace Assimp {
namespace Collada {
/** Collada file versions which evolved during the years ... */
enum FormatVersion
{
FV_1_5_n,
FV_1_4_n,
FV_1_3_n
};
/** Transformation types that can be applied to a node */
enum TransformType
{
TF_LOOKAT,
TF_ROTATE,
TF_TRANSLATE,
TF_SCALE,
TF_SKEW,
TF_MATRIX
};
/** Different types of input data to a vertex or face */
enum InputType
{
IT_Invalid,
IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
IT_Position,
IT_Normal,
IT_Texcoord,
IT_Color,
IT_Tangent,
IT_Bitangent
};
/** Contains all data for one of the different transformation types */
struct Transform
{
TransformType mType;
float f[16]; ///< Interpretation of data depends on the type of the transformation
};
/** A collada camera. */
struct Camera
{
Camera()
: mOrtho (false)
, mHorFov (10e10f)
, mVerFov (10e10f)
, mAspect (10e10f)
, mZNear (0.1f)
, mZFar (1000.f)
{}
// Name of camera
std::string mName;
// True if it is an orthografic camera
bool mOrtho;
//! Horizontal field of view in degrees
float mHorFov;
//! Vertical field of view in degrees
float mVerFov;
//! Screen aspect
float mAspect;
//! Near& far z
float mZNear, mZFar;
};
#define aiLightSource_AMBIENT 0xdeaddead
/** A collada light source. */
struct Light
{
Light()
: mAttConstant (1.f)
, mAttLinear (0.f)
, mAttQuadratic (0.f)
, mFalloffAngle (180.f)
, mFalloffExponent (0.f)
, mPenumbraAngle (10e10f)
, mOuterAngle (10e10f)
, mIntensity (1.f)
{}
//! Type of the light source aiLightSourceType + ambient
unsigned int mType;
//! Color of the light
aiColor3D mColor;
//! Light attenuation
float mAttConstant,mAttLinear,mAttQuadratic;
//! Spot light falloff
float mFalloffAngle;
float mFalloffExponent;
// -----------------------------------------------------
// FCOLLADA extension from here
//! ... related stuff from maja and max extensions
float mPenumbraAngle;
float mOuterAngle;
//! Common light intensity
float mIntensity;
};
/** Short vertex index description */
struct InputSemanticMapEntry
{
InputSemanticMapEntry()
: mSet (0)
{}
//! Index of set, optional
unsigned int mSet;
//! Name of referenced vertex input
InputType mType;
};
/** Table to map from effect to vertex input semantics */
struct SemanticMappingTable
{
//! Name of material
std::string mMatName;
//! List of semantic map commands, grouped by effect semantic name
std::map<std::string, InputSemanticMapEntry> mMap;
//! For std::find
bool operator == (const std::string& s) const {
return s == mMatName;
}
};
/** A reference to a mesh inside a node, including materials assigned to the various subgroups */
struct MeshInstance
{
///< ID of the mesh
std::string mMesh;
///< Map of materials by the subgroup ID they're applied to
std::map<std::string, SemanticMappingTable> mMaterials;
};
/** A reference to a camera inside a node*/
struct CameraInstance
{
///< ID of the camera
std::string mCamera;
};
/** A reference to a light inside a node*/
struct LightInstance
{
///< ID of the camera
std::string mLight;
};
/** A reference to a node inside a node*/
struct NodeInstance
{
///< ID of the node
std::string mNode;
};
/** A node in a scene hierarchy */
struct Node
{
std::string mName;
std::string mID;
Node* mParent;
std::vector<Node*> mChildren;
/** Operations in order to calculate the resulting transformation to parent. */
std::vector<Transform> mTransforms;
/** Meshes at this node */
std::vector<MeshInstance> mMeshes;
/** Lights at this node */
std::vector<LightInstance> mLights;
/** Cameras at this node */
std::vector<CameraInstance> mCameras;
/** Node instances at this node */
std::vector<NodeInstance> mNodeInstances;
/** Rootnodes: Name of primary camera, if any */
std::string mPrimaryCamera;
//! Constructor. Begin with a zero parent
Node() {
mParent = NULL;
}
//! Destructor: delete all children subsequently
~Node() {
for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
delete *it;
}
};
/** Data source array */
struct Data
{
std::vector<float> mValues;
};
/** Accessor to a data array */
struct Accessor
{
size_t mCount; // in number of objects
size_t mOffset; // in number of values
size_t mStride; // Stride in number of values
std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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.
// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
std::string mSource; // URL of the source array
mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
Accessor()
{
mCount = 0; mOffset = 0; mStride = 0; mData = NULL;
mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
}
};
/** A single face in a mesh */
struct Face
{
std::vector<size_t> mIndices;
};
/** An input channel for mesh data, referring to a single accessor */
struct InputChannel
{
InputType mType; // Type of the data
size_t mIndex; // Optional index, if multiple sets of the same data type are given
size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
std::string mAccessor; // ID of the accessor where to read the actual values from.
mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
};
/** Subset of a mesh with a certain material */
struct SubMesh
{
std::string mMaterial; ///< subgroup identifier
size_t mNumFaces; ///< number of faces in this submesh
};
/** Contains data for a single mesh */
struct Mesh
{
Mesh()
{
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
mNumUVComponents[i] = 2;
}
std::string mVertexID; // just to check if there's some sophisticated addressing involved... which we don't support, and therefore should warn about.
std::vector<InputChannel> mPerVertexData; // Vertex data addressed by vertex indices
// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
std::vector<aiVector3D> mPositions;
std::vector<aiVector3D> mNormals;
std::vector<aiVector3D> mTangents;
std::vector<aiVector3D> mBitangents;
std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
// Faces. Stored are only the number of vertices for each face. 1 == point, 2 == line, 3 == triangle, 4+ == poly
std::vector<size_t> mFaceSize;
// Submeshes in this mesh, each with a given material
std::vector<SubMesh> mSubMeshes;
};
/** Which type of primitives the ReadPrimitives() function is going to read */
enum PrimitiveType
{
Prim_Invalid,
Prim_Lines,
Prim_LineStrip,
Prim_Triangles,
Prim_TriStrips,
Prim_TriFans,
Prim_Polylist,
Prim_Polygon
};
/** A collada material. Pretty much the only member is a reference to an effect. */
struct Material
{
std::string mEffect;
};
/** Type of the effect param */
enum ParamType
{
Param_Sampler,
Param_Surface
};
/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
struct EffectParam
{
ParamType mType;
std::string mReference; // to which other thing the param is referring to.
};
/** Shading type supported by the standard effect spec of Collada */
enum ShadeType
{
Shade_Invalid,
Shade_Constant,
Shade_Lambert,
Shade_Phong,
Shade_Blinn
};
/** Represents a texture sampler in collada */
struct Sampler
{
Sampler()
: mWrapU (true)
, mWrapV (true)
, mMirrorU (true)
, mMirrorV (true)
, mOp (aiTextureOp_Multiply)
, mUVId (0xffffffff)
, mWeighting (1.f)
, mMixWithPrevious (1.f)
{}
/** Name of image reference
*/
std::string mName;
/** Wrap U?
*/
bool mWrapU;
/** Wrap V?
*/
bool mWrapV;
/** Mirror U?
*/
bool mMirrorU;
/** Mirror V?
*/
bool mMirrorV;
/** Blend mode
*/
aiTextureOp mOp;
/** UV transformation
*/
aiUVTransform mTransform;
/** Name of source UV channel
*/
std::string mUVChannel;
/** Resolved UV channel index or 0xffffffff if not known
*/
unsigned int mUVId;
// OKINO/MAX3D extensions from here
// -------------------------------------------------------
/** Weighting factor
*/
float mWeighting;
/** Mixing factor from OKINO
*/
float mMixWithPrevious;
};
/** Describes different alpha blending modes. */
enum AlphaMode
{
AM_RGB_ZERO,
AM_RGB_ONE,
AM_ALPHA_ONE,
AM_ALPHA_ZERO
};
/** A collada effect. Can contain about anything according to the Collada spec,
but we limit our version to a reasonable subset. */
struct Effect
{
// Shading mode
ShadeType mShadeType;
// Alpha mode
AlphaMode mAlphaMode;
// Colors
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
mTransparent, mReflective;
// Textures
Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
mTexTransparent, mTexBump, mTexReflective;
// Scalar factory
float mShininess, mRefractIndex;
float mTransparency;
// local params referring to each other by their SID
typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
ParamLibrary mParams;
// MAX3D extensions
// ---------------------------------------------------------
// Double-sided?
bool mDoubleSided, mWireframe, mFaceted;
Effect()
: mShadeType (Shade_Phong)
, mAlphaMode (AM_ALPHA_ZERO)
, mEmissive ( 0, 0, 0, 1)
, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
, mTransparent ( 0, 0, 0, 1)
, mShininess (10.0f)
, mRefractIndex (1.f)
, mTransparency (0.f)
, mDoubleSided (false)
, mWireframe (false)
, mFaceted (false)
{
}
};
/** An image, meaning texture */
struct Image
{
std::string mFileName;
/** If image file name is zero, embedded image data
*/
std::vector<uint8_t> mImageData;
/** If image file name is zero, file format of
* embedded image data.
*/
std::string mEmbeddedFormat;
};
} // end of namespace Collada
} // end of namespace Assimp
#endif // AI_COLLADAHELPER_H_INC