vrshoot
diff libs/assimp/3DSHelper.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/3DSHelper.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,577 @@ 1.4 +/* 1.5 +Open Asset Import Library (assimp) 1.6 +---------------------------------------------------------------------- 1.7 + 1.8 +Copyright (c) 2006-2012, assimp team 1.9 +All rights reserved. 1.10 + 1.11 +Redistribution and use of this software in source and binary forms, 1.12 +with or without modification, are permitted provided that the 1.13 +following conditions are met: 1.14 + 1.15 +* Redistributions of source code must retain the above 1.16 + copyright notice, this list of conditions and the 1.17 + following disclaimer. 1.18 + 1.19 +* Redistributions in binary form must reproduce the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer in the documentation and/or other 1.22 + materials provided with the distribution. 1.23 + 1.24 +* Neither the name of the assimp team, nor the names of its 1.25 + contributors may be used to endorse or promote products 1.26 + derived from this software without specific prior 1.27 + written permission of the assimp team. 1.28 + 1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.40 + 1.41 +---------------------------------------------------------------------- 1.42 +*/ 1.43 + 1.44 +/** @file Defines helper data structures for the import of 3DS files */ 1.45 + 1.46 +#ifndef AI_3DSFILEHELPER_H_INC 1.47 +#define AI_3DSFILEHELPER_H_INC 1.48 + 1.49 + 1.50 +#include "SpatialSort.h" 1.51 +#include "SmoothingGroups.h" 1.52 + 1.53 +namespace Assimp { 1.54 +namespace D3DS { 1.55 + 1.56 +#include "assimp/Compiler/pushpack1.h" 1.57 + 1.58 +// --------------------------------------------------------------------------- 1.59 +/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks 1.60 +* and data structures. 1.61 +*/ 1.62 +class Discreet3DS 1.63 +{ 1.64 +private: 1.65 + inline Discreet3DS() {} 1.66 + 1.67 +public: 1.68 + 1.69 + //! data structure for a single chunk in a .3ds file 1.70 + struct Chunk 1.71 + { 1.72 + uint16_t Flag; 1.73 + uint32_t Size; 1.74 + } PACK_STRUCT; 1.75 + 1.76 + 1.77 + //! Used for shading field in material3ds structure 1.78 + //! From AutoDesk 3ds SDK 1.79 + typedef enum 1.80 + { 1.81 + // translated to gouraud shading with wireframe active 1.82 + Wire = 0x0, 1.83 + 1.84 + // if this material is set, no vertex normals will 1.85 + // be calculated for the model. Face normals + gouraud 1.86 + Flat = 0x1, 1.87 + 1.88 + // standard gouraud shading 1.89 + Gouraud = 0x2, 1.90 + 1.91 + // phong shading 1.92 + Phong = 0x3, 1.93 + 1.94 + // cooktorrance or anistropic phong shading ... 1.95 + // the exact meaning is unknown, if you know it 1.96 + // feel free to tell me ;-) 1.97 + Metal = 0x4, 1.98 + 1.99 + // required by the ASE loader 1.100 + Blinn = 0x5 1.101 + } shadetype3ds; 1.102 + 1.103 + // Flags for animated keys 1.104 + enum 1.105 + { 1.106 + KEY_USE_TENS = 0x1, 1.107 + KEY_USE_CONT = 0x2, 1.108 + KEY_USE_BIAS = 0x4, 1.109 + KEY_USE_EASE_TO = 0x8, 1.110 + KEY_USE_EASE_FROM = 0x10 1.111 + } ; 1.112 + 1.113 + enum 1.114 + { 1.115 + 1.116 + // ******************************************************************** 1.117 + // Basic chunks which can be found everywhere in the file 1.118 + CHUNK_VERSION = 0x0002, 1.119 + CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B 1.120 + CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B 1.121 + 1.122 + // Linear color values (gamma = 2.2?) 1.123 + CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B 1.124 + CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B 1.125 + 1.126 + CHUNK_PERCENTW = 0x0030, // int2 percentage 1.127 + CHUNK_PERCENTF = 0x0031, // float4 percentage 1.128 + // ******************************************************************** 1.129 + 1.130 + // Prj master chunk 1.131 + CHUNK_PRJ = 0xC23D, 1.132 + 1.133 + // MDLI master chunk 1.134 + CHUNK_MLI = 0x3DAA, 1.135 + 1.136 + // Primary main chunk of the .3ds file 1.137 + CHUNK_MAIN = 0x4D4D, 1.138 + 1.139 + // Mesh main chunk 1.140 + CHUNK_OBJMESH = 0x3D3D, 1.141 + 1.142 + // Specifies the background color of the .3ds file 1.143 + // This is passed through the material system for 1.144 + // viewing purposes. 1.145 + CHUNK_BKGCOLOR = 0x1200, 1.146 + 1.147 + // Specifies the ambient base color of the scene. 1.148 + // This is added to all materials in the file 1.149 + CHUNK_AMBCOLOR = 0x2100, 1.150 + 1.151 + // Specifies the background image for the whole scene 1.152 + // This value is passed through the material system 1.153 + // to the viewer 1.154 + CHUNK_BIT_MAP = 0x1100, 1.155 + CHUNK_BIT_MAP_EXISTS = 0x1101, 1.156 + 1.157 + // ******************************************************************** 1.158 + // Viewport related stuff. Ignored 1.159 + CHUNK_DEFAULT_VIEW = 0x3000, 1.160 + CHUNK_VIEW_TOP = 0x3010, 1.161 + CHUNK_VIEW_BOTTOM = 0x3020, 1.162 + CHUNK_VIEW_LEFT = 0x3030, 1.163 + CHUNK_VIEW_RIGHT = 0x3040, 1.164 + CHUNK_VIEW_FRONT = 0x3050, 1.165 + CHUNK_VIEW_BACK = 0x3060, 1.166 + CHUNK_VIEW_USER = 0x3070, 1.167 + CHUNK_VIEW_CAMERA = 0x3080, 1.168 + // ******************************************************************** 1.169 + 1.170 + // Mesh chunks 1.171 + CHUNK_OBJBLOCK = 0x4000, 1.172 + CHUNK_TRIMESH = 0x4100, 1.173 + CHUNK_VERTLIST = 0x4110, 1.174 + CHUNK_VERTFLAGS = 0x4111, 1.175 + CHUNK_FACELIST = 0x4120, 1.176 + CHUNK_FACEMAT = 0x4130, 1.177 + CHUNK_MAPLIST = 0x4140, 1.178 + CHUNK_SMOOLIST = 0x4150, 1.179 + CHUNK_TRMATRIX = 0x4160, 1.180 + CHUNK_MESHCOLOR = 0x4165, 1.181 + CHUNK_TXTINFO = 0x4170, 1.182 + CHUNK_LIGHT = 0x4600, 1.183 + CHUNK_CAMERA = 0x4700, 1.184 + CHUNK_HIERARCHY = 0x4F00, 1.185 + 1.186 + // Specifies the global scaling factor. This is applied 1.187 + // to the root node's transformation matrix 1.188 + CHUNK_MASTER_SCALE = 0x0100, 1.189 + 1.190 + // ******************************************************************** 1.191 + // Material chunks 1.192 + CHUNK_MAT_MATERIAL = 0xAFFF, 1.193 + 1.194 + // asciiz containing the name of the material 1.195 + CHUNK_MAT_MATNAME = 0xA000, 1.196 + CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk 1.197 + CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk 1.198 + CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk 1.199 + 1.200 + // Specifies the shininess of the material 1.201 + // followed by percentage chunk 1.202 + CHUNK_MAT_SHININESS = 0xA040, 1.203 + CHUNK_MAT_SHININESS_PERCENT = 0xA041 , 1.204 + 1.205 + // Specifies the shading mode to be used 1.206 + // followed by a short 1.207 + CHUNK_MAT_SHADING = 0xA100, 1.208 + 1.209 + // NOTE: Emissive color (self illumination) seems not 1.210 + // to be a color but a single value, type is unknown. 1.211 + // Make the parser accept both of them. 1.212 + // followed by percentage chunk (?) 1.213 + CHUNK_MAT_SELF_ILLUM = 0xA080, 1.214 + 1.215 + // Always followed by percentage chunk (?) 1.216 + CHUNK_MAT_SELF_ILPCT = 0xA084, 1.217 + 1.218 + // Always followed by percentage chunk 1.219 + CHUNK_MAT_TRANSPARENCY = 0xA050, 1.220 + 1.221 + // Diffuse texture channel 0 1.222 + CHUNK_MAT_TEXTURE = 0xA200, 1.223 + 1.224 + // Contains opacity information for each texel 1.225 + CHUNK_MAT_OPACMAP = 0xA210, 1.226 + 1.227 + // Contains a reflection map to be used to reflect 1.228 + // the environment. This is partially supported. 1.229 + CHUNK_MAT_REFLMAP = 0xA220, 1.230 + 1.231 + // Self Illumination map (emissive colors) 1.232 + CHUNK_MAT_SELFIMAP = 0xA33d, 1.233 + 1.234 + // Bumpmap. Not specified whether it is a heightmap 1.235 + // or a normal map. Assme it is a heightmap since 1.236 + // artist normally prefer this format. 1.237 + CHUNK_MAT_BUMPMAP = 0xA230, 1.238 + 1.239 + // Specular map. Seems to influence the specular color 1.240 + CHUNK_MAT_SPECMAP = 0xA204, 1.241 + 1.242 + // Holds shininess data. 1.243 + CHUNK_MAT_MAT_SHINMAP = 0xA33C, 1.244 + 1.245 + // Scaling in U/V direction. 1.246 + // (need to gen separate UV coordinate set 1.247 + // and do this by hand) 1.248 + CHUNK_MAT_MAP_USCALE = 0xA354, 1.249 + CHUNK_MAT_MAP_VSCALE = 0xA356, 1.250 + 1.251 + // Translation in U/V direction. 1.252 + // (need to gen separate UV coordinate set 1.253 + // and do this by hand) 1.254 + CHUNK_MAT_MAP_UOFFSET = 0xA358, 1.255 + CHUNK_MAT_MAP_VOFFSET = 0xA35a, 1.256 + 1.257 + // UV-coordinates rotation around the z-axis 1.258 + // Assumed to be in radians. 1.259 + CHUNK_MAT_MAP_ANG = 0xA35C, 1.260 + 1.261 + // Tiling flags for 3DS files 1.262 + CHUNK_MAT_MAP_TILING = 0xa351, 1.263 + 1.264 + // Specifies the file name of a texture 1.265 + CHUNK_MAPFILE = 0xA300, 1.266 + 1.267 + // Specifies whether a materail requires two-sided rendering 1.268 + CHUNK_MAT_TWO_SIDE = 0xA081, 1.269 + // ******************************************************************** 1.270 + 1.271 + // Main keyframer chunk. Contains translation/rotation/scaling data 1.272 + CHUNK_KEYFRAMER = 0xB000, 1.273 + 1.274 + // Supported sub chunks 1.275 + CHUNK_TRACKINFO = 0xB002, 1.276 + CHUNK_TRACKOBJNAME = 0xB010, 1.277 + CHUNK_TRACKDUMMYOBJNAME = 0xB011, 1.278 + CHUNK_TRACKPIVOT = 0xB013, 1.279 + CHUNK_TRACKPOS = 0xB020, 1.280 + CHUNK_TRACKROTATE = 0xB021, 1.281 + CHUNK_TRACKSCALE = 0xB022, 1.282 + 1.283 + // ******************************************************************** 1.284 + // Keyframes for various other stuff in the file 1.285 + // Partially ignored 1.286 + CHUNK_AMBIENTKEY = 0xB001, 1.287 + CHUNK_TRACKMORPH = 0xB026, 1.288 + CHUNK_TRACKHIDE = 0xB029, 1.289 + CHUNK_OBJNUMBER = 0xB030, 1.290 + CHUNK_TRACKCAMERA = 0xB003, 1.291 + CHUNK_TRACKFOV = 0xB023, 1.292 + CHUNK_TRACKROLL = 0xB024, 1.293 + CHUNK_TRACKCAMTGT = 0xB004, 1.294 + CHUNK_TRACKLIGHT = 0xB005, 1.295 + CHUNK_TRACKLIGTGT = 0xB006, 1.296 + CHUNK_TRACKSPOTL = 0xB007, 1.297 + CHUNK_FRAMES = 0xB008, 1.298 + // ******************************************************************** 1.299 + 1.300 + // light sub-chunks 1.301 + CHUNK_DL_OFF = 0x4620, 1.302 + CHUNK_DL_OUTER_RANGE = 0x465A, 1.303 + CHUNK_DL_INNER_RANGE = 0x4659, 1.304 + CHUNK_DL_MULTIPLIER = 0x465B, 1.305 + CHUNK_DL_EXCLUDE = 0x4654, 1.306 + CHUNK_DL_ATTENUATE = 0x4625, 1.307 + CHUNK_DL_SPOTLIGHT = 0x4610, 1.308 + 1.309 + // camera sub-chunks 1.310 + CHUNK_CAM_RANGES = 0x4720 1.311 + }; 1.312 +}; 1.313 + 1.314 +// --------------------------------------------------------------------------- 1.315 +/** Helper structure representing a 3ds mesh face */ 1.316 +struct Face : public FaceWithSmoothingGroup 1.317 +{ 1.318 +}; 1.319 + 1.320 +// --------------------------------------------------------------------------- 1.321 +/** Helper structure representing a texture */ 1.322 +struct Texture 1.323 +{ 1.324 + //! Default constructor 1.325 + Texture() 1.326 + : mOffsetU (0.0f) 1.327 + , mOffsetV (0.0f) 1.328 + , mScaleU (1.0f) 1.329 + , mScaleV (1.0f) 1.330 + , mRotation (0.0f) 1.331 + , mMapMode (aiTextureMapMode_Wrap) 1.332 + , iUVSrc (0) 1.333 + { 1.334 + mTextureBlend = get_qnan(); 1.335 + } 1.336 + 1.337 + //! Specifies the blend factor for the texture 1.338 + float mTextureBlend; 1.339 + 1.340 + //! Specifies the filename of the texture 1.341 + std::string mMapName; 1.342 + 1.343 + //! Specifies texture coordinate offsets/scaling/rotations 1.344 + float mOffsetU; 1.345 + float mOffsetV; 1.346 + float mScaleU; 1.347 + float mScaleV; 1.348 + float mRotation; 1.349 + 1.350 + //! Specifies the mapping mode to be used for the texture 1.351 + aiTextureMapMode mMapMode; 1.352 + 1.353 + //! Used internally 1.354 + bool bPrivate; 1.355 + int iUVSrc; 1.356 +}; 1.357 + 1.358 +#include "assimp/Compiler/poppack1.h" 1.359 + 1.360 +// --------------------------------------------------------------------------- 1.361 +/** Helper structure representing a 3ds material */ 1.362 +struct Material 1.363 +{ 1.364 + //! Default constructor. Builds a default name for the material 1.365 + Material() 1.366 + : 1.367 + mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black 1.368 + mSpecularExponent (0.0f), 1.369 + mShininessStrength (1.0f), 1.370 + mShading(Discreet3DS::Gouraud), 1.371 + mTransparency (1.0f), 1.372 + mBumpHeight (1.0f), 1.373 + mTwoSided (false) 1.374 + { 1.375 + static int iCnt = 0; 1.376 + 1.377 + char szTemp[128]; 1.378 + sprintf(szTemp,"UNNAMED_%i",iCnt++); 1.379 + mName = szTemp; 1.380 + } 1.381 + 1.382 + //! Name of the material 1.383 + std::string mName; 1.384 + //! Diffuse color of the material 1.385 + aiColor3D mDiffuse; 1.386 + //! Specular exponent 1.387 + float mSpecularExponent; 1.388 + //! Shininess strength, in percent 1.389 + float mShininessStrength; 1.390 + //! Specular color of the material 1.391 + aiColor3D mSpecular; 1.392 + //! Ambient color of the material 1.393 + aiColor3D mAmbient; 1.394 + //! Shading type to be used 1.395 + Discreet3DS::shadetype3ds mShading; 1.396 + //! Opacity of the material 1.397 + float mTransparency; 1.398 + //! Diffuse texture channel 1.399 + Texture sTexDiffuse; 1.400 + //! Opacity texture channel 1.401 + Texture sTexOpacity; 1.402 + //! Specular texture channel 1.403 + Texture sTexSpecular; 1.404 + //! Reflective texture channel 1.405 + Texture sTexReflective; 1.406 + //! Bump texture channel 1.407 + Texture sTexBump; 1.408 + //! Emissive texture channel 1.409 + Texture sTexEmissive; 1.410 + //! Shininess texture channel 1.411 + Texture sTexShininess; 1.412 + //! Scaling factor for the bump values 1.413 + float mBumpHeight; 1.414 + //! Emissive color 1.415 + aiColor3D mEmissive; 1.416 + //! Ambient texture channel 1.417 + //! (used by the ASE format) 1.418 + Texture sTexAmbient; 1.419 + //! True if the material must be rendered from two sides 1.420 + bool mTwoSided; 1.421 +}; 1.422 + 1.423 +// --------------------------------------------------------------------------- 1.424 +/** Helper structure to represent a 3ds file mesh */ 1.425 +struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> 1.426 +{ 1.427 + //! Default constructor 1.428 + Mesh() 1.429 + { 1.430 + static int iCnt = 0; 1.431 + 1.432 + // Generate a default name for the mesh 1.433 + char szTemp[128]; 1.434 + ::sprintf(szTemp,"UNNAMED_%i",iCnt++); 1.435 + mName = szTemp; 1.436 + } 1.437 + 1.438 + //! Name of the mesh 1.439 + std::string mName; 1.440 + 1.441 + //! Texture coordinates 1.442 + std::vector<aiVector3D> mTexCoords; 1.443 + 1.444 + //! Face materials 1.445 + std::vector<unsigned int> mFaceMaterials; 1.446 + 1.447 + //! Local transformation matrix 1.448 + aiMatrix4x4 mMat; 1.449 +}; 1.450 + 1.451 +// --------------------------------------------------------------------------- 1.452 +/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the 1.453 + C-API, so it would be difficult to make them a template. */ 1.454 +struct aiFloatKey 1.455 +{ 1.456 + double mTime; ///< The time of this key 1.457 + float mValue; ///< The value of this key 1.458 + 1.459 +#ifdef __cplusplus 1.460 + 1.461 + // time is not compared 1.462 + bool operator == (const aiFloatKey& o) const 1.463 + {return o.mValue == this->mValue;} 1.464 + 1.465 + bool operator != (const aiFloatKey& o) const 1.466 + {return o.mValue != this->mValue;} 1.467 + 1.468 + // Only time is compared. This operator is defined 1.469 + // for use with std::sort 1.470 + bool operator < (const aiFloatKey& o) const 1.471 + {return mTime < o.mTime;} 1.472 + 1.473 + bool operator > (const aiFloatKey& o) const 1.474 + {return mTime < o.mTime;} 1.475 + 1.476 +#endif 1.477 +}; 1.478 + 1.479 +// --------------------------------------------------------------------------- 1.480 +/** Helper structure to represent a 3ds file node */ 1.481 +struct Node 1.482 +{ 1.483 + Node() 1.484 + 1.485 + : mHierarchyPos (0) 1.486 + , mHierarchyIndex (0) 1.487 + 1.488 + { 1.489 + static int iCnt = 0; 1.490 + 1.491 + // Generate a default name for the node 1.492 + char szTemp[128]; 1.493 + ::sprintf(szTemp,"UNNAMED_%i",iCnt++); 1.494 + mName = szTemp; 1.495 + 1.496 + aRotationKeys.reserve (20); 1.497 + aPositionKeys.reserve (20); 1.498 + aScalingKeys.reserve (20); 1.499 + } 1.500 + 1.501 + ~Node() 1.502 + { 1.503 + for (unsigned int i = 0; i < mChildren.size();++i) 1.504 + delete mChildren[i]; 1.505 + } 1.506 + 1.507 + //! Pointer to the parent node 1.508 + Node* mParent; 1.509 + 1.510 + //! Holds all child nodes 1.511 + std::vector<Node*> mChildren; 1.512 + 1.513 + //! Name of the node 1.514 + std::string mName; 1.515 + 1.516 + //! Dummy nodes: real name to be combined with the $$$DUMMY 1.517 + std::string mDummyName; 1.518 + 1.519 + //! Position of the node in the hierarchy (tree depth) 1.520 + int16_t mHierarchyPos; 1.521 + 1.522 + //! Index of the node 1.523 + int16_t mHierarchyIndex; 1.524 + 1.525 + //! Rotation keys loaded from the file 1.526 + std::vector<aiQuatKey> aRotationKeys; 1.527 + 1.528 + //! Position keys loaded from the file 1.529 + std::vector<aiVectorKey> aPositionKeys; 1.530 + 1.531 + //! Scaling keys loaded from the file 1.532 + std::vector<aiVectorKey> aScalingKeys; 1.533 + 1.534 + 1.535 + // For target lights (spot lights and directional lights): 1.536 + // The position of the target 1.537 + std::vector< aiVectorKey > aTargetPositionKeys; 1.538 + 1.539 + // For cameras: the camera roll angle 1.540 + std::vector< aiFloatKey > aCameraRollKeys; 1.541 + 1.542 + //! Pivot position loaded from the file 1.543 + aiVector3D vPivot; 1.544 + 1.545 + //! Add a child node, setup the right parent node for it 1.546 + //! \param pc Node to be 'adopted' 1.547 + inline Node& push_back(Node* pc) 1.548 + { 1.549 + mChildren.push_back(pc); 1.550 + pc->mParent = this; 1.551 + return *this; 1.552 + } 1.553 +}; 1.554 +// --------------------------------------------------------------------------- 1.555 +/** Helper structure analogue to aiScene */ 1.556 +struct Scene 1.557 +{ 1.558 + //! List of all materials loaded 1.559 + //! NOTE: 3ds references materials globally 1.560 + std::vector<Material> mMaterials; 1.561 + 1.562 + //! List of all meshes loaded 1.563 + std::vector<Mesh> mMeshes; 1.564 + 1.565 + //! List of all cameras loaded 1.566 + std::vector<aiCamera*> mCameras; 1.567 + 1.568 + //! List of all lights loaded 1.569 + std::vector<aiLight*> mLights; 1.570 + 1.571 + //! Pointer to the root node of the scene 1.572 + // --- moved to main class 1.573 + // Node* pcRootNode; 1.574 +}; 1.575 + 1.576 + 1.577 +} // end of namespace D3DS 1.578 +} // end of namespace Assimp 1.579 + 1.580 +#endif // AI_XFILEHELPER_H_INC