vrshoot
diff libs/assimp/COBScene.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/COBScene.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,271 @@ 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 COBScene.h 1.45 +* @brief Utilities for the COB importer. 1.46 +*/ 1.47 +#ifndef INCLUDED_AI_COB_SCENE_H 1.48 +#define INCLUDED_AI_COB_SCENE_H 1.49 + 1.50 +#include <boost/shared_ptr.hpp> 1.51 +#include "BaseImporter.h" 1.52 + 1.53 +namespace Assimp { 1.54 + namespace COB { 1.55 + 1.56 +// ------------------ 1.57 +/** Represents a single vertex index in a face */ 1.58 +struct VertexIndex 1.59 +{ 1.60 + // intentionally uninitialized 1.61 + unsigned int pos_idx,uv_idx; 1.62 +}; 1.63 + 1.64 +// ------------------ 1.65 +/** COB Face data structure */ 1.66 +struct Face 1.67 +{ 1.68 + // intentionally uninitialized 1.69 + unsigned int material, flags; 1.70 + std::vector<VertexIndex> indices; 1.71 +}; 1.72 + 1.73 +// ------------------ 1.74 +/** COB chunk header information */ 1.75 +struct ChunkInfo 1.76 +{ 1.77 + enum {NO_SIZE=UINT_MAX}; 1.78 + 1.79 + ChunkInfo () 1.80 + : id (0) 1.81 + , parent_id (0) 1.82 + , version (0) 1.83 + , size (NO_SIZE) 1.84 + {} 1.85 + 1.86 + // Id of this chunk, unique within file 1.87 + unsigned int id; 1.88 + 1.89 + // and the corresponding parent 1.90 + unsigned int parent_id; 1.91 + 1.92 + // version. v1.23 becomes 123 1.93 + unsigned int version; 1.94 + 1.95 + // chunk size in bytes, only relevant for binary files 1.96 + // NO_SIZE is also valid. 1.97 + unsigned int size; 1.98 +}; 1.99 + 1.100 +// ------------------ 1.101 +/** A node in the scenegraph */ 1.102 +struct Node : public ChunkInfo 1.103 +{ 1.104 + enum Type { 1.105 + TYPE_MESH,TYPE_GROUP,TYPE_LIGHT,TYPE_CAMERA,TYPE_BONE 1.106 + }; 1.107 + 1.108 + virtual ~Node() {} 1.109 + Node(Type type) : type(type), unit_scale(1.f){} 1.110 + 1.111 + Type type; 1.112 + 1.113 + // used during resolving 1.114 + typedef std::deque<const Node*> ChildList; 1.115 + mutable ChildList temp_children; 1.116 + 1.117 + // unique name 1.118 + std::string name; 1.119 + 1.120 + // local mesh transformation 1.121 + aiMatrix4x4 transform; 1.122 + 1.123 + // scaling for this node to get to the metric system 1.124 + float unit_scale; 1.125 +}; 1.126 + 1.127 +// ------------------ 1.128 +/** COB Mesh data structure */ 1.129 +struct Mesh : public Node 1.130 +{ 1.131 + using ChunkInfo::operator=; 1.132 + enum DrawFlags { 1.133 + SOLID = 0x1, 1.134 + TRANS = 0x2, 1.135 + WIRED = 0x4, 1.136 + BBOX = 0x8, 1.137 + HIDE = 0x10 1.138 + }; 1.139 + 1.140 + Mesh() 1.141 + : Node(TYPE_MESH) 1.142 + , draw_flags(SOLID) 1.143 + {} 1.144 + 1.145 + // vertex elements 1.146 + std::vector<aiVector2D> texture_coords; 1.147 + std::vector<aiVector3D> vertex_positions; 1.148 + 1.149 + // face data 1.150 + std::vector<Face> faces; 1.151 + 1.152 + // misc. drawing flags 1.153 + unsigned int draw_flags; 1.154 + 1.155 + // used during resolving 1.156 + typedef std::deque<Face*> FaceRefList; 1.157 + typedef std::map< unsigned int,FaceRefList > TempMap; 1.158 + TempMap temp_map; 1.159 +}; 1.160 + 1.161 +// ------------------ 1.162 +/** COB Group data structure */ 1.163 +struct Group : public Node 1.164 +{ 1.165 + using ChunkInfo::operator=; 1.166 + Group() : Node(TYPE_GROUP) {} 1.167 +}; 1.168 + 1.169 +// ------------------ 1.170 +/** COB Bone data structure */ 1.171 +struct Bone : public Node 1.172 +{ 1.173 + using ChunkInfo::operator=; 1.174 + Bone() : Node(TYPE_BONE) {} 1.175 +}; 1.176 + 1.177 +// ------------------ 1.178 +/** COB Light data structure */ 1.179 +struct Light : public Node 1.180 +{ 1.181 + enum LightType { 1.182 + SPOT,LOCAL,INFINITE 1.183 + }; 1.184 + 1.185 + using ChunkInfo::operator=; 1.186 + Light() : Node(TYPE_LIGHT),angle(),inner_angle(),ltype(SPOT) {} 1.187 + 1.188 + aiColor3D color; 1.189 + float angle,inner_angle; 1.190 + 1.191 + LightType ltype; 1.192 +}; 1.193 + 1.194 +// ------------------ 1.195 +/** COB Camera data structure */ 1.196 +struct Camera : public Node 1.197 +{ 1.198 + using ChunkInfo::operator=; 1.199 + Camera() : Node(TYPE_CAMERA) {} 1.200 +}; 1.201 + 1.202 +// ------------------ 1.203 +/** COB Texture data structure */ 1.204 +struct Texture 1.205 +{ 1.206 + std::string path; 1.207 + aiUVTransform transform; 1.208 +}; 1.209 + 1.210 +// ------------------ 1.211 +/** COB Material data structure */ 1.212 +struct Material : ChunkInfo 1.213 +{ 1.214 + using ChunkInfo::operator=; 1.215 + enum Shader { 1.216 + FLAT,PHONG,METAL 1.217 + }; 1.218 + 1.219 + enum AutoFacet { 1.220 + FACETED,AUTOFACETED,SMOOTH 1.221 + }; 1.222 + 1.223 + Material() : alpha(),exp(),ior(),ka(),ks(1.f), 1.224 + matnum(UINT_MAX), 1.225 + shader(FLAT),autofacet(FACETED), 1.226 + autofacet_angle() 1.227 + {} 1.228 + 1.229 + std::string type; 1.230 + 1.231 + aiColor3D rgb; 1.232 + float alpha, exp, ior,ka,ks; 1.233 + 1.234 + unsigned int matnum; 1.235 + Shader shader; 1.236 + 1.237 + AutoFacet autofacet; 1.238 + float autofacet_angle; 1.239 + 1.240 + boost::shared_ptr<Texture> tex_env,tex_bump,tex_color; 1.241 +}; 1.242 + 1.243 +// ------------------ 1.244 +/** Embedded bitmap, for instance for the thumbnail image */ 1.245 +struct Bitmap : ChunkInfo 1.246 +{ 1.247 + Bitmap() : orig_size() {} 1.248 + struct BitmapHeader 1.249 + { 1.250 + }; 1.251 + 1.252 + BitmapHeader head; 1.253 + size_t orig_size; 1.254 + std::vector<char> buff_zipped; 1.255 +}; 1.256 + 1.257 +typedef std::deque< boost::shared_ptr<Node> > NodeList; 1.258 +typedef std::vector< Material > MaterialList; 1.259 + 1.260 +// ------------------ 1.261 +/** Represents a master COB scene, even if we loaded just a single COB file */ 1.262 +struct Scene 1.263 +{ 1.264 + NodeList nodes; 1.265 + MaterialList materials; 1.266 + 1.267 + // becomes *0 later 1.268 + Bitmap thumbnail; 1.269 +}; 1.270 + 1.271 + } // end COB 1.272 +} // end Assimp 1.273 + 1.274 +#endif