nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the nuclear@0: following conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: nuclear@0: ---------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file NFFLoader.h nuclear@0: * @brief Declaration of the NFF importer class. nuclear@0: */ nuclear@0: #ifndef AI_NFFLOADER_H_INCLUDED nuclear@0: #define AI_NFFLOADER_H_INCLUDED nuclear@0: nuclear@0: #include "BaseImporter.h" nuclear@0: #include nuclear@0: nuclear@0: #include "assimp/types.h" nuclear@0: nuclear@0: namespace Assimp { nuclear@0: nuclear@0: // ---------------------------------------------------------------------------------- nuclear@0: /** NFF (Neutral File Format) Importer class. nuclear@0: * nuclear@0: * The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format. nuclear@0: * Both are quite different and the loading code is somewhat dirty at nuclear@0: * the moment. Sense8 should be moved to a separate loader. nuclear@0: */ nuclear@0: class NFFImporter : public BaseImporter nuclear@0: { nuclear@0: public: nuclear@0: NFFImporter(); nuclear@0: ~NFFImporter(); nuclear@0: nuclear@0: nuclear@0: public: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Returns whether the class can handle the format of the given file. nuclear@0: * See BaseImporter::CanRead() for details. nuclear@0: */ nuclear@0: bool CanRead( const std::string& pFile, IOSystem* pIOHandler, nuclear@0: bool checkSig) const; nuclear@0: nuclear@0: protected: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Return importer meta information. nuclear@0: * See #BaseImporter::GetInfo for the details nuclear@0: */ nuclear@0: const aiImporterDesc* GetInfo () const; nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Imports the given file into the given scene structure. nuclear@0: * See BaseImporter::InternReadFile() for details nuclear@0: */ nuclear@0: void InternReadFile( const std::string& pFile, aiScene* pScene, nuclear@0: IOSystem* pIOHandler); nuclear@0: nuclear@0: private: nuclear@0: nuclear@0: nuclear@0: // describes face material properties nuclear@0: struct ShadingInfo nuclear@0: { nuclear@0: ShadingInfo() nuclear@0: : color (0.6f,0.6f,0.6f) nuclear@0: , diffuse (1.f,1.f,1.f) nuclear@0: , specular (1.f,1.f,1.f) nuclear@0: , ambient (0.f,0.f,0.f) nuclear@0: , emissive (0.f,0.f,0.f) nuclear@0: , refracti (1.f) nuclear@0: , twoSided (false) // for NFF2 nuclear@0: , shaded (true) // for NFF2 nuclear@0: , opacity (1.f) nuclear@0: , shininess (0.f) nuclear@0: , mapping (aiTextureMapping_UV) nuclear@0: {} nuclear@0: nuclear@0: aiColor3D color,diffuse,specular,ambient,emissive; nuclear@0: float refracti; nuclear@0: nuclear@0: std::string texFile; nuclear@0: nuclear@0: // For NFF2 nuclear@0: bool twoSided; nuclear@0: bool shaded; nuclear@0: float opacity, shininess; nuclear@0: nuclear@0: std::string name; nuclear@0: nuclear@0: // texture mapping to be generated for the mesh - uv is the default nuclear@0: // it means: use UV if there, nothing otherwise. This property is nuclear@0: // used for locked meshes. nuclear@0: aiTextureMapping mapping; nuclear@0: nuclear@0: // shininess is ignored for the moment nuclear@0: bool operator == (const ShadingInfo& other) const nuclear@0: { nuclear@0: return color == other.color && nuclear@0: diffuse == other.diffuse && nuclear@0: specular == other.specular && nuclear@0: ambient == other.ambient && nuclear@0: refracti == other.refracti && nuclear@0: texFile == other.texFile && nuclear@0: twoSided == other.twoSided && nuclear@0: shaded == other.shaded; nuclear@0: nuclear@0: // Some properties from NFF2 aren't compared by this operator. nuclear@0: // Comparing MeshInfo::matIndex should do that. nuclear@0: } nuclear@0: }; nuclear@0: nuclear@0: // describes a NFF light source nuclear@0: struct Light nuclear@0: { nuclear@0: Light() nuclear@0: : intensity (1.f) nuclear@0: , color (1.f,1.f,1.f) nuclear@0: {} nuclear@0: nuclear@0: aiVector3D position; nuclear@0: float intensity; nuclear@0: aiColor3D color; nuclear@0: }; nuclear@0: nuclear@0: enum PatchType nuclear@0: { nuclear@0: PatchType_Simple = 0x0, nuclear@0: PatchType_Normals = 0x1, nuclear@0: PatchType_UVAndNormals = 0x2 nuclear@0: }; nuclear@0: nuclear@0: // describes a NFF mesh nuclear@0: struct MeshInfo nuclear@0: { nuclear@0: MeshInfo(PatchType _pType, bool bL = false) nuclear@0: : pType (_pType) nuclear@0: , bLocked (bL) nuclear@0: , radius (1.f,1.f,1.f) nuclear@0: , dir (0.f,1.f,0.f) nuclear@0: , matIndex (0) nuclear@0: { nuclear@0: name[0] = '\0'; // by default meshes are unnamed nuclear@0: } nuclear@0: nuclear@0: ShadingInfo shader; nuclear@0: PatchType pType; nuclear@0: bool bLocked; nuclear@0: nuclear@0: // for spheres, cones and cylinders: center point of the object nuclear@0: aiVector3D center, radius, dir; nuclear@0: nuclear@0: char name[128]; nuclear@0: nuclear@0: std::vector vertices, normals, uvs; nuclear@0: std::vector faces; nuclear@0: nuclear@0: // for NFF2 nuclear@0: std::vector colors; nuclear@0: unsigned int matIndex; nuclear@0: }; nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Loads the material table for the NFF2 file format from an nuclear@0: * external file. nuclear@0: * nuclear@0: * @param output Receives the list of output meshes nuclear@0: * @param path Path to the file (abs. or rel.) nuclear@0: * @param pIOHandler IOSystem to be used to open the file nuclear@0: */ nuclear@0: void LoadNFF2MaterialTable(std::vector& output, nuclear@0: const std::string& path, IOSystem* pIOHandler); nuclear@0: nuclear@0: }; nuclear@0: nuclear@0: } // end of namespace Assimp nuclear@0: nuclear@0: #endif // AI_NFFIMPORTER_H_IN