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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/NFF/NFFLoader.h
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp 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 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file NFFLoader.h
+ * @brief Declaration of the NFF importer class.
+ */
+#pragma once
+#ifndef AI_NFFLOADER_H_INCLUDED
+#define AI_NFFLOADER_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include <assimp/material.h>
+#include <assimp/types.h>
+#include <vector>
+
+namespace Assimp {
+
+// ----------------------------------------------------------------------------------
+/** NFF (Neutral File Format) Importer class.
+ *
+ * The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
+ * Both are quite different and the loading code is somewhat dirty at
+ * the moment. Sense8 should be moved to a separate loader.
+*/
+class NFFImporter : public BaseImporter {
+public:
+ NFFImporter();
+ ~NFFImporter() override;
+
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
+ bool checkSig) const override;
+
+protected:
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc *GetInfo() const override;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile(const std::string &pFile, aiScene *pScene,
+ IOSystem *pIOHandler) override;
+
+private:
+ // describes face material properties
+ struct ShadingInfo {
+ ShadingInfo() :
+ color(0.6f, 0.6f, 0.6f),
+ diffuse(1.f, 1.f, 1.f),
+ specular(1.f, 1.f, 1.f),
+ ambient(0.f, 0.f, 0.f),
+ emissive(0.f, 0.f, 0.f),
+ refracti(1.f),
+ twoSided(false), // for NFF2
+ shaded(true), // for NFF2
+ opacity(1.f),
+ shininess(0.f),
+ mapping(aiTextureMapping_UV) {
+ // empty
+ }
+
+ aiColor3D color, diffuse, specular, ambient, emissive;
+ ai_real refracti;
+ std::string texFile;
+ bool twoSided; // For NFF2
+ bool shaded;
+ ai_real opacity, shininess;
+ std::string name;
+
+ // texture mapping to be generated for the mesh - uv is the default
+ // it means: use UV if there, nothing otherwise. This property is
+ // used for locked meshes.
+ aiTextureMapping mapping;
+
+ // shininess is ignored for the moment
+ bool operator == (const ShadingInfo &other) const {
+ return color == other.color &&
+ diffuse == other.diffuse &&
+ specular == other.specular &&
+ ambient == other.ambient &&
+ refracti == other.refracti &&
+ texFile == other.texFile &&
+ twoSided == other.twoSided &&
+ shaded == other.shaded;
+
+ // Some properties from NFF2 aren't compared by this operator.
+ // Comparing MeshInfo::matIndex should do that.
+ }
+ };
+
+ // describes a NFF light source
+ struct Light {
+ Light() :
+ intensity(1.f), color(1.f, 1.f, 1.f) {}
+
+ aiVector3D position;
+ ai_real intensity;
+ aiColor3D color;
+ };
+
+ enum PatchType {
+ PatchType_Simple = 0x0,
+ PatchType_Normals = 0x1,
+ PatchType_UVAndNormals = 0x2
+ };
+
+ // describes a NFF mesh
+ struct MeshInfo {
+ MeshInfo(PatchType _pType, bool bL = false) :
+ pType(_pType), bLocked(bL), radius(1.f, 1.f, 1.f), dir(0.f, 1.f, 0.f), matIndex(0) {
+ name[0] = '\0'; // by default meshes are unnamed
+ }
+
+ ShadingInfo shader;
+ PatchType pType;
+ bool bLocked;
+
+ // for spheres, cones and cylinders: center point of the object
+ aiVector3D center, radius, dir;
+ static const size_t MaxNameLen = 128;
+ char name[MaxNameLen];
+
+ std::vector<aiVector3D> vertices, normals, uvs;
+ std::vector<unsigned int> faces;
+
+ // for NFF2
+ std::vector<aiColor4D> colors;
+ unsigned int matIndex;
+ };
+
+ // -------------------------------------------------------------------
+ /** Loads the material table for the NFF2 file format from an
+ * external file.
+ *
+ * @param output Receives the list of output meshes
+ * @param path Path to the file (abs. or rel.)
+ * @param pIOHandler IOSystem to be used to open the file
+ */
+ void LoadNFF2MaterialTable(std::vector<ShadingInfo> &output,
+ const std::string &path, IOSystem *pIOHandler);
+};
+
+} // end of namespace Assimp
+
+#endif // AI_NFFIMPORTER_H_IN