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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Obj/ObjFileData.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Obj/ObjFileData.h | 344 |
1 files changed, 344 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Obj/ObjFileData.h b/src/mesh/assimp-master/code/AssetLib/Obj/ObjFileData.h new file mode 100644 index 0000000..3d504d0 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Obj/ObjFileData.h @@ -0,0 +1,344 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2020, 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. + +---------------------------------------------------------------------- +*/ + +#pragma once +#ifndef OBJ_FILEDATA_H_INC +#define OBJ_FILEDATA_H_INC + +#include <assimp/mesh.h> +#include <assimp/types.h> +#include <map> +#include <vector> + +namespace Assimp { +namespace ObjFile { + +struct Object; +struct Face; +struct Material; + +// ------------------------------------------------------------------------------------------------ +//! \struct Face +//! \brief Data structure for a simple obj-face, describes discredit,l.ation and materials +// ------------------------------------------------------------------------------------------------ +struct Face { + using IndexArray = std::vector<unsigned int>; + + //! Primitive type + aiPrimitiveType m_PrimitiveType; + //! Vertex indices + IndexArray m_vertices; + //! Normal indices + IndexArray m_normals; + //! Texture coordinates indices + IndexArray m_texturCoords; + //! Pointer to assigned material + Material *m_pMaterial; + + //! \brief Default constructor + Face(aiPrimitiveType pt = aiPrimitiveType_POLYGON) : + m_PrimitiveType(pt), m_vertices(), m_normals(), m_texturCoords(), m_pMaterial(0L) { + // empty + } + + //! \brief Destructor + ~Face() { + // empty + } +}; + +// ------------------------------------------------------------------------------------------------ +//! \struct Object +//! \brief Stores all objects of an obj-file object definition +// ------------------------------------------------------------------------------------------------ +struct Object { + enum ObjectType { + ObjType, + GroupType + }; + + //! Object name + std::string m_strObjName; + //! Transformation matrix, stored in OpenGL format + aiMatrix4x4 m_Transformation; + //! All sub-objects referenced by this object + std::vector<Object *> m_SubObjects; + /// Assigned meshes + std::vector<unsigned int> m_Meshes; + + //! \brief Default constructor + Object() = default; + + //! \brief Destructor + ~Object() { + for (std::vector<Object *>::iterator it = m_SubObjects.begin(); it != m_SubObjects.end(); ++it) { + delete *it; + } + } +}; + +// ------------------------------------------------------------------------------------------------ +//! \struct Material +//! \brief Data structure to store all material specific data +// ------------------------------------------------------------------------------------------------ +struct Material { + //! Name of material description + aiString MaterialName; + //! Texture names + aiString texture; + aiString textureSpecular; + aiString textureAmbient; + aiString textureEmissive; + aiString textureBump; + aiString textureNormal; + aiString textureReflection[6]; + aiString textureSpecularity; + aiString textureOpacity; + aiString textureDisp; + aiString textureRoughness; + aiString textureMetallic; + aiString textureSheen; + aiString textureRMA; + + enum TextureType { + TextureDiffuseType = 0, + TextureSpecularType, + TextureAmbientType, + TextureEmissiveType, + TextureBumpType, + TextureNormalType, + TextureReflectionSphereType, + TextureReflectionCubeTopType, + TextureReflectionCubeBottomType, + TextureReflectionCubeFrontType, + TextureReflectionCubeBackType, + TextureReflectionCubeLeftType, + TextureReflectionCubeRightType, + TextureSpecularityType, + TextureOpacityType, + TextureDispType, + TextureRoughnessType, + TextureMetallicType, + TextureSheenType, + TextureRMAType, + TextureTypeCount + }; + bool clamp[TextureTypeCount]; + + //! Ambient color + aiColor3D ambient; + //! Diffuse color + aiColor3D diffuse; + //! Specular color + aiColor3D specular; + //! Emissive color + aiColor3D emissive; + //! Alpha value + ai_real alpha; + //! Shineness factor + ai_real shineness; + //! Illumination model + int illumination_model; + //! Index of refraction + ai_real ior; + //! Transparency color + aiColor3D transparent; + + //! PBR Roughness + ai_real roughness; + //! PBR Metallic + ai_real metallic; + //! PBR Metallic + aiColor3D sheen; + //! PBR Clearcoat Thickness + ai_real clearcoat_thickness; + //! PBR Clearcoat Rougness + ai_real clearcoat_roughness; + //! PBR Anisotropy + ai_real anisotropy; + + //! bump map multipler (normal map scalar)(-bm) + ai_real bump_multiplier; + + //! Constructor + Material() : + diffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)), + alpha(ai_real(1.0)), + shineness(ai_real(0.0)), + illumination_model(1), + ior(ai_real(1.0)), + transparent(ai_real(1.0), ai_real(1.0), ai_real(1.0)), + roughness(ai_real(1.0)), + metallic(ai_real(0.0)), + sheen(ai_real(1.0), ai_real(1.0), ai_real(1.0)), + clearcoat_thickness(ai_real(0.0)), + clearcoat_roughness(ai_real(0.0)), + anisotropy(ai_real(0.0)), + bump_multiplier(ai_real(1.0)) { + std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false); + } + + // Destructor + ~Material() = default; +}; + +// ------------------------------------------------------------------------------------------------ +//! \struct Mesh +//! \brief Data structure to store a mesh +// ------------------------------------------------------------------------------------------------ +struct Mesh { + static const unsigned int NoMaterial = ~0u; + /// The name for the mesh + std::string m_name; + /// Array with pointer to all stored faces + std::vector<Face *> m_Faces; + /// Assigned material + Material *m_pMaterial; + /// Number of stored indices. + unsigned int m_uiNumIndices; + /// Number of UV + unsigned int m_uiUVCoordinates[AI_MAX_NUMBER_OF_TEXTURECOORDS]; + /// Material index. + unsigned int m_uiMaterialIndex; + /// True, if normals are stored. + bool m_hasNormals; + /// True, if vertex colors are stored. + bool m_hasVertexColors; + + /// Constructor + explicit Mesh(const std::string &name) : + m_name(name), + m_pMaterial(nullptr), + m_uiNumIndices(0), + m_uiMaterialIndex(NoMaterial), + m_hasNormals(false) { + memset(m_uiUVCoordinates, 0, sizeof(unsigned int) * AI_MAX_NUMBER_OF_TEXTURECOORDS); + } + + /// Destructor + ~Mesh() { + for (std::vector<Face *>::iterator it = m_Faces.begin(); + it != m_Faces.end(); ++it) { + delete *it; + } + } +}; + +// ------------------------------------------------------------------------------------------------ +//! \struct Model +//! \brief Data structure to store all obj-specific model data +// ------------------------------------------------------------------------------------------------ +struct Model { + using GroupMap = std::map<std::string, std::vector<unsigned int> *>; + using GroupMapIt = std::map<std::string, std::vector<unsigned int> *>::iterator; + using ConstGroupMapIt = std::map<std::string, std::vector<unsigned int> *>::const_iterator; + + //! Model name + std::string m_ModelName; + //! List ob assigned objects + std::vector<Object *> m_Objects; + //! Pointer to current object + ObjFile::Object *m_pCurrent; + //! Pointer to current material + ObjFile::Material *m_pCurrentMaterial; + //! Pointer to default material + ObjFile::Material *m_pDefaultMaterial; + //! Vector with all generated materials + std::vector<std::string> m_MaterialLib; + //! Vector with all generated vertices + std::vector<aiVector3D> m_Vertices; + //! vector with all generated normals + std::vector<aiVector3D> m_Normals; + //! vector with all vertex colors + std::vector<aiVector3D> m_VertexColors; + //! Group map + GroupMap m_Groups; + //! Group to face id assignment + std::vector<unsigned int> *m_pGroupFaceIDs; + //! Active group + std::string m_strActiveGroup; + //! Vector with generated texture coordinates + std::vector<aiVector3D> m_TextureCoord; + //! Maximum dimension of texture coordinates + unsigned int m_TextureCoordDim; + //! Current mesh instance + Mesh *m_pCurrentMesh; + //! Vector with stored meshes + std::vector<Mesh *> m_Meshes; + //! Material map + std::map<std::string, Material *> m_MaterialMap; + + //! \brief The default class constructor + Model() : + m_ModelName(), + m_pCurrent(nullptr), + m_pCurrentMaterial(nullptr), + m_pDefaultMaterial(nullptr), + m_pGroupFaceIDs(nullptr), + m_strActiveGroup(), + m_TextureCoordDim(0), + m_pCurrentMesh(nullptr) { + // empty + } + + //! \brief The class destructor + ~Model() { + for (auto & it : m_Objects) { + delete it; + } + for (auto & Meshe : m_Meshes) { + delete Meshe; + } + for (auto & Group : m_Groups) { + delete Group.second; + } + for (auto & it : m_MaterialMap) { + delete it.second; + } + } +}; + +// ------------------------------------------------------------------------------------------------ + +} // Namespace ObjFile +} // Namespace Assimp + +#endif // OBJ_FILEDATA_H_INC |