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+/*
+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