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diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp new file mode 100644 index 0000000..8d33c4b --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Node.hpp @@ -0,0 +1,463 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, 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 X3DImporter_Node.hpp +/// \brief Elements of scene graph. +/// \date 2015-2016 +/// \author smal.root@gmail.com + +#ifndef INCLUDED_AI_X3D_IMPORTER_NODE_H +#define INCLUDED_AI_X3D_IMPORTER_NODE_H + +// Header files, Assimp. +#include <assimp/types.h> + +#include <list> +#include <vector> + +enum X3DElemType { + ENET_Group, ///< Element has type "Group". + ENET_MetaBoolean, ///< Element has type "Metadata boolean". + ENET_MetaDouble, ///< Element has type "Metadata double". + ENET_MetaFloat, ///< Element has type "Metadata float". + ENET_MetaInteger, ///< Element has type "Metadata integer". + ENET_MetaSet, ///< Element has type "Metadata set". + ENET_MetaString, ///< Element has type "Metadata string". + ENET_Arc2D, ///< Element has type "Arc2D". + ENET_ArcClose2D, ///< Element has type "ArcClose2D". + ENET_Circle2D, ///< Element has type "Circle2D". + ENET_Disk2D, ///< Element has type "Disk2D". + ENET_Polyline2D, ///< Element has type "Polyline2D". + ENET_Polypoint2D, ///< Element has type "Polypoint2D". + ENET_Rectangle2D, ///< Element has type "Rectangle2D". + ENET_TriangleSet2D, ///< Element has type "TriangleSet2D". + ENET_Box, ///< Element has type "Box". + ENET_Cone, ///< Element has type "Cone". + ENET_Cylinder, ///< Element has type "Cylinder". + ENET_Sphere, ///< Element has type "Sphere". + ENET_ElevationGrid, ///< Element has type "ElevationGrid". + ENET_Extrusion, ///< Element has type "Extrusion". + ENET_Coordinate, ///< Element has type "Coordinate". + ENET_Normal, ///< Element has type "Normal". + ENET_TextureCoordinate, ///< Element has type "TextureCoordinate". + ENET_IndexedFaceSet, ///< Element has type "IndexedFaceSet". + ENET_IndexedLineSet, ///< Element has type "IndexedLineSet". + ENET_IndexedTriangleSet, ///< Element has type "IndexedTriangleSet". + ENET_IndexedTriangleFanSet, ///< Element has type "IndexedTriangleFanSet". + ENET_IndexedTriangleStripSet, ///< Element has type "IndexedTriangleStripSet". + ENET_LineSet, ///< Element has type "LineSet". + ENET_PointSet, ///< Element has type "PointSet". + ENET_TriangleSet, ///< Element has type "TriangleSet". + ENET_TriangleFanSet, ///< Element has type "TriangleFanSet". + ENET_TriangleStripSet, ///< Element has type "TriangleStripSet". + ENET_Color, ///< Element has type "Color". + ENET_ColorRGBA, ///< Element has type "ColorRGBA". + ENET_Shape, ///< Element has type "Shape". + ENET_Appearance, ///< Element has type "Appearance". + ENET_Material, ///< Element has type "Material". + ENET_ImageTexture, ///< Element has type "ImageTexture". + ENET_TextureTransform, ///< Element has type "TextureTransform". + ENET_DirectionalLight, ///< Element has type "DirectionalLight". + ENET_PointLight, ///< Element has type "PointLight". + ENET_SpotLight, ///< Element has type "SpotLight". + + ENET_Invalid ///< Element has invalid type and possible contain invalid data. +}; + +struct X3DNodeElementBase { + X3DNodeElementBase *Parent; + std::string ID; + std::list<X3DNodeElementBase *> Children; + X3DElemType Type; + + virtual ~X3DNodeElementBase() { + // empty + } + +protected: + X3DNodeElementBase(X3DElemType type, X3DNodeElementBase *pParent) : + Parent(pParent), Type(type) { + // empty + } +}; + +/// This struct hold <Color> value. +struct X3DNodeElementColor : X3DNodeElementBase { + std::list<aiColor3D> Value; ///< Stored value. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementColor(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {} + +}; // struct X3DNodeElementColor + +/// This struct hold <ColorRGBA> value. +struct X3DNodeElementColorRGBA : X3DNodeElementBase { + std::list<aiColor4D> Value; ///< Stored value. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementColorRGBA(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {} + +}; // struct X3DNodeElementColorRGBA + +/// This struct hold <Coordinate> value. +struct X3DNodeElementCoordinate : public X3DNodeElementBase { + std::list<aiVector3D> Value; ///< Stored value. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementCoordinate(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {} + +}; // struct X3DNodeElementCoordinate + +/// This struct hold <Normal> value. +struct X3DNodeElementNormal : X3DNodeElementBase { + std::list<aiVector3D> Value; ///< Stored value. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementNormal(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {} + +}; // struct X3DNodeElementNormal + +/// This struct hold <TextureCoordinate> value. +struct X3DNodeElementTextureCoordinate : X3DNodeElementBase { + std::list<aiVector2D> Value; ///< Stored value. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementTextureCoordinate(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {} + +}; // struct X3DNodeElementTextureCoordinate + +/// Two-dimensional figure. +struct X3DNodeElementGeometry2D : X3DNodeElementBase { + std::list<aiVector3D> Vertices; ///< Vertices list. + size_t NumIndices; ///< Number of indices in one face. + bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pType - type of geometry object. + X3DNodeElementGeometry2D(X3DElemType pType, X3DNodeElementBase *pParent) : + X3DNodeElementBase(pType, pParent), Solid(true) {} + +}; // class X3DNodeElementGeometry2D + +/// Three-dimensional body. +struct X3DNodeElementGeometry3D : X3DNodeElementBase { + std::list<aiVector3D> Vertices; ///< Vertices list. + size_t NumIndices; ///< Number of indices in one face. + bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pType - type of geometry object. + X3DNodeElementGeometry3D(X3DElemType pType, X3DNodeElementBase *pParent) : + X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) { + // empty + } +}; // class X3DNodeElementGeometry3D + +/// Uniform rectangular grid of varying height. +struct X3DNodeElementElevationGrid : X3DNodeElementGeometry3D { + bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line). + bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line). + /// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are + /// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced. + float CreaseAngle; + std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pType - type of geometry object. + X3DNodeElementElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) : + X3DNodeElementGeometry3D(pType, pParent) {} +}; // class X3DNodeElementIndexedSet + +/// Shape with indexed vertices. +struct X3DNodeElementIndexedSet : public X3DNodeElementGeometry3D { + /// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors + /// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to + /// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the + /// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite + /// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the + /// ccw field, results are undefined. + bool CCW; + std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>. + bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line). + /// The convex field indicates whether all polygons in the shape are convex (TRUE). A polygon is convex if it is planar, does not intersect itself, + /// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results + /// even if the convex field is FALSE. + bool Convex; + std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>. + /// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are + /// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced. + float CreaseAngle; + std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>. + bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line). + std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pType - type of geometry object. + X3DNodeElementIndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) : + X3DNodeElementGeometry3D(pType, pParent) {} +}; // class X3DNodeElementIndexedSet + +/// Shape with set of vertices. +struct X3DNodeElementSet : X3DNodeElementGeometry3D { + /// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors + /// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to + /// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the + /// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite + /// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the + /// ccw field, results are undefined. + bool CCW; + bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line). + bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line). + std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>. + std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>. + std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>. + std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pType - type of geometry object. + X3DNodeElementSet(X3DElemType type, X3DNodeElementBase *pParent) : + X3DNodeElementGeometry3D(type, pParent) {} + +}; // class X3DNodeElementSet + +/// This struct hold <Shape> value. +struct X3DNodeElementShape : X3DNodeElementBase { + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementShape(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {} +}; // struct X3DNodeElementShape + +/// This struct hold <Appearance> value. +struct X3DNodeElementAppearance : public X3DNodeElementBase { + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementAppearance(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {} + +}; // struct X3DNodeElementAppearance + +struct X3DNodeElementMaterial : public X3DNodeElementBase { + float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect. + aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source. + aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models. + float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights. + aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights. + float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pType - type of geometry object. + X3DNodeElementMaterial(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_Material, pParent), + AmbientIntensity(0.0f), + DiffuseColor(), + EmissiveColor(), + Shininess(0.0f), + SpecularColor(), + Transparency(1.0f) { + // empty + } +}; // class X3DNodeElementMaterial + +/// This struct hold <ImageTexture> value. +struct X3DNodeElementImageTexture : X3DNodeElementBase { + /// RepeatS and RepeatT, that specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated + /// outside the [0.0, 1.0] texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are + /// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field. + bool RepeatS; + bool RepeatT; ///< See \ref RepeatS. + std::string URL; ///< URL of the texture. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementImageTexture(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {} + +}; // struct X3DNodeElementImageTexture + +/// This struct hold <TextureTransform> value. +struct X3DNodeElementTextureTransform : X3DNodeElementBase { + aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied. + float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied. + aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point. + aiVector2D Translation; ///< Specifies a translation of the texture coordinates. + + /// Constructor + /// \param [in] pParent - pointer to parent node. + X3DNodeElementTextureTransform(X3DNodeElementBase *pParent) : + X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {} + +}; // struct X3DNodeElementTextureTransform + +struct X3DNodeElementGroup : X3DNodeElementBase { + aiMatrix4x4 Transformation; ///< Transformation matrix. + + /// As you know node elements can use already defined node elements when attribute "USE" is defined. + /// Standard search when looking for an element in the whole scene graph, existing at this moment. + /// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static. + bool Static; + + bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept. + int32_t Choice; ///< Number of the child which will be kept. + + /// Constructor. + /// \param [in] pParent - pointer to parent node. + /// \param [in] pStatic - static node flag. + X3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) : + X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {} +}; + +struct X3DNodeElementMeta : X3DNodeElementBase { + std::string Name; ///< Name of metadata object. + std::string Reference; + + virtual ~X3DNodeElementMeta() { + // empty + } + +protected: + X3DNodeElementMeta(X3DElemType type, X3DNodeElementBase *parent) : + X3DNodeElementBase(type, parent) { + // empty + } +}; + +struct X3DNodeElementMetaBoolean : X3DNodeElementMeta { + std::vector<bool> Value; ///< Stored value. + + explicit X3DNodeElementMetaBoolean(X3DNodeElementBase *pParent) : + X3DNodeElementMeta(X3DElemType::ENET_MetaBoolean, pParent) { + // empty + } +}; + +struct X3DNodeElementMetaDouble : X3DNodeElementMeta { + std::vector<double> Value; ///< Stored value. + + explicit X3DNodeElementMetaDouble(X3DNodeElementBase *pParent) : + X3DNodeElementMeta(X3DElemType::ENET_MetaDouble, pParent) { + // empty + } +}; + +struct X3DNodeElementMetaFloat : public X3DNodeElementMeta { + std::vector<float> Value; ///< Stored value. + + explicit X3DNodeElementMetaFloat(X3DNodeElementBase *pParent) : + X3DNodeElementMeta(X3DElemType::ENET_MetaFloat, pParent) { + // empty + } +}; + +struct X3DNodeElementMetaInt : public X3DNodeElementMeta { + std::vector<int32_t> Value; ///< Stored value. + + explicit X3DNodeElementMetaInt(X3DNodeElementBase *pParent) : + X3DNodeElementMeta(X3DElemType::ENET_MetaInteger, pParent) { + // empty + } +}; + +struct X3DNodeElementMetaSet : public X3DNodeElementMeta { + std::list<X3DNodeElementMeta> Value; ///< Stored value. + + explicit X3DNodeElementMetaSet(X3DNodeElementBase *pParent) : + X3DNodeElementMeta(X3DElemType::ENET_MetaSet, pParent) { + // empty + } +}; + +struct X3DNodeElementMetaString : X3DNodeElementMeta { + std::vector<std::string> Value; ///< Stored value. + + explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) : + X3DNodeElementMeta(X3DElemType::ENET_MetaString, pParent) { + // empty + } +}; + +/// \struct X3DNodeElementLight +/// This struct hold <TextureTransform> value. +struct X3DNodeElementLight : X3DNodeElementBase { + float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light. + aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value. + aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system. + /// \var Global + /// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence. + /// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light. + bool Global; + float Intensity; ///< Specifies the brightness of the direct emission from the light. + /// \var Attenuation + /// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor + /// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated. + aiVector3D Attenuation; + aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin. + float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source. + float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity. + float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle). + + /// Constructor + /// \param [in] pParent - pointer to parent node. + /// \param [in] pLightType - type of the light source. + X3DNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) : + X3DNodeElementBase(pLightType, pParent) {} + +}; // struct X3DNodeElementLight + +#endif // INCLUDED_AI_X3D_IMPORTER_NODE_H |