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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, 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 COBScene.h
- * @brief Utilities for the COB importer.
- */
- #pragma once
- #ifndef INCLUDED_AI_COB_SCENE_H
- #define INCLUDED_AI_COB_SCENE_H
- #include <assimp/BaseImporter.h>
- #include <assimp/material.h>
- #include <deque>
- #include <map>
- namespace Assimp::COB {
- // ------------------
- /** Represents a single vertex index in a face */
- struct VertexIndex {
- // intentionally uninitialized
- unsigned int pos_idx,uv_idx;
- };
- // ------------------
- /** COB Face data structure */
- struct Face {
- // intentionally uninitialized
- unsigned int material;
- unsigned int flags;
- std::vector<VertexIndex> indices;
- };
- // ------------------
- /** COB chunk header information */
- constexpr unsigned int NO_SIZE = UINT_MAX;
- struct ChunkInfo {
- ChunkInfo() = default;
- virtual ~ChunkInfo() = default;
- // Id of this chunk, unique within file
- unsigned int id{ 0 };
- // and the corresponding parent
- unsigned int parent_id{ 0 };
- // version. v1.23 becomes 123
- unsigned int version{ 0 };
- // chunk size in bytes, only relevant for binary files
- // NO_SIZE is also valid.
- unsigned int size{NO_SIZE};
- };
- // ------------------
- /** A node in the scenegraph */
- struct Node : ChunkInfo {
- enum Type {
- TYPE_INVALID = -1,
- TYPE_MESH = 0,
- TYPE_GROUP,
- TYPE_LIGHT,
- TYPE_CAMERA,
- TYPE_BONE,
- TYPE_COUNT
- };
- ~Node() override = default;
- explicit Node(Type type) : type(type), unit_scale(1.f){}
- Type type;
- // used during resolving
- using ChildList = std::deque<const Node*> ;
- mutable ChildList temp_children;
- // unique name
- std::string name;
- // local mesh transformation
- aiMatrix4x4 transform;
- // scaling for this node to get to the metric system
- float unit_scale;
- };
- // ------------------
- /** COB Mesh data structure */
- struct Mesh final : Node {
- using ChunkInfo::operator=;
- enum DrawFlags {
- SOLID = 0x1,
- TRANS = 0x2,
- WIRED = 0x4,
- BBOX = 0x8,
- HIDE = 0x10
- };
- Mesh()
- : Node(TYPE_MESH)
- , draw_flags(SOLID)
- {}
- // vertex elements
- std::vector<aiVector2D> texture_coords;
- std::vector<aiVector3D> vertex_positions;
- // face data
- std::vector<Face> faces;
- // misc. drawing flags
- unsigned int draw_flags;
- // used during resolving
- typedef std::deque<Face*> FaceRefList;
- typedef std::map< unsigned int,FaceRefList > TempMap;
- TempMap temp_map;
- };
- // ------------------
- /** COB Group data structure */
- struct Group final : Node {
- using ChunkInfo::operator=;
-
- Group() : Node(TYPE_GROUP) {
- // empty
- }
- };
- // ------------------
- /** COB Bone data structure */
- struct Bone final : Node {
- using ChunkInfo::operator=;
-
- Bone() : Node(TYPE_BONE) {
- // empty
- }
- };
- // ------------------
- /** COB Light data structure */
- struct Light final : Node {
- enum LightType {
- SPOT,
- LOCAL,
- INFINITE
- };
- using ChunkInfo::operator=;
- Light() : Node(TYPE_LIGHT), ltype() {
- // empty
- }
- aiColor3D color;
- float angle{ 0.0f };
- float inner_angle{ 0.0f };
- LightType ltype{SPOT};
- };
- // ------------------
- /** COB Camera data structure */
- struct Camera final : Node {
- using ChunkInfo::operator=;
- Camera() : Node(TYPE_CAMERA) {
- // empty
- }
- };
- // ------------------
- /** COB Texture data structure */
- struct Texture {
- std::string path;
- aiUVTransform transform;
- };
- // ------------------
- /** COB Material data structure */
- struct Material : ChunkInfo {
- using ChunkInfo::operator=;
- enum Shader {
- FLAT,
- PHONG,
- METAL
- };
- enum AutoFacet {
- FACETED,
- AUTOFACETED,
- SMOOTH
- };
- Material() : shader(FLAT) {
- // empty
- }
- std::string type;
- aiColor3D rgb;
- float alpha{ 0.0f };
- float exp{ 0.0f };
- float ior{ 0.0f };
- float ka{ 0.0f };
- float ks{ 1.0f };
- unsigned int matnum{ UINT_MAX };
- Shader shader;
- AutoFacet autofacet{FACETED};
- float autofacet_angle{ 0.0f };
- std::shared_ptr<Texture> tex_env,tex_bump,tex_color;
- };
- // ------------------
- /** Embedded bitmap, for instance for the thumbnail image */
- struct Bitmap : ChunkInfo {
- Bitmap() = default;
- struct BitmapHeader {
- // empty
- };
- BitmapHeader head;
- size_t orig_size{ 0u };
- std::vector<char> buff_zipped;
- };
- using NodeList = std::deque< std::shared_ptr<Node>>;
- using MaterialList = std::vector< Material >;
- // ------------------
- /** Represents a master COB scene, even if we loaded just a single COB file */
- struct Scene {
- NodeList nodes;
- MaterialList materials;
- // becomes *0 later
- Bitmap thumbnail;
- };
- } // end Assimp::COB
- #endif // INCLUDED_AI_COB_SCENE_H
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