- collada 1.5.0 textures are readable now - cube and volume maps and mip initializations are skipped Material system - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API). ComputeUV Changed mapping axis property to vec3 Adapted step WARN: produces mirrored uv coords now. LH issue. IRR Updated to new texture types 3DS Updated to new texture types NFF Updated to new texture types git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
520 lines
12 KiB
C++
520 lines
12 KiB
C++
/** Helper structures for the Collada loader */
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/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef AI_COLLADAHELPER_H_INC
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#define AI_COLLADAHELPER_H_INC
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namespace Assimp {
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namespace Collada {
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/** Collada file versions which evolved during the years ... */
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enum FormatVersion
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{
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FV_1_5_n,
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FV_1_4_n,
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FV_1_3_n
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};
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/** Transformation types that can be applied to a node */
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enum TransformType
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{
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TF_LOOKAT,
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TF_ROTATE,
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TF_TRANSLATE,
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TF_SCALE,
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TF_SKEW,
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TF_MATRIX
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};
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/** Different types of input data to a vertex or face */
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enum InputType
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{
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IT_Invalid,
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IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
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IT_Position,
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IT_Normal,
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IT_Texcoord,
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IT_Color,
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IT_Tangent,
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IT_Bitangent,
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};
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/** Contains all data for one of the different transformation types */
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struct Transform
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{
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TransformType mType;
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float f[16]; ///< Interpretation of data depends on the type of the transformation
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};
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/** A collada camera. */
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struct Camera
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{
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Camera()
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: mOrtho (false)
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, mHorFov (10e10f)
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, mVerFov (10e10f)
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, mAspect (10e10f)
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, mZNear (0.1f)
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, mZFar (1000.f)
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{}
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// Name of camera
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std::string mName;
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// True if it is an orthografic camera
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bool mOrtho;
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//! Horizontal field of view in degrees
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float mHorFov;
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//! Vertical field of view in degrees
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float mVerFov;
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//! Screen aspect
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float mAspect;
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//! Near& far z
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float mZNear, mZFar;
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};
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#define aiLightSource_AMBIENT 0xdeaddead
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/** A collada light source. */
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struct Light
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{
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Light()
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: mAttConstant (1.f)
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, mAttLinear (0.f)
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, mAttQuadratic (0.f)
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, mFalloffAngle (180.f)
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, mFalloffExponent (0.f)
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, mPenumbraAngle (10e10f)
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, mOuterAngle (10e10f)
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, mIntensity (1.f)
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{}
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//! Type of the light source aiLightSourceType + ambient
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unsigned int mType;
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//! Color of the light
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aiColor3D mColor;
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//! Light attenuation
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float mAttConstant,mAttLinear,mAttQuadratic;
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//! Spot light falloff
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float mFalloffAngle;
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float mFalloffExponent;
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// -----------------------------------------------------
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// FCOLLADA extension from here
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//! ... related stuff from maja and max extensions
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float mPenumbraAngle;
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float mOuterAngle;
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//! Common light intensity
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float mIntensity;
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};
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/** Short vertex index description */
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struct InputSemanticMapEntry
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{
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InputSemanticMapEntry()
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: mSet (0)
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{}
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//! Index of set, optional
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unsigned int mSet;
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//! Name of referenced vertex input
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InputType mType;
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};
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/** Table to map from effect to vertex input semantics */
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struct SemanticMappingTable
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{
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//! Name of material
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std::string mMatName;
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//! List of semantic map commands, grouped by effect semantic name
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std::map<std::string, InputSemanticMapEntry> mMap;
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//! For std::find
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bool operator == (const std::string& s) const {
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return s == mMatName;
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}
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};
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/** A reference to a mesh inside a node, including materials assigned to the various subgroups */
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struct MeshInstance
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{
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///< ID of the mesh
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std::string mMesh;
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///< Map of materials by the subgroup ID they're applied to
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std::map<std::string, SemanticMappingTable> mMaterials;
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};
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/** A reference to a camera inside a node*/
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struct CameraInstance
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{
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///< ID of the camera
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std::string mCamera;
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};
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/** A reference to a light inside a node*/
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struct LightInstance
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{
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///< ID of the camera
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std::string mLight;
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};
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/** A reference to a node inside a node*/
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struct NodeInstance
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{
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///< ID of the node
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std::string mNode;
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};
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/** A node in a scene hierarchy */
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struct Node
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{
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std::string mName;
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std::string mID;
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Node* mParent;
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std::vector<Node*> mChildren;
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/** Operations in order to calculate the resulting transformation to parent. */
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std::vector<Transform> mTransforms;
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/** Meshes at this node */
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std::vector<MeshInstance> mMeshes;
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/** Lights at this node */
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std::vector<LightInstance> mLights;
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/** Cameras at this node */
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std::vector<CameraInstance> mCameras;
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/** Node instances at this node */
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std::vector<NodeInstance> mNodeInstances;
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/** Rootnodes: Name of primary camera, if any */
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std::string mPrimaryCamera;
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//! Constructor. Begin with a zero parent
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Node() {
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mParent = NULL;
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}
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//! Destructor: delete all children subsequently
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~Node() {
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for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
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delete *it;
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}
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};
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/** Data source array */
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struct Data
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{
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std::vector<float> mValues;
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};
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/** Accessor to a data array */
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struct Accessor
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{
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size_t mCount; // in number of objects
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size_t mOffset; // in number of values
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size_t mStride; // Stride in number of values
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std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
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// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
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std::string mSource; // URL of the source array
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mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
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Accessor()
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{
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mCount = 0; mOffset = 0; mStride = 0; mData = NULL;
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mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
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}
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};
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/** A single face in a mesh */
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struct Face
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{
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std::vector<size_t> mIndices;
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};
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/** An input channel for mesh data, referring to a single accessor */
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struct InputChannel
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{
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InputType mType; // Type of the data
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size_t mIndex; // Optional index, if multiple sets of the same data type are given
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size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
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std::string mAccessor; // ID of the accessor where to read the actual values from.
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mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
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InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
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};
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/** Subset of a mesh with a certain material */
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struct SubMesh
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{
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std::string mMaterial; ///< subgroup identifier
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size_t mNumFaces; ///< number of faces in this submesh
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};
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/** Contains data for a single mesh */
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struct Mesh
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{
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Mesh()
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{
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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mNumUVComponents[i] = 2;
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}
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std::string mVertexID; // just to check if there's some sophisticated addressing involved... which we don't support, and therefore should warn about.
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std::vector<InputChannel> mPerVertexData; // Vertex data addressed by vertex indices
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// actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> mNormals;
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std::vector<aiVector3D> mTangents;
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std::vector<aiVector3D> mBitangents;
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std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
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unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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// Faces. Stored are only the number of vertices for each face. 1 == point, 2 == line, 3 == triangle, 4+ == poly
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std::vector<size_t> mFaceSize;
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// Submeshes in this mesh, each with a given material
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std::vector<SubMesh> mSubMeshes;
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};
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/** Which type of primitives the ReadPrimitives() function is going to read */
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enum PrimitiveType
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{
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Prim_Invalid,
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Prim_Lines,
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Prim_LineStrip,
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Prim_Triangles,
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Prim_TriStrips,
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Prim_TriFans,
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Prim_Polylist,
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Prim_Polygon
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};
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/** A collada material. Pretty much the only member is a reference to an effect. */
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struct Material
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{
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std::string mEffect;
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};
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/** Type of the effect param */
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enum ParamType
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{
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Param_Sampler,
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Param_Surface
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};
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/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
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struct EffectParam
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{
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ParamType mType;
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std::string mReference; // to which other thing the param is referring to.
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};
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/** Shading type supported by the standard effect spec of Collada */
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enum ShadeType
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{
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Shade_Invalid,
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Shade_Constant,
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Shade_Lambert,
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Shade_Phong,
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Shade_Blinn
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};
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/** Represents a texture sampler in collada */
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struct Sampler
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{
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Sampler()
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: mWrapU (true)
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, mWrapV (true)
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, mMirrorU (true)
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, mMirrorV (true)
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, mOp (aiTextureOp_Multiply)
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, mUVId (0xffffffff)
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, mWeighting (1.f)
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, mMixWithPrevious (1.f)
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{}
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/** Name of image reference
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*/
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std::string mName;
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/** Wrap U?
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*/
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bool mWrapU;
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/** Wrap V?
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*/
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bool mWrapV;
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/** Mirror U?
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*/
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bool mMirrorU;
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/** Mirror V?
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*/
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bool mMirrorV;
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/** Blend mode
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*/
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aiTextureOp mOp;
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/** UV transformation
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*/
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aiUVTransform mTransform;
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/** Name of source UV channel
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*/
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std::string mUVChannel;
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/** Resolved UV channel index or 0xffffffff if not known
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*/
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unsigned int mUVId;
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// OKINO/MAX3D extensions from here
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// -------------------------------------------------------
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/** Weighting factor
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*/
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float mWeighting;
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/** Mixing factor from OKINO
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*/
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float mMixWithPrevious;
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};
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/** Describes different alpha blending modes. */
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enum AlphaMode
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{
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AM_RGB_ZERO,
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AM_RGB_ONE,
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AM_ALPHA_ONE,
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AM_ALPHA_ZERO
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};
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/** A collada effect. Can contain about anything according to the Collada spec,
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but we limit our version to a reasonable subset. */
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struct Effect
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{
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// Shading mode
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ShadeType mShadeType;
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// Alpha mode
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AlphaMode mAlphaMode;
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// Colors
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aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
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mTransparent, mReflective;
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// Textures
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Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
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mTexTransparent, mTexBump, mTexReflective;
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// Scalar factory
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float mShininess, mRefractIndex;
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float mTransparency;
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// local params referring to each other by their SID
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typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
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ParamLibrary mParams;
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// MAX3D extensions
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// ---------------------------------------------------------
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// Double-sided?
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bool mDoubleSided, mWireframe, mFaceted;
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Effect()
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: mShadeType (Shade_Phong)
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, mAlphaMode (AM_ALPHA_ZERO)
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, mEmissive ( 0, 0, 0, 1)
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, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
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, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
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, mSpecular ( 0.4f, 0.4f, 0.4f, 1)
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, mTransparent ( 0, 0, 0, 1)
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, mShininess (10.0f)
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, mRefractIndex (1.f)
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, mTransparency (0.f)
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, mDoubleSided (false)
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, mWireframe (false)
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, mFaceted (false)
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{
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}
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};
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/** An image, meaning texture */
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struct Image
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{
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std::string mFileName;
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/** If image file name is zero, embedded image data
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*/
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std::vector<uint8_t> mImageData;
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/** If image file name is zero, file format of
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* embedded image data.
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*/
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std::string mEmbeddedFormat;
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};
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} // end of namespace Collada
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} // end of namespace Assimp
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#endif // AI_COLLADAHELPER_H_INC
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