Model loading and texturing
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thirdparty/assimp/code/NFF/NFFLoader.cpp
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thirdparty/assimp/code/NFF/NFFLoader.cpp
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thirdparty/assimp/code/NFF/NFFLoader.h
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thirdparty/assimp/code/NFF/NFFLoader.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp 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 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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/** @file NFFLoader.h
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* @brief Declaration of the NFF importer class.
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*/
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#ifndef AI_NFFLOADER_H_INCLUDED
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#define AI_NFFLOADER_H_INCLUDED
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#include <assimp/BaseImporter.h>
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#include <assimp/types.h>
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#include <assimp/material.h>
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#include <vector>
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namespace Assimp {
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// ----------------------------------------------------------------------------------
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/** NFF (Neutral File Format) Importer class.
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*
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* The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
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* Both are quite different and the loading code is somewhat dirty at
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* the moment. Sense8 should be moved to a separate loader.
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*/
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class NFFImporter : public BaseImporter
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{
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public:
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NFFImporter();
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~NFFImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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private:
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// describes face material properties
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struct ShadingInfo
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{
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ShadingInfo()
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: color (0.6f,0.6f,0.6f)
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, diffuse (1.f,1.f,1.f)
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, specular (1.f,1.f,1.f)
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, ambient (0.f,0.f,0.f)
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, emissive (0.f,0.f,0.f)
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, refracti (1.f)
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, twoSided (false) // for NFF2
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, shaded (true) // for NFF2
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, opacity (1.f)
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, shininess (0.f)
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, mapping (aiTextureMapping_UV)
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{}
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aiColor3D color,diffuse,specular,ambient,emissive;
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float refracti;
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std::string texFile;
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// For NFF2
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bool twoSided;
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bool shaded;
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float opacity, shininess;
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std::string name;
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// texture mapping to be generated for the mesh - uv is the default
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// it means: use UV if there, nothing otherwise. This property is
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// used for locked meshes.
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aiTextureMapping mapping;
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// shininess is ignored for the moment
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bool operator == (const ShadingInfo& other) const
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{
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return color == other.color &&
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diffuse == other.diffuse &&
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specular == other.specular &&
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ambient == other.ambient &&
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refracti == other.refracti &&
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texFile == other.texFile &&
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twoSided == other.twoSided &&
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shaded == other.shaded;
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// Some properties from NFF2 aren't compared by this operator.
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// Comparing MeshInfo::matIndex should do that.
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}
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};
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// describes a NFF light source
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struct Light
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{
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Light()
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: intensity (1.f)
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, color (1.f,1.f,1.f)
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{}
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aiVector3D position;
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float intensity;
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aiColor3D color;
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};
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enum PatchType
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{
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PatchType_Simple = 0x0,
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PatchType_Normals = 0x1,
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PatchType_UVAndNormals = 0x2
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};
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// describes a NFF mesh
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struct MeshInfo
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{
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MeshInfo(PatchType _pType, bool bL = false)
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: pType (_pType)
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, bLocked (bL)
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, radius (1.f,1.f,1.f)
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, dir (0.f,1.f,0.f)
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, matIndex (0)
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{
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name[0] = '\0'; // by default meshes are unnamed
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}
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ShadingInfo shader;
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PatchType pType;
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bool bLocked;
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// for spheres, cones and cylinders: center point of the object
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aiVector3D center, radius, dir;
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char name[128];
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std::vector<aiVector3D> vertices, normals, uvs;
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std::vector<unsigned int> faces;
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// for NFF2
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std::vector<aiColor4D> colors;
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unsigned int matIndex;
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};
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// -------------------------------------------------------------------
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/** Loads the material table for the NFF2 file format from an
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* external file.
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*
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* @param output Receives the list of output meshes
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* @param path Path to the file (abs. or rel.)
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* @param pIOHandler IOSystem to be used to open the file
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*/
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void LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
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const std::string& path, IOSystem* pIOHandler);
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};
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} // end of namespace Assimp
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#endif // AI_NFFIMPORTER_H_IN
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