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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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