236 lines
8 KiB
C++
236 lines
8 KiB
C++
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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 FBXImporter.h
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* @brief Declaration of the FBX main importer class
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*/
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#ifndef INCLUDED_AI_FBX_MESHGEOMETRY_H
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#define INCLUDED_AI_FBX_MESHGEOMETRY_H
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#include "FBXParser.h"
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#include "FBXDocument.h"
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namespace Assimp {
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namespace FBX {
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/**
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* DOM base class for all kinds of FBX geometry
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*/
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class Geometry : public Object
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{
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public:
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Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
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virtual ~Geometry();
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/** Get the Skin attached to this geometry or NULL */
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const Skin* DeformerSkin() const;
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/** Get the BlendShape attached to this geometry or NULL */
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const std::vector<const BlendShape*>& GetBlendShapes() const;
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private:
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const Skin* skin;
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std::vector<const BlendShape*> blendShapes;
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};
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typedef std::vector<int> MatIndexArray;
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/**
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* DOM class for FBX geometry of type "Mesh"
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*/
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class MeshGeometry : public Geometry
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{
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public:
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/** The class constructor */
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MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
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/** The class destructor */
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virtual ~MeshGeometry();
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/** Get a list of all vertex points, non-unique*/
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const std::vector<aiVector3D>& GetVertices() const;
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/** Get a list of all vertex normals or an empty array if
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* no normals are specified. */
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const std::vector<aiVector3D>& GetNormals() const;
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/** Get a list of all vertex tangents or an empty array
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* if no tangents are specified */
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const std::vector<aiVector3D>& GetTangents() const;
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/** Get a list of all vertex bi-normals or an empty array
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* if no bi-normals are specified */
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const std::vector<aiVector3D>& GetBinormals() const;
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/** Return list of faces - each entry denotes a face and specifies
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* how many vertices it has. Vertices are taken from the
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* vertex data arrays in sequential order. */
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const std::vector<unsigned int>& GetFaceIndexCounts() const;
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/** Get a UV coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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const std::vector<aiVector2D>& GetTextureCoords( unsigned int index ) const;
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/** Get a UV coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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std::string GetTextureCoordChannelName( unsigned int index ) const;
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/** Get a vertex color coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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const std::vector<aiColor4D>& GetVertexColors( unsigned int index ) const;
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/** Get per-face-vertex material assignments */
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const MatIndexArray& GetMaterialIndices() const;
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/** Convert from a fbx file vertex index (for example from a #Cluster weight) or NULL
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* if the vertex index is not valid. */
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const unsigned int* ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const;
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/** Determine the face to which a particular output vertex index belongs.
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* This mapping is always unique. */
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unsigned int FaceForVertexIndex( unsigned int in_index ) const;
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private:
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void ReadLayer( const Scope& layer );
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void ReadLayerElement( const Scope& layerElement );
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void ReadVertexData( const std::string& type, int index, const Scope& source );
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void ReadVertexDataUV( std::vector<aiVector2D>& uv_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType );
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void ReadVertexDataNormals( std::vector<aiVector3D>& normals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType );
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void ReadVertexDataColors( std::vector<aiColor4D>& colors_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType );
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void ReadVertexDataTangents( std::vector<aiVector3D>& tangents_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType );
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void ReadVertexDataBinormals( std::vector<aiVector3D>& binormals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType );
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void ReadVertexDataMaterials( MatIndexArray& materials_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType );
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private:
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// cached data arrays
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MatIndexArray m_materials;
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std::vector<aiVector3D> m_vertices;
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std::vector<unsigned int> m_faces;
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mutable std::vector<unsigned int> m_facesVertexStartIndices;
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std::vector<aiVector3D> m_tangents;
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std::vector<aiVector3D> m_binormals;
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std::vector<aiVector3D> m_normals;
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std::string m_uvNames[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
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std::vector<aiVector2D> m_uvs[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
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std::vector<aiColor4D> m_colors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
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std::vector<unsigned int> m_mapping_counts;
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std::vector<unsigned int> m_mapping_offsets;
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std::vector<unsigned int> m_mappings;
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};
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/**
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* DOM class for FBX geometry of type "Shape"
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*/
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class ShapeGeometry : public Geometry
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{
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public:
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/** The class constructor */
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ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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/** The class destructor */
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virtual ~ShapeGeometry();
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/** Get a list of all vertex points, non-unique*/
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const std::vector<aiVector3D>& GetVertices() const;
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/** Get a list of all vertex normals or an empty array if
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* no normals are specified. */
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const std::vector<aiVector3D>& GetNormals() const;
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/** Return list of vertex indices. */
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const std::vector<unsigned int>& GetIndices() const;
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private:
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std::vector<aiVector3D> m_vertices;
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std::vector<aiVector3D> m_normals;
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std::vector<unsigned int> m_indices;
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};
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/**
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* DOM class for FBX geometry of type "Line"
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*/
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class LineGeometry : public Geometry
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{
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public:
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/** The class constructor */
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LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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/** The class destructor */
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virtual ~LineGeometry();
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/** Get a list of all vertex points, non-unique*/
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const std::vector<aiVector3D>& GetVertices() const;
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/** Return list of vertex indices. */
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const std::vector<int>& GetIndices() const;
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private:
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std::vector<aiVector3D> m_vertices;
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std::vector<int> m_indices;
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};
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}
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}
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#endif // INCLUDED_AI_FBX_MESHGEOMETRY_H
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