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WIP of assimp integration.
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123
Engine/lib/assimp/code/ObjFileImporter.h
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123
Engine/lib/assimp/code/ObjFileImporter.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, 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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#ifndef OBJ_FILE_IMPORTER_H_INC
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#define OBJ_FILE_IMPORTER_H_INC
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#include <assimp/BaseImporter.h>
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#include <assimp/material.h>
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#include <vector>
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struct aiMesh;
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struct aiNode;
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namespace Assimp {
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namespace ObjFile {
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struct Object;
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struct Model;
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}
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// ------------------------------------------------------------------------------------------------
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/// \class ObjFileImporter
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/// \brief Imports a waveform obj file
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// ------------------------------------------------------------------------------------------------
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class ObjFileImporter : public BaseImporter {
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public:
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/// \brief Default constructor
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ObjFileImporter();
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/// \brief Destructor
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~ObjFileImporter();
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public:
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/// \brief Returns whether the class can handle the format of the given file.
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/// \remark See BaseImporter::CanRead() for details.
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
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private:
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//! \brief Appends the supported extension.
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const aiImporterDesc* GetInfo () const;
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//! \brief File import implementation.
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void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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//! \brief Create the data from imported content.
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void CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene);
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//! \brief Creates all nodes stored in imported content.
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aiNode *createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pData,
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aiNode *pParent, aiScene* pScene, std::vector<aiMesh*> &MeshArray);
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//! \brief Creates topology data like faces and meshes for the geometry.
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aiMesh *createTopology( const ObjFile::Model* pModel, const ObjFile::Object* pData,
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unsigned int uiMeshIndex );
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//! \brief Creates vertices from model.
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void createVertexArray(const ObjFile::Model* pModel, const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex, aiMesh* pMesh, unsigned int numIndices );
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//! \brief Object counter helper method.
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void countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes);
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//! \brief Material creation.
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void createMaterials(const ObjFile::Model* pModel, aiScene* pScene);
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/// @brief Adds special property for the used texture mapping mode of the model.
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void addTextureMappingModeProperty(aiMaterial* mat, aiTextureType type, int clampMode = 1, int index = 0);
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//! \brief Appends a child node to a parent node and updates the data structures.
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void appendChildToParentNode(aiNode *pParent, aiNode *pChild);
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private:
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//! Data buffer
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std::vector<char> m_Buffer;
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//! Pointer to root object instance
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ObjFile::Object *m_pRootObject;
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//! Absolute pathname of model in file system
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std::string m_strAbsPath;
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};
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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#endif
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