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