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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
All rights reserved.
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with or without modification, are permitted provided that the
following conditions are met:
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* Redistributions in binary form must reproduce the above
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
#ifndef AI_OGRESTRUCTS_H_INC
#define AI_OGRESTRUCTS_H_INC
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
#include "MemoryIOWrapper.h"
#include <memory>
#include <assimp/mesh.h>
#include <map>
#include <vector>
#include <set>
struct aiNodeAnim;
struct aiAnimation;
struct aiNode;
struct aiMaterial;
struct aiScene;
/** @note Parts of this implementation, for example enums, deserialization constants and logic
has been copied directly with minor modifications from the MIT licensed Ogre3D code base.
See more from https://bitbucket.org/sinbad/ogre. */
namespace Assimp
{
namespace Ogre
{
// Forward decl
class Mesh;
class MeshXml;
class SubMesh;
class SubMeshXml;
class Skeleton;
#define OGRE_SAFE_DELETE(p) delete p; p=0;
// Typedefs
typedef Assimp::MemoryIOStream MemoryStream;
typedef std::shared_ptr<MemoryStream> MemoryStreamPtr;
typedef std::map<uint16_t, MemoryStreamPtr> VertexBufferBindings;
// Ogre Vertex Element
class VertexElement
{
public:
/// Vertex element semantics, used to identify the meaning of vertex buffer contents
enum Semantic {
/// Position, 3 reals per vertex
VES_POSITION = 1,
/// Blending weights
VES_BLEND_WEIGHTS = 2,
/// Blending indices
VES_BLEND_INDICES = 3,
/// Normal, 3 reals per vertex
VES_NORMAL = 4,
/// Diffuse colours
VES_DIFFUSE = 5,
/// Specular colours
VES_SPECULAR = 6,
/// Texture coordinates
VES_TEXTURE_COORDINATES = 7,
/// Binormal (Y axis if normal is Z)
VES_BINORMAL = 8,
/// Tangent (X axis if normal is Z)
VES_TANGENT = 9,
/// The number of VertexElementSemantic elements (note - the first value VES_POSITION is 1)
VES_COUNT = 9
};
/// Vertex element type, used to identify the base types of the vertex contents
enum Type
{
VET_FLOAT1 = 0,
VET_FLOAT2 = 1,
VET_FLOAT3 = 2,
VET_FLOAT4 = 3,
/// alias to more specific colour type - use the current rendersystem's colour packing
VET_COLOUR = 4,
VET_SHORT1 = 5,
VET_SHORT2 = 6,
VET_SHORT3 = 7,
VET_SHORT4 = 8,
VET_UBYTE4 = 9,
/// D3D style compact colour
VET_COLOUR_ARGB = 10,
/// GL style compact colour
VET_COLOUR_ABGR = 11,
VET_DOUBLE1 = 12,
VET_DOUBLE2 = 13,
VET_DOUBLE3 = 14,
VET_DOUBLE4 = 15,
VET_USHORT1 = 16,
VET_USHORT2 = 17,
VET_USHORT3 = 18,
VET_USHORT4 = 19,
VET_INT1 = 20,
VET_INT2 = 21,
VET_INT3 = 22,
VET_INT4 = 23,
VET_UINT1 = 24,
VET_UINT2 = 25,
VET_UINT3 = 26,
VET_UINT4 = 27
};
VertexElement();
/// Size of the vertex element in bytes.
size_t Size() const;
/// Count of components in this element, eg. VET_FLOAT3 return 3.
size_t ComponentCount() const;
/// Type as string.
std::string TypeToString();
/// Semantic as string.
std::string SemanticToString();
static size_t TypeSize(Type type);
static size_t ComponentCount(Type type);
static std::string TypeToString(Type type);
static std::string SemanticToString(Semantic semantic);
uint16_t index;
uint16_t source;
uint16_t offset;
Type type;
Semantic semantic;
};
typedef std::vector<VertexElement> VertexElementList;
/// Ogre Vertex Bone Assignment
struct VertexBoneAssignment
{
uint32_t vertexIndex;
uint16_t boneIndex;
float weight;
};
typedef std::vector<VertexBoneAssignment> VertexBoneAssignmentList;
typedef std::map<uint32_t, VertexBoneAssignmentList > VertexBoneAssignmentsMap;
typedef std::map<uint16_t, std::vector<aiVertexWeight> > AssimpVertexBoneWeightList;
// Ogre Vertex Data interface, inherited by the binary and XML implementations.
class IVertexData
{
public:
IVertexData();
/// Returns if bone assignments are available.
bool HasBoneAssignments() const;
/// Add vertex mapping from old to new index.
void AddVertexMapping(uint32_t oldIndex, uint32_t newIndex);
/// Returns re-mapped bone assignments.
/** @note Uses mappings added via AddVertexMapping. */
AssimpVertexBoneWeightList AssimpBoneWeights(size_t vertices);
/// Returns a set of bone indexes that are referenced by bone assignments (weights).
std::set<uint16_t> ReferencedBonesByWeights() const;
/// Vertex count.
uint32_t count;
/// Bone assignments.
VertexBoneAssignmentList boneAssignments;
private:
void BoneAssignmentsForVertex(uint32_t currentIndex, uint32_t newIndex, VertexBoneAssignmentList &dest) const;
std::map<uint32_t, std::vector<uint32_t> > vertexIndexMapping;
VertexBoneAssignmentsMap boneAssignmentsMap;
};
// Ogre Vertex Data
class VertexData : public IVertexData
{
public:
VertexData();
~VertexData();
/// Releases all memory that this data structure owns.
void Reset();
/// Get vertex size for @c source.
uint32_t VertexSize(uint16_t source) const;
/// Get vertex buffer for @c source.
MemoryStream *VertexBuffer(uint16_t source);
/// Get vertex element for @c semantic for @c index.
VertexElement *GetVertexElement(VertexElement::Semantic semantic, uint16_t index = 0);
/// Vertex elements.
VertexElementList vertexElements;
/// Vertex buffers mapped to bind index.
VertexBufferBindings vertexBindings;
};
// Ogre Index Data
class IndexData
{
public:
IndexData();
~IndexData();
/// Releases all memory that this data structure owns.
void Reset();
/// Index size in bytes.
size_t IndexSize() const;
/// Face size in bytes.
size_t FaceSize() const;
/// Index count.
uint32_t count;
/// Face count.
uint32_t faceCount;
/// If has 32-bit indexes.
bool is32bit;
/// Index buffer.
MemoryStreamPtr buffer;
};
/// Ogre Pose
class Pose
{
public:
struct Vertex
{
uint32_t index;
aiVector3D offset;
aiVector3D normal;
};
typedef std::map<uint32_t, Vertex> PoseVertexMap;
Pose() : target(0), hasNormals(false) {}
/// Name.
std::string name;
/// Target.
uint16_t target;
/// Does vertices map have normals.
bool hasNormals;
/// Vertex offset and normals.
PoseVertexMap vertices;
};
typedef std::vector<Pose*> PoseList;
/// Ogre Pose Key Frame Ref
struct PoseRef
{
uint16_t index;
float influence;
};
typedef std::vector<PoseRef> PoseRefList;
/// Ogre Pose Key Frame
struct PoseKeyFrame
{
/// Time position in the animation.
float timePos;
PoseRefList references;
};
typedef std::vector<PoseKeyFrame> PoseKeyFrameList;
/// Ogre Morph Key Frame
struct MorphKeyFrame
{
/// Time position in the animation.
float timePos;
MemoryStreamPtr buffer;
};
typedef std::vector<MorphKeyFrame> MorphKeyFrameList;
/// Ogre animation key frame
struct TransformKeyFrame
{
TransformKeyFrame();
aiMatrix4x4 Transform();
float timePos;
aiQuaternion rotation;
aiVector3D position;
aiVector3D scale;
};
typedef std::vector<TransformKeyFrame> TransformKeyFrameList;
/// Ogre Animation Track
struct VertexAnimationTrack
{
enum Type
{
/// No animation
VAT_NONE = 0,
/// Morph animation is made up of many interpolated snapshot keyframes
VAT_MORPH = 1,
/// Pose animation is made up of a single delta pose keyframe
VAT_POSE = 2,
/// Keyframe that has its on pos, rot and scale for a time position
VAT_TRANSFORM = 3
};
VertexAnimationTrack();
/// Convert to Assimp node animation.
aiNodeAnim *ConvertToAssimpAnimationNode(Skeleton *skeleton);
// Animation type.
Type type;
/// Vertex data target.
/** 0 == shared geometry
>0 == submesh index + 1 */
uint16_t target;
/// Only valid for VAT_TRANSFORM.
std::string boneName;
/// Only one of these will contain key frames, depending on the type enum.
PoseKeyFrameList poseKeyFrames;
MorphKeyFrameList morphKeyFrames;
TransformKeyFrameList transformKeyFrames;
};
typedef std::vector<VertexAnimationTrack> VertexAnimationTrackList;
/// Ogre Animation
class Animation
{
public:
explicit Animation(Skeleton *parent);
explicit Animation(Mesh *parent);
/// Returns the associated vertex data for a track in this animation.
/** @note Only valid to call when parent Mesh is set. */
VertexData *AssociatedVertexData(VertexAnimationTrack *track) const;
/// Convert to Assimp animation.
aiAnimation *ConvertToAssimpAnimation();
/// Parent mesh.
/** @note Set only when animation is read from a mesh. */
Mesh *parentMesh;
/// Parent skeleton.
/** @note Set only when animation is read from a skeleton. */
Skeleton *parentSkeleton;
/// Animation name.
std::string name;
/// Base animation name.
std::string baseName;
/// Length in seconds.
float length;
/// Base animation key time.
float baseTime;
/// Animation tracks.
VertexAnimationTrackList tracks;
};
typedef std::vector<Animation*> AnimationList;
/// Ogre Bone
class Bone
{
public:
Bone();
/// Returns if this bone is parented.
bool IsParented() const;
/// Parent index as uint16_t. Internally int32_t as -1 means unparented.
uint16_t ParentId() const;
/// Add child bone.
void AddChild(Bone *bone);
/// Calculates the world matrix for bone and its children.
void CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton);
/// Convert to Assimp node (animation nodes).
aiNode *ConvertToAssimpNode(Skeleton *parent, aiNode *parentNode = 0);
/// Convert to Assimp bone (mesh bones).
aiBone *ConvertToAssimpBone(Skeleton *parent, const std::vector<aiVertexWeight> &boneWeights);
uint16_t id;
std::string name;
Bone *parent;
int32_t parentId;
std::vector<uint16_t> children;
aiVector3D position;
aiQuaternion rotation;
aiVector3D scale;
aiMatrix4x4 worldMatrix;
aiMatrix4x4 defaultPose;
};
typedef std::vector<Bone*> BoneList;
/// Ogre Skeleton
class Skeleton
{
public:
enum BlendMode
{
/// Animations are applied by calculating a weighted average of all animations
ANIMBLEND_AVERAGE = 0,
/// Animations are applied by calculating a weighted cumulative total
ANIMBLEND_CUMULATIVE = 1
};
Skeleton();
~Skeleton();
/// Releases all memory that this data structure owns.
void Reset();
/// Returns unparented root bones.
BoneList RootBones() const;
/// Returns number of unparented root bones.
size_t NumRootBones() const;
/// Get bone by name.
Bone *BoneByName(const std::string &name) const;
/// Get bone by id.
Bone *BoneById(uint16_t id) const;
BoneList bones;
AnimationList animations;
/// @todo Take blend mode into account, but where?
BlendMode blendMode;
};
/// Ogre Sub Mesh interface, inherited by the binary and XML implementations.
class ISubMesh
{
public:
/// @note Full list of Ogre types, not all of them are supported and exposed to Assimp.
enum OperationType
{
/// A list of points, 1 vertex per point
OT_POINT_LIST = 1,
/// A list of lines, 2 vertices per line
OT_LINE_LIST = 2,
/// A strip of connected lines, 1 vertex per line plus 1 start vertex
OT_LINE_STRIP = 3,
/// A list of triangles, 3 vertices per triangle
OT_TRIANGLE_LIST = 4,
/// A strip of triangles, 3 vertices for the first triangle, and 1 per triangle after that
OT_TRIANGLE_STRIP = 5,
/// A fan of triangles, 3 vertices for the first triangle, and 1 per triangle after that
OT_TRIANGLE_FAN = 6
};
ISubMesh();
/// SubMesh index.
unsigned int index;
/// SubMesh name.
std::string name;
/// Material used by this submesh.
std::string materialRef;
/// Texture alias information.
std::string textureAliasName;
std::string textureAliasRef;
/// Assimp scene material index used by this submesh.
/** -1 if no material or material could not be imported. */
int materialIndex;
/// If submesh uses shared geometry from parent mesh.
bool usesSharedVertexData;
/// Operation type.
OperationType operationType;
};
/// Ogre SubMesh
class SubMesh : public ISubMesh
{
public:
SubMesh();
~SubMesh();
/// Releases all memory that this data structure owns.
/** @note Vertex and index data contains shared ptrs
that are freed automatically. In practice the ref count
should be 0 after this reset. */
void Reset();
/// Covert to Assimp mesh.
aiMesh *ConvertToAssimpMesh(Mesh *parent);
/// Vertex data.
VertexData *vertexData;
/// Index data.
IndexData *indexData;
};
typedef std::vector<SubMesh*> SubMeshList;
/// Ogre Mesh
class Mesh
{
public:
/// Constructor.
Mesh();
/// Destructor.
~Mesh();
/// Releases all memory that this data structure owns.
void Reset();
/// Returns number of subMeshes.
size_t NumSubMeshes() const;
/// Returns submesh for @c index.
SubMesh *GetSubMesh( size_t index) const;
/// Convert mesh to Assimp scene.
void ConvertToAssimpScene(aiScene* dest);
/// Mesh has skeletal animations.
bool hasSkeletalAnimations;
/// Skeleton reference.
std::string skeletonRef;
/// Skeleton.
Skeleton *skeleton;
/// Vertex data
VertexData *sharedVertexData;
/// Sub meshes.
SubMeshList subMeshes;
/// Animations
AnimationList animations;
/// Poses
PoseList poses;
};
/// Ogre XML Vertex Data
class VertexDataXml : public IVertexData
{
public:
VertexDataXml();
bool HasPositions() const;
bool HasNormals() const;
bool HasTangents() const;
bool HasUvs() const;
size_t NumUvs() const;
std::vector<aiVector3D> positions;
std::vector<aiVector3D> normals;
std::vector<aiVector3D> tangents;
std::vector<std::vector<aiVector3D> > uvs;
};
/// Ogre XML Index Data
class IndexDataXml
{
public:
IndexDataXml() : faceCount(0) {}
/// Face count.
uint32_t faceCount;
std::vector<aiFace> faces;
};
/// Ogre XML SubMesh
class SubMeshXml : public ISubMesh
{
public:
SubMeshXml();
~SubMeshXml();
/// Releases all memory that this data structure owns.
void Reset();
aiMesh *ConvertToAssimpMesh(MeshXml *parent);
IndexDataXml *indexData;
VertexDataXml *vertexData;
};
typedef std::vector<SubMeshXml*> SubMeshXmlList;
/// Ogre XML Mesh
class MeshXml
{
public:
MeshXml();
~MeshXml();
/// Releases all memory that this data structure owns.
void Reset();
/// Returns number of subMeshes.
size_t NumSubMeshes() const;
/// Returns submesh for @c index.
SubMeshXml *GetSubMesh(uint16_t index) const;
/// Convert mesh to Assimp scene.
void ConvertToAssimpScene(aiScene* dest);
/// Skeleton reference.
std::string skeletonRef;
/// Skeleton.
Skeleton *skeleton;
/// Vertex data
VertexDataXml *sharedVertexData;
/// Sub meshes.
SubMeshXmlList subMeshes;
};
} // Ogre
} // Assimp
#endif // ASSIMP_BUILD_NO_OGRE_IMPORTER
#endif // AI_OGRESTRUCTS_H_INC