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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-07-30 20:47:34 +0200 |
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committer | GitHub <noreply@github.com> | 2019-07-30 20:47:34 +0200 |
commit | 4b7b1b0d4acf8d49505a839a0aa745ce60641545 (patch) | |
tree | 3431c4b57b206f5617cb85cc82f4a497e46d1bfe /thirdparty/assimp/code/FBX/FBXMeshGeometry.h | |
parent | 27651139085c0f7e265951e25b7fcf865dad4d5d (diff) | |
parent | 243f400ee201aa59f23ec073983b8557d641d01a (diff) |
Merge pull request #30945 from RevoluPowered/feature/assimp_update
Updated assimp to commit 1d565b0 with iFire
Diffstat (limited to 'thirdparty/assimp/code/FBX/FBXMeshGeometry.h')
-rw-r--r-- | thirdparty/assimp/code/FBX/FBXMeshGeometry.h | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXMeshGeometry.h b/thirdparty/assimp/code/FBX/FBXMeshGeometry.h new file mode 100644 index 0000000000..d6d4512177 --- /dev/null +++ b/thirdparty/assimp/code/FBX/FBXMeshGeometry.h @@ -0,0 +1,235 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2019, assimp team + + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above +copyright notice, this list of conditions and the +following disclaimer. + +* Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the +following disclaimer in the documentation and/or other +materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its +contributors may be used to endorse or promote products +derived from this software without specific prior +written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file FBXImporter.h +* @brief Declaration of the FBX main importer class +*/ +#ifndef INCLUDED_AI_FBX_MESHGEOMETRY_H +#define INCLUDED_AI_FBX_MESHGEOMETRY_H + +#include "FBXParser.h" +#include "FBXDocument.h" + +namespace Assimp { +namespace FBX { + +/** + * DOM base class for all kinds of FBX geometry + */ +class Geometry : public Object +{ +public: + Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc ); + virtual ~Geometry(); + + /** Get the Skin attached to this geometry or NULL */ + const Skin* DeformerSkin() const; + + /** Get the BlendShape attached to this geometry or NULL */ + const std::vector<const BlendShape*>& GetBlendShapes() const; + +private: + const Skin* skin; + std::vector<const BlendShape*> blendShapes; + +}; + +typedef std::vector<int> MatIndexArray; + + +/** + * DOM class for FBX geometry of type "Mesh" + */ +class MeshGeometry : public Geometry +{ +public: + /** The class constructor */ + MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc ); + + /** The class destructor */ + virtual ~MeshGeometry(); + + /** Get a list of all vertex points, non-unique*/ + const std::vector<aiVector3D>& GetVertices() const; + + /** Get a list of all vertex normals or an empty array if + * no normals are specified. */ + const std::vector<aiVector3D>& GetNormals() const; + + /** Get a list of all vertex tangents or an empty array + * if no tangents are specified */ + const std::vector<aiVector3D>& GetTangents() const; + + /** Get a list of all vertex bi-normals or an empty array + * if no bi-normals are specified */ + const std::vector<aiVector3D>& GetBinormals() const; + + /** Return list of faces - each entry denotes a face and specifies + * how many vertices it has. Vertices are taken from the + * vertex data arrays in sequential order. */ + const std::vector<unsigned int>& GetFaceIndexCounts() const; + + /** Get a UV coordinate slot, returns an empty array if + * the requested slot does not exist. */ + const std::vector<aiVector2D>& GetTextureCoords( unsigned int index ) const; + + /** Get a UV coordinate slot, returns an empty array if + * the requested slot does not exist. */ + std::string GetTextureCoordChannelName( unsigned int index ) const; + + /** Get a vertex color coordinate slot, returns an empty array if + * the requested slot does not exist. */ + const std::vector<aiColor4D>& GetVertexColors( unsigned int index ) const; + + /** Get per-face-vertex material assignments */ + const MatIndexArray& GetMaterialIndices() const; + + /** Convert from a fbx file vertex index (for example from a #Cluster weight) or NULL + * if the vertex index is not valid. */ + const unsigned int* ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const; + + /** Determine the face to which a particular output vertex index belongs. + * This mapping is always unique. */ + unsigned int FaceForVertexIndex( unsigned int in_index ) const; +private: + void ReadLayer( const Scope& layer ); + void ReadLayerElement( const Scope& layerElement ); + void ReadVertexData( const std::string& type, int index, const Scope& source ); + + void ReadVertexDataUV( std::vector<aiVector2D>& uv_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType ); + + void ReadVertexDataNormals( std::vector<aiVector3D>& normals_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType ); + + void ReadVertexDataColors( std::vector<aiColor4D>& colors_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType ); + + void ReadVertexDataTangents( std::vector<aiVector3D>& tangents_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType ); + + void ReadVertexDataBinormals( std::vector<aiVector3D>& binormals_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType ); + + void ReadVertexDataMaterials( MatIndexArray& materials_out, const Scope& source, + const std::string& MappingInformationType, + const std::string& ReferenceInformationType ); + +private: + // cached data arrays + MatIndexArray m_materials; + std::vector<aiVector3D> m_vertices; + std::vector<unsigned int> m_faces; + mutable std::vector<unsigned int> m_facesVertexStartIndices; + std::vector<aiVector3D> m_tangents; + std::vector<aiVector3D> m_binormals; + std::vector<aiVector3D> m_normals; + + std::string m_uvNames[ AI_MAX_NUMBER_OF_TEXTURECOORDS ]; + std::vector<aiVector2D> m_uvs[ AI_MAX_NUMBER_OF_TEXTURECOORDS ]; + std::vector<aiColor4D> m_colors[ AI_MAX_NUMBER_OF_COLOR_SETS ]; + + std::vector<unsigned int> m_mapping_counts; + std::vector<unsigned int> m_mapping_offsets; + std::vector<unsigned int> m_mappings; +}; + +/** +* DOM class for FBX geometry of type "Shape" +*/ +class ShapeGeometry : public Geometry +{ +public: + /** The class constructor */ + ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc); + + /** The class destructor */ + virtual ~ShapeGeometry(); + + /** Get a list of all vertex points, non-unique*/ + const std::vector<aiVector3D>& GetVertices() const; + + /** Get a list of all vertex normals or an empty array if + * no normals are specified. */ + const std::vector<aiVector3D>& GetNormals() const; + + /** Return list of vertex indices. */ + const std::vector<unsigned int>& GetIndices() const; + +private: + std::vector<aiVector3D> m_vertices; + std::vector<aiVector3D> m_normals; + std::vector<unsigned int> m_indices; +}; +/** +* DOM class for FBX geometry of type "Line" +*/ +class LineGeometry : public Geometry +{ +public: + /** The class constructor */ + LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc); + + /** The class destructor */ + virtual ~LineGeometry(); + + /** Get a list of all vertex points, non-unique*/ + const std::vector<aiVector3D>& GetVertices() const; + + /** Return list of vertex indices. */ + const std::vector<int>& GetIndices() const; + +private: + std::vector<aiVector3D> m_vertices; + std::vector<int> m_indices; +}; + +} +} + +#endif // INCLUDED_AI_FBX_MESHGEOMETRY_H + |