1/*
2Open Asset Import Library (assimp)
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15 following disclaimer.
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39----------------------------------------------------------------------
40*/
41
42/** @file NFFLoader.h
43 * @brief Declaration of the NFF importer class.
44 */
45#ifndef AI_NFFLOADER_H_INCLUDED
46#define AI_NFFLOADER_H_INCLUDED
47
48#include "BaseImporter.h"
49#include <assimp/types.h>
50#include <assimp/material.h>
51#include <vector>
52
53
54namespace Assimp {
55
56// ----------------------------------------------------------------------------------
57/** NFF (Neutral File Format) Importer class.
58 *
59 * The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
60 * Both are quite different and the loading code is somewhat dirty at
61 * the moment. Sense8 should be moved to a separate loader.
62*/
63class NFFImporter : public BaseImporter
64{
65public:
66 NFFImporter();
67 ~NFFImporter();
68
69
70public:
71
72 // -------------------------------------------------------------------
73 /** Returns whether the class can handle the format of the given file.
74 * See BaseImporter::CanRead() for details.
75 */
76 bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
77 bool checkSig) const;
78
79protected:
80
81 // -------------------------------------------------------------------
82 /** Return importer meta information.
83 * See #BaseImporter::GetInfo for the details
84 */
85 const aiImporterDesc* GetInfo () const;
86
87 // -------------------------------------------------------------------
88 /** Imports the given file into the given scene structure.
89 * See BaseImporter::InternReadFile() for details
90 */
91 void InternReadFile( const std::string& pFile, aiScene* pScene,
92 IOSystem* pIOHandler);
93
94private:
95
96
97 // describes face material properties
98 struct ShadingInfo
99 {
100 ShadingInfo()
101 : color (0.6f,0.6f,0.6f)
102 , diffuse (1.f,1.f,1.f)
103 , specular (1.f,1.f,1.f)
104 , ambient (0.f,0.f,0.f)
105 , emissive (0.f,0.f,0.f)
106 , refracti (1.f)
107 , twoSided (false) // for NFF2
108 , shaded (true) // for NFF2
109 , opacity (1.f)
110 , shininess (0.f)
111 , mapping (aiTextureMapping_UV)
112 {}
113
114 aiColor3D color,diffuse,specular,ambient,emissive;
115 float refracti;
116
117 std::string texFile;
118
119 // For NFF2
120 bool twoSided;
121 bool shaded;
122 float opacity, shininess;
123
124 std::string name;
125
126 // texture mapping to be generated for the mesh - uv is the default
127 // it means: use UV if there, nothing otherwise. This property is
128 // used for locked meshes.
129 aiTextureMapping mapping;
130
131 // shininess is ignored for the moment
132 bool operator == (const ShadingInfo& other) const
133 {
134 return color == other.color &&
135 diffuse == other.diffuse &&
136 specular == other.specular &&
137 ambient == other.ambient &&
138 refracti == other.refracti &&
139 texFile == other.texFile &&
140 twoSided == other.twoSided &&
141 shaded == other.shaded;
142
143 // Some properties from NFF2 aren't compared by this operator.
144 // Comparing MeshInfo::matIndex should do that.
145 }
146 };
147
148 // describes a NFF light source
149 struct Light
150 {
151 Light()
152 : intensity (1.f)
153 , color (1.f,1.f,1.f)
154 {}
155
156 aiVector3D position;
157 float intensity;
158 aiColor3D color;
159 };
160
161 enum PatchType
162 {
163 PatchType_Simple = 0x0,
164 PatchType_Normals = 0x1,
165 PatchType_UVAndNormals = 0x2
166 };
167
168 // describes a NFF mesh
169 struct MeshInfo
170 {
171 MeshInfo(PatchType _pType, bool bL = false)
172 : pType (_pType)
173 , bLocked (bL)
174 , radius (1.f,1.f,1.f)
175 , dir (0.f,1.f,0.f)
176 , matIndex (0)
177 {
178 name[0] = '\0'; // by default meshes are unnamed
179 }
180
181 ShadingInfo shader;
182 PatchType pType;
183 bool bLocked;
184
185 // for spheres, cones and cylinders: center point of the object
186 aiVector3D center, radius, dir;
187
188 char name[128];
189
190 std::vector<aiVector3D> vertices, normals, uvs;
191 std::vector<unsigned int> faces;
192
193 // for NFF2
194 std::vector<aiColor4D> colors;
195 unsigned int matIndex;
196 };
197
198
199 // -------------------------------------------------------------------
200 /** Loads the material table for the NFF2 file format from an
201 * external file.
202 *
203 * @param output Receives the list of output meshes
204 * @param path Path to the file (abs. or rel.)
205 * @param pIOHandler IOSystem to be used to open the file
206 */
207 void LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
208 const std::string& path, IOSystem* pIOHandler);
209
210};
211
212} // end of namespace Assimp
213
214#endif // AI_NFFIMPORTER_H_IN
215