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2 Open Asset Import Library (assimp)
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40 ----------------------------------------------------------------------
41 */
42 
43 /** @file NFFLoader.h
44  *  @brief Declaration of the NFF importer class.
45  */
46 #pragma once
47 #ifndef AI_NFFLOADER_H_INCLUDED
48 #define AI_NFFLOADER_H_INCLUDED
49 
50 #include <assimp/BaseImporter.h>
51 #include <assimp/material.h>
52 #include <assimp/types.h>
53 #include <vector>
54 
55 namespace Assimp {
56 
57 // ----------------------------------------------------------------------------------
58 /** NFF (Neutral File Format) Importer class.
59  *
60  * The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
61  * Both are quite different and the loading code is somewhat dirty at
62  * the moment. Sense8 should be moved to a separate loader.
63 */
64 class NFFImporter : public BaseImporter {
65 public:
66     NFFImporter();
67     ~NFFImporter() override;
68 
69     // -------------------------------------------------------------------
70     /** Returns whether the class can handle the format of the given file.
71      * See BaseImporter::CanRead() for details.
72      */
73     bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
74             bool checkSig) const override;
75 
76 protected:
77     // -------------------------------------------------------------------
78     /** Return importer meta information.
79      * See #BaseImporter::GetInfo for the details
80      */
81     const aiImporterDesc *GetInfo() const override;
82 
83     // -------------------------------------------------------------------
84     /** Imports the given file into the given scene structure.
85     * See BaseImporter::InternReadFile() for details
86     */
87     void InternReadFile(const std::string &pFile, aiScene *pScene,
88             IOSystem *pIOHandler) override;
89 
90 private:
91     // describes face material properties
92     struct ShadingInfo {
ShadingInfoShadingInfo93         ShadingInfo() :
94                 color(0.6f, 0.6f, 0.6f),
95                 diffuse(1.f, 1.f, 1.f),
96                 specular(1.f, 1.f, 1.f),
97                 ambient(0.f, 0.f, 0.f),
98                 emissive(0.f, 0.f, 0.f),
99                 refracti(1.f),
100                 twoSided(false), // for NFF2
101                 shaded(true), // for NFF2
102                 opacity(1.f),
103                 shininess(0.f),
104                 mapping(aiTextureMapping_UV) {
105             // empty
106         }
107 
108         aiColor3D color, diffuse, specular, ambient, emissive;
109         ai_real refracti;
110         std::string texFile;
111         bool twoSided; // For NFF2
112         bool shaded;
113         ai_real opacity, shininess;
114         std::string name;
115 
116         // texture mapping to be generated for the mesh - uv is the default
117         // it means: use UV if there, nothing otherwise. This property is
118         // used for locked meshes.
119         aiTextureMapping mapping;
120 
121         // shininess is ignored for the moment
122         bool operator == (const ShadingInfo &other) const {
123             return color == other.color &&
124                    diffuse == other.diffuse &&
125                    specular == other.specular &&
126                    ambient == other.ambient &&
127                    refracti == other.refracti &&
128                    texFile == other.texFile &&
129                    twoSided == other.twoSided &&
130                    shaded == other.shaded;
131 
132             // Some properties from NFF2 aren't compared by this operator.
133             // Comparing MeshInfo::matIndex should do that.
134         }
135     };
136 
137     // describes a NFF light source
138     struct Light {
LightLight139         Light() :
140                 intensity(1.f), color(1.f, 1.f, 1.f) {}
141 
142         aiVector3D position;
143         ai_real intensity;
144         aiColor3D color;
145     };
146 
147     enum PatchType {
148         PatchType_Simple = 0x0,
149         PatchType_Normals = 0x1,
150         PatchType_UVAndNormals = 0x2
151     };
152 
153     // describes a NFF mesh
154     struct MeshInfo {
155         MeshInfo(PatchType _pType, bool bL = false) :
pTypeMeshInfo156                 pType(_pType), bLocked(bL), radius(1.f, 1.f, 1.f), dir(0.f, 1.f, 0.f), matIndex(0) {
157             name[0] = '\0'; // by default meshes are unnamed
158         }
159 
160         ShadingInfo shader;
161         PatchType pType;
162         bool bLocked;
163 
164         // for spheres, cones and cylinders: center point of the object
165         aiVector3D center, radius, dir;
166         static const size_t MaxNameLen = 128;
167         char name[MaxNameLen];
168 
169         std::vector<aiVector3D> vertices, normals, uvs;
170         std::vector<unsigned int> faces;
171 
172         // for NFF2
173         std::vector<aiColor4D> colors;
174         unsigned int matIndex;
175     };
176 
177     // -------------------------------------------------------------------
178     /** Loads the material table for the NFF2 file format from an
179      *  external file.
180      *
181      *  @param output Receives the list of output meshes
182      *  @param path Path to the file (abs. or rel.)
183      *  @param pIOHandler IOSystem to be used to open the file
184     */
185     void LoadNFF2MaterialTable(std::vector<ShadingInfo> &output,
186             const std::string &path, IOSystem *pIOHandler);
187 };
188 
189 } // end of namespace Assimp
190 
191 #endif // AI_NFFIMPORTER_H_IN
192