Coverage Report

Created: 2025-06-22 07:30

/src/assimp/code/AssetLib/NFF/NFFLoader.h
Line
Count
Source
1
/*
2
Open Asset Import Library (assimp)
3
----------------------------------------------------------------------
4
5
Copyright (c) 2006-2025, assimp team
6
7
All rights reserved.
8
9
Redistribution and use of this software in source and binary forms,
10
with or without modification, are permitted provided that the
11
following conditions are met:
12
13
* Redistributions of source code must retain the above
14
  copyright notice, this list of conditions and the
15
  following disclaimer.
16
17
* Redistributions in binary form must reproduce the above
18
  copyright notice, this list of conditions and the
19
  following disclaimer in the documentation and/or other
20
  materials provided with the distribution.
21
22
* Neither the name of the assimp team, nor the names of its
23
  contributors may be used to endorse or promote products
24
  derived from this software without specific prior
25
  written permission of the assimp team.
26
27
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38
39
----------------------------------------------------------------------
40
*/
41
42
/** @file NFFLoader.h
43
 *  @brief Declaration of the NFF importer class.
44
 */
45
#pragma once
46
#ifndef AI_NFFLOADER_H_INCLUDED
47
#define AI_NFFLOADER_H_INCLUDED
48
49
#include <assimp/BaseImporter.h>
50
#include <assimp/material.h>
51
#include <assimp/types.h>
52
#include <vector>
53
54
namespace 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
*/
63
class NFFImporter : public BaseImporter {
64
public:
65
1.50k
    NFFImporter() = default;
66
    ~NFFImporter() override = default;
67
68
    // -------------------------------------------------------------------
69
    /** Returns whether the class can handle the format of the given file.
70
     * See BaseImporter::CanRead() for details.
71
     */
72
    bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
73
            bool checkSig) const override;
74
75
protected:
76
    // -------------------------------------------------------------------
77
    /** Return importer meta information.
78
     * See #BaseImporter::GetInfo for the details
79
     */
80
    const aiImporterDesc *GetInfo() const override;
81
82
    // -------------------------------------------------------------------
83
    /** Imports the given file into the given scene structure.
84
    * See BaseImporter::InternReadFile() for details
85
    */
86
    void InternReadFile(const std::string &pFile, aiScene *pScene,
87
            IOSystem *pIOHandler) override;
88
89
private:
90
    // describes face material properties
91
    struct ShadingInfo {
92
        ShadingInfo() :
93
132
                color(0.6f, 0.6f, 0.6f),
94
132
                diffuse(1.f, 1.f, 1.f),
95
132
                specular(1.f, 1.f, 1.f),
96
132
                ambient(0.f, 0.f, 0.f),
97
132
                emissive(0.f, 0.f, 0.f),
98
132
                refracti(1.f),
99
132
                twoSided(false), // for NFF2
100
132
                shaded(true), // for NFF2
101
132
                opacity(1.f),
102
132
                shininess(0.f),
103
132
                mapping(aiTextureMapping_UV) {
104
            // empty
105
132
        }
106
107
        aiColor3D color, diffuse, specular, ambient, emissive;
108
        ai_real refracti;
109
        std::string texFile;
110
        bool twoSided; // For NFF2
111
        bool shaded;
112
        ai_real opacity, shininess;
113
        std::string name;
114
115
        // texture mapping to be generated for the mesh - uv is the default
116
        // it means: use UV if there, nothing otherwise. This property is
117
        // used for locked meshes.
118
        aiTextureMapping mapping;
119
120
        // shininess is ignored for the moment
121
24
        bool operator == (const ShadingInfo &other) const {
122
24
            return color == other.color &&
123
24
                   diffuse == other.diffuse &&
124
24
                   specular == other.specular &&
125
24
                   ambient == other.ambient &&
126
24
                   refracti == other.refracti &&
127
24
                   texFile == other.texFile &&
128
24
                   twoSided == other.twoSided &&
129
24
                   shaded == other.shaded;
130
131
            // Some properties from NFF2 aren't compared by this operator.
132
            // Comparing MeshInfo::matIndex should do that.
133
24
        }
134
    };
135
136
    // describes a NFF light source
137
    struct Light {
138
        Light() :
139
703
                intensity(1.f), color(1.f, 1.f, 1.f) {}
140
141
        aiVector3D position;
142
        ai_real intensity;
143
        aiColor3D color;
144
    };
145
146
    enum PatchType {
147
        PatchType_Simple = 0x0,
148
        PatchType_Normals = 0x1,
149
        PatchType_UVAndNormals = 0x2
150
    };
151
152
    // describes a NFF mesh
153
    struct MeshInfo {
154
        MeshInfo(PatchType _pType, bool bL = false) :
155
106
                pType(_pType), bLocked(bL), radius(1.f, 1.f, 1.f), dir(0.f, 1.f, 0.f), matIndex(0) {
156
106
            name[0] = '\0'; // by default meshes are unnamed
157
106
        }
158
159
        ShadingInfo shader;
160
        PatchType pType;
161
        bool bLocked;
162
163
        // for spheres, cones and cylinders: center point of the object
164
        aiVector3D center, radius, dir;
165
        static const size_t MaxNameLen = 128;
166
        char name[MaxNameLen];
167
168
        std::vector<aiVector3D> vertices, normals, uvs;
169
        std::vector<unsigned int> faces;
170
171
        // for NFF2
172
        std::vector<aiColor4D> colors;
173
        unsigned int matIndex;
174
    };
175
176
    // -------------------------------------------------------------------
177
    /** Loads the material table for the NFF2 file format from an
178
     *  external file.
179
     *
180
     *  @param output Receives the list of output meshes
181
     *  @param path Path to the file (abs. or rel.)
182
     *  @param pIOHandler IOSystem to be used to open the file
183
    */
184
    void LoadNFF2MaterialTable(std::vector<ShadingInfo> &output,
185
            const std::string &path, IOSystem *pIOHandler);
186
};
187
188
} // end of namespace Assimp
189
190
#endif // AI_NFFIMPORTER_H_IN