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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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;
+
+private:
+ const Skin* skin;
+};
+
+
+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 binormals or an empty array
+ * if no binormals 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 materials;
+ std::vector<aiVector3D> vertices;
+ std::vector<unsigned int> faces;
+ mutable std::vector<unsigned int> facesVertexStartIndices;
+ std::vector<aiVector3D> tangents;
+ std::vector<aiVector3D> binormals;
+ std::vector<aiVector3D> normals;
+
+ std::string uvNames[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
+ std::vector<aiVector2D> uvs[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
+ std::vector<aiColor4D> colors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
+
+ std::vector<unsigned int> mapping_counts;
+ std::vector<unsigned int> mapping_offsets;
+ std::vector<unsigned int> mappings;
+};
+
+}
+}
+
+#endif // INCLUDED_AI_FBX_MESHGEOMETRY_H
+