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UnrealEngine/Engine/Source/ThirdParty/Alembic/alembic-1.8.7/examples/AbcClients/WFObjConvert/AbcReader.h
2025-05-18 13:04:45 +08:00

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//-*****************************************************************************
//
// Copyright (c) 2009-2012,
// Sony Pictures Imageworks, Inc. and
// Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
//
// All rights reserved.
//
// Redistribution and use 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 Sony Pictures Imageworks, nor
// Industrial Light & Magic nor the names of their contributors may be used
// to endorse or promote products derived from this software without specific
// prior written permission.
//
// 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.
//
//-*****************************************************************************
#ifndef AbcClients_WFObjConvert_AbcReader_h
#define AbcClients_WFObjConvert_AbcReader_h
#include <AbcClients/WFObjConvert/Export.h>
#include <AbcClients/WFObjConvert/Foundation.h>
#include <AbcClients/WFObjConvert/Reader.h>
namespace AbcClients {
namespace WFObjConvert {
//-*****************************************************************************
// For now, just going to create vertices, indices, and counts. will
// worry about the rest later.
class ABC_WFOBJ_CONVERT_EXPORT AbcReader : public Reader
{
public:
AbcReader( OObject &iParentObject,
const std::string &iDefaultObjectName = "OBJ_polymesh" )
: Reader()
, m_parentObject( iParentObject )
, m_defaultObjectName( iDefaultObjectName )
, m_currentObjectName( iDefaultObjectName ) {}
virtual void parsingEnd( const std::string &iStreamName,
size_t iNumLines );
virtual void v( index_t iIndex, const V3d &iVal );
virtual void vt( index_t iIndex, double iVal );
virtual void vt( index_t iIndex, const V2d &iVal );
virtual void vt( index_t iIndex, const V3d &iVal );
virtual void vn( index_t iIndex, const V3d &iVal );
virtual void f( const IndexVec &iVertexIndices,
const IndexVec &iTextureIndices,
const IndexVec &iNormalIndices );
virtual void activeObject( const std::string &iObjectName );
protected:
void makeCurrentObject();
OObject m_parentObject;
std::string m_defaultObjectName;
std::string m_currentObjectName;
std::vector<V3f> m_vertices;
std::vector<V2f> m_texVertices;
std::vector<N3f> m_normals;
std::vector<Alembic::Util::int32_t> m_indices;
std::vector<Alembic::Util::int32_t> m_texIndices;
std::vector<Alembic::Util::int32_t> m_normIndices;
std::vector<Alembic::Util::int32_t> m_counts;
};
} // End namespace WFObjConvert
} // End namespace AbcClients
#endif