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//! This module contains all the OpenGEX structures as specified. The module tries to stay as close //! to the OpenGEX structures as possible. //! //! Some of the documentation might be subjected to copyright by Eric Lengyel. For more detailed //! documentation, please go to http://opengex.org. use std::collections::HashMap; use std::default::Default; use std::sync::Arc; use vec_map::VecMap; /// The Material structure contains information about a material. Material structures are /// referenced by geometry nodes through `Arc<Material>` structures belonging to `GeometryNode` /// structures. pub struct Material { /// Whether the material is two-sided. pub two_sided: bool, /// An optional name. pub name: Option<Name>, /// Any number of colors. pub color: HashMap<String, Color>, /// Any number of parameters. pub param: ParamMap, /// Any number of textures. pub texture: HashMap<String, Texture>, } /// A Color structure must contain an RGB or RGBA color value. pub enum Color { /// An RGB color value. Rgb(f32, f32, f32), /// An RGBA color value. Rgba(f32, f32, f32, f32) } /// The Param structure contains just a float. While the OpenGEX specification defines a Param as a /// key-value pair, this is better implemented through a HashMap. See ParamMap. pub type Param = f32; /// This is a map of different Param structures, for convenience. pub type ParamMap = HashMap<String, Param>; /// The Name structure holds the name of a node, morph target, material, or animation clip. pub type Name = String; /// The Texture structure holds information about a single texture map, and how it is accessed with /// texture coordinates. pub struct Texture { /// The index of the texture coordinate set associated with the texture. pub texcoord: u32, /// A substructure holding the file name of the texture. pub file_name: String, /// Any number of transformations that are applied to the texture coordinates of a mesh when /// they are used to fetch from the texture map. pub transformations: Vec<Transformation>, /// Any number of animation tracks that are applied to the texture coordinate transformations. pub animation: Vec<Animation> } /// Helper enum to contain all different kinds of Transformations. pub enum Transformation { /// A Transform structure. Transform(Transform), /// A Translation structure. Translation(Translation), /// A Rotation structure. Rotation(Rotation), /// A Scale structure. Scale(Scale) } /// The Transform structure holds one or more 4 x 4 transformation matrices. In the cases that a /// Transform structure is contained inside any type of node structure, a Texture structure, or a /// Skin structure, it must contain a single matrix. In the case that a Transform structure is /// contained inside a Skeleton structure, is must contain an array of matrices with one entry for /// each bone referenced by the skeleton. /// /// When contained inside a node structure, a Transform structure can be the target of a track /// stored inside an Animation structure. pub struct Transform([f32; 16]); /// The Translation structure holds a translation transformation in one of several possible /// variants. /// /// There are different variants of this type of tranformation, one for each "kind". /// /// When contained inside a node structure, a Translation structure can be the target of a track /// stored inside an Animation structure. pub enum Translation { /// The translation occurs along only the X axis. X(f32), /// The translation occurs along only the Y axis. Y(f32), /// The translation occurs along only the Z axis. Z(f32), /// The translation occurs along all three coordinate axes. Xyz(f32, f32, f32) } /// The Rotation structure represents a rotation along one of several axes. /// /// There are different variants of this type of tranformation, one for each "kind". /// /// When contained inside a node structure, a Rotation structure can be the target of a track /// stored in an Animation structure. pub enum Rotation { /// The rotation occurs about the X axis. X(f32), /// The rotation occurs about the Y axis. Y(f32), /// The rotation occurs about the Z axis. Z(f32), /// The rotation occurs about an arbitrary axis. The first entry of this structure is the angle /// of rotation. The remaining three entries are respectively the X, Y and Z components of the /// axis of rotation. Axis(f32, f32, f32, f32), /// The rotation is given by a quaternion. Please refer to the official OpenGEX documentation /// for more information. Quaternion(f32, f32, f32, f32) } /// The Scale structure represents a scale transformation in one of several possible variants. /// /// There are different variants of this type of tranformation, one for each "kind". /// /// When contained inside a node structure, a Scale structure can be the target of a strack stored /// inside an Animation structure. pub enum Scale { /// The scaling occurs along only the X axis. X(f32), /// The scaling occurs along only the Y axis. Y(f32), /// The scaling occurs along only the Z axis. Z(f32), /// The scaling occurs along all three coordinate axes. Xyz(f32, f32, f32) } /// The Animation structure contains animation data for a single node in a scene. Each animation /// structure is directly contained inside a node structure or Texture structure. Each animation /// structure contains the data needed to modify its sibling Transformation structures or sibling /// MorphWeight structures over time. /// /// More detailed information can be found in the official OpenGEX specification. pub struct Animation { /// Specifies the animation clip index. pub clip: u32, /// Specifies when the animation begins. If the property is not specifies, the begin time for /// the animation is determined by the earliest time values present in the Track structures /// belonging to this Animation. pub begin: Option<f32>, /// Specifies when the animation ends. Like with the begin property, if the property is not /// specified, the end time for the animation is determined by the latest time values present /// in the Track structures belonging to this Animation. pub end: Option<f32>, /// One or more tracks that each hold animation keys for a single target. pub tracks: Vec<Track>, } /// The Track structure contains animation key data for a single Transformation or MorphWeight /// structure. pub struct Track { /// The target transformation or MorphWeight this track applies to. pub target: TrackTarget, /// The time curve associated with this track. pub time: Time, /// The value curve associated with this track. pub value: Value } /// Enum wrapping over all possible animation track targets. pub enum TrackTarget { /// A Transformation structure. See enum to see possibilities. Transformation(Arc<Transformation>), /// A MorphWeight structure. MorphWeight(Arc<MorphWeight>) } /// The Time structure contains key time data in an animation track. /// /// There are two different kinds of this structure; one for every curve kind. /// /// The variants in this enum contain vectors. One vector item represents on key time. pub enum Time { /// The times are interpolated linearly. Linear(Vec<f32>), /// The times are interpolated on a one-dimensional Bezier curve. /// /// The times in each tuple in the vector are the "value", "-control" and "+control" values of /// the Bezier curve respectively. Bezier(Vec<(f32, f32, f32)>) } /// The Value structure contains key value data in an animation track. /// /// There are two different kinds of this structure; one for every curve kind. /// /// The variants in this enum contain vectors. One vector item represents on key value. pub enum Value { /// The values are not interpolated, but remain constant until the next key time. Constant(Vec<f32>), /// The values are interpolated linearly. Linear(Vec<f32>), /// The values are interpolated on a one-dimensional Bezier curve. /// /// The values in each tuple in the vector are the "value", "-control" and "+control" values of /// the Bezier curve respectively. Bezier(Vec<(f32, f32, f32)>), /// The values are interpolated on a tension-continuity-bias (TCB) spline. /// /// The values in each tuple in the vector are the "value", "tension", "bias" and "continuity" /// values of the TCB spline respecitvely. The data contained in these last three values are /// always scalar. Tcb(Vec<(f32, f32, f32, f32)>) } /// A MorphWeight structure holds a single morph weight for a GeometryNode structure, that /// references a GeometryObject strucure containing vertex data for multiple morph targets. /// /// A MorphWeight structure can be the target of a track stored inside an Animation structure. pub struct MorphWeight { /// Specifies the morph target index to which this morph weight applies. If the GeometryObject /// structure contains no vertex data corresponding to this target index, then this structure /// should be ignored. Each MorphWeight structure belonging to any particular GeometryNode /// structure must have a unique target index among all morph weights belonging to that /// GeometryNode. pub target_index: u32, /// The weight this MorphWeight structure represents. pub weight: f32, } /// The Atten structure specifies an attenuation function for a light object. pub struct Atten { /// The kind of attenuation. pub kind: AttenuationKind, /// The type of curve defining the attenuation. pub curve: AttenuationCurve, /// Any parameters associated with this Atten structure. /// /// For the meaning of the parameters, please refer to the official OpenGEX documentation. /// There can exist application-defined parameters. pub params: ParamMap } /// A helper enum representing different kinds of attenuation functions. pub enum AttenuationKind { /// The input to the attenuation function is the radial distance from the LightObject the /// parent Atten structure is associated with. Distance, /// The input to the attenuation function is the angle formed between the negative z-axis and /// the direction to the point being illuminated in object space. /// /// The result of this function should be raised to the power value of a potential "power" /// paramter present in the parent Atten structure. Angle, /// The input ot the attenuation function is the cosine of the angle formed between the /// negative z-axis and the direction to the point being illuminated in objet space. /// /// The result of this function should be raised to the power value of a potential "power" /// paramter present in the parent Atten structure. CosAngle } /// A helper enum representing different kinds of curves for an attenuation function. /// /// For exact formulas, please refer to the offical OpenGEX documentation. pub enum AttenuationCurve { /// The attenuation is a linear function. Linear, /// The attenuation is given by a cubic-smooth-step function. Cubic, /// The attenuation is given by the inverse function. Inverse, /// The attenuation is given by the inverse square function. InverseSquare } /// Helper enum to represent all different types of Nodes. pub enum Nodes { /// A `Node`. Node(Node), /// A `BoneNode`. BoneNode(BoneNode), /// A `GeometryNode` GeometryNode(GeometryNode), /// A `CameraNode` CameraNode(CameraNode), /// A `LightNode` LightNode(LightNode) } /// Macro to do away with the redundancy of the different kinds of Node structures. The common Node /// properties are placed at the start of the generated structure. /// /// The common properties are: /// * `name`: An optional name of the node. /// * `transformations`: A vector of local transformations to be applied to the node. /// * `animations`: A vector of animations that can be applied to the node. /// * `children`: A vector of child nodes part of this node. macro_rules! node { ( $(#[$attr:meta])* pub struct $name:ident { $($(#[$doc:meta])* pub $prop:ident : $type_:ty),* } ) => ( $(#[$attr])* pub struct $name { /// The optional name for this node. This property is generic to all types of nodes. pub name: Option<Name>, /// Any local transformations to be applied to this node. This property is generic to /// all types of nodes. pub transformations: Vec<Transformation>, /// Any animations for this node. This property is generic to all types of nodes. pub animations: Vec<Animation>, /// Any sub-nodes of this node. This property is generic to all types of nodes. pub children: Vec<Nodes>, $($(#[$doc])* pub $prop : $type_),* } ) } node! { /// A Node structure represents a single generic node in a scene, with no associated object. pub struct Node {} } node! { /// A BoneNode structure represents a single bone in a scene. The collection of bone nodes /// forming a complete skeleton for a skinned mesh is referenced by a `BoneRefArray` structure /// contained inside a `Skeleton` structrue. pub struct BoneNode {} } node! { /// A GeometryNode structure represents a single geometry node in a scene. "] pub struct GeometryNode { /// Whether this geometry is visible. Overrides the visibility of the referenced /// `GeometryObject` structure. pub visibile: Option<bool>, /// Whether this geometry casts shadows. If unset, this `GeometryNode` inherits the /// visibility of the referenced `GeometryObject` structure. pub casts_shadows: Option<bool>, /// Whether the geomery is rendered with motion blur. If unset, this `GeometryNode` /// inherits the visibility of the referenced `GeometryObject` structure. pub motion_blur: Option<bool>, /// A reference to a `GeometryObject` structure containing all of the required mesh data /// and optional skinning data. pub geometry: Arc<GeometryObject>, /// A `HashMap` with references to materials associated with this geometry. Each material's /// index in the HashMap specifies to which part of a mesh the material is applied, by /// matching it with the `material` property of each `IndexArray` structure in the mesh. pub materials: VecMap<Arc<Material>>, /// If the `GeometryObject` referenced by this node contains vertex data for multiple morph /// targets, then the node may contain one or more `MorphWeight` structures that specify /// the blending weight for each target. Each `MorphWeight` structure may be the target of /// a Track structure in the animation belonging to the node. pub morph_weights: Vec<MorphWeight> } } node! { /// A `CameraNode` structure represents a single camera node in a scene. pub struct CameraNode { /// A reference to a `CameraObject` that contains the information neccesary to construct /// the properly configured camera. pub camera: Arc<CameraObject> } } node! { /// A `LightNode` structure represents a single camera node in a scene. "] pub struct LightNode { /// Whether this light is visible. Overrides the visibility of the referenced `LightObject` /// structure. pub visibile: Option<bool>, /// A reference to a `LightObject` that contains the information neccesary to construct the /// proper type of light. pub light: Arc<LightObject> } } /// The `GeometryObject` structure contains data for a geometry object. Multiple `GeometryNode` /// structures may reference a single `GeometryObject`. This allows a scene to contain multiple /// instances of the same geometry with different transforms and materials. /// /// The `colors` and `textures` properties are for application-specfic use. pub struct GeometryObject { /// Whether this geometry is visible. Can be overriden by any `GeometryNode` structure /// referencing this geometry. pub visible: bool, /// Whether this geometry casts shadows. Can be overriden by any `GeometryNode` structure /// referencing this geometry. pub casts_shadows: bool, /// Whether this geometry is rendered with motion blur. Can be overriden by any `GeometryNode` /// structure referencing this geometry. pub motion_blur: bool, /// A mesh for every level of detail. The map is indexed by the level of detail. pub meshes: VecMap<Mesh>, /// May contain a `Morph` structure for each morph target for which vertex data exists inside /// the `Mesh` structures in `meshes`. The key of the `HashMap` is their target index. pub morphs: VecMap<Morph> } /// A `CameraObject` structure contains data for a camera object. pub struct CameraObject { /// A map of parameters associated with this camera. /// /// The OpenGEX specification defined three parameters: "fov", "near" and "far". Any other /// parameters are application-specific. pub params: ParamMap, /// A map of colors associated with this camera. The OpenGEX specification does not define any /// kinds of colors. pub colors: HashMap<String, Color>, /// A map of textures associated with this camera. The OpenGEX specification does not define /// any kinds of textures. pub textures: HashMap<String, Texture> } /// The LightObject struture contains data for a light object. Multiple LightNode structures may /// reference a single LightObject. This allows a scene to contain multiple instances of the same /// light, with different transformations. pub struct LightObject { /// The type of light emitted by this LightObject. pub light_type: LightType, /// Whether this LightObject casts shadows. This can be overiden by the LightNode referencing /// this LightObject. pub casts_shadows: bool, /// The colors associated with this LightObject. /// /// The OpenGEX specification only references one type of color: "light". This is the main /// color of light emitted by the light souArce. This defaults to an RGB value of /// (1.0, 1.0, 1.0). /// /// There can be any other number of colors in this HashMap, for application-specific kinds. pub colors: HashMap<String, Color>, /// The parameters associated with this LightObject. /// /// The OpenGEX specification only references one type of parameter: "intensity". This is the /// intensity of the light emitted by the light souArce. This defaults to 0. /// /// There can be any other number of parameters in this HashMap, for application-specific /// kinds. pub params: ParamMap, /// The textures associated with this LightObject. /// /// The OpenGEX specification only references one type of texture: "projection". This is an /// optional texture projection of this LightObject. The texture map should be oriented so that /// the right direction is aligned to the object-space positive x-axis, and the up direction is /// aligned to the object-space positive y-axis. /// /// There can be any other number of textures in this HashMap, for application-specific kinds. pub textures: HashMap<String, Texture>, /// Any number of attenuation functions to be applied to the LightObject. The values produced /// by all of them are multiplied together to determine the intensity of the light reaching /// any particular point in space. pub attenuations: Atten } /// This is an helper-enum representing all different types of lights that a LightObject can emit. pub enum LightType { /// The light souArce is to be treated as if it were infinitely far away so its rays are /// parallel. In object space, the rays point in the direction of the negative z-axis. Infinite, /// The lght souArce is a point light that radiates in all directions. Point, /// The light source is a spot light that radiates from a single points byt in a limited range /// of directions In object space, the primary direction is the negative z-axis. Spot } /// The `Morph` structure holds information about a morph target belonging to a `GeometryObject` /// structure. pub struct Morph { /// The base morph target index for a relative morph target. pub base_target_index: Option<u32>, /// An optional name for this structure. pub name: Option<Name> } /// A `Mesh` structure cotains data for a single geometric mesh. Each mesh typically contains /// several arrays of per-vertex data, and one or more index arrays. /// /// A mesh may contain vertex data for multiple morph targets. The morph target to which the vertex /// array belongs is determined by the value op its `morph` property. pub struct Mesh { /// Specifies the type of geometric primitive used by the mesh. This must be the same for each /// level of detail. See the helper-enum `GeometricPrimitive` for more details about the /// different kinds of primitives. pub primitive: GeometricPrimitive // TODO: Finish this } /// Helper enum for the `Mesh` structure, representing different geometric primitives supported by /// OpenGEX. /// /// In the documentation, `n` refers to the number of indices if an `IndexArray` structure is /// present, and otherwise, the number of vertices in every `VertexArray` structure. Primitives are /// indexed by the letter `i`, starting at zero. pub enum GeometricPrimitive { /// The mesh is composed of a set of independent points. The number of points is `n`, and point /// `i` is given by vertex `i`. Points, /// The mesh is composed of a set of independent lines. The number of lines equals `n/2`, and /// line `i` is composed of vertices `2i` and /// `2i+1`. Lines, /// The mesh is composed of one or more line strips. The number of lines equals `n-1`, and line /// `i` is composed of vertices `i` and /// `i+1`. LineStrip, /// The mesh is composed of a set of independent triangles. The number of triangles equals /// `n/3`, and triangle `i` is composed of vertices `3i`, `3i+1` and `3i+1`. Triangles, /// The mesh is composed of one or more triangle strips. /// /// When `i` is even, the triangle is composed out of vertices `i`, `i+1` and `i+2`. When `i` /// is odd, the triangle is composed out of vertices `i`, `i+2` and `i+1`. TriangleStrip, /// The mesh is composed of a set of individual quads. The number of quads equals `n/4`, and /// quad `i` is composed of vertices `4i`, `4i+1`, `4i+2` and `4i+3`. Quads } impl Default for GeometricPrimitive { fn default() -> GeometricPrimitive { GeometricPrimitive::Triangles } }