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#ifndef EXAMPLE_GLTF_LOADER_H_
#define EXAMPLE_GLTF_LOADER_H_
#include <stdexcept>
#include <string>
#include <vector>
#include "material.h"
#include "mesh.h"
namespace example {
/// Adapts an array of bytes to an array of T. Will advace of byte_stride each
/// elements.
template <typename T>
struct arrayAdapter {
/// Pointer to the bytes
const unsigned char *dataPtr;
/// Number of elements in the array
const size_t elemCount;
/// Stride in bytes between two elements
const size_t stride;
/// Construct an array adapter.
/// \param ptr Pointer to the start of the data, with offset applied
/// \param count Number of elements in the array
/// \param byte_stride Stride betweens elements in the array
arrayAdapter(const unsigned char *ptr, size_t count, size_t byte_stride)
: dataPtr(ptr), elemCount(count), stride(byte_stride) {}
/// Returns a *copy* of a single element. Can't be used to modify it.
T operator[](size_t pos) const {
if (pos >= elemCount)
throw std::out_of_range(
"Tried to access beyond the last element of an array adapter with "
"count " +
std::to_string(elemCount) + " while getting elemnet number " +
std::to_string(pos));
return *(reinterpret_cast<const T *>(dataPtr + pos * stride));
}
};
/// Interface of any adapted array that returns ingeger data
struct intArrayBase {
virtual ~intArrayBase() = default;
virtual unsigned int operator[](size_t) const = 0;
virtual size_t size() const = 0;
};
/// Interface of any adapted array that returns float data
struct floatArrayBase {
virtual ~floatArrayBase() = default;
virtual float operator[](size_t) const = 0;
virtual size_t size() const = 0;
};
/// An array that loads interger types, returns them as int
template <class T>
struct intArray : public intArrayBase {
arrayAdapter<T> adapter;
intArray(const arrayAdapter<T> &a) : adapter(a) {}
unsigned int operator[](size_t position) const override {
return static_cast<unsigned int>(adapter[position]);
}
size_t size() const override { return adapter.elemCount; }
};
template <class T>
struct floatArray : public floatArrayBase {
arrayAdapter<T> adapter;
floatArray(const arrayAdapter<T> &a) : adapter(a) {}
float operator[](size_t position) const override {
return static_cast<float>(adapter[position]);
}
size_t size() const override { return adapter.elemCount; }
};
#pragma pack(push, 1)
template <typename T>
struct v2 {
T x, y;
};
/// 3D vector of floats without padding
template <typename T>
struct v3 {
T x, y, z;
};
/// 4D vector of floats without padding
template <typename T>
struct v4 {
T x, y, z, w;
};
#pragma pack(pop)
using v2f = v2<float>;
using v3f = v3<float>;
using v4f = v4<float>;
using v2d = v2<double>;
using v3d = v3<double>;
using v4d = v4<double>;
struct v2fArray {
arrayAdapter<v2f> adapter;
v2fArray(const arrayAdapter<v2f> &a) : adapter(a) {}
v2f operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v3fArray {
arrayAdapter<v3f> adapter;
v3fArray(const arrayAdapter<v3f> &a) : adapter(a) {}
v3f operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v4fArray {
arrayAdapter<v4f> adapter;
v4fArray(const arrayAdapter<v4f> &a) : adapter(a) {}
v4f operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v2dArray {
arrayAdapter<v2d> adapter;
v2dArray(const arrayAdapter<v2d> &a) : adapter(a) {}
v2d operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v3dArray {
arrayAdapter<v3d> adapter;
v3dArray(const arrayAdapter<v3d> &a) : adapter(a) {}
v3d operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
struct v4dArray {
arrayAdapter<v4d> adapter;
v4dArray(const arrayAdapter<v4d> &a) : adapter(a) {}
v4d operator[](size_t position) const { return adapter[position]; }
size_t size() const { return adapter.elemCount; }
};
///
/// Loads glTF 2.0 mesh
///
bool LoadGLTF(const std::string &filename, float scale,
std::vector<Mesh<float> > *meshes,
std::vector<Material> *materials, std::vector<Texture> *textures);
} // namespace example
#endif // EXAMPLE_GLTF_LOADER_H_