init dump
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120
Sources/JolkEngine/Content/ObjModel.swift
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120
Sources/JolkEngine/Content/ObjModel.swift
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import Foundation
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public struct ObjModel
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{
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public var positions = [Vec3f]()
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public var normals = [Vec3f]()
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public var texCoords = [Vec2f]()
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public var objects = Dictionary<String, Object>()
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public struct Object { public var faces = [Face]() }
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public struct Index { public let p: Int, n: Int, t: Int }
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public enum Face
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{
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case line(p1: Int, p2: Int)
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case triangle(v1: Index, v2: Index, v3: Index)
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case quad(v1: Index, v2: Index, v3: Index, v4: Index)
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case ngon(_ v: [Index])
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}
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}
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public struct ObjMaterial
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{
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var model: IlluminationModel = .lambert
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var ambient: Colour = .black
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var diffuse: Colour = .white
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var specular: Colour = .zero
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var specularExp: Float = 30
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var refraction: Float = 1.0
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var alpha: Float = 1.0
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var ambientMap: TextureMap? = nil
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var diffuseMap: TextureMap? = nil
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var specularMap: TextureMap? = nil
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var specularExpMap: TextureMap? = nil
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var dissolveMap: TextureMap? = nil
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var bumpMap: TextureMap? = nil
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var displacementMap: TextureMap? = nil
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var decalMap: TextureMap? = nil
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// PBR extensions
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var roughness: Float = 0.5
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var metallic: Float = 0.0
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var sheen: Float = 0.0
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var clearcoatThickness: Float = 0.0
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var clearcoatRoughness: Float = 0.03 // dunno what the default should be so here's the blender one
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var emmision: Vec3f = .zero
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var anisotropy: Float = 0.0
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var anisotropyRotation: Float = 0.0
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var roughnessMap: TextureMap? = nil
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var metallicMap: TextureMap? = nil
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var sheenMap: TextureMap? = nil
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var emmisionMap: TextureMap? = nil
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var normalMap: TextureMap? = nil
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// Ft Fresnel reflectance
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// Ft Fresnel transmittance
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// Ns Specular exponent/shininess
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// Ia Ambient light
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// I Light intensity
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// Ir Intensity from reflected direction (reflection map and/or raytracing)
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// It Intensity from transmitted direction
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// Ka Ambient reflectance
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// Kd Diffuse reflectance
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// Ks Specular reflectance
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// Tf Transmission filter
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// H Unit vector bisector between L and V
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// L Unit light vector
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// N Unit surface normal
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// V Unit view vector
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//
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// j = piss
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// Fr = Fresnel
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// lambert = KaIa + Kd(N * Lj)Ij
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// blinnPhong = lambert + Ks((H * Hj) ^ Ns)Ij
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//
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// Notes: Clara.io only usees 0 and 1, maya always exports 4, blender can export 1, 3, 6
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public enum IlluminationModel
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{
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case colour // Kd only
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case lambert
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case blinnPhong
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case reflectionRaytrace // + Ir = (intensity of reflection map) + (ray trace)
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case transparentGlassReflectionRaytrace // + Ir = (glass) + (intensity of reflection map) + (raytrace)
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case reflectionRaytraceFresnel // Fr(Lj * Hj, Ks, Ns)Ij + Fr(N * V, Ks, Ns)Ir
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case transparentRefractionReflectionRaytrace // + Ir + (1 - Ks)TfIt
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case transparentRefractionReflectionRaytraceFresnel // Fr(Lj * Hj, Ks, Ns)Ij + Fr(N * V, Ks, Ns)Ir
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case reflection // + Ir = (intensity of reflection map)
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case transparentGlassReflection // + Ir = (glass) + (intensity of reflection map) + (raytrace)
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case shadowOnly
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}
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public struct TextureMap
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{
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var path: String = .init()
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var flags: Flags = [ .blendHoriz, .blendVert ]
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var blendMul: Float = 1.0
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var boost: Float = 0.0 // non-negative
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var imfChan: ImfChan = .l // decal ? .m : .l
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var mmBaseGain: (Float, Float) = (0.0, 1.0)
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var offset: Vec3f = .zero
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var scale: Vec3f = .one
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var turbulence: Vec3f = .zero
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var textureResolution: Int = 0
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struct Flags: OptionSet
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{
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let rawValue: UInt8
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static let blendHoriz: Self = Self(rawValue: 1 << 0)
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static let blendVert: Self = Self(rawValue: 1 << 1)
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static let colourCorrection: Self = Self(rawValue: 1 << 2)
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static let clamp: Self = Self(rawValue: 1 << 3)
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}
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enum ImfChan { case r, g, b, m, l, z }
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}
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}
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