2008-05-09 17:24:28 +00:00
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/*
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---------------------------------------------------------------------------
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Free Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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2008-05-05 12:36:31 +00:00
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/** @file Defines the data structures in which the imported scene is returned. */
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#ifndef AI_SCENE_H_INC
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#define AI_SCENE_H_INC
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#include "aiTypes.h"
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#include "aiMesh.h"
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#include "aiMaterial.h"
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#include "aiTexture.h"
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#include "aiAnim.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** A node in the imported hierarchy.
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*
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* Each node has name, a parent node (except for the root node),
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* a transformation relative to its parent and possibly several child nodes.
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* Simple file formats don't support hierarchical structures, for these formats
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* the imported scene does consist of only a single root node with no childs.
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*/
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// ---------------------------------------------------------------------------
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struct aiNode
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{
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/** The name of the node.
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*
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* The name might be empty (length of zero) but all nodes which
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* need to be accessed afterwards by bones or anims are usually named.
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*/
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C_STRUCT aiString mName;
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/** The transformation relative to the node's parent. */
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aiMatrix4x4 mTransformation;
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/** Parent node. NULL if this node is the root node. */
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C_STRUCT aiNode* mParent;
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/** The number of child nodes of this node. */
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unsigned int mNumChildren;
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/** The child nodes of this node. NULL if mNumChildren is 0. */
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C_STRUCT aiNode** mChildren;
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/** The number of meshes of this node. */
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unsigned int mNumMeshes;
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/** The meshes of this node. Each entry is an index into the mesh */
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unsigned int* mMeshes;
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#ifdef __cplusplus
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/** Constructor */
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aiNode()
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{
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mParent = NULL;
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mNumChildren = 0; mChildren = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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}
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/** Destructor */
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~aiNode()
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{
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for( unsigned int a = 0; a < mNumChildren; a++)
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delete mChildren[a];
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delete [] mChildren;
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delete [] mMeshes;
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}
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#endif // __cplusplus
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};
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// ---------------------------------------------------------------------------
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/** The root structure of the imported data.
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*
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* Everything that was imported from the given file can be accessed from here.
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*/
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// ---------------------------------------------------------------------------
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struct aiScene
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{
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/** The root node of the hierarchy.
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*
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* There will always be at least the root node if the import
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* was successful. Presence of further nodes depends on the
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* format and content of the imported file.
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*/
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C_STRUCT aiNode* mRootNode;
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/** The number of meshes in the scene. */
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unsigned int mNumMeshes;
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/** The array of meshes.
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*
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* Use the indices given in the aiNode structure to access
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* this array. The array is mNumMeshes in size.
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*/
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C_STRUCT aiMesh** mMeshes;
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/** The number of materials in the scene. */
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unsigned int mNumMaterials;
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/** The array of materials.
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*
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* Use the index given in each aiMesh structure to access this
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* array. The array is mNumMaterials in size.
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*/
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C_STRUCT aiMaterial** mMaterials;
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/** The number of animations in the scene. */
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unsigned int mNumAnimations;
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/** The array of animations.
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*
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* All animations imported from the given file are listed here.
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* The array is mNumAnimations in size.
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*/
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C_STRUCT aiAnimation** mAnimations;
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/** The number of textures embedded into the file */
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unsigned int mNumTextures;
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/** The array of embedded textures.
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*
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* Not many file formats embedd their textures into the file.
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* Examples include Quake's MDL format (which is also used by
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* some GameStudio<EFBFBD> versions)
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*/
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C_STRUCT aiTexture** mTextures;
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#ifdef __cplusplus
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aiScene()
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{
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mRootNode = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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mNumMaterials = 0; mMaterials = NULL;
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mNumAnimations = 0; mAnimations = NULL;
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mNumTextures = 0; mTextures = NULL;
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}
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~aiScene()
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{
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delete mRootNode;
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for( unsigned int a = 0; a < mNumMeshes; a++)
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delete mMeshes[a];
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delete [] mMeshes;
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for( unsigned int a = 0; a < mNumMaterials; a++)
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delete mMaterials[a];
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delete [] mMaterials;
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for( unsigned int a = 0; a < mNumAnimations; a++)
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delete mAnimations[a];
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delete [] mAnimations;
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for( unsigned int a = 0; a < mNumTextures; a++)
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delete mTextures[a];
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delete [] mTextures;
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2008-05-05 12:36:31 +00:00
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}
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#endif // __cplusplus
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // AI_SCENE_H_INC
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