- add metadata support to aiScene. Some doc cleanup. Add const versions of aiScene::aiNode.

pull/21/head
Alexander Gessler 2013-03-28 20:54:12 +01:00
parent cca53d6a04
commit fa5831f41a
2 changed files with 191 additions and 21 deletions

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@ -0,0 +1,120 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software 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
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following disclaimer.
* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
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.
---------------------------------------------------------------------------
*/
/** @file metadata.h
* @brief Defines the data structures for holding node meta information.
*/
#ifndef __AI_METADATA_H_INC__
#define __AI_METADATA_H_INC__
#ifdef __cplusplus
extern "C" {
#endif
// -------------------------------------------------------------------------------
/**
* Container for holding metadata.
*
* Metadata is a key-value store using string keys and values.
*/
// -------------------------------------------------------------------------------
struct aiMetadata
{
/** Length of the mKeys and mValues arrays, respectively */
unsigned int mNumProperties;
/** Arrays of keys, may not be NULL. Entries in this array may not be NULL as well. */
C_STRUCT aiString** mKeys;
/** Arrays of values, may not be NULL. Entries in this array may be NULL if the
* corresponding property key has no assigned value. */
C_STRUCT aiString** mValues;
#ifdef __cplusplus
/** Constructor */
aiMetadata()
{
// set all members to zero by default
mKeys = NULL;
mValues = NULL;
mNumProperties = 0;
}
/** Destructor */
~aiMetadata()
{
if (mKeys && mValues) {
for (unsigned i=0; i<mNumProperties; ++i) {
if (mKeys[i]) {
delete mKeys[i];
}
if (mValues[i]) {
delete mValues[i];
}
}
delete [] mKeys;
delete [] mValues;
}
}
inline bool Get(const aiString& key, aiString& value)
{
for (unsigned i=0; i<mNumProperties; ++i) {
if (mKeys[i] && *mKeys[i]==key) {
value=*mValues[i];
return true;
}
}
return false;
}
#endif // __cplusplus
};
#ifdef __cplusplus
} //extern "C" {
#endif
#endif // __AI_METADATA_H_INC__

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@ -52,11 +52,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "camera.h"
#include "material.h"
#include "anim.h"
#include "metadata.h"
#ifdef __cplusplus
extern "C" {
#endif
// -------------------------------------------------------------------------------
/** A node in the imported hierarchy.
*
@ -71,16 +73,24 @@ struct aiNode
/** The name of the node.
*
* The name might be empty (length of zero) but all nodes which
* need to be accessed afterwards by bones or anims are usually named.
* Multiple nodes may have the same name, but nodes which are accessed
* by bones (see #aiBone and #aiMesh::mBones) *must* be unique.
* need to be referenced by either bones or animations are named.
* Multiple nodes may have the same name, except for nodes which are referenced
* by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
*
* Cameras and lights are assigned to a specific node name - if there
* are multiple nodes with this name, they're assigned to each of them.
* Cameras and lights reference a specific node by name - if there
* are multiple nodes with this name, they are assigned to each of them.
* <br>
* There are no limitations regarding the characters contained in
* this text. You should be able to handle stuff like whitespace, tabs,
* linefeeds, quotation marks, ampersands, ... .
* There are no limitations with regard to the characters contained in
* the name string as it is usually taken directly from the source file.
*
* Implementations should be able to handle tokens such as whitespace, tabs,
* line feeds, quotation marks, ampersands etc.
*
* Sometimes assimp introduces new nodes not present in the source file
* into the hierarchy (usually out of necessity because sometimes the
* source hierarchy format is simply not compatible). Their names are
* surrounded by @verbatim <> @endverbatim e.g.
* @verbatim<DummyRootNode> @endverbatim.
*/
C_STRUCT aiString mName;
@ -102,24 +112,39 @@ struct aiNode
/** The meshes of this node. Each entry is an index into the mesh */
unsigned int* mMeshes;
/** Metadata associated with this node or NULL if there is no metadata.
* Whether any metadata is generated depends on the source file format. See the
* @link importer_notes @endlink page for more information on every source file
* format. Importers that don't document any metadata don't write any.
*/
C_STRUCT aiMetadata* mMetaData;
#ifdef __cplusplus
/** Constructor */
aiNode()
{
// set all members to zero by default
mParent = NULL;
mNumChildren = 0; mChildren = NULL;
mNumMeshes = 0; mMeshes = NULL;
: mName()
, mParent()
, mNumChildren()
, mChildren()
, mNumMeshes()
, mMeshes()
, mMetaData()
{
}
/** Construction from a specific name */
aiNode(const std::string& name)
{
// set all members to zero by default
mParent = NULL;
mNumChildren = 0; mChildren = NULL;
mNumMeshes = 0; mMeshes = NULL;
mName = name;
: mName(name)
, mParent()
, mNumChildren()
, mChildren()
, mNumMeshes()
, mMeshes()
, mMetaData()
{
}
/** Destructor */
@ -134,8 +159,10 @@ struct aiNode
}
delete [] mChildren;
delete [] mMeshes;
delete mMetaData;
}
/** Searches for a node with a specific name, beginning at this
* nodes. Normally you will call this method on the root node
* of the scene.
@ -143,22 +170,45 @@ struct aiNode
* @param name Name to search for
* @return NULL or a valid Node if the search was successful.
*/
inline const aiNode* FindNode(const aiString& name) const
{
return FindNode(name.data);
}
inline aiNode* FindNode(const aiString& name)
{
return FindNode(name.data);
}
/** @override
*/
inline aiNode* FindNode(const char* name)
inline const aiNode* FindNode(const char* name) const
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* p = mChildren[i]->FindNode(name);
if (p)return p;
const aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub node with this name
// there is definitely no sub-node with this name
return NULL;
}
inline aiNode* FindNode(const char* name)
{
if (!::strcmp( mName.data,name))return this;
for (unsigned int i = 0; i < mNumChildren;++i)
{
aiNode* const p = mChildren[i]->FindNode(name);
if (p) {
return p;
}
}
// there is definitely no sub-node with this name
return NULL;
}