/** Defines the collada loader class */ /* Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * 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 Development 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. ---------------------------------------------------------------------- */ #ifndef AI_COLLADALOADER_H_INC #define AI_COLLADALOADER_H_INC #include "BaseImporter.h" #include "ColladaParser.h" namespace Assimp { struct ColladaMeshIndex { std::string mMeshID; size_t mSubMesh; std::string mMaterial; ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial) : mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial) { } bool operator < (const ColladaMeshIndex& p) const { if( mMeshID == p.mMeshID) { if( mSubMesh == p.mSubMesh) return mMaterial < p.mMaterial; else return mSubMesh < p.mSubMesh; } else { return mMeshID < p.mMeshID; } } }; /** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing * more useless stuff, so I limited the data to what I think is useful for games. */ class ColladaLoader : public BaseImporter { friend class Importer; protected: /** Constructor to be privately used by Importer */ ColladaLoader(); /** Destructor, private as well */ ~ColladaLoader(); public: /** Returns whether the class can handle the format of the given file. * See BaseImporter::CanRead() for details. */ bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const; protected: /** Called by Importer::GetExtensionList() for each loaded importer. * See BaseImporter::GetExtensionList() for details */ void GetExtensionList( std::string& append) { append.append("*.dae"); } /** Imports the given file into the given scene structure. * See BaseImporter::InternReadFile() for details */ void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); /** Recursively constructs a scene node for the given parser node and returns it. */ aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode); /** Builds meshes for the given node and references them */ void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget); /** Stores all meshes in the given scene */ void StoreSceneMeshes( aiScene* pScene); /** Constructs materials from the collada material definitions */ void BuildMaterials( const ColladaParser& pParser, aiScene* pScene); /** Resolves the texture name for the given effect texture entry */ const aiString& FindFilenameForEffectTexture( const ColladaParser& pParser, const Collada::Effect& pEffect, const std::string& pName); /** Converts a path read from a collada file to the usual representation */ void ConvertPath (aiString& ss); protected: /** Filename, for a verbose error message */ std::string mFileName; /** Which mesh-material compound was stored under which mesh ID */ std::map mMeshIndexByID; /** Which material was stored under which index in the scene */ std::map mMaterialIndexByName; /** Accumulated meshes for the target scene */ std::vector mMeshes; }; } // end of namespace Assimp #endif // AI_COLLADALOADER_H_INC