/* --------------------------------------------------------------------------- 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. --------------------------------------------------------------------------- */ /** @file Implementation of the CPP-API class #Importer */ #include "AssimpPCH.h" // ======================================================================================= // Internal headers // ======================================================================================= #include "BaseImporter.h" #include "BaseProcess.h" #include "DefaultIOStream.h" #include "DefaultIOSystem.h" #include "GenericProperty.h" #include "ProcessHelper.h" #include "ScenePreprocessor.h" // ======================================================================================= // Importers // ======================================================================================= #ifndef AI_BUILD_NO_X_IMPORTER # include "XFileImporter.h" #endif #ifndef AI_BUILD_NO_3DS_IMPORTER # include "3DSLoader.h" #endif #ifndef AI_BUILD_NO_MD3_IMPORTER # include "MD3Loader.h" #endif #ifndef AI_BUILD_NO_MDL_IMPORTER # include "MDLLoader.h" #endif #ifndef AI_BUILD_NO_MD2_IMPORTER # include "MD2Loader.h" #endif #ifndef AI_BUILD_NO_PLY_IMPORTER # include "PlyLoader.h" #endif #ifndef AI_BUILD_NO_ASE_IMPORTER # include "ASELoader.h" #endif #ifndef AI_BUILD_NO_OBJ_IMPORTER # include "ObjFileImporter.h" #endif #ifndef AI_BUILD_NO_HMP_IMPORTER # include "HMPLoader.h" #endif #ifndef AI_BUILD_NO_SMD_IMPORTER # include "SMDLoader.h" #endif #ifndef AI_BUILD_NO_MDC_IMPORTER # include "MDCLoader.h" #endif #ifndef AI_BUILD_NO_MD5_IMPORTER # include "MD5Loader.h" #endif #ifndef AI_BUILD_NO_STL_IMPORTER # include "STLLoader.h" #endif #ifndef AI_BUILD_NO_LWO_IMPORTER # include "LWOLoader.h" #endif #ifndef AI_BUILD_NO_DXF_IMPORTER # include "DXFLoader.h" #endif #ifndef AI_BUILD_NO_NFF_IMPORTER # include "NFFLoader.h" #endif #ifndef AI_BUILD_NO_RAW_IMPORTER # include "RawLoader.h" #endif #ifndef AI_BUILD_NO_OFF_IMPORTER # include "OFFLoader.h" #endif #ifndef AI_BUILD_NO_AC_IMPORTER # include "ACLoader.h" #endif #ifndef AI_BUILD_NO_BVH_IMPORTER # include "BVHLoader.h" #endif #ifndef AI_BUILD_NO_IRRMESH_IMPORTER # include "IRRMeshLoader.h" #endif #ifndef AI_BUILD_NO_IRR_IMPORTER # include "IRRLoader.h" #endif #ifndef AI_BUILD_NO_Q3D_IMPORTER # include "Q3DLoader.h" #endif #ifndef AI_BUILD_NO_B3D_IMPORTER # include "B3DImporter.h" #endif #ifndef AI_BUILD_NO_COLLADA_IMPORTER # include "ColladaLoader.h" #endif #ifndef AI_BUILD_NO_TERRAGEN_IMPORTER # include "TerragenLoader.h" #endif // ======================================================================================= // PostProcess-Steps // ======================================================================================= #ifndef AI_BUILD_NO_CALCTANGENTS_PROCESS # include "CalcTangentsProcess.h" #endif #ifndef AI_BUILD_NO_JOINVERTICES_PROCESS # include "JoinVerticesProcess.h" #endif #ifndef AI_BUILD_NO_CONVERTTOLH_PROCESS # include "ConvertToLHProcess.h" #endif #ifndef AI_BUILD_NO_TRIANGULATE_PROCESS # include "TriangulateProcess.h" #endif #ifndef AI_BUILD_NO_GENFACENORMALS_PROCESS # include "GenFaceNormalsProcess.h" #endif #ifndef AI_BUILD_NO_GENVERTEXNORMALS_PROCESS # include "GenVertexNormalsProcess.h" #endif #ifndef AI_BUILD_NO_REMOVEVC_PROCESS # include "RemoveVCProcess.h" #endif #ifndef AI_BUILD_NO_SPLITLARGEMESHES_PROCESS # include "SplitLargeMeshes.h" #endif #ifndef AI_BUILD_NO_PRETRANSFORMVERTICES_PROCESS # include "PretransformVertices.h" #endif #ifndef AI_BUILD_NO_LIMITBONEWEIGHTS_PROCESS # include "LimitBoneWeightsProcess.h" #endif #ifndef AI_BUILD_NO_VALIDATEDS_PROCESS # include "ValidateDataStructure.h" #endif #ifndef AI_BUILD_NO_IMPROVECACHELOCALITY_PROCESS # include "ImproveCacheLocality.h" #endif #ifndef AI_BUILD_NO_FIXINFACINGNORMALS_PROCESS # include "FixNormalsStep.h" #endif #ifndef AI_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS # include "RemoveRedundantMaterials.h" #endif #ifndef AI_BUILD_NO_FINDINVALIDDATA_PROCESS # include "FindInvalidDataProcess.h" #endif #ifndef AI_BUILD_NO_FINDDEGENERATES_PROCESS # include "FindDegenerates.h" #endif #ifndef AI_BUILD_NO_SORTBYPTYPE_PROCESS # include "SortByPTypeProcess.h" #endif #ifndef AI_BUILD_NO_GENUVCOORDS_PROCESS # include "ComputeUVMappingProcess.h" #endif #ifndef AI_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS # include "TextureTransform.h" #endif using namespace Assimp; using namespace Assimp::Intern; // ======================================================================================= // Intern::AllocateFromAssimpHeap serves as abstract base class. It overrides // new and delete (and their array counterparts) of public API classes (e.g. Logger) to // utilize our DLL heap // ======================================================================================= void* AllocateFromAssimpHeap::operator new ( size_t num_bytes) { return ::operator new(num_bytes); } void AllocateFromAssimpHeap::operator delete ( void* data) { return ::operator delete(data); } void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes) { return ::operator new[](num_bytes); } void AllocateFromAssimpHeap::operator delete[] ( void* data) { return ::operator delete[](data); } // ------------------------------------------------------------------------------------------------ // Importer Constructor. Importer::Importer() : mIOHandler (NULL) , mScene (NULL) , mErrorString ("") { // Allocate a default IO handler mIOHandler = new DefaultIOSystem; mIsDefaultHandler = true; bExtraVerbose = false; // disable extra verbose mode by default // ====================================================================== // Add an instance of each worker class here // The order doesn't really care, however file formats that are // used more frequently than others should be at the beginning. // ====================================================================== mImporter.reserve(25); #if (!defined AI_BUILD_NO_X_IMPORTER) mImporter.push_back( new XFileImporter()); #endif #if (!defined AI_BUILD_NO_OBJ_IMPORTER) mImporter.push_back( new ObjFileImporter()); #endif #if (!defined AI_BUILD_NO_3DS_IMPORTER) mImporter.push_back( new Discreet3DSImporter()); #endif #if (!defined AI_BUILD_NO_MD3_IMPORTER) mImporter.push_back( new MD3Importer()); #endif #if (!defined AI_BUILD_NO_MD2_IMPORTER) mImporter.push_back( new MD2Importer()); #endif #if (!defined AI_BUILD_NO_PLY_IMPORTER) mImporter.push_back( new PLYImporter()); #endif #if (!defined AI_BUILD_NO_MDL_IMPORTER) mImporter.push_back( new MDLImporter()); #endif #if (!defined AI_BUILD_NO_ASE_IMPORTER) mImporter.push_back( new ASEImporter()); #endif #if (!defined AI_BUILD_NO_HMP_IMPORTER) mImporter.push_back( new HMPImporter()); #endif #if (!defined AI_BUILD_NO_SMD_IMPORTER) mImporter.push_back( new SMDImporter()); #endif #if (!defined AI_BUILD_NO_MDC_IMPORTER) mImporter.push_back( new MDCImporter()); #endif #if (!defined AI_BUILD_NO_MD5_IMPORTER) mImporter.push_back( new MD5Importer()); #endif #if (!defined AI_BUILD_NO_STL_IMPORTER) mImporter.push_back( new STLImporter()); #endif #if (!defined AI_BUILD_NO_LWO_IMPORTER) mImporter.push_back( new LWOImporter()); #endif #if (!defined AI_BUILD_NO_DXF_IMPORTER) mImporter.push_back( new DXFImporter()); #endif #if (!defined AI_BUILD_NO_NFF_IMPORTER) mImporter.push_back( new NFFImporter()); #endif #if (!defined AI_BUILD_NO_RAW_IMPORTER) mImporter.push_back( new RAWImporter()); #endif #if (!defined AI_BUILD_NO_OFF_IMPORTER) mImporter.push_back( new OFFImporter()); #endif #if (!defined AI_BUILD_NO_AC_IMPORTER) mImporter.push_back( new AC3DImporter()); #endif #if (!defined AI_BUILD_NO_BVH_IMPORTER) mImporter.push_back( new BVHLoader()); #endif #if (!defined AI_BUILD_NO_IRRMESH_IMPORTER) mImporter.push_back( new IRRMeshImporter()); #endif #if (!defined AI_BUILD_NO_IRR_IMPORTER) mImporter.push_back( new IRRImporter()); #endif #if (!defined AI_BUILD_NO_Q3D_IMPORTER) mImporter.push_back( new Q3DImporter()); #endif #if (!defined AI_BUILD_NO_B3D_IMPORTER) mImporter.push_back( new B3DImporter()); #endif #if (!defined AI_BUILD_NO_COLLADA_IMPORTER) mImporter.push_back( new ColladaLoader()); #endif #if (!defined AI_BUILD_NO_TERRAGEN_IMPORTER) mImporter.push_back( new TerragenImporter()); #endif // ====================================================================== // Add an instance of each post processing step here in the order // of sequence it is executed. Steps that are added here are not // validated - as RegisterPPStep() does - all dependencies must be there. // ====================================================================== mPostProcessingSteps.reserve(25); #if (!defined AI_BUILD_NO_VALIDATEDS_PROCESS) mPostProcessingSteps.push_back( new ValidateDSProcess()); #endif #if (!defined AI_BUILD_NO_FINDDEGENERATES_PROCESS) mPostProcessingSteps.push_back( new FindDegeneratesProcess()); #endif #if (!defined AI_BUILD_NO_REMOVEVC_PROCESS) mPostProcessingSteps.push_back( new RemoveVCProcess()); #endif #ifndef AI_BUILD_NO_GENUVCOORDS_PROCESS mPostProcessingSteps.push_back( new ComputeUVMappingProcess()); #endif #ifndef AI_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS mPostProcessingSteps.push_back( new TextureTransformStep()); #endif #if (!defined AI_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS) mPostProcessingSteps.push_back( new RemoveRedundantMatsProcess()); #endif #if (!defined AI_BUILD_NO_PRETRANSFORMVERTICES_PROCESS) mPostProcessingSteps.push_back( new PretransformVertices()); #endif #if (!defined AI_BUILD_NO_TRIANGULATE_PROCESS) mPostProcessingSteps.push_back( new TriangulateProcess()); #endif #if (!defined AI_BUILD_NO_SORTBYPTYPE_PROCESS) mPostProcessingSteps.push_back( new SortByPTypeProcess()); #endif #if (!defined AI_BUILD_NO_FINDINVALIDDATA_PROCESS) mPostProcessingSteps.push_back( new FindInvalidDataProcess()); #endif #if (!defined AI_BUILD_NO_FIXINFACINGNORMALS_PROCESS) mPostProcessingSteps.push_back( new FixInfacingNormalsProcess()); #endif #if (!defined AI_BUILD_NO_SPLITLARGEMESHES_PROCESS) mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Triangle()); #endif #if (!defined AI_BUILD_NO_GENFACENORMALS_PROCESS) mPostProcessingSteps.push_back( new GenFaceNormalsProcess()); #endif // DON'T change the order of these five! mPostProcessingSteps.push_back( new ComputeSpatialSortProcess()); #if (!defined AI_BUILD_NO_GENVERTEXNORMALS_PROCESS) mPostProcessingSteps.push_back( new GenVertexNormalsProcess()); #endif #if (!defined AI_BUILD_NO_CALCTANGENTS_PROCESS) mPostProcessingSteps.push_back( new CalcTangentsProcess()); #endif #if (!defined AI_BUILD_NO_JOINVERTICES_PROCESS) mPostProcessingSteps.push_back( new JoinVerticesProcess()); #endif mPostProcessingSteps.push_back( new DestroySpatialSortProcess()); #if (!defined AI_BUILD_NO_SPLITLARGEMESHES_PROCESS) mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Vertex()); #endif #if (!defined AI_BUILD_NO_CONVERTTOLH_PROCESS) mPostProcessingSteps.push_back( new ConvertToLHProcess()); #endif #if (!defined AI_BUILD_NO_LIMITBONEWEIGHTS_PROCESS) mPostProcessingSteps.push_back( new LimitBoneWeightsProcess()); #endif #if (!defined AI_BUILD_NO_IMPROVECACHELOCALITY_PROCESS) mPostProcessingSteps.push_back( new ImproveCacheLocalityProcess()); #endif // Allocate a SharedPostProcessInfo object and store pointers to it // in all post-process steps in the list. mPPShared = new SharedPostProcessInfo(); for (std::vector::iterator it = mPostProcessingSteps.begin(), end = mPostProcessingSteps.end(); it != end; ++it) { (*it)->SetSharedData(mPPShared); } } // ------------------------------------------------------------------------------------------------ // Destructor. Importer::~Importer() { // Delete all import plugins for( unsigned int a = 0; a < mImporter.size(); a++) delete mImporter[a]; // Delete all post-processing plug-ins for( unsigned int a = 0; a < mPostProcessingSteps.size(); a++) delete mPostProcessingSteps[a]; // Delete the assigned IO handler delete mIOHandler; // Kill imported scene. Destructors should do that recursivly delete mScene; // Delete shared post-processing data delete mPPShared; } // ------------------------------------------------------------------------------------------------ // Copy constructor - copies the config of another Importer, not the scene Importer::Importer(const Importer &other) { // Call the default constructor new(this) Importer(); // Copy the property table mIntProperties = other.mIntProperties; mFloatProperties = other.mFloatProperties; mStringProperties = other.mStringProperties; } // ------------------------------------------------------------------------------------------------ // Register a custom loader plugin aiReturn Importer::RegisterLoader(BaseImporter* pImp) { ai_assert(NULL != pImp); // ====================================================================== // Check whether we would have two loaders for the same file extension // This is absolutely OK, but we should warn the developer of the new // loader that his code will propably never be called. // ====================================================================== std::string st; pImp->GetExtensionList(st); #ifdef _DEBUG const char* sz = ::strtok(const_cast(st.c_str()),";"); while (sz) { if (IsExtensionSupported(std::string(sz))) DefaultLogger::get()->warn(std::string( "The file extension " ) + sz + " is already in use"); sz = ::strtok(NULL,";"); } #endif // add the loader mImporter.push_back(pImp); DefaultLogger::get()->info("Registering custom importer: " + st); return AI_SUCCESS; } // ------------------------------------------------------------------------------------------------ // Unregister a custom loader aiReturn Importer::UnregisterLoader(BaseImporter* pImp) { ai_assert(NULL != pImp); for (std::vector::iterator it = mImporter.begin(),end = mImporter.end(); it != end;++it) { if (pImp == (*it)) { mImporter.erase(it); std::string st; pImp->GetExtensionList(st); DefaultLogger::get()->info("Unregistering custom importer: " + st); return AI_SUCCESS; } } DefaultLogger::get()->warn("Unable to remove importer: importer not found"); return AI_FAILURE; } // ------------------------------------------------------------------------------------------------ // Supplies a custom IO handler to the importer to open and access files. void Importer::SetIOHandler( IOSystem* pIOHandler) { // If the new handler is zero, allocate a default IO implementation. if (!pIOHandler) { delete mIOHandler; mIOHandler = new DefaultIOSystem(); mIsDefaultHandler = true; } // Otherwise register the custom handler else if (mIOHandler != pIOHandler) { delete mIOHandler; mIOHandler = pIOHandler; mIsDefaultHandler = false; } return; } // ------------------------------------------------------------------------------------------------ IOSystem* Importer::GetIOHandler() { return mIOHandler; } // ------------------------------------------------------------------------------------------------ bool Importer::IsDefaultIOHandler() { return mIsDefaultHandler; } #ifdef _DEBUG // ------------------------------------------------------------------------------------------------ // Validate post process step flags bool ValidateFlags(unsigned int pFlags) { if (pFlags & aiProcess_GenSmoothNormals && pFlags & aiProcess_GenNormals) { DefaultLogger::get()->error("aiProcess_GenSmoothNormals and " "aiProcess_GenNormals may not be specified together"); return false; } return true; } #endif // ! DEBUG // ------------------------------------------------------------------------------------------------ // Free the current scene void Importer::FreeScene( ) { delete mScene; mScene = NULL; } // ------------------------------------------------------------------------------------------------ // Reads the given file and returns its contents if successful. const aiScene* Importer::ReadFile( const std::string& pFile, unsigned int pFlags) { // Validate the flags ai_assert(ValidateFlags(pFlags)); // ====================================================================== // Put a large try block around everything to catch all std::exception's // that might be thrown by STL containers or by new(). // ImportErrorException's are throw by ourselves and caught elsewhere. // ====================================================================== try { // Check whether this Importer instance has already loaded // a scene. In this case we need to delete the old one if (mScene) { DefaultLogger::get()->debug("Deleting previous scene"); FreeScene(); } // First check if the file is accessable at all if( !mIOHandler->Exists( pFile)) { mErrorString = "Unable to open file \"" + pFile + "\"."; DefaultLogger::get()->error(mErrorString); return NULL; } // Find an worker class which can handle the file BaseImporter* imp = NULL; for( unsigned int a = 0; a < mImporter.size(); a++) { if( mImporter[a]->CanRead( pFile, mIOHandler)) { imp = mImporter[a]; break; } } // Put a proper error message if no suitable importer was found if( !imp) { mErrorString = "No suitable reader found for the file format of file \"" + pFile + "\"."; DefaultLogger::get()->error(mErrorString); return NULL; } // Dispatch the reading to the worker class for this format DefaultLogger::get()->info("Found a matching importer for this file format"); imp->SetupProperties( this ); mScene = imp->ReadFile( pFile, mIOHandler); // If successful, apply all active post processing steps to the imported data if( mScene) { // FIRST of all - preprocess the scene ScenePreprocessor pre(mScene); pre.ProcessScene(); DefaultLogger::get()->info("Import successful, entering postprocessing-steps"); #ifdef _DEBUG if (bExtraVerbose) { #if (!defined AI_BUILD_NO_VALIDATEDS_PROCESS) DefaultLogger::get()->error("Extra verbose mode not available, library" " wasn't build with the ValidateDS-Step"); #endif pFlags |= aiProcess_ValidateDataStructure; } #else if (bExtraVerbose)DefaultLogger::get()->warn("Not a debug build, ignoring extra verbose setting"); #endif // ! DEBUG for( unsigned int a = 0; a < mPostProcessingSteps.size(); a++) { BaseProcess* process = mPostProcessingSteps[a]; if( process->IsActive( pFlags)) { process->SetupProperties( this ); process->ExecuteOnScene ( this ); } if( !mScene)break; #ifdef _DEBUG #ifndef AI_BUILD_NO_VALIDATEDS_PROCESS continue; #endif // if the extra verbose mode is active execute the // VaidateDataStructureStep again after each step if (bExtraVerbose && a) { DefaultLogger::get()->debug("Extra verbose: revalidating data structures"); ((ValidateDSProcess*)mPostProcessingSteps[0])->ExecuteOnScene (this); if( !mScene) { DefaultLogger::get()->error("Extra verbose: failed to revalidate data structures"); break; } } #endif // ! DEBUG } } // if failed, extract the error string else if( !mScene)mErrorString = imp->GetErrorText(); // clear any data allocated by post-process steps mPPShared->Clean(); } catch (std::exception &e) { #if (defined _MSC_VER) && (defined _CPPRTTI) // if we have RTTI get the full name of the exception that occured mErrorString = std::string(typeid( e ).name()) + ": " + e.what(); #else mErrorString = std::string("std::exception: ") + e.what(); #endif DefaultLogger::get()->error(mErrorString); delete mScene;mScene = NULL; } // either successful or failure - the pointer expresses it anyways return mScene; } // ------------------------------------------------------------------------------------------------ // Helper function to check whether an extension is supported by ASSIMP bool Importer::IsExtensionSupported(const std::string& szExtension) { return NULL != FindLoader(szExtension); } // ------------------------------------------------------------------------------------------------ BaseImporter* Importer::FindLoader (const std::string& szExtension) { for (std::vector::const_iterator i = this->mImporter.begin(); i != this->mImporter.end();++i) { // pass the file extension to the CanRead(..,NULL)-method if ((*i)->CanRead(szExtension,NULL))return *i; } return NULL; } // ------------------------------------------------------------------------------------------------ // Helper function to build a list of all file extensions supported by ASSIMP void Importer::GetExtensionList(std::string& szOut) { unsigned int iNum = 0; for (std::vector::const_iterator i = this->mImporter.begin(); i != this->mImporter.end();++i,++iNum) { // insert a comma as delimiter character if (0 != iNum) szOut.append(";"); (*i)->GetExtensionList(szOut); } return; } // ------------------------------------------------------------------------------------------------ // Set a configuration property void Importer::SetPropertyInteger(const char* szName, int iValue, bool* bWasExisting /*= NULL*/) { SetGenericProperty(mIntProperties, szName,iValue,bWasExisting); } // ------------------------------------------------------------------------------------------------ // Set a configuration property void Importer::SetPropertyFloat(const char* szName, float iValue, bool* bWasExisting /*= NULL*/) { SetGenericProperty(mFloatProperties, szName,iValue,bWasExisting); } // ------------------------------------------------------------------------------------------------ // Set a configuration property void Importer::SetPropertyString(const char* szName, const std::string& value, bool* bWasExisting /*= NULL*/) { SetGenericProperty(mStringProperties, szName,value,bWasExisting); } // ------------------------------------------------------------------------------------------------ // Get a configuration property int Importer::GetPropertyInteger(const char* szName, int iErrorReturn /*= 0xffffffff*/) const { return GetGenericProperty(mIntProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get a configuration property float Importer::GetPropertyFloat(const char* szName, float iErrorReturn /*= 10e10*/) const { return GetGenericProperty(mFloatProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get a configuration property const std::string& Importer::GetPropertyString(const char* szName, const std::string& iErrorReturn /*= ""*/) const { return GetGenericProperty(mStringProperties,szName,iErrorReturn); } // ------------------------------------------------------------------------------------------------ // Get the memory requirements of a single node inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode) { iScene += sizeof(aiNode); iScene += sizeof(unsigned int) * pcNode->mNumMeshes; iScene += sizeof(void*) * pcNode->mNumChildren; for (unsigned int i = 0; i < pcNode->mNumChildren;++i) AddNodeWeight(iScene,pcNode->mChildren[i]); } // ------------------------------------------------------------------------------------------------ // Get the memory requirements of the scene void Importer::GetMemoryRequirements(aiMemoryInfo& in) const { in = aiMemoryInfo(); // return if we have no scene loaded if (!this->mScene)return; in.total = sizeof(aiScene); // add all meshes for (unsigned int i = 0; i < mScene->mNumMeshes;++i) { in.meshes += sizeof(aiMesh); if (mScene->mMeshes[i]->HasPositions()) in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices; if (mScene->mMeshes[i]->HasNormals()) in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices; if (mScene->mMeshes[i]->HasTangentsAndBitangents()) in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices * 2; for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a) { if (mScene->mMeshes[i]->HasVertexColors(a)) in.meshes += sizeof(aiColor4D) * mScene->mMeshes[i]->mNumVertices; else break; } for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) { if (mScene->mMeshes[i]->HasTextureCoords(a)) in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices; else break; } if (mScene->mMeshes[i]->HasBones()) { in.meshes += sizeof(void*) * mScene->mMeshes[i]->mNumBones; for (unsigned int p = 0; p < mScene->mMeshes[i]->mNumBones;++p) { in.meshes += sizeof(aiBone); in.meshes += mScene->mMeshes[i]->mBones[p]->mNumWeights * sizeof(aiVertexWeight); } } in.meshes += (sizeof(aiFace) + 3 * sizeof(unsigned int))*mScene->mMeshes[i]->mNumFaces; } in.total += in.meshes; // add all embedded textures for (unsigned int i = 0; i < mScene->mNumTextures;++i) { const aiTexture* pc = mScene->mTextures[i]; in.textures += sizeof(aiTexture); if (pc->mHeight) { in.textures += 4 * pc->mHeight * pc->mWidth; } else in.textures += pc->mWidth; } in.total += in.textures; // add all animations for (unsigned int i = 0; i < mScene->mNumAnimations;++i) { const aiAnimation* pc = mScene->mAnimations[i]; in.animations += sizeof(aiAnimation); // add all bone anims for (unsigned int a = 0; a < pc->mNumChannels; ++a) { const aiNodeAnim* pc2 = pc->mChannels[i]; in.animations += sizeof(aiNodeAnim); in.animations += pc2->mNumPositionKeys * sizeof(aiVectorKey); in.animations += pc2->mNumScalingKeys * sizeof(aiVectorKey); in.animations += pc2->mNumRotationKeys * sizeof(aiQuatKey); } } in.total += in.animations; // add all cameras and all lights in.total += in.cameras = sizeof(aiCamera) * mScene->mNumCameras; in.total += in.lights = sizeof(aiLight) * mScene->mNumLights; // add all nodes AddNodeWeight(in.nodes,mScene->mRootNode); in.total += in.nodes; // add all materials for (unsigned int i = 0; i < mScene->mNumMaterials;++i) { const aiMaterial* pc = mScene->mMaterials[i]; in.materials += sizeof(aiMaterial); in.materials += pc->mNumAllocated * sizeof(void*); for (unsigned int a = 0; a < pc->mNumProperties;++a) { in.materials += pc->mProperties[a]->mDataLength; } } in.total += in.materials; }