/* 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 Declaration of the .irrMesh (Irrlight Engine Mesh Format) importer class. */ #ifndef AI_IRRLOADER_H_INCLUDED #define AI_IRRLOADER_H_INCLUDED #include "IRRMeshLoader.h" namespace Assimp { // --------------------------------------------------------------------------- /** Irr importer class. * * Irr is the native scene file format of the Irrlight engine and its editor * irrEdit. As IrrEdit itself is capable of importing quite many file formats, * it might be a good file format for data exchange. */ class IRRImporter : public BaseImporter, public IrrlichtBase { friend class Importer; protected: /** Constructor to be privately used by Importer */ IRRImporter(); /** Destructor, private as well */ ~IRRImporter(); 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) { /* NOTE: The file extenxsion .xml is too generic. We'll * need to open the file in CanRead() and check whether it is * a real irrlicht file */ append.append("*.xml;*.irr"); } // ------------------------------------------------------------------- /** Imports the given file into the given scene structure. * See BaseImporter::InternReadFile() for details */ void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler); private: /** Data structure for a scenegraph node in an IRR file */ struct Node { // Type of the node enum ET { LIGHT, CUBE, MESH, SKYBOX, DUMMY, CAMERA, TERRAIN, SPHERE, ANIMMESH } type; Node(ET t) : type (t) , scaling (1.f,1.f,1.f) // assume uniform scaling by default , animation (NULL) , framesPerSecond (0.f) { // Generate a default name for the node char buffer[128]; static int cnt; ::sprintf(buffer,"IrrNode_%i",cnt++); name = std::string(buffer); // reserve space for up to 5 materials materials.reserve(5); // reserve space for up to 5 children children.reserve(5); } // Transformation of the node aiVector3D position, rotation, scaling; // Name of the node std::string name; // List of all child nodes std::vector children; // Parent node Node* parent; // Animation channels that belongs to this node aiNodeAnim* animation; // Animated meshes: frames per second // 0.f if not specified float framesPerSecond; //! Meshes: List of materials to be assigned //! along with their corresponding material flags std::vector< std::pair > materials; }; }; } // end of namespace Assimp #endif // AI_IRRIMPORTER_H_INC