500 lines
18 KiB
C++
500 lines
18 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, 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
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following 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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/** @file Definition of the base class for all importer worker classes. */
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#ifndef INCLUDED_AI_BASEIMPORTER_H
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#define INCLUDED_AI_BASEIMPORTER_H
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#include "Exceptional.h"
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#include <string>
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#include <map>
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#include <vector>
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#include "./../include/aiTypes.h"
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struct aiScene;
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namespace Assimp {
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class IOSystem;
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class Importer;
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class BaseImporter;
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class BaseProcess;
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class SharedPostProcessInfo;
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class IOStream;
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// utility to do char4 to uint32 in a portable manner
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#define AI_MAKE_MAGIC(string) ((uint32_t)((string[0] << 24) + \
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(string[1] << 16) + (string[2] << 8) + string[3]))
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// ---------------------------------------------------------------------------
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template <typename T>
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struct ScopeGuard
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{
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ScopeGuard(T* obj) : obj(obj), mdismiss() {}
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~ScopeGuard () throw() {
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if (!mdismiss) {
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delete obj;
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}
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obj = NULL;
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}
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T* dismiss() {
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mdismiss=true;
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return obj;
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}
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operator T*() {
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return obj;
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}
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T* operator -> () {
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return obj;
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}
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private:
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T* obj;
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bool mdismiss;
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};
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//! @cond never
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// ---------------------------------------------------------------------------
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/** @brief Internal PIMPL implementation for Assimp::Importer
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*
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* Using this idiom here allows us to drop the dependency from
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* std::vector and std::map in the public headers. Furthermore we are dropping
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* any STL interface problems caused by mismatching STL settings. All
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* size calculation are now done by us, not the app heap. */
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class ASSIMP_API ImporterPimpl
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{
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public:
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// Data type to store the key hash
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typedef unsigned int KeyType;
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// typedefs for our three configuration maps.
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// We don't need more, so there is no need for a generic solution
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typedef std::map<KeyType, int> IntPropertyMap;
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typedef std::map<KeyType, float> FloatPropertyMap;
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typedef std::map<KeyType, std::string> StringPropertyMap;
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public:
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/** IO handler to use for all file accesses. */
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IOSystem* mIOHandler;
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bool mIsDefaultHandler;
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/** Progress handler for feedback. */
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ProgressHandler* mProgressHandler;
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bool mIsDefaultProgressHandler;
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/** Format-specific importer worker objects - one for each format we can read.*/
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std::vector<BaseImporter*> mImporter;
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/** Post processing steps we can apply at the imported data. */
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std::vector<BaseProcess*> mPostProcessingSteps;
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/** The imported data, if ReadFile() was successful, NULL otherwise. */
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aiScene* mScene;
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/** The error description, if there was one. */
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std::string mErrorString;
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/** List of integer properties */
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IntPropertyMap mIntProperties;
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/** List of floating-point properties */
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FloatPropertyMap mFloatProperties;
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/** List of string properties */
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StringPropertyMap mStringProperties;
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/** Used for testing - extra verbose mode causes the ValidateDataStructure-Step
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* to be executed before and after every single postprocess step */
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bool bExtraVerbose;
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/** Used by post-process steps to share data */
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SharedPostProcessInfo* mPPShared;
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};
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//! @endcond
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// ---------------------------------------------------------------------------
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/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface
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* for all importer worker classes.
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*
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* The interface defines two functions: CanRead() is used to check if the
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* importer can handle the format of the given file. If an implementation of
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* this function returns true, the importer then calls ReadFile() which
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* imports the given file. ReadFile is not overridable, it just calls
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* InternReadFile() and catches any ImportErrorException that might occur.
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*/
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class ASSIMP_API BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by #Importer */
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BaseImporter();
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/** Destructor, private as well */
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virtual ~BaseImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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*
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* The implementation should be as quick as possible. A check for
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* the file extension is enough. If no suitable loader is found with
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* this strategy, CanRead() is called again, the 'checkSig' parameter
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* set to true this time. Now the implementation is expected to
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* perform a full check of the file structure, possibly searching the
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* first bytes of the file for magic identifiers or keywords.
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*
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* @param pFile Path and file name of the file to be examined.
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* @param pIOHandler The IO handler to use for accessing any file.
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* @param checkSig Set to true if this method is called a second time.
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* This time, the implementation may take more time to examine the
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* contents of the file to be loaded for magic bytes, keywords, etc
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* to be able to load files with unknown/not existent file extensions.
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* @return true if the class can read this file, false if not.
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*/
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virtual bool CanRead(
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const std::string& pFile,
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IOSystem* pIOHandler,
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bool checkSig
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) const = 0;
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// -------------------------------------------------------------------
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/** Imports the given file and returns the imported data.
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* If the import succeeds, ownership of the data is transferred to
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* the caller. If the import fails, NULL is returned. The function
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* takes care that any partially constructed data is destroyed
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* beforehand.
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*
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* @param pImp #Importer object hosting this loader.
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* @param pFile Path of the file to be imported.
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* @param pIOHandler IO-Handler used to open this and possible other files.
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* @return The imported data or NULL if failed. If it failed a
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* human-readable error description can be retrieved by calling
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* GetErrorText()
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*
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* @note This function is not intended to be overridden. Implement
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* InternReadFile() to do the import. If an exception is thrown somewhere
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* in InternReadFile(), this function will catch it and transform it into
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* a suitable response to the caller.
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*/
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aiScene* ReadFile(
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const Importer* pImp,
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const std::string& pFile,
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IOSystem* pIOHandler
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);
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// -------------------------------------------------------------------
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/** Returns the error description of the last error that occured.
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* @return A description of the last error that occured. An empty
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* string if there was no error.
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*/
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const std::string& GetErrorText() const {
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return mErrorText;
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}
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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* @param pImp Importer instance
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*/
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virtual void SetupProperties(
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const Importer* pImp
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);
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protected:
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// -------------------------------------------------------------------
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/** Called by Importer::GetExtensionList() for each loaded importer.
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* Implementations are expected to insert() all file extensions
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* handled by them into the extension set. A loader capable of
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* reading certain files with the extension BLA would place the
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* string bla (lower-case!) in the output set.
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* @param extensions Output set. */
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virtual void GetExtensionList(
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std::set<std::string>& extensions
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) = 0;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure. The
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* function is expected to throw an ImportErrorException if there is
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* an error. If it terminates normally, the data in aiScene is
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* expected to be correct. Override this function to implement the
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* actual importing.
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* <br>
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* The output scene must meet the following requirements:<br>
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* <ul>
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* <li>At least a root node must be there, even if its only purpose
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* is to reference one mesh.</li>
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* <li>aiMesh::mPrimitiveTypes may be 0. The types of primitives
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* in the mesh are determined automatically in this case.</li>
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* <li>the vertex data is stored in a pseudo-indexed "verbose" format.
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* In fact this means that every vertex that is referenced by
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* a face is unique. Or the other way round: a vertex index may
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* not occur twice in a single aiMesh.</li>
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* <li>aiAnimation::mDuration may be -1. Assimp determines the length
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* of the animation automatically in this case as the length of
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* the longest animation channel.</li>
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* <li>aiMesh::mBitangents may be NULL if tangents and normals are
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* given. In this case bitangents are computed as the cross product
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* between normal and tangent.</li>
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* <li>There needn't be a material. If none is there a default material
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* is generated. However, it is recommended practice for loaders
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* to generate a default material for yourself that matches the
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* default material setting for the file format better than Assimp's
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* generic default material. Note that default materials *should*
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* be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded
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* or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy)
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* texture. </li>
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* </ul>
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* If the AI_SCENE_FLAGS_INCOMPLETE-Flag is <b>not</b> set:<ul>
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* <li> at least one mesh must be there</li>
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* <li> there may be no meshes with 0 vertices or faces</li>
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* </ul>
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* This won't be checked (except by the validation step): Assimp will
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* crash if one of the conditions is not met!
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*
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* @param pFile Path of the file to be imported.
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* @param pScene The scene object to hold the imported data.
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* NULL is not a valid parameter.
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* @param pIOHandler The IO handler to use for any file access.
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* NULL is not a valid parameter. */
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virtual void InternReadFile(
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const std::string& pFile,
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aiScene* pScene,
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IOSystem* pIOHandler
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) = 0;
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public: // static utilities
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// -------------------------------------------------------------------
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/** A utility for CanRead().
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*
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* The function searches the header of a file for a specific token
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* and returns true if this token is found. This works for text
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* files only. There is a rudimentary handling of UNICODE files.
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* The comparison is case independent.
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*
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* @param pIOSystem IO System to work with
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* @param file File name of the file
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* @param tokens List of tokens to search for
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* @param numTokens Size of the token array
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* @param searchBytes Number of bytes to be searched for the tokens.
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*/
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static bool SearchFileHeaderForToken(
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IOSystem* pIOSystem,
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const std::string& file,
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const char** tokens,
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unsigned int numTokens,
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unsigned int searchBytes = 200);
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// -------------------------------------------------------------------
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/** @brief Check whether a file has a specific file extension
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* @param pFile Input file
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* @param ext0 Extension to check for. Lowercase characters only, no dot!
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* @param ext1 Optional second extension
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* @param ext2 Optional third extension
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* @note Case-insensitive
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*/
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static bool SimpleExtensionCheck (
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const std::string& pFile,
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const char* ext0,
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const char* ext1 = NULL,
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const char* ext2 = NULL);
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// -------------------------------------------------------------------
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/** @brief Extract file extension from a string
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* @param pFile Input file
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* @return Extension without trailing dot, all lowercase
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*/
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static std::string GetExtension (
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const std::string& pFile);
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// -------------------------------------------------------------------
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/** @brief Check whether a file starts with one or more magic tokens
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* @param pFile Input file
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* @param pIOHandler IO system to be used
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* @param magic n magic tokens
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* @params num Size of magic
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* @param offset Offset from file start where tokens are located
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* @param Size of one token, in bytes. Maximally 16 bytes.
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* @return true if one of the given tokens was found
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*
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* @note For convinence, the check is also performed for the
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* byte-swapped variant of all tokens (big endian). Only for
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* tokens of size 2,4.
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*/
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static bool CheckMagicToken(
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IOSystem* pIOHandler,
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const std::string& pFile,
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const void* magic,
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unsigned int num,
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unsigned int offset = 0,
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unsigned int size = 4);
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// -------------------------------------------------------------------
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/** An utility for all text file loaders. It converts a file to our
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* UTF8 character set. Errors are reported, but ignored.
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*
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* @param data File buffer to be converted to UTF8 data. The buffer
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* is resized as appropriate. */
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static void ConvertToUTF8(
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std::vector<char>& data);
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// -------------------------------------------------------------------
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/** Utility for text file loaders which copies the contents of the
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* file into a memory buffer and converts it to our UTF8
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* representation.
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* @param stream Stream to read from.
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* @param data Output buffer to be resized and filled with the
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* converted text file data. The buffer is terminated with
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* a binary 0. */
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static void TextFileToBuffer(
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IOStream* stream,
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std::vector<char>& data);
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protected:
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/** Error description in case there was one. */
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std::string mErrorText;
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/** Currently set progress handler */
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ProgressHandler* progress;
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};
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struct BatchData;
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// ---------------------------------------------------------------------------
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/** FOR IMPORTER PLUGINS ONLY: A helper class for the pleasure of importers
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* which need to load many extern meshes recursively.
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*
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* The class uses several threads to load these meshes (or at least it
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* could, this has not yet been implemented at the moment).
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*
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* @note The class may not be used by more than one thread*/
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class ASSIMP_API BatchLoader
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{
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// friend of Importer
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public:
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//! @cond never
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// -------------------------------------------------------------------
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/** Wraps a full list of configuration properties for an importer.
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* Properties can be set using SetGenericProperty */
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struct PropertyMap
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{
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ImporterPimpl::IntPropertyMap ints;
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ImporterPimpl::FloatPropertyMap floats;
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ImporterPimpl::StringPropertyMap strings;
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bool operator == (const PropertyMap& prop) const {
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// fixme: really isocpp? gcc complains
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return ints == prop.ints && floats == prop.floats && strings == prop.strings;
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}
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bool empty () const {
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return ints.empty() && floats.empty() && strings.empty();
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}
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};
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//! @endcond
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public:
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// -------------------------------------------------------------------
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/** Construct a batch loader from a given IO system to be used
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* to acess external files */
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BatchLoader(IOSystem* pIO);
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~BatchLoader();
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// -------------------------------------------------------------------
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/** Add a new file to the list of files to be loaded.
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* @param file File to be loaded
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* @param steps Post-processing steps to be executed on the file
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* @param map Optional configuration properties
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* @return 'Load request channel' - an unique ID that can later
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* be used to access the imported file data.
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* @see GetImport */
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unsigned int AddLoadRequest (
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const std::string& file,
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unsigned int steps = 0,
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const PropertyMap* map = NULL
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);
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// -------------------------------------------------------------------
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/** Get an imported scene.
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* This polls the import from the internal request list.
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* If an import is requested several times, this function
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* can be called several times, too.
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*
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* @param which LRWC returned by AddLoadRequest().
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* @return NULL if there is no scene with this file name
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* in the queue of the scene hasn't been loaded yet. */
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aiScene* GetImport(
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unsigned int which
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);
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// -------------------------------------------------------------------
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/** Waits until all scenes have been loaded. This returns
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* immediately if no scenes are queued.*/
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void LoadAll();
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private:
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// No need to have that in the public API ...
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BatchData* data;
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};
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} // end of namespace Assimp
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#endif // AI_BASEIMPORTER_H_INC
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