259 lines
12 KiB
C++
259 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2011, assimp 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 following
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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 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 cexport.h
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* @brief Defines the C-API for the Assimp export interface
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*/
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#ifndef AI_EXPORT_H_INC
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#define AI_EXPORT_H_INC
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#include "types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct aiScene; // aiScene.h
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struct aiFileIO; // aiFileIO.h
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// --------------------------------------------------------------------------------
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/** Describes an file format which Assimp can export to. Use #aiGetExportFormatCount() to
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* learn how many export formats the current Assimp build supports and #aiGetExportFormatDescription()
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* to retrieve a description of an export format option.
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*/
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struct aiExportFormatDesc
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{
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/// a short string ID to uniquely identify the export format. Use this ID string to
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/// specify which file format you want to export to when calling #aiExportScene().
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/// Example: "dae" or "obj"
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const char* id;
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/// A short description of the file format to present to users. Useful if you want
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/// to allow the user to select an export format.
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const char* description;
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/// Recommended file extension for the exported file in lower case.
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const char* fileExtension;
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};
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// --------------------------------------------------------------------------------
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/** Returns the number of export file formats available in the current Assimp build.
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* Use aiGetExportFormatDescription() to retrieve infos of a specific export format.
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*/
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ASSIMP_API size_t aiGetExportFormatCount(void);
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// --------------------------------------------------------------------------------
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/** Returns a description of the nth export file format. Use #aiGetExportFormatCount()
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* to learn how many export formats are supported.
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* @param pIndex Index of the export format to retrieve information for. Valid range is
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* 0 to #aiGetExportFormatCount()
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* @return A description of that specific export format. NULL if pIndex is out of range.
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*/
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ASSIMP_API const C_STRUCT aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex);
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// --------------------------------------------------------------------------------
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/** Create a modifiable copy of a scene.
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* This is useful to import files via Assimp, change their topology and
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* export them again. Since the scene returned by the various importer functions
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* is const, a modifiable copy is needed.
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* @param pIn Valid scene to be copied
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* @param pOut Receives a modifyable copy of the scene. Use aiFreeScene() to
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* delete it again.
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*/
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ASSIMP_API void aiCopyScene(const C_STRUCT aiScene* pIn,
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C_STRUCT aiScene** pOut);
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// --------------------------------------------------------------------------------
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/** Frees a scene copy created using aiCopyScene() */
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ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn);
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// --------------------------------------------------------------------------------
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/** Exports the given scene to a chosen file format and writes the result file(s) to disk.
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* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
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* The scene is expected to conform to Assimp's Importer output format as specified
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* in the @link data Data Structures Page @endlink. In short, this means the model data
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* should use a right-handed coordinate systems, face winding should be counter-clockwise
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* and the UV coordinate origin is assumed to be in the upper left. If your input data
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* uses different conventions, have a look at the last parameter.
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* @param pFormatId ID string to specify to which format you want to export to. Use
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* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
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* @param pFileName Output file to write
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* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
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* If none is supplied, a default implementation using standard file IO is used. Note that
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* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
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* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
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* flags, but in reality only a subset of them makes sense here. Specifying
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* 'preprocessing' flags is useful if the input scene does not conform to
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* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
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* In short, this means the geometry data should use a right-handed coordinate systems, face
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* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
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* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
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* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
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* to have those defaults automatically adapted to their conventions. Specifying those flags
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* for exporting has the opposite effect, respectively. Some other of the
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* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
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* to try out what their effect on the exported file is. Many formats impose
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* their own restrictions on the structure of the geometry stored therein,
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* so some preprocessing may have little or no effect at all, or may be
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* redundant as exporters would apply them anyhow. A good example
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* is triangulation - whilst you can enforce it by specifying
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* the #aiProcess_Triangulate flag, most export formats support only
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* triangulate data so they would run the step anyway.
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*
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* If assimp detects that the input scene was directly taken from the importer side of
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* the library (i.e. not copied using aiCopyScene and potetially modified afterwards),
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* any postprocessing steps already applied to the scene will not be applied again, unless
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* they show non-idempotent behaviour (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
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* #aiProcess_FlipWindingOrder).
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* @return a status code indicating the result of the export
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* @note Use aiCopyScene() to get a modifiable copy of a previously
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* imported scene.
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*/
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ASSIMP_API aiReturn aiExportScene( const C_STRUCT aiScene* pScene,
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const char* pFormatId,
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const char* pFileName,
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unsigned int pPreprocessing);
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// --------------------------------------------------------------------------------
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/** Exports the given scene to a chosen file format using custom IO logic supplied by you.
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* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
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* @param pFormatId ID string to specify to which format you want to export to. Use
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* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
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* @param pFileName Output file to write
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* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
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* If none is supplied, a default implementation using standard file IO is used. Note that
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* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
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* @param pPreprocessing Please see the documentation for #aiExportScene
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* @return a status code indicating the result of the export
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* @note Include <aiFileIO.h> for the definition of #aiFileIO.
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* @note Use aiCopyScene() to get a modifiable copy of a previously
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* imported scene.
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*/
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ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene,
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const char* pFormatId,
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const char* pFileName,
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C_STRUCT aiFileIO* pIO,
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unsigned int pPreprocessing );
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// --------------------------------------------------------------------------------
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/** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an
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* exported scene. The memory referred by this structure is owned by Assimp. Use #aiReleaseExportedFile()
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* to free its resources. Don't try to free the memory on your side - it will crash for most build configurations
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* due to conflicting heaps.
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*
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* Blobs can be nested - each blob may reference another blob, which may in turn reference another blob and so on.
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* This is used when exporters write more than one output file for a given #aiScene. See the remarks for
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* #aiExportDataBlob::name for more information.
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*/
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struct aiExportDataBlob
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{
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/// Size of the data in bytes
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size_t size;
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/// The data.
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void* data;
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/** Name of the blob. An empty string always
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indicates the first (and primary) blob,
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which contains the actual file data.
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Any other blobs are auxiliary files produced
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by exporters (i.e. material files). Existence
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of such files depends on the file format. Most
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formats don't split assets across multiple files.
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If used, blob names usually contain the file
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extension that should be used when writing
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the data to disc.
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*/
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C_STRUCT aiString name;
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/** Pointer to the next blob in the chain or NULL if there is none. */
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C_STRUCT aiExportDataBlob * next;
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#ifdef __cplusplus
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/// Default constructor
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aiExportDataBlob() { size = 0; data = next = NULL; }
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/// Releases the data
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~aiExportDataBlob() { delete [] static_cast<unsigned char*>( data ); delete next; }
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private:
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// no copying
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aiExportDataBlob(const aiExportDataBlob& );
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aiExportDataBlob& operator= (const aiExportDataBlob& );
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#endif // __cplusplus
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};
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// --------------------------------------------------------------------------------
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/** Exports the given scene to a chosen file format. Returns the exported data as a binary blob which
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* you can write into a file or something. When you're done with the data, use #aiReleaseExportBlob()
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* to free the resources associated with the export.
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* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
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* @param pFormatId ID string to specify to which format you want to export to. Use
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* #aiGetExportFormatCount() / #aiGetExportFormatDescription() to learn which export formats are available.
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* @param pPreprocessing Please see the documentation for #aiExportScene
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* @return the exported data or NULL in case of error
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*/
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ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const C_STRUCT aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing );
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// --------------------------------------------------------------------------------
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/** Releases the memory associated with the given exported data. Use this function to free a data blob
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* returned by aiExportScene().
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* @param pData the data blob returned by #aiExportSceneToBlob
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*/
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ASSIMP_API void aiReleaseExportBlob( const C_STRUCT aiExportDataBlob* pData );
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#ifdef __cplusplus
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}
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#endif
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#endif // ASSIMP_BUILD_NO_EXPORT
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#endif // AI_EXPORT_H_INC
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