205 lines
6.6 KiB
C++
205 lines
6.6 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 Importer.h mostly internal stuff for use by #Assimp::Importer */
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#ifndef INCLUDED_AI_IMPORTER_H
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#define INCLUDED_AI_IMPORTER_H
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namespace Assimp {
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class BaseImporter;
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class BaseProcess;
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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 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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struct BatchData;
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// ---------------------------------------------------------------------------
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/** FOR IMPORTER PLUGINS ONLY: A helper class to the pleasure of importers
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* that need to load many external 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 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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}
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#endif
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