399 lines
12 KiB
C++
399 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) 2006-2008, 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 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 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 Defines the data structures in which the imported scene is returned. */
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#ifndef __AI_SCENE_H_INC__
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#define __AI_SCENE_H_INC__
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#include "aiTypes.h"
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#include "aiTexture.h"
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#include "aiMesh.h"
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#include "aiLight.h"
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#include "aiCamera.h"
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#include "aiMaterial.h"
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#include "aiAnim.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** A node in the imported hierarchy.
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*
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* Each node has name, a parent node (except for the root node),
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* a transformation relative to its parent and possibly several child nodes.
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* Simple file formats don't support hierarchical structures, for these formats
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* the imported scene does consist of only a single root node with no childs.
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*/
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// ---------------------------------------------------------------------------
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struct aiNode
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{
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/** The name of the node.
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*
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* The name might be empty (length of zero) but all nodes which
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* need to be accessed afterwards by bones or anims are usually named.
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*/
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C_STRUCT aiString mName;
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/** The transformation relative to the node's parent. */
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C_STRUCT aiMatrix4x4 mTransformation;
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/** Parent node. NULL if this node is the root node. */
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C_STRUCT aiNode* mParent;
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/** The number of child nodes of this node. */
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unsigned int mNumChildren;
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/** The child nodes of this node. NULL if mNumChildren is 0. */
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C_STRUCT aiNode** mChildren;
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/** The number of meshes of this node. */
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unsigned int mNumMeshes;
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/** The meshes of this node. Each entry is an index into the mesh */
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unsigned int* mMeshes;
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#ifdef __cplusplus
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/** Constructor */
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aiNode()
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{
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// set all members to zero by default
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mParent = NULL;
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mNumChildren = 0; mChildren = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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}
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/** Construction from a specific name */
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aiNode(const std::string& name)
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{
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// set all members to zero by default
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mParent = NULL;
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mNumChildren = 0; mChildren = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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mName = name;
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}
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/** Destructor */
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~aiNode()
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{
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// delete all children recursively
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// to make sure we won't crash if the data is invalid ...
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if (mChildren && mNumChildren)
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{
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for( unsigned int a = 0; a < mNumChildren; a++)
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delete mChildren[a];
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}
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delete [] mChildren;
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delete [] mMeshes;
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}
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/** Searches for a node with a specific name, beginning at this
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* nodes. Normally you will call this method on the root node
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* of the scene.
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*
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* @param name Name to seach for
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* @return NULL or a valid Node if the search was successful.
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*/
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inline aiNode* FindNode(const aiString& name)
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{
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if (mName == name)return this;
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for (unsigned int i = 0; i < mNumChildren;++i)
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{
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aiNode* p = mChildren[i]->FindNode(name);
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if (p)return p;
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}
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// there is definitely no sub node with this name
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return NULL;
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}
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#endif // __cplusplus
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};
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// ---------------------------------------------------------------------------
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/** @def AI_SCENE_FLAGS_INCOMPLETE
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* Specifies that the scene data structure that was imported is not complete.
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* This flag bypasses some internal validations and allows the import
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* of animation skeletons, material libraries or camera animation paths
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* using Assimp. Most applications won't support such data.
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*/
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#define AI_SCENE_FLAGS_INCOMPLETE 0x1
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/** @def AI_SCENE_FLAGS_VALIDATED
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* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
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* if the validation is successful. In a validated scene you can be sure that
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* any cross references in the data structure (e.g. vertex indices) are valid.
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*/
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#define AI_SCENE_FLAGS_VALIDATED 0x2
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/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
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* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
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* if the validation is successful but some issues have been found.
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* This can for example mean that a texture that does not exist is referenced
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* by a material or that the bone weights for a vertex don't sum to 1.0 ... .
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* In most cases you should still be able to use the import. This flag could
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* be useful for applications which don't capture Assimp's log output.
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*/
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#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
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/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
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* This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
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* It indicates that the vertices of the output meshes aren't in the internal
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* verbose format anymore. In the verbose format all vertices are unique,
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* no vertex is ever referenced by more than one face.
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*/
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#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
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/** @def AI_SCENE_FLAGS_TERRAIN
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* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
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* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
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* positions refer to the x,y coordinates on the terrain height map, the z-axis
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* stores the elevation at a specific point.
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*
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* TER (Terragen) and HMP (3D Game Studio) are height map formats.
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* @note Assimp is propably not the best choice for loading *huge* terrains -
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* fully triangulated data takes extremely much free store and should be avoided
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* as long as possible (typically you'll do the triangulation when you actually
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* need to render it).
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*/
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#define AI_SCENE_FLAGS_TERRAIN 0x16
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// ---------------------------------------------------------------------------
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/** The root structure of the imported data.
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*
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* Everything that was imported from the given file can be accessed from here.
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*/
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// ---------------------------------------------------------------------------
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struct aiScene
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{
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/** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
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* this value is 0, no flags are set. Most applications will
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* want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
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* bit set.
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*/
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unsigned int mFlags;
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/** The root node of the hierarchy.
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*
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* There will always be at least the root node if the import
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* was successful (and no special flags have been set).
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* Presence of further nodes depends on the format and content
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* of the imported file.
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*/
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C_STRUCT aiNode* mRootNode;
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/** The number of meshes in the scene. */
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unsigned int mNumMeshes;
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/** The array of meshes.
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*
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* Use the indices given in the aiNode structure to access
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* this array. The array is mNumMeshes in size. If the
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* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
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* be at least ONE material.
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*/
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C_STRUCT aiMesh** mMeshes;
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/** The number of materials in the scene. */
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unsigned int mNumMaterials;
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/** The array of materials.
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*
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* Use the index given in each aiMesh structure to access this
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* array. The array is mNumMaterials in size. If the
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* AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
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* be at least ONE material.
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*/
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C_STRUCT aiMaterial** mMaterials;
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/** The number of animations in the scene. */
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unsigned int mNumAnimations;
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/** The array of animations.
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*
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* All animations imported from the given file are listed here.
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* The array is mNumAnimations in size.
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*/
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C_STRUCT aiAnimation** mAnimations;
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/** The number of textures embedded into the file */
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unsigned int mNumTextures;
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/** The array of embedded textures.
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*
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* Not many file formats embedd their textures into the file.
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* An example is Quake's MDL format (which is also used by
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* some GameStudio versions)
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*/
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C_STRUCT aiTexture** mTextures;
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/** The number of light sources in the scene. Light sources
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are fully optional, in most cases this attribute will be 0 */
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unsigned int mNumLights;
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/** The array of light sources.
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*
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* All light sources imported from the given file are
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* listed here. The array is mNumLights in size.
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*/
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C_STRUCT aiLight** mLights;
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/** The number of cameras in the scene. Cameras
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are fully optional, in most cases this attribute will be 0 */
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unsigned int mNumCameras;
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/** The array of cameras.
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*
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* All cameras imported from the given file are listed here.
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* The array is mNumCameras in size. The first camera in the
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* array (if existing) is the default camera view into
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* the scene.
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*/
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C_STRUCT aiCamera** mCameras;
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#ifdef __cplusplus
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//! Default constructor
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aiScene()
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{
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// set all members to zero by default
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mRootNode = NULL;
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mNumMeshes = 0; mMeshes = NULL;
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mNumMaterials = 0; mMaterials = NULL;
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mNumAnimations = 0; mAnimations = NULL;
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mNumTextures = 0; mTextures = NULL;
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mNumCameras = 0; mCameras = NULL;
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mNumLights = 0; mLights = NULL;
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mFlags = 0;
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}
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//! Destructor
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~aiScene()
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{
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// delete all subobjects recursively
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delete mRootNode;
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// To make sure we won't crash if the data is invalid it's
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// mich better to check whether both mNumXXX and mXXX are
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// valid instead of relying on just one of them.
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if (mNumMeshes && mMeshes)
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for( unsigned int a = 0; a < mNumMeshes; a++)
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delete mMeshes[a];
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delete [] mMeshes;
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if (mNumMaterials && mMaterials)
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for( unsigned int a = 0; a < mNumMaterials; a++)
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delete mMaterials[a];
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delete [] mMaterials;
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if (mNumAnimations && mAnimations)
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for( unsigned int a = 0; a < mNumAnimations; a++)
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delete mAnimations[a];
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delete [] mAnimations;
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if (mNumTextures && mTextures)
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for( unsigned int a = 0; a < mNumTextures; a++)
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delete mTextures[a];
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delete [] mTextures;
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if (mNumLights && mLights)
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for( unsigned int a = 0; a < mNumLights; a++)
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delete mLights[a];
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delete [] mLights;
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if (mNumCameras && mCameras)
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for( unsigned int a = 0; a < mNumCameras; a++)
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delete mCameras[a];
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delete [] mCameras;
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}
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//! Check whether the scene contains meshes
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//! Unless no special scene flags are set this will always be true.
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inline bool HasMeshes() const
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{ return mMeshes != NULL && mNumMeshes > 0; }
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//! Check whether the scene contains materials
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//! Unless no special scene flags are set this will always be true.
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inline bool HasMaterials() const
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{ return mMaterials != NULL && mNumMaterials > 0; }
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//! Check whether the scene contains lights
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inline bool HasLights() const
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{ return mLights != NULL && mNumLights > 0; }
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//! Check whether the scene contains textures
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inline bool HasTextures() const
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{ return mTextures != NULL && mNumTextures > 0; }
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//! Check whether the scene contains cameras
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inline bool HasCameras() const
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{ return mCameras != NULL && mNumCameras > 0; }
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//! Check whether the scene contains animations
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inline bool HasAnimations() const
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{ return mAnimations != NULL && mNumAnimations > 0; }
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#endif // __cplusplus
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};
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#ifdef __cplusplus
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} //! namespace Assimp
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#endif
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#endif // __AI_SCENE_H_INC__
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