168 lines
5.6 KiB
C++
168 lines
5.6 KiB
C++
/*
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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
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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 Defines a post processing step to validate the loader's
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* output data structure (for debugging)
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*/
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#ifndef AI_VALIDATEPROCESS_H_INC
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#define AI_VALIDATEPROCESS_H_INC
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#include "BaseProcess.h"
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struct aiBone;
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struct aiMesh;
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struct aiAnimation;
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struct aiBoneAnim;
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struct aiTexture;
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struct aiMaterial;
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struct aiNode;
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namespace Assimp
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{
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// ---------------------------------------------------------------------------
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/** Validates the ASSIMP data structure
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*/
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class ValidateDSProcess : public BaseProcess
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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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ValidateDSProcess();
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/** Destructor, private as well */
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~ValidateDSProcess();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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* @param pFlags The processing flags the importer was called with. A bitwise
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* A process should throw an ImportErrorException* if it fails.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Report a validation error. This will throw an exception,
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* control won't return.
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* @param msg Format string for sprintf().
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*/
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void ReportError(const char* msg,...);
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// -------------------------------------------------------------------
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/** Report a validation warning. This won't throw an exception,
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* control will return to the callera.
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* @param msg Format string for sprintf().
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*/
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void ReportWarning(const char* msg,...);
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// -------------------------------------------------------------------
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/** Validates a mesh
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* @param pMesh Input mesh
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*/
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void Validate( const aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Validates a bone
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* @param pMesh Input mesh
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* @param pBone Input bone
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*/
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void Validate( const aiMesh* pMesh,const aiBone* pBone);
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// -------------------------------------------------------------------
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/** Validates an animation
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* @param pAnimation Input animation
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*/
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void Validate( const aiAnimation* pAnimation);
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// -------------------------------------------------------------------
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/** Validates a material
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* @param pMaterial Input material
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*/
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void Validate( const aiMaterial* pMaterial);
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// -------------------------------------------------------------------
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/** Search the material data structure for invalid or corrupt
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* texture keys.
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* @param pMaterial Input material
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* @param szType Type of the texture (the purpose string that
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* occurs in material keys, e.g. "diffuse", "ambient")
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*/
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void SearchForInvalidTextures(const aiMaterial* pMaterial,
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const char* szType);
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// -------------------------------------------------------------------
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/** Validates a texture
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* @param pTexture Input texture
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*/
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void Validate( const aiTexture* pTexture);
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// -------------------------------------------------------------------
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/** Validates a bone animation channel
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* @param pAnimation Input animation
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* @param pBoneAnim Input bone animation
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*/
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void Validate( const aiAnimation* pAnimation,
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const aiBoneAnim* pBoneAnim);
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// -------------------------------------------------------------------
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/** Validates a node and all of its subnodes
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* @param Node Input node
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*/
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void Validate( const aiNode* pNode);
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private:
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aiScene* mScene;
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};
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} // end of namespace Assimp
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#endif // AI_VALIDATEPROCESS_H_INC
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