612 lines
27 KiB
C++
612 lines
27 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) 2006-2010, 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 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 assimp.hpp
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* @brief Defines the C++-API to the Open Asset Import Library.
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*/
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#ifndef INCLUDED_AI_ASSIMP_HPP
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#define INCLUDED_AI_ASSIMP_HPP
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#ifndef __cplusplus
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# error This header requires C++ to be used. Use assimp.h for plain C.
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#endif
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// Public ASSIMP data structures
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#include "aiTypes.h"
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#include "aiConfig.h"
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#include "aiAssert.h"
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namespace Assimp {
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// =======================================================================
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// Public interface to Assimp
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class Importer;
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class Exporter; // export.hpp
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class IOStream;
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class IOSystem;
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class ProgressHandler;
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// =======================================================================
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// Plugin development
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//
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// Include the following headers for the declarations:
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// BaseImporter.h
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// BaseProcess.h
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class BaseImporter;
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class BaseProcess;
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class SharedPostProcessInfo;
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class BatchLoader;
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// =======================================================================
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// Holy stuff, only for members of the high council of the Jedi.
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class ImporterPimpl;
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class ExporterPimpl; // export.hpp
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} //! namespace Assimp
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#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
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struct aiScene;
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struct aiFileIO;
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extern "C" ASSIMP_API const aiScene* aiImportFileEx( const char*, unsigned int, aiFileIO*);
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extern "C" ASSIMP_API const aiScene* aiImportFileFromMemory( const char*,
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unsigned int,unsigned int,const char*);
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/** @namespace Assimp Assimp's CPP-API and all internal APIs */
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namespace Assimp {
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// ----------------------------------------------------------------------------------
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/** CPP-API: The Importer class forms an C++ interface to the functionality of the
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* Open Asset Import Library.
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*
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* Create an object of this class and call ReadFile() to import a file.
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* If the import succeeds, the function returns a pointer to the imported data.
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* The data remains property of the object, it is intended to be accessed
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* read-only. The imported data will be destroyed along with the Importer
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* object. If the import fails, ReadFile() returns a NULL pointer. In this
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* case you can retrieve a human-readable error description be calling
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* GetErrorString(). You can call ReadFile() multiple times with a single Importer
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* instance. Actually, constructing Importer objects involves quite many
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* allocations and may take some time, so it's better to reuse them as often as
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* possible.
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*
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* If you need the Importer to do custom file handling to access the files,
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* implement IOSystem and IOStream and supply an instance of your custom
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* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
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* If you do not assign a custion IO handler, a default handler using the
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* standard C++ IO logic will be used.
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*
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* @note One Importer instance is not thread-safe. If you use multiple
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* threads for loading, each thread should maintain its own Importer instance.
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*/
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class ASSIMP_API Importer {
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// for internal use
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friend class BaseProcess;
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friend class BatchLoader;
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friend const aiScene* ::aiImportFileEx( const char*, unsigned int, aiFileIO*);
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friend const aiScene* ::aiImportFileFromMemory( const char*,
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unsigned int,unsigned int,const char*);
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public:
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// -------------------------------------------------------------------
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/** Constructor. Creates an empty importer object.
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*
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* Call ReadFile() to start the import process. The configuration
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* property table is initially empty.
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*/
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Importer();
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// -------------------------------------------------------------------
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/** Copy constructor.
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*
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* This copies the configuration properties of another Importer.
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* If this Importer owns a scene it won't be copied.
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* Call ReadFile() to start the import process.
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*/
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Importer(const Importer& other);
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// -------------------------------------------------------------------
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/** Destructor. The object kept ownership of the imported data,
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* which now will be destroyed along with the object.
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*/
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~Importer();
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// -------------------------------------------------------------------
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/** Registers a new loader.
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*
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* @param pImp Importer to be added. The Importer instance takes
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* ownership of the pointer, so it will be automatically deleted
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* with the Importer instance.
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* @return AI_SUCCESS if the loader has been added. The registration
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* fails if there is already a loader for a specific file extension.
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*/
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aiReturn RegisterLoader(BaseImporter* pImp);
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// -------------------------------------------------------------------
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/** Unregisters a loader.
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*
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* @param pImp Importer to be unregistered.
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* @return AI_SUCCESS if the loader has been removed. The function
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* fails if the loader is currently in use (this could happen
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* if the #Importer instance is used by more than one thread) or
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* if it has not yet been registered.
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*/
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aiReturn UnregisterLoader(BaseImporter* pImp);
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// -------------------------------------------------------------------
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/** Registers a new post-process step.
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*
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* At the moment, there's a small limitation: new post processing
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* steps are added to end of the list, or in other words, executed
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* last, after all built-in steps.
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* @param pImp Post-process step to be added. The Importer instance
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* takes ownership of the pointer, so it will be automatically
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* deleted with the Importer instance.
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* @return AI_SUCCESS if the step has been added correctly.
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*/
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aiReturn RegisterPPStep(BaseProcess* pImp);
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// -------------------------------------------------------------------
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/** Unregisters a post-process step.
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*
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* @param pImp Step to be unregistered.
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* @return AI_SUCCESS if the step has been removed. The function
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* fails if the step is currently in use (this could happen
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* if the #Importer instance is used by more than one thread) or
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* if it has not yet been registered.
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*/
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aiReturn UnregisterPPStep(BaseProcess* pImp);
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// -------------------------------------------------------------------
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/** Set an integer configuration property.
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* @param szName Name of the property. All supported properties
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* are defined in the aiConfig.g header (all constants share the
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* prefix AI_CONFIG_XXX and are simple strings).
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* @param iValue New value of the property
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* @param bWasExisting Optional pointer to receive true if the
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* property was set before. The new value replaces the previous value
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* in this case.
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* @note Property of different types (float, int, string ..) are kept
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* on different stacks, so calling SetPropertyInteger() for a
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* floating-point property has no effect - the loader will call
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* GetPropertyFloat() to read the property, but it won't be there.
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*/
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void SetPropertyInteger(const char* szName, int iValue,
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bool* bWasExisting = NULL);
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// -------------------------------------------------------------------
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/** Set a boolean configuration property. Boolean properties
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* are stored on the integer stack internally so it's possible
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* to set them via #SetPropertyBool and query them with
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* #GetPropertyBool and vice versa.
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* @see SetPropertyInteger()
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*/
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void SetPropertyBool(const char* szName, bool value, bool* bWasExisting = NULL) {
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SetPropertyInteger(szName,value,bWasExisting);
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}
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// -------------------------------------------------------------------
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/** Set a floating-point configuration property.
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* @see SetPropertyInteger()
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*/
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void SetPropertyFloat(const char* szName, float fValue,
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bool* bWasExisting = NULL);
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// -------------------------------------------------------------------
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/** Set a string configuration property.
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* @see SetPropertyInteger()
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*/
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void SetPropertyString(const char* szName, const std::string& sValue,
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bool* bWasExisting = NULL);
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// -------------------------------------------------------------------
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/** Get a configuration property.
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* @param szName Name of the property. All supported properties
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* are defined in the aiConfig.g header (all constants share the
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* prefix AI_CONFIG_XXX).
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* @param iErrorReturn Value that is returned if the property
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* is not found.
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* @return Current value of the property
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* @note Property of different types (float, int, string ..) are kept
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* on different lists, so calling SetPropertyInteger() for a
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* floating-point property has no effect - the loader will call
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* GetPropertyFloat() to read the property, but it won't be there.
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*/
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int GetPropertyInteger(const char* szName,
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int iErrorReturn = 0xffffffff) const;
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// -------------------------------------------------------------------
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/** Get a boolean configuration property. Boolean properties
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* are stored on the integer stack internally so it's possible
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* to set them via #SetPropertyBool and query them with
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* #GetPropertyBool and vice versa.
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* @see GetPropertyInteger()
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*/
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bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
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return GetPropertyInteger(szName,bErrorReturn)!=0;
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}
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// -------------------------------------------------------------------
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/** Get a floating-point configuration property
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* @see GetPropertyInteger()
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*/
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float GetPropertyFloat(const char* szName,
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float fErrorReturn = 10e10f) const;
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// -------------------------------------------------------------------
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/** Get a string configuration property
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*
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* The return value remains valid until the property is modified.
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* @see GetPropertyInteger()
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*/
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const std::string& GetPropertyString(const char* szName,
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const std::string& sErrorReturn = "") const;
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// -------------------------------------------------------------------
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/** Supplies a custom IO handler to the importer to use to open and
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* access files. If you need the importer to use custion IO logic to
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* access the files, you need to provide a custom implementation of
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* IOSystem and IOFile to the importer. Then create an instance of
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* your custion IOSystem implementation and supply it by this function.
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*
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* The Importer takes ownership of the object and will destroy it
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* afterwards. The previously assigned handler will be deleted.
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* Pass NULL to take again ownership of your IOSystem and reset Assimp
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* to use its default implementation.
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*
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* @param pIOHandler The IO handler to be used in all file accesses
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* of the Importer.
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*/
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void SetIOHandler( IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Retrieves the IO handler that is currently set.
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* You can use #IsDefaultIOHandler() to check whether the returned
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* interface is the default IO handler provided by ASSIMP. The default
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* handler is active as long the application doesn't supply its own
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* custom IO handler via #SetIOHandler().
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* @return A valid IOSystem interface, never NULL.
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*/
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IOSystem* GetIOHandler() const;
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// -------------------------------------------------------------------
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/** Checks whether a default IO handler is active
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* A default handler is active as long the application doesn't
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* supply its own custom IO handler via #SetIOHandler().
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* @return true by default
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*/
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bool IsDefaultIOHandler() const;
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// -------------------------------------------------------------------
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/** Supplies a custom progress handler to the importer. This
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* interface exposes a #Update() callback, which is called
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* more or less periodically (please don't sue us if it
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* isn't as periodically as you'd like it to have ...).
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* This can be used to implement progress bars and loading
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* timeouts.
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* @param pHandler Progress callback interface. Pass NULL to
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* disable progress reporting.
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* @note Progress handlers can be used to abort the loading
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* at almost any time.*/
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void SetProgressHandler ( ProgressHandler* pHandler );
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// -------------------------------------------------------------------
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/** Retrieves the progress handler that is currently set.
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* You can use #IsDefaultProgressHandler() to check whether the returned
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* interface is the default handler provided by ASSIMP. The default
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* handler is active as long the application doesn't supply its own
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* custom handler via #SetProgressHandler().
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* @return A valid ProgressHandler interface, never NULL.
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*/
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ProgressHandler* GetProgressHandler() const;
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// -------------------------------------------------------------------
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/** Checks whether a default progress handler is active
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* A default handler is active as long the application doesn't
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* supply its own custom progress handler via #SetProgressHandler().
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* @return true by default
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*/
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bool IsDefaultProgressHandler() const;
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// -------------------------------------------------------------------
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/** @brief Check whether a given set of postprocessing flags
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* is supported.
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*
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* Some flags are mutually exclusive, others are probably
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* not available because your excluded them from your
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* Assimp builds. Calling this function is recommended if
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* you're unsure.
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*
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* @param pFlags Bitwise combination of the aiPostProcess flags.
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* @return true if this flag combination is fine.
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*/
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bool ValidateFlags(unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Reads the given file and returns its contents if successful.
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*
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* If the call succeeds, the contents of the file are returned as a
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* pointer to an aiScene object. The returned data is intended to be
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* read-only, the importer object keeps ownership of the data and will
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* destroy it upon destruction. If the import fails, NULL is returned.
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* A human-readable error description can be retrieved by calling
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* GetErrorString(). The previous scene will be deleted during this call.
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* @param pFile Path and filename to the file to be imported.
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* @param pFlags Optional post processing steps to be executed after
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* a successful import. Provide a bitwise combination of the
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* #aiPostProcessSteps flags. If you wish to inspect the imported
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* scene first in order to fine-tune your post-processing setup,
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* consider to use #ApplyPostProcessing().
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* @return A pointer to the imported data, NULL if the import failed.
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* The pointer to the scene remains in possession of the Importer
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* instance. Use GetOrphanedScene() to take ownership of it.
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*
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* @note Assimp is able to determine the file format of a file
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* automatically.
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*/
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const aiScene* ReadFile(
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const char* pFile,
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unsigned int pFlags);
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// -------------------------------------------------------------------
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/** Reads the given file from a memory buffer and returns its
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* contents if successful.
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*
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* If the call succeeds, the contents of the file are returned as a
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* pointer to an aiScene object. The returned data is intended to be
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* read-only, the importer object keeps ownership of the data and will
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* destroy it upon destruction. If the import fails, NULL is returned.
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* A human-readable error description can be retrieved by calling
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* GetErrorString(). The previous scene will be deleted during this call.
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* Calling this method doesn't affect the active IOSystem.
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* @param pBuffer Pointer to the file data
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* @param pLength Length of pBuffer, in bytes
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* @param pFlags Optional post processing steps to be executed after
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* a successful import. Provide a bitwise combination of the
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* #aiPostProcessSteps flags. If you wish to inspect the imported
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* scene first in order to fine-tune your post-processing setup,
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* consider to use #ApplyPostProcessing().
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* @param pHint An additional hint to the library. If this is a non
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* empty string, the library looks for a loader to support
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* the file extension specified by pHint and passes the file to
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* the first matching loader. If this loader is unable to completely
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* the request, the library continues and tries to determine the
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* file format on its own, a task that may or may not be successful.
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* Check the return value, and you'll know ...
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* @return A pointer to the imported data, NULL if the import failed.
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* The pointer to the scene remains in possession of the Importer
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* instance. Use GetOrphanedScene() to take ownership of it.
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*
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* @note This is a straightforward way to decode models from memory
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* buffers, but it doesn't handle model formats spreading their
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* data across multiple files or even directories. Examples include
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* OBJ or MD3, which outsource parts of their material stuff into
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* external scripts. If you need the full functionality, provide
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* a custom IOSystem to make Assimp find these files.
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*/
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const aiScene* ReadFileFromMemory(
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const void* pBuffer,
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size_t pLength,
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unsigned int pFlags,
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const char* pHint = "");
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// -------------------------------------------------------------------
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/** Apply post-processing to an already-imported scene.
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*
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* This is strictly equivalent to calling #ReadFile() with the same
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* flags. However, you can use this separate function to inspect
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* the imported scene first to fine-tune your post-processing setup.
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* @param pFlags Provide a bitwise combination of the
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* #aiPostProcessSteps flags.
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* @return A pointer to the post-processed data. This is still the
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* same as the pointer returned by #ReadFile(). However, if
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* post-processing fails, the scene could now be NULL.
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* That's quite a rare case, post processing steps are not really
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* designed to 'fail'. To be exact, the #aiProcess_ValidateDS
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* flag is currently the only post processing step which can actually
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* cause the scene to be reset to NULL.
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*
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* @note The method does nothing if no scene is currently bound
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* to the #Importer instance. */
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const aiScene* ApplyPostProcessing(unsigned int pFlags);
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// -------------------------------------------------------------------
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/** @brief Reads the given file and returns its contents if successful.
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*
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* This function is provided for backward compatibility.
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* See the const char* version for detailled docs.
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* @see ReadFile(const char*, pFlags) */
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const aiScene* ReadFile(
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const std::string& pFile,
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unsigned int pFlags);
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// -------------------------------------------------------------------
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/** Frees the current scene.
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*
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* The function does nothing if no scene has previously been
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* read via ReadFile(). FreeScene() is called automatically by the
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* destructor and ReadFile() itself. */
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void FreeScene( );
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// -------------------------------------------------------------------
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/** Returns an error description of an error that occurred in ReadFile().
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*
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* Returns an empty string if no error occurred.
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* @return A description of the last error, an empty string if no
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* error occurred. The string is never NULL.
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*
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* @note The returned function remains valid until one of the
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* following methods is called: #ReadFile(), #FreeScene(). */
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const char* GetErrorString() const;
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// -------------------------------------------------------------------
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/** Returns whether a given file extension is supported by ASSIMP.
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*
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* @param szExtension Extension to be checked.
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* Must include a trailing dot '.'. Example: ".3ds", ".md3".
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* Cases-insensitive.
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* @return true if the extension is supported, false otherwise */
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bool IsExtensionSupported(const char* szExtension) const;
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// -------------------------------------------------------------------
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/** @brief Returns whether a given file extension is supported by ASSIMP.
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*
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* This function is provided for backward compatibility.
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* See the const char* version for detailed and up-to-date docs.
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* @see IsExtensionSupported(const char*) */
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inline bool IsExtensionSupported(const std::string& szExtension) const;
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// -------------------------------------------------------------------
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/** Get a full list of all file extensions supported by ASSIMP.
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*
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* If a file extension is contained in the list this does of course not
|
|
* mean that ASSIMP is able to load all files with this extension ---
|
|
* it simply means there is an importer loaded which claims to handle
|
|
* files with this file extension.
|
|
* @param szOut String to receive the extension list.
|
|
* Format of the list: "*.3ds;*.obj;*.dae". This is useful for
|
|
* use with the WinAPI call GetOpenFileName(Ex). */
|
|
void GetExtensionList(aiString& szOut) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** @brief Get a full list of all file extensions supported by ASSIMP.
|
|
*
|
|
* This function is provided for backward compatibility.
|
|
* See the aiString version for detailed and up-to-date docs.
|
|
* @see GetExtensionList(aiString&)*/
|
|
inline void GetExtensionList(std::string& szOut) const;
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Find the loader corresponding to a specific file extension.
|
|
*
|
|
* This is quite similar to IsExtensionSupported() except a
|
|
* BaseImporter instance is returned.
|
|
* @param szExtension Extension to check for. The following formats
|
|
* are recgnized (BAH being the file extension): "BAH" (comparison
|
|
* is case-insensitive), ".bah", "*.bah" (wild card and dot
|
|
* characters at the beginning of the extension are skipped).
|
|
* @return NULL if there is no loader for the extension.*/
|
|
BaseImporter* FindLoader (const char* szExtension) const;
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Returns the scene loaded by the last successful call to ReadFile()
|
|
*
|
|
* @return Current scene or NULL if there is currently no scene loaded */
|
|
const aiScene* GetScene() const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Returns the scene loaded by the last successful call to ReadFile()
|
|
* and releases the scene from the ownership of the Importer
|
|
* instance. The application is now responsible for deleting the
|
|
* scene. Any further calls to GetScene() or GetOrphanedScene()
|
|
* will return NULL - until a new scene has been loaded via ReadFile().
|
|
*
|
|
* @return Current scene or NULL if there is currently no scene loaded
|
|
* @note Use this method with maximal caution, and only if you have to.
|
|
* By design, aiScene's are exclusively maintained, allocated and
|
|
* deallocated by Assimp and no one else. The reasoning behind this
|
|
* is the golden rule that deallocations should always be done
|
|
* by the module that did the original allocation because heaps
|
|
* are not necessarily shared. GetOrphanedScene() enforces you
|
|
* to delete the returned scene by yourself, but this will only
|
|
* be fine if and only if you're using the same heap as assimp.
|
|
* On Windows, it's typically fine when everything is linked
|
|
* against the multithreaded-dll version of the runtime library.
|
|
* It will work as well for static linkage with Assimp.*/
|
|
aiScene* GetOrphanedScene();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Returns the storage allocated by ASSIMP to hold the scene data
|
|
* in memory.
|
|
*
|
|
* This refers to the currently loaded file, see #ReadFile().
|
|
* @param in Data structure to be filled.
|
|
* @note The returned memory statistics refer to the actual
|
|
* size of the use data of the aiScene. Heap-related overhead
|
|
* is (naturally) not included.*/
|
|
void GetMemoryRequirements(aiMemoryInfo& in) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Enables "extra verbose" mode.
|
|
*
|
|
* 'Extra verbose' means the data structure is validated after *every*
|
|
* single post processing step to make sure everyone modifies the data
|
|
* structure in a well-defined manner. This is a debug feature and not
|
|
* intended for use in production environments. */
|
|
void SetExtraVerbose(bool bDo);
|
|
|
|
protected:
|
|
|
|
// Just because we don't want you to know how we're hacking around.
|
|
ImporterPimpl* pimpl;
|
|
}; //! class Importer
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// For compatibility, the interface of some functions taking a std::string was
|
|
// changed to const char* to avoid crashes between binary incompatible STL
|
|
// versions. This code her is inlined, so it shouldn't cause any problems.
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// ----------------------------------------------------------------------------
|
|
AI_FORCE_INLINE const aiScene* Importer::ReadFile( const std::string& pFile,unsigned int pFlags){
|
|
return ReadFile(pFile.c_str(),pFlags);
|
|
}
|
|
// ----------------------------------------------------------------------------
|
|
AI_FORCE_INLINE void Importer::GetExtensionList(std::string& szOut) const {
|
|
aiString s;
|
|
GetExtensionList(s);
|
|
szOut = s.data;
|
|
}
|
|
// ----------------------------------------------------------------------------
|
|
AI_FORCE_INLINE bool Importer::IsExtensionSupported(const std::string& szExtension) const {
|
|
return IsExtensionSupported(szExtension.c_str());
|
|
}
|
|
|
|
} // !namespace Assimp
|
|
#endif // INCLUDED_AI_ASSIMP_HPP
|