239 lines
6.5 KiB
C++
239 lines
6.5 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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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 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 BlenderLoader.h
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* @brief Declaration of the Blender 3D (*.blend) importer class.
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*/
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#ifndef INCLUDED_AI_BLEND_LOADER_H
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#define INCLUDED_AI_BLEND_LOADER_H
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#include "BaseImporter.h"
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#include "LogAux.h"
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#include <memory>
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struct aiNode;
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struct aiMesh;
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struct aiLight;
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struct aiCamera;
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struct aiMaterial;
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namespace Assimp {
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// TinyFormatter.h
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namespace Formatter {
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template <typename T,typename TR, typename A> class basic_formatter;
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typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
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}
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// BlenderDNA.h
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namespace Blender {
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class FileDatabase;
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struct ElemBase;
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}
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// BlenderScene.h
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namespace Blender {
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struct Scene;
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struct Object;
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struct Mesh;
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struct Camera;
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struct Lamp;
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struct MTex;
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struct Image;
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struct Material;
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}
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// BlenderIntermediate.h
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namespace Blender {
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struct ConversionData;
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template <template <typename,typename> class TCLASS, typename T> struct TempArray;
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}
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// BlenderModifier.h
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namespace Blender {
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class BlenderModifierShowcase;
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class BlenderModifier;
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}
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// -------------------------------------------------------------------------------------------
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/** Load blenders official binary format. The actual file structure (the `DNA` how they
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* call it is outsourced to BlenderDNA.cpp/BlenderDNA.h. This class only performs the
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* conversion from intermediate format to aiScene. */
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// -------------------------------------------------------------------------------------------
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class BlenderImporter : public BaseImporter, public LogFunctions<BlenderImporter>
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{
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public:
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BlenderImporter();
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~BlenderImporter();
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public:
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// --------------------
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bool CanRead( const std::string& pFile,
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IOSystem* pIOHandler,
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bool checkSig
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) const;
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protected:
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// --------------------
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const aiImporterDesc* GetInfo () const;
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// --------------------
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void GetExtensionList(std::set<std::string>& app);
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// --------------------
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void SetupProperties(const Importer* pImp);
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// --------------------
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void InternReadFile( const std::string& pFile,
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aiScene* pScene,
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IOSystem* pIOHandler
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);
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// --------------------
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void ParseBlendFile(Blender::FileDatabase& out,
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std::shared_ptr<IOStream> stream
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);
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// --------------------
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void ExtractScene(Blender::Scene& out,
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const Blender::FileDatabase& file
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);
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// --------------------
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void ConvertBlendFile(aiScene* out,
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const Blender::Scene& in,
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const Blender::FileDatabase& file
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);
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private:
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// --------------------
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aiNode* ConvertNode(const Blender::Scene& in,
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const Blender::Object* obj,
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Blender::ConversionData& conv_info,
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const aiMatrix4x4& parentTransform
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);
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// --------------------
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void ConvertMesh(const Blender::Scene& in,
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const Blender::Object* obj,
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const Blender::Mesh* mesh,
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Blender::ConversionData& conv_data,
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Blender::TempArray<std::vector,aiMesh>& temp
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);
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// --------------------
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aiLight* ConvertLight(const Blender::Scene& in,
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const Blender::Object* obj,
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const Blender::Lamp* mesh,
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Blender::ConversionData& conv_data
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);
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// --------------------
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aiCamera* ConvertCamera(const Blender::Scene& in,
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const Blender::Object* obj,
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const Blender::Camera* mesh,
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Blender::ConversionData& conv_data
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);
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// --------------------
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void BuildDefaultMaterial(
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Blender::ConversionData& conv_data
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);
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void AddBlendParams(
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aiMaterial* result,
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const Blender::Material* source
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);
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void BuildMaterials(
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Blender::ConversionData& conv_data
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);
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// --------------------
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void ResolveTexture(
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aiMaterial* out,
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const Blender::Material* mat,
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const Blender::MTex* tex,
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Blender::ConversionData& conv_data
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);
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// --------------------
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void ResolveImage(
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aiMaterial* out,
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const Blender::Material* mat,
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const Blender::MTex* tex,
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const Blender::Image* img,
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Blender::ConversionData& conv_data
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);
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void AddSentinelTexture(
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aiMaterial* out,
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const Blender::Material* mat,
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const Blender::MTex* tex,
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Blender::ConversionData& conv_data
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);
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private: // static stuff, mostly logging and error reporting.
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// --------------------
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static void CheckActualType(const Blender::ElemBase* dt,
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const char* check
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);
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// --------------------
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static void NotSupportedObjectType(const Blender::Object* obj,
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const char* type
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);
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private:
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Blender::BlenderModifierShowcase* modifier_cache;
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}; // !class BlenderImporter
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} // end of namespace Assimp
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#endif // AI_UNREALIMPORTER_H_INC
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