189 lines
5.5 KiB
C++
189 lines
5.5 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, 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 BlenderIntermediate.h
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* @brief Internal utility structures for the BlenderLoader. It also serves
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* as master include file for the whole (internal) Blender subsystem.
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*/
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#ifndef INCLUDED_AI_BLEND_INTERMEDIATE_H
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#define INCLUDED_AI_BLEND_INTERMEDIATE_H
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#include "BlenderLoader.h"
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#include "BlenderDNA.h"
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#include "BlenderScene.h"
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#include "BlenderSceneGen.h"
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#include <boost/foreach.hpp>
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#include <deque>
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#include "./../include/assimp/material.h"
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struct aiTexture;
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#define for_each(x,y) BOOST_FOREACH(x,y)
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namespace Assimp {
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namespace Blender {
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// --------------------------------------------------------------------
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/** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
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// --------------------------------------------------------------------
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template <template <typename,typename> class TCLASS, typename T>
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struct TempArray {
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typedef TCLASS< T*,std::allocator<T*> > mywrap;
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TempArray() {
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}
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~TempArray () {
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for_each(T* elem, arr) {
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delete elem;
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}
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}
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void dismiss() {
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arr.clear();
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}
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mywrap* operator -> () {
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return &arr;
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}
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operator mywrap& () {
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return arr;
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}
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operator const mywrap& () const {
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return arr;
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}
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mywrap& get () {
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return arr;
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}
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const mywrap& get () const {
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return arr;
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}
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T* operator[] (size_t idx) const {
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return arr[idx];
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}
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T*& operator[] (size_t idx) {
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return arr[idx];
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}
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private:
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// no copy semantics
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void operator= (const TempArray&) {
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}
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TempArray(const TempArray& arr) {
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}
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private:
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mywrap arr;
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};
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#ifdef _MSC_VER
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# pragma warning(disable:4351)
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#endif
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// --------------------------------------------------------------------
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/** ConversionData acts as intermediate storage location for
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* the various ConvertXXX routines in BlenderImporter.*/
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// --------------------------------------------------------------------
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struct ConversionData
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{
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ConversionData(const FileDatabase& db)
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: sentinel_cnt()
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, next_texture()
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, db(db)
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{}
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std::set<const Object*> objects;
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TempArray <std::vector, aiMesh> meshes;
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TempArray <std::vector, aiCamera> cameras;
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TempArray <std::vector, aiLight> lights;
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TempArray <std::vector, aiMaterial> materials;
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TempArray <std::vector, aiTexture> textures;
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// set of all materials referenced by at least one mesh in the scene
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std::deque< boost::shared_ptr< Material > > materials_raw;
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// counter to name sentinel textures inserted as substitutes for procedural textures.
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unsigned int sentinel_cnt;
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// next texture ID for each texture type, respectively
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unsigned int next_texture[aiTextureType_UNKNOWN+1];
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// original file data
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const FileDatabase& db;
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};
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#ifdef _MSC_VER
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# pragma warning(default:4351)
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#endif
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// ------------------------------------------------------------------------------------------------
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inline const char* GetTextureTypeDisplayString(Tex::Type t)
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{
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switch (t) {
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case Tex::Type_CLOUDS : return "Clouds";
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case Tex::Type_WOOD : return "Wood";
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case Tex::Type_MARBLE : return "Marble";
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case Tex::Type_MAGIC : return "Magic";
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case Tex::Type_BLEND : return "Blend";
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case Tex::Type_STUCCI : return "Stucci";
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case Tex::Type_NOISE : return "Noise";
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case Tex::Type_PLUGIN : return "Plugin";
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case Tex::Type_MUSGRAVE : return "Musgrave";
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case Tex::Type_VORONOI : return "Voronoi";
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case Tex::Type_DISTNOISE : return "DistortedNoise";
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case Tex::Type_ENVMAP : return "EnvMap";
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case Tex::Type_IMAGE : return "Image";
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default:
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break;
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}
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return "<Unknown>";
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}
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} // ! Blender
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} // ! Assimp
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#endif // ! INCLUDED_AI_BLEND_INTERMEDIATE_H
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