| /* |
| Open Asset Import Library (assimp) |
| ---------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2017, assimp team |
| |
| All rights reserved. |
| |
| Redistribution and use of this software in source and binary forms, |
| with or without modification, are permitted provided that the |
| following conditions are met: |
| |
| * Redistributions of source code must retain the above |
| copyright notice, this list of conditions and the |
| following disclaimer. |
| |
| * Redistributions in binary form must reproduce the above |
| copyright notice, this list of conditions and the |
| following disclaimer in the documentation and/or other |
| materials provided with the distribution. |
| |
| * Neither the name of the assimp team, nor the names of its |
| contributors may be used to endorse or promote products |
| derived from this software without specific prior |
| written permission of the assimp team. |
| |
| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| ---------------------------------------------------------------------- |
| */ |
| |
| /** @file BlenderIntermediate.h |
| * @brief Internal utility structures for the BlenderLoader. It also serves |
| * as master include file for the whole (internal) Blender subsystem. |
| */ |
| #ifndef INCLUDED_AI_BLEND_INTERMEDIATE_H |
| #define INCLUDED_AI_BLEND_INTERMEDIATE_H |
| |
| #include "BlenderLoader.h" |
| #include "BlenderDNA.h" |
| #include "BlenderScene.h" |
| #include <deque> |
| #include <assimp/material.h> |
| |
| struct aiTexture; |
| |
| namespace Assimp { |
| namespace Blender { |
| |
| // -------------------------------------------------------------------- |
| /** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */ |
| // -------------------------------------------------------------------- |
| template <template <typename,typename> class TCLASS, typename T> |
| struct TempArray { |
| typedef TCLASS< T*,std::allocator<T*> > mywrap; |
| |
| TempArray() { |
| } |
| |
| ~TempArray () { |
| for(T* elem : arr) { |
| delete elem; |
| } |
| } |
| |
| void dismiss() { |
| arr.clear(); |
| } |
| |
| mywrap* operator -> () { |
| return &arr; |
| } |
| |
| operator mywrap& () { |
| return arr; |
| } |
| |
| operator const mywrap& () const { |
| return arr; |
| } |
| |
| mywrap& get () { |
| return arr; |
| } |
| |
| const mywrap& get () const { |
| return arr; |
| } |
| |
| T* operator[] (size_t idx) const { |
| return arr[idx]; |
| } |
| |
| T*& operator[] (size_t idx) { |
| return arr[idx]; |
| } |
| |
| private: |
| // no copy semantics |
| void operator= (const TempArray&) { |
| } |
| |
| TempArray(const TempArray& /*arr*/) { |
| } |
| |
| private: |
| mywrap arr; |
| }; |
| |
| #ifdef _MSC_VER |
| # pragma warning(disable:4351) |
| #endif |
| |
| struct ObjectCompare { |
| bool operator() (const Object* left, const Object* right) const { |
| return ::strncmp(left->id.name, right->id.name, strlen( left->id.name ) ) == 0; |
| } |
| }; |
| |
| // When keeping objects in sets, sort them by their name. |
| typedef std::set<const Object*, ObjectCompare> ObjectSet; |
| |
| // -------------------------------------------------------------------- |
| /** ConversionData acts as intermediate storage location for |
| * the various ConvertXXX routines in BlenderImporter.*/ |
| // -------------------------------------------------------------------- |
| struct ConversionData |
| { |
| ConversionData(const FileDatabase& db) |
| : sentinel_cnt() |
| , next_texture() |
| , db(db) |
| {} |
| |
| struct ObjectCompare { |
| bool operator() (const Object* left, const Object* right) const { |
| return ::strncmp( left->id.name, right->id.name, strlen( left->id.name ) ) == 0; |
| } |
| }; |
| |
| ObjectSet objects; |
| |
| TempArray <std::vector, aiMesh> meshes; |
| TempArray <std::vector, aiCamera> cameras; |
| TempArray <std::vector, aiLight> lights; |
| TempArray <std::vector, aiMaterial> materials; |
| TempArray <std::vector, aiTexture> textures; |
| |
| // set of all materials referenced by at least one mesh in the scene |
| std::deque< std::shared_ptr< Material > > materials_raw; |
| |
| // counter to name sentinel textures inserted as substitutes for procedural textures. |
| unsigned int sentinel_cnt; |
| |
| // next texture ID for each texture type, respectively |
| unsigned int next_texture[aiTextureType_UNKNOWN+1]; |
| |
| // original file data |
| const FileDatabase& db; |
| }; |
| #ifdef _MSC_VER |
| # pragma warning(default:4351) |
| #endif |
| |
| // ------------------------------------------------------------------------------------------------ |
| inline const char* GetTextureTypeDisplayString(Tex::Type t) |
| { |
| switch (t) { |
| case Tex::Type_CLOUDS : return "Clouds"; |
| case Tex::Type_WOOD : return "Wood"; |
| case Tex::Type_MARBLE : return "Marble"; |
| case Tex::Type_MAGIC : return "Magic"; |
| case Tex::Type_BLEND : return "Blend"; |
| case Tex::Type_STUCCI : return "Stucci"; |
| case Tex::Type_NOISE : return "Noise"; |
| case Tex::Type_PLUGIN : return "Plugin"; |
| case Tex::Type_MUSGRAVE : return "Musgrave"; |
| case Tex::Type_VORONOI : return "Voronoi"; |
| case Tex::Type_DISTNOISE : return "DistortedNoise"; |
| case Tex::Type_ENVMAP : return "EnvMap"; |
| case Tex::Type_IMAGE : return "Image"; |
| default: |
| break; |
| } |
| return "<Unknown>"; |
| } |
| |
| } // ! Blender |
| } // ! Assimp |
| |
| #endif // ! INCLUDED_AI_BLEND_INTERMEDIATE_H |