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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.h | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.h b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.h new file mode 100644 index 0000000..246abed --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/Collada/ColladaLoader.h @@ -0,0 +1,249 @@ +/** Defines the collada loader class */ + +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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. + +---------------------------------------------------------------------- +*/ + +#ifndef AI_COLLADALOADER_H_INC +#define AI_COLLADALOADER_H_INC + +#include "ColladaParser.h" +#include <assimp/BaseImporter.h> + +struct aiNode; +struct aiCamera; +struct aiLight; +struct aiTexture; +struct aiAnimation; + +namespace Assimp { + +struct ColladaMeshIndex { + std::string mMeshID; + size_t mSubMesh; + std::string mMaterial; + ColladaMeshIndex(const std::string &pMeshID, size_t pSubMesh, const std::string &pMaterial) : + mMeshID(pMeshID), mSubMesh(pSubMesh), mMaterial(pMaterial) { + ai_assert(!pMeshID.empty()); + } + + bool operator<(const ColladaMeshIndex &p) const { + if (mMeshID == p.mMeshID) { + if (mSubMesh == p.mSubMesh) + return mMaterial < p.mMaterial; + else + return mSubMesh < p.mSubMesh; + } else { + return mMeshID < p.mMeshID; + } + } +}; + +/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing + * more useless stuff, so I limited the data to what I think is useful for games. +*/ +class ColladaLoader : public BaseImporter { +public: + /// The class constructor. + ColladaLoader(); + + /// The class destructor. + ~ColladaLoader() override; + + /// Returns whether the class can handle the format of the given file. + /// @see BaseImporter::CanRead() for more details. + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override; + +protected: + /// See #BaseImporter::GetInfo for the details + const aiImporterDesc *GetInfo() const override; + + /// See #BaseImporter::SetupProperties for the details + void SetupProperties(const Importer *pImp) override; + + /// See #BaseImporter::InternReadFile for the details + void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override; + + /** Recursively constructs a scene node for the given parser node and returns it. */ + aiNode *BuildHierarchy(const ColladaParser &pParser, const Collada::Node *pNode); + + /** Resolve node instances */ + void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode, + std::vector<const Collada::Node *> &resolved); + + /** Builds meshes for the given node and references them */ + void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode, + aiNode *pTarget); + + aiMesh *findMesh(const std::string &meshid); + + /** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */ + aiMesh *CreateMesh(const ColladaParser &pParser, const Collada::Mesh *pSrcMesh, const Collada::SubMesh &pSubMesh, + const Collada::Controller *pSrcController, size_t pStartVertex, size_t pStartFace); + + /** Builds cameras for the given node and references them */ + void BuildCamerasForNode(const ColladaParser &pParser, const Collada::Node *pNode, + aiNode *pTarget); + + /** Builds lights for the given node and references them */ + void BuildLightsForNode(const ColladaParser &pParser, const Collada::Node *pNode, + aiNode *pTarget); + + /** Stores all meshes in the given scene */ + void StoreSceneMeshes(aiScene *pScene); + + /** Stores all materials in the given scene */ + void StoreSceneMaterials(aiScene *pScene); + + /** Stores all lights in the given scene */ + void StoreSceneLights(aiScene *pScene); + + /** Stores all cameras in the given scene */ + void StoreSceneCameras(aiScene *pScene); + + /** Stores all textures in the given scene */ + void StoreSceneTextures(aiScene *pScene); + + /** Stores all animations + * @param pScene target scene to store the anims + */ + void StoreAnimations(aiScene *pScene, const ColladaParser &pParser); + + /** Stores all animations for the given source anim and its nested child animations + * @param pScene target scene to store the anims + * @param pSrcAnim the source animation to process + * @param pPrefix Prefix to the name in case of nested animations + */ + void StoreAnimations(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pPrefix); + + /** Constructs the animation for the given source anim */ + void CreateAnimation(aiScene *pScene, const ColladaParser &pParser, const Collada::Animation *pSrcAnim, const std::string &pName); + + /** Constructs materials from the collada material definitions */ + void BuildMaterials(ColladaParser &pParser, aiScene *pScene); + + /** Fill materials from the collada material definitions */ + void FillMaterials(const ColladaParser &pParser, aiScene *pScene); + + /** Resolve UV channel mappings*/ + void ApplyVertexToEffectSemanticMapping(Collada::Sampler &sampler, + const Collada::SemanticMappingTable &table); + + /** Add a texture and all of its sampling properties to a material*/ + void AddTexture(aiMaterial &mat, const ColladaParser &pParser, + const Collada::Effect &effect, + const Collada::Sampler &sampler, + aiTextureType type, unsigned int idx = 0); + + /** Resolves the texture name for the given effect texture entry */ + aiString FindFilenameForEffectTexture(const ColladaParser &pParser, + const Collada::Effect &pEffect, const std::string &pName); + + /** Reads a float value from an accessor and its data array. + * @param pAccessor The accessor to use for reading + * @param pData The data array to read from + * @param pIndex The index of the element to retrieve + * @param pOffset Offset into the element, for multipart elements such as vectors or matrices + * @return the specified value + */ + ai_real ReadFloat(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex, size_t pOffset) const; + + /** Reads a string value from an accessor and its data array. + * @param pAccessor The accessor to use for reading + * @param pData The data array to read from + * @param pIndex The index of the element to retrieve + * @return the specified value + */ + const std::string &ReadString(const Collada::Accessor &pAccessor, const Collada::Data &pData, size_t pIndex) const; + + /** Recursively collects all nodes into the given array */ + void CollectNodes(const aiNode *pNode, std::vector<const aiNode *> &poNodes) const; + + /** Finds a node in the collada scene by the given name */ + const Collada::Node *FindNode(const Collada::Node *pNode, const std::string &pName) const; + /** Finds a node in the collada scene by the given SID */ + const Collada::Node *FindNodeBySID(const Collada::Node *pNode, const std::string &pSID) const; + + /** Finds a proper name for a node derived from the collada-node's properties */ + std::string FindNameForNode(const Collada::Node *pNode); + +protected: + /** Filename, for a verbose error message */ + std::string mFileName; + + /** Which mesh-material compound was stored under which mesh ID */ + std::map<ColladaMeshIndex, size_t> mMeshIndexByID; + + /** Which material was stored under which index in the scene */ + std::map<std::string, size_t> mMaterialIndexByName; + + /** Accumulated meshes for the target scene */ + std::vector<aiMesh *> mMeshes; + + /** Accumulated morph target meshes */ + std::vector<aiMesh *> mTargetMeshes; + + /** Temporary material list */ + std::vector<std::pair<Collada::Effect *, aiMaterial *>> newMats; + + /** Temporary camera list */ + std::vector<aiCamera *> mCameras; + + /** Temporary light list */ + std::vector<aiLight *> mLights; + + /** Temporary texture list */ + std::vector<aiTexture *> mTextures; + + /** Accumulated animations for the target scene */ + std::vector<aiAnimation *> mAnims; + + bool noSkeletonMesh; + bool ignoreUpDirection; + bool useColladaName; + + /** Used by FindNameForNode() to generate unique node names */ + unsigned int mNodeNameCounter; +}; + +} // end of namespace Assimp + +#endif // AI_COLLADALOADER_H_INC |