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Diffstat (limited to 'src/mesh/assimp-master/include/assimp/scene.h')
-rw-r--r-- | src/mesh/assimp-master/include/assimp/scene.h | 443 |
1 files changed, 443 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/include/assimp/scene.h b/src/mesh/assimp-master/include/assimp/scene.h new file mode 100644 index 0000000..f4c6d79 --- /dev/null +++ b/src/mesh/assimp-master/include/assimp/scene.h @@ -0,0 +1,443 @@ +/* +--------------------------------------------------------------------------- +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. +--------------------------------------------------------------------------- +*/ + +/** @file scene.h + * @brief Defines the data structures in which the imported scene is returned. + */ +#pragma once +#ifndef AI_SCENE_H_INC +#define AI_SCENE_H_INC + +#ifdef __GNUC__ +# pragma GCC system_header +#endif + +#include <assimp/types.h> +#include <assimp/texture.h> +#include <assimp/mesh.h> +#include <assimp/light.h> +#include <assimp/camera.h> +#include <assimp/material.h> +#include <assimp/anim.h> +#include <assimp/metadata.h> + +#ifdef __cplusplus +# include <cstdlib> +extern "C" { +#endif + +#ifdef __GNUC__ +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wattributes" +#endif + +// ------------------------------------------------------------------------------- +/** + * A node in the imported hierarchy. + * + * Each node has name, a parent node (except for the root node), + * a transformation relative to its parent and possibly several child nodes. + * Simple file formats don't support hierarchical structures - for these formats + * the imported scene does consist of only a single root node without children. + */ +// ------------------------------------------------------------------------------- +struct ASSIMP_API aiNode +{ + /** The name of the node. + * + * The name might be empty (length of zero) but all nodes which + * need to be referenced by either bones or animations are named. + * Multiple nodes may have the same name, except for nodes which are referenced + * by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique. + * + * Cameras and lights reference a specific node by name - if there + * are multiple nodes with this name, they are assigned to each of them. + * <br> + * There are no limitations with regard to the characters contained in + * the name string as it is usually taken directly from the source file. + * + * Implementations should be able to handle tokens such as whitespace, tabs, + * line feeds, quotation marks, ampersands etc. + * + * Sometimes assimp introduces new nodes not present in the source file + * into the hierarchy (usually out of necessity because sometimes the + * source hierarchy format is simply not compatible). Their names are + * surrounded by @verbatim <> @endverbatim e.g. + * @verbatim<DummyRootNode> @endverbatim. + */ + C_STRUCT aiString mName; + + /** The transformation relative to the node's parent. */ + C_STRUCT aiMatrix4x4 mTransformation; + + /** Parent node. nullptr if this node is the root node. */ + C_STRUCT aiNode* mParent; + + /** The number of child nodes of this node. */ + unsigned int mNumChildren; + + /** The child nodes of this node. nullptr if mNumChildren is 0. */ + C_STRUCT aiNode** mChildren; + + /** The number of meshes of this node. */ + unsigned int mNumMeshes; + + /** The meshes of this node. Each entry is an index into the + * mesh list of the #aiScene. + */ + unsigned int* mMeshes; + + /** Metadata associated with this node or nullptr if there is no metadata. + * Whether any metadata is generated depends on the source file format. See the + * @link importer_notes @endlink page for more information on every source file + * format. Importers that don't document any metadata don't write any. + */ + C_STRUCT aiMetadata* mMetaData; + +#ifdef __cplusplus + /** Constructor */ + aiNode(); + + /** Construction from a specific name */ + explicit aiNode(const std::string& name); + + /** Destructor */ + ~aiNode(); + + /** Searches for a node with a specific name, beginning at this + * nodes. Normally you will call this method on the root node + * of the scene. + * + * @param name Name to search for + * @return nullptr or a valid Node if the search was successful. + */ + inline + const aiNode* FindNode(const aiString& name) const { + return FindNode(name.data); + } + + inline + aiNode* FindNode(const aiString& name) { + return FindNode(name.data); + } + + const aiNode* FindNode(const char* name) const; + + aiNode* FindNode(const char* name); + + /** + * @brief Will add new children. + * @param numChildren Number of children to add. + * @param children The array with pointers showing to the children. + */ + void addChildren(unsigned int numChildren, aiNode **children); +#endif // __cplusplus +}; + +#ifdef __GNUC__ +#pragma GCC diagnostic pop +#endif + +// ------------------------------------------------------------------------------- +/** + * Specifies that the scene data structure that was imported is not complete. + * This flag bypasses some internal validations and allows the import + * of animation skeletons, material libraries or camera animation paths + * using Assimp. Most applications won't support such data. + */ +#define AI_SCENE_FLAGS_INCOMPLETE 0x1 + +/** + * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS) + * if the validation is successful. In a validated scene you can be sure that + * any cross references in the data structure (e.g. vertex indices) are valid. + */ +#define AI_SCENE_FLAGS_VALIDATED 0x2 + +/** + * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS) + * if the validation is successful but some issues have been found. + * This can for example mean that a texture that does not exist is referenced + * by a material or that the bone weights for a vertex don't sum to 1.0 ... . + * In most cases you should still be able to use the import. This flag could + * be useful for applications which don't capture Assimp's log output. + */ +#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4 + +/** + * This flag is currently only set by the aiProcess_JoinIdenticalVertices step. + * It indicates that the vertices of the output meshes aren't in the internal + * verbose format anymore. In the verbose format all vertices are unique, + * no vertex is ever referenced by more than one face. + */ +#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8 + + /** + * Denotes pure height-map terrain data. Pure terrains usually consist of quads, + * sometimes triangles, in a regular grid. The x,y coordinates of all vertex + * positions refer to the x,y coordinates on the terrain height map, the z-axis + * stores the elevation at a specific point. + * + * TER (Terragen) and HMP (3D Game Studio) are height map formats. + * @note Assimp is probably not the best choice for loading *huge* terrains - + * fully triangulated data takes extremely much free store and should be avoided + * as long as possible (typically you'll do the triangulation when you actually + * need to render it). + */ +#define AI_SCENE_FLAGS_TERRAIN 0x10 + + /** + * Specifies that the scene data can be shared between structures. For example: + * one vertex in few faces. \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT can not be + * used for this because \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT has internal + * meaning about postprocessing steps. + */ +#define AI_SCENE_FLAGS_ALLOW_SHARED 0x20 + +// ------------------------------------------------------------------------------- +/** The root structure of the imported data. + * + * Everything that was imported from the given file can be accessed from here. + * Objects of this class are generally maintained and owned by Assimp, not + * by the caller. You shouldn't want to instance it, nor should you ever try to + * delete a given scene on your own. + */ +// ------------------------------------------------------------------------------- +struct aiScene +{ + /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default + * this value is 0, no flags are set. Most applications will + * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE + * bit set. + */ + unsigned int mFlags; + + /** The root node of the hierarchy. + * + * There will always be at least the root node if the import + * was successful (and no special flags have been set). + * Presence of further nodes depends on the format and content + * of the imported file. + */ + C_STRUCT aiNode* mRootNode; + + /** The number of meshes in the scene. */ + unsigned int mNumMeshes; + + /** The array of meshes. + * + * Use the indices given in the aiNode structure to access + * this array. The array is mNumMeshes in size. If the + * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always + * be at least ONE material. + */ + C_STRUCT aiMesh** mMeshes; + + /** The number of materials in the scene. */ + unsigned int mNumMaterials; + + /** The array of materials. + * + * Use the index given in each aiMesh structure to access this + * array. The array is mNumMaterials in size. If the + * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always + * be at least ONE material. + */ + C_STRUCT aiMaterial** mMaterials; + + /** The number of animations in the scene. */ + unsigned int mNumAnimations; + + /** The array of animations. + * + * All animations imported from the given file are listed here. + * The array is mNumAnimations in size. + */ + C_STRUCT aiAnimation** mAnimations; + + /** The number of textures embedded into the file */ + unsigned int mNumTextures; + + /** The array of embedded textures. + * + * Not many file formats embed their textures into the file. + * An example is Quake's MDL format (which is also used by + * some GameStudio versions) + */ + C_STRUCT aiTexture** mTextures; + + /** The number of light sources in the scene. Light sources + * are fully optional, in most cases this attribute will be 0 + */ + unsigned int mNumLights; + + /** The array of light sources. + * + * All light sources imported from the given file are + * listed here. The array is mNumLights in size. + */ + C_STRUCT aiLight** mLights; + + /** The number of cameras in the scene. Cameras + * are fully optional, in most cases this attribute will be 0 + */ + unsigned int mNumCameras; + + /** The array of cameras. + * + * All cameras imported from the given file are listed here. + * The array is mNumCameras in size. The first camera in the + * array (if existing) is the default camera view into + * the scene. + */ + C_STRUCT aiCamera** mCameras; + + /** + * @brief The global metadata assigned to the scene itself. + * + * This data contains global metadata which belongs to the scene like + * unit-conversions, versions, vendors or other model-specific data. This + * can be used to store format-specific metadata as well. + */ + C_STRUCT aiMetadata* mMetaData; + + /** The name of the scene itself. + */ + C_STRUCT aiString mName; + +#ifdef __cplusplus + + //! Default constructor - set everything to 0/nullptr + ASSIMP_API aiScene(); + + //! Destructor + ASSIMP_API ~aiScene(); + + //! Check whether the scene contains meshes + //! Unless no special scene flags are set this will always be true. + inline bool HasMeshes() const { + return mMeshes != nullptr && mNumMeshes > 0; + } + + //! Check whether the scene contains materials + //! Unless no special scene flags are set this will always be true. + inline bool HasMaterials() const { + return mMaterials != nullptr && mNumMaterials > 0; + } + + //! Check whether the scene contains lights + inline bool HasLights() const { + return mLights != nullptr && mNumLights > 0; + } + + //! Check whether the scene contains textures + inline bool HasTextures() const { + return mTextures != nullptr && mNumTextures > 0; + } + + //! Check whether the scene contains cameras + inline bool HasCameras() const { + return mCameras != nullptr && mNumCameras > 0; + } + + //! Check whether the scene contains animations + inline bool HasAnimations() const { + return mAnimations != nullptr && mNumAnimations > 0; + } + + //! Returns a short filename from a full path + static const char* GetShortFilename(const char* filename) { + const char* lastSlash = strrchr(filename, '/'); + if (lastSlash == nullptr) { + lastSlash = strrchr(filename, '\\'); + } + const char* shortFilename = lastSlash != nullptr ? lastSlash + 1 : filename; + return shortFilename; + } + + //! Returns an embedded texture + const aiTexture* GetEmbeddedTexture(const char* filename) const { + return GetEmbeddedTextureAndIndex(filename).first; + } + + //! Returns an embedded texture and its index + std::pair<const aiTexture*, int> GetEmbeddedTextureAndIndex(const char* filename) const { + if (nullptr==filename) { + return std::make_pair(nullptr, -1); + } + // lookup using texture ID (if referenced like: "*1", "*2", etc.) + if ('*' == *filename) { + int index = std::atoi(filename + 1); + if (0 > index || mNumTextures <= static_cast<unsigned>(index)) { + return std::make_pair(nullptr, -1); + } + return std::make_pair(mTextures[index], index); + } + // lookup using filename + const char* shortFilename = GetShortFilename(filename); + if (nullptr == shortFilename) { + return std::make_pair(nullptr, -1); + } + + for (unsigned int i = 0; i < mNumTextures; i++) { + const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str()); + if (strcmp(shortTextureFilename, shortFilename) == 0) { + return std::make_pair(mTextures[i], i); + } + } + return std::make_pair(nullptr, -1); + } +#endif // __cplusplus + + /** Internal data, do not touch */ +#ifdef __cplusplus + void* mPrivate; +#else + char* mPrivate; +#endif + +}; + +#ifdef __cplusplus +} +#endif //! extern "C" + +#endif // AI_SCENE_H_INC |