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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, 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() = default;
- ~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
- // As counter-intuitive as it may seem, a comparator must return false for equal values.
- // The C++ standard defines and expects this behavior: true if lhs < rhs, false otherwise.
- 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)
- {}
- // As counter-intuitive as it may seem, a comparator must return false for equal values.
- // The C++ standard defines and expects this behavior: true if lhs < rhs, false otherwise.
- 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
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