miniassimp

diff include/miniassimp/scene.h @ 0:879c81d94345

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
parents
children
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/include/miniassimp/scene.h	Mon Jan 28 18:19:26 2019 +0200
     1.3 @@ -0,0 +1,407 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2018, assimp team
    1.10 +
    1.11 +
    1.12 +
    1.13 +All rights reserved.
    1.14 +
    1.15 +Redistribution and use of this software in source and binary forms,
    1.16 +with or without modification, are permitted provided that the following
    1.17 +conditions are met:
    1.18 +
    1.19 +* Redistributions of source code must retain the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer.
    1.22 +
    1.23 +* Redistributions in binary form must reproduce the above
    1.24 +  copyright notice, this list of conditions and the
    1.25 +  following disclaimer in the documentation and/or other
    1.26 +  materials provided with the distribution.
    1.27 +
    1.28 +* Neither the name of the assimp team, nor the names of its
    1.29 +  contributors may be used to endorse or promote products
    1.30 +  derived from this software without specific prior
    1.31 +  written permission of the assimp team.
    1.32 +
    1.33 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
    1.34 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
    1.35 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.36 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
    1.37 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.38 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
    1.39 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.40 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
    1.41 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
    1.42 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    1.43 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.44 +---------------------------------------------------------------------------
    1.45 +*/
    1.46 +
    1.47 +/** @file scene.h
    1.48 + *  @brief Defines the data structures in which the imported scene is returned.
    1.49 + */
    1.50 +#pragma once
    1.51 +#ifndef AI_SCENE_H_INC
    1.52 +#define AI_SCENE_H_INC
    1.53 +
    1.54 +#include "types.h"
    1.55 +#include "texture.h"
    1.56 +#include "mesh.h"
    1.57 +#include "light.h"
    1.58 +#include "camera.h"
    1.59 +#include "material.h"
    1.60 +#include "anim.h"
    1.61 +#include "metadata.h"
    1.62 +
    1.63 +#ifdef __cplusplus
    1.64 +extern "C" {
    1.65 +#endif
    1.66 +
    1.67 +// -------------------------------------------------------------------------------
    1.68 +/** 
    1.69 + * A node in the imported hierarchy.
    1.70 + *
    1.71 + * Each node has name, a parent node (except for the root node),
    1.72 + * a transformation relative to its parent and possibly several child nodes.
    1.73 + * Simple file formats don't support hierarchical structures - for these formats
    1.74 + * the imported scene does consist of only a single root node without children.
    1.75 + */
    1.76 +// -------------------------------------------------------------------------------
    1.77 +struct ASSIMP_API aiNode
    1.78 +{
    1.79 +    /** The name of the node.
    1.80 +     *
    1.81 +     * The name might be empty (length of zero) but all nodes which
    1.82 +     * need to be referenced by either bones or animations are named.
    1.83 +     * Multiple nodes may have the same name, except for nodes which are referenced
    1.84 +     * by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
    1.85 +     *
    1.86 +     * Cameras and lights reference a specific node by name - if there
    1.87 +     * are multiple nodes with this name, they are assigned to each of them.
    1.88 +     * <br>
    1.89 +     * There are no limitations with regard to the characters contained in
    1.90 +     * the name string as it is usually taken directly from the source file.
    1.91 +     *
    1.92 +     * Implementations should be able to handle tokens such as whitespace, tabs,
    1.93 +     * line feeds, quotation marks, ampersands etc.
    1.94 +     *
    1.95 +     * Sometimes assimp introduces new nodes not present in the source file
    1.96 +     * into the hierarchy (usually out of necessity because sometimes the
    1.97 +     * source hierarchy format is simply not compatible). Their names are
    1.98 +     * surrounded by @verbatim <> @endverbatim e.g.
    1.99 +     *  @verbatim<DummyRootNode> @endverbatim.
   1.100 +     */
   1.101 +    C_STRUCT aiString mName;
   1.102 +
   1.103 +    /** The transformation relative to the node's parent. */
   1.104 +    C_STRUCT aiMatrix4x4 mTransformation;
   1.105 +
   1.106 +    /** Parent node. NULL if this node is the root node. */
   1.107 +    C_STRUCT aiNode* mParent;
   1.108 +
   1.109 +    /** The number of child nodes of this node. */
   1.110 +    unsigned int mNumChildren;
   1.111 +
   1.112 +    /** The child nodes of this node. NULL if mNumChildren is 0. */
   1.113 +    C_STRUCT aiNode** mChildren;
   1.114 +
   1.115 +    /** The number of meshes of this node. */
   1.116 +    unsigned int mNumMeshes;
   1.117 +
   1.118 +    /** The meshes of this node. Each entry is an index into the
   1.119 +      * mesh list of the #aiScene.
   1.120 +      */
   1.121 +    unsigned int* mMeshes;
   1.122 +
   1.123 +    /** Metadata associated with this node or NULL if there is no metadata.
   1.124 +      *  Whether any metadata is generated depends on the source file format. See the
   1.125 +      * @link importer_notes @endlink page for more information on every source file
   1.126 +      * format. Importers that don't document any metadata don't write any.
   1.127 +      */
   1.128 +    C_STRUCT aiMetadata* mMetaData;
   1.129 +
   1.130 +#ifdef __cplusplus
   1.131 +    /** Constructor */
   1.132 +    aiNode();
   1.133 +
   1.134 +    /** Construction from a specific name */
   1.135 +    explicit aiNode(const std::string& name);
   1.136 +
   1.137 +    /** Destructor */
   1.138 +    ~aiNode();
   1.139 +
   1.140 +    /** Searches for a node with a specific name, beginning at this
   1.141 +     *  nodes. Normally you will call this method on the root node
   1.142 +     *  of the scene.
   1.143 +     *
   1.144 +     *  @param name Name to search for
   1.145 +     *  @return NULL or a valid Node if the search was successful.
   1.146 +     */
   1.147 +    inline 
   1.148 +    const aiNode* FindNode(const aiString& name) const {
   1.149 +        return FindNode(name.data);
   1.150 +    }
   1.151 +
   1.152 +    inline 
   1.153 +    aiNode* FindNode(const aiString& name) {
   1.154 +        return FindNode(name.data);
   1.155 +    }
   1.156 +
   1.157 +    const aiNode* FindNode(const char* name) const;
   1.158 +
   1.159 +    aiNode* FindNode(const char* name);
   1.160 +
   1.161 +    /**
   1.162 +     * @brief   Will add new children.
   1.163 +     * @param   numChildren  Number of children to add.
   1.164 +     * @param   children     The array with pointers showing to the children.
   1.165 +     */
   1.166 +    void addChildren(unsigned int numChildren, aiNode **children);
   1.167 +#endif // __cplusplus
   1.168 +};
   1.169 +
   1.170 +// -------------------------------------------------------------------------------
   1.171 +/**
   1.172 + * Specifies that the scene data structure that was imported is not complete.
   1.173 + * This flag bypasses some internal validations and allows the import
   1.174 + * of animation skeletons, material libraries or camera animation paths
   1.175 + * using Assimp. Most applications won't support such data.
   1.176 + */
   1.177 +#define AI_SCENE_FLAGS_INCOMPLETE   0x1
   1.178 +
   1.179 +/**
   1.180 + * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
   1.181 + * if the validation is successful. In a validated scene you can be sure that
   1.182 + * any cross references in the data structure (e.g. vertex indices) are valid.
   1.183 + */
   1.184 +#define AI_SCENE_FLAGS_VALIDATED    0x2
   1.185 +
   1.186 +/**
   1.187 + * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
   1.188 + * if the validation is successful but some issues have been found.
   1.189 + * This can for example mean that a texture that does not exist is referenced
   1.190 + * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
   1.191 + * In most cases you should still be able to use the import. This flag could
   1.192 + * be useful for applications which don't capture Assimp's log output.
   1.193 + */
   1.194 +#define AI_SCENE_FLAGS_VALIDATION_WARNING   0x4
   1.195 +
   1.196 +/**
   1.197 + * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
   1.198 + * It indicates that the vertices of the output meshes aren't in the internal
   1.199 + * verbose format anymore. In the verbose format all vertices are unique,
   1.200 + * no vertex is ever referenced by more than one face.
   1.201 + */
   1.202 +#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT   0x8
   1.203 +
   1.204 + /**
   1.205 + * Denotes pure height-map terrain data. Pure terrains usually consist of quads,
   1.206 + * sometimes triangles, in a regular grid. The x,y coordinates of all vertex
   1.207 + * positions refer to the x,y coordinates on the terrain height map, the z-axis
   1.208 + * stores the elevation at a specific point.
   1.209 + *
   1.210 + * TER (Terragen) and HMP (3D Game Studio) are height map formats.
   1.211 + * @note Assimp is probably not the best choice for loading *huge* terrains -
   1.212 + * fully triangulated data takes extremely much free store and should be avoided
   1.213 + * as long as possible (typically you'll do the triangulation when you actually
   1.214 + * need to render it).
   1.215 + */
   1.216 +#define AI_SCENE_FLAGS_TERRAIN 0x10
   1.217 +
   1.218 + /**
   1.219 + * Specifies that the scene data can be shared between structures. For example:
   1.220 + * one vertex in few faces. \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT can not be
   1.221 + * used for this because \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT has internal
   1.222 + * meaning about postprocessing steps.
   1.223 + */
   1.224 +#define AI_SCENE_FLAGS_ALLOW_SHARED			0x20
   1.225 +
   1.226 +// -------------------------------------------------------------------------------
   1.227 +/** The root structure of the imported data.
   1.228 + *
   1.229 + *  Everything that was imported from the given file can be accessed from here.
   1.230 + *  Objects of this class are generally maintained and owned by Assimp, not
   1.231 + *  by the caller. You shouldn't want to instance it, nor should you ever try to
   1.232 + *  delete a given scene on your own.
   1.233 + */
   1.234 +// -------------------------------------------------------------------------------
   1.235 +struct aiScene
   1.236 +{
   1.237 +    /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
   1.238 +    * this value is 0, no flags are set. Most applications will
   1.239 +    * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
   1.240 +    * bit set.
   1.241 +    */
   1.242 +    unsigned int mFlags;
   1.243 +
   1.244 +    /** The root node of the hierarchy.
   1.245 +    *
   1.246 +    * There will always be at least the root node if the import
   1.247 +    * was successful (and no special flags have been set).
   1.248 +    * Presence of further nodes depends on the format and content
   1.249 +    * of the imported file.
   1.250 +    */
   1.251 +    C_STRUCT aiNode* mRootNode;
   1.252 +
   1.253 +    /** The number of meshes in the scene. */
   1.254 +    unsigned int mNumMeshes;
   1.255 +
   1.256 +    /** The array of meshes.
   1.257 +    *
   1.258 +    * Use the indices given in the aiNode structure to access
   1.259 +    * this array. The array is mNumMeshes in size. If the
   1.260 +    * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
   1.261 +    * be at least ONE material.
   1.262 +    */
   1.263 +    C_STRUCT aiMesh** mMeshes;
   1.264 +
   1.265 +    /** The number of materials in the scene. */
   1.266 +    unsigned int mNumMaterials;
   1.267 +
   1.268 +    /** The array of materials.
   1.269 +    *
   1.270 +    * Use the index given in each aiMesh structure to access this
   1.271 +    * array. The array is mNumMaterials in size. If the
   1.272 +    * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
   1.273 +    * be at least ONE material.
   1.274 +    */
   1.275 +    C_STRUCT aiMaterial** mMaterials;
   1.276 +
   1.277 +    /** The number of animations in the scene. */
   1.278 +    unsigned int mNumAnimations;
   1.279 +
   1.280 +    /** The array of animations.
   1.281 +    *
   1.282 +    * All animations imported from the given file are listed here.
   1.283 +    * The array is mNumAnimations in size.
   1.284 +    */
   1.285 +    C_STRUCT aiAnimation** mAnimations;
   1.286 +
   1.287 +    /** The number of textures embedded into the file */
   1.288 +    unsigned int mNumTextures;
   1.289 +
   1.290 +    /** The array of embedded textures.
   1.291 +    *
   1.292 +    * Not many file formats embed their textures into the file.
   1.293 +    * An example is Quake's MDL format (which is also used by
   1.294 +    * some GameStudio versions)
   1.295 +    */
   1.296 +    C_STRUCT aiTexture** mTextures;
   1.297 +
   1.298 +    /** The number of light sources in the scene. Light sources
   1.299 +    * are fully optional, in most cases this attribute will be 0
   1.300 +        */
   1.301 +    unsigned int mNumLights;
   1.302 +
   1.303 +    /** The array of light sources.
   1.304 +    *
   1.305 +    * All light sources imported from the given file are
   1.306 +    * listed here. The array is mNumLights in size.
   1.307 +    */
   1.308 +    C_STRUCT aiLight** mLights;
   1.309 +
   1.310 +    /** The number of cameras in the scene. Cameras
   1.311 +    * are fully optional, in most cases this attribute will be 0
   1.312 +        */
   1.313 +    unsigned int mNumCameras;
   1.314 +
   1.315 +    /** The array of cameras.
   1.316 +    *
   1.317 +    * All cameras imported from the given file are listed here.
   1.318 +    * The array is mNumCameras in size. The first camera in the
   1.319 +    * array (if existing) is the default camera view into
   1.320 +    * the scene.
   1.321 +    */
   1.322 +    C_STRUCT aiCamera** mCameras;
   1.323 +
   1.324 +    /**
   1.325 +     *  @brief  The global metadata assigned to the scene itself.
   1.326 +     *
   1.327 +     *  This data contains global metadata which belongs to the scene like 
   1.328 +     *  unit-conversions, versions, vendors or other model-specific data. This 
   1.329 +     *  can be used to store format-specific metadata as well.
   1.330 +     */
   1.331 +    C_STRUCT aiMetadata* mMetaData;
   1.332 +
   1.333 +
   1.334 +#ifdef __cplusplus
   1.335 +
   1.336 +    //! Default constructor - set everything to 0/NULL
   1.337 +    ASSIMP_API aiScene();
   1.338 +
   1.339 +    //! Destructor
   1.340 +    ASSIMP_API ~aiScene();
   1.341 +
   1.342 +    //! Check whether the scene contains meshes
   1.343 +    //! Unless no special scene flags are set this will always be true.
   1.344 +    inline bool HasMeshes() const { 
   1.345 +        return mMeshes != NULL && mNumMeshes > 0; 
   1.346 +    }
   1.347 +
   1.348 +    //! Check whether the scene contains materials
   1.349 +    //! Unless no special scene flags are set this will always be true.
   1.350 +    inline bool HasMaterials() const { 
   1.351 +        return mMaterials != NULL && mNumMaterials > 0; 
   1.352 +    }
   1.353 +
   1.354 +    //! Check whether the scene contains lights
   1.355 +    inline bool HasLights() const { 
   1.356 +        return mLights != NULL && mNumLights > 0; 
   1.357 +    }
   1.358 +
   1.359 +    //! Check whether the scene contains textures
   1.360 +    inline bool HasTextures() const {
   1.361 +        return mTextures != NULL && mNumTextures > 0; 
   1.362 +    }
   1.363 +
   1.364 +    //! Check whether the scene contains cameras
   1.365 +    inline bool HasCameras() const {
   1.366 +        return mCameras != NULL && mNumCameras > 0; 
   1.367 +    }
   1.368 +
   1.369 +    //! Check whether the scene contains animations
   1.370 +    inline bool HasAnimations() const { 
   1.371 +        return mAnimations != NULL && mNumAnimations > 0; 
   1.372 +    }
   1.373 +
   1.374 +    //! Returns a short filename from a full path
   1.375 +    static const char* GetShortFilename(const char* filename) {
   1.376 +        const char* lastSlash = strrchr(filename, '/');
   1.377 +        if (lastSlash == 0) {
   1.378 +            lastSlash = strrchr(filename, '\\');
   1.379 +        }
   1.380 +        const char* shortFilename = lastSlash != 0 ? lastSlash + 1 : filename;
   1.381 +        return shortFilename;
   1.382 +    }
   1.383 +
   1.384 +    //! Returns an embedded texture
   1.385 +    const aiTexture* GetEmbeddedTexture(const char* filename) const {
   1.386 +        const char* shortFilename = GetShortFilename(filename);
   1.387 +        for (unsigned int i = 0; i < mNumTextures; i++) {
   1.388 +            const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
   1.389 +            if (strcmp(shortTextureFilename, shortFilename) == 0) {
   1.390 +                return mTextures[i];
   1.391 +            }
   1.392 +        }
   1.393 +        return 0;
   1.394 +    }
   1.395 +#endif // __cplusplus
   1.396 +
   1.397 +    /**  Internal data, do not touch */
   1.398 +#ifdef __cplusplus
   1.399 +    void* mPrivate;
   1.400 +#else
   1.401 +    char* mPrivate;
   1.402 +#endif
   1.403 +
   1.404 +};
   1.405 +
   1.406 +#ifdef __cplusplus
   1.407 +} //! namespace Assimp
   1.408 +#endif
   1.409 +
   1.410 +#endif // AI_SCENE_H_INC