Added some more essential includes to AssimpPCH.hAdded support for line and point meshes to most steps - I did nto yet adapt all unit tests, so meshes with mixed primitive types are not absolutely safe at the moment. Added camera and light support to the PretransformVert step. Fixed some small inaccuracies and fixed a bug reported by Mark Sibly causing all transformations to be invalid. However the step is nto yet completely correct, there are still some small artifacts. Updated light and camera data structures, added temporary validation code for the Renamed AI_SCENE_FLAGS_ANIM_SKELETON_ONLY to a more generic AI_SCENE_FLAGS_INCOMPLETE flag. Fixed bug in the OFF loader causing meshes with polygons to crash Added line support to the DXF loader - seems to fail for the moment cause of SortByPType. Added support for lights and cameras to NFF, implemented another NFF format subtype (file starts with 'nff'). Implemented NFF 'tpp' chunk and a corresponding texture extension. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@185 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
201 lines
6.5 KiB
C++
201 lines
6.5 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Definition of the base class for all importer worker classes. */
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#ifndef AI_MATERIALSYSTEM_H_INC
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#define AI_MATERIALSYSTEM_H_INC
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#include "../include/aiMaterial.h"
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namespace Assimp
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{
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// ---------------------------------------------------------------------------
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/** Internal material helper class. Can be used to fill an aiMaterial
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structure easily. */
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class ASSIMP_API MaterialHelper : public ::aiMaterial
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{
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public:
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MaterialHelper();
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~MaterialHelper();
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// -------------------------------------------------------------------
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/** Add a property with a given key and type info to the material
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* structure
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*
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* \param pInput Pointer to input data
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* \param pSizeInBytes Size of input data
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* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
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* \param pType Type information hint
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*/
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aiReturn AddBinaryProperty (const void* pInput,
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const unsigned int pSizeInBytes,
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const char* pKey,
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aiPropertyTypeInfo pType);
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// -------------------------------------------------------------------
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/** Add a string property with a given key and type info to the
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* material structure
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*
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* \param pInput Input string
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* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
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*/
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aiReturn AddProperty (const aiString* pInput,
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const char* pKey);
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// -------------------------------------------------------------------
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/** Add a property with a given key to the material structure
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* \param pInput Pointer to the input data
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* \param pNumValues Number of values in the array
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* \param pKey Key/Usage of the property (AI_MATKEY_XXX)
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*/
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template<class TYPE>
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aiReturn AddProperty (const TYPE* pInput,
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const unsigned int pNumValues,
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const char* pKey);
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// -------------------------------------------------------------------
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/** Remove a given key from the list
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* The function fails if the key isn't found
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*
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* \param pKey Key/Usage to be deleted
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*/
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aiReturn RemoveProperty (const char* pKey);
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// -------------------------------------------------------------------
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/** Removes all properties from the material
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*/
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void Clear();
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// -------------------------------------------------------------------
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/** Computes a hash (hopefully unique) from all material properties
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* The hash value must be updated after material properties have
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* been changed.
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*
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* \return Unique hash
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*/
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uint32_t ComputeHash();
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// -------------------------------------------------------------------
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/** Copy the property list of a material
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* \param pcDest Destination material
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* \param pcSrc Source material
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*/
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static void CopyPropertyList(MaterialHelper* pcDest,
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const MaterialHelper* pcSrc);
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};
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<class TYPE>
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aiReturn MaterialHelper::AddProperty (const TYPE* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(TYPE),
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pKey,aiPTI_Buffer);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<float> (const float* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(float),
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pKey,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<aiColor4D> (const aiColor4D* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor4D),
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pKey,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<aiColor3D> (const aiColor3D* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor3D),
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pKey,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn MaterialHelper::AddProperty<int> (const int* pInput,
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const unsigned int pNumValues,
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const char* pKey)
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{
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return this->AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(int),
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pKey,aiPTI_Integer);
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}
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}
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#endif //!! AI_MATERIALSYSTEM_H_INC
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