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
208 lines
6.9 KiB
C++
208 lines
6.9 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 Defines a post processing step to validate the loader's
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* output data structure (for debugging)
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*/
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#ifndef AI_VALIDATEPROCESS_H_INC
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#define AI_VALIDATEPROCESS_H_INC
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#include "../include/aiTypes.h"
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#include "BaseProcess.h"
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struct aiBone;
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struct aiMesh;
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struct aiAnimation;
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struct aiNodeAnim;
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struct aiTexture;
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struct aiMaterial;
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struct aiNode;
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struct aiString;
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namespace Assimp
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{
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// ---------------------------------------------------------------------------
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/** Validates the ASSIMP data structure
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*/
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class ASSIMP_API ValidateDSProcess : public BaseProcess
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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ValidateDSProcess();
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/** Destructor, private as well */
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~ValidateDSProcess();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag field.
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* @param pFlags The processing flags the importer was called with. A bitwise
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* combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields, false if not.
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*/
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* A process should throw an ImportErrorException* if it fails.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Report a validation error. This will throw an exception,
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* control won't return.
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* @param msg Format string for sprintf().
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*/
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void ReportError(const char* msg,...);
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// -------------------------------------------------------------------
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/** Report a validation warning. This won't throw an exception,
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* control will return to the callera.
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* @param msg Format string for sprintf().
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*/
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void ReportWarning(const char* msg,...);
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// -------------------------------------------------------------------
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/** Validates a mesh
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* @param pMesh Input mesh
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*/
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void Validate( const aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Validates a bone
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* @param pMesh Input mesh
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* @param pBone Input bone
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*/
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void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
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// -------------------------------------------------------------------
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/** Validates an animation
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* @param pAnimation Input animation
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*/
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void Validate( const aiAnimation* pAnimation);
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// -------------------------------------------------------------------
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/** Validates a material
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* @param pMaterial Input material
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*/
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void Validate( const aiMaterial* pMaterial);
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// -------------------------------------------------------------------
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/** Search the material data structure for invalid or corrupt
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* texture keys.
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* @param pMaterial Input material
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* @param szType Type of the texture (the purpose string that
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* occurs in material keys, e.g. "diffuse", "ambient")
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*/
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void SearchForInvalidTextures(const aiMaterial* pMaterial,
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const char* szType);
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// -------------------------------------------------------------------
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/** Validates a texture
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* @param pTexture Input texture
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*/
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void Validate( const aiTexture* pTexture);
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// -------------------------------------------------------------------
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/** Validates a light source
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* @param pLight Input light
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*/
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void Validate( const aiLight* pLight);
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// -------------------------------------------------------------------
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/** Validates a camera
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* @param pCamera Input camera
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*/
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void Validate( const aiCamera* pCamera);
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// -------------------------------------------------------------------
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/** Validates a bone animation channel
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* @param pAnimation Animation channel.
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* @param pBoneAnim Input bone animation
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*/
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void Validate( const aiAnimation* pAnimation,
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const aiNodeAnim* pBoneAnim);
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// -------------------------------------------------------------------
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/** Validates a node and all of its subnodes
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* @param Node Input node
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*/
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void Validate( const aiNode* pNode);
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// -------------------------------------------------------------------
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/** Validates a string
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* @param pString Input string
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*/
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void Validate( const aiString* pString);
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private:
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// template to validate one of the aiScene::mXXX arrays
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template <typename T>
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inline void DoValidation(T** array, unsigned int size,
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const char* firstName, const char* secondName);
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// extended version: checks whethr T::mName occurs twice
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template <typename T>
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inline void DoValidationEx(T** array, unsigned int size,
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const char* firstName, const char* secondName);
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// extension to the first template which does also search
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// the nodegraph for an item with the same name
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template <typename T>
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inline void DoValidationWithNameCheck(T** array, unsigned int size,
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const char* firstName, const char* secondName);
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aiScene* mScene;
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};
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} // end of namespace Assimp
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#endif // AI_VALIDATEPROCESS_H_INC
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