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0001 /*
0002 ---------------------------------------------------------------------------
0003 Open Asset Import Library (assimp)
0004 ---------------------------------------------------------------------------
0005 
0006 Copyright (c) 2006-2024, assimp team
0007 
0008 All rights reserved.
0009 
0010 Redistribution and use of this software in source and binary forms,
0011 with or without modification, are permitted provided that the following
0012 conditions are met:
0013 
0014 * Redistributions of source code must retain the above
0015   copyright notice, this list of conditions and the
0016   following disclaimer.
0017 
0018 * Redistributions in binary form must reproduce the above
0019   copyright notice, this list of conditions and the
0020   following disclaimer in the documentation and/or other
0021   materials provided with the distribution.
0022 
0023 * Neither the name of the assimp team, nor the names of its
0024   contributors may be used to endorse or promote products
0025   derived from this software without specific prior
0026   written permission of the assimp team.
0027 
0028 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
0029 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
0030 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
0031 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
0032 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
0033 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
0034 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
0035 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
0036 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
0037 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
0038 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
0039 ---------------------------------------------------------------------------
0040 */
0041 
0042 /** @file scene.h
0043  *  @brief Defines the data structures in which the imported scene is returned.
0044  */
0045 #pragma once
0046 #ifndef AI_SCENE_H_INC
0047 #define AI_SCENE_H_INC
0048 
0049 #ifdef __GNUC__
0050 #   pragma GCC system_header
0051 #endif
0052 
0053 #include <assimp/types.h>
0054 #include <assimp/texture.h>
0055 #include <assimp/mesh.h>
0056 #include <assimp/light.h>
0057 #include <assimp/camera.h>
0058 #include <assimp/material.h>
0059 #include <assimp/anim.h>
0060 #include <assimp/metadata.h>
0061 
0062 #ifdef __cplusplus
0063 #  include <cstdlib>
0064 extern "C" {
0065 #endif
0066 
0067 #ifdef __GNUC__
0068 #pragma GCC diagnostic push
0069 #pragma GCC diagnostic ignored "-Wattributes"
0070 #endif
0071 
0072 // -------------------------------------------------------------------------------
0073 /**
0074  * A node in the imported hierarchy.
0075  *
0076  * Each node has name, a parent node (except for the root node),
0077  * a transformation relative to its parent and possibly several child nodes.
0078  * Simple file formats don't support hierarchical structures - for these formats
0079  * the imported scene does consist of only a single root node without children.
0080  */
0081 // -------------------------------------------------------------------------------
0082 struct ASSIMP_API aiNode {
0083     /** The name of the node.
0084      *
0085      * The name might be empty (length of zero) but all nodes which
0086      * need to be referenced by either bones or animations are named.
0087      * Multiple nodes may have the same name, except for nodes which are referenced
0088      * by bones (see #aiBone and #aiMesh::mBones). Their names *must* be unique.
0089      *
0090      * Cameras and lights reference a specific node by name - if there
0091      * are multiple nodes with this name, they are assigned to each of them.
0092      * <br>
0093      * There are no limitations with regard to the characters contained in
0094      * the name string as it is usually taken directly from the source file.
0095      *
0096      * Implementations should be able to handle tokens such as whitespace, tabs,
0097      * line feeds, quotation marks, ampersands etc.
0098      *
0099      * Sometimes assimp introduces new nodes not present in the source file
0100      * into the hierarchy (usually out of necessity because sometimes the
0101      * source hierarchy format is simply not compatible). Their names are
0102      * surrounded by @verbatim <> @endverbatim e.g.
0103      *  @verbatim<DummyRootNode> @endverbatim.
0104      */
0105     C_STRUCT aiString mName;
0106 
0107     /** The transformation relative to the node's parent. */
0108     C_STRUCT aiMatrix4x4 mTransformation;
0109 
0110     /** Parent node. nullptr if this node is the root node. */
0111     C_STRUCT aiNode* mParent;
0112 
0113     /** The number of child nodes of this node. */
0114     unsigned int mNumChildren;
0115 
0116     /** The child nodes of this node. nullptr if mNumChildren is 0. */
0117     C_STRUCT aiNode** mChildren;
0118 
0119     /** The number of meshes of this node. */
0120     unsigned int mNumMeshes;
0121 
0122     /** The meshes of this node. Each entry is an index into the
0123       * mesh list of the #aiScene.
0124       */
0125     unsigned int* mMeshes;
0126 
0127     /** Metadata associated with this node or nullptr if there is no metadata.
0128       *  Whether any metadata is generated depends on the source file format. See the
0129       * @link importer_notes @endlink page for more information on every source file
0130       * format. Importers that don't document any metadata don't write any.
0131       */
0132     C_STRUCT aiMetadata* mMetaData;
0133 
0134 #ifdef __cplusplus
0135     /** Constructor */
0136     aiNode();
0137 
0138     /** Construction from a specific name */
0139     explicit aiNode(const std::string& name);
0140 
0141     /** Destructor */
0142     ~aiNode();
0143 
0144     /**
0145      *  @brief Searches for a node with a specific name, beginning at this
0146      *  nodes. Normally you will call this method on the root node
0147      *  of the scene.
0148      *
0149      *  @param name Name to search for
0150      *  @return nullptr or a valid Node if the search was successful.
0151      */
0152     inline const aiNode* FindNode(const aiString& name) const {
0153         return FindNode(name.data);
0154     }
0155 
0156     inline aiNode* FindNode(const aiString& name) {
0157         return FindNode(name.data);
0158     }
0159 
0160     /**
0161      * @brief Will search for a node described by its name.
0162      * @param[in] name  The name for the node to look for.
0163      * @return Pointer showing to the node or nullptr if not found.
0164      */
0165     const aiNode* FindNode(const char* name) const;
0166     aiNode* FindNode(const char* name);
0167 
0168     /**
0169      * @brief   Will add new children.
0170      * @param   numChildren  Number of children to add.
0171      * @param   children     The array with pointers showing to the children.
0172      */
0173     void addChildren(unsigned int numChildren, aiNode **children);
0174 #endif // __cplusplus
0175 };
0176 
0177 #ifdef __GNUC__
0178 #pragma GCC diagnostic pop
0179 #endif
0180 
0181 // -------------------------------------------------------------------------------
0182 /**
0183  * Specifies that the scene data structure that was imported is not complete.
0184  * This flag bypasses some internal validations and allows the import
0185  * of animation skeletons, material libraries or camera animation paths
0186  * using Assimp. Most applications won't support such data.
0187  */
0188 #define AI_SCENE_FLAGS_INCOMPLETE   0x1
0189 
0190 /**
0191  * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
0192  * if the validation is successful. In a validated scene you can be sure that
0193  * any cross references in the data structure (e.g. vertex indices) are valid.
0194  */
0195 #define AI_SCENE_FLAGS_VALIDATED    0x2
0196 
0197 /**
0198  * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
0199  * if the validation is successful but some issues have been found.
0200  * This can for example mean that a texture that does not exist is referenced
0201  * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
0202  * In most cases you should still be able to use the import. This flag could
0203  * be useful for applications which don't capture Assimp's log output.
0204  */
0205 #define AI_SCENE_FLAGS_VALIDATION_WARNING   0x4
0206 
0207 /**
0208  * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
0209  * It indicates that the vertices of the output meshes aren't in the internal
0210  * verbose format anymore. In the verbose format all vertices are unique,
0211  * no vertex is ever referenced by more than one face.
0212  */
0213 #define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT   0x8
0214 
0215  /**
0216  * Denotes pure height-map terrain data. Pure terrains usually consist of quads,
0217  * sometimes triangles, in a regular grid. The x,y coordinates of all vertex
0218  * positions refer to the x,y coordinates on the terrain height map, the z-axis
0219  * stores the elevation at a specific point.
0220  *
0221  * TER (Terragen) and HMP (3D Game Studio) are height map formats.
0222  * @note Assimp is probably not the best choice for loading *huge* terrains -
0223  * fully triangulated data takes extremely much free store and should be avoided
0224  * as long as possible (typically you'll do the triangulation when you actually
0225  * need to render it).
0226  */
0227 #define AI_SCENE_FLAGS_TERRAIN 0x10
0228 
0229  /**
0230  * Specifies that the scene data can be shared between structures. For example:
0231  * one vertex in few faces. \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT can not be
0232  * used for this because \ref AI_SCENE_FLAGS_NON_VERBOSE_FORMAT has internal
0233  * meaning about postprocessing steps.
0234  */
0235 #define AI_SCENE_FLAGS_ALLOW_SHARED         0x20
0236 
0237 // -------------------------------------------------------------------------------
0238 /** The root structure of the imported data.
0239  *
0240  *  Everything that was imported from the given file can be accessed from here.
0241  *  Objects of this class are generally maintained and owned by Assimp, not
0242  *  by the caller. You shouldn't want to instance it, nor should you ever try to
0243  *  delete a given scene on your own.
0244  */
0245 // -------------------------------------------------------------------------------
0246 struct ASSIMP_API aiScene {
0247     /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
0248     * this value is 0, no flags are set. Most applications will
0249     * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
0250     * bit set.
0251     */
0252     unsigned int mFlags;
0253 
0254     /** The root node of the hierarchy.
0255     *
0256     * There will always be at least the root node if the import
0257     * was successful (and no special flags have been set).
0258     * Presence of further nodes depends on the format and content
0259     * of the imported file.
0260     */
0261     C_STRUCT aiNode* mRootNode;
0262 
0263     /** The number of meshes in the scene. */
0264     unsigned int mNumMeshes;
0265 
0266     /** The array of meshes.
0267     *
0268     * Use the indices given in the aiNode structure to access
0269     * this array. The array is mNumMeshes in size. If the
0270     * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
0271     * be at least ONE material.
0272     */
0273     C_STRUCT aiMesh** mMeshes;
0274 
0275     /** The number of materials in the scene. */
0276     unsigned int mNumMaterials;
0277 
0278     /** The array of materials.
0279     *
0280     * Use the index given in each aiMesh structure to access this
0281     * array. The array is mNumMaterials in size. If the
0282     * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
0283     * be at least ONE material.
0284     */
0285     C_STRUCT aiMaterial** mMaterials;
0286 
0287     /** The number of animations in the scene. */
0288     unsigned int mNumAnimations;
0289 
0290     /** The array of animations.
0291     *
0292     * All animations imported from the given file are listed here.
0293     * The array is mNumAnimations in size.
0294     */
0295     C_STRUCT aiAnimation** mAnimations;
0296 
0297     /** The number of textures embedded into the file */
0298     unsigned int mNumTextures;
0299 
0300     /** The array of embedded textures.
0301     *
0302     * Not many file formats embed their textures into the file.
0303     * An example is Quake's MDL format (which is also used by
0304     * some GameStudio versions)
0305     */
0306     C_STRUCT aiTexture** mTextures;
0307 
0308     /** The number of light sources in the scene. Light sources
0309     * are fully optional, in most cases this attribute will be 0
0310         */
0311     unsigned int mNumLights;
0312 
0313     /** The array of light sources.
0314     *
0315     * All light sources imported from the given file are
0316     * listed here. The array is mNumLights in size.
0317     */
0318     C_STRUCT aiLight** mLights;
0319 
0320     /** The number of cameras in the scene. Cameras
0321     * are fully optional, in most cases this attribute will be 0
0322         */
0323     unsigned int mNumCameras;
0324 
0325     /** The array of cameras.
0326     *
0327     * All cameras imported from the given file are listed here.
0328     * The array is mNumCameras in size. The first camera in the
0329     * array (if existing) is the default camera view into
0330     * the scene.
0331     */
0332     C_STRUCT aiCamera** mCameras;
0333 
0334     /**
0335      *  @brief  The global metadata assigned to the scene itself.
0336      *
0337      *  This data contains global metadata which belongs to the scene like
0338      *  unit-conversions, versions, vendors or other model-specific data. This
0339      *  can be used to store format-specific metadata as well.
0340      */
0341     C_STRUCT aiMetadata* mMetaData;
0342 
0343     /** The name of the scene itself.
0344      */
0345     C_STRUCT aiString mName;
0346 
0347     /**
0348      *
0349      */
0350     unsigned int mNumSkeletons;
0351 
0352     /**
0353      *
0354      */
0355     C_STRUCT aiSkeleton **mSkeletons;
0356 
0357 #ifdef __cplusplus
0358 
0359     //! Default constructor - set everything to 0/nullptr
0360     aiScene();
0361 
0362     //! Destructor
0363     ~aiScene();
0364 
0365     //! Check whether the scene contains meshes
0366     //! Unless no special scene flags are set this will always be true.
0367     inline bool HasMeshes() const {
0368         return mMeshes != nullptr && mNumMeshes > 0;
0369     }
0370 
0371     //! Check whether the scene contains materials
0372     //! Unless no special scene flags are set this will always be true.
0373     inline bool HasMaterials() const {
0374         return mMaterials != nullptr && mNumMaterials > 0;
0375     }
0376 
0377     //! Check whether the scene contains lights
0378     inline bool HasLights() const {
0379         return mLights != nullptr && mNumLights > 0;
0380     }
0381 
0382     //! Check whether the scene contains textures
0383     inline bool HasTextures() const {
0384         return mTextures != nullptr && mNumTextures > 0;
0385     }
0386 
0387     //! Check whether the scene contains cameras
0388     inline bool HasCameras() const {
0389         return mCameras != nullptr && mNumCameras > 0;
0390     }
0391 
0392     //! Check whether the scene contains animations
0393     inline bool HasAnimations() const {
0394         return mAnimations != nullptr && mNumAnimations > 0;
0395     }
0396 
0397     bool hasSkeletons() const {
0398         return mSkeletons != nullptr && mNumSkeletons > 0;
0399     }
0400 
0401     //! Returns a short filename from a full path
0402     static const char* GetShortFilename(const char* filename) {
0403         const char* lastSlash = strrchr(filename, '/');
0404         const char* lastBackSlash = strrchr(filename, '\\');
0405         if (lastSlash < lastBackSlash) {
0406             lastSlash = lastBackSlash;
0407         }
0408         const char* shortFilename = lastSlash != nullptr ? lastSlash + 1 : filename;
0409         return shortFilename;
0410     }
0411 
0412     //! Returns an embedded texture
0413     const aiTexture* GetEmbeddedTexture(const char* filename) const {
0414         return GetEmbeddedTextureAndIndex(filename).first;
0415     }
0416 
0417     //! Returns an embedded texture and its index
0418     std::pair<const aiTexture*, int> GetEmbeddedTextureAndIndex(const char* filename) const {
0419         if (nullptr==filename) {
0420             return std::make_pair(nullptr, -1);
0421         }
0422         // lookup using texture ID (if referenced like: "*1", "*2", etc.)
0423         if ('*' == *filename) {
0424             int index = std::atoi(filename + 1);
0425             if (0 > index || mNumTextures <= static_cast<unsigned>(index)) {
0426                 return std::make_pair(nullptr, -1);
0427             }
0428             return std::make_pair(mTextures[index], index);
0429         }
0430         // lookup using filename
0431         const char* shortFilename = GetShortFilename(filename);
0432         if (nullptr == shortFilename) {
0433             return std::make_pair(nullptr, -1);
0434         }
0435 
0436         for (unsigned int i = 0; i < mNumTextures; i++) {
0437             const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
0438             if (strcmp(shortTextureFilename, shortFilename) == 0) {
0439                 return std::make_pair(mTextures[i], static_cast<int>(i));
0440             }
0441         }
0442         return std::make_pair(nullptr, -1);
0443     }
0444 #endif // __cplusplus
0445 
0446     /**  Internal data, do not touch */
0447 #ifdef __cplusplus
0448     void* mPrivate;
0449 #else
0450     char* mPrivate;
0451 #endif
0452 
0453 };
0454 
0455 #ifdef __cplusplus
0456 }
0457 #endif //! extern "C"
0458 
0459 #endif // AI_SCENE_H_INC