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-/** Defines the collada loader class */
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2017, 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.
-
-----------------------------------------------------------------------
-*/
-
-#ifndef AI_COLLADALOADER_H_INC
-#define AI_COLLADALOADER_H_INC
-
-#include "BaseImporter.h"
-#include "ColladaParser.h"
-
-struct aiNode;
-struct aiCamera;
-struct aiLight;
-struct aiTexture;
-struct aiAnimation;
-
-namespace Assimp
-{
-
-struct ColladaMeshIndex
-{
- std::string mMeshID;
- size_t mSubMesh;
- std::string mMaterial;
- ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
- : mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
- { }
-
- bool operator < (const ColladaMeshIndex& p) const
- {
- if( mMeshID == p.mMeshID)
- {
- if( mSubMesh == p.mSubMesh)
- return mMaterial < p.mMaterial;
- else
- return mSubMesh < p.mSubMesh;
- } else
- {
- return mMeshID < p.mMeshID;
- }
- }
-};
-
-/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
- * more useless stuff, so I limited the data to what I think is useful for games.
-*/
-class ColladaLoader : public BaseImporter
-{
-public:
- ColladaLoader();
- ~ColladaLoader();
-
-
-public:
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
-
-protected:
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc* GetInfo () const;
-
- void SetupProperties(const Importer* pImp);
-
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
-
- /** Recursively constructs a scene node for the given parser node and returns it. */
- aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
-
- /** Resolve node instances */
- void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
- std::vector<const Collada::Node*>& resolved);
-
- /** Builds meshes for the given node and references them */
- void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
- aiNode* pTarget);
-
- aiMesh *findMesh(std::string meshid);
-
- /** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
- aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
- const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
-
- /** Builds cameras for the given node and references them */
- void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
- aiNode* pTarget);
-
- /** Builds lights for the given node and references them */
- void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
- aiNode* pTarget);
-
- /** Stores all meshes in the given scene */
- void StoreSceneMeshes( aiScene* pScene);
-
- /** Stores all materials in the given scene */
- void StoreSceneMaterials( aiScene* pScene);
-
- /** Stores all lights in the given scene */
- void StoreSceneLights( aiScene* pScene);
-
- /** Stores all cameras in the given scene */
- void StoreSceneCameras( aiScene* pScene);
-
- /** Stores all textures in the given scene */
- void StoreSceneTextures( aiScene* pScene);
-
- /** Stores all animations
- * @param pScene target scene to store the anims
- */
- void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
-
- /** Stores all animations for the given source anim and its nested child animations
- * @param pScene target scene to store the anims
- * @param pSrcAnim the source animation to process
- * @param pPrefix Prefix to the name in case of nested animations
- */
- void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pPrefix);
-
- /** Constructs the animation for the given source anim */
- void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
-
- /** Constructs materials from the collada material definitions */
- void BuildMaterials( ColladaParser& pParser, aiScene* pScene);
-
- /** Fill materials from the collada material definitions */
- void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
-
- /** Resolve UV channel mappings*/
- void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
- const Collada::SemanticMappingTable& table);
-
- /** Add a texture and all of its sampling properties to a material*/
- void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
- const Collada::Effect& effect,
- const Collada::Sampler& sampler,
- aiTextureType type, unsigned int idx = 0);
-
- /** Resolves the texture name for the given effect texture entry */
- aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
- const Collada::Effect& pEffect, const std::string& pName);
-
- /** Converts a path read from a collada file to the usual representation */
- void ConvertPath( aiString& ss);
-
- /** Reads a float value from an accessor and its data array.
- * @param pAccessor The accessor to use for reading
- * @param pData The data array to read from
- * @param pIndex The index of the element to retrieve
- * @param pOffset Offset into the element, for multipart elements such as vectors or matrices
- * @return the specified value
- */
- ai_real ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
-
- /** Reads a string value from an accessor and its data array.
- * @param pAccessor The accessor to use for reading
- * @param pData The data array to read from
- * @param pIndex The index of the element to retrieve
- * @return the specified value
- */
- const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
-
- /** Recursively collects all nodes into the given array */
- void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
-
- /** Finds a node in the collada scene by the given name */
- const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
- /** Finds a node in the collada scene by the given SID */
- const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
-
- /** Finds a proper name for a node derived from the collada-node's properties */
- std::string FindNameForNode( const Collada::Node* pNode);
-
-protected:
- /** Filename, for a verbose error message */
- std::string mFileName;
-
- /** Which mesh-material compound was stored under which mesh ID */
- std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
-
- /** Which material was stored under which index in the scene */
- std::map<std::string, size_t> mMaterialIndexByName;
-
- /** Accumulated meshes for the target scene */
- std::vector<aiMesh*> mMeshes;
-
- /** Accumulated morph target meshes */
- std::vector<aiMesh*> mTargetMeshes;
-
- /** Temporary material list */
- std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
-
- /** Temporary camera list */
- std::vector<aiCamera*> mCameras;
-
- /** Temporary light list */
- std::vector<aiLight*> mLights;
-
- /** Temporary texture list */
- std::vector<aiTexture*> mTextures;
-
- /** Accumulated animations for the target scene */
- std::vector<aiAnimation*> mAnims;
-
- bool noSkeletonMesh;
- bool ignoreUpDirection;
-
- /** Used by FindNameForNode() to generate unique node names */
- unsigned int mNodeNameCounter;
-};
-
-} // end of namespace Assimp
-
-#endif // AI_COLLADALOADER_H_INC