diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ValidateDataStructure.h')
-rw-r--r-- | src/3rdparty/assimp/code/ValidateDataStructure.h | 223 |
1 files changed, 113 insertions, 110 deletions
diff --git a/src/3rdparty/assimp/code/ValidateDataStructure.h b/src/3rdparty/assimp/code/ValidateDataStructure.h index 2b7fa3721..87f158b37 100644 --- a/src/3rdparty/assimp/code/ValidateDataStructure.h +++ b/src/3rdparty/assimp/code/ValidateDataStructure.h @@ -2,11 +2,11 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2016, 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 +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 @@ -23,16 +23,16 @@ following conditions are met: 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 +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 +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 +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 +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. ---------------------------------------------------------------------- @@ -44,7 +44,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef AI_VALIDATEPROCESS_H_INC #define AI_VALIDATEPROCESS_H_INC -#include "../include/assimp/types.h" +#include <assimp/types.h> +#include <assimp/material.h> #include "BaseProcess.h" struct aiBone; @@ -55,8 +56,10 @@ struct aiTexture; struct aiMaterial; struct aiNode; struct aiString; +struct aiCamera; +struct aiLight; -namespace Assimp { +namespace Assimp { // -------------------------------------------------------------------------------------- /** Validates the whole ASSIMP scene data structure for correctness. @@ -66,113 +69,113 @@ class ValidateDSProcess : public BaseProcess { public: - ValidateDSProcess(); - ~ValidateDSProcess(); + ValidateDSProcess(); + ~ValidateDSProcess(); public: - // ------------------------------------------------------------------- - bool IsActive( unsigned int pFlags) const; + // ------------------------------------------------------------------- + bool IsActive( unsigned int pFlags) const; - // ------------------------------------------------------------------- - void Execute( aiScene* pScene); + // ------------------------------------------------------------------- + void Execute( aiScene* pScene); protected: - // ------------------------------------------------------------------- - /** Report a validation error. This will throw an exception, - * control won't return. - * @param msg Format string for sprintf().*/ - AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX; - - - // ------------------------------------------------------------------- - /** Report a validation warning. This won't throw an exception, - * control will return to the callera. - * @param msg Format string for sprintf().*/ - void ReportWarning(const char* msg,...); - - - // ------------------------------------------------------------------- - /** Validates a mesh - * @param pMesh Input mesh*/ - void Validate( const aiMesh* pMesh); - - // ------------------------------------------------------------------- - /** Validates a bone - * @param pMesh Input mesh - * @param pBone Input bone*/ - void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum); - - // ------------------------------------------------------------------- - /** Validates an animation - * @param pAnimation Input animation*/ - void Validate( const aiAnimation* pAnimation); - - // ------------------------------------------------------------------- - /** Validates a material - * @param pMaterial Input material*/ - void Validate( const aiMaterial* pMaterial); - - // ------------------------------------------------------------------- - /** Search the material data structure for invalid or corrupt - * texture keys. - * @param pMaterial Input material - * @param type Type of the texture*/ - void SearchForInvalidTextures(const aiMaterial* pMaterial, - aiTextureType type); - - // ------------------------------------------------------------------- - /** Validates a texture - * @param pTexture Input texture*/ - void Validate( const aiTexture* pTexture); - - // ------------------------------------------------------------------- - /** Validates a light source - * @param pLight Input light - */ - void Validate( const aiLight* pLight); - - // ------------------------------------------------------------------- - /** Validates a camera - * @param pCamera Input camera*/ - void Validate( const aiCamera* pCamera); - - // ------------------------------------------------------------------- - /** Validates a bone animation channel - * @param pAnimation Animation channel. - * @param pBoneAnim Input bone animation */ - void Validate( const aiAnimation* pAnimation, - const aiNodeAnim* pBoneAnim); - - // ------------------------------------------------------------------- - /** Validates a node and all of its subnodes - * @param Node Input node*/ - void Validate( const aiNode* pNode); - - // ------------------------------------------------------------------- - /** Validates a string - * @param pString Input string*/ - void Validate( const aiString* pString); + // ------------------------------------------------------------------- + /** Report a validation error. This will throw an exception, + * control won't return. + * @param msg Format string for sprintf().*/ + AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX; + + + // ------------------------------------------------------------------- + /** Report a validation warning. This won't throw an exception, + * control will return to the callera. + * @param msg Format string for sprintf().*/ + void ReportWarning(const char* msg,...); + + + // ------------------------------------------------------------------- + /** Validates a mesh + * @param pMesh Input mesh*/ + void Validate( const aiMesh* pMesh); + + // ------------------------------------------------------------------- + /** Validates a bone + * @param pMesh Input mesh + * @param pBone Input bone*/ + void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum); + + // ------------------------------------------------------------------- + /** Validates an animation + * @param pAnimation Input animation*/ + void Validate( const aiAnimation* pAnimation); + + // ------------------------------------------------------------------- + /** Validates a material + * @param pMaterial Input material*/ + void Validate( const aiMaterial* pMaterial); + + // ------------------------------------------------------------------- + /** Search the material data structure for invalid or corrupt + * texture keys. + * @param pMaterial Input material + * @param type Type of the texture*/ + void SearchForInvalidTextures(const aiMaterial* pMaterial, + aiTextureType type); + + // ------------------------------------------------------------------- + /** Validates a texture + * @param pTexture Input texture*/ + void Validate( const aiTexture* pTexture); + + // ------------------------------------------------------------------- + /** Validates a light source + * @param pLight Input light + */ + void Validate( const aiLight* pLight); + + // ------------------------------------------------------------------- + /** Validates a camera + * @param pCamera Input camera*/ + void Validate( const aiCamera* pCamera); + + // ------------------------------------------------------------------- + /** Validates a bone animation channel + * @param pAnimation Animation channel. + * @param pBoneAnim Input bone animation */ + void Validate( const aiAnimation* pAnimation, + const aiNodeAnim* pBoneAnim); + + // ------------------------------------------------------------------- + /** Validates a node and all of its subnodes + * @param Node Input node*/ + void Validate( const aiNode* pNode); + + // ------------------------------------------------------------------- + /** Validates a string + * @param pString Input string*/ + void Validate( const aiString* pString); private: - // template to validate one of the aiScene::mXXX arrays - template <typename T> - inline void DoValidation(T** array, unsigned int size, - const char* firstName, const char* secondName); - - // extended version: checks whethr T::mName occurs twice - template <typename T> - inline void DoValidationEx(T** array, unsigned int size, - const char* firstName, const char* secondName); - - // extension to the first template which does also search - // the nodegraph for an item with the same name - template <typename T> - inline void DoValidationWithNameCheck(T** array, unsigned int size, - const char* firstName, const char* secondName); - - aiScene* mScene; + // template to validate one of the aiScene::mXXX arrays + template <typename T> + inline void DoValidation(T** array, unsigned int size, + const char* firstName, const char* secondName); + + // extended version: checks whethr T::mName occurs twice + template <typename T> + inline void DoValidationEx(T** array, unsigned int size, + const char* firstName, const char* secondName); + + // extension to the first template which does also search + // the nodegraph for an item with the same name + template <typename T> + inline void DoValidationWithNameCheck(T** array, unsigned int size, + const char* firstName, const char* secondName); + + aiScene* mScene; }; |