1/*
2Open Asset Import Library (assimp)
3----------------------------------------------------------------------
4
5Copyright (c) 2006-2017, assimp team
6
7All rights reserved.
8
9Redistribution and use of this software in source and binary forms,
10with or without modification, are permitted provided that the
11following conditions are met:
12
13* Redistributions of source code must retain the above
14 copyright notice, this list of conditions and the
15 following disclaimer.
16
17* Redistributions in binary form must reproduce the above
18 copyright notice, this list of conditions and the
19 following disclaimer in the documentation and/or other
20 materials provided with the distribution.
21
22* Neither the name of the assimp team, nor the names of its
23 contributors may be used to endorse or promote products
24 derived from this software without specific prior
25 written permission of the assimp team.
26
27THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38
39----------------------------------------------------------------------
40*/
41
42/** @file BlenderIntermediate.h
43 * @brief Internal utility structures for the BlenderLoader. It also serves
44 * as master include file for the whole (internal) Blender subsystem.
45 */
46#ifndef INCLUDED_AI_BLEND_INTERMEDIATE_H
47#define INCLUDED_AI_BLEND_INTERMEDIATE_H
48
49#include "BlenderLoader.h"
50#include "BlenderDNA.h"
51#include "BlenderScene.h"
52#include <deque>
53#include <assimp/material.h>
54
55struct aiTexture;
56
57namespace Assimp {
58namespace Blender {
59
60 // --------------------------------------------------------------------
61 /** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
62 // --------------------------------------------------------------------
63 template <template <typename,typename> class TCLASS, typename T>
64 struct TempArray {
65 typedef TCLASS< T*,std::allocator<T*> > mywrap;
66
67 TempArray() {
68 }
69
70 ~TempArray () {
71 for(T* elem : arr) {
72 delete elem;
73 }
74 }
75
76 void dismiss() {
77 arr.clear();
78 }
79
80 mywrap* operator -> () {
81 return &arr;
82 }
83
84 operator mywrap& () {
85 return arr;
86 }
87
88 operator const mywrap& () const {
89 return arr;
90 }
91
92 mywrap& get () {
93 return arr;
94 }
95
96 const mywrap& get () const {
97 return arr;
98 }
99
100 T* operator[] (size_t idx) const {
101 return arr[idx];
102 }
103
104 T*& operator[] (size_t idx) {
105 return arr[idx];
106 }
107
108 private:
109 // no copy semantics
110 void operator= (const TempArray&) {
111 }
112
113 TempArray(const TempArray& /*arr*/) {
114 }
115
116 private:
117 mywrap arr;
118 };
119
120#ifdef _MSC_VER
121# pragma warning(disable:4351)
122#endif
123
124 struct ObjectCompare {
125 bool operator() (const Object* left, const Object* right) const {
126 return ::strncmp(left->id.name, right->id.name, strlen( left->id.name ) ) == 0;
127 }
128 };
129
130 // When keeping objects in sets, sort them by their name.
131 typedef std::set<const Object*, ObjectCompare> ObjectSet;
132
133 // --------------------------------------------------------------------
134 /** ConversionData acts as intermediate storage location for
135 * the various ConvertXXX routines in BlenderImporter.*/
136 // --------------------------------------------------------------------
137 struct ConversionData
138 {
139 ConversionData(const FileDatabase& db)
140 : sentinel_cnt()
141 , next_texture()
142 , db(db)
143 {}
144
145 struct ObjectCompare {
146 bool operator() (const Object* left, const Object* right) const {
147 return ::strncmp( left->id.name, right->id.name, strlen( left->id.name ) ) == 0;
148 }
149 };
150
151 ObjectSet objects;
152
153 TempArray <std::vector, aiMesh> meshes;
154 TempArray <std::vector, aiCamera> cameras;
155 TempArray <std::vector, aiLight> lights;
156 TempArray <std::vector, aiMaterial> materials;
157 TempArray <std::vector, aiTexture> textures;
158
159 // set of all materials referenced by at least one mesh in the scene
160 std::deque< std::shared_ptr< Material > > materials_raw;
161
162 // counter to name sentinel textures inserted as substitutes for procedural textures.
163 unsigned int sentinel_cnt;
164
165 // next texture ID for each texture type, respectively
166 unsigned int next_texture[aiTextureType_UNKNOWN+1];
167
168 // original file data
169 const FileDatabase& db;
170 };
171#ifdef _MSC_VER
172# pragma warning(default:4351)
173#endif
174
175// ------------------------------------------------------------------------------------------------
176inline const char* GetTextureTypeDisplayString(Tex::Type t)
177{
178 switch (t) {
179 case Tex::Type_CLOUDS : return "Clouds";
180 case Tex::Type_WOOD : return "Wood";
181 case Tex::Type_MARBLE : return "Marble";
182 case Tex::Type_MAGIC : return "Magic";
183 case Tex::Type_BLEND : return "Blend";
184 case Tex::Type_STUCCI : return "Stucci";
185 case Tex::Type_NOISE : return "Noise";
186 case Tex::Type_PLUGIN : return "Plugin";
187 case Tex::Type_MUSGRAVE : return "Musgrave";
188 case Tex::Type_VORONOI : return "Voronoi";
189 case Tex::Type_DISTNOISE : return "DistortedNoise";
190 case Tex::Type_ENVMAP : return "EnvMap";
191 case Tex::Type_IMAGE : return "Image";
192 default:
193 break;
194 }
195 return "<Unknown>";
196}
197
198} // ! Blender
199} // ! Assimp
200
201#endif // ! INCLUDED_AI_BLEND_INTERMEDIATE_H
202