484 lines
21 KiB
C++
484 lines
21 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp 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 following
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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 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 Exporter.hpp
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* @brief Defines the CPP-API for the Assimp export interface
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*/
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#pragma once
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#ifndef AI_EXPORT_HPP_INC
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#define AI_EXPORT_HPP_INC
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#include "cexport.h"
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#include <map>
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namespace Assimp {
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class ExporterPimpl;
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class IOSystem;
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// ----------------------------------------------------------------------------------
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/** CPP-API: The Exporter class forms an C++ interface to the export functionality
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* of the Open Asset Import Library. Note that the export interface is available
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* only if Assimp has been built with ASSIMP_BUILD_NO_EXPORT not defined.
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*
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* The interface is modeled after the importer interface and mostly
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* symmetric. The same rules for threading etc. apply.
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*
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* In a nutshell, there are two export interfaces: #Export, which writes the
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* output file(s) either to the regular file system or to a user-supplied
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* #IOSystem, and #ExportToBlob which returns a linked list of memory
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* buffers (blob), each referring to one output file (in most cases
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* there will be only one output file of course, but this extra complexity is
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* needed since Assimp aims at supporting a wide range of file formats).
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*
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* #ExportToBlob is especially useful if you intend to work
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* with the data in-memory.
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*/
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class ASSIMP_API ExportProperties;
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class ASSIMP_API Exporter {
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public:
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/** Function pointer type of a Export worker function */
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typedef void (*fpExportFunc)(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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/** Internal description of an Assimp export format option */
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struct ExportFormatEntry
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{
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/// Public description structure to be returned by aiGetExportFormatDescription()
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aiExportFormatDesc mDescription;
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// Worker function to do the actual exporting
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fpExportFunc mExportFunction;
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// Post-processing steps to be executed PRIOR to invoking mExportFunction
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unsigned int mEnforcePP;
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// Constructor to fill all entries
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ExportFormatEntry( const char* pId, const char* pDesc, const char* pExtension, fpExportFunc pFunction, unsigned int pEnforcePP = 0u)
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{
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mDescription.id = pId;
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mDescription.description = pDesc;
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mDescription.fileExtension = pExtension;
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mExportFunction = pFunction;
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mEnforcePP = pEnforcePP;
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}
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ExportFormatEntry() :
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mExportFunction()
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, mEnforcePP()
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{
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mDescription.id = NULL;
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mDescription.description = NULL;
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mDescription.fileExtension = NULL;
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}
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};
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public:
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Exporter();
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~Exporter();
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public:
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// -------------------------------------------------------------------
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/** Supplies a custom IO handler to the exporter to use to open and
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* access files.
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*
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* If you need #Export to use custom IO logic to access the files,
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* you need to supply a custom implementation of IOSystem and
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* IOFile to the exporter.
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*
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* #Exporter takes ownership of the object and will destroy it
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* afterwards. The previously assigned handler will be deleted.
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* Pass NULL to take again ownership of your IOSystem and reset Assimp
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* to use its default implementation, which uses plain file IO.
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*
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* @param pIOHandler The IO handler to be used in all file accesses
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* of the Importer. */
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void SetIOHandler( IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Retrieves the IO handler that is currently set.
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* You can use #IsDefaultIOHandler() to check whether the returned
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* interface is the default IO handler provided by ASSIMP. The default
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* handler is active as long the application doesn't supply its own
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* custom IO handler via #SetIOHandler().
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* @return A valid IOSystem interface, never NULL. */
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IOSystem* GetIOHandler() const;
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// -------------------------------------------------------------------
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/** Checks whether a default IO handler is active
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* A default handler is active as long the application doesn't
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* supply its own custom IO handler via #SetIOHandler().
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* @return true by default */
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bool IsDefaultIOHandler() const;
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// -------------------------------------------------------------------
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/** Exports the given scene to a chosen file format. Returns the exported
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* data as a binary blob which you can write into a file or something.
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* When you're done with the data, simply let the #Exporter instance go
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* out of scope to have it released automatically.
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* @param pScene The scene to export. Stays in possession of the caller,
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* is not changed by the function.
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* @param pFormatId ID string to specify to which format you want to
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* export to. Use
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* #GetExportFormatCount / #GetExportFormatDescription to learn which
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* export formats are available.
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* @param pPreprocessing See the documentation for #Export
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* @return the exported data or NULL in case of error.
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* @note If the Exporter instance did already hold a blob from
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* a previous call to #ExportToBlob, it will be disposed.
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* Any IO handlers set via #SetIOHandler are ignored here.
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* @note Use aiCopyScene() to get a modifiable copy of a previously
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* imported scene. */
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const aiExportDataBlob* ExportToBlob(const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* = NULL);
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const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
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// -------------------------------------------------------------------
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/** Convenience function to export directly to a file. Use
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* #SetIOSystem to supply a custom IOSystem to gain fine-grained control
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* about the output data flow of the export process.
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* @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
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* @param pPath Full target file name. Target must be accessible.
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* @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
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* flags, but in reality only a subset of them makes sense here. Specifying
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* 'preprocessing' flags is useful if the input scene does not conform to
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* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
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* In short, this means the geometry data should use a right-handed coordinate systems, face
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* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
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* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
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* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
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* to have those defaults automatically adapted to their conventions. Specifying those flags
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* for exporting has the opposite effect, respectively. Some other of the
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* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
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* to try out what their effect on the exported file is. Many formats impose
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* their own restrictions on the structure of the geometry stored therein,
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* so some preprocessing may have little or no effect at all, or may be
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* redundant as exporters would apply them anyhow. A good example
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* is triangulation - whilst you can enforce it by specifying
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* the #aiProcess_Triangulate flag, most export formats support only
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* triangulate data so they would run the step even if it wasn't requested.
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*
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* If assimp detects that the input scene was directly taken from the importer side of
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* the library (i.e. not copied using aiCopyScene and potentially modified afterwards),
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* any post-processing steps already applied to the scene will not be applied again, unless
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* they show non-idempotent behavior (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
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* #aiProcess_FlipWindingOrder).
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* @return AI_SUCCESS if everything was fine.
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* @note Use aiCopyScene() to get a modifiable copy of a previously
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* imported scene.*/
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aiReturn Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
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aiReturn Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = NULL);
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// -------------------------------------------------------------------
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/** Returns an error description of an error that occurred in #Export
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* or #ExportToBlob
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*
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* Returns an empty string if no error occurred.
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* @return A description of the last error, an empty string if no
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* error occurred. The string is never NULL.
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*
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* @note The returned function remains valid until one of the
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* following methods is called: #Export, #ExportToBlob, #FreeBlob */
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const char* GetErrorString() const;
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// -------------------------------------------------------------------
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/** Return the blob obtained from the last call to #ExportToBlob */
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const aiExportDataBlob* GetBlob() const;
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// -------------------------------------------------------------------
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/** Orphan the blob from the last call to #ExportToBlob. This means
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* the caller takes ownership and is thus responsible for calling
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* the C API function #aiReleaseExportBlob to release it. */
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const aiExportDataBlob* GetOrphanedBlob() const;
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// -------------------------------------------------------------------
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/** Frees the current blob.
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*
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* The function does nothing if no blob has previously been
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* previously produced via #ExportToBlob. #FreeBlob is called
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* automatically by the destructor. The only reason to call
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* it manually would be to reclaim as much storage as possible
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* without giving up the #Exporter instance yet. */
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void FreeBlob( );
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// -------------------------------------------------------------------
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/** Returns the number of export file formats available in the current
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* Assimp build. Use #Exporter::GetExportFormatDescription to
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* retrieve infos of a specific export format.
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*
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* This includes built-in exporters as well as exporters registered
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* using #RegisterExporter.
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**/
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size_t GetExportFormatCount() const;
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// -------------------------------------------------------------------
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/** Returns a description of the nth export file format. Use #
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* #Exporter::GetExportFormatCount to learn how many export
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* formats are supported.
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*
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* The returned pointer is of static storage duration if the
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* pIndex pertains to a built-in exporter (i.e. one not registered
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* via #RegistrerExporter). It is restricted to the life-time of the
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* #Exporter instance otherwise.
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*
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* @param pIndex Index of the export format to retrieve information
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* for. Valid range is 0 to #Exporter::GetExportFormatCount
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* @return A description of that specific export format.
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* NULL if pIndex is out of range. */
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const aiExportFormatDesc* GetExportFormatDescription( size_t pIndex ) const;
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// -------------------------------------------------------------------
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/** Register a custom exporter. Custom export formats are limited to
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* to the current #Exporter instance and do not affect the
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* library globally. The indexes under which the format's
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* export format description can be queried are assigned
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* monotonously.
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* @param desc Exporter description.
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* @return aiReturn_SUCCESS if the export format was successfully
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* registered. A common cause that would prevent an exporter
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* from being registered is that its format id is already
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* occupied by another format. */
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aiReturn RegisterExporter(const ExportFormatEntry& desc);
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// -------------------------------------------------------------------
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/** Remove an export format previously registered with #RegisterExporter
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* from the #Exporter instance (this can also be used to drop
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* built-in exporters because those are implicitly registered
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* using #RegisterExporter).
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* @param id Format id to be unregistered, this refers to the
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* 'id' field of #aiExportFormatDesc.
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* @note Calling this method on a format description not yet registered
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* has no effect.*/
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void UnregisterExporter(const char* id);
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protected:
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// Just because we don't want you to know how we're hacking around.
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ExporterPimpl* pimpl;
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};
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class ASSIMP_API ExportProperties {
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public:
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// Data type to store the key hash
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typedef unsigned int KeyType;
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// typedefs for our four configuration maps.
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// We don't need more, so there is no need for a generic solution
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typedef std::map<KeyType, int> IntPropertyMap;
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typedef std::map<KeyType, ai_real> FloatPropertyMap;
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typedef std::map<KeyType, std::string> StringPropertyMap;
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typedef std::map<KeyType, aiMatrix4x4> MatrixPropertyMap;
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public:
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/** Standard constructor
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* @see ExportProperties()
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*/
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ExportProperties();
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// -------------------------------------------------------------------
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/** Copy constructor.
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*
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* This copies the configuration properties of another ExportProperties.
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* @see ExportProperties(const ExportProperties& other)
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*/
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ExportProperties(const ExportProperties& other);
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// -------------------------------------------------------------------
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/** Set an integer configuration property.
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* @param szName Name of the property. All supported properties
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* are defined in the aiConfig.g header (all constants share the
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* prefix AI_CONFIG_XXX and are simple strings).
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* @param iValue New value of the property
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* @return true if the property was set before. The new value replaces
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* the previous value in this case.
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* @note Property of different types (float, int, string ..) are kept
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* on different stacks, so calling SetPropertyInteger() for a
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* floating-point property has no effect - the loader will call
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* GetPropertyFloat() to read the property, but it won't be there.
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*/
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bool SetPropertyInteger(const char* szName, int iValue);
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// -------------------------------------------------------------------
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/** Set a boolean configuration property. Boolean properties
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* are stored on the integer stack internally so it's possible
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* to set them via #SetPropertyBool and query them with
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* #GetPropertyBool and vice versa.
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* @see SetPropertyInteger()
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*/
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bool SetPropertyBool(const char* szName, bool value) {
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return SetPropertyInteger(szName,value);
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}
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// -------------------------------------------------------------------
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/** Set a floating-point configuration property.
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* @see SetPropertyInteger()
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*/
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bool SetPropertyFloat(const char* szName, ai_real fValue);
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// -------------------------------------------------------------------
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/** Set a string configuration property.
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* @see SetPropertyInteger()
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*/
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bool SetPropertyString(const char* szName, const std::string& sValue);
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// -------------------------------------------------------------------
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/** Set a matrix configuration property.
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* @see SetPropertyInteger()
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*/
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bool SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue);
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// -------------------------------------------------------------------
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/** Get a configuration property.
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* @param szName Name of the property. All supported properties
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* are defined in the aiConfig.g header (all constants share the
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* prefix AI_CONFIG_XXX).
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* @param iErrorReturn Value that is returned if the property
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* is not found.
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* @return Current value of the property
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* @note Property of different types (float, int, string ..) are kept
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* on different lists, so calling SetPropertyInteger() for a
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* floating-point property has no effect - the loader will call
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* GetPropertyFloat() to read the property, but it won't be there.
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*/
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int GetPropertyInteger(const char* szName,
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int iErrorReturn = 0xffffffff) const;
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// -------------------------------------------------------------------
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/** Get a boolean configuration property. Boolean properties
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* are stored on the integer stack internally so it's possible
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* to set them via #SetPropertyBool and query them with
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* #GetPropertyBool and vice versa.
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* @see GetPropertyInteger()
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*/
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bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
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return GetPropertyInteger(szName,bErrorReturn)!=0;
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}
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// -------------------------------------------------------------------
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/** Get a floating-point configuration property
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* @see GetPropertyInteger()
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*/
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ai_real GetPropertyFloat(const char* szName,
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ai_real fErrorReturn = 10e10f) const;
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// -------------------------------------------------------------------
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/** Get a string configuration property
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*
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* The return value remains valid until the property is modified.
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* @see GetPropertyInteger()
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*/
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const std::string GetPropertyString(const char* szName,
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const std::string& sErrorReturn = "") const;
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// -------------------------------------------------------------------
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/** Get a matrix configuration property
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*
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* The return value remains valid until the property is modified.
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* @see GetPropertyInteger()
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*/
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const aiMatrix4x4 GetPropertyMatrix(const char* szName,
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const aiMatrix4x4& sErrorReturn = aiMatrix4x4()) const;
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// -------------------------------------------------------------------
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/** Determine a integer configuration property has been set.
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* @see HasPropertyInteger()
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*/
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bool HasPropertyInteger(const char* szName) const;
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/** Determine a boolean configuration property has been set.
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* @see HasPropertyBool()
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*/
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bool HasPropertyBool(const char* szName) const;
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/** Determine a boolean configuration property has been set.
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* @see HasPropertyFloat()
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*/
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bool HasPropertyFloat(const char* szName) const;
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/** Determine a String configuration property has been set.
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* @see HasPropertyString()
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*/
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bool HasPropertyString(const char* szName) const;
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/** Determine a Matrix configuration property has been set.
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* @see HasPropertyMatrix()
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*/
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bool HasPropertyMatrix(const char* szName) const;
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protected:
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/** List of integer properties */
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IntPropertyMap mIntProperties;
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/** List of floating-point properties */
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FloatPropertyMap mFloatProperties;
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/** List of string properties */
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StringPropertyMap mStringProperties;
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/** List of Matrix properties */
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MatrixPropertyMap mMatrixProperties;
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};
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// ----------------------------------------------------------------------------------
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inline
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const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const std::string& pFormatId,
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unsigned int pPreprocessing, const ExportProperties* pProperties)
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{
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return ExportToBlob(pScene,pFormatId.c_str(),pPreprocessing, pProperties);
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}
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// ----------------------------------------------------------------------------------
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inline
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aiReturn Exporter :: Export( const aiScene* pScene, const std::string& pFormatId,
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const std::string& pPath, unsigned int pPreprocessing,
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const ExportProperties* pProperties)
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{
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return Export(pScene,pFormatId.c_str(),pPath.c_str(),pPreprocessing, pProperties);
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}
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} // namespace Assimp
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#endif // ASSIMP_BUILD_NO_EXPORT
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#endif // AI_EXPORT_HPP_INC
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