189 lines
6.5 KiB
C++
189 lines
6.5 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) 2006-2019, 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
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following 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 Defines a (dummy) post processing step to validate the loader's
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* output data structure (for debugging)
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*/
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#ifndef AI_VALIDATEPROCESS_H_INC
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#define AI_VALIDATEPROCESS_H_INC
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#include <assimp/types.h>
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#include <assimp/material.h>
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#include "BaseProcess.h"
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struct aiBone;
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struct aiMesh;
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struct aiAnimation;
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struct aiNodeAnim;
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struct aiTexture;
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struct aiMaterial;
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struct aiNode;
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struct aiString;
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struct aiCamera;
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struct aiLight;
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namespace Assimp {
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// --------------------------------------------------------------------------------------
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/** Validates the whole ASSIMP scene data structure for correctness.
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* ImportErrorException is thrown of the scene is corrupt.*/
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// --------------------------------------------------------------------------------------
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class ValidateDSProcess : public BaseProcess
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{
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public:
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ValidateDSProcess();
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~ValidateDSProcess();
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public:
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Report a validation error. This will throw an exception,
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* control won't return.
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* @param msg Format string for sprintf().*/
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AI_WONT_RETURN void ReportError(const char* msg,...) AI_WONT_RETURN_SUFFIX;
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// -------------------------------------------------------------------
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/** Report a validation warning. This won't throw an exception,
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* control will return to the caller.
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* @param msg Format string for sprintf().*/
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void ReportWarning(const char* msg,...);
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// -------------------------------------------------------------------
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/** Validates a mesh
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* @param pMesh Input mesh*/
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void Validate( const aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Validates a bone
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* @param pMesh Input mesh
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* @param pBone Input bone*/
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void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
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// -------------------------------------------------------------------
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/** Validates an animation
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* @param pAnimation Input animation*/
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void Validate( const aiAnimation* pAnimation);
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// -------------------------------------------------------------------
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/** Validates a material
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* @param pMaterial Input material*/
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void Validate( const aiMaterial* pMaterial);
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// -------------------------------------------------------------------
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/** Search the material data structure for invalid or corrupt
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* texture keys.
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* @param pMaterial Input material
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* @param type Type of the texture*/
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void SearchForInvalidTextures(const aiMaterial* pMaterial,
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aiTextureType type);
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// -------------------------------------------------------------------
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/** Validates a texture
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* @param pTexture Input texture*/
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void Validate( const aiTexture* pTexture);
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// -------------------------------------------------------------------
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/** Validates a light source
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* @param pLight Input light
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*/
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void Validate( const aiLight* pLight);
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// -------------------------------------------------------------------
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/** Validates a camera
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* @param pCamera Input camera*/
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void Validate( const aiCamera* pCamera);
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// -------------------------------------------------------------------
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/** Validates a bone animation channel
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* @param pAnimation Animation channel.
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* @param pBoneAnim Input bone animation */
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void Validate( const aiAnimation* pAnimation,
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const aiNodeAnim* pBoneAnim);
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// -------------------------------------------------------------------
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/** Validates a node and all of its subnodes
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* @param Node Input node*/
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void Validate( const aiNode* pNode);
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// -------------------------------------------------------------------
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/** Validates a string
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* @param pString Input string*/
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void Validate( const aiString* pString);
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private:
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// template to validate one of the aiScene::mXXX arrays
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template <typename T>
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inline void DoValidation(T** array, unsigned int size,
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const char* firstName, const char* secondName);
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// extended version: checks whether T::mName occurs twice
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template <typename T>
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inline void DoValidationEx(T** array, unsigned int size,
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const char* firstName, const char* secondName);
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// extension to the first template which does also search
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// the nodegraph for an item with the same name
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template <typename T>
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inline void DoValidationWithNameCheck(T** array, unsigned int size,
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const char* firstName, const char* secondName);
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aiScene* mScene;
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};
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} // end of namespace Assimp
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#endif // AI_VALIDATEPROCESS_H_INC
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