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diff --git a/libraries/irrlicht-1.8.1/include/IColladaMeshWriter.h b/libraries/irrlicht-1.8.1/include/IColladaMeshWriter.h new file mode 100644 index 0000000..e3f48a7 --- /dev/null +++ b/libraries/irrlicht-1.8.1/include/IColladaMeshWriter.h | |||
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1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __IRR_I_COLLADA_MESH_WRITER_H_INCLUDED__ | ||
6 | #define __IRR_I_COLLADA_MESH_WRITER_H_INCLUDED__ | ||
7 | |||
8 | #include "IMeshWriter.h" | ||
9 | #include "ISceneNode.h" | ||
10 | #include "IAnimatedMesh.h" | ||
11 | #include "SMaterial.h" | ||
12 | |||
13 | namespace irr | ||
14 | { | ||
15 | namespace io | ||
16 | { | ||
17 | class IWriteFile; | ||
18 | } // end namespace io | ||
19 | |||
20 | namespace scene | ||
21 | { | ||
22 | //! Lighting models - more or less the way Collada categorizes materials | ||
23 | enum E_COLLADA_TECHNIQUE_FX | ||
24 | { | ||
25 | //! Blinn-phong which is default for opengl and dx fixed function pipelines. | ||
26 | //! But several well-known renderers don't support it and prefer phong. | ||
27 | ECTF_BLINN, | ||
28 | //! Phong shading, default in many external renderers. | ||
29 | ECTF_PHONG, | ||
30 | //! diffuse shaded surface that is independent of lighting. | ||
31 | ECTF_LAMBERT, | ||
32 | // constantly shaded surface that is independent of lighting. | ||
33 | ECTF_CONSTANT | ||
34 | }; | ||
35 | |||
36 | //! How to interpret the opacity in collada | ||
37 | enum E_COLLADA_TRANSPARENT_FX | ||
38 | { | ||
39 | //! default - only alpha channel of color or texture is used. | ||
40 | ECOF_A_ONE = 0, | ||
41 | |||
42 | //! Alpha values for each RGB channel of color or texture are used. | ||
43 | ECOF_RGB_ZERO = 1 | ||
44 | }; | ||
45 | |||
46 | //! Color names collada uses in it's color samplers | ||
47 | enum E_COLLADA_COLOR_SAMPLER | ||
48 | { | ||
49 | ECCS_DIFFUSE, | ||
50 | ECCS_AMBIENT, | ||
51 | ECCS_EMISSIVE, | ||
52 | ECCS_SPECULAR, | ||
53 | ECCS_TRANSPARENT, | ||
54 | ECCS_REFLECTIVE | ||
55 | }; | ||
56 | |||
57 | //! Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values | ||
58 | enum E_COLLADA_IRR_COLOR | ||
59 | { | ||
60 | //! Don't write this element at all | ||
61 | ECIC_NONE, | ||
62 | |||
63 | //! Check IColladaMeshWriterProperties for custom color | ||
64 | ECIC_CUSTOM, | ||
65 | |||
66 | //! Use SMaterial::DiffuseColor | ||
67 | ECIC_DIFFUSE, | ||
68 | |||
69 | //! Use SMaterial::AmbientColor | ||
70 | ECIC_AMBIENT, | ||
71 | |||
72 | //! Use SMaterial::EmissiveColor | ||
73 | ECIC_EMISSIVE, | ||
74 | |||
75 | //! Use SMaterial::SpecularColor | ||
76 | ECIC_SPECULAR | ||
77 | }; | ||
78 | |||
79 | //! Control when geometry elements are created | ||
80 | enum E_COLLADA_GEOMETRY_WRITING | ||
81 | { | ||
82 | //! Default - write each mesh exactly once to collada. Optimal but will not work with many tools. | ||
83 | ECGI_PER_MESH, | ||
84 | |||
85 | //! Write each mesh as often as it's used with different materials-names in the scene. | ||
86 | //! Material names which are used here are created on export, so using the IColladaMeshWriterNames | ||
87 | //! interface you have some control over how many geometries are written. | ||
88 | ECGI_PER_MESH_AND_MATERIAL | ||
89 | }; | ||
90 | |||
91 | //! Callback interface for properties which can be used to influence collada writing | ||
92 | class IColladaMeshWriterProperties : public virtual IReferenceCounted | ||
93 | { | ||
94 | public: | ||
95 | virtual ~IColladaMeshWriterProperties () {} | ||
96 | |||
97 | //! Which lighting model should be used in the technique (FX) section when exporting effects (materials) | ||
98 | virtual E_COLLADA_TECHNIQUE_FX getTechniqueFx(const video::SMaterial& material) const = 0; | ||
99 | |||
100 | //! Which texture index should be used when writing the texture of the given sampler color. | ||
101 | /** \return the index to the texture-layer or -1 if that texture should never be exported | ||
102 | Note: for ECCS_TRANSPARENT by default the alpha channel is used, if you want to use RGB you have to set | ||
103 | also the ECOF_RGB_ZERO flag in getTransparentFx. */ | ||
104 | virtual s32 getTextureIdx(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0; | ||
105 | |||
106 | //! Return which color from Irrlicht should be used for the color requested by collada | ||
107 | /** Note that collada allows exporting either texture or color, not both. | ||
108 | So color mapping is only checked if we have no valid texture already. | ||
109 | By default we try to return best fits when possible. For example ECCS_DIFFUSE is mapped to ECIC_DIFFUSE. | ||
110 | When ECIC_CUSTOM is returned then the result of getCustomColor will be used. */ | ||
111 | virtual E_COLLADA_IRR_COLOR getColorMapping(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0; | ||
112 | |||
113 | //! Return custom colors for certain color types requested by collada. | ||
114 | /** Only used when getColorMapping returns ECIC_CUSTOM for the same paramters. */ | ||
115 | virtual video::SColor getCustomColor(const video::SMaterial & material, E_COLLADA_COLOR_SAMPLER cs) const = 0; | ||
116 | |||
117 | //! Return the transparence color interpretation. | ||
118 | /** Not this is only about ECCS_TRANSPARENT and does not affect getTransparency. */ | ||
119 | virtual E_COLLADA_TRANSPARENT_FX getTransparentFx(const video::SMaterial& material) const = 0; | ||
120 | |||
121 | //! Transparency value for that material. | ||
122 | /** This value is additional to transparent settings, if both are set they will be multiplicated. | ||
123 | \return 1.0 for fully transparent, 0.0 for not transparent and not written at all when < 0.f */ | ||
124 | virtual f32 getTransparency(const video::SMaterial& material) const = 0; | ||
125 | |||
126 | //! Reflectivity value for that material | ||
127 | /** The amount of perfect mirror reflection to be added to the reflected light | ||
128 | \return 0.0 - 1.0 for reflectivity and element is not written at all when < 0.f */ | ||
129 | virtual f32 getReflectivity(const video::SMaterial& material) const = 0; | ||
130 | |||
131 | //! Return index of refraction for that material | ||
132 | /** By default we don't write that. | ||
133 | \return a value greater equal 0.f to write \<index_of_refraction\> when it is lesser than 0 nothing will be written */ | ||
134 | virtual f32 getIndexOfRefraction(const video::SMaterial& material) const = 0; | ||
135 | |||
136 | //! Should node be used in scene export? (only needed for scene-writing, ignored in mesh-writing) | ||
137 | //! By default all visible nodes are exported. | ||
138 | virtual bool isExportable(const irr::scene::ISceneNode * node) const = 0; | ||
139 | |||
140 | //! Return the mesh for the given node. If it has no mesh or shouldn't export it's mesh | ||
141 | //! you can return 0 in which case only the transformation matrix of the node will be used. | ||
142 | // Note: Function is not const because there is no const getMesh() function. | ||
143 | virtual IMesh* getMesh(irr::scene::ISceneNode * node) = 0; | ||
144 | |||
145 | //! Return if the node has it's own material overwriting the mesh-materials | ||
146 | /** Usually true except for mesh-nodes which have isReadOnlyMaterials set. | ||
147 | This is mostly important for naming (as ISceneNode::getMaterial() already returns the correct material). | ||
148 | You have to override it when exporting custom scenenodes with own materials. | ||
149 | \return true => The node's own material is used, false => ignore node material and use the one from the mesh */ | ||
150 | virtual bool useNodeMaterial(const scene::ISceneNode* node) const = 0; | ||
151 | |||
152 | }; | ||
153 | |||
154 | //! Callback interface to use custom names on collada writing. | ||
155 | /** You can either modify names and id's written to collada or you can use | ||
156 | this interface to just find out which names are used on writing. | ||
157 | */ | ||
158 | class IColladaMeshWriterNames : public virtual IReferenceCounted | ||
159 | { | ||
160 | public: | ||
161 | |||
162 | virtual ~IColladaMeshWriterNames () {} | ||
163 | |||
164 | //! Return a unique name for the given mesh | ||
165 | /** Note that names really must be unique here per mesh-pointer, so | ||
166 | mostly it's a good idea to return the nameForMesh from | ||
167 | IColladaMeshWriter::getDefaultNameGenerator(). Also names must follow | ||
168 | the xs::NCName standard to be valid, you can run them through | ||
169 | IColladaMeshWriter::toNCName to ensure that. | ||
170 | \param mesh Pointer to the mesh which needs a name | ||
171 | \param instance When E_COLLADA_GEOMETRY_WRITING is not ECGI_PER_MESH then | ||
172 | several instances of the same mesh can be written and this counts them. | ||
173 | */ | ||
174 | virtual irr::core::stringw nameForMesh(const scene::IMesh* mesh, int instance) = 0; | ||
175 | |||
176 | //! Return a unique name for the given node | ||
177 | /** Note that names really must be unique here per node-pointer, so | ||
178 | mostly it's a good idea to return the nameForNode from | ||
179 | IColladaMeshWriter::getDefaultNameGenerator(). Also names must follow | ||
180 | the xs::NCName standard to be valid, you can run them through | ||
181 | IColladaMeshWriter::toNCName to ensure that. | ||
182 | */ | ||
183 | virtual irr::core::stringw nameForNode(const scene::ISceneNode* node) = 0; | ||
184 | |||
185 | //! Return a name for the material | ||
186 | /** There is one material created in the writer for each unique name. | ||
187 | So you can use this to control the number of materials which get written. | ||
188 | For example Irrlicht does by default write one material for each material | ||
189 | instanced by a node. So if you know that in your application material | ||
190 | instances per node are identical between different nodes you can reduce | ||
191 | the number of exported materials using that knowledge by using identical | ||
192 | names for such shared materials. | ||
193 | Names must follow the xs::NCName standard to be valid, you can run them | ||
194 | through IColladaMeshWriter::toNCName to ensure that. | ||
195 | */ | ||
196 | virtual irr::core::stringw nameForMaterial(const video::SMaterial & material, int materialId, const scene::IMesh* mesh, const scene::ISceneNode* node) = 0; | ||
197 | }; | ||
198 | |||
199 | |||
200 | //! Interface for writing meshes | ||
201 | class IColladaMeshWriter : public IMeshWriter | ||
202 | { | ||
203 | public: | ||
204 | |||
205 | IColladaMeshWriter() | ||
206 | : Properties(0), DefaultProperties(0), NameGenerator(0), DefaultNameGenerator(0) | ||
207 | , WriteTextures(true), WriteDefaultScene(true), ExportSMaterialOnce(true) | ||
208 | , AmbientLight(0.f, 0.f, 0.f, 1.f) | ||
209 | , GeometryWriting(ECGI_PER_MESH) | ||
210 | { | ||
211 | } | ||
212 | |||
213 | //! Destructor | ||
214 | virtual ~IColladaMeshWriter() | ||
215 | { | ||
216 | if ( Properties ) | ||
217 | Properties->drop(); | ||
218 | if ( DefaultProperties ) | ||
219 | DefaultProperties->drop(); | ||
220 | if ( NameGenerator ) | ||
221 | NameGenerator->drop(); | ||
222 | if ( DefaultNameGenerator ) | ||
223 | DefaultNameGenerator->drop(); | ||
224 | } | ||
225 | |||
226 | //! writes a scene starting with the given node | ||
227 | virtual bool writeScene(io::IWriteFile* file, scene::ISceneNode* root) = 0; | ||
228 | |||
229 | |||
230 | //! Set if texture information should be written | ||
231 | virtual void setWriteTextures(bool write) | ||
232 | { | ||
233 | WriteTextures = write; | ||
234 | } | ||
235 | |||
236 | //! Get if texture information should be written | ||
237 | virtual bool getWriteTextures() const | ||
238 | { | ||
239 | return WriteTextures; | ||
240 | } | ||
241 | |||
242 | //! Set if a default scene should be written when writing meshes. | ||
243 | /** Many collada readers fail to read a mesh if the collada files doesn't contain a scene as well. | ||
244 | The scene is doing an instantiation of the mesh. | ||
245 | When using writeScene this flag is ignored (as we have scene there already) | ||
246 | */ | ||
247 | virtual void setWriteDefaultScene(bool write) | ||
248 | { | ||
249 | WriteDefaultScene = write; | ||
250 | } | ||
251 | |||
252 | //! Get if a default scene should be written | ||
253 | virtual bool getWriteDefaultScene() const | ||
254 | { | ||
255 | return WriteDefaultScene; | ||
256 | } | ||
257 | |||
258 | //! Sets ambient color of the scene to write | ||
259 | virtual void setAmbientLight(const video::SColorf &ambientColor) | ||
260 | { | ||
261 | AmbientLight = ambientColor; | ||
262 | } | ||
263 | |||
264 | //! Return ambient light of the scene which is written | ||
265 | virtual video::SColorf getAmbientLight() const | ||
266 | { | ||
267 | return AmbientLight; | ||
268 | } | ||
269 | |||
270 | //! Control when and how often a mesh is written | ||
271 | /** Optimally ECGI_PER_MESH would be always sufficent - writing geometry once per mesh. | ||
272 | Unfortunately many tools (at the time of writing this nearly all of them) have trouble | ||
273 | on import when different materials are used per node. So when you override materials | ||
274 | per node and importing the resuling collada has materials problems in other tools try | ||
275 | using other values here. | ||
276 | \param writeStyle One of the E_COLLADA_GEOMETRY_WRITING settings. | ||
277 | */ | ||
278 | virtual void setGeometryWriting(E_COLLADA_GEOMETRY_WRITING writeStyle) | ||
279 | { | ||
280 | GeometryWriting = writeStyle; | ||
281 | } | ||
282 | |||
283 | //! Get the current style of geometry writing. | ||
284 | virtual E_COLLADA_GEOMETRY_WRITING getGeometryWriting() const | ||
285 | { | ||
286 | return GeometryWriting; | ||
287 | } | ||
288 | |||
289 | //! Make certain there is only one collada material generated per Irrlicht material | ||
290 | /** Checks before creating a collada material-name if an identical | ||
291 | irr:::video::SMaterial has been exported already. If so don't export it with | ||
292 | another name. This is set by default and leads to way smaller .dae files. | ||
293 | Note that if you need to disable this flag for some reason you can still | ||
294 | get a similar effect using the IColladaMeshWriterNames::nameForMaterial | ||
295 | by returning identical names for identical materials there. | ||
296 | */ | ||
297 | virtual void setExportSMaterialsOnlyOnce(bool exportOnce) | ||
298 | { | ||
299 | ExportSMaterialOnce = exportOnce; | ||
300 | } | ||
301 | |||
302 | virtual bool getExportSMaterialsOnlyOnce() const | ||
303 | { | ||
304 | return ExportSMaterialOnce; | ||
305 | } | ||
306 | |||
307 | //! Set properties to use by the meshwriter instead of it's default properties. | ||
308 | /** Overloading properties with an own class allows modifying the writing process in certain ways. | ||
309 | By default properties are set to the DefaultProperties. */ | ||
310 | virtual void setProperties(IColladaMeshWriterProperties * p) | ||
311 | { | ||
312 | if ( p == Properties ) | ||
313 | return; | ||
314 | if ( p ) | ||
315 | p->grab(); | ||
316 | if ( Properties ) | ||
317 | Properties->drop(); | ||
318 | Properties = p; | ||
319 | } | ||
320 | |||
321 | //! Get properties which are currently used. | ||
322 | virtual IColladaMeshWriterProperties * getProperties() const | ||
323 | { | ||
324 | return Properties; | ||
325 | } | ||
326 | |||
327 | //! Return the original default properties of the writer. | ||
328 | /** You can use this pointer in your own properties to access and return default values. */ | ||
329 | IColladaMeshWriterProperties * getDefaultProperties() const | ||
330 | { | ||
331 | return DefaultProperties; | ||
332 | } | ||
333 | |||
334 | //! Install a generator to create custom names on export. | ||
335 | virtual void setNameGenerator(IColladaMeshWriterNames * nameGenerator) | ||
336 | { | ||
337 | if ( nameGenerator == NameGenerator ) | ||
338 | return; | ||
339 | if ( nameGenerator ) | ||
340 | nameGenerator->grab(); | ||
341 | if ( NameGenerator ) | ||
342 | NameGenerator->drop(); | ||
343 | NameGenerator = nameGenerator; | ||
344 | } | ||
345 | |||
346 | //! Get currently used name generator | ||
347 | virtual IColladaMeshWriterNames * getNameGenerator() const | ||
348 | { | ||
349 | return NameGenerator; | ||
350 | } | ||
351 | |||
352 | //! Return the original default name generator of the writer. | ||
353 | /** You can use this pointer in your own generator to access and return default values. */ | ||
354 | IColladaMeshWriterNames * getDefaultNameGenerator() const | ||
355 | { | ||
356 | return DefaultNameGenerator; | ||
357 | } | ||
358 | |||
359 | //! Restrict the characters of oldString a set of allowed characters in xs::NCName and add the prefix. | ||
360 | /** A tool function to help when using a custom name generator to generative valid names for collada names and id's. */ | ||
361 | virtual irr::core::stringw toNCName(const irr::core::stringw& oldString, const irr::core::stringw& prefix=irr::core::stringw(L"_NC_")) const = 0; | ||
362 | |||
363 | |||
364 | protected: | ||
365 | // NOTE: You usually should also call setProperties with the same paraemter when using setDefaultProperties | ||
366 | virtual void setDefaultProperties(IColladaMeshWriterProperties * p) | ||
367 | { | ||
368 | if ( p == DefaultProperties ) | ||
369 | return; | ||
370 | if ( p ) | ||
371 | p->grab(); | ||
372 | if ( DefaultProperties ) | ||
373 | DefaultProperties->drop(); | ||
374 | DefaultProperties = p; | ||
375 | } | ||
376 | |||
377 | // NOTE: You usually should also call setNameGenerator with the same paraemter when using setDefaultProperties | ||
378 | virtual void setDefaultNameGenerator(IColladaMeshWriterNames * p) | ||
379 | { | ||
380 | if ( p == DefaultNameGenerator ) | ||
381 | return; | ||
382 | if ( p ) | ||
383 | p->grab(); | ||
384 | if ( DefaultNameGenerator ) | ||
385 | DefaultNameGenerator->drop(); | ||
386 | DefaultNameGenerator = p; | ||
387 | } | ||
388 | |||
389 | private: | ||
390 | IColladaMeshWriterProperties * Properties; | ||
391 | IColladaMeshWriterProperties * DefaultProperties; | ||
392 | IColladaMeshWriterNames * NameGenerator; | ||
393 | IColladaMeshWriterNames * DefaultNameGenerator; | ||
394 | bool WriteTextures; | ||
395 | bool WriteDefaultScene; | ||
396 | bool ExportSMaterialOnce; | ||
397 | video::SColorf AmbientLight; | ||
398 | E_COLLADA_GEOMETRY_WRITING GeometryWriting; | ||
399 | }; | ||
400 | |||
401 | |||
402 | } // end namespace | ||
403 | } // end namespace | ||
404 | |||
405 | #endif | ||