📄 daereader.h
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/* * Copyright 2006 Sony Computer Entertainment Inc. * * Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this * file except in compliance with the License. You may obtain a copy of the License at: * http://research.scea.com/scea_shared_source_license.html * * Unless required by applicable law or agreed to in writing, software distributed under the License * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or * implied. See the License for the specific language governing permissions and limitations under the * License. */#ifndef _DAE_CONV_H_#define _DAE_CONV_H_#include <string>#include <dae.h>#include <dae/daeURI.h>#include <dae/daeElement.h>#include <dom/domCommon_color_or_texture_type.h>#include <osg/Node>#include <osg/Transform>#include <osg/Notify>#include <osg/PositionAttitudeTransform>#include <osgDB/ReaderWriter>#include <osgDB/FileNameUtils>#include <osgDB/FileUtils>#include <osgDB/Registry>#include <osg/Material>class domBind_material;class domCamera;//class domCommon_color_or_texture_type;class domCommon_float_or_param_type;class domGeometry;class domInstance_controller;class domInstance_geometry;class domInstanceWithExtra;class domLight;class domLookat;class domMatrix;class domNode;class domP;class domProfile_COMMON;class domScale;class domSkew;class domTranslate;class domRotate;class domVisual_scene;#include <dom/domInputLocalOffset.h>namespace osgdae {class domSourceReader;inline daeElement *getElementFromURI( daeURI &uri ){ if ( uri.getState() == daeURI::uri_loaded || uri.getState() == daeURI::uri_pending ) { uri.resolveElement(); } return uri.getElement();}inline daeElement *getElementFromIDRef( daeIDRef &idref ){ if ( idref.getState() == daeIDRef::id_loaded || idref.getState() == daeIDRef::id_pending ) { idref.resolveElement(); } return idref.getElement();}template< typename TInputArray, typename TInputType >bool findInputSourceBySemantic( TInputArray& inputs, const char* semantic, daeElement *& element, TInputType ** input = NULL, int unit = 0 ){ element = NULL; int count = 0; for ( size_t i = 0; i < inputs.getCount(); i++ ) { if ( !strcmp(semantic, inputs[i]->getSemantic()) ) { if ( count == unit ) { element = getElementFromURI( inputs[i]->getSource() ); *input = (TInputType*)inputs[i]; return true; } count++; } } return false;}/**@class daeReader@brief Read a OSG scene from a DAE file */ class daeReader {public: daeReader(DAE *dae_); virtual ~daeReader(); bool convert( const std::string &fileURI ); osg::Node* getRootNode() { return rootNode; } // Additional Information std::string m_AssetUnitName; float m_AssetUnitMeter; domUpAxisType m_AssetUp_axis;protected: //scene processing osg::Node* processVisualScene( domVisual_scene *scene ); osg::Node* processNode( domNode *node ); //osg::Node* processInstance( domInstanceWithExtra *iwe ); //transform processing osg::Transform* processMatrix( domMatrix *mat ); osg::Transform* processTranslate( domTranslate *trans ); osg::Transform* processRotate( domRotate *rot ); osg::Transform* processScale( domScale *scale ); osg::Transform* processLookat( domLookat *la ); osg::Transform* processSkew( domSkew *skew ); //geometry processing osg::Node* processInstance_geometry( domInstance_geometry *ig ); osg::Node* processGeometry( domGeometry *geo ); osg::Node* processInstance_controller( domInstance_controller *ictrl ); typedef std::map< daeElement*, domSourceReader > SourceMap; typedef std::map< int, osg::IntArray*, std::less<int> > IndexMap; template< typename T > osg::Node* processSinglePPrimitive( T *group, SourceMap &sources, GLenum mode ); template< typename T > osg::Node* processMultiPPrimitive( T *group, SourceMap &sources, GLenum mode ); osg::Node* processPolylist( domPolylist *group, SourceMap &sources ); void resolveArrays( domInputLocalOffset_Array &inputs, osg::Geometry *&geom, SourceMap &sources, IndexMap &index_map ); void processP( domP *p, osg::Geometry *&geom, IndexMap &index_map, osg::DrawArrayLengths* dal/*GLenum mode*/ ); //material/effect processing void processBindMaterial( domBind_material *bm, osg::Node *geo ); osg::StateSet *processMaterial( domMaterial *mat ); osg::StateSet *processEffect( domEffect *effect ); osg::StateSet *processProfileCOMMON( domProfile_COMMON *pc ); bool processColorOrTextureType( domCommon_color_or_texture_type *cot, osg::Material::ColorMode channel, osg::Material *mat, domCommon_float_or_param_type *fop = NULL, osg::StateAttribute **sa = NULL ); osg::StateAttribute *processTransparencySettings( domCommon_transparent_type *ctt, domCommon_float_or_param_type *pTransparency, osg::StateSet *ss ); bool GetFloat4Param(xsNCName Reference, domFloat4 &f4); bool GetFloatParam(xsNCName Reference, domFloat &f); osg::StateAttribute *processTexture( domCommon_color_or_texture_type_complexType::domTexture *tex ); //scene objects osg::Node* processLight( domLight *dlight ); osg::Node* processCamera( domCamera *dcamera );protected: DAE *dae; osg::Node* rootNode; std::map<std::string,bool> _targetMap; int m_numlights; domInstance_effect *currentInstance_effect; domEffect *currentEffect; std::map< domGeometry*, osg::Node* > geometryMap; std::map< domMaterial*, osg::StateSet* > materialMap; enum AuthoringTool { UNKNOWN, GOOGLE_SKETCHUP }; AuthoringTool m_AuthoringTool;};}#endif
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