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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "assimp_shape.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#define NL_NODE_INTERNAL_TYPE aiNode
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#define NL_SCENE_INTERNAL_TYPE aiScene
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#include "scene_context.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/tool_logger.h>
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using namespace std;
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using namespace NLMISC;
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void assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext)
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{
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}
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/* end of file */
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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struct CMeshUtilsContext;
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struct CNodeContext;
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void assimpShape(CMeshUtilsContext &context, CNodeContext &nodeContext);
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/* end of file */
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "scene_context.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/tool_logger.h>
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using namespace std;
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using namespace NLMISC;
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void dummy_scene_context_cpp();
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/* end of file */
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SCENE_CONTEXT_H
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#define NL_SCENE_CONTEXT_H
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#include <nel/misc/types_nl.h>
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#include "mesh_utils.h"
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#include "scene_meta.h"
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#include <nel/misc/sstring.h>
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#include <nel/misc/tool_logger.h>
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#ifndef NL_NODE_INTERNAL_TYPE
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#define NL_NODE_INTERNAL_TYPE void
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#endif
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#ifndef NL_SCENE_INTERNAL_TYPE
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#define NL_SCENE_INTERNAL_TYPE void
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#endif
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struct CNodeContext
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{
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CNodeContext() :
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InternalNode(NULL),
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IsBone(false)
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{
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}
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const NL_NODE_INTERNAL_TYPE *InternalNode;
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bool IsBone;
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};
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typedef std::map<NLMISC::CSString, CNodeContext> TNodeContextMap;
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struct CMeshUtilsContext
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{
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CMeshUtilsContext(const CMeshUtilsSettings &settings) : Settings(settings), InternalScene(NULL)
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{
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}
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const CMeshUtilsSettings &Settings;
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NLMISC::CToolLogger ToolLogger;
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const NL_SCENE_INTERNAL_TYPE *InternalScene;
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CSceneMeta SceneMeta;
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TNodeContextMap Nodes; // Impl note: Should never end up containing the scene root node.
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// std::map<const aiMesh *, NLMISC::CSString> MeshNames; // Maps meshes to a node name ********************* todo ***************
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};
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#endif /* NL_SCENE_CONTEXT_H */
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/* end of file */
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